User:Graaaaaaaaaaghhgh/FGC Movelist Shitposts

From Offetstine Wiki

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. In terms of normal moves is basically Dust from Guilty Gear, but as one of the four main buttons. Also tied to specials that fit into each character's gimmicks.
  • 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.

Modeste

Modeste is a versatile pseudo-Shoto character who is set apart by her Seasoning effects. Being able to trigger delayed stuns for combo resets, alter launch properties for entirely new combo routes, or just straight up do more damage gives her a wider variety of ways to use the same moves.

She has average walk/run speed, a slightly higher-than-average jump, average HP, and 3 Super Meter segments.

Seasoning

Modeste can apply three different debuffs that each last until the end of the next combo. Only one Seasoning can be applied at a time, with the exception of Seasoning Mix

Garlic - Affects the launch properties of many special moves, usually more vertically. Can open up a lot of aerial or corner combo routes otherwise unavailable

Salt - A 15% damage increase across most moves, and 30% on certain specials.

Pepper - After the combo ends, the opponent will be forced into a sneeze animation leaving them vulnerable to more damage. After being hit out of a sneeze, the opponent's burst meter will begin to fill three times as fast. Pepper cannot be used multiple times in a row.

Normals

5L - Simple fast punch

2L - Simple slightly slower low punch

4L - Fast retreating kick, can be an effective counter-poke but hard to convert into a combo without Flash Burst

5H - Advancing kick

6H - High damage advancing strike with a ladle

2H - Low poke

5S - Simple fast low-damage strike, applies Garlic on hit

6S - Slow poke, applies Salt on hit

2S - Anti-air, applies Pepper on hit

5T - Slower standing overhead

6T/4T - Throw, Modeste turns her opponent around and kicks them in the back. Further knockback than the average throw.

2T - Fast low sweep with a ladle

Specials

Chef's Kick (236L/236H)

A far advancing kick that can be used on the ground or in the air. The L version travels slower and over a shorter distance, while the H version has more wind-up time but travels further and faster and does more damage. L version is useful for a whiff punish, while the H version is a great combo ender for Garlic combos. Using a Flash Burst to cancel the H version could lead to strike/throw mixup.

In the air, the L version acts as expected but the H version is changed. It has similar properties to the aerial L version, but aimed diagonally towards the ground instead of horizontally. With Garlic, this causes floor bounce allowing for a nice neat combo extension. There is also always the threat of TK H Chef's Kick as a fast overhead, especially dangerous with Salt or Garlic and potentially devestating with Seasoning Mix active.

This move gets a 30% damage increase from Salt.

Throw Garlic (236S/214S)

A projectile that applies Garlic on hit. 236 version goes horizontally and lands about half screen width away, 214 version is thrown in a high arc with Modeste jumping backwards. The latter works well as an anti-air.

Throw Salt (236T/214T)

Identical to Throw Garlic, but applies Salt on hit instead.

Pepper Cloud (623S/623T)

A DP that applies Pepper on hit. The S version is invincible but has a long recovery, the T version lacks invincibility but has much faster recovery, making it ideal for turning a Garlic combo into a Pepper combo.

This move gets a 30% damage increase from Salt.

Supers

Seasoning Mix (236236S) - Cost 1

A fast dash towards the opponent followed by an overhead kick. Low damage for a super, but if it hits it uniquely applies all three Seasonings at once.