Character Survey Gameplay Ideas đź‘Š

If I were putting together season 4, this is what I’d want to see. I’ll just go with the ones that I’d be interested in seeing.

Eagle

Bio: The first Fulgore, who’s consciousness was once tied to all of the drones, has regained consciousness and through that, a reestablished sentience. The link between ARIAs minions was broken by Thunder and Aganos, but Eagle’s mind and body are badly damaged. Nearly killing his brother before escaping the Ultratech facility that housed him, the cyborg leaves a path of destruction in his wake. Where he’s heading and what’s drawing him out remains to be seen.

Look: Half man, half machine. Dark hair with a pony tail and sunglasses to go with a slick black suit. One arm is completely metal, as is half of his face. A bright eye can be seen shining through one side of his sunglasses.

Gameplay: Dynamic-Power Up.

Regular moves:

Sky Slicer: b+MP - Holds sword with two hands and leans back with it pointed up/out in the air at an angle, sword turns in to a whip and extends slightly. Anti-Air.

Special Moves:

-Sword whip: d/t P - His sword breaks apart in to a whip and he spins it in front of his face. Very small distance covered. Opener, linker, hard knockdown ender.

-Shadow sword whip: d/t PP 0 Same move, just lasts longer. Opener, linker.

Eagle has a shadow meter that looks like Fulgore’s (complete with pips), but certain special moves can only be accessed by filling the meter.

He has to do certain moves to power up the meter:
-Malfunction: d/t K - Command grab- Covers small distance. Wraps sword whip around opponent, presses a button on the hilt and electrocutes them. Shoots a small bolt of electricity in to Eagle.

-Malfunction Ender: d/t FK - Same move, excepts he pulls the opponent closer and he roundhouses them. Wallsplat ender.

-Sword Stomp: LP/LK - Regular throw where Eagle drives his sword in to the ground, blade first, grabs the opponent by the neck and pulls their face down on the sword hard enough to drive it further in the ground. He pulls the sword out of the ground and a small bolt of electricity shoots through him.

-Sword strike: PPP - A taunt special move where he holds his sword to the sky and lightning strikes it.

Once he has enough stocks, he gains access to the following moves:
-Phoenix projectile: d/b P - Fires a purple projectile in the same of a bird toward the opponent. Linker and ender.
-d/b LP is an average speed projectile that can heat seek.
-d/b MP is a slower projectile that goes straight ahead, but can be manually exploded by pressing MP. Pops the opponent up in to the air on hit.
-d/b FP is a very fast projectile that goes straight ahead and can be exploded. Electrocutes opponent on hit, which stuns them momentarily.

-Laser Shield: d/u K - His eye lets out a small burst of purple beams in three directions (ground, toward and mid-high), about five feet in front of him. This move can be used for anti-air, eats incoming projectiles and is also an opener, linker and damage ender.

-Sword snake: The sword extends out of the hilt on a wire half screen distance, if it lands on an unblocking opponent, it’ll electrocute them and he’ll pull them toward him as he flies at them with a kick. Opener and exchange ender.

Instinct: Three things happen in instinct:

-Unhinged: Sword is permanently unhinged in instinct, so any regular attack that had used the sword previously have extended reach on them now.

-Lightning Strike: PPP is now much faster and charges two pips at a time instead of one.

-Shadow Malfunction: Eagle’s only other shadow move. He does the same move as regular malfunction, only instead of letting them go after electrocuting them, he pulls them in rapidly, choke slams them to the ground and while on his knees calls down a barrage of phoenix’s from the sky. Unlike regular malfunction, he cannot use this to end a combo. Damage is about three throws worth and ground bounces opponent, which can be followed up on. Uses three quarters of a shadow meter.

Joanna Dark

Bio: In an effort to squash her competition, ARIA deploys agents to the Carrington Institute to spy on the secret agency and ultimately crush it from within. By the time Jack Dark discovers the deception, it’s too late. He calls his daughter and issues one final order: Run. In order to find out what’s become of her father and avenge the Carrington Institute’s demise, Joanna will do some infiltrating of her own.
Look: Similar to Perfect Dark Zero, except a bit more grown up and darker.

Gameplay: Mid range zoner

Regular moves
-Flash bang: f & FK - She turns her head away and smacks a small steel canister in her hands, if opponent is in close range, they will be momentarily stunned.

