Zeus, God of the Sky PSA
Stats:
Size: 8/10
He’s roughly the same size as Ganondorf.
Weight: 7/10
Zeus possesses Olympian anatomy and thus has a degree of superhuman density in his bones and muscles making him heavier than the average human, once again comparable to Ganondorf.
Walk: 4/10
Zeus’s walk is rather slow.
Run: 6/10
The God of the Sky neglects to use his superhuman speed as locomotion and only uses his regular speed which is only slightly faster than that of Ganondorf’s dash speed.
Power: 9/10
Zeus as King of the Gods has immense power, being capable of electrokinesis meaning he can generate and control electricity and lightning, he also possesses enormous strength being able to shatter stone with his punches and kill other gods with single blows. This strength is on par with some of Brawl’s bosses like Galleom and Zeus can further augment his physical prowess with electrical stimulation making the attacks faster and more powerful.
Attack Speed: 7/10
Zeus incorporates his superhuman speed into his attacks, making rushes and dash moves very fast, while his punch and melee speed are nothing too fancy. His lightning based attacks are faster than normal ones and the projectile or bolt powers are fairly quick in covering distance.
Range: 6/10
Zeus’s power encompasses a wide range but only with a certain amount of attacks, usually lightning based, while the rest of his moves a purely physical.
Priority: 8/10
Zeus has tremendous priority in a large majority of his attacks as a factor of his vast strength and lightning based abilities. His lightning-augmented physical moves possess far more priority than they’re normal counterparts.
1st Jump: 6/10
An above average first jump.
2nd Jump: 5/10
A standard aerial jump.
Recovery: 7/10
Zeus’s recovery simply depends on how much damage he’s taken, but for the most part it’s pretty decent.
Fall Speed: 8/10
Pretty fast fall speed, and then again he is a heavy character.
Air Speed: 7/10
Zeus is the God of the Sky, after all, and therefore possesses great aerial control as a result.
Crouch: 3/10
Sub-Par pretty much useless, can’t duck projectiles.
Hover: No
Crawl: No
Wall Jump: Yes
Glide: No
Factors:
Fatigue of Olympus: Zeus starts the battle off, and each stock, at full power being able to use all his abilities to the fullest and deal out great damage and knockback, as well as being quiet durable and hard to kill. However, as the King of the Gods takes damage he slowly loses power at around 25% damage it starts to become noticeable and some of his attacks weaken in power output by a couple percent in damage and about 5% in knockback decay but it isn’t until 50% where his durability takes a huge hit going from the knockback resistance of Ganondorf to that of Mario and at 100% he’s equivalent to Toon Link, at 150% his knockback resistance in extremely low even less so than Toon Link, making him quiet simple to kill. His physical strength drops at a slower rate but it makes him a much easier opponent to fight as he takes damage. Also his ability to use Flight is directly proportional to his damage and at 100% he can no longer use it at all.
Moveset:
Specials:
Neutral Special: Lightning Blast, Zeus will charge lightning in his hands for 2 seconds the first time the attack is used, then he will stop. Now the next time the attack is used he will discharge a number of lightning bolts from his hands that cover an area of about 3 stage builder blocks in front of him dealing 12% electrical damage and high forward knockback. In the air Zeus will hover while performing the attack, but it cannot be charged in the air, and if you haven’t charged it yet then Zeus will do nothing.
Note: There are old pictures up on the thread I'll upload new ones once the move is complete and polished off.
Side Special: Thunder Rush, Zeus rushes forward in a blur as he moves so fast he breaks the sound barrier releasing miniature sonic booms as he dashes forward a distance of 4 stage builder blocks and then releases a larger sonic boom at the end of the rush. The sonic booms deal no damage but the smaller ones drag anyone caught in the dash with Zeus until the end when the larger one flings them away with strong forward knockback.
Grounded Version:
Aerial Version:
Up Special: Flight, Zeus can freely fly through the air for a certain amount of time and can either cancel the attack with X or Y, touch the ground and land, or cancel into his D-Air with the A button. If his flight is canceled either purposely or by an enemy attack the timer will pause and Zeus can still go back into Flight, although only for as long as the time was that remained. The time for Flight is dependent on Zeus’s damage:
-At 0%-25% Zeus can fly for 10 seconds
-At 25%-50% Zeus can fly for approximately 7 seconds
-At 50%-75% Zeus can fly for around 4 seconds
-At 75%-100% Zeus can fly for only 2 seconds
-At 100%+ Zeus cannot access Flight
Down Special: Godly Power, Zeus can use variety of abilities from his down special depending on the button pressed in combination.
-Thunder Quake, if nothing else is pressed on the ground Zeus will imbue his fists with electrical energy and pound the ground which creates a centralized earthquake that reaches about 2 stage builder blocks on each side of Zeus. The quake will inflict 9% regular damage and medium upward knockback to any player touching the ground, but they must be on the ground, aerial opponents are immune to the quake.
-Kinetic Explosion, the only aerial move of Zeus’s Godly Powers, has Zeus briefly charge up electricity before releasing a large electromagnetic, spherical blast that does no damage but flings away enemies in the opposite direction with great knockback, although it is set knockback.
-Whirlwind Pulse, if the X or Y-buttons are pressed on the ground in conjunction with the D-Special, Zeus will project a swirling tornado from his outstretched palm, which deals no damage, that sucks opponents in that are farther away and pulls them into the base where they are flung away with strong, but set, forward knockback.
