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Your Only Move Is HUSTLE (Open Beta Version)

An online, turn-based fighting game and superpowered fight scene simulator. · By ivysly

Character Concept: The Operator (Formerly "Soldier")

A topic by Thomased22 created Dec 14, 2022 Views: 3,502 Replies: 45
Viewing posts 1 to 11
(2 edits)

Heyo, this is my modded character concept called the "Operator". I've worked on it for about 26 days. But it's finally done to an extent I am satisfied with. If you don't wanna read a bunch of unnecessary walls of text. Simply scroll down until you find the link to the character's design doc. It's the second google doc link you'll see when you scroll down. Have fun reading!


Original Post:


Hello! I consider myself an aspiring but competent game designer. I have an idea for a potential character, but I'm busy with school stuff and I'm gonna need to really think it out. This game is pretty unconventional and so cannot be balanced like a traditional fighting game. I'm going to be making a soldier themed character, which will be a mix of the "arsenal" character archetype, in the form factor of a more movement/position oriented character. Basically, he's gonna have movement shenanigans. Also probably a setup tool or so.

One of the key mechanics I have in mind is a "ducking" mechanic that works like the other movement options. Except, well, it's ducking. It'll basically act as a stance, prolly 5 frames between the start and when you can act again when he's fully ducked. At which point you'll be able to access about half of his standing moveset. 10 frames after that though if you are still ducking and haven't been hit into the air or forced into stand or grabbed or whatever, you gain access to a flash kick esque move, and the soldier will shoulder his rifle, which he can fire a burst of bullets from. But to do it again he needs to leave the duck to do a lengthy reload animation (maybe his taunt turns into the reload after he fires?) and then charge up the duck again. Obviously mimicking charge moves. The rifle would need to be aimed like ninja's quick slash, and would do lots of knockback. You'd be able to aim each individual shot from the 3 round burst, so you could use it to shoot projectiles out of the air. But this also means you'll have to aim every shot. 

He'll probably draw a handgun or some sort of laser pistol when he's standing which would be what he melees with. It'd function like cowboy's handgun, but it'd do much less damage, much less knockback, and prolly a fair bit less hitstun. It'd also have a much slower projectile speed due to obviously handgun calibers having less velocity. But he'd be able to fire it whenever instead of entering a separate stance. Might be fun if that was his main tool for stitching otherwise slow moves together and whatnot. 

Those are just the ideas I have, but I think I'll make the whole character sometime soon. But I want your thoughts and feedback on the concept. It's just a concept, I'm not gonna demand it be added, I'm just doing this for fun. Because well, making up game concepts is something I do for fun. 

Of course as in character for me it's going to be a rather long post for sure. With lots of thoughts and details. It'll be good fun!

Oh yeah almost forgot, I will be taking into account obviously the developer's intended design around hard reads/good predictions and risky but calculated plays being rewarded. All the meter mechanics and system mechanics are gonna be taken into account. But obviously, in the state they are as of today. 

Alrighty, I'm gonna start making the first draft now.

(+3)

Yomi Hustle Unofficial Character Concept "Document": (UNFINISHED DRAFT, Version 0.1)

The "Soldier"

The Soldier is a, well, soldier by trade. Wielding a rifle, a small tactical handgun, and while a not particularly excessive, still oddly large spoonful of explosives, as well as a metal exoskeleton under his uniform. Which allows him to do goofy ah super soldier shenanigans. As god intended. The soldier's animations of course should reflect a slick special operator personality. Maybe he's a little full of himself, but it's not unwarranted, he's goofy with it in a good way. If anyone wants to make this character a reality and wants to draw the sprites, if you really hate yourself, you could totally give him stupid comical hair for him to mess with in his taunt. As god intended. But that's optional as I value human life. But above all else I would want him to match the other characters aesthetically. And really I'd rather see him become functional, and then be given proper animations and whatnot after, god forbid animations come first and they have to be changed. That sounds hellish. Maybe give him a hat instead? Idk. 

Appearance (in the context of gameplay): Obviously the character should have some defining traits but fit within the artstyle. This is all conceptual, I'm no good as an artist. Just basing everything off of the principals of the other characters. Though I feel this character is going to be a bit harder to make work in this style due to his nature as an "arsenal" character with guns that are meant to be more on the modern or even sci fi side.  Much like the cowboy he's going to have a weapon (two and a half really) that need to be their own color compared to the main body. Which of course should probably be about the same as the current 3 characters. Though you could incorporate the boots and/or combat uniform to further differentiate the character from the others. He has prominent kicking moves so boots might be warranted. I deliberately detail that the exoskeleton is under an outfit specifically because I'm sure it'd be an inconvenience to animate otherwise. There should also be a small holster on his waist somewhere. Somewhere for him to put and draw his handgun from when going in between stances. Speak of the devil, I'd like the handgun to be either modern blocky glock esque pistol, or funky sci fi pistol. If the former, it's a little 9mm. If the latter, it's a funny little laser gun. Either way you get the idea.

The Soldier also has a rifle on his back. You prolly won't be seeing most of it in his normal animations but for the record, I imagine it being a modern looking bullpup rifle. I decided it should be bullpup for multiple reasons. For one, bullpups are cool. Secondly, it can be shorter that way, rifles tend to be big and long, but the rifle's overall size can be made smaller and still make sense if it's a bullpup. This makes things easier. Thirdly, to justify the long reload. Bullpups aren't as quick to reload because of the placement of the magazine. I want it to be believable that this super soldier is super skilled and whatnot because that's the aesthetic. And a skilled soldier can totally reload a mag well in front of the trigger comically quick. But I think the reload for balance sake should be something you have to commit to. But not comically long, the rifle is already not gonna be very spammable as is. 

Main thing here, that is required for this to function; the rifle should be a different color from the main character color, and the handgun and holster should be different colors from that. I imagine the handgun being a darker grey while the holster is a lighter grey for example. 

Blocking, tech rolling, and getup and all that sorta stuff is the same as the other characters. Frankly if it's not mentioned generally speaking assume it acts as you'd expect from other characters. 

Just so you are aware, the idea behind this character is a character that demands good movement and skilled positioning. As well as management of resources, and preparation paired with the usual prediction. This character is acting as both a movement based rushdown character and the """""""charge""""""" character of the game.  

Stance Overview: Standing Stance (Default Stance):
Standing stance is the default stance of this character. In this stance Soldier's rifle is slung on his back and his handgun is drawn, but held closer to his chest than anything. The moves this stance is capable of doing is as follows: 

Movement:
March: Simple cowboy esque walk, but extra controllable and able to be acted out of after a little bit of startup for the first step or so. You can't use it recklessly at close range or anything but it's good for more precise positioning.

Super Sprint: A more powerful version of the "Sprint" movement tool I'll talk more about later. The animation I have in mind is most similar to Iron Man's dash from Marvel Superheroes. Using the exoskeleton for a big burst of speed. However this is slow to recover after the fact. In return it's free cancelable. It is very fast and covers a lot of ground though.

Jump: Duh, jump. More like Wizard's jump than Ninja's jump though. No flippy spinny. Maybe his max jump height would be worse than average too. 

In the air Soldier can do the following movement shenanigans:

Exo Double Jump: Very precise and controllable double jump Works off of an "air" meter the exo suit runs off of rather than air actions. Recharges slowly when you are on the ground. I'm half tempted to come up with some sort of way to refuel mid air for an air action and meter, but I think using a resource that's more limited than air actions is a notable weakness I feel this warrants having. You use more air the higher or further you jump.

