Story
A magical fox-human thanks to his will, but prior, he was simply a nerd who loved MMORPGs. He like playing as a female in the wizard class for...reasons, spending a lot of his time grinding and gaining levels. He has a fantasy of being a magic user controlling any element, just like his wizard girl...and perhaps it's not just a fantasy anymore. (bio from in-game manual)
Introduction
Playstyle: Zoner
Health: 800
Strengths |
Weaknesses
|
- Keeps people away: This is what he was designed for, after all. Most of his moves reach far or deal some pretty heavy knockback
- Area control: He can put out so many things at one time, keeping large areas of the stage locked down
|
- Dies very fast: Lowest health in the game. Just a few mistakes can get him killed off
- Sucks at combos: He has very limited options when it comes to combos, especially thanks to the fact that his launcher isn't jump cancelable, and he has no normal cancels in general. Most stuff beyond a simple A>B>C requires some complicated setup
- Somewhat meter reliant: His better lockdown moves require meter to use. Try to keep at least 1 bar on hand at all times, just in case.
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Xander is the zoner of the game. He basically just wants to throw out as much stuff as he can at once to keep the opponent busy. He has a lot of moves that a great for keeping the opponent blocking, from an exploding waterball to a swarm of lightning strikes that tracks them. Naturally, he thrives a bit better on larger stages where he has more room to run away.
Move List
Normal Moves
5A
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Damage
|
Startup
|
Active
|
Recovery
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Block Advantage
|
Guard
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Attribute
|
10
|
-
|
-
|
-
|
-
|
Mid
|
Strike
|
Short forward slide. Good for playing aggressively since you can approach while in poking range.
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|
5B
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Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
20
|
-
|
-
|
-
|
-
|
Mid
|
Strike
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Staff swing. Standard poke, bit longer reaching than 5A.
|
|
5C
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
30
|
-
|
-
|
-
|
-
|
Mid
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Strike
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Long staff poke. Deals heavy knockback, good tool for keepaway at close range. Cannot be Beat Repeated.
|
|
2A spin 2 win (why does this exist) spin 2 win (why does this exist)
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Damage
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Startup
|
Active
|
Recovery
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Block Advantage
|
Guard
|
Attribute
|
10
|
-
|
-
|
-
|
-
|
Low
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Strike
|
Spins forward a short distance. More or less used for the purpose as 5A, but this one moves slower so you can switch between the two to confuse your opponent a bit. Can instant air dash backwards right before the opponent recovers to quickly retreat a short distance.
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|
2B
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Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
20
|
-
|
-
|
-
|
-
|
Low
|
Strike
|
|
|
2C
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
30
|
-
|
-
|
-
|
-
|
Low
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Strike
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Casts a magic flash that launches. NOT JUMP CANCELLABLE. Doesn't hit at point-blank range. Xander's fastest anti-air, while it's not the best it reaches far enough to work as one.
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|
j.A
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Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
10
|
-
|
-
|
-
|
-
|
High
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Strike
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Downward kick in the air.
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|
j.B
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Damage
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Startup
|
Active
|
Recovery
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Block Advantage
|
Guard
|
Attribute
|
20
|
-
|
-
|
-
|
-
|
High
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Strike
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Downward staff swing in the air. General all-purpose air poke.
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|
j.C
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Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
30
|
-
|
-
|
-
|
-
|
High
|
Strike
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Downward staff poke in the air.
|
|
Universal Mechanics
Throw 4A USE THE FORCE USE THE FORCE
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Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
30
|
-
|
-
|
-
|
-
|
Unblockable
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Throw
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Xander picks up his opponent with some kind of magic and tosses them away. Sends the opponent back a very far distance (about half of the training stage). Easily the best move for getting your opponent away from you, just don't get too predictable with it.
|
|
Xander does not have an overhead.
Special Moves
Water Spell: Aqua Cannon 236A or B or C (Air OK) EX version explodes on contact with the opponent or stage EX version explodes on contact with the opponent or stage
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
A
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40
|
-
|
-
|
-
|
-
|
Mid
|
Projectile
|
Shoots out a fast moving ball of water that moves forward, or dialogically if fired from the air. Has limited range (about two-thirds of the training stage). The obvious zoning move.
|
B
|
40
|
-
|
-
|
-
|
-
|
Mid
|
Projectile
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Shoots out a much faster moving ball of water, but has longer recovery. Appears to have no range limit (this has only been tested on the training stage so far).
|
EX
|
8x10 (80)
|
-
|
-
|
-
|
-
|
Mid
|
Projectile
|
Shoots out a fast moving ball of water (about same speed as B version) that explodes on contact, hitting multiple times. If it whiffs, it will linger for a second, allowing the opponent to potentially run into it.
|
|
Fire Spell: Vulcan Ignition 623A or B or C A version A version B version B version EX version EX version
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
A
|
85
|
-
|
-
|
-
|
-
|
Mid
|
Projectile
|
Sprays a long flame diagonally upward. The range extends over time, but the hitbox disappears completely once it reaches maximum range. The fire animation will stick around for a short time afterwards, but it won't hit. Although it technically can hit grounded opponents, it almost never does, so don't even bother if they're not in the air. Knocks down on hit.
