Retriever

= "I'm back from the future." - Retriever, back from the future. =

Overview
The Retriever is a zoner and high-knockback fighter, and relies on their very strong special attacks to secure kills. The Retriever's gameplan is simple - get your opponent to 35%, then start eviscerating the opponent with Break-Kick -> HDA.

Retriever resembles and uses a lot of moves like Trunks from the Dragon Ball series, so many are positive that it is him.

Appearance
The Retriever wears what seems to be a black jacket, gray undershirt, and dark gray pants. They have blond hair, and around their torso, there is a blueish loop that a sheath for a sword and said sword are held on.

Light Attacks
Neutral (Moving and Standing)

Sweeping Blast:

A regular punch with good range. Retriever actually steps forward before punching, making it's hitbox deceivingly larger than expected. Deals 3.7%.

An identical punch to the first attack with the other hand.

A sword slash that meteor smashes. It serves as a link to the final attack. Deals 3%.

A psychic blast that launches back. Deals 6%.

Overall a decent and generally applicable JC. It has slightly better range than usual due to it's generous hitbox. Very average overall, but it's Retriever's only generally applicable combos, so you'll be using this a lot.

Neutral (Crouching): Break-Kick

A generic kick forwards. The range on this kick, like the Retriever's jab, is deceptively larger than it appears. Other than JC, this is the Retriever's only other combo tool, as it can link into Crouch Heavy starting on mid percents. This is the Retriever's most important combo tool, as the link into Crouch Heavy is extremely powerful with the amount of knockback it deals. You should generally not throw this out as a starter attack, but you can move at full speed as soon as it comes out, which helps positioning. You can link it from 1-2 JC, but it's extremely tight. It deals 4%.

Aerial Neutral: Backflip Blast Kick

This move is functionally and visually identical to Brawler's Backflip Kick. It deals 9% damage and has poor utility in the Retriever's kit. It can function as an offensive air attack, but aerial forward is a much better option.

Aerial Forward: Shining Sword Attack

A move similar to Athena's aerial forward, but less emphasis on gravity. Using this stops any forward momentum the Retriever has to plunge downward for a brief moment. Unlike Athena's aerial forward, Retriever stops after a brief moment of falling as opposed to travelling full length. It's hitbox is, like most of Retriever's moves, rather generous. However, it is active for such a little amount of time that it'll only hit when right above the target. Other than that small flaw, it deals a flat 5% and combos into his JC.

Heavy Attacks
Standing Neutral: High Strike

This attack begins with the Retriever drawing his sword with a sound effect and gleam, with him then teleporting to the target either closest to him (if not in locked mode), or the person he is aiming at within a certain range, delivering a slash that deals 18.7%. If not in range or aiming at anyone, only the slash will come out, without the teleport. You can't combo off of this move, but it's a good mix-up tool to make the opponent guess whether or not you are going to teleport.

Forward: Final Flash

Much like the Brawler's Condensed Air Break, it's a chargeable projectile that deals more damage the more it's charged. However, when not fully charged, the Retriever lets out only a small blast that deals a minimum of 9.2% damage. If he charges and releases it right as his hands point straight forward, he will shoot a beam that deals 57% damage and knocks back a tremendous amount. If he charges fully, he will let out a massive explosion from himself that deals 41.4% damage, along with 71% self damage. This move, while extremely powerful, is very poor in the fact in can simply be jumped over. The beam's hitbox doesn't last very long, and the endlag after firing it is considerably bad. Using the overcharged version as a mix-up isn't great either as it just hurts the Retriever too much.

Aerial Forward: Dragon's Dash

This move is visually identical to the Brawler's Dragon's Flight, but without the meteor smash that comes after the upward dash. It has a single hit that deals 10.1% at the beginning of the move, and is a rather lackluster recovery overall, though serviceable. Once the recovery ends, the Retriever can immediately perform any action, as it's much faster.

Crouching: Heat Dome Attack (HDA)

A beam shot straight upwards, much like the fully charged version of final flash. This move will NOT HIT STANDING OPPONENTS. This is arguably the Retriever's most important tool, as it single-handedly makes him a huge threat. It has high knockback and racks up damage really fast each time it hits. If it knocks back far enough, you can even use the opponent's recovery period to prepare the Retriever's zoning. It's very important that you link this off of Break-Kick each chance you get, as the Retriever's gameplan relies heavily on this move. It deals 34.4% damage.

Taunt
Retriever's taunt is very unique since it is the only one to affect gameplay. Upon using taunt, Retriever will go super saiyan and take 21% reduced damage from all attacks including his fully charged Final Flash. While transforming Retriever gains hyper armor.

Combos and Zoning
Retriever has one very important combo that functions as his entire strategy. He is not combo heavy as his combo potential is abysmal.

Dash Attack -> JC 1-2 -> (Slight Delay) -> Break-Kick -> HDA (Works starting at 27%)

If you fail to link JC 1-2 into Break-Kick just do a standard JC.

Removing Dash Attack -> JC 1-2 makes this combo much easier. Break-Kick -> HDA only works starting at 35%.

Once Heat Dome Attack starts hitting hard enough to the point the opponent has to recover, you can start shutting down the opponent with Final Flash and High Strike. This is imperative to playing Retriever, as he relies heavily on never allowing the opponent to have a chance to get in on him.

To build damage, use Dash Attack -> JC 1-2 -> (Slight Delay) -> Break-Kick -> Shining Sword Attack -> JC 3.

Strengths and Weaknesses
Strengths


 * The One and Only: The Retriever is really the only true zoner in SARB. Nobody else can do what he does, and he can absolutely hold his own with his ultra-threatening Final Flash and Heat Dome Attack combo.
 * Damage Unending: He has the single most damaging move in the game, with a fully charged final flash dealing over 50%. Combined with Shining Sword Attack, the damage he can deal in neutral makes him a big threat.
 * Teleport Side-Dash: His side-dash is a teleport, making it an invulnerable movement tool.
 * Super Armored Taunt: Has probably the best taunt in the game, being super armored and going Super Saiyan for style.
 * Straightforward: Aside from his somewhat higher barrier of entry to play him effectively, Retriever's goal is very easy to comprehend and execute once you nail his HDA combo.
 * FFA Monster: The Retriever is very good in casual FFA due to how he can stay out of action. He is both very good at performing and avoiding vulturing thanks to being a zoner. In HP FFA, he is arguably one of the biggest threats due to having so many ways to deal enough damage to finish people off.

Weaknesses


 * Lacking Aerial Presence: One of his aerials is literally copy-pasted from another fighter, and his other aerial has a very short-lasting hitbox..
 * Extremely Polarizing: Anyone can invalidate his gameplan if they have a good understanding of him. You have to play smart to play Retriever, as Final Flash is easily avoided by anyone who knows how to jump.
 * Relies on Projectile: Projectiles that travel in straight lines simply aren't good in 3d fighters. While HDA is undeniably great, it's hitbox is so finnicky that unless you're right next to your opponent when comboing them it won't hit at all.
 * No Combos: The Retriever has practically zero combo potential. His only viable combo is JC and BK -> HDA.
 * Straightforward: Being predictable harms the Retriever to such a big degree that his straightforward plan can be detrimental. Psyching out the opponent is crucial to ensure that doesn't happen.

Skins
Thundermage (5000) Mastered Retriever (Possibly requires 500 kills, or through the owner giving it to you.)