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Thread: Fighting Game Movesets

  1. #21
    吸血鬼 Vampire AkaiNeko's Avatar
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    Quote Originally Posted by RoydGolden View Post
    Glad you liked it! Yeah, she's definitely a character who should showcase a lot of personality in her fighting style. And no, I haven't done any other Future Diary characters. Thought of doing one for Minene, but I never got around to actually writing it up. Maybe I'll post another of my old sheets up sometime soon.
    Another, related question: Where do you go to learn more about this kind of thing? Like, without learning hundreds of characters and game mechanics and studying the differences between hundreds of game systems and so on and reading through (and theoretically participating in) who knows how many threads, and so on? I guess what I'm actually asking is, how do you (or perhaps more general, "how does one") decide what assortment of moves a character needs/should have/would be cool?

  2. #22
    闇色の六王権 The Dark Six RoydGolden's Avatar
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    Quote Originally Posted by AkaiNeko View Post
    Another, related question: Where do you go to learn more about this kind of thing? Like, without learning hundreds of characters and game mechanics and studying the differences between hundreds of game systems and so on and reading through (and theoretically participating in) who knows how many threads, and so on? I guess what I'm actually asking is, how do you (or perhaps more general, "how does one") decide what assortment of moves a character needs/should have/would be cool?
    Huh. Now that's certainly a good question. Allow me to educate you, oh ye that seek forbidden knowledge! *shot*

    Seriously though, if you were to ask I wouldn't say there's much of a conscious 'strategy' behind it. Basically, I was obsessed with fighting games about a year ago and spent a lot of my time trawling through movesets, both official ones from sites like Mizuumi and Dustloop and fan-made ones (the site Blazblue.Com had some rather good ones before it died). That got me a fairly decent idea of the terminology and balance at work, and from there it was just a matter of looking at the characters in question and thinking what kind of moves they'd have.

    I can't say I really envision the nitty-gritty of archetypes and character balance and the like, beyond a bare minimum of 'zoner/rushdown/trickster/etc' and sometimes not even that. Frankly, I had no idea at first whether my sheets were balanced at all in actual fighting game terms, but I checked them out with a couple pros and they seemed to think they were okay.

    ...And that's my story. Hope it helped answer your question, Neko! I might think of posting up a few more of my old sheets, except frankly I think the ones I already showed are probably some of my best and most of the others were... eh, not so great looking back. There might be one or two more good ones, though, so I'll see.

  3. #23
    闇色の六王権 The Dark Six RoydGolden's Avatar
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    Aw heck, might as well post this one up while I'm here. This one's in the style of Marvel VS Capcom rather then Blazblue, but it's honestly one of my favorites and incidentally the only one of these sheets I've ever written not for an anime/manga character. Enjoy! And remember, feedback is welcome.


    Groot:


    Appearance:



    Playstyle: An archetypally slow but powerful goliath character with strong, far-reaching attacks and highly damaging Hypers. As well as being a fairly standard grappler, Groot is also a rather decent zoner due to how many of his attacks take up a large amount of screen-space and especially due to his 'Seeding' move allowing for delayed attacks from the mini-Groots he spawns. Overall, a versatile and powerful character for those with the skill to make use of him.


    Actions:

    Intro: Groot starts the match asleep on the ground with various woodland critters on and around him. He slowly rises to his feet, sending the animals skittering away before entering his stance.

    Victory: Groot raises his hand, releasing countless luminescent spores which drift across the stage.

    Time-Out: Groot withers away into a little sprout with a mournful look on his face.

    Taunt: Groot outstretches his hand, growing a small flower from it.

    Idle: Groot holds out his hand, a butterfly perching on his finger before flying off when he moves or is attacked.

    Quotes: All of Groot's quotes are "I am Groot," in different volumes and inflections. Not exactly an eloquent speaker.


    Normal Moves:


    Standing Light: Groot forms his hand into the shape of a spearhead for a quick jab.

    Crouching Light: ditto, except crouching.

    Aerial Light: ditto, except in the air.

    Standing Medium: an upward claw swipe. Good anti-air.

    Crouching Medium: a double fisted punch into the opponent's legs.

    Aerial Medium: leans forward for a powerful headbutt.

    Standing Heavy: swipes his arm in a wide horizontal arc. Vacuums on hit.

    Crouching Heavy: plants his arm into the ground, causing a root spike to shoot up in front of him at an angle.

    Aerial Heavy: a downward angled kick.

    Launcher: Groot turns his back to the opponent and hunches over, a large tree growing out of his back to launch the opponent.

    Knockdown: Groot pulls back both legs and kicks the opponent down to the ground.

    Throw: Groot grabs the opponent in a chokehold, lifts them up and slams them to the ground.


    Command Normals:


    Forward+Medium- Dendrite Drill: Groot forms the roots in his arm into a spiraling drill and holds it in front of him. Hits three times.

    Forward+Heavy- Timber Fall: Groot rears up and does a hammerfist blow. Hits overhead. Groundbounces on hit.

    Aerial Down+Heavy- Dendrite Dive: Groot entwines his legs together to form a large drill and dives downwards to hit the opponent with it.


    Special Moves:


    Verdant Eruption: Groot plants his foot into the ground, causing a tree to shoot up right in front of him (Light version), halfway across the screen (Medium version) or on the other side of the screen (Heavy version). Launches on hit.

    Sylvant Spear: Groot extends the roots in his arm into a long pointy spear to pierce the opponent's chest before retracting it, dragging them closer on hit. Works like Scorpion's spear move from Mortal Kombat.

    Nature's Blessing: Groot extends his roots into the ground, "planting" himself and becoming surrounded in a deep green aura. While planted he'll slowly regain health at a gradual rate at the expense of immobilizing himself and making him vulnerable to attack. Lasts as long as you hold the button down.

    Floral Invade: Command throw. Groot hooks two of his root-fingers up the opponent's nostrils, lifting them into the air. He then extends the roots further into their struggling body before letting them crumple to the ground.

    Seeding: Groot breaks off a small piece of himself and bends down to plant it in the ground. After a moment it sprouts up into a mini Groot which walks forward across the screen, dealing damage to the opponent and disappearing upon contact. Light version plants one mini Groot with the quickest startup, Medium version plants two with a longer startup and Heavy version plants three with the longest startup.

    Timber Rage: Groot outstretches his arm in front and extends all his root-fingers except the thumb, whipping them around like tendrils for a lightning-fast barrage. Light version inflicts the least hits and leaves the opponent standing, Medium version inflicts more hits and knocks down while Heavy version inflicts the most hits and sends them flying into a wallbounce.


    Hyper Combos:


    Verdant Path (1 bar of meter): Super version of Verdant Eruption that sends out five trees in a line, emerging one after the other. Travels halfway across the screen.

    Botanic Beatdown (2 bars of meter): Groot uppercuts. If it connects the opponent is knocked high into the air and Groot follows up by stretching the roots in his torso upwards in order to catch up to them, rising to nearly as tall as the screen. He then grabs the midair opponent with both hands and contracts himself back again, slamming them to the ground from near the top of the screen.

    Nature's Embrace (3 bars of meter): Command throw super. Groot grabs the opponent in a bearhug before forming himself into a cocoon of roots which envelopes them completely. He then extends countless root spears through the opponent and the outer walls of the 'cocoon', pincushioning them. He then turns back to normal and the opponent crumples to the ground. Basically think an offensive version of the trick he used to protect the heroes from the Dark Aster's crash in the movie.

  4. #24
    闇色の六王権 The Dark Six RoydGolden's Avatar
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    Update: I also went back and added a Playstyle section to all my previous sheets here, in case anybody's curious.

  5. #25
    Kirgin Vitchen Apple's Avatar
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    These are really, really cool! I really like them, they're action-packed yet wacky without being outlandishly so, while retaining the character's original touch.

    Keep em coming!

  6. #26
    闇色の六王権 The Dark Six RoydGolden's Avatar
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    Quote Originally Posted by Apple View Post
    These are really, really cool! I really like them, they're action-packed yet wacky without being outlandishly so, while retaining the character's original touch.

    Keep em coming!
    Wow, I don't think I've heard anyone compliment my works so... earnestly before. Thanks a bunch!

  7. #27
    闇色の六王権 The Dark Six RoydGolden's Avatar
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    Genos:


    Appearance:



    Personality: A straightforward and serious cyborg with a strong sense of justice. Since becoming Saitama's disciple, he views his teacher with reverence and constantly strives to reach his level of strength, while oftentimes being frustrated by his mentor's lackadaisical approach to heroism.


    Intro: Genos crashes down from off-screen, cratering the ground underneath. Still smoking from the impact, he rises up from a kneeling position and enters his fighting stance, orange lines of power radiating across his body. Alternatively he just holds out his palm in the opponent's direction and discharges a short burst of flame in a warning gesture.

    Victory: walks up to the opponent and points one of his hands slightly downward at their body, palm glowing orange with heat energy. If he wins with health below 20%, he instead crumples to his knees, clutching his pulsating core and venting smoke in large quantities.

    Loss: falls backwards, shirt ripped partially to reveal his robotic innards and missing one eye.

    Taunt: gives a quick scan of the opponent with his enhanced cyborg eyes, complete with digital pointers displaying various data showing up along their body. Basically, think a less perverted version of Kagura's special intro versus females from Blazblue.

    Idle: releases some smoke from the gaps in his mechanical armor (amount varies depending on how much damage he's sustained so far). With health of 20% or below, he'll be panting slightly and his body will be noticably glowing orange from overheat.


    Intro Quotes:

    "Stay where you are, and prepare to be eliminated."

    "I'm the cyborg for justice, Genos. If you surrender peacefully, then I'll be willing to spare your life. If not then... I'll have no choice but to incinerate you."

    (VS Saitama) "If I win, please tell me the secrets behind your powers, Saitama sensei!"

    (VS mechanical opponents) "Could it be? The cyborg that destroyed my village?"


    Victory Quotes:

    "Target eliminated."

    "That took longer then intended. Saitama should be expecting me back at his place by now."

    (VS Saitama) "Even though I won, I can't help but feel that Master wasn't taking this fight seriously... Is this what he feels like all the time?"

    (VS mechanical opponents) "Now tell me... everything I want to know."


    Loss Quotes:

    "Underestimating you was a fatal mistake, I see."

    "What would Saitama sensei think of me now...?"

    (VS Saitama) "Incredible, so this is Master's power...?"

    (VS mechanical opponents) "No... not again...!"


    Normal Moves:


    Standing Light: a straight jab.

    Crouching Light: sticks out his leg for a low kick.

    Aerial Light: a midair jab.

    Standing Medium: an elbow strike amplified by a jet blast.

    Crouching Medium: a double palm strike into the opponent's legs.

    Aerial Medium: a spinning side kick. Pulls him forward a bit in the air.

    Standing Heavy: a heavy sideways punch with his fist glowing orange from heat. Staggers on counter hit.

    Crouching Heavy: does a sweep kick with his leg glowing orange from heat, cutting a burning trail along the ground.

    Aerial Heavy: sticks out his leg at a diagonally downwards angle and releases a short-ranged jet of heat energy from his foot. Air-to-ground move.

    Launcher: a heat-infused uppercut.

    Knockdown: activates the jets in his back to propel him downwards for a mighty axe kick, bringing both him and the opponent to the ground.

    Throw: grabs the opponent and unleashes a flurry of punches before kicking them away.


    Command Normals:


    Forward+Heavy- Cyber Hammer: Genos winds up and does a downwards punch with his fist glowing orange from heat energy. Hits overhead, knocks down on hit and groundbounces on air hit.

    Any direction while airborne+Light- Boost Point: deploying the rocket boosters built into his arms and feet, Genos rapidly changes direction in midair, passing by the opponent if they're in the way. Essentially, lets him do a quick, 8-way air-dash at any point in the air. Has a small gauge just below his Hyper meter to prevent overuse.


    Special Moves:


    Incinerate (in air okay): With a cry of "Incinerate!" Genos fires one of his signature heat beams from the port in his outstretched palm. Travels across the whole screen in an instant, as well as being quite powerful for a beam attack. Has fast start-up but a slightly longer cooldown time. Light version aims straight ahead, Medium version aims into the air at a 45 degree angle and Heavy version, the same but at a downwards angle.

    Machinegun Blow: Genos unleashes a chain of insanely fast punches in front of him, pulverizing the opponent and racking up a lot of hits. Damage and number of hits scales depending on the button.

    No Escape (in air okay): Command throw. Genos grabs the opponent, lifts them up into the air with his rockets, slams them to the ground and then, while standing over them, presses his palm against their body and unleashes a point-blank Incineration blast. In the air, he just skips straight to the slamming part of the animation without having to fly up first.
    "This time... you won't get away."

    Heat Tempest: Genos rises upwards while spinning around with arms outstretched, releasing heat energy from his palms in a 360 degree arc around him. Multi-hit. Works kind of like Ryu's Hurricane Kick from Street Fighter.

    Cyber Impact (in air okay): Genos does a flying, rocket propelled kick forwards with great strength. Misses on crouching opponents. In the air, he does it at a 45 degree downwards angle.


    Hyper Combos:


    Self-Destruct (in air okay) (1 bar of meter): Only usable if his health is below 25% percent. Genos overloads the core in his chest, releasing a great explosion of blue energy all around him and blowing his body to pieces in the process. K.Os the opponent instantly on hit, but takes out Genos as well, insuring a draw. For the next round, Genos will come back with a full Hyper meter. Has a highly telegraphed startup time and is easily interupted unless you stun the opponent beforehand or bait them into it somehow.
    "You've pushed me this far...!?"
    "Forgive me, doctor..."
    (VS mechanical opponents) "I'll take you to Hell with me, you mechanized bastard!"

    Incinerate Overdrive (2 bars of meter): Genos charges up and then fires a full-powered Incinerate blast from his palm (gripping his arm with his other hand to stabilize it), easily filling up a quarter of the screen vertically. Your average "big beam" Hyper, racking up a load of hits and being pretty much impossible to dodge once initiated. However, it has a hefty cooldown time that can be taken advantage of if blocked. By holding down the button, you can extend the beam's duration at the expense of burning off additional meter from your Hyper Gauge.
    "This is my full power! Incinerate... OVERDRIVE!"
    (VS Saitama) "Saitama! With this, will you finally respect my power?!"

    Cyber Onslaught (3 bars of meter): Genos flies forward at the opponent with his fist held out Superman-style. On hit, a cinematic insues where he flies in a circle around the opponent releasing Incinerate blasts on them from all sides, then comes in from above for a hyped up version of his Machinegun Blow special that tears apart the ground around him. So, just think the series of moves he did on Carnage Kabuto in the anime (only to greater effect obviously).
    "Can you withstand this?!"


    -------------------------------------------------------------------------------------------------------------

    This'll probably be the last sheet I'll be posting up here in a while (as well as my last chronologically). I wrote a few others, but honestly a lot of them I don't really feel super proud of now. Feedback is appreciated as always. Thanks for reading!

  8. #28
    It's All Good! 4score7years's Avatar
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    Huh. Those were pretty cool. The quotes are especially fitting with the characters. I like it.

  9. #29
    吸血鬼 Vampire AkaiNeko's Avatar
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    These are both fun. Groot seems like an interesting screen control, bully-you-into-the-proper-positioning-and-then-smash type, and between Genos and Ryuko I'm starting to think that you want more flying main-character types; I especially liked the heavy strikes, beam-spamming, and self-destruct, even if (like Murmur's height thing) I'm not sure about the mechanical ramifications of the latter.

    So I've been trying to figure something out. On the ground, fast rising strike + forward moving strike + projectile = what is apparently considered, like, the most basic fighter toolkit. So is there an aerial equivalent thereto? What would be the basic kit for an air focused character?

  10. #30
    闇色の六王権 The Dark Six RoydGolden's Avatar
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    Quote Originally Posted by AkaiNeko View Post
    These are both fun. Groot seems like an interesting screen control, bully-you-into-the-proper-positioning-and-then-smash type, and between Genos and Ryuko I'm starting to think that you want more flying main-character types; I especially liked the heavy strikes, beam-spamming, and self-destruct, even if (like Murmur's height thing) I'm not sure about the mechanical ramifications of the latter.
    The self-destruct move was inspired by a technique some character had in an old Fist Of The North Star fighting game by ArcSys (complete with gaining a full Super meter on the next round), so there is at least some precedent for such a thing.

    Quote Originally Posted by AkaiNeko View Post
    So I've been trying to figure something out. On the ground, fast rising strike + forward moving strike + projectile = what is apparently considered, like, the most basic fighter toolkit. So is there an aerial equivalent thereto? What would be the basic kit for an air focused character?
    Honestly, no clue. As I said, I don't really think about the technical aspects of my sheets too much.

    Now that you mention it though, I have come up with a lot of air-focused characters. Basically every one of mine except Blake and Groot have some kind of flight-based special move or ability, and even Blake would probably have quite a bit of air-mobility what with being the archetypal 'ninja' character and all.

  11. #31
    闇色の六王権 The Dark Six RoydGolden's Avatar
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    This is almost assuredly the last sheet I'll be posting up for quite a while. Misogi Kumagawa of the manga Medaka Box, a character I was pretty much obsessed with a while back. Didn't include quotes as usual since frankly I had trouble getting my head around his mindset and speech patterns at the time, but overall I feel it's fleshed out enough to warrant posting.

    Hope you enjoy!


    Kumagawa Misogi:


    Appearance:


    Personality: He's... well, Kumagawa. Everybody's favorite perverted, naked apron and Shonen manga loving, nearly sociopathic but somehow still endearing perfect loser. A man of paradox. He believes human existence is fundamentally pointless and worthless, yet walks through life with a smile and seeks to enjoy whatever he can. He refers to himself as a loser who can never accomplish anything despite possessing godlike powers. He can be terrifyingly cruel one moment, but then helpful and self-sacrificing in the next. The only person who could possibly hold true understand for the mentality of a certain Misogi Kumagawa is the man himself, and to be honest, even that is rather doubtful.


    Actions:


    His first intro has him stand facing the opponent who is suddenly pinned to the far wall by multiple screws through their body. He then negates the action with All-Fiction, leaving the opponent standing where they were originally.

    His second intro has him stand with his arms at his sides, palms pointed upward and his face framed in shadow so all you see is his eyes and impossibly wide, leering grin. He then summons a pair of screws into his hands and enters his fighting stance.

    His intro (VS Medaka) has he and Medaka both rush to the center of the screen and exchange a flurry of blows before repelling each other back to their starting positions where they exchange lines.

    His intro (VS Hinokage) has him start off right next to Hinokage who bombards him with punches, the last one sending him flying into the far side of the screen. He then slowly gets up, revealing himself to be completely unharmed (having negated his injuries through All-Fiction) and the two exchange lines.

    His first victory animation has him turn around and walk off screen while scratching his head with one hand as if pondering something, the other one tucked in his pocket.

    His second victory animation has him stab a sword-length screw into the ground and lean on it casually like a cane.

    His perfect victory animation has him cry exaggerated tears of joy while jumping up and down on the spot, overcome by the feeling of victory.

    His standing animation has him stand with a boyishly innocent looking smile on his face, hands hanging nonchalantly at his sides and a screw gripped in each.

    His blocking animation has him block with two sword-length screws crossed in front of him in reverse grip. Like so.

    His idle animation has him place his hand to his chin as a thought bubble appears above his head showing him fantasize about naked aprons.

    His dizzied animation has him wobble in place with his eyes replaced by cartoony spirals.

    His Taunt animation has him casually stab a screw through the side of his head while grinning widely. A unique thing about Kumagawa's Taunt is that it doesn't increase his own meter, instead lowering the opponent's meter. Just another reflection of his pessimistic personality.

    His Burst animation has him turn toward the screen and hold his arms at his sides in his signature pose, palms pointed up and the grin on his face growing wider and more maniacal.


    Drive: All-Fiction

    Kumagawa's Drive allows him to regenerate lost health. As Kumagawa takes damage, a portion of his health bar will be solid red instead of filled up or empty (like in Marvel VS Capcom). This represents the amount he can restore with his Drive. Kumagawa has exceptionally low defense, so strategic use of his Drive is vital to staying alive during the match.


    Normal Moves:


    5a: a horizontal swipe with a screw.

    2a: while crouching, turns around and does a reverse gripped stab with a screw at the opponent's ankle.

