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PlasmoidThunder β€” Rotom

Published: 2012-08-01 15:39:41 +0000 UTC; Views: 889; Favourites: 27; Downloads: 16
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Description Just a little something that you'll see in the next update of Rotom. All this talk about Rotom being updated with Fan Forme makes you all giddy, doesn't it?

I can assure you, Fan Forme won't be all that's in the next update, but telling it all to you now would spoil it all...that, and he's not particularly close to "update status" yet.

"But wait!" I hear you cry...if you didn't cry out that, then YOU GET NOTHING! "Your laptop is broken. Does that mean it's fixed? Can I pester you about things now?" Short answer: no. I made this before the laptop broke and exported in FFU so I had the .gif ready for the 'Database for when Rotom was updated...probably.

On a side note, I might get my laptop back sometime tonight! Fingers crossed
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Comments: 13

685eric685 [2019-10-28 22:17:34 +0000 UTC]

That's the Rotom that's available for play in a fighting game called M.U.G.E.N.

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PlasmoidThunder In reply to 685eric685 [2019-10-29 15:36:05 +0000 UTC]

Unfortunately.

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685eric685 In reply to PlasmoidThunder [2019-10-29 15:51:24 +0000 UTC]

What, you don't like the game?

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PlasmoidThunder In reply to 685eric685 [2019-10-30 00:48:21 +0000 UTC]

It's an engine, but that's not the thing I have an issue with. The character is properly bad and it's not something I'm proud of creating.

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685eric685 In reply to PlasmoidThunder [2019-10-30 02:10:21 +0000 UTC]

Properly bad?

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PlasmoidThunder In reply to 685eric685 [2019-10-30 19:13:14 +0000 UTC]

Yeah. As in, it's really bad.

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685eric685 In reply to PlasmoidThunder [2019-10-30 22:01:39 +0000 UTC]

How?

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PlasmoidThunder In reply to 685eric685 [2019-10-31 20:38:07 +0000 UTC]

Hoo boy. Get comfortable.

  • Way too small; coupled with its mobility, it's obnoxiously difficult to hit.
  • Its hurtbox doesn't extend to the ground, so it can avoid some crouching attacks and lows by default.
  • It has increased Attack for no good reason, though its attacks are still incredibly weak despite this.
  • It has increasedΒ Defence for no good reason.
  • Its moveset is horribly uninspired, with its Specials almost entirely being forward-firing projectiles of similar utility and its Hypers all basically serving the exact same purpose depending on the level (level 1s are area-of-effect, level 2s are long-ranged projectile volleys/beams), resulting in a ton of redundancy.
  • Relatively speaking, almost all of its attacks have really high priority for no good reason.
  • Most of its attacks come across as spammy and safe, though the biggest offender is Crouching Heavy because it's active starting from frame 4 and +8 on block with no guardpush, so it's a blockstring infinite; conversely, the rare few attacks that are unsafe are really unsafe.
  • Its combo logic makes absolutely no sense:
    • You can cancel any standing Normal into a standing Normal of higher strength, but for crouching Normals, only Crouching Light can do this; Rotom cannot chain its air Normals whatsoever.
    • The only Special that can be cancelled into is Electro Ball.
    • Although all level 1s can be cancelled into from every ground Normal (excluding Standing Heavy), only Crouching Heavy can combo into them because of how much startup they have.
  • Standing Heavy, Electro Ball and Hydro Pump are the only attacks that do chip damage.
  • All of Rotom's air Normals (barring Air Heavy) are active until the character lands, making jump-ins effortless, though it conversely leaves Rotom wide open to being counterhit, should the opponent have such a system.
  • The secondary taunt is a stupid unblockable move that hits the entire area in front of Rotom and has many active frames; although it does no damage, you can time it while the opponent is lying down so that it hits them once their getup invulnerability wears off, so in other words, it's an unblockable okizeme.
  • The attack Rotom has in place of a dash/hop is active the moment it is performed, making it unblockable at point-blank range against most characters.
  • Will-O-Wisp is way too good at what it does and lasts for far too long; some characters can't even jump over all four wisps.
  • Electro Ball cannot be beaten by other projectiles and it does more damage at close-range because it accelerates; it also lacks a hit cap, so wider characters take more damage than thinner ones.
  • Charge Beam is a screen-wide beam that comes out way too quickly and makes approach stupidly easy since it doesn't halt Rotom's momentum.
  • Jump Shadow Ball has similar issues to Charge Beam in that it trivialises approach due to maintained air momentum, but is also hard to avoid.
  • Overheat is completely useless because of how much startup it has and how short its range is in comparison to Rotom's other level 1s.
  • Hurricane is unblockable and can potentially do more damage than Rotom's other two level 1s.
  • Leaf Storm tracks the opponent for the duration of the move regardless of where they are, meaning it will cross the opponent up if they jump over Rotom during startup.

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685eric685 In reply to PlasmoidThunder [2019-10-31 22:13:22 +0000 UTC]

Wow, that's a lot of reasons!

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TheRealZeldachu [2013-07-02 23:39:55 +0000 UTC]

may I use for my siggy on CS??

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PlasmoidThunder In reply to TheRealZeldachu [2013-07-03 08:20:34 +0000 UTC]

CS? I've no idea what that is, but yeah, sure, you can use it (just don't claim it as your own ).

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TheRealZeldachu In reply to PlasmoidThunder [2013-07-03 12:55:46 +0000 UTC]

I won't.Thanks so much!!

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Naoki2534 [2012-08-01 20:30:39 +0000 UTC]

Looking Forward to it, sadly my time is being consumed by goverment & bank paperwork right now.

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