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Make Your Move 5 Moveset: Kira Trine (NOT an official entry.)

UserShadow7989

Smash Journeyman
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Aug 13, 2007
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Link to original post: [drupal=1545]Make Your Move 5 Moveset: Kira Trine (NOT an official entry.)[/drupal]



While I was wrapping up my Revolver Ocelot moveset and before starting work on my Three Stooges moveset, I had begun work on my original character, Kira Trine, and wanted to create a moveset for her. I completed the moveset in it's entirety, but without a picture I could not post it.

No scanner or art programs, and a level of drawing skill that guarenteed any attempts would not have the slightest resemblence prevented me from making one myself.Since I couldn't find someone to make it for me, or a character with a great enough resemblence to just take a picture of them and list off the differences, I wasn't able to make her an actual entry.

As such. I'm posting her here as an unofficial entry. If I ever get a picture, I'll post her as an official entry in the Make Your Move 5 Thread, but until then I want to showcase my third moveset.

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Warning Challenger Approaching!

[Description: Kira is an 18 year old woman of average height and weight, if slightly muscular. She has medium length brown hair and green eyes. Her state of dress includes a zipped up black vest over a white t-shirt with a four leaf clover badge on the left half of it's collar, long, slightly loose grey pants, and white shoes with black heel and toe areas over blue socks. Caucasion, if slightly tanned. She carries a sword at her side in a brown leather sheath.]

Guild member Kira has joined the Brawl!

History:
Kira's world is nearly 3 times the size of Earth. It's filled with monsters of all shapes and sizes, animals and people mutated by strange artifacts. The constant chaos these beasts cause force people to abandon smaller villages and can even wreck larger cities. This has resulted in the loss of most historical texts, leaving few who know how their planet came to such a pitiful state of affairs. One major thing of note is the changes in biology in many humans. While still technically human, it's very common to be born with mutations, such as animal ears/tails, or even being made of living liquid in rare cases. At this point, Kira and people like her without any visible mutation are the minority.

Several freelance guilds have cropped up over the years dedicated to the research of artifacts and dealing with the monsters. The world is quickly recovering thanks to these combined efforts, but the people desire to know where the artifacts, and they themselves came from. Kira, her sister Rika, and many others are now searching for answers. Kira searches for ways to safely de-mutate the monsters back to animals and people safely. While inflicting enough damage to the monsters can do so, there are often side effects that linger with the victims for the rest of their lives, assuming they survive.

Kira travels the world, investigating artifacts and defeating monstes as she goes. She finds many different creatures and people along her way, some taking advantage of the chaos. She's gained many admirers, both male and, to Kira's chargin, female. During her journey, she defends a young woman named Mina from bandits and earns the young girl's affections and companionship. Mina was never really big and was targeted because of it. She was also born with wolf ears, claws and a tail, though that is common in the world's current state.

Kira, Mina, and eventually others continue on, even destroying powerful varieties of monsters known as "Juggernauts" and fighting leaders of large bandit clans. During her travels, she encounters a man who knows much about the world's origins, and is manipulating small scale conflicts to unknown ends. She chases him with all her might, but he refuses to reveal anything even when cornered. After their fight, the man says he isn't the only one of his kind, and that she is only delaying the inevitable. He escapes once again, leaving the group no other information other then his cryptic and inane ramblings.

Despite her reputation for fighting monsters twice her size, Kira prefers to run from chances to battle. This is not because of a pacifistic quallity or any such thing, but sheer cowardice as Kira herself admits. She only chooses to fight when doing so is the only way to protect something. Her fighting abilities reflect this, Kira having below average stats all around, a rarity for the main character of an RPG. Her abilities are fairly cheap and have a multitude of side effects such as status effects, stat increases/decreases, and with a high enough occurance rate as to be useful, making up for this.

Overview:
Kira's stats are all around below average, her only pluses being her recovery and her speed. When she uses her Neutral B, however, her moves are all enhanced with a special ability or quality, or at least get a minor boost for several seconds. Kira users must balance fighting and boosting Kira's stats, and take the precaution of not spamming her Neutral B and leaving themselves open to the opponent's power moves.

Base Abilities:
Size:
Slightly Tall. She's eye to eye with Marth.

Weight:
Light Weight. She's not hard to send flying.

Walking Speed:
Average. Not really quick but not at all sluggish.

Running Speed:
Fast. She's only slightly slower then Captain Falcon.

