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#hypothetical taz fighter
mooselybased · 4 months
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And there we have it, all thirty fighters from our hypothetical Adventure Zone platform fighter. I've loved making these, and may return to add some "DLC" at some point (gotta get the Steeplechase player characters, right?), but for now we're gonna leave it here.
12 Balance reps, 6 Amnesty reps, 5 Graduation reps, 4 Ethersea reps, and one each from Dust, Commitment, and Dadlands. Let me know who you'd main, what you'd like to see as hypothetical DLC for this hypothetical game, or any other thoughts!
Links to individual movesets under the cut, and I'll see y'all next time!
Magnus Burnsides | Taako | Merle Highchurch | Killian & Carey | Kravitz | Lup
Lucas Miller | Barry Bluejeans | Klarg | Roswell | Lucretia | Garfield the Deals Warlock
Duck Newton | Aubrey Little | Ned Chicane | Minerva | Mama | Arlo Thacker
Sir Fitzroy Maplecourt | Argo Keene | The Firbolg | Demon Prince Gray | Rainer Michelle | | Augustus Parsons
Amber Gris | Zoox | Devo la Main | Urchin | Kardala | Dad Squad
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ragsliveblogs · 6 years
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TAZ Episode 17 Minutes 60-End
As you sing, as you sing to Steven, [laughter] the ball seems to pulsate with magic - no, it’s just a goldfish.
I believe in Steven, one day he will grow big and strong and live in the Voidfish tank.
Travis: Yeah, I’ve got both of those done. I- I’ve got everything done. So at Level 5 the fighter gets the ability to roll an extra attack, so basically I get two attacks per turn, and if I use action surge I can hypothetically attack three times in one turn.
Actually, i think its 4 per turn since its 2 attacks per attack action, not a bonus action like with the Monk’s martial arts.
Travis: Um then at Level 6 I got an ability score improvement so I brought my Wisdom to 10, um, making my modifier 0 instead of -1.
Was this before feats?  Are they using feats?  Travis seems like he’d be super into feats, i could totally see him getting something like Athlete or Grappler.  ANd that’s not even getting into the weapon feats.  
Justin: At Level 6 I can spend eight hours creating a Transmuter’s Stone.
I’m not going to post the whole thing, but its a neat little ability that has some cool uses.  Really want to see what new spells he gets though.
you can use it to cast this spell called Turn Undead which you cast into a big group of zombies that are shuffling at you, uh, and it makes them run away, it makes them get away from you. Uh, with level 5, now that spell becomes Destroy Undead, uh, where if it affects any weak undead things
Another good but situational ability.  In the campaign with my paladin we were in this old tunnel with branching paths and got ambushed by a ton of these little like, hand creatures that were undead so I managed to take out a whole corridors worth.  I then stayed in that corridor because no one called for me and I said i was going to stay put so we didn’t get lost.
Griffin: Uh, so, starting at sixth level uh, this is a - this is a feature called Dampen Elements. Starting at sixth level, whenever you or a creature within 30 feet of you takes acid, cold, fire, lightning or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damag
With the amount of elemental damage that goes around at higher levels, this seems super good.  Combined with Taako’s stone, they could double up resistance, which I think make it immunity.   Don’t quote me on that though.  Also I’m not seeing a daily limit on that, it just takes up your reaction for that round, so that seems extremely good.
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mooselybased · 5 months
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What's this?? It's the Dad Squad from The Adventure Zone: Dadlands, all together in a single platform fighter moveset! Enter Briquette Hoggins, Chip Hugginsbee, Guy Ferrari, and Coach Red Ruffinsore!
I wanted to include a law/chaos meter mechanic in this, so here's how this one works. You play as one dad at a time, and each of the four special moves will swap you to the corresponding dad. Landing hits as a chaos dad (Briquette or Chip) will raise your chaos but drop your law. Landing hits as a law dad (Guy or Red) will raise your law but drop your chaos. Most standard attacks are themed after one type of dad (grill, vacation, car, or sports), and landing hits themed to your current dad will give extra meter. You can spend meter by holding down the special buttons for powered up versions of those attacks. Spend chaos for stronger neutral or up specials, and spend law for stronger side or down specials.
Now for the moveset itself. The down special swaps you to Coach Red Ruffinsore, who let's out a piercing toot on his whistle for high damage but practically no range. Spend law meter to chain together several whistles with no cooldown.
The side special swaps you to Guy Ferrari, who will drive forward a good distance in his Hyundai Elantra. Spend law meter to instead drive Yvette the Corvette, which explodes for massive damage at the end of the move.
