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Character Request Topic (Read 127943 times)

Started by KingPepe2010, June 02, 2014, 07:23:10 am
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Character Request Topic
#1  June 02, 2014, 07:23:10 am
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might as well put this forum about bootleg games here
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Last Edit: March 27, 2018, 08:10:56 pm by KingPepe2010
Re: Character Request Topic
#2  June 11, 2014, 04:26:29 pm
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I'll be reposting my idea on the Famicom character here, but I can't repost the pic yet since I'm typing this on my Wii U, So I'll fix that later. There are also some revisions here...

Famicom (Fam, Famiko, Fami?)

Would be an OC representing the console itself and the tools made for it (microphone, power pad, power glove, zapper) and through them she could even draw aspects from games that normally would'nt be representable (like Duck Hunt).

Her basic body language would be based on Mario's from Donkey Kong and DK.Jr from DK2 since they were the first games released on the Famicom.
Her basic attacks however would be based on the notorious Bad Street Brawler since the game was made to use the Power Glove.
Some special moves would be based on the Zapper like shooting at the sky to make a Duck fall down from above and hit the opponent in the head, or a counter move where she holdsters the gun and shoots if the opponent attacks her, alternatively, a crosshair appears and she has to aim it at the opponent to make it hit.
The microphone could be used like Blancas electricity, but instead using soudwaves. It could even be used as a Hyper Combo.
The powerpad however is unsure.

Her hyper combos would use each of the gadgets in some way.
A Power Glove based move, perhaps it could be like a Falcon Punch.
A zapper based move.
But her strongest would be based on the Nintendo World Championship, jumping on the opponent, bouncing out of the screen and hitting them with a car, sending them flying into a sign or a tree ending with a ton of Tetris blocks falling down on the opponent.

Her win poses would be:
Standing dramatically, using the PowerPad as a cape.
Spinning her zapper, aiming it upwards and firing in a badass pose, just to have a duck land on her head, ending with the Duckhunt dog laughing.
Doing the famous Power Glove pose... it's so bad...

I suppose her role could be like Ingrid in Capcom Fighting Jam, being a Sub-Boss, but not really a badguy.
Re: Character Request Topic
#3  June 13, 2014, 08:11:34 pm
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Yeah, I'm not sure if she would play any kind of role in the story (...which I haven't fully come up yet, gj pepe) but I think being a sub-boss + secret character would work best for her if she's going to be a representative of the console itself. Also looking at the moveset, I'm assuming you're trying to make her a defensive character?

I'm not entirely sure on using stuff from Bad Street Brawler or NWC for her since I don't recall those games being released for the Famicom (correct me if I'm wrong however) but then again, despite the name of this game I might just mix in some stuff that was from the NES only. I remember the Power Glove being released in Japan itself though so that's totally fine.
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Re: Character Request Topic
#4  June 13, 2014, 08:43:33 pm
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Well Bad Street Brawler was one of two games to use the Power Glove, the other was a breakout style game made by Rare, but I felt it was going to be just another projectile attack, and BSB had some insane moves like lifting someone up and spinning them around upright before throwing them away.

Otherwise, her Strongest Hyper could have her charge up the PowerGlove, with a text above reading "BEHOLD, THE ULTIMATE WARPZONE" Before punchin the opponent through the side of the arena, and across different NES locales before plummeting on the otherside of the screen.

I also had an idea regarding boss characters outside the Pirated Games Bosses.

They would be classical game villians like Koopa, Dracula, Ganon, Dr.Wily, and so on. But they would play out like in their respective games, so Dracula would teleport and shoot three fireballs and using his monstrous form for Round 2, While Ganon would remain invisible, shooting fireballs, and the player would have to find out where he is and strike.
This would make them more boss like and perhaps serve as some kinda lethal mini-game.
Re: Character Request Topic
#5  June 13, 2014, 09:21:51 pm
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There was this one wrestling game... I don't know what it is, but in Famicom Hisi Tai, there were some characters from it, and a stage. Could anybody from that get in? I think it was a Kinnikuman game, though, but not MUSCLE. I think Mario was a guest character, too...
Re: Character Request Topic
#6  June 14, 2014, 06:59:12 pm
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@rukifellth: Yeah, true. I'm not saying we can't use any references to the Power Glove games, it's just it might seem a little out of place. Also, that hyper could totally work.
About bosses from other games, I'd rather leave the actual main bosses (a mid-boss and the final boss) to be something that's not entirely straight out of a specific series or game. I could do like some type of "boss rush" bonus game with them however.

@メインキャラクター: ...please read the guidelines.
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Re: Character Request Topic
#7  September 14, 2014, 03:27:11 am
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Oh gosh, this seems like such a badass concept. I really wish you luck on your game. Of course, being a NES nerd, I have a few ideas for characters or such, so here I go.

Strider, from, well, Strider
Namakubi from Zombie Nation (though this may work better as a stage, the floating samurai head blowing up the city in the background)
Mark/Bert from Monster Party
Salaryman from Takeshi's Challenge
Ninten from Mother
Rick from Splatterhouse NES
One of the battletoads, from...Battletoads...
Earthworm Jim (dunno if this counts, but was ported by fans to NES)
L Block - Tetris
Duck Hunt Dog - Duck Hunt
Layla from the game of the same name
Noah - Bible Adventures
Boy and Blob - A boy and his blob
Princess Tomato (Though this may work better as a stage)
Konami Man - Wai Wai World
Solid Snake - Metal Gear
Bill Razer - Contra

And, I know this one would require custom sprites, but what about Captain N? He could use a Zapper and summon a gameboy for attacks, and summon obscure nintendo characters to help him out in battle.


...huff huff. Wow, that's a lot. I don't except you to use many of these idea of course, that'd be a heck ton of work. But hey, maybe you can come up with some cool assist characters or stages with some of these. I do have one question though, are some stages going to be mixes of two or more nes games, more so then just a character or two cameoing in the background?
Re: Character Request Topic
#8  September 16, 2014, 04:55:59 am
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Heh, thank you! As for the characters you've mentioned:

Strider, from, well, Strider - Considering him although if I fully decide he'll be in, I want to see if I can make him different from his MvC self.
Namakubi from Zombie Nation (though this may work better as a stage, the floating samurai head blowing up the city in the background) - Yeah, it'd be better to have a stage based off of the game.
Mark/Bert from Monster Party - He's also a possibility but let's just say if he does get in, Bert won't be the only monster he can transform into...
Salaryman from Takeshi's Challenge - Really tempted to put him in just for the shits and giggles.
Ninten from Mother - ...been kind of rethinking about his inclusion. There's a possibility although he might need a whole new set of sprites.
Rick from Splatterhouse NES - Maybe, need to see what kind of moveset.
One of the battletoads, from...Battletoads... - Very good chance, as for the Battletoad I might use it'll probably be Rash since he's player one in the original game
Earthworm Jim - I don't know if any actual homebrew attempts (and if there are, I'd rather not use those) but I know there's bootleg ports of both EWJ games to the NES. Although in the FCF progress thread, I already mentioned he'll be a helper for a certain character.
L Block - Tetris - Not very likely; would probably end up as a gimmicky character and...yeah I'd rather not have those.
Duck Hunt Dog - Duck Hunt - Kind of considering him since I could use someone to represent the Zapper.
Layla from the game of the same name - Really tempting, I need to see what kind of game style I can come up with her.
Noah - Bible Adventures - Eh, I think there might be a better character to use from Color Dreams/Wisdom Tree in all honesty. Also, Noah technically isn't an original game character.
Boy and Blob - A boy and his blob - I was thinking of having the Blob himself as his own character and for certain attacks, he can transform into other fighters.
Princess Tomato (Though this may work better as a stage) - Yeah, it'd be better to have a stage based off of the game as well.
Konami Man - Wai Wai World - I'll consider it, his attacks will probably consist of stuff from random Konami games.
Solid Snake - Metal Gear - Eh, not sure how he could work and he might be better as an assist for...
Bill Razer - Contra - This guy if he gets in. Although I'll have to make him less projectile-heavy,

And, I know this one would require custom sprites, but what about Captain N? He could use a Zapper and summon a gameboy for attacks, and summon obscure nintendo characters to help him out in battle. - Ehhhh, not really keen on adding characters that aren't from a game unless they're a sub-boss/secret boss of some sort, so I would say no to being an actual character on the roster.

For stage mixing, it kind of happened already if you took a look at Urban Champion's stage. :P

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Re: Character Request Topic
#9  December 06, 2014, 12:58:44 am
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Holy Crap. I completely forgot about the Japanese NES games!

What I'm trying to say is that I suggest Ness from Mother 1
I don't know what you are talking about..

I'm not a furry at all. (´・ω・)
Re: Character Request Topic
#10  December 07, 2014, 08:15:07 pm
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Would The Mandarin from Captain America & The Avengers be eligible? I always loved his attacks and overall wish he was made playable in that game.
I suppose you need some villains in there =P
Re: Character Request Topic
#11  December 08, 2014, 01:54:04 am
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@supersonicmix: First off, you mean Ninten. :P
2nd of all, look at the post above you.

