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[Custom Character] Great-Gutsy-Groove-Gamma, Refined Robot!


#1

I’m very curious about @Zqxx’s recent character, but I haven’t had time to read that thread yet… ;_; But I want to post this character finally so I can get on to the more other characters later! (I love GGGG, but, really, it’s just a refinement…)

However, here is the dramatic introduction of Great-Gutsy-Groove-Gamma, Refined Robot!!

Character Card:

70 HP
2 CP
Normal Throws: 1 CP, X.4 Speed, 7 damage. Don’t KD.
Normal Attacks: 1 CP, X.8 Speed, X (2) Damage. Set Long Range if blocked or if they win combat. (GGGG’s 7 Attack does not set Range, though!)
(X = Card Rank)

Innate
Refined Range:

“When your Range moves win combat or are blocked set combat to Ranged next turn. At Range:

  • Non-Range moves become Enders, can’t be pumped, and don’t deal damage or block damage.
  • Players can’t play throws, except Range throws.
  • Return the last face card you play each combat to your hand.
  • Your normal attacks are speed 1.0.

You lose Range at the end of a turn during which both players blocked or you got hit by a non-Range move.”

Card Ranks:

2 A/D
3 A/B
4 A/B
*5 A/B
6 A/B
*7 A/T Grazing Gear: Attack Side: 2.8 Speed, Can’t Combo. 10 (2) damage & Knocks Down. (Does not set Range. Cannot usually be played as combat card during Range.)
8 B/T
*9 B/T
10 D/T, Extra Oil Throw: [Range Throw] 10.0 Speed, Can’t Combo. 10 damage + 5 (Any) + 5 (Any) + 10 (Any), for 30 Max Damage. Sets Range. (Does not return to hand at range.)

Specials & Supers:

*Grazing Gear: 7 Attack: 2.8 Speed, Can’t Combo. 10 (2) Damage & KD. "Gimmick Gearbox: [During Combat:] At Close Range, when you win combat with Grazing Gear, next turn your successful blocks or dodges also set Range. If you win combat that turn, draw a card.

At Range, when you win combat with Grazing Gear during next turn’s combat you may follow up a successful dodge with a full combo. And, if you win combat that turn, at the end of combat return a non-5, non-9, non-Joker card from your discard to your hand.

(Grazing Gear does not set Range itself & cannot usually be played during Range.)"

Extra Oil: [Range Throw] 10: 10.0 Speed, Can’t Combo. 10 damage + 5 (Any) + 5 (Any) + 10 (Any), for 30 Max Damage. Sets Range. (Does not return to hand at Range.)

Robotic Tongue Odor: Fast J Attack: 1 CP, 2.4 Speed Starter. 8 (2) Damage & KD.

Robotic Tail Slap: Slow J Attack: 1 CP, 3.0 Speed Linker. 7 (2) Damage.

Wild Gear: [Non-Range] Q Attack: 1 CP, 4.0 Speed Linker. 5 (2) + 5 (Any) + 5 (Any)

*Patient Gear: [Range-Only] Q Attack: 2.2 Speed, Can’t Combo. 13 (7) Damage. “That’s Not Very Patient of Ya!: [During Combat] Patient Gear cannot be dodged. (Dodges combat-revealed by the opponent do nothing & are discarded.)”

Meanie Throw: [Range Throw] K: 8.6 Speed, Can’t Combo. 8 Damage & KD. Sets Range.

One Range-Denier’s Tool That Also Does “Stuff” at Range: A Attack: 1 CP, 1.4 Speed Ender. 11 (2) Damage.

Beep-Boopitty: AA Attack: [Cannot be played at Range] 0.2 Speed, Can’t Combo. 21 (3) + 7 (Aces) + 7 (Aces) for 35 max damage.

Attacks: 2-6, 7*, J, Q, A, & AA+A+A.
Throws: 7-10, & K.
Blocks: 3-6, 8, & 9.
Dodges: 2 & 10.

Fastest Attacks: [Close Range] AA+A+A (0.2), A (1.4), [Range] Q* (2.2), J (2.4), 2 (2.8), 7* (2.8), J (3.0), 3 (3.8), [Close Range] Q (4.0)…
Fastest Throws: 7 (7.4), 8 (8.4), K (8.6), 9 (9.4), & 10 (10.0).

