Joat
Gum Phoenix
- Self-destruct: An explosion triggers, damaging all nearby players/enemies, including the user. If this is done in Match or a like mode, it awards the user no points for catching other players in the blast area (lest it become overpowered). Multiability allows the user to do this while they are blinking or invincible, whereas they normally could not.
- Hang: The user hangs in the air until they release JUMP. They cannot move in midair. Multiability makes it so that when you release JUMP, you continue moving with the same velocity that you had when you stopped. Additionally, you can go into and out of it at will.
- Splash: The user drops flames/slime/whatever (we could have an option for different objects), much akin to the Egg Slimer (except the flames/slime/etc goes awy more quickly). Other than this, it acts as a 0-speed thok. The color of the flames/slime/etc is the same as the color of the user. Actionspeed determines how far the objects fly out before hitting the ground (meaning, the higher the actionspeed, the longer the distance, but the harder it would be to hit with it). Multiability increases the splash area. (This is the ability I’ve always imagined for Bippo)
- Slingring: The user shoots an item, much akin to the slingring of old. This has a ring cost depending on which object is shot. Multiability reduces the cost of each ring shot. With this ability, double-jumping does nothing.
- Lightdash: Double-jumping results in a light-dash. Actionspeed determines the speed of travel, but the speed is limited. Multiability increases the speed and makes it possible to bail out of a lightdash by jumping.
- Triangle Jump: Like the current thok, but allows you to stick to walls for a short time. Actionspeed determines how long you stick to the wall, but is limited. Multiability makes you stick to the wall longer. At any time on the wall, you may get off by pressing Spin.
- Whirlwind: Summons a whirlwind around the user, destroying all very-nearby robots. Otherwise, it acts as a zero-speed thok. Multiability makes it so that this ability does not force you out of a spin (like the whirlwind shield does).
- Barrier: Gives you abilities much akin to those in Sonic 3 (that is, abilities depending on the barrier you have, or the lack thereof). Multiability improves the unbarriered ability. Actionspeed may influence certain barrier powers.
- Blinker: The user temporarily gains invulnerability, as if they had just been hit, when they double-jump. Multiability increases the time.
- Immunity: Grants the user immunity to a certain element of damage. For such a character, double-jump does nothing. Multiability turns all shields obtained into elemental shields.
- Mixed Bag: The character starts off each level with a random ability. Some indication must be given at the start of the level of what ability was given.
- Headbutt: Can destroy enemies by ramming them with at least 32 speed. 24 speed with Multiability. When at the correct speed, some indication of such must be given.
Also, an ability similar to Slow Air seems like it should be part of the Swim ability. By itself, I don’t think Slow Air would ever be used unless it completely ended the possibility of drowning.
- Hang: The user hangs in the air until they release JUMP. They cannot move in midair. Multiability makes it so that when you release JUMP, you continue moving with the same velocity that you had when you stopped. Additionally, you can go into and out of it at will.
- Splash: The user drops flames/slime/whatever (we could have an option for different objects), much akin to the Egg Slimer (except the flames/slime/etc goes awy more quickly). Other than this, it acts as a 0-speed thok. The color of the flames/slime/etc is the same as the color of the user. Actionspeed determines how far the objects fly out before hitting the ground (meaning, the higher the actionspeed, the longer the distance, but the harder it would be to hit with it). Multiability increases the splash area. (This is the ability I’ve always imagined for Bippo)
- Slingring: The user shoots an item, much akin to the slingring of old. This has a ring cost depending on which object is shot. Multiability reduces the cost of each ring shot. With this ability, double-jumping does nothing.
- Lightdash: Double-jumping results in a light-dash. Actionspeed determines the speed of travel, but the speed is limited. Multiability increases the speed and makes it possible to bail out of a lightdash by jumping.
- Triangle Jump: Like the current thok, but allows you to stick to walls for a short time. Actionspeed determines how long you stick to the wall, but is limited. Multiability makes you stick to the wall longer. At any time on the wall, you may get off by pressing Spin.
- Whirlwind: Summons a whirlwind around the user, destroying all very-nearby robots. Otherwise, it acts as a zero-speed thok. Multiability makes it so that this ability does not force you out of a spin (like the whirlwind shield does).
- Barrier: Gives you abilities much akin to those in Sonic 3 (that is, abilities depending on the barrier you have, or the lack thereof). Multiability improves the unbarriered ability. Actionspeed may influence certain barrier powers.
- Blinker: The user temporarily gains invulnerability, as if they had just been hit, when they double-jump. Multiability increases the time.
- Immunity: Grants the user immunity to a certain element of damage. For such a character, double-jump does nothing. Multiability turns all shields obtained into elemental shields.
- Mixed Bag: The character starts off each level with a random ability. Some indication must be given at the start of the level of what ability was given.
- Headbutt: Can destroy enemies by ramming them with at least 32 speed. 24 speed with Multiability. When at the correct speed, some indication of such must be given.
Also, an ability similar to Slow Air seems like it should be part of the Swim ability. By itself, I don’t think Slow Air would ever be used unless it completely ended the possibility of drowning.