Chell Thinks With Portals!

Basic Information:

Series: Portal

Weight: 100

Speed: 1.92

Introduction: Appears jumping out of a portal

Up Taunt: Holds up the portal gun and makes it shine either orange or blue

Down Taunt: The Space Core appears by her feet and yells 'SPAAAACE' before vanishing

Side Taunt: Holds out a radio, which blasts music

Idle Animation: Brushes her hair out of her face

Boxing Ring name: Mute Lunatic

Icon: Aperture Logo

Alt Costumes: White tank top baring the Aperture Laboratories brand and orange jumpsuit tied at the waist (Her appearance from Portal 2), Full Orange Jumpsuit (Portal 1 appearance), Portal 2 design with white hair, black tank top and yellow jumpsuit (GLaDOS), Portal 1 design with blonde hair and an all blue jumpsuit with the pink long fall boots (Mel), Portal 2 design with a white tank top and a dark blue jumpsuit (Wheatley), Portal 1 design with full pink jumpsuit (Companion Cube), Portal 2 design with an orange shirt that has the black mesa logo on it and a grey jumpsuit (Gordon Freeman-with the black mesa logo just to screw with GLaDOS), Portal 1 design with a black jumpsuit (The humans in the training tapes)

Kirby Hat: Her hair

Classic Mode: For Science! (Meta Ridley, Masked Man, Cloud, Mewtwo, Megaman, R.O.B) (Final Boss: Galleom)

Note from administration: The device in your hand is the new and improved Aperture Science Handheld Portal Device. The newest model is fit with brand new features, chief among which is its ability to materialize testing materials into the environment. This is still in its prototype phase, and you should not have it. Please return it to where you found it at once. If you woke up with it, then please lay it down on the ground and leave it be. A cleanup crew will arrive shortly to secure the device, and we can move on. If you do not even have the device then this message is not meant for you, and we will ask you to forget what you heard. We are definitely not working on a new and improved Aperture Science Handheld Portal Device

Gimmick: Momentum (As chell runs and falls through the air, she will actually build up speed. At top speed she would be as fast as Captain Falcon. She loses momentum if she stops moving or uses a move that forces her to go a set distance (Like her dash attack). Momentum can be both a good thing and a bad thing. Good, because it allows Chell to be extremely mobile and will even make some of her moves stronger (Like her dash attack and all her aerials) but she will also be launched farther at high momentum)


Standard Moves:

AAA combo: Vertical slam with the portal gun, followed by a roundhouse kick from her opposite leg and ending by jabbing the blunt end of the portal gun forward

Down tilt: Sweep kick

Up tilt: Upward swing with the portal gun

Side Tilt: Roundhouse kick

Dash Attack: Elbow check

Getup Attack: Kicks forward and slams the portal gun the other way

Edge Attack: Climbing leg sweep


Air Moves:

Standard Air: Spins around an edge less safety cube

Forward Air: Forward slam with the portal gun (Can spike)

Back Air: Spin kick backwards

Down Air: Downward stomp

Up Air: Upward arch swing with the portal gun


Smash Attacks:

Up Smash: Fires a High Energy Pellet straight upwards. This deals massive damage to a foe hit bye it, but it has long start lag, moves very slowly and doesn't have great range

Side Smash: A companion cube falls out of the portal gun

Down Smash: Takes out a second portal gun and slams both down on either side of her, releasing small electrical shocks from them


Specials:

Neutral: Portal Gun (Chell fires an orb of light. Hold down the special button to aim before firing. When it collides with a wall, floor or ceiling it will create a portal-the colors change depending on which skin your playing as. One portal, by itself, does nothing. But when you fire a second one, the two will become linked. Anything that passes through one-be it a fighter, item, assist trophy, projectile or even a long hitbox-will instantly be taken to the other) (The portals will always fire in a set pattern, but by using the up taunt you can change the color of portal you want, making it easier to re-position. the portals will only go away when Chell gets . When traveling through a portal, Chell will keep any momentum she has)

Up: Aerial Faith Plate (Chell will be sprung into the air by an Aerial Faith Plate. This will not deal any damage, but is an effective way to build momentum. Other players can also jump on the faith plate, but it will disappear as soon as Chell hits the ground-or instantly if used in the air)

