Glubbfubb
Smash Master
- Joined
- Mar 16, 2021
- Messages
- 3,152
I just don't know what to say else on the matter, I told you my requests so there is so much I can say relaying said requests.Poor choice, but I'll see what I can come up with.
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I just don't know what to say else on the matter, I told you my requests so there is so much I can say relaying said requests.Poor choice, but I'll see what I can come up with.
I'll work within the points you've given, but as I said before, better communication and having a clear vision/idea is important for when you bring on more people. If you plan on leading a team, you need to be prepared for that.I just don't know what to say else on the matter, I told you my requests so there is so much I can say relaying said requests.
Different from my expectations, but a very cool design, reminds me of the Whitetiger Zord from MMPR, maybe if you slim down the design since EPSILON is a nimble rushdowner, it would be perfect, like my opinion would be that one meme from Emperor New Groove. Maybe alongside the tiger motif, maybe add some inspirations from Kamen Rider and Super Sentai, making EPSILON look like a android of peach while LAMBDA the big mean kaiju that needs to be beaten up. That would really tie the design together.EPSILON redesign attempt
I have basically zero familiarity with Power Rangers/Kamen Rider aside from thinking the costume design is cool. Let me look those up.Different from my expectations, but a very cool design, reminds me of the Whitetiger Zord from MMPR, maybe if you slim down the design since EPSILON is a nimble rushdowner, it would be perfect, like my opinion would be that one meme from Emperor New Groove. Maybe alongside the tiger motif, maybe add some inspirations from Kamen Rider and Super Sentai, making EPSILON look like a android of peach while LAMBDA the big mean kaiju that needs to be beaten up. That would really tie the design together.
Im just bringing that up since I personally think a smaller, slimmer design makes EPSILON's role as a floaty rushdown fighter more obvious, gameplay through visual design basically.I have basically zero familiarity with Power Rangers/Kamen Rider aside from thinking the costume design is cool. Let me look those up.
I made them "beefier" to look like they could contend with LAMBDA better (also somewhat stout, taking partial inspiration from Wolverine), but I can slim it down.
No, I agree there. Right now, I'm basically just throwing stuff at the wall to see what sticks. Trying to go smaller and slimmer without going too small and into Levi/Wynnie or Aremi/Weevle territory is what I want to try for.Im just bringing that up since I personally think a smaller, slimmer design makes EPSILON's role as a floaty rushdown fighter more obvious, gameplay through visual design basically.
Whose route is it supposed to be?I've been experimenting with a basic arcade mode layout:
- Round 1:
- Fighter - Aremi
- Planet - Wikka-1
- Stage - Overgrown Rig
- Round 2 - Choose your Battles
- Planet - Draden
- Round 2a:
- Fighter - Levi
- Stage - Frost Beast's Bridge
- Round 2b
- Fighter - Wynnie
- Stage - Flaming Gateway
- Round 3:
- Planet - Deep Space
- Fighter - EPSILON
- Stage - Lone Probe
- BONUS GAME
- Gem Busters - Destroy all the Gems
- Round 4 - Choose your Battles
- Planet - Great Tide Nebula
- Round 4a:
You know you could model EPSILON off the Blue Alloy from Smash Brawl's multi man brawl, it is similar to Captain Falcon's build, but far from humanoid.No, I agree there. Right now, I'm basically just throwing stuff at the wall to see what sticks. Trying to go smaller and slimmer without going too small and into Levi/Wynnie or Aremi/Weevle territory is what I want to try for.
For slimming down a design like this, I pretty much default to making a lither build, but that naturally lends itself to being a more feminine figure, especially when combined with the tiger/cat theming. But that's something I'm avoiding in order adhere to your design specifications.
If I make them too slim though, they'll wind up being kind of thin and lanky which I don't think works visually for a floaty speedster.
With the PR/KR inspiration in mind I could go for a Captain Falcon style build, but then it might look like a guy in a suit.
I accidentally posted it early by mistake, the full version is finished now for you to seeWhose route is it supposed to be?
Are you sure about that?You know you could model EPSILON off the Blue Alloy from Smash Brawl's multi man brawl, it is similar to Captain Falcon's build, but far from humanoid.
