I revamped my fighting game movelist. Added in a new move to help deal with projectile spam and round out the grappler feel, and adjusted 6.HP to absorb projectiles (kind of like Gief in SFV). Also corrected and simplified moveset to accommodate for new move. As always, suggestions welcome.
6.HP - Two-handed sledgehammer overhead. Counterhit leads to a stomp animation with hard knockdown. Can absorb projectiles. Move is slow but has a lot of uses.
6.Hk - Spartan Kick. Long startup, plus on block, not combo-able
PPP -
Enhance
Three levels, each level is a frame of super armor. 1 sec held = 1 frame, 2sec = 2 frame, 3=3. Interrupting the charge prevents all super armor to encourage opponent to engage. On certain knockdowns like 6.HP and EX621.K you can get at least one frame and still have oki.
360.P -
Full Nelson Atomic Drop
Standard big boy throw. Light is just the drop. Medium is a sitdown atomic drop with more damage, and Heavy is an atomic drop to full nelson suplex. No EX
236.P -
Mighty Punch
Dash punch. Light version is short-range, even on block and combo-able, medium is mid-range and slightly minus on block, heavy is very punishable on block but goes full screen. EX is combo-able 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