Board Thread:King for A(nother) Day Discussion/@comment-33237367-20191002235350/@comment-71.161.206.170-20191012211816

Excellent work as usual!

I know jack squat about Danganronpa but this really seems like a pretty good moveset.

My only complaint is Psyche-Lock, it seems overpowered if all three locks are there and the opponent can't move until all are broken.

I say that it starts with three and all it does is basically allow Phoenix (or more likely Monokuma) a free hit with a strong attack, with it having a different effect for for each dwindling lock remaining.

It could also be used to trap players in place in the air, however if one of the duo doesn't follow it up immedately for some reason (like getting hit away by a stage hazard or another opponent), the opponent can mash out of it, basically making it like an aerial version of the Buried effect. Would also work as a forwards chain grab, giving Phoenix a horizonal recovery move.

First lock broken: In the air, after a short stun effect (like the Knee of Justice) the opponent is thown downwards. Will meteor smash, but in order to prevent cheese and cheap 0-to-death kills before the opponent's even done anything yet, only at high percents, most likely over 125%. On the gound however it acts like a combination of Zero Suit's uncharged Neutral B and Focus Attack, it will paralyze an opponent before they crumple to the ground unable to attack until the animation is over, allowing for even more combo potential. (This is to basically emulate a weaponized version of a smaller breakdown like onhttps://thumbs.gfycat.com/ScalyHandsomeAmericancrocodile-size_restricted.gif this one of Apollo, giving it a simliar animation. It would probably have the same 'slice'-like sound effect that accompies the white flash during breakdowns as well.) Damage for all amounts increases by five with each piece of evidence. [see below]

Second lock broken: Essentially the same, only the stun effect is much longer, akin to that of ZS's fully charged Neutral B. Deals more damage as well.

Third lock broken: Deals an insane amount of damage like Ridley's Skewer, followed by a ludicrous amount of knockback like in your original version, more than likely insta-killing a la Mr. Game & Watch's 9.

However, I would instead up the amount of damage to break each lock to 30%, and the opponent is instantly freed via knockback when attacked. This would mean that you would have to 1. Have a very good combo game or 2. Switch to Monokuma and combo, however that would in turn, make Phoenix weaker via loosing his evidence, essentially giving a punishment for trying to spam the move, the chain also has the ability to be air dodged of course.

However, having Evidence also increases this move's power as well as other moves.

Changes to each special from Evidence:

Objection!: My idea is inspired by how Phoenix plays in the fangame Super Smash Bros. Crusade, combining all his special moves using the dialogue boxes of Ace Attorney he has in that game into one move that changes with evidence, as well as some original ideas.

0 evidence = Objection!: Kind of has to be first considering it's infamy. Basically acts like Cape, but for both opponents and projectiles.

1 evidence = Got it!: Does more damage, but doesn't reverse opponents. Straight up removes projectiles, basically acting like Link/Hero's shield.

2 evidence = Hold it!: Deals more damage and stuns the opponent in place for a free hit. Also has the plus of stunning projectiles in midair for a short amount of time allowing Law and Disorder to dodge them at their leisure as well as giving them the ability to throw opponents into their own projectiles.

3 evidence = Take that!: Reflects projectiles at twice the speed for double damage. Deals a large amount of knockback and a comedically large amount of damage for what it is.

Psyche-Lock: Increases the amount of damage by 5% and also extends the length of the chain by about half a foot. 1st lock: 5%-20% 2nd lock: 10%-25% 3rd lock: 25%-45%

Maya Fey: She tosses you a bit farther each time. ¯\_(ツ)_/¯

Evidence: In order to thus also nerf this move as well, it's not instant. Phoenix instead has to muck around a bit, feeling around on the ground before he finds anything. Originally I was going to say it took real life seconds to find it which were 'stored' if the move was interrupted, however since that would require holding down the button, which instead is used here for switching characters, instead it works on a system.

Phoenix will feel around on the ground for a bit, finding nothing, then shrugging and standing up straight. However every 5th time the move is used Phoenix will finally find something and piece of a piece of paper triumphantly and putting it in his jacket. The successful animation also has a light bulb appear over his head, which also serves as a warning indicator to the opponent that your attacks are about to get much stronger. However you have to use it wisely as the animation of him feeling around on the ground wastes irl seconds, with it wasting more and more the more evidence is found, and it can't be canceled out of since Phoenix is too distracted to attack, the only thing it cancels into being shielding with Phoenix suddenly noticing the opponent and shielding in panic. It takes 1 second for the first piece of evidence, 2 seconds for the second and 3 for the final piece. If Phoenix is attacked during this animation he will instead fall over on his face, giving the opponent a free combo as punishment for not using it wisely. This thus makes it more and more risky to get evidence the more progressively powerful the player becomes, as a consiquence of this new system, Phoenix does NOT loose his collected evidence upon switching to Monokuma since that's just kinda a dick move in game design after waiting all that time to get it. This also allows Monokuma the ability to combo into Phoenix's stronger specials, giving the player a lot of interesting combo game based on swapping the two around. This keeps the dynamic element and also gives an extra amount of danger to the opponent as Phoenix can become VERY powerful if the opponent fucks up and lets him use this move one too many times, actively giving good players rewards for comboing them enough to stop it, and actively punishing poor players that don't stop Phoenix enough or combo him enough, fitting for a character based off following the law, punish the bad and reward the good.

Monokuma on the other hand.......... he'd be a small yet super powerful character based around bashing the hell out of his opponents and being as brutal as he can, just generally messing up their plans or calculations with odd-hitting moves, and powerful amounts of knockback to match his 'Disorder' part of the team, and from what little I know about him, that'd seem to be his sort of thing anyway.

But those are just my ideas, they're your character not mine. .--. Just some improvements I thought of, mainly for Psyche-Lock and how the evidence works.

Other than just those two I like pretty much EVERY idea you put down there, they seem like really great characters, I'm loving the alternate costumes, couldn't have done better myself. Monokuma seems pretty brutal, but I like that actually, but does Monokuma's damage carry over to Phoenix or are they just like seperate characters in one slot that work off each other, because I think it would kind of make more sense that you'd keep the damage from Self-Destruct even after switching to Phoenix Wright, from a Smash-type perspective. But if that's not the case, that also makes them a pretty unique character as they basically have a 'jump in and out of battle' tag team mechanic like in Marvel vs. Capcom,  which would actually make the duo accurate to their source material, as that mechanic would be Phoenix's contribution to source material and the custom animation for each version of his Astral Finish is Monokuma's contribution to accurate source material. I feel like that actually deserves it's own list, I can kind of think of a couple, even though I don't know Danganronpa as if that wasn't obvious already. >_>