That still doesn't answer the question of whose route it is. Or is it meant to be the same across the board?I accidentally posted it early by mistake, the full version is finished now for you to see
Sorry, I thought the blue alloy was the captain falcon clone, not the red one. I mean reference the red alloy, or the alloys as a whole for that fact. The orb-torso fits EPSILON since they have plasma and gravity based attacks.Are you sure about that?
View attachment 386737
Also, both are still humanoid. Humanoid covers anything with a human shape. That includes anthros, robots, etc. The majority of the Sigma Busters cast are still humanoid or at least relatively humanoid. The 3 furthest away are LAMBDA and Kowalski who while bipedal are still more monstrous/animal-like and the Myten Queen who is the only true non-humanoid, bearing zero characteristics.
View attachment 386738
That still doesn't answer the question of whose route it is. Or is it meant to be the same across the board?
Welp, I was already doodling before this post came up so, slight rework:Sorry, I thought the blue alloy was the captain falcon clone, not the red one. I mean reference the red alloy, or the alloys as a whole for that fact. The orb-torso fits EPSILON since they have plasma and gravity based attacks.
Also currently Arcade Mode is same across the board, aside from the final boss changing depending on who you are. The big story mode comes in the Scenario Mode, where you play missions with certain characters to get the full story of Sigma Busters.
I quite like the new design, the orb really works and ties it together.
ngl a 2d golf mode actually sounds really cool, especially with how wacky you can get with stage design, I really like that concept. Crystal Busters sounds good too, but I feel like adding the ones you stand on just to try and squeeze BtP into it is kind of unnecessary.I quite like the new design, the orb really works and ties it together.
By the way in case your wondering, Crystal Busters is a fusion to Break the Targets and Board the Platforms, since there are different colored crystals that need to be destroyed in different ways, some from a neutral attacks, special attack, or just standing on them. If you beat it in a short time, you get a continue. There are 24 stages, 2 for each fighter, 1 is an easy mode stage and the other is a hard mode stage, called Game A and B respectively. Striker Ball meanwhile has you try and manipulate a ball to hit the goal hole, getting under par gives you a free continue. There are 18 stages of Striker Ball, 3 for each difficulty (Simple, Easy, Normal, Challenging, Brutal, and Conquest, in that order) that get randomly chosen based off your chosen arcade mode difficulty.
Really the idea for Striker Ball just came to the fact I had fun testing knockback angles in Godot and thought, why not make that a mode? It really makes you think of how each move does what angle of knockback, help you learn about each character's unique quirks when it comes in angles. I called it Striker Ball to separate comparisons from the Golf level from Pizza Tower.... Unless Peppino becomes a guest fighter then it goes full ham.ngl a 2d golf mode actually sounds really cool, especially with how wacky you can get with stage design, I really like that concept. Crystal Busters sounds good too, but I feel like adding the ones you stand on just to try and squeeze BtP into it is kind of unnecessary.
Good enough for now, we can return for this.Also, I still feel like the EPSILON design still doesn't quite fit. Most of the moves are kick based, meaning longer legs would be better both for making the moves more useful and placing that visual emphasis on them. If I give them longer legs though, they'd wind up taller, and for a kick-based move set they might still be a bit too broad top/arms wise. At the same time, if I do slim them down like that, I feel it takes away from the "strong tiger" look. That could be balanced out a bit by adding muscle definition to make them lean but toned, except for the part where they're a robot.
I guess it kinda works? What do you think?
View attachment 386741
I would say the queen can be more crab based with the drones being more like isopods. I don't know how large you intend the queen to be, but with the longer legs of a crab, I think that'd be a good way of making her appear larger even if the overall body is rather compact. Giving her two primary arms/legs? with tentacle (or just straight up tentacles) like movement to them for attacking opponents also facilities some of the Twelve inspiration.Good enough for now, we can return for this.
BTW I've been attempting to code how attacks have different effects to them, from aesthetic choices like fire or ice particles, to attacks that trip or bury opponents. Im telling you this in case you want a Dev Update.
Right now, I'm just fixing a few new movement based bugs, but otherwise development is going smoothly, if a bit slow ngl.
BTW do you think it would be better if Myten Queen was based off an Isopod or a Crab, regardless of animal inspiration, there will be some design elements based off Twelve from Third Strike due to sharing a similar color palate and attack concepts.
