If there is a Fire Emblem protagonist that resonates with a lot of people, it's Hector. He's a different kind of protagonist; one that can be brash and in your face, but who also possesses a surprising amount of wisdom. As an axe fighter, he would provide a unique moveset, which would be even more interesting when taking into account that the Armads, his legendary weapon, emits electricity. He is also an armoured unit, and as such, would have slow movement speed. This means that instead he will need ways to bridge the gap between himself and the enemy while feeling like an impenetrable wall. As such, his walk cycle would be unimpeded by weaker projectiles, and his moveset would have some ways to utilize his armor as well as give him a way to get closer to the enemy despite his slow speed. He is meant to be slow, but also very strong.
Physics:
Heavy, slow runner, poor jumps. He can get some
bursts of movement with dash attack, but will be easily punished if he uses it
willy-nilly.
Heavy armour specials:
Hector will be able to tank certain attacks,
just like Bowser. This would be Heavy Armor as opposed to Super Armor, but
would be very potent. For specials, Hector has the possibility to do a slower,
more powerful move by holding down B, which will have a bit more startup lag
and endlag. You will have to commit to the attack and cannot cancel it. This
animation indicated a charged attack:
Approach specials:
Hector is slow, and his mobility is bad, as
it should be. Then again, Hector likes a direct encounter. I think that most of
his specials should be tailored to bring him back into the action, either by
bringing him closer, or bringing the opponent closer. There are not meant to
make him mobile, but rather, meant to capitalize on the opponent’s mistakes to
draw them in / draw himself in.
B - Tomahawk: Throws an axe like a more vertical boomerang.
This is slower than a Link boomerang, but does hit harder. If he holds B, he
swings his axe in his hand, like the hand axe crit animation, and then he
chucks it harder and farther. This is slower, as you must sit through the crit
animation. He has Heavy armor when he uses the crit version (when spinning the
tomahawk), but also a bit more endlag. Both versions have reverse
knockback. In other words, the point of it is to bring enemies closer. This
projectile is slow, but destroys most projectiles.
Side B: Chain Axe : Hector throw his Tomahawk, but it’s tied to a chain.
If it hits the target, puts them in grabbed state, then Hector launches himself
towards the enemy and punches them. This is a ranged command grab meant to
bring Hector closer. Holding B, he instead hooks a chain on his Armads, throws
it, the chain is electrocuted, and he does the punch. If he misses with Armads,
it takes longer for the chain to come back.
Down B: Thunder Armads: Tapping B would be a swing that sends a shockwave
from the ground, which trips opponent. Mid-range. If hits with the actual axe,
opponent is buried into the ground, like DK side B. Hold B and instead, Hector
will raise his axe skyward, gather lightning and instead of a shockwave, a
mid-range lightning blast that travels the ground will hit the enemy. This hits
harder, stuns a little, and the axe hit could easily be a good kill move. More
endlag. Hector has armor when gathering lightning. This is to help Hector
bridge the gap between himself and his foe. If done in the air, this move sends
him straight down.
Up B - Hectorcopter: Hector spins his axe over his head. He rises, slowly,
and this is akin to Snake’s cipher with far less height, but more power. The
rise is very slow. Holding Up B let him rise as usual, but his axe is charged
with electricity. He however gains a tiny bit more height as he jumps off of
his hectorcopter, and swings his axe down. It gives him very little forward
momentum. He has heavy armour during his descent, but not when he rises. His
electricity-charges axe erupts with electricity at it connects to the ground.
This is strong, but it has more landing lag, and easily punishable on whiff.
https://media.giphy.com/media/cxcfphmjQ4sESfhpuz/giphy.gif
The thunder effect when he lands:
https://c.tenor.com/u2vQvTAXbVwAAAAd/fire-emblem-attack.gif
Jab: Two simple sings. Would be his fastest move.
Dash attack: Warrior spin: When tapped, Hector does an
advancing spinning axe attack. This gives him a burst of movement, but it can
be punished on whiff.
F-Tilt: Good range side swing using Hawkeye swing animation. Arguably similar
use to Ike’s forward tilt.
http://lparchive.org/Fire-Emblem-Blazing-Sword/Update%2030/26-hawkeyecrit.gif
Up tilt: The
first axe spin, above Hector. Anti-air. Does not protect well behind him, but
great in front.
Down tilt: Hawkeye crit animation, but lower, and crouched. Less
range due to the downward angle.
Forward Smash: Brigand crit animation where they spin and descend on foes.
Slow, but powerful. More raw power than F-tilt by far, though there are times
you would rather use F-tilt closer to the edge of the stage due to a lower
trajectory angle.
https://c.tenor.com/okJtNCurZ0cAAAAM/fire-emblem-gba.gif
Up Smash: Similar but slightly slower than Ike’s Up Smash.
Neutral air: Grabs his tomahawk, but also his
Armads, and swings with both axes using the pirate animation from GBA emblem:
This would be faster that forward air, but definitely less
powerful.
Forward air: Strong swing, similar to
Ike’s forward air, but it is slower to initiate.
https://thumbs.gfycat.com/TartTornAmericanblackvulture-size_restricted.gif
Back air: Second swing, behind him. Faster
than forward air, but weaker. I envision Hector is a fighter that enjoys
hitting directly in front of him.
Up Air: Hector spins his axe,
copter style.
May also be a simple downwards to upwards axe arc.
Down Air: Down Swing in an arc. Only the back end (start) of the swing meteors.
ß V V à
* + - =
The move goes from left to right. Only the spot with
the star, where it descends into an arc is a very strong meteor. The part with
the + signs is a weaker meteor. The part with the – sign send forward at a low
angle. The part with the = sign chucks forward at a high angle.
Grab: Grabs with a single hand. But if running, he
actually lunges a little.
Pummel: Just punches enemy in the face while
holding them with one hand.
https://s3-forums.serenesforest.net/monthly_2019_06/985134915_FunnyHector.gif.006cc95d85e34b6ce4ec479fddd83e42.gif
Forward throw - Hector just straight-up
punches his opponent in the face, bar-fight style. Similar to Fox and Falco
forward throw
Back throw: Tosses enemy back with one
arm and backswings them with Armads.
Up Throw: Uppercuts them upwards.
Doesn’t send that high up. Hector has a bad jump, and it would be hard for him
to follow-up otherwise.
Down Throw: Curb stomps
Additional element is that he could shrug off weak projectiles
whilst walking, still takes damage, but no KB.
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