Oh god a character with a penis! TAKE IT AWAY!!!
I kid. Lets look at the pretty boy of the game, Leduc. Right way I feel like this character will have some rapid button press attacks, like CHun Li or Blanka. He can press any button rapidly at special or some normals to do extra constant electrical damage, if he has the electrical charge to do so. Yes, he would have to charge his electricity, by moving, or doing a certain special that has him charging electricity with rapid button presses. Even quick footsies and wave dashing charges electgricity With no electricity he is slightly below average in terms of speed of attacks and power. However, the more electricity he has, the faster and more powerful he and his attacks become. So you have to play a balancing act. Do you keep your electric charge to make you move faster and hit harder on your normals, or discharge on some of your specials or supers to do a lot of extra damage, but lose yours speed and damage on normals?
More info for the battery taken from a post I made later:
I think he can work on a battery only style, no charge counter like Jam and such. It's pretty easy actually. He has a battery meter, or icon that grows brighter or dimmer the more and less electricity he has charged. He can gain electricity by moving, attack, and using special charge specials. The battery holds 100 teravolts, and he gets 1 teravolt for every attack he macks, and 1 teravolt for every 15 frames his character is not in the Idle, block, stun, or knock down position. He can also do Down down Kick or punch to charge his battery. The punch one gives him a quick burst of electric charge. Light gives 5 Teravolts, medium 13, and Heavy 25. The light one is the fastest, and doesn't leave you open very very long at all. heavy leaves you very open on start up, so it's best to use on a knock down or after a combo. The kick ones give you a steady charge the longer you hold kick. Light gives you 10 Teravolts per second, medium 20, and heavy 30. The downside for this one is that all the versions leavy you very open on cool down, except the light one.
Your attacks get stronger the more Teravolts you have, and you move faster. you can choose to spend some Teravolts to change the properties of some attacks by rapid pressing the button during the special. I see him having 1 level 1 super, and 2 level 3's. Not sure what the level 1 should be, but the level 3's are a plasma sword that gets longer and more powerful the more teravolts you have. zero the attack is pathetic. 100 though, and it hits full screen and does massive damage. The other level 3 is an over charge like was suggested before. For a brief time Leduc has infinite Battery.
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"I luv my anchor" by KassandraNova.
SWAY: A Ten Minute Firebrand Tutorial
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0 · Off Topic Insightful Disagree Agree Likethanks. Been meaning to ask but, what's a R800at and Tapatalk?
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0 · Off Topic Insightful Disagree Agree LikeMvC3: Viper/Strange/Wesker
Skullgirls: Painwheel/Parasoul
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0 · Off Topic Insightful Disagree Agree LikeHuh, that's pretty cool.
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0 · Off Topic Insightful Disagree Agree LikeWho doesn't like playing as the unnamed solder? Now you can! This guy is ready to fight anyone to win the love of Parasoul, even if that means beating her up to prove his strength! He loves the princess more the the heat of 1000 suns!!!
He is fights with his many different weapons, but he isn't really a zoning character. He is a mix between a Zoner and a Rush down. He can do both decently well, but others do one of the other better then him.His normals involve him fighting with his trusty Eickhorn Kampfmesser KM200, a German Combat knife used in the military. His attacks are close range, but the knife gives him slightly more range. He has medium attack speed, and most of his attack link to one another. His heavies are very punishable on block.His forward Kick is a unique move. He kicks the foe in the crotch, staggering them. It has 1 hit of super armor on it.
His special's rely mainly on charge attacks, and a few of them have invincibility frames, making his specials pretty good assists. He has 1 QCF attack, and that his Fire arms. Similar to chris, he Pulls out a Pistol, a Machine gun, or a Rifle, depending on the button pressed. However, if you hold the button down, and then move the stick, you can aim where you want to shoot. The trade off is that if you miss, you are WIDE open, since the cooldown is massive.
His charge Back Punch has him tossing out a Grenade. The type depends on the button pressed. Weak is a flash bang. Does no damage but staggers on hit. Medium is a frag grenade. Heavy is a incinerate grenade that causes multiple hits. The travel half way across the screen. Charge back Kick call's out his motorcycle, which he rides across the stage. It acts like Cerebella's run command. The button used to activate is how fast the motercycle goes, but the slower you go the more Super armor you have. Fastest(Goes as fast as Ms. Fortune's run) gives you no super armor, slow(Goes as a bit slower then Peacock's run) gives you 2 hits. Grab grabs the foe low and drag's them to the corner, Low has him get off the bike and the bike drives off doing 1 hit projectile, Med has him pull out a bayonette and hits the foe repeatedly.High Causes the bike to explode, sending him and the foe off in opposite directions. It doesn't hurt you, but does good damage. Only downside is you cannot combo after it. Charge down punch is actually an Antiair grab. He leaps into the air, the stronger the button used the higher he goes. He is invincible during the start up, but can't do anything if he misses, and falls on his butt, leaving him open till he gets up. If he hits, he grabs the foe, and slams them into the ground, the pulls them up and does a neck snap(doesn't actually snap the neck.) This re stands the foe, letting you continue the combo.
