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 Ayumi Tachibana (Famicom Detective Club): Daring Student Detective!

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MarioStrikerMurphy1994
Level 5 CPU


  Mario
  285

PostSubject: Ayumi Tachibana (Famicom Detective Club): Daring Student Detective!   Tue Nov 24, 2015 8:25 pm

Another character idea.

This time, it's the student detective girl: Ayumi Tachibana!

Appearences:
-Famicom Detective Club: Missing Heir (Famicom; 1988)
-Famicom Detective Club II: The Girl Who Stands Behind (Famicom:1989)

Data:
A young schoolgirl who works also as a detective. In the first installment of the series, she solved the murder of her friend Yoko Kojima, and shortly after this events, she opened her own detective agency. Her powers of deduction and intuition are unmatched, and she can solve mysteries that stump even long-time detectives and police officers. Since those early days, she's proven to be a daring and periless crime solver.

Why I support her?
Honestly, I think she's one of the most beautiful and rave Nintendo heroines ever. I met her thanks to Super Smash Bros. Melee, where she appears as a Trophy (it's said that Sakurai planned include her, but she was discarded due to lack of worldwide popularity). So, now, I think she could be a nice addition to this game, due to I think it could be a good idea adding some Japan-only Nintendo characters.

Here are my ideas for her moveset:
-Normal Moves:
-Neutral (Attack Button x1): Slap
-Neutral (Attack Button x2): Double Slap
-Neutral (Attack Button x3): Multiple punch
-Side: Roundhouse kick
-Up: Uppercut
-Down: Crouching kick

-Dash Move: She runs and pushes her enemy while tripping

-Aerial Moves:
-Neutral: Flying Roundhouse Kick
-Front: Karate Chop
-Up: She grabs her briefcase, and strikes with it in an upward arc
-Behind: She grabs her briefcase, and strikes with it in an horizontal backward arc
-Down: Flying kick

-Grabs:
-Pummel: She gives a slap to her opponent
-Front: She tosses her enemy, and throws him/her
-Up: She throws her opponents, and delivers him/her an uppercut
-Back: She delivers her opponent a roundhouse kick after throwing him/her
-Down: She throws her opponent to the ground, and delivers him/her a karate chop

-Smash Attacks:
-Side: She bashes her enemy using her briefcash
-Up: She waves her hand in an arch similar to her up tilt three times.
-Down: Quickly kicks on both sides of herself.

-Special Attacks:
-Neutral Special: Psyche Bomb: She concentrates all her energies. Later, after charging, she throws a psychic energy projectile to her enemy.

-Side Special: Briefcase Swing: Ayumi spins like a tornado hitting with her briefcase. She can even repel enemy projectiles.

-Up Special: Feint Jump: Ayumi turns invisible and she jumps very high. After jumping, she turns visible again. If she touches an enemy, she delivers him/her a flying kick.

-Down Special: Spirit Camera: Ayumi uses a photographic camera and she delivers with it to her opponent a flash which stuns him/her.

-Final Smash: Case Closed: Using an unexplainable energy, Ayumi freezes the time after trapping an opponent. Later, she determines her trapped opponent(s) is/are the guilty, and she sends flying them using a psychic electric wave. The attack can also damage to the near enemies, even without the need of being trapped.




What do you think? Comment, please.
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OmegaSteve777
Level 7 CPU


  Gooey
  1319

PostSubject: Re: Ayumi Tachibana (Famicom Detective Club): Daring Student Detective!   Tue Nov 24, 2015 9:50 pm

I'm not too sure about the moveset, but the character choice is a fun one.

I'll support.

Also, I'd recommend to not talk about how you're attracted to the characters. It's a bit creepy.
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Lego Shaq



  Petey Piranha
  1359

PostSubject: Re: Ayumi Tachibana (Famicom Detective Club): Daring Student Detective!   Tue Nov 24, 2015 10:06 pm

Part of your motivation is because you think she's good looking...

I need to go to bed, so I'll talk about this post tommorow.
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TrinitroMan
Level 7 CPU


  1244

PostSubject: Re: Ayumi Tachibana (Famicom Detective Club): Daring Student Detective!   Tue Nov 24, 2015 11:59 pm

Well, I support the character Ayumi, partially because she was already planned to be playable in a Super Smash Bros game, so with adding Ayumi, Crusade does what Nintendon't (please don't hit me).
However, I'm not sure whenever to support the moveset or not.
I mean, can she even do any of that in the original games she came from (I never played any Famicom Tentei Club games because they require me to understand japanese in order to play them)?
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Lego Shaq



  Petey Piranha
  1359

PostSubject: Re: Ayumi Tachibana (Famicom Detective Club): Daring Student Detective!   Wed Nov 25, 2015 9:23 am

TrinitroMan wrote:
Well, I support the character Ayumi, partially because she was already planned to be playable in a Super Smash Bros game, so with adding Ayumi, Crusade does what Nintendon't (please don't hit me).
However, I'm not sure whenever to support the moveset or not.
I mean, can she even do any of that in the original games she came from (I never played any Famicom Tentei Club games because they require me to understand japanese in order to play them)?
IIRC she was CONSIDERED, not PLANNED. Big difference. But I'm not sure I haven't read the article on it for a while.
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TrinitroMan
Level 7 CPU


  1244

PostSubject: Re: Ayumi Tachibana (Famicom Detective Club): Daring Student Detective!   Wed Nov 25, 2015 10:21 am

So...uh...wait, when had "considered" and "planned" a difference?
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Lego Shaq



  Petey Piranha
  1359

PostSubject: Re: Ayumi Tachibana (Famicom Detective Club): Daring Student Detective!   Wed Nov 25, 2015 10:25 am

TrinitroMan wrote:
So...uh...wait, when had "considered" and "planned" a difference?
Considered: Briefly in the talks, development never started, removed because of some small thing and because they weren't likely to be in anyway
Planned: Was definitely on the roster, development likely started, removed for a big reason
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TrinitroMan
Level 7 CPU


  1244

PostSubject: Re: Ayumi Tachibana (Famicom Detective Club): Daring Student Detective!   Wed Nov 25, 2015 1:45 pm

Development started = scrapped
And not everything planned is also scrapped, since it sometimes never leaves the planning state.
But seriously, depending on the game, Ayumi might be an interesting contender, if her moveset is done right.
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Lego Shaq



  Petey Piranha
  1359

PostSubject: Re: Ayumi Tachibana (Famicom Detective Club): Daring Student Detective!   Wed Nov 25, 2015 1:49 pm

TrinitroMan wrote:
Development started = scrapped
And not everything planned is also scrapped, since it sometimes never leaves the planning state.
But seriously, depending on the game, Ayumi might be an interesting contender, if her moveset is done right.
Considered: Drawn up a bit, not much expanded
Planned: Drawn up a lot, expanded on a lot

There is a difference.
I've yet to look into the thread thorougly, sorry OP, but I'll have a review tonight.
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TaXMaN
Level 6 CPU


  Pac-Man
  624

PostSubject: Re: Ayumi Tachibana (Famicom Detective Club): Daring Student Detective!   Wed Nov 25, 2015 2:09 pm

Looking at the current moveset I can't really see how she'll be unique.
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Lego Shaq



  Petey Piranha
  1359

PostSubject: Re: Ayumi Tachibana (Famicom Detective Club): Daring Student Detective!   Wed Nov 25, 2015 2:22 pm

Here comes the review.

You want me to be honest? Neutrals suck. Wow, a karate girl, how original. Didn't you do this for Daisy? There has to be some kind of way to improve them.

Ok, wait. EVERY MOVE except the specials relates to karate. Why? Not every move, though, you randomly stuck in her briefcase as her up aerial and back aerial. Why not as her neutrals alongside many other uniquer things?

Her neutral special is a charged projectile move with nothing to it. Side special is literally a tornado, which numerous other characters use. Up special is really weird and I don't like it, it seems like a teleport but you kick an enemy if they're in your course. And the down special is just a stunning move.

Wait a second. Charged projectile. Teleport. "Stun" move. Are we describing Mewtwo or Ayumi Tachibana?

