Ideal character: The Rhino, Knight in Shining Armor

Korencz11

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After thinking about it in the Animals for fighter archetypes thread, I've come up with an entire character based around the idea of armored attacks and counters.

Rhino is literally a knight in shining armor and acts as a kind of guardian to it's kind. Unlike Pom & Ari in their own stories, Rhino is the character you would want to send in to combat the predators. That's been it's job for all of time, and it works as an arbiter within it's community, settling disputes and carrying authority similar to a police officer. I.e., a Knight


Rhino's Magic system would be all about holding down :D: to charge it's magic meter (Similar to Ole, but the meter charges x amount for button length pressed). For every attack that's used with magic meter, you gain armor for each meter bar you spend (max of three) meaning it takes that many attacks to knock you out of it. Using an armor-able attack with meter will consume the the total completed magic bars, giving you the ability to partially complete a magic bar to be used later as like a quick charge attack.

Rhino has the slowest movement across the board. To make up for this, Rhino would have an attack to charge down the field to close distance (similar to cerebella's charge attack). This way, you can charge after your zoner opponents with armor as to not get knocked out of it easily, but still take half damage. If you miss or the attack is dodged, Rhino has to complete the charge, so spam of the charge is easily punishable.

Rhino's basic attacks all have forward momentum with the heavies themselves being able to move you a full step forward to also help with the terrible mobility. These attacks also cause your opponent to be pushed back a great deal, giving you time to charge magic in between attacks if you time it right.

Because Rhino is literally wearing armor, it would have a pretty garbage jump or a limit to the horizontal distance in which Rhino can jump compared to other characters, but in return, Rhino would have quick slams for it's air attacks, that chain into something that can cause a knock up. Since it's a rhino, after all, I'd say a good few of it's standard moves involve use of the natural horn and are anti air.

Being the big slow armored character, Rhino would need a counter or a few to actually deal with your opponents without getting stomped on. Since the movement is poor, Rhino can move while charging meter, but charging meter takes it out of block. Rhino does not lose magic for being hit out of charging. This is where the magic meter gets used for attacks on it's own: Rhino has a three counters that each consume magic. Much like Ari's Rope, only two of these can start a combo, but the one that doesn't will be the most reliable (i.e. counter duration, what it can react to, etc.). The counters would each have different inputs ending in :D: (i.e. :2::3::6::D:, :2::1::4::D:, :6::2::3::D:)

Air Counter forces a stun and a knock up that's treated as an anti air. This would have the shortest input duration, but be the most effective counter as it would easily combo into Rhino's other attacks. This counter causes the least amount of juggle decay, but has no effect against low attacks and misses crouching opponents.

Standing Counter forces a wall bounce/stick (whatever it's called) which can be combo'd into with Rhino's charge, meaning it would take two meter to actually use effectively from a distance. Otherwise, it becomes the opposite of useful and puts you back to square one if used at the wrong time/you can't cover the distance you just created. This is effective against standing and low attacks and causes heavy JD, misses on high attacks. Mid counter has the longest counter duration.

Reflect Counter reflects projectiles, and only counters on projectile attacks. When hit with a projectile, Rhino reflects it using it's armor and returns it at high speed, and homes it toward the opponent. If the opponent is hit with the projectile, it causes massive JD and a ground bounce, so even if your counter works, not much can combo off of it due to JD, but this can give you time to recharge and prepare to close distance. Projectile counter has medium duration.

Supers!

Rhino's level 1 comes as a multi-hit air teleport slam, a-la Hulk's gamma crush. The character charges for like a second, quickly gaining one magic meter (faster than a normal charge), then shoots into the air, slamming down on the opponent. Once charged, Rhino has armor through the rest of the attack. The initial jump has an AOE that consumes magic and will stun a non blocking opponent. The AOE deals damage depending on the amount of magic consumed (2 or more to deal damage). The attack only does damage if magic is consumed and fails if the initial charge is interrupted. Successfully hitting this super causes a ground bounce and knocks the opponent in range to start a small combo. Juggle decay here is similar to Ari's "Here comes the truck."

Rhino's level 2 expands on the first super as a knock up. This super must be performed after colliding with your opponent and before the ground bounce happens. Rhino takes your opponent out from under it before landing, and tosses them up and knocks them skyward with it's horn, stunning them until they hit the ground or are knocked out of it. This does less damage over all, but the JD is less severe and you still have your ground bounce to continue comboing on, netting you the opportunity to do more than the standard Rhino Smash.

The biggest drawback to Rhino is that it would be very susceptible to grabs of all kinds, and would struggle heavily against characters with command grabs due to it's poor movement and reliance on armor and counters. based on this alone, I'd say Rhino's worst match up is Ari at the moment, and it's best with this kit would be either Tian or Pap.


:aricool: Anyways, that's my ideal Rhino. This is the play style I like to take when I can in any game, and I love the rock/paper/scissors mind games that this kind of character causes. What'cha think?
 