His Level 3 super. is the ultimate crotch breaker. He winds up, and kicks the foe hard the the crotch, then shoots them a few times, then tosses a grenade as he dives for cover. It has a lot of invincibility. Credit goes to Firebranded for the idea. I am not sure on the other 2 supers yet.
And now Minette
The cute Dagonian girl works at the restaurant that Ms. Fortune frequents. She's a lovely cute little girl, but doesn't do too well against perverts and bullies. However, so decided she must take action to help Ms. Fortune out, and so she doesn't be a bother to her idol. So she takes her cleaning and waitress skills to the the arena!
Minette... is a very unconventional character. Like Wright in UMvC3, she is not a fighter, but she does her very best with the skills she has. Her attacks are slaps and kicks mostly, and she looks absolutely adorable while doing it. Her launcher, crouching punch, is her just jumping up with bow hands up like she is doing a cheer. Her forward kick is a trip that hits multiple times, hits low, and has great range as she slides a bit during it.
Her special's also are a bit odd. QCF P has her pulling out some plates of food and throwing them at the foe. She can press it multiple times to throw it a maximum of 5 times, and she can mix which buttons she presses to throw them at different heights. Her CHarge Back Punch has her running at the foe swinging her arms around. Button pressed means a different distance traveled, and it is a good move to extend combos. QCB K is a Run away move. She is invincible during the first 10 frames of it, and is a great get out of there move. You can actually choose which way to run by holding the stick after you press the button, so you can run past the foe if you are in a corner. The button pressed increased the distance she runs. She also cries doing this too, and the tears do very slight damage. This makes the move a great move to use while in block stun, since it activates right away, and can interrupt almost every attack other then supers. DPk has her has her spin around in place. Press kick repeatedly to keep spinning, but be careful, too many times and she will get dizzy and fall to the ground. This move also activates at 0 frames, so it's a great punish and get off me move. She can move while spinning as well.
She has a healing super, which she pulls out a bowl of soup and drinks it, restoring 1/8th of her HP. She also has a normal version of this super, QCB P, and it heals from 1/16th to 1/10th, depending on the button pressed. However, you are very open during it, and if the foe does attack you, THEY get healed. this only happens for the special versions. On the super she is invincible as she is drinking the super, but not as she pulls it out. As an assist, this move heals your target character, if they touch Minette as she is out. if you use this super, and then DHC into another super before she drinks, she drops the soup bowl, and the your other character is healed! I have not decided her other supers yet. Any thoughts guys?
And there we go. I had a lot of fun making these 2. I doubt these 2 would every be playable, but I hope you enjoy them, and if they were playable with these movesets, that you would like them! Tell me your thoughts, even if you think they suck!
Copyright Reverge studio's and all that. I do not own the characters, and will not claim anything if they use these movesets
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0 · Off Topic Insightful Disagree Agree LikeSF3: Alex
SKULLGIRLS: Cerebella
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0 · Off Topic Insightful Disagree Agree LikeI was thinking about making hers, but after Firebranded suggested a crotch killer move for egret, I had to do one for him. Venus is coming, don't worry.
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0 · Off Topic Insightful Disagree Agree LikeGT: WESKERRRRRR
"I luv my anchor" by KassandraNova.
SWAY: A Ten Minute Firebrand Tutorial
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0 · Off Topic Insightful Disagree Agree LikeHaha. I'm glad you liked Egret's one. I had a lot of fun making it. I also made him a change character because I wanted to try some new things.
Now who was the huge Minette fan...
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0 · Off Topic Insightful Disagree Agree Like- Spam
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0 · Off Topic Insightful Disagree Agree LikeCheck out my youtube channel here!
Skullgirls: Hamburger/Befstróganov/Filet Mignon ლ(´ڡ`ლ)
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0 · Off Topic Insightful Disagree Agree Like#WhoNeedsArms
UMVC3: V. Joe/RR/Arthur
If my match-up during a 3 win tournament is 1:9, I've just gotta think in terms of 3:27.