@MewtwoZX: Sadly no, Mandarin was already an existing Marvel character.
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Re: Character Request Topic
#12  December 08, 2014, 12:57:33 pm
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I don't know what you are talking about..

I'm not a furry at all. (´・ω・)
Re: Character Request Topic
#13  December 31, 2014, 03:48:37 am
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How about Black Mage from Final Fantasy? He already has his 3 helpers and specials could be represented from his moves in the game. He would represent Square Enix. Bad thing though is he may have to have all of his sprites custom.
*burp*
Re: Character Request Topic
#14  March 21, 2015, 03:57:29 am
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Hey How About Thomas From Spartan x and Natraps anime? He is badass and have a lot of powers and helpers that appears in the anime. i don't know if will gonna a bad thing for the custom sprites but i will be waiting your answer.
Re: Character Request Topic
#15  March 27, 2015, 02:08:01 am
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@Gamey DJ: Black Mage might be a possibility, I'll consider him

@AntonioQuirino: Thomas is a really questionable case when it comes to characters coming from other media since in the Kung Fu localization, he didn't really change. (It's still Thomas from Wheels on Meals, just without the connection now). I'm still thinking about it tbh.
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Re: Character Request Topic
#16  April 05, 2015, 10:51:01 pm
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To be honest Ninten can be a representative of Nintendo of Japan

and Lloyd can be one of his helpers since it will be easy to pick his moves out (Bottle Rockets duh...)

EDIT: In fact I already made a plan for Ninten IF he was in the game. Its on a sheet of paper with all the explanation. Strengths, Weaknesses, I even have helpers for him.
I don't know what you are talking about..

I'm not a furry at all. (´・ω・)
Last Edit: April 06, 2015, 11:13:13 pm by supersonicmix
Re: Character Request Topic
#17  April 06, 2015, 04:21:05 pm
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I already stated what I thought about Ninten earlier. :P
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Re: Character Request Topic
#18  April 15, 2015, 02:52:32 am
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can you tell me who is ninten?
Re: Character Request Topic
#19  April 15, 2015, 03:03:47 am
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He's the main character of the first game in the Mother series, (Earthbound Zero, or just Mother) that basically was the Ness or Lucas of that game.
Re: Character Request Topic
#20  April 16, 2015, 01:30:38 am
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So here's the moveset.
EDIT:
@KingPepe2010: I decided to edit them a bit so it wouldn't be cheap. Also I made the first helper now. :D

Spoiler, click to toggle visibilty

I made it during my free time at school. ^_^
I don't know what you are talking about..

I'm not a furry at all. (´・ω・)
Last Edit: June 14, 2015, 12:02:27 am by supersonicmix
Re: Character Request Topic
#21  April 18, 2015, 02:22:26 am
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Last Edit: April 18, 2015, 02:25:42 am by AntonioQuirino
Re: Character Request Topic
#22  April 19, 2015, 07:08:12 pm
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@supersonicmix: Some of those moves might work although characters generally don't have Level 2 supers anyways.

@AntonioQuirino: Slight problem, Hattori originally came from a manga.
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Re: Character Request Topic
#23  April 19, 2015, 07:34:39 pm
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@KingPepe2010:Ok. So how about that guy from the tower of druaga?
Last Edit: April 19, 2015, 07:38:12 pm by AntonioQuirino
Re: Character Request Topic
#24  April 20, 2015, 11:37:19 pm
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@KingPepe2010:Ok. So how about that guy from the tower of druaga?

You mean Gil?

Hmm. It depends. Gil's attacks are hard to make using what he has. but his helpers are pretty easy to find, so It is a little likely that he will get in. But if he does get in, He will need a new set of sprites like Dig Dug.
I don't know what you are talking about..

I'm not a furry at all. (´・ω・)
Re: Character Request Topic
#25  May 29, 2015, 11:01:44 pm
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Another suggestion characters: the helicopter from raid on bungeling bay(i think he is better as a helper) and final star from star force(japan)
Re: Character Request Topic
#26  July 29, 2015, 12:49:43 am
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this is probably going to get deleted by the admins but....Rash from Battletoads would make a good character IMO.
:/
Re: Character Request Topic
#27  August 01, 2015, 01:43:08 pm
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Re: Character Request Topic
#28  August 02, 2015, 09:55:19 pm
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well i think this one someone suggested but....how about that guy from soccer?
(if u wanna know why i suggested him, see this video:https://www.youtube.com/watch?v=rMo1PVKAYEc and jump to 6:20)
Re: Character Request Topic
#29  August 12, 2015, 11:49:12 pm
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Heck yeah! Rash all the way!
:/
Re: Character Request Topic
#30  December 25, 2016, 11:46:14 pm
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Okay, so I'm super hyped for this project, and of course that caused me to have some ideas for characters. Well, might as well list them here:

Alex (from River City Ransom)
Represents: Technos
Assists: Billy Lee (Double Dragon), Jimmy Lee (Double Dragon), Karate Champ
Notes: Could be a brawler, who picks up items around stage, similar to Cody in his Street Fighter Verisons

Steve Hermann (SHATTERHAND)
Represents: Natasume
Assists: Nova (Power Blade), S.C.A.T. Solder (from S.C.A.T.), Hayate (Shadow of Ninja)

Cheetah Man
Represents: Bootleg NES Games
Assists: Characters from Action 52

Mr.Gimmick
Represents: SunSoft
Assists: Spy Hunter, Blaster Master, Lemmings
Notes: His star and abilty to throw it around stage as it bounces around would make him a unique character.

Bubby
Represents: Taito
Arkanoid, Bubble Bobble, Evelator Action Agent
Notes: I just wanted an excuse for a character that punches random. Plus since he's the Bubble Bobble's character in human form, he could turn into the dragon for a super, or also use the bubble as an EX move.

Bases Loaded Baseball Player
Represents: Jaleco (But also sports titles in General)
Assists: Cyberball, Hoops, Pinball Quest
Notes: This character may sound lame in concept, but sport games were a thing on the NES, and it'd be a shame to not represent them. This character could call other baseball players in for combos (for example, a pitcher shows up on other side of screen and you have to hit ball into enemy for damage).

Harry (Harry's Legend)
Represents: Bootlegs
Bootleg NES Games
Assists: Wally Bear (NO Gang), Noah (Noah's Arc for Nes), Bao Qing Tian (Bao Qing Tian)

ExL

Re: Character Request Topic
#31  December 26, 2016, 03:15:10 pm
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Hmmm... If it's still needed:
Felix the Cat
Represents: both Hudson and bootleg(Dragon Co) as have one official and one pirate games.
He has very wide arsenal of magic bag's transformations one of most creative characters on NES. Don't know why nobody said about him... Well, now I did :)
"Where greyness prevails, the black always take the power." (c) "Its Hard to be God" - brothers Strugatskie.
Re: Character Request Topic
#32  March 24, 2017, 05:45:46 am
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@Strider Gunstar:
Pretty sure Alex has been discussed before; I think I said he was a good candidate although I'd prefer to use his original Kunio-Kun version.
Steve Herrman's a good suggestion, it would be kind of funny to see the Cheetahmen as an actual fighter but I'm not sure. Yumetaro (Mr. Gimmick) would be too small to resize properly. Bubby's fate is already decided for something in the near future as Bub. Bases Loaded Player I'm not convinced on; I'm not entirely keen on including a ball sports character like that. Harry Potter is a no since he's based on media outside of video games. (also man, none of those helpers have anything in common with Harry's Legend)

@ExL: No for Felix The Cat, same reasons for Harry above.
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Re: Character Request Topic
#33  March 24, 2017, 04:23:35 pm
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The robot from... Gah... What's the name... Robo Warrior I think? Could he work? It looked like a pretty good game and the items give him a bit of a moveset. Dunno the company so I have no clue about assists.
Re: Character Request Topic
#34  March 25, 2017, 08:35:16 pm
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Haha, I was trying to give Harry a bunch of other Bootleg characters. But I get your point that Harry, even representing Bootlegs, would be really out of place in this game.
Re: Character Request Topic
#35  April 01, 2017, 11:42:08 pm
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This is my idea for a character:

Billy Bob (Gun Smoke Gunman)
Represents: Capcom
Helpers: Jumping Blue Bandit(idk his original name), SonSon, ScroogeMcDuck.
Notes: He is a Gun-based Character, but he could be a fighter just like samus or megaman.

(this suggestion text just looks like strider gunstar's one,and btw king pepe u could use parasol stars's sprites for bubby)
Last Edit: June 08, 2017, 10:02:19 pm by AntonioQuirino
Re: Character Request Topic
#36  April 12, 2017, 03:04:07 am
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...didn't consider Billy Bob to be honest, I'll think about him.
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Re: Character Request Topic
#37  June 08, 2017, 10:11:25 pm
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Here Comes another suggestion:
Ninja Kun
Represents: Jaleco
Helpers: That Bomb Thrower creature, Genesis Ship, Formation Z Robot
(and after u finish thonolan, who's next? say a tip of the character)
Re: Character Request Topic
#38  June 08, 2017, 11:52:38 pm
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Actually, I like the idea of Ninja-Kun to be honest. I'll probably consider his son Ninja Jajamaru more since he's had more games.
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Re: Character Request Topic
#39  June 10, 2017, 03:53:50 pm
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Err dude, as far as i know Jajamaru is ninja-kun's younger brother. and i hope Gamapa-kun, the giant frog be one of his supers (and a level 2 super for a character anyway)
Last Edit: June 10, 2017, 03:58:35 pm by AntonioQuirino
Re: Character Request Topic
#40  June 10, 2017, 04:48:37 pm
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...oh yeah you are right, it is his brother. Whoops. ._.

