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Thrice

Concept Ramblings

Dec 21st, 2017
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  1. That would make Prince the character with a unique attack out of their brave dash
  2. What I imagined for Liesel was that she had a slow run/walk speed but a long brave dash, and could shorten it like spacie Side Bs, and pivot during it(which doesn't change where she ends up, just turns her around)
  3. Whereas Sanjit is slow but has a very fast brave dash with low ending lag that allows him to close the distance quickly
  4. Course, there'd have to be a cool down timer between brave dashes, either consistent throughout the game or unique for each character
  5. Someone like Prince could have a low cooldown while Sanjit has a high one, for instance
  6. Angel might instead have a "stock" of brave dashes that she can use in the air or on the ground, that function similarly to PM ROB's aerial Side B, and her cooldown timer would only refresh while she's on theground
  7. Combined with a hover this would make her insane in the air, but vulnerable on the ground, which she has to spend time on to GET TO the air
  8. as you can tell this kind of shit is what I enjoy about game design
  9.  
  10. Janine is a close to mid-range Zelda-ish character, right? Do you know how her playstyle works, how she combos and whether her sweetspots would be close to her, near the middle, or like a tipper
  11. Finne is a mid-range trapper, he likes to hit people from a distance to trip them up and stun them, then rush in for a kill combo, because most of his combos and kill moves are close range
  12. His projectiles wouldn't have any sweetspots, but some of his sword moves would
  13. Bair probably, likely near the middle of the sword/swing
  14. Sanjit is a nerve-wracking high-pressure character. Despite having some slow starting moves, his hitboxes are big and out for a somewhat above-average amount of time; his endlag isn't bad. Blocking him isn't always a good idea because of that low ending lag on some of his stronger moves, so he can frame trap you after smacking your guard for a lot of damage, and then of course he has a command grab
  15. So he forces you to deal with him when he gets up close and personal, you can't just block him safely
  16. Which is part of how grapplers are designed in general - they're supposed to incite fear
  17.  
  18. frogkaro-Last Monday at 1:37 PM
  19. I'm not sure if Janine would really have sweet spots like Zelda, she's supposed to be a fairly easy character to play, but if she did they would probably be close to her
  20. She'd probably play more akin to Ness rather than Zelda
  21.  
  22. Dazey-Last Monday at 1:37 PM
  23. I meant on her magical attacks, like the sweetspot on Zelda's Up Air
  24. That's fair
  25.  
  26. frogkaro-Last Monday at 1:38 PM
  27. I guuueesss they'd be closer to the center?
  28.  
  29. Liesel is very definitely a grounded fighter, her movement is slow everywhere but she can make up for it on the ground with her long brave dash. Her sword would be pretty long, and she'd have a mix of quick, simple attacks and slower ones with crazy amounts of active frames that serve as anti-airs and anti-approach tools in general, making her a very defensive character. She'd still have combos and aggressive options, mostly out of her brave dash, but she capitalizes on her opponent's mistakes; she's a punish game character, not a rushdown fighter
  30. Angel is a projectile spamming zoner, basically. She can combo with her projectiles, and can use them from the air, which she's amazing at staying in with her aerial Brave Dashes and a hover. Generally she likes to be raining pain down on foes from above and to the side of them. She has an amazing keep-away game, but very few good close-range attacks, making the couple of good ones more predictable. So, she's very powerful against slower characters with bad aerial options like Liesel, but weak to rushdown fighters with small hitboxes that make continuing her combos difficult, such as Marron, since he can get in and wreck her and she can't really fight him back at close range
  31. The hardest part of playing her is maintaining your air time and aiming your combos
  32. Liesel can stop aerial approaches but she doesn't have a lot of options against projectiles, other than just clanking with them
  33. From what you've said of rubine, it seems like she's also kind of a trapper, but while finne likes to get in and combo and has some rush down options outside of that, Rubine sounds like she plays more like Samus, sending out powerful and annoying projectiles to control space and limit the opponents options rather than explicitly set up for a kill situation
  34. Lagoon seems like a more typical heavyweight compared to Sanjit; big, slow, powerful attacks, a huge hurtbox, but better long term movement than the chitin king, and some options to set up outside of the danger zone
  35.  
  36. And Prince is looking to be a very mobile combo character who wants to get in and get out very quickly, avoiding contact until they can capitalize off it
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