The Mugen Fighters Guild
M.U.G.E.N Central => FullGame development => Famicom Fighters => Topic started by: KingPepe2010 on June 04, 2014, 06:17:46 pm
-
Dig Dug
(http://i.imgur.com/PIIfjsT.gif)
Representative of: Namco
First Game: Dig Dug (port released in 1985)
Progress: 8%
Playstyle: Grappler with both close-range and long-range grabs.
What's left?:
-Mainly sprites in order to start programming him.
-Haven't come up with a third helper.
Strengths:
-Fast dashes allow him to move in pretty easily
-Grabs reach pretty far; one of them can be considered to be the longest-ranged basic launcher in the game.
-Strong damage output considering both his grabs and combos.
-Far reaching pokes that do quite a bit of damage.
Weaknesses:
-Needs to either drop his charge or use meter to bypass projectiles reliably.
-Reversals requires meter
-Only one basic attack chain that's special cancellable and isn't horribly unsafe.
-Close command grab isn't reliable due to the startup.
Concept Moveset:
Basics
- Launch Up (B, Punch) - Dig Dug steps forward and reaches out to grab the opponent. On hit, he tosses the opponent straight up into the air for a free hit. This grab is blockable, it doesn't do a lot of damage and is a bit unsafe on block.
- Step Kick (B, Kick) - Dig Dug steps forward and kicks at the opponents legs. Much safer than Launch Up but can't combo into anything.
Specials
- Earth Smasher (F, DF, D, DB, B, Attack) - 5-frame startup grab, Dig Dug grabs the opponent by the legs, swings them back and then slams them onto the ground. Punch version has more range but the Kick version does more damage.
- Hook Slam (B, DB, D, DF, F, Punch (can be done in the air)) - (Ground) Dig Dug tosses a blockable hook out and if it hits, he brings the opponent in, grabs them by the head and then slams them onto the ground. The hook acts as a projectile but due to the startup, it's not a good idea for projectile wars. (Air) Dig Dug throws the hook downwards and upon contact, he swings the hook around and slams the opponent onto the ground. Can be used as an air combo ender.
- Drill In ((Charge) B, F, Kick, then any attack) - Dig Dug slides forwards. Pressing or holding an attack button has him take the drill out. Pretty decent approach move for Dig Dug.
- Rock Fall ((Charge) D, U, Kick) - Dig Dug flies upwards while moving forwards a little, takes out a rock and falls right down onto the ground. Dig Dug's anti-air special but doesn't have any invincibility. When he starts falling, this part needs to be blocked high. Can be used to get around projectiles but the overall slowness of the move makes this not too reliable.
EX Specials
- EX Earth Smasher (F, DF, D, DB, B, Select+Attack) - Dig Dug is invincible during the start-up and it can be chained into during the drill part of Drill In. (Note: This move is not unblockable when used in a combo.) The range is farther than the kick version but shorter than the punch version.
- EX Hook Slam (B, DB, D, DF, F, Select+Punch (can be done in the air)) - (Ground) The hook is unaffected by normal projectiles. (Air) Dig Dug is invincible before the hook comes out.
- EX Drill In ((Charge) B, F, Select+Kick, then any attack) - The slide bypasses projectiles and the drill does more damage.
- EX Rock Fall ((Charge) D, U, Select+Kick) - Move gains invincibility for several frames.
Super Attacks
- Earthquake (Level 1) (360, Attack) - Punch version is a 3-frame-startup close-ranged grab and makes the super do more damage, Kick version has him throw out a hook with the same properties as the EX Hook Slam but does less damage. Upon contact, Dig Dug grabs the opponent by the legs, slams them onto the ground, jumps high into the air and comes back down on both feet, causing an earthquake on the stage. Both versions have invincibility during the startup and the first active frame.
- Super Driller (Level 1) ((Charge) B, F, B, F, Kick) - Dig Dug whips out his drill and swings it at the opponent three times. The third swing launches the opponent into the air and Dig Dug throws the drill at them, having it go straight through. This is Dig Dug's only cancellable super. The drill itself can damage normal projectiles although it needs to be timed correctly.
- Jackhammer (Level 1) ((Charge) DB, DF, DB, Punch) - Anti-air grab, Dig Dug leaps up into the air, throws them down, takes out the jackhammer, falls on the opponent and uses it. Is invincibile during start-up and active frames and can also be used in juggles.
- Pump and Pop (Level 3) ((Charge) B, F, B, F, Punch + Kick) - Dig Dug tosses out a hook and on contact, he inflates the opponent until they pop. The hook coomes out instantly after the super pause, goes through ALL projectiles and is unblockable. This is one of the very few moves in the game that can cause a unique death for the opponent.
Helpers:
Fygar:
- Standing - Fygar burps out a slow-moving fireball that only does one hit. (500 power)
- Crouching - Fygar flies in "invisible" and tries to home in on the opponent. Once he's finally above, he becomes invincible and falls down onto the opponent. (500 power)
Mappy:
- Standing - Mappy makes a door appear and opens it. Knocks the opponent down and if it hits a projectile, it sends a wave back at the opponent. (500 power)
- Crouching - Mappy places down a trampoline onto the ground. If the opponent makes contact with it, it forces them into a jumping state. (500 power)
Third Helper (haven't come up with anyone yet):
Video:
Not done yet.
Extra:
Theme:
http://www.newgrounds.com/audio/listen/564343
Discussion thread for Dig Dug. You can post whatever comes to mind about him here.
-
Um... The third helper should be PAC-MAN. :|
Here are the attacks he can use(Yes, it will use NES Pac-Land Sprites or maybe the Pac-Land Arcade sprites with the NES Palette)
Standing - PAC-MAN will take out a bonus fruit and throw it at the opponent. The longer you hold the assist button the more powerful the fruit will be.(Yes, it goes in level order) [Cherry,Strawberry,Orange,etc.]
Crouching - PAC-MAN will place a hydrant in the middle of the stage and will fire water shots at the opponent. After 2 or 3 shots the hydrant will go away.