Thursday, August 15, 2019

A Hollow Knight Moveset Concept

Since the release of the fighter’s pass, I’ve hoped for The Knight from Hollow Knight as one of the DLC fighters. So I decided to compose a moveset/mechanic concept. Hope y’all don’t mind/I’m posting in the right place

The Knight: Nails the competition

Jab: The basic attack where The Knight swings it’s nail rapidly, low knockback

Dash Attack: Dash Slash, decent knockback and damage, but with a lot of Endlager and low shield damage

F-Tilt: The same as Jab, unless someone else has a better idea

Up-Tilt: The Knight’s upward attack, covers mostly above him but hits slightly to both sides as well, low knockback

Down-Tilt: Either The Knight’s down attack, which would lift it up a bit if it hits the ground or an enemy, or maybe a kick of some kind (although one isn’t available in Hollow Knight)

Side Smash: Great Slash, would do good knockback and damage, but have a lot of endlag

Up Smash: Abyss Shriek: A 4 hit attack with a large hitbox, would do a lot of damage and high knockback on the last hit. Would require SOUL

Down Smash: Basically Thorns of Agony, would deal damage and knockback in an area all around The Knight.

Nair: See F Tilt

Up Air: The same as Up Tilt, unless someone else has a better idea

Down Air: A downward strike, would launch The Knight upwards if it hits a player or the ground, allowing The Knight to “pogo”

Fair: See F Tilt

Bair: See F Tilt

Neutral B: Focus - The Knight would need to remain immobile while focusing, if it’s able to focus for enough time, it would heal a bit. If hit while focusing, The Knight takes extra damage and knockback. This move would require SOUL.

Side B: Shade Soul - The Knight would fire a projectile which pierces terrain and players. Deals damage but very little knockback, and can be fired rapidly as long as SOUL is available. If no SOUL is available, The Knight would fire Vengeful Spirit instead, which would be weaker and wouldn’t pierce terrain, as well as having a long cooldown.

Down B: D E S C E N D I N G D A R K - The Knight would slam into the ground, dealing damage and grounding players struck and dealing additional damage in an area around it. The Knight would gain invincibility frames with this, and after striking the ground, The Knight would be able to re-cast this, rising up a short distance before slamming into the ground again. If no SOUL is available, The Knight uses Desolate Dive instead, which does lower damage, can’t be chained, and doesn’t grant I-frames

Up B: Cyclone Slash - The Knight would use the Cyclone Slash nail art to gain altitude for a recovery. Low knockback but good damage, with a long but not very tall hitbox

Spoilers for Hollow Knight below

Final Smash: The Knight would turn into the Shade Lord Seen in the Embrace The Void ending of Hollow Knight, as the stage is covered in void. The Knight’s player would then aim a reticle to grab opponents, then mash Attack to beat them up, dealing damage to anyone grabbed. After a short time, the Shade Lord would release anyone grabbed, causing knockback. Anyone above 100% would instead explode into essence and be consumed.

Side Taunt: Dream Nail - The Knight would use the dream nail, producing dialogue based on what character was hit (assuming one was) and how much they’re winning or losing by. If the opponent has 300% or more, they instantly die. Landing this Taunt also generates 2 spells worth of SOUL.

Up Taunt: The animation that plays when The Knight travels to a Dreamgate in Hollow Knight

Down Taunt: The Knight briefly becomes covered in Void

Mechanics:

SOUL - The Knight requires SOUL to use spells and to heal. If it doesn’t have SOUL, it can’t heal and uses much weaker spells that can’t be spammed. Any nail attack that hits an opponent (not his shield) yields SOUL. The Knight can have up to 6 spells worth of SOUL in it’s SOUL container (3 in the big orb, 3 in the 3 small ones), and one spells worth of SOUL is obtained from probably between 2-6 Nail strikes

Nail Arts - If The Knight fully charges a Side Smash, it can move around for the remaining 3 seconds before automatically using it. However, Side Smashes cannot be used unless fully charged.

Knockback: The Knight is moves back slightly whenever it lands a nail attack that is or works like a Jab

Charms: The Knight might be able to equip charms, granting it various effects. I’ll translate the most unique charms into ones with smash-related stats below, but I’ll translate all of them in a separate post if someone asks.

Sharp Shadow: Rolls and Airdodges deal damage. I hate it already.

Fury of the Fallen: Deal extra nail damage when above 100% (maybe 150), or when on your last stock

Grubberfly’s Elegy: Shoot swordbeams while at 0%, similar to Link

Hiveblood: If The Knight doesn’t take damage for 8(?) seconds, it will regenerate the damage dealt by the last hit it took, but if that hit did more than 10% damage, only 10% will be regenerated. Once used, this effect cannot trigger again until The Knight is hit again

Flukenest: Transforms Side B into a shotgun-like attack, firing out a large amount of bouncing projectiles. This would have a much shorter range (the flukes would be affected by gravity) but would do far more damage if all the flukes hit.

Nailmaster’s Glory: Reduces the charge time for Side Smashes, increases the lift of Up B, and increases the damage and knockback of Dash Attack

Again, I will do the rest of the charms if someone asks, and I hope I didn’t miss anything. If you have your own ideas, they’re probably better than mine so feel free to comment them



Submitted August 16, 2019 at 06:49AM by ImACasul https://ift.tt/31zZv3Y

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