Squiggly looks Kung-Fu dazzling!
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Squiggly looks Kung-Fu dazzling!
Sent from my iPhone using Tapatalk
wth is this thread are you guys sitting there imagining each normal and special for these unreleased charcaters and writing essays about it?
go outside
and they will listen to you… because?.. O_o
I’d like to see you tell that to the game developers… P:
There’s no harm in this kind of speculation, I don’t think.
Nah. Actually, Mike Z is so close with the community it feels as though there’s a chance he’ll pop in and say “hey, that’s not a bad idea”.
Squigly will be able to parry? If it is anything like Gouken’s old man flex in AE then im in that shit. Also whats that one concept character they had where she has robot legs or whatever? I was kinda hopin she made it in just by design.
So, I felt like doing one of these. I picked the triplets.
[details=Spoiler]http://wiki.shoryuken.com/images/9/98/SG_no_evil_01.gif
Tiplets. Three young girls chained by the necks, representing the old Hear no evil, See no evil, Speak no evil. “Speak”, “Hear”, and “See” are what I’ll call them. Light attacks belong to “Hear”, Medium attacks belong to “See”, and Heavy attacks belong to “Speak”.
Ground Normals
s.lp – “Hear” leans forward with her whole body into the punch (standing on one foot with the other horizontal behind her). Has excellent range.
s.mp – “See” leaps forward with a headbutt. Average range, causes stagger, will fall into the ground if missed (kind of like a whiffed Grab Bag as Cerebella).
**s.hp **– “Speak” jumps up and forward a bit and double-fist smashes the opponent. Avoids low attacks, hit’s overhead. Causes ground bounce. Can be used to crossup in a small handful of situations.
**s.lk **– “Hear” attacks with a curb-stomp style kick, turning her whole body into it. Very strong for a light. Great hitstun, and lifts up bouncing opponents a good amount compared to other attacks.
**s.mk **– “See” Leaps forward with a flying dropkick. Better range than s.mp, but will also fall to the ground if missed (being blind sucks).
**s.hk **– “Speak” leaps forward, using both of her knees to attack at twice. Good for AA and hitting bounced opponents.
c.lp – “Hear” slams her fist down on the opponent’s toes. Excellent hitstun, excellent recovery, can take a step forward before continuing attacks.
c.mp – “See” jumps forward for an upwards headbutt (hitting the opponent on the chin rather than on top of the head). “See’s” only ground normal that doesn’t have painful whiff-recovery. It’s a low launcher, like Cerebella’s c.mk or Filia’s c.mp.
c.hp – “Speak” does a tornado spin with outstretched fists (like Zangief). 3 hits.
**c.lk **– “Hear” kicks a great deal forward (not as far as s.lp). Hit’s low.
c.mk – “See” does a baseball slide, tripping the opponent and causing a ground bounce. Ground bounce is exactly like s.hp. Like all of her other attacks, has a lot of recovery if whiffed (the animation will be of her waving her hands and “Hear” and “Speak” pulling her back to them by the chain). Hit’s low and avoids mid attacks.
**c.hk **– “Speak” rolls forward and hits with an upwards-aimed double-footed launcher kick. Moves triplets forward, and will auto-correct for the kick, so it is good for crossups.
Air Normals
j.lp – “Hear” does a two hit jab. Can restand off of a low-launcher.
j.mp – “See” dives downward at an angle with a headbutt. “See” is invincible for this, and with “Speak” and “Hear” behind her (the only hittable people) it makes it difficult to even trade with her at the right angle.
j.hp – “Speak” does an angled spinning backfist. Good against grounded opponents, good for crossing up.
j.lk – “Hear” does a short kick in the air.
j.mk – “See” does a horizontal kick, like s.mk.
j.hk – “Speak” does a mid air, double-foot stomp. Ground bounce.
Grab
Lp+lk – the sisters grab the opponent and gnaws on their face and neck (Think Blanka) before knocking them back. Comboable afterwards only in the corner.
Lp+lk (air) – the sister’s wrap the opponent up in their chains before falling to the floor, where they pound on them for a moment. Comboable afterwards.
Specials
214 lp/lk – “Hear” swings her sisters forward in a straight line overhead like a whip. Both of the sister’s are hitboxes, but the chain doesn’t hit (meaning gaps in the attack). Can control the trajectory with left and right, meaning there can be no gaps up close if you want, or you can hit very far with huge gaps. lp starts off closer and lk starts farther.
[4]6 mp/mk – “See” will charge forward with her sister’s trailing behind for a three hit “train”, using two hit of super armor to try and break through interrupting offence. mp goes further but moves slow, and mk moves fast but doesn’t go as far.
