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Errant Shell
   
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108.584 MB
28 Aug @ 8:35pm
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Errant Shell

Description
Ceaselessly wandering in search of something he can no longer remember, the Errant Shell staggers through battlefields and forests, his journey disturbed by the myriad fighters along the way.

Whilst slow and with poor recovery, he makes up for it with great reach, naturally high durability and armoured attacks. When playing against him, you're better off trying to dodge his attacks or exploit the sour spot in his attacks where his sword doesn't reach.

Notable unique features:
- E.S will heal for 20% of all damage inflicted with the blade of his sword unless specified otherwise.
- All attacks can be charged with the except of jabs, directional specials and grabs.
- Any grounded attack with sufficient momentum behind it will gain armour during the swing, and charging attacks will also give him refreshing armour as long as he's grounded.
- However, his mobility is severely limited;
- His dash is a singular burst of speed with a cooldown, but you're not forced into his dash attack during it.
- He only has one jump, and due to his weight falls extremely quickly
- Repeated uses of attacks or inputs that would give him burst mobility will accrue a stacking health tax that can be mitigated by taking a break from them.
- He has notable landing lag, but gains access to a unique attack after landing.

Attacks:

Neutral Special:
E.S charges a swing with his sword, gaining armour in the process - there are 4 stages of charge, each one having its own unique associated attack;
Stage 1: A rising slash with solid frontal and aerial coverage, it also launches opponents into the air and can lead to followups.
Stage 2: A pair of slashes that deal respectable damage and work well for keepout.
Stage 3: A heavy overhead slash that deals monstrous damage and has incredible knockback, but leaves him vulnerable on miss.
Stage 4: A near-just-frame input between Stages 2 and 3, releasing the charge at the perfect time will freeze all enemies ahead of E.S with fear, allowing for almost any followup to be confirmed; this also temporarily unlocks the ability to perform 'Funeral for a Dragon', accessed by quickly inputting F,DF,D,D+BACK,BACK,F+A in a motion called a "HCBF" - this move hits like a truck and leaves the opponent in the air afterwards, whilst ignoring shields and interrupting armour *and* healing E.S for a percentage of his missing health.

Side Special:
E.S leaps forward, armouring through attacks and slamming his sword down for massive damage - if used in the air, this move instead gains a slight upwards arc, some preliminary hits and then lands, dealing the most damage if the opponent is caught in the slam. Both of these attacks will end with high downwards momentum, however, so be cautious around ledges.

Up Special:
E.S reaches into the air with the hilt of his sword, with multiple outcomes depending on what it touches;
- If it hits a player, he'll pull them down into a shoulder bash with notably high knockback scaling.
- If it connects with terrain, he will pull himself up to it, and this is his only form of non-jump vertical mobility. Should an opponent be hit whilst on a platform he'd pull himself up to, he'll naturally prioritise pulling himself up and keeping the opponent staggered for a quick followup; if you'd rather prioritise the shoulder bash, hold down.

If this attack is used in the air instead, the results are different;
- If it hits a player, he'll throw them downwards whilst launching himself up, making this a great button for threatening revenge pressure at a ledge. Holding down will instead have him drag the opponent down with him, and if he lands on the ground, he'll swing them around, dealing damage to nearby opponents, before slamming them against the ground and leaving them airborne for further followup. This input has a cooldown just long enough to prevent loops.
- If it hits terrain, he'll pull himself upwards towards the terrain, and besides his Side Special this is the only recovery he has.

Down Special:
E.S parries all incoming attacks, but this is notably slower than some of the base cast's parries, and only affects whoever is in front of him - however, the payoff is significant, freezing the opponent in place for confirmed followups and enabling the use of a unique three-stage followup, whose inputs are as follows; QCF (D,DF,F), A, BACK+A.
This attack deals significant damage, bypasses shields and armour, leaves the opponent staggered and heals E.S for a percentage of his missing health.

Ultra:
Taking just 10 ultra gauge, should it be full, this counter will mitigate the next coming attack - if this is successful, the full gauge will be consumed. This counter can be primed during attack animations by manually pressing Attack and Special together, making it an especially dangerous proposal to punish him for his long recovery times, but cannot be primed whilst he's already staggered.

On a successful counter E.S will be knocked back and become invincible, having died - should he have a spare stock, this will consume a stock. After a brief time, he will get back up, regaining any stocks lost as a result of the usage of this move, and his ultra gauge will refill once more.

The ultra gauge will now drain over time, the intensity of the drain increasing over time, but can be refilled by inflicting damage to extend its duration. As long as E.S has ultra gauge, he cannot take damage, will heal for 25% instead of 20% damage dealt, will emit particles and gains access to both a full sprint in place of his old dash and a new attack, accessed by pressing Attack + Special.

This attack covers a lot of ground, is unblockable, has poor knockback enabling E.S to stick to targets and will heal E.S for a percentage of his missing health on-hit, and whilst it does cost ultra gauge to use, it will also replenish ultra gauge on hit, making it extremely threatening. However, this move will also notably accelerate the drain of the ultra gauge on use, so use it well.

Credits:
Big shoutout to Silver1906 for being a persistent source of motivation throughout this character's procrastination-filled years of development and advice on bug fixes, couldn't have done it without ya, pal.

Workshop stages featured in this character's trailer:
- Blade Grave [Reminiscent]/Blades Grave - Mr_Ovatsu
- Dream of a City - The Floof Artist
- Shiivake Village - The Floof Artist
- Hollow Bastion - The Floof Artist
- Cherry Grove - Chiki Claw's

Workshop characters featured in this character's trailer:
- Narome - Lunchbillion
- Bernard - Lunchbillion
- Matsuda - Lunchbillion
- Lucarde - sakuri9616
- sofia - sakuri9616
- Spoor - Silver1906
- Dog - Shelle (can't have a soulsborne reference without a dog, after all.)

Songs featured in this character's trailer:
- Secret Betrayal - From Software
- Curse-Rotted Greatwood - From Software

Sound samples featured in this character:
- Gigas - Bandai Namco Entertainment
- Artorias - From Software
- Double - Skullgirls
...and many more

Other things used for this character:
- Thumbnail - Myself
- Sprite - Myself
- Animations - Myself
- Programming - Myself

[DISCLAIMER]:
This character has many bugs due to the unique systems I, a poor programmer, had to hamfistedly create and implement, and whilst none should be gamebreaking I take no responsibility for any losses that may arise from them, though I may try to fix them eventually.
7 Comments
RockEmblem 2 minutes ago 
Cinema
SGV.Gaming 2 hours ago 
IT’S GAME OVER MAN
yall can close the workshop now
Silver1906 7 hours ago 
My sweet sweet baby I'm going to dominate so many lobbies as you
X2DA 11 hours ago 
PLEASE BE PEAK!!!
Lunchbillion 14 hours ago 
THE TIME HAS COME
Erans  [developer] 15 hours ago 
PEAK KNIGHT FINALLY!!!!!