Chell is an in-development fighter, to be added to Fraymakers via Fraytools. She was publicly revealed in the McLeodGaming Discord Server and is the first character to be revealed by snuffysam.
Chell is the silent protagonist of the Portal franchise, and the playable character in Portal & the single player campaign of Portal 2. During these games, Chell was a test subject of the Aperture Science Enrichment Center. Her exact background is unknown, but she is implied to be the daughter of an Aperture Science employee. She is "abnormally stubborn" and keeps cool under pressure, traits that allow her to overcome any obstacle in front of her.
Playstyle[]
An extremely gimmicky fighter, where her ability to perform combos and get KO's is entirely dependent on the traps she sets up beforehand.
Manipulates physics to her will to beat opponents - performing a successful combo will feel like solving a difficult puzzle.
Strengths:
+Her moveset gives her total control of the terrain - she can move anywhere on the stage instantly, she can change the properties of platforms, and she can create hitboxes that span the entirety of the stage length.
+Has the potential for massively damaging combos, and early KO's.
+Extremely versatile - any move can be a combo move or a KO move depending on how she sets herself up, making her incredibly unpredictable.
+Due to her stage manipulation, pairs very well with almost every assist.
Weaknesses:
-Poor frame data, base damage, & base KO power mean her kit is only really useful after setting up - which takes additional time.
-Poor defenses - loses hard to strong rushdown characters.
-Most of the elements she places around the stage can be used or manipulated by opponents.
-Has significantly fewer options to place traps on stages without platforms.
Attributes[]
Weight: ★☆☆☆☆ (despite what some might tell you)
Walk Speed: ★★★☆☆
Initial Dash: ★★☆☆☆
Run Speed: ★☆☆☆☆
Air Speed: ★★★☆☆
Max Fall Speed: ★★★★★★★★★ (easily the fastest in the game)
Gravity: ★★☆☆☆ (so she's unlikely to reach her Max Fall Speed under "normal" means)
Size: ★★★☆☆
Frame Data: ★★☆☆☆
Damage: ★☆☆☆☆ without setup, ★★★★★ with setup
Combos: ★☆☆☆☆ without setup, ★★★★☆ with setup
KO Power: ★★☆☆☆ without setup, ★★★★★ with setup
Recovery: ★★★★★
Gimmicks[]
Long Fall Boots[]
Chell has incredibly low landing lag on all her aerials and aerial specials.
Zero-Point Energy Field Manipulator[]
Chell picks up all items with the prongs of her portal gun, and she has the same animations regardless of the item's weight.
A consequence of this is that she travels at normal speed and has normal access to her jump while carrying heavy items.
(Subject to change based on what Fraymakers's item mechanics are revealed to be - if there are even heavy items in the game).
Velocity[]
Whenever Chell (or an element she spawns) and an opponent collide at high speed, the properties of the hitboxes in question will change based on the difference between her velocity and her opponent's velocity.
That is to say - the opponent moving rightward quickly and hitting Chell will have the same Velocity bonus value & direction as Chell moving leftward quickly and hitting the opponent.
At high Velocity, the damage and knockback growth of Chell's hitboxes will increase, while the base knockback will decrease - in other words, combo moves will become better at combo'ing, and KO moves will become better at KO'ing.
Velocity also affects the direction of Chell's knockback. If Chell's Velocity bonus is rightward, her attacks will knock opponents to the right (even if the knockback would normally point to the left). If Chell's Velocity bonus is downward (i.e., either Chell is moving quickly downward or her opponent is moving quickly upward), her attacks will spike.
The speed of Chell's mid-air item throws will also change depending on her current speed - Chell's movement adding to her normal throw force.
Finally, a Velocity bonus will also give hitboxes to animations that normally wouldn't have hitboxes. For instance, Chell's running animation, or a falling Turret. At speeds normal for movement (e.g. regular jumps), there would be no hitbox, as usual - but a hitbox would be created at higher Velocity bonus levels. Even at very high Velocity bonus, these hitboxes won't deal as much damage or knockback as an actual attack would.
Portals[]
Chell can place Portals on the stage with a few of her moves.
