Project Crusade Community
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| Shoko Ozora for CrusaDLC! | |
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Shoko Ozora for CrusaDLC! | Yes | | 69% | [ 9 ] | No | | 31% | [ 4 ] |
| Total Votes : 13 | | Poll closed |
| Author | Message |
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MercuryHg34
3883
| Subject: 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:
Far into the future, a nation called The Dominion has been slowly taking over the world one nation at a time, stealing natural recources an leaving a devestating wake of technological destruction in their path. Japan has now fallen under seige by The Dominion. To counteract the invasion, Japan has cast aside its parliment in favor of a presidency that is more easily able to act in times of war. The newly elected president is quickly assassinated, however. By majority vote, the president's daughter, Shoko Ozora, is elected as the new president of Japan. She then mounts her liberator, a humaniod mecha named Kamui, and charges into battle to defend her country and its people from destruction.
Shoko is a headstrong girl. She is very diligent and mature for her age, even though she is still in high school (what female anime protagonist isn't). She is also strongly attuned to nature, and is willing to do whatever it takes to get the recognition of the people she strives to protect.
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:
-Deflector Nodes: This is her primary form of offense and defense. She starts with a set amount that float all around her, and as she attacks she uses up nodes to fire small lasers at the foe. Her moveset would primarily consist of these nodes firing small homing lasers. She can also charge up an attack to use up several nodes at the same time as one attack, making it larger and more powerful. The nodes also raise a protective barrier around herself, blocking attacks from all angles. The more powerful the attack she must block, the more nodes are used to defend herself. By using nodes in either way, they lose their energy and must recharge on their own. This means that she must carefully manage the nodes so that she has a solid attack while not leaving herself open. Nodes have a long cooldown, and each time another node is drained the timer on all of them being usable again resets. This is to ensure all of the nodes she currently has recharge at the same time if she waits long enough. If she loses most of her nodes she is an easy target for the opponent. Nodes can be destroyed as well, and in order to get them back she must deal a certain amount of damage. She can rack up damage and create more nodes than she started with this way as well, a max of around 20 or so. Overall this makes for a completely unique gimmick that no other character has. She can easily play as either a glass cannon-type character who has high damage output while leaving herself open, or a heavy tank-character that pokes at the foe from behind a powerful shield, and switch between the two mid-battle.
Her Arsenal: - Spoiler:
-Weapons: The Deflector Nodes are used primarily as one of two major weapons. The first is as a homing missile attack. She can fire any number of active nodes either individually (with low damage and hitstun) or in groups (like a charged attack). The second is a steady beam attack that has long range and gradually drains her nodes as she holds the beam out. The beam can be manually aimed while in use. Her third weapon is a beam sword that she throws as a lance to cause a large explosion.
-Final Smash: Her Final Smash is called the Sacrifice Drive. She rushes forward quickly (like Marth), and then spins rapidly like a drill into the foe if she scores a hit. The player can also button mash the directional buttons in clockwise fashion to further increase the damage.
Her characteristics in-game: - Spoiler:
-Character Physics: Shoko is pretty light in weight, and has average aerial physics. I would like to devise a way for her to float and glide as well since Kamui could do it in her game. Her floating nodes would, on average, be about one or two character distances away from her during battle.
Here is the mecha-less moveset I came up with, still open to suggestions but mostly static at this point. - Spoiler:
Overall her moveset is highly dependant on how many nodes she has at her disposal. Since they all have a bit of a cooldown and can even be destroyed, the moves that involve node use are meant to be slightly OP to balance this out. This is because regardless of whether they hit or not, a node is useless and vulnerable to damage after use for quite some time.
Normals: Her normals are mostly going to be agile hand-to-hand combat moves. More powerful moves may involve the use of nodes. Shoko has long legs, and I like long legs. So expect alot of kicking.