Traction:
Average. Nothing special here.

Swimming Duration:
Long. Kira can keep afloat for a great length of time.

Swimming Speed:
Fast. Kira is very agile in the water.

Power:
Low. She doesn't have many KO moves or ways to inflict a lot of damage.

Attack Speed:
Average. She has few laggy attacks and a few quick ones.

Range (Melee):
Below Average. She has mostly normal reach, but a few moves have very bad reach.

Range (Projectiles):
Average. Her distance attacks have great reach, but she has too few of them to have a strong projectile game.

Priority:
Below Average. Kira runs the gambit from low to high priority, but has fewer high then low.

First Jump:
Good. Kira's jump is on par with Luigi's.

Second Jump:
Good. She gains just as much distance as she does with her first jump.

Fall Speed:
Slow. She decends only slightly quicker then Peach.

Landing Lag:
Little. She barely has any lag at all.

Crouch:
Excellent. She lowers herself on all fours, making most attacks go over her head.

Crawl:
Good. She hastily moves forward on her hands and knees.

Wall Jump: Yes

Wall Cling: Yes, but she slides down at twice her fall speed.

Gliding: No.

Hover: No.

Stances:
Basic Pose:
Kira bounces back and forth on the balls of her feet.

Idle Pose:
Kira squats down and puts her fists up in a boxing stance. She throws a few punches and bobbs and weaves.

Walking:
She moves forward, swinging her amrs slighty and walking heel to toe.

Running:
Kira swings her arms more and her footfalls are completely flat.

Dashing:
Each step lands on the ball of the foot, the heel never touching the ground. She leans forward notacibly anf her hair flows behind her. Her arms swing back and forth at a great speed.

Jump 1:
Kira squats down and places both feet flat on the ground, then she launches herself up. Her hitbox shrinks greatly when her jump starts, to around the size of Kirby's.

Jump 2:
Kira makes motions similar to her first jump then thrusts one foot down and raises the other. She has a faint blue outline for a split second as she gains altitude.

Falling:
Kira' moves her arms out to her sides as she falls, her legs extended strait down and her hair flowing behind her.

Landing:
Kira bends her knees to absorb the impact. Her hands just touch the ground before she bounces back to her feet.

Shield:
Kira squats down and wraps her right hand aound her blade, ready to draw it. Her shield is a deep purple.

Ledge Balancing:
Her toes are planted on the ground and her arms are extended outwards to keep balanced. She looks down in front of herself and sways slightly.

Floating:
Kira gently moves her arms across the surface and kicks her legs.

Swimming:
Kira performs an impressive breast stroke forward, kicking hard as she can.

Drowning:
She splashes frantically, even as she goes under.

Sidestep:
Kira gracefully spins on her heel and steps into the background in a single movement.

Forward Roll:
She tucks herself into a ball and rolls forward. Kira untucks herself the moment her feet make contact with the ground.

Backwards Roll:
Kira jumps backwards, landing on one foot and raising the other in front of herself as she trys to regain balance.

Air Dodge:
Kira half turns to face the screen and curls her midsection back.

Flinch:
She leans back like she was struck in the jaw, tilting onto her heals.

Trip:
Kira steps forward too quickly and puts her foot down toes first. Her momentum carrys her forward and makes her tip over onto the ground.

Sleeping:
Kira falls onto her side and curls into a ball, kicking off her shoes and murmuring in her sleep.

Waking Up:
Kira opens her eyes halfway and props herself up with one arm, sliding her shoes back on with the other..

Standing Up:
She pulls her legs in and rolls to her feet.

Dizzy:
Kira stumbles around and bends her knee. She waves her amrs around to her sides to find something to steady herself with.

Basic Moves:
A/AA/AAA - Roundhouse:
Kira spins on the ball of her left foot and extending her right. She continues by putting her right foot down and strikes with her left heel, then finishes the combo by swinging her sword in an upwards motion. Does 2%, 3%, then 3% with average priority and no knockback but large reach for a basic combo. If her Neutral B is in effect, she throws her sword like a boomerang at the end, doing 5% damage and no hit stun. Below average priority. Short lag on either end.

Forward A - Ice Geyser Kick:
Kira leans back and swings her leg up, then down. Her first kick does 3% damage with upwards knockback and the second 5% and downwards knockback. When her Neutral B is active, A pool of water the width of Jigglypuff expands from the spot her heel struck the ground. After a full second, a geyser shoots upwards from the pool and freezes almost instantly.