The neutral specials swaps you to Chip Hugginsbee, who will toss a snack from his backpack in a lofty arc. Spend chaos meter to instead whip out just a gun, for a faster and more powerful projectile that shoots straight forward.
The up special swaps you to Briquette Hoggins, who fires a cut of meat from his chest cavity straight down, giving him a small bit of air in the process. Spend chaos meter to instead summon Chokey the barbecue spirit, which propels Briquette faster, further, and in any direction.
The Dad Squad's finale has them reach into a Continuity Obliterating Recurrent Neutrino (or, C.O.R.N.) Hole, extruding them through time and space. Briefly, all four dads, and fractal copies of them, will spread horizontally across the stage, moving and attacking in unison.
To those who made it this far, thanks! This was my 29th moveset concept in this series, and I'm planning on taking a break from this once I post the 30th one. Lemme know if you have any guesses as to who it might be, and I'll see y'all then!
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mooselybased · 7 months
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Time for another Adventure Zone platform fighter moveset, and our first NPC from Ethersea, it's Urchin! This brings our total number of fighters up to 28, meaning just two more until I take a break on this series. Any guesses as to who the final two characters will be?
Urchin is, at present, the lightest character on the roster, meaning he gets sent flying easily. But, as Rule #3 of Ethersea states, Urchin is never where you need him to be, which translates to having lots of movement options to ensure he's never where his foes want him to be.
Urchin's neutral special has him pull out a depth charge, which explodes a set time after it's pulled out. Release the button to drop the charge and have it roll away, or hold for the duration to be sent flying by the explosion, as a potential additional recovery option.
Urchin's down special causes the bathysphere, AKA Urchin's rec room, to appear around him before immediately plummeting, damaging and potentially spiking anyone below him. Just be careful not to use it over the ledge.
Urchin's up special has him pop open a vent out of nowhere and climb in. An exit vent appears a set distance away in the direction held. The vents stay on screen for a short time, during which Urchin or any one item or projectile can pass through them before they vanish.
Urchin's side special has him roll into a spiny ball and dash forward a good distance. This move will stick to whatever surface it starts on, allowing for Urchin to climb walls or even move across the underside of platforms.
Urchin's finale has him bust open a hatch in the floor of the stage and start going nuts on the inner mechanisms. Sections of the stage begin to haphazardly fall away while explosions appear unpredictably throughout, before getting reset when the move ends.
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mooselybased · 1 year
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Celebrating the release of the Adventure Zone: Eleventh Hour graphic novel (my favorite arc from Balance) with the release of a platform fighter moveset for Roswell (one of my favorite Balance NPCs)!
Roswell is, until further notice, THE heaviest character on the roster. They're heavy, slow, and gosh darn do they pack a punch.
Roswell's down special initiates a time loop. A clock appears where this move is initiated and begins ticking, and in the meantime Roswell can go do whatever they want. After a few moments, or when the move is used again, Roswell will explode and reappear where the clock was.
Roswell's neutral special has them start charging up a huge punch that springs forth from their midsection. You can also save the charge to be used later.
Roswell's side special has them hop aboard a minecart that goes rushing forward. After the initial rush, the minecart essentially turns into a moving platform that Roswell (and other fighters) can jump in or out of and attack from, until it eventually stops and disappears.
Hold the button for Roswell's up special to position the bird. Once released, Roswell's top half snaps to the bird, and after a moment their bottom half follows. Both halves do damage while moving, and most foes and projectiles can't pass through Roswell while they are stretched.
Roswell's finale calls upon the gargantuan might of the Purple Worm. The worm emerges behind Roswell, where the player assumes control of it for a brief time, allowing you to shoot fireballs and lunge at foes.
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mooselybased · 8 months
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Still got a couple more of these in the works, so here's our next hypothetical Adventure Zone platform fighter, hailing from Graduation, it's Rainer Michelle!
Rainer is at her best while she's able to keep her opponents at a distance, and thanks to her necromantic abilities she has plenty of ranged and disjointed attacks that allow her to do just that.
Rainer's neutral special has a dancing squirrel skeleton emerge from a hatch on her chair. The squirrel keeps moving as long as the button is held, turning around when encountering edges. Once the button is released, the squirrel explodes into bone shrapnel, damaging nearby foes.
Rainer's side special fires a stream of acid that pierces foes. The hit itself doesn't do damage, but instead coats foes in acid that steadily does damage. Acid can be shaken off by moving around.
Rainer's down special spawns a gravestone directly below her. If an opponent steps on it, skeletal arms burst forth, doing damage and briefly holding them in place. Spawning a second gravestone causes the previous one to vanish.
Rainer's up special will launch her chair in the direction held, doing a small hit. More importantly though, Rainer will then levitate where she ends up for several moments or until another button is pressed.
Rainer's finale summons the Skeleton Crew from Hieronymous Wiggenstaff's School for Heroism and Villainy, AKA Germaine, Victoria, and Rattles. The three skeletons will pursue different targets if possible, or go after the nearest target if all opponents are already pursued.
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mooselybased · 1 year
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I wanted to compile all the characters I've done for my hypothetical Adventure Zone platform fighter, so here's a sort of mock character select screen with the sixteen fighters I've done so far!
So far we've got eight Balance reps, four Amnesty reps, and one each from Graduation, Ethersea, Dust, and Commitment. But I've got a bunch of half-finished moveset concepts for characters from various seasons, so there's more to come!
Links to individual movesets under the cut
Magnus Burnsides | Taako | Merle Highchurch | Killian & Carey
Kravitz | Lup | Lucas Miller | Barry Bluejeans
Duck Newton | Aubrey Little | Ned Chicane | Minerva
Sir Fitzroy Maplecourt | Amber Gris | Augustus Parsons | Kardala
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mooselybased · 1 year
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Finished putting together another Adventure Zone platform fighter moveset, and for an Amnesty character no less! It's the owner and proprietor of Amnesty Lodge, Mama!
Now, Mama's not afraid of getting her hands dirty and makes good use of her shotgun in her standard moves. But for her specials, she calls upon her ability to delegate as her friends come to her aid.
Mama's neutral special summons Barclay, who transforms and delivers a powerful Bigfoot punch before vanishing. Once summoned, Mama can move and act as normal while Barclay does his move. He also blocks some hits and projectiles, but will vanish early if he takes too much damage.
Mama's side special summons the ghostly Moira, who slowly moves forward a good distance, doing some damage to foes she passes through and destroying most projectiles. Like Barclay, Mama can move normally once Moira's summoned, and she will disappear if she takes too many hits.
Mama's down special summons Dani briefly, during which Mama can move normally. If Dani is struck, she lashes with a strong counter before vanishing. The summoning animations for Barclay, Moira, and Dani are all very similar, allowing for some mind games about who she's summoning.
Mama's up special summons Jake Coolice! Jake performs a sick snowboard stunt in a forward arc, taking Mama with him. Mama can hop off at the peak of the jump, allowing Jake to finish the stunt solo before vanishing, or she can ride the whole way down for a little extra damage.
For Mama's finale, the whole stage is temporarily thrust through the Gate to Sylvain. Foes who are hit by the Gate as it rushes past will take a good amount of damage, and all foes will slowly take more damage for as long as they are within Sylvain.
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mooselybased · 4 months
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Alright fellas, we've done it! Our thirtieth Adventure Zone platform fighter moveset, none other than one of my all-time favorite NPCs, Garfield the Deals Warlock! I'm gonna be taking a break from new movesets now, but maybe I'll return to this series sometime on the horizon.
I'll be honest, I really wanted a Kirby-like character in this, with copy abilities and whatnot, and Garfield seemed like the funniest choice. So that's what led to all this.
Garfield's neutral special has him attempt to steal some blood from a nearby opponent. If successful, he will replicate that opponents neutral special (and get a matching hat) until he loses a stock or it gets beaten out of him.
Garfield's side special has him toss out a grenade, which will bounce around somewhat unpredictably for a second before exploding.
Garfield's up special has him whip out a shopping cart and dash in the direction held. The trajectory is able to be curved somewhat mid-dash. Passing through an item or opponent will put them in the cart, giving Garfield the item or launching the opponent at the end of the dash
Garfield's down special has him briefly whip out his bag of holding and hold it wide open. The bag can absorb three attacks, projectiles, or items. Once it has taken in three things, the next use of this move will launch an amount of gold coins dependent on what was absorbed.
Garfield's finale has him start singing the Fantasy Costco jingle. For the duration of the song, a deluge of items from the Fantasy Costco will rapidly fall from the sky at random locations. Some do more damage than others (looking at you, flaming poisoning raging sword of doom).
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mooselybased · 1 year
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It took me a while to figure out a moveset that I felt made sense for the character, but at long last we have the Firbolg for our Adventure Zone platform fighter!
The Firbolg's one of the slower, heavier fighters on the roster, and while his standard moves feature the sort of big hits heavies are known for, his specials go against the norm. They're less about damage and more about utility, making up for some shortcomings most heavies have.
I wanted to include some element of the Firbolg's accounting arc in this moveset, so integrating resource management made the most sense. Use his neutral special to harvest a berry, which can later be used to make one of his other specials better. He can hold up to five berries.
Firbolg's up special calls upon Breeze Through The Willow. They do a bit of damage and their wings push foes back, but it mostly just functions as another jump. But, if you have a berry, you can use this move again in midair, for up to five extra jumps if you have max berries!
Firbolg's down special summons up a moonbeam where the move is used. Foes within the moonbeam will take gradual damage and be slightly slowed. The moonbeam slowly starts to fade almost immediately after being summoned, but using the move again will use a berry to reset the timer.
Firbolg's side special briefly turns him into a mouse, increasing his speed and reducing his size, in exchange being unable to attack. Using the move again as a mouse uses a berry to extend the timer and give an extra speed boost. Nearby foes will take damage when he turns back.
The Firbolg's finale calls upon the hivemind of Garys the Gargoyles. A chain of Garys will follow the Firbolg's movements with a slight delay, damaging any foes that cross their path.
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mooselybased · 10 months
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We're closing in on 30 fighters for our hypothetical Adventure Zone platform fighter, at which point I'm probably going to take a break from this series. But before we get there, we've got a few more characters to get through! Starting with our local demon prince, Gray!
Gray is fantastic at racking up damage, and is surprisingly quick for his size. Unfortunately, he actually only has a few moves that can knock out opponents early. As a result, Gray tends to have to play the long game.
Gray's neutral special throws out a poisoned onyx dagger. The move is quick, and while the dagger only does a small burst of damage, the poison slowly racks up additional damage for a few seconds after.
Gray's up special tears open a rift through his hell dimension, with an exit appearing a set distance away in the direction held. This move has practically no knockback, but the closer a foe is to the center of either the entrance or exit portal, the more damage they'll take.
Side special rushes forward to try and grab a foe. If successful, he will magically disguise himself as them. The disguise lasts for several seconds, but can be ended early by attacking or being hit. While active, the person the disguise was taken from will slowly accrue damage.
Gray's down special has him toss out an imp. The imp does some damage if it hits someone, but the real potential is it can be knocked around by all players. Stronger attacks send it flying faster, and hitting anyone except Gray may cause it to violently explode into ichor.
Gray's finale has him tear open a large rift into his hell dimension, from which a torrent of hell hounds pour in whatever direction he was facing. The dogs move somewhat erratically in a straight line, damaging and pulling along anyone in their path.
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mooselybased · 1 year
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Technically our final Adventure Zone Amnesty player character, here's a moveset for none other than Arlo Thacker!
Thacker, relatively average speed and damage, is a bit slow to get started, but if you're able to get the necessary momentum, he can be a real beast on the battlefield.
Thacker's side special has him rush forward a distance, dropping a trail of his awful pretzel, pepperoni, and peanut butter candy gorp behind him. Foes who move across it will take damage, kinda like caltrops except made of gross trail mix.
Thacker's up special has him toss his spiked walking stick in whatever direction you aim. It does good damage, and if it makes contact with a foe, item, or part of the stage, he uses the attached rope to pull himself towards it.
Thacker's neutral special has him pull out his ancient laptop to take some notes on his foes. Anyone in line of sight when this move is used temporarily deals less damage and knockback to Thacker. This move can't be used again until the timer runs out, whether or not it worked.
Thacker's down special has him connect to the Quell in a Psychic Event. For a short bit while the button is held, he cannot be knocked back and any damage Thacker takes in this state will power up his very next attack.
Arlo Thacker's finale has the Quell take complete control, turning him once again into his fully feral state. While possessed by the Quell, Thacker is much faster and stronger, though his moveset is much more limited.
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mooselybased · 1 year
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Another Adventure Zone platform fighter moveset and our second Graduation character, it's your favorite rogue, Argonaut Keene!
Argo, as you might expect from a rogue, is extremely light on his feet. He only has a few moves that have real killing power, but many of his other moves are perfect for positioning himself and his opponents to make sure the big hits land.
Argo's neutral is probably the strongest attack in his moveset, the Sneak Attack. He stabs a single time with his obsidian dagger, doing quite a bit of damage, with bonus damage if you get a backstab. Unfortunately this move has almost no range and isn't the fastest in his kit.
Argo's down special causes him to drop an armful of limes on the floor, where they will stay for a time. This doesn't do any damage, but will cause foes to trip if they move across them. Spilling more limes will cause the old limes to immediately vanish.
