u/Transformerfan45

Fleetway change concept

This is ideas taken from other people and modified a bit

PRIDE - the more he’s stunned, the worse he is to fight, getting angrier from being hit and literally hurting his ego, I’ll list what gets buffed
Crit rate 10% -> 17% max
Damage resistance 0% -> 40% max
Damage +0% -> +20%
Stun time -0% -> -10%
Unfortunately, using Burst while stunned, makes him cocky again, making him lose 10% of his current Pride, less is gained with how much you have (or would it be lost because you’re hurting his pride?)

Crit damage is just less, straight up. +12 damage to +6

HP now scales.
Not with players, with the characters
Knuckles, Metal, Blaze and Shadow give the most
Sonic, Tails, Silver and Amy
Eggman and Cream give the least

Damage is reduced for some moves
Mainly for Dash, 12 to 10
Laser 20 per sec to 15

Hitboxes tweaked
M1 hitbox is smaller
Fateful drain is slightly bigger to be a bit easier to hit

I-frame problem
LoD loses start up I-frames, gains a damage reduction and stun immunity during
Hitting him during chaos dash makes you not take damage, only moves like Destructive Charge cancels it though

Laser of Destruction - new gimmick
Holding it lets it gain a slightly larger hitbox and make it so base length goes from 1 sec to 3 sec, remember, he doesn’t have I-frames on startup anymore

Flight.
I know it needs a nerf, you know it needs a nerf, we ALL know it needs a nerf.
Flight speed is decreased by 15%
Flight gauge is decreased to 100

Phase two.

We all know and love phase two, right?
Well, here’s what changes
He gets a bit twitchier in idol animation
Pride is reduced by 20%
Damage is increased by 10% (stacks with pride)
Damage resistance is decreased, capped at 30%
Flight is restored to current stats and is slightly faster
Run speed is increased
M1 makes you lunge slightly
Burst doesn’t do self damage
HP is capped at 150
All survivors can see where he is at all times in this state (though he is yelling a lot, so you can hear him too)
Indicators last for longer
Pride gain is increased

u/Transformerfan45 — 2 days ago

Concept dump (warning!! Massive)

# Mahito Refresh

1 - perform an overhead slap followed by a heavy uppercut - 4 + 4 - first hit is blockable, second is slower by 40% when the first is blocked -5% soul

1 air - leap forward and upon hitting the target, grab their head and slam them into the floor - 2 + 4 - fully blockable - bypasses ragdoll -5% soul

1 + r - pull out two hammers and swing - 6 + 6 - first is blockable, second is not

1 + r air - pull out a large hammer and lunge forward to slam down - 10

1 sword - perform 3 forward stabs followed by a palm strike - 2 + 2 + 2 + 2 - fully blockable -2% soul

1 sword air - send several spikes outwards, gaining melee i-frames - 8 - blockable

1 sword + r - take out two transfigured humans and slash forward several times, ending with a stab - 8 - adds 2 bleed stacks - fully blockable

1 sword + r + 1 - instead of the stab, perform a palm strike - 6 - blockable -8% soul

1 club - do a down tuned version of the old head splitter - 7 - blockable - bypasses ragdoll

2 - perform an extended palm strike, staying out for a second before retracting - 8 (if palm) 6 (if the side of the arm) - fully blockable -4% soul

2 hold - upon hit, pull the target in, virtually the same otherwise - bypasses ragdoll

2 sword - raise your right arm and swipe downwards - 7 - unblockable

2 club - raise both arm and slam downwards - 10 damage - unblockable - bypasses ragdoll

2 hold club - prepare to spin and then lunge forward in a spin, similarly to the dash - 14 damage - unblockable - bypasses ragdoll

2 air club - spin vertically mid air, grabbing a target and slamming them into the floor - 10 damage - unblockable - bypasses ragdoll -5% soul

2 + R - fire three transfigured humans as bullets, hold to continue with your own stored transfigured humans - 4 per bullet

4 - grab the enemy and slam them twice before kicking them away - 14 - unblockable - bypasses ragdoll -10% soul

4 sword - grab the enemy by the collar and stab them in the gut twice - 13 damage - applies 2 stacks of bleed - blockable -2% soul

4 club - perform a brutal side slam, sending them sideways with high knockback - 16 damage - bypasses ragdoll

4 + r - body repel

4 hold - use four transfigured humans to create a soul isomer - more damage and knockback but less HP

Perfect block - dodge the attack by becoming a net, the next m1 inflicts -4 soul

ISBODK

R special - extend the spikes to deal some damage at range!!

