BlueThundah
Member
"Ex." is inspired by the Guilty Gear series, where characters would receive second, souped-up versions that have key aspects of their attacks and abilities changed in order to create an almost completely new character, but still heavily referencing and expanding on the original gameplay; something different for the character, but consistent with other aspects of fighting games/character kit designs, other characters in the same game, to use "familiar but different" tools to shake up that particular character's concept. "Ex." as in "Extra," as in "Extreme," or "Experimental." In Guilty Gear it generally implies overpowered as well, but here our goal would be to balance the addition out as a genuine cast member.
I am NOT suggesting a Bebop redesign, I am suggesting
A SECOND BEBOP.
GUN:
Ex. Bebop Does not have a gun. He has a laser whip that he slashes in the same alternating diagonal pattern as drifter, at a slightly more vertical angle so that his ability to hit is not too wide, and with the same range limitation, but with much more of a vertical hitbox, the overall effect being that he can catch people vertically that he is not quite aiming at, but is not actually swiping horizontally and catching people at the sides of the screen or at angles where line of sight to their character model would be blocked by Bebop. It is on the absolute lowest end of weapon damage and hard to hit headshots with, but it CLEAVES. The whip has a bit of a lasting hit box as he does really "whip" it, but each whip slash can only hit each enemy player once (it's NOT a continuous laser hitbox). Ex. Bebop gets something like 10 slashes without having to reload. Fire rate starts at something like Abrams fire rate.
Ability 1: HAND OF DOOM
Channeled, Aimed Ability
Bebop shamelessly rips off Doomfist© from Overwatch 2© by having a charged melee attack using a ROCKET FIST that knocks people back, stopping bebop when he hits something/someone, and the person knocked back takes extra damage if they hit a wall. Like Doomfist©, Ex. Bebop can only punch with this ability in straight lines. HOWEVER, unlike with Doomfist©, the ability only stuns if the enemy hits a wall. If he uses it while jumping he can SLIGHTLY aim it vertically or horizontally, same as heavy melee, except it does not reduce the distance travelled like as with Heavy Melee.
Bebop can jump-cancel the punch to keep his momentum and fly around the map exactly the same as Doomfist© Overwatch 2© and old school heavy melee cancel.
Not parryable
Cooldown: 24 seconds, no built in cooldown upgrades
Damage: a lot, counts as light melee to start but does the same damage as a heavy melee. Extra damage from hitting the wall that is spirit, with scaling.
Upgrade 1: better melee punch damage scaling
Upgrade 2: slight range buff and now does 100% heavy melee damage
Upgrade 3: Add spirit damage to the punch too.
Ability 2: LASH'S 2, EXCEPT WAY BETTER
Ex. Bebop launches into the air using his rocket jetpack. He does NOT need to target an enemy/friendly/npc to do it. After launching he can, similar to majestic leap, either:
1) Press space to cancel the ability and go back to regular movement
2) Press the ability button again while aiming at the ground to SLAM INTO THE GROUND AT THAT LOCATION USING THE ROCKET FIST, even FASTER THAN LASH DOES
SURPRISE, it's not just Lash's 2, but his 1 as well! AND BETTER
EXCEPT, Ex. Bebop does NOT get a landing area of effect AT ALL, he MUST slam into the enemy with his character model to do any damage. The fact that he's kinda big already makes this easier, but his collision box for the purpose of this ability should be slightly larger to make this more viable. Does not stun/knock-up at all, but drags enemies out of the air on the way down same as Lash's 1. Enemies are damaged both when Ex. Bebop connects with them, and when the enemy connects with the ground. Damage when Ex. Bebop connects with someone is based on how far Ex. BEBOP has traveled from the start of the downslam to connecting with the enemy. Damage when an enemy hits the ground is based on how far the ENEMY travelled after Ex. Bebop started dragging them down (i.e. not a lot of damage if the are not far off the ground). Bebop does damage if he hits someone on the way up too, but it does not do a full drag effect, only a slight knock-up, and has no distance scaling.
IDK what upgrades 1 and 3 are, but upgrade 2 is that enemies are knocked up when they land/Ex. Bebop lands on them as well.
Ability takes charges but only gets 1 to start and none from upgrades, same as lash.
