• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Sigma Busters: Official Discussion Thread

Glubbfubb

Smash Master
Joined
Mar 16, 2021
Messages
3,149
The year is 27XX, the age of interstellar exploration and civilization. An era where many alien species mingle together in relative harmony and peace under the watchful gaze of the Cluster of the Galactic Collective, or CGC. During this year the CGC unveiled their crowning achievement, the Double Sigma, a ship designed to be the next evolution of space travel and colonization. Manned by an advanced 24-core AI processor, the ship was set to sail its maiden voyage into the outer limits. However as soon as the ship left its initial launch, it entered an unidentified crack in the sky untraceable by traditional radar, making it lost in space. The voyage was considered a failure and it's fate left unknown, soon becoming only a distant memory...

That is until 28XX

Now the year is 28XX, and suddenly the Double Sigma returned from being lost in space, however joy quickly went to fear when the ship unloaded a cargo of dangerous beings from the mysterious outer limits. Their goal seems obvious, using a newly built superweapon to destroy the capital of the CGC. What shocked many was who led the charge in this crusade, one of the AI cores of the Double Sigma, the LAMBDA unit, and their army of outer limit denizens. The other sole surviving AI core, the EPSILON unit, has been forming their own plans, that being to take back the Double Sigma and revert it to its original state, now they lead the charge against LAMBDA and their mighty crusade.

So what is Sigma Busters? Well, it is a platform fighting game whose main goal is to make a what if scenario if Smash Bros added new movement and attacks after Melee.

  • Back Tilts and Specials: Every fighter will now have a new attack when holding a directional input away from where they are facing. This both now gives every set of moves a mirror to the staple Back Air and opens up each moveset by allowing each fighter's main game plan to be more complex and multifaceted. In all, there will be 5 specials, tilts, and aerial attacks.
  • Hyper Meters: Every character can enhance their 5 specials with a new hyper meter, making them stronger and hit harder. The addition of a hyper meter gives more strategy to classic gameplans and makes everyone more well-rounded.
  • Increased movement options: Compounding all these gameplay tweaks is the addition of Wavedashing, DACUSing, Strafing, and other new movement options.

The game is only in the conceptual phase, as I am trying to learn the Godot engine to make a template from which I can build my game, its a solo project so far, but I wish to form a team of likeminded individuals to help develop the game and be the best it can ever be.

Roster:
Name -
Gender -
Species -
Origin -
Appearance -

Archetype -
Gimmick - (If Applicable)
Intended Strengths -
Intended Weaknesses -

Planned Stats: (Give a letter grade from E- to A+)

Walk Speed -
Running Speed -
Traction -
Jump Height -
Air Acceleration -
Fall Speed -
Weight -

Ground Moves:
Jab -
Forward Tilt -
Up Tilt -
Down Tilt -
Back Tilt -
Dash Attack -

Charge Attacks:
Side Charge -
Up Charge -
Down Charge -

Aerials:
Neutral Air -
Forward Air -
Up Air -
Down Air -
Back Air -

Grabs:
Pummel -
Forward Throw -
Down Throw -
Back Throw -
Up Throw -

Specials:
Neutral Special -

  • Neutral Hyper -
Side Special -
  • Side Hyper -
Down Special -
  • Down Hyper -
Up Special -
  • Up Hyper -
Hypermax Attacks -
Level 1 -
Level 2 -
Level 3 -
Movesets are not final:
001: Aremi - Free-Spirit Flame
Name - Aremi
Gender - Female
Species - Wikkan
Origin -
Aremi is a Wikkan from the planet Wikko-1, a planet infused in methane and sulfuric gasses, making it near impossible to breathe from outsiders without a special suit. Wikkans are essentially living plants, using the methane in their air to retain body warmth and even manipulate it for self-defense, though that comes at the risk of self-combustion. Aremi's people used to be very wealthy, as the gases in their homeworld were mined and converted into a powerful fuel named Pyronite, with the largest stow of the substance being used to power the Double Sigma. However, after the ship was lost, Wikko-1 was blamed due to their fuel being said to have caused the ship's disappearance; as a result, the planet was blacklisted from all known trade, and the planet became a backwater planet as a result. When the Double Sigma returned, several probes were sent to analyze several farflung planets, Wikko-1 included. Aremi, a bright-eyed, albeit naive, Wikkan girl, finds one of these probes and accidentally becomes an unwilling passager, sending her to the far flungs of space. However she sees this as an opportunity to explore the wide yonder of the galaxy.

Appearance - Aremi takes inspiration from scare crows and Jack-o-lanterns. Her body is draped in a straw-based cloak that has a purple color; this cloak also lacks sleeves, making her ghostly in appearance. The limbs she does show resemble gnarled bark with blacking-olive coloration. Her face resembles that of a typical jack-o-lantern, with each of her skins giving a different face "carving." She has glowing purple eyes and mouth, matching the color of the fire she creates.

Archetype - Zoner/Rushdown
Gimmick - Vine Tether
  • Aremi shoots out a vine from her arm that gives her increased grab range in exchange for higher lag on the grab itself. She can also use this to catch on the sides of walls to boost herself in the air, aiding in recovery.
Intended Strengths -
  • Rather beginner-friendly, with easy-to-pick up and play combos.
  • Solid ground and air stats allow her to excel in several areas.
  • Fast attacks and strong projectiles let her fill a variety of roles.
Intended Weaknesses -
  • Rather fast fall speed means she has a harder time recovering compared to others.
  • Recovery options can be easy to edge guard.
  • Her middling makes her easy to launch and KO.

Planned Stats: (Give a letter grade from E- to A+)
Walk Speed -
B-
Running Speed - A-
Traction - B
Jump Height - A-
Air Acceleration - B-
Fall Speed - B-
Weight - C+

Ground Moves:
Jab - Pyro Punches –
A trio of punches forward, when strung together, these punches end in an uppercut wreathed in purple flames.
Forward Tilt - WildfireAremi performs a hopping fiery roundhouse that moves her forward a bit.
Up Tilt - Torch Bearer – Aremi swings her arm in an overhead arc, producing flames from her fingertip.
Down Tilt - Underbrush – A low sweep performed by Aremi's leg. This allows Aremi to duck under projectiles and some standing attacks due to her low profile. It also has a high chance to trip opponents if they get hit by the heel.
Back Tilt - Blaze Kick – A quick, flame-covered kick from behind. Can be used to retaliate against an opponent as a get-off-me tool.
Dash Attack - Root Drop – Aremi roots her vine into the ground and jumps forward, slamming the opponent with a dropkick. The vine then pulls back, bringing her back to the position she started from.

Charge Attacks:
Side Charge - Firepalm –
Aremi thrusts her palm forward, shooting a sphere of purple flames in front of said palm.
Up Charge - Flash Fire - Aremi performs a high, flame covered somersault kick. This move leaves Aremi in the air at the end leaving her a bit open until she lands. However, it can be special canceled for possible aerial follow-ups.
Down Charge - Arcane Flames – Aremi summons a wall of purple fire from the ground to surround herself and keep opponents at bay. The middle frames of the move give her temporary armor, though she can still be damaged.

Aerials:
Neutral Air - Branch Swing -
Aremi extends her leg to kick and holds the pose, allowing the hit to momentarily linger. The beginning of the hit is stronger than the later parts.
Forward Air - Pyro Knuckle - Aremi swings a forward hook wreathed in purple flames. This is her most potent aerial, dealing powerful knock back, decent damage, and can even spike. However, the move has notable end lag, the most of any of her aerials.
Up Air - Sparkler - Aremi waves her arm above her head, releasing a series of small sparks from her fingertip.
Down Air - Big Bang - Aremi leans down with both hands brought close together. She then fires a short-range burst of flame to spike opponents caught directly beneath. The explosion has a deceptively wide radius, though the rest of the flames will not spike. The attack also has the useful property of stalling Aremi's descent in the air, aiding in recovery.
Back Air - Vine Whip - Aremi quickly turns in the air, swinging her vine like a whip, it's fast with good range but high end lag.

Grabs:
Pummel - Smoldering Flames -
Aremi burns the opponent with purple flames.
Forward Throw - Vine Slam - Aremi wraps her vines around the opponent and launches them forward.
Down Throw - Firestamp - Aremi stomps on them like a person would stomp on flames to put them out, though this time Aremi actually conjures flames from her heel to burn the opponent as well.
Back Throw - Vine Swing -
A giant swing-styled throw that has Aremi spin the opponent around from the end of her vine before letting them go to launch them away. Her second-best throw for launch power.
Up Throw - Pyro Fist - Aremi launches the opponent with a flaming uppercut. Her strongest throw knockback wise.

Specials:
Neutral Special - Seed Shot -
Aremi spits seeds from her mouth that travel quite far but deal only light damage and deal no knockback or hit stun. She can hold the button to charge the move into a larger seed that deals more damage as well as decent hitstun.
  • Neutral Hyper - Seed Burst - Aremi shoots a line of flaming seeds that deal more damage and knockback than the charged seeds.
Side Special - Pyro Pumpkin - Aremi throws a Pyro Pumpkin forward in a short arc.
The angle of the throw can be changed depending on how the stick is held. Push straight forward for a long throw useful for zoning. Angle the stick low for a light toss, useful in the short-to-mid range. Angle the stick high for a trickier parabolic arc rather than can be used as either an anti-air or delayed mix up tool
  • Side Hyper - Pyro Patch - Aremi will hold multiple Pyro Pumpkins in her arms and throw them all together, creating a series of small explosions in a wide radius.
Down Special - Ember Dance - Aremi leaps like a ballerina and performs a spinning motion while her body is wreathed in flames. In this state, she can move left and right on the ground or in the air as a recovery tool.
  • Down Hyper - Firestorm - Aremi will begin to rapidly spin while producing flames, becoming a great tornado of fire. You can move left and right as well as gain height by mashing the special button when in this state.
Up Special - Head Shot - Grabbing her own head, Aremi chucks it upwards in an arc. The longer you hold the input, the more vertical the arc becomes, at the cost of less horizontal velocity. When her head lands on something, either the floor or enemy, her head will explode, while creating a new body in its place. This new body is covered in soot and enters free fall when spawned, leaving Aremi highly vulnerable in this state. At the cost of the damaging explosion, Aremi can cancel the move to respawn instantly, though she will be sent into free fall again.
  • Up Hyper - Hot Head - The throw now travels a set distance instead of being charged, now setting Aremi's head alight during the flight, granting light armor and knocking opponents away. It also doesn't explode on contact in the air and only does so upon landing, though this version of the move loses the ability to be canceled. Overall harder to intercept in an air-to air exchange, but still vulnerable due to the fixed flight path, making it more predictable.
Hypermax Attacks -
Paralyzing Scream - ⭐⭐ -
Aremi will perform a scary face while unleashing a parlaying scream with a wide radius in front of her; this freezes opponents in place, letting you set up combos. This is the cheapest Hypermax Attack in the game at 2 Star, meaning its very quick to charge up.
Mind Blown - ⭐⭐⭐ ⭐ -Aremi gathers flames in her head and detonates it into a large ball of flame. A regrown head and body emerge from the ash left behind by the explosion. Has the most range of her supers, with decent KO power if opponents are caught in the epicenter of the blast.
Brimstone Striker - ⭐⭐⭐ ⭐⭐⭐ - Aremi performs a series of quickfire uppercuts, ending with a particularly strong one that carries opponents high into the air with a spiraling jet of flame. Her strongest super, but difficult to land on more than one opponent.
002: EPSILON - Gravity Bending Android
Name - EPSILON
Gender - Genderless
Species - Android
Origin -
EPSILON was one of the 24 cores used by the CGC to automatically operate the Double Sigma, EPSILON's purpose was to act as a defense core, allowing the ship to fly safely without the need for outside assistance. It had a pretty good track record, so the reason the Double Sigma disappeared is a mysterious one. One rumor going around is that the people of the outer wilds somehow corrupted the ship for their own nefarious purposes, but without any evidence the mystery will continue to pester the CGC. Little do they know, EPSILON is back on line with a android body, following their protocol to take back the Double Sigma for themselves.

Appearance - They have a pure white body with a small humanoid build. Their body is dotted by bright blue lights, which become orange when they perform certain attacks. They have an overall feline design with a slim white cat-like crest dominating their head, clawed fingers and feet, and pronounced tiger-like fangs pierced by two glowing eyes.

Archetype - Zoner/Rushdown
Gimmick - Light Metal
  • EPSILON's sleek but light metal coating gives them a very floaty jump, additionally they are able to halve their fall speed by holding up while in the air.
Intended Strengths -
  • Their uniquely floaty physics gives them an impressive air game alongside a good ground game with their long wavedash.
  • Great combo ability, one of the best of the game due to their solid options and speedy attacks.
  • Amazing projectile and anti-projectile options in Plasma Needles and Shine Barrier respectively.
Intended Weaknesses -
  • Very slow and slippery on the ground, meaning despite their great ground combos, they have a hard time approaching.
  • While they have good combos, they also have a high skill ceiling, making them quite complex.
  • They can be easily intercepted due to their floatiness.

Planned Stats: (Give a letter grade from E- to A+)
Walk Speed -
C-
Running Speed - B-
Traction - C-
Jump Height - A-
Air Acceleration - A-
Fall Speed - C
Weight - B-

Ground Moves:
Jab - Comet Strikes -
The longest jab string in the game, with 5 hits, first a left hand open-palm strike, then a hook from the right hand, then a right kick, then and left kick, finally a heel strike to end it.
Forward Tilt - Echo Burst - EPSILON creates a burst of plasma and energy from their palms to quickly jolt forward, a solid keepaway tool.
Up Tilt - Cosmo Kicks - A pair of twin kicks upwards, good for juggling foes and starting combos.
Down Tilt - Low Sweep - A fast kick towards the legs that has a high chance to trip opponents.
Back Tilt - Jolting Strike - A sharp chop back seeped in electricity, a very strong move that stuns opponents, though of course it has heavy lag if it misses.
Dash Attack - Pulsing Booster -
Propelled by jets, EPSILON dashes forward with a quick tackle.

Charge Attacks:
Side Charge - Heavy Volt Kick -
A kick, made bigger by being wrapped in plasma, a very strong shieldbreak that gives some minor armor.
Up Charge - Dancing Spin - A brealdancing like motion that allows EPSILON to perform a spinning helicopter kick, a good combo starter.
Down Charge - Shieldslicer - EPSILON slashes the opponent with a slow, soaring axe kick, this attack instantly breaks shields.

Aerials:
Neutral Air - Star Kick -
A flashing kick, you know the one, stronger at the start than the end.
Forward Air - Triple Mach Slicer - A triple kick forward with the heel of EPSILON's clawed feet, a quick combo tool.
Up Air - Cartwheel Cyclone - A spinning kick in the circle coated in blue plasma to increase the range.
Down Air - Drilling Dive - A potent drilling kick downward that deals many hits of damage, spiking at the end.
Back Air - Flashing Wall Kick - A simultaneous double kick with a sheet of plasma coating it, pushing foes back strongly.

