Eddyward
Mortal
Brainiac is a super-intelligent alien being from the planet Colu who has fought Superman many times. Extremely advanced mental abilities that have allowed him to work through numerous robotic and even human proxies make him a dangerously formidable opponent. It is difficult to tell whether you're dealing with the original Brainiac, or one of his drones. His obsession with knowledge has led him to shrink down many cities to bottle size for transportation on his Skull Ship, including Kandor on Krypton. He is a frequent ally of Lex Luthor and has been a member of the Anti-Justice League. Brainiac was created by Otto Binder and Al Plastino, first appearing in Action Comics #242. (1958)
Brainiac's powers include:
- Psychokinesis
- Superhuman Strength
- Telepathy
- Telekinesis
- Possession
- Replication
- Computer Operation
- Enhanced Intellect
- Hand-to-Hand Combat
Moveset: How would Brainiac fight?
Brainiac could be a defensive zoner that utilizes replications, drones, and psychokinetic traps to mix up his opponent and deliver devastating damage when he opens up the opponent. With his superhuman strength, Brainiac could have heavy, impactful normals. I made sure that Psychokinesis came up in his specials, as I believe it's one of his most interesting powers.
- TRAIT - Replication: Similar to Morrigan's Astral Vision, Brainiac could replicate himself on the other side of the opponent, duplicating his attacks. I made this his trait because it would be insane without a cooldown as a normal special.
- SUPER - Skull Ship: Brainiac's super would be a great way of bringing his signature Skull Ship into the game.
- Psychokinetic Traps: Ground traps that force opponents to walk towards or away from him. Good for opening the opponent up to combos.
- Possession: Meter burned version of Brainiac's Psychokinetic Traps, turning his traps into command grabs that stun the opponent by forcing them to walk towards or away from him. Great as a combo extender if you make them walk towards him, or a combo finisher if you choose to make them walk away from him.
- Robot Army: The heart of Brainiac's zoning comes from his ability to summon machine aliens and drones from his robotic army. By attacking from different angles, Brainiac's robots can be devastating when mixed with his slow-striking normals, psychokinetic traps, and especially his replication trait. When meter burned, Brainiac's robots gain the ability to:
- Transform into independent firing turrets
- Cause ground & wall bounces
- Juggle opponents by pushing them away or throwing them towards Brainiac
- Grab stun the opponent
Without meter, Brainiac's robots are great zoning tools that mix-up the opponent and work as great combo finishers. When meter burned, Brainiac's robots can work as combo extenders. Summoning turrets is a great way of allowing Brainiac to use his replication to its full potential, effectively turning him into a mix-up, zoning monster. Turrets could also push back the opponent far enough into a psychokinetic trap, forcing them into a dangerous position.Overall, I would describe his moveset as a mix between Black Adam (traps/normals), Raven (combo extension/meter burns), and Lex Luthor (mix-ups/zoning). Maybe even a little bit like Magneto in MvC3. However, I think his turrets and replication add a lot of depth to him, building an even more unique playstyle.
What do you say: Brainiac for DLC? How is this moveset for him?