Jab combo- She does two quick kicks and then uses a single node to hit the foe away. Alternatively she can start a mach kick like Capt. Falcon. Ftilt- Shoko hops forward slightly with a roundhouse kick. Utilt- She flips backward, kicking upward with both legs and essentially performing a backward cartwheel. Dtilt- She sweeps the floor with a low kick. Fsmash- She winds up her fist during the charging phase, and then throws a punch at the foe. Depending on how long the move was charged, she fires two to four nodes forward at high speed. This move is ranged, traveling a good distance before becoming drained or energy. Usmash- Shoko looks down with a strong stance, then throws her arms into the air. Depending on how long the move was charged, 2-4 nodes fly upward to meet the foe at high speed. This move also has great range, flying high above her until it runs out of energy. Dsmash- She crosses her hands over her head, and then thrusts them out to either side of her. 1-2 nodes fly out in either direction depending on charge time. Does not have as much range as Fsmash, but comes out faster and hits both sides of her. Dash Attack- Shoko performs a cartwheel, rolling forward while kicking the foe.
Throws: Mostly generic throws, using nodes primarily.
Pummel- Shoko knee's the foe repeatedly. Fthrow- She lightly tosses the foe into the air. She then amasses three or four nodes and has them converge on the foe, sending the foe flying. Bthrow- She tosses the foe behind her and thrusts her arm in their direction. Four nodes amass around her arm and fire a long energy beam. Can hurt anyone caught in the beam and does high damage and knockback. Uthrow- Shoko tosses the foe upward and uses three nodes to attack the foe. Has high knockback scaling. Dthrow- Typical combo throw, she slams the foe into the ground, bouncing them off of the floor.
Aerials: Mostly nodeless, meant for combos or spacing primarily. Many moves are borrowed from other characters, if anyone wants to make them more unique feel free to suggest.
Nair- She holds her arms out and several nodes surround her closely. Does minor damage and knockback, meant to be used to protect herself form an incomming attack. There are still openings to be hurt from, however. Fair- Fox/Falco style Fair kicks, last hit has decent knockback but other hits can be combo'd off of if lcanceled. Bair- Sheik style bair, acts as a sex kick. Uair- Backflip kick, meant for juggles and comboing. Dair- ZSS style, she falls to the floor with a downward kick.
Misc. Moves: Nodeless, but they don't really need to have them anyway.
Getup Attack- She breakdances and kicks on both sides. Ledge Attack- Shoko does a handspring onto the stage and lands with a split, kicking the foe.
Specials: These moves are entirely based on the number of nodes Shoko has and their current availability (except Uspecial). Directly inspired by the weapons she uses in her game, these moves will use up many nodes at a time in most cases and have awesome benefits.
Nspecial- Node Barrage Shoko can manually fire off her nodes in defferent quantities depending on how long the player charges up the attack. These nodes have strong homing capabilities, making it difficult to dodge them. They also deal high shield damage, making blockng them risky as well. Mashing B will fire many individual nodes in rapid succession. Holding B will build the nodes up to be used togeather as one powerful attack. The nodes can be charged up to three different levels, using 5, 10, or all of her current nodes. The charge levels pass quickly, and a green aura grows each time a charge level has been attained. The charge on this move can be shield canceled, but the charge is not preserved. If Shoko has no nodes available when attempting this move, she will thrust her hand out, but nothing will happen.
Sspecial- Rail Beam (name may be incorrect, going by memory right now) This move holds a continuous beam that drastically increases the damage meter of any player inside the beam. The beam has indefinite range, but can be stopped by obstacles and does not reflect like R.O.B.'s laser. It can also be aimed. The beam drains the energy out of Shoko's nodes quickly and stays out as long as the player holds B or until Shoko runs out of nodes. If the player uses this in midair, Shoko will remain in place as long as the move is active and Shoko will default her aim to be angled downward. Move fails if Shoko has no nodes to use.
Uspecial- Kamui Thrust As her recovery move in the air, Shoko gets a massive momentum boost diagonally upward in the direction she is facing. Does little damage and knockback. When the move ends she goes into a glide (working out that detail somehow). On the ground she thrusts forward extremely quickly. Inspired by Kamui's supersonic travel speed over long distances.
Dspecial- Liberator Blade Shoko pulls out a large blade of beam energy and spear tosses it forward. Has reasonably high startup lag. If the blade hits the foe or a solid surface, the blade causes a large spherical explosion. Anyone caught in the blast radius is trapped in the explosion like a Smart Bomb item. Trapped foes take many hits rapidly and then receive high knockback when the explosion ends. She throws it straight when on the ground, and angled downward when in the air. She pauses in place when used in midair. Can only be used when charged to max, and can only be charged passively through combat damage delt to the foe (the same way she would build up extra energy to create new nodes).
Final Smash- Sacrifice Drive Shoko proclaims "Initiating Sacrifice Drive!" and then dives forward like Marth's Final Smash. If she hits someone the game freezes and she then says "Let's go, Kamui!". A cutscene occurs where she hops on Kamui and flies into the foe affected by the attack. Kamui then drills into the foe and racks up multiple powerful hits on the foe for about 10 seconds. During this time the player can mash the directional buttons in clockwise fashion to add extra hits.
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 |
| | | Super Smash Bros Crusade Administrator
4179
| Subject: Re: Shoko Ozora for CrusaDLC! Tue Jan 08, 2013 5:28 pm | |
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| | | GAMEfreak329 Level 3 CPU
78
| Subject: 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 |
| | | Super Smash Bros Crusade Administrator
4179
| Subject: 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 |
| | | MercuryHg34
3883
| Subject: 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. |
| | | Smash King Smash King
8744 EJ88201
| Subject: 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. |
| | | Super Smash Bros Crusade Administrator
4179
| Subject: 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. |
| | | MercuryHg34
3883
| Subject: 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:
Overall her moveset is highly dependant on how many nodes she has at her disposal. Since they all have a bit of a cooldown and can even be destroyed, the moves that involve node use are meant to be slightly OP to balance this out. This is because regardless of whether they hit or not, a node is useless and vulnerable to damage after use for quite some time.
Normals: Her normals are mostly going to be agile hand-to-hand combat moves. More powerful moves may involve the use of nodes. Shoko has long legs, and I like long legs. So expect alot of kicking.
Jab combo- She does two quick kicks and then uses a single node to hit the foe away. Alternatively she can start a mach kick like Capt. Falcon. Ftilt- Shoko hops forward slightly with a roundhouse kick. Utilt- She flips backward, kicking upward with both legs and essentially performing a backward cartwheel. Dtilt- She sweeps the floor with a low kick. Fsmash- She winds up her fist during the charging phase, and then throws a punch at the foe. Depending on how long the move was charged, she fires one to three nodes forward at high speed. This move is ranged, traveling a good distance before becoming drained or energy. Usmash- Shoko looks down with a strong stance, then throws her arms into the air. Depending on how long the move was charged, 2-4 nodes fly upward to meet the foe at high speed. This move also has great range, flying high above her until it runs out of energy. Dsmash- She crosses her hands over her head, and then thrusts them out to either side of her. 1-2 nodes fly out in either direction depending on charge time. Doesn not have as much range as Fsmash, but comes out faster and hits both sides of her. Dash Attack- Shoko performs a cartwheel, rolling forward while kicking the foe.
Throws: Mostly generic throws, most using little to no nodes.
Pummel- Shoko knee's the foe repeatedly. Fthrow- She lightly tosses the foe into the air. She then amasses three or four nodes and has them converge on the foe, sending the foe flying. Bthrow- She tosses the foe behind her and thrusts her arm in their direction. Four nodes amass around her arm and fire a long energy beam. Can hurt anyone caught in the beam and does high damage and knockback. Uthrow- Shoko tosses the foe upward and uses three nodes to attach the foe. Has high knockback scaling. Dthrow- Typical combo throw, she slams the foe into the ground, bouncing them off of the floor.
Aerials: Mostly nodeless, meant for combos or spacing primarily. Many moves are borrowed from other characters, if anyone wants to make them more unique feel free to suggest.
