08-01-2015, 08:05 PM
Hey, I mentioned I had something in the works and I don't want to BUG you guys, but I don't want to BEETLE 'round the bush here. My original reason for joining this forum was so I could be a part of the TFR project. I saw it and loved it and created by impulse. I know this isn't a representation of me, but with that said here.
Halberd
A slow and heavy but powerful warrior. Talented in close range combat, aerial combat and closing the gap between him and his opponent. His horns become various medieval weapons.
Out of 15 *s:
Health:***
Attack: ****
Defense: ****
Speed: *
Jump: ***
I'll break down everything I have INSECTions. (ok, ok I'll stop)
The green squares are all the things I have completed on the list.
Punch1- It's a two hitting punch. Both hits equal up to 1 strong hit. Also you just press punch once and both fists fly.
Punch1 & 2- Press punch twice and four fists fly making a 4 hit combo. The four hits count as 2 strong hits.
Forward Punch- A lunging blade attack. Every knight needs a blade and Halberd's horns provide plenty a weaponry. (If it moves too slow you can take out the 3rd frame) ( this is like Metaru's forward kick)
Backward Punch- Reverse Horn blade, knocks opponent into the air.(Works just like Gilbert's Back Punch)
Duck Punch- Halberd's horn twist smacks his enemies on the way around.
Duck Kick - Every knight must joust, must! (This works like Gilbert's duck kick, and Neko's forward punch, but it can't be done over and over as fast as their's, so longer cool down time.)
Special 1 (QCF Punch) - Halberd catapults a ton over the wall of his opponent's defense. ( This is Halberd's only projectile and shoots at very short range, but when it makes contact with the opponent it does for massive damage 6-8 hits. This move works like Dan Hibiki's Hadouken. Slow and hard to connect but very punishing.)
Special 2 (QCB Punch) - If he can't go to you, he'll bring you to him. ( This works like Scorpion's "Get over here")
Gognio Special - The ultimate medieval weapon is the castle. Halberd becomes a fortress housing dozens of beetle knights ready to charge into battle! They maybe be little but they are dense forces of sheer might!(8 hits in total)
QCB Air Punch- This special weapon in this knights first name, Halberd sets up his opponent with a slash and then comes down on them with a mighty halberd of his own.(Unlike Gors QCF punch in the air this move does not propell halberd forward, but instead keeps him stationary just like the example. 3 hits, 1 in the air, 2 on the ground)
QCB Air Kick- Halberd grips the foe between his horns while swirling them into a land of head trauma. ( This is the speed it should moe at, slow start up but speeds up at descent)
Thank you so much.
CHECK EM OUT!
Halberd
A slow and heavy but powerful warrior. Talented in close range combat, aerial combat and closing the gap between him and his opponent. His horns become various medieval weapons.
Out of 15 *s:
Health:***
Attack: ****
Defense: ****
Speed: *
Jump: ***
I'll break down everything I have INSECTions. (ok, ok I'll stop)
The green squares are all the things I have completed on the list.
Idle- Halberd rocks back and forth by swinging his clunky arms.
Forward Walk- Halberd takes heavy steps towards his opponent. (All that weight makes for awkward locomotion)
Backward Walk- A beetle's instinct is to scurry back when in danger.
Duck- To evade damage and also used as an aggressive stance.
Forward Jump- It's a beetle's nature to take flight( it should move at that speed, and loop last two frames for wing effect)
Backward Jump- On the flip side...
Forward Walk- Halberd takes heavy steps towards his opponent. (All that weight makes for awkward locomotion)
Backward Walk- A beetle's instinct is to scurry back when in danger.
Duck- To evade damage and also used as an aggressive stance.
Forward Jump- It's a beetle's nature to take flight( it should move at that speed, and loop last two frames for wing effect)
Backward Jump- On the flip side...
Punch1- It's a two hitting punch. Both hits equal up to 1 strong hit. Also you just press punch once and both fists fly.
Punch1 & 2- Press punch twice and four fists fly making a 4 hit combo. The four hits count as 2 strong hits.
