Project Ahri
-this blog was made on 5/4/14 @ 1116am
-by an ordinary Kero
-Note Added on 5/15/14@209pm (after jogging):
I don't do this for downloads. I don't PSA for acclaim.
I build characters because I enjoy it when I have time to do so.
It's one of the most fulfilling things in the world to me,
getting to design and imagine something,
then build and put it together with my own hands,
and watch the finished creation be something beautiful.
-The download count doesn't matter, much. But it DOES give me some small idea of how much
my efforts are appreciated.
-If you have downloaded my Ahri PSA then I thank you and if you like it, please leave a post telling me how much you liked it and/or what your favorite move/idea was.
-Such positive comments are one of the only things that (externally) validate the amount of work I put into creating her (and/or any of my creations).
If you are feeling generous and would like to contribute, make a personal PSA request, donate, or just show your appreciation for my efforts I'd be very appreciative. Donate Link is below (^_^).
Feel free to out some of my other works:
To check out my [unfinished] Phoenix PSA, go here:
ProjectAhri
Version[29]
Updated [7/12/2014 @ 1018am]
Please note the download gets updated more quickly than this forum post.
(Please also note that the moves currently here (unless they have pictures posted up) are just general guidelines for myself and may not necessarily reflect the final result.)
For the Ahri PSA download link, go here:
Credit for the skin/model goes to DSX8 for his skillful work on the skin. Thankyou DSX8.
Note: This is her ideal moveset, if built, it may or may not come out exactly as desired due to the limitations of the SSBB modding (aka 'reverse engineering', lol) but this is what I have so far.
-Ahri (from League of Legends)
Note:
Dodge- Cunning Evasion:
She dodges (in whatever direction) leaving her blue orb behind her briefly.
The orb flies to her hand after a short delay,
dealing aura damage and weak knockback to an interposed enemy.
This applies both on the ground...
and in the air...
Attack Dash- Nightmoon Dance
Becoming ethereal, she dance-hops quickly in a circle, like a fox's shadow about her target,
prodding & poisoning them all the while- dealing shadow damage
before charging her palms with spirit energy and shoving the enemy away.
The dance deals 4 shadow damage + poison and the final push deals 8 shadow damage.
Neutral A- Fox Kiss (charm):
Holding her orb to her lips, she blows a kiss through it- which becomes a heart-shaped energy strike that travels forward in a low-but-rising arch.
Hold A to send the heart it’s maximum distance. The heart deals 4 damage.
If A is held until the end it will flash with electricity as it finishes.
The shocking release deals another 4 damage. When it releases, if the enemy is out of the range of the initial hitbox but within range of the final shock explosion (and on ground) then they will be stunned.
If A is released prematurely then the heart will explode prematurely in flames instead.
This explosion deals 6 damage. (This is one of her killing moves)
F tilt- Charm (charm):
Holding her orb to her lips, she blows a kiss through it unleashing a heart-shaped energy/spell that travels in a straight line.
The first part of this move poisons and the latter part stuns.
This move is unblockable.
Note: Diagonal up tilt & diagonal down tilt are both charm spells also. The primary difference being their altered trajectory and enhanced range.
U tilt- Fox Orbital:
She raises the ball in her right hand above her head and fires the orb straight upward and as she does so it splits into 3 smaller orbs with different colored auras that fan outward as they rise.
Each orb deals 7-14 damage, though they each have their own attributes.
D tilt- Magic Fox Spirits:
F Smash- Orb of Returning:
Her right hand shines with white-rainbow light briefly and she tosses/pushes her blue sphere (with a white-fire colored center) straight forward.
It travels 40 feet at a medium speed, flashes quickly & hesitating at the edge of its range as it turns 'true' white,
then returns at an equivocal speed straight back to her, dealing aura damage along this entire path.
It multi-hits on the way out for 4-8 dark damage w/ small kb, then paralyzes, and on the return path it deals a much more solid strike for 7, shield-ignoring damage- knocking the enemy straight towards or past Ahri.
At low damage levels, this attack can drag the enemy straight into Ahri’s [wait anim] orb.
Up Smash- Fox Pulse:
She thrusts her hand above her head and waves of aura wash off of her blue sphere.
Enemies caught in this are held and damaged repeatedly until it repels them.
How much damage this attack deals depend on when it catches the enemy.
The explosion deals strong kb.
Down Smash- 9 Shadows
A Air Left- Tail Storm:
She thrusts her butt out behind her, using her tail to make a fan motion and slice or aura-burn her enemy multiple times.
This move can be used to fly. But only the first time. Landing on the ground resets this.
A Air Right- Fox-Trick:
A Hold/ Double Spirit Smash – if A is held she will double-swing her enlarged orb in front of her, smashing it into the opponent.
This attack hits once for 16, but with savvy aiming can be made to strike twice.
Additionally, it has generous hitboxes because it isn't the force of her swing that gives this attack strength, but rather her will and her power over the orb.
A Tap/ Shadow Play – Pressing forward A while in air causes her to fill her orb with the chaotic energies inherent in shadow, whimsically reversing whatever it strikes.
She tosses her now-shadowy sphere in an arch- while hovering in place- and at the end of its range the orb turns and travels back towards her.
This attack hits once for nominal damage but with savvy aiming this move can hit/reverse multiple times and double the target’s momentum.