Nair- She holds her arms out and several nodes surround her. Does minor damage and knockback, meant to be used to protect herself form an incomming attack. There are still openings to be hurt from, however. Fair- Fox/Falco style Fair kicks, last hit has decent knockback but other hits can be combo'd off of if lcanceled. Bair- Sheik style bair, acts as a sex kick. Uair- Backflip kick, meant for juggles and comboing. Dair- ZSS style, she falls to the floor with a downward kick.
Misc. Moves: Nodeless, but they don't really need to be anyway.
Getup Attack- She breakdances and kicks on both sides. Ledge Attack- Shoko does a handspring onto the stage and lands with a split, kicking the foe.
Specials: These moves are entirely based on the number of nodes Shoko has and their current availability (except Uspecial). Directly inspired by the weapons she uses in her game, these moves will use up many nodes at a time in most cases and have awesome benefits.
Nspecial- Node Barrage Shoko can manually fire off her nodes in defferent quantities depending on how long the player charges up the attack. These nodes have strong homing capabilities, making it difficult to dodge them. They also deal high shield damage, making blockng them risky as well. Mashing B will fire many individual nodes in rapid succession. Holding B will build the nodes up to be used togeather as one powerful attack. The nodes can be charged up to three different levels, using 5, 10, or all of her current nodes. The charge levels pass quickly, and a green aura grows each time a charge level has been attained. The charge on this move can be shield canceled, but the charge is not preserved. If Shoko has no nodes when attempting this move, she will thrust her hand out, but nothing will happen.
Sspecial- Rail Beam (name may be incorrect, going by memory right now) This move holds a continuous beam that drastically increases the damage meter of any player inside the beam. The beam has indefinite range, but can be stopped by obstacles and does not reflect like R.O.B.'s laser. It can also be aimed. The beam drains the energy out of Shoko's nodes quickly and stays out as long as the player holds B or until Shoko runs out of nodes. If the player uses this in midair, Shoko will remain in place as long as the move is active and Shoko will default her aim to be angled downward. Move fails if Shoko has no nodes to use.
Uspecial- Kamui Thrust As her recovery move in the air, Shoko gets a massive momentum boost diagonally upward in the direction she is facing. Does little damage and knockback. When the move ends she goes into a glide (working out that detail somehow). On the ground she thrusts forward extremely quickly. Inspired by Kamui's supersonic travel speed over long distances.
Dspecial- Liberator Blade Shoko pulls out a large blade of beam energy and spear tosses it forward. Has extremely high startup lag. If the blade hits the foe or a solid surface, the blade causes a large spherical explosion. Anyone caught in the blast radius is trapped in the explosion like a Smart Bomb item. Trapped foes take many hits rapidly and then receive high knockback when the explosion ends. She throws it straight when on the ground, and angled downward when in the air. She pauses in place when used in midair. Fails if Shoko has no nodes available to use.
Final Smash- Sacrifice Drive Shoko proclaims "Initiating Sacrifice Drive!" and then dives forward like Marth's Final Smash. If she hits someone the game freezes and she then says "Let's go, Kamui!". A cutscene occurs where she hops on Kamui and flies into the foe affected by the attack. Kamui then drills into the foe and racks up multiple powerful hits on the foe for about 10 seconds. During this time the player can mash the directional buttons in clockwise fashion to add extra hits.
EDIT: Added to OP. EDIT 2: OP updated to incorporate info based on having Shoko fight on foot with Kamui's abilities. |
| | | Light Level 4 CPU
125
| Subject: Re: Shoko Ozora for CrusaDLC! Wed Jan 09, 2013 11:44 am | |
| Hmmmmmm...... Seems legit. |
| | | Super Smash Bros Crusade Administrator
4179
| Subject: 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. |
| | | MercuryHg34
3883
| Subject: 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. |
| | | Smash King Smash King
8744 EJ88201
| Subject: Re: Shoko Ozora for CrusaDLC! Sat Jan 12, 2013 2:11 pm | |
| Confirmed Shoko Ozora & locking poll. |
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| Subject: Re: Shoko Ozora for CrusaDLC! | |
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