Ability 3: HOOK SLAM
Channeled, Aimed Ability
Ex. Bebop begins charging up his hookshot. It has slightly less charge time than a fully charged Yamato slash, and Bebop hovers in the air in the same way as Yamato while charging. When the hook connects with an enemy, Bebop will reel them in and then SLAM THEM INTO THE GROUND WHEREVER HE IS AIMING, like Lash's ult but BETTER.
Ex. Bebop does not need to start in the air to get a good slam: If Ex. Bebop is too close to the ground to get a good slam in after catching someone, he can USE HIS 2 DURING THE REEL/SLAM to gain height and position it better. Launching into the air during it like Lebron doing a HUGE fucking dunk. Ex. Bebop would get SLIGHTLY more time than lash does between Reel/Throw in order for him to have the time to pull this off. Of course, that also gives enemies more time to counter him, but the sudden launch into the air should throw things off a bit for people who are aiming at bebop and not using curse/knockdown/wraith or mo or doorman ult.
The slam does the same damage regardless of height. He can still slam them if he is completely on the ground, except he will basically have no choice but to slam them right next to him, much more aggressive diagonal angle restriction on where he can slam compared to lash basically throwing people horizontally.
Although the slam is obviously much more repositioning than you get to do with current bebop hook, I think the community would be very receptive to a hook ability that has a telegraphed channel up making it easier to dodge/counterspelled/get into cover like with lash ult, AND it has to be aimed. Overall there is counterplay, and an extra dimension to the ability to compensate Bebop for being more counterable/having a harder positioning challenge to still be in line of sight of someone when the hookshot is finished channeling.
Hook projectile has the same travel time and range as max range Paradox swap, perhaps starting at lower range and then ramping up with upgrades. Slam damage is spirit. Ability does not have any stun, but either gives movement slow or takes away a stamina point.
Cooldown 20 seconds, no built in cooldown upgrades
Ability 4: BEBOP FUCKING KILLS HIMSELF


This is one the community has begged for you guys to add for a LONG time.
This Ability is Auto Activate the SAME as Victor Ult. When Ex. Bebop reaches 0 HP, he DOES NOT DIE. Instead, he becomes COMPLETELY INVINCIBLE, and starts a FIVE SECOND TIMER ON HIS SELF DESTRUCT SEQUENCE. This explosion CANNOT BE STOPPED WITH CURSE. When the timer goes off, Ex. Bebop FUCKING DIES, taking ANYONE unfortunate enough to be in the explosion radius with him.
Kind of. Not quite 'anyone,' it obviously cannot just execute people at 100%, but the ability would have to deal a shitton of damage to be even REMOTELY viable, and even then, the whole point of it is still to be a kind of last-ditch damage if you know you are going to die, not something you actually want to plan to use in a teamfight, just something you know you are going to do if things start to go bad, similar to self-bombing yourself when you know you are going to die on regular Bebop. This would give this version of Bebop a serious incentive to NOT use his mobility to try and escape fights, as they become more isolated and risk dying anyway and taking no one with them, vs charging head on back into the fight and causing maximal damage.
Scaling is obviously a very tricky issue, but still I would highly recommend NOT making it an execute ability, but honing in on a damage threshold where characters on the squishier side of things need 25-45% of their HP to survive it, depending on how much green/resist they buy, and tankiest chars would need 15-30% of their HP to survive it.
Big Explosion radius but COMPLETELY blocked by line of sight, none of that fucking bullshit, even if so many other characters have it.
Upgrade 1: +2 stamina while self destructing
Upgrade 2: Lower Cooldown and buff the damage and scaling to make it a deadly threat
Upgrade 3: Ex. Bebop can NO LONGER BE STUNNED, KNOCKED UP OR OTHERWISE MOVED during his ult, however he is NOT UNSTOPPABLE, meaning he can STILL BE SILENCED/CURSED TO PREVENT ABILITY USE (i.e. Hand of Doom, Lash 2 Except Way Better, and Hook Slam)
Cheat Death and Rejuv will both Proc first before his ult activates.
Other Notes:
Ex. Bebop gets 3 Stamina and the same light melee speed/lack of light melee move slow as Billy.
No infinite scaling mechanic.
I think he should be on the higher end of base movespeed to accomodate how close range he has to play.
Due to the close range nature of the character and how much he has to expose himself and draw attention with 2 channel abilities that draw a lot of attention, he would need some kind of tankiness built into his kit to not get instantly deleted every time he tries to do something (Like how Billy is statted up with all sorts of stupid shit to allow him to survive standing around in a fight taking shittons of damage). I wouldn't suggest him to be as fucking Crazy as billy in this regard, because billy is so out of wack and obviously needs to be nerfed, BUT Ex. Bebop would definitely need a lot of HP and some kind of built in way to heal himself, barrier, or add temporary resists, attached to his 1 2 or 3.
