Evil Trapezium
Smash Master
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Someone made a really cool Doom Slayer fighters pass chart on Twitter. Take a look!
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Looking at that Spirit Board, it seems like our Spirit ideas weren't the first of their kind.Someone made a really cool Doom Slayer fighters pass chart on Twitter. Take a look!
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Yep, sorry for perpetuating the derailment. I believe in both characters, as the biggest icons of their respective underrepresented genres, but both also have things that hold them back from potential inclusion. Neither feels like shoo-in but I do hope that we get both.Anyway, this the Doom Slayer thread, not a Digimon thread. Doom Slayer should be in Smash and I think has a good bit better chance at being in Smash than Agumon.
That movelist.Had this moveset in my head for a while, finally manage to get it all written out. Not short, but give it a read, if you've time!
Doom Slayer Moveset
Attributes:
Doom Slayer is a beast. Given not only his armour, but the arsenal he somehow carries with him, he is one of the heaviest characters in the game, ranking in at number five (tied with Ganondorf). However, despite his weight and size (also being around the same height as Ganondorf), he, true to his games, is remarkably fast. He boasts the fastest walking speed in the game (as Doom Slayer doesn't really walk) and runs at about the same speed as Yoshi or Joker, placing him at around the eighteenth fastest. His dodging is also above average (given that Eternal seems to be focusing a lot on dodges), however his jumping height is below average, though has good mobility. He also has relatively high fall speed, making grounded attacks more reliable.
Overview:
This stellar mobility (and above average durability) speaks to Doom Slayer's playstyle, as a hybrid zoner. True to his games, he is excellent at doing ranged damage, very easily racking up the opponents' percentages with weapons such as the Pistol, Plasma Gun, Siphon Grenade and Chain Gun, however, he has poor killing power at range, and needs to get in close. His two ranged moves with strong killing power, the Rocket Launcher and Ballista, are both easy to dodge and easily punishable, making them unreliable. His more reliable kill moves, the Shotgun and the Chainsaw, necessitate moving into close range. His Chainsaw is also crucial for one of his gimmicks.
Because unlike most characters, Doom Guy boasts two "gimmicks", though they're intrinsically linked. The first is weapon select. Doom Slayer's down special brings up a limited version of the weapon wheel UI over the characters' head (similar to Shulk's arts) and by angling the joystick, you can switch guns. There are five selectable guns, listed below. In effect, Doom Slayer has five different neutral specials.
His second gimmick is ammo. Each of the five guns has its own ammo supply (which scales to the different guns - eg. the plasma gun has more ammo than the rocket launcher), which will display when the UI is brought up (other weapons used in different parts of the moveset will be unlimited in use). The weapon currently in use will also display its remaining ammo by the character portrait, along with the icon for the current gun. When a gun runs out of ammo, it will become useless when fired, and leave the Slayer vulnerable, necessitating a switch.
Doom Slayer replenishes his ammo by hitting characters with the chainsaw (his FSmash) whereupon they will violently shake (obviously no blood or maiming) and ammo will spill out of them and litter the battlefield before they are launched, as it does in the Doom games. Any in proximity will be absorbed by and recharge Doom Slayer's weapons. Ammo will also revert to the default amount when Doom Slayer is revived after being killed. When there are multiple Slayers in battle, ammo will correspond to the colour of player who attacked (Red for P1, Blue for P2, etc.)
This necessitates a playstyle that proficiently mixes ranged and occasional close combat while encouraging movement, which I think accurately mirrors Doom, and works in conjunction with the solid mobility of the character.
Now, onto the moveset itself:
Entrance: The Cursed Sarcophagus is upright. The mark of the Doom Slayer glows, then Doom Slayer kicks the lid open, breaking it apart. He walks out and shakes with rage.
Idles:
- Doom Slayer holds his gun in one hand and swings his other arm around
- Doom Slayer will reload his Shotgun
A: Doom Slayer shoots with his pistol. Travels short distance, minimal damage. Can move while shooting.
Ftilt: Doom Slayer’s melee attack.
Dtilt: Doom Slayer crouches and shoots with pistol
Utilt: Doom Slayer punches upward, the arm blade shoots out in a follow-up attack
Dash attack: Doom Slayer’s boosters ram him into opponents
Get-up attack: Doom punches in front of him, then shoots behind his back with the pistol
Ledge attack: Slams the butt of his gun on the ground as he pulls himself up
Nair: Same as neutral attack, but airborne
Fair: Doom Slayer's airborne melee attack
Bair: Doom Slayer slashes behind him with his arm blade
Uair: Doom Slayer swipes above his head with the Crucible. Slow, but large hitboxes, similar to the Monado.
Dair: Doom Slayer jams the Crucible “hilt” under him, the energy blade appears below him in follow up hit. Similar to Shulk’s dair. Can spike opponents.
That's right, I made him a sword-wielder!
Neutral Special: Doom Slayer fires his current weapon.
Weapons List:
For the sake of simplicity, Kirby will always use the Shotgun.
- Shotgun: Close-range blast, decent damage but low range
- Plasma Gun: Long-range, rapid shots, low damage. Can move while shooting. Prolonged use will heat up gun. Will glow and shake at full charge, hold B to release plasma aura around Doom Slayer. Switching guns will not reset charge.
- Rocket Launcher: High damage, high range, but very slow start-up and easy to dodge. Hold down B to bring up targeting reticule. Move over opponent to lock on for homing attack, which is more difficult to evade.
- Chain Gun: Rapid shots, high damage, can angle up and down like the Cracker Launcher. Fires in bursts. Cannot move while aiming or shooting. Cooldown between rounds.
- Ballista: Hold B to charge long-range laser, cannot move while charging. Shot is easy to dodge given start-up but sticks to opponent if hit. Opponent has short time to pass stuck shot to another character like a gooey bomb or C4 before detonation, which does massive damage (good chance of breaking shield if opponent is shielding). Explosion will also damage any opponents adjacent to target.