Portals can be placed on any surface - on solid platforms, on the tops or bottoms of thin platforms, and even the sides of thin platforms if Chell shoots precisely enough.
The "aura" of the Portal will always appear to animate from "bottom" to "top" - so you can always tell which direction a Portal is placed.
Any fighter, assist, or item can move through a Portal, and come out of the corresponding Portal with the same speed (but with the velocity direction changed to match the direction that the exit Portal is facing).
Anyone that passes through a Portal will have their sprite rotated to be relative to the exit Portal. After their current animation ends, the entity will quickly rotate back to be the normal direction.
Any "rotated" attacks will have their knockback directions rotated as well to match.
Whenever Chell is KO'd, all her Portals will disappear.
Moveset[]
Ground Attacks[]
Attack | Description | Damage |
---|---|---|
Neutral Attack | Same as grounded Neutral Special, but with the orange portal. | N/A |
Forward Tilt | A kick forward with her right leg. By holding the button, you can kick again with her left leg. | |
Up Tilt | Elbows upward. | |
Down Tilt | Kicks forward while crouching. One of her few relatively fast attacks. | |
Dash Attack | A shoulder tackle. | |
Forward Strong | Chell kicks a Companion Cube forward. The Cube can be hit around by Chell or opponents. The Companion Cube can also be picked up, where it will be a heavy throwable item. Stays around until it falls off the stage. If there's already a Companion Cube on the stage, this attack will just be the kick.
If a Companion Cube falls into the blast zone, a plume of fire will shoot out a moderate range from the blast zone, potentially damaging opponents. |
|
Up Strong | An emitter appears on the ground next to Chell, which shoots a High Energy Pellet upwards. The High Energy Pellet explodes on contact with an opponent or part of the stage (except the underside of thin platforms, which it will pass through). The High Energy Pellet moves fairly slowly, and can travel infinite distance. Chell's slowest attack. | |
Down Strong | A Thermal Discouragement Beam emitter appears on the ground in front of Chell and charges up. Chell places a glass box on it at the last moment, sending the beam forward as soon as it fires. By hitting away or picking up the box, the beam can be sent upwards. The box can be carried & thrown as a normal (not heavy) throwable item. The beam will be blocked by any part of the stage, including the undersides of thin platforms. The beam travels infinitely far - however, it doesn't deal knockback, only slowing down opponents hit by it. The emitter and glass box will disappear after 5 seconds, or if the attack is used again. |
Aerial Attacks[]
Attack | Description | Damage |
---|---|---|
Neutral Aerial | Same as aerial Neutral Special, but with the orange portal. | N/A |
Forward Aerial | Chell sticks both legs forward & twirls in mid-air. Deals solid damage, but not great for KO'ing. | |
Back Aerial | Chell smacks the opponent with a Weighted Storage Cube. | |
Up Aerial | Chell performs a flip kick. | |
Down Aerial | Chell extends her legs and quickly falls downward. If she hits an opponent, she will bounce off, with half the speed she collided with. |
Grabs and Throws[]
Attack | Description | Damage |
---|---|---|
Grab | Chell grabs the opponent with the portal gun's prongs. Her grab is relatively fast, but close-range, and her throws all have poor combo & KO potential (only really useful for throwing the opponent into traps). | N/A |
Forward Throw | Chell holds the opponent up with one hand while summoning a lemon in the portal gun prongs. She slams the lemon into the opponent, creating an explosion that knocks them away. | |
Back Throw | Chell swings the opponent around and throws them backwards. A Rocket Sentry appears on the ground next to Chell, firing a missile at the opponent before disappearing. | |
Up Throw | Chell tosses the opponent upwards. The Space Core appears & slams into the opponent, before flying off the top. | |
Down Throw | Chell slams the opponent downward, then drops an Edgeless Safety Cube on them. The ball disappears as soon as the animation ends. |
Other Attacks[]
Attack | Description | Damage |
---|---|---|
Floor Attack | Spins around, kicking upward. | |
Ledge Attack | Shoots an orange portal onto the side of the stage, then dives into it, coming out of the blue portal. If there is no blue portal in the world, Chell will bounce off the portal and take 1% recoil, but she'll remain hanging on the ledge. An extremely unique getup attack - if she has a blue portal in a good position, it could mean a free return to anywhere on the stage, but it comes at the cost of losing an actual attack. | |
Assist Attack | As an assist, Chell summons a horizontal orange Excursion Funnel, from the edge of the screen behind her, before leaving. The Excursion Funnel pulls everything inside it towards the edge of the screen, backward from the direction the summoner was facing. After 5 seconds, the Excursion Funnel disappears. The Excursion Funnel can be blocked by the stage. |
Special Moves[]
Special Move | Name | Description | Damage |
---|---|---|---|
Neutral Special | Aperture Science Handheld Portal Device | Chell charges a blue portal. If you release the special button without pressing any direction, the portal is fired straight down. By holding the special button & pressing directions, you can aim the blue portal in one of eight directions. Press A while charging to switch to Neutral Attack/Neutral Air. Press Shield while charging to cancel. Chell's fastest move, can shoot a portal frame 1 if you tap the button. The color on her portal gun will change to blue after using this move. | N/A |
Forward Special | Sentry Turret | Chell drops a turret in front of her. A short time after landing on the ground, the turret shoots bullets a short range, holding the opponent in place.