I am NOT suggesting a Bebop redesign, I am suggesting
A SECOND BEBOP.
GUN:
Ex. Bebop Does not have a gun. He has a laser whip that he slashes in the same alternating diagonal pattern as drifter, at a slightly more vertical angle so that his ability to hit is not too wide, and with the same range limitation, but with much more of a vertical hitbox, the overall effect being that he can catch people vertically that he is not quite aiming at, but is not actually swiping horizontally and catching people at the sides of the screen or at angles where line of sight to their character model would be blocked by Bebop. It is on the absolute lowest end of weapon damage and hard to hit headshots with, but it CLEAVES. The whip has a bit of a lasting hit box as he does really "whip" it, but each whip slash can only hit each enemy player once (it's NOT a continuous laser hitbox). Ex. Bebop gets something like 10 slashes without having to reload. Fire rate starts at something like Abrams fire rate.
Ability 1: HAND OF DOOM
Channeled, Aimed Ability
Bebop shamelessly rips off Doomfist© from Overwatch 2© by having a charged melee attack using a ROCKET FIST that knocks people back, stopping bebop when he hits something/someone, and the person knocked back takes extra damage if they hit a wall. Like Doomfist©, Ex. Bebop can only punch with this ability in straight lines. HOWEVER, unlike with Doomfist©, the ability only stuns if the enemy hits a wall. If he uses it while jumping he can SLIGHTLY aim it vertically or horizontally, same as heavy melee, except it does not reduce the distance travelled like as with Heavy Melee.
Bebop can jump-cancel the punch to keep his momentum and fly around the map exactly the same as Doomfist© Overwatch 2© and old school heavy melee cancel.
Not parryable
Cooldown: 24 seconds, no built in cooldown upgrades
Damage: a lot, counts as light melee to start but does the same damage as a heavy melee. Extra damage from hitting the wall that is spirit, with scaling.
Upgrade 1: better melee punch damage scaling
Upgrade 2: slight range buff and now does 100% heavy melee damage
Upgrade 3: Add spirit damage to the punch too.
Ability 2: LASH'S 2, EXCEPT WAY BETTER
Ex. Bebop launches into the air using his rocket jetpack. He does NOT need to target an enemy/friendly/npc to do it. After launching he can, similar to majestic leap, either:
1) Press space to cancel the ability and go back to regular movement
2) Press the ability button again while aiming at the ground to SLAM INTO THE GROUND AT THAT LOCATION USING THE ROCKET FIST, even FASTER THAN LASH DOES
SURPRISE, it's not just Lash's 2, but his 1 as well! AND BETTER
EXCEPT, Ex. Bebop does NOT get a landing area of effect AT ALL, he MUST slam into the enemy with his character model to do any damage. The fact that he's kinda big already makes this easier, but his collision box for the purpose of this ability should be slightly larger to make this more viable. Does not stun/knock-up at all, but drags enemies out of the air on the way down same as Lash's 1. Enemies are damaged both when Ex. Bebop connects with them, and when the enemy connects with the ground. Damage when Ex. Bebop connects with someone is based on how far Ex. BEBOP has traveled from the start of the downslam to connecting with the enemy. Damage when an enemy hits the ground is based on how far the ENEMY travelled after Ex. Bebop started dragging them down (i.e. not a lot of damage if the are not far off the ground). Bebop does damage if he hits someone on the way up too, but it does not do a full drag effect, only a slight knock-up, and has no distance scaling.
IDK what upgrades 1 and 3 are, but upgrade 2 is that enemies are knocked up when they land/Ex. Bebop lands on them as well.
Ability takes charges but only gets 1 to start and none from upgrades, same as lash.
Ability 3: HOOK SLAM
Channeled, Aimed Ability
Ex. Bebop begins charging up his hookshot. It has slightly less charge time than a fully charged Yamato slash, and Bebop hovers in the air in the same way as Yamato while charging. When the hook connects with an enemy, Bebop will reel them in and then SLAM THEM INTO THE GROUND WHEREVER HE IS AIMING, like Lash's ult but BETTER.