-Elbow shot: f & FP - She elbows the opponent before spinning and striking them with another elbow while shooting them with her pistol. Opener.

Special moves

-Twin Pistols: d/f P - Joanna fires her pistols at an up and outward angle. Anti-Air. Can juggle opponent by pressing any one of LP MP or FP up to three hits. Breakable. Requires manual reload.

-Drone Strike: d/f K - Joanna quickly pulls out a small laptop and calls a drone, which flies down and attacks with either LK: Fire, MK: Electricity or FK: bullets. If the opponent blocks, the drone leaves. If the opponent does not block, then the drone can keep firing extra rounds as Joanna presses keys on the computer, as LK and MK are openers and linkers and FK is a hard knockdown ender.

-Shadow Drone Strike: d/t KK - The drone strikes with small grenades that take off more power. Can be used as a linker.

-Tactical Mine: d/d K - Joanna drops down and places a mine on the ground. The opponent must disable it by low kicking it. If they land on it, the mine’s light changes from purple to green and they have to low kick it immediately. Taking more than two seconds, moving off of it or pressing anything other than LK will result in them being blown slightly in to the air. Damage ender.

-Twin barrels: d/b K - Joanna leaps toward the opponent, grabs them and launches herself away from them, firing shots from her twin guns. The move does light damage, but puts distance between her and the opponent. Can catch opponent in the air if timed correctly. Exchange Ender.

-Shadow twin barrels: d/b KK - Same move, but more shots fired. Takes off more health.

-Air twin barrels: -Joanna spirals toward the opponent, firing her pistols, if she’s close enough to the opponent, it recaptures.

-Velvet Dark: d/u P - calls in her sister, who ziplines down on to the opponent, strikes them multiple times before flipping them up in to the air.

Instinct: The following happen in instinct:

-Mines blow the opponent higher in to the air.
-Five percent damage buff on all air moves.
-All enders get a laser rifle shot stuck on the end of them for increased damage.

Lovecraftian

Bio: A demigod from a lost city beneath the sea, this creature is awakened by Ultratech. Weakened by several thousands of years of slumber, it’s captured and experimented on in hopes of being brainwashed in to unquestioned loyalty to Aria.
Look: A black knight in scaled mail, one seahorse scaled shoulder, with long tentacles coming from underneath the back of the helm and one arm made entirely of tentacles. The other arm is covered by armor, but has a retractable golden trident running along the forearm and out a good foot beyond a green, scaley hand.

Gameplay: Dynamic-Stance Changing

Stance 1: Subservient

Regular Moves:

Trident Drill: b & HP - The trident spins rapidly on his hand and he shoves it forward at the opponent, if it hits, it’s an automatic 7 hit combo and it’s an opener. Light damage.

Throw: Trident slam - Expels his trident on a small line, which goes to just outside sweep range. If the opponent’s not blocking, it’ll embed in them and he’ll pull the opponent in for an armored elbow, which will send them flying back the way they came.

Special Moves:

Aqua Burst: d/f LP or MP or FP - Aims at his opponent and fires a trident shaped burst of blue energy. Battery Ender.

LP version: Very fast, light damage.
MP version: Moderate speed, more damage.
FP version: Slow speed, also green, also poisons opponent on hit with five seconds of white damage.

Shadow Aqua Burst: d/f PP - Same move, but the burst of energy is purple. If the opponent does not block, their color changes to purple and they’re “disoriented.” Their controls are reversed for five seconds. Linker.

Draw Lance: KKK - A serated, sword fish-like lance lowers to the ground as the tentacles fold back against his arm. While his lance is drawn, he takes more damage, but he’s able to do more moves. He can also draw it in combos, but can’t resheath it (KKK) until after a combo is done.

Lance Cutter: d/f/df LK, MK or FK: A double DP with the lance where he goes straight upward, but with the lance, it has more range. Damage Ender.

Shadow Lance Cutter: Same move, only more damage.

Brandish: d/f LK, MK or FK: He flies toward the opponent with the lance outstretched. Opener, linker, wallsplat ender.

Brandish LK: Strikes opponent low and lands in front of opponent. Opener.
Brandish MK: Strikes opponent high and lands behind opponent. Opener.
Brandish FK: Jumps in the air toward the opponent and lands in front, knocks opponent down.