Side Special: Doom Slayer throws Siphon Grenade. Creates an aura around it which does no knockback but provides damage to opponent as Doom Slayer heals a percent of damage given. Opponents can attack grenade to knock it away. Only one grenade (per Slayer) can be onscreen at a time.
Up Special: Lateral Thrusters propel Doom Slayer upward. Minimal damage to opponents hit. Mediocre vertical distance.
Down Special: Hold down B to bring up semicircular weapon wheel UI above Doom Slayer. Angle joystick to choose weapon, as in Doom. Similar to Shulk’s Neutral B. Or tap down B to quickly switch to previously used weapon.
FSmash: Doom Slayer chainsaws opponents as they shake and vibrate. Ammo flies out of opponent; Doom Slayer absorbs nearby ammo drops to replenish supply.
USmash: The shoulder cannon appears, angled upwards, and shoots a burst of fire as Doom Slayer flexes.
DSmash: Doom Slayer shoots the Lightning Gun at his feet, creating an electrical field in front of him. Low damage but good for follow-ups, similar to ZSS’s DSmash.
Grab: Doom Slayer attaches the Meat Hook to the Shotgun and grapples ahead. Range similar to the Hookshot, but long startup and whiff time make the grab easily punishable.
Pummel: Doom Slayer grabs the character by the throat and squeezes
Fthrow: Doom Slayer charges his fist behind him, protracts the arm blade, and punches forward
Bthrow: This:
Uthrow: Doom Slayer throws the opponent above him as he hops, then shoots them, like this:
Dthrow: Doom Slayer kneels and lifts the opponent above him, then slams them into the ground repeatedly.
Final Smash:
Doom Slayer brings out the BFG. You can make up to three shots in the time given (around the same duration as Snake's FS), and angle the gun in the same way as the Cracker Launcher. Each blast is slightly smaller than Ryu's Shinku Hadoken, but the blast radiates plasma filaments which extend its range. Contact with the blast will deal explosive damage and knockback, but contact with the filaments will stun the character and create a new blast around that character. It will be smaller and less powerful, but create its own filaments, which extend the range yet again. As long as contact continues, each consecutive blast will be smaller and weaker, but will create additional filaments that spread throughout the stage.
Doom Slayer can crawl (though it’s technically crouch-walking). He can’t wall jump. He can, however, climb walls (like in Doom Eternal). He clings momentarily to the wall, and if up is pressed, he will begin to climb. If up isn’t pressed soon or is released, he will fall. He is susceptible to attack when climbing. He can also tether recover with the Meathook.
Up Taunt: Doom Slayer does the metal horns:
View attachment 234572
Side Taunt: Doom Slayer brings out the Doomguy doll and does this:
Down Taunt: Doom Slayer cracks his neck and knuckles
SECRET TAUNT: Triggered the same way as Snake's codec or Palutena's guidance. If successfully done, Doom Slayer will take Daisy the rabbit out and cuddle her.
Victory 1: Doom Slayer punches the camera. It quickly pulls back with a cracked screen. Similar to this (but with a cracked screen)
Victory 2: Doom Slayer takes out the Crucible, activates the blade as the power courses through it, then thrusts it in the air victoriously
Victory 3: Doom Slayer holds up an Imp skull, crushes it in his hand, then turns away from the camera
Victory jingle: https://clyp.it/uxnb4e0m
Alt costume:
(the OG costume will also sport the arm blade, despite the design not using it - for the sake of parity)
Kirby hat:
All in all, Doom Slayer is a character that excels at range, speed, mobility, damage, and durability. However, his throws, air attacks, and recovery are mediocre, while his combo ability has a steep learning curve and his killing moves are limited or unreliable.
He can also become easily handicapped by characters that can avoid or counter his chainsaw.
View attachment 234571
So, what do you think? Faithful blend of DOOM and Smash? Sound like an interesting character? Any feedback would be appreciated!
I've also envisioned a trailer that I'll write out down the line.
Thanks!
Well, there's nothing saying the pistol can't have hitstun and slight knockback as well.I'm not sure how I'd feel about his Neutral A being a ranged attack. I'd imagine he'd have something like Snake's A, a combo attack of some sort. Having a pew pew as a 'jab' unless it has some knockback feels like it'll kill him viably. Mega Man is different in that his lemons have some hitstun and even knockback on the first lemon when airborn.
I'd suggest his neutral special starts out with pistols/fires his equipped special weapon selected with Down Special.
It could and can, just like the mentioned buster shots. I personally would hate a projectile jab. It works OK on Mega Man but in general I dislike it a lot from my own taste perspective.Thanks!
Well, there's nothing saying the pistol can't have hitstun and slight knockback as well.
Had this moveset in my head for a while, finally manage to get it all written out. Not short, but give it a read, if you've time!
Doom Slayer Moveset
Attributes:
Doom Slayer is a beast. Given not only his armour, but the arsenal he somehow carries with him, he is one of the heaviest characters in the game, ranking in at number five (tied with Ganondorf). However, despite his weight and size (also being around the same height as Ganondorf), he, true to his games, is remarkably fast. He boasts the fastest walking speed in the game (as Doom Slayer doesn't really walk) and runs at about the same speed as Yoshi or Joker, placing him at around the eighteenth fastest. His dodging is also above average (given that Eternal seems to be focusing a lot on dodges), however his jumping height is below average, though has good mobility. He also has relatively high fall speed, making grounded attacks more reliable.
Overview:
This stellar mobility (and above average durability) speaks to Doom Slayer's playstyle, as a hybrid zoner. True to his games, he is excellent at doing ranged damage, very easily racking up the opponents' percentages with weapons such as the Pistol, Plasma Gun, Siphon Grenade and Chain Gun, however, he has poor killing power at range, and needs to get in close. His two ranged moves with strong killing power, the Rocket Launcher and Ballista, are both easy to dodge and easily punishable, making them unreliable. His more reliable kill moves, the Shotgun and the Chainsaw, necessitate moving into close range. His Chainsaw is also crucial for one of his gimmicks.
