KneeOfJustice99
Smash Champion
Job #08: Item Submission
Fruits: N (my submission)
Item Monitor: Y
Power Glove: N
Plumbob: Y
Energy Sword: N
Job #09: Moveset Submission
I guess if you need a Lara moveset, I could suggest one!
Unlike Sonic or PAC-MAN, Lara Croft's games tend to reward a more methodical and defensive method of play, which I'd want to reflect in her moveset. That said, she isn't by any means particularly slow - maintaining decent agility in spite of many of her attacks being better suited to slower and more thought-through use. She also has the ability to wall-cling, which uses her climbing picks, and allows her by proxy to wall jump. She also features slightly lower health than average, for balancing reasons.
That being said, I'd like to note that Lara's based on her classic appearance here, given I think it's generally her more well-known look overall and it helps to keep her moveset feeling pretty focused. Whilst the bow is a pretty cool visual, I didn't think it'd fit with the vision I had in mind for her moveset (I considered having it in place of the Grenade Launcher, but felt that Lara was missing an outright "damage tool" beyond purely poking, pressure, and stage control.)
Overall, she's a methodical character with a focus on keeping some distance from an opponent, though she struggles to handle close-up pressure and works best when evading and counter-attacking opponents or setting up situations that are advantageous for her. You can't just go in all guns blazing with her - you need to be smart, and think on your feet.
Job #10: Mode Submission
Sound Test! Basically, a mode where you can listen to the game's music or voicelines, which may potentially be organised by series/stage/character depending on how we do it. Nothing particularly special in terms of actual gameplay or outright uniqueness, but it'd be nice to have this here nonetheless.
Job #11: Tomb Raider Stage
Stage Name: Peruvian Caves
Stage Origin: Tomb Raider (1996)
Being that this stage is literally the first in the entire series, it makes sense that it'd work well here. You'd fight on both the ground below and the snow-covered bridge, all below the upper opening, with the deep chasms being visible beyond that point and featuring wolves and bears which thankfully don't interrupt gameplay. Whilst this isn't a stage with horizontal blast zones, or even ones below you, it can be possible to send opponents out of bounds if you launch them directly upward high enough. That said, you'll typically be relying on whittling down an opponent's HP as opposed to knocking them off the stage here.
Fruits: N (my submission)
Item Monitor: Y
Power Glove: N
Plumbob: Y
Energy Sword: N
Job #09: Moveset Submission
I guess if you need a Lara moveset, I could suggest one!
Unlike Sonic or PAC-MAN, Lara Croft's games tend to reward a more methodical and defensive method of play, which I'd want to reflect in her moveset. That said, she isn't by any means particularly slow - maintaining decent agility in spite of many of her attacks being better suited to slower and more thought-through use. She also has the ability to wall-cling, which uses her climbing picks, and allows her by proxy to wall jump. She also features slightly lower health than average, for balancing reasons.
That being said, I'd like to note that Lara's based on her classic appearance here, given I think it's generally her more well-known look overall and it helps to keep her moveset feeling pretty focused. Whilst the bow is a pretty cool visual, I didn't think it'd fit with the vision I had in mind for her moveset (I considered having it in place of the Grenade Launcher, but felt that Lara was missing an outright "damage tool" beyond purely poking, pressure, and stage control.)
Overall, she's a methodical character with a focus on keeping some distance from an opponent, though she struggles to handle close-up pressure and works best when evading and counter-attacking opponents or setting up situations that are advantageous for her. You can't just go in all guns blazing with her - you need to be smart, and think on your feet.
Attack Name | Button Input | Description | Image |
---|---|---|---|
Dual Pistols | Tap B | Lara draws her iconic dual pistols and begins to shoot in front of her. If an opponent is within a certain range of her when she uses this attack, she'll auto-aim the attack at them. Whilst the attack isn't very powerful and doesn't make an opponent flinch, you can spam it by repeatedly tapping B. These attacks also work whilst airborne. | |
Dual Uzis | Hold B | A variation on the previous attack, this has Lara fire a burst of machine gun fire when using the move above. The bursts are a little less precise, spreading outward slightly with distance, and have a little more endlag whilst dealing a little less damage. | |
Downward Dual Pistols | ↓ + tap B whilst airborne | Effectively a variant of Dual Pistols, Lara simply spins in the air so she's pointing downward, and then fires them directly below her. They lose the lock-on property, but work well as a form of direct downward coverage. | |
Downward Dual Uzis | ↓ + hold B whilst airborne | Another variant, this one of Dual Uzis, which works effectively the same again - no lock-on, firing directly downward when used whilst retaining rapid-fire but with more spread and less accuracy. | |
Grenade Launcher | → + hold B | Lara pulls out the Grenade Launcher, which will begin to charge up depending on how long you hold the attack. When you release it, it'll lob a grenade in a shallow arc, exploding on contact with an opponent. The speed of the grenade increases with charge, but the damage of the explosion remains the same regardless. | |
Grapple | ↑ + B | Lara pulls out a Grapple, firing it upward. You can actually influence the direction it fires in slightly by holding slightly forward or backward on the control stick when using it. The grapple wire itself can stick to ledges, but also to ceilings or walls - holding up will have Lara be pulled to where it's connected to. She can then remain there for a couple of seconds before automatically dropping down. If the grapple wire hits an opponent, then they'll be dragged down to Lara's level, where she'll automatically kick them away. | |
Spike Trap | ↓ + B whilst grounded | Lara crouches down to the ground and sets up a spike trap, with the spikes receding into the ground where they were placed. If anyone walks over that location - including Lara herself - the spikes will suddenly protrude and stab the person hit by them, dealing decent damage and keeping them in place for long enough for you to get some damage in. The spikes also protrude automatically after a few seconds, or if an attack hits them. Only one of these can be placed at once. | |
Acrobatic Evasion | ← + ← | Acting as a unique evasive tool for Lara, rapidly double-tapping backward as if to dash has her perform a backflip, which has some intangibility frames. If you delay the second tap, or if you hold backward after using it, she'll just turn around and then dash in that direction - so it shouldn't get in the way too much. | |
Acrobatic Counterattack | B during Acrobatic Evasion | During the backflip, it's also possible to tap B to have Lara shoot at where she started from as a quick means of building up some damage on an opponent. It also works as a defensive tool if you're using Acrobatic Evasion for spacing reasons. |
Job #10: Mode Submission
Sound Test! Basically, a mode where you can listen to the game's music or voicelines, which may potentially be organised by series/stage/character depending on how we do it. Nothing particularly special in terms of actual gameplay or outright uniqueness, but it'd be nice to have this here nonetheless.
Job #11: Tomb Raider Stage
Stage Name: Peruvian Caves
Stage Origin: Tomb Raider (1996)
Being that this stage is literally the first in the entire series, it makes sense that it'd work well here. You'd fight on both the ground below and the snow-covered bridge, all below the upper opening, with the deep chasms being visible beyond that point and featuring wolves and bears which thankfully don't interrupt gameplay. Whilst this isn't a stage with horizontal blast zones, or even ones below you, it can be possible to send opponents out of bounds if you launch them directly upward high enough. That said, you'll typically be relying on whittling down an opponent's HP as opposed to knocking them off the stage here.
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