And yeah, the giant frog is pretty much a given. :P
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Re: Character Request Topic
#41  June 10, 2017, 04:59:13 pm
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Question about takaha... i mean master higgins. instead of using his AI 1 sprites why don't u use his AI 4 sprites? it is alot more detailed anyways, and i was intrigued bout this but i'll ask u anyway: some characters can have ships as helpers? if it does i suggest for a konami character (probably konami man or bill rizer) the twin bee ship or vic viper.
Re: Character Request Topic
#42  June 10, 2017, 10:16:24 pm
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Kingpepe, can you make an official character list for this project? so people can stop suggesting the same thing over and over again, cause' some don't even bother to back track and read, one final thing, I just hope Kuros from Wizards & Warriors makes it in. (woops! I just suggested unintentionally lol)
Re: Character Request Topic
#43  August 03, 2017, 06:06:34 am
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Hell Fighter from Hell Fighter
Re: Character Request Topic
#44  August 05, 2017, 01:00:06 am
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@AntonioQuirino: I could also do a mix of both similarly to what happened with Bomberman. (Bomberman 2 look with Bomberman 1's coloring) As for ships, yeah that's a possibility.

@Noside: I probably should, I'll try to compile a list when I have the time.

@Gvino2i: Ooh, Hell Fighter's a good one. There's honestly a bunch I could choose from the Sachen library too...

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Re: Character Request Topic
#45  September 22, 2017, 10:59:47 pm
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I'm considering writing up an moveset for Spelunker, the infamously delicate miner that Japan loves. However, I'm not sure if referencing Spelunker 2 is allowed, as it's technically not a "real" sequel, and the explorer may or may not be the Spelunker from the first game. Any chance you could give a ruling on this?
Re: Character Request Topic
#46  September 22, 2017, 11:21:36 pm
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I would definitely say go for it. Even though it's completely different as a sequel, they still acted like it was one to Spelunker anyways. I would've done so anyways if I had to make a Spelunker character.
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Re: Character Request Topic
#47  September 23, 2017, 04:44:01 am
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What would his assists be? Prince of Persia? The guy from Deadly Towers? Karateka?
Re: Character Request Topic
#48  September 23, 2017, 04:51:32 am
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Actually, if all goes well, his helpers will be the bat from the original, and the Esper and the priest from 2.

Seriously, I wouldn't dare make the Prince a assist character.
Re: Character Request Topic
#49  September 23, 2017, 04:54:07 am
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Huh? Is making the Prince bad or good? Would you rather see him as a character?
Re: Character Request Topic
#50  September 23, 2017, 10:16:43 am
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Considering how unique Prince Of Persia is, the prince definitely deserves to be playable.
Re: Character Request Topic
#51  September 24, 2017, 12:25:27 am
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Alright, here goes. Forgive me if this is messy, I did this whole thing on my phone.

Spelunker
Representive of: Spelunker
First famicom game: Spelunker (December 1985)
Playstyle: Ultimate glass canon, mixed with some rushdown and zoning tools. Think smash bro's Little Mac mixed with a game of Bomberman.

Strengths:
-Incredible walk speed, and has the best dash in the game
-Basic moves allow for fast, easy combos
-Special "energiser" power charge allows for super fast meter gain
-Special moves are powerful and hard to avoid, ex versions exchange power for safety
-Rope can function as a proto-combo breaker, help avoid projectiles, or help your mix up game
-Supers can completely change how you have to approach him, hyper pretty strong too
-Made to be simple to use, hard to master

Weaknesses
-If you don't master him, you're fucking dead, kiddo
-Seriously, has the lowest health in the game, his specials can all self harm in some way, and he takes fucking fall damage in a fighting game
-His jump and air attacks suuuuuck, why would you even do this
-If you hit his energiser, say goodbye to everything meter related for a while, dumbass
-He even takes more chip damage when he blocks, Jesus fucking Christ
-But hey, other than that, he's pretty cool
-FOR A GUY WHO APPARENTLY HAS FUCKING ARTHRITIS

Moveset

Basics
*Pick A Fight (back-up and punch)- Spelunker swings a pick axe above his head and into the ground. Good anti air, can be spammed, but spamming it will break the axe, leaving him vulnerable. Can OTG, but no good against projectiles.

*Got A Light? (Hold punch)- Sperlunker uses his helmet light to flash and stun the opponent. Does no damage, can't hit ducking opponents, but can't be blocked either.

*Leave Me Alone! (Punch while moving forward)- Whilst moving forward, Sperlunker slaps the opponent in a wimpy fashion. Think Luigi's dash attack in smash.

*Grab (forward or back and select)- Sperlunker repeatedly stabs the opponent with his explorer knife, then shoots them point blank in the head from the front or back with his explorer gun. (Aka the weapons from Spelunker 2)

Specials

* Phantom Blaster (down, down-forward, forward and kick)- Sperlunker draws and fires his ghost killing Phantom Blaster! As expected for a gun that can kill ghosts, its damage output is high, and it's range is top notch! Anyone in front of you who isn't half a screen away will have their health drained and be pushed back slowly (beware- they won't suffer hit stun, so don't use this point blank!), and any enemy projectiles hit will disappear after a few seconds. There's just one tiny flaw: using this move will drain your health. The damage should be worth it, though- unless, of course, you mess up... Oh, and don't try to spam it- the start up and ending lag will give them time to close the gap.

* Fantastic Flare (forward, forward-up, up and kick, available on ground and in air)- Spelunker throws a flare upwards. On contact or after a short delay, it explodes, hurting enemies in a small radius and destroying all enemy projectiles on screen. It then leaves behind a small fire ball than slowly floats to the ground that can also hurt the opponent- but it can also hurt you if you touch it. Holding forwards or backwards while performing this move will change how far you throw the flare. This move can only be used when none of your flares are on screen.

* Rock Breaker (forward, down forward, down and kick)- Spelunker plants a grey bomb, and after a few seconds, a powerful blast is unleashed! This move has deceptive range: just like the original, instead of showing a explosion, the game simply makes the background flash, so gauging the blast radius is pretty hard. Unfortunately, you have to gauge the blast radius too- your own bombs can harm you! Putting distance between you and your bomb isn't hard with your speed and excellent dash, but how much distance do you need?  Whatever happens, remember only one bomb can be out at a time. No blowing yourself up twice!

EX specials

* Sequel Shooter (down, down-forward, forward and punch+kick)- Spelunker fires six bullets from his Explorer gun. The range is a bit short, and the total damage is only slightly more than the phantom blaster when all six bullets connect, but at least you're only draining meter, not your health! You can also duck while firing by holding down.

* Triple Flare  (forward, forward-up, up and kick, available on ground and in air) Throw three flares at once, at different distances. Remember, you can't use this while one of your flares is on the screen. The only EX special that makes a special less safe.

* Gangway! (forward, down forward, down and punch+kick) This move helps the Spelunker get out of the blast zone after setting up a bomb- by having him charge away from it! If his self-preserving charge hits the opponent is flung onto the bomb, which detonates immediately! But be warned, if the Spelunker hits a wall, a blocking opponent, or is just plain hit, he'll be the one thrown onto the bomb and immediately blown up! If no one ends up on the bomb, the bomb will explode normally, and Spelunker will trip and fall over once out of blast zone.

* Rope-A-Hope (up/down and punch+kick in mid air) Spend meter to hang off a rope in midair, even when you're in hit stun. Use this to avoid fall damage or attacks your great dash can't handle. Up/down lets you go up and down the rope, tapping left or right will make you fall straight down adjacent to the rope, and pressing punch and left/right together let's you jump off. Both falling and jumping off let's you do air combos on the way down, but if you fall too far, you will take fall damage and get knocked down on landing.

Super attacks

* Multiplier (level 1) (u,u,ub,u,uf,db,d,df punch) Spelunker  holds up the hidden item: multiplier! Now for a limited time, his damage is doubled! But be warned: if he gets hit, the effect wears off early, and the first hit does double damage just to pour salt in the wound.

* Speed up (level 1) (u,u,f,b,f,b punch) Spelunker holds up the hidden item: speed up! His speed increases dramatically, and his dash goes even further now! Use your newfound super speed to pull off even crazier combos, but once again, don't get hit, or you'll waste your meter!

* Invulnerability (level 1) (u,u, triple circle punch) Spelunker holds up the hidden item: invulnerability! Now even though Spelunker still suffers hit stun, he no longer takes damage from any attacks, including his! But beware, he's still vulnerable to fall damage, so if your opponent hits you high enough, wave goodbye to your power up...

* (Note: only one "hidden item" super can be active at a time. In the case you do try it, the new one will override the old.)

