Seph (strung) wrote in mtad,

Round 2!

I had some difficulty with my plans for my character's hair, so I decided to dump the longer hair idea and stick with the buzzcut look, if I don't go even shorter! I'm also experimenting with possible scars on his head which would cut into the hairline, but so far I'm not happy with those either so they may go.

His trousers are very strappy, and meant to look like a pants version of a straight jacket. Seeing as I'm definitely keeping the sweater, I had to show his mental health issues some other way. Although he's a really nice guy he's spent quite a bit of time in a psychiatric establishment more because his blind enthusiasm and sheer size make him dangerous to others despite himself, rather than any of his manic obsessions. I'm still finalising the design for his pants, they'll either end up as baggy shorts (second pic) or quite tight fitting (other pics).

His whole outfit is simply what he wears all the time in the mental institution he stays at, I was going for a very indoors-wear look (coz he wouldn't bother to change to go out) so I gave him the slippers. I love monster slippers! :D

This guy used to be a wrestler and streetfighter. He was always pretty simple-minded, friendly and optimistic but something horrible happened to him 5 years ago that sent him over the edge into a delirium-like state. Now he's equally and massively enthusiastic about everything. He can no longer discriminate between situations where he should be angry or sad or happy, because he enjoys it all! He gets the same enjoyment from streetfighting as he does from birthday parties. He loves people and making new friends and gives people glompish hugs all the time - even if they're meant to be his opponent! In the middle of a fight, he's as likely to cuddle you as clothesline you, there's really no difference for him anymore!

His demeanour is pleasant, so it's his size that makes him dangerous. If a 5'10" guy came up to you and hugged you as firmly as he could, you'll probably feel some pressure, maybe even get hurt a little. This guy is over 6'6" tall and an ex-wrestler brimming with muscle. His enthusiastic hugs do REAL damage!

That's a quicky background story for my guy, I need to clean up details and re-write it a couple of times...

Oh yeah, and my character's name? He's called Speh :D

Here's a command list I made up for Speh, in the Capcom style:

I think now you can see where my inspiration came from :)

Here's a rundown of what the moves do:
Forward Roll: Simply rolls forward, avoiding mid and high attacks (inc. missile attacks) and rolling through his opponent if he's close enough. Just to get closer to the opponent for his throws.
Glomp: A punishingly enthusiastic hug! He hugs them, they fall to the ground broken.
Pounceglomp: He'll run forward a short distance arms outstretched, and hug his opponent if he reaches him.
Airglomp: When use on the ground, he'll leap forwards into the air and catch an airborn attacker in a hug that drags them both ot the ground. Also used as a straight mid-air throw.
Counterglomp: Will stop mid or high physical attacks in their tracks with a hearty hug!
Doubleglomp: Follows up any of his grappling moves by holding onto his opponent as they fall and giving them a second, stronger hug on the floor. It's very versatile and powerful, so I made it very difficult to perform also to balance it out.
LOVE YOU MAN: A super-hug. I've not decided what this will look like yet, but it's a super variant of Speh's Glomp attack.
Supamegadoubleglomp: I like the name, but I wanted different naming conventions for my supermoves to my specials. You've probably already guessed, this is a super version of Doubleglomp.

A couple of notes:

Each glomping move is a throw move a heart and so can't be blocked, just like other throws. This makes Speh very dangerous at close range, especially since every glomp could potentially lead into a Doubleglomp! Needless to say, Speh is slow-moving and has no missile attack to speak of, to balance things out.

I thought Forward Roll and Counterglomp could behave differently when facing Neo's character than other characters. His bunnygirl attacks, while considered missile attacks of a sort (entity comes on screen, entity travels towards opponent, entity destroys itself and hurts opponent) would react to Speh's moves differently. Forward Roll can avoid missile attacks but not bunnygirls, and while Counterglomp cannot stop missile attacks it would catch a bunnygirl and dispose of her with a hefty hug. So when facing Neo as Speh you'd have to employ different tactics, just to make things a little more interesting.

There we go, that was quite long-winded! This week I'm gonna keep working on his trousers, then sort out a colour scheme and hopefully produce a sketch of the final pic.
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