Contact with the geyser before it solidifies does 6% damage, pushes back slightly, and freezes like the Ice Climber's Side B. The block of ice remains as a destructable hazard the size of two Custom Stage blocks stacked on top of one another, and can last for 5 seconds or until it takes 20% damage. It's unlikely to do any damage, but a nice obstruction. The geyser has great Priority, while the kicks have low priority. Short starting lag, but medium ending lag.

Down A - Rock Breaker:
Kira performs an overhead sword swing and slams the ground in front of herself. No fancy animation. Does 5% damage with pitiful knockback, bad priority, below average reach, and little hit stun. It has very little lag, begining or ending. When her Neutral B is in effect, her starting lag is boosted to 0.5 seconds, but the strike sends a large chunk of rock flying in the direction she's facing in an arc about 1.5 Bowsers high at it's peak and 2.5 Bowsers long in distance traveled. The rock does 7% damage with high priority and knockback. Medium starting lag and short ending lag.

Up A - Venom Roll:
Kira curls into a ball and extends her sword out in front of her, then rolls backwards with the sword still extended. Does 3% damage when she extends the sword, and 4% when she rolls backwards. The attack has short reach, but little lag and one of her few moves with high priority. During her Neutral B, a green energy surrounds her blade, doubling the reach and inflicting a poison on her opponent for an additional 3% damage. Disjointed hitbox, thanks to her sword. Medium starting and ending lag.

Dash Attack - Seeing Stars:
Kira leaps forward at about half the height of her normal jump and raises her fists above her head, momentum pushing her onward. She grasps her hands together and brings them down on her opponent as hard as she can. The attack has medium starting lag, average priority, and no knockback, but does 8% damage and medium second hitstun. Any opponent hit with this move while her Neutral B's active will be stuned for 2 seconds, stars circling their head. If the opponent is already stunned, no hitstun will be inflicted.

Ledge Attack (99% or lower) - Strong Gust:
Kira creates a burst of wind, pushing anyone on the ledge back eight paces away and stuning them for a full second. Does no damage, but is useful for pushing away a harassing foe. Very little starting or ending lag. If Kira's Neutral B is active, the opponent will recieve high horizontal knockback instead of being pushed.

Ledge Attack (100% or higher) - Burning Charge:
Kira throws herself onto the platform, creating small flames around herself as she does. Good range for a ledge attack, and deals 6% damage and medium knocback, with no starting lag and long ending lag. During her Neutral Special, there's no ending lag. Low priority.

Stand Up Attack (99% or lower) - Sweep:
Kira slides her leg behind herself and swings the broadside of her sword in front of her. Similar to her Down Smash, any opponent hit by this attack will be knocked down as if they tripped. Does 3% damage and no knockback or hitstun. With her Neutral B in effect, opponents hit by this move will move with a slight limp and have their movement speed reduced by 20% for 5 seconds. No lag, starting or ending. Average priority.

Stand Up Attack (100% or higher) - Explosive Stand:
Kira glows orange as she rises up, then creates small explosions all around herself, hiting anyone who gets too close. Short range and visibly telegraphed by the glow, but it does 10% damage and great knockback. Her Neutral B's effect gifts her with Super Armor as she stands. Average priority. Medium starting lag and ending lag.

Smash Attacks:
Forward Smash - Fire Orb:
Kira pulls her fist backwards and squats slightly as the move charges. She punches forward, her hand engulfed in flame. Despite it's resemblance to Captain Falcon's signature move, it does only 7% and mild knockback fully charged. Very little starting and ending lag. If used while Kira's Neutral B is in effect, a ball of fire will linger where she punched for 5 seconds. Foes who touch the flame will take 10% damage and great knockback. The punch itself has low priority, and the ball of flame has average priority.

Down Smash - Split Kick:
Kira drops to the ground, sticking her right foot in front of herself and her left foot back. She holds herself off the ground with her arms and quickly rights herself afterwards. Does only 8% fully charged, but anyone hit will have their feet knocked out from underneath them. Low priority and no knockback. If her Neutral B is in effect, a small shockwave comes Kira's feet, doubling the range of the attack. Short starting lag and medium ending lag.

Up Smash - Raindance:
Kira raises her hands in the air and focuses her energy above herself. When she finishes charging, a black cloud the size of Kirby hovers over her head. It follows Kira at a speed equal to her running speed, releasing a bolt of lightning onto anyone else that walks under it. The cloud lasts 3 seconds for every 1 Kira spent charging it, to a maximum of 12. Touching a bolt of lightning does 8% damage regardless of charge time. If Kira's Neutral B is active, the cloud's size is doubled and it chases after anyone who gets within 1/8 of Final Destination's length of it. Average priority, but no knockback and little hitstun. Short starting lag, but long ending lag as Kira finishes making the cloud.

Aerials:
Neutral Air - Spin Swipe:
Kira extends her sword out and twirls in a circle, her left foot extended down like she spun on her toes. Hits for 4% and low knockback, medium histun, short starting lag and medium ending lag. If Kira's Neutral B is in effect, Kira gains altitude equal to half her height as she does, allowing for even stronger recovery. A good recovery gimper. Disjointed hitbox.

Up Air - Neptune Cloud:
Kira holds her hands up and creates a trail of purple smog bits each the size of a Gooey Bomb above herself for the next 5 seconds, or until she lands/is hit/attacks with something else. The bits of fog remain for 6 seconds after creation, dealing 3% damage a second to anyone who comes in contact with them (multiple cloud bits don't stack.). If Kira's Neutral B is in effect, anyone other then Kira who comes in contact with the cloud will have their attack starting lag doubled for 3 seconds (multiple clouds don't stack).

Down Air - Twister:
Kira creates a small twister below herself, then kicks it like a soccer ball. The twister moves at a speed equal to Ike's walk, slowly homing in on whoever is closest to it. If it comes in contact with an opponent, it sucks them in and shoots them upwards like a cannon, dealing 8% damage and massive upwards knockback. The twister lasts 5 seconds and has medium starting lag as it forms. The kick itself does 5% damage to anyone she hits, her toes being the sweetspot that does 10% damage and spikes. While her Neutral B is in effect, the whirlwind pulls enemies within Bowser's width of it toward itself. The kick has medium knockback and low priority.

Forward Air - Bullet Kick:
Kira leans back in mid air, her side to the ground. She pulls her knees up to her chest, then thrusts both feet forward. Does 6% damage and mild knockback, with average priority and medium starting and ending lag. If Kira's Neutral B is active, the move gains a sweetspot at the bottom of her feet just as she kicks doing 12% damage and massive knockback diagonally upwards and away from Kira.

Backwards Air - Eleckick:
Kira turns around in mid air and extends her leg outwards, bolts of electricity dancing around it. The attack does only 4% damage and little upwards knockback, but she moves in her new direction by a distance equal to Bowser's width. Has an ending lag of 0.5 seconds. If her Neutral B is in effect, the lag is halved. Useful for dodging or as a sucker punch. Low priority.

Grabs:
Grab - Suprise!:
Kira vanishes and instantly reappears three paces in front of her previous position, facing the other way. She immediatly clamps on to her quarry with her arms, one around their torso, the other around their neck.

Grab Attack: - Cheap Shot:
Kira draws her leg back far and puts a small bit of space between her and her foe. Then, without a hint of remourse, slams her knee into the opponent's groin. Kira immediatly releases her grip on the opponent and jumps back three paces, as they double over in pain and fall on the floor as if they tripped (yes, even female characters). Does 9% damage, and has a full second of ending lag. The foe will be stuck on the floor for 0.8 seconds as they recover. If Kira's Neutral B is in effect, she'll flash a victory sign towards the screen. Otherwise, this attack doesn't change.

Forward Throw - Suspension:
Kira releases her grip on the opponent, but without any pause, thrusts her hand toward them. The opponent floats upwards and is encased in a glowing bubble of energy. The opponent will be trapped as if they were hit with a freezie and can mash buttons to escape just the same, but while they're trapped they can't be harmed by any means. The opponent can move the bubble around at a rate equal to Mario's run by pushing the control stick, preventing KOs on moving stages. This move does no damage, but has little lag and is an excellent way to occupy the foe so Kira can use her Neutral B. If Kira's Neutral B is in effect when this is used, the duration of the bubble is doubled.

Backwards Throw - Mental Cloud:
Kira turns and shoves the opponent away, then boots them in the back of the head. Her foot is coated in a white mist, which wraps around the target's head. Does 4% and litte knockback, with a small lag. However, the opponent's button imputs will be switched around for 5 seconds (B with A, left with right, and up with down). While Kira's Neutral B is in effect, the opponent's jump height will be at 2/3 the normal amount.