Think of the Queen as big, not because they are tall, but because they are wide, they are quite short, being just under Aremi's head in terms of total height, but they are quite wide, being the longest member of the cast in terms of width, next to possible LAMBDA. Also note that the 4 types of Myten drones are facilitated through different specials, Myten Floater is the Neutral Special, Myten Smoker is the Side Special, Myten Locus is the Up Special, Myten Sneaker is the down special, and then the Myten Driller is responsible for all of the Charge Attacks.I would say the queen can be more crab based with the drones being more like isopods. I don't know how large you intend the queen to be, but with the longer legs of a crab, I think that'd be a good way of making her appear larger even if the overall body is rather compact. Giving her to primary arms with tentacle like movement to them for attacking opponents also facilities some of the Twelve inspiration.
Quick concept
View attachment 386742
So, they have a generally long body? Or just wide?Think of the Queen as big, not because they are tall, but because they are wide, they are quite short, being just under Aremi's head in terms of total height, but they are quite wide, being the longest member of the cast in terms of width, next to possible LAMBDA.
Sure? Not really relevant to the queen's visual design atm.Also note that the 4 types of Myten drones are facilitated through different specials, Myten Floater is the Neutral Special, Myten Smoker is the Side Special, Myten Locus is the Up Special, Myten Sneaker is the down special, and then the Myten Driller is responsible for all of the Charge Attacks.
Long body is more accurate, the visual representation you gave matched up with my primary thoughts on Myten Queen's size.So, they have a generally long body? Or just wide?
View attachment 386743
Sure? Not really relevant to the queen's visual design atm.
Got it. Any update on additional artists btw? Designs like the Myten Queen are well out of my wheelhouse, plus with all the drones, they're going to require much more time/work than any of the other fighters.Long body is more accurate, the visual representation you gave matched up with my primary thoughts on Myten Queen's size.
My brother currently has the flu, so he isn't in tip top shape to work on the game yet. But he seems interested, currently I am just trying to get the stupid movement right, to show others I am serious, which I am but I feel like I need physical proof to show, and sometimes that ONE issue just bugs me.Got it. Any update on additional artists btw? Designs like the Myten Queen are well out of my wheelhouse, plus with all the drones, they're going to require much more time/work than any of the other fighters.
Of course I have to rework these movesets again to fit the format I made for the other moveset reworks.Levi Rework
Role: Spacer
Gimmick: Tipper - The tip of Levi's sword, Frostpunk, deals extra damage and knockback.
Neutral Attack: Ice Crest – A single upward thrust radiating an icy mist, getting hit by the base of the sword sends the opponent upwards while the tip sends them backwards.
Forward Tilt: Icefall – A downward angled slash from above, with the tip radiating a cyan glow.
Up Tilt: Splinter Shards – A rapid-fire multi-hit move where Levi stabs upwards, dealing many small hits to juggle opponents.
Back Tilt: Polar Cutter – A sideways slash backwards that hits both sides, though the behind deals much more damage and knockback than the front.
Down Tilt: Tip Trip – Levi tries to trip the opponent with his sword, the tip has the highest chance to trip the opponent.
Dash Attack: Blizzard Spin – A spinning motion that has Levi spinning like a tornado, dealing many hits while giving good burst movement.
Side Charge: Ice Breaker – Levi coats his sword in ice to smash into the opponent, a good attack with splash damage from the ice chunks.
Up Charge: Frozen Spear – Levi skewers upwards with his sword, with artic winds sending his foes upwards.
Down Charge: Avalanche – Levi stabs the ground, causing two spikes of ice to jut from each side, his longest range charge attack, albeit one with only decent power.
Neutral Air: Freeze Cutter– A quick triple spin in the air, the edges dealing more damage and knockback.
Forward Air – Hailmaester – A diagonal slash downwards with an ice covered sword, a unique stall and fall that trades ease of use with sheer power.
Back Air – Hilt Jab – An elbow jab where Levi juts his sword's hilt as a quick get off me tool, good knockback, albeit low damage.
Up Air – Waxing Moon – An upwards slash used for juggling opponents, with some icy mist trailing the slash.
Down Air – Waning Moon- A downward slash that creates a potent spike if you hit the tipper of the move.
Neutral Special: Blizzardoes Blade – Mist swirls around Levi's sword, which he then charges for a forward thrust. In the later stages of the move's charge the opponent will be sucked inward to better line up the thrust.
Neutral Hyper: Ice Star – Levi flicks a quick star made of ice at the opponent, the freezing ice of the star stuns opponents quite a bit.
