This could have and should have been just an edit or reply to the original post tbh. In some ways this is an improvement to the first move list, in others it's the same, and in other's it's just outright worse. At the risk of sounding a bit like an ass, look to how I've laid out my move list, I describe the moves in detail, and what I have in mind for how they could be used. As well as describing how they'd be functionally or at least visually unique. As well as this I think there's a lot of "ooooh I like idea, let me paste it into the game" which I find rather reckless and tacky. There should be more of an attempt to make the aesthetics of the install super and whatnot distinct while still having it be clearly inspired. I don't think straight up having a thing called a "devil trigger" in the game would be very acceptable. We've already seen that this game isn't immune to legal chicanery after all.
The way this is worded and explained is also still pretty confusing. Like I said, there's a reason I describe my concepts in such detail, so that way there's no room for confusion. The people reading this do not have nearly as clear a vision of how this would look or play as you might.
You also seem to not have the greatest grasp on the game mechanics, stunning someone for one turn for example... What would that mean in the context of a game where turns are as fluid as this? Same goes with the length of the install. This'd need to be based off of the in game timer as if it were full speed, like the delay of moves like Ninja's clones and Cowboy's temporal bullet, and not amount of "turns". Also, 0.XX damage multipliers would not be an increase, that'd be a decrease. I'm pretty sure you intend for the multipliers to be increases. They'd have to be 1.50x and 1.95x specifically. But I'd argue the numbers here are super duper inflated. And could result in a character that's just "cowboy but with way more damage" which would be an atrocity to all mankind. I'd drop those both to 1.25. The rose would let you tap into the damage boost for one attack, and the install would let you tap into the damage for a certain amount of time. It'd make sense. But this would also mean that all the moves and combos the character can do need to be balanced around this. Meaning, his damage would need to be overall lower.
I'd drop the "like this character but X" moves entirely, with or without them what you've detailed isn't enough to base a whole moveset around. Detail all the cool unique moves you like, but in incredulous detail. Take your time and think about them for a while, and I have no doubt you'll get something more coherent and workable.
Do note, I'm not here to attack you or make you out to be inferior or foolish. I'm saying all this to try to help you. As I've said before this concept is cool and workable into something, but the way you are going about it won't get it anywhere anytime soon. I'd rather rip the bandaid off and tell you exactly what's wrong then waste your time trying to guide you slowly. These things as is already take time to make good, hence why my character is gonna be a weeks long project just to conceptualize. Hell! That's why there's only 3 characters in the game, and the 4th planned character is taking so long! You can't rush these things like you are doing. It doesn't work, or at least won't result in something good. You can either go all in and spend the time to make a fully unique moveset taking advantage of all the shenanigans unique to this game, or you can propose a vague idea with a handful of example moves you think sound cool. You shouldn't go for something in between like you are doing. Cut the filler if you feel you can't live up to what I'm doing with my character.
I'm not trying to set a mandatory super high bar everyone has to meet or surpass in order to propose a character concept mind you. (Though I'd not mind seeing more people with game design chops try to the extent I am mind you.) I'm not a gatekeeper or judge on what is or isn't acceptable quality wise. I'm not demanding anything of you. But I think if you kept this all in mind and didn't try to do everything at once, you could produce something much more coherent.
Also, feel free to steal my formatting, it'd be easier on the eyes. And more consistent. Putting "Special move" or "Special attack" (two things that don't make sense in the same place in this context mind you, prolly another error) before every special move idea is confusing and a less smooth read. Split it into categories if you have ideas for movement, normals, specials, supers, stances and etc. Do that and I'm sure you'll thank me later.
I have faith you can make something really good out of this. But you gotta be willing to know your limit or really dig in and put in the time and effort. If you can learn all of this from this big funny text wall, I think you'll be many steps closer to that goal.
Will say though slow clap is a much better taunt than pizza eating lmao.
Viewing post in New character idea: Devil Hunter (2.0)
Alright, thanks for the feed back, also sorry if some things were kinda off, English isnt my first language. I will try to make it less confusing and go into more detail with these attacks, also the stance thing you said I will take into consideration. I don't have too much free time, but I will try to make something cool and not so hard to understand. Again thank you for the advice!
You are welcome! I had a feeling you weren't an English speaker, I didn't want to point it out though. Half of my family aren't native english speakers either, so I get it, and have a good radar for it online lol. But of course, in an online text based context, you have all the time in the world to double and triple check stuff. All apart of the drafting process lol. If you take your time and give everything a good critical look, you'll eventually have something very passible. I've known lots of not native speakers who can write better than most native speakers lmao.