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 Shoko Ozora for CrusaDLC!

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Shoko Ozora for CrusaDLC!
Yes
69%
 69% [ 9 ]
No
31%
 31% [ 4 ]
Total Votes : 13
 

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MercuryHg34

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PostSubject: Shoko Ozora for CrusaDLC!   Tue Jan 08, 2013 4:49 pm

On the 3DS, I was browsing the DLC titles for something new to play. I looked through 2012's top-selling games and stumbled upon Liberation Maiden, and action shooter exclusive for the 3DS. The game is one in a set of four released together by LEVEL 5, an indie game developer. I enjoyed the game immensely, so I decided to nominate the game's protagonist for CrusaDLC: Shoko Ozora.



Character Bio:
Spoiler:
 

At first glance, it just seems like the generic "girl pilots mecha and blows stuff up" senario. And it kinda is, but I believe Shoko is a worthy candidate for two major reasons:

-Her game sold quite impressively for a 3DS download only game, with solid reveiws that mostly only complained that the game was too short.
-Despite her appearence, she would have a very unique playstyle in a smash environment.

Here are the main things she's got going for her as a smash character.

Her Playstyle:
Spoiler:
 

Her Arsenal:
Spoiler:
 

Her characteristics in-game:
Spoiler:
 

Here is the mecha-less moveset I came up with, still open to suggestions but mostly static at this point.

Spoiler:
 

tl;dr: Shoko is a girl that rides a mecha and fires lots of explosive lasers everywhere. Her major gimmick that sets her appart form nearly every other character is her Deflector Node system, acting as offense and defense. Vote for her, because we all want a high-school girl riding on a large mecha in Crusade and no great fighting game is complete without one.


Last edited by MercuryHg34 on Wed Jan 09, 2013 4:07 pm; edited 7 times in total
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PostSubject: Re: Shoko Ozora for CrusaDLC!   Tue Jan 08, 2013 5:28 pm

brb buying this
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PostSubject: Re: Shoko Ozora for CrusaDLC!   Tue Jan 08, 2013 6:48 pm

Sounds amazing! You have definitely got my vote for yes; she would be a good, yet interesting fighter to add to the DLC poll and would definitely vote for her then Smile
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PostSubject: Re: Shoko Ozora for CrusaDLC!   Tue Jan 08, 2013 7:07 pm

liking the game, not seeing the working in smash part though

maybe if you had her fight with the suit's gimmicks but not actually in the mecha then possibly, but the mecha is seriously bigger than anything we've considered adding as a playable character
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MercuryHg34

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PostSubject: Re: Shoko Ozora for CrusaDLC!   Tue Jan 08, 2013 10:25 pm

That could work, and it'd also be alot sexier.

I don't see too much of a problem with resizing the mecha to be Ridley or Porkey size, but admittedly it would make creating a moveset way easier if we just use Shoko. Perhaps Kamui (the mecha) could be used as a FS, where she hops on it and does the sacrifice drive in an in-game cutscene that only hurts the player hit by the initial hit.

Soon I will be making a moveset for Shoko only, with Kamui used in the FS. I will add it to the OP when it's done, as well as make any changes to her playstyle description etc. that go with it.
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PostSubject: Re: Shoko Ozora for CrusaDLC!   Tue Jan 08, 2013 10:35 pm

MercuryHg34 wrote:
That could work, and it'd also be alot sexier.

I don't see too much of a problem with resizing the mecha to be Ridley or Porkey size, but admittedly it would make creating a moveset way easier if we just use Shoko. Perhaps Kamui (the mecha) could be used as a FS, where she hops on it and does the sacrifice drive in an in-game cutscene that only hurts the player hit by the initial hit.

Soon I will be making a moveset for Shoko only, with Kamui used in the FS. I will add it to the OP when it's done, as well as make any changes to her playstyle description etc. that go with it.

If you plan to do a moveset, description, etc. I would recommend saving it afterwards. Reason cause of this. Even though you can provide moveset, descriptions, etc for support to get her into DLC, the original idea of this thread is to get her into DLC to begin with.

If She does get into DLC Poll, then you can save the moveset, descriptions, etc to easily create a Campaign Thread afterwards.
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PostSubject: Re: Shoko Ozora for CrusaDLC!   Tue Jan 08, 2013 10:51 pm

If he makes a moveset first showing off the character's potential it would raise their chances of being supported.

I would support non-mech Shoko.
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MercuryHg34

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PostSubject: Re: Shoko Ozora for CrusaDLC!   Wed Jan 09, 2013 12:23 am

What Det said.

Here's a moveset assuming the player controls Shoko on foot, with a personal set of Deflector Nodes around her.

Spoiler:
 

EDIT: Added to OP.

EDIT 2: OP updated to incorporate info based on having Shoko fight on foot with Kamui's abilities.
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PostSubject: Re: Shoko Ozora for CrusaDLC!   Wed Jan 09, 2013 11:44 am

Hmmmmmm...... Seems legit.
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PostSubject: Re: Shoko Ozora for CrusaDLC!   Wed Jan 09, 2013 3:46 pm

Liberator Blade would work better if it was charged through hitting the opponent and then usable when you have enough charge, then give it better startup and usability. Also matches the in-game version more.

Good moveset, I'd probably redo the aerials though.
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PostSubject: Re: Shoko Ozora for CrusaDLC!   Wed Jan 09, 2013 4:04 pm

I agree with the change to Liberator Blade. I was going more toward the "big destroy everything attack" with my take on it, but you idea is more canon. And I am open to suggestions for her aerials, but Nair should stay the way it is. The rest of them should not (or at least I prefer if they don't) use any nodes at all.

EDIT: OP updated, I only had to change a minor part of the current description for Dspecial to make Det's idea work.
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PostSubject: Re: Shoko Ozora for CrusaDLC!   Sat Jan 12, 2013 2:11 pm

Confirmed Shoko Ozora & locking poll.
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