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I've been really eager to write movesets for characters lately. No idea why I'm in the mood to do that, but I'm rounding off my top three most-wanted playable characters with Doomguy's moveset. There are no fancy gimmicks here - only DOOM.
Doomguy Rips and Tears!
Doomguy would have four palette swaps based on his Doom Eternal design, and four based on his classic suit from Doom Eternal. Doom Eternal’s already been kind enough to give me obvious palette swaps for the classic costume – the regular green outfit, and the indigo, bronze, and red outfits that you got for buying the newest releases of Doom 1-3. For his Doom Eternal costume, aside from the default appearance, he could have Astro (white armour with a red visor), Phobos (gold and black armour with a dark grey visor), and Crimson (red armour with a dark grey visor).
For the series’ logo, I’d go with the Mark of the Slayer. While the UAC logo is more commonplace throughout the whole Doom series, it would seem really weird to represent Doomguy using the logo of the company that he has every reason to absolutely hate.
For a stage idea, one idea that I have is a mix of old and new – the first room of E1M1 from the original Doom, but done in the style of Doom (2016) and/or Doom Eternal. It could be called Phobos Base, it would be a walk-off, and recognizable demons from the Doom games (Imps, Pinkies, Cacodemons) could wander in to harass the players. Defeating them could cause them to vanish in a flash of Argent Energy (or explode comically), dropping a item if those happen to be turned on. (to give the player a reason, from a gameplay perspective, to kill the demons)
For his intro, a black and blue portal opens up and Doomguy steps through the portal before it vanishes, like the portal system in Doom Eternal. For his idle animations, Doomguy cracks his neck, examines his gun, or hops up and down impatiently, clearly not comfortable with standing still.
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While Joker’s Gun special seems to indicate that realistic-looking firearms might not be an issue any more, I’m willing to provide an alternative for some of them. The weapons of the most recent Doom games are decidedly more science fiction based in nature, with the shotguns being the big exception. If that winds up being a problem, the Super Shotgun’s Meathook in Doom Eternal can be upgraded to light opponents on fire, so perhaps the shotguns could shoot out bursts of flame that act the same way as shotgun shells in Smash if they need to make them seem less realistic. I feel like they could get away with Doomguy’s weapons, considering that Joker (and Kirby) can use a realistic-looking pistol (I’ve played Persona 5, so I’m aware that it’s a toy/model gun that works in the Metaverse because enemies think it’s a real gun, but that’s never stated in Smash if I recall correctly), but I figured I’d offer an alternative just to be on the safe side.
A-->AA-->AAA: Doomguy throws out a right hook and a left hook, followed by a big kick to send them flying. All of Doomguy’s melee attacks are based on Glory Kills.
Forward A: Doomguy fires his Super Shotgun straight ahead; this can also be used while walking.
Up A: pulling out the Chaingun, Doomguy fires it straight upwards into the air. Probably not the safest use of a gun, but who’s going to tell him to stop? The individual bullets do little knockback or damage, but the damage adds up.
Down A: Doomguy shoots at knee-level with the pistol from Doom 2016, which has more hit stun than usual if it connects to simulate weakening an enemy for a Glory Kill
Forward Smash: Doomguy pulls out the Ballista and charges it up. Firing sends out a red energy blade, and the more that it’s charged, the larger it is, and it will travel a larger distance.
Up Smash: Doomguy holds up the Crucible, and Argent energy crackles around it. The Crucible activates once the button is released, dealing more damage the longer you charge it.
Down Smash: Doomguy revs the chainsaw to charge it up, and he spins around while keeping the chainsaw low to the ground.
Neutral Air: Doomguy uses the Plasma Rifle and activates its Heat Blast
Forward Air: Doomguy pulls out the Heavy Cannon and fires a single shot using the Precision Bolt. This does more damage than his other aerials, but it requires incredibly precise timing.
Back Air: the Equipment Launcher rotates, and the Flame Belcher is fired behind Doomguy’s back.
Up Air: Doomguy shoots the Plasma Rifle straight up in the air. It’s not likely to KO enemies, but it’s a good way to build up damage.
Down Air: Doomguy fires a rocket launcher straight down. If he’s close enough to the ground, the explosion can keep him airborne for longer, referencing Quake’s rocket jump.
Dash Attack: Doomguy knees the opponent with a similar animation to Captain Falcon’s Knee attack.
Wake-Up Attack: propping himself up, Doomguy kicks out on one side while firing the Super Shotgun with the other – both do the same amount of damage.
Climb Attack: Doomguy swipes with his Doomblade before leaping back onto the stage.
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Grab: Doomguy grabs the opponent by the neck (or the top of their head if it’s someone like Kirby – I don’t think grab animations change depending on who’s grabbed)
Pummel: he punches them in the stomach with his free hand
Forward Throw: Doomguy punches the grabbed enemy in the face really hard, with enough force to send them flying.
Back Throw: turning around, Doomguy kicks the enemy’s leg before booting them away, similar to one of the Glory Kills that he can use on Imps in the 2016 game.
Up Throw: Doomguy sweep kicks the enemy, knocking them into the air before punching them with enough force that they hit the ground and bounce upwards.
Down Throw: Doomguy slams the opponent to the ground before stomping on them.
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Up Taunt: putting his guns wherever he puts them, Doomguy cracks his knuckles before using his hands to crack his neck.
Side Taunt: Doomguy pulls out a toy version of himself, adjusts the arm, and fist-bumps it
Down Taunt: Daisy (Doomguy’s pet bunny) hops around Doomguy’s feet while he watches calmly.
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B: Rocket Launcher – Doomguy pulls out his rocket launcher and fires three rockets in quick succession. A targeting reticule appears in front of Doomguy, and if the opponent happens to be inside the reticule or in between it and Doomguy, the rockets will home in for a short distance
Up B: Meathook – switching to the Super Shotgun from Doom Eternal, Doomguy launches the Meathook, dragging him towards whatever opponent or ledge it latches on to. You can press B at any point to fire the shotgun, though this will stop the recovery.
Side B: Dash – the only non-offensive part of Doomguy’s arsenal, this move is for either closing the distance between Doomguy and his opponent, or getting away from them if he needs to. There’s a brief period of invincibility in the middle of the dash, and it goes farther than a dodge roll, though the invincibility doesn’t last as long. Doomguy can do this twice before it needs to recharge, either on the ground or in the air.
Down B: Doomguy fires an Ice Bomb from his shoulder cannon, immobilizing anyone caught in the blast radius, though it doesn’t deal much damage. This gives Doomguy the opportunity to get some good hits in, or to put some distance between him and his opponent. Like in Doom Eternal, it takes some time to recharge after being used.
Final Smash: it’s the BFG 9000. I mean, come on – there’s no way that it could be anything else. Pulling out the BFG, Doomguy fires it straight ahead. Tendrils of energy come from the giant green ball, dragging enemies in and dealing damage. Once the ball gets far enough away from Doomguy, it explodes, automatically killing any enemy with 100% damage or more. Simple, straightforward, and involving unnecessary amounts of overkill – pretty much what you’d expect from Doomguy’s final smash.
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For one victory pose, he grabs the camera, looking at it before punching it away. For his second victory pose, I feel like I have to include this one – it’s perfect. For his third one, the camera pans up a pile of Imps and Zombies to show Doomguy standing on top of the pile, firing down at them like he does on the cover art of the original game.
His victory theme could be a snippet from At Doom’s Gate, specifically the 2016 remix. When Kirby copies him, he gets Doomguy’s modern helmet, and he can use the Rocket Launcher. It works the same way as Doomguy’s, though the targeting reticule is lower to the ground since Kirby’s shorter.
I tried using every weapon from Doom Eternal in there somewhere (aside from the Unmaykr; I couldn't find a place for that), along with the pistol from Doom (2016). I'm not entirely sure what's feasible when it comes to game development, but I figured I'd just type up my ideas and see how it turns out.
Doomguy Rips and Tears!
Doomguy would have four palette swaps based on his Doom Eternal design, and four based on his classic suit from Doom Eternal. Doom Eternal’s already been kind enough to give me obvious palette swaps for the classic costume – the regular green outfit, and the indigo, bronze, and red outfits that you got for buying the newest releases of Doom 1-3. For his Doom Eternal costume, aside from the default appearance, he could have Astro (white armour with a red visor), Phobos (gold and black armour with a dark grey visor), and Crimson (red armour with a dark grey visor).
For the series’ logo, I’d go with the Mark of the Slayer. While the UAC logo is more commonplace throughout the whole Doom series, it would seem really weird to represent Doomguy using the logo of the company that he has every reason to absolutely hate.
For a stage idea, one idea that I have is a mix of old and new – the first room of E1M1 from the original Doom, but done in the style of Doom (2016) and/or Doom Eternal. It could be called Phobos Base, it would be a walk-off, and recognizable demons from the Doom games (Imps, Pinkies, Cacodemons) could wander in to harass the players. Defeating them could cause them to vanish in a flash of Argent Energy (or explode comically), dropping a item if those happen to be turned on. (to give the player a reason, from a gameplay perspective, to kill the demons)
For his intro, a black and blue portal opens up and Doomguy steps through the portal before it vanishes, like the portal system in Doom Eternal. For his idle animations, Doomguy cracks his neck, examines his gun, or hops up and down impatiently, clearly not comfortable with standing still.
------------------------------------------------------------------------------------
While Joker’s Gun special seems to indicate that realistic-looking firearms might not be an issue any more, I’m willing to provide an alternative for some of them. The weapons of the most recent Doom games are decidedly more science fiction based in nature, with the shotguns being the big exception. If that winds up being a problem, the Super Shotgun’s Meathook in Doom Eternal can be upgraded to light opponents on fire, so perhaps the shotguns could shoot out bursts of flame that act the same way as shotgun shells in Smash if they need to make them seem less realistic. I feel like they could get away with Doomguy’s weapons, considering that Joker (and Kirby) can use a realistic-looking pistol (I’ve played Persona 5, so I’m aware that it’s a toy/model gun that works in the Metaverse because enemies think it’s a real gun, but that’s never stated in Smash if I recall correctly), but I figured I’d offer an alternative just to be on the safe side.
A-->AA-->AAA: Doomguy throws out a right hook and a left hook, followed by a big kick to send them flying. All of Doomguy’s melee attacks are based on Glory Kills.
Forward A: Doomguy fires his Super Shotgun straight ahead; this can also be used while walking.
Up A: pulling out the Chaingun, Doomguy fires it straight upwards into the air. Probably not the safest use of a gun, but who’s going to tell him to stop? The individual bullets do little knockback or damage, but the damage adds up.
Down A: Doomguy shoots at knee-level with the pistol from Doom 2016, which has more hit stun than usual if it connects to simulate weakening an enemy for a Glory Kill
Forward Smash: Doomguy pulls out the Ballista and charges it up. Firing sends out a red energy blade, and the more that it’s charged, the larger it is, and it will travel a larger distance.
Up Smash: Doomguy holds up the Crucible, and Argent energy crackles around it. The Crucible activates once the button is released, dealing more damage the longer you charge it.
Down Smash: Doomguy revs the chainsaw to charge it up, and he spins around while keeping the chainsaw low to the ground.
Neutral Air: Doomguy uses the Plasma Rifle and activates its Heat Blast
Forward Air: Doomguy pulls out the Heavy Cannon and fires a single shot using the Precision Bolt. This does more damage than his other aerials, but it requires incredibly precise timing.
Back Air: the Equipment Launcher rotates, and the Flame Belcher is fired behind Doomguy’s back.
Up Air: Doomguy shoots the Plasma Rifle straight up in the air. It’s not likely to KO enemies, but it’s a good way to build up damage.