Grabs:
Pummel - Shocking Jab -
A plasma soaked strike punches the opponent.
Forward Throw - Mega Jolt - A powerful jolt of electricity from EPSILON's palms shocks the opponent backwards.
Down Throw - Flurry Kick Rush - A dozen hyperspeed kicks strikes the opponents with great force, spiking them.
Back Throw - Haymaker Spinner - An agile spin that tosses opponents up in the air.
Up Throw - Upper Launcher - A gravity-manipulated launching motion, a good kill-throw.

Specials:
Neutral Special - Plasma Needles
- A needle-like projectile that is unique in that it freezes in the air for a few seconds before shooting forwards as a laser. Due to its very fast fire-rate, you can have both a protective wall of spikes and a volley of hyper-fast projectiles.
  • Neutral Hyper - Plasma Shock - A large bolt of plasma that stuns opponents when they get hit by it.
Side Special - Cobalt Tiger - A lariat like move that spins EPSILON along the ground, being coated in plasma this gives EPSILON a bit of invincibility when used.
  • Side Hyper - Tiger's Claw - EPSILON shoots a fast curved crest of plasma that is quite tall and cuts along the ground like butter.
Down Special - Shine Barrier - EPSILON creates a protective plasma barrier around their bodies, the shock of the barrier sends the opponent upwards and the shield can reflect projectiles back at the opponent.
  • Down Hyper - Shine Buster - EPSILON kicks a spinning plasma disk around themselves in a 360 degree motion, starting from their left sides and ending at the right, a great keepaway tool as it trips opponents who collide with the attack.
Up Special - Gravity Rocket - Manipulating gravity, EPSILON performs either short but consecutive dashes at various angles, or a single power flying dropkick, they can then act out of this move upon use.
  • Up Hyper - Gravity Bubble - EPSILON rides a bubble made out of curved gravity to rise upwards, this is quite safe as it deflects projectiles and gives them some armor. After the bubble bursts they can perform other actions afterwards.
Hypermax Attacks -
Level 1 - Gravity Burst -
EPSILON sucks in fighters before launching them outwards with a powerful palm strike command grab.
Level 2 - Slashing Tiger - A large energy blade gets slashed downward, this instantly breaks shields and deals foes a deadly critical hit.
Level 3 - Shine Armor - EPSILON gains an cyan energy field, allowing them to withstand any single attack without taking any damage or knockback.

003: Mobius Ahab - Boxer with Bluster
Name: Mobius Ahab

Species: Areocetacean

Gender: Male

Backstory: Mobius Ahab is the youngest member of the Ahab family, one of many large clans of Areocetaceans found in the Great Tide Nebula. Areocetaceans are essentially flying humanoid whales, being quite a long lived species. His family are considered pariahs among the rest of the community due to the perceived vapid conspiracy theories of Mobius's father, Carl Ahab, who often went off wild tangents about the cause of the Double Sigma's disappearance due to being a witness to its maiden voyage and disappearance. As a result, Mobius hides away from his family and scraps with the local fighters in local galactic boxing tournaments, using his agility and weight to confound opponents. When returning home late on night, he sees a letter left behind by his father stating he is heading to the newly found Double Sigma to investigate what happened, concerned Mobius decides to chase after his father and hope nothing bad happens to him.

Mobius takes design inspiration from sperm whales, having a box-shared head, toothy mouth, and gray color palette. Unsurprisingly, Mobius also has a large frame, being the biggest of the cast physically, and wears a typical boxing tank top and shorts with a pair of light blue gloves. His elbows are encrusted with barnacles to emphasize how rugged he is, and periodically his blowhole spews steam, which becomes more pronounced on higher percent.

Role: Bruiser

Ahab has 4 jumps

Jab: A very fast jab, befitting for a boxer, Ahab's jabs chain together into a tornado of quick strikes, best used for racking up damage before comboing into a tilt attack.
Forward Tilt: A downward hook from his left arm that can spike opponents.
Down Tilt: A lower blow that leads into a small uppercut, a good combo starter.
Up Tilt: A more vertical uppercut that it best used at juggling opponents.
Dash Attack: A dive attack, gloves first, based on how real whales breach the surface.

Neutral Air: Ahab tries to crush his opponent between his two gloves, slow but powerful, especially when you hit the sweetspot.
Forward Aerial: A classic forward hook that spikes people in the blast zone.
Back Aerial: A sidestrike from behind via his boxing gloves.
Up Aerial: An uppercut with a minor wind hitbox to lead foes into the uppercut.
Down Aerial: A crescent-shaped swipe with his gloves downwards.

Side Charge: The wind swirls around Ahab's fist, and he launches the energy out with a powerful forward strike.
Down Charge: Ahab falls over like a breached whale, burying anyone underneath.
Up Charge: A wind-charged uppercut that summons a tornado to be launched upwards.


Up Special:
Spinning Cyclone

Ahab spins around like a tornado, good for horizontal recovery. You can mash the button to increase the height at the cost of horizontal momentum.

Up Hyper:
Vacuum Cyclone

On top of increased height, Ahab's tornado can now suck in and launch out opponents with a wider hitbox.

Neutral Special:
Tornado Fist

A chargeable fist attack that can be stored for later, the sweetspot deals more damage and the sourspot deals more knockback.

Neutral Hyper:
Cyclone Fist

The punch is weaker now, but when launched Ahab creates a wind box to push foes back, one of his best edgeguarding tools.

Side Special:
Rainmaker

A punch that uses fluidity rather than power, when used Ahab leaps forward over most projectiles and crashes down in a splashing motion.

Side Hyper:
Icebreaker

Now as hard as a freezing tempest, this punch now conjures and winter storm that freezes opponents hit in the sweetspot.

Down Special:
Counterstorm

A weaker counterattack that makes up for upper launch power, when Ahab is hit he launches the foe upwards in a tornado via a spinning attack.

Down Hyper:
Wind Cutter

Ahab now performs a spinning attack that launches two tornado projectiles, one at each of his sides, his best out of shield option due to being fast.

Hypermax Attacks:

Cyclone Juggler

A rolling punch that launches a giant afterimage as a projectile, good for edgeguarding.

Stratospheric Striker
A very slow and short-ranged uppercut with enough launching power to nearly 1 hit KO the target.

Aerodynamics
Allows Ahab's next attack to have increased launching power and super armor.
004: Levi - Cool and Calculated
Name: Levi

Species: Polarus Dracon

Gender: Male

Backstory: Draden, a planet locked in eternal stasis with its sun thanks to a prehistoric meteor, creating a place of extremes. On the surface of Draden is a endless ocean of broiling magma and black sand deserts, with heat unloaded from the surface creating underground icecaps. These extremes have caused the natives of the planet, the reptilian Dracons, to split into two subspecies to better live in their respective environments. Despite this, however, the Dracons have been living in relative harmony with one another, mainly because they have been distracted by another element of their homeworld, ores. The climate extremes has caused several types of rare metals to develop in the mines, which offer a variety of different functions, so Draden has become a surprisingly popular hub of trade, though trade is usually done for the safety of Dragon's Maw, a mecha of trade and business. However, that environment also attracts various counterfeiters and smugglers, so to counter this, the Dracons have formed their own police organization, the Galactic Commerce Guild, or GCG (not to be confused with the CGC) to counter galactic smuggling. Recently, with the Double Sigma reappearing, there have been concerns that smugglers have taken control of the ship for a heist, so Levi, one of the best officers on the job, decides to investigate with his rookie Wynnie. With his delicate hold of the trigger, or in this case, handle, Levi is a natural on this mission.

Appearance: Modeled after geckos and salamanders, Levi has pale blue skin and deep blue eyes. His teeth are completely serrated, though he does not have as pronounced fangs as Wynnie. His tail has white accents underneath has a shorter length than Wynnie's tail but a wider width. He weas a typical attire one would see on a Fire Emblem esc character, with a gold sword that has snow white trimmings. Levi's headcrest has three pronounced curved spikes.

Role: Spacer

Gimmick: Tipper
Levi's sword has a tip that deals extra knockback

Gimmick: Frostbite
Certain attacks by Levi can give opponents frostbite, which if the status gets accumulated enough will freeze the target solid, making them immobile for a few seconds.

Jab: A horizontal slash from left to right diagonally, it should be noted that Levi is left-handed.
Forward Tilt: A minor downwards slash, tip of the sword most noticeably outward.
Down Tilt: A poke to the feet with Levi's sword, the little bits of ice that get release produce a small amount of frostbite.
Up Tilt: Levi uses the spines of his head crown to poke foes upwards.
Dash Attack: A long wide slash that release cold energy, dealing a bit of frostbite. It is wide but also quite slow, but it is also rewarding upon hit.

Neutral Air: Levi performs a midair spin, good for keep-away and can be a nice kill move at high percent
Forward Aerial: Levi swings his sword forward in the air, creating a downward shower of icy wind to give opponents frostbite
Back Aerial: A kick from the back, the suddenness gives this attack speed but also some end lag and a bit of a wonky hitbox, however it is quite powerful.
Up Aerial: A cresant-shaped slash from above, one that is quite fast, a very safe attack to use, though it is quite weak of an attack that is best used in combos.
Down Aerial: A downward slash with a slight diagonal angle, the slash leaves behind cold energy to give frostbite.

Side Charge: Levi gives a forward thrust that has some slow start-up, but great power if you can hit the sweet spot.
Down Charge: Levi bends back to release a downward thrust that erupts with ice, giving some frostbite, also good for edge-guarding.
Up Charge: A spinning motion like a blizzard, sends foes upwards and inflicts frostbite.



Up Special:
Cryo Slash

Levi leaps up with his ice-coated sword, performing a great vertical slash. While the slash doesn't have much height, it is one of the best moves at giving frostbite.

Up Hyper:
Cryo Buster

A slash with even greater vertical height, and it can be used again to send Levi downwards in a diagonal slash.

Neutral Special:
Icebreaker

A charged forward thrust, the longer the charged to longer the thrust. Good move for horizontal recovery.

Neutral Hyper:
Icicle Rocket

The dash is now instant and travels a longer distance, it also deals frostbite now.

Side Special:
Icecap Crash

A slash aimed for the backside of the opponent deals bonus damage when it hits the back of someone; it also shatters shields.

Side Hyper:
Berg Blitz

If you hit the back of the opponent with this move, you freeze them in place; however, the attack is slower than Icecap Crash, thereby being more risky.

Down Special:
Cold Counter

A counterattack, when you get hit you instead deal 1.2x damage of what you would of gotten to the attacker, also pauses your midair momentum.

Down Hyper:
Freezing Stop

The counter now instantly freezes the opponent, however it also lasts for a shorter time than the standard attack.

Hypermax Attacks:

Level 1:
Diamond Slash

A great cleaving motion Levi produces that is impossible to interrupt due to the presence of super-armor, deals bonus damage to those in shields.

Level 2:
Halberg

Levi's sword gets coated in ice and will perform a slash will instantly freeze the opponent.

Level 3:
Leviathan's Blizzard

Levi's fighting spirit transforms him into the Leviathan Serpent, who conjures a tornado made of sharp icicles to push the opponent off the stage.
005: Wynnie - Fiery Rookie
Name: Wynnie

Species: Magmatic Dracon

Gender: Female

Backstory: Wynnie is the rookie for the GCG, joining only a few months ago. Wynnie is a Magmatic Dracon, the fiery cousins of the Polarus Dracons, and this fiery backstory leads to an equally fiery passion for the job. Unfortunately, despite her best efforts, Wynnie is quite notorious for her, well... bombastic tendencies. To tamper her methods the GCG decided to partner her up with the straight-laced Levi to temper her and teach her the ropes of the jobs. That went well... for like a few days, as after her reassignment, the Double Sigma reappeared. Being the only two on patrol, Wynnie and Levi were tasked with investigating the ship for fears of a smuggling ring hijacking the ship, putting them in conflict with LAMBDA, her army, and each other's sanity.

Appearance: Wynnie is modeled after more desert dwelling reptiles and she has a red color scheme with orange accents on her tail. Unlike Levi her tail is longer in length but thinner in width. She has very pronounced canines and small brown scaly barbs on her shoulders as well as a pair of two large head horns resembling those of a ram. The axe she wields is bronze in color with red accents.

Role: Charger/zoner hybrid

Gimmick: Tipper
The head of Wynnie's axe deals much more damage and knockback than just hitting at the hilt, which deals much less knockback.

Jab: A one-two horizontal axe slash, followed by a open-palm strike to knock foes back.
Forward Tilt: Wynnie gives a nice bash with the hilt of her axe, the power of her elbow makes up for the weakness of the hilt.
Down Tilt: An overhead slash, strong for a down tile but quite committal.
Up Tilt: Wynnie lifts the foe with her head horns upwards to launch them, a decent kill move at high percents.
Dash Attack: A spinning tornado attack with her axe, has longer range than most dash attacks at the cost of end-lag.

Neutral Air: An overhead slash that speeds Wynnie's descent.
Forward Aerial: A bashing motion with Wynnie's horns.
Back Aerial: A kick from the back, the force gives this power but also some start lag and a bit of a wonky hitbox, but is more powerful than Levi's back air.
Up Aerial: A single brash slash upwards with Wynnie's axe.
Down Aerial: A stop and drop attack straight down, pounding the ground with her head horns.

Side Charge : A powerful head horn bash, curtousy of Wynnie's horns, quite high knockback.
Down Charge: A fiery stomp to the ground, leaving a puddle of flames behind to burn Wynnie's opponents.
Up Charge: A slow but powerful upwards slash, having slow start up but fast end lag and great power.


Up Special:
Charge Blade

Wynnie charges for an upwards slash, the longer the charge the higher the distance, however with great power comes great strain and the attack can damage Wynnie from the recoil if charged for too long.

Up Hyper:
Magma Buster

Pure fiery spirit causes Wynnie's slash to now propel her forwards due to a diagonal arch, with the flames underneath causing extra damage.

Neutral Special:
Flaming Cyclone

Wynnie charges her axe and tosses it, the longer the charge the higher it goes, luckily it returns back to her like a boomerang.

Neutral Hyper:
Magma Wheel

Wynnie now travels along with the axe, acting more like a forward dash attack.

Side Special:
Fault Line

A leaping slash downwards the opens up a crevice in the earth, causing Wynnie to send ground bound flames forward from the aftershock.

Side Hyper:
Eruption

Now the attack summons a rock that launches foes into the sky Wynnie to combo into.

Down Special:
Burning Counter

A counterattack, when you get hit you instead deal 1.5x damage of what you would of gotten to the attacker, unlike Levi's counter the window to use it is shorter, trading power for reliability.

Down Hyper:
Counter Nova

The counter has much more increased and explosive knockback than before, and it can burn opponents, meaning their shields will degrade faster than normal.

Hypermax Attacks:

Level 1:
Asteroid Slash

A great cleaving motion Wynnie produces that is impossible to interrupt due to the presence of super-armor, it is best used in the air due to the hitbox dealing bonus damage to midair opponents.

Level 2:
Halblaze

Wynnie's axe becomes larger and coated in magma so hot that it burns the target on the spot.

