Lily
Inspiration for Lily:
I wanted to create a character based around throws. Which is not an uncommon feature in a 2d fighting game. However, I wanted the character to be able to combo throws. This is something that can be found in 3d fighting games but not in 2d.
I would say the overall is mainly inspired from the Virtua fighter throw system. And some of her throw combos the idea comes from Aoi.
The interesting part with Aoi is that she got throw combos and not just attack combos. For example half circle throw. followed by quarter circle throw follow by quarter circle hard kick. This is not common in 2D fighting games(none what I know of), so it would be interesting to see how that can be used i 2d fighting game. Personally I think that's the best part of the 3d fighting game virtua fighter and want to see it more games.
(I picture Lily moving like Guy and fighting like Aoi In close combat)
Guy is fast close combat character in the Super Street fighter 4.
He uses wall jump and a special throw attack jump towards the enemy and have a air throw. Game wise Lily would look similar be fast etc, but have none of his fast phased combos instead having throw combos when she manage to get close.
Stats:
Explosive character Lily will hit strong but have a hard time if she misses.
Health pool:
The basic value is 100: Lily will have 130
Agility/Mobility: Basic value 10: Lily will have 17:
Lily is a grappler character and needs to get close to the enemy. She will do this by basically being really fast and having a wall jump mechanic.
Strength: Basic value 10: Lily will have 15:
Lily hits hard but will mostly focus her combos on throw making neither strength nor agility that important. But for basic attack she hits hard.
Recovery: Basic value 10: Lily will have 2: Her hard hitting and very strong throw is balanced by a huge lack of recovery rate.
Weight: Basic value 50: Lily will have 75: She is a pretty strong character but with her low recovery using weapons will make her play a really risky game.
Prime core gameplay:
Because of Lily's extremely low recovery she barely can do any combos. But she have a lot of throw combinations that works like “combos”. The goal being to get close and use one of her starting throws. She also have an Launcher game mechanic, a Launcher throw that gives chance for air combos. Basically, she cannot do any ground combos but she can do a repeated air combo with her launcher throw.
Her escape mechanic is a throw that prioritize over everything. That she can use to start combos. Or counter an enemies attack(break lose from a combo).
Lily have a couple of game mechanics to reach the opponent such as Wall jump. She also have a low dash that makes her go trough projectiles.
Lily have 1 throw that works with wall bounce mechanic which will enable her to create very strong combos.
The general play style should be to force the enemy into a corner. And there lock them in with good use of throws that have higher priority then most other characters attacks. Combined with that she has a wall bouncer she should, be close to corners. Also she can wall jump from a wall mixing up her play options.
However, Lily players a very high risk game she is very open after each of her attacks. With extremely low recovery she cant do much combos, instead she have set combos in a Target combo way. But they are lock throws. If the user want to use any combos her throw launcher attack has to be used , meaning her combo looks like this launch, attack attack launch, attack attack. launch(she can repeat this against a wall).
Lily is Designed to have several different combos. For example its easier for a user to do Target combo 1, it does deal less damage then 2. But its a good intermediate level of skill to use it. Its not to easy but it does sufficient damage to win games.
And none of her combos are never worthless on a expert level of gameplay, if the opponent always cancel a target combo. Then its more worth doing target combo 1 over 2 as the opponent will cancel it after 1-2 hits. And target combo 1’s hit deal more damage per hit then what 2 does.
It can also be worth to stop her combos midway with throws for example Pile driver. Because if an opponent will gather up her/his energy during the combo then he cancel it. By that the user could do more “safe” damage by using a powerful special throw before the opponent can use an escape.
Unique game mechanics:
Throw(she has 4 normal throws plus her special throws):
Throws them away(knock down)
Unique attacks(input attacks)
CrVH, makes the enemy fall down(knock down effect)
Unique movement
Lily can wall jump from both walls(right or left one). She has 3 different wall jumps.
(As seen from the left wall)
->. Pressing Right from the left wall makes her jump straight out from it(she will fall down pretty fast, the important is she wont gain any height)
Can be used to avoid attack and for combos.
Down-> Pressing Right + Down will make her jump diagonal downwards from the wall making her quickly reach the ground.
Can be used to avoid projectiles or to quickly get down to the ground after a air combo, so the player can mind game over the knock down opponent.
Up-> Pressing Right + Up will make her jump diagonal upwards from the wall. Giving her more height then what normal jump would do.
Can be used to avoid, but mostly use to have longer combos.
She can do any wall jump without using up her Dash mechanic.