Overall a bad moveset and there's not even a picture of her, and your poor reasoning is just icing on the cake. She's attractive and was gonna be in Smash but was cut..so she should be in Crusade? Is that how it works?

You seriously need to improve this thread.
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eris27100
Level 3 CPU


  Knuckles
  64
  N/A

PostSubject: Re: Ayumi Tachibana (Famicom Detective Club): Daring Student Detective!   Wed Nov 25, 2015 6:55 pm

TrinitroMan wrote:
Crusade does what Nintendon't
This is the best
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Shining
Level 1 CPU


  Peach
  12
  N/A

PostSubject: Re: Ayumi Tachibana (Famicom Detective Club): Daring Student Detective!   Tue Dec 01, 2015 5:56 pm

Hi! I made an ACTUAL Ayumi Tachibana moveset for SSF2(on their character speculation thread) long ago. I translated it to Crusade! I think it's very original but I'm a biased opinion xD.

I'm actually posting this because I feel the OP puts this character in a bad light but I hinestly like Ayumi Tachibana, she's cool. How many other school girls turn into detectives?(don't answer that lol!)
Ayumi Tachibana Solves the Case!

Source Game:Famicom Detective Club: The Missing Heir (NES/Famicom)
Spoiler:
 
Description: Ayumi's the heroine of the Detective Club games, which were made for the Famicom Disk System. In the first installment of the series, Ayumi solved the murder of one of her friends, and shortly thereafter, she opened her own investigative agency. Since those early days, she's proven to be a daring and peerless crime solver.

Since Ayumi is a normal teenage girl her stats are average across the board. Ayumi's a very shy girl and uses an unorthodox fighting style. She's similar to Pheonix Wright in concept. Since they use mundane actions for some of their attacks.

PROS
*An NES/Famicom retro representative.
*Fills in the Average Human and the Schoolgirl character archtypes.
*Female Diversity
*Unique Moveset & character not seen playable on other iterations of Smash.
*Who wouldn't want to play as a kawaii schoolgirl?

Stats
Weight: 100
Height: Medium
Dash Speed: Average
Air Speed: Average
Jump Height: Average
Fall Speed: Slow

Standard Attacks
Jab1: Shy Punch
Range: Medium
Damage: 2%
Knockback: Very Low
Description: Ayumi closes her eyes and turns her head as she delivers a straight punch.

Jab2: School Bag Bash
Range: Medium
Damage: 4%
Knockback: High
Description: After delivering a punch, a scared Ayumi lifts her schoolbag overhead and swats it downwards. Has surprisingly high knockback and can actually KO around 140%.

Forward Tilt: Gentle Kick
Range: Medium
Damage: 9%
Knockback: Low
Description: Ayumi delivers a weak straight kick. It's a very fast tilt and since Ayumi kicks at a low angle it's good at disrupting enemy attacks. Pops the opponent upwards for combos.

Up Tilt: Paper Throw
Range: Long
Damage: 8%
Knockback: Low
Description: Ayumi throws a sheet of paper overhead. A fast disjointed up tilt, though it doesn't deal much damage or knockback it's a great overhead anti-air.

Down Tilt: Detect
Range: Short
Damage: 10%
Knockback: Low
Description: Ayumi leans forward while analyzing the ground infront of her with a magnifying glass. Will meteor smash grounded(not aerial) opponents similar to Zelda & Peach's down tilts. Allowing for combos.

Dash Attack: Scared Shove
Range: Medium
Damage: 10%
Knockback: Medium
Description: Ayumi turns her head while closing her eyes as she thrusts her arms forward, shoving anyone in her way. Unlike most dash attacks Ayumi's sends the opponent at a semi-spike angle. Allowing it to set up tech chases and put the opponent in an edgegaurd situation.

Smash Attacks
Forward Smash: School Bag Smack
Range: Medium
Damage: 11%
Knockback: High
Description: Ayumi stretches her arm back while holding her school bag. She then swings her school bag with mighty force, causing her to spin in place. A relatively plain side smash. Can KO above 120%.

