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"Expansion" Character Moveset Speculation 
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SytherBlade wrote:
Does the Nintendo console rule apply to expansions aswell

spid3y916 wrote:
04.) Always source at least one specific game (not the franchise) that the character appeared on a Nintendo system. I don't want to see characters like Master Chief or Sackboy. If there's no source, then it will be ignored. It's not my job to prove that the character was in a Nintendo game, you are suppose to do that. This is more of a preference, but try to find the first Nintendo game they appeared in.

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Tue Aug 25, 2015 12:47 am
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I'll review the Daisy moveset, but its not without an ulterior motive as I have another character moveset... :wario:

-My favourite colour palette is the brown/green one, then the red/pink one.
-Starting off the moveset with jabs that look like hits. Automatically sets the bar for Daisy's rougher attitude compared to Peach, her jabs being mere slaps.
-Based on this above point, it makes her ftilt seems out of place. The rest of her normals make sense for her being a little more callous than Peach with a dive, a headbutt, and a double fist slam.
-The upsmash should be "Fore!" not "Four!" :pikachu:
-I feel like a golf swing motion that hits above is misleading. What about swapping upsmash and fsmash, and making the Crown smash hit above in an arc and send vertical (which is a perfect foil to Peach's fair), and the golf club hits in front as one would expect?
-Peach's nair doesn't have that much kill potential :P Does this nair last as long as Peach's or is it more like Melee Peach's nair?
-The uair 2 gud
-I don't agree with the way the Crown Spike is implemented. If the main hitbox for the dair only goes up to here waist, but there is a spike hitbox on her crown, that means the hitboxes are disjoint from each other. In Falcon's dair, the nipple spike is still right next to the dair hitbox. This continuity of the hitboxes makes more sense than if Falcon were to only have a hitbox on his lower legs, and then to have a hitbox on his chest for the spike.
-I don't know how you could implement up-spec so that the game would know when to snap to the edge and when not to with respect to stage position. I think that this move would be better if it was just a simple flip like Sm4sh Sheik's Bouncing Fish move, but with no kick (unless you want a kick) and much more vertical and more control over the horizontal. It can still have a surrounding hitbox, that would be enough to effectively trump anyone who does not have invincibility.
-Dunkmaster Daisy and Cristiano RonalDaisy both seem like fine specials to me
-I like this grab pummel way more than I should. Same with dthrow :bowser:
-For the Final Smash, would you have to aim all around in 360 degrees and control the angle, or is it more like Snake's FS where you free-aim the shot (you are just in the middle of the stage)? Also, is this move a reference to Mario Superstar Baseball?


---------------------------------------------------

I've been really feeling OG fighting games lately, so I'm going to design a moveset for an iconic, yet oddball character from the Street Fighter Universe:


Blanka, Brazil's Electric Berserker.
Source Game: Super Turbo for the SNES.

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Image

P.S. The red one is my favourite.


Physics and Stuff: show
  • Weight: Blanka shares the same weight as Captain Falcon, 104.
  • Size: While Blanka has the same height as Falcon, he spends most of his time hunched over, this puts his height at noticeably lower than the Captain's. Blanka's stance is quite wide, similar to Goku's.
  • Walk Speed: Slow, DK slow.
  • Run Speed: About Black Mage's speed. Not very fast, but not very slow either. Blanka's initial dah is fast enough so that foxtrotting with him is very beneficial. Also it would look hilarious because he takes his dash animation from SF4, which looks like a short jump.
  • Air Speed: Air speed similar to his run speed. However, Blanka cannot change directions midair very quickly. So not very much midair weaving from this guy, once he goes to the air he is fairly committed.
  • SH: Low, but high enough to clearly jump over himself.
  • FH: Same as Falcon's.
  • DJ: Same as Falcon's.
  • Fall Speed: Similar to Mega Man, floaty but also not really.
  • EXTRA: Like Ryu from Smash 4, Blanka also has light and hard versions of most of his moves based on how long you hold the button. This timing window for letting go to select the light variant should probably be 2 frames. I think this is short enough, equivalent to trying to short hop with Fox which isn't very hard. I will henceforth preface light attacks with "L." and heavy attacks with "H.". Blanka also has an EX meter underneath his character portrait. I'll EXplain this in more detail later.