Exo Air Boost: Uses a lot of air, but launches Soldier in a manner similar to Ninja's momentum release. Except you can actually control it directly. In the same way you'd control teleport or a double jump. Meaning you can react out of it very quickly. Very strong, probably in every situation. Should use a lot of air in return. Note that you cannot use this on the ground, that and the air meter are the balancing factor here. 

Exo Air Blast: Uses a ton of air, but in return sends opponents hit in a direction based off of their position relative to yours when they are hit. Basically, if they're below you or something, launch em down. And vice versa. Also deletes all projectiles within range of the blast. It deals no damage but can spike your opponent off of the ground and into the air. Maybe useful in the right scenario. Kind of just a burst with no invincibility though. Maybe it could get a hit of armor for initiative though.

Air To Ground Slide: Soldier falls to the ground and does a slide, the slide goes a different distance depending on distance fallen. This has a hitbox obviously but is mainly a movement thing to chase after people after a conflict in the air. Not super safe if whiffed, hits as a low, but is pretty good on hit. But obviously reactable. This is free cancelable. Because that'd be cool.

Back to movement on the ground:

Sprint: Sprint causes you to enter a "sprint" stance. Where you start moving at a relatively fast pace, but it has a fair bit of startup, but you can react afterwards at any time with a turnaround, a sprinting jump that keeps your momentum and lets you do air stuff but returns you to sprinting when you hit the ground, a shoulder tackle (free cancelable) that would act much like Ninja's drop kick in function (but obviously grounded the whole time) and finally, attempt to aim your handgun. Which would essentially end your sprint right then and there. Sending you back to standing stance. But at the cost of lots of recovery. But not as much as the super sprint's recovery.

Ducking is an important "movement" action but I'll talk about it when we get more into relevant attacks.

That's it movement wise. Obviously backwards movement should have the penalties like everyone else has. This is supposed to be a rushdown character after all. Maybe even make his backwards movement cost air lol. In general I'm trying to make sure that running away and doing shenanigans with his longer ranged attacks isn't valid as a response to the neutral. It should really only be an option when Wizard and Ninja start spamming their projectiles. As this character specializes in anti projectile shenanigans. 

Normal Attacks:
(These are all free cancelable unless stated otherwise.)

Pistol Whip:
Duh. I think this could have a cool animation. But it's basically a pommel, or at best a pre buff ninja punch.

Exo Punch:
Uses a little bit of air, and has a fair bit of startup. In return thought it gets extra range via a burst of air in front of the fist. But also sends you sliding backwards a bit. Decent damage combo ender and poke. Initiative could maybe give this a hit of armor or something. However, in the range where the fist and air hit together, you get a nice sweet spot, which would send the opponent at a nice angle into the air. I think to balance it, it could maybe be just slow enough that if you predict it coming you can wait and do nothing for a turn and parry the hit if they don't whiff cancel. High risk high reward for all parties involved. Using it proactively and predicting it proactively with stuff like initiative DP is the goal here. 

Big Ol Roundhouse:
It's what it says on the tin. Think a Terry Bogard standing forward forward medium kick in Garou if you know that game. Don't whiff it, you'll die. But it's a nice combo starter with good range. Instant cancels out of this would be good. But I see it being predictable to parry if used unwisely. Free cancel resource sink.

Shoot!:
"Today is Friday, in California." "Guh?" References aside relative to what you're used to this is a weird projectile. You cannot aim it, and it doesn't auto track onto enemies. It fires a noticeably slower bullet than cowboy's, in a cone of random spread in front of you. With each shot getting less and less accurate than the last if used repeatedly in a combo or in a row. Low damage, low base knockback. Prolly good at mid range, if only as a pestering tool. More likely to hit the ground or sky than your enemy if you use it dumbly though.

Grab:
Grab.

This is where I'd put air normals, but it's nearly 2 in the morning and I don't find them to be critically important. I also don't have anything in mind.

Special moves, very cool! I'll have much more eventually but in the meantime I'm dying.

Bionic Uppercut:
This move has a switch you can flip that allows you to use it in conjunction with a chunk of air bar to give it a dashing forward effect. Something in between an electric wind god fist, and a Balrog rushing uppercut. A combo starter and a good combo tool in general. Have it send vertically at a suboptimal angle if used repeatedly in one combo though. Give it a hit of armor for initiative and it instantly becomes a big scary ground tool. But pretty rewarding to block or parry. Honestly reckless use prolly wouldn't get good players unless it was used as a initiative read. It'd prolly be at it's best as a whiff punish tool and combo tool.

I planned to do more tonight but it's two in the morning and I'm dying. I'm talking a few types of grenades, some locked behind meter usage, many supers, the crouching stance with it's own shenanigans, how the rifle's gonna work in detail, and so much more. More is coming soon adjacent. So this isn't the finished first draft, not even close. But in the meantime, give me feedback! I want it, I need it, if I don't get it I'll become a plastic explosive. Only god knows what will happen then. I need the feedback, I wrote this in the middle of the night, there's bound to be something wrong with it! In the meantime, I gotta do my english final tomorrow. It's a good thing that I'm damn good at english class. Then I'm done with school till January, so that's fun. Lots of time to slap my keyboard as I usually do. Will be fun. I'll regret staying up this late later. As per usual. 

Sain and Puffering

I'm gonna continue my work on this in a google doc. And then copy paste it here. Until I get to the final version of the doc, then I'll just post the link lol. Stay tuned. 

Finished with school! I'll be doing a ton of work on this come tomorrow afternoon. But I must make emergency repairs to my sleep schedule. So until then, death practice. 

Oh boy! Here I go slapping again! I'll hopefully have a new revision of the character doc come later tonight. Hopefully with more special moves and whatnot. I will eventually get a whole thought out moveset written down. But I'll be pasting the updates here for yall updates as time passes. So you can see my progress.

I like the idea of a charge character in this game. You have to wait a certain amount of frames to execute certain moves and you can cancel out of the charge inputs at anytime. Not sure if that's what you were going for when you mentioned charge. Give that man a charge flash kick that's immune to air attacks lol. Poor Ninja won't be able to get in with all the immunity and armor. Buff my boy Ninja.

I was thinking a rushdown character, who can go on the defensive, so long as he plans ahead. Yeah, there'll be a nice charge kick esque move and a nice projectile attack. The flash kick would be easily dodged or parried if used recklessly though. And it'd still be pretty punishable. It'd be the rifle that you'd want to be careful of. But if you put the pressure on him, he can't ever pull it out. So it's a bit of give and take, where if you don't play the game, man's is straight up gonna pull out an assault rifle and shoot you half to death. Lmao. 

I'd argue ninja probably doesn't need buffs. Even as a ninja main. I quite like how balanced the matchup between Ninja and cowboy is after weeks on end of one sided shenanigans one way or the other lmao. 

This is already a mod.
Check out the modding server, it's just as good as your idea.

I've changed the name of the character to "The Operator". But only because that's more faithful to the source material the character is based off of. Regardless, a character can have the same name and similar aesthetic to another, but so long as it plays differently, it's a different character in all the ways that actually matter.

I can't even find a design doc or anything equivalent for the Soldier character but I've seen footage of gameplay. They look fairly traditional and by the books. Though as I understand it they were made very early on so I can hardly hold that against it. But I wouldn't even know what that character is like.

So no, this character doesn't exist already. There isn't a clone of me running around having the same ideas as me. So this exact character cannot exist already.

That and I'm already on the modding server lmao. 

 i didn't read the non draft version, thats on me
i hope it gets added

Oh I'm not finished yet, we're still pretty far away from a finished draft lol. 

Didn't get as much done as I hoped. Was working on another project with a friend. Refined what was already there in some ways, and added air normals. Give it a look!

