Tetromino would act as a glass cannon, light weight, but is prone to attacks depending on size of tetromino - wider size means more exposure, but best payoff if done properly The more narrow the attack tip, the more powerful the blow, but can easily missĬonversely, the more surface area, less damage for more hit on contact Neutral (ground and air) - Rotate piece 90 degree clock wise, but if flipped horizontally, counter clockwise and 3rd tap of jab spin 360 degreesĭown air - hard drop - fast, pierces through any player in the air, but leaves strong shockwave when touching ground,Īll other attacks can be coreographed with a holographic to represent attack location Up - Tetromino Warp - Move the piece by length of 4 times its overall length depending on any 8 possible directions based on quick joystick direction after command, but require warp to connect on side or corner of tetromino Side - Horizontal flip, swings nearby victims to the opposite direction being spunĭown - Vertical flip, same as horizontal, but vertical Neutral - change form (I -> L -> O -> S -> T -> I) instantly T - tip is at the center, deals weakest spike at tip of T, but base damage is slightly better than S but hitbox is as wide as L and S S / Z - can do decent spike at the sides but faster // weaker attacks than O O - most balanced form with all around attacks with average damage L / J - shorter than I, longer than O, the tip of L would be more spiky than the long base I - long piece that can spike the best, but very easy to miss also longest hitbox -> easy to be tackled All it has to be is a simple tetromino that changes shape based on the 5 base forms in 3d space, because J/L and Z/S have same base forms, but flipped horizontally. What if Tetromino is the only character that never turns around when switching movement, but relies on manual rotation as special moves plus morphing the mino into 5 possible forms (I L O S T) since you can flip horizontally and vertically. I was thinking more about the tetromino, and it lacked one essential element - tetromino rotation Thanks to the video of someone making a theoretical video on tetromino animation as a smash character, it helps make the tetromino the most iconic and out of left field smasher it could be. What do you think? Am I nuts for even thinking of this? Maybe with his down-B move, you could even turn him upside down to change his stance (like the crazily complex Voldo), and have him walk on his hands with his legs up, giving him extended melee reach. His moves would take advantage of the fact that he's made of pieces by giving extra reach like Dhalsim from Street Fighter. So each kind of piece is used in the build of his body. The legs are 2 straight-shaped pieces, the pelvis is a T-shaped piece, the torso is two L-shaped pieces with the bent parts at the top to form shoulders, the arms are made of the pieces that resemble x^3 functions and -x^3 functions (I guess you could call them s-shaped or lightning bolt shaped), and lastly the head is made of a square piece. The way I dream it up is.the Tetris block combos hover together to make up a humanoid shape. Then I got to thinking and I realized it was actually a viable idea. (Though I now realize he's there so you can beat the crap out of him and vent all the anger you had lingering from childhood) I thought, "Wow DUCK HUNT somehow got into Smash? What's next a Tetris block?" I first thought of this idea, as a joke, when I heard Duck Hunt Dog was going to be a playable character.
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