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ARCGaming91 — XELAWL Megamixer Boogie-Woogie: Devon and Cornwall

#cornwall #devon #lawl #supersmashbros #warnerbros #moveset #questforcamelot #xelawlmegamixer #xelawlmegamixerboogiewoogie
Published: 2024-05-11 07:04:39 +0000 UTC; Views: 2588; Favourites: 3; Downloads: 1
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Description The eighth character for this game has arrived to this game and will show that two heads might be better than one, most of the time.


As you can see, the eighth moveset belongs to the co-joined dragons that used to wish that they were seperated; Devon & Cornwall. In an alternate reality, in which the duo never encountered Kayley and Garett, they instead got transported into this strange world. They had as hard of a time adjusting to their new situation as they did trying to getting along. As they travelled, they also encountered a group of people that wanted to stop a person called "Father Derpikorn". They came along and even helped the rest of the group escape by distracting a gigantic person that transformed into an asian dragon that was 1 kilometer long. But due to this, they ended up being alone again, stuck with each other. Will they put their differences aside and contribute to the overall victory of our heroes? Let us find out.


Devon & Cornwall have an invisible “friendship system” that affects them throughout the entire battle. It will slowly increase as they successfully deals damage to the opponent(s) and decrease as they take damage. Knocking out an opponent will add plenty of points to this “friendship counter” and it will be completely depleted when they lose a stock. Once the “friendship counter” is maxed out, indicated by a heroic jiggle and a flash close to their percentage-counter. Their damage-output on their non-special moves will be increased along with their attack-speed. They will also gain a new set of special moves that replace their old ones and receive the ability to fly (just like Pit and Meta Knight) for a limited duration. Receiving damage while their “friendship counter” is maxed out will not reduce its amount, but still deal the intended damage and knockback. 



STANDARD B: Fire Breathing Lizard / Dragon Breath
Devon separates himself from Cornwall and transforms into a Godzilla-looking kaiju. After a few seconds, Devon will breathe a large amount of fire towards Cornwall that is standing in front of him. This fire has the same range as Giga Bowser’s Fire Breath, plus a small area behind him and deals a lot of damage to the opponent(s). Though it also deals 10 % damage to Cornwall who was too scared to run away as the fire came. Once the move has been fully performed, Devon will fuse back with Cornwall and they will return to their normal fighting-stance. Then they must wait six seconds before they can perform this move again, otherwise Devon will just cough up some smoke. If Devon gets attacked by a strong-enough attack while he is looking like Godzilla, then the attack will get cancelled and he will fuse with Cornwall again. After this, the duo must wait eight seconds before this move can be used again.

 

At maximum friendship, Devon and Cornwall will rears their heads backwards and the shoot them forwards while breath a stream of fire towards the direction they are facing. This stream of fire acts a lot more like regular Bowser’s Standard B, except it does not get weaker over time as it cannot be held in to increase its duration. Instead they will instantly stopping breathing fire after three seconds, unless the player presses the B-button to cancel the attack early. While this move is weaker than the other version, it can be performed while they are flying and running and it does not deal any recoil damage to them. When used while flying, the player can use the control-stick to decide the direction the fire gets spewed towards. If the duo gets attacked while they are performing this move, then the attack will get cancelled and they must wait eight seconds before they can use it again. After the three seconds have passed or the player cancelled the attack early, they only need to wait four seconds before it can be used again.



SIDE B: Cliff Cutter / Mirror-Mirror
Just like Terry’s Side B, this move have two different variations depending on the direction the player holds the control-stick while pressing the B-button.

