JD
– Dev Derby 4 Stream
JD from Gunbound World Champion arrives to the land of Aether. JD is a zoner with a large amount of projectiles and the ability to spawn different kinds of projectile modifiers. Experience how the early 2000s magic of a Gunbound is represented in this small little Magnetic Mobile.
Update 17/04/2023: Major character patch.
————————————————————————————————–
Working pretty much the same as the original game, JD takes aim gaining to charge a magnetic projectile. Launch distance and Power progressively increase as the special button is held down.
Change your Aiming Angle: Press Up or Down while charging.
Fire your projectile: Release the Special Button.
Cancel your Charge: Press Shield while charging.
Change your Bullet Type: Press Attack while charging. Theres 2 avaliable Bullet Types:
Type 1 Bullet: Launches the oponent away from JD
Type 2 Bullet: Launches the oponent towards JD with reduced Hitstun.
JD Spawns a Flying Platform to ride on, allowing him to move horizontally in the air. A small timer is shown while this move is active. The propellers of this platform are a polite hitbox that traps oponentes already in hitstun.
While on this platform, JD can aim, charge and fire shots just like with NSpecial; however, changing current Bullet Type is not possible.
JD is able to jump out of this platform at any time, doing so leaves it as a Flying Projectile for stage control. JD can not spawn a new platform until the current one is destroyed.
The Mobile Platform explodes with a massive hitbox after its timer runs out. If JD doesnt jump out of the move before this happens, he will take self damage. If this platform is hit by JDs own Nspecial projectiles, it will be forced to explode early (Only when left as stage control)
JD equips a Teleport Shot Item while doing a small upwards spin, this spin has a long lasting hitbox. While this Special Item is equipped, it will overwritte the current Bullet Type for both Nspecial and Fspecial.
When the Teleport Shot collides with the floor, a wall, the Flying Platform projectile or an enemy player; JD will be teleported to the impact area. This projectile is destructible by any hitbox. This will cancel the teleportation. The Teleport Shot will also disappear if JD gets hit.
You can discard the Teleport Shot by pressing Taunt anytime while aiming.
JD spawns a non-damaging projectile that summons 1 out of 3 Projectile Modifiying Pillars when it’s lifetime runs out. JD can choose which pillar to spawn by holding Special and pressing Attack.
These pillars stay active for a good amount of time but can be forced out early by parrying any of JDs attacks or Ko-ing him. All players can make use of these pillars while they are active.
Pillar 1: POWER UP
Increases Damage and Knockback for all projectiles that pass through it.
Pillar 2: MIRROR
Reflects any projectile that collides with it.
Pillar 3: REVERSE
Vertically flips the Angle of any projectile that passes through it. Slight Hitstun increase.
Upon summoning a pillar, Dspecial enters a 3 second cooldown.
JD’s HUD tries to recreate the one from the original Gunbound Classic, featuring:
A Power Slide Bar: This shows the current charge for the NSpecial Projectiles.
The current Aiming Angle for Nspecial Projectile.
The current Bullet Type equipped for Nspecial Projectile.
The current Pillar Type selected for Dspecial
The cooldown state for Fspecial
All of JD Strong Attacks call in for help from other classic Gunbound Mobiles.
FSTRONG:
BigFoot helps out with a barrage of Shots. The more you charge this move, the farther they will go! The last projectile of this barrage has higher knockback and its transcendent
USTRONG:
Raon Launcher unleashes a massive explosion on top of JD. Charging this move allows Raon Launcher to fire his own Type 2 Bullet: The Raon Crawlers.
These little guys will remain inactive until an oponent in hitstun enters their detection radio. When this happens, the will begin crawling towards him and detonate on contact.
DSTRONG:
A.Sate fires a downward shot that acts as a target for its Thunder Barrage. This initial shot can be angled left or right while charging, a special indicator appears to help identify its current aiming angle. Whiffing this initial shot or having it destroyed will result in extended endlag.
————————————————————————————————–
Thanks for giving this little guy a shot!
Any kind of feeback regarding balance or presentation is welcomed!
Current Compatibility List:
-Kirby
-Arena Title
-Agent N
-Otto bobblehead
-Trial Grounds
-Steve Death Message
-Pokemon Stadium
-Wily Castle
-Adventure Mode
-Last Resort
-Runes
Special Thanks to Annebriate, Snolid Ice, AR, Sakk, Zetta, Masq, and a bunch more people from TKS and FTL for the support!
Revisions:
Old revisions of this mod are available below. Click the link to download.