OLEANDER

OVERVIEW

Oleander, the great granddaughter of Divine Oracle Amaryllis, sensed the return of Predator-kind 13 years before the first actual sighting. Her masters in the Order of the Horn saw no need to take action, as always, urging her to trust that the power of Light Magic would keep Foenum safe.

Frustrated and desperate, she took matters upon herself. She began studying from a book of Dark Magic and eventually forged a pact with the demon trapped inside it. The evidence of her blasphemous act manifested over time as her coat began to turn a darker shade. Despite condemnation from those around her, Oleander is determined to prove that Dark Magic can be used to do good.

The aid of her fearsome but cheeky demonic companion FHTNG (Fred for short) allows Oleander to steal energy from her opponents, eventually amassing enough to temporarily loosen Fred’s bindings so he may fight alongside her. But can she really control Fred, or will she discover the reason for his imprisonment after it’s already too late…?

PLAYSTYLE: All-Rounder

DIFFICULTY: Medium

SACRED UNICORNS

Venture deep enough into the hallowed Woodlands and you may catch a glimpse of the creatures known as a unicorns: somewhere between horse, deer, and goat; with cloven hooves, a lions’ tail, a pure white coat, and a single spiraling horn stretching from their foreheads.

For thousands of years the unicorns have served as devoted keepers of Light Magic. Their priests and priestesses use it to preserve and beautify the wild, sprouting beds of sweet-smelling flowers and shaping trees into towering spiral temples.

Under the canopy these mystic creatures keep themselves hidden, holding no interests outside their rituals and study, especially not for the other beasts of Foenum, or even the fate of Foenum itself.

UNIQUE COMMANDS

DOUBLE JUMP

Jump again while in the air with :7: , :8: , or :9:

DOOM CLAW

:6: :c:
Grounded overhead attack.
Groundbounces airborne opponent.

SMITE

While airborne: :2: :c:
Large airborne move that groundbounces on hit.

SPECIALS

SHADOW SPARK

:qcf: :atk: :airok:
:a: :b: :c: determines speed of projectile.

CHAPTER TRAP

:qcb: :atk: (Costs 1 Magic) :airok:
Page trap that slowly floats to the ground.
:a: : Sets trap slightly in front.
:b: : Sets trap farther forward.
:c: : Sets trap slightly above.

TELEPORT

:dbl2: :atk: (Costs 1 Magic) :airok:
Warps to a position relative to your opponent.
:a: : In front.
:b: : Behind.
:c: : Away (grounded version does not cost Magic)

MAGIC SYSTEM

3 stocks max, gained with Study.

STUDY

:d: (Can hold) :airok:
Gains 1 Magic.
When Magic is full, gains Super Meter.

MAGIC SPARK

:qcf: :d: (Costs up to 3 Magic) :airok:
1 Magic: Faster projectile.
2 Magic: Wallsplats.
3 Magic: Wallsplats from farther.

MAGIC TRAP

:qcb: :d: (Costs 3 Magic) :airok:
Larger trap that hovers and has more durability.
Does not disappear when Oleander is hit, but expires over time.
Sets in front.

MAGIC TELEPORT

:dbl2: :d: (Costs 1 Magic) :airok:
Invulnerable, tracks to front of opponent.

SUPER ATTACKS

LVL 1 – SHADOW BLAST

:qcf: :atkatk: (Costs 1 Super) :airok:
Large fullscreen beam.

LVL 2 – HI, FRED!

:qcb: :d: as Shadow Blast hits (Costs +1 Super) :airok:
Summons Fred.
Attack using :4: , :1: , :2: , :3: , or :6: and :d: (can be held).