Moveset Design Document: Sanae Kochiya
Gensō Shōjoken: Battle Maiden :: Development :: General Development Discussion :: Character Development Discussion
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Moveset Design Document: Sanae Kochiya
Sanae is the second Shrine Maiden, the Luigi to Reimu's Mario, and she knows it. Sanae is floatier than Reimu and features a decent amount of unusual moves, fueled by RNG and windboxes. Most of her high-damage moves are tough to land, and she has trouble getting good combos. That being said, she has a ton of range on her normals, a great recovery, and can pull off miraculous turnarounds with a bit of luck.
Power: C
Speed: D
Jump: A
Defense: B
Walk Speed: Slow
Run Speed: Slow
Jump Height: Mid
Fall Speed: Slow
Knockback Resistance: Low
Attack Damage: Low-Mid
Attack Speed: Mid
Pros:
Cons:
Moveset
____________________________________________________________________________________
NORMAL ATTACKS
______________________________________________________________________________
Neutral Combo: 2 swipes with her gohei, followed by her palm strike from Soku. Palm strike has a large disjointed hitbox.
Dash Attack: Sanae winds up, then cuts through her foe, anime-style, pretending her gohei is a sword.
Tilts:
Aerials:
GRAPPLING
____________________________________________________________________________
Grab: Two-handed grab, mid range.
Pummel: Hammerfist (hit with the underside of the fist)
Throws:
SMASH ATTACKS
____________________________________________________________________________
Forward: Sanae unleashes her inner nerd-rage in an overhead gohei swing. (Basically her Soku 6A)
Up: Sanae pulls nearby people towards her, then pulls out a random item in Link's "item get!" pose. Items include Touhou items, anime references, and random stuff from Sanae's possessions, like a clock.
Down: A smaller verison of Sanae's wave-summoning spellcard in Soku.
SPECIAL MOVES
____________________________________________________________________________
Neutral: A chargeable star danmaku projectile, similar to Mewtwo's Shadow ball. When thrown, comes from slightly above Sanae's head and moves diagonally downward.
Side: Chargeable projectile attack akin to Greninja's Water Shuriken (charge can't be cancelled, only released). When fully charged, releases snake spirits that chase their foes and will inevitably charge sperm-related jokes. Otherwise, just releases amulets.
Down: Throws out a paper charm bomb that deals random damage, 4 levels of damage. The strongest kills very early, the weakest also hurts Sanae. Can be blown around with any of her windboxes.
Up: Sanae summons a wind beneath her that sends her upward; other characters can also interact with the wind. After activating the wind (and before you touch the ground), you can re-direct the summoned wind with the same input as Pikachu's up-b. This new wind affects all players and Sanae's down-b.
LAST WORD
____________________________________________________________________________
I have no idea what to do for this. If anyone else has ideas, please contribute them
TL;DR
Large disjointed hitboxes
2 RNG attacks
Lots of windboxes—Sanae blows everything
Suggest a Last Word!
Power: C
Speed: D
Jump: A
Defense: B
Walk Speed: Slow
Run Speed: Slow
Jump Height: Mid
Fall Speed: Slow
Knockback Resistance: Low
Attack Damage: Low-Mid
Attack Speed: Mid
Pros:
- Tons of disjointed hitboxes
- Windbox shenanigans
- Can come back with a bit of luck
Cons:
- Rather light
- Has trouble landing kill moves
Moveset
____________________________________________________________________________________
NORMAL ATTACKS
______________________________________________________________________________
Neutral Combo: 2 swipes with her gohei, followed by her palm strike from Soku. Palm strike has a large disjointed hitbox.
Dash Attack: Sanae winds up, then cuts through her foe, anime-style, pretending her gohei is a sword.
Tilts:
- Forward: Same animation as Ike's ftilt. Pretty weak attack though.
- Up: Sanae twirls her stick similarly to Villager's uptilt. Creates a windbox above her that pushes people up.
- Down: Sanae's 3A from Soku, a sliding gohei attack. Has windboxes that push away foes in front of her after the hitboxes fade, making it safer.
Aerials:
- Nair: Sanae's Soku j.6A followed by her j.5A—two midair swipes, in then out. Covers a large area in front of her.
- Fair: Reimu's Fair.
- Bair: Backwards gohei swing. Lingering hitbox, has a windbox past the gohei tip.
- Uair: Two overhead swipes with the gohei, the first one forward, the second back. Launches targets behind her.
- Dair: Two mini-stomps, similar to Peach's Dair. Has sideways knockback.
GRAPPLING
____________________________________________________________________________
Grab: Two-handed grab, mid range.
Pummel: Hammerfist (hit with the underside of the fist)
Throws:
- Forward: Reimu's forward throw.
- Back: Spins the opponent around her and blows them away. Looks like a psychic throw.
- Up: Sanae prays, and a pillar of earth pops out from beneath her foe, sending them straight up. Very powerful.
- Down: Ness' dthrow, but with a spinning star danmaku instead of fire. Can combo.
SMASH ATTACKS
____________________________________________________________________________
Forward: Sanae unleashes her inner nerd-rage in an overhead gohei swing. (Basically her Soku 6A)
Up: Sanae pulls nearby people towards her, then pulls out a random item in Link's "item get!" pose. Items include Touhou items, anime references, and random stuff from Sanae's possessions, like a clock.
Down: A smaller verison of Sanae's wave-summoning spellcard in Soku.
SPECIAL MOVES
____________________________________________________________________________
Neutral: A chargeable star danmaku projectile, similar to Mewtwo's Shadow ball. When thrown, comes from slightly above Sanae's head and moves diagonally downward.
Side: Chargeable projectile attack akin to Greninja's Water Shuriken (charge can't be cancelled, only released). When fully charged, releases snake spirits that chase their foes and will inevitably charge sperm-related jokes. Otherwise, just releases amulets.
Down: Throws out a paper charm bomb that deals random damage, 4 levels of damage. The strongest kills very early, the weakest also hurts Sanae. Can be blown around with any of her windboxes.
Up: Sanae summons a wind beneath her that sends her upward; other characters can also interact with the wind. After activating the wind (and before you touch the ground), you can re-direct the summoned wind with the same input as Pikachu's up-b. This new wind affects all players and Sanae's down-b.
LAST WORD
____________________________________________________________________________
I have no idea what to do for this. If anyone else has ideas, please contribute them
TL;DR
Large disjointed hitboxes
2 RNG attacks
Lots of windboxes—Sanae blows everything
Suggest a Last Word!
Daniel Y- Posts : 9
Join date : 2015-02-22
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Gensō Shōjoken: Battle Maiden :: Development :: General Development Discussion :: Character Development Discussion
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