Because unlike most characters, Doom Guy boasts two "gimmicks", though they're intrinsically linked. The first is weapon select. Doom Slayer's down special brings up a limited version of the weapon wheel UI over the characters' head (similar to Shulk's arts) and by angling the joystick, you can switch guns. There are five selectable guns, listed below. In effect, Doom Slayer has five different neutral specials.
His second gimmick is ammo. Each of the five guns has its own ammo supply (which scales to the different guns - eg. the plasma gun has more ammo than the rocket launcher), which will display when the UI is brought up (other weapons used in different parts of the moveset will be unlimited in use). The weapon currently in use will also display its remaining ammo by the character portrait, along with the icon for the current gun. When a gun runs out of ammo, it will become useless when fired, and leave the Slayer vulnerable, necessitating a switch.
Doom Slayer replenishes his ammo by hitting characters with the chainsaw (his FSmash) whereupon they will violently shake (obviously no blood or maiming) and ammo will spill out of them and litter the battlefield before they are launched, as it does in the Doom games. Any in proximity will be absorbed by and recharge Doom Slayer's weapons. Ammo will also revert to the default amount when Doom Slayer is revived after being killed. When there are multiple Slayers in battle, ammo will correspond to the colour of player who attacked (Red for P1, Blue for P2, etc.)
This necessitates a playstyle that proficiently mixes ranged and occasional close combat while encouraging movement, which I think accurately mirrors Doom, and works in conjunction with the solid mobility of the character.
Now, onto the moveset itself:
Entrance: The Cursed Sarcophagus is upright. The mark of the Doom Slayer glows, then Doom Slayer kicks the lid open, breaking it apart. He walks out and shakes with rage.
Idles:
- Doom Slayer holds his gun in one hand and swings his other arm around
- Doom Slayer will reload his Shotgun
A: Doom Slayer shoots with his pistol. Travels short distance, minimal damage. Can move while shooting.
Ftilt: Doom Slayer’s melee attack.
Dtilt: Doom Slayer crouches and shoots with pistol
Utilt: Doom Slayer punches upward, the arm blade shoots out in a follow-up attack
Dash attack: Doom Slayer’s boosters ram him into opponents
Get-up attack: Doom punches in front of him, then shoots behind his back with the pistol
Ledge attack: Slams the butt of his gun on the ground as he pulls himself up
Nair: Same as neutral attack, but airborne
Fair: Doom Slayer's airborne melee attack
Bair: Doom Slayer slashes behind him with his arm blade
Uair: Doom Slayer swipes above his head with the Crucible. Slow, but large hitboxes, similar to the Monado.
Dair: Doom Slayer jams the Crucible “hilt” under him, the energy blade appears below him in follow up hit. Similar to Shulk’s dair. Can spike opponents.
That's right, I made him a sword-wielder!
Neutral Special: Doom Slayer fires his current weapon.
Weapons List:
For the sake of simplicity, Kirby will always use the Shotgun.
- Shotgun: Close-range blast, decent damage but low range
- Plasma Gun: Long-range, rapid shots, low damage. Can move while shooting. Prolonged use will heat up gun. Will glow and shake at full charge, hold B to release plasma aura around Doom Slayer. Switching guns will not reset charge.
- Rocket Launcher: High damage, high range, but very slow start-up and easy to dodge. Hold down B to bring up targeting reticule. Move over opponent to lock on for homing attack, which is more difficult to evade.
- Chain Gun: Rapid shots, high damage, can angle up and down like the Cracker Launcher. Fires in bursts. Cannot move while aiming or shooting. Cooldown between rounds.
- Ballista: Hold B to charge long-range laser, cannot move while charging. Shot is easy to dodge given start-up but sticks to opponent if hit. Opponent has short time to pass stuck shot to another character like a gooey bomb or C4 before detonation, which does massive damage (good chance of breaking shield if opponent is shielding). Explosion will also damage any opponents adjacent to target.
Side Special: Doom Slayer throws Siphon Grenade. Creates an aura around it which does no knockback but provides damage to opponent as Doom Slayer heals a percent of damage given. Opponents can attack grenade to knock it away. Only one grenade (per Slayer) can be onscreen at a time.
Up Special: Lateral Thrusters propel Doom Slayer upward. Minimal damage to opponents hit. Mediocre vertical distance.
Down Special: Hold down B to bring up semicircular weapon wheel UI above Doom Slayer. Angle joystick to choose weapon, as in Doom. Similar to Shulk’s Neutral B. Or tap down B to quickly switch to previously used weapon.
FSmash: Doom Slayer chainsaws opponents as they shake and vibrate. Ammo flies out of opponent; Doom Slayer absorbs nearby ammo drops to replenish supply.
USmash: The shoulder cannon appears, angled upwards, and shoots a burst of fire as Doom Slayer flexes.
DSmash: Doom Slayer shoots the Lightning Gun at his feet, creating an electrical field in front of him. Low damage but good for follow-ups, similar to ZSS’s DSmash.
Grab: Doom Slayer attaches the Meat Hook to the Shotgun and grapples ahead. Range similar to the Hookshot, but long startup and whiff time make the grab easily punishable.
Pummel: Doom Slayer grabs the character by the throat and squeezes
Fthrow: Doom Slayer charges his fist behind him, protracts the arm blade, and punches forward
Bthrow: This:
Uthrow: Doom Slayer throws the opponent above him as he hops, then shoots them, like this:
Dthrow: Doom Slayer kneels and lifts the opponent above him, then slams them into the ground repeatedly.
Final Smash:
Doom Slayer brings out the BFG. You can make up to three shots in the time given (around the same duration as Snake's FS), and angle the gun in the same way as the Cracker Launcher. Each blast is slightly smaller than Ryu's Shinku Hadoken, but the blast radiates plasma filaments which extend its range. Contact with the blast will deal explosive damage and knockback, but contact with the filaments will stun the character and create a new blast around that character. It will be smaller and less powerful, but create its own filaments, which extend the range yet again. As long as contact continues, each consecutive blast will be smaller and weaker, but will create additional filaments that spread throughout the stage.