 

Holding the control-stick forwards while pressing B makes the duo take out a jackhammer and create a large crack in the ground. Once the crack is completed (regardless of when it is), the duo will get off the jackhammer and return to their normal fighting-stance. Any opponent that comes in contact with the crack will get trapped in it and be left open to get attacked. The longer the player holds in the B-button, the deeper the crack will become. Thus allowing the opponent(s) to be trapped for a longer time, while also increasing the likelihood of opponent(s) getting trapped in the first place. But it will also leave the duo open for a longer time. When they get attacked while creating the crack, they will fall off and the crack will instantly disappear. Once the trapped opponent is freed (time differs depending on the size of the opponent and the crack itself), the crack will instantly get fixed up. Then the duo must wait ten seconds before they can create a new one. Performing this move while a crack is already on the stage will make the old one disappear as Cornwall gets annoyed by Devon forgetting about the first crack.


When this move is used on a ledge, then the duo will always take five seconds to make the crack. Once they are done, they will cut off a piece of that entire ledge and make it impossible for anyone to grab onto it. If they get attacked then they will suffer the same consequences as they would when using this move anywhere else on the stage. This ledge will instantly get repaired after the duo have lost a stock or after sixteen seconds have passed since it was created. Performing this move again while the ledge has been cut off will reduce the duration of this move with two seconds. The duo can cut off another ledge once ten seconds have passed since they lost a stock.

 

Holding the control-stick backwards while pressing B makes a mirror appear in front of Devon who is all by himself. Devon is happily dancing to his reflection in the mirror until Cornwall appears in the reflection instead, taunting Devon. Devon will notice this, get so annoyed that he drags Cornwall out of the mirror, folds him into an egg and throws it nonchalantly forwards like a basketball. This entire animation takes just three seconds, but if Devon gets attacked during this time, the mirror will disappear, Cornwall will fuse back to Devon and the move will get cancelled. This egg will keep bouncing forwards and gradually increase the amount of damage and knockback it will deal to an opponent for every bounce. In the beginning, the egg deals as much damage and knockback as Toon Link’s bombs, but after ten bounces the damage and knockback can be compared to a an exploding Electrode. Though the speed in which the egg bounces is always the same as Duck Hunt Duo’s Side B. Once the egg has damaged an opponent or bounced off the stage, Cornwall will fuse back with Devon and they will return to their normal fighting-stance. They must then wait five seconds before they can use this move again, as they cannot perform it again while the egg is still bouncing on the stage. If Devon was attacked before he could throw the egg, then the duo must wait six seconds before they can perform this move again.
 

At Maximum friendship, both variants of this move are replaced with a powerful dash-attack that the duo performs together. This move acts a lot like Charizard’s Side B and travels just as far, but it does not deal as much damage and knockback to the opponent(s) nor as much recoil damage to the duo. They will also not be armored while performing this move, but will not lay still on the ground after colliding with an opponent. Once this move has been performed, the duo must wait four seconds before it can be performed again. Getting attacked while performing it will result in them receiving the intended damage and half of the intended knockback. Then they must wait five seconds before they can perform this move again.


UP B: High Flying Wizard / Dragon Flight
Cornwall grabs Devon’s mouth as they both start inflating like a balloon. Once they have been fully inflated (which takes two seconds), Cornwall will let go and they will fly around the stage for a few seconds (around 2 – 4 seconds). During this time, they cannot be harmed by the opponent(s), though they can still deal a small to moderate amount of damage and knockback to any opponent that comes in contact with them. However, the player cannot control them while they are flying like this. Once the time has passed, they will transform back into their normal self and fall downwards in a helpless state. They will also instantly transform back when they come in contact with a solid wall. Following this, they must wait four seconds before they can perform this move again. They can also be attacked while Cornwall is inflating them, if this happens, they must wait five seconds before they can try again. While they also receive the intended knockback from the move they got hit by, but only half the damage. If they try to perform this move again while it is recovering, then Cornwall will try to inflate them but fail and get slapped by Devon. Thus dealing 5 % damage to themselves.

