Author Topic: Hypothetical Movesets...  (Read 10747 times)

KrackoCloud

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Hypothetical Movesets...
« on: November 30, 2009, 06:12:47 AM »
I couldn't tell if this topic should go in this board or Eirin's. Fingers crossed.

When I heard that ZUN scrapped a handful of characters for UNL, I just kinda went into a corner and cried moped. It made me wonder what it would be like to play as them. So the point is: if you could introduce other Touhou characters into the fighters, what would their movesets be like, or how do you envision them?
If you really feel like it, you could post a complete moveset, but that's certainly not necessary. You can just discuss certain moves/specials you'd want to see or talk about how the character might play in general, maybe some weather too... If you really want to take it a step further, why not discuss some story-mode spellcards for them?

I'd say the most awesome character ZUN got rid of was Mokou. If she were in the game, her hands should definitely be in her pockets almost all the time. Her neutral stance would be something of a cool, laid back pose. Naturally, most of her normal attacks would be kicks. An AAAA combo comprised of all kicks ought to look pretty awesome already.
And I wanna see a Fujiyama Volcano spell card... But should she have a 5-card super where she resurrects or something? Hm.
Do you think a meteor shower counts as weather?

Another character I wish I'd seen in a fighter is Byakuren. Yeah, she wasn't scrapped. But she would still win in a fighter. Emotional Skyscraper remixed? Yes PLEASE.
Her B bullets would be amulets, and her C might be flowers or something.
But I really want to see is her scroll being actually useful. It would make for some great A attacks. She would hold one end's stick vertically, and the scroll would extend forward stiffly, knocking the other player. In the air, it might be used like a whip. When I picture it, it seems fairly plausible.
But I do have trouble thinking of what her specials might look like... Ideas?

So, what are your thoughts. I still feel like it's not in my power to start a thread, but oh well. :x

Moerin

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Re: Hypothetical Movesets...
« Reply #1 on: November 30, 2009, 06:16:42 AM »
Byakuren's magic primarily involves increasing her physical prowess, so I always thought she was pretty much specifically designed to be included in a future fighting game.  (Also a remixed Cosmic Mind would be okay, I suppose, even if I think it's kinda overrated...)

Also, it's obvious that the most awesome character to get scrapped was Wriggle.  Personally I think all of her attacks should've been based on Gunbuster moves (SUPAH RIGIRU KIIIIIIIIIIIIIIIIIICK!), but then that's just me~
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Re: Hypothetical Movesets...
« Reply #2 on: November 30, 2009, 06:21:54 AM »
Really though, I'd rather see Yuugi in a future fighting game (What the fuck? Erebus not wanting to see PC98 in a future game!? The worlds going to end!). I dunno I feel like she fights the whole fighter motif a bit better than Wriggle or Mokou (well more the former, no offense Moerin).

I always saw Yuugi as fighitng similarly to Aoko Aozaki for some reason...I dunno why, maybe because I see them as being similar in a way as it stands...

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Re: Hypothetical Movesets...
« Reply #3 on: November 30, 2009, 06:26:48 AM »
Satori would be a cool character to see done in a fighter. She could take the spot as the "mime" character that is just kind of a mixup of different moves from everyone else.

Throw some Komachi coins and then shoot some Utsuho suns? Yes please.

Kojiremi

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Re: Hypothetical Movesets...
« Reply #4 on: November 30, 2009, 06:28:25 AM »
I still think it would be great if Yuugi or Yuuka was in the games. It would also make sense for Kanako to be in the game as well since she gave Utsuho her power and all.
I say Yuugi because of her training. She is training herself to fight without dropping her sake so all of her moves would have her fight 1 handed i'd say.  Yuuka woulda been possible in SWR with the weather being outta whack and all. Bad weather willl kill her flowers. naturally she'd want that dilemma solved immidiately. Really i just want to see at least 1 char from SA and UFO in the game. We have practically everyone from game 6, a lot from 7, only 1 from 8, 2 from 9 (Komachi, Aya), and 2 from 10.

Besides i'd LOVE to see Yuka's Original Master Spark in the fighting games hahah.


I always saw Yuugi as fighitng similarly to Aoko Aozaki for some reason...I dunno why, maybe because I see them as being similar in a way as it stands...

AHAHAH funny i was thinking the same thing actually.
Satori would be a cool character to see done in a fighter. She could take the spot as the "mime" character that is just kind of a mixup of different moves from everyone else.

