Iroh DE

If you liked this item, please rate it up on Steam Workshop page.

Authors: Opengunner, Blaner (Monstiv)

Last revision: 21 Jan at 04:07 UTC (6)

File size: 5.32 MB

On Steam Workshop

Description:

"Violence is my business… and business is booming." – Iroh

Gameplay description

Iroh is a heavyweight brawler character that has good ranged normals and disjoints on his chain whip attacks. He also has a powerful install that grants him access to a lot of mobility that would normally be unavailable to a heavyweight. He lacks a traditional stage control option and will require heavy footwork to play optimally.

Strengths

+ Good reach on normals
+ Has heavily disjointed whip attacks
+ High mobility for a heavy.
+ SL mode grants access to even better movement options.

Weaknesses

– No real stage control or projectiles
– Normals are a tad slow and committal.
– Mark system to obtain SL has counterplay.
– SL Mode causes you to lose access to defensive options whle it is active.


Gimmick Description
Electric Mark



All of Iroh’s specials, with the exception of Nspecial, apply an electric mark on the opponent. This mark can be consumed by using any chain based attack (Nspecial / Dair / Ustrong). Once a chain attack lands, Iroh will grab the opponent with the chain, shock them, and transform into SL Iroh. However, the opponent can prevent this by hitting Iroh with a physical hitbox while marked to prevent him from getting SL.

Sanquine Lightning Mode


SL mode is Iroh’s install mode. Once you have consumed the mark, you will have 10 seconds worth of SL mode. In addition, you will take 10 self damage over the course of the install. You can see current duration as a bar on the hud and above Iroh. SL mode grants access to these benefits

SL Mode Pros

– Up special and Forward special will no longer have pratfall (limited to one use per air time without being hit though)
– All chain moves grab and shock opponents for high damage and will send inward for follow up combos.
– Gets access to a unique airdash and a ground dash ability.
– Lower landing lag for aerials.
– Dspecial is replaced with the legendary SL Power Dunk ability.

SL Mode Cons

– Limited time of access.
– Take 10 self damage over time for each activation.
– You lose access to Airdodge and Roll, so defensive capabilites are lowered.
– It is possible to use all of your resources without having a way to recover if you go in too deep.


Special Moves
Nspecial – Chain Whip


– Disjointed whip move with excellent range.
– Can be angled up or down if you hold up or down during start up.
– If the mark is on the opponent, this will set into SL.
– Has a strong sweet spot at the tip.

Fspecial – Electric Rush


– Can be angled in 8 directions by aiming with the stick during start up.
– Little arrow effect will show you the direction you are aiming.
– Can bounce off the floor to mix up approach options.
– Has pratfall if started in the air. No prat on starting on the ground.
– No pratfall if in SL Mode. However, only once per airtime in SL mode.
– Can lead to follow ups very easily.
– Applies Electric Mark.

Uspecial – Lightning Uppercut


– Strong start up hitbox that decays in power over the course of the move.
– Applies Electric Mark.

Regular Dspecial – Lightning Strike


– Function’s similar to Pikachu Dspecial from Smash.
– Cloud can strike independant of Iroh.
– Striking Iroh wll create a powerful hitbox that is comparable to a strong.
– Stops momentum if struck, can be used to mix up recovery off stage.
– Does not go through platforms.
– Will go down until blocked by a plat or ground, use it for a strong off stage ledge trapping move.

Other abilites and notes
SL Dspecial – Power Dunk


– Replaces normal Dspecial during the SL
– Landing with this will consume all SL.
– Cancel the attack and go into a pity flip by pressing parry during the start up / falling portion of the move.

SL Airdash


– Can be done in 8 directions.
– Replaces air dodge.
– Once per airtime

SL Ground Dash


– Can be done only on ground.
– Can be canceled into any action.
– Has a short cooldown to prevent Iroh from having the Zoomies

Nair


– This move is a 3 part combo move like Sora Fair. Keep hitting attack after landing the move to continue the combo.
– The final hit of the combo can be angled up or down to mix the opponent up.
– Nair 1 can be hit falled like normal, but the 2nd and 3rd Nair hit cannot be hitfalled due to Nair 3 having a downwards version.

Dstrong


– This move can be moved slightly by holding left or right during the move.


Credits & Special Thanks

(notify me if you don’t appear here if you should)

Main Contributers

– Blaner – Character creator and main spriter.
– Opengunner – Primary Coder and Balancer
– Delta Parallax- Victory Theme / Polish / Visual Effects / Gameplay Suggestions
– Regina Reforged- Sprites / Gameplay Ideas / Art

Additional Contributers

– D4nace – He was in iroh DE server and motivated the team.
– Marc Knelsen – CSS / Preview art
– Pandabomb – Original Iroh Coder
– Fachin – Sound Effects
– Danger – Alts
– Spiderboi – Splash art (edited by Blaner)

Sprite Work Contribution

– ArtistofSeer – Dspecial Lightning cloud / Nair 1 / Uspecial / Dair / Upstrong
– Bar-Kun – Sprited final smash / VFX Feedback
– Harbige12 – Fspecial sprites
– Rioku – Claw VFX
– Selrate – Idle polish + Dair polish
– Spiderboi – Dair sketch
– Spritestar – Fair Sprites

Code Templates

– Mawral’s grab template code
– Supersonic’s article hitbox code
– Supersonics synced variable code
– Supersonic’s spawn_base_dust code
– Supersonic’s Advanced Skin Handler
– Frtoud’s win quote system
– McDucky’s win quote textbox and draw logic

Beta Testers

– CAMaera
– CauseimaPilot
– Craum
– Dakota
– Fennie
– Innerotaku
– Just "The Old Champ" Jerome
– Jordan
– Kiwi
– Krankees
– Landkon2
– Mallow
– Rioku
– Scribe
– Shampoo
– Succ
– Spiderboi
– Zonyx

Original DE Alpha 2 Beta Testers

– Shampoo
– Chmmr
– Jpeg