Doom Slayer can crawl (though it’s technically crouch-walking). He can’t wall jump. He can, however, climb walls (like in Doom Eternal). He clings momentarily to the wall, and if up is pressed, he will begin to climb. If up isn’t pressed soon or is released, he will fall. He is susceptible to attack when climbing. He can also tether recover with the Meathook.
Up Taunt: Doom Slayer does the metal horns:
View attachment 234572
Side Taunt: Doom Slayer brings out the Doomguy doll and does this:
Down Taunt: Doom Slayer cracks his neck and knuckles
SECRET TAUNT: Triggered the same way as Snake's codec or Palutena's guidance. If successfully done, Doom Slayer will take Daisy the rabbit out and cuddle her.
Victory 1: Doom Slayer punches the camera. It quickly pulls back with a cracked screen. Similar to this (but with a cracked screen)
Victory 2: Doom Slayer takes out the Crucible, activates the blade as the power courses through it, then thrusts it in the air victoriously
Victory 3: Doom Slayer holds up an Imp skull, crushes it in his hand, then turns away from the camera
Victory jingle: https://clyp.it/uxnb4e0m
Alt costume:
(the OG costume will also sport the arm blade, despite the design not using it - for the sake of parity)
Kirby hat:
All in all, Doom Slayer is a character that excels at range, speed, mobility, damage, and durability. However, his throws, air attacks, and recovery are mediocre, while his combo ability has a steep learning curve and his killing moves are limited or unreliable.
He can also become easily handicapped by characters that can avoid or counter his chainsaw.
So, what do you think? Faithful blend of DOOM and Smash? Sound like an interesting character? Any feedback would be appreciated!
I've also envisioned a trailer that I'll write out down the line.
Fair enough! To each their own.It could and can, just like the mentioned buster shots. I personally would hate a projectile jab. It works OK on Mega Man but in general I dislike it a lot from my own taste perspective.
I understand incorporating the fists and such a bit more, Doom Slayer does straight up punch things, though the range/melee dichotomy between special and neutrals is a bit orthodox. The majority of his neutrals are still punching, slashing, stabbing or smacking, but when the character has more to work with, I aim to include some of that. Having said that, it's funny, because I also seriously considered using the hologram in my moveset, since no one on the roster has anything like it, but I thought at that point it'd make my moveset too unfocused, since it already had a lot of elements.I like the moveset you've made for Doom Guy. I just have a few things that I feel I would change.
Even though Doom guy primarily uses weapons, I kind of imagine him being more hand to hand with his standard moveset along with his melee attacks while keeping his firearms to his special moves. The gun would undoubtedly make him feel unique but I'm not sold on the pistol though. I'd rather have him punching or slashing his opponents with his standard attacks.
Also the victory theme has to be the intermission from Doom 1, it can't be anything else: https://www.youtube.com/watch?v=UuITgxaSk1c&ab_channel=Futuretime23
It would act like Cloud and Joker's victory themes where it lingers on during the result screen.
Other than those two things, I like this moveset. I think it's better than mine, I didn't think about the weapon change, I just made him place a holographic self in front of him.
Here's my moveset if you want to compare.
Neutral Combo: Doom Guy punches with his left hand, reaches behind for his Super Shotgun to swing in front of him for the next hit and then shoots the gun. Doom Guy reloads during the endlag and puts his Shotgun away.
Dash Attack: Doom Guy performs a running haymaker where he hops to an airborne position and lands on his feet to adjust his positioning.
Side Tilt: Doom Guy uses a clone of Ganondorf's side tilt but with a lot more force.
Down tilt: Doom Guy performs a crouching straight punch.
Up Tilt: Doom Guy performs a crouch to standing uppercut that is similar to Ryu and Ken.
Neutral Aerial: Doom Guy swings around a Chainsaw around himself (Sort of like Cloud or Ike), causing slash damage to anyone who touches him.
Forward Aerial: Doom Guy performs a hook punch similar to Ganondorf's forward aerial.
Back Aerial: Doom Guy delivers a tough and sturdy kick behind him similar to Wolf.
Up Aerial: Doom Guy pulls out his Rocket Launcher and shoots it upwards to deal explosive projectile damage that can be reflected and pocketed. If Doom Guy gets caught in the explosion near the ceiling, he will cause self damage and will propell himself downwards.
Down Aerial: Doom Guy pulls out his Rocket Launcher and shoots it downwards to deal explosive projectile damage that can be reflected and pocketed. If Doom Guy gets caught in the explosion near the ground, he will cause self damage but in return will not suffer propell himself upwards akin to a Rocket Jump.
Forward Smash: Doom Guy becomes beserk and performs a fierce haymaker punch. It is very powerful but it suffers from heavy end lag much like Mii Brawler's Forward Smash.
Up Smash: Doom Guy brings out his Rocket Launcher to shoot upwards. It can be relfected and pocketed.
Down Smash: Doom Guy crouches and brings out his Chainsaw where he will swing the chainsaw infront of him and behind him.
Neutral Special: Double Barrel Blast - Doom Guy pulls out his signature Double Barrel Shotgun and shoots it twice. No additional effects or utility, just a raw damage and knockback projectile type attack. Doom Guy must reload the Double Barrel Shotgun afterwards.
Side Special: Chainsaw Rush - Doom Guy pulls out his Chainsaw and dashes forward with it, going a short distance with the attack. If he hits an opponent, he will catch them and attack them with multi-hit slash damage. It covers less distance while used in the air but it can be used as a short recovery much like Incineroar's Side Special.
Up Special: Grappling Hook - Doom Guy use his newly acquired Grappling Hook from Doom Eternal as a tether recovery and functions identically to Joker's Up Special. It can be used as an anti-air while on the ground to grab anyone above him. If anyone is grabbed, Doom Guy will shoot them with the Double Barrel Shotgun and send them flying.
Down Special: Hologram - Doom Guy steps back and places down a hologram of himself which attracts and absorbs all projectiles within a small radius. It does not attempt to do anything and it cannot hurt opponents by being touched. It can only take a few hits before it is destroyed and there is a 5 second cool down to be able to use it again.