Y.O.M.I Hustle Unofficial Character Concept Document: (UNFINISHED DRAFT, Version 0.2)

The "Soldier"

The Soldier is a, well, soldier by trade. Wielding a rifle, a small tactical handgun, and while a not particularly excessive, still oddly large spoonful of explosives, as well as a metal exoskeleton under his uniform. Which allows him to do goofy ah super soldier shenanigans. As God intended. The soldier's animations of course should reflect a slick special operator personality. Maybe he's a little full of himself, but it's not unwarranted, he's goofy with it in a good way. If anyone wants to make this character a reality and wants to draw the sprites, if you really hate yourself, you could totally give him stupid comical hair for him to mess with in his taunt. As God intended. But that's optional as I value human life. But above all else I would want him to match the other characters aesthetically. And really I'd rather see him become functional, and then be given proper animations and whatnot after, god forbid animations come first and they have to be changed. That sounds hellish. 

Appearance (in the context of gameplay): 

Obviously the character should have some defining traits but fit within the artstyle. This is all conceptual, I'm no good as an artist. Just basing everything off of the principals of the other characters. Though I feel this character is going to be a bit harder to make work in this style due to his nature as an "arsenal" character with guns that are meant to be more on the modern or even sci-fi side. Much like the cowboy he's going to have a weapon (two and a half weapons worth of work really) that need to be their own color compared to the main body. Which of course should probably be about the same as the current 3 characters. Though you could incorporate the boots and/or combat uniform to further differentiate the character from the others. He has prominent kicking moves so boots might be warranted. I deliberately detail that the exoskeleton is under an outfit specifically because I'm sure it'd be an inconvenience to animate otherwise. There should also be a small holster on his waist somewhere. Somewhere for him to put and draw his handgun from when going in between stances. Speak of the devil, I'd like the handgun to be either a modern blocky Glock-esque pistol, or a funky sci-fi pistol. If the former, it's a little 9mm. If the latter, it's a funny little laser gun. Either way you get the idea.

The Soldier also has a rifle on his back. You prolly won't be seeing most of it in his normal animations but for the record, I imagine it being a modern looking bullpup rifle. I decided it should be a bullpup for multiple reasons. For one, bullpups are cool. That’s a valid reason right? Secondly, it can be shorter that way, rifles tend to be big and long, but the rifle's overall size can be made smaller and still make sense if it's a bullpup. This makes things easier. Thirdly, to justify the long reload. Bullpups aren't as quick to reload because of the placement of the magazine. I want it to be believable that this super soldier is super skilled and whatnot because that's the aesthetic. And a skilled soldier can totally reload a mag well in front of the trigger comically quick. But I think the reload for balance sake should be something you have to commit to. But not comically long, the rifle is already not gonna be very spammable as is. 

Main thing here, that is required for this to function; the rifle should be a different color from the main character color, and the handgun and holster should be different colors from that. I imagine the handgun being a darker grey while the holster is a lighter grey for example. 

Universal Shenanigans and Mission Statement:

Blocking, tech rolling, and getup and all that sorta stuff is the same as the other characters. Frankly if it's not mentioned generally speaking assume it acts as you'd expect from other characters. 

Just so you are aware, the idea behind this character is a character that demands good movement and skilled positioning. As well as management of resources, and preparation paired with the usual prediction. This character is acting as both a movement based rushdown character and the """""""charge""""""" character of the game. Switching between the two when he needs to.  

Stance Overview: Standing Stance (Default Stance):

Standing stance is the default stance of this character. In this stance the Soldier's rifle is slung on his back and his handgun is drawn, but held closer to his chest than anything. The moves this stance is capable of doing is as follows: 

Movement:

March: Simple cowboy esque walk, but extra controllable and able to be acted out of any time after a little bit of startup for the first step or so. You can't use it recklessly at close range or anything but it's good for more precise positioning.

Super Sprint: A more powerful version of the "Sprint" movement tool I'll talk more about later. The animation I have in mind is most similar to Iron Man's dash from Marvel Superheroes. Using the exoskeleton for a big burst of speed. However this is slow to recover after the fact. In return it's free cancelable. It is very fast and covers a lot of ground though.

Jump: Duh, jump. More like Wizard's jump than Ninja's jump though. No flippy spinny. Maybe his max jump height would be worse than average too. 

In the air Soldier can do the following movement shenanigans:

Exo Double Jump: Very precise and controllable double jump Works off of an "air" meter the exo suit runs off of rather than air actions. Recharges slowly when you are on the ground. I'm half tempted to come up with some sort of way to refuel mid air for an air action and meter, but I think using a resource that's more limited than air actions is a notable weakness I feel this warrants having. You use more air the higher and/or further you jump.

Exo Air Boost: Uses a lot of air, but launches Soldier in a manner similar to Ninja's momentum release. Except you can actually control the direction and speed directly. In the same way you'd control teleport or a double jump. Meaning it’s basically an air dash you can react out of very quickly. Very strong, probably in every situation. Should use a lot of air in return. Note that you cannot use this on the ground, that and the air meter are the balancing factor here. 

Exo Air Blast: Uses a ton of air, but in return sends opponents hit in a direction based off of their position relative to yours when they are hit. Basically, if they're below you or something, launch 'em down. And vice versa. Also deletes all projectiles within range of the blast. It deals no damage but can spike your opponent off of the ground and into the air. Maybe useful in the right scenario. Kind of just a burst with no invincibility though. Maybe it could get a hit of armor for initiative though.

Back to movement on the ground:

Sprint: Sprint causes you to enter a "sprint" stance. Where you start moving at a relatively fast pace, but it has a fair bit of startup, but you can react afterwards at any time with a turnaround, a sprinting jump that keeps your momentum and lets you do air stuff but returns you to sprinting when you hit the ground, a shoulder tackle (free cancelable) that would act much like Ninja's drop kick in function (but obviously grounded the whole time) and finally, attempt to aim your handgun. Which would essentially end your sprint right then and there. Sending you back to standing stance. But at the cost of lots of recovery. But not as much as the super sprint's recovery.

Ducking is an important "movement" action but I'll talk about it when we get more into relevant attacks.

That's it movement wise. Obviously backwards movement should have the penalties like everyone else has. This is supposed to be a rushdown character after all. Maybe even make his backwards movement cost air lol. In general I'm trying to make sure that running away and doing shenanigans with his longer ranged attacks isn't valid as a response to the neutral. It should really only be an option when Wizard and Ninja start spamming their projectiles, or they start running away. As this character specializes in anti projectile shenanigans. 

Normal Attacks:

(These are all free cancelable unless stated otherwise.)

Pistol Whip:

Duh. I think this could have a cool animation. But it's basically a pommel, or at best a pre buff ninja punch.

Exo Punch:

Uses a little bit of air, and has a fair bit of startup. In return though it gets extra range via a burst of air in front of the fist. But also sends you sliding backwards a bit. Decent damage combo ender and poke. Initiative could maybe give this a hit of armor or something. However, in the range where the fist and air hit together, you get a nice sweet spot, which would send the opponent at a nice angle into the air. I think to balance it, it could maybe be just slow enough that if you predict it coming you can wait and do nothing for a turn and parry the hit if they don't whiff cancel. High risk high reward for all parties involved. Using it proactively and predicting it proactively with stuff like initiative DP is the goal here. 

Big Ol Roundhouse:

It's what it says on the tin. Think a Terry Bogard standing forward medium kick in Garou if you know that game. Don't whiff it, you'll die. But it's a nice combo starter with good range. Instant cancels out of this would be good. But I see it being predictable to parry if used unwisely. Free cancel resource sink.

