LovinMitts
Smash Journeyman
I've been wondering about what would need to be done in order to offset the absence of a major part a character's moveset. Something like the ability to grab, for example. If a character cannot grab, they will both have trouble fighting against shielding opponents, as well as getting stuck in their shield easily. How would you overcome an obstacle like this if you were the one designing a character with this weakness? How amazing would they need to be in other areas in order to offset this loss? Feel free to share your ideas.
Here is what I personally thought of:
Here is what I personally thought of:
So I came up with an entire character concept going off of this original idea of a character being unable to grab. The character is a shadowy form that has long elastic arms with blades on the ends of them. From there, I just went wild. I figured this character would need to have a very great neutral, a combo game that eliminated the need for throws in order to start combos, and good out of shield options. What I came up with was this special moveset:
Up air is a single upward hit, forward air is a two hit move with the first hit setting up into the second hit. The second hit send the opponent upwards and combos at early percents, but it kills at higher percents. Back air is a multihitting series of lunges with the knife-hands. Down air is a drill, and neutral air is a multihitting move where this character spins with both arms spread.
Instead of grabbing, if this character presses A while in shield, it initiates a shield burst that stuns surrounding opponents, but depletes the shield down to just above minimum. This can only be done in a certain window after shieldstun ends. This can't be done without being in shieldstun first.
The stunning hitbox of the shield burst comes out on frame 5. It is intangible on frames 5 and 6. The animation finishes on frame 24. The stun does 3% damage.
If the stun from the shield burst isn't interrupted, it sends the opponent diagonally down with set knockback (It slides them away from you.)
- Neutral B: a mid-range projectile that begins at a fast speed that slows down and eventually hangs in place with an active hitbox for a brief moment.
- Side-B: On the ground this move is a burst of movement forward that has invincibility frames. In the air, it is a short airdash that can be acted out of very early into the animation, while retaining the momentum from it.
- Down-B: On the ground, it causes you to leap into the air to a height that is higher than if you had only used your jump and double jump. Has moderate startup. The purpose is to allow you to quickly chase opponents into the air for juggles and combos. In the air, you simply do a short twirling jump. The aerial version allows you to gain a little extra height while also shifting your momentum left or right.
- Up-B: This is a tether recovery, but a really good one. The character stretches its arm outward and drives the knife into the stage, pulling you to where it hit the stage afterward. If you only tap up-B, it will aim straight for the ledge and snap to it immediately. If you hold up-B and roll the control stick into a different direction, the arm will go that direction, allowing you to aim which way you go. If you hit the side of the stage with this move, you will fly to where your knife-hand was. You get your double jump back if you do this. If this move hits an opponent, they will be held in place as you're pulled towards them. Being pulled into your opponent hits them away and you are bounced back a bit. You can combo out of this if you airdash after and follow the way they get launched from it.
Up air is a single upward hit, forward air is a two hit move with the first hit setting up into the second hit. The second hit send the opponent upwards and combos at early percents, but it kills at higher percents. Back air is a multihitting series of lunges with the knife-hands. Down air is a drill, and neutral air is a multihitting move where this character spins with both arms spread.
Instead of grabbing, if this character presses A while in shield, it initiates a shield burst that stuns surrounding opponents, but depletes the shield down to just above minimum. This can only be done in a certain window after shieldstun ends. This can't be done without being in shieldstun first.
The stunning hitbox of the shield burst comes out on frame 5. It is intangible on frames 5 and 6. The animation finishes on frame 24. The stun does 3% damage.
If the stun from the shield burst isn't interrupted, it sends the opponent diagonally down with set knockback (It slides them away from you.)
Last edited: