DISCLAIMER: I do not own DOOM or Super Smash Bros. They are the legal properties of id Software/Bethesda Studios and Nintendo respectively. Thus, no copyright infringement is intended.
WARNING: The content that is described henceforth is graphic in nature, primarily due to indications of blood and violence. As such, this story will be rated M according to the guidelines of the website. This will also mean that this is not intended for anyone under the age of 18.
You have been warned.
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In honour of the recent release of the ever addictive "DOOM: Eternal" (and to keep myself sane in times of pure lunacy), it's time I took a small break from creating movesets for Crystal Gems and do one for a character that fans have been begging to see in the Smash roster for the longest time; the bane of Hell himself, the Doomslayer!
Little is known of the personal history behind the Doomslayer; what is well known, however, is that wherever he goes, the decaying corpses of Hell's legion are sure to follow. He is rage incarnate, ploughing through wave after wave of demons to unleash his unrelenting fury upon anybody who would dare stand in the way of his shotgun. He doesn't care about trivialities like one-liners or strategy; he just wants to rip and tear to his heart's content.
And rip and tear he shall, as he blasts his way into Smash to completely annihilate everyone else in the match.
Getting right into things, the Doomslayer will be a Super Heavyweight, about on par with Donkey Kong for comparison. That said, he will also have great speed and mobility due to his inhuman abilities. He will also have two jumps and would be able to wall jump and wall-cling.
The Standard/Aerial/Smash Attacks:
Seeing as how the DOOM series is notorious for its insane amounts of firepower and artillery, it may surprise to know that I actually want to focus more on close quarters melee combat over using an abundance of guns for the Doomslayer's regular moves. Keep in mind that this version of the character is just as deadly in hand to hand combat as he is using a shotgun, being able to tear massive demons apart with his bare hands during Glory Kills. And with the recent melee attack options that was added to "DOOM: Eternal", it gives plenty of room to expand on his moveset a little bit.
Besides, it would also be pretty boring if we solely relied on guns for his entire moveset.
Regardless, he can have a two-hit jab where he strikes with a right hook and then swing his left arm across, with his arm mounted Doom Blade extending during the swing. His forward dash can be… well, a dash; his whole body will suddenly zoom forward a short distance with a yellow glow, with his left shoulder facing forward and acting as the tip of the attack that can spike an opponent. This is a reference to his dash ability from "Eternal". His side-Tilt can have him strike with his elbow. His up-Tilt can be a straight uppercut with his left arm, again with the Doom Blade extended. His down-Tilt can have him crouch, catch the nearest foes leg and trip them over.
For his side-Smash, the Doomslayer can use arguably his deadliest melee attack; the Blood Punch. This is an attack from "Eternal" that, when fully charged with Glory Kills, will unleash a powerful shockwave that can either kill or stagger other Demons in its blast radius. And it would functionally identical when transferred over to Smash; leaving the main target wounded but also allowing for others to be stunned for a few seconds. His up-Smash can have him do a small dash into the air to headbutt opponents, which will no doubt be more painful thanks to that helmet of his. His down-Smash can be a variation of his side-Smash; instead of punching forwards, he would instead slam his fist into the ground, unleashing the energy from the punch that can trip up foes on either side. That said, this attack wouldn't actually stun them; it would just be super painful, though not as painful as his side-Smash.
For his neutral-Aerial, this will be an instance where Doomslayer uses a weapon outside of his Doom Blade for his neutral moveset; he will toss a grenade forward that would automatically detonate after a few seconds if it doesn't hit anything. The range of the explosion would be small, but the knockback will be powerful, just like a real grenade. His forward-Aerial will have him dash in the middle of the air headfirst for a solid headbutt. His back-Aerial can be a backward swinging right hook. His up-Aerial can have him swing his second sword, the Crucible, above himself in an arch. And finally, his down-Aerial can have him do a body slam on his opponent, which will have the chance to bury them.
