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also buns against big sword. (who'd guess? lol)
i think he could be broken if someone actually learned him, but i do like 0 dmg with him lmao
not search bar
*hardly no one really knows how to balance, you could say it's easy, but no one will really know unless someone really does translate him. not even undertale roblox games got his gimics right beside maybe his dodge at times.
*if you think you can make him true to how he should be, unlike Bonehead, i'd check it out too.
*so yeah.
In fact, I'll even TELL you literally everything that is wrong with this dude.
- His teleport is frame 5.
- DI now MOVES HIM for some reason??
- Multiple moves are below frame 10.
- He has a universal counter I'm pretty sure. (on top of his dodging)
- Phase 3 makes him a complete spam character. (example of which being blaster barrage, which could probably just straight up crash someone's computer)
- You are literally unable to combo him cause of his dodging mechanic.
- Ketchup. (do I need to explain why it's so broken)
- Even without ketchup, he has free regeneration.
All at the cost of his damage being awful, and being unable to combo you because his grab is complete garbage and has no moves that actually properly HIT the opponent and deal damage.
*defense through running/ regen (a mix of DEF and ATK): rush them down, be hyper agressive, take them out before they can regen through too much of your DPS, if you lack and feed into their regen ability, it's over.
*normal/caster or offensive players: easier to bait into traps or put them in large damaging zones if played well, you don't really need to conserve stamina that much, but you're allowed to more then vs a regen character, HOWEVER, if the player is excessively agressive, use your moves defensively, this is where he shines the best, given it's not a regen Chara. (if it's a regen chara, and they hit you a lot, say goodbye to wining- lol)
*any form of pressure you get against anyone regening can fall appart if you don't pressure them, you HAVE to engage.
*in normal situations, where a heal is rare or is a small amount through hustle, should be fine if you play him like how he should.
*being able to act first and snowball off the damage you get through a lot of attacks, even though that's a strength, the MAJOR downside is that a LOT of the damage is negated through blocking and/or avoiding attacks, while it makes sense with avoiding or blocking the attacks, if you don't pressure the opponent with grabs or guard breaks (which is VITAL to the character) or if their just good at out-healing or out-running the attacks, that's where the character falls apart.
*advice here is: pace your fights, extend your stamina as much as you can while pressuring the opponent as much as you can, once you get an upper hand (like landing excessive damage) get more agressive and keep at a moderate distance since he's range based and has basically no melee.
*of course, SOME moves might need to be taken into account for that, but i'm sure it will be worth it in the long run, especially if it's some of the later moves, it might help him against regen characters, and balance normal characters fighting.
*his normal damage output is already good, it's the KR that should be a fall back when regen or higher health characters try to fight him.
*since the previous KARMA was just based on health cap instead of HP cap, he might've lost some damage to use against regen characters- leading in a garenteed loss.
*and if the opponent is nearly done for, it CAN have the same effect if their max HP cap is lessened.
*so even more drain.
*but it should be tested.
*here's the premise: KR (KARMA) has a set amount of HP that can currently be effected, and scales on how quick it can drain by that set amount.
*lets say the max is 35% HP, while it reached it's maximum effective amount, KR drains at double it's rate until it fully ticks down, any additional attacks made will only increase the drain and deal normal damage.
*even at double it's drain rate, it still keeps into account how much the drain scales with effected HP.
*1-5% = slow
*6-10-15% ramping up, moderately quick drain rate.
*16-20-25-30% increasingly quickened drain rate.
*31-34% near max, close to dangerous damage tick levels.
*35% drain rate doubles until all KR is drained- decreasing ticks follow the same drain pattern, but doubled.
KR damage and normal damage usually can't keep up with the consistency of characters that have a decently strong regen or an out-right strong regen
i don't know if this will work, but here it is: inspired by The Disgraced Chef's domain, what if instead of being able to block his attacks, the attacks have a gimic rule you need to follow.
hustling or dodging gives a set amount of i frames, longer in later phases of the fight, but then goes on cooldown after a while, blocking only reduces chip damage done, but the KR still fully effects people that's blocking the attacks. Attacking Sans will remove some attacks on the screen as he has the ability to have a longer dodge, or a time anchor to move to a different area, reseting the opponent's position too. In the second phase, he can set up some bone projectiles while he dodges, in RETRIBUTION, he can send some gaster blasters or set up blue bone projectiles that's NOT protected against the I frame gimic.
but your suggestions for the ULC inspired gimmick fighter suggestion sounds good.
we already have a YOMI styled sans called BONEHEAD, and i don't really find it as fun as the character here, at least in theory.
so i think the ULC style can make him more fun on that note.
what do you think Author- if you're there?
but if you dont like this character, you can always unsub to not fight this character, personally, when my friends use sans, its fun to use aminsoity or what ever its called, not the hard to kill him if your smart enough to avoid blaster spam (hit him and it cancels new gaster blasters)
You can lower attack amounts, balance them to be more avoidable in the 2D plane, in exchange for adding a sense of danger that makes you actually have to dodge in order to make a ULC inspired gimmick fighter
Or you can make the character fall more in line with YOMI's style, make it work in an engine that isnt just combo heavy but is BUILT around making optimized combos and plays
ULC is all about stalking around Sans, waiting for an opening while applying pressure through various means. Clearly, this is trying to replicate that. You cant combo Sans due to him dodging away after every blow, just like in ULC, but as a cost everything Sans does takes from his stamina making it a war of attrition. However there are two main problems with this