thank you for your input. I appreciate you adding to this forum post so that it may forever be seen as an option to consider
Looks like Dragon Ball Fighters Zās Kuririn has yet another mechanic that I could see capturing Quinceās flavor.
He sends out a copy of himself to perform an attack at different ranges, but by holding the button or not, he can choose whether that copy is the real one or fake:
So itās not quite āwhich attack is the real oneā, itās "Is that attack real or is he still just standing there?"
I think Skullgirls did something similiar with Fukua?
Iād love to see on Quince something like Steveās moveset in Street Fighter X Tekken.
He has a whole set of moves (all his kicks) which donāt do any damages, and are just bluffs. Of course he can follow up a bluff with a real hit.
Heihachi is another character Iād like Quince to be inspired of. His moves have really slow animations that kinda break the rythm of the game. Heās also about various stances and mind game, which seems to lack a bit of Blivandness for Fantasy Strike.
I loved Quince in Yomi (very versatile, kinda honest, saying his moves before doing them, slow, dodgy, impactful) but I didnāt find this in Codex (sticking on a single all-or-nothing strategy, being all about lying and illusions, searching complete board control, copying ennemiesā¦).
I want Fantasy Strike Quince to be slow and steady, defensive, to use dodges and manipulation to get into victory !
Quince is a skilled politician, he ādodges questionsā (Js), admits there can be sometimes ātwo truthsā (2s) and uses āevasive answersā (Ks). Heās not about lying directly, hidding out or anything so I donāt want illusions and glimmering for him. Iād think this gameplay would be more appropriate for an eventual Garth or Vendetta (yeah Iād believe Vendetta not to be an exact street fighter Claw).
Quince is by far my favourite character in the licence, heās not about being good or evil, but just reconcilates both to keep calm in Flagstone and stay the Chief Magistrate of a proud and unite country.
[details=My own proposal of Quinceās build : ]Normal backward : backfist, poor range and doesnāt send far but let a deadtime in the game. Maybe making the opponent go behind Quince ?
Charged Normal backward: spinning backfist, not a really good attack (bad range like backfist) but is an alternative option to surprise the opponent
Normal without direction: elbow hit, slower than other characterās normal and shorter range but connects to other normal moves
Normal forward : slow palm hit, even slower than roundhouse but projecting much further
Normal Air : knee kick, doing damages and also making Quince go a bit backward with momentum
Special 1 : quick bluff hit, can connect into an elbow hit or some other moves. Prevent projectile damage
Special 1 Jumping : huge aerial ābackstepā, acrobatic and surprising
Special 2 : kind of dodge, if opponent attacks or throws on it you can hit back afterward (not automatic like SFV Ryuās V-Skill)
Special 2 Jumping : Command Throw for ground opponents, can be cancelled into a kind of dodge
Super Ground : Quince sends his cloth in air (projectile) and charges to the opponent very quickly, doing damage if hits
Super Air : Quince makes his opponentās move prioriry super low and slows down the game for 3s. His normal and special throws get crazy range.[/details]
A move that lets him phase through things similar to the one Flash has in Injustice would fit him quite well in my opinion, expecially if it has another uses in like being special cancellable or sending offensive clone-images-things if he actually dodges something with it.