Final Smash - BFG-9000: Doom Guy super jumps to off-screen and his arms are seen within the foreground. The camera is now in the perspective of the Doom Guy where he picks up his BFG-9000 and now an aim reticle appears on screen that can be moved around to aim where Doom Guy will shoot the BFG. Once chosen or the timer runs out, Doom Guy will trigger the BFG-9000 where it will slowly but surely hit the part of the stage where it was aimed cause a massive explosion where anyone unfortunate enough to be within it's range will take severe damage and knockback.
Grab and pummel animations: Doom Guy uses his Grappling Hook Shotgun as a tether to grab an opponent. Doom Guy will then pummel his opponent by punching them. It can be used as a tether recovery.
Forward throw: Doom Guy punches the opponents stomach and then punches their face, making them fly forward. Similar to one of the glory kills in Doom 2016.
Back throw: Doom Guy does an over the shoulder throw with enough force which makes them bounce off the ground and he then delivers a kick backwards.
Up throw: Doom Guy tosses his opponent up into the air while hanging onto their hand and shoots them with a shotgun blast then letting go of their hand, making them fly upwards.
Down throw: Doom Guy does a sweep kick under the opponents legs, making them airborne and in the moment, Doom Guy punches them downwards. Similar to one of the glory kills in Doom 2016.
Entrance animation: Doom Guy drops in with the force of a wrecking ball and cracks the ground. The impact has him crouching with his right fist on the ground. He rises up quickly and boasts himself and his whole body turns red for a few seconds to show that he has become berserk.
Stance: Doom Guy stands upright, facing towards the camera in a 45° angle with his arms bent facing each other and with closed fists.
Idle animation 1: Doom Guy performs the knuckler taunt from Doom (2016).
Idle animation 2: Doom Guy performs the Cut throat taunt from Doom (2016).
Sneaking: Doom Guy carefully side steps
Walking: Doom Guy walks while moving his upper body forward with a hint of malice.
Running: Doom Guy sprints somewhat like Captain Falcon but with closed fists.
Crouch/Crawl: Doom Guy crouches with his left hand palm on the floor and his right leg kneeling. He cannot crawl.
Up Taunt: Doom Guy pulls out his Chainsaw and does the infamous overhead Chainsaw massacre taunt!
Side taunt: Doom Guy fiercly stomps on the ground twice and boasts out a battle cry.
Down Taunt: Doom Guy performs the ground pound taunt from Doom (2016).
Victory animation 1: Doom Guy casually throws a hologram behind him as he walks off. The hologram shows a sprite version of Doom Guy from Doom 1 for the splash screen.
Victory animation 2: Doom Guy is seen punching something offscreen repeatedly to the ground similar to one of Ridley's victory animations. When the splash screen appears, Doom Guy looks towards the screen.
Victory animation 3: Doom Guy pulls out his toy version of himself, adjusts it's arm and fist bumps it when the splash screen appears.
Losing animation: Like other fighters such as Fox, Wolf and Snake, Doom Guy faces away from the camera and claps
Kirby Hat: Kirby dons the iconic Doom helmet and pulls out a mini double barrel shotgun
Which mechanics does it not respect? All it does is dedicate one special to alter another. Olimar does that, Shulk does that, Cloud does that, WFT does that. Hell, Inkling added a new input so as to service that gimmick. At least Doom Slayer keeps it to the standard controls, unlike that or the Street Fighter characters, who brought their own.I see a lot of good things in that moveset but I'm really not fond of the weapon select. It feels gimmicky, unnecessary and like it's trying too hard to be Doom when it's not. Characters in crossovers should respect their new home's mechanics, IMO.
I did go with the half weapon wheel, the description says it's above the Slayer, not around him, and only semicircular.But also, I can't stand the wheel of five, in particular. Much as Shulk currently uses one, he is also the only thing in Smash that breaks from the 4 primary angles for any move and it feels like bad design. It would make a lot more sense to have him use a half wheel, with options on up, left, right and the two diagonals in between.
Given how his domain is very much within the scope of the Legacy FPS (Wolfenstein, Quake, Duke Nukem, Blood, Half-Life, Unreal Tournament and, to a lesser degree, Halo and Team Fortress 2), I would imagine his mechanics within Smash would try their best to emulate the gameplay of Doom and others of its genre:Something i noticed with other characters, that i think could work for Doon Slayer.
So, Ryu has Fighting Game mechanics (Imput combonations, always facing the opponent)
Hero has RPG mechanics (Critical Hits, MP, Spell List)
Where am i going with this? Well Street Fighter influenced a lot of games, and got the Fighting Game Genre moving.
Dragon Quest got the JRPG Genre moving.
If Doon Slayer got in, maybe they will give him FPS mechanics. I'm not sure what those would be, as i don't play FPS'. Ammo maybe?
I did see a fan project called MiniDoom 2, which is a 2D platform run-and-gun game.Given how his domain is very much within the scope of the Legacy FPS (Wolfenstein, Quake, Duke Nukem, Blood, Half-Life, Unreal Tournament and, to a lesser degree, Halo and Team Fortress 2), I would imagine his mechanics within Smash would try their best to emulate the gameplay of Doom and others of its genre:
Using the above stipulations, I'm sure Sakurai and his team would have little trouble in translating the Slayer into Smash (even with the genre/perspective change from first-person shooter to 2D platform-fighter).
- Near-exclusive focus on ranged, firearms-centric combat (with melee taking the role of either a last-ditch weapon or a unique utility (Glory Kills, Doom 2016/Eternal chainsaw)).
- High mobility, with emphasis on fast running speed, mobility techniques such as strafe-jumping/bunnyhopping and gaining greater height advantages through either explosive blasts or high-recoil weapons.
- The utilisation of multiple weapons at all times, each of which fall into a hierarchy of strength and role (Sidearms, Shotguns, Automatics, Explosives, Exotic guns, BFG-class Superweapons)
- Limited ammunition, often shared between guns of a similar class (Shotguns use shells, Explosives use rockets, Exotic guns use plasma cells, etc.)
