I’ll take a crack at this, and while I’m sure most of them will be garbos, hopefully one or two will be cool ideas.
Jago: Fire wind kick. Gains a Fiery Wind Kick which does twice the damage, can go full screen, travels faster, is less minus on block, and he gains the ability to cancel it in to three different moves while traveling to the opponent: Laser Sword, his jumping overhead, or a sweep depending on which kick button you press during wind kick.
Sabrewulf: Projectiles, eclipse projectiles and projectiles off of enders. He can throw a green energy projectiles of varying sizes and speeds. He can also throw three projectiles of varying angles off of eclipse. They also attach to any ender, and the number of projectiles that come out during an ender depends on what level the ender is, so he can throw up to four after an ender.
Glacius: Quicker walk and jump speed as well as Ice Clone. Glacius creates a clone of himself that mimics everything he does. The clone disappears once he’s knocked down and he’ll have to regenerate it if he has instinct left.
Thunder: Tornado summon and recapture tornado summon. Can create a small funnel cloud that blows the opponent up in to the air and toward him a little ways. He can also recapture an airborn opponent in a tornado, which leaves them stunned for a second.
Sadira: Instant wakeup and Air downward flip kick. By pressing up the second she hits the ground, Sadira will instantly get up and be ready to attack. She also gains a mid-air flip kick that acts as a recapture so she can knock enemies in to the air, do some damage, then take them to the ground with the flip kick to continue the assault.
Orchid: Gains her lasaken projectile and grenade improvement. Travels quickly and can be detonated to explode at any point during the throw. Can cause a hard knockdown on a non-blocking opponent. Can also be used during blockade runner, air buster, ichi ni san or flick flack, but not in combos. Grenade toss can also be cancelled in to lasaken, which detonates the grenade in mid-air for both damage and a hard knockdown.
Spinal: Move steal and Mega skull. He gains the ability to steal a random move from his opponent if he power devours anything during instinct. Opponent cannot use stolen move for the duration of instinct, but Spinal can. Might replace one of his special moves. Can drain his whole meter by throwing a green skull that’s half the size of the screen at the opponent. Hits as hard as a near fully charged devastation beam.
Fulgore: Instinct Sacrifice and Energy net. Once Fulgore pops instinct, as long as he has more than half of his meter left, he can sacrifice it to completely fill his up his pips. Energy net can be used twice during instinct. Throws a blue energy net at the opponent, which travels about half screen distance. Has a relatively slow start up time, but to compensate, it cannot be blocked. The only way to not get trapped in the net and be briefly electrocuted, giving Fulgore the chance to get in and start a combo on you, is to jump or dash away from it.
Shadow Jago: Command Tether. If Shago dashes through the opponent or hits them with a fireball, a thicker, bluish purple tether attaches to the opponent. If Shago dashes backwards, it pulls the opponent toward him and they fall to the ground for a hard knockdown. Minor damage. If he dashes toward the opponent, the tether lifts the opponent off the ground, electrocutes the opponent and releases them for a ground bounce. Does throw damage. Both moves can be done while either Shago, the opponent, or both of them are in air. Both moves can be blocked.
TJ Combo: Speed Bag and Catch counter. Pressing LP does three quick speed bag style punches with his right hand. It’s an opener and he can press this multiple times to do multiple speed bag punches with both hands either in to a combo or until his meter blows out, at which point he’ll throw a hard hook that spins the opponent around and drops them to the ground. By pressing back and the throw buttons, TJ can catch any high or medium punch, kick, or non-projectile special move in to shoot toss, but this will not launch the opponent like regular shoot toss.
Maya: Swords and Storm daggers: She taps the yellow and purple circles on her daggers together and both grow to the length of swords. They can be used the exact same way as the daggers, but they’re harder to avoid and they do more damage. She can also use her whole instinct meter to summon tons of daggers that rain down on the opponent for massive damage.
Kan Ra: Mesmerize and Hypnotize. If he catches the opponent in clutch during instinct, blue waves pulsate from the opponent, through the bandages, and toward Kan Ra. He gains some shadow meter as the opponent loses it. Once the move ends, the opponent is left standing still as a statue, briefly mesmerized, giving Kan Ra a small opening to attack. If he throws an opponent, they not only have a floaty jump, but their light and heavy buttons will be reversed, and any time they knock down Kan Ra, they’ve been hypnotized in to falling down as well until the curse ends.
Riptor: Pack attack. Riptor lets out a roar and two more stalkers enter the battle. Downside is that they’re both first batch models and they’re unpredictable. They won’t attack Riptor, but they might not attack the opponent all the time and they may even attack each other a little. The opponent can do moves on them to knock them down or get by them, but they only leave the screen once instinct mode ends.