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0 · Off Topic Insightful Disagree Agree LikeVitale? Hmmm, that may be a tougher one... Perhaps if I have him fight just like a Prohibition Chicago Mob guy.... yeah... that could work...
Better question is, Who needs legs? :o
*wishes for a Naga like character in a fighting game.*
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0 · Off Topic Insightful Disagree Agree LikeA fast very mobile character, with a triple jump and a teleport, but with poor damage output and lackluster protectile options. Something sort of like Marvel 3 Vanilla Chun
A keepaway character that focuses on punishing mistakes rather than filling the screen with stuff, sort of Dhalsim like. Maybe a tag in that is a teleport that does no damage, but is hard to punish because s/he doesn't always come in the same place.
A pair or trio, sort of like the maids or the ice climbers. Jack of all trades, king of none, tag in style with linked arms and hard knockdown like Bart and Lisa (Simpsons Arcade Game)
A character with no kicks, Balrog like.
A shoto character, Ken, Ryu, Akuma, etc.
A character that focuses on a mechanic similar to flight, but underground, sort of like Rocket Raccon's burrowing, but more of a character centered around it then just a gimmick or teleport. Tag in similar to Peacock's
Thoughts? What kind of characters would you like to see? What kind of tag in options?
If you are a member of the fighting game community and you aren't play Skullgirls you're doing it wrong.
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0 · Off Topic Insightful Disagree Agree LikeYou want a character similar to this?
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0 · Off Topic Insightful Disagree Agree LikeWow, surprised someone actually responded. Sort of, can the girl who shoots the arrows take damage or move by herself? I would rather have the second character actually fight with the character rather then be more of a support character, so more like Ice Climbers, where they are both hitting you at the same time, maybe de-syncing type stuff like this
Then again, it would be cool to have two different pairs/ trios, one where you are attacking with both of them and one more like a support character.
If you are a member of the fighting game community and you aren't play Skullgirls you're doing it wrong.
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0 · Off Topic Insightful Disagree Agree LikeFirst of all his tank has its gun turned OUT from opponent. Which implying that firing this thing will result in shell flying FROM opponent, not TOWARD. And recoil would propel tank towards opponent which implying use of reactive punches in his moveset, not projectiles.
"Russian science rise again!"
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0 · Off Topic Insightful Disagree Agree LikeD3Vlicious.com - Fighting game and arcade stick news.
Follow me on Twitter @D3Vlicious
PSN: unityd3v (US), pinakaguwaping (HK)
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0 · Off Topic Insightful Disagree Agree LikeI like your ideas of the type of characters. I think Myrine could fit that second one, just without projectiles and all just very long range attacks.
As for your multi character choice, the best one is the triplets.
I see them fighting Ice climber like, though they can dysnch and do multiple different types of attacks.
Well, the tank can pivit and turn. That's my reasoning :p
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0 · Off Topic Insightful Disagree Agree LikeNever touched the Ice Climbers in Smash Bros to know how the de-syncing stuff works. Nah, the girl with the arrow doesn't take damage. Carl Clover from Blazblue is closet thing to what your looking for.
You have direct control of both Carl and Nirvana. If Nirvana gets hit enough while active she'll deactivate for a while. Much of Carl's gameplan involves heavy synergy with her. Though a character like this might be a little too much for a tag game.
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0 · Off Topic Insightful Disagree Agree Likehttp://www.youtube.com/user/keobas
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0 · Off Topic Insightful Disagree Agree LikeIf you are a member of the fighting game community and you aren't play Skullgirls you're doing it wrong.
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0 · Off Topic Insightful Disagree Agree LikeA "ground mastery" rushdown character who's core gameplay revolves around very safe normals and the ability to rocket across the stage when attacking due to suped up dash momentum. All his mix ups would be reactionable, but his real strength would come from superior footsies, spacing, and frame traps.
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0 · Off Topic Insightful Disagree Agree LikeBig Band would be really interesting. He has no arms. All his attacks would be sound based. I can see them doing him just for the challenge of making a character like that. He would be a zoning character that is slow and can't move as well as other characters but has many projectile based moves to control the space.
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0 · Off Topic Insightful Disagree Agree LikeThese three are potential dlc, right? Their designs are just too cool. They're also really close to the foreground, and I think most of the other foreground characters are possible dlc.
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0 · Off Topic Insightful Disagree Agree LikeDormammu?
If you are a member of the fighting game community and you aren't play Skullgirls you're doing it wrong.
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0 · Off Topic Insightful Disagree Agree Like- Spam
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0 · Off Topic Insightful Disagree Agree LikeIf I remember correctly, those 3 are co-workers of Alex's at his old job.