Abilities:

Take Five: 5 Ability: [Draw Phase]

"Name Super, Special, Ability Card, or Dodge then look at the top 5 cards of your deck. You may reveal any number of cards of the type you named among them and put them in your hand. Put the rest on the bottom of your deck in any order. (Aces are Supers & Face Cards are Specials.)

Alternatively, you may name Joker. If you do look at the top ten cards of your deck instead. You may reveal any number of Jokers among them and put them into your hand. Put the rest on the bottom of your deck in any order.”

Gimmick Gearbox: 7 Attack Ability [During Combat]

"At close range, when you win combat with Grazing Gear, next turn your successful blocks or dodges also set Range. If you win combat that turn, draw a card.

At Range, when you win combat with Grazing Gear during next turn’s combat you may follow up a successful dodge with a full combo. And, if you win combat that turn, at the end of combat return a non-5, non-9, non-Joker card from your discard to your hand.

(Grazing Gear does not set Range itself & cannot usually be played during Range.)"

Refined Drive: 9 Ability: [Draw Phase]

"This turn your Face Cards return to your hand at end of combat, deal +3 damage, and your:

•Grazing Gear (7 Attack) can be played even at range.
•Robotic Tail Slap (Slow Jack) Can’t be interrupted except by knockdowns.
•Wild Gear (Close Range side of Queen) can be played even at Range, and your Patient Gear (Range side of Queen) can be played even without Range.
•Meanie Throw (King) sets Range even if it hits after a dodge."

That’s Not Very Patient of Ya!: Patient Gear (Range side of Queen) Ability: [During Combat]

“Patient Gear cannot be dodged. (Dodges combat-revealed by the opponent do nothing & are discarded.)”

EX Backdash: Extra Joker Ability: [During Combat:]

"Successful Gold Bursts also set Range. This cannot be countered. (If the opponent Gold Bursts on the same turn that you do, your Gold Burst was successful.)”


#2

how can you win combat at range with GG if you cannot play it?


#3

That was confusing to me too, at first, but the answer is that GGGG’s 9* ability, Refined Drive, allows you to play Grazing Gear at range: [quote=“variable, post:1, topic:3243”]
Refined Drive: 9 Ability: "[Draw Phase:] This turn your Face Cards return to your hand at end of combat, deal +3 damage, and your:

•Grazing Gear (7 Attack) can be played even at range.
•Robotic Tail Slap (Slow Jack) Can’t be interrupted except by knockdowns.
•Wild Gear (Fast Queen) can be played even at Range, and your Patient Gear (Slow Queen) can be played even without Range.
•Meanie Throw (King) sets Range even if it hits after a dodge."
[/quote]


#4

I found the original write up a little verbose, so I decided to try making a slightly cleaner formatting of the information!


Character Card:
70 HP
2 CP
Normal Throws: 1 CP, X.4 Speed, 7 damage. Don’t KD.
Normal Attacks: 1 CP, X.8 Speed, X (2) Damage. Set Long Range if blocked or if they win combat. (Besides 7 Attack!)
(X = Card Rank)

Innate:
Refined Range
When your Range moves win combat or are blocked set combat to Ranged next turn. At Range:
• Non-Range moves become Enders, can’t be pumped, and don’t deal damage or block damage.
• Players can’t play throws, except Range throws.
• Return the last face card you play each combat to your hand.
• Your normal attacks are speed 1.0.
You lose Range at the end of a turn during which both players blocked or you got hit by a non-Range move.


Card Ranks:
2 A/D
3 A/B
4 A/B
*5 A/T
6 A/B
*7 A/T Grazing Gear: Attack Side: 2.8 Speed, Can’t Combo. 10 (2) damage & Knocks Down. (Can’t Play at Long Range) [Note: Grazing Gear does not set range.]
8 B/T
*9 B/T
10 D/T, Extra Oil Throw: [Range Throw] 10.0 Speed, Can’t Combo. 10+5+5+10 damage (+3 any). [Note: Extra Oil sets range.]

Specials & Supers:
J
Robotic Tongue Odor: Attack: 1 CP, 2.4 Speed Starter. 8 (2) Damage & KD.
Robotic Tail Slap: Attack: 1 CP, 3.0 Speed Linker. 7 (2) Damage.

Q
Wild Gear: [Non-Range] Attack: 1 CP, 4.0 Speed Linker. 5+5 (2) (+2 Any)
*Patient Gear: [Range-Only] Attack: 2.2 Speed, Can’t Combo. 13 (7) Damage.

