Coda
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#31
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Funny you should ask. I've designed myself for several fighting game engines, including Smash Bros Melee.
In general, though, I tend to design myself as a fast, agile character with middling attack power, some form of ranged attack, and low defense. If aerial maneuverability is available in the engine, my character has it, but never the absolute best form -- basically unless full flight is COMMON he doesn't have full flight, usually just an extra air jump, air dash, or some form of semi-sustained boost like limited thrusters. My attacks are usually sound-themed.
In Smash Bros Melee, I have the following attacks:
B: Sonic Buster (chargeable blaster attack, quick charge, long range, mediocre damage)
Smash+B: Sonic Tear (shockwave that travels along the ground)
Up+B: Gliss Jets (a somewhat-controllable third jump, similar to ROB's but not as long-lasting)
Down+B: Orchestra Hit (a burst of energy that hits anyone close to the user)
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Posted 02-22-2011, 12:56 PM
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