UserShadow7989

Decoration Core MK II

Jun 25th, 2021 (edited)
121
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 6.06 KB | None | 0 0
  1. *fast fall, high jumps, good initial dash, low traction, hovers, large size. Animations in the air have its body shape change slightly to indicate the difference and as fluff-justification for why it switches to aerial attacks instead of its ground game.
  2.  
  3.  
  4.  
  5. *gimmick: gimmick: detached hands follow the body at set speed, remain stationary to perform certain attacks, and will attack from their current position, meaning players must micromanage the hands' locations in relation to the core. Allows punishment of juggles due to the hands remaining on ground level for a moment before trying to chase the Decoration Core MK II. Hitting the hand causes it to swell and turn red, doing damage and flinching (but not knockback) to the core and ending the hand's attack prematurely. The core flinching from a direct hit on itself causes all hands to stop their ongoing attacks.
  6.  
  7. (Certain attacks use 1 hand (which lingers in place or moves as a result) and others use all 3. To pick a hand to perform an attack, hold the input and use directional button to choose? Otherwise, hands by Core are prioritized, with the hands attacking in a set rotation to determine the next in order if there are multiple close by/all three are away. Holding an input already being done by a hand will allow control over its placement instead of the core until release/the move ends.)
  8.  
  9. (Simple option: Shield Special or Neutral Special cycle which hands are used for the next attack?
  10.  
  11. Other option: hands move in sync with each other at all times, attacks simply determine how many are "occupied" (perform that attack until FAF) or not. Would still be kinda wonky, though. Hrm.)
  12.  
  13.  
  14.  
  15. * Side Special: creates a prolongued 'beam' of frosting; acts as FLUDD with decent damage on hit, solid platform/ceiling above/below (if the former would crush something, they're instead pushed). Those who stand on the beam move with it, allowing some fun shenanigans with movement. Fall-through platform, with those passing through briefly unaffected by it to avoid the FLUDD effect.
  16.  
  17. * Neutral Special: Frosting guns to rush to the Core's side as part of what it does, acting as hitboxes while doing so. Laggy, but provides a reward/reset button for hand positioning. Guns begin to spin rapidly around the Core and fire off a flurry of weak projectiles (the core is still able to move, and the hands will follow its movements perfectly until the end of this attack).
  18.  
  19. * Down Special: Smaller guns on main body fire thin, weak beams of frosting. These beams bounce off of terrain and have great range, with their length changing based on the button being held for the attack.
  20.  
  21. * Up Special: Engines rev and roar, the Core aligning itself in input direction (default up). Foxfire-like. Goes further, but has sour spot for back half as the core slows (fire sputtering out).
  22.  
  23.  
  24. * Forward Smash:
  25.  
  26. * Down Smash:
  27.  
  28. * Up Smash:
  29.  
  30.  
  31. * Neutral Combo: spits out one of the pilots, who clings to a cord and is pulled back in during end lag. Up to three shots.
  32.  
  33. * Forward Tilt: stabs forward with frosting tube; quick, long reaching, and a good way to de-sync the hands from the Decoration Core.
  34.  
  35. * Down Tilt: Sprays a slick of frosting; droplets fall down from pool, which can cause flinching (good in combination with Side Special?)
  36.  
  37. * Up Tilt: Arcing projectiles; form icicle-like hanging spirals of frosting from the terrain they hit (including a fall-through platform they land on).
  38.  
  39. * Dash Attack: Hand rockets forward ahead of the core, aiming its gun straight down and squeezing rapidly. It forms small shapes that resemble the player character sprites in the Parodious series where the drops land. The shapes shake a moment, then fly forward from their starting positions. Can fly past the ledge, with the falling hitboxes being sourspots that cause flinching. Hand itself is a sourspot with the same hitbox. The actual projectiles perform a hurt animation on contact with the foe and a small explosion graphic plays on hit for emphasis.
  40.  
  41.  
  42. * Neutral Aerial: body spins, firing off a flurry of tiny frosting droplets from the core's reserve guns to create a circular 'get off of me' AoE. (Feels like the Core should have a ground and air move each that don't involve the frosting guns in case of emergency)
  43.  
  44. * Forward Aerial: all three tubes fire a simple frosting projectile forward. Long range, decent speed, decent damage, unremarkable one way or the other in all ways other than there being three of them.
  45.  
  46. * Down Aerial: Fires a shot of frosting straight down. If it lands, forms a temporary wall (briefly stops movement, collapses when touched or hit, causes flinching in the former case).
  47.  
  48. * Back Aerial: One hand shakes the tube in its hand and squeezes- emitting a thin flame from the nozzel, the hand rocketing backwards as a projectile! Good for getting a hand in place behind the Core.
  49.  
  50. * Up Aerial:
  51.  
  52.  
  53. * Grab: Lips pucker, then suddenly the core rushes forward. There is a loud cartoonish sucking sound as the 'kiss' (or grab rather) lasts, with a 'pop' accompanying the release/throw
  54.  
  55. * Forward Throw: Unfortunate foe is sucked part-way in, akin to Wario's bite animation. Cargo Throw. Ends with the foe being spat out in one of four directions as a spacer.
  56.  
  57. * Down Throw: Slams foe into the ground, then spews some frosting onto the victim- covering them up with a decorative swirl, topped with a cherry that pops out of the tube with a final squeeze. The victim will pop free of the frosting as per the norm for bury effects, plus a complementary layer of frosting and a cherry stubbornly clinging to them for a moment. This doesn't have any side effect; it's just insult to injury.
  58.  
  59. * Back Throw: Core turns, hand pulls foe from lips, which open to reveal the pilots- one leg cocked back each already to give a rough boot to the opponent's posterior. And stay out! High-angle knockback, eventually scaling to be a KO throw.
  60.  
  61. * Up Throw:
  62.  
  63.  
  64. Random thoughts: make this "Decoration Core MK IV" to explain grabbing some core moves from MK I, and justify it as being a new model made for Smash/for a Parodius style joke. ("What happened to III? I dunno, what happened to Windows 9?")
Add Comment
Please, Sign In to add comment