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FatmanJones

Fatman's "Heartbreaker" Weapon Moveset Details

Feb 9th, 2022
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  1. Fatman's Photon Zapper and Photon Shackle:
  2. An Explanation and Breakdown
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  4. Fatman's weapons consist of the Power Glove (It's So Badâ„¢) and the Variable Photon Zapper, as well as any weapons utilized within their equipment thereof, including the Jewel Option and the Bolo Bombs.
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  6. All weapons operate off of a shared ammunition meter, depicted on Fatman's HUD bar as the blue bar underneath it. As Fatman uses subweapons, the bar drains steadily and charges back up over time. Overcharge is depicted as a yellow bar at the bottom of the Ammo Meter. Functionally, it's similar to Kingdom Hearts' MP Charge system from KH2 onwards.
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  8. Having Overcharge allows Fatman to use the Charged version of these weapons' attacks first, then drains regular Ammo Meter for sustained attacks using the regular attack versions.
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  10. First I will explain the Photon Shackle:
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  12. The Photon Shackle is a weapon largely based upon Tabuu's Chains of Light, a whip-like weapon comprised of a Photon Power Energy chain with a shackle cuff on one end. The attack can be used to shackle opponents, 'stunning' them while sustained attacks are performed, and also allowing Fatman to grapple them easier for throws.
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  14. Its attacks are inspired by the moveset of Richter Belmont in both SOTN and Rondo of Blood; Fatman can whip with the chain shortened, he can perform a dash attack spinning the chain in a buzzsaw motion, and he can use it to latch onto environmental objects to swing and grapple from. He can also use it to grapple from the bottom of platforms and jump up through to their surfaces a-la Bionic Commando, perform a CQC melee a-la Allen O'Neill from Metal Slug, and even parry attacks with the CQC melee reflecting enemy projectiles.
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  16. Its most useful function is allowing Fatman to charge up kinetic energy as he sprints, allowing him access to both the Speed Booster and the Shinespark, which functions like the eight-way Metroid Dread Shinespark with the implementation of Super's damaging after-image shockwaves, minus the health drain of Super's.
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  18. The Power Glove itself also allows Fatman to use a RoyalGuard style Counter system, allowing for Parries, Returns, and Just Parries and Just Returns alike depending on the combat timing.
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  20. The Variable Photon Zapper, or Photon Zapper for short, utilizes a kinetic charging module attached to the underside of the muzzle to charge the Zapper shots automatically; at full charge, they become a paralyzing laser, but sustained fire takes the form of 5-round-rapid burst-fire lemons (YEAH, LEMONS). Fatman can fire in any of the eight directions, and the Photon Zapper can also reflect shots off of a flipped trick coin, itself a reference to the Marksman Pistol from New Blood's boomer shooter ULTRAKILL. The shots are hitscan, and Fatman can very much parry the coin around at different angles as it flies back from the shot recoil and chain shots and parries for massive firepower.
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  22. Fatman's Bolo Bomb, by comparison, is fairly straightforward. It's an exploding pair of clackers that Fatman can toss straightways or at angles and arcs to deal explosive damage to enemies and deals splash damage as well. It doesn't fly back to Fatman, so there's no return policy.
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  24. Fatman's Jewel Option is the final weapon he has. Using it summons the Jewel Option for additional firepower, and it has its own meter that appears for sustained enemy kills that drains with damage taken by Fatman, nullifying his own HP damage in place of the Jewel Meter depletion; if the bar fills completely orange, Fatman can activate Erasure Mode, allowing the Jewel to change into Fairy Erasure and provide further support.
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  26. As Fairy Erasure, the Jewel Option can: Stun enemies with backhands; deflect projectiles with slaps and backhands; attack with ranged melee summoned swords; attack with vertical lasers; and also attack with horizontal lasers and bullet patterns in both Jewel and Fairy forms.
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  28. Erasure Mode turns the Jewel Meter bar white, causing it to deplete faster; once it's drained, Fairy Erasure reverts to Jewel Mode and the Jewel Option is dismissed, a cooldown of five minutes is imposed rendering the Option unusable for the duration.
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