|
B
|
85
|
-
|
-
|
-
|
-
|
Mid
|
Projectile
|
Sprays a long flame forward. This is the version you want to use on a grounded opponent. Good for forcing an opponent at mid-range to jump.
|
EX
|
135
|
-
|
-
|
-
|
-
|
Mid
|
Projectile
|
Sprays three flames at three different angles, covering a wide area. Covers a TON of space, will stop just about anyone trying to get in. Even though there's three flames, this can only hit once.
|
|
Wind Spell: Tempest's Cradle 421A or B or C (Air OK)
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
A
|
0
|
-
|
N/A
|
-
|
N/A
|
N/A
|
N/A
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Creates a tornado that carries Xander backwards. Basically a slow, invincible backdash. The invincibility time is very generous, making this great for evading large attacks.
|
B
|
0
|
-
|
N/A
|
-
|
N/A
|
N/A
|
N/A
|
Creates a tornado that carries Xander forwards. Otherwise the same as the A version.
|
C
|
0
|
-
|
N/A
|
-
|
N/A
|
N/A
|
N/A
|
Not an EX, it doesn't cost meter. Creates a tornado that carries Xander upwards if used on the ground, or downwards if used in the air. You can't land using this, you'll stop right before you reach the ground.
|
|
Lightning Spell: Thunderous Smite 22A or B or C
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
A
|
70
|
-
|
-
|
-
|
-
|
Mid
|
Projectile
|
Summons a lightning bolt a short distance in front of Xander. Very precise and difficult to hit with. The bolt can go off-stage, making this completely useless if you're too close to and facing the corner.
|
B
|
70
|
-
|
-
|
-
|
-
|
Mid
|
Projectile
|
Summons a lightning bolt a further distance away, about twice as far as the A version.
|
EX
|
10x9 (90)
|
-
|
-
|
-
|
-
|
Mid
|
Projectile
|
Summons 10 lightning bolts at the opponent's position. Each bolt tracks the opponent individually. If the opponent moves, the next bolt will appear at their new location, making this very hard to escape from!
|
|
Ice Spell: Glacial Spike 41236C A frozen opponent A frozen opponent
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
50
|
-
|
-
|
-
|
-
|
Unblockable
|
Trap
|
Places an ice patch on the ground. Once placed, the patch will stay there for about 5 seconds. If the opponent walks over it, it will freeze them, preventing them from doing anything. The patch does not disappear after freezing the opponent. It can only freeze them once, so you will have to wait for it to go away before attempting to freeze them again.
|
|
Earth Spell: Terra's Might 214C YOU SHALL NOT PASS (these are not funny i'm sorry) YOU SHALL NOT PASS (these are not funny i'm sorry)
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
65
|
-
|
-
|
-
|
-
|
Mid
|
Projectile
|
Summons a wall out of the ground. The wall can hit the opponent as it rises. Afterwards, it will stay there for a bit, preventing both players from passing through and also blocking most projectiles.
|
|
Poison Spell: Toxic Crawl 63214C
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
50
|
-
|
-
|
-
|
-
|
Low
|
Projectile
|
Creates a puddle that slowly moves forward along the ground and explodes on contact with the opponent or wall, or after about 5 seconds. There can only be one puddle out at a time. It's nice for giving yourself a little bit of cover, and because it hits low it allows for some simple mixups.
|
|
Willpowers
Light Tome: Holy Intervention 214214A
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
5x30, 4x10 (190)
|
-
|
-
|
-
|
-
|
Mid
|
Projectile
|
Large full-screen laser. Can keep the opponent locked down for a good while. You need to have at least 2 bars of meter to use it, but it only actually costs 1.5 (probably a bug).
|
|
Dark Tome: Black Spring 236236B
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
6x25, 5x15 (225)
|
-
|
-
|
-
|
-
|
Mid
|
Projectile
|
A wide, vertical reaching laser (the animation is pretty misleading, it's all just one hitbox). Very effective at getting people off you.
|
|
Driving Force
Divine Blessing 236236C (Air OK)
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
0
|
-
|
N/A
|
-
|
N/A
|
N/A
|
N/A
|
Duration: 18 seconds Cooldown: 20 seconds While active, Break Free's cost is reduced to 1 meter. It's kind of situational, but may be useful if you're in a tight spot and don't mind spending meter on burst.
|
|
Resolve
Forbidden Tome 214236D ...how did this get past roblox moderation? ...how did this get past roblox moderation?
|
Damage
|
Startup
|
Active
|
Recovery
|
Block Advantage
|
Guard
|
Attribute
|
INSTANT K.O.
|
-
|
-
|
-
|
-
|
Mid
|
Throw
|
Grabs the opponent and summons a beast to rip them apart with a bunch of chains. If you're close enough, you can combo into this from ice even if the opponent is above 30% health.
|
|
Combos
Colors