Level 3:
Wyvern's Eruption

Wynnie's fighting spirit transforms her into the Wyvern Dragon, who conjures a cone of burning white flames from her mouth.
006: Kowalski - Primal Rebel
Name: Kowalski

Species: Albino Protochimp

Gender: Male

Backstory: Animal smuggling is one of the most prolific crimes in the galaxy, with several rare species being threatened with extinction due to overhunting. Of the many critically endangered species in the galaxy, the Albino Protochimp is at the top of the list of the most rare. Their rarity comes in the fact that their bone-like scales are considered a strange delicacy among the affluent, and they provide some good slapstick entertainment for the highest bidder. The species is often written off as unintelligent due to a lack of speaking abilities; however, they are a crafty bunch, being very dexterous in combat. Recently a shipment of Albino Protochimps have been shipped out the the highest bidder, rumored to be the last in existance, however one managed to escape, tagged Kowalski, and is now on a journey to save his colony and prevent his species' extinction.

Appearance: Kowalski is a monkey-like reptile with gangly limbs, a fanged mouth of serrated teeth, and a long, sharp tail. His eyes are red in color and his outer body contains shades of pale yellow and pure white. The scales on his body form in a way that makes it so that he resembles a skeleton. He carries a long bone resembling a bow staff, and one side is tipped with a barb made out of a sharped tooth.

Role: Spacer

Kowalski's tail acts as a tether grab

Gimmick: Spacing
Kowalski's pole deals good knockback at the tip of his long staff, however he is much weaker in the close range,

Up Special:
Spring Bone
A chargeable attack that launches Kowalski straight up off the end of his bone staff, unlike most recovery moves this doesn't send him to freefall.

Neutral Special:
Staff Snap
Kowalski tosses his bone staff like a boomerang. While it is not a strong or fast attack, it has decent knockback, range, and can shred shields effectively.

Side Special:
Bone Vault
Flicking on the top of his staff, Kowalski flips himself forward as a projectile in an arch. The sooner you hit the attack, the more knockback it deals, but the later you hit the attack the more damage you deal. This move also acts as a horizontal recovery.

Down Special:
Growth Spurt
Kowalski sprouts a tall bone from the ground, while this is initially treated like a wall, Kowalski can tip the bone over for some extra damage.

Hypermax Attacks:

Impaler
:GCDL::GCL::GCR::GCB:
A stabbing attack with a small sweetspot, but deals massive damage if it can connect.

Trepanning
:GCD::GCA::GCA::GCB:
This drilling attack with Kowalski's staff deals many hits of small chip damage before ending with a buried target.

Hoo Haw
Grab + :GCD: :GCU::GCA:
Kowalski burries the target into the ground before spiking them upwards with a newly grown pile of spiked bones.
007: Weevle - Vampiric Insect
Name - Weevle
Gender - Female
Species - G'nat
Origin - Weevle is a G'nat, a species from the little-known outer limits of the galaxy. G'nats are hematophiles, meaning they can only drink blood as a food source, recently, this diet has caused a crisis among their species. Originally the G'nats were often preyed upon by the parasitic Mytans, who migrated from Mythis to the G'nat's native homeplanet of Dipteros, often slaughtering them like cattle. Eventually the G'nats were able to cull their opressers to the cusp of extinction, however that came at the cost of the near ruination of both Mythis and Dipteros' ecosystem, while caused a grave food crisis for the G'nats. While G'nats are able to survive long periods without food, extended periods without a feeding causes the G'nat people to become mindless feral savages that will destroy entire environments without food, which, as the growing population of feral G'nats grow have torn Dipteros into a civil war. Weevle is one of the few non-feral G'nats native to Dipteros, as most of the other population has moved off the planet to find new food, which gave them a reputation as conquerers. She was discovered by LAMBDA who took her in to essentially raise her as their own. No one knows the reasoning behind this action, but it has also resulted in many feral G'nats stowing away on the Double Sigma, which, if escaped, can cause a great ecological threat.

Appearance - Weevle's body is mostly gray in color with more pale accents on her arms and face. She has purple compound eyes that shift to red when she under the bloodlust effect. She has a lithe and frail gait with four arms, with winds curved like the wings of a bat. Finally, her month has the classic fangs of a vampire. When talking or standing still she often twitches in the neck with an accompanying buzzing sound, just like a fly.

Archetype - Grapler/Rushdown
Gimmick -
  • Mid-Air Jumps - Weevle has the most midair jumps of the cast with a total of 5.
  • Bloodsucker - Getting grabbed by Weevle has her suck the blood of the opponent, healing herself by a small amount.
Intended Strengths -
  • Weevle has easily the best air mobility of the cast, having the most midair jumps of the cast as well as great air acceleration.
  • Weevle's small frame and low profile makes her a very evasive target to hit.
  • Weevle's grabs are highly damaging, much like her guardian LAMBDA.
Intended Weaknesses -
  • Weevle has what is best described as the defenses of wet tissue paper, being the lightest character of the game by a long shot, this makes her incredibly easy to KO at lower percents compared to the rest of the cast.
  • Weevle lacks good range due to her small size, meaning she can have a hard time approaching if the foe can outrange her.
  • Weevle lacks a traditional recovery, relying on her jumps and air dashes to recover back onto the stage.

Planned Stats: (Give a letter grade from E- to A+)
Walk Speed -
B+
Running Speed - B+
Traction - B+
Jump Height - A-
Air Acceleration - A+
Fall Speed - B
Weight - E-

Ground Moves:
Jab -
Four Fist Flash – A rapid-fire jab with each of Weevle's four arms rapidly punching the target on after another.
Forward Tilt - Red Cutter – A small dagger of blood gets formed by Weevle's palms; she then stabs the dagger forward. There is a small tipper mechanic where the tip of the dagger deals the most damage and knockback while the base deals very little damage.
Up Tilt - Wingding – Weevle claps her wings upwards to catch an opponent upwards. It's best as a juggling tool at low percent, but it isn't all that good at high percents, her least useful tilt overall.
Down Tilt - Bite – Weevle tries to bite the opponent, while is has short range, it has high knockback and can trip the opponent.
  • Down Tilt (Low or High Diagonal Input): Angled Bite – An angled version of the Bite attack, lower angles have a higher chance to trip but have even shorter range, while the higher angles have a longer range but no trip chance.
Back Tilt - Flipping Beetle – A small backflip backwards, the initial hit is the weakest while the final hit with her feet is the strongest.
Dash Attack - Flydown – A diving attack onto the ground, the sweetspot is in the middle of the attack, while the end of the move is quite slow.

Charge Attacks:
Side Charge - Double Hitter –
Weevle winds up two of her fists together to form a larger clamped together fist to punch the foe forward.
Up Charge - Pummel Spinner – Weevle rapidly spins around with all of her fists as well as some blood spike constructs like a tornado, which can actually lift her very slightly in the air.
Down Charge - Crimson Scythe – Weevle's foot creates a blade made out of blood, which she then uses to kick a very disjointed leg to both sides.

Aerials:
Neutral Air - Red Spinner –
A spin in the air, where Weevle's body spawns blood blades to extend the range of the attack, making it one of her longer ranged melee attacks.
Forward Air - Soaring Blade – A unique attack where Weevle dashes forward with an elbow that has a blade made out of blood sticking out of her elbow. This acts as a midair dash forward, meaning she can't string it together very well, making it better used for mobility. The sweetspot is on the top of the attack, which is the part with the spine.
Up Air - Cicada Clasp – Weevle claps with all of her hands together, creating a shockwave upwards that deals major knockback.
Down Air - Fangs Below - Weevle comes down fangs first to spike the opponent. A stall and fall with a very strong sweetspot but is of course risky to use. Good for recovery too.
Back Air - Soaring Heel – A unique attack where Weevle dashes backwards with an foot that has a blood blade sticking out of her sole. This acts as a midair dash backwards, meaning she can't string it together very well, better used for mobility. The sweetspot is on the bottom of the attack, which is the part with the spine.

Grabs:
Pummel - Rabid Jab -
Weevle bites the opponent with her fangs, eyes turning red to indicate her blood-thirsting state. She sucks the blood of the opponent to drain the lifeforce of the opponent.
Forward Throw - Tendrous Toss - Weevle creates blood tendrils to toss foes forward, a powerful kill throw fitting for a grappler.
Down Throw - Frantic Surgeon - Weevle thrashes the opponent with her claws, before burying the foe in the ground.
Back Throw - Red Puree - Weevle drags the foe on the ground before tossing them backwards, which is good for going into combos.
Up Throw - Meteor Mite - Weevle flies up before crashing down with a powerful crushing blow, foes clenched in her arms, a very strong kill throw.

Specials:
Neutral Special - Twin Cutters –
Weevle launches two blood disks as medium-range projectiles, the initial hit is weak, but on the way back the projectiles gain stronger knockback, good for bringing opponents in.
  • Neutral Hyper - The projectiles increase to three and now pause in the air in a spread shot for continuous damage before returning to the user.
Side Special - Vital Vice - Weevle dashes then performs a command grab, with the choice of knocking the opponent forward, backwards, or upwards.
  • Side Hyper - Looping Locust - Weevle dashes forward to perform a loop-de-loop attack while grabbing the opponent, eventually crashing into the ground as a powerful command grab.
Down Special - Flyweight Kick – A dropkick that sends Weevle downwards in a slight diagonal angle, can be aimed left or right, a good recovery tool, the sweetspot is at the very end of the attack.
  • Down Hyper - Twin Cleaver – Perform a short dropkick forward and then a short dropkick downward, both can be aimed slightly.
Up Special - Spinning Spider – A spinning slash attack formed by her blood blades that doesn't do much height, but is quite strong.
  • Up Hyper - Black Widow A leaping attack that has Weevle rise up and then launch 3 blood projectiles downward before she gets sent into freefall.
Hypermax Attacks -
Level 1 - Swarm Shield -
Weevle summons 5 small insects to protect herself like a shield, the insects making up this shield can either take a single hit of damage, or collide into the opponent for good damage.
Level 2 - Leech Probe - The attack has Weevle bite the opponent before kicking them away, healing herself a large amount after the fact.
Level 3 - Bloodstarve Frenzy - Weevle glows red from being starved of blood and becomes ferocious, she is faster, has better frame data, and is much more heavier.
008: LAMBDA - Robotic Rebellion
Name - LAMBDA
Gender - Genderless
Species - Android
Origin -
LAMBDA was one of the 24 cores used by the CGC to automatically operate the Double Sigma, LAMBDA's purpose was to act as a logic core, essentially acting as the voice of reason among the other AIs of the ship. Communication with the LAMBDA unit was sparse due to how self-reliant it was, so it was mostly left to its own devices to operate the day-to-day activities of the Double Sigma. When the ship disappeared, it was quite unknown what exactly happened to LAMBDA that made it the way it is today. What we do know is that after the reappearance of the Double Sigma, LAMBDA made a mechanical body said to be based off the Caedego, a long-extinct mythical creature from the wasteland moon of Dipteros. Due to this fact, there have been theories that the natives of Dipteros, the G'nats, highjacked LAMBDA for the purpose of fueling their own conquest, though that is just speculation, of course.

Appearance - They have a jet black body with large metallic arms and legs. The arms are plated with vents that shoot out a potent crimson fire fueled by Pyronite. They have an overall draconic design with a large metallic maw dominating their head, pierced by three ominous insectoid eyes. This is done in the image of a Caedago, the prehistoric relative of the G'nats and considered a mythical creature among the species. On their feet are what appear to be plated cleats, though instead of spikes LAMBDA's feet have more fire-spewing vents.

Archetype - Grappler/Bruiser
Gimmick - Heavy Metal
  • LAMBDA is made out of heavy metal armor. This makes them more resistance to flinching compared to the rest of the cast, meaning they won't get flinched by low-knockback moves.
Intended Strengths -
  • Highest raw damage output in the game, LAMBDA thrives at KOs at lower percents compared to the rest of the cast.
  • Highest weight in the game means they also have some of the highest survivability of the game, especially with Heavy Metal.
  • LAMBDA has notable burst movement options, making them a foe filled with surprises.
Intended Weaknesses -
  • The lowest walk speed in the game, meaning they have to rely on their burst options to keep pace.
  • This reliance on burst movement makes their movement quite awkward to master for some.
  • Lacking in big combo strings, as they rely more on big hits and punishes.

Planned Stats: (Give a letter grade from E- to A+)
Walk Speed -
E
Running Speed - C
Traction - A
Jump Height - B
Air Acceleration -
C+
Fall Speed - B+
Weight - A+

Ground Moves:
Jab - Missile Strike-
LAMBDA's large fists strike forward in a brutal jet-powered palm strike, the strike itself can be aimed up or down. If you perform the straight-angled variant you can then follow up with a strong crushing punch from above.
Forward Tilt - Exhaust - LAMBDA's fire vents puff out a large blaze, the force of which sends LAMBDA back a few steps.
Up Tilt - Clockwork Uppercut - A fiery uppercut, the slow start up of the attack is made up for by the massive range it brings.
  • Up Tilt (Hard Button Input) - Megaton Uppercut - A much slower uppercut, but the attack both deals even more damage and causes LAMBDA to jump a bit in the air.
Down Tilt - Meteor Swing - A clenched fist that spikes opponents downwards with the center of the fist, the rest is a rather weak sourspot. This attack is best used for edgeguarding.
Back Tilt - Swerve - This unique Back Tilt actually turns LAMBDA around as they perform a spinning motion that's to the jets on their backsides, it is much slower than simply turning around however.
Dash Attack - Jet Tackle - A propelled shoulder bash, it is a long dash attack with a sweet spot in the center, it is also a KO option.

Charge Attacks:
Side Charge - Dragon Punch -
An armored punch attack, among the slowest attacks in the game but also one of the strongest.
Up Charge - Flurry Hurricane - A spinning, copter like attack performs with LAMBDA's fists, the safest of the three charge attacks.
Down Charge - Shieldbreaker - LAMBDA claps the opponent together with their fists, this attack instantly breaks shields.

Aerials:
Neutral Air - Comet Smash -
A diagonal punch downwards, among LAMBDA's faster aerials, though among the weakest as well, not that is saying much.
Forward Air - Fire Haymaker - A hook, angled diagonally upward, propelled by fire, a good get-off-me tool and juggling tool.
Up Air - Impact Breaker - LAMBDA lightly propels themselves upwards with fire, wrapping them in the burning substance and boosting them upwards slightly.
Down Air - Breaking Blow - A twin fisted swing downwards that can create a potent spike.
Back Air - Spinner Punch - A back-handed punch that is reasonably fast for someone of LAMBDA's size.

Grabs:
Pummel - Burning Jab -
A fire soaked punch clobbers the opponent.
Forward Throw - Atmospheric Haymaker - A spinning swing that launched opponents greatly back.
Down Throw - Brutal Burier - A brutal swing from above that buries opponents instantly.
Back Throw - Somersault Spinner - An agile somersault that crashes opponents towards the ground.
Up Throw - Upper Liftoff - A rocket-powered uppercut, a good kill-throw.

Specials:
Neutral Special - Plasma Vortex
- A slow-moving, short-range, ball of plasma get shot by LAMBDA, what really makes it dangerous is its ability to suck up fighters to cofirm into one of LAMBDA's moves.
  • Neutral Hyper - Plasma Eye - LAMBDA shoots out a large plasma sphere that splits off into a smaller, weaker shot that collides into the opponent.
Side Special - Crimson Dragon - A command-grab where LAMBDA grabs the opponent before spinning them straight-down, the downward crashing motion can be aimed left or right.
  • Side Hyper - Dragon Maw - LAMBDA rises diagonally up, grasps the opponent, then burns them with intense flames before crashing them down.
Down Special - Shine Barrier - LAMBDA creates a protective plasma barrier in front of themselves, the shock of the barrier sends the opponent backwards and the shield can reflect projectiles at increased strength.
  • Down Hyper - Shine Buster - LAMBDA kicks a spinning plasma disk like a boomerang forward, tripping opponents who get caught in the attack.
Up Special - Pyro Jet - LAMBDA uses their jets to fly upwards, a slow but controllable recovery move that consumes fuel that can only be replenished by touching the ground, be careful as if the jets run out of fuel LAMBDA enters freefall.
  • Up Hyper - Pyro Beast - LAMBDA performs a straight jump upwards, then a diagonal dive downwards, followed by a massive explosion, resulting in a better recovery in terms of distance travelled, though much less safe.
Hypermax Attacks -
Level 1 - Pyro Flare -
LAMBDA spews a fireball that moves slowly across the ground before exploding in a fiery burst, the explosion can occur prematurely if LAMBDA presses the special button again.
Level 2 - Drilling Raptor - LAMBDA spins while upside down, sucking opponents in, and if they get sucked in the force of the spinning buries them.
Level 3 - Pyronite Armor - LAMBDA gains an orange energy field, allowing them to withstand any single attack without taking any damage or knockback.
EX 001: Myten Queen - Swarmaster
Name - Mytan Queen
Gender - Male Drones + Female Queen
Species - Myten
Origin -
The Myten are a species of parasitic lifeforms that have made a name for themselves by being extremely invasive on several major planets. Originating from Mythis, which had Dipteros, home of the G'nats, orbiting it, the species as a whole spent their time hunting down the G'nats and devour them for easy prey. It wasn't until the G'nats developed weaponry to stop the Mytans did their population crash and become near extinct. However, when the Double Sigma returned a colony of Mytens stowed onto the ship and began to form a new swarm. Mytens form a powerful hive mind around a single insectoid core, known as a Myten Queen, who infects organic matter to create more members of its colony. Mytens have been the target of several high profile extermination attempts due to how invasive they are, with massive bounties placed on their heads in order to slay entire colonies. However, some hives are more crafty than others and wait in the shadows for the opportunity to strike. Weevle in particular hate the Mytens for the past the two species shared, and she is part of LAMBDA's crew due to being one of the few safe havens she has against these parasites.

Appearance - The Myten consists of a queen and several Myten drones covering the queen's body. The queen is a pearl-white crustacean, resembling a combination of a lice, sea urchin, isopod, and cricket. The queen has five legs that have flattened shells which allows it to curl up its body into a ball. On her backside is a forked tail from which two white tentacles some out, which is that the Queen uses for grabbing opponents. The Myten Queen also has a single blood red eye, which it uses to both see and direct control of their drones. The drones resemble sea urchins with tick-like legs, with a small pair of fangs, and six red eyes. The drones are covered in sharp needles that contain a small pore from which the drones can launch acid, webbing, or eggs to create more Myten. The drones cover the queen to offer protection, turning themselves into various sharp appendages like spines, drills, and spears. During certain moves the Myten Queen summons different castes of Myten, including the explosive, balloon-like Myten Floater, the small, floor-crawling, Myten Sneaker, the thin, aerodynamic Myten Locust, the large, spiraling, Myten Driller, the smoky, toxic, Myten Fogger, and the deadly, worm-like Myten Grub.

Archetype - Zoner
Gimmick - Spiky Shield
  • The Myten Queen covers herself in webbing when she casts her shield and then has her Myten drones cover the shield with their barbed spines. This shield doesn't shrink like other shield, and when physical contact is dealt to the shield, the opponent gets a small amount of damage and hitstun due to the spine. However, this comes at a cost of durability, as the shield drains the Hyper Meter faster compared to other shields.
Intended Strengths -
  • The most potent zoner of the cast with powerful disjointed projectiles or varying uses adding variety and experimentation.
  • Being among the shortest members of the cast, the Myten Queen can low profile certain attacks.
  • A long disjointed grab gives it good mix-up opportunities.
Intended Weaknesses -
  • Lowest jumps among the cast, so despite a decent air acceleration it doesn't have good air mobility.
  • Despite powerful disjoints and good combos, the Myten Queen lacks KO power up close unless using their grabs.
  • Has a very poor disadvantage state due to a very exploitable recovery.

Planned Stats: (Give a letter grade from E- to A+)
Walk Speed -
B
Running Speed - B+
Traction - B+
Jump Height - C
Air Acceleration - B+
Fall Speed - B+
Weight - B-

Ground Moves:
Jab - Barb Barrage -
A rapid volley of spikes jut out of the Myten Queen's carapace, among the fastest jabs in the game due to this fact.
Forward Tilt - Tentclaw - A powerful slashing attack done by one of the Myten Queen's blade-like tentacles, it moves like a sharpened whip, having impressing range and power but is quite laggy.
Up Tilt - Spine Volley - The Myten Queen shoots a single spike upward in a very vertical arch, though the downwards trajectory is somewhat random. Good for edge-guarding at the edge.
Down Tilt - Fraying Tentacles - The tentacles of the Myten Queen fray into several smaller tentacles, which spin across the Queen's body like sawblades, can be held down to deal a continuous hit, though subsequent hits are much weaker.
Back Tilt - Isopod Spear - The Queen spears the opponent back with their tail tentacles, impaling them, a good kill move, and one of the Myten Queen's few direct kill moves.
Dash Attack - Spiny Slider - The queen rolls up into a spiky ball and dashes forward, having good range, even by dash attack standards plus a bit of armor to go along with such an attack, however the dash attack is one of the weakest in terms of raw power.

Charge Attacks:
Side Charge - Drilling Motion -
The Myten Queen summons a Myten Driller to perform a powerful spinning motion forward, good for shredding shields and catching opponents off guard due to its surprise speed.
Up Charge - Double Drill - Two Myten Drillers come above the queen and intercept any opponents in the air, with a powerful sweetspot in the middle of the attack.
Down Charge - Spinning Shell- The Myten Queen rides a Myten Driller and spins like a top, this attack actually lowers the Queen's traction, letting it be used as a good DACCA (Dash Attack Cancel Charge Attack)

Aerials:
Neutral Air - Spinning Top -
A spinning motion is perform, making the Myten Queen appear like a top, this slows their descent making it a good stalling tool in the air.
Forward Air - Acidic Spinner - A corkscrew attack forward, with the Queen's body being turned vertically while being propelled by jets of green acid. This boosts the Myten Queen forward slightly, making it a decent recovery boost.
Up Air - Tentawhip - The Myten Queen flicks upwards with their two tentacles, and while laggy, it is a good juggling tool that kills at high percents.
Down Air - Dropping Spinner - The Myten Queen speeds their descent by spinning upside down; while not a stall and fall, it is a good option to get back onto stage.
Back Air - Pin Mortar - The Myten Queen launches three small and weak spike projectiles behind themselves, like the Spine Volley the trajectories these spines end up in are slightly random.

Grabs:
Pummel - Vice Grip -
A chocking motion made with the Myten Queen's tentacles.
Forward Throw - Tentaslamma - The Myten Queen crashes the opponent down onto the ground with their tentacles, burying them in the process.
Down Throw - Drilling Spine - The Myten Queen places the opponent underneath a Myten Driller, which spins rapidly, launching foes away.
Back Throw - Bank-Shot - The Myten Queen tosses the foe backwards in a pretty clean arching motion, quite a strong kill throw.
Up Throw - Vice Upper - A simple toss upwards, nothing really special, just a good combo throw.

Specials:
Neutral Special - Floater Mine
- The Queen spawns a Myten Floater, this creature naturally moves slowly in the direction the queen is facing, and pressing the Special button makes the Floater raise in the air. Eventually the Floater explodes, creating a powerful burst of acid to chip away at fighters.
  • Neutral Hyper - Acid Cutter - The Myten Queen launches a blade of acid that cuts along the ground like butter that explodes when colliding with a fighter, a good mix-up projectile.
Side Special - Mist Bomber - Charging up a Myten Smoker, the Queen launches a cloud of corrosive black gas forward as a stage control hazard. Attacking the cloud can move it slightly based on the direction of the attack
  • Side Hyper - Corrosive Spinner - Utilizing the corrosive smoke of the Myten Smokers, the Queen spins along the ground, catching anything in their way. The smoke poisons the opponent chipping their percent for a small amount of time.
Down Special - Sneaking Trap - Summoning a Myten Sneaker, the Myten Queen has the Sneaker crawl along the ground. Holding the button moves the Sneaker forward, while letting the button go causes the Sneaker to explode into a paralyzing cloud of yellow acid.
  • Down Hyper - Acid Geyser - An attack with heavy armor on the first hit, it is a pseudo-counter as it sends a powerful geyser of acid upwards.
Up Special - Diver Bomb - Carried by a pair of Myten Locusts, the Queen flies into the sky. You can end the flight just before the end of the animation in order to perform a dive bomb attack with a unique arching angle. If the flight mode is performed for too long, the Queen gets sent into freefall.
  • Up Hyper - Acid Sprayer - While a much weaker recovery move than Diver Bomb due to propelling the Queen for a much shorter distance, the acid shot by the Queen is sent out like a hose, letting the Queen edgeguard their opponents much better.
Hypermax Attacks -
Level 1 - Silk Bomb -
The Myten Queen shoots a ball of silk forward as a very slow projectile, if the opponent gets hit by the attack then the ball will explode, trapping the foe in sticky white fluid that slows them down.
Level 2 - Fluid Burst - A large explosion of acid goes around the Myten Queen, blasting anyone away caught in the radius.
Level 3 - Brain Worm - The Myten Queen impales the opponent forward with one of their tentacles, injecting them with the egg for a Myten Grub. The grub disables the usage of the Hyper Meter, meaning they can't use Hyper Attacks or cast a barrier.
EX 002: Chell - Perky Poacher
Name - Chell
Gender - Female
Species - Viprex
Origin - Chell is the often perky, somewhat snarky, though legally dubious, top game hunter of her home planet of Viprin. To the outside people call her and her people poachers, but to Chell personally, she sees herself more as animal trapped. Viprin gets its named from their native species, the Viprex, snake-like beings whose culture used to consist of hunting other animals indiscriminately for sport before shifting to more general game hunting and animal preservation, the varied but harsh terrain make Viprin a unique site among the galaxy and a popular tourist spot due to the planet's unique wildlife. Chell is considered the best game hunter on her planet; however, however her... excessive methods have caused controversy, regardless of whether she gets results. Her skills are so superb that some definitely not-shady businesses want to hire her to kill some... annoying pests.

Appearance - She is quite a tall figure, in terms of sheer height she is the second tallest among the cast, just under LAMBDA. Her attire matches up with the attire of an Australian stockman, equivalent to American cowboys. She is clad in muddy colors, red, olive, and dark orange, featuring elements that match-up with her profession as a dubiously legal bounty hunter, such as a scratched cowboy hat, a scared arm, and teeth of various galactic critters around her neck. She wears a long red scarf to cover her neck, which covers several patterned frills. Her face is humanoid with vaguely reptilian features, having normally palish-gray scales with darker scales along her brow, alongside golden yellow eyes, similar in color scheme to an India Taipan. She also has the forked tongue and pronounced frontal fangs of a viper. Her boots are made out of heavy leather trimmed with metal to give her better traction at the cost of slow walking speed. One of these trimmings resemble to toe found on the back of a raptor's foot, giving her great traction. The other metal trimmings are sharp as a knife and can retract to perform deadly sneak attacks. She also has a knife, which she uses for close quarters combat. Finally on her back is a large rifle, resembling a mix of a shotgun, crossbow, and rifle, that she loads with various colored bullets in her hand.

Archetype - Bruiser/Mixup
Gimmick - None
Intended Strengths -

  • Chell's many pieces of weaponry can bring a variety of different mix-ups towards the opponent, making her a tricky foe to analyze.
  • Being the second-heaviest member of the cast, Chell has excellent survivability, which is all tied together thanks to a good recovery in Bullet Jump.
  • Chell has some of the more reliable spiking attacks in the game, making her good at sniping recoveries.
Intended Weaknesses -
  • Chell has the worst air mobility and ground speed of the cast, so despite having good aerial options, Chell lacks the movement speed to fully use those options.
  • Some of her biggest attacks have high end-lag, meaning she can become a sitting duck if used improperly.
  • Chell has a high skill ceiling, meaning she can be quite tricky to master.

Planned Stats: (Give a letter grade from E- to A+)
Walk Speed -
D+
Running Speed - B-
Traction - A+
Jump Height - B-
Air Acceleration - D+
Fall Speed - B
Weight - A+

Ground Moves:
Jab - Hunting Knife -
Using a hooked knife, Chell slashes forward in a 3-part slash. At the end of this attack string Chell kicks the opponent backwards with her heavy boot. In terms of sheer power, Chell has one of the better jabs in the game.
Forward Tilt - Roundhouse Kick - Chell winds up her leg to perform... a roundhouse kick, while a bit on the slow side it is a strong kill move.
  • Forward Tilt (Upper Diagonal Input) - Axe Chop - The animation starts like a roundhouse kick, but Chell changes the timing to instead perform a quicker but weaker upwards kick, a good mixup tool and combo starter.
Up Tilt - Predator Fist - Chell crouches downward, dodging any projectiles set to hit her head, then performs an uppercut. The odd timing makes it tricky to land, so its best used as a pseudo-counter against projectile users as you can low profile those attacks.
Down Tilt - Bladed Boot - Chell cuts the opponent with a sharpened blade on one of her boots, the heel of the attack launches the foe upwards, but the front of the boot is able to trip opponents.
Back Tilt - Backshot - Chell turns her shotgun backwards to perform a blast from behind, a good counterattack against attacks from behind.
Dash Attack - Earth Bash - A strong shoulder bash; the tip of her shoulder is the strongest part of the move.

Charge Attacks:
Side Charge - Blank Shot -
Chell shoots out a blank shell... which is basically a close range explosive meaning it can still damage someone at point-blank range.
Up Charge - Arching Motar - Aiming her shotgun diagonally upwards, Chell shoots a heavy bullet in a wide arch, rather than increasing the damage charging the attack will increase the force of the bullet and therefore makes it travel farther.
Down Charge - Holster Swing - Chell swings the hilt of her shotgun like a golf club, the force of the swing can reflect projectiles,

Aerials:
Neutral Air - Twin Copter Kick -
A pair of kicks, one after another, are peformed forward in the air, each kick deal medium damage so trying to link them for maximum damage it a must.
Forward Air - Air Bash - A shoulder bash in the air, the force Chell puts into this attack makes it one of the strongest Forward Airs in the game, though of course with no ground to support her there is a long recovery time.
Up Air - Slanted Shot - A diagonally upwards angled shot, the force of which sends Chell the opposite direction, notably you can't just attack from behind since the force from being sent back sends opponents into a weak spike.
Down Air - Killing Stomp - A forceful, powerful stomp using all of Chell's strength and power to send opponents in a near fatal spike towards the ground.
Back Air - Meat Cleaver - Taking her knife, Chell swings backwards with a downward strike; the tip of the knife can spike opponents downwards.