Shoot!:

"Today is Friday, in California." "Guh?" References aside relative to what you're used to this is a weird projectile. You cannot aim it, and it doesn't auto track onto enemies. It fires a noticeably slower bullet than cowboy's, in a cone of random spread in front of you. With each shot getting less and less accurate than the last if used repeatedly in a combo or in a row. Low damage, low base knockback. Prolly good at mid range, if only as a pestering tool. More likely to hit the ground or sky than your enemy if you use it dumbly though.

A knife!:

It’s a knife, basically a cowboy slash, but with much, much, much worse range. Maybe better frame data in return? But you basically have to be point blank for this one. Having worse range than even the pistol whip. But in every other way it’s a good move. This is the combo starter you wanna go for on the ground. Most of the time though you’ll be coming in from the air.

Rifle Butt:
Lunging attack with poor recovery on whiff. Kind of like ninja nunchucks, but not attached to a stance. This move exists to be instant canceled for the most part. As it's a slow recovery from having to throw the rifle (which is on a sling mind you) back over your shoulder. But, surely it can work just as well in the corner or with some additional setup, right?

Grab:

Grab.

Normals are a bit different in the air of course:

Dive’n Slide:
Soldier does a diving kick that keeps his momentum upon activation without changing that momentum whilst in the air, when he hits the ground he does a slide, the slide goes a different distance depending on distance fallen. This has a hitbox obviously but is mainly a movement thing to chase after people after a conflict in the air. Not super safe if whiffed, hits as a low, but is pretty good on hit. But obviously reactable. This is free cancelable. Because that'd be cool.

Sky High Shoot!:
Shoot diagonally upwards in an inaccurate cone of fire. Basically a standin for air punch, and would shoot at a similar angle, at close range that's basically be what it amounts to in function. But you could roll the accuracy RNG and see if you can scare your opponent out of the air as well.

Freedom Knee: 

Free your soul from your body. Basically, a captain falcon esque swaggy knee attack, as an aerial combo ender. 

Parachute:

Doesn’t slow your descent as much as you’d hope. Above the head combo ender, that launches downwards on hit and doesn’t let you act until you hit the ground. May seem weird, but you can cut the cord with an instant cancel (IC would cost an air action in this instance), and re-create an aerial fight scene post parachute failure straight out of an action movie! To clarify, this wouldn’t slow your fall much, that’s not how soldiers use parachutes. My father was in the 82nd airborne and they practically hit the ground at 30 MPH, which causes 82nd airborne fighters to lose inches of height due to bone loss over time. 

Air Stomp:
Spikes the enemy directly into the ground, if it hits a grounded enemy, spike them into the air. 

Daring Dive:
Downwards knife thrust, basically a kick equivalent.

Airborne Cartwheel:
Basically, think an aerial spinning multi hitting neutral air from smash brothers. Like a chuck spin, but with less horizontal range and more coverage around the body. Which would synergize more with Soldier’s kit. 

Special moves, very cool! I'll have much more eventually but in the meantime I'm dying.

Bionic Uppercut:

This move has a switch you can flip that allows you to use it in conjunction with a chunk of air bar to give it a dashing forward effect. Something in between an electric wind god fist, and a Balrog rushing uppercut. A combo starter and a good combo tool in general. Have it send vertically at a suboptimal angle if used repeatedly in one combo though. Give it a hit of armor for initiative and it instantly becomes a big scary ground tool. But pretty rewarding to block or parry. Honestly reckless use prolly wouldn't get good players unless it was used as a initiative read. It'd prolly be at it's best as a whiff punish tool and combo tool.

Hope to get more done in the coming days!

(1 edit)

Paragraph Update!

> Just so you are aware, the idea behind this character is a character that demands good movement and skilled positioning. As well as management of resources, and preparation paired with the usual prediction. This character is acting as both a movement based rushdown character and the """""""charge""""""" character of the game. Switching between the two when he needs to. His moves that require you be crouched for a while obviously require planning to use well.  As to make going on the defensive possible, but require more gamesense and skill than the other characters. In return the defensive shenanigans shall be pretty strong, but with not much sustain. This will make him play differently from the other characters. And make him a unique combat puzzle to solve. If you can skillfully breach his defense or catch him off guard before he can prepare his shenanigans, his disadvantage state will be quite vulnerable.

 >Super Sprint: A more extreme version of the "Sprint" movement tool I'll talk more about later. The animation I have in mind is most similar to Iron Man's dash from Marvel Superheroes. Basically using the strength of the exoskeleton for a big burst of speed. However this is pretty slow to recover after the fact. In return it's free cancelable. It is very fast and covers a lot of ground though.

> Exo Double Jump: Very precise and controllable double jump Works off of an "air" meter the exo suit runs off of rather than air actions. This meter recharges slowly when you are on the ground. I'm half tempted to come up with some sort of way to refuel mid air for an air action and meter, but I think using a resource that's more limited than air actions is a notable weakness I feel this warrants having. You use slightly more air the higher and/or further you jump.

> Exo Air Boost: Uses a fair bit of air, but launches Soldier in a manner similar to Ninja's momentum release. Except you can actually control the direction and speed directly. In the same way you'd control teleport or a double jump. Meaning it’s basically an air dash you can react out of very quickly. Very strong, probably in every situation. This is designed to be his most versatile movement tool. But you’d need to be in the air to use it, so it requires some planning and setup. You shouldn’t be able to use this as a reaction to something if you aren’t in the air. If it turns out to be too powerful in this way, lock the fast recovery around initiative and while doing a combo. It should use a not irrelevant amount of air in return for its immense usefulness. Note that you cannot use this on the ground, that and the air meter are the balancing factor here. 

> That's it movement wise. Obviously backwards movement should have the penalties like everyone else has. This is supposed to be a rushdown character after all. Maybe even make his backwards movement cost air lol. In general I'm trying to make sure that running away and doing shenanigans with his longer ranged attacks isn't valid as a response to the neutral. It should really only be an option when Wizard and Ninja start spamming their projectiles, or they start running away. As this character specializes in anti projectile shenanigans. As well as the type of character that sort of demands the opponent interact with them in the neutral. If you leave the soldier to his own devices, you’ll find that he’ll use certain tools that’d otherwise not be safe to use at a closer range to give you lots of trouble. Both players are looking to apply pressure to scare the other off from doing chicanery.

I'll be taking a break now, I got games to play lol.

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> A knife!:

It’s a knife, basically a cowboy slash, but with much, much, much worse range. Maybe better frame data in return? But you basically have to be point blank for this one. Having worse range than even the pistol whip. But in every other way it’s a good move. This is the combo starter you wanna go for on the ground. Most of the time though you’ll be coming in from the air. But this move serves its niche well.

> Rifle Butt: Lunging attack with poor recovery on whiff. But good damage and chaining potential. Kind of like ninja nunchucks, but not attached to a stance. This move exists to be instant canceled for the most part. As it's a slow recovery from having to throw the rifle (which is on a sling mind you) back over your shoulder. But, surely it can work just as well in the corner or with some additional setup, right? Also a good whiff punish or read.

> Dive’n Slide: Soldier does a diving kick that keeps his momentum upon activation without changing that momentum whilst in the air, when he hits the ground he does a slide, the slide goes a different distance depending on distance fallen. This has a hitbox obviously but is mainly a movement thing to chase after people after a conflict in the air. Not super safe if whiffed, hits as a low, but is pretty good on hit. But obviously reactable. This is free cancelable. Because that'd be cool. It’s best used though as a mixup. If you react to or read a high block while coming in from the air, you can use this to hit low and defeat their high block.

