Boss: Orion Tsang


Name: Orion Tsang

Universe: Sin and Punishment

Debut: Sin and Punishment: Star successor

Boss Type: Offensive, Aerial

Element Alignment: Dark

Chapter: ?

-Boss Sphere-

Rarity: Common

Type: Attack

Duration: 8 seconds


The Galactic Usurper

Orion Tsang has around 200 HP. He will begin to teleport around the stage to confuse players. He will then stop and fire a magical projectile at the player. These do dark magic damage up to 13%. He will fire four to five of them. He will immediately teleport if attacked so you can stall him from attacking by trying to hit him. Once he is done with the attack, he will stand in the center of the stage and brandish his laser whip. H ewill then begin swinging it back and forth causing damage. One hit can do 10% so dodging is suggested.

He will then fire a red laser which will travel around the stage. While this is happening, attack him since he is unable to teleport. Just make sure not to get him by the laser. It does around 8% Lightning damage. Iron Tsang will then teleport to the top of the stage and fire some more magical projectiles. He is unable to teleport during this sequence.

After beging knocked down to 50% health, he will initiate his Final Smash. He will call in a squad of Nebulox fighters which will then begin to pummel the stage with rockets and explosives. He will then fire his laser which travels through the stage and causes a large explosion. Dodge or shield these attacks if possible. In all, it does around 45-50% Dark and Fire damage so be careful!

After his Final Smash though, he loses the ability to teleport. Smashing and hitting him will reduce his percentage to 0 in no time.


Boss Sphere

Orion Tsang appears and begins to pummel every character with magical attacks. They do around 5% Dark damage and can cuase decent knock back. He will then float to the bottom of the stage and fire his laser which can do 20% Lightning damage if hit and does a high amount of knockback. He will then laugh and vanish.

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Newcomer: Chrom


Chrom from Fire Emblem: Kakusei

Chrom

Universe: Fire Emblem

Debut: Fire Emblem: Kakusei

Element Alignment: Wind

Affinity: Good

Reasons for Fighting: Conviction

Availability: Starter

Chrom is the prince of the Holy Kingdom of Iris and is the younger brother of the ruling queen, Emelina. He is the descendent of the legenmdary Hero King and bears the mark of Naga. He heads the vigilante force that patrols the borders of Iris and Perezia after a series of suspicious behaviors from Perezia. He has a deep conviction in his chosen path and believes a leader must show his strength as to be an inspiration to others.


Chrom`s Stats

Power: ***
Weight: ***
Defense: **
Speed: ****
Jump: ***
Recovery: **
Element: ***

Chrom is fairly balanced in all his abilities. His most strongest is his speed and jump ability and is fairly good at defense and power. He is of average weight for a sword fighter. However, he has fairly long reach due to his added bonus of creating a vacuum type effect whenever he strikes. When he attacks, players that within a body length away are slightly sucked into his attack. This allows Chrome to pull opponents into his area of attack. This can be both advantageous as well as as a disavantage depending on the situation.

Chrome is fairly strong in his Wind element since he can bring opponents into him through vacuum. However, his recovery Special Up B move isn`t that strong and doesn`t allow Chrome enough height. This can be counter-balanced by some of his other attacks that allows him to stall in the air for some time.


Chrom’s Special B Move Set

  • Neutral B – Thrust
  • Side B – Blade Gale
  • Up B – Ascending Sword
  • Down B – Ground Blade

The Final Trio

  • Final Smash – Sword Rain
  • Final Melee – Mirage Sword
  • Final Brawl – Emblem Strike

Descriptions

Thrust is Chrom`s Neutral B attack. Chrom thrusts his sword forward and pierces the opponent. It cannot be charged but it has a far reach. Additionally, because the attack has a vacuum effect, it can pull opponents into the latter animations of the attack. If done in the air, it can temporarily stall Chrom in the air. It does 12-17% Wind damage if hit fully but does 5-10% Wind damage if vacuumed in after the attack. It has a quick start up and ending animations so it is easy to execute.

Blade Gale is Chrom`s Side B move. Chrom propels himself forward and unleashes a series of sword attacks. It has incredible reach and can easily be used as a recovery move. The attack also sucks opponents into the attack. It is capable of doing 8 hits at 2% Wind damage each hit thus it is capable of doing 16% Wind damage fully. It also has high priority and can cancel weaker projectiles. When doe sin midair, Chrom can either do a second jump or go into his UP B recovery move.