Grabs/Throws:
Doomslayer can have a tether grab wherein he uses a grappling hook and, instead of bringing his foes to him, he would go to them. This is a reference to the Meat Hook, a new attachment to the Shotgun from "Eternal". And just like it's counterpart, it will also have a chance to be a Flaming Meat Hook to deal extra damage to anyone caught by it. Doomslayer can pummel simply by hitting them with his elbow. His forward-Throw can have him use his Blood Punch to knock them further away. That said, this Punch won't affect the other players, just whoever Doomslayer has in his hands. His back-Throw can have him swing his hook and toss his enemy behind him. His up-Throw can have him suplex his opponent so hard that they fly out of his arms and into the air, then hit them with his shoulder mounted flame thrower, the Flame Belch, to deal extra damage. And finally, for his down-Throw, his can fire a grenade from his shoulder launcher and roll out of the way before it explodes.
But before we continue on to his Special Attacks, I think it's time to address a factor for Doomslayer that I came up with during the thought process; his Gimmick.
Gimmick:
So, remember how his down-Throw uses grenades? That's not all there is to this move. When using the down-Throw, Doomslayer will actually pull out one of three types of grenades, each one having a different effect on anyone hit by them and having a different chance to appear. This is only for his down-Throw, however; it would be too broken and repetitive to give the same effect to his neutral-Aerial.
The first will be a standard frag grenade, which has a 70% chance of appearing which thus makes it the most common of the three. That said, it is just a standard grenade. It does decent damage and has a good knockback, but the range of the explosion is pretty small; about as much as a Bob-Omb to give a comparison.
The next grenade, however, will be more special; an ice grenade, which has a 25% chance of appearing. This works functionally identical to a Freezie in Smash; it will instantly freeze an opponent in a block of ice for five seconds, giving Doomslayer the chance to land more critical blows them while frozen. After the ice block breaks, however, their running speed will be cut in half for ten seconds, making them incredibly slow and rigid as well as more susceptible to knockback and Smash Attacks.
The final grenade will also be the deadliest; a phosphorus grenade, which has a 5% chance of appearing. When used, the phosphorus grenade will leave lingering damage, dealing 5% extra for every second that the opponent is covered in the chemicals that go into the making of a phosphorus grenade. This effect will last up to 7 seconds, but I can see this being a major tool to use if it ever shows up when the opponent that Doomslayer grabbed already has a high damage percentage.
I should also mention that I had planned for there to be four grenades, with the fourth being the siphon grenade from the reboot of "DOOM" in 2016. This one, as the name implies, drains enemies of their health and transfers it to Doomslayer. I've ultimately decided against using it, however, as that kind of attack seems pretty broken for Smash. Just the three grenades that I have chosen were more than enough.
Specials:
Now HERE is where we get to the heavy artillery. For most of these attacks, I'm having Doomslayer use two different weapons depending on how the attack is used. Just take a look and you'll see what I mean.
For his neutral-Special, Doomslayer will bring out his signature weapon; the Double-Barrelled Shotgun. This will work somewhat similarly to another armoured video game icon, Samus; just simply tapping the Special button will launch a small but powerful blast from the Shotgun, dealing about 10-15% damage at close range that weakens the further out the shot goes. But when the Special button is held down, the Shotgun will be replaced with the Super Shotgun from "Eternal", which will launch a small explosive that has a wider radius than the frag grenade. Due to the time needed to load the Super Shotgun, however, there will be a lot of start lag, so this kind of move should only be used on enemies who are far away.
Incidentally, the Super Shotgun also won't have the same gimmick as the down-Throw; it'll be too broken to do given how powerful either Shotgun is on their own.
Regardless, his side-Special will have him borrow a move from Solid Snake; he would fire a missile from his Rocket Launcher, and then the player can use the joystick to guide the missile to specific foes on the battlefield. Unlike Snake, however, Doomslayer will be invulnerable during the attack thanks to that Praetor armour he's wearing. That said, this is only if you hold the Special button down during this attack. If you tap the attack instead, Doomslayer will bring out his Chainsaw and cut through his opponents. This attack can allow Doomslayer to restock on Rocket Launcher ammo, as the Launcher will only have about five shots at a time.
His up-Special can have him pull out the Plasma Rifle, which can fire a stream of six shots at an upwards facing angle, allowing Doomslayer to hit any foe that happens to be flying near him at the time. Instead of swapping this out for a different weapon, however, the Plasma Rifle can have its own gimmick. If the player can land three successful consecutive hits using the Plasma Rifle, the next shot can be a Plasma Burst, which can be used to stun opponents in the air and leaving them on the ground for Doomslayer to attack. The Plasma Burst is in reference to a weapon mod you can get for the Plasma Rifle, wherein the burst attack charges the longer you fire it and can be charged up for three times its normal damage. The stunning part of the attack is simply a by-product if it hits stronger foes in "Eternal".
