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BizarreCade gappy

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Jul 31st, 2016
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  1. BizarreCade Basic Character Data
  2.  
  3. What is BizarreCade?
  4. A couple programming fucks decided to get together to make a JoJo arcade fighter that wasn't as shitty as ASB but still encompassed all parts. We are borrowing heavily from Heritage.
  5.  
  6. Hamon Users in this game start with steady breathing at the beginning of every round, but sustained damage will disrupt this, requiring them to pose to regain their breath. To activate a Super, Hamon Users must supercharge their Hamon (pose until it says so) and then execute the command.
  7.  
  8. ----------------------------------------------------
  9.  
  10. Part 1:
  11.  
  12. ~JONATHAN JOESTAR~
  13.  
  14. >Properties:
  15. -The bulkiest of the Hamon Users (and possibly the entire roster)
  16. -Huge health pool (based off of his physical perfection and sheer willpower)
  17. -Hits like a truck
  18. -Requires way more hits than others for his breathing to get disrupted
  19. -Relatively agile, but short jump height
  20. -Cannot damage anyone who is downed (gentleman, waits for them to stand up)
  21. -Does less damage from the back (pulling punches)
  22. -Has a Rush
  23. -Attacks parry more frequently
  24.  
  25. >Moveset, "Stand", and Supers:
  26. -Generic attacks omitted
  27. -Zoom Punch: A lot shorter than Zeppeli's but gives Jonathan range he needs
  28. -Sendo Ripple Overdrive and Metal Silver Overdrive: Walls and obstacles created by an opponent can be pierced by a Hamon blast. Ranged, but requires an obstacle in the first place.
  29. -Scarlet Overdrive: Fire in a hand, burning damage on a punch
  30. -Underwater Turquoise Blue Overdrive: Punches a puddle on the ground, damage in an AOE around you
  31. -Life Magnetism Overdrive: Sticks leaves together in an impromptu shield
  32. -By pressing the "Stand" button (previously called the Stand button), Jonathan brings out the Sword of Luck and Pluck. This Sword has more range and does more damage (and can be lit on fire and used as a Hamon extender), but attacks with it are slower. Imagine a heavy attack.
  33.  
  34. >Playstyle:
  35. Jonathan plays exactly like he fights in the manga - powering through enemies with courage. By relentlessly pursuing your enemies, you take advantage of Jonathan's fast attacks and frequent parries, absorbing attacks and continuing to deal heavy damage.
  36.  
  37.  
  38. ~WILL ANTHONIO ZEPPELI~
  39.  
  40. >Properties:
  41. -Calm, relaxed, and casual movements
  42. -Medium health pool (has to be relatively fit to be effective with Hamon)
  43. -Relatively light, jumps high
  44. -Can perform seated (and downed) jumps
  45. -Recovers quickly from being knocked back
  46. -Primarily uses kicks to fight
  47. -Takes the average hits for breathing to get disrupted, getting old
  48. -Hamon charges the fastest
  49. -Hamon specials come out faster than any other, combo easily
  50. -Special-oriented, less of a regular attack fighter
  51. -Decisive, precise attacks instead of barrages
  52.  
  53. >Moveset and Special
  54. -Zoom Punch: Longer than Jonathan's, excellent for keeping the opponent at bay
  55. -Ripple Cutter: Signature move, spit from his mouth, best projectile
  56. -Sendo Wave Kick: Hamon attack with the knee, a dash attack
  57. -Sunlight Yellow Overdrive: Single jabs, but deal lasting damage
  58. -Life Magnetism Overdrive: creates a leaf hang glider that makes him more floaty and allows him to position Tornado Overdrives
  59. -Tornado Overdrive: Dive bombs the opponent with his lower half while midair, useful attack for a floaty character
  60. -Deep Pass Overdrive: Unsure whether to make this a special or not, but allows the player to suicide and give the next round a health and damage boost for that round only.
  61. -By pressing the Special button, Zeppeli will bring out a wine glass for him to use. In this state, Ripple Cutter attacks are faster, deal more damage, and have more quantity. However, getting hit 5 times in a row will break the wine glass and put the Special mode on cooldown. As long as the state is in cooldown, Ripple Cutter attacks will be weaker.
  62.  
  63. >Playstyle:
  64. Will is meant to be played as a flighty character, dashing in, dashing out. As the mentor of the first JoJo, he doesn't take things seriously. He is a lot more ranged than his student, and requires better positioning than button mashing.
  65.  
  66.  
  67. ~DIO BRANDO (PHANTOM BLOOD)~
  68.  
  69. >Properties:
  70. -Wild, elegant, and arrogant movements
  71. -Much more loose than SDC DIO
  72. -He acts like fucking Dio, it's Dio. You guys know who he is
  73. -Medium health pool, relatively less bulky than Jonathan
  74. -Regeneration bar is slightly larger than everybody else's, losing out only to the Pillarmen
  75. -By sucking an opponent's blood, he is able to increase the length of the regeneration bar
  76. -Defenses are low, takes insane chip damage, way more than most characters ("no one is worthy enough to block against" mentality)
  77. -Crouch is strangely high, looks like he's just slightly bending his knees, won't dodge projectiles
  78. -Lighter and faster than Jonathan, not as flighty as Zeppeli
  79. -Jumps medium-high height, falls fast
  80. -Regulars are strong, but generally slower clawing attacks
  81. -Regulars are more frequently interrupted and parried
  82. -Sucking someone's blood makes attacks faster
  83. -6 blood drains needed to reach max potential, resets every round
  84. -As a vampire, weak against Hamon
  85. -Can Rush
  86.  
  87. >Moveset, "Stand", and Supers:
  88. -Wall Walking: can stick his feet into the side of the screen or the top of the screen and walk slowly; better positioning
  89. -Blood Draining: command grab that increases regeneration bar and hurts enemy
  90. -Space Ripper Stingy Eyes: classic ranged move, short and long versions
  91. -Hypnosis: close-ranged attack that stuns non-blocking units facing you for a second, allows easy comboing
  92. -Blood Vessel Tentacles: semi-ranged attack that can be controlled
  93. -By pressing the "Stand" button, Dio enters freeze mode. In this mode, Dio is much slower (as his circulation is disrupted), but his attacks have a freezing property on them. Blocking covers Dio's body in frost and completely negates the extra damage from Hamon. Attacks in freeze mode have a lasting effect, preventing regeneration, but also disrupt Hamon in Hamon users. Parrying in freeze mode is a lot harder thanks to the drawn-out regular animations, but doing so adds even more freeze stacks against the opponent. Enough freeze stacks from successive hits can freeze an opponent for a second, allowing for more combos.
  94.  
  95. >Playstyle:
  96. Dio differs from Jonathan in that he is a rusher. His play revolves on him rushing down his opponent, getting as many blood stacks as possible, and destroying the opponent before they can react. Some of his abilities are based on "stopping", including Hypnosis and Freezing. By peppering his play with these stops, the player is able to put out non-stop combos.
  97.  
  98.  
  99. ~JOSUKE HIGASHIKATA (GAPPY)~
  100.  
  101. >Properties:
  102. -Calm, methodical movement
  103. -Medium-low health pool, Stand form has high defense and little chip damage
  104. -Fast, calm stride but low jump height
  105. -Attacks come extremely quick from movement; almost no lag in between
  106. -Regulars are straightforward, but devastating attacks; ruthless
  107. -DIMENSIONAL SIGHT: When playing as Gappy, you see lengths in meters. Small, glowing numbers (0.5m, 1m, etc.) are present every half meter between Gappy and his opponent, allowing him to utilize his regulars' sweet spots. Gappy is always at 0m, so if he moves back from an opponent standing still at 2m, the numbers follow him, and the enemy would then be standing somewhere around 3m.
  108. -Regulars have sweet spots: at the middle of the fist (around 1m), Gappy does the most damage, but at the middle of the arm (around 0.5m), Gappy parries more.
  109. -Regulars are relatively fast and strong for a Stand User
  110. -Grabs are very weak and are easily interrupted
  111. -Stand has a range of D, so it has more reach than most punchghosts. It also has sweetspots at the middle of its fist and arms.
  112. -Special moves are just as effective in non-Stand mode as they are in Stand mode
  113. -Stays downed slightly longer than most other characters do (likes the pressure)
  114. -When recovering from a down, his liver emits a small flurry of bubbles
  115. -Can Stand Rush
  116.  
  117. >Moveset, "Stand", and Supers:
  118. -Sight Plunder: a single, slow bubble that steal's the opponent's vision upon contact for a few seconds; not sure how to implement this yet
  119. -Gut Punch: a decisive blow to the stomach, it makes the opponent fall down and vomit for a single second, allowing for easy followup; relatively difficult to land thanks to long animation
  120. -Friction Plunder: a faster bubble sent towards the enemy, it makes them haplessly slide when they walk, a tap of the stick can lead them all the way to you
  121. -Person Plunder: a short punch that envelops the opponent in a large bubble upon contact; the bubble lasts a few seconds and is popped upon a single hit; great for combos. If it hits with the fist sweet spot, the bubble forms much faster
  122. -Bubble Slew: a slew of bubbles emitted from a swipe of the arm very quickly, low damage, good range; if these bubbles hit any minor projectiles, it can trap them inside and render them null
  123. -Bubble Blast: very slow bubbles that enter the opponent's skin and explode, dealing good damage.
  124. -Nuts and Bolts: bubbles holding nuts and bolts pop, the projectiles shoot at the opponent in a straight, horizontal line
  125. -Pressing the "Stand" button summons [Soft and Wet] in front of Gappy. It behaves as all close-range punchghosts do and cannot be sent out.
  126. -Stand Rush
  127.  
  128. >Playstyle:
  129. Gappy has a very specific, methodical playstyle. By mastering his Dimensional Sight and pairing it with the sweet spots, the player can properly utilize Gappy's CQC and take out the opponent in hand to hand combat. His special moves are mostly debuffs and pokes, so that the enemy is in proper range for maximum damage and so that regular attacks are easier to output. He's a hand to hand man with a plan.
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