Neutral Super: Frost Dragoon– An all-or-nothing frosty slash that has leaves opponents in a crumpled state if it hits, however it leaves Levi vulnerable if it misses.
Forward Special: Sky Salome – An aimable dash in the air where Levi frantically slashes with all his might, good for attacking and recovery though you'll be sent into freefall afterwards.
Forward Hyper: Skycutter Salome – The attack lasts longer and quicker, though the individual slashes are weaker, with the exception of a powerful final slash.
Forward Super: Sheer Cold Spinner– Levi shoots out a white tornado of snow to push people off the stage.
Up Special: Frostpunk – A slash upwards that can be manipulated left or right, and then you can either perform a powerful crash down or a weaker air dash forward.
Up Hyper: Vital Stab – A very risky attack that is weak overall but the very beginning of the move has incredible launch power. The slash also has higher vertical travel, though you can't perform the fall down or air dash.
Up Super: Crystal Spinner – A spiral-shaped crystal envelops Levi, can be pressed three times to deal damage and lift yourself higher, it breaks when you land onto solid ground, returning you to normal.
Down Special: Counter– A standard counter-attack, strike a defensive pose and when you get attacked you instead reflect the attack back at increased power. Sends foes in an upward angle.
Down Hyper: Frostshine – The counter now has a snowflake-shaped crystal enveloping it, the counter lasts a shorter duration but the counter deals more damage and knockback.
Down Super: Flash Frozen – A risky counter used for the most well-read attacks, if the opponents gets hit they will be frozen and launched a great distance backwards.
Wynnie Rework
Role: Spacer/Bruiser
Gimmick: Gripper - The head of Wynnie's large axe, Volcanox, deals very good damage and knockback, but everywhere else is very weak.
Neutral Attack: Firestarter – A downwards slash from Wynnie's axe, the force of which sends opponents backwards.
Forward Tilt: Char Chop– A sideways chopping attack with some force, the middle of the attack deals the most damage.
Up Tilt: Eruption – A slow powerful slash that leaves burns the ground with magmatic energy, a powerful spiking option and read.
Back Tilt: Sun Cutter – A diagonal slash backwards that hits the ground, also a good spiking option that is safer but harder to aim.
Down Tilt: Trip Tip – Wynnie tries to trip the opponent with her axe, the base has the highest chance to trip the opponent.
Dash Attack: Buzzer Blade – A spinning saw attack that has Wynnie spinning frantically, quite laggy in the end as Wynnie gets a bit dizzy afterwards, but powerful.
Side Charge: Flare Cutter – Wynnie charges her arms to perform a reckless twin spin attack, the spinning motion sends her a bit forward.
Up Charge: Heavy Nova – Wynnie swings her axe, it has some weight with some high start-up as Wynnie struggles to lift her axe into an arch, turns out having a giant battle axe doesn't make you all that agile.
Down Charge: Fissure – Wynnie's powerful axe slash sends a shockwave made of fire forward.
Neutral Air: Red Crest – A slower double spin in the air, the center dealing more damage and knockback.
Forward Air – Ash Blazer – Her quickest aerial, where Wynnie quickly slashes forward, good to set up into combos.
Back Air – Crimson Motion – A strong reckless kick from behind, which causes Wynnie to jut her axe forwards for a weaker hit in front.
Up Air – Solar Eclipse – An upwards bash used for juggling opponents, with some fiery energy trailing the bash.
Down Air – Lunar Eclipse - Winding up for a powerful slam, Wynnie crashed forward with a deadly spike attack.
Neutral Special: Scalding Spinner – Wynnie spins herself into a tornado, quickly dashing across the ground, she is invincible during this attack but the end-lag makes it not an attack to spam.
Neutral Hyper: Burning Trail –The attack is stronger yes, but it also leaves behind a fire trail that acts as a lingering hazard.
Neutral Super: Burning Dragoon– Wynnie rockets forward, leaving behind a fire trail, this can be used as an air dash.
Forward Special: Corona Cutter – Wynnie jumps over projectiles as she leaps forward for a powerful slashing attack before crashing down.
Forward Hyper: Volcano Cutter – The cut this attack performs is much more pronounced, and Wynnie leaps in a larger arch forward.
