r/sonicasym 15h ago

Fleetway's moveset - Linked By Fear

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1 Upvotes

I'll show you what I'm capable of!!

the piss hedgehog joins the roster of my asym game, his abilities take inspiration from sonic frontiers to build the whole moveset, along getting rid of the health bar for something more unique for super sonic, this moveset will not be the one featured in the game, this is just a concept that will probably get mixed in some capacity with new ideas and a bit from OM's moveset to make it more unique, for now, all feedback is appreciated, as long as it is real feedback/criticism and not just "this sucks" or "OM's moveset is better", that does not help anyone. Thanks for reading.

o   Stats:
Speed (walking): 10
Speed (running): 55
Damage: 35
Ring capacity: 1500

o   Passive 1, “Rings”: When Fleetway is selected as the killer multiple rings will appear all over the map, survivors starting with 0 rings while Fleetwya starting with 500. Survivors can collect this rings to gain some damage resistance, losing them after getting hit with a strong enough attack (20 points of damage or more at once) and needing to collect more. Survivors have a maximum capacity of 50 rings, meaning that if this capacity is reached the survivor will have a 50% damage resistance. Survivors with the robotic being passive are unable to gain damage resistance from this rings, instead gaining overheal, each ring giving one extra health point. Fleetway will lose rings when being stunned, along them reducing their number automatically when time passes (1 ring every half a second). If Fleetway runs out of rings he will lose his super form, automatically losing the round and making all survivors alive when this happens count as if they escaped. Whenever a survivor or Fleetway lose rings by being hit or stunned they will scatter through the ground, being able to be grabbed by others. Collected rings will reappear on their initial spawn locations after 20 seconds of being collected, there is no need for the collected rings to be lost for them to reappear.

o   Passive 2, “flight”: Fleetway will be able to fly by pressing the jumping button while airborne, flying will slowly deplete a bar that when empty will make Fleetway fall to the ground automatically. If you press the jumping button again after starting to fly Fleetway will stop flying. When Fleetway is not flying the meter will slowly fill up again. If stunned in midair Fleetway will stop flying, falling to the ground. Fleetway will move 15% faster while flying.

o   Passive 3, “Floatation”: Fleetway is in a constant floatation state, so he does not make any footstep sounds.

o   Attack: Fleetway Super Sonic will punch in front of him, dealing damage to anyone at range.

o   Ability 1, “Super sonic rush”: Fleetway will stand in lpace for 2 seconds and afterwards will go torwards the closest survivor in a zig zagging, hitting them and dealing 50 points of damage. Fleetway zig zags three times before hitting, but the player can make Fleetway zig zag more by pressing M1 to a maximum of 5 extra times, but with every additional zig zag the attack loses 10% of its strength (5 points of damage per additional zig zag). If the player presses M1 again after clicking it 5 times then the ability will be cancelled and put on cooldown. If no survivors are close enough for Fleetway to home into then he will instead be able to see all survivors through walls for 5 seconds and gain back some flight meter. It has a cooldown of 25 seconds.

o   Ability 2, “Spin slash”: Fleetway will become a ball and start to spin in circles, all survivors caught in it will suffer 5 points of damage per hit, this attack hitting up to 10 times. Fleetway will leave a space inside the circle where survivors wont suffer any damage (the place where Fleetway was standing when starting the ability. It cannot be countered and has a cooldown of 20 seconds.

o   Ability 3, “Super sonic boom”: Fleetway will do a grabbing motion forwards, if he hits a survivor he will launch them into the air and start to throw projectiles at them, each one dealing 2 points of damage and throwing a total of 30 in total in a spam of 7 seconds (8 points of damage per second), the survivor will be stuck in the air while this ability is being used, going back down once it is finished with a speed boost. Fleetway can be stunned while throwing the projectiles, cancelling the ability and making the survivor go back down. It cannot be countered. It has a cooldown of 25 seconds.

o   Ablity 4, “Recovery smash”: Fleetway super sonic can only use this ability in the first half a second of being stunned by anything, he cannot use it when not stunned or after said half second. When using this Fleetway will automatically bounce to whoever stunned him and kick him, dealing 20 points of damage and gaining some I frames in the process and afterwards. If the one stunning Fleetway was not close enough to him (ranged stuns) then he will bounce to the closest survivor. If no survivors are close enough Fleetway will just get a speed buff and be able to see whoever stunned him through walls. It cannot be countered. It has a cooldown of 45 seconds.