Normals: show
  • L. Jab1: 3%, VERY low KB. Identical to his close light punch, a quick hand swipe. Can jab reset, but otherwise nothing notable about this move.
  • H. Jab1: 5%, Low KB. Identical to his far medium punch. A long range poke move that will not hit low opponents, but it can jab reset at low percents.
  • Jab2: 3%, VERY low KB. Identical to his close medium punch. A reckless swipe with the same hand as jab1. Can jab reset.
  • Jab3: 5%, Low KB. Identical to his far heavy punch. Blanka slams his hands into the ground in front of him. Knocks opponent away.
  • L. Ftilt: 8% (over two hits), KB like Sonic's utilt. Identical to his close medium kick (a double knee).
  • H. Ftilt: 10% (over two hits), KB like Naruto's dtilt. Identical to his foward/back medium punch. Blanka does a headbutt in front of him.
  • L. Dtilt: 3%, VERY low KB. Identical to his crouching light kick. Blanka sticks out his foot in a quick kick. This move can combo into itself, but it doesn't deal much damage.
  • H. Dtilt: 9%, Decent KB. Identical to his crouching heavy kick. It sends on a low angle as well, under 45 degrees. This, coupled with its ability to reach down makes it useful for edgeguarding.
  • L. Utilt: 8%, Low KB. Identical to his close heavy punch. Blanka uses both hands to flip his opponent up.
  • H. Utilt: 11%, Decent KB. Identical to his far heavy kick. A backflip kick that is a good anti-air. This move is good for combos.
  • Dash Attack: 10%, Low KB. Identical to his down+forward heavy punch. Blanka slides on the ground with both fists extended outward. This attack is pretty low to the ground, making it fairly simple to jump over.
  • Fsmash: 16% uncharged, 22% charged, high KB. Animation is based on his Focus Attack, and this smash has armour but none of the other properties of the focus attack like dash canceling or crumpling. Instead, it is one of his strongest kill moves.
  • Dsmash: 1st hit: 13% uncharged, 17% charged, high KB. 2nd hit: 10% uncharged, 14% charged, decent KB. This move comes from two of his moves, the first hit is his crouching medium kick (which is like Fox's utilt, except the hitbox is out in front instead of around him) and sends the opponent up. The second hit comes from his crouching medium punch (Blanka does the splits to give his punch more horizontal range. Blanka is already in a downward position so he just punches in the direction he is facing, which is behind him relative to how he started the move). This second hit sends on a 45 degree trajectory, but doesn't have much KB to kill. The hitbox is also sort of high, making it unlikely to gimp recovering characters.
  • Upsmash: 13% uncharged, 18% charged, decent KB. Blanka crouches down for a charge, then jumps into the air while curled in a ball and hits with one strong hit. Like Sonic's upsmash, but one hit. Not really a kill move.



Aerials: show
[list=][*]Nair: 8%, low KB. Identical to his forward jump light punch, Blanka sprawls himself out to hit his opponent midair with his body. Unfortunately, Blanka extends himself mostly along the Z-axis and the hitbox only surrounds his torso and head.
[*]Fair: 12%, decent KB. Coming from his neutral jump heavy kick, Blanka sticks out both of his legs in front of him. This move has high base KB but does not scale very well to kill. A high range move, it is meant to be one of Blanka's best aerial moves with respect to zoning.
[*]Dair: 12%, decent KB (sweetspot). 10% for the sourspot. Similar to his fair, but there are two appearance differences. Firstly, Blanka's fair puts his back to the camera whereas his dair has him face the camera. Secondly, Blanka's attack is not out in front but beneath him like Falcon's dair. It has a meteor hitbox on his knee and down, the sweetspot. His thighs up to his torso are a sourspot that deals knockback similar to his nair.
[*]Bair: 14% at start with decent KB, down to 10% at end with low KB. A sex kick move based on his forward jump medium kick, Blanka turns around midair and shoots a foot out in front and slightly downward. The initial hit is hard, and can be a kill move at a high enough percent. The later hit is much weaker and can be used for comboing. That said, this move makes for a great air-to-air or edgeguarding move.
[*]Uair: 12%, decent KB. Not really coming from any of his moves directly, it is based on his neutral jump medium punch but Blanka swipes above him. It has good priority and makes for a great juggling move, but isn't likely to kill. The attack is also wasted on the Z-axis. Unlike many uairs, Blanka's uair does not arc above him but rather hits diagonally above him more like Sheik's uair.
[/list]