If Sentry Turret is used far above the ground, if the turret gets rotated by a portal, or if the turret is hit before firing - the turret will twirl mid-air, shooting bullets in all directions (short-range) |
|
Up Special (Ground) | Aerial Faith Plate | An Aerial Faith Plate appears beneath Chell, launching her upwards. She can attack or use Up Special again after this. | |
Up Special (Air) | Excursion Funnel | An Excursion Funnel is summoned at the bottom blast zone directly below Chell, which lifts everything in it slowly upwards over time. Can kill Chell or opponent off the top if they stay in the funnel. Blocked by parts of the stage, so useless on-stage unless you already have a portal underneath the stage. Disappears after 5 seconds, or when Chell summons another one. Chell can attack after using this, but can't use Up Special again until landing. | N/A |
Down Special | Repulsion Gel/Propulsion Gel | Chell summons a floating emitter above her that sprays gel downward, painting any part of the stage it hits. The emitter moves forward slowly in the direction Chell was facing, and disappears after one second. The gel will disappear after 5 seconds. The gel emitter switches between Repulsion Gel and Propulsion Gel every time Chell uses the move.
|
N/A |
Super Attack | Lunacy | The background turns black. If there is at least one portal at the stage, Chell shoots the color portal upwards that is furthest from the opponent. If there are no portals on the stage, Chell first shoots a blue portal beneath her, and then an orange portal straight up. Everything on the stage gets sucked into the portal, and any character (including Chell) that gets sucked into the portal takes massive damage. The portals disappear after one second. After a short time, every character that was sucked in crashes down at the top of the stage - Chell is lowered by a robotic arm, and GLaDOS saying "Don't let it happen again" or "This is the last time, got it?". Any opponents that were over 100 damage are KO'd instead of returning. |
Other Animations[]
Animation | Description |
---|---|
Item | Uses the prongs on her portal gun to pick up and throw items. See Zero-Point Energy Field Manipulator in Gimmicks section. |
Shield | A Hard Light Bridge appears in front of Chell, extending a short distance. Has no mechanical difference from the one-way shields that characters in Fraymakers normally have, just visually distinct. |
Taunt | Chell eats a slice of cake, and one of the following voice lines from GLaDOS plays randomly:
-Enjoy the alliance while it lasts. Murderer. -It amazes me how quickly you can stuff cake into your fat face. -In retrospect, it should have been obvious that caloric intake was a motivator. -See, this is just what happens when nobody's loved you your entire life.
Commander Video: All that running, and you're still out of shape. Maybe you should try dieting. Octodad: I asked Tommy what he really thought about you. It was pretty harsh. Ultra Fishbunjin: Oh. It's the meathead. Updating dictionary file to remove longer words. Welltaro: They should have left you in the well. Orcane: I saw some orcas once. They were killed by humans. Maybe you were related. Watcher: Oh, so you're blind. Finally, a friend that she can't scare away. |
Gallery[]
Download Link :[]
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