* Zero Toku Punishment (level 3) (u,f,d punch+kick): Spelunker gets a little mad, and proceeds to use his jumping animation as a jump kick. If it connects, he follows up with a flare to the face, leading into a utter beat down in front of the hell screen from Spelunker 2. It ends with the dazed opponent being hit into a bomb by a mine cart, being blown into the air, and finished off with Spelunker using the energiser as a makeshift laser canon. Be warned, if this doesn't end the round, you will be locked out of all meter related moves for a while as the energiser shorts out.

Helpers
Note: in the great Spelunker tradition, all of his helpers are capable of hurting the Spelunker.

Bat (sort of 1 hit?)
Just like the game, killing the bat won't stop it from coming back. You'll have to wait for their health meter to slowly refill itself before using it again, but you'll never lose it permanently. (Full bar cost)
*standing - bat flies above of the point between you and your opponent, and drops, um, cave dust on anyone below.
*crouching - bat does a swooping attack. (1/3 bar cost)

Priest (3 hits)
*standing - priest walks in and casts magic. If your opponent doesn't have a good lead, the magic freezes them in place. If the opponent does have a good lead, priest casts aura, causing them big damage on hit. Aura can only be cast once per round. (Full bar cost)
*crouching - priest slowly walks in front of Spelunker. If a projectile or opponent tries to hit him, he uses Rosemary, reflecting projectiles and knocking any in front away from him. (2/3 bar cost)

Esper (2 hits)
*standing - Esper jumps in and shoots three lightning bolts for big damage. (1/3 bar cost)
*crouching - Esper places a marker where the Spelunker is currently placing. When the marker is on screen, pressing select whilst crouching will teleport you to the marker for free. (Full bar cost to place marker)

Other stuff:

The Fall that kills you - Like the original, Spelunker is so vulnerable to fall damage, he can die from it in mid-air. Any time he continuously goes downwards (except when climbing ropes) for more than his jump height, his health drains till his descent stops, whether that be the ground or the opponent juggling you. With Spelunker, sometimes being comboed can save you from extra damage...

Energiser charge - when Spelunker power charges, he holds out the energiser for super fast meter. However, if the opponent hits the energiser, it'll short circuit the energiser, and lock out all meter related moves. So play it safe, kid!

Busting makes me feel good - if the opponent is killed by the phantom blaster, they will be disintegrated, and Spelunker will perform a familiar victory dance...

CAVE IN! - finishing the whole match  with Zero Toku Punishment will cause a cinematic that ends up replicating the original ending screen.

Victory pose specifics - Sperlunker's match won pose changes depending on whether the opponent sticks around or not when defeated. If the opponent sticks around, a ghost will emerge from their body, and Spelunker will quickly zap it away. If they don't, they will drop a diamond for him to pick up. His mid match victory pose has him walk to towards the centre of the screen, passing the checkpoint statue and boarding the descending platforms to the next level.

Palettes
1 original red and blue
2 HD all red
3 evil twin all black
4 box art yellow
5 explorer green and white
6 special: white shirt with blue jeans
Re: Character Request Topic
#52  September 25, 2017, 01:56:28 am
  • ***
  • too obsessed with NES stuff
    • USA
Admittedly, there's a lot of neat ideas in here. I especially like how you incorporated Hell from Spelunker 2 for his level 3 super as well!
might as well put this forum about bootleg games here
BGC Forums
Re: Character Request Topic
#53  September 25, 2017, 06:48:50 am
  • ****
I would suggest Popeye but he is more of a cartoon character and not a video game character. Despite that, it was very popular as a game.
If not, Popeye could be a striker but, here goes in case of hope. lol

Game: Popeye
Developer: Nintendo
Release Year: 1983
Gameplay Style: He is more of a punching man with possible flips with some boxing abilities.

Specials
- Drill Punch: Popeye does a drill punch where his arm turns and spins. He takes aim and hits like Balrog does but doesn't hit straight. It causes a spin.
- Uppercut: A strong uppercut
- Flip Kick: a Guile-ish flip kick which knocks the enemy to the wall and causing a fall.
- Rolling Tornado: Popeye does a rolling tornado forward. He can also does it diagonally from the air or up to air from the ground and causes multiple hits.

Supers
- Multi Punches: Popeye eats his spinach and dashes towards the enemy. He throws the enemy into the air and does many multihits upwards. Kinda similar like Luffy does.
- Spinach Power: Kinda the gatling like Luffy does again but, his first punch knocks the enemy to the wall/corner and Popeye starts beating the crap out of it with many big punches. The last punch knocks the enemy to the other side of the wall.

Power and Strenght
- Popeye is not too slow and not too fast. He can taunt with a spinach can. He throws and catches it.
- His spinach gives him speed.
- He can run or dash
- His forward and backward jumps are tumbles. Like spinning or rolling as a jumping.

Stage
- Ship

I know he doesn't make a chance but, I felt writing it as The Game was very popular back then.
I think I can suggest you stages from various Nes Games if you want.





Re: Character Request Topic
#54  September 25, 2017, 05:38:51 pm
  • avatar
    • UK
Admittedly, there's a lot of neat ideas in here. I especially like how you incorporated Hell from Spelunker 2 for his level 3 super as well!

Thanks! I don't really know much about fighting game mechanics and what makes something broken, so if there's anything that looks like it wouldn't work, that's why.
Re: Character Request Topic
#55  January 15, 2018, 07:41:37 pm
  • *****
  • Modern things are really annoying.
    • USA
    • doraemariby@yahoo.com
Can LJN or Color Dreams get a rep? Or a Action 52 rep, like the Cheetahmen, but they do things from other minigames?

Also I forgot if I asked, but what about Kid Kool? He could be like Guy, with a command dash that allows him to tank hits or using the "Ball" as a projectile with many options?
Re: Character Request Topic
#56  February 23, 2018, 07:04:52 am
  • ***
  • It's always possible with willpower and a funnel.
    • Denmark
    • supermortensen@hotmail.com

Keep it real, keep it original
Re: Character Request Topic
#57  February 23, 2018, 04:52:28 pm
  • ***
  • too obsessed with NES stuff
    • USA
...I forgot to catch up on this. Crap.
@Omega:
Quote
Originality - If they didn't derive from another media source, they're eligible. The only exceptions are those whose games were disconnected from their original source when localized. (EX: Shatterhand)

@MR. IBZS II: A Color Dreams or an Active Enterprises rep might work. I'm not sure about LJN but I don't recall their whole library; I just mainly recall them for publishing games based on other media properties.

@GDPenguin: Thomas has been mentioned before and sadly he's not getting in. He's an iffy case when it came to characters coming from other media since in the Kung Fu localization, he didn't really change. (It's still Thomas from Wheels on Meals, just no mention of the movie now.)
might as well put this forum about bootleg games here
BGC Forums
Re: Character Request Topic
#58  March 25, 2018, 06:35:30 pm
  • ***
  • BIG COCK SMALL ASSHOLE.
you honestly should update more Often of your famicom game with more Strikers and the other Obscure characters and I really have to download it once that time and it's felt like more of that street fighter 2 game on the snes that was less than 16 or 12 characters and which becomes very boring in a while but then again how about the world Heroes bootleg or, having that guy from adventure island.


lel.
I think the only H-Character I ever got was that Black Raiya edit and she had a super that forced the foe to suck her cock while classical music played.
Re: Character Request Topic
#59  March 25, 2018, 08:40:43 pm
  • ****
  • HUMAN WEAPON DEAD FOX
    • Mexico
KingPepe, if you have some free time, could you make an official character release list please?
Re: Character Request Topic
#60  March 27, 2018, 07:12:48 pm
  • ***
  • too obsessed with NES stuff
    • USA
@MrChris I've been busy trying to work on the game as the best as I can. Please be patient.

@Noside I could do something like that once I get the chance.
might as well put this forum about bootleg games here
BGC Forums
Re: Character Request Topic
#61  March 27, 2018, 07:30:17 pm
  • *****
  • Modern things are really annoying.
    • USA
    • doraemariby@yahoo.com
Could the main character from Bad Street Brawler have a chance? He could be representative of of the Mattel Power Glove, as well as a good "serious joke" fighter. I want to Trip my foes gosh darn it. He also could have the most winquotes in the fullgame.
Re: Character Request Topic
#62  March 27, 2018, 07:37:01 pm
  • ***
  • too obsessed with NES stuff
    • USA
...I'll admit, I do like that idea just because of how weird and bad his game was. I may consider it.
might as well put this forum about bootleg games here
BGC Forums
Re: Character Request Topic
#63  March 27, 2018, 08:11:59 pm
  • ***
  • too obsessed with NES stuff
    • USA
might as well put this forum about bootleg games here
BGC Forums
Re: Character Request Topic
#64  March 27, 2018, 09:00:40 pm
  • ****
  • HUMAN WEAPON DEAD FOX
    • Mexico
KingPepe, first of all, thank you so soooo much for creating this document, now everything is cristal clear which I really appreciate it, second, I shed a tear when I saw under the confirmed characters for beta 2, Spencer and Bill are both of my favorite characters (I really really thank you for this seriously man) and third, under the line of "Possible" character list saw Kuros from W&W, I shed another tear, I'm aware that not everyone is gonna have the chance to get in the game but, Kuros would be the cherry on top of this fantastic game (which once again and stated before) this is my #1 favorite mugen full game, I beg you to continue with this fantastic project and as always bring the hype on us your fans, cheers man.
Re: Character Request Topic
New #65  April 25, 2018, 05:13:14 am
  • avatar
    • USA
Jay McCray


Representative of: Sunsoft
First Game: Journey to Silius (August 10th, 1990)
Progress: Your guess is as good as mine, haha.
Playstyle: Trap-based character with heavy emphasis on controlling the neutral.