Forward Super: Rupturing Spire – Wynnie summons a lava pillar upwards to launch foes upwards, the pillar also has a diagonal angle if you press down after using the attack
Up Special: Volcanox– A slash upwards that is followed by a fast dropkick forwards or diagonally downwards.
Up Hyper: Volcanic Volley – An upwards slash that is also a command grab, the force of the slash catches the foe for Wynnie to sends downwards in a dangerous spike.
Up Super: Magma Shredder – A twister-like attack that can be directed by pressing different directions, a solid recovery option.
Down Special: Counter– A standard counter-attack, strike a defensive pose and when you get attacked you instead reflect the attack back at increased power. Sends foes in a horizontal angle.
Down Hyper: Burnshine – The counter now has a flaming crystal enveloping it, the counter lasts a shorter duration but the counter deals more damage and knockback.
Down Super: Inferno – A risky counter used for the most well-read attacks, if the opponents gets hit they will be set ablaze, dealing constant damage and disabling the use of shields.
For these reworks, while not true clones, I gave some attacks compare and contrasts to focus on how despite looking different, they are the same subspecies. I imagine the supers has the two transform into a Leviathan or Wyvern respectively to perform their attacks. Also of all the movesets, these two seem to be the most simplest to make a moveset out of, so maybe focus on them, how do you like it Kirbeh ?
I know you said you wanted Levi to be the first character, but I honestly feel like Aremi makes more sense to do first. She's pretty much an all-rounder and isn't too complex. Which Levi isn't either, but the addition of the sword and tail does add more animation work. That and we've simply made more progress on Aremi's concept with the back and forth between us. She was the first character to get conceptualized, so that's not too surprising.My brother currently has the flu, so he isn't in tip top shape to work on the game yet. But he seems interested, currently I am just trying to get the stupid movement right, to show others I am serious, which I am but I feel like I need physical proof to show, and sometimes that ONE issue just bugs me.
As of right now deciding between Levi, Wynnie, and Aremi as my first designed character, the former two have the most basic kit, while Aremi is a more generalist, may do the former two.
In that case, are there any big critiques you want to give to Aremi's moveset currently on the OP before we move on to making her a reality?I know you said you wanted Levi to be the first character, but I honestly feel like Aremi makes more sense to do first. She's pretty much an all-rounder and isn't too complex. Which Levi isn't either, but the addition of the sword and tail does add more animation work. That and we've simply made more progress on Aremi's concept with the back and forth between us. She was the first character to get conceptualized, so that's not too surprising.
After her Levi, then Wynnie makes sense as numbers two and three imo. After that Ahab or Weevle. And after that it's up in the air, I guess.
Her OP bio is the most up to date one, right? If so, I'll comb over it again and do one more write up. We'll see where we go from there.In that case, are there any big critiques you want to give to Aremi's moveset currently on the OP before we move on to making her a reality?
It should be noted the fire effect used by LAMBDA and Wynnie is separate from the fire used by Aremi, since Aremi's purple fire is wispy and darker than LAMBDA and Wynnie's traditional fire... so to speak considering one is a robot dragon death machine and one is a dragon knight with a molten fire battleaxe. Internally Aremi's fire is listed under the "arcane" effect, while the other fire is just called the "fire" effect.
Overall making a character might just well help me figure out what's wrong with the physics, since I can actually see more clearly with having actual sprites.
Yeah as far as I know, her OP bio is most accurate to the vision of the character, the only attacks i'm a bit iffy about are Seed Shot (Nuetral Special) since I feel the attack is a bit undercooked. Maybe instead of the charge version shooting just a bigger seed it shoots an explosive pod that is slower and shorter ranged than the standard seeds but it is very pungest, stunning foes. Or you could just cut the charge function and just have her spam Fox Lasers essentially. The other attack im iffy on is the Side Hyper, Pumpkin Patch, personally I think we can reuse the move idea where Aremi chucks her own head to recover and instead move it to the Side Hyper. It fits as a bigger Pumpkin Bomb, the aiming mechanic will be easier to perform since its the same as the standard Pyro Pumpkin, plus you can do stuff like string a Pyro Dance into a Pumpkin Patch/Headsplitter, something to think about.Her OP bio is the most up to date one, right? If so, I'll comb over it again and do one more write up. We'll see where we go from there.
As for the fire stuff, I was well aware already. Not sure what the mention was meant more.
