TarkatanDentist
Kombatant
Because I enjoy indulging in ridiculously unproductive things, I ended up making up a pretend move list for Starfire (since I've given up hope on her being DLC). It goes as follows -
Special Moves:
Starbolt (df1) – Starfire flings a starbolt at her opponent. Travels as fast as Cyborg’s bf1, 17 frame start-up, 6% damage, hits mid.
Starbolt MB – Starfire flings two extra starbolts afterwards, each doing 3% extra
Up Starbolt (db1) – Starfire flings a starbolt up into the air. 6% damage, hits aerial opponents and very close standing opponents, slightly longer recovery than Starbolt.
Up Starbolt MB – Like Starbolt, two more sent after, 3% each
Aerial Starbolt (df1 in mid-air) – Identical to Starbolt except slightly faster recovery.
Aerial Starbolt MB – Again, like Starbolt MB with better recovery.
Aerial Down Starbolt (db1 in mid-air) – Starfire flings a starbolt diagonally downwards. Again, 6%, quicker recovery.
Aerial Down Starbolt MB – Two more starbolts after, 3% each
Charge of X’Hal (db2 – can also be done in mid-air) – Starfire jumps around three-quarters a normal jump’s height into the air and launches forward (slightly less far than Wonder Woman’s Demigoddess’ Might). If done in mid-air, she will launch forward from where she’s currently positioned in the air. Does 10% either way, -15 on block. Start-up is 24 frames from ground, 20 if done in mid-air
Might of Koriand’r (df2) – A Shoryuken-esque uppercut that launches her high and slightly forward into the air and hits close and jumping opponents – hits mid, does 9%. Start-up of 11 frames, can be used as a combo ender. VERY unsafe on block (-30).
Might of Koriand’r MB – After the initial hit upwards, she does a downwards blast powered with starbolt energy for an extra 8%. Grants a hard knockdown.
Princess’ Strife (dbf3) – Functions like a throw, 16 frame start-up, can be ducked. If it connects, Starfire punches the opponent across the face twice (2% each) then blasts them away for another 6%, making it 10% in total.
Princess’ Strife MB – Instead of two punches, she goes for five, making it a total of 16% damage.
Dive of Destiny (d3 while in mid-air) – Starfire dives down rapidly at a 30 degree angle with her foot extended outwards. Deals 7% damage, -10 on block, knocks upwards slightly on hit – cannot combo on ground hit but can be used as a combo filler.
Throws: Her throw involves her kneeing her opponent in the gut for 4%, and then throwing them headlong either forwards or backwards for the extra 7%. Functions like all throws.
Trait: Tamaranean Resilience
During the fight, Starfire will have the opportunity to activate Tamaranean Resilience. For the next 7 seconds, any hit which uses starbolts or starbolt energy will have its damage increased by 50% (except her super). Once it has worn off, you will have to wait 8 seconds until you can activate it again. It has 40 frames duration in total, and can be activated in mid-air.
Super: Scorn of Royalty
Starfire starts by uppercutting the opponent, and then unleashes a wave of starbolt energy. Then, she grabs the opponent and flies high into the sky, before punching them down and quickly landing feet-first on their back. Does a grand total of 36% damage.
Strings:
112 – 1st hit is high, the two hits after are both mid. Starfire punches the opponent’s face, then their chest, and finishes with a starbolt-powered uppercut that knocks them away. The three hits do 3%, 2% and 7% damage – final hit is 3 on block, first two are 1 on block. 7 frame start-up.
13 – This second hit is an outwards wave motion powered by starbolt energy, which does 8% and knocks down. 6 on block. Hits mid.
