ahemtoday
Smash Ace
- Joined
- Oct 30, 2020
- Messages
- 874
Alright, here's my proposal, which is mostly gonna follow from my post in the discussion period.
Eggman rides in the Egg Walker, the mech he drove in his most notable playable appearance, Sonic Adventure 2. A trait made up for Smash, however, is that it has been given telescoping functionality, with parts of various machines he's piloted folded up inside of it and coming out through panels in the device. This includes the legs of the Egg Walker, which in this version of the Egg Walker are folded out of the core of the machine, Eggman's classic Egg Mobile.
That's actually the basis of Eggman's main mechanic, which I'll explain first, since it impacts how he plays heavily. His up special, Egg Mobile, folds the legs of the Egg Walker in and allows players to make Eggman fly - more like controlling a spaceship in a shmup than a platformer character. During Egg Mobile mode, Eggman can perform aerial attacks and specials without leaving the mode, and can disengage it with the shield button. However, there's a catch - the Egg Mobile has limited fuel, pictured next to Eggman's damage meter. It's modelled after his health meter from SA2:
Egg Mobile mode drains fuel. It's a little similar to R.O.B.'s up-B that way. However, unlike Robo Burner, it recharges based on proximity to an opponent. The closer to an opponent, the more of those squares on the top of the gauge will light up yellow, and the faster the gauge will recharge. This applies while active, too - normally, the drain is pretty quick, but the proximity recharge rate cancels out some of the drain. In fact: at close distances, you won't use any fuel at all. Heck, depending on balance, you might even get a little bit back. The importance of this whole fuel mechanic is that Eggman can't just park himself too high to hit, but can still be in this flight mode for a majority of the time, as long as he uses it to approach his opponent instead of running away. After all, Eggman is usually in a flying machine.
Oh, one more thing of note about Eggman: he's only got one jump, high though it may be. Instead of a double-jump, he has the Jet Engine, which allows him to slow his descent in midair if the jump button is held. It's good for recovering horizontally and great for avoiding being juggled, but it's not useful if you're below the stage.
Now that we've covered that, we can move onto the more general: Eggman is a superheavyweight who, unusually for this sort of character, has a very air-focused game plan thanks to his up-special. Because of the way his fuel works, he's incentivized to be putting pressure on opponents from up close, though there are a few moves in his kit he wants to be far away for - particularly his setup and killing moves.
His movement is polarized: he's a little slow normally, but his Egg Mobile mode gives him a pretty fast speed to work with. In addition, both forms have good control over their movement: the Egg Walker has decent traction and air control, while the Egg Mobile has absolutely unparalleled air control. Of course, his Egg Mobile mode has constraints on how much you can use it.
His recovery is also reliant on Egg Mobile: while it's very easy for him to get back onstage with it (just fly back up), the Egg Walker's recovery is... not particularly great. If he gets caught below the ledge without fuel, it's practically over for him.
His regular attacks have good range and are almost all significantly disjointed. They come out relatively fast to suit his pressure-focused playstyle, and do pretty high damage. However, Eggman struggles to land K.O.s, because his only strong killing options are grounded attacks like his smashes and grab, which deliberately runs counter to his aerial playstyle.
One final weakness: he struggles a bit with zoners. (I mean, imagine putting Mega Man up against a 2D Sonic boss. He'd shred it.) He has trouble counterzoning, because he doesn't have as many projectiles as you'd think - looking at most Eggman bosses, there's surprisingly few attacks that just shoot something forward.
Eggman rides in the Egg Walker, the mech he drove in his most notable playable appearance, Sonic Adventure 2. A trait made up for Smash, however, is that it has been given telescoping functionality, with parts of various machines he's piloted folded up inside of it and coming out through panels in the device. This includes the legs of the Egg Walker, which in this version of the Egg Walker are folded out of the core of the machine, Eggman's classic Egg Mobile.
That's actually the basis of Eggman's main mechanic, which I'll explain first, since it impacts how he plays heavily. His up special, Egg Mobile, folds the legs of the Egg Walker in and allows players to make Eggman fly - more like controlling a spaceship in a shmup than a platformer character. During Egg Mobile mode, Eggman can perform aerial attacks and specials without leaving the mode, and can disengage it with the shield button. However, there's a catch - the Egg Mobile has limited fuel, pictured next to Eggman's damage meter. It's modelled after his health meter from SA2:
Egg Mobile mode drains fuel. It's a little similar to R.O.B.'s up-B that way. However, unlike Robo Burner, it recharges based on proximity to an opponent. The closer to an opponent, the more of those squares on the top of the gauge will light up yellow, and the faster the gauge will recharge. This applies while active, too - normally, the drain is pretty quick, but the proximity recharge rate cancels out some of the drain. In fact: at close distances, you won't use any fuel at all. Heck, depending on balance, you might even get a little bit back. The importance of this whole fuel mechanic is that Eggman can't just park himself too high to hit, but can still be in this flight mode for a majority of the time, as long as he uses it to approach his opponent instead of running away. After all, Eggman is usually in a flying machine.
Oh, one more thing of note about Eggman: he's only got one jump, high though it may be. Instead of a double-jump, he has the Jet Engine, which allows him to slow his descent in midair if the jump button is held. It's good for recovering horizontally and great for avoiding being juggled, but it's not useful if you're below the stage.
Now that we've covered that, we can move onto the more general: Eggman is a superheavyweight who, unusually for this sort of character, has a very air-focused game plan thanks to his up-special. Because of the way his fuel works, he's incentivized to be putting pressure on opponents from up close, though there are a few moves in his kit he wants to be far away for - particularly his setup and killing moves.
His movement is polarized: he's a little slow normally, but his Egg Mobile mode gives him a pretty fast speed to work with. In addition, both forms have good control over their movement: the Egg Walker has decent traction and air control, while the Egg Mobile has absolutely unparalleled air control. Of course, his Egg Mobile mode has constraints on how much you can use it.
His recovery is also reliant on Egg Mobile: while it's very easy for him to get back onstage with it (just fly back up), the Egg Walker's recovery is... not particularly great. If he gets caught below the ledge without fuel, it's practically over for him.
His regular attacks have good range and are almost all significantly disjointed. They come out relatively fast to suit his pressure-focused playstyle, and do pretty high damage. However, Eggman struggles to land K.O.s, because his only strong killing options are grounded attacks like his smashes and grab, which deliberately runs counter to his aerial playstyle.
One final weakness: he struggles a bit with zoners. (I mean, imagine putting Mega Man up against a 2D Sonic boss. He'd shred it.) He has trouble counterzoning, because he doesn't have as many projectiles as you'd think - looking at most Eggman bosses, there's surprisingly few attacks that just shoot something forward.