And finally for his down-Special, tapping the button can simply have him fire a single shot from his Ballista, a sniper rifle type weapon that can also plant a tiny explosive that deals major critical damage. If you don't want to use the Ballista, however, then simply hold down the button so that Doomslayer can bring out another deadly weapon; the Minigun. The Minigun can only be fired for about five seconds before needing to cool down for another fifteen seconds and will have short start lag for the attack to charge as well as a short end lag as it cools.
Final Smash:
I can think of nothing more fitting for Doomslayer's Final Smash than having him pull out the most powerful weapon in any "DOOM" game; the BFG 9000. The attack will start with Doomslayer firing a single shot from his Heavy Cannon. Anyone hit by the shot will instantly be pulled into a cinematic Final Smash where Doomslayer will then fire two shots from the BFG. Each shot will deal a whopping 50% of damage per shot, and anyone who has 125% damage or more by the end of the attack will be instantly K.O'd.
I know just two shots from the BFG doesn't sound like a lot, but that is more or less the amount of firepower that thing can carry at a time, which doesn't even touch of how rare it is to find a surplus of ammo for the BFG. Thus, this was the best way I could incorporate the weapon into the moveset without having to cheat and make it pathetically weak.
Also, I don't really care for the Heavy Cannon; it's honestly just a weaker version of the Plasma Rifle, hence why it wasn't a part of Doomslayer's core moveset.
Other Stuff (Taunts, etc):
For colours, Doomslayer's default will have him in his "Eternal" appearance, with more a vibrant green and exposed bicep muscles. His first alternate colour scheme will be based on the protagonist from the original "DOOM", the Doom Guy, with a brighter green armour and a grey helmet. The next can have his armour with random splotches of red and a yellow visor, in reference to the general colour scheme of the Demons.
The rest of his alts were harder to choose without defaulting to original colours, but I thought it would be cool if they were based on other video game characters who either have suits of armour or are robots. The first can make his armour a goldish orange with red highlights and a green visor, in reference to Samus from "Metroid". The next can make him a forest green with an orange visor, based on Master Chief from "Halo". The next can have him in two different tones of blue with a lighter blue on his visor, in reference to Mega Man. Next, he can be grey and black with a dark blue visor, in reference to Marcus from "Gears Of War". And for his last alt, his armour can be white with black and red highlights and a red visor, in reference to R.O.B the robot.
For his stage intro, he'll walk onto the stage through a blue portal created by VEGA, loading his Shotgun and placing it on his back. His up-Taunt can have him raise and clench his fist as red Argent energy glows around it. His side-Taunt can have him spin the Shotgun on his finger before placing it back on his back. His down-Taunt can have him pull out the skull of an Imp and crush it in his hands, wiping them clean of any excess blood.
For victory animations, the first can simply have him walk into a portal opened by VEGA and stand in his Fortress of Doom. The next can replicate the cover art of the original "DOOM", with him standing atop a pile of Demon bodies while resting his Shotgun on his shoulder. And for his final animation, he can be holding a small action figure of himself before he does a little fist bump with it, a call back to when you find a minifigure of him in the 2016 reboot.
Conclusion:
And that about does it for what could happen if the Doomslayer was in Smash. With how much fun it is to play as the character, along with the games themselves being a modern day masterpiece, it's no wonder that so many people want to see him appear in the celebration of gaming itself.
Granted, I also am aware that people wouldn't want Doomslayer in Smash because of his game being so insanely bloody and violent.
My response: Bayonetta from… well, "Bayonetta" and Joker from "Persona 5". This is nothing new for Smash. If those characters managed to get in despite their games not being aimed at a younger audience, then Doomslayer should have an equal chance as well. I don't know if Nintendo or Sakurai are at fault for this, but someone should realise the potential that is literally at their fingertips right now.
Regardless, if you liked what you saw and want to see more, then please check out my other Smash moveset series "Gems In Smash", wherein I go over a theoretical moveset for characters from Steven Universe and how they stack up in the world of Smash. Otherwise, please leave a review if you have a suggestion for a character you'd like to see and even provide ideas for their movesets.
Thanks for reading, and I'll see you guys next time!
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