Just a quick note for now. If you still intend to use my pig character, Erycles, the chain command grab was kinda his signature move/main gimmick. Otherwise, I think there are cool ideas here, though I do have some suggestions I'll detail later. Before making the write up though, I do want to confirm if you intend to go forward with the snake inspired design. The appearance bio was left untouched, so I just want to make sure that's still the direction you're going with her. I want to make sure I take that into account when doing the rework/suggestion write up.Chell Rework Time
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 -
Intended Weaknesses -
- 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.
- 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 impropperly.
- 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.
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.
- 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.
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.
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.
- 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.
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.
- 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.
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.
- 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.
Hypermax Attacks -
- 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.
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 resiliance, 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.
Okay may have been a bit too overboard with this kit, especially with the Level 3 Hypermax just killing you, but I think this rework made Chell a more fleshed out character. No longer is she Ganondorf with projectiles, now she is Ganondorf with Scopion's chain grab, Ryu's Focus Attack that transforms into Sephiroth's counter, among a bunch of other stuff. I also made her not just use her gun, but also other weapons like a spiked boot and a sharp knife. Her design was also slightly tweeked, now losing the long neck in exchange for frills and more metal trimmings on her boots. How does this rework look Kirbeh ?
I didn't know Erycles had a chain command grab, I was inspired by Scorpion's chain grab when designing this kit. There is also heavy inspiration from Ganondorf with some of the attacks such as the Nair and Dair. I wonder if there is a way both can have chain related moves while being different. Maybe Erycles' kit can be all about the chain like Simon/Richter. I just think she is just a cool idea for a female heavyweight, though I don't know if she should be the 2nd or 3rd heaviest since Ahab is also in the top 3 heaviest characters.Just a quick note for now. If you still intend on using my pig character, Erycles, the chain command grab was kinda his signature move/main gimmick. Otherwise, I think there are cool ideas here, though I do have some suggestions I'll detail later. Before making the write up though, I do want to confirm if you intend to go forward with the snake inspired design. The appearance bio was left untouched, so I just want to make sure that's still the direction you're going with her. I want to make sure I take that into account when doing the rework/suggestion write up.
Back on page 5 when I first posted about him, I included basic descriptions and a handful of doodles for his specials. He does wield his hook/chain constantly rather than just during one special though, so it's a core part of his move set/fighting style.I didn't know Erycles had a chain command grab, I was inspired by Scorpion's chain grab when designing this kit. There is also heavy inspiration from Ganondorf with some of the attacks such as the Nair and Dair. I wonder if there is a way both can have chain related moves while being different. Maybe Erycles' kit can be all about the chain like Simon/Richter. I just think she is just a cool idea for a female heavyweight, though I don't know if she should be the 2nd or 3rd heaviest since Ahab is also in the top 3 heaviest characters.
I actually did make a few small changes in the appearance bio, minor ones mainly but there are differences between the old and new one, mainly the cut of the long snake neck for some frills and a more obvert cobra inspiration.
Also I appreciate you being my trusted partner, I have been really having trust issues ever since the whole Dr.Cephalo fiasco, I have been having issues opening up and getting help from other people and you really seem like the trust worthy guy/gal (whoever you are) I need at this moment.
Here's one of my own character concepts.
Name: Erycles - Derived from a combination of the name Heracles and his fourth trial of legend, the Erymanthian Boar.
Species: Sus Scrofaha - Derived from sus scrofa, the wild boar, and the Sanskrit varaha also meaning boar, but also being an avatar of Vishnu in Hindu mythology.
Playstyle: Mid-to-long range bruiser/pseudo zoner
Character Inspiration: Dhalsim, Birdie Street Fighter, Earthquake Samurai Showdown, Bowser Super Mario/Super Smash Bros., Ganon The Legend of Zelda, Roadhog Overwatch, Scorpion Mortal Kombat
Bio
Erycles works as a delivery man, using his transport ship to deliver all sorts of goods across the galaxy to just about anywhere- for the right price. While he tries to keep his hands clean, he does on occasion take jobs from more "risky" clients, and in the past was also known to be a wanted man. Formerly a hired gun, running with several different outfits before deciding to retire from such business.
He's no saint and has made a lot of mistakes in the past, but at heart he's a good man.
With his past seemingly behind him and largely unknown to the community he now calls home, he's become a well-liked figure of the small port town on Vaharus. However, trouble brews when some of the locals, a group of teens/young adults seeking riches and adventure, recklessly head out to seek out the Double Sigma for themselves.
