Skipped the bio section since I didn't really add/change anything to her story.
GAMEPLAY
Archetype: Rushdown/Grappler
Gimmicks/Traits:
Multi-Jump: Weevle has 5 midair jumps.
Air Dash: Pressing the grab button in the air will initiate an air dash, giving Weevle additional mobility.
Blood Meter: Weevle has a blood meter that fills as she consumes blood. Weevle will start the match with 25% blood meter already filled.
When the meter fills completely she will enter
Blood Frenzy. During Blood Frenzy, Weevle's attacks will be stronger, and her speed and weight will increase. The blood meter will begin to quickly drain upon activation.
When the meter completely drains, she will enter a state called
Blood Starved. When Blood Starved, Weevle will become more sluggish, and her attacks will be weaker. Attacks that normally use blood will lack it during this state. Specials will still use blood, but deal damage to Weevle. Weevle will exit Blood Starved state and return to normal upon filling 25% of the Blood Meter.
Strengths
- High ground speed
- Best air mobility among the cast
- Multiple recovery options
- High damage specials
- Small size makes her a difficult target to hit
Weaknesses
- Lowest weight in the game, making her very easy to launch and KO
- Lackluster range on most attacks
- Blood Meter adds an additional learning curve, with Blood Starved leaving her in an overall weakened state until she can regain enough blood.
STATS (Graded from a lowest of E- to A+ at the highest)
Walk Speed: B+ (A+ during BF) (B- during BS)
Run Speed: B+ (A+ during BF) (B- during BS)
Traction: B+
Jump: A-
Air Acceleration: A (A+ during BF) (A- during BS)
Fall Speed: B
Weight: E+ (D+ during BF) (E- during BS)
MOVELIST
Ground Attacks
Jab: Flash Fist – A flurry of rapid-fire punches using all four of Weevle's arms.
Forward Tilt: Bloody Claw – A scratching attack with the range extended by manipulating blood to create a trail that follows Weevle's hand. Can be angled up or down.
Up Tilt: Little Butterfly – Weevle performs a short backward cartwheel/butterfly kick. This can be used as a retreating attack as the cartwheel will move her back a bit.
Pressing attack again at the end of the move will follow up with
Cricket Tackle, where Weevle will quickly jump forward to tackle opponents at the end of the cartwheel.
Down Tilt: Roly Poly – Weevle curls up and rolls forward a short distance.
Back Tilt: Beetle Bump – Weevle hops backward a bit, hitting opponents with her closed wings and backside.
Dash Attack: Mosquito Bite – Weevle lurches forward to try and bite the opponent. Restores a little bit of health if it lands.
Charge Attacks
Side Charge: Young Grasshopper – Weevle performs a forward flip, striking with a heel drop enhanced by a trail of blood.
Up Charge: Spinning Dragonfly – Weevle flips onto her back and performs a blood soaked, spiraling kick upward. This move leaves Weevle airborne.
Down Charge: Crimson Dagger – Weevle creates a blood dagger in each hand and spins around while slashing with them.
Aerial Attacks
Neutral Air: Red Windmill – A spin in the air, where Weevle's body spawns blood blades to extend the range of the attack, making it one of her longer ranged melee attacks.
Forward Air: Blood Fang – A strong forward bite that spikes opponents and recovers some health but has high end lag.
Up Air: Bug Bite – An quick upward bite that recovers a little health and can be used for juggles.
Down Air: Bloody Arrow - Weevle brings her legs together, creating a blade at her feet, and drops straight down.
Throws
Grab: Standard/Air Dash (in air)
Pummel : Vampiric Fang - Weevle bites the opponent with her fangs, dealing damage and recovering a little bit for every hit.
Forward Throw: Hercules Beetle – Weevle swings the opponent around with surprising strength, sending them flying with a giant swing. It has the most knockback of her throws. Potentially an early kill throw when used at the ledge.
Down Throw: Crimson Drill - Weevle knocks the opponent to the ground and quickly follows up with a drilling stomp attack using blood around her legs.
Back Throw: Rolling Beetle - Weevle flips backward with the opponent several times and slams them into the ground. (Think Pikachu back throw.)
Up Throw: Meteor Mite - Weevle flies up with the opponent before crashing back down. (Similar to Kirby 's up throw.) Kill throw at high percents.
Specials Moves
Neutral Special – Red Mantis – Weevle launches two blood blades as medium-range projectiles, the initial hit is weak, but on the way back the projectiles gain stronger knockback. Good for bringing opponents closer.
Neutral Hyper: Crimson Scythe – Weevle launches a single, large, spinning blood blade. Deals more damage and more reliably drags opponents on return.
(The normal version will basically knock opponents back in your general direction on return while this one is a multi-hit that actively drags opponents with in as it flies back.)
Side Special: Flying Stag Beetle – Weevle lunges forward a short distance and tries to grab the opponent. If it lands, she'll fly them up in a loop de loop and slam them into the ground on the way down.
Side Hyper: Bloody Rhino Bomb – This version of move is mostly the same but deals much more damage and also deals splash damage from a burst of blood produced from the impact.
Up Special: Vampire Drill – Weevle wraps her wings around herself and produces a blood spike at the top to perform a rising drill attack. The angle can be influenced slightly by titling left or right.
Up Hyper: Bloody Stream – Weevle can now freely direct the move, and deals more damage, leaving a trail of blood as she travels through the air.
Down Special: Vampire Gnat – A short range grab that has Weevle suck a large amount of blood from the opponent. Deals decent damage and heals a decent amount as well but has high end lag to compensate. On whiff the end lag isn't as high, but still leaves you open for a moment.
Down Hyper: Blood Drive – Weevle drains an even larger amount of blood from the opponent, dealing high damage and regaining a good bit of health.
HYPERMAX MOVES
Level 1: Vermilion - A super version of her rapid jab, enhanced by infusing blood into her strikes. As a super it has much greater power than the rapid jab, but also gains extended range. The flurry of strikes is capped off with a cross chop from all four arms, enhanced by blood blades. (And yes, the name is a play on vermilion being a shade of red, like blood, and sounding like “million”, for the “hundred/thousand/million strikes” martial arts trope. And also yes, FotNS/JJBA reference.)
Level 2: Blood Burst – Weevle creates a short range explosion of blood, launching foes away in a radius all around her. This move's range and power will increase based on how full the blood meter is, but will in turn also drain it.
Level 3: Vampire Dive – A command grab super where Weevle will launch opponents into the air and perform a frenzy of claw attacks using blood. She'll then finish them off by grabbing them in midair and flipping upside down, slamming back into the ground Izuna Drop/SPD style.