Erik the Viking:
The design of Erik is inspired by Vikings. He is a large brute who is slow but hits hard.
His style of cloths etc are like the Vikings.
The main idea with Erik was to create a shared game resource. A weapon or something that would be utilized by him but also the opponent user.
A game character who was a big inspiration for the fundamental design of Erik is
Cody Travers from Super Street fighter 4.
When Cody is in the game a knife spawns at the center of the stage which then creates a dynamic game about keeping him away from the knife. I want this game dynamic with weapons but also that other people can pick up Erik’s axe in this case.
The game with Erik should be centered around letting him not get his axe back. But, as he can summon it back and get a new combos and best of all he can combine a none axe combo with an axe combo if perfectly executed.
Furthermore, he can move his his axe(by using energy game resource) this further creates a balance of standing between him and the axe but on the same time not standing to close to it.
Stats:
Health pool:
The basic value is 100: Erik will have 160:
He is fairly slow and cant avoid attacks that easy except using his energy resource.
Agility/Mobility: Basic value 10: Erik will have 4:
He will have a very low basic mobility as he can take more damage and as he got a couple of specials that makes him come closer.
Strength: Basic value 10: Erik will have 20:
Erik hits very hard, double the power of an average character.
Recovery: Basic value 10. Erik will have 7:
He is a seasoned fighter and wont fell that much drawback after each attack. The game should be more about keeping him away then beating him close combat.
Weight: Basic value 50: Erik will have 100: As he is already caring his axe which is the heaviest weapon in the game he cant carry that much more if he still have the axe but without he is very potent on taking up any other object.
Equipment:
Rune Axe
Weight: 50
Increase strength by 20%.
Lowers Mobility by 20%
Lowers Recovery by 20%
Effect: Increase chip damage for attacks by 100%
Rune Axe is indestructible and all projectile attacks with Axe cant be avoided by, “clashing”(another projectile wont stop or remove Axe).
Prime Core gameplay:
Erik is called a Viking because of his axe. ( Its rune enchanted or something)
The design is centered around the use of his axe. And the idea behind it is to create a shared resource between the 2 players.
The other player can also pick up the axe. The character “Steve” will become half as fast and do double damage all character will do this and depending on their weight state they will be slowed differently by the axe. The axe simply have a higher damage multiplier then normal attacks. But, anyone else in the game is weaker then Erik and if they pick up the axe they wont be able to perform most of their combo attacks without dropping the axe.
Using a special ability while still caring it means they wont use the axe and doing the special attacking will drop it. So what this means is that the axe cant enchant a character attack that is not counted as normal attack(Some character might be an exception of this) expect for Erik himself as he have a couple of special attacks with the axe.
The idea is that the other player will want to keep Erik away from the axe while Erik wants to take it back, but Erik have a couple of abilities he can only use while not caring the axe he probably don't want to actually carry it but he cant use them while the other one is carrying it so the match can become an reverse order where he wants to make other player drop it.
Erik will drop his Axe each time he goes to a 25% interval of health lose. Regardless if its one hit or from several hits.
This wont trigger during a combo. Meaning he cant use his escape mechanic if he is carrying his axe when attacked.
- The concept is to create a very dynamic game play where fighting Erik shouldn't be like fighting any other character.
Game mechanics:
Throw:
Throws them away.
Unique attacks(input attacks)
CrVH, makes the enemy fall down(knock down effect)
With Axe Equipped:
Wood Cut: 6VH, Forward VH
Priority: 2
Strength X 1(20% chip damage)
Recovery/ 5
Mobility: 2
Effect: Extra chip damage
Cuts in Half circle downward from over Erik’s head.
Savage blow: 4VH. Back VH
Priority: 2
Strength X 2 (20% chip damage)
Recovery/ 10
Mobility: 2
Effect: Extra chip damage
High attack Very strong leaves Erik at a long recovery.
Poke of ratatosk: 4H. Back H
Priority: 2
Strength X 0.2
Recovery/ 1
Mobility: 5
Effect: “Cast time” of 0.5MS.
Long range attack double range as a normal H attack. Used for interputiong moves deal low damage. And have a drawback with the cast time.
Target Combo:
Ends with a throw. So even if the opponent blocks the first 4 hits the user with Erik can hit with the Suplex.
2M. M. L. H. 44 VH.
2M(not Cr M has to be very fast input, Erik will still stand and will not avoid high attacks)
Priority: 2
Strength X 0.2
Recovery/0.4
Mobility: 3
Effect: Enables start for Target combo. Hits low, but Erik is still high.
M
Priority: 2
Strength X 0.2
Recovery/ 0.4
Mobility: 2
Effect: Enables start for next step in Target combo
L
Priority: 2
Strength X 0.1
Recovery/ 0.8
Mobility: 2
Effect: Enables start for next step in Target combo
H
Priority: 2
Strength X 0.2
Recovery/ 0.4
Mobility: 2
Effect: Enables start for next step in Target combo
German Suplex: 44VH Back, Back VH.
Priority: 5
Strength X 1
Recovery/ 5
Mobility: 5
Effect: Will make Erik drop the Axe.
A fast special throw that only can be done if the Target combo have hit/blocked by the opponent.
special abilities.
Projectiles:
Axe throw: Quarter forward. L, M, V,VH
Priority: 4
Strength X 1(extra Chip damage 20% instead of 10%)
Recovery/ 4
Mobility: Is decided by button input by the user.
