User:Discord-191999893978480641/Hypothetical Offetstine Fighting Game Movesets: Difference between revisions
No edit summary |
No edit summary |
||
Line 128: | Line 128: | ||
(air) [[File:236.png|28px]] 236 A - Fire shotgun diagonally downwards, overhead hit. Uses one shotgun ammo, and floor bounce on counterhit. Unlike the grounded variant, no follow-ups. | (air) [[File:236.png|28px]] 236 A - Fire shotgun diagonally downwards, overhead hit. Uses one shotgun ammo, and floor bounce on counterhit. Unlike the grounded variant, no follow-ups. | ||
( | |||
[[File:214.png|28px]] 214 A - Slides backwards while firing the shotgun at an angle upwards. Uses one shotgun ammo, just slides backwards without attacking if no ammo. Can almost be considered a pseudo-DP. Big knockback, upwards on counterhit. | |||
[[File:214.png|28px]] 214 T - Jumps backwards, firing twice diagonally downwards with pistol. Uses two pistol ammo, hits twice. Can still be used with less ammo, but hits either once or not at all. | |||
[[File:236.png|28px]] 236 H - Slide forwards, with follow-ups: | |||
* (236 H) -> A - Fires shotgun forwards, costing one Shotgun ammo. Stagger on counterhit. | |||
* (236 H) -> T - Fires pistol upwards, costing one pistol ammo. Knockback on counterhit that carries the opponent mostly parallel to your slide. | |||
* (236 H) -> H - Immediately stops slide and kicks upwards. High damage, and high stun buildup on counterhit. | |||
* (236 H) -> 8 - Jump forward, carrying all slide momentum. | |||
44 A - Reload shotgun. | |||
44 T - Reload pistol. Each missing bullet reloaded one by one, can be cancelled at any time. | |||
===Supers=== | ===Supers=== | ||
[[File:41236.png|28px]] 41236 T (3 Segments) - Unloads all ammo into opponent, does more damage based on remaining ammo with an additional bonus for full ammo. Knockdown on hit, giving the player a chance to partially reload. | |||
( | [[File:41236.png|28px]] 41236 A (1 Segment) - Reloads as part of a command grab (with the ability to hit aerial opponents). Clover grabs the opponent and shoots them twice, leaving the player with maximum shotgun ammo and 4 pistol ammo. |
Revision as of 03:24, 10 October 2023
This page lists fighting game moveset shitposts based on Offetstine characters. While there is no intent to add these to an actual game, they were all written to be theoretically part of the same game. The universal mechanics and buttons are as follows:
Universal
- L - Light attack, usually the character's fastest button and low damage.
- H - Heavy attack, Usually slow and high damage. 2H is universally a sweep, leading to knockdown if not blocked low
- T - Technical attack, always has forward, down, and backward Command Normals. Very different across characters and often used in Specials tied to the characters' individual specific mechanics.
- A - Additional attack, can pretty much be seen as the button of "The Other Character-Specific Mechanic Based Specials"
- Blocking is via moving away from your opponent, like most Street Fighter-based fighting games. As with those games, Crouching can be used to block low attacks (while risking damage from overhead hits).
- Dashing is via double tapping a direction or optionally the dash button while moving. Grounded forward dashes are universal, with aerial or backwards dash capabilities differing by character.
- Grabs are slow unblockable moves performed by hitting L and T at the same time. Most characters can only use Grabs while grounded, and they only hit grounded opponents. Players can't burst to escape grabs, neither can they cancel out of their own grab. Command grabs can be cancelled.
- Burst can be used to escape a combo (or to instantly return to neutral, if used during your own actions). The Burst Meter begins each round full and is completely depleted when Burst is used. The meter slowly fills when you hit your opponent, and fills more quickly when your opponent hits you. Bursting out of your opponent's combo less than 0.3 seconds after the burst meter is filled will result in a hard knockdown, discouraging long combos against opponents with a nearly-full Burst Meter.
- Counter Hits occur when a player is hit by the opponent's attack, during the animation of their own attack. Unless stated otherwise, these just cause slighty more stun buildup and slightly longer hitstun (allowing certain combo opportunities that wouldn't otherwise be possible). Many moves have special Counter Hit effects.
- The Super Meter is split into four segments, with the final segment being twice as long as the others. Super moves cost between 1 and 3 segments, with the fourth being solely for "leftover" meter (with some character-specific exceptions).
- The Stun Meter builds up when hit and slowly decreases over time (faster when standing still). When full, the player is stunned. For one second, they cannot act and take increased damage.
Modeste
Modeste is a fast character with access to backdash and air dash. She has plates she can throw either as high-damage projectiles or to create damage-over-time floor spikes.
Normals
L - Simple fast punch.
H - High kick.
T - Slow, high damage swing with a ladle.
A - Very slow cutting board swing, medium damage and good stun buildup.
2H - Sweep with ladle, causes HUGE stun meter buildup on counter hit.
6T - Long poke with ladle, has reversed knockback allowing it to combo into Modeste's shorter-ranged moves.
2T - Low profile kick that carries Modeste forward. Knocks opponent into the air on counter hit.
4T - Overhead cutting board swing, can be charged for more damage by holding the button. Fully charged hit causes floor bounce.
Grab - Modeste turns her opponent around and kicks them in the back. Large knockback.
Specials
236 L - Stationary kick, decent damage.
(air) 236 L - Spinning kick, carries Modeste upwards and hits up to three times.