Ascending Sword is Chrom`s Up B Special Recovery move. Chrom leaps up into the air in a spiraling screw attack. It has the highest vacuum affect and can pull farther away opponents into the attack. However, it only goes straight up and when done, Chrom goes into a helpless state. It can do up to 20% Wind damage if hit fully or 15% Wind damage if it is halved. It has slow ending lag however. It is a decent reovery move but it is best to use it with Blade Gale.

Ground Blade is Chrom`s Special Down B move. This is his only projectile. Chrom slices the ground and a energy wave erupts from it. It can be charged to increase the waves length but, despite that, it doesn`t travel very far. It will only shoot out in front of Chrom if un-charged. However, charging it doe snot affect the power of the attack. It does 13% Wind damage regardless if charged or uncharged. It can be done it the air but it angles slightly downwards when released. It has medium priority and it can be cancelled by stronger attacks or projectiles. However, it is fast and can easily be used to throw off opponents that wander too close to Chrom.

Sword Rain is Chrom`s Final Smash. Chrome points his sword to the sky and from it, swords made out of magical start piercing the stage. The don`t go through the stage like PK Starstorm but become lodged into the stages platforms. Each sword does around 3% damage and anywhere from 30-40 swords will rain onto the stage within 12 seconds. It has a wide enough radius that medium to small stages are covered entirely in the attack. It can drain shields as well and incredibly hard to escape/dodge. Altogether, it can do between 90-120% damage however it does very little knock back from the swords.

  • Beginning Cinematic: Chrom points his sword torwards the sky and a light shoots down and strikes his sword.

Mirage Sword is Chrom`s Final Melee. A copy of Chrom appears from his sword and two begin striking/attacking the opponent. The copy appears opposite of the player and faces the platyer as wellb as it is far enough to corner a opponent. It copies the attacks of Chrom but obiviously facing Chrom. Chrom or the shadow is unable to be attacked. This doubles each damage by the attack. The effect lasts for 8 seconds.

  • Beginning Cinematic: Chrom brings his palm along the blade and, from it, magic expels off from it and creates a copy image.

Emblem Strike is Chrom`s Final Brawl. Chrom`s sword becomes engulfed in magic and he rushes forward with blinding speed. He strikes the opponent with one attack, then a second, and finally a third. He then flips over the opponent and strikes them down hard with his sword. He then slams his swor dinto the ground and a magical circle appears on the opponent. It then explodes in a vacuum like explosion. It does 75-80% Wind damage and high knock back.


Home Stage: Castle Crimea

Proposed Taunts

  • Up – Chrom slashes his sword down and says “Come at me!”
  • Right Side – Chrom sheathes his sword and draws it back out again.
  • Left Side – Chrom points his sword straight out and then slashes down.
  • Down – Chrom stands up straight and scratches the back of his head.

Proposed Winning Poses

  • Chrom sheathes his sword and dusts off his hands.
  • Chrom points his sword straight at the camera and says “No yet.”
  • Chrom stabs his sword into the ground and crosses his arms.

Proposed Stage Entrance

  • Chrom appears via a magical purple circle. He flips out of it; sword in hand.

Fighting Stance

  • Sword held straight forward like a fencing pose but more faster paced.

Proposed Idle Poses

  • Chrom flips the sword around in his hand.

Audience Cheer

  • CHROM! CHROM!! FIGHT ON, CHROM!

Kirby Hat

  • Chrom’s hair.

Proposed Palette Swaps

  • Indigo Chrom
  • Red Chrom
  • green Chrom
  • Blue Chrom
  • Blood Chrom

Proposed DLC Costumes

Lucia (from Fire Emblem: Kakusei)

Fredrick (from Fire Emblem: Kakusei)


Chrom’s Proposed Move Set

Ground Attack

Normal
  • Neutral Attack – Swings downward and then upward by pressing A again. Very quick but does below average damage. It does around 2% each hit. However, it can be chained continuously by pressing B after the second hit. It can juggle players but it has low priority and can be canceled out by other attacks.
  • Dash Attack – A dashing forward thrust. It can vacuum in opponents at the point of the sword. It is a fairly far reaching attack and does around 8% damage. However it has a slow ending lag.
  • Side Tilt – A quick sword poke that smacks the opponent on the head. Chrom also moves forward slightly during the attack. It does 11% damage and is very quick in both start up and ending.
  • Up Tilt – Swings his sword down to up in a wide cutting slash. It does around 12% damage and can vacuum opponents within a wide range. However, it has a fairly long ending lag.
  • Down Tilt – A downward aimed slice that can cause opponents to trip or fall down. It can vacuum smaller opponents or opponents on the ground. It does around 8% damage and is a very quick attack. However, the attack itself doesn’t have too much range and has a small window to do damage.
Smash
  • Side Smash – Steps forward and does a strong horizontal slash. It has very quick start up but Chrom steps backwards after the attack thus causes some ending lag. It has a long range of attack and a strong/long vacuum effect. It does between 16-18% damage and does good knock back.
  • Up Smash – Does three upward thrusts one right after another. The thrusts are fast but the move suffers from both start up and ending lag. Despite this, it is a great guarding attack and has high priority. During his middle animation, Chrom possesses super armor. Each thrust does 5-8% damage 15-24% damage. It does the highest amount amount of knockback at the last attack. It can cancel out attacks like Link’s Dair or Zero Suit Samus’ Dair.
  • Down Smash – Cuts forward to his right and then slightly crouches downward and cuts to his left and then fully crouches and cuts again to his right. Each cut does 6-9% damage and can do 18-27% damage but it hits less favorably than his Up Smash. As well, it is a slower attack that can be punished as he turns. However, it’s fairly unpredictable and each slash offers Hugh knockvack. As well, it can do crowd control in group battles.
Other
  • Ledge Attack – Flips onto the stage and kicks twice. One kick that does 3% damage while the second does 5%.
  • 100% Ledge Attack – Chrom climbs up and stabs forward with his sword. It does around 13% damage and has a far reach.
  • Floor Attack (Face up) – Quick stab to the left followed by horizontal slash to the right. 6% base and tip.

Aerial Attacks

  • Neutral Aerial – A forward vertical slash. It does 13% damage and vacuum opponents close by. It can do a meteor strike if hit exactly on the tip of the blade. It has a fairly good reach but it is too quick to pin point the tip of the sword.
  • Forward Aerial – A downward slash that momentarily pushes Chrom forward in mid air. It has a good distance and can confuse opponents because of it’s “boost of speed”. It does 12% damage and good knock back.
  • Back Aerial – Chrom turns backwards and kicks with both feet. It doesn’t have a vacuum effect but it deals 13% damage. It also doesn’t have very good reach but it is capable of dealing a lot of knock back.
  • Up Aerial – Chrom swings his sword like a wand above him. It can do two hits at 6% damage each. It doesn’t have good range upwards but it can hit opponents from both sides. It deals good knock back but it has a slow start up.
  • Down Aerial – Chrom turns down and dives downward at a diagonal slant. Chrom moves very fast but the attack can cause Chrom to kill himself if done in mid-air. However, it can be used to grab onto a ledge since Chrom moves at a diagonal slant. It does 15% damage and can spike players downwards as low as 3o%. It is an excellent kill move unless Chrom misses. It also has horrible ending lag when Chrom lands.

Grabs & Throws

  • Pummel – Elbows the opponent. A slower pummel. Does 2%.
  • Forward Throw – Chrom pushes the opponent and then kicks them in the gut. It is a quick throw but doesn’t have the best knock back. It does around 6% damage.
  • Down Throw – Knocks the opponent down, leaps on top, and stabs the opponent. Very gruesome. It does around 10% damage but virtually no knockback. It is best for causing damage.
  • Back Throw – Swings the opponent behind him and punches the opponent with his sword hilt. Does 9% damage and can KO as low was 130%.
  • Up Throw – Swings the opponent in two full circles before releasing them upward. It does 5% damage and is a rather slow throw. However, swinging the opponent can damage players around him.

My Thoughts

In my roster, Chrom replaced Lyndis because I felt Chrom is the better choice. While Lyndis does have the popularity and history, Chrom is the newest character to appear in a Fire Emblem game. As in SSBM and SSBB, they always add a Fire Emblem character that recently appeared in a game (Roy and Ike). In SSB4, Chrom would he that character.

I want Chrom to be a quick but powerful fighter that excels in both ground and aerial combat. I actually gave him attributes from both Marth and Ike.


