Hey everyone. I know we have a solid candidate for Rayman's Down Tilt (or Strong Down) but I wanna share this idea anyway as an alternative, as well as a mechanic. Here it is:
Rayman shifts his body to lay on his back with his feet facing forward. Press the Down Tilt input and he fires a foot off. It goes a nice distance and comes back quickly, but if you press the input again, he'll fire his opposite foot as the initial one returns to him. His feet have a bit of hitstun to them and do low but solid damage; being hit by them is like running into a wall or more accurately a low barrier; the impact stings but if Ray's firing feet while you and he are on the ground, you're likely to trip or get forced back depending on the stage of his feet's trajectory.
So, Rayman launches one foot and can even launch the other while the former returns, but what if you press the input again?
He fires both feet?!?! If you press the input again as the 2nd foot returns, Rayman blasts both at you together, going slightly further than either foot alone! He turns to his side and does this, keeping his shoes slightly above the ground but leaves no room to duck under--the force he uses here gives his Finisher more hitstun, damage and knockback, definitely enough to knock foes away. It would seem that with this, Rayman has a 3-hit Down Tilt combo! A first for Smash, but not entirely unheard of. In addition to his 4-hit jab from Origins/Legends, Ray's able to pull off a surprise attack with these 2 extra hits. You can avoid this by dodging or rolling towards him; only roll back if you're sure your roll won't end within his trajectory.
Ray has a touch of ending lag after performing the finisher, the two regular kicks don't since a foot can be fired to protect while the other returns; the slight ending lag of the finisher is meant to prevent spamming along with a mechanic known as Stale Move Negation. Ray's is unique in that his SMN affects the reach of his attacks, and his linear hits' strength has a lot to do with his reach. It doesn't get as weak as other characters suffering SMN, but still. If you overuse an attack, slowly you'll see it travel a shorter distance as it becomes an eerily close ranged move. Along with incredible strength, one of Ray's assets is his reach. Make sure he keeps it! Not all of his attacks are subject to this, but things like his Down Tilts, Forward Tilt and Jab Finisher (see Origins and Legends) are.
At first I was down with Rayman using the sweep kick from Origins, but I want him to have moves that show off his reach, and since he's limbless I couldn't just have him extend his range for it. If you stood a certain distance, you could literally stand between him and his attacking foot and not get hit; his lack of limbs means it's wise for him to have moves that are linear if they're gonna be long range, and in a broad arc if they're short ranged. Don't get me wrong, that kick was a good move; I wanted to explore an alternate idea.
[Collapse=Forward Tilt]
Rayman leans to the side, scrunches his body then fires his head off like a cannon. As he does so, his hair spins allowing him to rack up damage on whoever he hits while pushing back foes and lifting them up off the ground. The attack has a diagonal trajectory to aid in keeping foes from escaping early, but that also means you might be able to duck under it if you're not too close to its starting point. The incline
is low however, so ducking isn't a guaranteed way to avoid it and you're better off dodging. Also, the move can be angled like many tilts, but Rayman's options are straight ahead or the neutral trajectory, which is what you see above.
It's not a KO-worthy move per se, but don't doubt its potential--Rayman's hair is strong enough to cut through ropes as thick as his torso--a fact he learned in his early centuries to avoid drowning. Do you really wanna get cut by something that sharp? Repeatedly?[/Collapse]
Wanted to share this for a while