Grabs:
Pummel - Knee Jab -
A strike from the knee, among the slowest and strongest pummels in the game.
Forward Throw - Burst Shot - A fiery explosion gets shot out of Chell's gun, launching foes forward.
Down Throw - Drilling Bullet - Chell aims diagonally downward and drills the opponent with her shotgun, burying them.
Back Throw - Toxic Stabber - Chell takes the opponent, stabs a poison-soaked knife into them, then tosses them backwards, which a weak throw the continuous damage over time effect from the poison makes it quite dangerous for mixups.
Up Throw - Sharp Uppercut - A powerful uppercut gets thrusted upwards, the blades of which add some force to the attack.

Specials:
Neutral Special - Twin Bullets -
Chell charges a pair of bullets at once, the charge goes up 3 colors, yellow, blue, and red, in that order. Shooting the bullets in the yellow state is the weakest state, however they are still a decently quick projectile that is very powerful if hit in close range. The blue state deal the most knockback of the three states though are the weakest in power due to the charge burning off most of the shell. However the red state impales the opponent and stuns them dead cold onto the ground, or spikes them if they are in the air. While a flexible attack, the longer you charge it the more recoil Chell will take, meaning she takes more time to reload, leaving her vulnerable.
  • Neutral Hyper - Fanged Bullets - Chell shoots green poison-coated bullets, charge the shot to increase the length of the poison's effect. In terms of power it is weaker than the yellow bullets, but stronger than the blue bullets.
Side Special - Chain Shot - A command grab where Chell shoots out an anchor, linked by a metal chain, forward. When the anchor stabs the opponent she can either perform a powerful uppercut upwards, or she can crash them down towards the ground, tripping them in the process. She can also use this attack to grab the walls of stages, letting her recover.
  • Side Hyper - Crackshot - Chell rushes forward, her shotgun spinning like a drill, if it connects then Chell is able to perform a command grab where she shoots the opponent diagonally upwards, a very strong and potentially fatal kill throw.
Down Special - Cobra Strike - Chell slowly reels back, taking in any damage taken in her way due to super armor, before she performs a sudden sideways strike with her dagger, while not a true counter, the attack does get a boost to its damage and knockback if Chell gets attacked first. Remember that the armor only works on first attack, meaning any further attack will knock her down.
  • Down Hyper - Venom Shield - Chell flips her cape forward, charged with violet venom, any attacks directed from the front will be reflected back and the opponent will be afflicted with poison.
Up Special - Viper Jump - Chell shoots her shotgun downwards, boosting her in the air, then she performs a powerful dropkick downwards. A simple recovery, but due to the kick gaining armor, it is also a very effective one.
  • Up Hyper - Viper Boost - Chell performs two consecutive shots to boost her upwards, then she performs a dropkick. The second shot can be aimed left or right, making this a more accurate recovery.
Hypermax Attacks -
Level 1 - Cobra Eyes -
Chell performs a cold stare, eyes turning gold, paralyzing the opponent. The eyes disorient the target, making their left and right controls swapped, making up for the attacks very short range.
Level 2 - Silver Mine -
Chell shoots a explosive mine that sticks onto the opponent, which then explodes in an angle that matches up with Chell's current direction. Good for setting up combos and follow-ups.
Level 3 - Black Venom - Chell uses her deadliest bullet, used only under the most grave situations, she shoots a jet black bullet filled with the venom of the Viprex Deathmonger, the most venomous creature in the galaxy. The venom can be withstood by someone with high resilience, but if the opponent has over 150 percent damage, it is a one-hit-ko, the sole one-hit-ko in the game. Used only for the most evasive fighters.
EX 003: Wyrm and Tamm - Young Sprout and his Fairy Companion
Name - Wyrm and Tamm
Gender - Male (Wyrm) Female (Tamm)
Species - Oaklan (Wyrm) and Rainbow Crystlids (Tamm)
Origin -
With the return of the Double Sigma came not only a threat from a galactic scale, but a potential threat from an ecological scale. Ever since the ship made its return, several new and exotic life invaded the galaxy, some causing untold ecological harm. Rainbow Crystlids, a small butterfly like species, are not one of these species, being a rather peaceful race that wander the galaxy absorbing stardust in their wings as nutrients. However the fear that these potential invaders caused has caused the species to be hunted indiscriminately, especially by poachers as their colorful wings make great jewelry. Wanting to hide from the thread, a Crystlid named Tamm hid in the heavily forested planet of Birchun and tried to set of a nest inside what looked like a small tree. Unbeknownst to her, the stardust in her wings accidentally woke up a young Oaklan, a tree-like species that like cicadas spend many years hibernating in a deep slumber to renew their old bodies. While usually very ancient in appearance and personality, the Oaklan that awoken was comparable in to a small child. Not wanting the rest of the slumbering species to be tainted, bounty hunters, law enforcement, and poachers, all want to neutralize the young Oaklan in order to get paid. However, it seems that Tamm, feeling remorseful for the misfortune given to the boy, decided to be the boy's guardian and together they wander the galaxy looking for a new place to hide.

Appearance - Wyrm is a rather small child-like being with the build and personality of a young toddler, with a body made out of gnarled bark and green leaves making up what looking like hair. He resembles a marionette doll, with the distinctive joints or the wooden toy and feet resembling clogs. Wyrm only has one eye, with the right eye being intact while the left is gashed, resembling a knothole. On his back rides Tamm, a humanoid moth-like creature with glowing multi-colored wings that often changes different colors to match her mood. She sometimes disguises herself as a cape for Wyrm to wear in order to divert suspicion from herself.

Archetype - Zoner/Stance Changer
Gimmick - Butterfly Flight
  • Using her wings, Tamm gives Wyrm extra midair jumps, up to 4 in fact, the second most jumps in the game behind Weevle.
Intended Strengths -
  • Wyrm unique Neutral Special, Mother Mayfly, allows him to be very adaptable, helping him with either survivability, power, or mobility.
  • Wyrm is excellent long rang, with solid zoning options and spindly limbs that act like mini-sword swings.
  • Wyrm has both solid ground and air mobilty, meaning he doesn't lack in one stat.
Intended Weaknesses -
  • If he is not encouraged, Wyrm's melee attacks are quite slow and laggy.
  • While not a light weight, he still isn't all that durable.
  • Wyrm sometimes relies too much on Mother Mayfly, meaning he can be vulnerable if he doesn't have one on standbye.

Planned Stats: (Give a letter grade from E- to A+)
Walk Speed -
B-
Running Speed - A-
Traction - B+
Jump Height - B+
Air Acceleration - B-
Fall Speed - C
Weight - B-

Ground Moves:
Jab - Spindly Spinner –
A spinning set of jabs that spin like a wheel, end the jab cycle to perform an uppercut.
Forward Tilt - Cedar Swing – A spindly swing with Wyrm's arms, the range is quite long, though the speed is a bit lacking.
Up Tilt - Flighty Flipper – Tamm comes out of Wyrm's head to give a protective flurry of punches, better used as a keepaway option.
Down Tilt - Pinwheel Kick – Spinning in a 360 degree motion, Wyrm spins a leg all around himself in a jerky motion, you can actually hold the attack to spin continuously, though the later hits are quite weak.
Back Tilt - Wingcutter – Tamm cuts the opponents backwards with her wings, very quick and safe, great for combo starters.
Dash Attack - Tripping Tackle – Wyrm trips over with some force, while the attack is quilt strong and can KO, the speed can be lacking.

Charge Attacks:
Side Charge - Sturdy Cedar –
Wyrm winds his fist before performing a stiff punch forward, has quite the range due to Tamm straitening his arm.
Up Charge - Butterfly Blade - Tamm spins around Wyrm rapidly, forming a tornado that sucks opponents upwards, quite weak but good for combo starting.
Down Charge - Limp Branch – Wyrm falls over like a ragdoll, damaging anyone around him with a dust cloud.

Aerials:
Neutral Air - Articulated Kick –
Wyrm clumsily performs that kick a lot of familiar fighters use as a move like this. The move is weak in the beginning and end but much stronger in the middle.
Forward Air - Cobble Clog – A swinging axe kick with the heel of Wyrm's foot spiking the foe downwards, quite a safe move to use.
Up Air - Frantic Swatter – A move for juggling where Tamm performs a cutting motion with her wings, good for vertical combo starting.
Down Air - No Strings Attached - A spindly twin punch from below to fling opponents to the side, good range but slow speed.
Back Air - Mother's Meteor – From behind Tamm performs a surprisingly familiar swinging punch with the capability to spike. Quite strong but lacking in range due to Tamm's... stubby appendages.

Grabs:
Pummel - Scolding Slap -
Tamm scolds the assailant with some harsh and rather hurtful words.
Forward Throw - Too Pushy? - Tamm shoves the opponent backwards, it doesn't launch them, but rather trips them for follow up combos.
Down Throw - The Boot - Wyrm's boot like feet bury the opponent into the ground.
Back Throw - I Can Handle This - Wyrm takes back Tamm and performs a retaliatory kick to push opponents back, his weakest throw.
Up Throw - Sonnly Slam - Wyrm performs an uppercut, impressing Tamm, this uppercut is quite a potent kill throw.

Specials:
Neutral Special - Mother Mayfly –
Tamm decides to give some words of encouragement to help Wyrm, she can give these words in one of several tones:
  • Caring - Wyrm is tinted yellow and gains increased speed due to a new pep in his step, though he becomes lighter due to his new carefree bliss.
  • Concern - Wyrm is tinted cyan and becomes more defensive, being heavier in weight but weaker in attack.
  • Assertive - Wyrm is tinted red and becomes more assertive, his attacks do increase knockback, but he loses some mobility.
This move can't be used willy nilly, Tamm's helpful advice can only go so far, you need some time between words of encouragement to try again. When you lose your current vibe you have to wait a bit before you can use this move again, though you can speed up the wait by spending some Hyper Meter, though you can't use vibes cosistantly.

Side Special - Acorn Missile – Wyrm shoots explosive acorns from his fingers that travel in a straight line but slow their acceleration in the air before exploding, can really catch people off guard.
  • Side Hyper - Pinecone Missile – The pinecone doesn't explode, rather, it continuously drills into the opponent for continuous damage, good for trapping opponents.
Down Special - Brushing Wing - Tamm flips her large wings forward like a cape, this flips over opponents to the other side and can also reflect projectiles. When done in the air, this slows Wyrm's descent.
  • Down Hyper - Moth Scales – Tamm scatters small scales to create a large gust of wind that Wyrm flings out like a projectile, the projectile is very weak but deals very high knockback.
Up Special - Rising Swallowtail - Tamm uses her large wings to perform a powerful leap into the sky, the angle of the leap can be directed in one of the 8 cardinal directions. While it doesn't deal damage it sends the duo very far and while Wrym can't use it multiple times in a row, he can use other moves when exiting this move.
  • Up Hyper - Moth Bomb - Sacrificing a little bit of total distance, Tamm flies much more powerfully, allowing Wyrm to use this move offensively. There is a powerful sweetspot to this move that can KO at low percents if lined up properly. The move also has a small amount of invincibility in the beginning and ends of the move.
Hypermax Attacks -
Level 1 - Butterfly Burst –
Tamm charges rainbow energy to create a powerful pulse, the direct center of the attack has an incredibly powerful sweetspot that can KO at low percents, but the attack has very high ending lag.
Level 2 - Wyrmwood - Using his ancient roots, Wyrm becomes giant tree that shoots a giant explosive acorn.
Level 3 - Mother's Love – Tamm gives a very loving word of encouragement, giving him both the speed, weight and power boost from all of her pep talks.
Stages:
List of Planets:

Wikka-1 - A heavily forested swamp planet; today it is mainly a rural, albeit self-sufficient planet. The planet's heavy methane has caused the crust to randomly ignite with Pyronite flames, the hottest flames in the galaxy. As a result the atmosphere can be quite tricky to breath-in, requiring special filters in order to not choke to death on the gases. The warming of the soil has made it fertile for several species of rare plants, one of which is the planet's local delicacy, Wikkan Fire Squash. This red squash needs to be prepared in a certain way or else you will have to digest a bowl of magma in your stomach. When it is prepared properly it makes quite the delicious stew when combined with the meat of Dogans, tiny cricket/chicken hybirds who are both a pest species and the main source of meat for the Wikkans, Aremi's species. The planet was once prosperous, providing fuel for the Double Sigma, but became blacklisted from trade due to being scapegoated for the Sigma's disappearance. Now only remnants of the original drilling operations remain on the planet, with the sites quickly being retaken by the jungles.

Great Tide Nebula - A star nebula found in the upper right corner of the galaxy. The name comes from the arching formations made by the stardust, which often pass through rough asteroid clusters, making it resemble crashing waves on rocks. The natives are the whale-like Areocetaceans, who stitch these asteroids together with loose metal and space junk to make loose settlements led by large family-based clans. Areocetaceans are a varied bunch, some are commonly found around the galaxy as space mechanics, since their ability to live without the need for traditional air allows them to work basically anywhere. Due to being rather far off from the goings on of the galaxy, several Areocetaceans have been found trading with often blacklisted planets such as Wikka-1. Due to how remote the nebula is, the place has attracted some unscrupulous induviduals, who often form cartel bases in the center of lone asteroids. Areocetacean play a variety of sports in the wide cosmic ocean, one of the most popular being Air Boxing, which is boxing taking place in the depths of the nebula's cache of star dust.

Draden - Nicknamed the "Furnace of the Galaxy," Draden is a craggy planet near the middle of the galaxy. On the surface is what is called Polarus Draden, a snowy mountain with towering spires of ice overlooking deep canyons. The only plant life growing on the planet is the twisty but sturdy Icewoods, and the tough, thread-like Dragon's Whisker Root. These two plants are used to form infrastructure and clothing, respectively. Icewoods, despite their name, are also fireproof since they have a strong wax coating. Meanwhile the clothing Dragon's Wiskers create are immune to all temperatures. This is important as beneath the canyons are pits called "Firegates," which are the entrances to Magmatic Draden. The Firegates are all dotted with ancient ruins, implying some sort of long, unrecorded history on the planet. Magmatic Draden is a looping series of tunnels lined with metallic ore and gemstones, with the gems forming the closest things to plant life down there. This makes the planet a prime spot for mining, which are accomplished by the Magmatic Dracons, while the refinery is done by the Polarus Dradens. This makes it a key planet for trading in the galaxy, with the small moon of Draden, Scalon, being converted into a trade hub. The bustling moon of Scalon however, is also a sight for smuggling and black market trade, so a taskforce was created to try and quell said smuggling, with Polarus and Magmatic Dracons working together to stop these crimes.