Add a 25% damage reduction, due to the fact it was a defensive upgrade as well

# Mei Mei style meter

# MEI MEI BALANCE SUGGESTION

Lower all damage (outside of m1s)

Increase block Endlag on 1

Reduce health to 90

New variant – air uppercut – using m1 in air performs an uppercut with a increased range, hitting below as well (Hits after bounding) – 2 damage – 3 second cooldown

New passive – style meter

The style meter would be displayed to the side (Changeable), this will affect gameplay with bonuses and buffs depending on you damage and style as well as over all effectiveness

What increases it: Damage, variants, block breaks, combos and kills

What decreases it: Taking damage, missing, not dealing damage and overall; playing badly

The actual rankings and the bonuses

Disappointing – Nothing

Cool – slightly faster M1 speed (Granting an advantage but not a massive one)

Brilliant – Less Endlag on dash and M1 – uppercut becomes unblockable

Amazing! – Damage boost (bringing all damage numbers to as they are as of 1.74)

Sick! – Increased healing speed – Gold M1 trail – bird grants hyperarmour, becoming uninterruptable (still taking full damage)

SSTYLISH! – 10% damage buff

SSSHENANIGAN’D! – 10% damage resistance, lower cooldowns, lower endlag on all moves, 2 instantly charges hold variant, increased evasive gain – axe glows and now has a platinum trail

1-3 M1 cannot kill, but basic m1 slices them in half on kill and uppercut sends them flying up

Why? This encourages the player to learn the character before playing them, as the overall character will be worse if you don’t play into the gimmick, the style gimmick playing into your air combo gimmick, making the player have to learn the character itself – increasing the skill requirement to be good. It also discourages passive play and running as you can lose your style

The S rankings are meant to be extremely rewarding as it gets more difficult to get with a larger style requirement than the rest as well as being harder to maintain until SSS where you get a bit of leniency (Like a bottle neck), meaning most will only reach Amazing (putting her at slightly better than her current state)

More skill is required for her to be good compared to other characters. New passive forces you to interact with her air combo gimmick

Different style bonus names:

Getting a kill – KILL

Two kills within a short time frame – DOUBLE KILL

Hitting the dive bomb – SLAM DUNK

Hitting the dive bomb at max height – SLAAAM DUUNNK

Killing someone with very high 3 – SQUASHED

Kill with 1or 3 (ground) – SLICED

Kill with 2 or Uppercut – HOMERUN

Hit a dead enemy with 4 (back) – OVERKILL

Hit any finisher – FINISHED

Hit very high 3 and then bounding – REBOUND

Hit 4 (Up) and then bounding after a rebound – RE-REBOUND

Kill someone with 4th m1 – HALF OFF

# Todo

Perfect swapping on move feints would not put swap on cooldown and put the move used on a 10 second cooldown. Letting you do things that are even more confusing

New passive - physical prowess/530,000IQ - after feinting before the second half of an attack (EG: before the second hit of elbow drop) The next attack (not m1, moves 1 through 4) in the next 7 seconds will deal 1.7X damage

Pebble extender only sets you to your second m1 (2 or 3 m1s)

Black flash does 23 damage but forces perfect swap for 3 seconds - the zone

The pebble lingers for longer

Knockback on brute force after a feint-swap is increased. Why? to break combos

Perfect blocking swaps you behind the target. Why? Because it’s cool

3 + G swaps in a yuji using a rock that doesn’t move but upon pressing 3 throws a rock that can be swapped with but costing 6 ult, similar to a swap. Why? To set up rad combos. Oh, and there can’t be more than one. Hes also swappable

Using the 3 + G for the black flash would remove The Zone passive but give you the full 30 damage of the original and become uncounterable

Using swap during the wind up would cancel the move without a cooldown because you didn’t get the actual move, instead acting like Yuji’s feint while still doing the swap (EG: as you coil for elbow drop, before the initial kick of swift kick and any point where you can cancel 2 or 3)

