Kirbeh
Smash Champion
This is not the write up, just a regular post.
Same thing with the hood. I'm fine either way, but your wording seems off. What makes keeping the hood up “more natural?” If that's your preference, just say so, no need to tip toe around and try to find some other justification.
Otherwise, the main issue I find with your move sets is just the number of ideas you try to squeeze in. It varies by character, but you have had some cases where the focus seems to continuously shift. And at a conceptual stage that's fine, you're still trying to figure what exactly you want characters to do, but if you have a bunch of extra ideas for a character you have to find the cutoff point somewhere. If you can't fit everything, save it for a future character.
On the flip side you also have cases where the move sets seem to not take full advantage of the character concept. The original Ahab move set for example where you had him as a mostly straight forward boxer despite being a big whale alien. And speaking of:
Critique time.
Ahab
The second hit of F-Tilt was intended to cause a ground bounce which would lead to follow-ups/juggle opportunities.
And Up Tilt was already described as being short, so I don't know why you also added "truncated."
We approached the Charge moves differently, so let me explain my choices. The ship themed naming of FC and UC was inspired by Ahab's Moby **** inspiration (and Monstro from Pinocchio). Hull Smasher and Mast Breaker as moves describing destroying parts of a ship much like a heavy storm or some kind of rampaging sea creature.
Mast Breaker is intended to be a high damage KO move that has Ahab extend his range as far as he can. It's a big, high reaching uppercut with high end lag.
Tornado Blow as Down Charge on the other hand was where I tried to incorporate some of the wind powers by making it a juggle tool/combo starter. The idea is that while it only hits one side, it starts low, being able to scoop up crouched or small characters easily who might otherwise duck under some of his other moves.
It starts low, but launches upward to set up for juggles with Up Tilt, etc.
The replacements you gave are fine however:
Up Charge is yet another spinning move. In Ahab's case though, I think it's far more fitting given the wind powers. Ditto for Down Charge even if it seems a little awkward in execution for a big boxer.
With that in mind though, I would say you should replace Hull Smasher as well.
One more thing on Up Charge. How do you intend to make it both a KO option and juggling tool? Those are opposite functions.
Down Throw is an uppercut? Kinda weird placement tbh.
I realize I didn't elaborate enough on my Back Throw, but I think we actually have a similar idea here. What I had in mind for Whirlwind Toss was for Ahab to lift the opponent while still clinching them and quickly perform a 360 spin where he lets go at the end and sends them flying.
With the changes to NAIR, UAIR, Up Throw, Side Special, etc. are you sure you're not transitioning Ahab from a boxer into a wrestler/grappler?
I don't see the overall utility of Down Special? Is it like an uppercut version of a Falcon Punch?
If so, I don't think interrupting the attack should result in a counter. That punishes the opponent for making the right call. I suppose they could still grab or just wait for the move to end before approaching but it seems weird to give the move a second automatic option as a safety net when it's meant to be a high risk/high reward attack.
Also, with the Hyper version basically turning it into Mac's Rising Upper, why not just make it an Up Special?
And speaking of Up Special, you're incorporating steam now? Plus, with the steam coming from his blowhole, it's going to propel him in the opposite direction. How is it intended to animate? He would need to start the move upside down for it be used upward.
I already addressed Side Special above.
Neutral is just custom DK neutral. Nothing inherently wrong with that, just be careful with the balancing.
Like I expressed earlier in the post, it really feels like you still don't have a fully concrete idea on what you want Ahab to be.
You might have to elaborate on this as I don't quite follow. How does altering the proportions fit a platform fighter “better”. Characters of all sorts of heights and proportions fit just fine, including other characters on your own roster. And if your making Aremi shorter, just how small is Weevle supposed to be? If she's going down to like, Pichu size, then I'll need to do another complete redesign.My brother is already working on some sprites for Aremi, it's mostly close to the orignal design, though the proportions have been edited to better fit a platform fighter (such as a shorter body and slightly bigger head) there is also a chance that she would mainly wear her hood up rather than down, as that feels more natural in a game like this.
Same thing with the hood. I'm fine either way, but your wording seems off. What makes keeping the hood up “more natural?” If that's your preference, just say so, no need to tip toe around and try to find some other justification.
I have noticed that over the many move sets, both the original versions and the reworks, the moves you seem to over-rep are boomerang projectiles, spinning Up Smashes, spinning style specials (Mario Tornado, Darkest Lariat, etc.), and more recently Up Specials that end in dropkicks as you gave those to both EPSILON and Chell. Also moves that trip, and tbh, sometimes I wonder whether you're actually talking about Smash Bros. tripping or just a knockdown state like in traditional 2D fighters. Can you clarify?Yeah, I made the mass rework since I felt the old set was a bit gimmicky, but I do feel the new rework does need a bit more work. I should maybe cut down on all the tornado-based moves of other characters but sometimes it's hard to think of a good Up Charge attack.
Hmm I notice I have some core issues when making move sets, but I can't put my finger on the exact issues, but I do want to fix them somehow.
Otherwise, the main issue I find with your move sets is just the number of ideas you try to squeeze in. It varies by character, but you have had some cases where the focus seems to continuously shift. And at a conceptual stage that's fine, you're still trying to figure what exactly you want characters to do, but if you have a bunch of extra ideas for a character you have to find the cutoff point somewhere. If you can't fit everything, save it for a future character.
On the flip side you also have cases where the move sets seem to not take full advantage of the character concept. The original Ahab move set for example where you had him as a mostly straight forward boxer despite being a big whale alien. And speaking of:
Critique time.
Ahab
So, this is something I'd forgotten to touch on previously, but why does he blow steam? Is it just to reference Smash Bros.?Appearance - Mobius takes design inspiration from sperm whales, having a box-shared head, toothy mouth, and gray color palette. Unsurprisingly, Mobius also has a large frame, being the among the biggest of the cast physically, and wears a typical boxing tank top and a pair of cyan boxing gloves. His elbows are encrusted with barnacles to emphasize how rugged he is, and periodically his blowhole spews steam, which becomes more pronounced on higher percent.
Not a criticism, but is having multiple jumps something to necessarily describe as a gimmick? It's not universal but it's still a fairly common trait in platform fighters. There are always a good number of characters with multiple jumps. I think it'd be better to add an attributes section that lists stuff like the number of jumps a character has plus a few other details like whether they can wall jump and other stuff like that.Archetype - Bruiser
Gimmick - Lighter than Air, Heavier than Stone
- Ahab's species is able to absorb air to give their bodies surprising agility, letting him jump up to 3 times in the air.
I notice you kept my moves but changed the descriptions a little?Ground Moves:
Jab - Hammerhead Combo - A quick right hook, followed by a straight left punch, and ending with a strong headbutt.
Forward Tilt - Fishing Line - A quick left hook, press again to combo into a downward swing to launch foes upwards.
Up Tilt - Updraft - A short truncated uppercut, useful for juggling opponents though range is quite middling.
Down Tilt - Wave Breaker - A leg sweep using Ahab's tail, pushing opponents forward and has a potential to trip if you hit the sweetspot.
Back Tilt - Side Clocker - A sideswipe with Ahab's left fist to clock the opponent, has quite high downwards knockback.
Dash Attack - Sea Leg Sweeper - Ahab comes to a quick stop while plunging low to swing at an opponent's legs, knocking them down.
The second hit of F-Tilt was intended to cause a ground bounce which would lead to follow-ups/juggle opportunities.
And Up Tilt was already described as being short, so I don't know why you also added "truncated."
Why did you add a random spike to Forward Charge?Charge Attacks:
Side Charge - Hull Smasher - Ahab steps forward to delivering a strong body blow, spiking in the middle of the attack.
Up Charge - Tornado Uppercut - Charging with wind, Ahab performs with a spiraling uppercut, strong KO tool and juggling tool.
Down Charge - Tough Twister - Bending down, Ahab performs a spinning punch all around his body. While the weakest of the three charge attacks, this attack has heavy armor and hits both sides, a good keep away tool.
We approached the Charge moves differently, so let me explain my choices. The ship themed naming of FC and UC was inspired by Ahab's Moby **** inspiration (and Monstro from Pinocchio). Hull Smasher and Mast Breaker as moves describing destroying parts of a ship much like a heavy storm or some kind of rampaging sea creature.
Mast Breaker is intended to be a high damage KO move that has Ahab extend his range as far as he can. It's a big, high reaching uppercut with high end lag.
Tornado Blow as Down Charge on the other hand was where I tried to incorporate some of the wind powers by making it a juggle tool/combo starter. The idea is that while it only hits one side, it starts low, being able to scoop up crouched or small characters easily who might otherwise duck under some of his other moves.
It starts low, but launches upward to set up for juggles with Up Tilt, etc.
The replacements you gave are fine however:
Up Charge is yet another spinning move. In Ahab's case though, I think it's far more fitting given the wind powers. Ditto for Down Charge even if it seems a little awkward in execution for a big boxer.
With that in mind though, I would say you should replace Hull Smasher as well.
One more thing on Up Charge. How do you intend to make it both a KO option and juggling tool? Those are opposite functions.