Mythis and Diptera - Two celestial bodies outside the galaxy, a planet and its moon, that can be best described as two different wastelands. Mythis is the main planet, and its climate is currently a near endless sulfuric ocean with small barren islands dotting the landscape. Diptera meanwhile the a cavernous moon of bone-white dirt and stone, with grey dust filling the atmosphere. These planets were originally thriving; however, well, Diptera was, Mythis was still an acid death worth, but it had plants at least. Mythis was home to the Myten, a parasitic lifeform that regularly migrated towards the then forested Diptera to devour the G'nats, the natives of the moon. The G'nats fear the Mytens, who deprive them of their food, since, as bloodsuckers, they lack many options. Through some unknown means, the G'nats managed to nearly wipe out the Mytens, however as spite the Mytens bombarded Diptera, making it the feral wasteland you see today. Diptera is now a ruined planet, with the only lifeforms being mutated insects and G'nats driven mad by being starved of blood. This caused several sane G'nats to go off world to find a way to substain themselves, making the population of sane G'nats on their native planet quite low.

Viprin - A desert planet, but one with a varied climate. With a large reserve of groundwater caused by constant meteor showers from Boa, their regularly thawing and freezing moon of pure ice, Viprin is quite fertile despite its climate. The biggest draw to Viprin is its wildlife, which has one of the most varied list of endemic wildlife not found anywhere else. This however attracts game hunters, most notably from the native Viprex, giving the species a whole a bad reputation as nothing more than savage poachers. To escape this bad stereotyping, most Viprex pride themselves as top ecological scientists, however this has grown criticism from the natives, as some believe hunting is the essence of their culture and the aristocrats are simply erasing that. This has caused conflicts between the scientist population and hunter population, which is harming their tourist industry.

Birchun - Less of a planet and more of a planet-sized tree, Birchun's main distinctive trait is the fact that a giant oak has grown from the planet, causing a giant hole in the center of it. Some say that this was a result of two giant celestial bodies colliding, and the energy caused a new species of plant to bloom, creating this tree. Regardless, Birchun's native species are the ent-like Oaklans, colossal humanoid trees known for their wisdom. Several Oaklans were praised for brinding in new ages of the galaxy, which isn't far off from the truth as Oaklans are also infamous for their long growth cycle. Like locusts, Birchuns hibernate for over a century before waking all at once. Due to how vulnerable the species is, all tourism towards Birchum is prohibited, and only ecological scientists can travel on the planet's surface, where a host of untouched wildlife can be found.
Modes:
Versus Mode:
Online Mode:
Arcade Mode:
Gem Busters:
Striker Ball:

Team:

Programmer:
Glubbfubb Glubbfubb

Artist:

Kirbeh Kirbeh

Music:
N/A

Discord Server:

 
Last edited:

Glubbfubb

Smash Master
Joined
Mar 16, 2021
Messages
3,149
So um, does anyone want to ask or say anything about the game to jumpstart a conversation, I want to be open in development. Also I added a backstory for Aremi.
 
Last edited:

KneeOfJustice99

Smash Champion
Joined
Oct 29, 2018
Messages
2,229
Location
the building from smash mouth's astro lounge
Random interesting thought, but - does Aremi's backstory mean that her abilities (ie, shadow fire and the like) are also powered by Pyronite? I feel like it could be fun if you have that as an element of her design - that is, her suit being powered by Pyronite harvested from her home planet (which gives her the abilities she has due to its strange properties), giving her a continual connection both to Double Sigma and her home planet!
 

Glubbfubb

Smash Master
Joined
Mar 16, 2021
Messages
3,149
Random interesting thought, but - does Aremi's backstory mean that her abilities (ie, shadow fire and the like) are also powered by Pyronite? I feel like it could be fun if you have that as an element of her design - that is, her suit being powered by Pyronite harvested from her home planet (which gives her the abilities she has due to its strange properties), giving her a continual connection both to Double Sigma and her home planet!
Yeah she could use Pyronite in her design, I also added the detail of how her people need a suit to survive off world to justify the plague doctor aesthetic, since the reason they have a big beak-like protrusion was so that they could store scented herbs to cover the smell of all the diseased people during the black plague, so the beak is now used to dilute the air around her into the air of her home planet for breathing.
 
Last edited:

Glubbfubb

Smash Master
Joined
Mar 16, 2021
Messages
3,149
The more I think of it, the more I think EPSILON will be a zoner type character whose gimmick is setting up gravity bubbles to raise and lower gravity of her opponents, a red gravity bubble will increase gravity and make opponents slower and heavier letting them combo into them easier, while blue bubbles will decrease the gravity and make opponents launch farther and be more floaty, does that sound good balanced to you?
 

KneeOfJustice99

Smash Champion
Joined
Oct 29, 2018
Messages
2,229
Location
the building from smash mouth's astro lounge
The more I think of it, the more I think EPSILON will be a zoner type character whose gimmick is setting up gravity bubbles to raise and lower gravity of her opponents, a red gravity bubble will increase gravity and make opponents slower and heavier letting them combo into them easier, while blue bubbles will decrease the gravity and make opponents launch farther and be more floaty, does that sound good balanced to you?
Love the basic concept - but I think it might need some work. Namely - I think if you have a character who's main deal is changing how floaty their opponent is (and therefore, how easily they can eat combos), the character should be someone who in some way benefits from doing combos - typically, the antithesis of a zoner. Having a focus specifically on either making an opponent "heavier" or "lighter" (ie, one or the other) might help in that regard, just to give them a bit more focus - plus, it reduces complexity a little. After all, in its current state, an EPSILON player would basically have to learn like, three times as many matchups as any other player - which I feel is a little too much mechanical complexity for a character who's supposed to be a sort of rival.

Personally - though this is just my take - I'd do the former, focusing on making an opponent "heavier". An idea I have in this regard could be;

EPSILON's general moveset resembles a reasonably mobile bruiser (maybe bordering on rushdown, but not quite there?) However, beyond just a couple of decently big damage moves on their heavies and maybe some gravity ****ery for their Overmaxes, one of their primary tools is a slow-moving but fairly large projectile with pretty underwhelming range - the red "gravity bubble". It's fast enough to potentially be used on an approaching opponent, but slow enough to force them to make a decision (ie, "do I block, jump, backdash, or just take it"). It, being a projectile, still does damage - but only a small amount akin to a jab that causes a minor flinch, so it's not - in itself - generally risky for an opponent to be hit by it. Rather, the risk is more long-term - because of the projectile's "High-Gravity" status effect, which lasts a given amount of time on hit (let's say 5 seconds, for argument's sake.)

However, the effects of the bubble aren't that it increases the opponent's actual weight (which would reduce how far they get launched horizontally), nor that it decreases their movement/attack speed. Rather, it only increases their falling speed (and maybe adds a couple of frames of landing lag, but no more than like, 2 frames tops.) What this would do is allow for a greater variety of combos - but they still require a decent setup, meaning it's also kind of up to the opponent to make good strategic decisions with this new effect - generally making them a little more defensive. However, this is where the projectile's ****ty range comes in - because of its lower range, it's not really a zoning tool, so your opponent is generally going to be fairly close to you when you use it, allowing you to have a greater opportunity to capitalise on landing the projectile in the first place.


What this would do is, instead of functionally changing your list of effective combo strings for any given character, it just gives you additional options when your opponent is under this effect - effectively making EPSILON a bit more approachable while still having that additional layer of complexity that other character's don't. Obviously, I recognise that this is basically a fundamental change of EPSILON's gameplan so I totally get if it's not your cup of tea - this is just how I'd handle it. Awesome concept though!
 
Last edited:

Glubbfubb

Smash Master
Joined
Mar 16, 2021
Messages
3,149
Love the basic concept - but I think it might need some work. Namely - I think if you have a character who's main deal is changing how floaty their opponent is (and therefore, how easily they can eat combos), the character should be someone who in some way benefits from doing combos - typically, the antithesis of a zoner. Having a focus specifically on either making an opponent "heavier" or "lighter" (ie, one or the other) might help in that regard, just to give them a bit more focus - plus, it reduces complexity a little. After all, in its current state, an EPSILON player would basically have to learn like, three times as many matchups as any other player - which I feel is a little too much mechanical complexity for a character who's supposed to be a sort of rival.

Personally - though this is just my take - I'd do the former, focusing on making an opponent "heavier". An idea I have in this regard could be;

EPSILON's general moveset resembles a reasonably mobile bruiser (maybe bordering on rushdown, but not quite there?) However, beyond just a couple of decently big damage moves on their heavies and maybe some gravity ****ery for their Overmaxes, one of their primary tools is a slow-moving but fairly large projectile with pretty underwhelming range - the red "gravity bubble". It's fast enough to potentially be used on an approaching opponent, but slow enough to force them to make a decision (ie, "do I block, jump, backdash, or just take it"). It, being a projectile, still does damage - but only a small amount akin to a jab that causes a minor flinch, so it's not - in itself - generally risky for an opponent to be hit by it. Rather, the risk is more long-term - because of the projectile's "High-Gravity" status effect, which lasts a given amount of time on hit (let's say 5 seconds, for argument's sake.)

However, the effects of the bubble aren't that it increases the opponent's actual weight (which would reduce how far they get launched horizontally), nor that it decreases their movement/attack speed. Rather, it only increases their falling speed (and maybe adds a couple of frames of landing lag, but no more than like, 2 frames tops.) What this would do is allow for a greater variety of combos - but they still require a decent setup, meaning it's also kind of up to the opponent to make good strategic decisions with this new effect - generally making them a little more defensive. However, this is where the projectile's ****ty range comes in - because of its lower range, it's not really a zoning tool, so your opponent is generally going to be fairly close to you when you use it, allowing you to have a greater opportunity to capitalise on landing the projectile in the first place.


What this would do is, instead of functionally changing your list of effective combo strings for any given character, it just gives you additional options when your opponent is under this effect - effectively making EPSILON a bit more approachable while still having that additional layer of complexity that other character's don't. Obviously, I recognise that this is basically a fundamental change of EPSILON's gameplan so I totally get if it's not your cup of tea - this is just how I'd handle it. Awesome concept though!
NGL love this idea, though I still want to implement lowering gravity somehow, they are already floaty having a Ness/Lucas styled twirly jump, I also want to parallel LAMBDA a bit with some of their moves since they have the same origins while diverting their roles greatly, LAMBDA being the resident slow grappler and EPSILON the rushdown/zoner hybrid, for example instead of summoning an earthquake downwards, EPSILON summons a vortex that launches foes upwards for their down special, how do I fix this issue?
 
Last edited:

KneeOfJustice99

Smash Champion
Joined
Oct 29, 2018
Messages
2,229
Location
the building from smash mouth's astro lounge
NGL love this idea, though I still want to implement lowering gravity somehow, they are already floaty having a Ness/Lucas styled twirly jump, I also want to parallel LAMBDA a bit with some of their moves since they have the same origins while diverting their roles greatly, LAMBDA being the resident slow grappler and EPSILON the rushdown/zoner hybrid, for example instead of summoning an earthquake downwards, EPSILON summons a vortex that launches foes upwards for their down special, how do I fix this issue?
...I feel like if you want to have closer parallels between them, it might be better to either change LAMBDA or EPSILON to be closer to one another - and maybe give the gravity concept to a different character entirely. Looking at LAMBDA's concept, I'd maybe suggest making EPSILON a more traditional grappler/bruiser hybrid if you wanted them to have more similarities?
 
Last edited:

Glubbfubb

Smash Master
Joined
Mar 16, 2021
Messages
3,149
...I feel like if you want to have closer parallels between them, it might be better to either change LAMBDA or EPSILON to be closer to one another - and maybe give the gravity concept to a different character entirely. Looking at LAMBDA's concept, I'd maybe suggest making EPSILON a more traditional grappler/bruiser hybrid if you wanted them to have more similarities?
Well maybe their overmaxes can contrast instead, or not, just a thought. I don't want to have clone characters and I want characters of similar archetypes to fill different niches, like Weevle and LAMBDA are both grapplers but have completely different execution.
 
Last edited:

KneeOfJustice99

Smash Champion
Joined
Oct 29, 2018
Messages
2,229
Location
the building from smash mouth's astro lounge
Well maybe their overmaxes can contrast instead, or not, just a thought. I don't want to have clone characters and I want characters of similar archetypes to fill different niches, like Weevle and LAMBDA are both grapplers but have completely different execution.
Oooh, that'd be a good way to do it actually! I totally get not wanting clones, though - that's a fair call. If you wanted their specials to have similarities - I think their down specials could be done like that? Having EPSILON apply its effect to itself as an alternate take on the grounded stomp could be fun!
 

Glubbfubb

Smash Master
Joined
Mar 16, 2021
Messages
3,149
Oooh, that'd be a good way to do it actually! I totally get not wanting clones, though - that's a fair call. If you wanted their specials to have similarities - I think their down specials could be done like that? Having EPSILON apply its effect to itself as an alternate take on the grounded stomp could be fun!
Yeah EPSILON and LAMBDA are the closest to clones since they share the same framework for their design, but I plan for their designs to diverge a bit despite being the same "species" if you count robots as species. Both EPSILON and LAMBDA turn red during some attacks, but while EPSILON is primarily blue and turns red as a secondary color, LAMBDA's primary color is red and they turn purple during certain attacks. Also LAMBDA is more heavily armored than EPSILON and has elements of a tiger in their designs while EPSILON has more vaugly reptilain elements, referencing the classic rivalry between the tiger and dragon in East Asian culture. Also LAMBDA has 3 eyes while EPSILON has 2 eyes, odd and even contrast. So yeah their designs may be the same species but that is the only thing shared between the two as they have majorly different execution.
 
Last edited:

KneeOfJustice99

Smash Champion
Joined
Oct 29, 2018
Messages
2,229
Location
the building from smash mouth's astro lounge
Yeah EPSILON and LAMBDA are the closest to clones since they share the same framework for their design, but I plan for their designs to diverge a bit despite being the same "species" if you count robots as species. Both EPSILON and LAMBDA turn red during some attacks, but while EPSILON is primarily blue and turns red as a secondary color, LAMBDA's primary color is red and they turn purple during certain attacks. Also LAMBDA is more heavily armored than EPSILON and has elements of a tiger in their designs while EPSILON has more vaugly reptilain elements, referencing the classic rivalry between the tiger and dragon in East Asian culture. Also LAMBDA has 3 eyes while EPSILON has 2 eyes, odd and even contrast. So yeah their designs may be the same species but that is the only thing shared between the two as they have majorly different execution.
I think that's a pretty neat way to do it - and I'm honestly kind of curious as to how elements like their unique designs would eventually pan out!

I think there are certainly ways to give them conceptual similarities without them being clones, though. You've already mentioned their Overmaxes perhaps having some kind of contrast, but I even think you could give them conceptually similar (but not identical!) moves that have unique effects - for instance, LAMBDA's Hadron Collider being a stall-and-fall downward stomp means it could also work to have EPSILON's down-special be a downward stomp, but with slightly different functions and angles and the like. Maybe Hadron Collider could be angled slightly forward when used and springs you up on hit (akin to Simon/Richter's down air) but EPSILON's equivalent makes them move straight downward, with the added benefit of some kind of gravity field around them that causes opponents to get meteored with them?

