Ragna the Bloodedge
Version 1.0
Character concept by: Rykoshet
Coding by: Kirk
PAC DOWNLOAD
TEXTURE DOWNLOAD
As pictured above.
Example Playtest
Courtesy of Rykoshet.
I've decided to put a release out at this point in development because most of his moveset has been coded and it has been playtested a number of times.
The Rundown
Jabs and Tilts
Jab Sequence - The new Jab combo may need some getting used to. The ability to just "Hold A" to continue the combo upon connection has been removed(but Jab looping is still present). Why did I do this? There a number of nuances with the combo, requiring timing of button presses to perform. Executing button presses at different speeds will result in different outcomes, most notably which direction you are facing. As I've said, it WILL take getting used to. This setup allows for a number of mixups and mindgames(remember, you can still cancel your jabs) and once mastered, it will prove a key part of Ragna's game...like Ike. :o
--First jab is the same, but with a reduction in damage.
--Second jab is now a backwards spinkick(a la Bthrow animation).
--Third jab is now Ike's Dsmash animation. The first hit sends opponents into the second. Second hit sends opponents at a low angle with very low knockback.
--15% damage total if all 4 hits connect.
Forward Tilt
--Animation changed to Tilt Item Swing(like a beamsword or homerun bat).
--When used, Ike is given a noticeable slide forward, increasing range slightly(it has no more range than Ike's old Ftilt).
--Does 12% damage with medium knockback and decent IASA frames.
--Up/Down Angled Ftilts have been removed.
Up Tilt
--Animation changed to Upsmash.
--13% in front of Ike, 14% in back. Medium knockback, decent IASA frames.
--This one will probably need some more tweaking...as the range is quite good for a tilt.
Down Tilt
--Animation changed to Ike's 2nd Jab(the kick).
--7% damage, VERY low knockback and good IASA frames.
--Acts like a standard poke.
Smashes
Forward Smash
--Charging animation changed to Smash Item Swing charge.
--Reduced knockback and damage(16%) than Ike's original Fsmash.
--If hit with the tip, it sends opponents at an extremely low angle at increased knockback, with an added darkness effect. Includes "Cinematic Hitlag."
Up Smash
--Charging animation changed to Down Smash charge.
--Attack animation changed to Up Throw.
--3 Hit attack. First hit is behind Ragna, which 'pulls' them in front of him. 2%.
--Second hit is an uppercut with low knockback sending them upwards. 4%.
--Final hit is the top of the double-handed swing motion. 12% with good knockback upwards. Hits with a darkness effect.
Down Smash
--Charging animation changed to Up Smash charge.
--Attack animation changed to Smash Item Swing Attack.
--6 Hit attack, hitting on both sides. Front hits do not interact with back hits, and vice versa.
--1: Low hit with Ragna's fist in front of him. 2%.
--2: Sword sweep in front of Ragna. 3%.
--3: Spinning around, Ragna's fist strikes behind him. Drags slightly toward him. 4%.
--4: Sword swing hitting behind him, as he pulls it around front. 7%, decent knockback.
--5: Ragna's fist comes around again in front of him, striking his opponent. 5%.
--6: Final sword swing in front of Ragna. 7%, good knockback. Has a darkness effect.
Aerials
Neutral Air
--Decreased damage from 9% to 8%.
--Trajectory is slightly more horizontal.
--Added additional IASA frames.
Forward Air
--Tip of the attack does 1% more damage(14%) and deals darkness damage.
--Increased hitlag for the Tip hitbox.
--Added more Auto-cancel frames.
Back Air
--Decreased damage from 14% to 12%.
--Has a darkness graphic effect on the blade when used.
Up Air
--Decreased damage from 14% to 13%, coupled with a decrease in overall knockback. Darkness effect added on hit.
--Tip of blade does 15% damage and retains the same knockback as Ike's original Uair.
--Darkness graphics added to the blade.
--Added more(very little) Auto-cancel frames.
--Decreased landing lag by 5 frames.
Down Air
--Tip of the spike hitbox has a darkness effect, with increased hitlag.
Specials
Eruption
--Ability to charge on the ground has been removed.
--Ability to charge in the air remains intact, but upon landing, the charge is automatically released.
--Added a few IASA frames to the end of the attack while in the air.
Quick Draw
--Ragna's "Hell's Fang" attack.
--Removed the ability to charge the attack.
--If Ragna comes in contact with an opponent on the ground, he will deliver a jab of darkness. 6%, no knockback.
--A followup attack may be executed if the "A" button is pushed at the right time, if the first attack connects with the opponent.
--Second attack deals darkness damage. Uses Ike's Ftilt(angled up) animation. 9% damage, medium knockback.
--Removed helpless state from aerial QD use.
--Aerial QD currently has no attack, will be changed with future plans.
Misc. Changes
--Idle animation changed to loop Ike's sword on shoulder animation.
--Run speed increased slightly.
Currently Unchanged
--Dash Attack
--Aether
--Counter
--All throws
--All other misc actions(dodges, rolls, wakeup actions, ledge actions, etc.)
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So there you have it. Critiques, comments, suggestions, etc. are always welcome! Let me know what you guys think. Naturally it's still in development, as it's only version 1.0, so tweaks and changes will inevitably be made.
Enjoy!