Down Air: Doomguy fires a rocket launcher straight down. If he’s close enough to the ground, the explosion can keep him airborne for longer, referencing Quake’s rocket jump.
Dash Attack: Doomguy knees the opponent with a similar animation to Captain Falcon’s Knee attack.
Wake-Up Attack: propping himself up, Doomguy kicks out on one side while firing the Super Shotgun with the other – both do the same amount of damage.
Climb Attack: Doomguy swipes with his Doomblade before leaping back onto the stage.
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Grab: Doomguy grabs the opponent by the neck (or the top of their head if it’s someone like Kirby – I don’t think grab animations change depending on who’s grabbed)
Pummel: he punches them in the stomach with his free hand
Forward Throw: Doomguy punches the grabbed enemy in the face really hard, with enough force to send them flying.
Back Throw: turning around, Doomguy kicks the enemy’s leg before booting them away, similar to one of the Glory Kills that he can use on Imps in the 2016 game.
Up Throw: Doomguy sweep kicks the enemy, knocking them into the air before punching them with enough force that they hit the ground and bounce upwards.
Down Throw: Doomguy slams the opponent to the ground before stomping on them.
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Up Taunt: putting his guns wherever he puts them, Doomguy cracks his knuckles before using his hands to crack his neck.
Side Taunt: Doomguy pulls out a toy version of himself, adjusts the arm, and fist-bumps it
Down Taunt: Daisy (Doomguy’s pet bunny) hops around Doomguy’s feet while he watches calmly.
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B: Rocket Launcher – Doomguy pulls out his rocket launcher and fires three rockets in quick succession. A targeting reticule appears in front of Doomguy, and if the opponent happens to be inside the reticule or in between it and Doomguy, the rockets will home in for a short distance
Up B: Meathook – switching to the Super Shotgun from Doom Eternal, Doomguy launches the Meathook, dragging him towards whatever opponent or ledge it latches on to. You can press B at any point to fire the shotgun, though this will stop the recovery.
Side B: Dash – the only non-offensive part of Doomguy’s arsenal, this move is for either closing the distance between Doomguy and his opponent, or getting away from them if he needs to. There’s a brief period of invincibility in the middle of the dash, and it goes farther than a dodge roll, though the invincibility doesn’t last as long. Doomguy can do this twice before it needs to recharge, either on the ground or in the air.
Down B: Doomguy fires an Ice Bomb from his shoulder cannon, immobilizing anyone caught in the blast radius, though it doesn’t deal much damage. This gives Doomguy the opportunity to get some good hits in, or to put some distance between him and his opponent. Like in Doom Eternal, it takes some time to recharge after being used.
Final Smash: it’s the BFG 9000. I mean, come on – there’s no way that it could be anything else. Pulling out the BFG, Doomguy fires it straight ahead. Tendrils of energy come from the giant green ball, dragging enemies in and dealing damage. Once the ball gets far enough away from Doomguy, it explodes, automatically killing any enemy with 100% damage or more. Simple, straightforward, and involving unnecessary amounts of overkill – pretty much what you’d expect from Doomguy’s final smash.
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For one victory pose, he grabs the camera, looking at it before punching it away. For his second victory pose, I feel like I have to include this one – it’s perfect. For his third one, the camera pans up a pile of Imps and Zombies to show Doomguy standing on top of the pile, firing down at them like he does on the cover art of the original game.
His victory theme could be a snippet from At Doom’s Gate, specifically the 2016 remix. When Kirby copies him, he gets Doomguy’s modern helmet, and he can use the Rocket Launcher. It works the same way as Doomguy’s, though the targeting reticule is lower to the ground since Kirby’s shorter.
I tried using every weapon from Doom Eternal in there somewhere (aside from the Unmaykr; I couldn't find a place for that), along with the pistol from Doom (2016). I'm not entirely sure what's feasible when it comes to game development, but I figured I'd just type up my ideas and see how it turns out.
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