Eddy Wang
Skarlet scientist
This is all just for fun, sadly developers and neither does NRS follows this at all, but its a concept of balance where you have a cycle of development but to prevent characters to be overly strong they have to be weaker some where, so i bring you this challenge, where you can fill in stats of your choice and you have a limited number of points to fill characters propriety so here it goes.
The stats will be:
1. Damage: Implies damage output in general such as combo damage and single damage.
2. Mobility: This will imply ground movement speed, backdash, Jump proprieties.
3. Ulility(Specify which): This will imply teleports, Air movement(Dive kick or Dash),Anti-Airs/Pressure, Jump normals, Command grab, Restand, Links, Punishment or Projectiles
4. Defense: This will imply armor in neutral, wakeup on knockdown.
5. Reach: This implies normals reach on hitbox
6. Punishment: This will imply as the game say, punish.
Now here is the thing, all the stats to equip occupy a total of 10 points except for Utility which costs 15 because its the hability + the perk, so all other utility slots will cost 5 more points.
You get a total of 65 stat points to equip those slots initially and then the fun starts.
Once all your stats are equipped, you now have 30 points MAX to fill each one of the slots you gave the character on a scale from 1/10 being the once you equip a stat it takes away 1 point from your total max of points to fill.
You can choose how many stats you can equip either its the whole 65 points or less, remember that less means your character will not have a certain ability.
You can choose on a scale from 1/10 how to fill your character stat meter as long as it doesn't pass 30 points.
Advantages: The higher a stat the better the character is at what he does, but terrible at a direct opposite of same ability.
Default Template
Character: *Name of The Caracter*
Stats Slots(55 / 65)
Damage (5 / 10)
Utility
Reach (5 / 10)
Punishment(10 / 10)
Pick your own stuff and try to apply it, kinda wanna see how you guys pull this off.
Total: 30/30 points
The stats will be:
1. Damage: Implies damage output in general such as combo damage and single damage.
2. Mobility: This will imply ground movement speed, backdash, Jump proprieties.
3. Ulility(Specify which): This will imply teleports, Air movement(Dive kick or Dash),Anti-Airs/Pressure, Jump normals, Command grab, Restand, Links, Punishment or Projectiles
4. Defense: This will imply armor in neutral, wakeup on knockdown.
5. Reach: This implies normals reach on hitbox
6. Punishment: This will imply as the game say, punish.
Now here is the thing, all the stats to equip occupy a total of 10 points except for Utility which costs 15 because its the hability + the perk, so all other utility slots will cost 5 more points.
You get a total of 65 stat points to equip those slots initially and then the fun starts.
Once all your stats are equipped, you now have 30 points MAX to fill each one of the slots you gave the character on a scale from 1/10 being the once you equip a stat it takes away 1 point from your total max of points to fill.
You can choose how many stats you can equip either its the whole 65 points or less, remember that less means your character will not have a certain ability.
You can choose on a scale from 1/10 how to fill your character stat meter as long as it doesn't pass 30 points.
Advantages: The higher a stat the better the character is at what he does, but terrible at a direct opposite of same ability.
- Damage: Higher values means higher damage output (max to 45% meterless at maxed stat) obvioulsy the lower means the oposite
- Mobility: Higher values means faster walkspeed but terrible recovery on backdashes and slower jump take off yet floatier jump, lower means slower walkspeed but better backdashes recovery faster jump take off yet floatless jump.
- Ulility: Higher values means faster startup but bad recovery on whiff or block, lower values means slower startup but better recovery.
- Anti-Airs/Pressure higher values means vertical hitbox for AA but terrible for pressure, lower values, has horizontal hitboxes for pressure but terrible for AA.
- Defense: Higher values means hits armor/ frames of invincibility on WU highly punishable on block, Lower values means hits armor/frames of invincibility on WU but safe on block.
- Reach: Higher value means attack is slower but has good reach but terrible recovery on whiff but plus on block, Lower values means attack is shorter but fast and good recovery on whiff but minus on block.
- Punishment: Highest value, your character has the fastest normal in the game (6 frames) which can lead to insane punishments, Lowest value, your character has the slowest normals in th game (16 frames)
Default Template
Character: *Name of The Caracter*
Stats Slots(55 / 65)
Damage (5 / 10)
Utility
[Teleport](5 / 10)
Defense (5 / 10)Reach (5 / 10)
Punishment(10 / 10)
Pick your own stuff and try to apply it, kinda wanna see how you guys pull this off.
Total: 30/30 points
Last edited: