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Hedgehog

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Apr 27th, 2016
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  1. Hedgehog
  2.  
  3. Attempted self-analysis:
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  5. Like in the game Hedgewars, the hedgehogs are artillery masters, and can wreak havoc from afar. Most of their weapons are projectiles, and many of them area area-of-effect and are chargeable and directable. Naturally, hedgehogs move slowly, and their attacks are laggy, so they are reliant on their zoning tools to keep the opponent away.
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  7. Hedgehogs have a vast armory of projectiles to zone with. At midrage, the medium-ranged shotgun is a good way to deal damage and wall out opponents, while the flamethrower yields considerable damage. At long range, the bazooka and grenade take some skill to shoot accurately, but are deadly if they explode in the opponent's face. Alternatively, the desert eagle makes it easy to rack up damage, while the meat cleaver hits once for large amounts of damage and guaranteed knockback away.
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  9. Hedgehogs might walk, run, and jump slowly, but they aren't slouches in recovery. They have a tether grab that is not only very long, but also directable. Sine gun's knockback may be a double-edged sword when it comes to dealing damage, but as a recovery option, it is very useful. And if even that isn't enough, Birdy can carry the hedgehog up and away from danger. In the reverse scenario, where the hedgehog wants to edgeguard, the mudball shines, knocking opponents back without causing flinching.
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  11. Naturally, artillery hedgehogs have highly exploitable weaknesses. They move slowly, have very poor air control, and are vulnerable if the opponent closes in on them. Additionally, coming from a turn-based game, their attacks have very high endlag, and their up close options are lacking in power, speed, knockback, or all three. With the hedgehogs, a bit of strategic positioning and many carefully aimed shots are essential to success.
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  13. Tiny frame
  14. Low weight
  15. Medium fall acceleration
  16. Medium-low maximum speed
  17. Very high friction
  18. Very low air control
  19. 1 midair jump
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  21. Walk: Low speed.
  22. Dash: Very low speed. 10 frames of turnaround.
  23. Roll: Intangible frames 5-65, ends on frame 90. Long distance. Appears in a time box during startup and endlag, invisible while active.
  24. Spotdodge: Intangible frames 5-65, ends on frame 90. Appears in a time box during startup and endlag, invisible while active.
  25. Airdodge: Intangible frames 5-55, ends on frame 70. Shows as a teleport effect.
  26. Jump: Medium-low. Active frame 7.
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  28. Jab: Whip. Short disjoint. Active frame 5, ends frame 35. 4 damage, moderate fixed horizontal knockback, 2* hitstun.
  29. Ftilt: Shotgun. Medium-ranged, reflectable projectile that moves very quickly. Directable: upwards is at 15 degrees up, neutral is straight forward, downwards is 15 degrees down. Active frame 21, ends frame 40. 5 damage, moderate horizontal knockback.
  30. Utilt: Desert eagle. Reflectable long-range projectile, very fast. Shoots 15 degrees up. Active frame 25, ends frame 35. 4 damage, slight horizontal knockback, 2* hitstun.
  31. Dtilt: Drops a stick of dynamite, which explodes after 5 seconds. The dynamite stick is reflectable, the explosion is absorbable and transcendent with a short range, can friendly fire. Active frame 17, ends frame 35. 7 damage if it hits an opponent while dropping, 35 damage point-blank, 21 damage near, 12 damage far, impact moderate meteor smash, explosion very strong diagonal knockback proportional to damage away from the impact area, point blank can KO at 50.
  32. Dash: Bat strike. Short disjoint. Active frames 6-8, ends frame 38. 11 damage, very strong diagonal knockback, can KO at 140.
  33. Fsmash: Shoots a bazooka with an AoE effect that explodes on impact. Charging the move makes it go farther, damage remains the same. The bazooka is a reflectable projectile, the explosion is absorbable and transcendent with a short range, can friendly fire. Directable: downwards is at 30 degrees, forwards is at 45 degrees, upwards is at 60 degrees. Active frame 18, ends frame 55. 15 damage hit, 8 damage near, 4 damage far, strong diagonal knockback proportional to damage away from the impact area, hit can KO at 95.
  34. Usmash: Tosses a grenade at 60 degrees upwards which explodes after 5 seconds. Charging the move increases the launch velocity, damage remains the same. The grenade is a reflectable projectile, the explosion is absorbable and transcendent with a short range, can friendly fire. Active frame 12, ends frame 48. 6 damage impact, 20 damage hit, 12 damage near, 7 damage far, impact flinching with 3* hitstun, explosion very strong diagonal knockback proportional to damage away from the impact area, can KO at 70.
  35. Dsmash: Tosses a meat cleaver horizontally. Charging the move increases the launch velocity, damage remains the same. The cleaver is a reflectable projectile that bounces once. Active frame 22, ends frame 58. 10 damage hit, strong horizontal knockback, can KO at 105.
  36. Nair: Drops a mine. If an opponent walks into it, it explodes. The explosion is absorbable and reflectable. If there already is a mine, then it disappears. Active frame 5, ends frame 32, continues after land. 22 damage hit, 13 damage near, 8 damage far, moderate diagonal knockback proportional to damage away from the impact area.
  37. Fair: Flamethrower. Short-ranged reflectable, absorbable projectile, transcendent, wide swath, directable. Active frames 8, 16, 24, 32, 40, 48, 56, 64, ends frame 72, land 25 frames. 3 damage each hit, all hits flinching.
  38. Bair: Overhead hammer swing. Short disjoint. Active frames 7-12, ends frame 40, land 16 frames, autocancels from short hop. 7 damage, moderately strong horizontal knockback.
  39. Uair: Fire punch. Active frames 3-6, ends frame 40, land 15 frames, autocancels from short hop. 12 damage, very high vertical knockback, can KO at 110.
  40. Dair: Pickhammer drive down. Active frames 6-12, 17-23, 28-34, ends frame 45, land 14 frames. 3 damage each hit, all hits weak meteor smashes.
  41. Zair: Shoots a very long-ranged rope tether in the direction the control stick is pointed. Only the tip of the rope has a hitbox. It can latch onto any surface. Active frames 5-75 shoot, 75-105 retract, ends frame 105, land 35 frames. 4 damage, flinching on contact.
  42. Grab: Shoots a very long-ranged rope tether in the direction the control stick is pointed. Only the tip of the rope has a hitbox. If it hits a surface, then the surface is latched on to and acts like a tether recovery. Active frames 5-75 shoot, 75-105 retract, ends frame 105.
  43. Pummel: Whips the opponent. Active frame 30, ends frame 75. 4 damage.
  44. Fthrow: Picks up the opponent and hits far with a baseball bat. Active frame 20, ends frame 60. 11 damage, very strong diagonal knockback, but low knockback growth, can't KO until 190.
  45. Bthrow: Uses the rope to fling the opponent back. Active frame 60, ends frame 100. 9 damage, good horizontal knockback, but low knockback growth, can't KO until 180.
  46. Uthrow: Delivers a fire punch. Active frame 5, ends frame 40. 12 damage, very strong vertical knockback, can KO at 130.
  47. Dthrow: Prepares a grenade, then releases the opponent just when it blows up. Active frame 55, ends frame 80. 10 damage, good vertical knockback.
  48. Ffloor: Whips both sides, and gets up. Active frame 5, ends frame 22. 4 damage, slight fixed horizontal knockback, 2* hitstun.
  49. Bfloor: Same as Ffloor.
  50. Tfloor: Same as Ffloor.
  51. Edge: Shoots a shotgun over the edge at a 15 degree angle upwards, then gets up. Active frame 21, ends frame 40. 5 damage, moderate horizontal knockback.
  52. Nspecial: Sine gun. A sine gun is shot forwards, at an angle indicated by the first inputted control stick tilt, or forwards if the control stick isn't tilted. Very fast, reflectable, absorbable projectile with medium swath, center doesn't expand. Can't be cancelled or stored. Active frame 60, ends frame 150. 35 damage center, 20 damage near, 10 damage proximity, massive knockback in the direction the sine gun was pointed, center can just barely one-hit KO, recoil knockback is very strong in the reverse direction, but doesn't grow.
  53. Fspecial: Mudball. Throws a mudball. Mudballs are reflectable, fast, and disintegrate when they hit a surface. Chargeable up to 2 seconds: charging causes the mudball to be thrown faster, charge doesn't store. Directable: upwards is straight forwards, neutral is 15 degrees downwards, downwards is 30 degrees downwards. Active frame 7, ends frame 25. No damage, no flinching, but an autolink windbox effect.
  54. Uspecial: Birdy. A birdy comes out of nowhere and picks Hedgehog up a moderate distance, carrying it where directed by the control stick during its time. Medium armored up to 15 damage while active. Active frames 10-170, ends frame 200.
  55. Dspecial: Vampire bite. Strikes with a bite that, if it hits, recovers 80% of the damage dealt. Chargeable up to 6 seconds, but automatically triggers when fully charged. Can be cancelled, but charge doesn't store. Active frame 20, ends frame 60. 10(25) damage, flinching, stuns if at least 50% charged.
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  57. Up taunt: Says, "Is that the best you can do?"
  58. Down taunt: Says, "You've ticked off the wrong hog, buddy."
  59. Side taunt: Says, "I'm waiting!"
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