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Triple

mcpeanuts

Anchor Peacock is the future
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Double Big Band Peacock
On the drive down to Summer Jam, I was chatting with my droogs @Natezer @Pickles and @WarpedEcho about a hypothetical movelist for "Triple", a version of Double who has moves from characters added after Double. It was a fun discussion so I thought I'd make a thread about it.

To be super clear no one's asking Lab Zero to actually make this character. This is just for funsies :)

The rule of thumb is that Triple has moves from the DLC characters: Squigly, Big Band, Eliza, Beowulf, and Robo Fortune. Marie is also acceptable. Fukua is allowed as long as it's moves that Fukua has that Filia and Double do not (so like, the little poses she does just before a shadow, and uh that might be it actually). This is just a rule of thumb; anything's fair game as long as the idea is cool enough (for example Warped talked about making Triple's forward dash be Death Crawl).

So first off what normals does this character have. The goal is to give her the best normals from between all the DLC characters. We didn't write all this down but IIRC this is as far as we got:

s.LP: Big Band
s.MP: Eliza
s.HP: Beowulf (chair-on)
s.LK: ???
s.MK: ???
s.HK: Squigly (unless c.HP is Eliza's, cause we probably don't need two full launchers)

c.LP: ???
c.MP: ???
c.HP: Eliza (unless s.HK is Squigly's)
c.LK: Big Band
c.MK: Squigly
c.HK: Beowulf (chair-on version)

j.LP: Eliza
j.MP: Robo Fortune
j.HP: Beowulf
j.LK: Squigly
j.MK: Eliza
j.HK: Big Band

Grabs are normals too I guess. I really liked the idea of giving Triple Beowulf's grab, but have all the finishers be moves from other characters. I say I liked the idea but I didn't actually come up with any good ideas for finishers.

Some ideas for special moves:
-A divekick using Horus's animation from Eliza's Dive of Horus
-Go off screen somehow and come out under the opponent as Albus from Eliza's command grab
-Magnetic Shockwave using Robo Fortune Beams (rotate them vertically)
-Turn into the mafia dudes from Marie's summons (like the machine gun guy for an anti air or w/e)

Man that's all I can remember. I should have written this stuff down but I was driving at the time.

Also what kind of movement options does this character get? I was thinking air dashes if only because Double didn't get them, and we could use Robo's unused air dash animations (although I can't remember if those were ever colored in). On the other hand this would let her do IAD j.MP which was really stupid when Robo could do that in the beta so maybe not.

I think that's about all I have. Post your great ideas in this thread.
 
we had the idea for some launcher (we didn't specify a normal though) that was the guy from upper khat, or the s.H sekhmet axe being a launcher

super ideas:
"maximum double": doubles tag in ball flying around the screen

also we thought about squigly j.mp as a command normal that shot an actual projectile, and having a special that was squigly c.hp for L strength, squigly f+hp for M, and squigly level 3 animation with a fire effect as the anti-air H version
 
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I think since Double has a very strong ground game and is a bit more about traditional (or as close as you can get to that in SG) I think it'd be a good idea if Triple were to have a focus on controlling space in the air. So double jump would probably fit better than air dash for that play style (maybe with jump cancels like R.F?).
Maybe a special that sets an aerial trap (e.g. One of R.F.'s drones hovers in place rather than become a mine).

An idea for a blockbuster could be something combining Eliza, Squigly and BB's musical talents similar to Double's level 3.
 
Hey that Eliza animation with the chariot and everything that didn't make it in the game? Yeah..... new swag wagon. As far as making it different from peacock swag wagon, idk make her not disappear off screen and start it up where she stands?
 
Beowulf's toss-a-gator-he-just-wrestled projectile

EDIT:

wait fuck, I didn't notice it was for in-game animations
my bad fam
 
Peacock train super
Oh yeah this came up on the drive but I forgot about it. Triple definitely should have this
 
Beo's sliding penguin referee for c.HK
Ohhhh this is a good one. None of us thought of the penguin. I see this as more of a special move though (Triple's version of Hornet Bomber?)
 
Ohhhh this is a good one. None of us thought of the penguin. I see this as more of a special move though (Triple's version of Hornet Bomber?)
Could even say on hit, the character is locked in stun for a 3 count. It would do little damage, but make Triple able to convert from midscreen.
 
Can her taunt be Samson slapping Filia in the behind?
 
The only unused taunt I know of is the one of Samson ripping off Filia's shirt, which should continue to not be used for anything

e: Oh wait that was a time out animation nevermind
 
Ohhhh this is a good one. None of us thought of the penguin. I see this as more of a special move though (Triple's version of Hornet Bomber?)
Sumo Headbutt
 
What animation is that from?
tumblr_my87jzFIag1qiowa4o1_1280.gif
 
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My ideas right now

- Headrones = Hyper Sentinel Force

- Fortune heads <maybe Eliza's chariot?> shrunken down and multiplied for Servbot Lunch Time?

- Band's Noise Cancel animation as the tell for a non-Blockbuster counter against physical hits? Maybe the counterattack is a small <like, 7-8 hits?> version of TUBA? <Wouldn't work against Blockbusters of course, because fairness>

- Why not a triple jump for a character named Triple? :y

- Band's cHP animation to shoot out the projectiles from his LV 3 as an anti-air Blockbuster?

If I may, wouldn't this be better in the non-playable character forum?
 
it'd be cool to see Robo's lvl 3 detonation mode re-used to act more like Q's SAIII from 3rd Strike. Activate it and you get a timer, from there you have a command grab that will cause detonation on contact.
 
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If I may, wouldn't this be better in the non-playable character forum?
Maybe idk. If a mod wants to move it they can. I put it here because this is the same place the "make your character broken" thread was, which to me is the same kind of thing.
 

anyways erm... her normal air grab should be the part of Beo's Press Slam where he is spinning around that then goes into Eliza's j.hk.

edit special move, :DP::K:, give her squigly's tremolo but it vacuums the opponent inwards and the heavy version starts barely at midrange. might make it a mini launcher or something
 
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Dumb suggestion for launcher: Add a special launcher for Beo's triple-wulf-hit at the start of his lvl. 3. Obviously, it should only do one hit, but each version would have increasing startup and recovery frames as well as damage. Each version causes knockdown and sends the opponent moderately far away. (Maybe it could send them at an angle similar to Beo's chairless c.HP, but it could send them forwards instead of backwards?)

LP sends them at half height. MP sends them at one and a half height. HP sends them completely off screen, just like in the actual blockbuster, except you can of course catch them on the way down at whatever height you wish. Failing to catch them on the way down means you have to pickup with an OTG.
 
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More thoughts.

Level 3 BBs:

5180 pounds of folded steel and sex appeal: Unblockable HK Giant Step with ~30f startup, which leads into BB jumping into the air and doing j.hk, but instead of drop kicking the opponent, he body slams them. Beo does Airwulf into kara Canis Major Press and slams on top of BB, dealing heavy damage. The penguin ref comes out if the super is able to kill.

Level 5 BBs:

Orchestra: Squigly comes out, initiates a super freeze, and begins singing the notes to the main theme (it's just pitch-shifted). BB joins her on stage for a duo. At the end of the song, BB starts his regular level 5, although it lasts twice as long and doesn't have a finisher. During his attack, R. Fortune will come out and do one of her beam supers, Eliza will begin doing her level 3 (although it only goes toward the opponent and down), and Beo will finish with his very own 120 pound python.

Lucid Nightmare Legion: Pretty much the same as Nightmare Legion. Goes like this:

Hit confirm is Daisy Pusher, but without startup frames (like US). Picks up with Robo's c.hp, Squigly's j.hp, BB's c.hp, Beo's HP chair toss, and Eliza's c.hk before moving on to the first three hits of Beo's moonsault and ending with an extended HK A-Train to catch the opponent on their way down. This particular A train has a smooth rhythm to it, and sends the opponent out to fullscreen with a hard knockdown.

Penta Power: Double and Triple combo together all of their level 1 BBs. Finishes by combining one level 1 from every character in the game. Because Nightmare Legion just isn't epic enough.
 
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LK should be Beo's cossack dance

alternatively, make a special move have Triple send out a dancing beo forward, with the jazz hands being a part of the cooldown
 
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Finishes by combining one level 1 from every character in the game. Because Nightmare Legion just isn't epic enough.
Sounds fun to see once or twice, but not something anyone on either side would want to experience regularly because nobody got time for that.

If a move ends up being consistently avoided by players despite its usability just because it takes too damn long, you know you made a mistake as a designer.
 
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Sounds fun to see once or twice, but not something anyone on either side would want to experience regularly because nobody got time for that.

If a move ends up being consistently avoided by players despite its usability just because it takes too damn long, you know you made a mistake as a designer.

I mean you wouldn't have to go through the entire animation of each super just have parts of each. Also if you played or watched old SG double level 3 actually took forever and people still used it cause it was amazing (she jumped to them after the super too it was out of control)
 
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I mean you wouldn't have to go through the entire animation of each super just have parts of each. Also if you played or watched old SG double level 3 actually took forever and people still used it cause it was amazing (she jumped to them after the super too it was out of control)

This is what I meant. Only a second or less from each super would be used, so that it's more of a flow of blockbusters instead of a whole bunch of them chained together.

The best comparison I can think of would be Nightmare Legion. Every character attacks once or twice with one of their attacks; having Triple's level 5 use every full-length level 1 super is comparable to every character in Nightmare Legion doing a full combo.
 
Only a second or less from each super would be used
To be frank I don't buy the Nighmare Legion comparison. Even at its current sped up state it already takes forever and is boring as hell after you've seen it a few times, let alone hundreds.

"A second or less", tho. Let's generously make that only half a second for all non-Double chars. 13 x 0,5 = six and a half seconds. More than enough time to brew a tea, wait for it to cool down and drink it in an unhurried manner while contemplating the complexity of the universe, all before eventually shrugging it off and mentally returning to playing the match at hand. Please no.
 
To be frank I don't buy the Nighmare Legion comparison. Even at its current sped up state it already takes forever and is boring as hell after you've seen it a few times, let alone hundreds.

"A second or less", tho. Let's generously make that only half a second for all non-Double chars. 13 x 0,5 = six and a half seconds. More than enough time to brew a tea, wait for it to cool down and drink it in an unhurried manner while contemplating the complexity of the universe, all before eventually shrugging it off and mentally returning to playing the match at hand. Please no.

Well, how about we make multiple supers happen at once?

Bella only gets the last hit of DD in, and the opponent is immediately snatched up with Airwulf, into the last hit of Tympani drive which does a knockdown, and is instantly picked up with something else and then hit with a hit from three different supers, into something else, into two supers at once into three again, etc.

As long as each super makes at least one appearance, it doesn't matter how cluttered they are or how much screen time they get. Besides, it's a level 5, it gets a little extra slack; BB can stall for 5 seconds and Double can stall for about the same with her level 3.
 
Just some random ideas that I've collected while daydreaming about EX Big Band. No pretense of any of this actually being balanced.

Airdash: Triple morphs into Big Band and reuses his tag-out animation as an airdash. A long-lasting horizontal airdash whose great mobility is offset by the enormous hitbox you have while doing it.

jHK: Triple does Big Band's jHK, with some major changes:
  • Triple recovers immediately after hitting the ground, and doesn't need to ground tech/get up like Big Band does
  • Staggers grounded opponents
  • Sends airborne opponents flying but no longer causes wallbounce (similar to Eliza's j.HK)
  • Does significantly less damage than Big Band's jHK
(air) QCB+P: Triple morphs into Big Band and does one of his air punches. All of these punches put the opponent in knockdown state.
  • QCB+LP: One-hit. Opponent falls to the ground slightly in front of you. Difficult to combo out of without using OTG.
  • QCB+MP: Two-hit. Wallbounces airborne opponents at a downward angle, similar to the knockdown trajectory of Big Band's j.HK.
  • QCB+HP: Three-hit. Wallbounces airborne opponents near-horizontally at breakneck speed. Basically playing tennis with the wall.
6HP: Triple morphs into Big Band and goes into trumpet stance. Playing the trumpet causes projectile notes to fly out of it and slowly bounce on the ground in the direction you're facing. Notes only disappear after hitting an opponent or going off-stage. Only a limited amount of notes can be spawned with each instance of 6HP, and there is a cap on the amount of notes you can have onscreen at once. Can be special-canceled. Inspired by this handsome guy.
GGAC_Kliff_taunt.png