Down Throw - Warp:
Kira creates a round, black and purple portal the size and width of Donkey Kong in front of herself. A white and grey portal the same size and shape will appear at random within a distance equal to 1/2 the size of Final Destination to side and/or above Kira (but NEVER below). Kira shoves her opponent into the portal, the opponent vanishing into it and reappearing at the other portal inbetween two and three seconds later. The opponent takes 5% damage and no knockback, and will have full use of their second jump(s) and Up B when they reappear. Anyone else who enters the portal will be teleported similarly, but take no damage. If Kira's Neutral B is in effect, the opponent will only be able to use their Up B (and glide/tether) to recover.

Up Throw - Muscle Boost:
Kira glows for a split second before her arms and legs thicken slightly. She holds the foe up with one hand without any visable effort, before lazily throwing them upward. Her frame returns to normal afterwards. Does 10% damage and high upward knockback, with a medium starting lag. During Kira's Neutral B, her muscles stay plumped for 4 seconds, increasing the damage of all of her tilts, aerials, and situationals by 3% each, and buffing the knockback of her attacks by 1.2x the normal amount.

Special Moves:
Neutral B - Energy Focus:
Kira stands strait up with her arms to her sides and closes her eyes in concetration. She gains a glowing silver outline that remains for the duration of the move's effects. When the player uses the Neutral B, Kira will be unable to move for 1.2 seconds. Once she's able to move again, her attacks will gain unique abilities for 8 seconds or until she is KOed. If she is already under the effect of her Neutral B, using this move instead heals 5% damage at the end of the animation.

Side B - Drain Plant:
Kira suddenly throws a mean right hook at her opponent, jabbing a sharp seed into them. The seed instantly sprouts into a flower. The attack has only 3% damage, low range, little knockback, and low priority, but has the same effect as the Lip's stick item. If Kira is under the effect of her Neutral B, the opponent won't be able to move for 2 seconds or until they're hit again. The secondary effects of this move do not take effect if the opponent is already suffering from them.

Down B - Spark Touch:
Kira smiles as sparks begin jumping off her body. For the next two seconds, half of any damage and knockback she would recieve from a melee attack is reflected on to her attacker. If no attacks are reflected, Kira stop and puts her hands on her knees, resting. Final Smashes cannot be reflected by this. If she is under the effect of her Neutral B, any enemy that is within a distance of Kira equal to a Motion Sensor Bomb's blast radius will recieve 8% damage and high knockback. High priority. Short starting lag and ending lag, but if Kira doesn't hit a foe she'll suffer from long ending lag instead.

Up B - Permafrost:
Kira squats down to half her height, then launches upward a distance equal to her second jump. Eight cone-shaped bits of ice form around her as she starts the move and fly away from her as she reaches her peak. Each cone is as long as kirby is wide, and travel twice that distance in the direction they point at the speed of Shiek's needles. Kira herself doesn't harm anyone during her leap, but the ice will cause 6% damage to anyone that is hit. During the effects of Kira's Neutral B, and surfaces that are hit with ice will freeze over by a space equal to the pitfall item's coverage. Anyone other then Kira who runs, dashes, or lands on the patch of frost will slip. Average priority.

Final Smash: Miracle
When Kira unleashes her strongest attack, everything on screen slows to one fourth it's normal speed, Kira included. Star shaped bits of energy the size of Wario fall from the top of the ring, desending at the speed an item normally does and vanishing in a technocolor haze when they come in contact with anything.

Two rainbow colored stars appear every second and fall strait down, any of Kira's opponents hit by them will take 20% damage and no knockback or hitstun. This Final Smash lasts 15 seconds, and Kira is treated as if her Neutral B is active for it's duration. While it does massive damage, it can never KO on it's own.

(In-depth Playstyle) Side Effects May Include...:
Kira's abilities, not counting jumps and her move speed, are subpar. Her priority is low, her attack speed is only average, her range is average excepting one or two moves, and she has little knockback. She has two saving graces. The first is her manuverability in both the air and the ground. The second and most noticable is her Neutral B. It gives each of her attacks a bonus effect, allowing Kira to keep up with her opponents. When nearing the end of her Neutral B's boost, her glow will start to fade. When that occours, use her Up B, Forward A, and Forward Smasf to make obstacles between her and them, giving her the time to power up again or to heal. If you knock them away, her Neutral B can be used to reduce her damage gauge.