Strengths:
-Possesses a ton of tools, mix-ups, and traps to help him control a wide variety of different situations. Especially in the neutral.
-Has a solid array of anti-airs to choose from on the ground. Which can force his opponent into a very bad position quite often.
-Has several ways that he can open the opponent up on the ground. Ranging from an overhead special, a roll, and 2 grab supers.
-Is surprisingly quite mobile while on the ground. Good dash, walk speed, a roll special, and a special move that can change direction.

Weaknesses:
-Horrible air control that's only slightly better than Simon Belmont's. Air-to-air game is also very weak and unreliable without traps.
-Almost every special move and super move he possesses has slow startup and endlag, meaning he will get punished often if careless.
-Has a very limited set of resources to work with. Low HP, low charge speed, meter-hungry helpers, and some traps cost extra meter.
-Extremely limited combo game without the aid of traps. Below average damage outside of supers. Ground pokes are also questionable.

Moveset:

Ground Normals
  • Standing Punch 1: A horizontal pistol whip. Not the fastest jab ever and does average/below average damage. But it has alright range, and is serviceable enough. Low knockback and stun because it is your typical jab move.
  • Standing Punch 2: A vertical pistol whip chop. Has slightly more damage, stun, and knockback than the first attack. Has a bit less range though, so the combo can whiff if you're not careful. Cannot be performed with Forward + Punch, as that belongs to Jay's Handgun basic/command normal.
  • Crouching Punch 1: A vertical pistol whip chop. But this time, WHILE CROUCHING! It has less damage and knockback than the standing version though, but the range is still not too great. Also, it isn't a low attack. So overall it's kind of bad. But it is just a TINY bit faster than the standing version, while also still possessing around the same amount of stun if not just a tiny fraction less.
  • Crouching Punch 2: A diagonal downwards gunshot from Jay's handgun. This move is actually a bit useful, as it is probably his best grounded poke. Has a very small window of startup before firing, but can still be chained into from Crouching Punch 1. Does pretty weak damage, but has about as much range as a kick, and doesn't have much endlag. So it's pretty good for catching the opponent off-guard, and then using a special move or even a super as a mix-up afterwards. Doesn't have much hitstun or knockback though, so be careful with whatever followup options that you may choose, as the only truly safe option would be to not do anything for equal frame advantage on both parties. Does not cause a knockdown despite shooting the opponent in the legs/feet, and it isn't a low attack either despite what one might originally think. Lastly, this move can also be performed with Diagonal Forward Down + Punch.
  • Standing Kick 1: He shoots missiles from his leg. Actually, just kidding. It is a knee attack similar to Ryu's. Poor range and damage with knockback that only serves to put both players at even frame advantage. Sounds lame, right? Well, it totally would be, if it wasn't for the fact that it inches Jay McCray a bit forward after using the move, too. How is that useful you might ask? Well, it can be Kara-Canceled into his grab supers. If you're not sure what that is, the Street Fighter community knows all about it, so definitely look it up when you can. Basically, if you use this move normally, it's pretty worthless (outside of having SLIGHTLY more speed than the punches). But with Kara-Canceling, it can be a surprise threat. As a small note: You can Kara-Cancel into any special move or super.
  • Standing Kick 2: To briefly sum this move up, it is basically Ganondorf's Ftilt boot from Smash Bros, just not nearly as good. This move has also been used by the Terminator, Chris Redfield, and well, practically almost any other character you can think of. Mario, Samus, Thonolan, and Dig Dug being the closest examples in this game. So expect it to work similarly to those moves, only that it doesn't cause a knockdown. Actually, it would most closely resemble Thonolan's kick, possessing similar power as well as speed, only that Jay brings his knee towards his chest before kicking forward. Not the best poke out there, but it's good as far as Jay's grounded normals go besides his Crouching Punch 2. Unlike that move though, this one is much better for comboing into specials and supers, thanks to the additional damage, stun, and knockback that it has. And as you can guess, this move can also be performed with Forward + Kick.
  • Crouching Kick 1: This one is a bit special. It's called "Step Kick", even though this won't be mentioned in the game. Anyways, while crouching, Jay will do a swift, short-ranged kick forward for below-average damage, knockback, and stun. In your head you probably just guessed "That sounds like Standing Kick 1". Well congrats, because you're right! With a few slight differences. It can't be Kara-Canceled as quickly as Standing Kick 1, but it moves Jay farther than that move, so it has a bit more range. It's also great for slightly inching Jay forward even if you don't hit your opponent, which can be good as an intimidation factor. Lastly, and most importantly, you can choose whether you inch forward or not with this move. Holding the button inches you forward (but also increases the startup lag/endlag of the move as compensation), where-as just tapping the button keeps you in place. The slower version that inches you forward has slightly higher stats than the one that keeps you in place. Nothing spectacular, but minor damage/knockback/stun buffs to offset the slower speed a little bit. The range of this move is still somewhat small regardless of what you do, and it puts you at a frame disadvantage at worst or frame-even at best. Use this move wisely, and it will be a great boon for pressure. Oh, and it hits low, too. Good stuff all around.
  • Crouching Kick 2: A slow, moderately strong, far reaching pivot kick while crouching. His furthest ranged grounded poke, but the sluggish speed can leave you a sitting duck if you're not careful. CANNOT properly be chained into from Crouching Kick 1, as that move is more meant for specials/supers, so don't expect to use this link without risk. But it hits low, and is one of Jay's few knockdown moves besides specials/supers, which gives you a good reward in allowing you to set up traps if you do manage to land this attack. It cannot be special or super canceled, however. It does, however, knock the opponent decently far back, which could push them into a corner. And of course, the Diagonal down forward + Kick command works here, too.

Aerial Normals
  • Aerial Punch 1: A horizontal pistol whip (pointed slightly upwards). But this time, WHILE JUMPING! Wait, I used that joke already? Um, well, anyways, it's what you would expect. Only now it's a bit slower and weaker in the air with minimal knockback (but just enough to end juggle combos pretty easy). Oh, and by the way, Jay McCray does NOT have your standard Famicom Fighter aerial combos! Which is a weaknesses shared with Dig Dug/Taizo Hori. So aerial punch 1 and aerial kick 1 will not lead to the stronger versions, which highly limits his juggles and overall aerial damage output. All of his aerials are slow, weak, and are lacking in combos and range. This one is one of the faster aerials he has access to, but because of the slightly raised angle of the attack, it is only really "useful" as an air-to-air attack. And even then, expect to lose in most aerial trades. Slightly more useful in the corner, but yeah, just don't expect much out of this aerial in particular. It's bad.
  • Aerial Punch 2: Jay performs a spin in the air, and then swings the butt of his handgun down in an overhead swipe. One of his best aerials, possessing better range and power, and can meteor his opponents downwards. But it's still one of the slowest aerials in the entire game. Which not only limits your ability to throw this out, but makes jump in attacks with this extremely unreliable thanks to the startup. If you do manage to hit someone on the ground with this aerial though, you can combo into most things on the ground from it, so it's worth your time if you can pull it off. But because of the horrendously slow speed, you practically have to use this move right before or at the apex of your jump just to hit a guy on the ground, or use it immediately after jumping just in order to hit someone in the air with it. Just to give you a general idea of how slow this move is.
  • Aerial Kick 1: Jay slowly swings his foot forward in an upwards toe kick. Has below average damage and speed, but alright range. It can also juggle opponents...only, the juggle itself does not pop the opponent up very high at all. At best, if could give you JUST enough time to combo into an aerial Grenade Launcher super, but you have to be super quick in order to pull this off. Slower than his aerial punch 1, but it can be used as an air-to-air, and is better as an air-to-ground attack. Probably his most versatile move overall while airborne. But even so, it's still not all that great.
  • Aerial Kick 2: Jay performs two somersaults, and then brings both of his feet down in a fashion similar to Simon Belmont's heavy air kick. Only slower, weaker, and hits at a lower angle. Similar to aerial punch 2, only with a bit more damage and a bit less speed. And it hits more downwards than forwards. If someone is below you, it COULD hit them a microsecond faster than his other aerials due to Jay's long legs, and like aerial punch 2, it can lead to potential combos on the ground. But Jay is entirely vulnerable while performing somersaults. At least his hurtbox shrinks a bit when doing so, since he is performing a somersault before-hand. (His slowest aerial!)