A Air Up- Fox Spiral Hunter:
Holding the orb above her head, she turns upside down and does an upwards spinning drill kick, with blue & purple flames licking her body.
This attack hits multiple times dealing 5-8 damage and lightly pushing away the enemy.
Dancing Spiral Note: ...There is a special sweet spot in the orb of this attack.
Nope. You aint that lucky
. Figure it out yourself ^_^
A Air Down- Fox Devil Hunter & 9-Tailed Sirocco:
Fox Devil Hunter: If A is tapped, she will surround her body in red flames and do the Fox Spiral Hunter drilling motion straight down.
This move spikes and deals 9-12 damage.
9-Tailed Sirocco: If A is held, she will thrust her butt out below her and spin her tails rapidly causing a strong tornado to form below her.
This causes her to float downward slowly and enemies caught in it are affected by windboxes and thrown about or pushed away.
This attack reflects projectiles.
A Air Neutral- Ahri Star:
She withdraws her limbs & composes her body, allowing her tails to spin around behind her while she manipulates the element of fire.
This hits multiple times and can be used to fly briefly- similar to Tail Storm-
But only the first time. Landing on the ground resets this.
B neutral ground - Deceiving Orb:
If used on the ground the orb will curve at an upward angle
before flying in a large loop, dealing 1 damage repeatedly
and:
If B is released then it smashes into the ground right in front of Ahri's intial casting position.
It will then explode with green globular light, possibly mixed with blue. (Dealing 11 aura damage per hit once or twice + small kb).
Note: Releasing B is the reason why it’s called Deceiving Orb.
It will create a damage-less ghost of her main attack, sending it flying forward to confuse & distract foes.
If B is held, then it will finish the loop and fly straight again
dealing solid damage before exploding at the end of that loop for extra damage.
The loop knocks enemies straight down and the low arch knocks the enemy into the final explosion.
B Neutral Air- Spirit Burst
This move speaks for itself. A wave of 8 orbs bursts out from Ahri,
then returns, dragging the opponent with them.
A moment later, she sends out a Celtic fire cross of 4 orbs before ending the move.
B up ground/air- Three-Tailed Journey:
This is a combination of Pikcahu's Zap Jump and Falco's Fire-Fox.
When it's unleashed she can alter direction three times while in air before falling helpless.
B Down (ground)- Fox Flames:
B down (air)- Meteorum:
Pressing down B in air causes her to pause briefly, gathering energy
Moments later she locates the enemy and flares with energy.
(This 'aiming' mechanism works by sending 8 large 'echo location'-like hitboxes in 8 directions around her. Which ever one validates [first] is where the attack is fired).
There's a different blast for each direction.
North
South
East
West
North East
North West
South East
South West
B side (ground)- Kitsune Spirit Rush (Chargeable):
Pressing Side B results in Ahri fly-dashing forward surrounded in an aura of white sparkles and blue flames
Her aura deals damage and pushes the enemy back.
If B is held when this main Spirit Rush ends, she will enter her Spirit Jump and leap up
before releasing 2 bolts from her orbs
that deal about 7 aura damage.
Afterwards, she will descend.
B Side (Air)- Deceptive Hearts:
She leans forward, mid-air, thrusting her palm out.
From her palm she unleashes a stream of 4 hearts with alterable trajectory.
When B is released, the hearts explode dealing 1 damage.
If opponent is on ground when struck by these hearts, they will stun the opponent.
Yet to be finished: Grabs & Finals
Grabs -
Deceptive Snare: She ‘dodges' as if she were doing her regular dodge, but instead grapples the opponent with her tail(s) as she moves past them.
Note: the only difference between this and the dodge is that the orb stays in her hand.
U- Long Tail Skewer or 9 Tail Skewer: She throws target up and either skews or strikes them with each of her tails and may 'pierce' (punch) them with the last.
Or (perhaps this has a 50% chance of occuring) She does her Rainbow Skewer move: in which she tosses target and sticks her tails out wide in 9 directions, skewering/Striking the opponent (and any nearby opponents) and sending them flying. 'Rainbow' because each Tail glows with the aura of a different element (perhaps randomly generated). This deals between 7 and 14 damage. (Maybe each Skewer should have a slightly different effect, for example, fire deals slightly more damage & strong kb, air has med.strong traj. Straight up, Thunder multi hits and paralyzes, water deals puré strong kb and soaked status, etc.)
D- Assassin Crush or Muffled Crush: Throwing the opponent or tripping them down with her tails (she may or may not be using 1 tail to hold them down still) She forms her tails into one solid mass and smashes the opponent. This is her strongest grab and may deal anywhere between 11 and 19 damage with a powerful thump noise.
L- Blazeburn: She lights her tails ablaze while they are still wrapped around the opponent, burning them before throwing them away from her. (The burn is of a random element and deals between 5 and 7. She then releases them and spins around tail-striking them for another 5-7 damage and knocking them away).
R- Wild ride or Wilde ride (like Wilde beast): Runs around opponent while tails are attached, then releases them transferring the momentum to them so they spin and/or are dizzy. If this is automated, then she follows up by throwing her sphere at them for 10 damage and medium kb. If this is not automated, then they are in shield-break status and the grab ends.
Final Ground-
Final Air-
After-thought Disclaimer (added 5/15/14 @ 219pm):