K
Meanie Throw: [Range Throw] 8.6 Speed, Can’t Combo. 8 Damage & KD. Sets Range.

A
One Range-Denier’s Tool That Also Does “Stuff” at Range: A Attack: 1 CP, 1.4 Speed Ender. 11 (2) Damage.
Beep-Boopitty: AA Attack: [Cannot be played at Range] 0.2 Speed, Can’t Combo. 21+7 (3) (+2 Aces)


Deck Composition
Attacks: 2-6, 7*, J, Q, A, & AA+A+A.
Throws: 5, 7-10, & K.
Blocks: 3, 4, 6, 8, & 9.
Dodges: 2 & 10.
Fastest Attacks: [Close Range] AA+A+A (0.2), A (1.4), [Range] Q* (2.2), J (2.4), 2 (2.8), 7* (2.8), J (3.0), 3 (3.8), [Close Range] Q (4.0)…
Fastest Throws: 7 (7.4), K (8.6), 8 (8.4), 9 (9.4), & 10 (10.0).


Abilities:
5*
Take Five [Draw Phase]
Name Super, Special, Ability Card, Dodge, or Joker then look at the top 5 cards of your deck. You may reveal any number of cards of the type you named among them and put them in your hand. Put the rest on the bottom of your deck in any order. (Aces are Supers & Face Cards are Specials.)

7*
Gimmick Gearbox: [During Combat]
At close range, when you win combat with Grazing Gear, next turn your successful blocks or dodges set Range. At Range, when you win combat with Grazing Gear, next turn you can follow up a successful dodge with a full combo. If you win combat that turn, retrieve a non-Joker card from discard after combat.

9*
Refined Drive: [Draw Phase:] This turn your Face Cards return to your hand at end of combat, deal +3 damage, and your:
•Grazing Gear (7 Attack) can be played at range.
•Robotic Tail Slap (Jack) Can’t be interrupted except by knockdowns.
•Wild Gear (Queen) can be played at Range
*Patient Gear (Queen) can be played at Close.
•Meanie Throw (King) sets Range even if it hits after a dodge.

Q* Patient Gear
"That’s Not Very Patient of Ya! [During Combat]
Patient Gear cannot be dodged.


#5

I’ve made a few edits to GGGG based on what ye have said, so thanks for the feedback @Legion & @Zqxx! :smiley_cat:

Ooops, I don’t think that I intended for GGGG to have a 5 Throw, but I didn’t notice it until now! The throw side of 5 is going to be changed to a block!

Also, GGGG’s Joker really does have the EX Backdash ability, as well! A cool thing that is possible with GGGG is playing Take Five & naming Ability Card - through which ye could potentially reveal 7s, 9s, Qs, Jokers, & other 5s! I might change the wording on Take Five slightly, though, because it doesn’t really make sense how it’d be now to ever name Joker. Just name ability card instead, and ye also get Jokers if any are there! :o It isn’t quite refined, but I’m going to double the digging potential of Take Five if Joker was chosen. If ye are in a bad spot as GGGG ye could use a few Jokers, so why not dig a little deeper?

Also, I’m not sure if this is the case, as I haven’t ran the numbers, but is it possible that Take Five puts GGGG up like +2 cards a little too often if Ability Card is chosen, as well? I’m not sure I want it to be that consistent! :scream_cat:

I’m going to change the wording on this slightly! I don’t think that ye should be able to return a 9 from discard to ye hand using the Ranged portion of the Gimmick Gearbox ability!

People process things differently, but, for me, seeing the word “usually” in the ability text for Gimmick Gearbox would make me want to find how that was possible, rather than assuming that an error was made in wording. I outright said that 7 couldn’t be played at Range, though, in the deck breakdown section - which was incorrect & could lead people astray! I’ll change the wording on that so that hopefully people become curious instead of confused!

Grazing Gear & Gimmick Gearbox would likely be messed up at Range if they were easier to come by. Placing access to that in GGGG’s Refined Drive seems reasonable to me, as now the GGGG player has access to 7 attacks that are 1.0 Speed, deal 10 damage & KD can give them an advantaged state, which seems powerful, but certain characters can counter the Refined Drive and the rest can approach the situation in other ways. This part of GGGG seems fine to me for now!