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Post by YinYin on Feb 17, 2014 15:57:26 GMT 2
Full move set suggestion ahead:
D^A Blaze Bomb (powerful signature move) D>A Fire Blasts (regular ranged move) D>J Fire Swipe (quick melee combo) DvA Fire Stomp (slow strong single melee)
The blaze bomb would be as you've already considered a rather large fire blast that explodes on contact. Here are some specifics though: It basically has a similar timing to Julians soul bomb. It has a considerable charge time followed by a somewhat quick release. The charge has him set fully ablaze like Firen during his fire run. This will protect him from other projectiles and dispatch close by opponents, but it will not combo into hitting them with the blast unless they jump into him shortly before he releases it. With this protection the charge time could actually be slightly longer than that of the soul bomb. The blaze bomb itself should travel rather slow due to its size and impact and take up several hits of other projectiles even though it explodes upon touching an opponent. Not sure about the fire trail, but if it leaves one it shouldn't last quite as long as Firens burn run (and the blast should clearly kiss the ground somehow). Also I would limit its range to less than a screen size to further distinguish its use compared to the regular blasts (also because ground friction). For his body movement I would suggest using the classic hadouken. Not as wavy as Dennis does his chase blast and not as stiff as Julian does his soul bomb. Just like Ken and Ryu usually do it with that distinct lunge step.
Fire blasts as you've already said yourself: Two horizontal swings (D>A+A), effectively the same as Firen. The blaze bomb should make up for not having a third one. (They may also have a slightly quicker start for better combos compared to Firen)
Since Blaze already utilizes his arms quite a lot and all characters that have more than a few kicks (Dennis/Clide) so far are dandy I'd make all his special melee moves work with his legs. He would be the first brute character with skilful leg moves and it will also display his mastery of fire beyond using his hands and full body.
I imagine the fire swipe to be a low leg swipe that has him slide forward quite a bit. Similar to Dennis' run attack, except it starts with a full left spin (when facing right - as opposed to Dennis just turning right) and has him bend the supporting leg a lot to get much lower. To give him the required forward momentum I'd make him lean back quite a bit while turning and crouching down. The sliding distance should be somewhere between the standard short shrafes (Davis/Woody/Dennis DvA). The slide would leave a fire trail (lasts like a fire run). Not sure whether he should be fully ablaze for that, but he should loose the fire rather quickly right at the end like Firen stopping his fire run. The swipe can be followed by an almost straight up kick of the previously supporting leg (a bit like Clides D>J+A, but more explosive than fluent). This kick would not be fire powered itself as Blaze isn't on fire any more, but it would kick up some of the created ground fire, so effectively it still is a fire hit. To end this combo for good the now raised leg can be brought back down into the fire stomp. Also available as a separate move this is what would be left of the ground hitting small explosion move. The more I thought about it the less Blaze seemed to be a guy who would like to bend his body to hit the ground with his fist the way Freeze does. Even if he used both like a gorilla. So a stomp could be a good alternative if the animation flows well. It would be a little quicker than a full body explosion and therefore have a little less range (mostly because it would only attack to the front - still with a considerable z-range though).
Combos this set should allow (without explicitly having hit_ links everywhere): D>J+A+(Dv)A+D^A+D>A+A (longest - including all moves) D^A+D>A+A (obvious derivative from that) ...+D>A+A (should be quick enough to add onto any other end)
A combo I would intentionally make impossible: DvA+D^A The cool down and charge between these two moves should generally have the opponent drop just before the projectile can hit him. Connecting these moves should only work if the opponent has been raised by the fire swipe first (adding just enough air time).
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