Forum:Ideas for new characters: Difference between revisions

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'''--*#[[Strong Down]]'''
'''--*#[[Strong Down]]'''
And here we have the Holy Water. True to SotN, Richter would throw a bottle of holy water onto the ground in front of him which would then burst into a blue fire on the ground, remaining there for a moment before subsiding. Minute fixed knockback makes it impossible to kill with this attack, but the rapid hits can build up damage very quickly and it prevent advance by opponents. The bottle would break and fire appear very shortly after thrown, but not immediately creating a time where the opponent can hit Richter, but the attack will still start-up. The fire can block some projectiles. Richter cannot be hurt by his own Holy Water.
And here we have the Holy Water. True to SotN, Richter would throw a bottle of holy water onto the ground in front of him which would then burst into a blue fire on the ground, remaining there for a moment before subsiding. Minute fixed knockback makes it impossible to kill with this attack, but the rapid hits can build up damage very quickly and it prevent advance by opponents. The bottle would break and fire appear very shortly after thrown, but not immediately creating a time where the opponent can hit Richter, but the attack will still start-up. The bottle itself can hit, but does extremely little damage and knockback. The fire can block some projectiles. Richter cannot be hurt by his own Holy Water.


'''--[[Neutral A]]'''
'''--[[Neutral A]]'''
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'''--*#[[Side Special]]'''
'''--*#[[Side Special]]'''
"Blade Dash", (at least that's what I call it) is a curious move in that so many people seem to have played through SotN without ever realizing how to do it. Richter does a dashing sholder tackle for a good distance as what look like white energy blades surround him (may actually be him spinning the whip around him). The hitbox would surround him entirely protecting him from some projectiles. It would be a multiple hit attack with small fixed knockback on all hits except the last (when he stops) which would have greater knockback, knocking away anyone who's been caught in the move. Starts up fast, but there's a brief recovery period at the end.
"Blade Dash", (at least that's what I call it) is a curious move in that so many people seem to have played through SotN without ever realizing how to do it. Richter does a dashing sholder tackle for a good distance as what look like white energy blades surround him (may actually be him spinning the whip around him). The hitbox would surround him entirely protecting him from some projectiles. It would be a multiple hit attack with small fixed knockback on all hits except when on the ground the last (when he stops) which would have greater knockback, knocking away anyone who's been caught in the move. Starts up fast, but there's a brief recovery period at the end.


'''--*[[Up Special]]'''
'''--*[[Up Special]]'''
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'''--Other'''
'''--Other'''


-*Richter's backwards [[roll]] (a backflip) would be unusual and especially useful in that it would end with a small built-in [[wavedash]]. Why? Because it's his dodge in SotN and actually does that!
-*Richter's backwards [[roll]] would be his backflip dodge from Castlevania. While most rolls are low to the ground, this one would actually be quite high, though the invinciblity frames make it nothing more than an aesthetic difference.


-Like every other character with one or something that resembles one, Richter would have a tether throw that could also be used for tether recovery (similar to how Trevor can use it in Super Castlevania 4)
-Like every other character with one or something that resembles one, Richter would have a tether throw that could also be used for tether recovery (similar to how Trevor can use it in Super Castlevania 4)
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-Julius Belmont in Aria of Sorrow has an different version of the "Holy Cross" attack that has a less 'powerful' religious connotation, and might thus be a more "acceptable" choice for a final smash. It is similar to Richter's, but without the spiraling crucifixes, a giant cross of blue fire behind him rather than the pillar of light, it lasts notably longer and the vaccuum effect is actually in the original game for this version (and very powerful at that), and the flash at the end is gone. I'd perfer Richter's version, but... it is considered risque by some.
-Julius Belmont in Aria of Sorrow has an different version of the "Holy Cross" attack that has a less 'powerful' religious connotation, and might thus be a more "acceptable" choice for a final smash. It is similar to Richter's, but without the spiraling crucifixes, a giant cross of blue fire behind him rather than the pillar of light, it lasts notably longer and the vaccuum effect is actually in the original game for this version (and very powerful at that), and the flash at the end is gone. I'd perfer Richter's version, but... it is considered risque by some.


-Julius also has a useful dodge technique unique to him in Castlevania games, but may work well as Richter's forward roll. It's a standing slide that covers a very far distance with many, many, invincibility frames at the cost of being rather slow. I'm really not sure if it's a good idea or a bad one, kept so true to Julius' original, but it would give Richter an even more unique rolling game.
-Julius also has a useful dodge technique unique to him in Castlevania games, but may work well as Richter's forward roll. It's a standing slide that covers a very far distance with many, many, invincibility frames at the cost of being rather slow. I'm really not sure if it's a good idea or a bad one, kept so true to Julius' original, but it would give Richter an more unique rolling game.


-Playing SotN again, I realized something I'd forgotten: "Blade Dash" has HUGE knockback (sending the player entirely across the room and into the wall), and is (thus) not capable of multiple hits (only when fighing Richter, not as him since enemies can't be knocked back like the player can).  Due to the nature of the move (a quick charge) it may be overpowered to give it the massive knockback like it originally had. It's not uncommon for converted moves to be altered a bit for balance, but being closer to the original would be nice. What do you guys think? Would that be a bit too much to make it a high-knockback move?
-Playing SotN again, I realized something I'd forgotten: "Blade Dash" has HUGE knockback (sending the player entirely across the room and into the wall), and is (thus) not capable of multiple hits (only when fighing Richter, not as him since enemies can't be knocked back like the player can).  Due to the nature of the move (a quick charge) it may be overpowered to give it the massive knockback like it originally had. It's not uncommon for converted moves to be altered a bit for balance, but being closer to the original would be nice. What do you guys think? Would that be a bit too much to make it a high-knockback move?
-I made a mistake in my original writing of this believing that his Backflip had a small built-in 'wavedash'. Turns out it's VERY small, pretty much negligable. I still like the idea since it works well with his side smash, but it's not really a natural property of his flip after all.


== '''Wrapping Up''' ==
== '''Wrapping Up''' ==
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