Throw some Komachi coins and then shoot some Utsuho suns? Yes please.

That would be sweet. She is touhou's kirby.
....in terms of abilities not in the eatin part. that's yuyuko hahah
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In order to live through the patterns, you must understand the patterns for everything else there is MASTER SPARK.

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Re: Hypothetical Movesets...
« Reply #5 on: November 30, 2009, 06:29:48 AM »
PHI PHI PHI PHI WALLIS RUDOLF IDEAL

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Re: Hypothetical Movesets...
« Reply #6 on: November 30, 2009, 06:31:07 AM »
Forget UNL. There needs to be a GG-like Touhou fighter with all the most badass characters like Meiling, Letty, Yukari, Tewi, Mokou, Yuka, Hina, Kanako, Yugi, Utsuho, Unzan, Yorihime, and just for the hell of it Mannosuke.

Moerin

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Re: Hypothetical Movesets...
« Reply #7 on: November 30, 2009, 06:42:23 AM »
(well more the former, no offense Moerin).

Meh, I always thought Wriggle would do a LOT better in a fighting game than a danmaku one, what with bugs being proportionately stronger than humans and all that (yep, going by Spider-man logic here).

Anyways, I always kinda wanted to see Yorihime in one of the fighters.  Some of you may already know that I'm a big fan of the Watatsukis, so this probably doesn't come as much of a surprise.  But anyway, I could imagine her cards would probably focus on the summoning of gods, and her Level-5 card?  Summon... PANTHEON!

Ahem...

Also Rin Satsuki, because I'm obligated to suggest her~  As the final boss, no less.
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Re: Hypothetical Movesets...
« Reply #8 on: November 30, 2009, 12:44:32 PM »
Forget UNL. There needs to be a GG-like Touhou fighter

That already exists. It's called Daemon Bride. :V

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Re: Hypothetical Movesets...
« Reply #9 on: November 30, 2009, 02:48:42 PM »
PHI PHI PHI PHI WALLIS RUDOLF IDEAL
BLAH BLAH BLAH TIDAL WAVE

I raged hard when I heard that Nitori got dropped from Soku. I saw her moveset as something like this:

236 - Extending Arm
214 - Cucumber, similar to Marisa's vase
623 - Jetpack DP

Trademark Card - Optic Camoflauge. For about 10 seconds Nitori is completely invisible and auto-grazes all bullets.

Bananamatic

Re: Hypothetical Movesets...
« Reply #10 on: November 30, 2009, 04:48:38 PM »
Satori would be a cool character to see done in a fighter.
We don't need another Combot :V

Toasty

Re: Hypothetical Movesets...
« Reply #11 on: November 30, 2009, 08:58:04 PM »
Koishi.

So what kind of power is heart?

623: A single...uh....thing like embers of love. Only huge. Think like marisa's narrow spark 236.
236: Homing hearts like reimu's amulets
214: Vanish, appear behind opponet (subconcious barrier), and then THWACK.
412? (the backwards 623): A fake koishi appears behind the opponet and both of them rush to collide with the hapless victim in an explosion of hearts. Only the real one lasts after the attack.

Melee should involve alot of flailing and THWACKing (and spinning around like suika), while danmaku should obviously be hearts and penises larger chains of hearts. having little explosions of hearts whenever she hits would be cool.

Also, she should look very happy. all the time.

As for logic, well, she has a tendency to roam around above ground at times, and if noone notices her, she'll make them.

VIVItheFujoshi

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Re: Hypothetical Movesets...
« Reply #12 on: November 30, 2009, 11:07:03 PM »
um...how UNL is a game where the story is more funny, i think who the characters must be funny, with jokes etc....or characters who in never will appear in another Touhou game, or simply, a surprise.
Hina: spinspinspin continously, using this for beat the opponents; use her curses for make their opponents fall or beat themselves...An aerial combo where she turn into a drill.
Mystia: expert in aerial fight; is fast, but more weak.use sound waves for confuse for a bit,long distance of her attacks, but she is fragile.In one of her atacks use her little grilled lamprey stand.
Rinnosuke: how i said,joke charas! (he probably never will appear in a normal Touhou game)...he is more a physical than a magical fighter,but his better moves sure are a pair of surprises like a hakkero prototype (more little,who no works fine and maybe he will end in the floor too after XD) or certain sword who can make rain (i see this a Mugen version, that was cool.)have strong punches, but is more weak than Youmu (for his lack of training) one of his combos is throw things to his opponents,like Norimaro from Capcom vs Street Fighter.
Youki: the secret an cool character who all wants!.All his apparences are from the diverse fanarts from him, no color options. Is like Youmu, more strong moves and body, but slow and no use danmaku for fight,but have impressive combos.One of them maybe based in the infamous Gouki final combo,with the Saigyou Ayakashi in the background (only for the confusion of the name Youki-Gouki XD)