Specials: show
[list=][*]L. N-spec: Lightning, 5% each hit, low KB. Blanka crouches down a bit and discharges lightning from his body. Mashing the special button causes Blanka to loop the move. Each pulse is only active for one frame, and there is about a 5 frame gap in between pulses. The initial lightning comes out quickly. Blanka cannot go from L. N-spec to H. N-spec by holding the special button, he must exit the current move first. Midair use stops horizontal movement but does not slow vertical movement.
[*]H. N-spec: Lightning, 7%, decent KB that launches the opponent up at about a 60 degree angle. Comes out a little slower than the light variant, it can be jump-canceled only on hit (shield included). Midair use stops horizontal movement but does not slow vertical movement.
[*]EX N-Spec: EX Lightning, 12%, decent KB that sends the opponent out at a 30 degree angle. This move isn't likely to kill unless it is landed offstage. The startup for this move is the same as the heavy variant.
[*]L. S-spec: Rolling Attack, 10%, low KB. Blanka hurls himself forward. Upon successful hit, Blanka bounces off of his target and may perform another S-spec. On whiff, Blanka does NOT go into helpless. The grounded variant usually goes over characters lying on the ground or crouching low, and it won't jab reset at all either. The distance Blanka covers with this version in total is half of the length of Fox's Illusion. When Blanka bounces off, he has a net loss in height due to the length of the bounce off animation. The trajectory is similar to Sonic's homing attack, not likely to kill but high enough KB to get them moving. The endlag on this version is quite short if you whiff.
[*]H. S-spec: Rolling Attack, 12%, decent KB. This move travels the same distance as Fox's Illusion, and overall is a slightly shorter move than its light version. This version has a net gain in height if Blanka bounces off of a target. This move has more KB but isn't much more likely to kill than its light counterpart.
[*]EX S-spec: EX Rolling Attack, 15%, high KB. Just slightly more speed than the heavy variant, and it has more KB. The trajectory it sends on is about 40 degrees, this move isn't likely to kill in the middle of the stage but closer to the edges it will be a powerful tool. Out of all of the s-specs, this one is the laggiest, with a net loss in height (not much, but enough that if he does this over the stage he should land during the move) and if he lands during the move he suffers a lot of endlag.
[*]D-spec: EX Boost, no damage. Now to EXplain the use of the EX meter. By pressing and holding d-spec, Blanka starts pounding his chest in victory and the EX bar at the bottom of the screen starts flashing (and Blanka flashes the same colour, between his current colour and light blue). While he charges, the EX meter moves up. To gather a full charge, Blanka needs to charge for about 75 frames. Blanka can cancel the charge with shield. Once Blanka has a full charge, a blue aura flashes around him while he roars triumphantly. From this point on, Blanka's EX meter keeps flashing and Blanka has a yellow flicker over his character a few times every second. While he is flashing, Blanka's next special will consume the charge and be granted bonus abilities outlined in the move's description. This move does nothing midair, but it can turn Blanka around if you reverse it.
[*]L. Up-spec: Anti-Air Rolling Attack, 10%, decent KB. Blanka leans back and propels himself in a ball into the air. Right off the bat, we see it has more startup than s-spec. Blanka covers about the same horizontal distance that a L. s-spec would, but he also has the benefit of a 45 degree gain in height. On hit, Blanka bounces off and suffers a net loss in height from where he hit, but since Blanka starts moving before he becomes active, he will never lose height by hitting his opponent on the first frame possible (I'm looking at you, Falcon). At the apex of his launch, Blanka can control his horizontal movement before he starts to go into free fall.
[*]H. Up-spec: Anti-Air Rolling Attack, 12%, decent KB. Basically just a version that grants more height and vertical. The move doesn't last as long as its light variant. Blanka goes into helpless on whiff, on-hit he has the same net loss in height as the light version. Once again, not really a kill move.
[*]EX Up-spec: EX Anti-Air Rolling Attack, 12%, high KB. The distance on this move is more than the heavy version, it also has the shortest hitbox duration, but this move is a kill move for sure. You'd probably have to use it near the middle of the stage, and then with the distance it travels you can land a kill off of that. Blanka goes into helpless on whiff, and suffers a net loss in height from where he landed the hit, but he can still recover with another up-spec.
[*]NOTE: While Lightning has no special input other than mashing, Blanka's different Rolling Attacks can also be used with the traditional input of holding back (for s-spec) or down (for up-spec) for about 27 frames then inputting the special in the opposite direction (doing additional inputs during this "charge" time is fine, so long as you still hold the button down). Doing so increases their damage by 2% and increases the KB enough to kill 10-15% earlier.
[/list]



Grab and Throws: show
[*]Grab: Blanka appears to jump up and reach out with his arms, latching onto his opponent. The range on this grab is average.
[*]Pummel: 2%. Blanka bites his target.
[*]Fthrow: 10%, low KB. Blanka performs a backflip off of his opponent and launches them away. This move is not unlike Fox's fthrow, but it does put into tumble pretty early. Good for starting techchases.
[*]Dthrow: 12%, decent KB. Blanka hops up off of his opponent and Rolling Attacks them from above. This move knocks the opponent up and away at about a 60 degree angle. Blanka bounces off of his target (as per landing a Rolling Attack), but is does not hit the ground before coming out of the animation. It is worth noting that this throw is a long throw, taking about twenty frames in total before Blanka can act again.
[*]Bthrow: 11%, decent KB. Blanka falls backward while still holding onto his opponent, rolls once or twice on the ground, then kicks his opponent off behind him.
[*]Upthrow: 12%, decent KB. Blanka lightly tosses his opponent up and onto him, then he use Lightning to launch them upward. This move can CG fastfallers after some percent has been built.



Final Smash: show
64%. Based on Blanka's Ultra Combo from Street Fighter 4, he uses Shout of Earth. Blanka yells triumphantly, freezing the battle for a moment, then slams the ground around him. All of those hit by this slam get launched up and towards Blanka, whereupon he summons a giant pillar of lightning from the sky which deals 34% and very high KB. The lightning sends the opponents off vertically with high KB, but it won't kill them unless they got hit into the lightning at around 60% (include the 30% the initial slam does).