Shadow Brandish: Same move, more hits and damage, Opener, linker.

Revolting: PPP - Change to stance 2

Instinct: Here’s what you get in Stance 1 Instinct: Nightmare

-The screen goes green and the ground changes to water. Opponent is slowed down to the speed of Kan Ra’s curses for the full duration of instinct.
-All aqua bursts are green and do white damage. White damage lasts as long as the last burst the opponent is hit with.
-Trident slam can go full screen and damage is scaled up the further away you are from opponent, so if they’re across the screen, it hits twice as hard as a regular throw.

Stance 2: Revolting - Armor bursts off (striking nearby opponent), revealing a sea creature with scaley skin, greenish, copper shell knee and elbow pads, and copper colored armor. It’s face is revaled to have seven eyes and a gaping fish mouth with pointed teeth and a thick, slithery black tongue.

Regular move:

Tentacle Suction: f, f HP - Uses his tentacle arm to pull opponent in. A puff of ink sprays out, staggering the opponent. Range is just outside normal throw range.

Regular throw: Changed to grabbing the opponent, biting them on the neck, spinning them around, biting them on top of their head, then kicking them away.

Special Moves:

Electrocution: b-f LP, MP or HP - Uses an eel to electrocute opponent while throwing them. Damage ender.

-LP electrocution: Lunges forward and grabs opponent with a blackish lobster claw that used to be his normal hand and hurls the opponent up in to the air in one motion, then summons eels from a small black pool in the ground who leap up in to the air and electrocute opponent.
-MP electrocution: Lunges further forward with the same result.
-FP electrocution: Lunges even further (still less than half screen distance) with the same result.

Deep Dive: d / f LK, MK or FK - He dives in to a puddle in the ground and immediately reappears in a different place:
-LK Deep Dive: Reappears in the same spot immediately, if opponent is near him and not blocking, he flip kicks the opponent out of the puddle, hitting them mid, which is an opener and linker.
-MK Deep Dive: Reappears to within sweep range of where he’d been previously. If opponent is nearby and not blocking, he stabs the ground with his tentacles, hitting low, which knocks the opponent in to the air.
-FK Deep Dive: Reappears to within the middle of the screen. If opponent is there and not blocking, he grabs them with his tentacle arm, lifts them up, sprays acid from his mouth in to their face, and throws them against the far wall of the screen. The acid burns white damge off of the opponent for five seconds. Wallsplat ender.

Mind Control: b-f K - Uses a small light that appears above his head, that radiates small waves at a close range, coupled with a low pitched whail. If opponent is in range and not blocking, they’ll be stunned. Opener, linker, advantage ender.

Air Grab: d/u FP: Reaches out at a diagonal with his tentacle arm and grabs an airborne opponent, hurling them to the ground on the other side.

Subservient: PPP - The armor reappears, and reencases the character, who is vulnerable for a moment. He can switch between stance 1 and stance 2 as many times as he wants, but doing so costs a stock of shadow energy and this cannot be done in mid combo.

Instinct: Instinct: Here’s what you get in Stance 2 Instinct: Undertow
-The screen goes purple and the ground changes to a purplish ink color. Opponent takes white damage while instinct is active unless they end a combo on you.
-Deep Dive now goes three quarters of the screen, mid screen and quarter screen.
-Mind Control’s distance goes further.

Ben Ferris

Bio: Even as ARIA gave him more and more power, she knew that Ben Ferris was a volatile force that had to be contained. Having mapped his genome during the Cinder project, Ultratech was able to complete a composite of the mercenary that would be more… Amiable. Her goal completed, ARIA enacted Project Meltdown: Ferris was stripped of his suit and thrown in a containment pod. He would go nuclear where it was safe, and ARIA could begin mass production of a new set of units.

However, Ferris did not go nuclear. The mercenary changed in to something else entirely and managed to escape. A free agent once more, Ferris will again sell his abilities to the highest bidder.

Look: A black beret, worn backwards, with a small energy icon on it. His face is normal, save for his eyes, which have red irises. He also has a long scar that runs the length of one cheek. He has an orange ponytail. He wears a camouflage vest over a t-shirt that has four gold stars on it. He has black pants that are tucked in to army boots. He has a utility belt on with a tube that connects to his chest. He has black gloves on his hands and a rifle on his back.