Basics/Command Normals
  • Elbow Drop: Diagonal down forward + Punch while in the air. One of Jay's quickest, but weakest, moves in the air. Faster at hitting ground opponents than any of his other moves, but can be punished if read due to poor stun/knockback. Use it to try to open the opponent up for a grab, but remember that you are not very safe when using this move.
  • Handgun: Forward + Punch on the ground. Exactly like Mega Man's Buster, but slower to fire and a bit weaker. It's alright as a moderately quick zoning poke to try to aggro your opponent. Could also trip them up long enough for a well-timed Grenade Launcher blast, or something similar, too. It also pairs wonderfully with Jay's trap-based specials, giving him plenty of opportunities to set them up if the opponent flinches.
  • Anti-Air Handgun: Diagonal down backwards + Punch while on the ground. Same as the above, only the bullet travels diagonally upwards, and Jay fires the shot while crouching. Which is something that Mega Man can't even do. Can down an airborne opponent if timed right, but doesn't cause a knockdown. If an opponent wants to jump over a trap, this little pellet will bring them back down to Earth, right where they don't want to be.

Special Moves
  • Shotgun Slam:
(F, D, B, Punch or Kick) - Jay performs a spin while swinging a shotgun over him (grabbed from his back). Depending on if you press punch or kick, the foot that Jay pivots on for the spin will change. If you press punch, Jay will pivot with his forward facing foot, which moves him forward a bit. If you press kick, Jay will pivot with his backward facing foot, which moves him backwards a bit. While Jay is spinning, he will swing his shotgun over his body, making a wide sweep over him, before bringing the swing of the barrel in front of him pointing diagonally downwards at the ground. The barrel of the shotgun has a decent hitbox size when doing this, and is a multipurpose move with many applications. It mostly serves as an anti-air that knocks the opponent straight down if it hits them, which is particularly useful for airborne opponents, but also functions as an overhead that can go past a crouching opponent's guard as well. And because you can change how Jay spins either forwards or backwards with the shotgun by about a few steps, the move is that much more versatile as it helps greatly with spacing. The Punch version is great for approaching and hitting neutral jumpers. The kick version travels backwards, which is great for hitting aggressive forward jumpers and for being a bit more defensive. Once the barrel of the shotgun connects and slams the opponent to the ground, Jay will then fire the shotgun diagonally down forwards, which is an OTG that blasts the opponent away and forces them more into the corner. Leaving them in a bad position for followups and traps. As a small note, this shotgun blast ONLY occurs if you manage to hit the opponent, as Jay needs to conserve weapon ammo. Doesn't make sense, unless you consider the context of Journey to Silius, since the game is very strict about ammo/how it's shared. Anyways, Shotgun Slam has one major flaw: It's slow. So it's very easily punishable while Jay is spinning. Making Jay have to go for a hard read in order to land the move. And can't really be used for combos often. It has a fair amount of startup lag and endlag as well, so he really has to use it wisely.
  • Combat Roll:
(D, F, Punch or Kick) - Jay performs a simple roll that can dodge projectiles. Punch version would roll very short (bit further than Samus's roll but not by much), and kick version would be a dive into a roll that covers about 150%-200% the distance. Both can roll behind the opponent. Don't have too much to say about this one, as it is basically what you would expect. Rolling sprites/animation can also be used elsewhere. These rolls can be punished by melee attacks, supers, and possibly even projectiles flying low to the ground. So use it only when you see an opening. Unlike most specials/supers that Jay possesses, this move is pretty fast. (Startup lag and endlag)
  • Laser Turret:
(D, D, Punch or Kick) - Jay McCray spawns a Laser Turret from Journey to Silius right at his feet. Depending on if you press punch or kick, the color of the turret changes (either normal white/silver or...that ugly reddish palette unfortunately), as well as the timing of the laser being fired. No matter which one you choose, this turret does NOT fire immediately. You can only place down one at a time, and after placing it down, Jay is able to move freely. Meaning that he will force the opponent to anticipate the laser being fired, or possibly being torn apart by Jay's offensive pressure. The projectile doesn't really help too much in regards to zoning, but performs excellently as a trap. Furthermore, the laser being fired is low, which makes it easy to jump over. Because Jay has a few good grab supers, and weak aerial stats, the opponent is going to think "Maybe I can jump over it instead?". But a good Jay player will know this fact, too. So it becomes a guessing game in Jay's favor. Try to attack Jay from the air and potentially get punished while trying to land? Or stay on the ground and hope for the best. Possibly wanting to hit Jay despite being hit by the laser, as it would overall be much easier to deal with as opposed to letting Jay get in close on you. Punch version will be quite slow, and white/silver in color (default color). The turret will stay in the ground under the trap door for roughly 2 seconds, before emerging and subsequently firing, and then going back into the ground. The reddish one will be performed with Kick, and come out a bit faster (1 second), but also retract more slowly as a drawback. Either of these turrets can be destroyed with enough damage, and have extremely low HP. Both would have the same HP as well. If they're destroyed, the cooldown on the move lasts a bit longer, so be careful. But it could maybe block Jay from a low projectile. And lastly, this attack could potentially cost 1/4th a bar of meter if it ends up being a bit too potent in regards to controlling the opponent.
  • Aerial Droid:
(F, D, F, Punch or Kick OR B, D, B, Punch or Kick) - Another useful trap special move. As opposed to the grounded lasers which are focused on tripping the opponent up and trying to force a punishable jump, the aerial droids pretty much do the opposite and cover the sky with bullets. Punch version summons a Flying Screw Droid, which flies very slowly to the center of the screen, before firing 6 tiny bullets (two volleys of 3 bullets each) in a shotgun spread towards the ground for very weak damage. Kick version is the Flying Gatling Droid, which stays on the top of the screen. After showing up, it pauses for a second or two in order to rev up its gun, and fires an anti-air shotgun spray of 6 bullets (two volleys of 3 bullets each) with the bullets not being close to the ground at all in order to avoid them being abused for zoning. The forward Shoryuken motion will spawn the droids on the opponent's side of the screen, while the backwards Shoryuken motion will spawn them on your side of the screen. These sound pretty powerful in terms of stage control, and they are, but there's a huge catch. The Punch and Kick versions actually cost a bit of meter unlike most special moves in the game to offset their strength as traps, to help prevent them from being spammed so much. Each would cost 1/4th to 1/2th a bar of meter, preventing Jay from spamming these without repercussion. However, they have another weakness in that they can also be destroyed just like the grounded laser turrets. Speaking of which, you can ONLY have one trap out at a time. And yes, this includes the grounded laser turrets, too. Meaning that Jay can't just litter the screen with multiple droids/turrets all at once. Only one at a time. No ground laser plus aerial droid either.

EX Special Moves
  • Hasta La Vista:
(F, D, B, Punch and Kick) - This EX move won't have Jay swing the shotgun overhead, but rather in a tuck & roll that causes Jay to swing the shotgun under him before thrusting it forward, in attempt to jam the barrel of the gun into the opponent's torso/stomach. This version causes Jay to spin forward even more than the Light version, which is great for catching opponents by surprise. It's also faster than the Shotgun Slam, but at the cost of losing overhead properties as well as the protective hitbox above him. Making it pretty much a different move on its own. But the great part about this is that it is one of Jay's few combo starters. As Jay is spinning, Jay will then jam the barrel of the shotgun into the opponent's torso, point the barrel of the gun upwards, and them blasts them skyward diagonally up and forwards, which would be perfect for setting up into a small combo string or into a super.  But it's still slow enough that you can't directly connect with from light attacks and even some heavy attacks, meaning that in order to directly combo into "Hasta La Vista", you would probably have to hit with one of Jay's heavy aerial attacks to properly chain the moves together. And even then, it would scale the super's damage by a good amount, since this guaranteed super damage will only be a small blessing. It's also not a grab (despite the quick animation), so it can also be blocked and punished by quick pokes and even grabs.
  • Plasma Trap:
(D, F, Punch and Kick) - Jay places down a plasma trap pointed upwards (from Stage 3), before rolling either forwards or even backwards a fair distance. Hold forward (or don't press anything) to roll forwards, and simply just hold backwards to roll backwards. Jay McCray will have some invulnerability frames on this particular roll, at least while setting up the trap, which allows him to be a bit safer than his other two rolls. This plasma trap will then fire 1-3 streams of plasma (depending on preference) upwards, which could either serve as a wall to protect Jay, or a barrier to prevent the opponent from running away. It won't cause a knockdown unless it hits an aerial opponent. The trap can also be destroyed, so be careful about when and where you put it. ALSO, unlike Jay's other traps, this one CAN be put down at the same time as the other traps with no strings attached. So you might just want to limit this one a single plasma spray if that aspect of the move would cause any problems. In any case, once the plasma trap has done it's job, a missile from Stage 1 will then destroy the trap. However, this missile will not interact with the enemy. (Plasma Trap could stun opponents for better setups)
  • M. Tank Droid:
(D, D, Punch and Kick) - Unlike the Light and Heavy versions of the Laser Turret, each with their own color and timing, this one is unique in that a mobile version of the Tank Miniboss shows up from the side of the screen. It then fires 3 projectiles. A single shot diagonally downwards, before the tank "crouches" and fires two more fireballs: The first diagonally downwards, and the second diagonally upwards. Just like how it does in the game. Unlike most EX moves though, just like with the aerial droids, this one also costs additional meter. 1.5 Bars of meter to be exact. With how long the duration of the move is, and with full screen hitboxes, it needs to have a drawback in order to prevent it from being spammed and to keep Jay's zoning in-check. Even so, this Tank cannot be destroyed. (Could cost 2 Bars if OP?)
  • Flying Soldier:
(F, D, F, Punch and Kick OR B, D, B, Punch and Kick) -  Jay McCray summons a Flying Soldier Droid from Stage 4, which fires a shotgun spread of 3 bullets towards the ground after a brief pause from showing up. However, after he fires his shotgun once, he will then do an arching dive similar to Firebrand that can hit the opponent. Unlike the other two aerial droids, this one will cost normal meter, using only a single bar. But it can still be quite annoying regardless. Like most other traps, it can be destroyed, though it does have more HP than most droids. The tackle causes a hard knockdown, while also making the robot exit the stage. Slower than Firebrand, but a bit stronger.

Level 1 Super Attacks
  • Grenade Launcher:
(D, DF, F, D, DF, F, Punch) - Jay's most straightforward move. Jay fires an RPG that has slow startup before launching forward, which causes a huge explosion for solid damage. Functions a bit differently on the ground and the air. In the air, it just shoots, and pushes Jay back a bit after firing. Cannot be aimed up or down, so it's just a straight shot. On the ground however, Jay will dash forward a very small distance with the Grenade Launcher, in an attempt to shove the barrel of the weapon into the opponent's torso before firing. He will fire the weapon regardless of whether this hits or not though. This means that the grounded version is a bit slower than the aerial version (stealth zoning nerf lol), but the benefit to doing this is that if this ram hits the opponent, the RPG will stick to them. This will send the opponent flying backwards along with the RPG, and if this melee hitbox is triggered, Jay will then fire a slightly powered up version of his handgun at the RPG, making it explode for additional damage/flair. This is one of Jay's few true zoning options, but because of the slow speed (like with his droid/turret summons and even his shotgun special): It's slow. A Kick variation of the move was considered, but I wanted this super to be extremely simple, so I decided against it. It could still potentially be activated with the Kick button, but most likely, it could only be activated with the Punch button to avoid specific oddities.
  • Suppressive Fire:
(360, Punch) - A short ranged grab that, as you would expect, deals a ton of damage. After grabbing his opponent, Jay then headbutts the opponent, does a quick roll into a handstand double kick that launches them into the air, quickly pulls out his machine gun, and then fills the opponent full of lead. The machine gun's bullets can either be the pellets seen in the game, or automatic hitboxes signified with visual effects in a circle around the opponent to greatly help the move's accuracy so the opponent doesn't just fall of it. At the end of the machinegun volley, the opponent bounces up a small bit in the air, giving Jay just enough time to fire a homing missile at them for the coup de gras. Fireworks!
  • Scorched Earth:
(D, DB, B, DB, D, DF, F, Punch or Kick) - When activated, Jay McCray will ready himself to jump, and then tuck into a ball and roll after jumping/the screen pause for the super goes away. This jump goes just shy of mid-screen distance, but you can hold forward to extend the jump's range a bit (or backwards if you want to jump closer to hit opponents closer to you). Upon touching your opponent, Jay will grab their head, and then perform a 360 degree spin. This maneuver causes the opponent to lose their balance, and then fall over as Jay is swinging back around. As they are falling, Jay slams their head into the ground, stunning them and keeping them grounded. Jay then rolls backwards slightly, and spawns in two grounded laser turrets to his side. Kind of like Baby Bonny Hood from Darkstalkers, but in a prone position. Jay then whips out his Laser Rifle, and along with the laser turrets to his sides, performs a combined OTG laser volley that blasts the opponents to smithereens, leaving small trails of fire on the ground, and sending the opponent to the corner of the screen. None of this animation will play out if Jay misses the opponent with the jump. The jump is also a little slow so it's easy to dodge, and the hitbox around Jay is pretty small so he can easily get punished during the move, or if he misses and lands with landing lag, making the move very risky to throw out willy-nilly unless you already had a trap down to help cover Jay's approach. So it's a situational mixup tool that does a respectable chunk of damage if it lands. It IS, however, a grab. So it basically laughs at the opponent if they're blocking, especially if they're trying to block a laser turret special or something. This move will also be great to throw out after the opponent has been previously knocked down, BUT Jay has very few basic moves that cause a true knockdown as a slight compensation. Most of his knockdowns are going to come from specials, supers, or from his grab. Scorched Earth should not grab aerial opponents, but it does have one last trick. Punch version will cause Jay to jump lower, and Kick version will cause Jay to jump higher. (alters his timing)

Level 3 Finisher Attack
  • Journey to Oblivion:
(Hold B, then F, B, F, plus Punch and Kick) - Jay throws out a Spike Droid seen from Level 2, and it slides across the ground a fair distance. Mid screen distance or a bit less. The spike droid is in its unextended state when Jay throws it out, but if it touches an opponent (or if the disc stops completely), the Spike Droid will extend and launch the opponent straight up into the sky, causing a cinematic to occur. Jay will then pull out his Homing Missile Launcher, and spam a volley of shots pointing upwards at the opponent. For visual effect, it may or may not show Jay shoot every single shot of the Homing Missile Launcher depending on preference. The screen then cuts to the sky, with the opponent going up and up. Then a split second later, the homing missiles appear in the foreground, going past the opponent's flying body by outspeeding them. As the opponent's ascension is slowing down, they manage to catch up to the missiles, which are now flashing. The timers run out, and the missiles that fill the screen will then shower the opponent in a vibrant fireworks display of explosions, tearing them (or at least their HP bar lol) to pieces. The screen then cuts back to the ground, where Jay is picking up a weapon capsule to refill his energy (not his meter since this is just a visual effect) with the corresponding audio cue found in the game. The opponent, now properly charcoaled and covered in flames, then falls to the ground with a hard slam. And if the opponent is defeated, they will drop a powerup symbol with the first letter of their name (or a sprite with their face or maybe a powerup from their games or something like that), similar to that of the powerups the minibosses in Journey to Silius drops when defeated. Now victorious, Jay collects the powerup, stronger than before, still itching for a fight. If either of the hitboxes on the Spike Droid miss the opponent, a missile from Stage 1 of Journey to Silius will fly from the background and land on the Spike Droid trap, causing a minor explosion to destroy it. This missile is only for visual flair, and will not interact directly with the opponent. Same thing applies for his Plasma Trap.

Helpers/Assist Characters:

Mobile Rocket Droid (3 hits):
Standing - A mobile version of the Rocket Droid (seen from Stage 1) shows up, and then fires 2 missiles straight forward. (1/2nd H. Bar)
Crouching - Same as the above, only this time, the robot will aim upwards and fire an anti-air variant. Pretty simple stuff. (1/2nd H. Bar)

Lucia (Wing of Madoola) (3 hits):
Standing - Lucia uses her Flame Sword forward. If the opponent is in the air, she will track them, and angle it upwards.  (1/3rd H. Bar)
Crouching - Lucia uses her Magic Bomb right in front of Jay McCray, giving him a protective wall of flames to hide behind. (2/3rd H. Bar)

Sophia (Blaster Master) (3 hits):
Standing - Sophia shows up and fires a Multi-Warheaded Missile, which splits into 3 and travels quickly across the screen. (1/2nd H. Bar)
Crouching - Sophia appears at the top of the screen using Hover, before firing a few lightning bolts using Thunder Break.  (1/2nd H. Bar)

Other Stuff
Grab: He grabs the opponent, headbutts them, and then uses a shotgun blast to cause good damage and great knockback. Perfect for cornering the opponent.
Reversal: Reversal would be a short-ranged grab. He grabs the opponent by the head/neck, uses one of his legs to trip the opponent, and then slams their head down on the ground hard. Hard to utilize, but it causes a knockdown right in front of him, which opens up the opponent to plenty of mixups. Like rolling behind them with the Combat Roll, or using Shotgun Slam as an overhead if they decide to block low. Suppressive Fire or even Scorched Earth if they become too block-heavy. Or if they're really unlucky, Journey to Oblivion to hit them low and absolutely decimate their health bar. A terrible disadvantaged state no matter how you slice it. Won't work on aerial opponents or zoners though. But the perfect wild card against would-be melee users.
Meter Gain: 3 ticks (Slow). If too weak, it could be 5 Ticks.
Total Health: 800-900 HP. Could even be as low as 750 HP.
Neutral Jump Movement: Higher than Simon Belmont. But lower than everyone else. Or at least on par with the other characters found at the very bottom.
Movement speed:  Around Simon Belmont's speed. Slower than Bomberman, but a bit faster than Mario, Star Man, and Mega Man.
Idle Animation: Similar to Chris Redfield, specifically from the MvC games. Just seems very fitting for him, imo.
Crouching pose: He does not lay on the ground like he does in his games. Instead, he will be crouching down on his knee, which is also seen in Journey to Silius.
Victory Animation: The opponent drops a powerup of some sort (Similar to Journey to Silius?), and Jay McCray runs over to pick it up. (Defeat is what you would expect)
Intro Animation: The green helicopter boss of Stage 1 brings Jay McCray to the battlefield, either with Jay jumping out of the helicopter, or with Jay jumping off of a rope ladder attached to said helicopter. After landing, he reloads his handgun, and then enters his idle animation.
Taunt Animation: Jay looks forlornly at the floppy disk that his father left behind, turning his back on the opponent and completely ignoring them. The pose he makes is similar to the one made where he is looking at his father's grave in the intro cutscene of Journey to Silius. He then quietly puts the floppy disk away, and draws his gun.
Character Convos: Would accuse Bomberman of being the terrorist responsible for killing his father. Will hate Mega Man & Samus Aran due to their robotic appearances. Basically, he's not a very friendly fellow. He would have choice words for most of the roster, as he's basically a broody and edgy anime protagonist. Focused on his mission. If you want help with these character convos, send me a PM!
Charge Animation: Jay McCray strikes a pose similar to to the cutscene where he says that he'll make the terrorist "pay the price" for the death of his father. Or something.
Mobile Rocket Droid: Would have the tank treads of the Summon M. Tank Droid. Yes, this is cheating a little bit, but the assist idea was too good to pass up honestly.