Arguments for Chrom

  1. Chrom recently appeared in a Fire Emblem 3DS game. Looking at history, Sakurai has always given a slot to a new Fire Emblem character.
  2. Chrom can be a balance of Marth and Ike.
  3. Good moveset and story potential.
  4. A prince and a lord.
  5. A descendent of Marth.

Chances of being in SSB4

60% – Given Chrom’s recent game, I think he has a good enough chance of being in SSB4. Assuming Ike is in the game, he has competition from characters like Roy, Lyn, Michaiah, and The Black Knight. However, without Ike, I would say he has a very high chance unless a new Fire Emblem game is released before SSB4.

Level Exclusive Assist Trophies


Name: Tarantula

Universe: Animal Crossing

Debut: Animal Crossing: City Folks

Stage: SmashTown

Type: Attack

Availability: Starter

Tarantula is a fast, moving arachnid found in the Animal Crossing series. He is initially passive until the player brings out the Bug Catching Net. It will then chase the player down until it can sting them.

Tarantula will not attack players unless a player does an attack. Once a player, even the one who summoned it, does an attack, it will start to chase the player down until it stings them. The tarantulas attack is devastating. It can do around 55% damage and very high knockback. It is almost always a OHKO. However, stepping on it can squash it but that takes some skill.

King Hippo

Universe: Punch-Out!!

Debut: Punch-Out!!

Stage: The Ring

Type: Attack

Availability: Starter

King Hippo is one of the more prominent and famous boxers in the Punch-Out!! franchise. He has amazing strength and durability.

King Hippo appears as an exclusive assist trophy. He will lumber onto the stage and deliver a powerful punch attack that will OHKO if it connects. He will then rush forward and deliver a series of shorter punches and jabs that do around 15% each. His final attack is that he slams his fists down for 25% damage and can KO most opponents.

Name: Rundas

Universe: Metroid

Debut: Metroid Prime 3: Corruption

Stage: Phaaze

Type: Attack

Availability: Starter

Rundas is a ice-based life form that can utilize ice in his attacks. He is a Bounty Hunter and tasked by the Space Federation to eliminate the viruses found in the Aurora Units.

He emerges onto the battlefield, jumps high into the air, and then lands back down. When he lands, the entire stage erupts in spikes of ice and go in every direction. It can deal between 20-40% Ice damage and deliver above-average knock back. Rundas will then vanish along with his ice.

Name: Heavy Lobster

Universe: Kirby

Debut:

Type: Attack

Availability: Starter

Heavy Lobster is a power mech-type suit that can blobs if paint, can jump high into the air, missiles, and has flamethrowers.

Heavy Lobster appears and will begin walking around the stage while using it’s flame throwers. The flame throwers do around 15% Fire damage. It will then begin jumping around the stage trying to squash opponents. It does 20% damage if it jumps on a player. Lastly, it will release a barrage of missiles that travel across the stage and does 6% Fire damage each hit.

Name: Matthew

Universe: Golden Sun

Debut: Golden Sun: Dark Dawn

Stage: Sol Sanctum

Type: Attack

Availability: Starter

Matthew is Isaac and Jenna’s son in Dark Dawn. He is powerful in his Venus element and is an accomplished sword fighter.

Matthew appears and does Earthquake. He causes the entire stage to shake violently and induce tripping and falling during the attacks duration. It does 3% damage during it’s duration and lasts for 10 seconds. The player who summoned him is unaffected.

Name: Pegasus Knight

Universe: Fire Emblem

Debut: Fire Emblem: Ankoku Ryu to Hikari no Tsurugi

Stage: Castle Crimea

Type: Attack

Availability: Starter

The Pegasus Knights are a type of unit that fights upon Pegasus steeds. They are mostly females and wield lances and spears when they attack. They utilize mostly dive bomb and swooping attacks.

Pegasus Knights appear and instantly begin swooping and striking opponents. Ten Pegasus Knights appear and begin striking opponents. They deal more damage in the air than on the ground. Opponents hit in the air receives around 25% damage while those on the ground receives 20% damage. They do two attack sweeps before disappearing.