Worried for their safety and at the behest of his community, Erycles heads out after them, hoping to drag them back home before they can reach their destination or encounter any other dangers along the way.
Move List
Normals - WIP, I'll add descriptions and sketches over time. I know what the moves are in my head, so far now I'm only including move names, so I remember when I come back to this.
Jab Combo
Forward Tilt - Backhand Knuckle
Up Tilt - Tough Tusk
Down Tilt - Grazing Chain
Dash Attack - Shoulder Crash
Burst Attacks - WIP
Forward Burst - Pig-Headed
Up Burst - Arcing Chain
Down Burst - Round Trip Chain
Aerials - WIP
Neutral Air - Big Body Splash
Forward Air - Hook Slasher
Back Air - Backhand Swing
Up Air - Rattler
Down Air - Swinging Hook
Throws - WIP
Specials
Neutral Special: Spitroast
A short-ranged fire-breathing attack. The angle can be adjusted by tilting the control stick.
Side Special: Meat Hook
A ranged attack where Erycles throws his hook forward. In addition to dealing damage, you can press the special button again to "hook" the opponent and drag them towards Erycles.
The angle can also be adjusted by tilting the stick diagonally upward or downward. The low version will travel along the ground and drop off of stage ledges and platforms. The high version can be used to ground opponents jumping towards Erycles.
Can also be used as a tether for recovery.
Up Special: Grappling Hook
Similar to Meat Hook, Erycles will throw out his hook, but aim it much higher. Off stage, this can be used to recover. On stage, it becomes a command grab where he grapples the opponent, pulling them from out of the air and then slamming them down into the ground.
Down Special: Boar's Head/Haunch Crash
When grounded, Erycles will charge forward a short distance, delivering a strong headbutt. In the air, this becomes a stall and fall move where he drops quickly with a ground pound style move.
Hypermax Moves - WIP
Concept Sketch
Dr. Cephalo was a youtuber who covered Yokai Watch and was also a Smashboards regular, I talked to him a lot and he even helped me on making my original game idea, an RPG. But then he turned out to be a... um... notorious goober, if you know what I mean you know what I mean, so he was banned and I tried getting away from making an RPG, hence why this game is a platfighter now. Aremi was originally going to be a character in a monster capturing game with an emphasis on comedy horror, and Aremi originally had a theme related to insomnia and putting people to sleep. So after that whole debacle I am glad Aremi is completely different from the original plague doctor aesthetic. Also, it doesn't help that the OTHER inspiration for Aremi, the Plauge Doctor from the SCP Foundation, was written by a pair of goobers as well, that turned me off from SCP Foundation for life. That as a whole was what led me to stray from the darker original idea and made the game have a more campy less serious tone.Back on page 5 when I first posted about him, I included basic descriptions and a handful of doodles for his specials. He does wield his hook/chain constantly rather than just during one special though, so it's a core part of his move set/fighting style.
Ah, I did miss the frills part. I saw neck and assumed it was same. If that's the case though, why shorten the neck? And why frills over a cobra's hood? Plus, the frills seem like an unnecessary detail if the player is never going to see them. If you want to include some reference to frilled lizards, I think it'd be better to incorporate that design into her costume. The scarf would otherwise cover them, so instead of putting them on her, you could have her coat's collar take on the shape of neck frills instead.
I- have no idea who Dr. Cephalo is or what the context behind them is. But glad I could be help. Take things one at a time and I hope you can sort those issues out soon.
add the r after the g and replace the b with an m in the word goober, now do you get it, I just don't know if its against the rules to say the word directly.Far as I'm aware the term goober just refers to someone foolish or naive. I'm assuming the way you're using it is some form of slang I'm unfamiliar with but I won't pry on the matter.
As for Chell, I'm going to go ahead with the design I already had and try to do a bit of refining on it. Then l'll post it alongside a move set write up and get you're input on it.
Ok, I get the picture now. Sorry you had to deal with someone like that.add the r after the g and replace the b with an m in the word goober, now do you get it, I just don't know if its against the rules to say the word directly.
Yeeeaaaah, anyway, yeah, Dr.Cephalo is banned now and out of my life, and your literally the first person I teamed up with after the whole debacle, so I'm glad for that.Ok, I get the picture now. Sorry you had to deal with someone like that.