
Every balance change and kit changes I would do to Fleetway to make him more bearable and also not turning him into a punching bag.
The ENTIRE U-Frames mechanic shown from the images above, made by u/Iseter0
Chaos Dash and Flight specific: Speed of both moves increase by %15, when the nearest survivor is farther away than 100 studs. For this buff to activate after getting out a chase, 8 seconds need to pass to give the survivors some time before they get chased again.
Flight Passive:
•Gives Fleetway x2.0 sprint speed when flying but the stamina bar is reduced to 110.
•Regens a bit quicker.
•When using M1 while flying, it only deals 30 damage and hitbox gets shortened by %10, no crits even on phase 2.
Hp scales by how many survivors are in the match
1 (LMS from start): 165
2: 150
3: 180
4: 235
5: 285
6: 360
7: 400
M1:
•Crits only actually show up in Phase 2 now.
•Base m1 dmg goes back to 35 dmg but M1 hitbox gets shortened a bit.
•M1 cooldown decreased by 0.12 seconds.
Chaos Dash: Damage goes to 15 ONLY, speed increased by ℅10, slows down for less, lasts shorter, can only hit for a maximum of 4 times. If hit by a stun move during it, he deals only 7.5 damage on impact now and his speed gets lowered by %20.
Laser of Destruction:
•Can slowly move during it.
•Windup is 0.9 seconds shorter.
Fateful Drain:
•Deals 40 DMG to survivors and heals Fleetway for 35 and is a bit easier to hit now (slightly wider vertical and horizontal hitbox)
*Should also no longer stop on a singlular vertical stud.
•Gets 0.7 seconds of endlag after using the move once, if missed all uses, he gets punished by a 1.5 second endlag that also slows him alongside being silenced.
•Cooldown on all uses missed reduced to 23 seconds.
•Windup decreased by 0.15 seconds.
Burst:
•Now completely vulnerable when used while not being stunned, but deals more damage (35 total)
•Hitbox is a teeny tiny bit smaller now if used out of stun
•Gets put on a second cooldown after being stunned
•Using while stunned makes the hitbox bigger than normal.
Survivor damage
Sonic:
•Stunstack damage decreased to 4+4+5
Tails:
•Full Laser damage increased to 35
•Full Burst damage increased to 30
Knuckles:
•Punch stunstack damage decreased to 20, 25 on level 2 and 30(+10 burn) on max level
•Counter deals 15 dmg now
Amy:
•Damage on both abilities increase or decrease if you have a card that changes the time of your stun
Eggman:
•Energy shield does 10 DMG
Metal Sonic:
•Now only deals 4.5 damage per drag tick, wall slam gets reduced or increased depending on if he dragged fleetway around for long or just has slammed him into a wall asap (2+2+5≤ X ≤10+10+25)
Blaze: •Roundkick damage decreased
#Base: 20
#Level 2: 25 + 7 with burn
Silver:
•Rocks should do 7 damage each, and if he manages to hit all three, it should do a total of 30 DMG.
Metal Sonic specific interaction: If used Fateful Drain or Chaos Dash against Metal while he's charging at you, you enter a clash mechanic. If Metal wins the minigame, he loses 25 hp and deals 40 DMG to Fleetway, stunning him for 5 seconds, but if Fleetway wins the minigame, he deals 40 DMG to Metal while only losing 15 hp, but gets a 1.5 second endlag after getting out of clash.
(Image and concept of Unstopabble Frames belong to u/Iseter0, thank you for coming up with something actually genius.)