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Flame Princess (whose name is Phoebe and is also referred to as simply FP) is a planned addition to Fraymakers. Both the Ruler of the Fire Kingdom and the current Fire Elemental of her world, she is known for her fiery personality and incredibly short temper. This instability extends to her form, as these sudden and frequent outbursts lead to dangerous shifts in her body in which the extent threatens the world. Despite this, she is also shown to be quite gentle and curious when given time to collect her thoughts, and has also shown to be a loyal leader to her subjects.

Character Overview[]

Flame Princess, while in the lower end of the middleweight category, shares most of her statistics with those in the heavyweight category. Specifically, her design seems to be molded from Bowser. She has very slow walking speed and slow air acceleration, along with high gravity and fast falling/fastfalling speed. However, she has below average traction and a respectable dash speed, with only her initial dash being average. Her attacks are either slow or have short range, though their damage and knockback more than make up for it if you can get in. Using her specials, she can close this distance or force her opponent to close it, then punish them for rushing in recklessly with a predictable attack. With her Elemental Instability counterattack turning these special moves into incredibly powerful tools at your disposal, your opponent will fear your next move. Be mindful that having access to these locks you out of your normal special tools. Sometimes it's best to keep your cool.

Flame Princess does not like to be toyed with, and you'll feel her wrath up close once you've exhausted her patience.

Moveset[]

Move Description
Neutral Attack Slaps the enemy twice. The first hit is an outward backhand with little effort, and the second is an explosive inward forehand that shows great frustration. Surprisingly powerful, fast, but very short range.
Forward Tilt Leans forward and creates a ray of heat that covers great horizontal distance. Single hit, has a sweetspot at the beginning. May have the possibility to be angled.
Up Tilt Creates a large pillar of flame originating from her body. Horizontally covers her entire body, vertically covers twice that. Shockingly fast with little endlag, sweetspot near her body can lead to followups due to increased hitstun while sourspot can lead to a second up tilt due to reduced knockback.
Down Tilt During her crouch animation, a flower sprouts up which she curiously observes. Using down tilt has her reach out and touch this flower, sending opponents hit upward. Enough hitstun to follow up, disjointed. The flower will grow back if the animation is allowed to play through, but it can be canceled at any point the flower is not being touched.
Dash Attack A dashing slash upward with a blade of flame. Carries forward, but stops when blade has been swung.
Forward Strong Flame Princess crouches over, then forms into a Fire Elemental, jolting up with an outwards backhand that reels her arm back. In this state, she slashes forward with a large claw of flame before reverting to normal. The strongest of the strong attacks, but also the slowest. Has insane killing power and forward range, and the backhand has fixed knockback. Has decent damage based armor when transformed.
Up Strong Flame Princess crouches over, turns to the camera, then forms into a Fire Elemental, head growing massive when she suddenly folds upwards. During this time her hands will wave around wildly, shooting fireballs to her sides. The fastest starting of the strong attacks, but also the longest to recover from. Fully invincible until the fireballs begin to shoot. Each fireball is an incredibly short lived projectile that deals minimal damage and knockback, but make getting in close during the move's extreme endlag more difficult. Has no armor.
Down Strong Flame Princess crouches over, then forms into a Fire Elemental. Flames spread around her on the ground as she crouches lower, returning to her body following her transformation back. The most damaging of the strong attacks, but also has the least knockback. It's a multi-hit move that covers both sides and drags inwards. The flames are an active until they begin to return to her body, signaled by her body shrinking. Has little damage-based armor when transformed.
Neutral Air A fiery spin attack that involves a right hand coated in a fiery blade. Spins around four times, though all of the hits launch away instead of dragging in. Great damage if all hits connect, but poor range.
Forward Air An upwards swing forward with an arm-blade of blue flame. Longest range of aerials, decent endlag and respectable damage.
Back Air An explosive hip-check. Fast and powerful, but lacks range and has considerable endlag.
Up Air An upwards headbutt that swings swelling fiery hair. Has great knockback and head intangibility.
Down Air A stall-then-fall move than involves rocketing downward coated in flame following an explosion. The explosion covers her entire body and sends at a downward angle, being hit at any other point launches upwards. Horrible endlag when landing, with no landing hitbox.
Grab A slightly slower than average grab forward that leads to a warm hug.
Pummel A wave of heat damages the opponent in her tight grasp.
Forward Throw Throws opponent diagonally up into the air, shooting four fireballs all at once that converge onto one spot and explode, sending upward.
Back Throw Flies forward with an opponent in her grasp, leaving a fire trail. Performs a loop, then crashes back down behind her original location. The trail's path creates a heart shape as the move is performed and finishes. Depending on how the engine works, this can be used as a suicide kill.
Up Throw Throws opponent up into the air, shooting four large fireballs from her fingertips that meet them separately.
Down Throw Seems visually shocked, then shoves her opponent away close to the ground.
Getup An explosion of fire erupts from FP's landing spot as she slowly rights herself.
Ledge Getup FP's body disappears from the ledge as a flame forms on the stage, which she rises from.

