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URealms Fighting Game
I've had it in mind for a while about how cool it could be to have a URealms fighting game featuring the most popular, iconic, and influential characters in the canon. Only thing is, I don't have very much investment in fighting games, so other than generic things, I'm not sure how it would go. I at least have a few ideas for character archetypes/mechanics for a few characters.
The characters I've got so far:
=Philhipé=
My thoughts for Philhipé was that he had a few moves that work as a natural chain attack, where landing the first hit helps the second hit in some way. The most prominent example I've got is a slam attack with his blunderbuss followed by firing the weapon. The slam, if it hits, could have extra hitstun or cause the gunshot to deal more damage. If the first hit doesn't connect, it leaves him open to a counter or causes the second hit to be less powerful.
=Gwyneth Sunsword=
What I've thought up for Gwyneth is essentially a trapper character. She would use her sword and her sunbolts in tandem, spawning suntiles where the bolts land and detonating them when she attacks close to them with her sword. The detonation could be used to lengthen combos, or maybe just as an extra burst of damage.
=Phineas Barringster=
Phineas struck me as the perfect lethal joke character. Early in a fight, he would be somewhat weaker than average, but be capable of powering up dramatically if the player plays well and manages to land certain moves. As he powers up, he gradually becomes more and more dangerous. Dangerous how? Admittedly I'm not really sure. Maybe he gains extra hitstun to trigger combos with, or just deals more damage on his attacks. His strongest super would almost certainly have to be "BLANKET OF DARKNESS!!!" as something that hits the whole screen for massive damage if your opponent fails to block.
=Karl Landers=
When I came to Karl, my thought was that he would be THE projectile character. He could have arrows of varying speeds and arcs at different distances in order to combo at a distance, and spacing tools to ensure he can keep his opponent right where he wants them.
That's what I've got. Sorry to any fighting game fans if I've screwed up anything. I'd love to hear everyone's suggestions for how a URealms fighting game could work out.
The characters I've got so far:
=Philhipé=
My thoughts for Philhipé was that he had a few moves that work as a natural chain attack, where landing the first hit helps the second hit in some way. The most prominent example I've got is a slam attack with his blunderbuss followed by firing the weapon. The slam, if it hits, could have extra hitstun or cause the gunshot to deal more damage. If the first hit doesn't connect, it leaves him open to a counter or causes the second hit to be less powerful.
=Gwyneth Sunsword=
What I've thought up for Gwyneth is essentially a trapper character. She would use her sword and her sunbolts in tandem, spawning suntiles where the bolts land and detonating them when she attacks close to them with her sword. The detonation could be used to lengthen combos, or maybe just as an extra burst of damage.
=Phineas Barringster=
Phineas struck me as the perfect lethal joke character. Early in a fight, he would be somewhat weaker than average, but be capable of powering up dramatically if the player plays well and manages to land certain moves. As he powers up, he gradually becomes more and more dangerous. Dangerous how? Admittedly I'm not really sure. Maybe he gains extra hitstun to trigger combos with, or just deals more damage on his attacks. His strongest super would almost certainly have to be "BLANKET OF DARKNESS!!!" as something that hits the whole screen for massive damage if your opponent fails to block.
=Karl Landers=
When I came to Karl, my thought was that he would be THE projectile character. He could have arrows of varying speeds and arcs at different distances in order to combo at a distance, and spacing tools to ensure he can keep his opponent right where he wants them.
That's what I've got. Sorry to any fighting game fans if I've screwed up anything. I'd love to hear everyone's suggestions for how a URealms fighting game could work out.
Comments
Alright. First, we gotta establish the buttons.
Light Medium and Heavy punch and kick, and a special 1 and 2.
Perhaps we could simplify the buttons to just light and heavy with a special. (This could also help pad players.)
So Philhipé would be a pseudo-rushdown character. He'd be able to bite opponents that can cause kobold rabies, which would damage opponents over time for a few seconds. His main thing would be his blunderbuss. His blunderbuss, (neutral Sp1 or quarter-circle forward anyPunch, however you can hold the button to delay the attack) would fire once and need to be reloaded (down down Sp1). Although, that's basically all he's got, so he should call in Gracias as an assist.(Special 2) He could a) set up a smoke wall (quarter-circle backwards, Sp2) that you could shoot with your blunderbuss and cause massive damage, b) Shoot his blunderbuss, (neutral Sp2, also can be delayed) or c) reload your blunderbuss. (down down Sp2) You could probably combo into the reload.
I'd imagine this game has some kind of Instinct(Killer Instinct), or V-Trigger(SF5), that is like, some kinda character-specific enhancement. You could use this once per fight, (This is a two to three round game until stated otherwise.) We'll call this "UTrigger" for now. (crappy name, I know.) Philhipé's would be his tourniquet.
Once per game Philhipé can use a snake tourniquet that heals some damage and makes him move faster. I'd imagine his blunderbuss would also take less time to reload.
Now Philhipé's class has fluctuated over time, so his class doesn't play a lot into his gameplay. However, the gameplay of URealms is heavily based on what class you have. So that should be represented here.
For Gwyneth, I'd say that she should be a bit more of a defensive character. She also should have the ability to place sun tiles. (Sp1 after an attack, or quarter-circle forward Sp1.) She can place up to three tiles at a time. She can detonate them with Sp2. Her normals should have a decent range and do quite a bit of damage. I think her attacks should be kinda slow, and her gameplan should heavily reward footsies. Also she should have a parry.
Her UFactor Should be activating her Duskblade. This causes more damage and her blade could increase in range.
You pretty much got Karl covered.
I think his hypothetical UFactor should have something to do with his legendary (which can rotate the direction of his arrows.)
It would also be funny if Usu could set up gems for him to ricochet his shots off, but that's a maybe.
and a more refined-ish thing i did back when i only used a mouse to draw
ok bye