Back to work with me! More editing for now. I'll get to new stuff soon enough though. I just gotta think of more special moves lol. 

this is coming along very well

Thank you! I think it's going well as well. But obviously I'm biased. I've been creating concepts like this for years now. But usually it's concepts for entire games. I don't think I've ever "finished" one but I think that's about to change. I'm working on a board game project I wanna get conceptually done by the end of the year. But I'm working on it with friends so I think this'll get done first. It's more of a mod concept. But I'd be ecstatic if one day it was added officially. There's precedent for ideas and mods being added. Hell, I've had a handful of my ideas (mainly in regards to cowboy balance and adjusting replay speeds) added nearly one to one at times. The dev is very responsive to the community and I think that's a good reason why after all the work they've done we've gotten to a pretty balanced 3 character meta at this point. It's not simple work, and I think it's a work of intelligent and creative game design that we've gotten to this point. A lesser one man developer "team" wouldn't have been able to execute such an obviously developer and game designer intensive concept this well. And I know this because this game isn't the first of it's kind. There are other turn based fighters, but they all look pretty limited compared to YOMI. So I'm of course pretty impressed. There's much potential in this game's future. My sister leaked to me that I'm getting a phone for Christmas, so hopefully I can join the discord server in the coming weeks! I'll have a ton of fun there. >:) 

But of course enough worshiping, I must know. Any thoughts, ideas, or criticisms on what's here so far? I'll be working on it for a bit before I get more gaming time. So prepare for more shenanigans!

Turns out you don't need a phone to get on the discord anymore. It's so active though, it just yoinked 2 hours of my time like wtf lmao. Seriously, how can people be moderating that server, you'd have to be a full time moderator. Like, good lord man.

The comp server and mod server are really cool. Honestly much better at serving a purpose and way more manageable to be a member of, relative to the official server. Way less obnoxious shenanigans and not so much activity you get sensory overload. Even if the main server serves as a community hotspot, I think it serves best as a way to absorb a bunch of people so the other servers don't get totally bloated lmao. 

Very eventful day... Maybe too eventful.

I'm gonna have the worst sleep ever.

I've been rather busy these past couple days, and I predict I'll be pretty busy in the coming days. But I'm getting work done on and off. It's also come to my attention that there is a modded "Soldier" character. I'm gonna change the name. Either to "Veteran" or "Operator". The former is cool, and I have a lot of respect for IRL veterans. But I think the latter is even cooler and even more referential to the source material this character is based off of.

Anyhow, one of the bigger updates has been to a normal. It's come to my attention that Cowboy's normal bullet shooting move, is not a stupidly fast projectile, but instead basically a hitscan attack. If you know you know. I've changed the handgun's shooting attack to make more sense given that context:

> Shoot!:

"Today is Friday, in California." "Guh?" References aside relative to what you're used to this is a weird projectile. You cannot aim it, and it doesn't auto track onto enemies. It fires a single projectile bullet per use that flies at a speed slightly faster than a full speed shuriken. And fires at an angle determined by a cone of random spread facing forward from the character's chest. With each shot getting less and less accurate than the last if used repeatedly in a combo or in a row. Low damage, low base knockback. Prolly good at mid range, if only as a pestering tool. More likely to hit the ground or sky than your enemy if you use it foolishly though.

The Rifle's bullets will probably be just really fast projectiles. I think this makes them more balanced but also makes them more tricky to use as anti projectile as they are intended to also be used for. You might have to lead your shots to some extent sometimes. This also makes them less abusable in neutral in the event you can pull off a charge in neutral somehow. But of course at a close enough range the bullets will be so fast they will reach your target before they can react. But of course then you'll still have to aim it, and there's room for error there. Unlike cowboy. 

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Heyo! Sorry for no updates for a while. I've been busy, but I've been doing a ton of work today! So much it'd be too hard to detail it to you all. But I've added grenades to the moveset, some supers based off of Call of Duty perks, and reworded a good chunk of stuff. Also refining the doc. 

Also, for now I've decided that the character will be named the "Operator".

I also have some concept art from BBoshi Toshi, AKA Usop from the modding discord. Who originally knew me from this post before I joined lol. 

We are getting significantly closer to a finished character. But we're not even at the home stretch just yet. When I finish the normal standing stance (hopefully soon), I'll have to move on and make the crouching stance. Speak of the devil, I'm also giving that stance a different, more defensively oriented set of super grenades. Though they parallel the three I've had this whole time. I'll post all the grenades now as they are the highlight of my recent work besides some ideas for supers. Starting with the only one of them to be a special move and not cost meter, the main medium range projectile of this character, accessible in all stances, the Frag Grenade:

Frag Grenade:
This character’s main mid range projectile. Using this move sends you into a new stance like using nunchuck. You pull the pin of the grenade, which takes a handful of unactionable frames, at which point you immediately become actionable again. You can block, march, and sprint. But you can also wait to hold the grenade. It has a 5 second real time timer before detonating. You can choose to throw it, which allows you to control how it’s thrown via a jump-esque analogue wheel. Depending on the angle and strength you can lob, toss, underhand throw, or even roll the grenade on the ground. Use the predictions to help you aim the throw! Since you don’t throw immediately and can stall, you can also easily airburst the grenade. The actual toss has plenty of startup, but recovers pretty quickly. Allowing you to chase after the grenade. But do note that when you have a grenade in your hand, you can't do any traditional attacks! And so long as you aren't launched into the air the grenade will stay in your hand while you are being hit. So be careful! You can only have one grenade on the screen at once, using the move again will allow you to attempt to grab it, and throw it again. However, the opponent can hit the grenade with attacks to send it in the direction of the attack. And the grenade can harm yourself upon detonation.

NOTE: When holding any grenade that is not thrown instantly, you can use a bar of meter to use “Fast Hands”. A Technique that lets you reset the cooldown of the grenade, as well as (if you choose) throw the grenade with much fewer negative frames immediately.

(Here are the super grenades for standing stance, all of the below are 1 super bar a pop.)

Flash Grenade:
Throws a timed grenade that in its explosion radius does no damage or knockback but inflicts high levels of OTG hitstun. Rolling or blocking is the only means of avoiding when caught in its radius.

Hellbuster Nade:
Instantly thrown grenade that sits on the floor for a couple seconds before sending two nunchuck whip esque projectiles out that multihit and carry the opponent in both directions along the ground.

(Had to edit this one in cause I'm a dummy and forgot it)

Impact Nade:
Simple instant thrown projectile that explodes upon contact with anything for big damage. The grenade itself can be parried which instantly defuses it, but the explosion cannot be parried and does decent chip damage. Don’t throw this one on the ground trying to roll it…


(Grenade related super for standing stance:)

EOD Vest (Level 2):
Makes you immune (armor and no damage) to two of your own grenades. Breaks after those two grenade immunities are used, and can be re-applied.

(Now onto crouching stance grenades. They still cost one bar a pop, but are more defensively oriented.)

(How did I mess this one up! Another edit, another grenade I have to add after the fact.)

Concussion Bomb:
Flips Enemy Backwards like Zephyr, and does lots of hitstun. But that hitstun is only on counterhit. So it can be baited or reacted to by simply doing nothing

Thermite Bomb (Charge Only):
Grenade that’s thrown straight in a slightly lobbed trajectory every time. But sticks onto enemies or surfaces and does minor damage every turn when in its AOE. If you can stick the opponent, they’ll take lots of free damage. Combine that with EOD, and you might even get a combo off of the last few hits of the fire.

Sticky Grenade:
Can’t be cooked, but will stick onto surfaces and players from which it cannot be removed. Besides that works just like a frag. 

(I might make this one not a super. Maybe. We'll see.)

Anyhow, I'll finish this update with a few other supers I had in mind. Some I've had since the beginning, but mostly ones I came up with recently.