623 hp/hk – “Speak” has her sisters move forward and trip the enemy with their chains (thin Red Rover, the children’s game), and she hits them with a hard hitting double-fisted uppercut (think Sean from SFIII), launching opponent into the air. hp works on grounded opponents, and the hk version works like Cerebella’s AA grab (“see” and “hear” jump up to trip the opponent mid-air).
Supers
**Level 1 **
Level 1’s can be canceled into each other. So you can spend all five meters one after another in the same combo, if you want. None of them can be combed afterwards.
623 pp/kk – “Speak” tears off her mouth restrictions to let free a devastating projectile-roar. The punch button goes horizontally, the kick button up at a 45 degree angle. Can be done in the air, the pp version going horizontal and the kk version going vertical.
236 pp/kk – “See” tears off eye restrictions to let loose a damaging lazer beam. The punch button goes from horizontal to 45 degrees, and the kick button goes from 45 degree’s to vertical. Can be done in the air, pp goes down at 45 angle, kk goes directly down.
[2]8 pp/kk – “Hear” does a combo, the pp going horizontal and the kk going vertically. Can be done in the air, the pp going directly horizontal and the kk going directly downwards.
Level 3
214 pp – Power-up super like Painwheel’s level three. Increases damage, speed, meter gain, and activates reverse chain. Reverse chain is more or less what it sounds like. Here’s the description.
Reverse Chain
With their level 3 active, the Triplets are able to chain into each other, regardless of who is attacking. Light attacks can combo from like normal, but Medium can combo into Light, and Heavy can combo into Light or Medium. The combo level starts at level 5, so if something doesn’t chain, or if you try to keep going after it ended, it’ll most likely get bursted.
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Edit: Changes to the special attacks, and change to level three.
Love that people are still making movesets. I have just been so busy and distracted that I cannot. Love reading these ones though.
Zidane, LOVE your triplets move sets. Really cool. I have a question about the level 1’s cancelling into one another. Wouldn’t doing one of those supers bring in an ally to do their own super? Also, what would the power up super power up exactly?
… oh yeah, there are DHC’s. I was looking at them like a solo character, cause that’s all I ever play. Well, we could make a unique super command that can only be used after the flash. 6 pp/kk, 2 pp/kk, and 8 pp/kk. Either that, or the motions that are already up there but one of that particular sister’s buttons. So… 623 hp/hk, 236 mp/mk, and [2]8lp/lk. Sorry if those motions are weird.
And the power up super… was kind of me being lazy. It’s hard to think about stuff for them when I don’t know much about them. The chain-supers made sense, because they’re chained together, but I couldn’t think of anything interesting/good for the level 3. I’m good for the lower level moves, but I can’t think of much in terms of final attacks.
Edit: Hold on, I think I thought of something cool. It may be confusing. Let me type it out.
I really like that idea of chaining attacks as her level 3 hyper. It fits with the character really well. Perhaps expand it, where it’s possible to chain other attacks where not normally possible, like specials into normals, and normals into throws.
Yeah that does sound cool. To do that though, I think you’d need to be able to cancel the specials with normals. Can people do that?
HOLD THE FUCK UP.
Is that a legit giantess?
In THIS fucking game?
…well. Damn and shit.
Well played, Ahad. Looks like I underestimated you. My lone hand claps for thee.
Time to up the ante…
So… now for Lawyerman’s idea of a character
Name: Not sure
Occupation: Gardener.
Purpose for seeking Skull Heart: Farm is located near river downstream of Anti-Skull girls lab. Wastes from lab are dumped into the river and pollute the plants on the farm. She wishes to use the Skull Heart to heal her plants or just wants to shut down the lab.
Idea: As a gardener, she knows things take time to grow something and the playstyle reflects this. Her style revolves around planting seeds that grow into plants that aid her and modifiying these plants through other moves.
Her main move is a projectile called “Sowing the Seed” which (depending on the strength of the button) with throw a specific seed. This seed, upon hitting the opponent or hitting the ground before being blocked, will get planted into the ground and after 3 seconds will grow into a flower, with a color dependent on the type of seed used. This flower, when prompted to grow using the “Harvest” move, will suddenly grow into a plant that will aid in some way. Through this procedure, the resulting plant would be a weak version, level 1. The plant can be upgraded three times.
I try to reach a compromise between rush down and keepaway. The moves are designed so that if the gardener is actively attacking the opponent, she has the opportunity to quickly set up plants to be used either immediately to lengthen the combo or to save till later. She can perform the same actions from far away but not as quickly.
