- obtainment: somewhere between 20k-70k punches (maybe a badge?)
- playstyle: aerial combo
- inspiration: coil (phighting) paintballer (visionary squad)
PASSIVE - GUST GUARD
The user's max health is reduced to 50, but dodging attacks grants shield, to a maximum of 50.
-# “Dodging” is determined by a larger hitbox around the user. If an attack hits this hitbox, but not the user’s actual hitbox, it is “dodged” and shield is gained. Could be based on the damage of the dodged attack, or just a flat amount, either works.
-# While the user has shield, they have a wind aura, intensity based on the amount of shield. The user can see their shield as a seperate bar under their healthbar.
PASSIVE - UPDRAFT
The user can hold space to float upwards, consuming 10 shield/second.
-# 1s of floating is about the height of a small tree. If possible, it should have minor acceleration/deceleration, so you don’t immediately launch up when you start holding and you float for a brief moment after letting go.
E - CYCLONE
The user kicks and moves forwards, surrounded by wind. If the user hits an enemy, they deal damage and receive shield.
In the air, this move is aimed to the center of the user’s screen, and hitting this move will bounce the user upwards and instantly refresh its cooldown a single time.
Q - WIND BURST
Hold to charge and release to activate. While charging, the user cannot fall, but moves slightly slower.
- With no charge, perform a kick which knocks enemies upwards and deals damage.
- With 0.5s of charge, pull enemies closer with wind.
- With 1s of charge, perform both in succession. (pull in -> attack)
-# You should be able to combo off the kick by floating upwards to hit the person as they’re falling back down.
-# Each level of charge is meant to have a use. No charge is an instant attack that you can float up to combo with, 0.5s lets you pull people in without the kick to follow up with a punch or E, and 1s lets you combo off the kick while also pulling in.