Posted by AkogareMusouka
in Character Request Topic (Started by KingPepe2010 June 02, 2014, 07:23:10 am
Board: Famicom Fighters
Board: Famicom Fighters
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:
- Combat Roll:
- Laser Turret:
- Aerial Droid:
EX Special Moves
- Hasta La Vista:
- Plasma Trap:
- M. Tank Droid:
- Flying Soldier:
Level 1 Super Attacks
- Grenade Launcher:
- Suppressive Fire:
- Scorched Earth:
Level 3 Finisher Attack
- Journey to Oblivion:
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.