Gameplay Analysis: show
Blanka is intended to be a ground-based character that uses lots of mixups. He has lots of small tools for setting up traps, for instance his L. Rolling Attack has very low endlag so you could force your opponent into shield but grab them when the move runs out. Or, you bait the shield by doing an Anti-Air RA but land on the platform above and punish their lack of mobility. You can also cover certain options better, for instance walk towards your downed opponent to "charge" your traditional Rolling Attack. Now if they roll to get behind you, you get to launch a traditional s-spec for bonus damage and KB! Lightning on shield creates a mixup, if he does the multihit version then your best bet is to wait it out and punish the endlag since you can't shield grab in time, but the heavy version can be jump-canceled on hit allowing for Lightning grabs (which can be beat by a roll or spotdodge), multi-Lightnings (which aren't safe considering the startup), Lightning-aerial pressure (if Blanka is close enough to Lightning your shield, he isn't likely to get very far with a fade-away aerial so you can probably punish), or even into Rolling Attack (which has high startup, but a mixup on which you do changes how they can punish it).

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Tue Aug 25, 2015 4:43 am
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Reserved for 2 reviews and the 3 poll winners [Shovel Knight, Ryu and Phoenix Wright, 3-way ties boy is this going to be a project.]

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kb wrote:
Seriously, stop &$^#ing harassing me. I'm not some Terrible Evil Overlord Of The Forums you have to vanquish or anything like that.


Thu Aug 27, 2015 11:01 am
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Ryu needs another moveset?

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Thu Aug 27, 2015 1:11 pm
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Ganondorf needs another moveset?

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kb wrote:
Seriously, stop &$^#ing harassing me. I'm not some Terrible Evil Overlord Of The Forums you have to vanquish or anything like that.


Thu Aug 27, 2015 5:09 pm
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mage wrote:
Ganondorf needs another moveset?

obviously yes
but ryu alredy have a good moveset

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Thu Aug 27, 2015 5:30 pm
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In your opinion, one: People were already making movesets for him long before nintendo added him. 2. Not everyone likes his sm4sh one nor do they have to. 3. Ganondorf needs another moveset Otherguy: But you made one that potentally fixed everything wrong with him and it was new and fixed his clone problems. Me: But this yamnow said Quote
yamnow wrote:
I tink he still a semi clone i want a new moveset
without even bothering to review it proper or even reading it[Question how can you even tell if that moveset was a clone if you can't type english well, let alone read it? You didn't even review it you blatantly insulted the moveset just saying semi-clone when the moveset was made to fix that while keeping ganondorf.]

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kb wrote:
Seriously, stop &$^#ing harassing me. I'm not some Terrible Evil Overlord Of The Forums you have to vanquish or anything like that.


Last edited by Mage on Thu Aug 27, 2015 5:42 pm, edited 1 time in total.



Thu Aug 27, 2015 5:36 pm
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i can read english but is difficult to me to write english

okok your moveset isnt semi clone but doesent feel like gannondorf

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Thu Aug 27, 2015 5:42 pm
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Okay time to start with 2 reviews.
Pocky & Rocky - Not too much to say about overall solid moveset.
So they are the same in hitboxes and stats but just with different skins interesting.
Normals - So the F-Smash it's like lucas f-smash then but how would a bite have the same hitboxes as swinging a stick?
Specials - So the u-spec is like bowser bomb, pretty poor recovery then again 3 jumps, not too good for a floaty but better then nothing.
Final smash that heals and does damage, very neat

Now for blanka, hmm to be fair, never played him too much, since i always played as vega[Claw&Mask] in 2, dudley in 3/4 and Gouken in 4 and Skullomania in Ex.
Using the smash 4 template is interesting, though i had a different template for my sf expansions.
The ryu style combo gameplay but with blanka's wildness make hims a really interesting character, again i never really played blanka so i wouldn't know too much on how to judge him.
Specials - N-Spec is iconic in fighting games imo, would seem like a great edge guarding and a overall great defensive move.
S-Spec - That move is fun to use no matter what, human/beast canonballs are awesome.
D-Spec - A ex mode for a move is really neat, like project M Lucas's Offense Up.
Recoverary is meh, fine or blanka, mostly useful as a non-kill anti air and a recoveary if all else fails.

Now for 1/3 Shovel knight.

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--------------------------Stats--------------------------
Weight - I put him at goku's weight.
Speed - I'd put him at the default average level Ex. mario and the other norm stats.
Air Speed - I do something similar to megaman.
Dodge - Using the phase locket for his dodges, shovel knight has 1 more dodge frame and 1 less end lag frame [Hey wii fit trainer has reduced lag on non moves where no one else why can't others]
-------------------------Normals----------------------
Jab Combo - Shovel Knight strikes his shovel forward, can combo into itself mutiple times.
F-Tilt - Shovel knight uses dust knuckles to punch forward, can possibly combo into itself at extreamly low percents and can regularly combo from other jabs and tilts once most of the time.
D-Tilt - Shovel knight Strikes The Earth! and flings dirt bits , they travel very little but go pretty high, overall good move since he is crouching and attacks in front and above.
U-Tilt - Shovel knight swings his shovel sideways above him, doesn't arc so it isn't the best anti-air.
Dash Attack - Mobile Gear - Shovel knight rides the mobile gear relic like a surf board, great mutihitting attack, though i does have a bit of end lag.