Down: Turret (Chell summons a turret out of the portal gun. A little red light will appear in front of it, indicating its line of sight. Any foe who falls into it will be pelted by bullets.) (The sight line can even travel through portals, making it an effective trap) (Only one turret can be active at once) (The turret's will be destroyed if they take only 5% damage) (On occasion, Chell will instead summon a Defective Turret. They act like normal turrets at first glance, but if a foe lands in their line of sight they will try to fire but will instead explode, dealing massive damage to any foe nearby)

Side: Propulsion Gel (Chell runs forward, using the portal gun to create a trail of Propulsion Gel. This gets her to max speed instantly) (The gel stays on stage until Chell uses the special attack again, or if it if hit by a water based move) (Other fighters can run on it to get a brief speed boost)


Grab and Pummel:

Grab: Uses the portal gun to grab them with electricity

Pummel: Pulls them in and stabs them with the tip of the gun

Throws:

Forward: Pushes them forward

Back: Flips them over her head and slams them behind her

Down: Lifts them higher and slams them on the ground, popping them into the air slightly

Up: Holds them above her and shoots a red laser from the portal gun, hitting them multiple times.


Spirits: Turret (Novice)

Fighter: Fox (x4)

Conditions: Enemy favors neutral special
Enemy prefers not to move
Stamina Battle

When Equipped: Shooting Weapon Attack Up

Companion Cube (Novice)

Fighter: Kirby

Conditions: Enemy favors down special
Certain items will appear in large numbers (Box items)

When Equipped: Weight Up

Portal Gun (Advanced)

Fighter: Chell

Conditions: Enemy favors neutral special
Only certain pokemon will appear from pokeballs (Abra)

Wheatly (Core) (Ace)

Fighter: Blue Kirby

Conditions: Low Gravity
High Gravity
Enemy is metal

Enhancable at level 99

Wheatly (GLaDOS body) (Legendary)

Enhance Wheatly (Core)

When Equipped: Giant and Metal

Cave Johnson (Legendary)

Fighter: Ganondorf

Conditions: Enemy has super armor and is hard to launch or make flinch
Enemy heals at high damage
Certain items will appear in large numbers (Explosives)

When Equipped: Bomber Equipped

GLaDOS (Legendary)

Fighter: White alt peach
Support Fighter: Giant R.O.B

Conditions: Reinforcements appear after an enemy is K.O'd
The stage is covered with a poisonous cloud
Enemy has super armor but moves slower (R.O.B)

When Equipped: Giant and Metal+ (Same as Giant and Metal, but it lasts longer)


Final Smash: Lunacy

A bit complex to explain but i will try my best:

In the background, The Moon appears-if the stage doesn't already have a moon. She will then fire a portal at it, which will cause the opposite color portal on the stage to begin to suck foes in-like Zelda's Final Smash. By using the taunt, like usual, you can change which color you want to fire, giving you an easier way to position your final smash. If Chell has no portals active when she activates the final smash, she will quickly shoot one down by her feet before shooting at the moon. Foes sucked into this attack will begin to take rapid damage before being spat back out the portal. If they are at or above 150%, the final smash will instead result in a Star K.O


Results Screen:

Victory pose 1: Falls through a portal before striking a pose with the portal gun behind her head

Victory pose 2: She rolls through a portal before spinning and striking a pose with the portal gun aimed at the camera

Victory pose 3: Chell sits down and relaxed, leaning against a companion cube

Defeat: Clapping with the portal gun in hand

Song: Want You Gone (Last few seconds remixed)


Stage: Test Chamber

A randomly generated stage with different layouts. Some hazards include: Water, lava, lasers, spike plates, bottomless pits and light bridges


One Shot: The sound of an elevator is heard as Chell covers her face from the sudden bright light. She walks out into a field full of wheat. Behind her she hears crashing. Turning, she sees her companion cube fall out of the same shack she found herself escaping from. She takes it and begins to walk. After days, if not weeks, of walking she arrives to a large mountainous area. She looks confused before suddenly seeing something crash down near her. It was a pink little creature riding on a star. She runs up to see if its okay. Kirby sits up and looks at her, panicking. After a little bit of sitting and listening to each other 'talk' Chell agrees to help him with his task as the two run-Chell's reveal phrase appearing


Next Time on What if they were in Smash:

A robot stomps down and fires lasers. Inside was a blonde boy with a white shirt and blue overalls laughing