So a combo can be for example
In air. L.M.Toss Dash Forward.(goes through opponent to reach wall) Up->. (wall jump) L.M.VH
Special abilities:
Special throws:
Toss: Quarter forward L.
Priority: 4
Strength X 0
Recovery/0.1 if it (3 if miss)
Mobility: 4
Effect: Throw attack, Enables air combos. Tossing the opponent up in the air. Because of this the recover is hasted if Toss hits so that Lily have time to do attacks. If miss it takes a lot longer time to recover.
This ability uses a launcher game mechanic. (Its a common fighting game mechanic). This version only lifts the opponent slightly but can instead be used over and over again.
The idea is that the combos shouldn't be to easy to do but still possible to perform very long combos given the right circumstances.
Pile Driver: Full Circle VH.
Priority: 5
Strength X 1
Recovery/ 10
Mobility: 5
Effect: Throw attack. Strong finisher can be done in both ground or air, cant be comboed after wards.
Straight Armlock: Half forward Circle H.
Priority: 5
Strength X 0.5
Recovery/ 3
Mobility: 5
Effect: Throw attack. Only works when opponent is laying knock down on the ground. Small window to hit with this throw, can follow certain attacks.
The opponent have to be very close to Lily, for example if a character falls down at the corner from Lily after her doing VHCr, then she can use Straight Armlock.
List of Lock abilities.
Lily’s Lock create a lot of different openings for her Target combos(which might be a bad word as they require some sort of starter for example Lock and they may be solely throw combos, maybe I have invited another a new game mechanic.).
Lock: Quarter back H
Priority: 5
Strength X 0
Recovery/ 0.01 IF miss 3
Mobility: 3
Effect: Attack throw. Combo opener for either throw combos or attack combos. If hits hasted recovery for combo possibility.
Target Combo 1: Only possible after Lock. Lock.L.L.VH
L:
Priority: 3
Strength X 0.2
Recovery/0.3
Mobility: 3
Effect: Enables next attack in Target combo 1.
M:
Priority: 3
Strength X 0.4
Recovery/0.3
Mobility: 3
Effect: Enables next attack in Target combo 1.
VH:
Priority: 3
Strength X 0.7
Recovery/5
Mobility: 3
Effect: Makes opponent fall straight down.
Can be followed by Straight armlock.
Target Combo 2: Lock. L.L. Toss
L
Priority: 3
Strength X 0.2
Recovery/0.3
Mobility: 3
Effect: Enables next attack in Target combo 2.
L(same stats)
Priority: 3
Strength X 0.2
Recovery/0.3
Mobility: 3
Effect: Enables next attack in Target combo 2.
Toss: Same
Good for starting of a strong air combo.
Target Combo 3. Lock.Vortex Kick
Vortex Kick: Quarter Back VH.
Priority: 3
Strength X 1
Recovery/5
Mobility: 3
Effect: Attack throw. Very strong displacement game mechanic throw. Lily kicks the opponent to the other side of the screen.( She kicks them to the wall behind her)
Al taught it might look like Lily don't want to lose distance to the opponent, its a good mind game ability. And against some character it can be used to gain screen control(map control). For example against Erik she can kick him away from his Axe so he cant pick it up.
But to be noted is that this attack probably is not good against a character like Death which always want to be away from the opponent. As Lily has very fast movement she can always mix it up with this attack.
Maelstrom: Quarter forward VH
Priority: 5
Strength X 0.5
Recovery/0.01 IF miss 8
Mobility: 6
Cost: Can only hit standing opponent or when they land.
Effect: Opens up for laying down Target combos. Will positing Lily in a crouching position, she will avoid high attacks(mostly projectiles)
Good punish game mechanic when an opponent lands after a missed attack.
In close combat can be used to counter high attacks and projectiles.
For example Erik using Axe throw this projectile can dodged by using Maelstrom, so if used in close distance Lily will dodge it and hit Erik with Maelstrom.
Target Combo 4. Only possible after maelstrom or Ground dash
M.V.Straight armlock.VH
M
Priority: 3
Strength X 0.4
Recovery/0.3
Mobility: 3
Effect: Enables next attack in Target combo 4.
V
Priority: 3
Strength X 0.5
Recovery/0.3
Mobility: 3
Effect: Enables next attack in Target combo 4, and enables that Straight armlock be followed by another attack..
Straight armlock: Half forward Circle V.
Priority: 5
Strength X 0.3
Recovery/ 0.3
Mobility: 5
Effect: If done it Target combo 4, enables another attack.(Its weaker no to balance it)
VH.
Priority: 5
Strength X 0.4
Recovery/ 3
Mobility: 5
Effect:
Energy abilities: