User:Graaaaaaaaaaghhgh/FGC Movelist Shitposts

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Revision as of 22:55, 19 October 2025 by Modeste :3 (Graaaaaaaaaaghhgh) (talk | contribs) (i'm starting this nonsense again. but better. wrote some universal system stuff before starting on modert. :cat2: emote.)
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This page goes over character movesets (and universal mechanics) for a hypothetical Offetstine fighting game. I have played too much Ultimate Marvel VS Capcom 3.

Universal Mechanics

Buttons

The game has four main attack buttons:

  • L - Light attack. Tied to fast but low-damage normals.
  • H - Heavy attack. Tied to slower but higher-damage normals. Many specials have alternate Light and Heavy versions.
  • T - Technical attack. Tied to command normals that are consistent in function across characters. 2T is always a low-hitting sweep, 5T is always a standing overhead, and 6T/4T are always throws. This is basically Dust from Guilty Gear, but as one of the four main buttons.
  • S - Specialty attack. Usually tied to the more interesting command normals, very different across characters to tie into their gimmicks.

Burst

Burst is triggered by pressing any three buttons at once (though a separate Burst button can be assigned). This can only be done when the Burst Meter is full. The Burst Meter is filled at the start of each round and recovers slowly over time or more quickly when the player takes damage.

Using Burst while in hitstun or while blocking will result in a Break Burst, breaking the player out of the current combo (if applicable). If the opponent blocks the burst, they can resume their combo. If not, they are pushed back and the bursting player is granted one segment of Super Meter.

Using Burst while performing another action will result in a Flash Burst, instantly returning them to neutral state to continue combos. The Burst input in neutral doesn't do anything.

Taking hits (including blocking) in the corner greatly fills the Burst Meter, which is this game's answer to corner infinites.

Super Meter

The Super Meter is split into 2-4 segments, based on character. This functions the same as any other fighting game, being a resource consumed by super moves. The meter is filled slowly while taking or dealing damage, and an entire segment is granted if the player successfully hits with a Break Burst.

The Super Meter does not carry between rounds. It begins empty, or with half a segment already filled for the player who won the previous round.

Dashing

By double tapping a direction (though a separate dash button can be assigned), the player can move quickly. Dashes towards the enemy can also be held to continuously Run. Every character has different walk/run speeds.

Jumping

There is only one jump height, no double jump or super jump here. Jump height and distance differs between characters. Jumping towards the enemy results in a low horizontal jump, directly upwards results in the highest perfectly vertical jump, and away from the enemy results in a mostly-vertical retreating jump.

A separate far backwards jump (with a similar but mirrored trajectory to the character's forward jump) can be performed by jumping during a backwards Dash.

Other Common Bits and stuff idk

The game uses normal Street Fighter "hold the direction away from the opponent to block, or diagonally away and down to block low" blocking. Not a block button like Virtua Fighter or whatever.

The game is standard 1-on-1, no assists or tagging. Rounds are comparatively short, and the first player to win 3 rounds wins the match. There is no kind of stun meter.