Up Smash: Paper Rain
Range: Circular, Big
Damage: 15%
Knockback: High
Description: Ayumi thrusts her school bag above her head. Causing a cloud of papers to appear overhead, the papers then fade away after a second. A large circular hitbox with decent horizontal reach. One of Ayumi's better KO options. KOing above 100%.

Down Smash: Flashlight
Range: Long
Damage: 10%
Knockback: Medium
Description: Ayumi pulls out a flashlight and aims it infront of her. She then nervously turns backwards whilst still aiming her flashlight. Unlike most down smashes this one isn't aimed downwards or is low to the ground. There's also a slight delay when the hitbox transitions from front to back. Has bad knockback and damage but the hitboxes last for a long time, also sends the opponent at a semi-spike. The hitbox is a long, very slim cone.

Aerials
Neutral Air: School Bag Spin
Range: Medium
Damage: 11%
Knockback: Medium
Description: Similar to ZSS' neutral air Ayumi swings her school bag around her. Has a slight back hitbox. Good for combos and edgeguarding. Can KO offstage at high percents.

Forward Air: Zoom In
Range: Short
Damage: 9%
Knockback: Low
Description: Ayumi holds a magnifying glass to her eye but quickly extends her arm forward. A weak forward air but good for combos.

Back Air: Camera Flash
Range: Medium
Damage: 12%
Knockback: High
Description: Ayumi turns backwards while aiming a camera. She takes a flash photo. A pretty fast and powerful aerial but the hitbox only stays out for 3 frames. (110%)

Up Air: Photo Bomb
Range: Medium
Damage: 13%
Knockback: High
Description: Ayumi aims a camera upwards and takes a flash photo. A cone hitbox. Similar in strength to Zelda's up aerial but the hitbox isn't as big and only stays out for 3 frames. (85%-120% weight dependent.)

Down Air: Sneeze
Range: Short
Damage: 10%
Knockback: Medium
Description: Ayumi's aerial momentum halts as she snaps back and sneezes. This move will always meteor smash the opponent, though landing this move would be tricky.

Specials
Neutral Special: Evidence
Description: Ayumi searches the ground infront of her and finds a piece of evidence, she then places the evidence in her school bag. A bar of images will appear over Ayumi as she uses Evidence to indicate how many pieces of evidence Ayumi currently has. Evidence completely effects Ayumi's Side Special and how effective Down Special is. The player must be wary as Evidence leaves Ayumi vulnerable.
Evidence can't be used midair. Also if Ayumi uses Evidence again after already collecting all 5 tiers she will use Accusation5 instead.
Spoiler:
 

Side Special: Accusation
Description: Ayumi throws a sheet of paper from her school bag. The propeties of this projectile change with Ayumi's Evidence.
Side Special has 5 variations depending on the Tier of Evidence Ayumi has gathered. In all variations Ayumi throws a sheet of paper, the paper is surrounded by a light blue aura.
Ayumi can continuously use the same Accusation, except she can't use them repeatedly as she has to wait 2 second intervals. Except for Accusation3 which has a 7 second interval and Accusation5 which resets Ayumi's Tier of Evidence back to 1.

Spoiler:
 

Up Special: Triple Jump
Range: Medium
Description: Ayumi twirls midair, using her momentum to gain vertical height.
Triple Jump travels a smidge higher than her normal midair jump. Ayumi can act out of Triple Jump almost immediately after use, allowing her to extend aerial combos. She can even use Triple Jump in place of her midair jump and save her midair jump for later. Triple Jump does not put Ayumi into Helpless state, and like all other up specials is regained on flinch.

Down Special: Evidence Counter
Range: Medium
Damage: 13%
Knockback: Varies
Description: Ayumi clutches her school bag close to her chest and embraces for an attack. On a successful counter a large cloud of papers will erupt from Ayumi as she falls onto her behind. The opponent is also launched.
The knockback of this counter depends on the current Tier of Evidence. With Tier 1 having little to no knockback and Tier 5 being able to KO around 80%. On a succesful counter Ayumi will lose evidence and drop 1 Tier of Evidence.

Grab & Throws
Grab: Scared Hold
Range: Average
Description: Ayumi grabs her opponent with her hands and holds them. Though she's scared of them.

Pummel: Shake
Damage: 1%
Description: Ayumi panics and shakes her opponent.

Forward Throw: Slap
Damage: 12%
Knockback: Medium
Description: Ayumi panics and slaps her opponent in the face. An average throw.

Back Throw: Back Shove
Damage: 10%
Knockback: Medium
Description: Ayumi sidesteps behind the opponent and shoves them away by their back.

Up Throw: Bag Uppercut
Damage: 11%
Knockback: Low
Description: Ayumi uppercuts her opponent with her school bag. Low knockback allowing for chaingrabs and platform setups.

Down Throw: Bag Smash
Damage: 10%
Knockback: Low
Description: Ayumi raises her schoolbag overhead and slams it onto her opponent. Similar looking to her Jab2. Except this slams her opponent onto the stage. Decent combo starter at very low %.

Final Smash
Mystery Solved!
Range: Medium
Damage: 40%
Knockback: Very High
Description: Ayumi throws a single sheet of golden paper. Any opponents who come into contact with it are sent to a cinematic scene.

Ayumi and her opponent are in a black void. The camera turns to Ayumi who then shouts in Japanese.
"A-ha!"
The camera turns the opponent as they take damage and flinch. The camera turns back to Ayumi, who says.
"Dakara, sore wa anata gamas.hita!"("It WAS you all along!")
The camera then turns back to opponent who takes more damage. It turns back to Ayumi who says.
"Sore wa sore o kessai!"("So that settles it!") Ayumi then points directly at the player and shouts.
"Nazo ga kaiketsu shiyou!"("MYSTERY SOLVED!") Mystery Solved is also spelled out in the black background behind Ayumi.
The camera goes back to the match and the opponent takes another 20% and is launched with very powerful knockback.

Misc.
Entrance: Ayumi rides in on her bycicle.

Taunt: Ayumi nonchalantly texts on a cellphone with one hand.

Taunt2: Ayumi places her hands on her cheeks and turns away whilst blushing. Saying "Kawaaaaai!"(How cuuuuuute!)


Taunt3: Ayumi covers her mouth while wearing a shocked expression. Dropping her school bag infront of her. Similar to her Melee Trophy.

Victory Pose: Ayumi holds her free hand to her heart and nods assuringly in typical anime fashion. She also says "Yatta yo!"("I did it!")
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MarioStrikerMurphy1994
Level 5 CPU


  Mario
  285

PostSubject: Re: Ayumi Tachibana (Famicom Detective Club): Daring Student Detective!   Tue Dec 01, 2015 8:30 pm

Shining wrote:
Hi! I made an ACTUAL Ayumi Tachibana moveset for SSF2(on their character speculation thread) long ago. I translated it to Crusade! I think it's very original but I'm a biased opinion xD.

I'm actually posting this because I feel the OP puts this character in a bad light but I hinestly like Ayumi Tachibana, she's cool. How many other school girls turn into detectives?(don't answer that lol!)
Ayumi Tachibana Solves the Case!

Source Game:Famicom Detective Club: The Missing Heir (NES/Famicom)
Spoiler:
 
Description: Ayumi's the heroine of the Detective Club games, which were made for the Famicom Disk System. In the first installment of the series, Ayumi solved the murder of one of her friends, and shortly thereafter, she opened her own investigative agency. Since those early days, she's proven to be a daring and peerless crime solver.

Since Ayumi is a normal teenage girl her stats are average across the board. Ayumi's a very shy girl and uses an unorthodox fighting style. She's similar to Pheonix Wright in concept. Since they use mundane actions for some of their attacks.

PROS
*An NES/Famicom retro representative.
*Fills in the Average Human and the Schoolgirl character archtypes.
*Female Diversity
*Unique Moveset & character not seen playable on other iterations of Smash.
*Who wouldn't want to play as a kawaii schoolgirl?

Stats
Weight: 100
Height: Medium
Dash Speed: Average
Air Speed: Average
Jump Height: Average
Fall Speed: Slow

Standard Attacks
Jab1: Shy Punch
Range: Medium
Damage: 2%
Knockback: Very Low
Description: Ayumi closes her eyes and turns her head as she delivers a straight punch.

Jab2: School Bag Bash
Range: Medium
Damage: 4%
Knockback: High
Description: After delivering a punch, a scared Ayumi lifts her schoolbag overhead and swats it downwards. Has surprisingly high knockback and can actually KO around 140%.

Forward Tilt: Gentle Kick
Range: Medium
Damage: 9%
Knockback: Low
Description: Ayumi delivers a weak straight kick. It's a very fast tilt and since Ayumi kicks at a low angle it's good at disrupting enemy attacks. Pops the opponent upwards for combos.

Up Tilt: Paper Throw
Range: Long
Damage: 8%
Knockback: Low
Description: Ayumi throws a sheet of paper overhead. A fast disjointed up tilt, though it doesn't deal much damage or knockback it's a great overhead anti-air.

Down Tilt: Detect
Range: Short
Damage: 10%
Knockback: Low
Description: Ayumi leans forward while analyzing the ground infront of her with a magnifying glass. Will meteor smash grounded(not aerial) opponents similar to Zelda & Peach's down tilts. Allowing for combos.

Dash Attack: Scared Shove
Range: Medium
Damage: 10%
Knockback: Medium
Description: Ayumi turns her head while closing her eyes as she thrusts her arms forward, shoving anyone in her way. Unlike most dash attacks Ayumi's sends the opponent at a semi-spike angle. Allowing it to set up tech chases and put the opponent in an edgegaurd situation.

Smash Attacks
Forward Smash: School Bag Smack
Range: Medium
Damage: 11%
Knockback: High
Description: Ayumi stretches her arm back while holding her school bag. She then swings her school bag with mighty force, causing her to spin in place. A relatively plain side smash. Can KO above 120%.

Up Smash: Paper Rain
Range: Circular, Big
Damage: 15%
Knockback: High
Description: Ayumi thrusts her school bag above her head. Causing a cloud of papers to appear overhead, the papers then fade away after a second. A large circular hitbox with decent horizontal reach. One of Ayumi's better KO options. KOing above 100%.

Down Smash: Flashlight
Range: Long
Damage: 10%
Knockback: Medium
Description: Ayumi pulls out a flashlight and aims it infront of her. She then nervously turns backwards whilst still aiming her flashlight. Unlike most down smashes this one isn't aimed downwards or is low to the ground. There's also a slight delay when the hitbox transitions from front to back. Has bad knockback and damage but the hitboxes last for a long time, also sends the opponent at a semi-spike. The hitbox is a long, very slim cone.

Aerials
Neutral Air: School Bag Spin
Range: Medium
Damage: 11%
Knockback: Medium
Description: Similar to ZSS' neutral air Ayumi swings her school bag around her. Has a slight back hitbox. Good for combos and edgeguarding. Can KO offstage at high percents.

Forward Air: Zoom In
Range: Short
Damage: 9%
Knockback: Low
Description: Ayumi holds a magnifying glass to her eye but quickly extends her arm forward. A weak forward air but good for combos.

Back Air: Camera Flash
Range: Medium
Damage: 12%
Knockback: High
Description: Ayumi turns backwards while aiming a camera. She takes a flash photo. A pretty fast and powerful aerial but the hitbox only stays out for 3 frames. (110%)

Up Air: Photo Bomb
Range: Medium
Damage: 13%
Knockback: High
Description: Ayumi aims a camera upwards and takes a flash photo. A cone hitbox. Similar in strength to Zelda's up aerial but the hitbox isn't as big and only stays out for 3 frames. (85%-120% weight dependent.)

Down Air: Sneeze
Range: Short
Damage: 10%
Knockback: Medium
Description: Ayumi's aerial momentum halts as she snaps back and sneezes. This move will always meteor smash the opponent, though landing this move would be tricky.

Specials
Neutral Special: Evidence
Description: Ayumi searches the ground infront of her and finds a piece of evidence, she then places the evidence in her school bag. A bar of images will appear over Ayumi as she uses Evidence to indicate how many pieces of evidence Ayumi currently has. Evidence completely effects Ayumi's Side Special and how effective Down Special is. The player must be wary as Evidence leaves Ayumi vulnerable.
Evidence can't be used midair. Also if Ayumi uses Evidence again after already collecting all 5 tiers she will use Accusation5 instead.
Spoiler:
 

Side Special: Accusation
Description: Ayumi throws a sheet of paper from her school bag. The propeties of this projectile change with Ayumi's Evidence.
Side Special has 5 variations depending on the Tier of Evidence Ayumi has gathered. In all variations Ayumi throws a sheet of paper, the paper is surrounded by a light blue aura.
Ayumi can continuously use the same Accusation, except she can't use them repeatedly as she has to wait 2 second intervals. Except for Accusation3 which has a 7 second interval and Accusation5 which resets Ayumi's Tier of Evidence back to 1.

Spoiler:
 

Up Special: Triple Jump
Range: Medium
Description: Ayumi twirls midair, using her momentum to gain vertical height.
Triple Jump travels a smidge higher than her normal midair jump. Ayumi can act out of Triple Jump almost immediately after use, allowing her to extend aerial combos. She can even use Triple Jump in place of her midair jump and save her midair jump for later. Triple Jump does not put Ayumi into Helpless state, and like all other up specials is regained on flinch.

Down Special: Evidence Counter
Range: Medium
Damage: 13%
Knockback: Varies
Description: Ayumi clutches her school bag close to her chest and embraces for an attack. On a successful counter a large cloud of papers will erupt from Ayumi as she falls onto her behind. The opponent is also launched.
The knockback of this counter depends on the current Tier of Evidence. With Tier 1 having little to no knockback and Tier 5 being able to KO around 80%. On a succesful counter Ayumi will lose evidence and drop 1 Tier of Evidence.

Grab & Throws
Grab: Scared Hold
Range: Average
Description: Ayumi grabs her opponent with her hands and holds them. Though she's scared of them.

Pummel: Shake
Damage: 1%
Description: Ayumi panics and shakes her opponent.

Forward Throw: Slap
Damage: 12%
Knockback: Medium
Description: Ayumi panics and slaps her opponent in the face. An average throw.

Back Throw: Back Shove
Damage: 10%
Knockback: Medium
Description: Ayumi sidesteps behind the opponent and shoves them away by their back.

Up Throw: Bag Uppercut
Damage: 11%
Knockback: Low
Description: Ayumi uppercuts her opponent with her school bag. Low knockback allowing for chaingrabs and platform setups.

Down Throw: Bag Smash
Damage: 10%
Knockback: Low
Description: Ayumi raises her schoolbag overhead and slams it onto her opponent. Similar looking to her Jab2. Except this slams her opponent onto the stage. Decent combo starter at very low %.

Final Smash
Mystery Solved!
Range: Medium
Damage: 40%
Knockback: Very High
Description: Ayumi throws a single sheet of golden paper. Any opponents who come into contact with it are sent to a cinematic scene.

Ayumi and her opponent are in a black void. The camera turns to Ayumi who then shouts in Japanese.
"A-ha!"
The camera turns the opponent as they take damage and flinch. The camera turns back to Ayumi, who says.
"Dakara, sore wa anata gamas.hita!"("It WAS you all along!")
The camera then turns back to opponent who takes more damage. It turns back to Ayumi who says.
"Sore wa sore o kessai!"("So that settles it!") Ayumi then points directly at the player and shouts.
"Nazo ga kaiketsu shiyou!"("MYSTERY SOLVED!") Mystery Solved is also spelled out in the black background behind Ayumi.
The camera goes back to the match and the opponent takes another 20% and is launched with very powerful knockback.

Misc.
Entrance: Ayumi rides in on her bycicle.

Taunt: Ayumi nonchalantly texts on a cellphone with one hand.

Taunt2: Ayumi places her hands on her cheeks and turns away whilst blushing. Saying "Kawaaaaai!"(How cuuuuuute!)


Taunt3: Ayumi covers her mouth while wearing a shocked expression. Dropping her school bag infront of her. Similar to her Melee Trophy.

Victory Pose: Ayumi holds her free hand to her heart and nods assuringly in typical anime fashion. She also says "Yatta yo!"("I did it!")