------------------------Smash Attacks-----------------
F-Smash - Charge Handle - Shovel Knight charges up before slashing, powerful.
U-Smash - Throwing Anchor - Shovel Knight Throws a anchor that travels in a huge upward arc before falling, great edge guarding move.
D-Smash - Bury - Basicly Villagers d-smash, but buries longer so it doesn't suck.
------------------------Aerials-------------------------
N-Air - Shovel Knight Slashes forward with his shovel.
F-Air - Like his f-tilt, shovel knight uses the dust knuckles in mid-air, great combo move and for recoverary since it moves him slightly forward.
B-Air - Shovel Knight Stabs his shovel behind him, basic b-air.
U-Air - Shovel knight swings his shovel above him in a arc.
D-Air - Shovel Knight dives straight downward with his shovel, like sm4sh greninja he bounces back up when he hits someone.

------------------------Grab Throws and Pummel----
Grab - One Handed
Pummel - Shovel Knight Smacks the foe with his shovel, funny to watch since shovel.
F-Throw - Shovel Knight tosses the foe forward and throws a Alchemy Coin, afterwards it falls down hitting anyone below once, not really for kills, more for combos.
B-Throw - Shovel Knight holds the foe and turns around and hits him/her away with his shovel.
U-Throw - Shovel Knight tosses the foe in the air and thrusts his shovel upward.
D-Throw - Shovel Knight burys the foe in the ground, allows for good combos.

----------Specials-------------------------------------
N-Spec - Fire Wand - Shovel Knight Fires a fireball that does about as much damage as marios but travels forward and is much faster.
S-Spec - Chaos Sphere - Shovel Knight fires a bouncing green orb that bounces for about 1.5 x more then marios, but it does lower damage, is gravity bound.
U-Spec - Propeller Dagger - Shovel Knight flies straight upwards with the propeller dagger, though like ichigo and wario, his can be guided slightly.
D-Spec - War Horn - Shovel Knight Blows on a war horn, which is similar to BM Stop, but with twice the range and instead does damage, however it has a recharge of 15 seconds, making it requiring smarter usage.
*******************
I really not sure what final smash he could have any ideas.

Phoenix Wright Coming Soon

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kb wrote:
Seriously, stop &$^#ing harassing me. I'm not some Terrible Evil Overlord Of The Forums you have to vanquish or anything like that.


Last edited by Mage on Sat Jul 02, 2016 3:16 pm, edited 1 time in total.



Thu Aug 27, 2015 11:41 pm
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I was going to review Blanca but Mage already got that covered and I have no clue about anything related to Street Fighter lol.

Ayumi Tachibana Solves the Case!
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Source Game:Famicom Detective Club: The Missing Heir (NES/Famicom)
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Description: Ayumi's the heroine of the Detective Club games, which were made for the Famicom Disk System. In the first installment of the series, Ayumi solved the murder of one of her friends, and shortly thereafter, she opened her own investigative agency. Since those early days, she's proven to be a daring and peerless crime solver.

Since Ayumi is a normal teenage girl her stats are average across the board. Ayumi's a very shy girl and uses an unorthodox fighting style. She's similar to Pheonix Wright in concept. Since they use mundane actions for some of their attacks.

PROS
*An NES/Famicom retro representative.
*Fills in the Average Human and the Schoolgirl character archtypes. The latter being desperately needed in SSF2.
*Female Diversity
*Unique Moveset & character not seen playable on other iterations of Smash.
*Who wouldn't want to play as a kawaii schoolgirl?

Stats
Weight: 100
Height: Medium
Dash Speed: Average
Air Speed: Average
Jump Height: Average
Fall Speed: Slow

Standard Attacks
Jab1: Shy Punch
Range: Medium
Damage: 2%
Knockback: Very Low
Description: Ayumi closes her eyes and turns her head as she delivers a straight punch.

Jab2: School Bag Bash
Range: Medium
Damage: 4%
Knockback: High
Description: After delivering a punch, a scared Ayumi lifts her schoolbag overhead and swats it downwards. Has surprisingly high knockback and can actually KO around 140%.

Forward Tilt: Gentle Kick
Range: Medium
Damage: 9%
Knockback: Low
Description: Ayumi delivers a weak straight kick. It's a very fast tilt and since Ayumi kicks at a low angle it's good at disrupting enemy attacks.

Up Tilt: Paper Throw
Range: Long
Damage: 8%
Knockback: Low
Description: Ayumi throws a sheet of paper overhead. A fast disjointed up tilt, though it doesn't deal much damage or knockback it's a great overhead anti-air.