TheGoldenW

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Banished to the Hold
Aug 5, 2017
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Cleveland, Ohio
After thinking about it in the Animals for fighter archetypes thread, I've come up with an entire character based around the idea of armored attacks and counters.

Rhino is literally a knight in shining armor and acts as a kind of guardian to it's kind. Unlike Pom & Ari in their own stories, Rhino is the character you would want to send in to combat the predators. That's been it's job for all of time, and it works as an arbiter within it's community, settling disputes and carrying authority similar to a police officer. I.e., a Knight


Rhino's Magic system would be all about holding down :D: to charge it's magic meter (Similar to Ole, but the meter charges x amount for button length pressed). For every attack that's used with magic meter, you gain armor for each meter bar you spend (max of three) meaning it takes that many attacks to knock you out of it. Using an armor-able attack with meter will consume the the total completed magic bars, giving you the ability to partially complete a magic bar to be used later as like a quick charge attack.

Rhino has the slowest movement across the board. To make up for this, Rhino would have an attack to charge down the field to close distance (similar to cerebella's charge attack). This way, you can charge after your zoner opponents with armor as to not get knocked out of it easily, but still take half damage. If you miss or the attack is dodged, Rhino has to complete the charge, so spam of the charge is easily punishable.

Rhino's basic attacks all have forward momentum with the heavies themselves being able to move you a full step forward to also help with the terrible mobility. These attacks also cause your opponent to be pushed back a great deal, giving you time to charge magic in between attacks if you time it right.

Because Rhino is literally wearing armor, it would have a pretty garbage jump or a limit to the horizontal distance in which Rhino can jump compared to other characters, but in return, Rhino would have quick slams for it's air attacks, that chain into something that can cause a knock up. Since it's a rhino, after all, I'd say a good few of it's standard moves involve use of the natural horn and are anti air.

Being the big slow armored character, Rhino would need a counter or a few to actually deal with your opponents without getting stomped on. Since the movement is poor, Rhino can move while charging meter, but charging meter takes it out of block. Rhino does not lose magic for being hit out of charging. This is where the magic meter gets used for attacks on it's own: Rhino has a three counters that each consume magic. Much like Ari's Rope, only two of these can start a combo, but the one that doesn't will be the most reliable (i.e. counter duration, what it can react to, etc.). The counters would each have different inputs ending in :D: (i.e. :2::3::6::D:, :2::1::4::D:, :6::2::3::D:)

Air Counter forces a stun and a knock up that's treated as an anti air. This would have the shortest input duration, but be the most effective counter as it would easily combo into Rhino's other attacks. This counter causes the least amount of juggle decay, but has no effect against low attacks and misses crouching opponents.

Standing Counter forces a wall bounce/stick (whatever it's called) which can be combo'd into with Rhino's charge, meaning it would take two meter to actually use effectively from a distance. Otherwise, it becomes the opposite of useful and puts you back to square one if used at the wrong time/you can't cover the distance you just created. This is effective against standing and low attacks and causes heavy JD, misses on high attacks. Mid counter has the longest counter duration.

Reflect Counter reflects projectiles, and only counters on projectile attacks. When hit with a projectile, Rhino reflects it using it's armor and returns it at high speed, and homes it toward the opponent. If the opponent is hit with the projectile, it causes massive JD and a ground bounce, so even if your counter works, not much can combo off of it due to JD, but this can give you time to recharge and prepare to close distance. Projectile counter has medium duration.

Supers!

Rhino's level 1 comes as a multi-hit air teleport slam, a-la Hulk's gamma crush. The character charges for like a second, quickly gaining one magic meter (faster than a normal charge), then shoots into the air, slamming down on the opponent. Once charged, Rhino has armor through the rest of the attack. The initial jump has an AOE that consumes magic and will stun a non blocking opponent. The AOE deals damage depending on the amount of magic consumed (2 or more to deal damage). The attack only does damage if magic is consumed and fails if the initial charge is interrupted. Successfully hitting this super causes a ground bounce and knocks the opponent in range to start a small combo. Juggle decay here is similar to Ari's "Here comes the truck."

Rhino's level 2 expands on the first super as a knock up. This super must be performed after colliding with your opponent and before the ground bounce happens. Rhino takes your opponent out from under it before landing, and tosses them up and knocks them skyward with it's horn, stunning them until they hit the ground or are knocked out of it. This does less damage over all, but the JD is less severe and you still have your ground bounce to continue comboing on, netting you the opportunity to do more than the standard Rhino Smash.

The biggest drawback to Rhino is that it would be very susceptible to grabs of all kinds, and would struggle heavily against characters with command grabs due to it's poor movement and reliance on armor and counters. based on this alone, I'd say Rhino's worst match up is Ari at the moment, and it's best with this kit would be either Tian or Pap.