22u3 – first two hits are mid, third is overhead. Starfire side punches her opponent, knees them in the gut, and finishes off with an overhead kick that provides a hard knockdown. Damage is 5%, 3%, 8%. Last hit is -8 on block, first two hits both 2 on block. 10 frame start-up
22b3 – identical to the above string, except that the final hit is instead a low sweep, which also provides a hard knockdown but instead does 6%. This hit is -8 on block.
f12 – A hook punch followed up by a blast of starbolt energy which knocks far away (good if you want to activate trait safely) Damage is 3%, 7%, last hit is -1 on block. 13 frame start-up. Both hits are mid.
b13 – A low kick with decent range and 16 frames start-up, followed by an upwards mid kick which grants a combo. First hit is -4 on block, second is -7. 3%, 8% damage.
b1b2 – This time the low kick is followed up by another, harder low kick which knocks down and does 7% damage. This hit is -3 on block.
f221 – Her main combo starter – 11 frames fast, last hit -2 on block (first two 1 on block), the first two hits hit mid and punch across the opponents torso, with the last mid hit knocking upwards. Damage totals 4%,4%,5%.
32 – 14 frames fast, the first hit is a mid arching kick followed up by an overhead double arm smash. Last hit is 4 on block and provides a combo on hit, first hit 0 on block. Damage is 6%, 6%.
b23 – A 10 frame spinning punch followed by a diagonal downward starbolt strike. First hit is high, second mid. Second hit knocks down on hit. Damage 3%, 8%. 0 on block for first hit, -5 for second.
b22d1 – The spinning punch is followed by another spinning punch which is followed by a spinning low punch which knocks down. Hits high, mid, low. Damage 3%, 5%, 4%. -4 on block for second hit, -11 for third.
b3 – 28 frames on start-up, Starfire retreats slightly, and when she comes forward she releases a burst of starbolt energy.
f3 – also 28 frame on start-up, Starfire does an overhead axe kick.
J1 – a light overhead kick, 5% damage.
J2 – a stronger overhead kick, 7% damage.
J3 – a burst of starbolt energy diagonally downwards, 11% damage.
d1 – generic 6 frame mid poke ; 0 on block.
d2 – a 9 frame uppercut which extends quite far due to arm length; -9 on block.
d3 – a 12 frame strong punch to the shins which knocks down, also -9 on block.
Air dash - since, you know, flying character...
So yeah, what do you think? Would any of you want to play a character designed like this?
Special Moves:
Starbolt (df1) – Starfire flings a starbolt at her opponent. Travels as fast as Cyborg’s bf1, 17 frame start-up, 6% damage, hits mid.
Starbolt MB – Starfire flings two extra starbolts afterwards, each doing 3% extra
Up Starbolt (db1) – Starfire flings a starbolt up into the air. 6% damage, hits aerial opponents and very close standing opponents, slightly longer recovery than Starbolt.
Up Starbolt MB – Like Starbolt, two more sent after, 3% each
Aerial Starbolt (df1 in mid-air) – Identical to Starbolt except slightly faster recovery.
Aerial Starbolt MB – Again, like Starbolt MB with better recovery.
Aerial Down Starbolt (db1 in mid-air) – Starfire flings a starbolt diagonally downwards. Again, 6%, quicker recovery.
Aerial Down Starbolt MB – Two more starbolts after, 3% each
Charge of X’Hal (db2 – can also be done in mid-air) – Starfire jumps around three-quarters a normal jump’s height into the air and launches forward (slightly less far than Wonder Woman’s Demigoddess’ Might). If done in mid-air, she will launch forward from where she’s currently positioned in the air. Does 10% either way, -15 on block. Start-up is 24 frames from ground, 20 if done in mid-air
Might of Koriand’r (df2) – A Shoryuken-esque uppercut that launches her high and slightly forward into the air and hits close and jumping opponents – hits mid, does 9%. Start-up of 11 frames, can be used as a combo ender. VERY unsafe on block (-30).
Might of Koriand’r MB – After the initial hit upwards, she does a downwards blast powered with starbolt energy for an extra 8%. Grants a hard knockdown.
Princess’ Strife (dbf3) – Functions like a throw, 16 frame start-up, can be ducked. If it connects, Starfire punches the opponent across the face twice (2% each) then blasts them away for another 6%, making it 10% in total.
Princess’ Strife MB – Instead of two punches, she goes for five, making it a total of 16% damage.
Dive of Destiny (d3 while in mid-air) – Starfire dives down rapidly at a 30 degree angle with her foot extended outwards. Deals 7% damage, -10 on block, knocks upwards slightly on hit – cannot combo on ground hit but can be used as a combo filler.
Throws: Her throw involves her kneeing her opponent in the gut for 4%, and then throwing them headlong either forwards or backwards for the extra 7%. Functions like all throws.
Trait: Tamaranean Resilience
During the fight, Starfire will have the opportunity to activate Tamaranean Resilience. For the next 7 seconds, any hit which uses starbolts or starbolt energy will have its damage increased by 50% (except her super). Once it has worn off, you will have to wait 8 seconds until you can activate it again. It has 40 frames duration in total, and can be activated in mid-air.
Super: Scorn of Royalty
Starfire starts by uppercutting the opponent, and then unleashes a wave of starbolt energy. Then, she grabs the opponent and flies high into the sky, before punching them down and quickly landing feet-first on their back. Does a grand total of 36% damage.
Strings:
112 – 1st hit is high, the two hits after are both mid. Starfire punches the opponent’s face, then their chest, and finishes with a starbolt-powered uppercut that knocks them away. The three hits do 3%, 2% and 7% damage – final hit is 3 on block, first two are 1 on block. 7 frame start-up.
13 – This second hit is an outwards wave motion powered by starbolt energy, which does 8% and knocks down. 6 on block. Hits mid.
22u3 – first two hits are mid, third is overhead. Starfire side punches her opponent, knees them in the gut, and finishes off with an overhead kick that provides a hard knockdown. Damage is 5%, 3%, 8%. Last hit is -8 on block, first two hits both 2 on block. 10 frame start-up
22b3 – identical to the above string, except that the final hit is instead a low sweep, which also provides a hard knockdown but instead does 6%. This hit is -8 on block.
f12 – A hook punch followed up by a blast of starbolt energy which knocks far away (good if you want to activate trait safely) Damage is 3%, 7%, last hit is -1 on block. 13 frame start-up. Both hits are mid.
b13 – A low kick with decent range and 16 frames start-up, followed by an upwards mid kick which grants a combo. First hit is -4 on block, second is -7. 3%, 8% damage.
b1b2 – This time the low kick is followed up by another, harder low kick which knocks down and does 7% damage. This hit is -3 on block.
f221 – Her main combo starter – 11 frames fast, last hit -2 on block (first two 1 on block), the first two hits hit mid and punch across the opponents torso, with the last mid hit knocking upwards. Damage totals 4%,4%,5%.
32 – 14 frames fast, the first hit is a mid arching kick followed up by an overhead double arm smash. Last hit is 4 on block and provides a combo on hit, first hit 0 on block. Damage is 6%, 6%.
b23 – A 10 frame spinning punch followed by a diagonal downward starbolt strike. First hit is high, second mid. Second hit knocks down on hit. Damage 3%, 8%. 0 on block for first hit, -5 for second.
b22d1 – The spinning punch is followed by another spinning punch which is followed by a spinning low punch which knocks down. Hits high, mid, low. Damage 3%, 5%, 4%. -4 on block for second hit, -11 for third.
b3 – 28 frames on start-up, Starfire retreats slightly, and when she comes forward she releases a burst of starbolt energy.
f3 – also 28 frame on start-up, Starfire does an overhead axe kick.
J1 – a light overhead kick, 5% damage.
J2 – a stronger overhead kick, 7% damage.
J3 – a burst of starbolt energy diagonally downwards, 11% damage.
d1 – generic 6 frame mid poke ; 0 on block.
d2 – a 9 frame uppercut which extends quite far due to arm length; -9 on block.
d3 – a 12 frame strong punch to the shins which knocks down, also -9 on block.
Air dash - since, you know, flying character...
So yeah, what do you think? Would any of you want to play a character designed like this?