Standing Super (I have a couple more I'm brainstorming but this one I've finished):

Precision Airstrike (Level 3): Call in an A10 Warthog airstrike on a specific part of the map via angling where you are looking at through binoculars. Higher you look the further away you will call the strike. The strike will then take a while to happen, but will do massive damage to both the enemy and yourself if you are caught in its radius. No aircraft actually appears on screen, it just fires from above off screen. Hitboxes only appear when the bullets actually hit the ground causing a barrage of small AOE damage that adds up quickly. These prolly shouldn’t be parryable.

Crouching Supers:

Trophy System (Crouched) (Level 2):
Thrown object ala caltrops. But only a single one. When it lands, it will then delete all projectiles in a radius of it for a period of time.

Double Match Grade Cutter (Charge Only) (Level 1):
Essentially a double flash kick. But if the last hit connects, do a scripted finisher that launches and does good damage.

Bomb Drone (Charge Only) (Level 3):
Activates a drone with bombs on it, leaves the main character vulnerable and unactionable, but lets you control the drone like a wizard orb, and detonate it on command or after a certain amount of time like a sticky bomb. Very dangerous high damage attack. If the Operator can find a way to get the plus frames off of crouched moves to combo into this, you’ll be crying.

That's all the cool work I've done today so far. Give me your thoughts! All the people who I've shared the doc with are liking it so far!

I'm also thinking about the taunt(s). There's a lot of good ones to choose from both aesthetically if I wanted to go cool taunt wise and funny if I wanted to go meme taunt wise. So standing and crouched will both have their own taunts!

I think standing will be an over dramatic salute, like Samus's taunt from smash. Or something cool like that.

I'd love to have crouching taunt be a Ghost Stare reference. But idk how to get that to work under these conditions... These mfs ain't got any eyes or any facial features for that matter...

One more special move for the road, and I think this one's quite clever! And given that a good chunk of my planned special moves got demoted to normals, clever shenanigans is necessary. The character needs more tricks and shenanigans for mixups after all.

Unsafe Shooting Activities:
Fire a burst of handgun shots directly above you, with a slightly random but relatively accurate spread. Not only can these hit people directly above you, after a while (and I mean a significant amount of time) the bullets will fall back down from whence they came. Being a threat to both players. This takes a fair bit to recover though, so don't use it recklessly in neutral and stuff, that'd be really dumb. 

Alright I lied I came up with one more the second I finished the last post.

Knife Throw:
Throws your knife straight forward at a high velocity, temporarily removing your access to your knife based moves. If it misses, it falls to the ground like Cowboy’s gun. If it hits, it sticks into the opponent and deals lots of hitstun and damage. You wouldn’t gain access to this move or other knife moves until the current combo is up, so it’s either best as a raw neutral callout like cowboy’s gun or a combo ender.

Ghost would be proud of this one!

New normal, because I realized it was necessary lol.

Toe Stomp:

Fast, low hitting attack with very poor range. I’m talking point blank, grab range. Predicting it with a low block would result in a parry every time. But it should be about as rewarding as ninja kick to hit. Just a point blank mixup tool. 

Anyhow, description for crouching in the movement section of the doc. Doesn't detail the actual crouching stance though. That's getting it's own section in the doc.

Crouch:
Crouch is an important "movement" action that causes you to enter a unique stance that gains access to more moves after a certain amount of frames in real time being crouched. Much like a charge character from a traditional fighting game. This locks you out of a fair few moves, and unlocks a few new ones. Though stuff like the high block would still be usable and set you back to standing. You can also uncrouch at will. Yes, you can T-Bag, crouching and standing back up is pretty fast all things considered. This also allows you to use it as a way to stall without jumping, though it locks you out of a bunch of moves so it’s not foolproof. This also does make your hitbox smaller, so you can use it to cause jumpins to whiff. I’ll talk more about the stance itself and its move in the latter half of this document.

Yo its Bboshi, ya rember me? I was hoping to talk with you bout something rn if you can.

Silly shenanigans I missed due to playing video games at the time lmao.

I wasn't expecting to have a move like this but I think it's cool. Adds to the "arsenal" character vibe I was going for.  I need more wacky special moves anyways lol.

Shotgun Blast:
Pull out a shotgun from nowhere, and rack it (many inactionable frames). At which point you can aim the shotgun, and fire one of many shots. A normal buckshot shot, which is basically just a really long string of hitboxes, each further away hitbox dealing less damage, less knockback, and less hitstun. Hitting it point blank would be incredibly rewarding, but any further away and it wouldn’t be worth much. The other shots are mainly utility. A fire shot which sends out a wall of fire that lasts for a little bit and moves slowly. A slug shot that shoots a straight shooting big projectile that does decent damage at all ranges, but can be intercepted by other projectiles, and moves at the same speed as the handgun's bullets. Which would be a slow speed, if you don't remember. Finally, you can go for stock swing, a decently long range low hitting sweep attack where you swing the back end of the shotgun at them fairly quickly. Whichever action you chose, afterwards, you quickly toss the shotgun away and get back into the normal standing stance. This is essentially a backsway-esque move, you use it in prediction of the enemy doing something silly and putting themselves in danger. But, without the actual backsway that makes it easy to dodge things. In return, you get a few more options than backsway, including multiple utility options. But don't use it recklessly!

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Shotgun and Unsafe Shooting are both going to be ground only. I'm going to be making some air exclusive moves to obviously round off the special moves as well as more that can be used in the air or grounded. Which ones from the normal stance will be usable while crouched and obviously crouch/charge exclusive special and normal moves will be decided and created respectively when I get to that point lmao.

Update to Bionic Uppercut, as the consequences of actually thinking about air/normal/universal specials has effected it in a unique way!

Bionic Uppercut (Ground Only Unless Amped):
This move has a switch you can flip that allows you to use it in conjunction with a chunk of air bar to give it a dashing forward effect. This can be called a “meter burn”, “EX” or an “amped” version of the move. When using the move in the air, it will automatically be amped and use meter. If you don't have the meter required to use the amped version of the move in the air it will simply fail. Overall, the move is something in between an electric wind god fist, and a Balrog rushing uppercut. A combo starter and a good combo tool in general. Have it send vertically at a suboptimal angle if used repeatedly in one combo though. Give it a hit of armor for initiative and it instantly becomes a big scary ground tool. But pretty rewarding to block or parry. Honestly reckless use prolly wouldn't get good players unless it was used as an initiative read. It'd prolly be at it's best as a whiff punish tool and combo tool.

Replaced crouching stance's concussion bomb with something more unique.

Ice Bomb (Charge Only):
Timed grenade that upon explosion hits the enemy with consequential levels of hitstun if they are within the radius, but no damage. While if you are caught in the radius, you will gain a chunk of air meter and a temporary speed boost. Isn’t affected by the EOD Vest install super, nor does it consume a hit from said EOD Vest. Also disables projectiles within the radius of the explosion.

I think locking a way to recharge some Air Meter at will behind charge and meter is totally fair. Also it's a timed grenade lol. If you get this and fully pull it off your opponent has to be doing something silly or running away and camping lmao.

If you couldn't tell, the shotgun move and this move are inspired by DOOM. If this is gonna be "FPS Man, The Character", I may as well reference everything lmao.

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Heyo! I'm still alive! Thanks for 1000K+ views. I'm sure most of those views aren't from people who read all of this or even most of it lol. But I'm grateful regardless.

I've been a bit more busy as of late. I'm co-authoring another OC character, basically just helping someone inexperienced out. As well as working with a what I feel is prolific spriter in the modded community to adapt a video game character directly into a mod. It'll be fun! I took a break from focusing on the character, and I think that break will continue. I'm in the sort of phase where you can't linger on one thing for too long and super focus on it. I've exhausted all of the super obvious stuff to add to the character. So progress will come when ideas come to me. In the meantime, I can seek ideas for the new characters I'm working on. I'm having great fun and the modding community is a joy for the most part. To show my thanks, I've made a resource for the community to use as they please!