Anchor Arms was named for the pose, you should probably change the name to match the new function.Aerials:
Neutral Air - Bluster Spinner - A spinning attack with Ahab's arms, like a tornado, a good horizontal combo tool.
Forward Air - Big Clocker - A forward punch that deals a nasty spike—a simple attack sure but an effective one.
Up Air - Anchor Arms - Flexing one of his arms upwards and one of his arms downwards, he performs this styling attack with frame 1 invincibility but high end-lag.
Down Air - Quick Bluster - A quick series of diagonally downward strikes, while weak in terms of sheer power, it's very fast speed (Frame 2) lets it be a good combo move into itself.
Back Air - Backdraft - A sideways swing with the fists, creating a crest of wind backwards to add a bit of extra range.
Breaching Blow is a swing over the shoulders? Like a judo throw? On a boxer? Given the nature of the character I think having some none boxing moves is fine, but this one seems particularly odd.Grabs:
Pummel - Clinch - A grappling punch, among the fastest pummels in the game.
Forward Throw - Breaching Blow - A swing over the shoulders to crash opponents downwards.
Down Throw - Downer Socket - A crouched down uppercut to launch foes upwards.
Back Throw - Spinning Tosser - Ahab spins around and tosses the foe backwards.
Up Throw - Blue Cyclone - Ahab jumps in the air, then crashes into the floor for a powerful piledrive.
Down Throw is an uppercut? Kinda weird placement tbh.
I realize I didn't elaborate enough on my Back Throw, but I think we actually have a similar idea here. What I had in mind for Whirlwind Toss was for Ahab to lift the opponent while still clinching them and quickly perform a 360 spin where he lets go at the end and sends them flying.
With the changes to NAIR, UAIR, Up Throw, Side Special, etc. are you sure you're not transitioning Ahab from a boxer into a wrestler/grappler?
Specials:
Neutral Special - Twister Punch - Gathering the air around his fists, Ahab charges a powerful forward jab that later makes the air crackle as the vacuum made around his fists pops. This crackle results in a strong sweet spot for the punch.
- Neutral Hyper - Storming Punch - While the punch itself is weaker than the normal attack, the punch itself creates a windbox to push the opponent off-stage.
Side Special - Cyclone Spinner - A lariat that deals multiple hits of strong damage, it can also be used as a horizontal recovery while in the air, though it sends Ahab into freefall afterwards.
Down Special - Storm Uppercut - A powerful charged uppercut that usually takes a while to charge, but if Ahab gets hit the charge gets ended automatically so Ahab can perform a quicker but weaker punch upwards as a counter.
- Side Hyper - Hurricane Spinner - A quicker cyclone lariat that has better vertical recovery is the button is mashed.
Up Special - Steam Geyser - Propelled by hot steam from his blowhole, Ahab performs a powerful body slam that can be aimed in the air.
- Down Hyper - Upper Drafter - Ahab jumps up in the air to perform a spiraling uppercut similar to a tornado. He can act after the end of this move's animation.
- Up Hyper - Steam Powered Assault - The attack lasts longer and has a powerful sweetspot in the end due to Ahab spinning very powerfully, however unlike the normal special this does send Ahab into freefall after use. Better used as an offensive move than a mobility tool
I don't see the overall utility of Down Special? Is it like an uppercut version of a Falcon Punch?
If so, I don't think interrupting the attack should result in a counter. That punishes the opponent for making the right call. I suppose they could still grab or just wait for the move to end before approaching but it seems weird to give the move a second automatic option as a safety net when it's meant to be a high risk/high reward attack.
Also, with the Hyper version basically turning it into Mac's Rising Upper, why not just make it an Up Special?
And speaking of Up Special, you're incorporating steam now? Plus, with the steam coming from his blowhole, it's going to propel him in the opposite direction. How is it intended to animate? He would need to start the move upside down for it be used upward.
I already addressed Side Special above.
Neutral is just custom DK neutral. Nothing inherently wrong with that, just be careful with the balancing.
Thunderclap is another kind of an out of nowhere move. His whole shtick is wind and all of a sudden you have a storm cloud/electricity.Hypermax Attacks -
Level 1 - Cyclone Boost - Ahab boosts himself in the air as he spawns a lingering tornado, anyone caught in the tornado will also be launched upwards.
Level 2 - Thunderclap - Ahab claps, summoning an explosive cloud that goes upwards, using any attack will cause the cloud to explode into an electrical burst.
Level 3 - Aerodynamics - An install-based Hypermax that surrounds Ahab in wind. While in this state, his jumps, ground speed and air speed are higher.
Like I expressed earlier in the post, it really feels like you still don't have a fully concrete idea on what you want Ahab to be.