HEY!

Now I'm thinking it, nice ideas XD!
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TrinitroMan
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PostSubject: Re: Ayumi Tachibana (Famicom Detective Club): Daring Student Detective!   Wed Dec 02, 2015 2:38 am

Shining, you should have made your own Ayumi thread instead, because your Ayumi ideas are superb, although I'm not sure about the winpose and the taunts except for the Melee Trophy recreation taunt, which is definitely good.
The only thing I would change is that the Neutral Special "Evidence" would not automatically go to Accusation5 when having the highest tier of evidence and instead just do an animation that shows that the Neutral Special "Evidence" will not give a higher tier of evidence anymore.
Also, I feel like her Down Smash "Flashlight" needs to be able to hit low, since that is the purpose of a Down Smash: Hitting crouching or small opponents.

P.S.: Since you originally suggested that for SSF2, how would Kirby benefit from Ayumi's Neutral Special "Evidence"? Just interested in what could have been.
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Shining
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PostSubject: Re: Ayumi Tachibana (Famicom Detective Club): Daring Student Detective!   Wed Dec 02, 2015 3:46 am

TrinitroMan wrote:
Shining, you should have made your own Ayumi thread instead, because your Ayumi ideas are superb, although I'm not sure about the winpose and the taunts except for the Melee Trophy recreation taunt, which is definitely good.
The only thing I would change is that the Neutral Special "Evidence" would not automatically go to Accusation5 when having the highest tier of evidence and instead just do an animation that shows that the Neutral Special "Evidence" will not give a higher tier of evidence anymore.
Also, I feel like her Down Smash "Flashlight" needs to be able to hit low, since that is the purpose of a Down Smash: Hitting crouching or small opponents.

P.S.: Since you originally suggested that for SSF2, how would Kirby benefit from Ayumi's Neutral Special "Evidence"? Just interested in what could have been.
Thanks for your input!
Her pose and win pose are kind of Anime-inspired xD I think its cute and matches the character.

Most down smashes also hit on both sides of the character which is what I wanted Flashlight to do!

There are 2 possibilities with Ayumi's Kirby hat.

1. Kirby has Evidence and has to collect 5 tiers and use Accusation 5.(Which is part of the reason Accusation5 occurs when using Evidence after already getting all 5 tiers.)

1. Kirby uses Accusation1.
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TrinitroMan
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PostSubject: Re: Ayumi Tachibana (Famicom Detective Club): Daring Student Detective!   Wed Dec 02, 2015 3:53 am

Hmm...actually, I think Accusation and Evidence could possible switch places.
At least, I could very possibly see that happening.
And yeah, maybe more stuff from the source game can be used for winpose and taunt stuff. Sometimes, even small references can make a big difference. Wink
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Shining
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PostSubject: Re: Ayumi Tachibana (Famicom Detective Club): Daring Student Detective!   Wed Dec 02, 2015 4:38 am

TrinitroMan wrote:
Hmm...actually, I think Accusation and Evidence could possible switch places.
At least, I could very possibly see that happening.
And yeah, maybe more stuff from the source game can be used for winpose and taunt stuff. Sometimes, even small references can make a big difference. Wink
The thing is

Evidence is just Ayumi crouching down putting an object in her bag. Hence why It's neutral.

Accusation is Ayumi throwing a projectile forward. Which is why it's side special. ^~^;
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TrinitroMan
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PostSubject: Re: Ayumi Tachibana (Famicom Detective Club): Daring Student Detective!   Wed Dec 02, 2015 5:09 am

Well actually, a character's only projectile is almost always mapped to Neutral Special, because it's the character's only projectile, so it needs the easiest access.
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Shining
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PostSubject: Re: Ayumi Tachibana (Famicom Detective Club): Daring Student Detective!   Wed Dec 02, 2015 5:10 am

Ya but Ayumi is a special case. lol
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TrinitroMan
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PostSubject: Re: Ayumi Tachibana (Famicom Detective Club): Daring Student Detective!   Wed Dec 02, 2015 5:18 am

Ayumi is already special enough, though.
At least with your moveset ideas. :3
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