Hello! We’ve noticed that you haven’t made any recent edits on your wiki this year. This is a notice that your wiki is eligible for removal. Click here to learn more about the criteria for wiki removal.
A strange character with no defined play style, making use of only three buttons. Has custom sprites and a moveset inspired by moves Rotom learns in the games.
Rotom is a 3-button character, only using the , and buttons. While not combo-heavy as such, Rotom can rack up average combos despite his limited moveset (although certain moves such as Roto-spin combo through the multiple hits they deal). Rotom's A.I. was designed to be more human-like rather than the lockdown-style of AI present in certain characters, though due to the relatively short range of its melee attacks, its AI has a tendency to spam projectiles until it's close enough to use its melee attacks, where it will stop spamming projectiles and haphazardly use whichever melee attack it chooses.
Of course, due to its small size and ground clearance, Rotom is rather tricky to make contact with, and thus, combo against. Most tall characters would have to resort to mere crouching attacks, and most launcher/uppercut attacks miss him completely. Another factor that makes Rotom difficult to deal with is the infinite priority his melee attacks possess, and although logically this makes sense, seeing as its plasma lacks any nerves, from a balance point of view, it's rather unfair.
Stats[]
Life: 1000
Power: 3000
Attack: 130
Defence: 120
Movelist[]
Hovering the mouse cursor over the icons will display a more direct activation method akin to how the move activations are coded; this is what the following key/legend represents.
Key
D = Down
F = Right
B = Left
U = Up
DF = Down-right
DB = Down-left
UF = Up-right
UB = Up-left
a/b/c = Kick
x/y/z = Punch
s = Taunt
Icons encased in square brackets [ ] mean for the respective button(s) to be held down.