Down Tilt: Detect
Range: Short
Damage: 6%
Knockback: Low
Description: Ayumi leans forward while analyzing the ground infront of her with a magnifying glass.

Dash Attack: Scared Shove
Range: Medium
Damage: 10%
Knockback: Medium
Description: Ayumi turns her head while closing her eyes as she thrusts her arms forward, shoving anyone in her way. Unlike most dash attacks Ayumi's sends the opponent at a semi-spike angle. Allowing it to set up tech chases and put the opponent in an edgegaurd situation.

Smash Attacks
Forward Smash: School Bag Flail
Range: Medium
Damage: 11%
Knockback: High
Description: Ayumi stretches her arm back while holding her school bag. She then swings her school bag with mighty force, causing her to spin in place. A relatively plain side smash. Can KO above 120%.

Up Smash: Paper Rain
Range: Long
Damage: 15%
Knockback: High
Description: Ayumi thrusts her school bag above her head. Causing a cloud of papers to appear overhead, the papers then fade away after a second. A large circular hitbox with decent horizontal reach. One of Ayumi's better KO options. KOing above 100%.

Down Smash: Trip
Range: Short
Damage: 10%
Knockback: Low
Description: Ayumi sticks her leg outwards while spinning in place. Similar to Zelda's down smash. Except Ayumi's doesn't have massive knockback. Instead Ayumi has the fastest down smash in SSF2(coming out on frame 2). Making it an excellent GTFO move.

Aerials
Neutral Air: School Bag Smack
Range: Medium
Damage: 11%
Knockback: Medium
Description: Similar to ZSS' neutral air Ayumi swings her school bag in front of her. Has a slight back hitbox. Good for combos.

Forward Air: Zoom In
Range: Short
Damage: 9%
Knockback: Low
Description: Ayumi holds a magnifying glass to her eye but quickly extends her arm forward. A weak forward air but good for combos.

Back Air: Cautious Kick
Range: Medium
Damage: 12%
Knockback: High
Description: While using both her hands to hold onto her bag, Ayumi cautiously thrusts her right leg behind her. A decent KO move at high percents. Similar to ZSS' back air.

Up Air: Overhead Swing
Range: Medium
Damage: 10%
Knockback: Medium
Description: Ayumi waves her school bag overhead. A relatively slow move compared to most other attacks. Has a nice lingering hitbox, can also set up for juggles at mid percents.

Down Air: Sneeze
Range: Short
Damage: 10%
Knockback: Medium
Description: Ayumi's aerial momentum halts as she snaps back and sneezes. This move will always meteor smash the opponent, though landing this move would be tricky.

Specials
Neutral Special: Evidence
Description: Ayumi searches the ground infront of her and finds a piece of evidence. A bar of images will appear over Ayumi as she uses Evidence. To indicate how many pieces of evidence Ayumi currently has. Evidence completely effects Ayumi's Side Special and how effective Down Special is.
Evidence can't be used midair.
5 Tiers of Evidence: show
No Evidence/Tier 1: Ayumi starts every match without evidence.

Tattered Shoe/Tier 2: Ayumi finds a tattered shoe near the crime scene.

A Weird Note/Tier 3: A weird note is found near the crime scene, It's connected with the crime.

A Bloodied Spoon/Tier 4: A mangled, bloodied spoon. Clearly the weapon used to perpetrate the crime.

Incriminating Photo/Tier 5: A photo depicting of the crime. Indisputable proof.


Side Special: Accusation
Description: Ayumi throws a sheet of paper from her school bag. The propeties of this projectile change with Ayumi's Evidence.
Side Special has 5 variations depending on the Tier of Evidence Ayumi has gathered. In all variations Ayumi throws a sheet of paper, the paper is surrounded by a light blue aura.
Ayumi can continuously use the same Accusation, except she can't use them repeatedly as she has to wait 2 second intervals. Except for Accusation3 which has a 7 second interval.

Accusation Variants: show
Accusation1/No Evidence
Range: Long
Damage: 5%
Knockback: Low
Description: Ayumi throws a sheet of paper from her school bag. Due to lack of evidence this projectile is very weak in damage and knockback , though it is fast.

Accusation2/Tattered Shoe
Range: Medium
Damage: 7%
Knockback: Low
Description: Ayumi throws a sheet of paper from her school bag. This variant travels similar to Mario's Fireball in that it bounces in low arcs off the ground. Accusation2 doesn't travel as far however since it has a pretty big hitbox.

Accusation3/A Weird Note
Range: Medium
Damage: 9%
Knockback: High
Description: Ayumi throws a sheet of paper from her school bag. This projectile travels very, very slowly, similar to Ichigo's neutral special. Ayumi has to wait 7 seconds before she can use her side special again.