Gameplay: Zoner

Regular moves:

Knee Strike, f & FK - Punches opponent with a quick jab to the face, if it connects, he immediately grabs their face and slams his knee in to it. Opener.

Fire Fists b & FP - A left hook followed by a right hook, both with flames coming off of his hands. Opener.

Special Moves:

Knife toss: f/f HP - Throws a knife at the opponent. Light damage.

Charged knife toss: Hold down HP and he’ll toss the knife up and down in his hand. As he does, the knife will turn red. When you release HP, he’ll throw it much faster and it’ll explode on impact.

Knife slash: b/f LP, MP or FP - Does a different slashing motion for each version. Opener, linker, launcher ender.

Shadow Knife slash: b/f PP - More elaborate knife slashing. Opener, linker.

Camo: f/d/df LP - Turns in to an outline. Projectiles cannot hit him. Lasts for ten seconds or until he’s hit.

Shadow camo: f/d/df PP - Turns fully invisible. Projectiles cannot hit him. Lasts for ten seconds or until he’s hit.

Modifier: Ferris has a three button bar above his shadow meter. It defaults to red, but he can change it to yellow or purple.

Change modifier: PPP - Changes from red to yellow to purple and back.

Reload: KKK - Reload’s an attack for the highlighted button on the bar. Each attack can be used twice before needing to be reloaded.

Red Modifier: Laser Scope:

Mark: d/b LK - Ferris fires at the opponent, hitting them with a slash of blue paint whether they block or not. Does not count toward needing to reload.

Blast: d/b FK - Ferris calls in an air strike, with a missile screaming down and striking the opponent. Opponent must be marked to strike them, otherwise, it’ll just strike the middle of the arena. If Ferris is near the opponent when they’re struck, it’s an opener, linker and ground bounce ender.

Sniper set: d/d LP - Ferris drops to the ground with the gun drawn. can be canceled by pressing back. Does not count toward needing to reload.

Sniper aim: Aim the scope with down or up. Does NOT become invisible when you do. Press LP, MP or FP a small mortar projectile. If he’s near the opponent for any of these, it’s an opener, linker (LP, MP) and damage ender (FP). The blast also makes him visible again if he was invisible before.

Yellow modifier: Flame Thrower

Flame On: d/f LP, MP or FP - Pulls out the flame thrower and blasts in front of him. This move does good white damage and is an opener and linker.

LP version: Blasts low.
MP version: Blasts in front (to about sweep range).
FP version: Blasts up in to the air diagonally, recaptures airborn opponent.

Flame On (Delay): d/f MP The gun makes a whirring noise but doesn’t burst while you’re holding MP. When you release it, a flame cloud bursts out, blasting the opponent backwards.

Purple Modifier: Gas

Tranquilizer: d/f LP, MP or FP: Short range throw. Rushes in and flips over the opponent, as he flips the opponent over, he shots them in the back with his tranquilizer up to three times. Player chooses which three buttons to use and player can try and break based on the sound of the shots.

If the last press is LP: Sleeping Gas - Opponent moves slow like Kan Ra’s curse for five seconds.
If the last press is MP: Nerve Gas - Opponent’s cannot block for five seconds.
If the last press is FP: Muscle Gas - Opponent’s attack buttons are disabled for five seconds.

Instinct: Overload - The following are available in instinct:
-Increased speed
-Vastly increased reload
-Garrote: b and LP&LK - Traps an opponent’s high attack with wire and throws them over his shoulder.


Djinn
Bio:
Look:
Gameplay:

Wendigo
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Magical Archer
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Eyedol
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Shadow Orchid
Bio: In an effort to diffuse what little resistance that stood between Gargos and his domination of Earth, the shadowlord dispatched his trusted lieutenants to corrupt the souls of their strongest warriors. But unlike her brother Jago, Orchid’s merger with the Omen entity yielded different and… Unexpected results. Instead of splitting to form a completely different shadow being, she absorbed the Omen completely in to herself, becoming a much more powerful version of herself in the process.

Look: Her skin is pale, with purple veins here and there, but most of it is obscured except for the top of her chest and her hands (which have a glowing green aura in the palm of each). Instead of her normal attire, she has a black motorcycle jacket with a hood that completely obscures the top half of her face. The lower half of her face has a black cloth covering her mouth and the imprints of white wolf teeth on it. One of her eyes glows green, but you can’t see that, only the reflection of the glow on the outside of the hood.