Forward Punch- A lunging blade attack. Every knight needs a blade and Halberd's horns provide plenty a weaponry. (If it moves too slow you can take out the 3rd frame) ( this is like Metaru's forward kick)
Backward Punch- Reverse Horn blade, knocks opponent into the air.(Works just like Gilbert's Back Punch)
Ok completed Halberd's kick attacks.
Kick - Halberd's does a four fist sledgehammer punch on his opponent.
Forward Kick - Halberd's horns take full spin and drill into his enemies. (4 hits like Chaoxys forward punch)
Backward Kick - Halberd's horns become a beheading guillotine to chop his competitors down to size.
Kick - Halberd's does a four fist sledgehammer punch on his opponent.
Forward Kick - Halberd's horns take full spin and drill into his enemies. (4 hits like Chaoxys forward punch)
Backward Kick - Halberd's horns become a beheading guillotine to chop his competitors down to size.
Duck Punch- Halberd's horn twist smacks his enemies on the way around.
Duck Kick - Every knight must joust, must! (This works like Gilbert's duck kick, and Neko's forward punch, but it can't be done over and over as fast as their's, so longer cool down time.)
Halberd Air Moves DONE! Knocking the list out!
Jump Punch - A midair Royal Fist Bump to the face. (Works just like Metaru's jump punch, slams opponent down makes opponent bounce off the ground)
Jump Kick - Flipping sword slash is an aerial threat.( This works just like Neko's air punch and can be done many times over in midair for a multihit combo)
Jump Punch - A midair Royal Fist Bump to the face. (Works just like Metaru's jump punch, slams opponent down makes opponent bounce off the ground)
Jump Kick - Flipping sword slash is an aerial threat.( This works just like Neko's air punch and can be done many times over in midair for a multihit combo)
Special 1 (QCF Punch) - Halberd catapults a ton over the wall of his opponent's defense. ( This is Halberd's only projectile and shoots at very short range, but when it makes contact with the opponent it does for massive damage 6-8 hits. This move works like Dan Hibiki's Hadouken. Slow and hard to connect but very punishing.)
Special 2 (QCB Punch) - If he can't go to you, he'll bring you to him. ( This works like Scorpion's "Get over here")
Kicks Speciaaaaals!
OCF Kick - Halberd's horn drill pierces the heavens with this aerial assault." This move works just like Neko's shoryuken move except it hits for times and he can perform normal air attacks immdialey after it's done, making it useful for air combos"
QCB Kick - A knight's shield is his best friend, especially one that hit's back. " This works like Vipershark's counter except it only counter's projectiles and sends the projectiles back at the opponent, also the window is much longer than Vipershark's counter so it waits a little for the projectile to make contact"Also this would be cool if it's possible.
Bullet tennis.
OCF Kick - Halberd's horn drill pierces the heavens with this aerial assault." This move works just like Neko's shoryuken move except it hits for times and he can perform normal air attacks immdialey after it's done, making it useful for air combos"
QCB Kick - A knight's shield is his best friend, especially one that hit's back. " This works like Vipershark's counter except it only counter's projectiles and sends the projectiles back at the opponent, also the window is much longer than Vipershark's counter so it waits a little for the projectile to make contact"Also this would be cool if it's possible.
Bullet tennis.
Fat Princess Halberd. Have some cake.
Gognio Special - The ultimate medieval weapon is the castle. Halberd becomes a fortress housing dozens of beetle knights ready to charge into battle! They maybe be little but they are dense forces of sheer might!(8 hits in total)
Halberd Final Spiritality!
Spiritality - One single grand slice from this gigantic broadsword will disassemble any foe. Evade with caution.
Spiritality - One single grand slice from this gigantic broadsword will disassemble any foe. Evade with caution.
QCB Air Punch- This special weapon in this knights first name, Halberd sets up his opponent with a slash and then comes down on them with a mighty halberd of his own.(Unlike Gors QCF punch in the air this move does not propell halberd forward, but instead keeps him stationary just like the example. 3 hits, 1 in the air, 2 on the ground)
QCB Air Kick- Halberd grips the foe between his horns while swirling them into a land of head trauma. ( This is the speed it should moe at, slow start up but speeds up at descent)
CHECK EM OUT!