Air variant of 4 would skip the wind up and skip to the slam, but becoming blockable and with a shorter jump

3 air variant sends two rocks into the air and swap in yuji on one and you the other (consuming swap if you really want) and then pelting Yuji. Yuji would do a punch, if you swap with Yuji, you do a dropkick (slower) and Yuji slides behind for a blockable follow up

# Naoya

- general gameplay

Add a perfect block

Decisive strikes now flashes RIGHT before hitting

Its now perfect blockable

Does less damage

1+r variant

After the dash, appear behind a selected target and kick them up like an uppercut

4 is blockable (due to how many good his other blockbreakers are)

When pressing R in the middle of a move (the second half of 1 to not use the variant) while cause you to hit the target with your palm at the end of them move, inflicting them with projection, essentially, making them interact with it as well, once hit, they have their own before image, making their moves lag behind slightly like your own in the R state, you can see the before image alongside the affected target, but no body else.

The status lasts for about 2 seconds. If they are interrupted, they are framed or just have projection added to the bar.

This is available in the R state.

# R state gameplay

Upon pressing R, you begin running, a before image displays where you WILL be in a second, making you have to think a second before but making you move fast, each use will extend this time and make you faster (up to 4 uses), you can use moves during this with a delay, if no moves are used though, you will do a jab at the end, if you miss the moves/jab, you get projection built on yourself (35% per press +70% if you use a move but none of it is added till the end of the state), during this state, R cannot go on cooldown

The jab starts off at 2 damage and ramps by 2 per press (momentum, duh) and builds 20% projection no matter what. You can m1 during this but you get a ton that do 1 damage

Moves also change during this state, all letting you stay in this state longer

M1 is made to 12 m1s that each do 1 damage and the last builds up large amounts of frame

1 drags you with the enemy before knocking them away

2 creates frames ahead of you that you go through, making you faster (the frames do no damage)

3 makes you start going faster, upon hit, it makes you do a barrage, appearing around them (it does the same damage)

4 will be replaced by a grab and a throw, R right after makes you do a bunch of hit and runs

G is replaced by a grab that puts them in a frame at the cost of awakening, punching them back, if 1 is used right after, you zip to them and do the kick as usual, gaining speed

If you frame a target in this state, you get access to the r variant as a combo ender, pressing r again will zip you to them

Dash makes you run faster and extends the time you have (if used in the air, you dash mid air)

If used R is mid m1 or mid move, inflict the target with projection, making them have to dash one of the ways or be framed

While in the R state, knockback you deal is increased but the knockback the enemy has is traced by projection, letting you predict it

3+G while in R (explained in images below)

Stage 1 - pick up speed

Stage 2 - get faster but also kick up dust

Stage 3 - becomes uninterruptible and kicks up more dust and destroys things

Final stage - slam the target in the gut, sending them flying and doing 50-60 damage

If it is countered in the last stage, the user takes double damage from counters and triple from melee counters

Side note, R special does NOT go on cooldown while in the R state of running, meaning you can do all the followups and framed R variants without issue during this state

# Higgy

(Ult)

When using 2, make it so you can replace the slash with either 1 or 3, for one, take the charge up on the top half and make him run will doing it and for three, just replace the slash, thats it

(forgot to mention) this puts both moves on cooldown

Make 4 be able to kill on the last THROWN, meaning you press once that is the last thrown, it can kill, press twice etc

Make him heal 30-40% on two bars

Give Mahoraga a suit if he uses adaption in Higuruma domain and make this flash for the people in the domain if the Higuruma gets his confess with 0 stacks after 5 failures

# Other

Setting - Battle music!

Its self explanatory

Upon entering combat, music begins playing, two themes for each character that can play and a global low HP theme, if you awakening has music it would be shared across both players

Ex;

A Ryu initiates a fight in ult, the person he’s fighting hears Aizo as well

A Todo begins fighting, so he hears Fight Alongside start playing

Map - Jobs

You can get a job to earn cash, each one has a different minigame to play

Map - snowball stand

It is a stand that lets you get snowballs for free, nothing more and nothing less

u/Transformerfan45 — 13 days ago