3BitSaurus
Smash Master
Nice! Regarding stuns and slows, we kind of already have the former in Smash (like ZSS' Paralyzer or Corrin's... dragon projectile thing). It's a matter of balancing.Based on the descriptions and Riot's GIFs, Here's how I think these abilities would be interpreted:
...I promise the rest of these won't just be repeating you.
- Passive Trait-Essence Theft: If you hit an enemy 9 times with your Special Moves (9 hits, not necessarily 9 attacks), you will be healed a pretty inconsequential amount when you land your 10th hit.
- Neutral Special-Orb of Deception: A straight shooting projectile that goes out a decent distance before boomeranging back in her direction. Similar to Pyra's Blazing End, she can't do anything without the orb, but it will never miss her on the way back unless reflected, and if reflected, won't disable her for very long. Pocket does not completely disable her either.
- Side Special-Charm: A straight shooting projectile with a ton of startup. If it hits, the opponent will walk (not dash) toward her, and take more damage from Ahri's attacks. If this is reflected, the effect will be the same, except victim moves to and takes more damage from whoever owns the projectile.
- Up Special-Spirit Rush: Ahri dashes a short distance in a direction determined by the player. The dash itself won't have a hitbox, but at the end of her dash, she will fire a projectile aimed at the nearest opponent. If the player starts and ends the move on the ground, they will have less end lag, allowing the move to be a mixup movement tool.
- Down Special-Fox Fire: Ahri spins around, creating three projectiles around her that quickly start to fire off in the direction of nearby opponents, prioritizing the ones that have been charmed (even if they aren't nearby). The projectiles fire off one by one, and Ahri gets a boost to her mobility while they're out.
As for the specials, they could probably go a few ways. This is how I would probably do it:
- Passive-Pyromania: I actually think there's a decent chance that this ability will be ignored, as stuns are super powerful, and there has yet to be a stun ability that's as easy to land as a normal attack. If they did implement it, I'd say they'd make it so that you'd have to consecutively land 5 moves within a time limit to get the stun on the 5th hit.
- Neutral Special-Molten Shield: Annie places a shield on herself that causes opponents to take minor damage when they hit her with normal moves. This does not effect Smash Attacks or Final Smashes, and both remove the barrier. While the barrier is active, Annie also gets a minor buff to her mobility. With Tibbers, or any other allies (includes team members in team matches and attackable items) on the field, she has the option to hold the button to get a wheel of allies similar to the Monado Art wheel. She can use this wheel to chose the recipiant of the Molten Shield. Only one entity can have the shield at a time.
- Side Special-Disintegrate: A fireball projectile that fires straight forward, though you can aim it slightly up or down.
- Up Special-Incinerate: Annie fires a cone of fire that propels her upward. At point blank, this is a meteor smash. When used on the ground, Annie fires the cone upward, allowing her to cover platforms above her.
- Down Special-Summon: Tibbers: Annie summons the giant bear Tibbers a bit in front of her, and is able to control him as a puppet a-la Rosalina & Luma. The main difference here is that while Tibbers is much more powerful than Luma, he's attached to a meter, and can't always be out regardless of how well you protect him. This meter may also double as his HP, or simply go down a bit if he or Annie are hit while he's active. Something like that. His proximity spike will likely only happen if players are touching him.
- Passive-Frost Shot: Essentially, she has Inkling's Ink mechanic where enemies take more damage from her after she hits them with a Special Move. Her Smash Attacks don't do more damage, but instead lower her opponent's mobility.
- Neutral Special-Ranger's Focus: Normally, this is extremely similar to Link's Bow and Arrows (though it has a bit less range without charge). However, if she hits with an arrow 4 times, using this move again improves her frame data across the board for a few seconds. While Ashe is in this state, she fires a volley of arrows with this move.
- Side Special-Volley: Ashe aims her bow at the sky and fires a volley of arrows. The arrows will harshly arc downward after a bit, and pelt anyone in a small radius underneath where they're shot. This move can be done with a Smash Input to have the arrows rain down at a further distance.
- Up Special-Hawkshot: Ashe jumps up with her Hawk Spirit, then fires it at a downward angle, dealing very minor damage. If a character hit by this attack is invisible, or behind a foreground element like a Smoke Ball or the grass on the Duck Hunt stage, they will be given an outline until they are visible again.
- Down Special-Enchanted Crystal Arrow: A straight shooting projectile that explodes on impact. This move deals more damage the more it has traveled before hitting anything, and at max range, it stuns the opponent. If a character hit by this attack is invisible, or behind a foreground element like a Smoke Ball or the grass on the Duck Hunt stage, they will be given an outline until they are visible again.
To be fair, even in League, Charm is a skillshot projectile and the effect barely lasts a second. In a platform fighter, you could perhaps make it have some endlag to add more risk to it so you can't just try to zone someone out with it at the risk of getting punished.I think the Ahri charms would be really hard to balance in Smash. Being able to pretty much control your opponents movement would be extremely strong in a platform fighting game, especially in a game like Smash where you can charge your Smash attacks while your opponents is just walking slowly towards you.
Or that, too.If not, it could be more like a stun since charm in other games paralyze foes. Well, in certain other games like Pokemon for example.
Yup. Charm is more of a utility move than anything else - it's meant to draw someone closer and render them vulnerable for you to use your other skills, rather than being a standalone poking tool in itself.It would probably either last half a second or be percent based and do basically nothing until high percents. It would also be semi-difficult to land in most scenarios.
What meat? It was nerfed, remember?Steve's cool but what's with the meat
Isn't his whole arc (and technically Terra's too) about conquering the darkness inside him with help from his friends? Still sounds pretty JRPG-esque to me.Riku tho
Last edited: