Custom Character
Purple
"Element": Time
Gimmick: Moves have hitstun that don't set hitstun. but INCREASE hitstun onto the next move. This is only applied when certain moves have been used at least once mid combo.
Standing Anim: Hand 2 behind body, Hand one in front, leaning so it seems like they could dash at any moment
Walk Anim: Same deal as standing, but now running and the body is now higher up while Hand 1 seems like it's trying to catch somebody
BWalk Anim: Running away, while keeping enemy in sight
Walkspeed: 14 X per second
Jump: You ever saw the Long Jump anim in Mario 64? That, but not so exaggerated so it works for normal jump and back as well
Crouch: Standing but leaning even more
Attacks:
Standing Punch
Overhead backhand, will pull enemies down but not so hard so Autocombo 2 has a chance of hitting
Autocombo 2
Uppercut! Also sends Purple upwards, does not end combo
Autocombo 3:
Stylish spin into dunk that slows down. Allows for more okizeme time.
Crouching Punch
A big step punch while crouching, keeps enemies grounded
Standing Kick
Turn around and dash kick, does a SamSho reaction block if the move is blocked, also has a unique autocombo
K Autocombo 2
Upwards kick, no matter what goes into 236P on whiff, block and hit
Crouching Kick
Slide, multi hit
Specials:
Raiser Clock
(236P)
A hitgrab. Purple dashes, and does a upwards aimed palm. If hit, the clock effect spins, and the passive effect occurs. Short range, but consistent.
Speare Clock
(214P)
Another hitgrab. Purple creates one of the arrows from a clock to stab the enemy with. However, the tip of the blade only goes into the launcher that gives the passive effect. All others simply set up a knockdown. Long range, but inconsistent.
Time Of Survival
(236K)
This time, Purple creates a slow moving clock arrow to use as a normal projectile. K can be held to charge it and give it more hits. It also fills up a special gauge: 10 uncharged arrows will fill it, and 3 charged will fill it. If a charged hits the enemy, a timer appears on them. It does nothing when it runs out, unless they are in hitstun, in which case cracks the timer and launches the enemy away, dealing good damage.
Grab
(214K)
Purple's actual grab. Using a overhead crush to grab them, if it hits then Purple chucks them behind them and then hits them with an arrow homerun minigame. Baseball time; if it's a perfect hit it gives a midscreen combo, if not then just a wallbounce combo, and at worst a baby hit that keeps them standing at decently far away.
Supers:
(41236P)
Speare Dragger
Another hitgrab, Purple uses a arrow clock to dash forwards with a "spear". On hit, it drags the enemy to the corner. Also Purple can bumb into the wall and gives immense endlag after.
Speare Fall
(41236K)
Purple casts up what seems to be a group of 6 arrow spears. They fall soon after, aiming at the enemy's previous position. Last hit will knock down.
Embodiment of the Future
(63214K)
Purple spins around with a clock effect in hand, which does have a hitbox. Then he dashes and punches the opponent to literally stop time for 5 seconds straight. After that, Purple poses, and the enemy gets wallbounced. Purple cannot do anything after until the enemy hits the floor.
Install Super:
Tick Tok Clock
(63214P)
After posing, every move does the 236K effect, but instead of launching, it instead buffs up Purple. Level 1: Speed up! Level 2: Animation Speed Up! Speed up! Level 3: Projectile hits up! Projectile speed up!
Level 4: Speed up! Projectile (in general) up! Animation Speed Up!
Level 5: Level 4 times 2
The clock gets longer the more levels Purple has.
Bonus:
Red 214P:
Flamer
Red uses a backhand uppercut to hit 3 times. The last hit, on hit, has Red do another backhand upper to launch.