214 L - Overhead kick, decent damage and high stun buildup on counter hit.
(air) 214 L - Same as above, but with downward movement
236 H - More damage and range compared to 236 L, Modeste moves forward during the (notably longer) windup.
(air) 236 H - High damage flip in place, with high knockback and hard knockdown. Modeste drops to the ground afterwards, unactionable until landing.
214 H - Slow kick that does heavy damage and knockback, including wall bounce. Pushes opponent back on block.
623 T - Command grab. Modeste grabs her opponent and jumps, before throwing them into the ground leading to floor bounce. Can lead to aerial combos if burst cancelled late.
236 T - Throws a plate at the opponent, which travels about 3/4 screen width before hitting the ground. When plates hit the ground, they break into shards that damage either player when walked on. Plate does not break upon hitting opponent.
236 A - Throws the plate in an upwards arc, which lands after about 1/4 screen width. Modeste can hit her own plate, sending fast shard projectiles forward. Hitting the plate means there are no shards on the ground.
(air) 236 T - Throws plate directly forwards, does more upwards knockback and never falls to the ground.
(air) 236 A - Throws plate downwards at an angle. Can be used at the end of an aerial combo to put shards directly below your opponent.
214 T - Backflip and throw a plate at the ground on your previous position. If the plate directly hits opponent, causes soft knockdown and significant damage. On counter hit, causes a lot of stun buildup.
Supers
41236 T (1 Segment) - Quick short dash forward into command grab. Modeste bites the opponent and throws them behind her, slightly healing in the process. Easy to combo into on ground, and can be burst cancelled after throw to extend combo.
41236 A (3 Segments) - Stage goes black before a spotlight reveals Modeste (over-)dramatically biting her opponent. Does a lot of damage and hits from half the screen away, but can only be used from neutral.
Clover
Clover has a focus on short, reliable combos. She has no airdash or normal backdash, but
Unique Meter
Clover has ammunition counters for her two weapons, the pistol and shotgun. These have a maximum of 6 and 2 respectively, and go down when certain moves are used. Both are filled on round start, and can be replenished by certain reload moves.
Normals
L - Quick punch.
H - Slower pistol whip.
T - Slow overhead with both weapons. Knockdown on counter hit. Can cancel into firing either gun if unblocked.
A - Forward moving spin (two hits, good stun buildup).
2H - Low kick.
6T - Overhead hit with both weapons, jumping forwards.
2T - Fast low hit.
4T - Anti-air punch with diagonally upwards knockback. Directly upwards on counter hit.
Grab - Clover grabs her opponent and shoots them. Uses 1 pistol ammo, instead hits opponent on head (for lower damage, higher stun buildup) if no ammo left on grab.
Specials
236 T - Fires forward with pistol. Uses one pistol ammo, does low damage and no knockback. Essentially a projectile with no travel time, travelling about 3/4 screen width. Can cancel into itself up to three times, but each subsequent shot is angled further upwards with the third and fourth shot being unable to hit a standing opponent. Upwards knockback on counterhit and aerial hit.
(air) 236 T - Same as above, but aimed diagonally downwards. Hits overhead.
236 A - Fires shotgun, uses one shotgun ammo and hits about 3/8 screen width. Good damage and high knockback, stagger on counterhit. There are four follow-up options:
- (236 A) -> A - Immediately fires again, if ammo available. If not, wastes time on a misfire animation. Cannot follow-up after second shot.
- (236 A) -> T - Leaps forward and shoot at an angle downwards, costing one shotgun ammo. Floor bounce against staggered or stunned opponent, stagger on counterhit. When missing ammo, instead hits the opponent with the shotgun instead for medium damage and no special effects.
- (236 A) -> H - Dashes forward into a slide kick. Big knockback on staggered or stunned opponent, upwards knockback on counterhit.
- (236 A) -> 44 - Clover's situational backdash, complete with an instant reload for shotgun ammo. This combined with the shotgun's existing knockback puts a lot of distance between Clover and the opponent.
(air) 236 A - Fire shotgun diagonally downwards, overhead hit. Uses one shotgun ammo, and floor bounce on counterhit. Unlike the grounded variant, no follow-ups.
214 A - Slides backwards while firing the shotgun at an angle upwards. Uses one shotgun ammo, just slides backwards without attacking if no ammo. Can almost be considered a pseudo-DP. Big knockback, upwards on counterhit.
214 T - Jumps backwards, firing twice diagonally downwards with pistol. Uses two pistol ammo, hits twice. Can still be used with less ammo, but hits either once or not at all.
236 H - Slide forwards, with follow-ups:
- (236 H) -> A - Fires shotgun forwards, costing one Shotgun ammo. Stagger on counterhit.
- (236 H) -> T - Fires pistol upwards, costing one pistol ammo. Knockback on counterhit that carries the opponent mostly parallel to your slide.
- (236 H) -> H - Immediately stops slide and kicks upwards. High damage, and high stun buildup on counterhit.
- (236 H) -> 8 - Jump forward, carrying all slide momentum.
44 A - Reload shotgun.
44 T - Reload pistol. Each missing bullet reloaded one by one, can be cancelled at any time.
Supers
41236 T (3 Segments) - Unloads all ammo into opponent, does more damage based on remaining ammo with an additional bonus for full ammo. Knockdown on hit, giving the player a chance to partially reload.
41236 A (1 Segment) - Reloads as part of a command grab (with the ability to hit aerial opponents). Clover grabs the opponent and shoots them twice, leaving the player with maximum shotgun ammo and 4 pistol ammo.