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Here I'll list what I think would make a good move list for Richter. There are a lot missing, but they may be filled in over time as more ideas come. Moves with a "*" before the name are taken directly from Symphony of the Night. Moves with a "#" are ones I'm not so sure I'm satisfied with. | Here I'll list what I think would make a good move list for Richter. There are a lot missing, but they may be filled in over time as more ideas come. Moves with a "*" before the name are taken directly from Symphony of the Night. Moves with a "#" are ones I'm not so sure I'm satisfied with. | ||
'''--*[[Side | '''--*[[Side smash]]''' | ||
Classic whip forward; the standard Belmont attack used in Castlevania. Great range, good power, good [[knockback]] (especially if [[sweet spot]]ted), but has a narrow hitbox that some characters may actually duck under. The [[hitbox]] would remain active for a relatively long time, but at the cost of leaving Richter vulnerable at the time. Whip would be drawn back behind Richter quickly before the whipping, adding a very small [[hitbox]] behind and above him as well. Could be aimed up or down by tilting the control stick significantly altering it's use, but would be tricky to perform (must be done very early in the animation). [[Sweet spot]] is the tip of the whip. Can block some projectiles. | Classic whip forward; the standard Belmont attack used in Castlevania. Great range, good power, good [[knockback]] (especially if [[sweet spot]]ted), but has a narrow hitbox that some characters may actually duck under. The [[hitbox]] would remain active for a relatively long time, but at the cost of leaving Richter vulnerable at the time. Whip would be drawn back behind Richter quickly before the whipping, adding a very small [[hitbox]] behind and above him as well. Could be aimed up or down by tilting the control stick significantly altering it's use, but would be tricky to perform (must be done very early in the animation). [[Sweet spot]] is the tip of the whip. Can block some projectiles. | ||
Why? In Castlevania, blocking some projectiles with your own attacks is standard. | Why? In Castlevania, blocking some projectiles with your own attacks is standard. | ||
'''--*#[[Down | '''--*#[[Down smash]]''' | ||
This is the standard Belmont ducking attack of Castlevania. Overall, it is very similar to his side smash, except lower. It can no longer be ducked under, but is close to the ground and opponents can [[short hop]] over it if not point-blank. Pressing [[A]] again during the attack will cause Richter to do a second swing back behind him (this is not possible in Castlevania). Cannot be aimed. Again, the sweet spot is at the whip's tip. Can block some projectiles. | This is the standard Belmont ducking attack of Castlevania. Overall, it is very similar to his side smash, except lower. It can no longer be ducked under, but is close to the ground and opponents can [[short hop]] over it if not point-blank. Pressing [[A]] again during the attack will cause Richter to do a second swing back behind him (this is not possible in Castlevania). Cannot be aimed. Again, the sweet spot is at the whip's tip. Can block some projectiles. | ||
'''--#[[Up | '''--#[[Up smash]]''' | ||
Richter would quickly turn, swinging his whip closely around him and then straight up in one smooth motion, similar to his other smashes, but in a completely different direction. Again, the hitbox would be very narrow, but with great range, making it a powerful anti-air tool, but risky with a fairly slow start up. Left-right hitbox would be rather small making it very poor for crowd control. May also be aimed, and a little more easily than the Side Smash due to the longer start-up time. Sweet spot is, as always, the whip's tip. Can block some projectiles. | Richter would quickly turn, swinging his whip closely around him and then straight up in one smooth motion, similar to his other smashes, but in a completely different direction. Again, the hitbox would be very narrow, but with great range, making it a powerful anti-air tool, but risky with a fairly slow start up. Left-right hitbox would be rather small making it very poor for crowd control. May also be aimed, and a little more easily than the Side Smash due to the longer start-up time. Sweet spot is, as always, the whip's tip. Can block some projectiles. | ||
