Poison ivy -
1) a pheromone type trance that goes 1/3 stage length..
•Non- mb version does: 2% initially but does DoT damage for like .50% for 4 ticks so (4%) damage
•MB version does: 2.25% initially but allows for combo potential (like Quan chi trance) DOES NO DoT damage
2) a plant projectile that goes full screen
A slow startup projectile maybe like 25F that shoots 2 flower plants...
•non- mb version does: 5% initially and knocksdown(soft knockdown)
•mb version does : 12% initially and is +1-3on block depending on crouch/stand block state
(Has a air projectile version but only one flower
3) a teleport
•non mb version does: teleport in place, behind opp, and away from opp (fast startup like 8F)
•mb version does: same as non mb version except has invincibility for first frame
4) rekkas... not like Tanya pre patch rekkas... more like Karin from street fighter
•non mb version does: 3.5% each hit (3 hits for 10%) which are mid, mid, mid... leaves standing at +5
•mb version does: has me after second hit ...4% each hit (3 hits for 12%) which are mid, mid, low/overhead.. the low knocks downs on hit and is +/-0 on block... the overhead launches on hit but is unsafe on block...
•ex version does: have armor does same properties as mb version... except for overhead to launch you have use another bar if not mb you get all three hits to be mids but keeps opp standing at +5...
She has like 8 more possibilities I just don't have time to write them out.
what's the point of a DOT in a fighting game unless its something environmental / non combo based like erron black's shackles? it adds very little difference to the game because there isn't much healing or game changing effects. maybe at the end of a tense round it plays a role. That's why i never got erron black's stabby sword thing, it's just damage slowed down minorly, it's almost the same as the move just doing damage.
DOTS in fighting games is unexplored, like what if someone like poison ivy's abilities applied a long term poision stackign effect. I.E. the first ability that hits you does like .1% daamge per second for the rest of round, and the more projectiles or stacks you take from getting hit or block the more the DAMAGE over time increases.
That would add depth and strategy to the game, because you would ahve to rush to kill her if she stretches the game out, it would actually add depth to the game.
Or what if a character had an ability that stacked on you, poison stacks, the stacks decay and go away, but if they built up enough there would be a period where if they hit you again there was an active effect wher eyou took additional damage over time or a burst of damage.
I would build poision ivy in fashionsn similar to this, then again if i made a FG it would have 3 cooldowned abilities per character and 1 active ability like a flash, heal, auto-stun reset, breaker, and/or cleansing ability.
It also wouldn't have combo starting command grabs(at all), crazy mobility tools and 50/50s all on the same character. IF it did, those tools would have long cooldowns so the player had to be selective, and it would be less brainless / rewarding