Ex. Bebop does not need to start in the air to get a good slam: If Ex. Bebop is too close to the ground to get a good slam in after catching someone, he can USE HIS 2 DURING THE REEL/SLAM to gain height and position it better. Launching into the air during it like Lebron doing a HUGE fucking dunk. Ex. Bebop would get SLIGHTLY more time than lash does between Reel/Throw in order for him to have the time to pull this off. Of course, that also gives enemies more time to counter him, but the sudden launch into the air should throw things off a bit for people who are aiming at bebop and not using curse/knockdown/wraith or mo or doorman ult.
The slam does the same damage regardless of height. He can still slam them if he is completely on the ground, except he will basically have no choice but to slam them right next to him, much more aggressive diagonal angle restriction on where he can slam compared to lash basically throwing people horizontally.
Although the slam is obviously much more repositioning than you get to do with current bebop hook, I think the community would be very receptive to a hook ability that has a telegraphed channel up making it easier to dodge/counterspelled/get into cover like with lash ult, AND it has to be aimed. Overall there is counterplay, and an extra dimension to the ability to compensate Bebop for being more counterable/having a harder positioning challenge to still be in line of sight of someone when the hookshot is finished channeling.
Hook projectile has the same travel time and range as max range Paradox swap, perhaps starting at lower range and then ramping up with upgrades. Slam damage is spirit. Ability does not have any stun, but either gives movement slow or takes away a stamina point.
Cooldown 20 seconds, no built in cooldown upgrades
Ability 4: BEBOP FUCKING KILLS HIMSELF
This is one the community has begged for you guys to add for a LONG time.
This Ability is Auto Activate the SAME as Victor Ult. When Ex. Bebop reaches 0 HP, he DOES NOT DIE. Instead, he becomes COMPLETELY INVINCIBLE, and starts a FIVE SECOND TIMER ON HIS SELF DESTRUCT SEQUENCE. This explosion CANNOT BE STOPPED WITH CURSE. When the timer goes off, Ex. Bebop FUCKING DIES, taking ANYONE unfortunate enough to be in the explosion radius with him.
Kind of. Not quite 'anyone,' it obviously cannot just execute people at 100%, but the ability would have to deal a shitton of damage to be even REMOTELY viable, and even then, the whole point of it is still to be a kind of last-ditch damage if you know you are going to die, not something you actually want to plan to use in a teamfight, just something you know you are going to do if things start to go bad, similar to self-bombing yourself when you know you are going to die on regular Bebop. This would give this version of Bebop a serious incentive to NOT use his mobility to try and escape fights, as they become more isolated and risk dying anyway and taking no one with them, vs charging head on back into the fight and causing maximal damage.
Scaling is obviously a very tricky issue, but still I would highly recommend NOT making it an execute ability, but honing in on a damage threshold where characters on the squishier side of things need 25-45% of their HP to survive it, depending on how much green/resist they buy, and tankiest chars would need 15-30% of their HP to survive it.
Big Explosion radius but COMPLETELY blocked by line of sight, none of that fucking bullshit, even if so many other characters have it.
Upgrade 1: +2 stamina while self destructing
Upgrade 2: Lower Cooldown and buff the damage and scaling to make it a deadly threat
Upgrade 3: Ex. Bebop can NO LONGER BE STUNNED, KNOCKED UP OR OTHERWISE MOVED during his ult, however he is NOT UNSTOPPABLE, meaning he can STILL BE SILENCED/CURSED TO PREVENT ABILITY USE (i.e. Hand of Doom, Lash 2 Except Way Better, and Hook Slam)
Cheat Death and Rejuv will both Proc first before his ult activates.
Other Notes:
Ex. Bebop gets 3 Stamina and the same light melee speed/lack of light melee move slow as Billy.
No infinite scaling mechanic.
I think he should be on the higher end of base movespeed to accomodate how close range he has to play.
Due to the close range nature of the character and how much he has to expose himself and draw attention with 2 channel abilities that draw a lot of attention, he would need some kind of tankiness built into his kit to not get instantly deleted every time he tries to do something (Like how Billy is statted up with all sorts of stupid shit to allow him to survive standing around in a fight taking shittons of damage). I wouldn't suggest him to be as fucking Crazy as billy in this regard, because billy is so out of wack and obviously needs to be nerfed, BUT Ex. Bebop would definitely need a lot of HP and some kind of built in way to heal himself, barrier, or add temporary resists, attached to his 1 2 or 3.
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