Friday, November 4, 2022

Character Sheet: Queen Seline

QUEEN SELINE


There's not much point to a big returning character review this time around, so let's cover the small handful of characters we were able to pull from the Legend of Zelda cartoon series created by DiC, and the few western comics published under the Zelda series banner. We have eleven to add, including:

1.     TV Link

2.     TV Zelda

3.     King Harkinian

4.     Queen Seline

5.     Roam

6.     Sing

7.     Doof & Automaton

8.     Sleezenose

9.     TV Ganon

10.  Goriya

11.  Water Monster

Today, let's cover Queen Seline, an original character to the Valiant Comics who appeared in two storylines across the Zelda series' short run. She is the queen of the neighboring kingdom of Calatia, an old friend of King Harkinian, maternal figure to Zelda, and a powerful mage. Link also apparently comes from Calatia originally. Though she is without magic for most of her first story, she still offered up just enough to work with.

With magic, she wields powerful magic, able to transform eight enemies into frogs at once from all directions around her, and singlehandedly defends her kingdom from intruders. Without magic, she can still use her wand as a battering weapon and is quite adept with a horse. We can probably count in the jar that stole her magic too, if we want. Finally, she does play tennis, if we need it.

Here's the moveset I came up with:


Standard B: Frog Spell

She will cast a powerful spell straight in front of her that will transform anyone hit by it into a useless frog for a few seconds.


Side B: Magicless Wand

She will whip out her wand and strike forward with it, bashing an enemy fighter over the head with it.


Up B: Horse Leap

Her horse will appear under her and leap upward into the air a moderate distance.


Down B: Magic Jar

She will pull out the jar used to steal her own magic, opening it and drawing out "magic" from her opponent, heavily lowering their stats for a short time.


Final Smash: Eight-Way Curse

She will regain her magic powers and fire out bright blasts of light in eight directions, blowing everyone caught by the blasts away.


Entrance: She will ride in on her horse.


Taunts: Up, she will catch a tennis ball in midair with her racquet. Side, she will hold out her hand and cause magic to appear. Down, she will break open the jar and restore herself.


Thanks for reading! Next up, Cyborg 002 . . . I mean, Roam.

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