Street Fighter - Version.2 -

_N_

Member
People spoke in bars of a fighter who has mastered every form of martial arts known across three continents. Some say he learned from monks. Others say bandits or goblins. A few swear he was not even human. None can ever confirms any version. But the man grins and orders another drink. He travels place to place with no schedule, no destination, and absolutely no intention of staying sober for long. According to him, drinking is part of his training.

Challengers who manage to confront him are welcomed with a respectful, but sloppy bow and a warm smile.
“Sure..” “But let me take a sip first!”

when he drinks, his movements sharpen, his reflexes ignite, and his balance becomes something that defies logic. It’s not magic, not inner chi, nothing supernatural. It’s just him and some hard liquor.

Now in New York, he sees the chaos as another opportunity to challenge stronger opponents, make new friends and taste every brew in the city.
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Originally saw: Gun - Sarus // Flurry - nudl9 // somersault - Guggleywubbins // somersault - Gibnewitems


Weapon and stats
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Fire / Zoom
Damage: 37
Ammo: 6
Velocity: 184 (?)
cannot head shot

Much slower than door man's shooting speed. Huge projectile. slow moving like Paige?

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Abilities
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1)Rekka
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Striking in a forward direction to deal light melee damage, can be recast twice in a brief window as a combo. The final strike will knock back targets with 3 Marks or more.

Rekka impacts leaves a Combo Mark on the enemy, stacking 3 times.

A1 +25 damage A2 marks max stack is now 4 A3 +1 strike and final strike deals heavy melee damage

Damage: 44
Range: 7m
Radius: 3m
Cool down: 11s
Recast window: 3s
Mark duration: 25s

Can be done in the air or punch yourself into the air.

Cool down begins on cast.

1764205226626.gifMain inspiration

2)Shoryuken
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Launch an upper cut in a small cone in front of you, dealing light melee damage and knocking anyone into the air.

Marked targets take extra damage and knock up into the air. Consumes marks

A1 deals heavy melee damage A2 -7s cool down A3 +10 bullet damage after hitting marked targets

Extra damage per mark: 13
Damage: 56
Range: 5m
Radius: 5m
Cool down: 21s

Knock up will happen if enemy has at least 1 Mark
Short time in the air but still "grounded"

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Can be done in the air.

2)True Shoryuken
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If Shoryuken is available, inputting right, back, right+melee will use the cool down to launch a True Shoryuken. Launches you off the ground and further into the air. Enemies with 3 or more marks are stunned and take increased damage.

On top of the extra damage, deals an extra punch in the middle of shoryuken, enemies are knocked upwards after the stun duration
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Stun duration: 0.87s
Stun cool down on hero: 30s

3)Moonsault Slash
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Leap into the air and performs a front-somersaulting slamming kick that moves you forward, dealing light melee damage in a radius where you land.

Marked targets take extra damage and slows enemies for 100% that returns to normal over 1s on impact. Consumes marks

A1 -5s cool down A2 deals heavy melee damage A3 removes 1 stamina on targets with 3 marks or more
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Extra damage per mark: 11
Damage: 55
Range: 11m
Radius: 5m
Cool down: 18s
Slow per mark duration: 1s

Can be done in the air.

3)True Moonsault Slash
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If Moonsault Slash is available, inputting left, back, left+melee will use the cool down to launch a True Moonsault Slash, enemies with 3 marks or more are stunned and take increased damage.

On top of the extra damage, deals an extra kick in the middle of Moonsault Slash, enemies are slowed after the stun duration
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Stun duration: 0.87s
Stun cool down on hero: 30s

4)Swig
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Passive: bullet resistance is permanently set to 0%. All sources of bullet resist is converted into bullet evasion.

Active:
Restore 25% of your health and 50% of your stamina over time. Channeling builds up a stacking buff Brewed up!, granting +3% bullet evasion, +1% increase dash distance, 0.50% increased dash speed and 1% cool down reduction on all abilities for a duration.

Allies in radius also receive healing effects and recover stamina over time.

Movement speed alternates between moving slower and faster for the duration of Brewed Up!

A1 abilities deal 45 spirit damage that scales with spirit when under the effects of Brewed up! A2 +12 stacks A3 Allies in radius can gain the effects of Brewed Up! and allies have +2 movement speed. 5 stacks 12s duration.

Duration: 45s
Channel: 7s
Radius: 6m
Stacks: 8
Brewed up! stack begins 4s after channeling.
Cool down: 78s
Move speed alterations: -4ms to +5ms

Can only reach a % of evasion and cool down reduction before diminishing return

Moving, shooting or taking hero damage ends the channel prematurely.

Can drink in the air.

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Thoughts and finishes

Well I finally got the fighting game character out of my system from all my fighting game referencing and own experience from playing them.. I dont think I will stop though! Have you ever witnessed someone flying in the air? The main concept revolved around that since i kept noticing people flying around in matches from stun or knockback? (Seven, Lash, etc). Allowing more chances of people being knocked around to displace them.

Brew up! was thought out but I think I would have preferred regular super / Ultimate.. but his True Shoryuken and True Moonsault Slash should fill that missing power bump on use.

I added motions for fun and flavor. I really enjoy using Akuma set in Monster Hunter Wilds!!! A lot of the inspiration to create this hero was base off of Fighting Game developers talking about simplicity. When Ryu was added to smash I was really stunned! He played so much the same and having motion controls for specials made him feel.. special!

..speaking of inspiration, does anyone remember Diablo 3's announcement? Monk was said to be a combo based character that made you feel like youre playing a fighting game/ beat'em up! Sadly it didn't stay on course in my opinion! A lot of what was promised for Monk's play style didn't end up in the full release. ...even poe2's monk has promised a similar style but people gravitate towards playing a monk who is more of a wizard. But it always made me wonder how to make fist fighter work in another genre. There are tons of characters out there now who are fighting with their fist in places they shouldnt be.

I have never played or seen Iron Fist in Marvel Rivals so i have zero knowledge if anything is similar. I honestly know him from Marvel vs Capcom 3 where he is a rekka character

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He was quite similar to Polimar from Tatsunoko vs Capcom!

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I almost made this into a Phantom Assassin character with bullet evasion passive.. but I wanted to keep a fighting game style hero.

I hope it was a fun and interesting take on a melee/monk/street fighter hero. I saw a lot of ideas that helped me form this hero. Other people's work can be very inspiring! Thank you for reading and stay creating! Always do it for fun!!

Happy Thanksgiving!


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It's all for fun, a lot of abilities that exist share small or big similarities like tossing a projectile (Shiv, Haze, Vyper, Drifter) but im fully aware it's pretty much a copy paste with twists!

Lash stopped using Uppercuts when he saw Bebop do them, maybe Bebop would do the same :ROFLMAO:
 
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v2.SUPER TURBO 2 GRAND MASTER CHALLENGE
A rework on the fighter.

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I am still a believer in the hand palm as a big slow projectile with low ammo. So people gravitate more towards the abilities for damage.

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1+2)Punch + Kick (Combo)
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Button normals for Fighting Games
Both abilities are linked. Start the ability with either, causing light melee damage, allows you recast twice in any combination.

A1 -3s cool down A2 Deals heavy melee on final strike A3 Punch and Kick leave Combo Marks, reducing 5% melee resist per mark, max 3

Damage: 62
Range: 5-6m(?)
Cool down: 13s

I guess there is a slight dash but not too good to use as a real mobility move..

Example: Use Punch, can recast either punch or kick in a brief window in any combination up to two times. Once used up, Punch is on cool down now for 13s.

The fight still continues, use Kick to start a new "combo", can then recast either punch or kick in any combination up to two times (even if one or the other is on CD). Now kick is on cool down too and maybe punch is almost done or still on cool down.

Landing a light or heavy melee in the middle of combos is a good strategy, but watch out for people looking to parry you!

Combos
1764351763423.pngCombo subway "magic" system

This combo system is base on a real mechanic called the "Magic" system which originated in Darkstalkers and was used to build the Jojo's Bizarre adventure's game, Alpha series and the Marvel/X-men fighting games into the Vs series. The system allowed players to chain/link their normals into stronger ones, just like the image above. Sometimes they were allowed to hit the same button twice.. or finish by going back to a weaker version! It was a very different time.

The properties of the last ability recast can do something different every time depending on the combination if preferred to mix things up.. but that seems like a lot of crazy work but a fun and deep learning curve!!

Another weird invoker like character.. but melee!

ex.
POWER PALM 111 last strike will knock back
CRANE KICK 112 last strike will knocked enemies into the air
DRAGON PUNCH 121 will launch YOU into the air
SCYTHE KICK 222 will... i think you get the idea! let your imagination be wild.. or we can keep it simple!



It's a perfect strategy to hold your strikes mid combo to not waste the cool down, as players with Counter spell will want to be parry happy. Delaying your combos is key in destroying your enemies. There is no "brief window" since the player is allowed to recast till the combo is used up to put the ability on cd.

hope that made some sense!

3)Block
1764349266497.webpNomad's Edge Counter, Heroes of Newerth
Take a defensive stance and block the next instance of enemy player damage and send a fast shockwave projectile towards their direction, dealing spirit damage along it's path.

A1 -15s cool down A2 +100 damage A3 enemies hit by the shockwaves are knock towards the fighter

Damage: 59
Duration: 1s
Range: 41m
Cool down: 33s

4)Omni-slash (Raging Demon)
1764355518263.gifDive one-thousand depths!
After a delay, launch yourself a short distance, colliding onto an enemy hero will perform a series of melee strikes, each dealing +75% of your weapon damage onto the target and other nearby enemy units, while being invulnerable for the duration.

A1 +65 as spirit damage A2 Can proc on hit effects. A3 +8 strikes

Range: 6m
Slashes: 10
Cool down: 189s
Duration: 4s
Search radius: 4m

Purges all debuffs upon collision

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Taken from my Blade post.

4)True Raging Demon
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If Omni-slash is available, inputting melee, melee, right and 4 (ultimate) will perform a True Raging Demon.

Same thing as regular but is INSTANT, slightly further dash range and speed, gains invulnerability during the dash and strikes will execute enemy heroes who fall to or are below 15% health.

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Scrapped

4)Kaio-ken

1764349553083.pngGoku using Kaio-ken
For the duration, reduce the cool down of all abilities by 20%, abilities will also deal spirit damage, increased dash distance and stamina recovery.

A1 A2 A3


Thoughts and finishes

This is my first rework and I hope my last. After making a post and only having 15 minutes to edit can feel quite stressful. Sometimes new ideas pop or errors that got over looked even if you stared at the screen for hours before posting. Mistakes and changes happen but we live with them!

After rereading, looking at other ideas and branching to other games, I know someone who plays Riven in League of Legends a lot and I totally forgot about her Q. Fighter's Rekka is similar. I hardly play the game but she was one of the few Champions that stood out to me when she was first introduced to the game a long time ago. For her time in my opinion, her pace was quite fast, different and probably the pioneer for quick fights in these types of genres to this day.

But how could I simplify.. keep it fun.. and also engaging?

I wanted the abilities to actually mix when you press, to feel like a fighting game or beat'em up where buttons linked/chained together for short or long combos. Why? I mentioned simplifying fighting games but never went in depth, the companies are finding more ways to just get new players which is more common practice than before. Nothing too horrible. But they have found creative ways to make things simple for new players and easing controls or access to specials and combos.

On the other hand, I also spoke about Monk during its development in Diablo 3 and PoE 2, they were the ones who wanted to develop this type of system for monks I believe. To basically have the player press buttons and those buttons would synergies together and combo.. but it would have been deeper since it has 5 other slots for abilities!

Akuma.. felt like a better fit! He is also a secret character and boss in sf2! So if you know, you know! Again, I been using Akuma set STRICTLY in Wilds! A fun challenge and that's when I realized I had reread at what I've post and remake what I wanted to truly present on the forums. I enjoyed making Rathalos work in the imagination, so I decided to used Akuma as the main vessel for my new stitched up hero. This v2 is MORE in line with what type of hero I wanted to come up with. I am more please with this than the earlier version, which was still fun because of Inputs

It also felt appropriate to give him Omni-slash and slap it as Raging Demon.. same thing! Can hardly tell the difference when dead! I would have had Juggernaut like hero with a Tatsumaki as the Spin!

Keeping it a button mashing type of character (no not like E.honda!) felt more fitting, interactive and rewarding to those who enjoy risky plays while stille holding the hand to hand combat fighter style.

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This is all for fun, ideas for something that just fuels other people's imagination, to be inspired or motivate.
Thank you, I hope it was a fun read!

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im sure im going to forget about something and want to edit days later.. 😂
 

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