Omen: Faster jump speed and a new damage ender. His jump speed will be more in the range of Jago’s. His new ender will use the same D/F + lights as demonic despair, only instead of the slow start up and the opponent and taking 100% potential damage, he quickly reaches out and ends the combo with a faster version of demonic despair that does slightly more than normal damage ender.
Aganos: Auto chunk gain plus Speedster. Instead of having to manually generate chunks, one will automatically apper every few seconds. Also, Aganos mask will glow as his speed drastically increases to that of Jagos. Everything he does, from jumping, to walking, normals, special moves, etc all increase to a more standard speed.
Hisako: Different vengeance upgrades and hold descent / descent throw: Vengence has a shorter whiff animation, and while all three punches will catch high or low attacks which will start combos, all three kicks will become counter throws that cause hard knockdowns. She can also hold heavy kick when she does descent to stay underground longer, but instead of popping up like she normally does, she leaps out of the ground and on to the opponents back, scratching and clawing at them until they fall down.
ARIA: Drone revive / drone heal and more damaging specials. She can only do this once during instinct, but if one of her drones is defeated, she can revive it with a small amount of health. If none of her drones have been defeated, they’ll both get a small amount of health. As for her specials, regular shotgun blitz hits four times, while the shadow version hits seven times. Same goes for explosive arc. Crecendo hits harder and has two hits of armor. Allegro hits four times while shadow allegro hits seven times. Dissonance hits five times while shadow dissonance hits eight times.
Cinder: Fire Up taunt, increased damage and near invincibility. He can manually entire fired up state by taunting, every normal and special move increases damage-wise, and he can change to a slim outline, which fades in and out, so for a few seconds at a time here and there, he’ll be completely invisible.
Kim Wu: Fire flower and low dragon cannons. For fire flower, she jumps slightly in to the air and an explosion of light pops from her hand. This acts as an anti air, however it can also be used as an opener on the ground, a linker, as well as a hard knockdown ender. Also, instead of being able to throw regenerating dragon cannons toward the opponent’s high/mid range area, she can instead throw them low, which causes stagger just like the dragon cannons in her other instinct.
Tusk: Flame sword. If Tusk’s sword glows (even a little bit), any deflect done with the sword lightly singes the opponent, doing a tiny bit of extra damage. He also gets access to a fire projectile (QCF + P) that flies from the sword toward the ground of the opponent at varying speeds depending on the button press. Once it lands, there’s a small flame burst, medium flame burst or large flame burst depending on the button pressed. Heavy punch goes slowest, has the biggest flame, hits the hardest, but drains the sword of it’s heat the most. It can be blocked, of course. When Tusk’s sword is at peak burning, the sword itself catches fire. Now, doing a heavy fireball attack will send a stream of fire toward the opponent on a path of fire toward the ground, which explodes upward in spiral columns of flame. This drains the sword of all heat, but does about as much damage as a throw.
Mira: Enchantment, improved mist, and attachable bats. For enchantment, doing an embrace command on the ground will make Mira extend her arm and gesture the opponent toward her. Long recovery time. If the opponent is on the ground and not blocking, they will walk toward her and she will do an embrace throw. Her mist form will last slightly longer and cause no blood damage. If her bats hit an unblocking opponent, they will feed on the opponent until instinct runs out. She can attach several bats to the opponent if the opponent isn’t blocking and while they don’t do much damage, it’s still a slow leak of damage over time.
Gargos: Stone spear, stone thorns and stone shield. The first is a fast moving projectile that hits high. The second can be activated only when Gargos is on the ground. Stone thorns quickly protrude from his body at all angles, forcing anyone trying to attack him while he’s down to think otherwise. The thorns quickly fall off and take four seconds before he can regenerate them again. Stone shield is a slab of stone that he generates in front of himself. It comes out relatively slowly and falls to the ground quickly and disintegrates, but if the opponent strikes it, they will be repelled backwards.
Eyedol: Manual switch, Demon gaze and Demon fear. Only takes one punch every time to change forms. In mage form, Eyedol can shoot a purple laser from his eye that paralyzes the opponent momentarily, leaving them open for attack. In warrior form, landing a throw on the opponent will cause the opponent to stay on the ground slightly longer, giving Eyedol the chance to pound his chest once. This gives him a very slight damage boost or a very slight health boost, the result is random. However, it also lowers the opponents damage AND health. Multiple throws will obviously lead to an opponent whose attacks don’t do a ton of damage, but this effect goes away once instinct ends.
Eagle: Unlimited arrows and increased draw speed. He can pull, draw and shoot all of his arrows more quickly, and he has an unlimited stock of them during instinct. Once instinct ends however, his arrow count drops to zero.
Okay, I’m done for now. Most of these are insanely OP anyways lol, but I was just thinking of stuff that might either be fun or might mitigate a character’s weakness a bit, or maybe even both. I’d do Kilgore, Shin Hisako and the guests, but I dunno, maybe later?
Can’t wait to see these get torn to shreds lol.