 

At maximum friendship, this move is replaced by a move that looks and acts a lot like a combination of Pit’s (Wii U and onwards) and Sephiroth’s Up B’s. In which the duo will take a short moment to prepare themselves, while the player gets the opportunity to decide which direction they will fly towards with the control-stick. After one second has passed since the duo started preparing themselves, they will fly straight towards the chosen direction at a pretty fast speed. Once they have flown as far as Pit has when he uses his Up B, they will stop and fall downwards in a helpless state. The duo can be attacked while they are performing this move (especially while they are preparing it) and if it happens, they will receive the intended damage and knockback from the move they got hit by. Then they must wait four seconds before they can try again. This time is increased to five seconds after they successfully flew their distance without getting attacked. While they are performing this move, they are able to perform their “maximum friendship Standard B”. Thus for a moment, making them like Yoshi does when he performed his Final Smash in Brawl. 



DOWN B: Tornado Spindle
Cornwall puts on a hockey mask and takes out a chainsaw, thus scaring Devon. As Cornwall tries to slice Devon’s head off, the latter grabs the chainsaw to prevent him from doing so. This thug-of-war between them can last for as long as the player holds in the B-button. As they swings the chainsaw all around them and gaining range that is as long as they are, but circling all around them. When an opponent comes close to them as they perform this move, the opponent will take a good amount of damage and knockback. Though the draconic duo will also receive a small amount of damage in the process. Once the player let’s go, Cornwall will drop the mask and the chainsaw and Devon sighs in relief that the move is over. When they get hit by a move that deals a lot of knockback, this move will get cancelled. The longer the thug-of-war between Devon and Cornwall lasted, the longer they have to wait before they can perform this move again. With the longest time being twenty seconds, achieved after performing this move for ten seconds. If the duo tries to perform this move again before the recovery-time has passed, then they will just perform their downwards tilt-attack.


At maximum friendship, this move turns into large ground pound that acts and looks just like Bowser’s Down B. It deals more damage and knockback but their initial jump is not as high as Bowser’s. But when this move is performed in the air, then the added distance they will fall before hitting the ground will add on to the speed in which they fall. Then deal additional damage to any opponent(s) that happen to be near their impact area (like how Dr. Wily’s Down B works in Smash Bros. Lawl). They can still be attacked while they are performing this move, but it will not cancel this move, just deal two thirds of the attack’s intended damage. After this move has been performed (regardless of how long the duo fell), they must wait five seconds before it can be performed again.



FINAL SMASH: Thank You for Flying Dragon Air
The duo hears the sounds of danger approaching behind them and rushes towards the direction they are facing at high speeds. If the duo reaches a ledge or a hole in the stage, then they will fall downwards (like how Weird Al’s Final Smash works in Smash Bros. Lawl). Any opponent(s) that happens to stand in the way will get knocked to the side and then get so annoyed that they rush after them.


Then a cut-scene will play in which the draconic duo will stop and prevent themselves from falling down a steep cliff. Only for them to get tackled down by Kayley and Garett who uses them to slide down the cliff. The opponent(s) that they ran into will come rushing to the cliff and stop as they reach it, but the largest opponent will not be quick enough to stop itself as it accidentally knocks itself and the other opponent(s) down. Making them tumble down the cliff and receive tons of damage along the way. If there was only a single opponent chasing Devon and Cornwall, then it will be pushed down by Ruber’s metallic soldiers that were following suit. Soon enough Devon grabs a small tree and makes them take a detour as all the opponent(s) and the metallic soldiers (if there were any) crashes into a nearby wall and then gets burrowed by a large landslide that followed them. Then the draconic duo stops sliding and they land in a pond, they will take a deep breath. Then Cornwall will say to Kayley: “Tell you what. Next time you try to fly and we hold on.” as Devon nods in agreement. After that, the cut-scene just ends and the duo returns back to the stage safely while Kayley and Garett leaves them to keep fighting. All the opponent(s) that tumbled down the cliff will return back to the stage soon after, though if their percentage-counter passed 100 % while they got hit by the landslide, they will instantly lose a stock.


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We are slowly reaching the end of the first wave of characters and so far it has been going well. I will keep going though, as it has just started.


Thank you very much for reading this moveset and have a wonderful weekend as I will begin working on the moveset for an ogre.

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