==Now here's where Richter becomes unique. Like how [[Snake]] has [[projectile]] [[smash attack]]s, Richter would have projectile [[strong attack]]s; in his case, the famous Castlevania sub-weapons. Only three of Richter's sub-weapons, of any kind, may be on screen at once (for each player, of course). | ==Now here's where Richter becomes unique. Like how [[Snake]] has [[projectile]] [[smash attack]]s, Richter would have projectile [[strong attack]]s; in his case, the famous Castlevania sub-weapons. Only three of Richter's sub-weapons, of any kind, may be on screen at once (for each player, of course). | ||
'''--*#[[Strong | '''--*#[[Strong side]]''' | ||
This would be the cross (a.k.a. "boomerang"). Like in Castlevania, Richter would throw the cross which would move forward a short distance, slow to a halt, and then return the direction it came, building speed again. It would be a multiple hit attack scoring maximum damage if thrown just the right distance from the enemy (so that it slows to a stop on top of the opponent maximizing hits). Knockback would be carefully balanced with the multiple hits making it a weak 'trap' at lower damages and a weak kill move at very high damage. Like in Castlevania, if Richter touches one of his own crosses it disappears without damaing him (as if he picked it up). If he evades his own crosses they will travel farther and faster behind him than they ever did forwards, a curious property with many tactical uses. Can block some projectiles. | This would be the cross (a.k.a. "boomerang"). Like in Castlevania, Richter would throw the cross which would move forward a short distance, slow to a halt, and then return the direction it came, building speed again. It would be a multiple hit attack scoring maximum damage if thrown just the right distance from the enemy (so that it slows to a stop on top of the opponent maximizing hits). Knockback would be carefully balanced with the multiple hits making it a weak 'trap' at lower damages and a weak kill move at very high damage. Like in Castlevania, if Richter touches one of his own crosses it disappears without damaing him (as if he picked it up). If he evades his own crosses they will travel farther and faster behind him than they ever did forwards, a curious property with many tactical uses. Can block some projectiles. | ||
'''--*#[[Strong | '''--*#[[Strong up]]''' | ||
This would be the Axe. As in Castlevania, Richter would toss a large handaxe at an high arc. Fastest of the "sub-weapon" strong attacks with the most knockback (moderate), and single-hit damage, but only deals a single hit. Richter can not be hurt by his own Axes. Not much more to say about this one. | This would be the Axe. As in Castlevania, Richter would toss a large handaxe at an high arc. Fastest of the "sub-weapon" strong attacks with the most knockback (moderate), and single-hit damage, but only deals a single hit. Richter can not be hurt by his own Axes. Not much more to say about this one. | ||
'''--*#[[Strong | '''--*#[[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 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. | 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. | ||
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For this, I was thinking of stealing some of Trevor Belmont's nice punch-kick combos from Curse of Darkness. Details... I have none yet. ^^;; | For this, I was thinking of stealing some of Trevor Belmont's nice punch-kick combos from Curse of Darkness. Details... I have none yet. ^^;; | ||
'''--*#[[Side | '''--*#[[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 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. | "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 | '''--*[[Up special]]''' | ||
"Uppercut", "Super Uppercut" or "Super Jump', as it is often known, is a move ripped straight out of SotN (save the infinate usage, of course). Introduced in the game as a way for Richter to travel to many high places Alucard could, it's a jumping uppercut with his whip trailing below the extrended arm, glowing. It launches Richter extremely high (enough to qualify as a [[wonder height recovery | "Uppercut", "Super Uppercut" or "Super Jump', as it is often known, is a move ripped straight out of SotN (save the infinate usage, of course). Introduced in the game as a way for Richter to travel to many high places Alucard could, it's a jumping uppercut with his whip trailing below the extrended arm, glowing. It launches Richter extremely high (enough to qualify as a [[wonder height recovery]) at a very steep angle breaking through all opponents or breakable objects in his way. It would have decent damage and knockback with [[super armor]](?) all the way up, but no way to aim it and cannot [sweet spot] the edge. The move ends with Richter at the highest point of the jump if not canceled earlier and would not leave him helpless (otherwise it would be a death wish to use). | ||
'''--*[[Down | '''--*[[Down special]]''' | ||
"Slide"/"Slide-Jump" is a signiture move of Richter's. It's a very quick sliding kick covering a good distance. Pressing [[B]] again during the slide will cause Richter to push off the ground with his hands where he is almost doubling the distance traveled. The initial slide would be surprisingly fast, but with more recovery time at the tail end (like in SotN). The base Slide would have moderate damage and knockback. The Slide-Jump would deal about the same damage, but the knockback would be quite powerful at the cost of significantly increased recovery time. Careful timing would allow Richter to hit an opponent with both a Slide and connected Slide-Jump. Used in the air, this becomes a [[stall-then | "Slide"/"Slide-Jump" is a signiture move of Richter's. It's a very quick sliding kick covering a good distance. Pressing [[B]] again during the slide will cause Richter to push off the ground with his hands where he is almost doubling the distance traveled. The initial slide would be surprisingly fast, but with more recovery time at the tail end (like in SotN). The base Slide would have moderate damage and knockback. The Slide-Jump would deal about the same damage, but the knockback would be quite powerful at the cost of significantly increased recovery time. Careful timing would allow Richter to hit an opponent with both a Slide and connected Slide-Jump. Used in the air, this becomes a [[stall-then-fall]] diving kick (also a move in SotN). Against another midair opponent it acts as a moderate-weak meteor smash, and if it hits all of Richter's midair options are refreshed, adding to an otherwise weak air game. | ||
'''--*[[ | '''--*[[Neutral special]]''' | ||
"Whip Spin" Think Sheik's Side Special. It functions very similar to that except Richter wouldn't lean forward and his version would have more damage and knockback and less stunning and combo potential. Why give him such a similar move? Because he has it in his game. Sheik never uses a whip from what I can remember... this suits Richter more than her anyway. Tip of the whip would be the sweet spot again, but it'd be very tricky to aim it. Can block some projectiles. | "Whip Spin" Think Sheik's Side Special. It functions very similar to that except Richter wouldn't lean forward and his version would have more damage and knockback and less stunning and combo potential. Why give him such a similar move? Because he has it in his game. Sheik never uses a whip from what I can remember... this suits Richter more than her anyway. Tip of the whip would be the sweet spot again, but it'd be very tricky to aim it. Can block some projectiles. | ||
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Porky Minch-FS=Spider Mech(or King P. statue) | Porky Minch-FS=Spider Mech(or King P. statue) | ||
RIDLEY-FS=META RIDLEY | RIDLEY-FS=META RIDLEY | ||
.............. No real point but here are my ideas | |||
•Ridley- because he is a villain, a Metroid character, a fan favorite and was in every smash game before. | |||
•Krystal- Popular, female and a Star Fox character that can fit in well. | |||
•Geno- popular and a notable character in SMRPG. | |||
•King K. Rool- villain and a Donkey Kong character who is actually notable. | |||
•MegaMan- the overall most wanted character now. Capcom also is apparently saving him since Zero was in a recent fighting game WITHOUT MegaMan. Probably to boost the fan's need for his inclusion. | |||
•Shadow- a villain, beloved character and a Sonic character. | |||
•Mewtwo- same reason as OmegaTyrant. | |||
•Hatsune Miku- wait why did I write that?! | |||
•Waluigi- Wario's only notable companion. | |||
•Tails- Sonic's best friend, popular and notable. | |||
•Knuckles- A sonic character, notable, popular. | |||
•Goku- 3rd party characters are nice, but 4th party characters are unexpected! Plus Goku is the most popular anime character and really unique. Did you know Sean Schemmel was Lucario's original voice actor? Was my last sentence necessary at all? It wasn't . | |||
Also the roster should go past the short 4 character from a series limit. Not to shove in useless guys like Goomba(no offense to Goomba lovers) but to have more room for notable characters whom were thrown out due to this limit.( No good example besides Toad, who isn't that notable in fighting terms).[[User:Drakon64|Drakon64]] ([[User talk:Drakon64|talk]]) 17:50, 7 December 2011 (EST) |