- Non-regenerative health/armour system which can only be recovered through pickups or game-specific contextual actions.
- Powerups including melee/weapon damage multipliers/upgraders, Health/armour overstackers, invisibility, invulnerability, haste.
I like this moveset overall, but his grab should reference glory kills. As stated previously, I think he should auto-kill at 100%+ by grabbing.Had this moveset in my head for a while, finally manage to get it all written out. Not short, but give it a read, if you've time!
Doom Slayer Moveset
Attributes:
Doom Slayer is a beast. Given not only his armour, but the arsenal he somehow carries with him, he is one of the heaviest characters in the game, ranking in at number five (tied with Ganondorf). However, despite his weight and size (also being around the same height as Ganondorf), he, true to his games, is remarkably fast. He boasts the fastest walking speed in the game (as Doom Slayer doesn't really walk) and runs at about the same speed as Yoshi or Joker, placing him at around the eighteenth fastest. His dodging is also above average (given that Eternal seems to be focusing a lot on dodges), however his jumping height is below average, though has good mobility. He also has relatively high fall speed, making grounded attacks more reliable.
Overview:
This stellar mobility (and above average durability) speaks to Doom Slayer's playstyle, as a hybrid zoner. True to his games, he is excellent at doing ranged damage, very easily racking up the opponents' percentages with weapons such as the Pistol, Plasma Gun, Siphon Grenade and Chain Gun, however, he has poor killing power at range, and needs to get in close. His two ranged moves with strong killing power, the Rocket Launcher and Ballista, are both easy to dodge and easily punishable, making them unreliable. His more reliable kill moves, the Shotgun and the Chainsaw, necessitate moving into close range. His Chainsaw is also crucial for one of his gimmicks.
Because unlike most characters, Doom Guy boasts two "gimmicks", though they're intrinsically linked. The first is weapon select. Doom Slayer's down special brings up a limited version of the weapon wheel UI over the characters' head (similar to Shulk's arts) and by angling the joystick, you can switch guns. There are five selectable guns, listed below. In effect, Doom Slayer has five different neutral specials.
His second gimmick is ammo. Each of the five guns has its own ammo supply (which scales to the different guns - eg. the plasma gun has more ammo than the rocket launcher), which will display when the UI is brought up (other weapons used in different parts of the moveset will be unlimited in use). The weapon currently in use will also display its remaining ammo by the character portrait, along with the icon for the current gun. When a gun runs out of ammo, it will become useless when fired, and leave the Slayer vulnerable, necessitating a switch.
Doom Slayer replenishes his ammo by hitting characters with the chainsaw (his FSmash) whereupon they will violently shake (obviously no blood or maiming) and ammo will spill out of them and litter the battlefield before they are launched, as it does in the Doom games. Any in proximity will be absorbed by and recharge Doom Slayer's weapons. Ammo will also revert to the default amount when Doom Slayer is revived after being killed. When there are multiple Slayers in battle, ammo will correspond to the colour of player who attacked (Red for P1, Blue for P2, etc.)
This necessitates a playstyle that proficiently mixes ranged and occasional close combat while encouraging movement, which I think accurately mirrors Doom, and works in conjunction with the solid mobility of the character.
Now, onto the moveset itself:
Entrance: The Cursed Sarcophagus is upright. The mark of the Doom Slayer glows, then Doom Slayer kicks the lid open, breaking it apart. He walks out and shakes with rage.
Idles:
- Doom Slayer holds his gun in one hand and swings his other arm around
- Doom Slayer will reload his Shotgun
A: Doom Slayer shoots with his pistol. Travels short distance, minimal damage. Can move while shooting.
Ftilt: Doom Slayer’s melee attack.
Dtilt: Doom Slayer crouches and shoots with pistol
Utilt: Doom Slayer punches upward, the arm blade shoots out in a follow-up attack
Dash attack: Doom Slayer’s boosters ram him into opponents
Get-up attack: Doom punches in front of him, then shoots behind his back with the pistol
Ledge attack: Slams the butt of his gun on the ground as he pulls himself up
Nair: Same as neutral attack, but airborne
Fair: Doom Slayer's airborne melee attack
Bair: Doom Slayer slashes behind him with his arm blade
Uair: Doom Slayer swipes above his head with the Crucible. Slow, but large hitboxes, similar to the Monado.
Dair: Doom Slayer jams the Crucible “hilt” under him, the energy blade appears below him in follow up hit. Similar to Shulk’s dair. Can spike opponents.
That's right, I made him a sword-wielder!
Neutral Special: Doom Slayer fires his current weapon.
Weapons List:
For the sake of simplicity, Kirby will always use the Shotgun.
- Shotgun: Close-range blast, decent damage but low range
- Plasma Gun: Long-range, rapid shots, low damage. Can move while shooting. Prolonged use will heat up gun. Will glow and shake at full charge, hold B to release plasma aura around Doom Slayer. Switching guns will not reset charge.
- Rocket Launcher: High damage, high range, but very slow start-up and easy to dodge. Hold down B to bring up targeting reticule. Move over opponent to lock on for homing attack, which is more difficult to evade.
- Chain Gun: Rapid shots, high damage, can angle up and down like the Cracker Launcher. Fires in bursts. Cannot move while aiming or shooting. Cooldown between rounds.
- Ballista: Hold B to charge long-range laser, cannot move while charging. Shot is easy to dodge given start-up but sticks to opponent if hit. Opponent has short time to pass stuck shot to another character like a gooey bomb or C4 before detonation, which does massive damage (good chance of breaking shield if opponent is shielding). Explosion will also damage any opponents adjacent to target.
Side Special: Doom Slayer throws Siphon Grenade. Creates an aura around it which does no knockback but provides damage to opponent as Doom Slayer heals a percent of damage given. Opponents can attack grenade to knock it away. Only one grenade (per Slayer) can be onscreen at a time.
Up Special: Lateral Thrusters propel Doom Slayer upward. Minimal damage to opponents hit. Mediocre vertical distance.