Both her jacket and her black leather pants have silver flames on them. Her jacket is unzipped, and she’s wearing a white, tattered tank top on top of a black tank top. A green image of Gargos symbol can be seen on the white tank top, with four red lines through it. Around her neck is a tightly cropped platinum necklace with a platinum skull hanging from it.

Gameplay: All around

Regular moves:

Palm strikes: f & FP repeatedly - She strikes with her palms out, emiting splashes of green sparks, if the first hit connects, she can tap it repeatedly for three more hits. She can transition in to a combo after the first, second or third hit. On the fourth hit, she throws a stiff palm that knocks the opponent across the screen. Battery ender for aura bar.

Laser Throw: F-LP & LK - In the absence of a regular LP&LK throw, she has a move that smacks her opponent with a whip of green laser energy before flings the whip back up in the air, sending the opponent flying. She then uses the whip to pull the opponent down to her while doing a backward flip kick, sending the opponent flying away from her. Battery ender for aura bar.

Special moves:

Laser Whip: d/t LK, MK or FK - She turns the aura in one hand in to a green whip of light in the shape of a cat of nine tails. Half Screen distance. If it connects, it’s an immediate nine hit combo and it causes stagger.

-LK version staggers them backward and away from her.
-MK version staggers them forward and toward her. Opener and linker.
-FK version staggers them forward and toward her and the balls at the claws at the end explode, popping them in to the air. Battery ender for aura bar.

Laser Cut: f/d/df LP, MP, or FP - She spins and uppercuts the opponent with two tonfas of green light or yellow light.

-LP version is a light damaging opener and linker with green light.
-MP version is a medium damaging opener and linker with yellow light.
-FP version is a launcher ender.

Shadow Laser Cut f/d/df PP - Ground bounce ender that teleports her in to the air after she’s uppercut the opponent, where she puts her hands together in a fireball position for an explosion of green energy that sends the opponent rocketing out and downward to the ground.

Lasaken: d/t LP, MP or FP - Throws a projectile at the opponent made out of light.

LP version: Green energy that travels extremely fast and explodes in a fury of sparks upon hit.
MP version: Yellow energy that travels slower, but electrocutes the opponent upon hit.
FP version: Same as MP version, only hits harder. Battery ender for aura bar.

Shadow Lasaken: Large purple energy that travels slower and explodes upon hit. Opener and linker.

Aura Bar: The following moves use her aura bar, which can be built up using aura battery enders as well as her throw or ending four successful palm strikes.

Levitate: KKK - She levitates a foot off of the ground with a green aura below her. She can move forward or backwards and can jump up and do all of her jumping attacks. She cannot be swept, and anything that hits low will miss her.

Moves during levitate:

Aura Drop: dd - She comes back down to the ground.

Aura Fall: d/d & LP She comes down with an elbow. If she strikes a nearby opponent that’s not blocking, it’s an opener.

Aura Dash: tt or bb - Energy wings briefly appear as the she performs a quick dash. Note, she can dash through opponents while levitating. Costs aura.

Spiral Exploder: f/f LP, MP or FP - She spirals toward the opponent, arms extended, head first.

LP version: Lands in front (low) and is an opener and linker.
MP version: Lands in front (high) and is an opener and linker.
FP version: Does a lariat on the opponent. Only connects if they’re not blocking or ducking. In the damage ender version, she does a lariat, but holds on to the opponent’s head until it starts to glow green, it then explodes the opponent in to the air behind her. High damage ender.

Aura Lasaken: d/f LP, MP or FP - she fires a silver lasaken that heat seeks on to the opponent, if it’s not blocked, one stock of shadow energy is locked out for five seconds. Costs some aura bar.

Aura Deflector: b / LP&LK - She can deflects an opponents high attack and then flip kicks the opponent backward. Costs aura.

Instinct: This is what she can do in instinct.

-Aura bar fills up and she immediately goes in to aura state. Her hood comes off and her hair is glowing green. The bar slowly refills at the same rate that her instinct bar drains down until her instinct meter is fully depleted.

Reign of Light: PPP - She puts her hands in the air and green bolts of light rain toward the opponent from above/behind Orchid, until the aura bar is completely drained. If the opponent doesn’t block, they’re in for massive damage.