Target Combos
  • Standing Punch 1 -> Standing Punch 2: A basic target combo. Reliable enough at close range. Standing Punch 2 could miss at max range, so be careful with this in mind.
  • Crouching Punch 1 -> Crouching Punch 2: Should transition smoothly into the gunshot. Probably Jay's most reliable target combo, but lacks any true followups at the end.
  • Standing Kick 1 -> Standing Kick 2: Not a true combo because of Standing Kick 1's drawbacks. But Standing Kick 2 is very rewarding for damage/combos if it actually lands.
  • Crouching Kick 1 -> Crouching Kick 2: High risk for a potential knockdown. "Hard" version of Step Kick needs to be used to even reach the level of the above target combo.
  • Crouching Kick 1 -> Crouching Punch 2: Much more reliable than the above. You still need the "Hard" Step Kick for a true combo. Extremely low damage and hard followups.
  • Crouching Kick 1 -> Anti-Air Handgun: Very iffy on this one, so maybe don't add it. Quick low poke with an AA attack to catch potential jumpers, forcing them to block or attack.
  • Standing Punch 1 -> Handgun: Deals less damage, stun, and knockback than Standing Punch 2. Only good at max range where that move will miss, or to throw off timing.

Palettes:
1 - His default color. And by default color, I mean from his American color scheme.
2 - The solid blue color he has in Rough World. The boxart looks exceptionally cool.
3 - Android silver, from the enemies in his game. But not the ugly reddish ones. Ew.
4 - Terminator black, as the game was originally planned to be a Terminator game.
5 - Chris Redfield green, as he was one of the major inspirations for this moveset.
6 - Cutscene reddish brown from his game's intro. It is filled with edgy anime angst.
Last Edit: June 10, 2018, 05:58:02 am by AkogareMusouka
Re: Character Request Topic
#66  April 25, 2018, 06:28:37 am
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Thanks so much for bumping this again. I have one suggestion that I doubled check the lists for and did not see...

Scooter from Treasure Master. Don't think he's from anything prior, has decent moveset potential, no clue on strikers as usual... Hope there's some merit in that, or if he can be added to "Possible" or "No".
Re: Character Request Topic
#67  April 27, 2018, 04:41:43 am
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@AkogareMusouka: Admittedly, that's a really well-thought out moveset for Jay McCray. We'll definitely consider him.

@MR. IBZS II: Scooter would be a hard character to make, as there's not a lot to work with.

might as well put this forum about bootleg games here
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Re: Character Request Topic
#68  April 27, 2018, 07:02:09 am
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@kingpepe2010 HI! I was wondering if you had considered Billy and Jimmy Lee from DD! I'm sure you have. Just to good of a suggestion to pass up asking.

Thanks!
Re: Character Request Topic
#69  April 28, 2018, 03:14:37 am
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Sorry for the mistake from before. Anyways, this time with feeling:

My brother has a crazy idea. Scrooge McDuck as seen in the Ducktales game, with Darkwing Duck, Chip and Dale, and Baloo as assists, making for a team based on the Disney Afternoon NES games. If there aren't enough move ideas for Scrooge, Darkwing could be the playable one.
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Re: Character Request Topic
#70  May 01, 2018, 04:20:54 am
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    • USA
Billy Lee has been requested before and as I stated before, I don't plan on adding characters that are based on other media. Please read the document in the first post.
might as well put this forum about bootleg games here
BGC Forums
Re: Character Request Topic
#71  May 04, 2018, 03:20:26 am
    • USA
@KingPepe2010, how about Takamaru from the Nintendo Famicom game called Nazo No Murasamejou or The Mysterious Murasame Castle in English. He could have a good moveset, he can attack with his katana, fireballs, & pinwheel/windmill shurikens. Some of his special moves can have some of his ninja techniques based off the rook & bishop in Japanese chess, a Sword Uppercut, his invisibility ninja technique, and calling upon The 4 Daimyos of the Aosame, Akasame, Ryokusame, & Momosame Castles, Tanukis, Ninjas, & Tengus as assist helpers. His hyper combos can be a ninja fire technique, a flurry of sword strikes, & last, but not least, his famous Inazuma Lightning Technique. His winposes could be him sheathing his sword, him with the princess & him with the 4 orbs of power. His playstyle would be a long-range/close combat character with easy-to-preform combos for beginners. His color palettes would be from his famicom game (red and blue), Lord Aosame's color palette for the second palette, Lord Akasame's color palette for the third palette, Lord Ryokusame's color palette for the fourth palette, Lady Momosame's color palette for the fifth palette & finally, Murasame's color palette for the sixth palette. He would be a 6-button character. Just a request/suggestion to pass up asking.
Last Edit: May 04, 2018, 11:51:25 am by FeliciaMainer123
Re: Character Request Topic
#72  May 05, 2018, 12:39:43 am
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@KingPepe2010, how about Takamaru from the Nintendo Famicom game called Nazo No Murasamejou or The Mysterious Murasame Castle in English. He could have a good moveset, he can attack with his katana, fireballs, & pinwheel/windmill shurikens. Some of his special moves can have some of his ninja techniques based off the rook & bishop in Japanese chess, a Sword Uppercut, his invisibility ninja technique, and calling upon The 4 Daimyos of the Aosame, Akasame, Ryokusame, & Momosame Castles, Tanukis, Ninjas, & Tengus as assist helpers. His hyper combos can be a ninja fire technique, a flurry of sword strikes, & last, but not least, his famous Inazuma Lightning Technique. His winposes could be him sheathing his sword, him with the princess & him with the 4 orbs of power. His playstyle would be a long-range/close combat character with easy-to-preform combos for beginners. His color palettes would be from his famicom game (red and blue), Lord Aosame's color palette for the second palette, Lord Akasame's color palette for the third palette, Lord Ryokusame's color palette for the fourth palette, Lady Momosame's color palette for the fifth palette & finally, Murasame's color palette for the sixth palette. He would be a 6-button character. Just a request/suggestion to pass up asking.
He's already a helper.
Re: Character Request Topic
#73  May 05, 2018, 02:43:25 am
    • USA
@KingPepe2010, how about Takamaru from the Nintendo Famicom game called Nazo No Murasamejou or The Mysterious Murasame Castle in English. He could have a good moveset, he can attack with his katana, fireballs, & pinwheel/windmill shurikens. Some of his special moves can have some of his ninja techniques based off the rook & bishop in Japanese chess, a Sword Uppercut, his invisibility ninja technique, and calling upon The 4 Daimyos of the Aosame, Akasame, Ryokusame, & Momosame Castles, Tanukis, Ninjas, & Tengus as assist helpers. His hyper combos can be a ninja fire technique, a flurry of sword strikes, & last, but not least, his famous Inazuma Lightning Technique. His winposes could be him sheathing his sword, him with the princess & him with the 4 orbs of power. His playstyle would be a long-range/close combat character with easy-to-preform combos for beginners. His color palettes would be from his famicom game (red and blue), Lord Aosame's color palette for the second palette, Lord Akasame's color palette for the third palette, Lord Ryokusame's color palette for the fourth palette, Lady Momosame's color palette for the fifth palette & finally, Murasame's color palette for the sixth palette. He would be a 6-button character. Just a request/suggestion to pass up asking.
He's already a helper.

Yes, that is true. But I want him to be promoted to a playable character.
Re: Character Request Topic
#74  May 05, 2018, 08:50:47 pm
    • USA
@KingPepe2010, Can you please promote Takamaru from a helper to a fully-fledged playable character?
Re: Character Request Topic
#75  May 06, 2018, 01:43:19 am
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I think KingPepe2010 made a decision already, thus the document he uplodaded, once again, the character list is already made.
Re: Character Request Topic
#76  May 06, 2018, 03:16:43 am
    • USA
I think KingPepe2010 made a decision already, thus the document he uplodaded, once again, the character list is already made.

Well I demand a change in the character list. Takamaru should be promoted to playable character. His helpers can be Sukapon from Joy Mech Fight, Tamagon/Devil from Devil World, & Diskun the Nintendo Famicom Disk System Mascot himself!
Re: Character Request Topic
#77  May 06, 2018, 03:22:18 am
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We are now, as expected, at the point where I have to warn you.

Don't make demands of people who are doing this as a hobby. Don't make multiple threads requesting people make characters for you. You will be banned from this forum.
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