L 3
M 3.5
V 4
VH 4.5
Effect: Flies in a straight line. + Extra Chip damage
Axe Lob: 6,Cr,Cr6. Forward, Down, Diagonal Forward (Dragon input). L, M, V,VH
Priority: 4
Strength X 1(extra Chip damage 20% instead of 10%)
Recovery/ 4
Mobility: Is decided by button input by the user.
L 3
M 3.5
V 4
VH 4.5
Effect: Flies in a X^2 Curve. Distance always one screen length. Height of curve is top of screen height. + Extra Chip damage
Mjölnir Dash: Same input as the Axe input. If user used, Quarter forward M then to use Mjölnir Dash Quarter forward M, if the user used, Dragon input H, then Dragon Input H to fly to Axe. And so on per 8 different projectiles.
Priority: 0
Strength X 0
Recovery/ 0
Mobility: 10
Cost: Can only be used after Axe throw or Axe lob. Erik cant be controlled while moving to the axe. He will be able to move after 0.3 MS. Which will stop the axe movement.
Effect: Will make Erik rush over to the axe if its in the air he will fly to it.
If the Axe hits(true hit no block) Erik can move right away and combo after the axe hit.
This ability can be used as an avoid mechanic. But compared to other game mechanics its a very risky a move. A fast character can jump in between and then have a perfect combo opportunity on Erik, and a control character can shoot in beyond the axe and hit him.
Mjölnir Dash is more used to start a high damage combo.
Fenrir Swing: Full circle VH. Can only be used in air.
Priority: 3
Strength X 1(extra Chip damage 20% instead of 10%)
Recovery/ 1
Mobility: 5
Cost: Only in air. Need Axe equipped.
Effect: Make Erik do a 360 degree attack. + Extra Chip damage
Very strong attack for air combos. Best used as a finisher move before the enemy fall to the ground.
Energy abilities:
Recall: S(not usable when carrying any weapon)
Priority: 50
Strength X 1
Recovery/0.0000001
Mobility: 5
Cost: 1 energy. Can only be used while not equipped with the axe. And cant be used while carrying any other weapon.
Effect: The Axe flies in a straight line to Erik. When it reaches Erik he will be immune to damage for 0.1 ms so he can break from me distance combos. + Extra Chip damage
Can be used for several tactics. First its Erik’s Game mechanic to escape combos. The axe can hit the opponent attacking him or at least make him break free from distant combos. Also he can use it for several combos. Mainly he can use any of this projectile attacks, Axe throw Axe lob or Mjölnir and then Recall to make the axe hit them again.
He can also for example do a combo and then Recall to hit the enemy when they are flying away from him.
Unblockable attack: Eric can Recall when he is on the other side of the opponent creating an unblockable attack position when attacking combined with the flying Axe.
Bifröst: Dragon input S (not use able when carrying axe)
While using an “easier” input like backwards S might be better, a common input for teleport has been Dragon input. In street fighter, Dhalsim, Dictator, Akuma etc uses Dragon input or reverse dragon input. Making this a standard input for experience users, in a way User friendly. And in street fighter teleport game mechanic is used by DI + 3 buttons. This game only one will be used, easy to remember and easier input.
I think its a good intermediate solution, because it cant be to easy but this is still easy and keeping the hardcore users happy.
Priority: 100
Strength X0
Recovery/0.00001
Mobility: Instant
Cost: 2 Energy. Can only be used while not equipped with the axe.
Effect: Erik Instantly Teleports to where the Axe is. If the opponent is carrying the Axe they will be stunned for 0.1MS
With this Energy ability, Erik actually have two Escape game mechanics. But he can only use it when he is not currently carrying his Axe(Same with the first one). Bifröst is mostly used to reach the enemy. While Mjölnir Dash can be used to faster move on the screen(Erik being the slowest character in the game) but it has a lot of risk. This move is an upgraded version of Mjölnir Dash. But it can also be used in situations when the opponent character stand close to the Axe or is carrying it.
The Teleportation game mechanic is often widely used to but run and attack. This will be limited around the axe further increasing the “unique” play style of using a shared game resource with Erik. By that its a very good combo starter to use Bifröst if an projectile attack hits or if the opponent is carrying the axe
Mjölnir: Quarter forward S.
Priority: 4
Strength X 1.5(extra Chip damage 20% instead of 10%)
Recovery/ 3
Mobility: 7
Cost: 3 Energy, Can only be used while Erik is carrying the Axe.
Effect: The axe turns into an hammer and is homing until it hits the enemy. + Extra Chip damage. Can be used in Air.
Very strong Finish off move. Because the projectile is a homing one, it cant be avoided and deals extra chip damage as the rest of Erik’s projectiles.
Can create unblockable combos if Erik gets on the other side of the Hammer(but pretty hard only work at certain position)
Can be used to finish of a combo as it can be used both at ground and in air. And its homing (+fast).
This can be further increased by using Bifröst afterwards to continue the combo.
In theory Erik can do an infinitive combo with Mjölnir+ Bifröst but as they cost energy it is not overpowered.
One of the great thing with this is the expression fun factor the user can do a 10+ energy combo with Erik, creating chance for major come back.Erik explanation images:
Erik Can create combos with his Axe throw/lob and use Recall/Bifröst as escape mechanic.