Accusation4/A Bloodied Spoon
Range: Long
Damage: 11%
Knockback: Medium
Description: Ayumi throws a sheet of paper from her school bag. This variation travels in a single high arc. Allowing Ayumi to put pressure on aerial opponents or use as a basic anti-air.

Accusation5/Incriminating Photo
Range: Long
Damage: 13%
Knockback: Very High
Description: Ayumi throws a photo from her school bag. It's indisputable proof of the crime. It has a golden aura unlike the other Accusation variants. It travels on a thin staight path similar to Accusation1.
Due to having gathered all 5 Tiers of Evidence Accusation5 is Ayumi's strongest KO option. KOing above 50%. Using Accusation5 also resets the Tier of Evidence back to 1.


Up Special: Triple Jump
Range: Medium
Description: Ayumi twirls midair, using her momentum to gain vertical height.
Triple Jump travels a smidge higher than her normal midair jump. Ayumi can act out of Triple Jump almost immediately after use, allowing her to extend aerial combos. She can even use Triple Jump in place of her midair jump and save her midair jump for later. Triple Jump does not  put Ayumi into Helpless state, and like all other up specials is regained on flinch.

Down Special: Evidence Counter
Range: Medium
Damage: 13%
Knockback: Varies
Description: Ayumi clutches her school bag close to her chest and embraces for an attack. On a successful counter a large cloud of papers will erupt from Ayumi as she falls onto her behind. The opponent is also launched.
The knockback of this counter depends on the current Tier of Evidence. With Tier 1 having little to no knockback and Tier 5 being able to KO around 80%.
Also on a succesful counter Ayumi will lose evidence and drop 1 Tier of Evidence.

Grab & Throws
Grab: Scared Hold
Range: Average
Description: Ayumi grabs her opponent with her hands and holds them. Though she's scared of them.

Pummel: Shake
Damage: 1%
Description: Ayumi panics and shakes her opponent.

Forward Throw: Slap
Damage: 12%
Knockback: Medium
Description: Ayumi panics and slaps her opponent in the face. An average throw.

Back Throw: Back Shove
Damage: 10%
Knockback: Medium
Description: Ayumi forces her opponent behind her and shoves them away by their back.

Up Throw: Bag Uppercut
Damage: 11%
Knockback: Low
Description: Ayumi uppercuts her opponent with her school bag. Low knockback allowing for chaingrabs and platform setups.

Down Throw: Bag Smash
Damage: 10%
Knockback: Low
Description: Ayumi raises her schoolbag overhead and slams it onto her opponent. Similar looking to her Jab2. Except this slams her opponent onto the stage. Decent combo starter at very low %.

Final Smash
Mystery Solved!
Range: Medium
Damage: 40%
Knockback: Very High
Description: Ayumi throws a single sheet of golden paper. Any opponents who come into contact with it are sent to a cinematic scene.

Ayumi and her opponent are in a black void. The camera turns to Ayumi who then shouts in Japanese.
"A-ha!"
The camera turns the opponent as they take damage and flinch. The camera turns back to Ayumi, who says.
"Dakara, sore wa anata gamas.hita!"("It WAS you all along!")
The camera then turns back to opponent who takes more damage. It turns back to Ayumi who says.
"Sore wa sore o kessai!"("So that settles it!") Ayumi then points directly at the player and shouts.
"Nazo ga kaiketsu shiyou!"("MYSTERY SOLVED!") Mystery Solved is also spelled out in the black background behind Ayumi.
The camera goes back to the match and the opponent takes another 20% and is launched with very powerful knockback.

Misc.
Entrance: Ayumi rides in on her bycicle.

Taunt: Ayumi stomps her foot and pouts "Baka!"

Victory Pose: Ayumi holds her free hand to her heart and nods assuringly in typical anime fashion. She also says "Yatta yo!"("I did it!")

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Last edited by Shine-chan on Fri Aug 28, 2015 6:13 am, edited 9 times in total.



Fri Aug 28, 2015 12:15 am
YIM
User avatar

Joined: Thu Oct 17, 2013 11:28 pm
Posts: 900
Location: Dystopia and the "Expansion" Speculation forums.
Country: United States (us)
Gender: Anime Girl
MGN Username: gamingmage
Currently Playing: ao2
If only i could even find proper sources, then i would make a Nintendoji moveset[God damn nintendo japan club exclusions]
Review: Heh great choice, smash flash is in dire need of school girls after all :pikachu:
Normals - The jab reminds me of Arc 1 Tsuna from the reborn Ds Games, fighting pathicly and with a schoolbag, while the d-tilt reminds me of Phoenix down med i believe where he takes out a book while crouching.
Smash Attacks - School bags be deadly weapons, and the down smash, would it edge guard off the stage if she is on the very edge?
Aerials - That sneeze, so much of the phoenix i am reminded of, schoolgirl combat aerials, what can i really say, though is all her non specials just the schoolbag and glass, no other iconic items?
Specials - Yes the n-spec and s-spec go great with her [I nevered like the crusade phoenix but you make it much better imo], be much more interesting on her anyways, and a counter that increases in power, Not much to say on triple jump other then it being kind of like the new sora u-spec [Which is good].
Final Smash - We need more of these cinimatic smashes.