    6a: a high kick. Launches.

    j.5a: swipes a screw horizontally in midair.

    5b: a forward stab with a screw.

    2b: stabs a screw directly upward. Great anti-air.

    6b: thrusts his knee forward and stabs a sword-length screw from the bottom of his foot, up his shin and through his knee.

    j.5b: a downward angled stab with a screw in midair.

    5c: turns his back to the opponent and stabs a sword-length screw through his torso.

    2c: whirls around low to the ground with both screws outstretched. Hits 5 times.

    6c: a vertical slash with a sword-length screw. Hits high.

    3c: a stomping downward kick while standing. Hits OTG.

    j.5c: a downward angled cross slash with both screws.


    Drives:


    5d/2d: Kumagawa surrounds himself in a swirling dark aura, regenerating his red health. Can't be cancelled into anything. The regeneration only happens when the animation ends, so it can be prevented if he's hit out of it prematurely.

    j.5d: like his 5d but in the air. Halts his air momentum.


    Special Moves:


    Screw Shot (in air okay): Kumagawa flips a screw up into the air, catches it and then throws it at the opponent like a dart. The screw travels in a straight line across the screen and acts as a fairly ordinary projectile. Repeating the input Rekka-style will make him throw another screw from his opposite hand, up to a total of three consecutive projectiles. In the air the screws travel at a 45 degree downwards angle.

    Screw Eruption: Kumagawa stabs a screw into the ground, causing countless long criss-crossing screws to shoot up right in front of him (A version), halfway across the screen (B version) or on the other side of the screen (C version).

    Pinning Dash: Kumagawa does a short, quick dash forward. If it connects, he dashes past the opponent who is suddenly pinned to the ground by multiple screws through their clothing. Does no damage but immobilizes the opponent for a few seconds and allows him to either heal himself with his Drive or get in some free hits with his 3c.

    A Sword That Slays Magical Beasts: Kumagawa forms a large bizarre looking sword adorned with spikes and tiny black stains before hopping forward with an overhead slash, slamming it against the ground. Hits high. Knocks down on ground hit and groundbounces on air hit.

    ⎡I Lied⎦: Kumagawa surrounds himself in a swirling dark aura like in his 5d, but doesn't actually regain any health. Seems useless right? Except unlike his actual 5d, this move can be cancelled into anything, normals, specials, supers, even his Astral. Use this to give a false sense of vulnerability and lure the opponent into attacking. Costs 25% Heat in order to use (the Heat will be drained after the animation is finished, to avoid giving away the ruse). This move's very existence can also serve to psyche out the opponent, for as long as Kumagawa has the required amount of Heat, they won't be sure whether he's using the real one or the fake.


    Distortion Drives:


    Book Maker: Kumagawa lengthens the screw in his hand until it's as long as a sword before hurling it across the screen like a javelin. On hit it imbeds itself up to the head in the opponent's chest, bleaching their hair completely white. Does no physical damage whatsoever, instead reducing the opponent's defense to Kumagawa's level and sealing away their Drive moves, special moves, Distortion Drives or their Astral. Lasts for 20 seconds before wearing off. As a bonus property, it's unblockable against Medaka Kurokami.

    Leg Eating Forest: super version of Screw Eruption. Kumagawa stabs a screw into the ground, sending a shockwave of screws across the whole length of the screen.

    ⎡I changed my mind!⎦: A counter. Kumagawa turns his back to the opponent and puts a hand on his chin thoughtfully. If he recieves a melee attack during this time he says ⎡You have 5 seconds to leave before I change my mind.⎦ After a second passes the opponent is suddenly impaled from behind with a giant screw and Kumagawa says ⎡Sorry, but I changed my mind about the time limit.⎦


    Astral Finish:


    ⎡It's not my fault!⎦: Kumagawa holds out his hand, a swirling dark vortex held in his palm. On hit, the vortex slowly expands to consume and erase the entire world, leaving only a black void. Kumagawa will then rip his way out of the dark background and look back at the mess he caused before shrugging his shoulders, saying ⎡It's not my fault!⎦ and walking away towards nowhere in particular while whistling a jaunty little tune. Hilarious instant kill. The hitbox for the initial attack is very small (just around Kumagawa's hand).

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