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 WIP Doomguy (Doom) Discussion/Moveset

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Mario123311
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PostSubject: WIP Doomguy (Doom) Discussion/Moveset   Mon May 09, 2016 11:06 am


Doom is probably one of the best known FPSes out there as probably the first game that defined the genre after Wolfenstein 3D, Created by ID Software, you took control of a Marine who must fight his way through forces of demons with an 8 weapon arsenal and 3 brightly colored keycards.

Buddy Decoate, Flynn Tagart, Stan Blascowitz. Whatever you call him, Only one name has stuck with him. "Doomguy". Now, Our iconic green shotgun toting berserker packing man and a half may just have a chance to enter the realm of Super Smash Bros.

Intro: A red mist emits as the light of a pentagram appears, leading to Doomguy teleporting in.

Basic Attacks:
A: Smacks with the end of his rifle, can be rapidly tapped for a weak 1-2 combo. (2-3 dmg)
Forward+A: Doomguy fires a shotgun blast. Very short range. Not a projectile, Essentially a mini-explosion. (4-6 dmg)
Down+A: Preforms a quick sweep-kick from the front. (4-5 dmg)
Up+A: Uppercuts the opponent with his fist. (5-7 dmg)
Dash+A: Jabs his rifle, as if it had a bayonet. (4-6 dmg)
Air+A:
Air Forward+A:
Air Back + A
Air Up+A:
Air Down+A:
Edge Attack: Jabs his rifle downward onto the platform as he climbs back up.

Smash Moves:
Forward+A: Fires a barrage of large bullets from his portable chaingun. (4-7 dmg per bullet)
Up+A: Fires 5 Plasmarifle shots upward in an arc. (5-6 damage per shot)
Down+A: Spins around with his chainsaw. (6-8 dmg)

Grabs:
Neutral:
Grab+punch:
Forwards+Throw:
Down+Throw:
Back+Throw:
Up+Throw:

Special Moves:

B :  Fires a very weak rifle shot, no knockback caused to the enemy but can be rapidly fired. (1-2 dmg)
B + Forwards : Doomguy fires a Rocket from his gun, projectile cannot be controlled and travels in a straight line. (6-8 dmg)
B + Up :
B + Down :

Final Smash:


Taunts:

1:
2:
1+2:

Winposes:

1:
2:
3:
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DestinyIntwined
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PostSubject: Re: WIP Doomguy (Doom) Discussion/Moveset   Mon May 09, 2016 11:49 am

Please let the final smash be the BFG9000
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Kzinssie
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  slothfulunchmeat

PostSubject: Re: WIP Doomguy (Doom) Discussion/Moveset   Mon May 09, 2016 11:52 am

I feel like super shotty would make a better fsmash. Also, I made a specials moveset a while back, lemme see if I can track it down...

Edit: Found it

Also, if it wasn't obvious, support.
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King Proto
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PostSubject: Re: WIP Doomguy (Doom) Discussion/Moveset   Mon May 09, 2016 2:06 pm

Defiantly supporting, I remember playing Doom for days on end a few years ago.
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Lego Shaq

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PostSubject: Re: WIP Doomguy (Doom) Discussion/Moveset   Mon May 09, 2016 3:14 pm

Support, haven't even played Doom lol
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wheeled_tank
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PostSubject: Re: WIP Doomguy (Doom) Discussion/Moveset   Mon May 09, 2016 3:17 pm

I'll SUPPORT. DOOM has always been a favorite
Lego Shaq wrote:
Support, haven't even played Doom lol
affraid  You're missing out man
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Braystar
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PostSubject: Re: WIP Doomguy (Doom) Discussion/Moveset   Mon May 09, 2016 5:38 pm

Supporting the character, because Doom is important to gaming history
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Lego Shaq

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PostSubject: Re: WIP Doomguy (Doom) Discussion/Moveset   Mon May 09, 2016 6:00 pm

wheeled_tank wrote:
I'll SUPPORT. DOOM has always been a favorite
Lego Shaq wrote:
Support, haven't even played Doom lol
affraid  You're missing out man
Bit too gorey for me
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King Proto
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PostSubject: Re: WIP Doomguy (Doom) Discussion/Moveset   Mon May 09, 2016 7:18 pm

Lego Shaq wrote:
wheeled_tank wrote:
I'll SUPPORT. DOOM has always been a favorite
Lego Shaq wrote:
Support, haven't even played Doom lol
affraid  You're missing out man
Bit too gorey for me
Thats understandable, Pixel gore never really bothered me too much. But show me even a little cut in real life and i get really uneasy.
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wheeled_tank
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PostSubject: Re: WIP Doomguy (Doom) Discussion/Moveset   Mon May 16, 2016 4:40 pm

If I may give a suggestion for an Up-Air and Down air:

UAir: Doomguy jabs his chainsaw upwards. It traps opponents before launching them away
DAir: Doomguy pulls out a shotgun and shoots it downwards. It can meteor-smash opponents directly under Doomguy, and it can stall Doomguy in the air, similarly to ROB's DAir.
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Kzinssie
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  slothfulunchmeat

PostSubject: Re: WIP Doomguy (Doom) Discussion/Moveset   Mon May 16, 2016 11:23 pm

I'm too fucking poor for the new Doom, anything in it that might work for this set?
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wheeled_tank
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PostSubject: Re: WIP Doomguy (Doom) Discussion/Moveset   Tue May 17, 2016 1:47 am

There are Finishers in that game that could work as Jabs, aerials, and Tilts, but I don't own the game, so I can't go into a full analysis.
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EvilJagaGenius
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PostSubject: Re: WIP Doomguy (Doom) Discussion/Moveset   Fri Nov 03, 2017 5:54 pm

I came up with a moveset.  Not sure if I should put it here or make a new topic.  Doomguy's main gimmick in my moveset is having different weapons to switch between.  I chose the (Super?)Shotgun, Chaingun, Rocket Launcher and Plasma Rifle, but I'm debating about reducing that to just Chaingun, Rocket, and Plasma since the Shotgun shows up so often in the rest of the moveset.

Weapons:
 
Attacks:
 
Aerials:
 
Throws:
 
Smashes:
 
Specials:
 
Misc. Stuff:
 

More thoughts:
I'm not sure what to think about Doomguy's mobility.  I'm thinking he should be very fast and very heavy, but I have no clue what he should be like in the air.  On one hand, the original Doom didn't even have a jump button, so I would think Doomguy should be as terrible in the air as Sm4sh's Little Mac.  On the other, he's leaping off jump pads and rocket-jumping in Quake 3, and 2016 DOOM gave him a double jump to work with.  So you could make the argument both for and against him being a great air fighter.  I'm not really sure which is more accurate.

(I also have an idea for Ranger (the Quakeguy) as Doomguy's alt. If such a thing were to happen, I think I'd make Ranger a lot better in midair than Doomguy, to reflect Quake's 3D trick-jumping roots and all.)

Another idea for an Up Special would be Doom 3's Grabber, having him use it as a grappling hook to pull himself up.

Another thing, I think Doomguy should be immune to some types of stun, particularly explosions. You're never really stunned in the Doom or Quake games, the screen turns red and shakes a bit but you can still fire and move. I think that should be reflected somehow - what good is a rocket-jump if you can't move after doing it? - but I'm not sure what degree of stun immunity would make him OP.

EDIT LOG:
(11/4/17) Changed the Chaingun and Plasma Rifle mechanics, explosion immunity, Grabber as USpec
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