(uh,i want Koishi,Satori and Yugi...she probably fights like R.Mika (her style of fight)...well, my dreamed Touhou fighting game included ALL characters even the more little or insignificant (and Rin Satsuki too)

« Last Edit: November 30, 2009, 11:45:26 PM by VIVI »

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Re: Hypothetical Movesets...
« Reply #13 on: November 30, 2009, 11:09:07 PM »
Koishi.

So what kind of power is heart?

623: A single...uh....thing like embers of love. Only huge. Think like marisa's narrow spark 236.
236: Homing hearts like reimu's amulets
214: Vanish, appear behind opponet (subconcious barrier), and then THWACK.
412? (the backwards 623): A fake koishi appears behind the opponet and both of them rush to collide with the hapless victim in an explosion of hearts. Only the real one lasts after the attack.

Melee should involve alot of flailing and THWACKing (and spinning around like suika), while danmaku should obviously be hearts and penises larger chains of hearts. having little explosions of hearts whenever she hits would be cool.

Also, she should look very happy. all the time.

As for logic, well, she has a tendency to roam around above ground at times, and if noone notices her, she'll make them.

Meh, my idea for Koishi is somewhat to have her heart danmaku to act like Sakuya's knives.

Also, I don't think she should have teleportation abilities, for the fact she can't really teleport, but move unnoticeably. Using this as an attack would be quite hard to implement fairly =/.

We need lots of roses though. Yes roses <3.

I agree with the happy face all the time though. Super kawaii Koi-chan <3 <3

Re: Hypothetical Movesets...
« Reply #14 on: November 30, 2009, 11:20:33 PM »
I agree with Byakuren kicking the shit out of people with her scroll. Even if it was weak, it'd look really damn cool.

I also would not be opposed in any way to Koishi, she is lovely and one of my favorite characters :V

KrackoCloud

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Re: Hypothetical Movesets...
« Reply #15 on: November 30, 2009, 11:58:19 PM »
Hina: spinspinspin continously, using this for beat the opponents; use her curses for make their opponents fall or beat themselves...An aerial combo where she turn into a drill.

This makes me want to see Hina have a grab-type special where she slams the opponent into the ground and then drills into them. And a super-version of it as well.

Also, Nitori should have a 5-cost super where she wreaks havoc with a tank or something. :U

Patorikku

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Re: Hypothetical Movesets...
« Reply #16 on: December 01, 2009, 12:15:07 AM »
I don't care if she's basically a clone of Remilia, I WANT FLANDRE.

236 - Laevateinn special, very aggressive. Default would be shooting a huge ball of some sort, alternate could be a bunch of little ones launched like Starbow Break, final alternate could be a little like the spellcard Laevateinn.
22 - Something a little less aggressive and more prepare-capable. Default is a spell circle that circles Flan and fires bullets on cue, stocked to 3, alternate is the same, but going around the perimeter of the screen, and aim, final alternate places a spellcircle where Flan stood, which detonates in roughly five seconds into several bullets.
214 - Little more aggressive. Default is seven lasers spread out from her wings, which can bounce off walls ONCE, alternate is a circle of bullets that reflect off walls thrice, final alternate is a slower Demon's Dinner Fork that reflects off walls once.
623 - The obligatory CQC special. Default is counter clock that goes upwards either 30 degrees or 60 degrees, alternate is bashing the opponent skyward with Laevateinn, final alternate is a sliding tackle.

Spellcards with 3 or less cards will basically be bigger versions of some of the specials, IE Catadioptric, Counter Clock, Laevateinn, Starbow Break, and Cranberry Trap. Two four card spellcards would be And Then There Will Be None type of attack, and Ripple of 495 501 Years. Her five card spellcard will be a ripoff of Fantasy Heaven and her MUGEN five card, basically seven or so melee attacks in under 25 seconds into UTTER DEFEAT.

Another 5 card could be Four of a Kind. It's so awesome, it NEEDS another card.
« Last Edit: December 01, 2009, 12:17:44 AM by Patorikku »

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Kuma

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Re: Hypothetical Movesets...
« Reply #17 on: December 01, 2009, 12:25:31 AM »
For some reason, I can see Nue ina figter game.

And Murasa as the crazy-ass over the top character, with a move where she crashes THE WHOLE PALANQUINE SHIP into the opponenet.

And a Rin Satsuki FINAL BOSS BATTLE where her face is blurred out by TV static fuzz stuff, and all her moves have cherry blossoms and and stuff (her supposed shot styles were Wind and Flower, so Maby her abbility had something to do with pettles in the wind?)
Wotters gonna' wot


Re: Hypothetical Movesets...
« Reply #18 on: December 02, 2009, 03:37:27 AM »
note: the following are just random ideas :p (they're expected to need balancing/reviewing)

system:
- 4 buttons for melee, two buttons for shots, one button for dash/graze, one button for flight mode toggle
- about flight mode:
-- player can't block during flight
-- flight drains spirit gauge slowly
-- flight reduces spirit usage for bullets considerably
-- player can use melee moves during flight, but they have more startup/recovery frames
-- if the player is hit, flight mode will be deactivated instantly
-- player can graze during flight, via dash button (takes additional spirit for the graze duration)
-- player's shot hitbox becomes smaller
-- player can focus during flight (hold flight button)
-- player can use hyperspeed during flight (dash while holding flight button), hyperspeed drains spirit quickly for its duration, and doesn't have graze property

- weak punch+weak kick = throw/throw escape
- strong punch+strong kick = Focus Attack lol.. not exactly..
-- works more like the CD knockdown attack in the King of Fighters series, so it knocks the opponent down
-- can be used while in the air
-- becomes unblockable if fully charged
-- can be dash-cancelled/high-jump cancelled before releasing both buttons, not after
- player can use border escapes (consumes one bomb stock/spirit orb, not decided) while blocking or attacking (this can be used to counter defensive bombs)

- player can use EX-moves (stronger/improved versions of regular special moves, costs a fraction of a super gauge's level)
- player can use the flight button to interrupt a special move before its active frames, faking it

- there would be an option to select between IaMP/12.3 playstyles
(IaMP)
-- 22(punch/kick) = high/low guardcrush
-- 22(shot) = bomb (can be used in the air)
-- 22(graze) = spellcard (can be held to increase the amount of life recovered and the spellcard level, up to 3). Player can't use supers outside of spellcard timers, and get to choose the order of their 3 super moves. They're able to summon one spellcard after the other.

as of today, I have no time left to develop this idea further, there would be a Last Spell system and a Last Word one as well. (thinking of a TH12.3 scheme where you get to customize your moveset without the random factor is currently beyond my imagination/creativity :p)
Need to think of enhancements for the TH12.3 side.
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Translations.
How much time do you guys think it will take for HM to be translated? Besides everyone's story modes and the whole menus, there's also the fact that the way HM's programmed is different from all other games. I bet it'll take two months.

lusvik: I don't mind about playing HM in japanese. The language of punching other people is international.

Toasty

Re: Hypothetical Movesets...
« Reply #19 on: December 02, 2009, 03:50:19 AM »
Meh, my idea for Koishi is somewhat to have her heart danmaku to act like Sakuya's knives.

Also, I don't think she should have teleportation abilities, for the fact she can't really teleport, but move unnoticeably. Using this as an attack would be quite hard to implement fairly =/.

We need lots of roses though. Yes roses <3.

I agree with the happy face all the time though. Super kawaii Koi-chan <3 <3

It's not so much as actual teleporting as koishi fooling you into thinking she teleported. In reality, she walked right past you when you thought she was standing still. All of koishi's attacks like that rely on trickery, rather than amazing timestop reality-hacking powers.

Gammeru

Re: Hypothetical Movesets...
« Reply #20 on: December 02, 2009, 07:58:26 AM »
I can see Yuugi having Raoh's moveset as her melee. Actually I can't think of her being anything other than a melee character, like Meiling. Wriggle would probably beset her enemy with clouds of insects like Arakune's curse. Nitori...maybe something like Sieger? A giant mechanical arm (or arms) wouldn't be too far-fetched for her. I would definitely love to see Shou's moveset; her spear leads me to think it could be like Ryougen Sidara's, or Guan Yu, or Mishio.

[/end references]

Satori should be able to see her opponent's inputs. ...I have no idea how that would help, but it seems like something her ability would allow her to do.

Re: Hypothetical Movesets...
« Reply #21 on: December 02, 2009, 03:36:56 PM »
Hmm...  If Satori was playable, I so imagine a spellcard that makes her dodge/counter every attack people make on you~

And about Koishi, I was thiking about Embers-of-Love-missiles as a 5C Shot, and her 5[C] would shoot 3 of 'em... And a spellcard that shoots 6 EoL missiles, but bouncy? *IhavenotbasedonSuwako*

And when GPop said "roses", I immediatly thought of a diagonal line of roses as her 5B/, like her nonspells xD

Kuma

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Re: Hypothetical Movesets...
« Reply #22 on: December 03, 2009, 12:53:49 AM »
IMO, Satori would only have 3rd eye hypnosis as her spell card, but if it hits, you copy your opponent's deck, with a few variations to compencate for things Satori can't do/Style, IE: Not acctualy disspersing into mist/becoming giant when using Suika cards, Orin/Okuu istead of Ran/Chen, Different bullets in some cases, ect, ect...
Wotters gonna' wot


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Re: Hypothetical Movesets...
« Reply #23 on: December 03, 2009, 03:57:20 PM »
Kanako. Because it's a damned shame that we have 2/3rds of the Moriya Family without the last one, and there can't be any epic Suwako VS Kanako battles.

As for moves, she'd probably have the standard fare danmaku, and at least a couple of attacks that involve the docking of Faith Pillars and Giant Robo-related hijinks.


Here's to hoping she's in the next game, and TasoFro does a 3v3 setup ala Capcom VS SNK 2.  ::)
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Re: Hypothetical Movesets...
« Reply #24 on: December 03, 2009, 09:36:06 PM »
Murasa.

Anchor swingin all day and dosent afraid of anything.

KrackoCloud

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Re: Hypothetical Movesets...
« Reply #25 on: December 04, 2009, 12:37:32 AM »
More ideas.

Ichirin's Unzan follows her around like Youmu's ghost half. However, the player will need to control Unzan a lot more.
2C sets Unzan in temporarily place, 6C moves him forward.
5C is similar to Okuu's, being large and very dense. Obviously, it's a fist.
Many projectiles and specials are actually performed by Unzan, so learning to set up his location and such is key to using Ichirin.

The Prismriver Sisters take turns fighting. You switch out with 2C. Playing with one sister for too long deteriorates their spirit refill rate.
Lunasa has the strongest melee, Merlin has the strongest bullets, and I guess Lyrica would be the most agile and would fight more indirectly (traps, teleports, delayed attacks).

KJman456

Re: Hypothetical Movesets...
« Reply #26 on: December 07, 2009, 10:58:30 PM »
EVERYONE.

Allow me to explain: I like games that have a lot of variety, never mind how unbalanced the game is. For me, having Tasofro include every character from 6 to 12 and everything in between would be awesome (and, for the heck of it, add the PC-98s).

Gammeru

Re: Hypothetical Movesets...
« Reply #27 on: December 07, 2009, 10:59:23 PM »
So it'd be like MvC2?

KJman456

Re: Hypothetical Movesets...
« Reply #28 on: December 08, 2009, 01:48:57 AM »
Maybe. Never played that before, so it could be for all I know.

Gammeru

Re: Hypothetical Movesets...
« Reply #29 on: December 08, 2009, 02:43:00 AM »
It has 56 characters, of which you can choose three to fight with. You can tag them in and out as your main fighter or call them in as an assist. You can spend three super bars to have all your characters perform their supers at once. The characters themselves are widely selected from Marvel and Capcom's universes, and since every character has three different assist types (usually anti-air, projectile and support), there are literally millions of combinations you can choose.

It'd be great if it wasn't so damn broken. There are four characters that are considered God Tier. The rest fall behind, with over half the cast at or under middle tier.
Here's a vid.
http://www.youtube.com/watch?v=h9FLu3fzC40

Imagine all that in the Touhou universe and you've got a recipe for an utterly awesome disasterpiece.