Small update to the fighting game moveset. I got rid of enhance - It's simply a bit weird to balance. Added a throw instead. As always, I like SF style games first and foremost, so my moveset reflects that.
6.HP - Two-handed sledgehammer overhead. Counterhit leads to a stomp animation with hard knockdown. Absorbs projectiles.
6.HK - Spartan Kick. Long startup, plus on block, not combo-able
jump 6.HP - Body splash, huge hit box, cannot air to air, crosses up
4.HP - Flex. Absorbs one hit and halves damage, if it works can cancel into HCB.P or 360.P. Risky move for wake-up situations.
HCB.P -
Giant Swing
Positioning throw, designed to do low damage but direct opponent toward corner. Light is long range but low damage, medium med range but med damage, and heavy is short range heavy damage. No EX
360.P -
Full Nelson Atomic Drop
Standard big boy throw. Light is just the drop with long range. Medium is a sitdown atomic drop with more damage, and Heavy is an atomic drop to full nelson suplex. No EX
back forward charge P -
Mighty Punch
Dash punch. Light version is short-range, even on block and cancellable, medium is mid-range and slightly minus on block, heavy is very punishable on block but goes full screen. EX is cancellable and wall-bounces. All versions are slow and reactable on whiff, and aren't active until last few frames.
621.K -
Chokeslam
Ground to Air grab. Strength determines speed of grab. Light changes sides, medium keeps them in front, hard grants oki and keeps in front, EX is a chokeslam into a stomp that is light grab box with hard damage and oki.
360.K -
Jet Tackle
Running tackle. Projectile invincible at all levels. Light is quick start up, short range, very punishable. Medium is longer start up, longer range, equally punishable, Heavy longest start up, longest range, equally punishable. EX is light start up with heavy range. (Sacrifice meter to get in) Designed as a risky move to counter projectile spam