Sunday, March 17, 2019

The Knight/Wanderer from Hollow Knight?

Alright, guys, girls, and Apache attack helicopters, hear me out. The knight would be an absolute masterpiece of a DLC character if it was added to SSBU. For one, it would draw more attention to Hollow Knight, which is an absolutely smashing and beautiful Metroidvania, and for two, his moveset would be unique and relatively easy to synthesize into the game! Here’s what I have come up with so far (tell me if you think something should be changed)

Specials: N-B: Shade soul: a simple fireball attack that does decent damage and knockback. Travels at moderate speed (a little slower than Samus’ blaster)

S-B: Shade cloak: The Knight dashes forward, phasing through enemies and dealing damage and knock back similar to Fox’s side b. Can be used to avoid attacks, but startup is relatively slow.

D-B: Descending dark: on the ground, the knight will jump up a bit and then slam into the ground, doing AOE damage in a column of void energy. In the air, the knight catapults straight down. Does high damage, has slow startup. Has super armor.

U-B: Abyss Shriek: The knight lets out a blast of void energy directly upward in a conic manner. Holds the knight in the air briefly. Does high damage, slow startup.

Normals: Nail swings. Based on directional input, nail slices that way.

Gimmicks: To begin with, smash attacks will be the nail arts from the game.

Up-Smash: Cyclone slash- After charging, Knight unleashes a spinning attack similar to Link’s up-b that carries them upward (slightly) does decent damage, decent knock back, fast startup. Can be done in the air (crazy, right? A smash attack in the air?) can be used as a recovery tool, as it slows the Knight’s fall

F-smash: dash slash- similar to Puff’s f-smash; the longer you charge it, the farther you go. Decent damage and knock back, fast startup

Down-Smash: Great slash: a large slash that does high damage and knock back, with moderate to kind of slow startup.

With the smash attacks out of the way, we’ve got a couple more gimmicks to deal with

Jump: The second jump will be the Mothwing cloak. It carries the knight very high, similar to Ness’s second jump. The gimmicky part comes with the knight’s aerials: if the knight manages to highly a d-air, (which wouldn’t spike, but would have decent hitstun), then the Knight gains another jump. Very effective recovery tool. The knight has a wall jump.

Soul: as the knight strikes enemies with their nail, they will gain soul in their soul meter. In the game, spells rake soul to use, but this would substantially weaken the character, so that won’t happen. Instead, the knight can heal itself by holding the special button. The healing is not broken and insane, but it’s enough to make a difference. This ability has very slow startup. Very.

Thanks for reading, if you managed to get through all of it. Thoughts?



Submitted March 17, 2019 at 11:47PM by 5nappyonYouTube https://ift.tt/2ubK1ED

No comments:

Post a Comment

Does Long Distance Even Work? (Fucking My Dorm Mate)

​ I'm Hunter and I'm 18, just about to finish off my freshman year in college. So, to give some background on this story that happ...