-Electric Judgment, if the A-Button is pressed, Zeus will call down a barrage of lightning that starts right next to him and moves forward for about 2 stage builder blocks before dissipating. The lightning deals 7% electrical damage and medium forward knockback, but its real ability is in its transcendent priority which negates projectiles.
-Godly Might, if the L or R-Buttons are pressed Zeus will outstretch his arm and unleash a short range blast of blue telekinetic energy, covering about ½ a stage builder block in front of him, that does no damage but has tremendous forward knockback. This move is far stronger than kinetic explosion, its knockback is not set, however Zeus can only use this move after he hits 100% as he becomes rather desperate and uses more of his power.
Standard Attacks:
Neutral Combo: Jolt Strike, same as Ganondorf’s but with 5% electrical damage and weak forward knockback, as an added bonus it can combo into any other tilt should it connect.
Upward Tilt: Olympian Uppercut, Zeus electrifies his fist and executes a rather fast uppercut where his fist deals 7% electrical damage and medium upward KB.
Forward Tilt: God Crusher, Zeus throws a ferocious punch, with some startup lag, that breaks the sound barrier and deals 9% regular damage and straight forward knockback that sends the opponent flying head over heels. This is one of Zeus’s most straightforward super-strength moves, which clearly deals powerful knockback, though the punch is difficult to land due to the startup lag. This punch actually is fairly quick but only Zeus’s fist has the hitbox and although that may sound like it doesn’t make a difference, the small hitbox makes it very difficult to connect with.
Downward Tilt: Lowered Kick, Zeus kicks from a crouched position dealing 5% regular damage and tripping opponents with weak forward knockback, not that strong but it knocks opponents down.
Dash Attack: Lightning Thrust, Zeus takes out his Master Bolt, activates it, and electrifies the dual bladed weapon before lunging into a sliding stab. The blades of the Master Bolt do 8% electrical damage and medium forward knockback. Note that both blades can do damage although getting hit by the back one causes backward knockback.
Throws:
Note: Grabs and Throws remain the same, but all throws have increased knockback to compensate for Zeus’s godlike physical strength.
Aerial Attacks:
Neutral Aerial: Same as Ganondorf’s (may change).
Forward Aerial: Lightning Arc, Zeus charges his fist full of lightning and energy and swings it in an arc dealing 17% electrical damage and strong forward and downward KB (at a negative 45 degree angle). If Zeus hits the ground during this attack his fist slams into the surface releasing an electrical shockwave that deals 7% electrical damage and briefly stuns enemies in the surrounding area.
Landing:
Backward Aerial: Fist of Kronos, Zeus charges his fist with lightning before slamming it behind him dealing powerful backward knockback and 12% electrical damage.
Upward Aerial: Flip Kick, Zeus backflips and performs two kicks that deal 7% regular damage and medium upward knockback.
Downward Aerial: Crashing Sky, Zeus hurtles toward the ground at a terrifying pace, meteor smashing anyone in his way with high straight down knockback and 9% regular damage. When he reaches the ground he slams into the earth throwing up rocks while sending out a shockwave that knocks opponents down and away from Zeus with 13% regular damage and medium-high forward/backward knockback depending on which side of Zeus they’re on. It takes Zeus a little while to remove himself from the ground because he hit it so hard.
Comes down fast:
Hits the ground harder:
Smash Attacks:
Upward Smash: Ionic Vortex, Zeus unsheathes his Master Bolt before plunging it into the earth which causes a tornado to erupt from the earth, reaching about 3-4 stage builder blocks into the air. The vortex pulls enemies toward it at the base, while the mid section and center of the base send opponents skyward with tremendous force. However, the very top of the swirling mass of wind simply keeps enemies and items entrapped within it; this is useful for catching attacking enemies off guard or stopping/redirecting thrown items.
Side Smash: Bolt Slash, Zeus takes out his Master Bolt and activates it, sending electricity coursing off of it and uses it to slash in front of him, with a brief blast of lightning accompanying the blades. The blades of the Master Bolt do 19% electrical damage coupled with high forward knockback, while the wave covers only a short distance of one stage builder block and does 9% electrical damage and stuns enemies.
Downward Smash: Wrath of Atlas, Zeus bends down and rips up a section of earth, lifts it above his head and then heaves forward a couple stage builder blocks. While Zeus is ripping up the ground there’s a dust blast as he removes the slab of earth that knocks opponents down and deals 9% regular damage, the slab itself deals no damage until it is thrown. At which point it will deal moderate forward knockback and 26% regular damage if an opponent is hit by it in the air. If the enemy is hit by it as it contacts the ground again it will inflict 15% damage and cause the enemy to be stuck in the ground.
Rips it up:
Throws it:
Its got some range:
Taunts:
Up Taunt: To be determined
Side Taunt: To be determined
Down Taunt: The Master Bolt, Zeus takes out his Master Bolt and activates it causing large bolts of lightning to course along its length; he sheathes it after about 2 seconds. The blades of the Master Bolt inflict 12% electrical damage and high forward/backward knockback depending on which way the opponent runs into the weapon from.
Final Smash: Zeus’s Fury
Zeus draws an immense amount of lightning down from the heavens into his open palm, the lightning from the sky deals 15% electrical damage and medium forward knockback. The God of the Sky then forms an immense Thunderbolt out of the coursing streams of energy which he then hurls across the stage, it has infinite horizontal range, and if it hits an enemy it explodes in a violent electrical explosion dealing 45% electrical damage and immense forward, usually one-hit knockout level, knockback to the opponent.