Level Exclusive Items 2


List of the Stage Exclusive Items:

Stage Item
SmashTown Bug Net
Diddy’s Island Magnet
Pokemon Stadium 3 Rare Candy
The Ring Punching Bag
Phazon Hi Jump Boots
The Board Thwomp Candy
Cookie Country Wheelie

Name: Bug Net

Universe: Animal Crossing

Debut: Animal Crossing

Stage: SmashTown

Element: None

Item Class: Equipment

The Bug Net is a item bought in Animal Crossing that allows players to catch bugs and collect them. It is difficult to time the swipe of the net right but, once you do, the reward pays off – especially if it’s a rare bug.

In SSB4, the Bug Net is used to swipe at opponents. Hitting them on the head will cause them to go into a surprised look and they will begin to look around at who hit them in the head. If done in the air, it will cause the opponent to fall to the ground. It deals 5% if a regular hit and 10% if a smash attack.

Magnet

Universe: Donkey Kong

Debut: Diddy Kong’s Racing

Stage: Diddy’s Island

Element: Lightning

Item Class: Equipment/Duration

The Magnet is a item found in Diddy Kong’s Racing. It is obtained when a yellow balloon is popped. It causes nearby racers to be drawn to the kart using the magnet.

In SSB4, it causes nearby players to be drawn to the character using the magnet. However, players can’t control when to use it since it lasts for 10 seconds. During this period, opponents are drawn to the player no matter where they go. Therefore, if the player holding the magnet is KO’d, so are the opponents.

Name: Rare Candy

Universe: Pokemon

Debut: Pokemon red and Blue

Stage: Pokemon Stadium 3

Element: Light

Item Class: Duration

Rare Candy is a powerful item in the Pokemon franchise that allows Pokemon to skip a level. It was an easy way to skip the time it takes to level up Pokemon but, because of the effects of the candy, players were unable to control moves the Pokemon learned when leveling up.

In SSB4, the Rare Candy is a temporary stat enhancing item that boosts all stats for 5 points. It lasts for 15 seconds but, during this time, it can be hit out of the player and grabbed by the opponent. However, it does not reset the clock so grabbing it only re-starts the timer.

Name: Thwomp Candy

Universe: Pokemon

Debut: Pokemon red and Blue

Stage: Pokemon Stadium 3

Element: Light

Item Class: Duration

The Thwomp Candy changes a players form into that of a giant boulder. When it hits an opponent, it deducts them of coins.

In SSBB, the Thwomp Candy changes everyone into a rock version of themselves. The player can move and jump but they are very restricted in their movements.

Punching Bag

Universe: Punch-Out!!

Debut: Punch-Out!!

Stage: The Ring

Element: None

Item Class: Thrown

The Punching Bag is a piece of training equipment used by all the worlds best boxers.

In SSB4, the Boxing Bag can be punched, kicked, and smashed. This increases it’s damage on the bag. When picked up and thrown, it can do a lot of damage based on how much it was attacked before. It can do between 1% to 101% damage; depending how much damage it has.

High Jump Boots

Universe: Metroid

Debut: Super Metroid

Stage: Phaaze

Element: None

Item Class: Equipment

The High Jump Boots are powerful boots that provide the wearer increased jumping ability.

In SSBB, the wearer can jump even higher than the Bunny Hood and even perform a third jump (one two more jumps for characters like Kirby, Pit, and Charizard). They last for 15 seconds and can be knocked off while the player is wearing them.

Wheelie

Universe: Kirby

Debut: Kirby’s Adventure

Stage: Cookie Country

Element: Dark

Item Class: Thrown

Wheelie is a type of enemy found in the Kirby games. He gives Kirby the Wheel ability and may even assist Kirby in his adventures.

In SSBB, the Wheelie can be picked up and thrown. It does moderate knock back and around 15-22% damage. However, if thrown while it’s wheel is spinning does an additional 10% damage. It will also chase after players and try to attack.

Stage: Cookie Country


Cookie Country from Kirby’s Return to Dreamland

Name: Cookie Country

Universe: Kirby

Debut: Kirby`s Return to Dreamland

Stage Size: Medium

Hazard Level: 2 (out of 5)

Availability: Starter

Cookie Country is one of the new locals of the game Kirby`s Return to Dreamland.  It contains pleasant gardens, vibrant trees, and falling exploding blocks.


Appearance

The stage is fought directly over sparkling water.  The background overlooks a portion of Popstar`s countryside.  The stage itself is situated on three raised earthen platforms while starblocks form bridges across these expanses of water.  When one is hit, a replacement will fall down to take its place.  However, occasion, a Bomb Block will fall down and will explode if hit.  It is a very cheerful area to fight in and as well as various enemies can be seen; walking along the stage.