:aricool: Anyways, that's my ideal Rhino. This is the play style I like to take when I can in any game, and I love the rock/paper/scissors mind games that this kind of character causes. What'cha think?
Oh yeah, now were talking! Rhino confirmed for Smash 5?
 

Korencz11

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Dadadadadadadadadadadadadadadadadadadadadadadaddadadadadadadaadadadadadadadadadadadadadadadadadadaadadadaadadadadaaddada

Totally wasn't typing that to the beat of the song.
:arimeh:That song was hard to find, tbh. nothing to go on but the melody and the fact that it was a meme. I ended up finding a reddit thread that pointed me in the right direction after the same question was asked. As it turns out, it's called Frolic by Luciano Michelini

:arismile2:That said, I'm thinkin' about doin' a draw for an idea of that this thing would look like. Never drawn a Rhino before, so this should be fun!
 

TheGoldenW

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Aug 5, 2017
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:arimeh:That song was hard to find, tbh. nothing to go on but the melody and the fact that it was a meme. I ended up finding a reddit thread that pointed me in the right direction after the same question was asked. As it turns out, it's called Frolic by Luciano Michelini

:arismile2:That said, I'm thinkin' about doin' a draw for an idea of that this thing would look like. Never drawn a Rhino before, so this should be fun!
Good luck! Can't wait to see it.
 

Zenopo

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Oct 17, 2016
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I'm indifferent to a Rhino, if only because I feel it along the same lines at a bull and we have Arizona, who also has a counter.
As for what you said towards the end:
"The biggest drawback to Rhino is that it would be very susceptible to grabs of all kinds, and would struggle heavily against characters with command grabs due to it's poor movement and reliance on armor and counters."
There's no grappler in the game currently, I would personally like there to be one before bringing a character who's main counter would be grapples.
 

Korencz11

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I'm indifferent to a Rhino, if only because I feel it along the same lines at a bull and we have Arizona, who also has a counter.
As for what you said towards the end:
"The biggest drawback to Rhino is that it would be very susceptible to grabs of all kinds, and would struggle heavily against characters with command grabs due to it's poor movement and reliance on armor and counters."
There's no grappler in the game currently, I would personally like there to be one before bringing a character who's main counter would be grapples.
I get what you're saying, but mobility really plays a big part here, and Rhino's air game and counters are completely different than Ari's. To add to this, Ari has three command grabs (her rope) and everybody has a regular grab.

It would be similar of course, but Ari shares traits with just about every kind of fighting game character out there simply because that's what she was made to be.

This character is built on counter play, where as Ari is fine doing whatever.
 

Zenopo

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Sorry, I didn't mean to say that this Rhino would play like Arizona, I just mean we currently have different animals in the game and that a Bull and Rhino by design are fairly similar and the fact that Arizona is currently the only one with a counter and you wanting to expand on that with a Rhino. I mean, I'm not saying the Rhino would be bad or anything, just giving my 2 cents from a casual's perspective.
Aye, though she isn't a Grappler character though (from my knowledge anyway).

...she doesn't have a fire-ball or dragon punch o3o But on a serious note, I suppose I'm just thinking it would be more similar then what it would be.

And I am A-Ok with that, I just feel indifferent about the species chosen for the role (but hey, I could be in the minority on this, to each their own) and would like having a Grappler be put in before a character who only counter is a Grappler. (I also would have liked the main cast already having a Grappler as well as every other archetype so people from other fighting games would have someone to gravitate too.)
 

Korencz11

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Sorry, I didn't mean to say that this Rhino would play like Arizona, I just mean we currently have different animals in the game and that a Bull and Rhino by design are fairly similar and the fact that Arizona is currently the only one with a counter and you wanting to expand on that with a Rhino. I mean, I'm not saying the Rhino would be bad or anything, just giving my 2 cents from a casual's perspective.
Aye, though she isn't a Grappler character though (from my knowledge anyway).

...she doesn't have a fire-ball or dragon punch o3o But on a serious note, I suppose I'm just thinking it would be more similar then what it would be.

And I am A-Ok with that, I just feel indifferent about the species chosen for the role (but hey, I could be in the minority on this, to each their own) and would like having a Grappler be put in before a character who only counter is a Grappler. (I also would have liked the main cast already having a Grappler as well as every other archetype so people from other fighting games would have someone to gravitate too.)
:arishock: I think you might be missing the point of my post here. This is what My ideal character would be because it suits the way I play games in general. It's not what I think the game needs right now, or how I think the next character should play, it's just what I want.

Side note: there is no bull in the game, as bulls are uncastrated male cows.
 

Zenopo

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:arishock: I think you might be missing the point of my post here. This is what My ideal character would be because it suits the way I play games in general. It's not what I think the game needs right now, or how I think the next character should play, it's just what I want.

Side note: there is no bull in the game, as bulls are uncastrated male cows.
....Yeah I did, sorry, I tend to be oblivious e.e

There is in the lore o3o /knowing-what-you-meant
 
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