An empty character design document template, with instructions included, that you can fill out while brainstorming your own character! Just do as the text in italic says, and you'll be set up to make a character idea of your own nearly instantly!
Y.O.M.I Hustle Modded Character Design Document Template - Google Docs

Have fun!


Anyhow, I do have a move. Came up with it last night but I was up late, wrote it down just now. Gotta get in some (direct) Titanfall representation, one of my ounce for ounce favorite shooter series!

Grapple Hook (Air Only):
The grapple hook is an angle-able move like Ninja’s dive kick. Using all the downwards facing angles. After choosing an angle and confirming, the Operator will shove his fist in the chosen direction and a wire will come out. While the wire is being launched you keep the momentum you had previously to using the move and are inactionable (besides whiff cancel). However, when the grapple hook attaches to an enemy, wall, or floor, you’ll lose all movement for a very short period of time. Before momentum is applied to your character that pulls you towards the object you’ve attached to. In this state the only change to the moveset is double jump and air dash changing to “leaning” in the 4 cardinal directions. This affects how you swing towards your target. Think of the grapple hook from Titanfall 2, and how you can combine it with strafing momentum to do wacky stuff. That’s pretty much what this is. Learning also has the benefit of not costing any air actions. You can also cancel the grapple at any time. And keep the momentum you gained while grappling. This makes the grapple a potentially useful non resource consuming movement tool. But the startup is committal until the grapple touches the ground. So it’s no get out of air free card. 

Heyo! Sorry for no updates for a handful of days. I've come up with nothing quite groundbreaking sadly. So, I think it's about time I start work on crouching stance and it's moves. I hope to have a finished draft in mere days now. But that doesn't mean I won't add onto the draft if I come up with more moves. In my eyes the character isn't finished until I can play them as a mod and they feel satisfactorily fun and balanced. So until then things are subject to change. 

When I get to a finished-adjacent draft I'm happy with, I will finally post the link to the google doc here for you all to see! 

In the meantime I've actually been working on a different character, and helped another person with their character. I won't talk about either here, I've moved to the modding discord for most of my shenanigans. But I'm going to keep doing updates here out of sheer obligation. I will see this to the end. In memorium of the steam release inevitably turning this Itch page into a graveyard, I must do it. It's a moral obligation. This is my preverbal homeland, I'll be the last to see it off.

As I write stuff up I will of course post it here. As per usual. So stay tuned!

Heyo, thanks for 1.5K+ views lol. I've been working on stuff but a little slowly, I've had a couple technical difficulties as of late that have stalled me but I'm working on stuff now.

Someone suggested to me that a 5 second in real time timer on the grenade was too long and would make timed grenades not worth using. I'm brainstorming a solution to that.

Also, will note, something I've forgotten to mention up to this point, the concussion and ice grenades have a much larger and slightly larger explosion radius compared to the frag respectively. 

Here's the first crouching moves!

Movement:

When crouched the Operator has no “movement” tools besides blocking, dodge rolling, and ect universal stuff. The Operator can also uncrouch and draw his handgun fairly quickly. The game will keep track of how long you’ve been crouched in real time and after a second or so in real time you will be “charged” which allows you to do one charged Special or Super move before having to recharge. This is the gimmick of the stance. Crouching stance is more defensively oriented compared to standing stance and it’s unga adjacent shenanigans. And obviously has no access to the air. And so it consists exclusively of grounded moves. But there is no backwards movement while crouched.

Movement from Standing Stance that carries over with stipulations:

High & Low Block:
Low block retains and continues your charge when you use it and while it's active. It also can block “mid” attacks on initiative. But not “high”/overhead attacks. High block retains charge unless by the end of it’s duration you haven’t parried anything. If you fail to get a parry you go back to standing stance and lose your charge.

Moves that require charge should have slightly different colored icons to differentiate them from the regular moves in this stance. They are meant to be rather special after all.

Dodge Roll:
Acts as normal. You keep your charge if you aren’t hit out of the tail end of the roll, and come out of the roll crouched.

Movement exclusive to Crouching Stance:

Draw!:
The Operator very quickly stands up while drawing his handgun. Returning you to the standing stance.

Super Duper Jump (Requires Charge):
A more powerful and safe version of the super jump. Giving you access to a way to jump you’d otherwise not have. Charge requirement being it’s only weakness.  

Normals:

You lose out on a fair bit of normals when crouching. Mainly moves relating to the handgun, because you holster it while crouching. But in return you get a few exclusive useful normals.

Normals from Standing Stance that carries over with stipulation:

Exo Punch:
Same as the standing variation, but with a different animation low to the ground. Still hits mid. Beats low block on prediction, even at medium range.

A Knife!:
A stand in for this stance’s obligatory fast but poor range mid. Beats low block on reaction, if you’re close enough. Same properties as the standing version, but obviously a different animation.

Rifle Butt (Requires Charge):
A version of the move that has much quicker startup and much better recovery on hit. If you whiff, it does the normal recovery animation, and you are sent back to standing stance. This is one of the few charge moves that doesn’t consume your charge. As it's a normal and not a special move. It’s faster because when you are charged you pull out the Operator’s rifle. Besides that it works the same as the standing variation. Making it an incredibly threatening combo tool.

Normal Moves exclusive to Crouching Stance:

AP Knee (Amplified When Charged):
Bazooka Knee esque attack. Moves you forward, without losing you your charge. If you hit someone during the air portion of the attack, you can cancel into an air attack and sacrifice your current charge. Or fall to the ground and keep your charge. When charged, the move starts up a little quicker, moves faster and further, and “Armor Breaks” armored moves. Essentially ignoring their armor and hitting as normal. Hence the name. When charged there should also be rocket launcher SFX and fire particles following the Operator. This doesn’t consume charge mind you. The only two weaknesses of this move is that it cannot be flipped (no backwards burst movement allowed), and is its mild amount of recovery frames if not free canceled. Which can easily leave you open to attack if you whiff.

Not finished with the normals yet mind you. But this is what I have written down so far. Stay tuned for more soon-adjacent.

Here's the rest of the crouching normals, excluding grab, because it's just grab tbh.

Claymore Punch:
A lunging punch, with shockingly good range, hits low. Fast enough to not often get caught in the middle of its animation, but obviously pretty parryable. An all rounder move. Should feel pretty meaty to hit. But its greatest strength is that it can be normal and special canceled on hit. It can chain with itself a couple times and then into more stuff. Or you can spread out your use of this move and use it more as a bridge to chain otherwise unchainable moves. (Based heavily off of Guile’s Crouching Medium Punch.)

Shin Beater:
A point blank range, incredibly fast little kick that hits low. Faster than vanilla jabs. But only active for a couple frames. It also has poor combo scaling. A last resort point blank mixup, when all else fails it, or simply the threat of it might just save your life.

Subsonic Sweep:
A sweeping double kick with quick startup but long duration that makes it horribly unsafe on whiff. The first hit doesn’t knock down but does combo into the second hit which does knock down. If the first hit connects, you can cancel out of it into other moves. But if it’s blocked or whiffs, unless free canceled, you have to sit through the long animation.

I have the solution to the grenade timer being potentially too long to be usable all thought up. Just gonna go add it, stay tuned for that lol.

NOTE: When holding any grenade that is not thrown instantly, you enter a stance where you have access to no attacks or blocking, but you do have access to movement and a few unique shenanigans. There’s a way to decrease the timer on the grenade to make it explode sooner. While standing, you can punch the grenade, and while crouching, you can stir it around in a pan. (Funny taking a phrase too literally moment). This causes you to be inactionable for probably about  5~ and 8~ frames respectively. But rounds the timer on the grenade down to the nearest whole number. If the timer is down to less than a whole second, it’ll just go down to 0.1 seconds if you attempt this. The crouching version, while having a slightly longer animation, acts as a projectile counter. When hit by a projectile while doing this, you’ll swing the pan at it, sending it flying away.

