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Touhou- Shinmyoumaru Sukuna Inches to Battle!

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aka. Super Smash Bros. Wishlist: Shinmyoumaru Sukuna
That's a long name... But anyway, I figured I'd take a shot at drawing Sukuna because I wanted to, but at some point I decided to Smashify her. (I don't know how else I'd word it). So I thought out a potential moveset for her and all. I also found her one of the more interested characters in Urban Legend in Limbo because she is just that tiny. It's only because of her bowl that she not has a hurt box similar to the rest of the cast, I'm sure.
Gonna say this now though, I haven't followed Hopeless Masquerade or Urban Legend in Limbo much at all because their gameplay styles just don't interest me as much as other Fighting Games.
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-Normal Attacks-
Neutral: There’re two variations of this. The first two jabs are always the same; two swipes from the needle. Both dealing small damage and knock back. If you perform them slowly, the third hit will be a slam on the mallet, which deals more damage and knock back than the other variation, but has slightly longer ending lag. Performing the first two jabs quickly will lead the third part to be random swings of the needle before doing a finishing jab. The random swings do little damage and knock back, but the finisher does a bit more. The knock back isn’t as much as the simple 1-2-3.
Side: Stabs her needle forward quickly and has quite good range. Deals good damage and knock back.
Up: Stabs her needle diagonally upwards quickly and has quite good range. Deals good damage and knock back.
Down: Stabs her needle diagonally downwards quickly from the edge of her bowl and has quite good range. Deals good damage knock back, and may cause tripping.
Dash: Rolls in her bowl sideways like a wheel. Isn’t very fast in movement, but it’s start and ending lag are extremely low. Can hit up to three times, and deals good damage and knock back. Acts similarly to Pac-Man’s dash attack.

-Aerial Attacks-
Neutral: Swings her mallet around her horizontally. Has a bit of start-up lag, but deals great damage and knock back. The move is actually similar to Bowser Jr.’s Up Special’s hammer.
Forward: Swings her mallet forwards 360 degrees with her bowl. Has a bit of start-up lag, but the start of the actual attack has a powerful spike. Being hit anywhere else will deal small damage and knock back. Acts similar to Ice Climber’s Forward Aerial.
Backward: Stabs her needle behind her. Much quicker than her Forward Aerial and has fairly good damage and knock back.
Up: Stabs her needle upwards. Lasts a while, and has great vertical damage and knock back.
Down: Stabs her needle downwards. Lasts a while and has great damage, but it’s meteor spike power is rather low.

-Smash Attacks-
Side: Lunges her bowl forwards with great force. Deals great damage and knock back, but has a bit of ending lag. The longer you charge, the more damage and knock back is. Acts similarly to Bowser’s Side Smash.
Up: Stabs upwards powerfully. Deals great damage and knock back at the tip, but has a bit of ending lag. The longer you charge, the more damage and knock back is.
Down: Swings her mallet around her on the ground horizontally along with the bowl. The front side of the attack deals more damage than the back, much like Captain Falcon’s Down Smash. The longer you charge, the more damage and knock back is.

-Grabs & Throws-
Grab: Uses an over-sized fishing hook to try and grab the opponent. Has good grab range, but it’s quite slow.
Pummel: Hits the opponent with her mallet on the head. Each hit deals good damage, but it isn’t the fastest of pummels.
Forward: Pushes the opponent forward. Deals okay damage and knock back.
Backward: Tosses the opponent on top of the front of the lid and pushes up the front to send the opponent backwards. Deals good damage and great knock back.
Up: Tosses the opponent on top of the lid and pushes up the lid from the muggle sending the opponent up. Deals good damage and great knock back.
Down: Slams the opponent onto the ground and shoves them away with her needle. Deals great damage, but little knock back.

-Special Attacks-
Neutral: Small Bullet “Inchling’s Path”/Mallet “Grow Bigger”: A charging move and acts like Robin’s Thunder Tome as it has four different stages. Stage 1/Uncharged is a few small bullets shot forwards. Each hit does little damage and knock back. Stage 2 is similar to Stage 1, but shoots much more. Stage 3 shoots a couple of circular and heart-shaped projectiles that get larger the further they go. Each projectile deals greats damage and knock back. Stage 4/Max shoots a wave of small bullets around her and then a wave of Stage 3’s projectiles, but are only shot forwards and shoots less. Stage 4 though has much more ending lag.
Side: Mallet “Lavish Banquet of Legend”: Swings her mallet around a couple of times and moves forward, though you can change how fast you move. Each hit deals good damage and little knock back, but the last hit does much more. It has a bit of ending lag, but if used in the air, you’ll become helpless after. Similar to Ice Climber’s Side Special.
Up: Fishing Hook: Throws her hook a certain angle depending on your position and placement. On the ground, you can grab your opponent and fling them behind you. Doesn’t deal any damage, but it can send them far. The actual grab is faster than the usual grab. In the air away from a ledge you shoot the fishing hook an upwards diagonal angle. If someone’s caught in it, they’ll be flung downwards while you move up there they came from. The fling isn’t as strong as on the ground though, and you don’t become helpless if you grab someone. If by a ledge, it acts as a tether. Regardless of where you use it in the air, you’ll gain minimal height, but it won’t send you far at all.
Down: Mallet “You Grow Bigger”: Holds up her mallet and shines. If someone is caught in its short range, they’ll grow in size as if they got a Super Mushroom. If you miss, you’ll be left vulnerable for a lot longer than if you hit catch the opponent. You can’t use it immediately again either anyway, though. While the opponent is larger, they’ll gain all of the properties of an enlarged character, but their weight, attack power and knock back outputs won’t change. So they’re basically a bigger target now. The length of the attack depends on the amount of damage your opponent has. By 100% it’ll last for 12 seconds.
Final Smash: “Grow Bigger, Oh Green Giant”: A Trapping Final Smash. Swings her oversized mallet down. If someone is caught in it, then a cutscene will happen showing a silhouette of the Green Giant before crushing the opponent with its foot. Deals massive damage and knock back. The knock back is in the form of a spike, but it’s so powerful, you’ll be send upwards the moment you hit the ground, and you can’t tech it either.

-Other Attacks-
Get-up Attack: Swipes her needle both sides quickly. Deals good damage and knock back.
Ledge Attack: Slams her hammer down. Deals good damage and knock back.

-Gimmick-
Typically, Sukuna’s tiny, but the bowl increases her hurt box. The bowl or lid will reduce damage by x0.8, but hitting Sukuna directly will deal x1.3 damage. You’re more likely to hit her bowl or lid, but hitting her extremely hard (causing reeling animations) will cause the bowl and lid to break for you to hit her while exposed. The moment she regains the ability to move, the bowl and lid will return.
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I got a lot of Ice Climbers out of her, I don't know why, and she's just one person. Tiny, but still. Her moveset was largely based off what she has in ULiL, but with the occasional reference to Double Dealing Character.
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Shinmyoumari Sukuna [Alone]: Touhou- Shinmyoumaru Sukuna by GamefreakDX
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Shinmyoumaru Sukuna of Touhou belongs to Team Shanghai Alice/ZUN
The art belongs to me
Image size
1920x1080px 1.63 MB
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Comments14
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Theclassicnathan's avatar
Looks like a SSF2 Leaked charater