Due to her great recovery and slow fall speed, she can recover from almost anything that isn't a KO. If you're sent flying, take the oppurtunity to use her Neutral B as she heads back, either boosting her attack abilities again or removing some of the damage on the way back to the stage. Her Down Air can hit anyone who tries to gimp her recovery, making her hard to KO. Her Side B, Down A, Up A Air, and Up Smash are her best bets at racking up damage. Use them whenever you get the chance.

Kira has many options against ledge guarding, her Up B and Down A Air chasing them away while her Up A Air and Forward A Air give them reason not to pursue. The air is definately Kira's domain, as her jumps and low fall speed enable her to remain in the sky easily andher airials are slightly better then her ground moves.. Use her Back A Air to retreat when things are getting too heated.

On the ground, Kira's at a disadvantage even with her Neutral B in effect. Her attacks do below average damage and have bad to decent range. Since she's a lightweight, having to approach advisaries is a major blow to their usefulness. Her Dash Attack can stun the opponent, giving you time to use her short range strikes or her Smashes.

She has the highest damage of any grab attack in the game, but can only use it once per grab and it has too much lag, even with the stun it inflicts, to be chained. Her Up throw is her best KO move with high knockback and decent damage, and it's "side effect" helps her mash the opponent around and try again. Her other throws all allow Kira space to herself and disrupt the opponent's attacks. Keep in mind, Kira's close range game sucks, so she can't really spam her throws without great risk to herself.

Kira sacrifices strength for speed and additional effects, allowing her to take advantage of her opponent's various weaknesses. Stay away at first, using projectiles to soften the opponent up, and close in when you're ready to kill. Whenever you get the chance, use her Neutral B. The boosts allow for more versatillity in her fighting style, and the healing allows her to survive long fights despite her low weight. But remember, you can't always have it active. Don't risk using her Neutral B if your opponents are hounding you, as it only gives them a free shot.

(Battling Kira) The Antidote:
In her game, Kira rarely fights. The only times she does fight, it's self defense or defense of another. Her fighting style has adjusted to this by compensating with nasty side effects. Her attacks do little to shields, so focus on defending if she does get her Neutral B into effect. When it wears off, charge in and do as much damage as you can. Fighters with many disjointed hitboxes like Marth or Snake are the best options to deal with her, striking with great force without risking her venomous attacks.

Taunts & Extras:
Up Taunt - Dinner and a Show:
Kira creates 6 differently colored balls of energy and juggles them. The colors are green, red, blue, yellow, purple, and orange. At the end, she pockets them then bows.

Down Taunt - Flip Out:
Kira backflips and lands on one knee. She smugly throus out a victory sign.

Side Taunt - Decisions:
Kira stands up strait and closes her eyes in concentration, a miniture RPGish action menu appearing over her. The player can move the control stick to change which item is highlighted, but it doesn't do anything.

Result Screen Win 1:
Kira examines a silver crystal with a red ring floating around it. She's wearing white gloves with black fingertips and cuffs as she handles it.

Result Screen Win 2:
Kira claps her hands together and closes her eyes, a white light surrounding her as if she were using her Neutral B. Her eyes suddenly snap open and she throws her hands to her sides as if posing, smiling proudly at the screen.

Result Screen Win 3:
Kira creates a ring of light around herself. She smiles and crosses her arms. Small colorful bursts like miniture fireworks appear in the ring.

Loss:
Kira performs a basic clap, smiling for the victor but looking disappointed.

Character Symbol:
A simplistic crystal shape with a ring around the center, as if floating around it.

Wiimote Noise:
Kira shouts "I'm ready!" Her voice is smooth, but not seductive. Her tone of voice indicates she's excited.

Kirby Hat:
Kirby grows long brown hair, and gains a four-leaf clover badge on the left half of the area he would have a shirt collar.

Crowd Cheer:
"Ki-ra! Ki-ra! Ki-ra!"

Alternate Costumes: (Press the R button to switch.)
Standard costume: Kira wears a zipped up black vest over a white tshirt and grey pants that are just loose enough not to hug her rear and give fanservice. Shes has a green four leaf clover badge on the left side of her tshirt's collar. She has dark blue socks and white shoes with black toe and heel area. She has a brown leather sheath for her short sword attached to her right hip.

-Red: Her white shirt is replaced with a pink one, and the black parts of her outfit are replaced with a scarlet. Her grey pants now have a red streak running down each side. Her dark blue socks are now pink. Her badge is now a fireball shape instead of a four leaf clover.