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Discord ID: #6110 (If you want to question something about me more quickly then on the forums, or if you have beef with me)
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kb wrote:
Seriously, stop &$^#ing harassing me. I'm not some Terrible Evil Overlord Of The Forums you have to vanquish or anything like that.


Last edited by Mage on Fri Aug 28, 2015 12:40 am, edited 1 time in total.



Fri Aug 28, 2015 12:17 am
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Joined: Fri May 08, 2015 8:49 pm
Posts: 465
Country: Ecuador (ec)
I have some ideas for the specials for phoenix wright
N special : objection
Have 2 forms if you dont charge the attack ir be weaker but ir hoy charge it , it be letal like a calcon punch
F especial hold it: have a paralize efect of 1 second
D especial evedence he catch the attacks off his enemys and come back the attaattack
u especial: achoo he sneeze to the opposite of the stage and the recovery is diagonal
Meaby this help you

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Fri Aug 28, 2015 12:31 am
User avatar

Joined: Thu Oct 17, 2013 11:28 pm
Posts: 900
Location: Dystopia and the "Expansion" Speculation forums.
Country: United States (us)
Gender: Anime Girl
MGN Username: gamingmage
Currently Playing: ao2
For phoenix wright [Who i will post the next day] his Objection is going to both a smash attack and a aerial, while HOLD IT will indeed be his s-spec, for sneeze i made it a aerial exclusive so far since i had a idea for his u-spec i haven't seen anyone suggest as far as my knowledge goes so i'll leave that as a preview.

U-Spec - Step Ladder - Phoenix Wright pulls a step ladder out of thin air and walks up it while having little to no falling, will put you in helpless state but it can be used twice, so even when helpless, if you haven't used it a 2nd time you can.

Also going to rob Shine of her sig idea, i made this massive roster of dream characters i wanted i should have 2 or 4 characters to put in for who i want in ssf2 :P

_________________
Discord ID: #6110 (If you want to question something about me more quickly then on the forums, or if you have beef with me)
Mains: :blackmage: :ichigo:
Secondaries: :sora: :chibirobo:
Awesome Images in Sig and avatar made by Ssf2 Dev Steven :)

Click to expand thumbnail
kb wrote:
Seriously, stop &$^#ing harassing me. I'm not some Terrible Evil Overlord Of The Forums you have to vanquish or anything like that.


Last edited by Mage on Fri Aug 28, 2015 10:58 am, edited 1 time in total.



Fri Aug 28, 2015 12:45 am
User avatar

Joined: Sun Aug 03, 2014 11:08 pm
Posts: 1082
Location: Fuck 12
Country: Japan (jp)
Gender: Female
MGN Username: Shine!
Currently Playing: Minecraft Bedrock & Roblox
Waifu: All guys from Free!
mage wrote:
If only i could even find proper sources, then i would make a Nintendoji moveset[God damn nintendo japan club exclusions]
Review: Heh great choice, smash flash is in dire need of school girls after all :pikachu: Yes! :jigglypuff:
Normals - The jab reminds me of Arc 1 Tsuna from the reborn Ds Games, fighting pathicly and with a schoolbag, while the d-tilt reminds me of Phoenix down med i believe where he takes out a book while crouching. Never heard of them lol
Smash Attacks - School bags be deadly weapons, and the down smash, would it edge guard off the stage if she is on the very edge?I actually switched the dsmash but I guess it doidnt copy & paste in. Weird, edited it.
Aerials - That sneeze, so much of the phoenix i am reminded of, schoolgirl combat aerials, what can i really say, though is all her non specials just the schoolbag and glass, no other iconic items?Not all pf her normals use the magnifying glass & school bag. some also use kicks lol. The Detective Club games were dialogue based games(lol retro). So I imagined what I could. Ayumi uses her detective talents all throughout her specials though!
Specials - Yes the n-spec and s-spec go great with her [I nevered like the crusade phoenix but you make it much better imo], be much more interesting on her anyways, and a counter that increases in power, Not much to say on triple jump other then it being kind of like the new sora u-spec [Which is good].Ya with a detective character like Ayumi I wanted to use her talents to develop a mini evidence system. Inspired by Pheonix Wrights evudence stuff from UMVC3. And ya theres not much a human character can do in terms of up specials so I just gave her a super average recovery. But like it's flexible you know?
Final Smash - We need more of these cinimatic smashes.Yesh

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Fri Aug 28, 2015 12:58 am
YIM
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Joined: Tue Dec 11, 2012 6:47 pm
Posts: 2316
Location: BC
Country: Canada (ca)
Gender: Male
Currently Playing: Complacency breeds weakness. My opponents won't stop getting stronger, neither will I.
Mage I'm already loving the ladder reference :P

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Fri Aug 28, 2015 1:23 am
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