Special Attacks[]

Move Name Description
Neutral Special Feel my Flames! Shoots a head-sized fireball forward after reeling back. These fireballs travel a moderate speed, cover a fair distance and burst on impact, doing a small amount of damage in a single hit as they do. Can be aimed when inputting the move by holding a direction-
  • A straight line if nothing is held
  • A lobbed arc if up is held
  • A curved arc that starts close to the ground but quickly travels upward if down is held

The speed cannot be changed. Due to the move's low forward knockback and arcs, it can be useful to hit an opponent recovering deep offstage after a powerful attack.

Side Special Blazing Inferno FP forms into a humanoid bundle of fire and charges forward, delivering a harsh claw attack. High knockback, but scales so pitifully that it's not a kill option. Autocancels when transitioning from air to ground, and combined with her low traction means it can be used to slide around and perform attacks.
Up Special Heat Rising A small explosion launches FP upwards. Acts as a third jump with no hitbox when in the air, but has a very weak hitbox when used on the ground.
Down Special Elemental Instability FP (very quickly) readies herself, the gem on her forehead flashing to indicate any moves that hit during this time will be countered. Physical moves will have an explosion burst from her body, dealing small fixed damage and knockback. Projectiles will instead cause her to form it into her own Flambit projectile that roams the stage and constantly does knockback, fading away after a short time. Both instances fill her "Instability" meter, shown below. Holding the move once the gem's light fades will put you into an extended animation that leaves you completely vulnerable, unless you cancel by blocking or dodging. In this state the meter will begin filling on its own, reaching full after about three seconds of total use of the move. Has no effect on momentum.

"Instability"[]

Instability is a mechanic that involves changing Flame Princess' special moves whenever the criteria for Elemental Instability is met. Upon being hit with any physical attack, your meter will immediately fill to full, though being hit by a projectile will fill the meter based on the original damage dealt. The meter does nothing on its own when full, but instead enhances the next used special move on use, consuming the meter. All special moves come out on frame one, and can also be canceled into from any move on hit.

Move Name Description
Neutral Special Feel my Flames!+ A fireball is immediately tossed forward, which explodes violently on contact. Very fast travel speed with no aiming, it's the same size as a normal fireball except it explodes four times on impact, weakly spiking on the final hit. Each hit has such ridiculous hitstun that blocking the hit will trap you long enough to let her approach from anywhere on stage.
Side Special Blazing Inferno+ A dash forward using FP's flying elemental body as a ram. Completely armored for the duration of the move, it's a very strong dragging multihit that isn't affected by gravity, and launches forward on final hit. As a bonus, it ends fast enough to snap to ledge safely, in which her normal variant does not.
Up Special Heat Rising+ FP rockets upwards after a large explosion erupts from under her, headbutting anyone in her way as she rises coated in flames. The explosion spikes on the air or ground, but also leads into the secondary strong headbutt only if used on the ground. Invincible while enflamed, which is when rising.

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