








Our next fighters in the arena are Stanley and Room! (I couldn't come up with something else at the moment. I'm tired asf) | Analog Horror Champions Day 6
Rules:
• Analog Horror Characters can be suggested but I would also mainly like you to suggest potential maps for the game as well.
• Only 4 characters per series
• Any horror genre like Infection AUs, ARG, or Creepypasta shouldn't be allowed unless they had a adapted series for Analog Horror to join in (Like The Backrooms)
• No downvotes duh
• You cannot ask others for upvotes. Just wanna make it more fair
• Please specify your analog horror slasher with not only a list of specials or Ultimates but also their playstyle in each different class:
ALL-ROUNDER
Sports a well-rounded moveset that covers all manner of ranges. They have no overwhelming weaknesses, but are not the best in any category either.
Brawler: Pretty Self-explanatory
SHOTO
The "Ryu" style, boasting an anti-air, a projectile, and a distance-crosser, usually using similar moves to Street Fighter's Shotokan karate. Similar to All-Rounders, but being more distinct in their movepool.
ZONER
Heavily-reliant on projectiles and controlling the distance between certain opponents, often hampered by subpar health and few melee options.
GRAPPLER
Heavyset, high-health combatants that like to get in close to the opponent and defeat them in just a few hits, also have a preference for command grabs and tend to hate projectiles.
RUSHDOWN
Fast and aggressive fighters who get in close and barrage opponents with swift and vicious combo attacks. Known for very straightforward movesets.
TRICKSTER
Relies on moves that either hamper an opponent's playstyle-paralysis, slow, sleep, etc.-or rely on trickery and deception-counter teleports, slipaways, surprise attacks, etc.- to keep the opponent guessing.
COMBO-HEAVY
Playstyle revolves around racking up high-number combos, often by juggling foes. Similar to a rushdown, but not as ferocious or straightforward
AERIAL
Specializes in attacking the opponent in the air, sometimes by flying and other times by maintaining a solid air-combo game.
AGILITY
Utilizes acrobatics as a quick and easy means of getting around or performing attacks--flips, rolls, jumps, etc.
SETUPS
Lays and sets off traps to chip away at opponents' health or has a movepool that can set the foundation for more damaging attacks/combos.
FOOTSIE
Relies on mid-range combat, sometimes relying on kicks over punches, and having moves that can push enemies back. Also categorized by a fast walking speed, a floaty jump, a lack of projectiles, or any combination of the three.
UNORTHODOX
Uses a moveset and playstyle that is highly-unusual, making it difficult for opponents to quickly analyze or accustom to.
SLUGGER
Uses powerful attacks with lots of knockback potential, usually powerful punches, kicks, and weapon strikes. These will often require windup to be truly-effective.
EXECUTION
They have lots of powerful abilities in their movepool, but it comes at the cost of having lots of, or very specific, input commands.
WRECKER
Utilizes body-blows like shoulder-charges, headbutts, and tackles to ram into opponents with surprising speed and great knockback/wallbounce potential.
DEFENSIVE
Relies on defensive moves that let them power through, negate, or block attacks, opening them up for counter offensives.
BLOODLET
Movepool can be strengthened by sacrificing fractions of health rather than Super Meter. High-risk, High-reward in terms of difficulty.
New fighting styles:
PUPPETEER:
Uses an extension-type entity to act sort of like a secondary player, making your opponent feel like they're fighting two characters at once. Can be kind of hard because it requires multitasking
MIXUP
Has a moveset that start out familiar but with lots of deception potential, or use moves that are highly unusual or bizarre, in order to throw off opponents
UNIQUE
The character uses a mechanic that is unique only to them and is so unusual that it makes it difficult to classify it as any particular archetype