jab // homer headbutts forward - a singular move that cannot be held down.
dash attack // homer lunges forward angrily -- recovery time afterward is longer but can go off ledges.
forward tilt // homer punches at an upward angle, his primo attack from his family's synonymous arcade beat-em-up.
up tilt // homer cranks his head upwards as his eyes bulge out, once more a reference to the arcade game. insipidly short range - a fringe anti-air.
down tilt // homer stamps his foot twice in quick succession -- poor range but sends at a good angle for early combos.
neutral strong // homer dons the vestige of mr. plow, forearms bared for the duration of the charging animation. when released, homer charges forward three character distances in a linebacker tackle before unbracing his arms - homer's sole burst movement option, only has transcendent priority on immediate release and the unbracing animation.
up strong // homer rears forward in discontempt for the duration of charging. upon release, he juts both fists into the skies with a hardy "woo-hoo!" before engaging in a brief lariat. the lariat decentralizes homer for a brief moment, him spiraling left then right briefly during his revolution. the quickest of homer's grounded strong attacks, although it ultimately has the least area covered.
down strong // homer utilizes his makeup gun, cocking it and taking aim for the duration of the charge. upon release, homer fires an explosion of cosmetics at the ground before him - ala snake's forward smash - recoiling backwards from the impact. easily homer's most devastating as well as slowest strong attack, and the recovery particularly leaves him vulnerable to aerial assault.
neutral aerial // homer performs a midair kick, not dissimilar to his offerings in the arcade title - a quick burst assault.
forward aerial // the knee of justice -- the sweetspot electrocutes homer too, only aesthetically though. closest to gertie's knee in nasb2.
back aerial // homer embarks two swipes backward in succession -- good pressuring tool especially off the ledge (if you're bold enough)
up aerial // flailing wildly, homer performs his equivocal of the flash kick; one scissor movement before going right side up.
down aerial // homer rears his titanic gut for a bellyflop, covers wide area and is particularly a great stalling tool.
aerial strong // a lackadaisical grin graces homer's face for the duration of the charge. when released, homer strikes a airheaded expression and a skipping pose - before plummeting downwards in a quick arc. inputting the strong button up to three times afterward allows homer to skip again, along with slight vertical momentum and an equally brisk descent. serves more as a landing mix-up than anything, although chaining the input allows for rekka combos.
View attachment 401927
upward aerial strong // unpackaging a bag of potato chips that slowly ascend upward, homer salivates over his snack for the charge period. when released, homer will lunge upwards and clamp his jaw ferociously to savour each chip. the longer the charge, the higher homer will ascend and the faster each successive bite will be. fully charged, it serves as an excellent recovery, although homer is left vulnerable aside from the hitboxes on his jaw.
downward aerial strong // homer adopts the guise of
"king-size homer" assuming the archetypal french girl pose for the duration of charging. when released, king-size homer plummets straight down with a pseudo-body press. upon contact with a grounded opponent, it'll bury them temporarily before launching as homer reverts to his typical self.
grab // homer grips the opponent's neck {or equivalent} with a fervent rage.
pummel // homer clenches the opponent's neck with an accompanying grunt of anger.
forward throw // homer rams the opponent against his gut, sending them flying.
back throw // homer trips the opponent behind him - think bob's trip throw in tekken - before turning to face them. early combo setup.
up throw // homer chorales the opponent by their feet before hurtling them upwards.
down throw // attempting a body press, homer accidentally turns around and lands straight on his back, bouncing the opponent upward off his torso.
neutral special - time and punishment // the lynchpin of the set. referencing the eponymous treehouse of horror segment, homer brandishes a disheveled toaster, pulsing with electricity before warping a short distance ahead or behind his previous position. the aerial version allows homer to teleport in eight directions. although the electric surge knocks opponents into the position homer warps to, its otherwise a simple dodge - or so it may seem.
time and punishment operates on a pattern, with specific usages leading homer to get electrocuted as opposed to teleporting, punctuated with an appropriate shriek. this deals heavier damage to both the opponent and light damage to homer. the pattern is as follows:
teleport → teleport → electrocution → teleport → teleport → teleport → electrocution → teleport → electrocution → repeat
secondly, in the aftermath of his strong attacks - be they grounded or aerial - homer can utilize
time and punishment to carry the momentum of his attack recoveries through the teleport. this can be used for landing mix-ups with his stall-and-fall down strong, or for further evasion like the recoil of his makeup rifle. however, if he’s electrocuted during these recovery periods, the stun will last longer.
side special - dread in the clouds // homer bares the toaster again, although this time the toaster fires a jolt of steam above and ahead of the player. the steam instantaneously forms two clouds from which one of fourteen possible items can rain. these can include;
- donuts that operate as health pickups after collision
- acid rain that causes opponents to flinch and take poison damage
- cherubim resembling lenny and carl that carry the opponent to the top blast zone
- the head of jebediah simpson; like villager’s bowling ball
- homer's car that combusts upon contact with the ground.
- the dud.
- etc.
these instances are not random however - with every successful usage of
time and punishment, his side special will change, utilizing its own cycle of the aforementioned fourteen potentialities. since time and punishment has a total of six teleports in its rotation - and there’s a total of fourteen different rains dread in the clouds can employ, the cycles will inevitably be desynchronized - meaning the player must employ more reactive planning than active.
up special - a fish ain't one // homer careens upward, fishing pole in hand, saddled atop a canonically proportioned blinky the fish (homer is jockeying what is effectively a wild goldfish) having clamped upon homer's fishing line. both travel upwards a short distance, approximately two character lengths, before hurtling downward in special freefall knocking away anyone in their path. in special freefall, homer's fishing line comes loose, trailing behind the pair - this services as either a tether recovery or a
very weak spike hitbox to knock airborne opponents downwards. last resort recovery move.
down special - april fools! // homer grins mischievously whilst wailing upon a buzz cola can, pocketing it briefly after as the fizz emanates from his back pocket. with each successive attack homer lands, the fizz grows more interminable, before raucously exploding after 40% or so has been dealt. with an additional input, the cola also functions as a gooey bomb/landmine, being passed around via trading blows. should homer use
time and punishment while the cola's in play, its countdown time will be halved considerably - the electrocution triggering an immediate detonation.
{{ admittedly might edit this one later , it seems a little rudimentary }}
super attack - land of chocolate // homer jostles forward toward a box of german chocolate, eyes halflidded and mouth slobbering - a synaptic burst ruptures before him, ala the star fox final smashes - sending caught opponents into a cinematic. the opponents are made into chocolate edifices, centerpieces of a pink plaza brimming with confectionary architecture. the camera quickly cuts to homer lunging onto these large edifices and gnawing away at them with ferocity. the camera cuts quickly between bits of chocolate strewn across the ground, homer's mouth and his hands tearing away at the statuettes - before ending on his engorged stomach (punctuated by a burp) as opponents are launched away, and KO'd if they are over 100%