Hazards

The only hazards on this stage are the Bomb Blocks.  However, they are very few in number so getting caught in a mega explosion won`t be as much as a problem before.  However, if you stay in the water long enough, you may or may not drown.  Also, if you get caught between the water and the falling blocks, do your best to knock the blocks or you will drown.


Music

Cookie Country (Kirby’s Return to Dreamland) – Main Theme
Grape Garden (Kirby’s Return to Dreamland)
Chef Oosaka (Kirby’s Return to Dreamland)
Super Ability (Kirby’s Return to Dreamland)
Another Dimension (Kirby’s Return to Dreamland)
Castle Area (Kirby’s Return to Dreamland)
Onion Ocean (Kirby’s Return to Dreamland)
Forest 1 (Kirby Mass Attack)
Rainbow Resort (Kirby Air Ride)


Cameos

Sir Kibble
Broom Hatter
Puppet Waddle Dee
Leafan
Carry Dee


My Thoughts

The Kirby franchise was one one of the hardest franchise to come up with stages before because I literally never played the games before.  I just never had a chance to but doesn’t mean I wouldn’t.  However, from what I have read, many people are billing Cookie Country as the Kirby`s main stage rep.  As well, I am replacing Cookie Country with the Lor Starcutter since I feel this stage is more in-line with the Green Greens stages and other Kirby stages in the past.  Let me know what you think!

Chances of Being in SSB4

Item: Hydra


Hydra from Kirb’y Air Ride

Name: Hydra

Universe: Kirby

Debut: Kirby Air Ride

Item Class: Equipment

Rarity: Rare

The Hydra is a super powerful riding machine that has fast speeds but horrible charging times. It is one of the best rides along with the Dragoon.

In SSB4, the Hydra takes the Dragoon’s place however, it has similar characteristics to the previous one. In order to be used, the three parts must be collected. Being hit can cause pieces to fall out from players.

Once all three are collected, a aiming screen is shown. Instead of the fiery red aiming screen as before, the colors are inverted on the outer edges. It gives it a very intense feel.

Once the player presses A, the air ride shoots forward and rams into people.  It is capable of doing a One Hit KO when it hits one or more people.  It deals extremely high vertical knock back.  The player who then rode the Hydra into battle falls back into the stage.


Why did I replace the Dragoon with the Hydra?

I feel the story I created for the new SSB4 game has a more darker and serious tone than before.  Thus, I wanted a more darker and eviler ride machine as opposed to the Dragoon.  the Hydra has a much more darker color scheme and is extremely powerful so I decided to switch them out.  Plus, I wanted some change in the game.

Poké Ball: Druddigon, Stunfisk, Darmanitan


Name: Druddigon

Universe: Pokemon

Debut: Pokemon Black and White (2010)

Move Used: Dragon Claw

Rarity: Uncommon

Availability: Starter

Druddigon is the Cave Pokemon and a Dragon type.  Druddigon rushes forward and slashes with his claws.  If it touches a opponent, it grabs them and starts slashing at them.  Altogether, it can do between 10-40% damage; depending how many times it hits and if the last hit connects.

Name: Stunfisk

Universe: Pokemon

Debut: Pokemon Black and White (2010)

Move Used: Thundershock

Rarity: Common

Availability: Starter

Stunfisk is the Trap Pokemon and a dual Ground/Electric type Pokemon.  When it appears on the stage, it buries into the ground with a puff of dust/dirt.  If anyone walks, jumps, or falls onto the waiting Pokemon, it will release a shocking Thundershock attack.  It does 25% Lightning damage and deals high knock back after the attack.

Name: Darmanitan

Universe: Pokemon

Debut: Pokemon Black and White (2010)

Move Used: Fire Punch

Rarity: Common

Availability: Starter

Darmanitan is the Blazing Pokemon and is a Fire type.  It jumps up, gathers intense heat around its right fist and then punches forward.  A volanic like eruptions bursts from its fist and deals 45% Fire damage and decreases by 5% the farther away.  It also deals high diagonal knock back.  However, on some occassions, Darmanitan will appeara nnd immedaitely transform into it`s Zen Mode.  Darmanitan will then just sit there and glow with a mysterious aura of purple energy.