#Kal’tsit would be a puppet character controlling mon3tr
Explore tagged Tumblr posts
fishing-lesbian-catgirl · 9 months ago
Text
Girl who can’t stop thinking about how arknights characters would play in a fighting game.
50 notes · View notes
ouroborosorder · 2 years ago
Text
okay fuck it i posted about hypothetical arknights fighting game and immediately got massive brainworms about it so without further ado:
My Pitch For An Arknights Fighting Game Roster
Amiya - Obligatory standard Shoto with her sword and Arts. She has relatively mediocre projectiles, but her metered projectiles are extremely strong to reflect that her Arts take a lot out of her to use. Honest, but with a lot of mastery required to truly excel. 
Ch’en - Rushdown Shoto with some close-range projectiles with Chi Xiao - Unsheathe and maybe the inkbrush Arts she uses in her skin because let’s face it, they’ll never give her the water cannon. The Sol to Amiya's Ky, the Ken to her Ryu.
Kal’tsit - Puppet character with Mon3tr. Her close range buttons are competent, but flawed, but they’re just enough to give her absurd combo synergy with Mon3tr. Can trade her own meter to heal Mon3tr’s Obligatory Pet Balance Meter.
Talulah - Midrange projectile-focused character who uses powerful multihit projectiles to confirm into brutal melee combos. Can enter an Install state where she does self-damage as she catches on fire, but hits like a goddamned truck. She stays back, destroying you from afar, then closing in to make you regret being born when she has to.
Frostnova - Full on zoner, keep the opponent away, dominate the stage, and freeze them in place before they can ever think of approaching you. Has a kit made of long-ranged, disjointed full-screen normals like Hilda (UNIST), but in exchange, they’re all highly situational with massive blindspots, forcing you to play smart, predict your opponent, or they’ll close in and overpower you.
Patriot - Bigbody Grappler. Hits like a truck, but advances slowly. Changes the entire pace of the match simply by existing, and feels like an unstoppable force who you are never safe from until you’re sure he’s dead.
Skadi - Midrange melee-focused character. Simple and honest, she doesn’t need a lot of frills to absolutely kick your ass. Has very little mechanics, but is nonetheless intimidating partially because of that. Has an Install providing herself with a buff that looks like the Corrupting Heart buffs. Honestly only here because she consistently tops popularity charts by a huge margin.
Texas the Omertosa - Extremely fast rushdown, Chipp Zanuff-style. Is able to extend combos that would otherwise drop with her Sword Rain that works similar to Seth (UNIST)’s Orbs. Either she ends the fight before you have a chance to even start it, or she dies quickly as a result.
Nearl the Radiant Knight - Mixup heavy aggressive character, pushes against the opponent with unrelenting force until they break, feeling like an unstoppable force that rushes in, full speed ahead. Has tools to punish basically any sort of behavior, but all her options are extremely reactable. But when you’re up against someone who is capable of so much, it may not matter that much. I-No (Strive) and what little I remember of Roa (MBTL) is a bit of a touchstone here.
Ling - Trap-heavy setplay character with powerful full-screen combo potential. Extremely powerful, but has to get her summons set up first, and if she is able to get the opponent playing her game, she is almost unstoppable with her summons’ projectiles and powerful combo-extending sword swings.
The Endspeaker - A technical, setplay and stage-control heavy midrange zoner. Can spread Nethersea Brand by summoning Sea Terror minion that, when killed, drops a patch of Brand. You can then fire projectiles that leave Shells on the Brand. You can dive into the Brand to pop out of the ground with a bite, consuming the shell to grow stronger. After consuming two shells, you cap out, and your teleport changes to a low that teleports you to your opponent, acting as a starter to do brutal melee combos on counterhit. Focuses on feeling like they control the very environment, like an unstoppable force of nature that only grows stronger as you desperately try to stop it. Yes, this is only here because I had a strong-ass pitch for it.
Emperor feat. Penguin Logistics - Joke character, kinda. Emperor’s kit involves summoning the other PL members for his specials, which are all really solid to cover for the fact that his normals are shit on account of his stubby little penguin body. Exusiai focuses on ranged attacks, allowing some sort of zoning in specific directions. Croissant gives approach tools by shielding him as he walks or by golfing him with a hammer. Texas gives combo extenders with Sword rain or with long flurries of blows that keep the opponent locked there for a short time. Sora is entirely in your taunts because she's not much of a fighter like the others.
But what would a fighting game be without DLC that's planned from launch?
DLC Lineup 1
Gavial the Invincible - A relatively mobile grappler, focusing on long combos and hitgrabs similar to Bullet (Blazblue), Beowulf (Skullgirls) or Grappler (DNF Duel). Has the ability to heal herself with a special that requires her to stand still, encouraging an opponent to approach her when they otherwise would play defensive, because Gavial is the kind of person who you have to face head-on, she wouldn’t have it any other way.
Specter the Unchained - Stance change, switching between Laurentina and Specter. Laurentina is a shield pressure monster, a mixup-heavy character with strong multihit overheads and lows like Bedman? (Strive) or Anji (Strive) (but good). Meanwhile Specter is a defensive neutral-heavy character with strong space control with her Arts, with high meter gain on her moves that Laurentina can easily capitalize on. Plays with the opponent like she is dancing, forcing them to keep up with her rhythm, confusing them with steps they can never understand, then asserting her own tempo if they try to take it back.
Mlynar - A highly defensive character who completely relies on counterhits for combo starters. But those combos, hoooly shit. Has parries and counters to play defensive, read the opponent’s options, and then strike when he is sure he can land a blow. He only draws his sword when he’s sure it will land.
Chongyue - A technical, rekka and cancel-focused close-range fighter similar to Jam (Xrd) and Enkidu (UNIST). Has a hard time getting in, but has massive reward when he does. Has the ability to use mid-range sandstorm-based strikes and Orbs like Aoko (MBTL), but has to focus to gain charges on his sandstorm specials like Jam (Xrd). Takes mastery, but when you learn his complicated kit, he’s an unstoppable force. Takes off his jacket in round 5, and yes, this is important.
Redblade - Install-focused character. Gains new Contracts as the match progresses similar to Susanoo (Blazblue), growing stronger with each Contract, until he gains 8 stacks, where he becomes the strongest character in the game. Maybe he straight up hijacks the music to play Operation Basepoint when he gets max Contract.
98 notes · View notes