King9999
Smash Journeyman
- Joined
- Jun 3, 2006
- Messages
- 240
- Location
- Ontario, Canada
- NNID
- mmking9999
- 3DS FC
- 2105-8754-7747
- Switch FC
- 2722-8799-3295
Here's my concept for Spring Man:
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Spring Man has very good attack range on many of his moves, and can also use different ARMS so different play styles can develop. Spring Man can control each arm individually using neutral B. This trait can be used to cover any openings due to the long recovery time of his attacks. Just because Spring Man has long range attacks, doesn't mean he is safe from a distance, however. Attacking Spring Man's outstretched limbs will result in him taking damage, so players must take care when throwing out attacks.
Special Mechanic: ARMS
Spring Man can choose different ARMS, which affect the properties of his neutral B attacks after charging. The ARMS are chosen at the CSS and cannot be changed during the fight.
Toaster: Standard arm. Increased power + fire effect when charged. Careful around items that explode!
Boomerang: fires a projectile that returns to Spring Man, helping to deal with end lag when the opponent tries to approach. Blows away opponent with a strong windbox when charged. Attacks deal less damage and knockback than Toaster.
Tribolt: Multi-hitting arm. Adds stun properties to attacks when charged. Less power than Boomerang, and knockback power is reduced.
Ground moves
Neutral A: A simple jab that has more range than most. Goes into a pummel on hit or on shield.
Forward Tilt: A corkscrew attack that hits multiple times. Good tool for damaging shields. Does most damage and knockback at max range.
Down Tilt: Spring Man punches the ground, propelling himself into the air. Produces a shockwave that hits anyone in front of Spring Man. D-tilt can be used as a pseudo-jump, and the shockwave allows setups on hit. Spring Man has full control of the pseudo-jump, including not jumping by keeping down pressed on the stick.
Up Tilt: An uppercut. Works well as an anti-air tool. Does most damage and knockback at max range.
Forward Smash: A double punch. Does the most damage and knockback at max range.
Up Smash: An upwards double punch. Does the most damage and knockback at max range.
Down Smash: Spring Man spins with his arms out at a low angle like a carousel swing, striking anyone on either side of him.
Dash attack: Spring Man propels himself forward using his arms, attacking with his head(!).
Aerial moves
Neutral air: Spring Man swings his arms, protecting him from all angles.
Foward air: Double punch forward at a downward angle. Does most damage and spikes at max range.
Back air: Wide backhand swing. Does most damage and knockback at max range.
Down air: attacks straight down with a punch. Does most damage and spikes at max range.
Throws
* Same range as ZSS' throw
* If you keep the throw button held upon successful grab, Spring Man will propel himself to the opponent instead of reeling them in.
Pummel: Spring Man headbutts the opponent.
Down Throw: Slams opponent to the ground, and at the same time propels himself in the air (can be prevented by keeping down pressed on the stick)
Up Throw: Swings opponent with one arm into the air.
Forward Throw: same throw animation as in ARMS.
Specials
Neutral B: Punch
Spring Man throws out a long-range punch with the equipped arm. By pressing B again, he will throw a second punch with the other equipped arm. By pressing up or down while a punch is thrown, the angle of the punch can be changed. Spring Man can move and jump while either punch is out, but cannot dodge or use shield.
Side B: Parry
Spring Man stops all incoming attacks and projectiles. This can be performed while moving, giving him a way to approach opponents who attack from a distance. Parry does no damage, and has a bit of cooldown (30 frames) before it can be performed again, but if used on an attacking opponent, it will stop their attack and leave them open for a small window of time. Parry is only active for a short time, so while you can move while using it, you still need to time it properly to get the benefits. Cannot dodge or shield during cooldown.
Down B: Charge
Spring Man charges his ARMS, boosting the potency of their attacks. Toaster's power increases and gains the fire effect, Tribolt gains the ability to stun, and Boomerang blows the opponent away with a strong windbox. The effects are only applied to neutral B, and disappear after one use. Unlike in ARMS, Spring Man can't block while charging, but the charge is short (90 frames), and it never disappears until it's used.
Up B: Spring Rocket
Spring Man shoots up high in the air. The player has limited control over the angle in which Spring Man flies. By default, flies straight up, but can also fly slightly left or right. Would work like Pit's Up B but a little worse.