Down Special: Hold down B to bring up semicircular weapon wheel UI above Doom Slayer. Angle joystick to choose weapon, as in Doom. Similar to Shulk’s Neutral B. Or tap down B to quickly switch to previously used weapon.
FSmash: Doom Slayer chainsaws opponents as they shake and vibrate. Ammo flies out of opponent; Doom Slayer absorbs nearby ammo drops to replenish supply.
USmash: The shoulder cannon appears, angled upwards, and shoots a burst of fire as Doom Slayer flexes.
DSmash: Doom Slayer shoots the Lightning Gun at his feet, creating an electrical field in front of him. Low damage but good for follow-ups, similar to ZSS’s DSmash.
Grab: Doom Slayer attaches the Meat Hook to the Shotgun and grapples ahead. Range similar to the Hookshot, but long startup and whiff time make the grab easily punishable.
Pummel: Doom Slayer grabs the character by the throat and squeezes
Fthrow: Doom Slayer charges his fist behind him, protracts the arm blade, and punches forward
Bthrow: This:
Uthrow: Doom Slayer throws the opponent above him as he hops, then shoots them, like this:
Dthrow: Doom Slayer kneels and lifts the opponent above him, then slams them into the ground repeatedly.
Final Smash:
Doom Slayer brings out the BFG. You can make up to three shots in the time given (around the same duration as Snake's FS), and angle the gun in the same way as the Cracker Launcher. Each blast is slightly smaller than Ryu's Shinku Hadoken, but the blast radiates plasma filaments which extend its range. Contact with the blast will deal explosive damage and knockback, but contact with the filaments will stun the character and create a new blast around that character. It will be smaller and less powerful, but create its own filaments, which extend the range yet again. As long as contact continues, each consecutive blast will be smaller and weaker, but will create additional filaments that spread throughout the stage.
Doom Slayer can crawl (though it’s technically crouch-walking). He can’t wall jump. He can, however, climb walls (like in Doom Eternal). He clings momentarily to the wall, and if up is pressed, he will begin to climb. If up isn’t pressed soon or is released, he will fall. He is susceptible to attack when climbing. He can also tether recover with the Meathook.
Up Taunt: Doom Slayer does the metal horns:
View attachment 234572
Side Taunt: Doom Slayer brings out the Doomguy doll and does this:
Down Taunt: Doom Slayer cracks his neck and knuckles
SECRET TAUNT: Triggered the same way as Snake's codec or Palutena's guidance. If successfully done, Doom Slayer will take Daisy the rabbit out and cuddle her.
Victory 1: Doom Slayer punches the camera. It quickly pulls back with a cracked screen. Similar to this (but with a cracked screen)
Victory 2: Doom Slayer takes out the Crucible, activates the blade as the power courses through it, then thrusts it in the air victoriously
Victory 3: Doom Slayer holds up an Imp skull, crushes it in his hand, then turns away from the camera
Victory jingle: https://clyp.it/uxnb4e0m
Alt costume:
(the OG costume will also sport the arm blade, despite the design not using it - for the sake of parity)
Kirby hat:
All in all, Doom Slayer is a character that excels at range, speed, mobility, damage, and durability. However, his throws, air attacks, and recovery are mediocre, while his combo ability has a steep learning curve and his killing moves are limited or unreliable.
He can also become easily handicapped by characters that can avoid or counter his chainsaw.
So, what do you think? Faithful blend of DOOM and Smash? Sound like an interesting character? Any feedback would be appreciated!
I've also envisioned a trailer that I'll write out down the line.
Rover talking to the player on a bus to Isabelle's town, which Rover says has been invaded by monsters and you shouldn't go there by any means. When the player arrives at his destination and gets off the bus it's actually Doom Slayer. At the end of the trailer Isabelle walks into the Mayor's office and see's classic Doomguy without a helmet sitting at the Mayor's desk and looking around. When Isabelle asks him "How are you liking your new job as Mayor?" he just grins.I'm going to predict that a potential Doomslayer reveal trailer is going to have either some bad *** gritty character that fits in with Doomguy (Snake, Samus, Ridley, Simon) or a really cutesy character that creates a huge contrast with Doom (Pikachu, Jigglypuff, Isabelle)
I agree. This type of mechanic is already implemented in the game as one of Hero's spells and for the scythe item, Mimikyu, Zelda's FS and maybe an AT.I like this moveset overall, but his grab should reference glory kills. As stated previously, I think he should auto-kill at 100%+ by grabbing.
I think that was the point though, for him to be a nightmare to fight, so I wouldn't say he's badly designed. Id themselves used them pretty sparingly, IMO a lot of the reason for the notoriety is how others used them in Final Doom (THAT map...) and certain fan wads.Easily one of the worst-designed demons mechanics-wise imo. Such a nightmare to fight.
Assuming that they won't have a Kombat Pack 2, which is a definite possibility. Thankfully, it probably won't be announced until sometime in the future, meaning that the Doom Slayer won't be occupied for the Smash window of opportunity.https://m.youtube.com/watch?v=bRjbIuJWtlg
No sights of Doom Slayer, and he was being requested for Mortal Kombat in a while...
Good...
Nothing to stop the Hell Walker from entering Smash now, haha.
Hitscan enemies, especially those goddamned Chaingunners. Shotgun-firing sounds intensify.Good to know he's not in Mortal Kombat.
So I wanna ask you guys something: what was your least favorite demon to fight? For me, it has to be the Archvile in Doom II. Sonuvagun hits like a damn truck with that hellfire attack, can take a lot of damage, is faster than normal demons, and don't even get me started on its ability to bring demons back from the dead. Easily one of the worst-designed demons mechanics-wise imo. Such a nightmare to fight.
I like this moveset overall, but his grab should reference glory kills. As stated previously, I think he should auto-kill at 100%+ by grabbing.
Well, auto-killing at anywhere around 100 would be super busted. If you did want to stick with that implementation without it being completely absurd, it'd have to trigger at much higher percents. Almost all the comparisons Voe raises are elements that forego balance, like items, Pokemon, and FSs. A character's basic kit is a lot different, and even Hero's OHKO spells, controversy aside, are a lot more involved to successfully execute than just landing a grab.I agree. This type of mechanic is already implemented in the game as one of Hero's spells and for the scythe item, Mimikyu, Zelda's FS and maybe an AT.
