Thrice

Finne Brainstorming

Dec 25th, 2017
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  1. FINNE
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  3. General Properties: The goal is for Finne to be a mid-long range projectile combatant who, when an opportunity arises, can get in and finish foes off with melee combos. His melee game is decent, but his approaches are pretty lackluster, meaning he needs good timing and aim with his projectiles to really set up for his game plan. Major inspirations are Toon Link, Lambda-11, and Sogetsu Kazama.
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  5. STANDARD ATTACKS
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  7. Jab: Finne flips his scimitar around and holds it in reverse grip, then slashes diagonally upwards, hitting the area directly in front of his chest. If A is pressed again, he'll drop his sword, catch it in his right hand, and slice downward. Press it again, and he'll bring the blade straight up, upside down. Fourth time, he'll slash from top-right down to bottom-left, and the fifth time, he'll toss the sword back into his dominant hand and stab forward. Then, he'll crack his knuckles, pop his neck, wipe his sword down, roll his right shoulder, or bounce back and forth on his feet. Which one Finne does is random, but they all take the same amount of time, and he will do one for each sequence of his Jab performed. So, if you Jab three times, ending on the straight-up slice, he'll do a random three of those animations after the attack. They add up, too - with all five, you've got recovery frames almost on par with a Smash Attack.
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  9. All four of the first hits deal very little knockback, and if you're careless you can be punished even on hit. The finishing stab has high base knockback and moderate knockback growth, with an angle comparable to Ike's upward-angled FTilt. You're unlikely to hit with this portion of the attack, but it's rewarding if you can. The attack comes out relatively quickly, though perhaps a little under par for a Jab.
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  11. Dash Attack: Finne bursts forward, turning sideways and flipping his sword to an underhanded stance, blade out with the dull side pressed against his arm. He slips into the Z-Axis for a moment before quickly dashing back out to the other side, tossing his sword to his right hand and mirroring his pose. Once it's over, Finne comes back out of the Twilight Zone and slams his foot forward into the ground to stop his dash, before flipping his sword back over to his left hand, spinning it around in the air to its normal orientation, and taking up his idle stance. The move hits twice, once for each time Finne dashes through the foreground/background. Finne's in the Z-Axis for a couple of frames just before each hit, as well as the first frame of the attack, giving him some limited 'invulnerability frames'. He also travels forward quite a bit during the move. However, all the sword-spinning and foot-slamming at the end is cosmetic; they're just recovery frames. Also, there's a decent gap between each hit, so opponents could potentially shield the second blow, which has diagonally-upward knockback.
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  13. This is probably Finne's best approach if he just can't land any projectiles, but the ending lag is pretty punishable. It's possible to trip opponents up with the Z-frames, though, dashing right through projectiles with perfect timing.
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  17. Forward Tilt:
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  19. Down Tilt:
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  21. Up Tilt:
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  23. Throw:
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  26. FEATURES
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  28. Neutral Feature:
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  30. Side Feature:
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  32. Down Feature:
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  34. Up Feature: Force Hook Charge
  35. Finne leans back, enveloping his right hand in a blue light as he pulls it to his side, then thrusts his arm forward and shoots an ethereal, hooked chain of neon-blue energy from his hand. If this hook connects with a wall or character, Finne will be yanked all the way to the target at high speed. If the hook landed close enough to the ledge, Finne will snap to it automatically; otherwise, he'll wallcling. If it hits a character, floor, or non-clingable wall, Finne stops and assumes his idle/falling animation when he reaches the target. You can launch the chain in any of the 8 main directions, and you'll travel the same speed and have the same range no matter where you aim.
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  37. Force Hook Charge doesn't do much damage, and is one of the shorter recoveries, despite being a 'tether,' but it's not that slow to start. There's a large amount of ending lag if you don't manage to hit anyone as the hook retracts back to Finne and then disappears; on a hit, there's far less. The move has an increased hitstun modifier as well, so if you do land, you're likely to get the first move in.
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  39. This is not a Command Grab; hitting a shield or block will still zip Finne over to it like he'd grabbed a wall, and the opponent will be stuck in shield/block until he's over there, but they will not be grabbed out of their guard.
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  41. Finne can be hit out of Force Hook Charge at any point, whether he's moving or not, but of course this is difficult from the front, and practically impossible if you've hit the opponent(unless you're in a FFA). Attacks can clank with the hook, and most will given the low damage, canceling the move(meaning Finne won't jettison himself toward the attacker). They cannot clank with the chain itself, since it doesn't do any damage, but if the opponent is hitting that, they're likely hitting Finne too. Regardless, this is Finne's best way to get in once he opens the opponent up, though it's generally wiser to jump up and Hook the ground, rather than the foe directly.
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  44. POWER STRIKES
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  46. Forward Strike:
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  48. Up Strike:
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  50. Down Strike:
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  52. AERIALS
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  54. Neutral Air:
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  56. Forward Air:
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  58. Back Air:
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  60. Up Air:
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  62. Down Air:
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