Final Smash: Rush
Spring Man fires a fast, long-range punch in the direction of the player's choosing (360 degrees). On hit, goes into a flurry of punches. Possible to hit more than one opponent if they're in the general area of the punch.
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Spring Man has very good attack range on many of his moves, and can also use different ARMS so different play styles can develop. Spring Man can control each arm individually using neutral B. This trait can be used to cover any openings due to the long recovery time of his attacks. Just because Spring Man has long range attacks, doesn't mean he is safe from a distance, however. Attacking Spring Man's outstretched limbs will result in him taking damage, so players must take care when throwing out attacks.
Special Mechanic: ARMS
Spring Man can choose different ARMS, which affect the properties of his neutral B attacks after charging. The ARMS are chosen at the CSS and cannot be changed during the fight.
Toaster: Standard arm. Increased power + fire effect when charged. Careful around items that explode!
Boomerang: fires a projectile that returns to Spring Man, helping to deal with end lag when the opponent tries to approach. Blows away opponent with a strong windbox when charged. Attacks deal less damage and knockback than Toaster.
Tribolt: Multi-hitting arm. Adds stun properties to attacks when charged. Less power than Boomerang, and knockback power is reduced.
Ground moves
Neutral A: A simple jab that has more range than most. Goes into a pummel on hit or on shield.
Forward Tilt: A corkscrew attack that hits multiple times. Good tool for damaging shields. Does most damage and knockback at max range.
Down Tilt: Spring Man punches the ground, propelling himself into the air. Produces a shockwave that hits anyone in front of Spring Man. D-tilt can be used as a pseudo-jump, and the shockwave allows setups on hit. Spring Man has full control of the pseudo-jump, including not jumping by keeping down pressed on the stick.
Up Tilt: An uppercut. Works well as an anti-air tool. Does most damage and knockback at max range.
Forward Smash: A double punch. Does the most damage and knockback at max range.
Up Smash: An upwards double punch. Does the most damage and knockback at max range.
Down Smash: Spring Man spins with his arms out at a low angle like a carousel swing, striking anyone on either side of him.
Dash attack: Spring Man propels himself forward using his arms, attacking with his head(!).
Aerial moves
Neutral air: Spring Man swings his arms, protecting him from all angles.
Foward air: Double punch forward at a downward angle. Does most damage and spikes at max range.
Back air: Wide backhand swing. Does most damage and knockback at max range.
Down air: attacks straight down with a punch. Does most damage and spikes at max range.
Throws
* Same range as ZSS' throw
* If you keep the throw button held upon successful grab, Spring Man will propel himself to the opponent instead of reeling them in.
Pummel: Spring Man headbutts the opponent.
Down Throw: Slams opponent to the ground, and at the same time propels himself in the air (can be prevented by keeping down pressed on the stick)
Up Throw: Swings opponent with one arm into the air.
Forward Throw: same throw animation as in ARMS.
Specials
Neutral B: Punch
Spring Man throws out a long-range punch with the equipped arm. By pressing B again, he will throw a second punch with the other equipped arm. By pressing up or down while a punch is thrown, the angle of the punch can be changed. Spring Man can move and jump while either punch is out, but cannot dodge or use shield.
Side B: Parry
Spring Man stops all incoming attacks and projectiles. This can be performed while moving, giving him a way to approach opponents who attack from a distance. Parry does no damage, and has a bit of cooldown (30 frames) before it can be performed again, but if used on an attacking opponent, it will stop their attack and leave them open for a small window of time. Parry is only active for a short time, so while you can move while using it, you still need to time it properly to get the benefits. Cannot dodge or shield during cooldown.
Down B: Charge
Spring Man charges his ARMS, boosting the potency of their attacks. Toaster's power increases and gains the fire effect, Tribolt gains the ability to stun, and Boomerang blows the opponent away with a strong windbox. The effects are only applied to neutral B, and disappear after one use. Unlike in ARMS, Spring Man can't block while charging, but the charge is short (90 frames), and it never disappears until it's used.
Up B: Spring Rocket
Spring Man shoots up high in the air. The player has limited control over the angle in which Spring Man flies. By default, flies straight up, but can also fly slightly left or right. Would work like Pit's Up B but a little worse.
Final Smash: Rush
Spring Man fires a fast, long-range punch in the direction of the player's choosing (360 degrees). On hit, goes into a flurry of punches. Possible to hit more than one opponent if they're in the general area of the punch.
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