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KingJigglypuff

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Apr 28th, 2016
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  1. Neptune Moveset Plan
  2.  
  3. Franchise: Hyperdimension Neptunia
  4.  
  5. Playstyle: All-Rounder, Combo-Oriented.
  6.  
  7. Character Base:
  8.  
  9. -Attributes-
  10.  
  11. Walking Speed: 1.2 (Standard). 1.5 (HDD).
  12.  
  13. Dash Momentum: 1.5 (Standard). 1.75 (HDD).
  14.  
  15. Running Speed: 1.65 (Standard). 2 (HDD).
  16.  
  17. JumpSquat: 4 Frames.
  18.  
  19. Ground Jump Height: 2.25 (Standard). 2.65 (HDD).
  20.  
  21. Air Jump Height Multiplier: 1.
  22.  
  23. Gravity: 0.07 (Standard). 0.08 (HDD).
  24.  
  25. Falling Speed: 1.25 (Standard). 1.5 (HDD).
  26.  
  27. Air Mobility: 0.08 (Standard). 0.12 (HDD).
  28.  
  29. Shield Size: 7.5 (Standard). 8 (HDD).
  30.  
  31. Weight/Knockback Resistance: 90, Mediumweight (Standard). 100, Heavyweight (HDD)
  32.  
  33. -Special Attributes-
  34.  
  35. EXE Drive: Similar to Cloud's Limit Break. Neptune can fill up a meter known as the EXE Gauge via attacking and being attacked. Unlike Limit Break or similar mechanics, Neptune only needs to fill the EXE Gauge partially before it can be active, but the more the Gauge is filled, the more powerful attacks she has access to. The EXE Gauge has 4 notches. 1 notch will allow a more powerful version of her Specials/Smashes, 1-2+ notches will allow elemental combo finishers, 3 notches will allow her to jump cancel hitstun, while 4 notches will allow her to access HDD.
  36.  
  37. Combo Finishers (EXE Drive): With at least 1 EXE Gauge notch filled, Neptune can end a combo string with a powerful elemental attack, depending on button input. Holding A will preform
  38.  
  39. Blaze Break (1 notch required), holding B will preform Variable Arts (2 notches required), and holding A and B will preform Thunder Crush (3 notches required). Combo finishers will not deplete the gauge.
  40.  
  41. HDD: Upon maxing out the EXE Gauge, Neptune can access HDD to become Purple Heart, in which all of her attributes, power, and frame data become enhanced. Purple Heart can also fill up the EXE Gauge to access enhanced Specials, but if Purple Heart fills up the EXE Gauge, she can use her Final Smash without the need of a Smash Ball, but will end HDD once the move ends.
  42.  
  43. Air Dash (HDD Only): Once per air time, Purple Heart has the option to preform an air dash by tapping the control stick either left or right while also pressing Shield. This dash has invincibility at the beginning and can be jump canceled near the end.
  44.  
  45. -Standard Attacks-
  46.  
  47. Neutral Attack: Neptune attacks with a vertical slash, a horizontal slash, then a poke. Any part of this jab string can be interrupted into a Tilt, a Smash Attack, or a Special upon contact.
  48.  
  49. Side Tilt: Neptune attacks with an overhead swing. This attack has the unique properly of having high shield damage for a tilt. DMG: 9, BKB: 40, KBG: 100, Angle: 361, Effect: Slash.
  50.  
  51. Up Tilt: Neptune attacks with a twirling vertical slash. DMG: 7, BKB: 35, KBG: 90, Angle: 80, Effect: Slash.
  52.  
  53. Down Tilt: Similar to Cloud's and Megaman's Down Tilts, Neptune slides forward (with a (>ワ<) look on her face), as her arms move back. DMG: 8, BKB: 45, KBG: 90, Angle: 75, Effect:Normal.
  54.  
  55. Dash Attack: Neptune attacks with a jumping thrust slash. DMG: 11, BKB: 30, KBG: 95, Angle: 361, Effect: Slash. (I may give this move the unique property of ending in the air and/or being able to jump cancel).
  56.  
  57. -Smash Attacks-
  58.  
  59. Side Smash: Neptune spin jumps before slamming her weapon into the ground. The enhanced version of this move has more power, less startup, and less endlag. Multihit (looped 2 times): DMG: 3, WKB: 75, KBG: 100, Angle: 363, Effect: Normal. End Hit: DMG: 9, BKB: 30, KBG: 105, Angle: 361, Effect: Slash.
  60.  
  61. Up Smash: Neptune rises upward with a jumping slash. This move has the unique property of ending in the air. The enhanced version of this move has more power, less startup, less endlag, and can be jump canceled. DMG: 14, BKB: 40, KBG: 100, Angle: 85, Effect: Slash.
  62.  
  63. Down Smash: Neptune spins in place, hitting foes multiple times before sending them off. What makes this move unique is that Neptune can move left and right via control stick movement. The enhanced version of this move has more power, faster movement, and can be dash cancelled. Multihit (looped 4 times): DMG: 2, WKB: 75, KBG: 100, Angle: 180, Effect: Slash. End Hit: DMG: 4, BKB: 45, KBG: 90, Angle: 361, Effect: Slash.
  64.  
  65. -Air Attacks-
  66.  
  67. Neutral Air: Neptune balls up before thrusting her limbs outward to attack. DMG: 9, BKB: 40, KBG: 100, Angle: 361, Effect: Normal.
  68.  
  69. Forward Air: Similar to Bayonetta's Forward Air, Neptune's Forward Air is also a combo string attack. A left slash, a right slash, then a thrusting slash. This combo string can interrupt into another aerial or Special if any part connects.
  70.  
  71. Back Air: Neptune thrusts her weapon behind herself.
  72.  
  73. Up Air: Neptune swings above herself in an arch, but the player can press A again to have her thrust her weapon upwards for a second hit.
  74.  
  75. Down Air: Professional Faller. Neptune phases out before plumetting to the ground head first, burying foes she lands on. The amount of time the foes are buried for depend on how long Neptune has fallen. DMG: 12, BKB: 40, KBG: 100, Angle: 270, Effect: Normal.
  76.  
  77. Down Air Landing (Grounded foes): DMG: 5, WKB: 100, KBG: 100, Angle: 270, Effect: Bury. Only hits grounded foes.
  78.  
  79. Down Air Landing (Aerial foes): DMG: 5, BKB: 60, KBG: 100, Angle: 361, Effect: Normal. Only hits aerial foes.
  80.  
  81. -Throws-
  82.  
  83. Pummel: Neptune bonks her victim with a (>o<) look.
  84.  
  85. Forward Throw: Neptune kicks her victim before slashing them away.
  86.  
  87. Back Throw: Neptune attempts to suplex her victim, but falls onto them instead.
  88.  
  89. Up Throw: Neptune grabs her victim with both hands before tossing them up into the air.
  90.  
  91. Down Throw: Neptune trips up her victim before jumping on them and slamming into them to send them off.
  92.  
  93. -Specials-
  94.  
  95. Neutral Special: 32-Bit Mega Blade. A digital blade materializes above Neptune's head before striking at the ground diagonally. Upon hitting the ground, a large shockwave will trap foes before sending them off. The enhanced version of this move has less startup, less endlag, the projectile carries foes down with it, and the shockwave is larger.
  96.  
  97. Side Special: Critical Edge. Neptune dashes forward. Upon contact, she instantly slashes downward to lock the foe in place before slashing them upward. The enhanced version of this move has less startup, less endlag, more distance gained, more power, and the upward slash can be jump cancelled.
  98.  
  99. Up Special: Victory/Nep U Slash. Neptune anticipates a strong attack before lunging in one of 8 directions violently with an X-shaped slash effect. The enhanced version of this move has more power, more distance, less startup, and less endlag. DMG: 25, BKB: 50, KBG: 75, Angle: 361, Effect: Slash.
  100.  
  101. Down Special: Heroine's Parry/EXE Drive. If the EXE Gauge isn't filled all the way, Neptune will get into a defensive stance. If hit during a certain window, Neptune will recoil with invincibility, rather than a counter attack (making this attack a parry, rather than a counter). Neptune can interrupt a few Frames after the recoil and actually carry some of the invincibility into her next move. The enhanced version of this move has a longer parry window, more invincibility Frames, and can interrupt earlier.
  102.  
  103. Final Smash: Neptune Break. Neptune exclaims "I'll break the enemy AND the game's balance!" before trapping the foe with a series of slashes, plummeting towards the ground with her victim, and releasing a large shockwave upon landing. Planned damage total would be no less than 45, but no more than 75.
  104.  
  105. -Misc-
  106.  
  107. Entry: Neptune materializes while exclaiming "Hey, everyone. I'm gonna Nep Nep you!"
  108.  
  109. Up Taunt: Neptune exclaims "It seems like it's Nep Time!" while posing as if she's about to use 32-Bit Mega Blade.
  110.  
  111. Side Taunt: Neptune poses as if she's about to use Critical Edge, but instead taunts before going back to Idle.
  112.  
  113. Down Taunt: Neptune takes out a container of pudding before snacking on it.
  114.  
  115. Win1: Neptune hops before crouching down with her hand and fingers in the form of the peace sign over her face.
  116.  
  117. Win2: Neptune brushes herself off while exclaiming "I need a pudding after this..." before posing.
  118.  
  119. Win3: Neptune and Histoire are shown having a friendly banter with each other before posing for the camera.
  120.  
  121. Lose: Neptune claps while looking at the victor awkwardly (with her meme face).
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