Also, back to this:
NGL love this idea, though I still want to implement lowering gravity somehow, they are already floaty having a Ness/Lucas styled twirly jump
I think just giving them a generally floatier playstyle and a weird jump like the MOTHER twins would work well enough to differentiate them, honestly. Lowering gravity is generally only going to make it easier for an opponent to recover if they're fired a long way away, and it'll make it harder for you to combo them (ie, fast-fallers like Fox eat combos, but lightweight balloons like Kirby or Puff tend not to.) This is actually part of the reason that Brawl is so much slower than Melee, funnily enough.

That said - if you were deadset on having them be able to "lower gravity", one way to potentially do it without that issue is maybe to have some kind of move that forces opponents into a floating state - almost akin to in Bubble Bobble, or maybe the Levitation effect in Minecraft. I'm not sure how you'd necessarily balance this beyond maybe having it as an Overmax (ie, EPSILON raises its hand and creates a "field" in front of them, and in that field the opponent gets affected and floats about a short-hop above the ground being temporarily unable to change their vertical movement, so you get to do a big combo into them) but I guess it'd need more workshopping - and I don't really know if this is what you had in mind.
 
Last edited:

Glubbfubb

Smash Master
Joined
Mar 16, 2021
Messages
3,149
I think that's a pretty neat way to do it - and I'm honestly kind of curious as to how elements like their unique designs would eventually pan out!

I think there are certainly ways to give them conceptual similarities without them being clones, though. You've already mentioned their Overmaxes perhaps having some kind of contrast, but I even think you could give them conceptually similar (but not identical!) moves that have unique effects - for instance, LAMBDA's Hadron Collider being a stall-and-fall downward stomp means it could also work to have EPSILON's down-special be a downward stomp, but with slightly different functions and angles and the like. Maybe Hadron Collider could be angled slightly forward when used and springs you up on hit (akin to Simon/Richter's down air) but EPSILON's equivalent makes them move straight downward, with the added benefit of some kind of gravity field around them that causes opponents to get meteored with them?

Also, back to this:

I think just giving them a generally floatier playstyle and a weird jump like the MOTHER twins would work well enough to differentiate them, honestly. Lowering gravity is generally only going to make it easier for an opponent to recover if they're fired a long way away, and it'll make it harder for you to combo them (ie, fast-fallers like Fox eat combos, but lightweight balloons like Kirby or Puff tend not to.) This is actually part of the reason that Brawl is so much slower than Melee, funnily enough.

That said - if you were deadset on having them be able to "lower gravity", one way to potentially do it without that issue is maybe to have some kind of move that forces opponents into a floating state - almost akin to in Bubble Bobble, or maybe the Levitation effect in Minecraft. I'm not sure how you'd necessarily balance this beyond maybe having it as an Overmax (ie, EPSILON raises its hand and creates a "field" in front of them, and in that field the opponent gets affected and floats about a short-hop above the ground being temporarily unable to change their vertical movement, so you get to do a big combo into them) but I guess it'd need more workshopping - and I don't really know if this is what you had in mind.
I see. thanks for the pointers.

Now onto my moveset for Weevle, I am having a bit of a hard time mixing the moveset of a grappler with the moveset of a dagger-based character, mainly since I don't know many dagger-wielding characters in fighting games to reference. I have a game plan for Weevle, that being a fast but paper-thing grappler/rush-down hybrid whose movesets take advantage of her vampiric nature, such as an Overmax that drains the life out of opponents to heal herself, having multiple jumps styled after Meta Knight's jumps, and maybe grabbing with her mouth than her hands like Wario.
 

Glubbfubb

Smash Master
Joined
Mar 16, 2021
Messages
3,149
Orbital Probe.jpg


I am trying to make some frameworks for potential stages, that way, when I make my own stages, I have a blueprint to work on when making hitboxes. This is my take on the battlefield type stage, I am calling it Orbital Probe. Location-wise, this is a satellite orbiting the Double Sigma and where EPSILON first appears, acting as they're arcade home stage. I decided to model it off Warioware since I read that the reason it isn't legal is not because of the layout but how small the blastzones are, so I going to fix that with this stage. Cyan is solid ground, and dark blue is semisolids.
 

KneeOfJustice99

Smash Champion
Joined
Oct 29, 2018
Messages
2,229
Location
the building from smash mouth's astro lounge
I see. thanks for the pointers.

Now onto my moveset for Weevle, I am having a bit of a hard time mixing the moveset of a grappler with the moveset of a dagger-based character, mainly since I don't know many dagger-wielding characters in fighting games to reference. I have a game plan for Weevle, that being a fast but paper-thing grappler/rush-down hybrid whose movesets take advantage of her vampiric nature, such as an Overmax that drains the life out of opponents to heal herself, having multiple jumps styled after Meta Knight's jumps, and maybe grabbing with her mouth than her hands like Wario.
I feel this one depends on how far you wanna go with Weevle's look. If you move more toward the insectoid side of the spectrum, you could easily have her use mandibles to bite down on people, additional bug-like arms for closer attacks, or even give her bug-like wings for aerial mobility (which could unfold from her back akin to a beetle?)

That being said - the use of a dagger in combat typically implies a shorter range than more disjointed weapons (like swords) as well as (usually) a more violent and desperate look - and coupling this with the fact that her dagger is literally made of her stinger, I'd imagine there'd be more of a focus on thrusts than slashes when using it.

All this suggests to me, at least, that the dagger could work as an interesting footsies tool to help with mid-range, while having close-range handled mostly by her grapples, all while limiting her ranged tools but giving her the mobility to escape zoning pressure.

One idea that springs to mind in this regard is maybe having a special that allows her to do a lunging thrust with the dagger, moving her forward - serving a conceptually similar role to Zangief's Green Hand in SFII as a makeshift positioning tool of sorts? Just a thought, though!

Oh, and as for examples... not many immediately spring to mind beyond Vega (claw) and Joker? They're not really good examples of what Weevle is going for, though, given both of them are more focused on style. There's undoubtedly more out there, they just don't quite pop into my head yet.

View attachment 382674

I am trying to make some frameworks for potential stages, that way, when I make my own stages, I have a blueprint to work on when making hitboxes. This is my take on the battlefield type stage, I am calling it Orbital Probe. Location-wise, this is a satellite orbiting the Double Sigma and where EPSILON first appears, acting as they're arcade home stage. I decided to model it off Warioware since I read that the reason it isn't legal is not because of the layout but how small the blastzones are, so I going to fix that with this stage. Cyan is solid ground, and dark blue is semisolids.
I think this is a neat layout! Remember not to make the upper platforms too high, though - or you'll basically end up with a Kongo Jungle 64 situation where people just camp on them. Otherwise, this looks good, and the idea of extending the blast zones is a good call in my opinion. Interesting choice to also differ from the traditional Battlefield format - I like it!
 
Last edited:

Glubbfubb

Smash Master
Joined
Mar 16, 2021
Messages
3,149
I feel this one depends on how far you wanna go with Weevle's look. If you move more toward the insectoid side of the spectrum, you could easily have her use mandibles to bite down on people, additional bug-like arms for closer attacks, or even give her bug-like wings for aerial mobility (which could unfold from her back akin to a beetle?)

That being said - the use of a dagger in combat typically implies a shorter range than more disjointed weapons (like swords) as well as (usually) a more violent and desperate look - and coupling this with the fact that her dagger is literally made of her stinger, I'd imagine there'd be more of a focus on thrusts than slashes when using it.

All this suggests to me, at least, that the dagger could work as an interesting footsies tool to help with mid-range, while having close-range handled mostly by her grapples, all while limiting her ranged tools but giving her the mobility to escape zoning pressure.

One idea that springs to mind in this regard is maybe having a special that allows her to do a lunging thrust with the dagger, moving her forward - serving a conceptually similar role to Zangief's Green Hand in SFII as a makeshift positioning tool of sorts? Just a thought, though!

Oh, and as for examples... not many immediately spring to mind beyond Vega (claw) and Joker? They're not really good examples of what Weevle is going for, though, given both of them are more focused on style. There's undoubtedly more out there, they just don't quite pop into my head yet.


I think this is a neat layout! Remember not to make the upper platforms too high, though - or you'll basically end up with a Kongo Jungle 64 situation where people just camp on them. Otherwise, this looks good, and the idea of extending the blast zones is a good call in my opinion. Interesting choice to also differ from the traditional Battlefield format - I like it!
I was actually going to have a pouncing move for her side special, it can be both an offensive tool as that let's her grab easier, and defensive tool as its just enough of a high enough arch to allow her to jump over projectils, and of course has horizontal recovery. Her multiple jumps and good horizontal recovery is again made up for with her near glass-level bulk, so it balanced things out.
 

KneeOfJustice99

Smash Champion
Joined
Oct 29, 2018
Messages
2,229
Location
the building from smash mouth's astro lounge
I just had another thought for Weevle, actually - something I think could really help her against zoning while also potentially giving her a sort of flyweight grappler feel that'd be really unique amongst the grappler archetype as a whole.

Street Fighter V's has a few different NPC characters that appear in different singleplayer modes, with one of these characters being AS-R EX. Mostly - they're not too notable - but the mechanic I think could be fun is specifically how AS-R EX's health works. Basically, he has a ****-ton of health - 1500, compared to Abigail/Zangief's 1075 - but where Street Fighter V's combo system usually depletes damage dealt in subsequent attacks by 10% (so like, a three-attack combo string deals 100%, then 90%, then 80%), combos done on him increase their amount of damage (by 180% for the second hit, then 160% for the third.)

What this does in practice is kind of twofold - it makes him an absolute ****ing tank against zoners (because even if he gets hit by a projectile, it seemingly does barely any damage), but also means he's at a higher risk up close (because if opponents get a combo against him, they're able to deal way more damage.)

I bring this up because I think it could be an interesting take on shaking up risk/reward for Weevle as a grappler - the grappler risk/reward matrix generally tends to slide heavily in favour of "get close and press button", but this would create a degree of risk even up close due to the potential of getting comboed, so it rewards decisive gameplay and a degree of self-preservation.

Just a thought! I think it'd just be an interesting concept considering you mentioned "near glass-level bulk" of some kind.
 

Glubbfubb

Smash Master
Joined
Mar 16, 2021
Messages
3,149
I just had another thought for Weevle, actually - something I think could really help her against zoning while also potentially giving her a sort of flyweight grappler feel that'd be really unique amongst the grappler archetype as a whole.

Street Fighter V's has a few different NPC characters that appear in different singleplayer modes, with one of these characters being AS-R EX. Mostly - they're not too notable - but the mechanic I think could be fun is specifically how AS-R EX's health works. Basically, he has a ****-ton of health - 1500, compared to Abigail/Zangief's 1075 - but where Street Fighter V's combo system usually depletes damage dealt in subsequent attacks by 10% (so like, a three-attack combo string deals 100%, then 90%, then 80%), combos done on him increase their amount of damage (by 180% for the second hit, then 160% for the third.)

What this does in practice is kind of twofold - it makes him an absolute ****ing tank against zoners (because even if he gets hit by a projectile, it seemingly does barely any damage), but also means he's at a higher risk up close (because if opponents get a combo against him, they're able to deal way more damage.)

I bring this up because I think it could be an interesting take on shaking up risk/reward for Weevle as a grappler - the grappler risk/reward matrix generally tends to slide heavily in favour of "get close and press button", but this would create a degree of risk even up close due to the potential of getting comboed, so it rewards decisive gameplay and a degree of self-preservation.

Just a thought! I think it'd just be an interesting concept considering you mentioned "near glass-level bulk" of some kind.
I like the idea, though personally I might give this gimmick to a different character so it can be more intuitive from a character design standpoint. It doesn't seem intuitive that the bug girl is the one who receives more damage for each succeeding hit. However the gimmick could work on a sort of golem character, like the more you damage it the more chipped away it becomes, before it becomes faster and nimbler but also more receptive of damage, there could also be a chance that mechanic may be very difficult to program and implement, does that make sense?
 
Last edited:

KneeOfJustice99

Smash Champion
Joined
Oct 29, 2018
Messages
2,229
Location
the building from smash mouth's astro lounge
I like the idea, though personally I might give this gimmick to a different character so it can be more intuitive from a character design standpoint. It doesn't seem intuitive that the bug girl is the one who receives more damage for each succeeding hit. However the gimmick could work on a sort of golem character, like the more you damage it the more chipped away it becomes, before it becomes faster and nimbler but also more receptive of damage, there could also be a chance that mechanic may be very difficult to program and implement, does that make sense?
That sounds cool! And I totally get if it'd be too complicated, it's just a thought. A golem does sound interesting, though - having a focus on being grounded (and maybe even gaining a small buff from being on the ground to discourage aerial play?) could lend to them being a really unique character if you went with them.
 

Glubbfubb

Smash Master
Joined
Mar 16, 2021
Messages
3,149
That sounds cool! And I totally get if it'd be too complicated, it's just a thought. A golem does sound interesting, though - having a focus on being grounded (and maybe even gaining a small buff from being on the ground to discourage aerial play?) could lend to them being a really unique character if you went with them.
You know what I just thought of, I think I found a way to fix Weevle's blood meter.

Rather than fuel her Overmax meter, she has a separate blood meter that she collects from getting grabs and dagger strikes in. This meter fuels all of her specials as they are all blood constructs, so she is essentially a blood bender of sorts. However, if she lacks enough blood for her specials, she will use her own blood, damaging herself, so essentially without blood she is basically the Pichu of the game, which is fitting since this self-damage gimmick combined with being the lightest character in the game makes her very volitile. To compensate her specials are quite powerful and one of her Overmax attacks, Leech Probe, allows her to to drain the health of her opponents to heal herself, being one of the few healing Overmax attacks in the game. While this won't work well as a pure grappler, this does make her an exhilarating glass cannon. Does that sound fun to you, and is that concept prone to being fleshed out more.

BTW I may change the name of the Overmax attacks into Hypermax attacks, does that sound better.
 

Kirbeh

Smash Champion
Joined
Aug 9, 2016
Messages
2,419
Location
Somewhere Else
Switch FC
SW-7469-4510-7312
I'm sure you were going to get around to it eventually, but will you be adding descriptions of the characters' appearances? Helps to picture how things work if you look know what they look like. Granted, given that you're in the conceptual stage, you might wind up with cases where the appearance emerges from the gameplay concept or changes from what you initially had in mind.

At the very least some basic descriptors if you don't want to get too detailed. For example you mention the cores have traits/designs influenced by tigers and reptiles. Going from there though, are they bipeds? Quadrupeds? And since they're robots, what parts do they have? Any wheels? How many jets/turbines? Etc.

And to jump off some of what Knee was saying, might I suggest looking into Q-Bee from Darkstalkers? Depends on how hard you intend to lean into the insectoid angle for Weevil, but Q-Bee does have a lunging command grab where she latches on on stings opponents. Perhaps something similar could work but Weevil plunges their dagger into the opponent. Another possibility is to replace the dagger with a syringe for drawing blood or at least use one as a loose basis for the dagger's design.
 