-Blue: Kira swaps her tshirt for a light blue one, and all blacks are replaced with navy blue. Her pants have a plain blue ring around the hips and her socks are now teal. Her badge is changed from a four leaf clover to a white rose.

-Green: Kira's tee is a plain green and all black is now a hunter green. The bottom of each pan leg has a plain green star the sixe of Kira's hand. Her socks are now white with a green toe area. Her badge remains a four leaf clover, but she also has a tree badge on the opposite side of her collar.

Maid: Kira wears a sterotypical french maid costume. Black dress with a white appron, with a pair of shorts underneath the skirt to avoid fanservice. She has white silk stockings and wears plain black sandles instead of normal high heals, and rounds out the wardrobe by wearing a headband and placing her hair into a ponytail with a black bow. Her sword's brown leather sheath is still attached to her hip. The red, blue, and green team palette swaps simple replace the black with a dark shade of their own color.

Liquid: While traveling through the Roal Marshes to get to her next ruin, Kira and her friends were forced to deal with the transforming properties of the water. Traveling through each pool of water would result in a temporary transformation with it's own benefits and drawbacks. One of the transformations was that of living liquid. Kira assumes that form in this costume.

Kira's entire body is a violet color with a gelish consistency. She's retained her normal measurements and was able to manipulate her form enough to give herself some "clothing" matching the standard outfit in shape. Her short sword and it's holder is the only genuine article of clothing on her in this form, even though you can't see anything.

Trophies:
Kira Trine (Classic Clear)
--Description: Kira stands tall, feet together. She has her arms behind her back and is leaning forward with a mischevious smile. Her hair is allowed to flow free, ending at the base of her neck. If the player is to turn the trophey around, they'll see her holding a small red present behind herself.
--Character facts: At the age of 18, Kira's one of the youngest members of her guild. As part of the guild, she hunts monsters and the artifacts that resulted in their births. During this time, she hopes to bump into her elder sister, Rika, who has become legendary for saving a small village from a "Juggernaut", the term used to describe impossibly strong monsters. Kira keeps her relation to Rika secret to avoid
expectations. She is remarkably cowardly, and has a phobia of tentacles from finding her sister's secret stash at a young age, but will force herself into combat if it means saving another.

Mina Lowe
--Description: A young, slightly tanned woman. Her nails are claw-like, and she has a wolf tail and two wolf ears. She's a full head shorter then Kira, and wears clothing that are two sizes too big. She has short brown hair, the same shade as Kira. Mina's torso is covered by a large white shirt, and her lower half is wrapped in a pair of blue jeans. Her shirt and pants are held by a brown belt with a silver buckle, preventing them from falling off. Mina's has a pair of black running shoes, each having the toe area removed for her claws/nails. Mins stands with her legs spread andher hands on her hips, smiling broadly.
--Character facts: The 17 years old girl is first seen seeking shelter from a storm and encountering bandits. While muscular for her size, Mina was quickly overwhelmed on her own, but was saved when Kira arrived. Mina has followed Kira everwhere since then, and is obviously smitten with her. Mina comes from a family of five, being the youngest. She's much more brave then Kira, and is very upbeat. Despite that, she has trouble communicating with others and could never really fess up to Kira about how she feels.

Rika Trine
--Description: A tall, thin, slightly muscular woman with long blonde hair and blue eyes. She's wearing a green jacket over a long sleeved white shirt, tan slacks, and white and blue shoes over red socks. Her face bears a deep resemblance to her younger sister's. She stands strait up with her sword raised in the air, her free hand on her hip and she's smiling broadly.
--Character facts: Rika is Kira's older sister and five years her elder. Rika gained legendary status after defeating a Juggernaut and saving a village. However, Rika's personality isn't fully known by the public. When on a mission and in mixed company, she is polite, blunt, and calm. When not in the field on a mission or talking to the higher ups she's brash, boisterous, and either obnoxious or a hoot, depending on your point of view. Rika is a leecher, though it's not obvious at first. She and Kira are very close, despite the elder getting on the younger's nerves. When not on a mission, she can be found in her favorite bar, the Blue Angel. Rika is above average in all stats, but her special attacks are very expensive.

(Custom Stage) Abandoned City:
The stage is set in a early 1900's looking city, vines covering several buildings in the background and some of the smaller objects such as benches. The windows of the buildings are all completely gone. A few trees along the background of the stage have their roots cuting into the stone paths. What were once saplings now engulf much of the city.

The stage is a 30 custom stage builder block long walkoff stage. Upturned stones and large roots extend into the foreground, acting as ramps and solid blocks. Thinner branches hanging from the smaller trees hover 3 custom stage builder blocks off the ground, acting as two block long fallthrough platforms. A single pit exists in the center, two blocks wide. Every 8 seconds after the end of the last effect, a growl will echo from the background. After 3 more seconds, a random effect will occur:

-A large tentacle half the width of the pit and 5 custom blocks long will emerge from the hole, then slam the left or right side of the ground, then drag itself back into the pit. It does 10% damage and sinks anyone hit into the ground as if they fell into a pitfall item. If Kira is left idle while the tentacle is out, she will shiver visably. Takes a total of 6 seconds.
-10 fireballs, each the size of a custom stage builder block will fire out of the pit in pairs of two, arc, and land on a random area of the stage. Each hit does 15% damage, with medium knockback and hitstun. Takes 5 seconds to complete.
-The stage istelf will shake rapidly for a second, then a large geyser of water will shoot out of the pit and into the air, extending to the top of the screen. Anyone who touches the guyser will be launched upwards. Does no damage or hitstun, but it's possible to be sent clear off screen even at low damages. Lasts 5 seconds.
-A glowing ball of energy equal to four custom stage builder blocks in size will exit the pit. It will float towards the nearest enemy at the same speed that Ness's Up B travels. Contact with the sphere will inflict 20% damage and high knockback. The sphere lasts 4 seconds.
-A tornado appears in the pit, drawing all players and items towards it at a speed equal to Bowser's walk. Characters not on the ground will be draw towards it at double the rate others are. No damage in any way, but it will pull people into the hole if they're not careful.

Music:
(None, perhaps later.)

Assist Trophy: Mina Lowe
Effect: Mina appears with a flourish, backflipping and shooting a victory sign at the screen. Mina will run around the background of the stage. She moves at a speed equal to Captain Falcon's run. Whenever an opponent grabs an item, she'll run towards that opponent. When she passes, she takes the opponent's item and throws it in a random direction. She'll stick around for 20 seconds. and other assist trophies can be used during this time. She can't steal Dragoon Parts or Smash Balls. If she steals an item from Kira, she'll yell "Sorry! Please forgive me!"

Snake Codec:
Snake: Hey Otacon, what's this girl doing on the battlefield?
Otacon: That's Kira, Snake. She's an original character who wanted in Make Your Move 5.
Snake: So she's not here as an official fighter?
Otacon: No, but they're letting her fight anyways. Strage she's here though. She's the type to run when there's danger.
Snake: She looks pretty excited about this fight to me, but if you say so. This should be easy enough.
Otacon: Don't count on it. She may be cowardly, but she stands her ground when she has to. Her homeworld is crawling with monsters, native wildlife mutated by strange artifacts. She's become famous for tangling with the nastier ones.
Snake: Artifacts? I don't suppose they have anything to do with her weird powers?
Otacon: Right. As a member of a hunter guild, she's delt with them for a long time. They can give you powers if you hang around them.
Snake: She doesn't look mutated.
Otacon: They only mutate people or animals that make direct, unprotected contact over long periods.
Snake: Ah, okay... hmm... You think she'd loan me a few?
Otacon: May I ask why?
Snake: Think about. Ocelot strolls in all smug, then suddenly his moustache bursts into flame.
Otacon: Hahahahahaha! Oh man, I can't wait!

Final Notes:
Unfortunatly, this is not an official entry. I couldn't get/make a picture of Kira to use, so I can't actually enter it. I have no scanner and can't draw for jack anyways, and I don't have any programs with which to make a picture on the computer. I couldn't even find a character who looks like Kira enough to really count, and I don't have the money to pay someone to make me a picture as a commision, and I don't have an friends or relatives capable of doing so either. I even searched for one of those dress up bases that could be used, but couldn't find one and don't have a screen capture program anyways.

I'm not as confident about this one as my others. Since Kira's my character, I had plenty of freedom with her moves, but I didn't want to turn her into an overpowered Mary Sue or anything. I'm glad I managed to scrounge up so many extras, and I'm happy that she has a long list of unique moves without feeling like there's no direction. I've actually been working on Kira since my first moveset, but I couldn't really post it without a picutre so I switched over to my other movesets.
 
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