Yeah, tremor style, hazard based thing
We have all heard of ravenes, raveans? Wait a second.
Ah its ravines.
Anyways.
A fighting style based off of using your terrain to your advantage.
The Hazard Aspect
Hitting the ground with a move will make a field of spikes with their size depending on intensity. The shape of the field will depend on the hitbox of the move.
Smash = Ring around your character for example.
The spike material will depend on the ground material.
They will dissipate after X amount of time or when hit by a move.
Spikes will count as terrain so they can negate damage from moves.
Anyone, including the fs user, will be damaged by said spikes.
Gimmicks:
Inflicts bleed
Staying on the ground when using a move will cause you to kick up a rock shield that will absorb but not fully negate damage when the move is in transit (Crash distance, time from smash startup time to the end of the move). Using a move in air will not have this effect
This shield will only absorb 10% damage and will break upon a single hit. (Discouraging airstalling and a more grounded fighting style, heh, get it?)
Blocking while on the ground and clicking M1 will allow you to throw a rock wherever your cursor is. If you are hit during this your damage absorption from normal blocking will be heavily reduced. This will also not apply if you are blocking mid air.
Dodge reflex will be burst and won’t do damage reduction
Imbues will affect the terrain as well, giving the terrain your magics status effect
Pros:
-Defensive Fighting
-Average Size
-Hazards
-Blocking Mechanic
Cons:
-Blocking Gimmick Causes less DMG reduction
-Low DMG and Speed
- Disadvantage against fast attacks
-Takes DMG from hazards (Less DMG than an opponent but still DMG nonetheless)
Please give feedback instead of just instant 1 starring this, it can be edited.