Argo's up special has him shape water into a staircase, moving him diagonally up in the direction he's facing, doing a lil damage to foes in his path. Once at the top of the stairs, he will have a moment to either do a short hop or to drop straight down before the stairs vanish.
Argo's side special can combo into itself for up to three hits, first with his rapier, then with Florence, then the obsidian dagger. Each step in the combo can be inputted either forward or back to either thrust forward or fall back, in any combination.
Argo's finale has him jump into the foreground onto the deck of his ship, the Mariah. Once there, crosshairs will appear on the stage and Argo can fire up to three cannons, one at a time, before hopping back onto the stage.
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mooselybased · 1 year
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Our next hypothetical Adventure Zone fighter is in fact our big hugbear bugbear, it's Klaaaarrrrg!!
Klarg is, as you may have expected, very much a grappler. He may be big, slow, and heavy, but he's got a lot of good options under his belt considering each of his specials has a second form for if he is currently grappling a foe.
Klarg's neutral special is his bread and butter, the method through which he achieves grapples. He will pull a nearby opponent into a tight hug, and pressing the button again will cause him to squeeze, doing additional damage.
Klarg's forward special will have him hop on his motorcycle and ride forward a good distance, damaging foes in his path. If he's grappling someone at the time, he will go a shorter distance while dragging his prey along the ground, before tossing them forward at the end.
Klarg's up special causes him to leap high into the air, before plummeting down with his elbow extended, in a slight forward arc. If currently grappling, this is instead a flying suplex that doesn't go as high and instead arcs behind him, launching his prey backwards on impact.
Klarg's down special has him slowly sip at some tea. Each sip recovers a bit of health, but you can only cancel out of this move between sips. If grappling, he instead smashes a teapot over his prey's head. It won't do much damage or knockback, but will stun to set up for combos.
Klarg's finale summons his small army of gerblins to come swarm around his feet for a short time. The gerblins will do constant small hits of damage to any foes within their midst, including those currently being grappled by Klarg.
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mooselybased · 1 year
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Aaaand we got our next fighter for our hypothetical Adventure Zone platform fighter and our first entry from TAZ Dust, it's the spectral CEO himself, Augustus Parsons!
Augustus, as you might expect from a ghost, is quite light and floaty. Fortunately for him, though, he also has some tools in his kit that can make him pretty hard to land a hit on. Again, he is in fact a ghost.
Augustus' neutral special has him summon an infinite supply of ghostly delicious cashews. The cashews do very little damage, but travel a decent distance and have some spread, making them useful for bothering opponents from a distance.
His down special turns him intangible for a short time while held. He cannot be hit and passing through foes will lightly damage them, but he also cannot jump or attack and some moves may still push him. The time you can spend intangible slowly recharges when not in use.
His up special, if tapped, poofs him a set distance straight up. If held, a ghostly reticle appears over one foe at a time, cycling through them. When released, he poofs a slightly longer distance towards the target. If he gets close enough, he damages and stuns the targeted foe.
Augustus' side special has him release a cloud of ectoplasmic energy, which lingers for a few moments, damaging anyone inside but doing no knockback. Augustus can move and act normally after creating the blast, but cannot make a new one until the old one fades.
For Augustus' finale, he once again takes control of a big beautiful train, and drives it straight across the stage, doing great damage to anyone he makes contact with.
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mooselybased · 2 years
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Hey what’s up I still have more ideas for hypothetical Adventure Zone platform fighters! Let’s get back into it with Lup!
Lup, as you might expect, has similar stats to Taako. While she has slightly lower mobility than him, she is a good deal more durable. That, combined with some excellent ranged options, make her a tough opponent.
Lup’s neutral special launches a fireball. Tapping the button will fire straight ahead. Holding the button will have Lup raise her arm in an arc until it’s pointing directly upward. At whatever point on the arc you release the button is the direction the fireball will fly.
Lup’s forward special has her strike with a flame blade. You can use this move three times in a row to do a combo before it fizzles out. Or, if you follow up with her natural special, she’ll launch the flame blade rather than a fireball, which does more damage but less knockback.
Lup’s down special has her pull out two tommy guns and fire them in a spray overhead. The bullets do very little damage and knockback, but can hit multiple times and are great at interrupting enemies trying to strike from above.
Lup enters the umbra staff for her up special. After a short delay, pressing the button again makes the staff explode, launching Lup in a chosen direction and damaging foes. But, if the staff takes enough hits, it will explode early and Lup will be launched in a random direction.
Lup’s finale causes her corporeal body to fall to the ground and temporarily take on her lich form. While a lich, all of her standard and special moves that feature fire or explosions will be bigger, do more damage, and launch foes further.
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