Plants could be improved through three moves, “Watering Can”, “Fertilizer Flop”, and “Dig then Dug”. Plants can not be upgraded twice using the same move. “Dig then Dug” has her using a spade to dig a small hole. This hole remains on screen for 10 seconds and will not be removed if she is hit. If a seed is planted in a hole, the plant flowers immediately. When “Fertilizer Flop” is performed on a un/flowered plant or a hole, the plant (or the plant placed in the fertilized hole) will be upgraded one level, signified by a bigger plant. “Watering Can” can be performed on a section of ground and will upgrade all flowered plants by one level. However, any holes not filled with a seed when exposed to the move will cave in and won’t provide the immediate flowering benefit if a seed lands there.
Movelist:
s.LP:
s.MP: Lumberjacking: Swings an axe horiztonally.
s.HP: Fertilizer Flop. Gardener holds up a bag of fertilizer, trips and falls down dumping the fertilizer in front of her. The move counts as an overhead and also OTGs.
s.LK:
s.MK: The Shear Difficulty: Gardener does a small lunge forward and clips using shears.
s.HK: Harvest: Gardener screams out harvest, producing a short soundwave that hits directly in front of her. Move also causes any plant ready to sprout.
c.LP: Dig and Dug: Gardener takes out a small spade and uses two motions (two hits) to dig a hole in the ground. This hole can be used to plant a seed. Four holes can be on screen at any time.
c.MP: Brow Sweat: Gardener wipes off sweat from brow. Sweat extends for a short range and drops to ground. Can OTG.
c.HP: Raking it in: Gardener takes out a rake low to the ground and scrapes it along the ground. Counts as a low hit.
c.LK: Weed Whacker: Gardener pulls out a weed whacker and hits for 3 hits low. Stands up during animation, can be hit high.
c.MK: Early Bloomer: Gardener drops a quick seed that immediately grows into a character high tree that rots after use. Launcher.
c.HK: Whipping Vines: A flower bud appears on the ground in front of gardener and whips the area in front using vines. Hits twice, Low hit and sweeps. (Could yell out “I choose you!”)
j.LP:
j.MP:
j.HP: Shoveling Gambit: Gardener pulls out a shovel and swings downwards (think Gambit’s HP in Marvel vs Capcom)
j.LK:
j.MK:
j.HK:
Specials:
qcb + K : Watering Can : Takes out a watering can and sprays the area depending on what buttons are pressed. LK sprays immediately infront, MK sprays farther in front, HK sprays directly in front, behind and above her.
qcf + P: Sowing the seed: Gardener picks out a seed from a pocket and plants it either close (LP), throws it so it lands midscreen (MP) or throws it to the other side of screen (HP). All do the same damage, LP has the quickest recovery. Seeds that land before being blocked or hit the character are automatically planted.
qcb + P: Rotating the crops: Gardener stands and thinks for a second before resuming normal standing idle information. Button strength determines which seed will be selected
charge back + forward + P: Wheelbarrow. Similar to cerebella run, but only hits in front. Has super armor but is really unsafe upon block.
qcf + P (in Air): Crop Dusting: Gardener pulls out a small cylinder and opens it, releasing a cloud of dust that propels her horizontally (LP), 45 degree angle upwards (MP) or 45 degree angle downwards (HP). Both her and the cloud count as hitboxes.
Types of Seeds:
LP: Hedges: Stationary object that impedes ground movement. Can absorb two hits before rotting and being destroyed.
Lvl 1: small hedge waist high, can easily be jumped over.
Lvl 2: Character high hedge that is harder to jump over. Sprouting animation knocks opponent into the air.
Lvl 3: Character high hedge covered with thorns. Can hit twice or inflict once with long hit stun. Can either require two hits or rots once it hurts.
MP:
HP:
Supers:
(Level 1) dpm forward + PP : Biotanical Shockwave: Gardener plants a big seed that proceeds to creates several bladed trees that grow quikcly in a row with each one damaging. These trees then quickly rot. (Think Magentic Shockwave).
(Level 3) qcf + LP + LK: Shearing a masterpiece. Gardener attempts to grab the opponent. If it connects, Gardener picks up the opponent and slams them completely into the ground and throws a side. The resulting hedge is then trimmed using shears until it resembles the opponent, though comically. After considering the final look, the gardener then cuts the hedge in half, performing a large amount of damage and sending the opponent flying out of the ground towards the other end of the screen.
Incomplete, will finish when more ideas come up.
I don’t think so, but perhaps the Hyper could make it possible… if that is possible to make that happen easily…