ahemtoday
Smash Ace
- Joined
- Oct 30, 2020
- Messages
- 874
Well, I didn't expect this as a result. I have a lot of ideas for moves for Eggman, though - and... most of them would probably work with the E-Mech. I'm not sure if
Janx_uwu
pictured quite as much mechanical shapeshiftery as I did, though. (Although I just scrolled up, and the Egg Hornet attack was submitted by him, so apparently there's at least some involved.)
This is a stall-then-fall with the unusual property of going forward and then curving down. It has high landing lag.
This attack isn't just a Flame Choke clone, though; and I don't just mean because it sends upwards and is a blockable hitgrab. I mean that it has a specific purpose. It ignores invincible and intangible actions, except for when a player has just gotten down from their revival platform. Shoryuken? Get grabbed. Wings of Rebellion? Yoink. Rolling? C'mere. Super Star? It doesn't matter. If you know your opponent is going to try something that can't be hit normally, Big Arm is big enough to grab them anyway. However, if an opponent sees it coming and does something else - like going around it or shielding - it's a massively punishable move.
This attack is the main attack of the aforementioned boss the move is named after. Its invuln-busting properties are actually inspired by the fact that it can actually grab Super Sonic and hurt him, making it the only boss in the game capable of doing so.
When B is released, for each lock-on, a homing missile comes out of a cannon on the E-Mech, which slowly travels toward whatever that missile locked on to. These missiles are easy to react to and avoid - just shield - but they really shine when Eggman approaches alongside them, setting him up for a grab or other option effective on shielding opponents.
Very obviously based on that one specific cutscene in Sonic Adventure 2. In particular, the way the beam actually passes over the stage is based on a particular shot of it passing over a city. Though nobody actually gets hit by it in the original game, it has to do damage somehow. Its pushing mechanic is mostly because I couldn't resist the idea of it shooting opponents all the way to the moon.
Oh, one final thing. Eggman can get hit by the Eclipse Cannon, too. Drawing upon a massive power source and then falling victim to it yourself is part of the authentic Eggman experience, after all.
Up Special: Egg Mobile
Am I, like, allowed to submit the up special from my general moveset concept as a regular move? It feels kinda like cheating, since it was such a big focus of my playstyle for him. Still, considering how often he uses the Egg Mobile, I don't really feel there's anything else his up-B could be. To fit in with the E-Mech style, it should probably be a little less central to his kit and a bit more of a standard recovery option.Maybe you could ditch the proximity thing and just have it recharge on the ground like Robo Burner does.His up special, Egg Mobile, folds the legs of theEgg WalkerE-Mech 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 amajority of the timegood while, as long as he uses it to approach his opponent instead of running away. After all, Eggman is usually in a flying machine.
Down Air: Egg Hornet
Probably mutually exclusive with
Janx_uwu
's side-B, since it's based on the same thing. I promise I came up with this beforehand. The E-Mech's claws become drills and the legs fold backward into jet boosters, creating a version of the Egg Hornet. Then, it performs a charging attack downward.This is a stall-then-fall with the unusual property of going forward and then curving down. It has high landing lag.
Side Special: Big Arm
The legs of the E-Mech slide horizontally up the underside to connect with the arms, transforming into big arms based on a boss of Sonic 3... named Big Arm. The E-Mech then swoops forward with its arms outstretched. If it catches someone, it lifts them up and slams them into the ground, sending them upward. Though if there's nothing below you, you'll make mincemeat out of both of you.This attack isn't just a Flame Choke clone, though; and I don't just mean because it sends upwards and is a blockable hitgrab. I mean that it has a specific purpose. It ignores invincible and intangible actions, except for when a player has just gotten down from their revival platform. Shoryuken? Get grabbed. Wings of Rebellion? Yoink. Rolling? C'mere. Super Star? It doesn't matter. If you know your opponent is going to try something that can't be hit normally, Big Arm is big enough to grab them anyway. However, if an opponent sees it coming and does something else - like going around it or shielding - it's a massively punishable move.
This attack is the main attack of the aforementioned boss the move is named after. Its invuln-busting properties are actually inspired by the fact that it can actually grab Super Sonic and hurt him, making it the only boss in the game capable of doing so.
Neutral Special: Lock-On Missile
Inspired by his playable appearance in Sonic Adventure 2. For as long as the B button is held, a thin red laser is emitted from the front of the E-Mech. This laser doesn't do any damage, but any enemy it touches will be locked onto. Moving the laser off and back onto a target will lock onto it multiple times. Eggman can move and jump while emitting the laser, but he'll only turn around if the stick is smashed backward.When B is released, for each lock-on, a homing missile comes out of a cannon on the E-Mech, which slowly travels toward whatever that missile locked on to. These missiles are easy to react to and avoid - just shield - but they really shine when Eggman approaches alongside them, setting him up for a grab or other option effective on shielding opponents.
Final Smash: Eclipse Cannon
Eggman presses a button. Cut to space, where the Space Colony ARK is preparing to fire a massive laser beam. Right as it fires, we cut back to gameplay, and the beam shoots to the left through the top half of the stage, dealing damage to any fighters in its path. Its multiple hits trap opponents within it vertically, but it also knocks them left relative to their percent (they don't move much at low %, but they get pushed a lot at high %s). The Final Smash concludes with one final shot of the laser hitting the moon and blowing up half of it. If it manages to push someone all the way off the left edge of the screen, that moon explosion is when the victim's stock is actually taken. Otherwise, the final hit is the standard high-knockback hit most beam FSes end with.Very obviously based on that one specific cutscene in Sonic Adventure 2. In particular, the way the beam actually passes over the stage is based on a particular shot of it passing over a city. Though nobody actually gets hit by it in the original game, it has to do damage somehow. Its pushing mechanic is mostly because I couldn't resist the idea of it shooting opponents all the way to the moon.
Oh, one final thing. Eggman can get hit by the Eclipse Cannon, too. Drawing upon a massive power source and then falling victim to it yourself is part of the authentic Eggman experience, after all.