
r/DBCYR

The new Luna Nova staff: Little Witch Academia event | Part Six:the substitute teacher (Rules and dynamics in the description)
Rules!:
-On this occasion, the choice will be entirely at your election; that is, it will not be ruled by a specific theme like previous events (meaning you do not have to teach a specific subject—such as mathematics or literature, as was the case previously).
-The winning character is decided by the number of upvotes; downvotes do not count.
-You must explain why the character fits the profile and why they would agree to join the academy and teach classes; please include a description of the character, their name, and the franchise they come from.
-Both male and female characters may be proposed.
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
All right who's going to be the Waller and our Villain for this massive crossover event? (Read Body Text below)
The only rules for this section of the roster is that you can't pick already pre-establishing event villains like Termina Scarecrow or Avengers Lich (and vice versa with "Waller" character), I mainly want this to be with the characters who haven't gotten a chance in any other event yet.
Analog Horror Champions Day 5 | Gabriel has now become our next competitor in the bloody feast! (New fighting styles are added!)
Rules:
• Analog Horror Slashers can be suggested but I would also mainly like you to suggest potential maps for the game as wellm
• 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
Would y'all perhaps be interested in the idea of me doing a Suicide Squad team event where the members are from past events?
This is something I've thought about a little bit but I would like to know y'all's thoughts on this before anything really happens.
I will say that neither the waller or the villain the squad will be fighting will be from past events and the first thing we'd do before really start building the team is figure out who is the main bad guy and who's the wall in this little massive crossover.
Analog Horror Champions | Sarah Henderson Skin Concepts (Fanmade)
Recolor Skins: just your run of the mill recolor of your base skin with generic colors and references towards other characters or enemies. (No unique animations or interaction)
Costume/Outfits Skins: where the character is in a completely different outfit or costume. (some unique animations and interactions)
Alternate/Alt Character Skins: where the skin makes you into a completely different character or different enough (Unique animations and interactions)
The Bad End Skin: a skin where you need to work really hard to earn through missions and/or challenges (completely unique animations and interactions)
In the lore behind the bad end Skins are basically the bad ending to the main story where the characters come from. (but to other characters they're good endings to them)
The new Luna Nova staff: Little Witch Academia event | Part five:the Literature teacher (Rules and dynamics in the description)
•Rules!:
-The winning character is decided by the number of upvotes; downvotes do not count.
-You must explain why the character fits the profile and why they would agree to join the academy and teach classes; please include a description of the character, their name, and the franchise they come from.
-Both male and female characters may be proposed.
What event are you more interested in?
Wanted some input on potential future events you guys might wanna see, if you want to take a shot at one of these events listed go ahead! I’m just getting a feel for what people want to see.
The new Luna Nova staff: Little Witch Academia event | Part four:the Spells/Potions teacher (Rules and dynamics in the description)
Rules!:
-The winning character is decided by the number of upvotes; downvotes do not count.
-You must explain why the character fits the profile and why they would agree to join the academy and teach classes; please include a description of the character, their name, and the franchise they come from.
-Both male and female characters may be proposed.
The new Luna Nova staff: Little Witch Academia event | Part three: the Exercise teacher (Rules and dynamics in the description)
•Rules!:
-The winning character is decided by the number of upvotes; downvotes do not count.
-You must explain why the character fits the profile and why they would agree to join the academy and teach classes; please include a description of the character, their name, and the franchise they come from.
-Both male and female characters may be proposed.
The new Luna Nova staff: Little Witch Academia event |Part two: the Math teacher
Rules!:
-The winning character is decided by the number of upvotes; downvotes do not count.
-You must explain why the character fits the profile and why they would agree to join the academy and teach classes; please include a description of the character, their name, and the franchise they come from.
-Both male and female characters may be proposed.
Flower and Bon has joined the Analog Horror Champions for more slaughter! Who else is next?
Rules:
• Analog Horror Slashers can be suggested but I would also mainly like you to suggest potential maps for the game as wellm
• 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.
PUPPETMASTER
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.
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.
The new Luna Nova staff: Little Witch Academia event |Part one: the history teacher
•Rules!:
-The winning character is decided by the number of upvotes; downvotes do not count.
-You must explain why the character fits the profile and why they would agree to join the academy and teach classes; please include a description of the character, their name, and the franchise they come from.
-Due to story reasons that I will explain as we progress, both male and female characters may be proposed.
"the lord is watching" an asym event part 20
All of the meta's abilities are on cooldown and they're stunned
Spooky's abilities are all on cooldown
They have 50% hp
Jack kennedy has 26% hp with his healing ability on cooldown
All of almonds abilities are on cooldown and they have 90 hp same goes for survivor who is completing one of spooky's mini games
Sarah Henderson And The Last Son Of Alcatraz are the very first slashers to participate Analog Horror Champions! Choose your next killer to participate the battlefield!
Rules:
• Analog Horror Slashers can be suggest but I would also mainly like you to suggest potential maps for the game
• 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.
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.
STANCE
Has two or more interchangeable fighting styles, with the core mechanic being to learn how to balance the stances and adapt to the situation.
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.
REVERSAL
Has lots of moves that offer counterattack potential or can be used during recovery, useful for punishing unsuspecting opponents after they land good hits.
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.
Welcome to UA Extra Staff, where we find people who would help this school runs as smoothly as possible
Rules:
You must include the name and the series they come from
You must include their quirk/power if they have any
You must include the role each staff member plays at the school (note, this is different from the UA Teachers Event, you can't submit any major jobs like teachers, substitutes, etc)
Only as many as two characters per series (this obviously does not include the previous event only two characters per series in this event)
In the chance of a tie, only one character will get in and that deciding factor on who gets in will come down to lore.
UA see the potential in Healer! Who should join next?
Rules:
You must include the name and the series they come from
You must include their quirk/power if they have any
You must include the role each staff member plays at the school (note, this is different from the UA Teachers Event, you can't submit any major jobs like teachers, substitutes, etc)
Only as many as two characters per series (this obviously does not include the previous event only two characters per series in this event)
In the chance of a tie, only one character will get in and that deciding factor on who gets in will come down to lore.
The Woodcrawler and The man In The Suit are our next fighters! Which Slasher will participate in the slaughterhouse next?
Rules:
• Analog Horror Slashers can be suggested but I would also mainly like you to suggest potential maps for the game as wellm
• 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.
Glitter’s event!: Scrounged Up Monster Hunters! Part 4! This time being the support! [Rules/Guidelines In The Description!]
Here are The general rules!
Rule Number One! No character over mult-city block level can be chosen.
Rule Number Two: No, actual Monster hunters! As in no characters who have a good sized history of hunting/slaying monsters! this is supposed to be a group of people that just said “we‘ll be killing monsters“ for one reason or another and are probably way over their heads.
they all don’t have to be a team of pure good guys/bad guys either. Feel free to mix and match morality!
Rule Number three: No duplicate series!
Rule Number four: more of a suggestion than a rule, but give me a reason why they’d do this.
This time the class you’ll be picking is…!
THE SUPPORT!
This could be either the jack of all trades, master of none. Or…Just another one of the previous classes, an example being another trapper.