Last edited:

Glubbfubb

Smash Master
Joined
Mar 16, 2021
Messages
3,149
I'm sure you were going to get around to it eventually, but will you be adding descriptions of the characters' appearances? Helps to picture how things work if you look know what they look like. Granted, given that you're in the conceptual stage, you might wind up with cases where the appearance emerges from the gameplay concept or changes from what you initially had in mind.

At the very least some basic descriptors if you don't want to get too detailed. For example you mention the cores have traits/designs influenced by tigers and reptiles. Going from there though, are they bipeds? Quadrupeds? And since they're robots, what parts do they have? Any wheels? How many jets/turbines? Etc.
I'll add descriptions down the line, thanks for pointing that out, though it should be noted that EPSILON and LAMBDA transfered their ai out of their cores into robotic bodies, prior to that they were more like HAL 9000 or Auto, being sentient ai trapped in a static body.
 

Glubbfubb

Smash Master
Joined
Mar 16, 2021
Messages
3,149
Okay made a moveset concept for Weevle, hope everyone finds it satisfying, how does everyone find it so far, any feedback.

My next fighter concept is a unique one, its sorta an inversion of Little Mac's concept, that being a boxer who is great on the ground but terrible in the air. This time my next fighter I am developing is a boxer who is great in the air but terrible on the ground.
 
Last edited:

KneeOfJustice99

Smash Champion
Joined
Oct 29, 2018
Messages
2,229
Location
the building from smash mouth's astro lounge
Okay made a moveset concept for Weevle, hope everyone finds it satisfying, how does everyone find it so far, any feedback.

My next fighter concept is a unique one, its sorta an inversion of Little Mac's concept, that being a boxer who is great on the ground but terrible in the air. This time my next fighter I am developing is a boxer who is great in the air but terrible on the ground.
Seems interesting to me! I love the Blood Drive concept, too - loosely reminds me of Carmine from UN:IB, but in a pretty fun way. I guess this is slightly moving away from being a grappler at this point, but that's not a problem at all.

Okay made a moveset concept for Weevle, hope everyone finds it satisfying, how does everyone find it so far, any feedback.

My next fighter concept is a unique one, its sorta an inversion of Little Mac's concept, that being a boxer who is great on the ground but terrible in the air. This time my next fighter I am developing is a boxer who is great in the air but terrible on the ground.
I feel like if you wanted to do this, you'd ideally want some kind of unusual explanation for it. The reason Mac's great on the ground and terrible in the air is because boxing as a combat form relies heavily on good footwork and being grounded, so having a boxer who excels in the air would be highly unusual for the sport itself. That being said... one silly idea that springs to mind is perhaps giving them large, rocket-powered gauntlets or something? That could be fun.
 

Glubbfubb

Smash Master
Joined
Mar 16, 2021
Messages
3,149
Seems interesting to me! I love the Blood Drive concept, too - loosely reminds me of Carmine from UN:IB, but in a pretty fun way. I guess this is slightly moving away from being a grappler at this point, but that's not a problem at all.


I feel like if you wanted to do this, you'd ideally want some kind of unusual explanation for it. The reason Mac's great on the ground and terrible in the air is because boxing as a combat form relies heavily on good footwork and being grounded, so having a boxer who excels in the air would be highly unusual for the sport itself. That being said... one silly idea that springs to mind is perhaps giving them large, rocket-powered gauntlets or something? That could be fun.
Well the fighter I had in mind was a flying humanoid space whale, currently named Mobius Ahab. His fighting style mixes boxing with air swimming and wind manipulation. He starts out slow and heavy like a whale should be, but proper use of his moves lets him build up momentum and be a fast, agile fighter. With some timing, he can do some SM64-esc-long jumps and propel himself with tornado-charged punches. His main weaknesses are high weight, and slow ground speed, meaning if he gets his combo game messed up, he can be flopping like a fish, and lack of long-range projectile. I sorta want a character of contrasts, one who is slow on ground like a heavy should be but agile in the air when you can master the take off.
 

KneeOfJustice99

Smash Champion
Joined
Oct 29, 2018
Messages
2,229
Location
the building from smash mouth's astro lounge
Well the fighter I had in mind was a flying humanoid space whale, currently named Mobius Ahab. His fighting style mixes boxing with air swimming and wind manipulation. He starts out slow and heavy like a whale should be, but proper use of his moves lets him build up momentum and be a fast, agile fighter. With some timing, he can do some SM64-esc-long jumps and propel himself with tornado-charged punches. His main weaknesses are high weight, and slow ground speed, meaning if he gets his combo game messed up, he can be flopping like a fish, and lack of long-range projectile. I sorta want a character of contrasts, one who is slow on ground like a heavy should be but agile in the air when you can master the take off.
This sounds awesome - and I have to say, I adore their name. I think the idea of a space whale in a game like this lends to something really cool, actually - the whole contrast concept seems fun, but I'd consider exactly how his momentum works in terms of specifics. That said - tornado-charged punches could be a lot of fun.

As a game development update, got dash dancing programmed, just need to patch up some controller glitches
Hell yeah!
 
Last edited:

Glubbfubb

Smash Master
Joined
Mar 16, 2021
Messages
3,149
This sounds awesome - and I have to say, I adore their name. I think the idea of a space whale in a game like this lends to something really cool, actually - the whole contrast concept seems fun, but I'd consider exactly how his momentum works in terms of specifics. That said - tornado-charged punches could be a lot of fun.


Hell yeah!
My idea is that Mobius' neutral special summons tornadoes that he can ride that decrease his weight, making him more floaty in the air. This makes him quite technical and some moves synergize so well to the point where you may say the up special has the worst recovery out of his other moves.
 
Last edited:

KneeOfJustice99

Smash Champion
Joined
Oct 29, 2018
Messages
2,229
Location
the building from smash mouth's astro lounge
My idea is that Mobius' neutral special summons tornadoes that he can ride that decrease his weight, making him more floaty in the air. This makes his quite technical and some moves synergize so well to the point where you may say the up special has the worst recovery out of his other moves.
Funnily enough, this actually reminds me of the Tornado Hold item from Mega Man 8 - which genuinely seems pretty interesting, because I think there'd be a lot of unusual potential there. I really like the sound of this, though - I'm looking forward to seeing the finalised moveset for this!
 

Glubbfubb

Smash Master
Joined
Mar 16, 2021
Messages
3,149
Funnily enough, this actually reminds me of the Tornado Hold item from Mega Man 8 - which genuinely seems pretty interesting, because I think there'd be a lot of unusual potential there. I really like the sound of this, though - I'm looking forward to seeing the finalised moveset for this!
Good news, I already finalized it, I quite like what I made, really changes how you see a bruiser-type character. Now the next fighter is tricky; I don't know if you would rather see a swordy or an axy... erm axey... uh character who wields an axe. BTW the swordy will likely be ice-themed in case your wondering.
 

KneeOfJustice99

Smash Champion
Joined
Oct 29, 2018
Messages
2,229
Location
the building from smash mouth's astro lounge
Good news, I already finalized it, I quite like what I made, really changes how you see a bruiser-type character. Now the next fighter is tricky; I don't know if you would rather see a swordy or an axy... erm axey... uh character who wields an axe. BTW the swordy will likely be ice-themed in case your wondering.
I personally think it'd depend on what kind of vibe you wanna go for. An ice-based axe-wielder immediately makes me imagine some kind of space Viking - but a swordie immediately brings to mind Weiss from RWBY (or BBCTG, I guess?) I think you could go either way, depending on what kind of moveset you'd want to go for. That being said... the idea of space Vikings on space longboats using, like, ice axes or something, is unreasonably cool to me. Especially if you had them hunt space whales as a source of food - or maybe have them as pirates who take over other spaceships!
 

Glubbfubb

Smash Master
Joined
Mar 16, 2021
Messages
3,149
I personally think it'd depend on what kind of vibe you wanna go for. An ice-based axe-wielder immediately makes me imagine some kind of space Viking - but a swordie immediately brings to mind Weiss from RWBY (or BBCTG, I guess?) I think you could go either way, depending on what kind of moveset you'd want to go for. That being said... the idea of space Vikings on space longboats using, like, ice axes or something, is unreasonably cool to me. Especially if you had them hunt space whales as a source of food - or maybe have them as pirates who take over other spaceships!
My idea was that the ice swordy and fire axey are from two subspecies of the same reptilian species called the Salas. Basically, the planet these two come from is locked in eternal stasis with its sun, one side is fiery and the other side is icy. The contrasting heat made it the perfect ground for Eonite, a rare ore, to form. Eonite made the planet go from a backwater world into a economic hotspot, and the station surrounding it away from the freezing volcanoes has become a major trade hub for the CGC. However this is also a major mecha for smugglers, and with the recent reveal of the Double Sigma, the two best officers on the case, Wynnie (a fiery Sala Dracorus) and Zazz (a icy Sala Leviathus) are out to investigate. Imagine Mulder and Scully, but as Fire Emblem characters, Wynnie has an axe and Zazz has a sword. They fill in the sort of Fire Emblem analogues, being mostly weapon-based, with both having counters as their down special, though they each have different effects. Wynnie's counter acts as a typical Fire Emblem counterattack, launching attackers back with a blast of fire, while Zazz doesn't knock back as much but his counter freezes the opponent in ice. Wynnie is also more physical with her attacks, mixing axe swings with some Spyro-esc horn charges from her head, while Zazz is always about the sword. Also don't worry, they aren't clones, just contrasting takes on the same species. And also, don't worry, they will turn into dragons for their Hypermax Attacks.
 
Last edited:

KneeOfJustice99

Smash Champion
Joined
Oct 29, 2018
Messages
2,229
Location
the building from smash mouth's astro lounge
My idea was that the ice swordy and fire axey are from two subspecies of the same reptilian species called the Salas. Basically, the planet these two come from is locked in eternal stasis with its sun, one side is fiery and the other side is icy. The contrasting heat made it the perfect ground for Eonite, a rare ore, to form. Eonite made the planet go from a backwater world into a economic hotspot, and the station surrounding it away from the freezing volcanoes has become a major trade hub for the CGC. However this is also a major mecha for smugglers, and with the recent reveal of the Double Sigma, the two best officers on the case, Wynnie (a fiery Sala Dracorus) and Zazz (a icy Sala Leviathus) are out to investigate. Imagine Mulder and Scully, but as Fire Emblem characters, Wynnie has an axe and Zazz has a sword. They fill in the sort of Fire Emblem analogues, being mostly weapon-based, with both having counters as their down special, though they each have different effects. Wynnie's counter acts as a typical Fire Emblem counterattack, launching attackers back with a blast of fire, while Zazz doesn't knock back as much but his counter freezes the opponent in ice. Wynnie is also more physical with her attacks, mixing axe swings with some Spyro-esc horn charges from her head, while Zazz is always about the sword. Also don't worry, they aren't clones, just contrasting takes on the same species. And also, don't worry, they will turn into dragons for their Hypermax Attacks.
Okay, honestly? I love this. I think there's a ton of potential for some unique concepts here, and the idea of them basically being FE Mulder and Scully is hilarious. I think an ice-themed sword-wielder is interesting too - it's not a particularly common archetype/ability to see together, after all.

I'm almost curious - would Zazz's moveset generally be more tempered than Wynnie's (perhaps with inspiration from combat forms like fencing or perhaps kendo), or would it be more forceful in nature? I'm presuming Wynnie would be way more forceful given she fights with an axe and some physical strikes, after all!
 

Glubbfubb

Smash Master
Joined
Mar 16, 2021
Messages
3,149
Okay, honestly? I love this. I think there's a ton of potential for some unique concepts here, and the idea of them basically being FE Mulder and Scully is hilarious. I think an ice-themed sword-wielder is interesting too - it's not a particularly common archetype/ability to see together, after all.

I'm almost curious - would Zazz's moveset generally be more tempered than Wynnie's (perhaps with inspiration from combat forms like fencing or perhaps kendo), or would it be more forceful in nature? I'm presuming Wynnie would be way more forceful given she fights with an axe and some physical strikes, after all!
Zazz's fighting style is more weapon-focused, an experienced officer would never drop their weapon in a fight, Wynnie plays more like a rough rookie who doesn't mind getting her hands dirty, but both are good-natured characters at the end of the day. Ironically despite being the one who uses both her weapon and limbs in combat, Wynnie has better range since she can toss her axe like a boomerang, adding some mixup as she can move independently of the launched axe, so you can say she mixes typical Fire Emblem archetypes with zoner archetypes, while Zazz with his careful sword swings is more in line with vanilla Fire Emblem, with the addition of a unique Counter/PK Freeze hybrid.
 
Last edited:

Kirbeh

Smash Champion
Joined
Aug 9, 2016
Messages
2,419
Location
Somewhere Else
Switch FC
SW-7469-4510-7312
Okay, honestly? I love this. I think there's a ton of potential for some unique concepts here, and the idea of them basically being FE Mulder and Scully is hilarious. I think an ice-themed sword-wielder is interesting too - it's not a particularly common archetype/ability to see together, after all.

I'm almost curious - would Zazz's moveset generally be more tempered than Wynnie's (perhaps with inspiration from combat forms like fencing or perhaps kendo), or would it be more forceful in nature? I'm presuming Wynnie would be way more forceful given she fights with an axe and some physical strikes, after all!
If they do decide to go for the graceful fencer trope (especially if they're the FE equivalents, you gotta have a Marth) in addition to BB Tag Weiss, I think P4A Mitsuru, Orie from UnderNight and Raphael/Amy from Soul Calibur could also serve as potential points of reference.
 

Glubbfubb

Smash Master
Joined
Mar 16, 2021
Messages
3,149
If they do decide to go for the graceful fencer trope (especially if they're the FE equivalents, you gotta have a Marth) in addition to BB Tag Weiss, I think P4A Mitsuru, Orie from UnderNight and Raphael/Amy from Soul Calibur could also serve as potential points of reference.
I could see, I mainly reference Fire Emblem because they have actual plat-fighter representation and a more concrete archetype. But I'll see what I can research.
 

Glubbfubb

Smash Master
Joined
Mar 16, 2021
Messages
3,149
Okay a technical question, does anyone know the exact frame data of Marth's Counter move, preferably the Smash Melee or Ultimate incarnations, I want to use the frame data as a point of reference when designing Zazz's counter.

Also Zazz may be the first fighter designed once I get around to doing full on fighters, still need to work on the framework for fighters and I'm practicing by recreating Fox's moveset. I picture that while Zazz's moveset isn't "simple" to perform it is simple to program, with the only major hurdle being how to program the freeze affect of his counter.
 

Glubbfubb

Smash Master
Joined
Mar 16, 2021
Messages
3,149
Finished conceptualizing Zazz's kit, I decided to make him an easy-to-pick-up and-play character who, aside from his freezing abilities, offers a simple but satisfying character who is neither too dominating nor to weak. I even have Hypermax attacks where he implements Marth's or Lucina's sword mechanics depending on which hypermax you chose.
 
Top Bottom