You can also use a bar of meter to use “Fast Hands”. A Technique that lets you reset the cooldown of the grenade, as well as (if you choose) throw the grenade with much fewer negative frames immediately. Good for getting the thing out of your hands in an emergency or keeping it in play for longer.

This was easier than I thought lol.
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We are very quickly reaching the end here. I just finished the special moves, and that was the last major thing I needed to do, besides obviously making what's already written better and more understandable. But that comes with time. I think very soon I'll be ready to post the doc, after 26 days of work lmao.

Here's what we have for special moves while crouching. If you wanna give feedback on anything up to this point, now's the best time lol.

Special Moves:

Special Moves that carry over from Standing Stance with Stipulations:

Bionic Uppercut:
Same as normal, except on whiff you lose your charge and go back to standing.

Frag Grenade: Same as normal, except for obviously the different animation for “cooking” the grenade. That also acts as a projectile reflector.

Knife Throw: Same as normal.

Special Moves exclusive to Crouching Stance:

Automatic Shotgun (Not Charged Only):
Enters a new stance like the Shotgun Blast. The Operator pulls out an automatic shotgun and chambers a ground by racking the slide. Which is significantly quicker than the shotgun pump he does with the Shotgun Blast. You cannot use this move when you have charge because the Operator draws and shoulders his rifle when charged. There’s a few moves to choose from. Snake-Shot, which essentially fires a burst of 4 hitboxes at the end of the shotgun that reaches out decently far before ending. Which can do plenty of damage, but it's a free meter for the opponent if it’s parried. Frag Shells fires 2 explosive shotgun shells at the ground slightly ahead of the Operator which have a small AOE effect that sends the opponent slightly into the air on hit. Extra damage on direct hit. The final shotgun shot is a flechette shot that fires one flechette shot. It does poor damage on direct hit and has poor ballistics at long range, but will attach to any surface it lands on and create a caltrop esque projectile that disappears after a while. After firing any of those shots the Operator tosses the shotgun away in disgust. Finally, you can swing the shotgun around you and then throw it away in front of you in an arc. The attack with the greatest effective range, but also has a melee hitbox while you swing it around, that combos into the throw, you also have armor during the duration of the melee hitbox.

Burst Fire (Requires Charge):
When you are finally crouched long enough to achieve charge, the Operator will quickly draw and shoulder his rifle in a completely actionable animation, or instantly have it drawn after recovering from a move. At which point you gain access to a spoonful of moves. Burst Fire has the Operator very quickly take aim and fire a projectile bullet with a very fast velocity. Each bullet can destroy 3 enemy projectiles on the way to its target, being deleted after destroying a fourth. You also aim the shots like Ninja’s quick slash. You get to fire 3 bullets one after another, in total if you can hit all 3, it’ll do really good damage. There’s notable downtime at the end of the move where he shoulders the rifle quickly, draws the handgun, and returns to standing. This isn’t much of a combo tool as much as it is a “if you refuse to fight me I’ll use my inescapable super death gun on you” tool. And since the move can be manually aimed there’s a fair bit more mindgames and skill, you can whiff a shot if you predict a parry attempt, and then punish the parry for example. This is The Operator’s single most powerful tool, that against good players he shouldn’t often get to use.

Sniper Bolt (Requires Charge):
A long range scope pops out of the Operator’s rifle and he takes aim with incredible speed. This is also a gun move, but it’s one bullet that is stupidly fast, obliterates all projectiles along its path, and does a fair bit of damage. Not as much as all 3 burst fire shots combined, but this is the easier, simpler solution to some problems. If you are willing to risk it all on one shot. After the shot you remain crouched but of course your charge is consumed. Meaning you’ll have to recharge to use the rifle again.

Match Grade Cutter (Requires Charge):
This move is angle-able with the same GUI as Ninja’s shadow clones, cowboy’s gun throw, ect. It’s essentially a flash kick, but a VS game style flash kick. Where it leaves a lingering slow moving projectile in the air alongside the kick. You can angle the kick to go more forward, go up, or go diagonally up, as well as down, which lets you do a shorter version that doesn’t take you as far off of the ground. During the active frames of the attack it’s projectile and grab invincible, and the hitbox is big enough to beat out most strike moves. But it’s pretty punishable on whiff. And could be parried easily if used predictably. This move is very threatening at closer ranges. Just another reason why you shouldn’t give people playing this character too much room to breathe when crouching.  

If this doesn't seem like much, do mind that this stance obviously cannot go into the air, and that if you count all of the charge moves and the automatic shotgun (even though the two never co-exist) this technically has one special move more than the standing stance, in the air, on the ground, or both combined. Even if we have some "returning" moves, they work a bit different lol. It was always apart of my plans to carry over certain specials from the default stance to this this stance. Giving both exclusive tools, as well as stuff they share lol.

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Yeah I finished it lmao.

Here you go! Read the entire thing in it's overwhelming glory for the first time! And then give me feedback! Or else I'll level your house by looking at it funny.

https://docs.google.com/document/d/1bYWW1-RS-shRNgCEfCj_vwJhUzXKsbGNjK4g7wFlEA4/...

Heyo! Big Updates! But first some small updates I've made over the past couple weeks.

Movement got changed to reflect the new movement mechanics. Also nerfed backwards burst movement in all capacities massively. I forsaw it making the character's defensive shenanigans too available for free. That's no good. Added new movement tools in return. Buffed a couple offensive movement tools. Added a full on sliding mechanic for slide and dive and the newly reworked sprinting, and tied certain moves to it like Bio Upper. It was meant to be a reference to Titanfall/Apex's crouching uppercut which you can do after a slide anyways. Consequently that'll be reflected in it's amped animation. It'll kick ass.

Speaking of amped stuff, I've completely overhauled that stuff. For one, double jump takes air actions now. And covers less ground. In return it uses not much air meter. You can spend all your air mater on air combo extenders regardless of air actions if you use the air dash. But air dash is gonna cost so much overusing it is just not gonna be worth it. I did this because originally I had more moves in mind that used air actions. And I wanted to balance the character around that. But it just, never happened. So the character's relationship with air actions is much more traditional. And in line with vanilla.

In return I've let a good handful of normals and a small selection of additional specials be amped like Bio Upper. Which increases their versatility. So now if you run out of air, you can't jump in the air (along with losing many other movement shenanigans), and a lot of your moves become less usable. This was shockingly synergistic with the normals and specials I gave the trait to. It worked out really well. 

Anyhow, finally, and most importantly, the reason I'm here at all again, the character is officially being made into a mod! I'm getting help from a coder looking for something to put on their portfolio, and Usopp as the artist. It probably won't get done suuuuper quick since we're all relatively new to this whole thing. As well as busy with our own things fairly often. But we've gotten the idle pose in the game! So it's only a matter of time until he is playable in all of his nerdy glory. It'll be great!

Just wanna give thanks to everyone who's supported me or just been around lookin at my stuff. Check out his design doc, join the modded discord server, etc. You'll need to if you wanna keep up with development as this is likely the last post I'll make on this thread. Get this thread to 2000K+ views to send it off! We're quickly approaching the end of the itch era of this game as a whole. I'll be sad to see it off but I'm sure with steam will come lots of awesome stuff! And eventually, workshop support. Which will be the most based of all. 

Also wishlist the game on steam or else the operator will hot drop onto your house and loot all of your belongings.