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0 · Off Topic Insightful Disagree Agree LikeWell. In worst case scenario he can just turn his back to opponent and shoot from his elbow so to speak if he really wants to. So yeah, I can't really exclude projectiles. It would be dope if he'll shoot directly downward to score a rocket-powered shoryuken lol =]
"Russian science rise again!"
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0 · Off Topic Insightful Disagree Agree LikeI like the current paradigm where all of the characters have a large amount of specialist tools or a small number of high utility tools that makes them feel complete.
The game needs one more character that emphasizes grappling and another that emphasizes ranged attacks.
I would prefer a grappler that can chain-link his/her command grabs and just like in Tekken you have to pres the right counter command to break or you can spend meter to call in an alpha counter.
To alpha counter these type of grabs means the immunity you gain from grabbing an assist is gone leaving you exposed to easy counter attacks.
This also means if you call in your own assist they can add damage on top of what your grab will do.
That is unless the rules are made such that the initial command grab works like a normal command grab for other characters, but the linked-command grabs adhere to their own special set of rules.
Otherwise you could have situations like using this characters assist to pin an opponent in place and hit them with blockbusters.
In general they could a great defensive wiff punisher. Their offensive potential are very powerful set up reka attacks that even nubs can dodge. So instead the character has to rely on their low damage prerequisite attacks and lots of cancel options to put characters into frame traps. THe damage output is low but the chip damage is relatively great.
Filia is your shoto with an air dash replacing the air fireball.
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0 · Off Topic Insightful Disagree Agree LikeIf that isn't a move now I'll be very disappointed.
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0 · Off Topic Insightful Disagree Agree LikeI always thought he's just hiding them under his coat or whatever it is.
"Russian science rise again!"
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0 · Off Topic Insightful Disagree Agree Like- Spam
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0 · Off Topic Insightful Disagree Agree LikeSeichusen godanzuki, duh.
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0 · Off Topic Insightful Disagree Agree Like"Russian science rise again!"
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0 · Off Topic Insightful Disagree Agree Like- Spam
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0 · Off Topic Insightful Disagree Agree LikeHuh? Q is not a grappling character, he is like Balrog.
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0 · Off Topic Insightful Disagree Agree Like- Spam
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0 · Off Topic Insightful Disagree Agree LikeYeah, I really should have thought of that, haha. I may go back and include things I missed the first time(like not including supers), or expand on things. I really want to work on Umbrella some more.
Anyway, I want to get back at working on movesets, I have just been so distracted and swamped as of late. Maybe tonight I can get one up.
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0 · Off Topic Insightful Disagree Agree Like- Spam
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0 · Off Topic Insightful Disagree Agree LikeThat would make sense, and would be quite cool. Now Umbrella just needs to say Hakuman's speech
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0 · Off Topic Insightful Disagree Agree LikeI'll start Andy's moveset when I find a way to not be lazy :P.
Check out my youtube channel here!
Skullgirls: Hamburger/Befstróganov/Filet Mignon ლ(´ڡ`ლ)
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0 · Off Topic Insightful Disagree Agree LikeXBL: Th3 Rofl Waffle
Skullgirls! Team Filibella: Filia Hp Updo + Cerebella Cerecopter
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0 · Off Topic Insightful Disagree Agree Like(Picture is from the artist Bmac on Newgrounds.)
Andy Anvil has boxing gloves, an anvil head and a big metal smile full of sharp teeth. Here how I see this manly guy: a ground rushdown character with a less than decent air game.
Chains: ground: LP => LK => MP or MK => HK => HP
Air: LP => LK => MP or MK => HP or HK
Command normals:
"Gentleman in your face." Forward MP: a fast and safe on block overhead (+1), having Dudley's super sexy forward mp animation. Can't combo after it unless it hits meaty. Can't be special or super cancelled, can be command dash cancelled on hit.
"Anvilbutt!" Backward + HP, HP: a two hits command normal. The first hit is safe (0 on block) but you can't cancel it into a special move, the second hit is as unsafe as Filia's cr.hk (-30 on block) but you can cancel it into Andy's command dash.
"3C" Downforward + HK: Andy will sweep the opponent toward him into a hard knockdown if the move connects, giving him the opportunity to use an OTG to do a combo. Good range but very unsafe on block, animation is similar to Dudley's cr.mk. Can't be special or super cancelled.
Special moves:
"Anvil rocket punch!" 236Punch (air ok): Andy will do a simple dash punch on the ground, in the air he will put both of his fists forward and be propelled . On the ground, LP, MP and HP will determine range, start up, strenght and frame advantage. LP is the safe version (+1 on block), doesn't hit that hard, having little to no range but also a really quick start up and mostly used to frame trap your opponents, MP hits harder, will travel 15% of the stage but it's unsafe (-3 on block) and HP will traver 40% of the stage except it's really unsafe (around -10 on block) but hits much harder than the other versions. LP does 1000, MP 1200, HP 1550.
In the air, LP, MP and HP only modify the trajectory Andy will take. They all do 1000 damages, cause wallbounce for LP and MP, groundbounce for HP during combos and are not safe on block (-3). LP will go forward, MP will go down forward and HP will go downward.
"If a viper can do it then there's no reason an anvil can't do it!" 214Punch: Andy will punch the ground, making
the whole earth shake and explode because of his manlinessthe background shake a bit as a spike of rocks will come out of the ground hitting the opponent. LP version does 1100, MP does 1200 and HP does 1300, each version determine the range and strenght of the spike, all of them are unsafe on block. They got the same range as Filia's drill but don't last as long."PREDICTABLE" 623P: Andy's shoryuken, it got the same animation as Double's lv3 (the punch double does as him). Launch the opponent very far and high in a hard knockdown so you can only combo from it in the corner. MP and HP versions have invincible startup but are extremely unsafe while LP version has much less invincibility than the other two versions. Too lazy to do damages stuff so I'll just say that LP got the lowest and HP got the highest damage output
Command dash: Take 'em. Hcf x2 (41236 41236)
Andy dash across the stage, if you push a button during the dash here what can happens:
LP: "Take 'em low!" Andy goes for a low hit, safe on block and you can combo after it.
MP: "Take 'em gorrilah!" Andy goes for an uppercut, -1 on block, hits mid, can combo after it by juggling.
HP: "Take 'em high!" Andy goes for an overhead hit, similar to Balrog's overhead dash punch in animation. Unsafe on block and you can combo if it hits after, causes ground bounce.
LK: "Take 'em stop!" Andy stop his command dash.
MK or HK: "Take 'em tag!" Andy tags out of his dash for the next character if MK and last character if HK.
Supers:
"Give me back my bike money!" 236PP, Andy goes for a serie of 6 dash punches, ending with a take 'em gorrilah!, can't combo after it.
"She yells too!" 214PP, Andy hits the ground with all of his might, making several big spikes of rocks coming out of the ground. Very unsafe if blocked but it will carry the opponent far to make it safe. Can be super jumped over with the right timing but it requires a bit of timing.
"Manly fist of the cartoon" (level3) [4]6PP, this level 3 is actually special. First Andy will land a quick punch then add 4 blows and will start charging another punch. If you don't press anything you'll get his normal "path": a hokuto hyakuretsu ken reference where Andy yells ATATATATATATATATATATATATA!
If you press a punch button, you'll use another meter and Andy will uppercut the opponent, launch him into the air and OTG him with a magnificent "Anvil punch!", full of fire looking like an anvil, the punch will miss if you already used up an otg and causing a wallbounce, you can combo after it and also set up resets and stuff.
If you press a kick button, you'll use another meter as Manly Man Tommy will come on the screen to help Andy to beat the crap out of your opponent. The stage will transform into a volleyball field on the beach where you can see Peacock relaxing as Andy and Tommy use your opponent as the ball, it's the most damaging path, both your opponent and you will be back in the middle of the stage after the lv3 (so if you were in the corner you'll lose your advantage over damages), you can't combo after it.
Check out my youtube channel here!
Skullgirls: Hamburger/Befstróganov/Filet Mignon ლ(´ڡ`ლ)
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0 · Off Topic Insightful Disagree Agree LikeOrder-Soul.
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0 · Off Topic Insightful Disagree Agree LikeIf you are a member of the fighting game community and you aren't play Skullgirls you're doing it wrong.
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0 · Off Topic Insightful Disagree Agree LikeP4a- Mitsuru/Kanji
UMVC3- Wesker, Wesker, Wesker
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0 · Off Topic Insightful Disagree Agree LikeIN YOUR ENTIRE LIFE!
Check out my youtube channel here!
Skullgirls: Hamburger/Befstróganov/Filet Mignon ლ(´ڡ`ლ)
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0 · Off Topic Insightful Disagree Agree LikeI love it. A great ground rushdown character. Remember though, all level three's are QCB 2 punches. I think Mike did that on purpose. Make his second special a DP motion or use kicks.
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0 · Off Topic Insightful Disagree Agree Like