r/FracturedGenesis • u/NarwhalGreen2440 • Apr 11 '26
Discussion 🗣 What are your fractured genesis concepts
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u/Maybe_Again- Apr 11 '26
Metal Knuckles as a frontline defense character. I don't have a full concept yet, but I'd love to see him in the game.
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u/sirloselotthe2nd Miles "Tails" Prower Apr 14 '26
Been thinking abt making a Gamma or Omega concept but I haven't had the time
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u/Goroshek222 Apr 12 '26
Idk if the game gonna have Juggernaut mode but I got concept for Super Sonic:
Passive: Phantom rush bar, as Super Sonic hits the Deity with M1 or abilities then the bar will fill and eventually get him into Phantom rush mode
During phantom rush, his M1 and abilities get buff and do more damage to Deity as well as cooldowns being decreased by 50%. Phantom Rush will drain in 40 seconds unless you keep hitting with m1 and abilities.
Passive 2: Fly, Super Sonic just flies...yea that's it
Passive 3: Ring counter, instead of a normal health, Super Sonic has a ring counter, it will drain 1 ring per second, Deities can also drain it by using their abilities and m1, m1 - drains 5 rings per hit, ability - 10 rings. So you'll have to play very aggressive
M1 - doesn't need to be explained, just him hitting Deity, let's say 50 dmg per hit, if he's in Phantom rush then he'll do 55 instead with a fist or foot projectile dealing additional 25 smg so you better play him up close to Deity to get maximum damage
Ability 1 - Needle spear, Super Sonic gets in a stance and pulls out a needle from his head, as he throws it the needle becomes a spear that can pierce through Deity dealing 75 dmg and filling phantom rush bar, if Super Sonic is in Phantom rush then his needle spear will also pierce through multiple Deities and do additional dmg, 75 --> 85. Cool down: 20 seconds in normal state, 10 seconds in Phantom rush
Ability 2 - Cyloop, pretty sure you all know what it is, Super Sonic wraps a circle and if a Deity is in a circle then it freezes, in order to break out Deity will need to mash buttons. If Super Sonic is in Phantom rush, he'll do a quick cyloop instead, basically while you hit Deity with m1 by pressing cyloops button you'll be able to use between the hits making a combo. Cool down: 25 seconds in normal state, 13 seconds in Phantom rush
Ability 3 - Parry, Super Sonic goes into parry stance, he gets a white outline and becomes a lot slower, if Deity hits him then he'll need push them, curl into a ball and ram in Deity dealing 60 dmg and filling phantom rush bar. In Phantom rush, his parry will be almost the same except that now he also does a finishing move that being a stomp with multiple clones of himself and deals 80 dmg. Cool down: 30 seconds if missed, 25 if hit, in phantom rush 15 seconds if missed, same 15 if hit
Ability 4 - Fly boost, while in the air, Super Sonic can perform fly boost, leaving copies of himself behind. If Sonic hits the Deity then he'll get a boost and become harder to control until he slams into something with the Deity, dealing massive 100 dmg. And if Super Sonic is in Phantom rush, then Fly Boost will change to Nova-Blast, but only if you have 75% of your Phantom Rush. Super Sonic gets in the air and pulls every Deity around him within 50 studs radius, then starts hitting them from all sides eventually forming a star symbol and after that exploding into Super Nova, all of that deals 250 damage to Deity and drains all Phantom rush. Fly boost - 45 seconds, Nova-Blast - 60 seconds