I disagree with insta kills being busted. Mac has an insta kill at 30%, and he's bottom tier.Well, auto-killing at anywhere around 100 would be super busted. If you did want to stick with that implementation without it being completely absurd, it'd have to trigger at much higher percents. Almost all the comparisons Voe raises are elements that forego balance, like items, Pokemon, and FSs. A character's basic kit is a lot different, and even Hero's OHKO spells, controversy aside, are a lot more involved to successfully execute than just landing a grab.
My thoughts regarding glory kills would be to have the character flash orange after taking a significant amount of successive damage from Doom Slayer, and within that window of them flashing, any further attacks would deal increased damage and knockback. Maybe the attacks against flashing opponents could have unique animations and whatnot. I did consider adding that function, but I thought my conceit of the character was sufficiently complex. I mean, think about it, how many characters have three different unorthodox abilities/gimmicks in their basic kit?
Plus insta-kills are a little grimy imo (especially guaranteed insta-kills in the normal moveset), and best left to the chaos of additional elements that can be toggled. That's just my take though.
Those aren't true auto-kills, they're just a move that will probably kill you. G&W's 9 will probably kill you. A reverse Falcon Punch will probably kill you. Fully charged Eruption will probably kill you, but they aren't inherently a guaranteed kill in every situation, they aren't an auto-kill like the examples Voe raised.I disagree with insta kills being busted. Mac has an insta kill at 30%, and he's bottom tier. This may be obscure, but in Smash 4, Luigi had a custom move for ice balls. At low percentages, it was just a slower fireball, but at 35-50%+, it would have a freeze effect. The freeze effect, however, would trigger at different percents for different characters based on weight. Jigglypuff triggered it at around 35%, and Bowser triggered it at around 50%. Glory Kills could work similarly if you feel that a universal 100% is too busted. If we're being honest, most characters die to Smash Attacks at 100% (before the attack) easily. But heavy characters tend to stay alive up to about 130%. If we put weight into consideration, Glory kills could instakill Pichu at around 80%, Mario at 100%, and Bowser at 130%.
Despite the busted veins in the Smash community over Whack/Thwack having potential to kill at 0%, I think auto-kills can be embraced by it. What really matters here is the execution of how the auto-kill works in a certain character. That's why the idea you suggested for the Glory Kills is just amazing. It prompts potential Doom Slayer players to work towards getting a Glory Kill, and the fact that even if you do, it's just a window of opportunity for you to take makes it so that it's not an absolute guarantee, even if grabs are super-easy to land, even during brackets as you say. If Glory Kills worked like that, than the amount of hype that's generated when it does happen during a bracket would be through the roof, and outside the tourneys, people will be less angered about that than Whack/Thwack.Those aren't true auto-kills, they're just a move that will probably kill you. G&W's 9 will probably kill you. A reverse Falcon Punch will probably kill you. Fully charged Eruption will probably kill you, but they aren't inherently a guaranteed kill in every situation, they aren't an auto-kill like the examples Voe raised.
Still, even if they were, even if we muddy the terminology a little bit, you're not considering how easy it is to just land a grab versus any of those attacks, which require RNG, long, easily avoidable charge times, limited uses, are of untested balance (as all custom moves are) or other mitigating factors. A grab is usually one of the easier inputs to land and is unlimited in use, it can't be an auto-kill at any percent a character is likely to reach, that's just broken.
I mean, watch any skilled players fight and see how often they land a grab versus even a charged Smash attack.
Now that could be an interesting compromise. After Doom Slayer has successfully damaged the opponent sufficiently in quick succession, they have that flashing window to deal increased damage and/or land a grab, wherein they'd perform a glory kill. Of course if that glory kill is an auto KO, unlike DOOM you couldn't leave the opponent stunned, and the window would have to be short enough to not be unfair, but that could work. There are enough factors there that the move isn't broken by how easy it is to execute.Despite the busted veins in the Smash community over Whack/Thwack having potential to kill at 0%, I think auto-kills can be embraced by it. What really matters here is the execution of how the auto-kill works in a certain character. That's why the idea you suggested for the Glory Kills is just amazing. It prompts potential Doom Slayer players to work towards getting a Glory Kill, and the fact that even if you do, it's just a window of opportunity for you to take makes it so that it's not an absolute guarantee, even if grabs are super-easy to land, even during brackets as you say. If Glory Kills worked like that, than the amount of hype that's generated when it does happen during a bracket would be through the roof, and outside the tourneys, people will be less angered about that than Whack/Thwack.
I think you're picturing it as more combo intensive than it needs to be. It doesn't need to be 300 IQ comboplay, all you'd have to do is deal a certain amount of damage within a given time, even casual players can do that. In fact, people who are proficient at evading would be less likely to suffer the gimmick.What if we mix these ideas?
Iiirc, in Doom 2016, Glory Kills had a limited window to be activated.
To match that, perhaps we could go back to the damage-based mechanic where Doom Slayer could grab at 100+% (or whatever percentage is agreed upon) and insta-kill, but the window of opportunity is limited.
Though I like the idea of comboing into a Glory Kill, that seems more broken at high level play and also makes the mechanic less available to casual players (You'd want a character's gimmick to be accessible to all skill levels.)
So imagine a character reaching critical damage and glowing for 5-10 seconds during which Doom Slayer could grab for a Glory Kill.
In my own interpretation, I just kept the ability to perform glory kills at a very high damage percentage so that the Slayer would be obligated to soften his enemies before going in for the kill (granted, I had it so that the majority of his weapons had high damage output regardless, so I guess it kinda balanced out in a way).I think you're picturing it as more combo intensive than it needs to be. It doesn't need to be 300 IQ comboplay, all you'd have to do is deal a certain amount of damage within a given time, even casual players can do that. In fact, people who are proficient at evading would be less likely to suffer the gimmick.