OVERBRAWL!
Current Version: v1.11.4
Welcome to OVERBRAWL!, a fighting game slightly inspired by Guilty Gear. The game is played in a 1v1 or 2v2 format, and you need to win up to 3 rounds to win, by either eliminating the enemy team or having more players alive on your team when the time runs out.
v2.0.0
10/20/2024
This gamemode likely will not be updated anymore, as it is largely inferior to the 2nd version I'm currently working on. It might take a while to release, but will include LOTS more abilities, noticably better balance, POSSIBLY 2d but definitely 3rd person, and lots of other new features. When V2 is released it will be posted and linked on this page.
UNIVERSAL ABILITIES
Bubble Block
-Holding Interact on any character will Bubble Block, which blocks all attacks at the cost of ult charge.
Sweep
-Crouch + Melee to sweep an enemy, which knocks them on the ground, stunning for longer than a default attack.
Block
-Walking backwards while standing will block any high and air attacks, but is open to low hits. Walking backwards while crouched blocks high and low, but not air attacks. There is a 0.08s (5 frames) delay before you are counted as blocking, and can still be hit.
OTHER IMPORTANT INFO
-Stuns do not provide invulnerability, but being knocked down (except for specific moves, like Honorable Reinhardt Shatter) provides the phased out status until 0.096s after wakeup.
-As of 1.11.1, if a 1v2 scenario occurs (whether a teammate died or you don't have one) you now gain a passive 35% damage resistance.
-Emoting gives +10% ult charge to all players (If the emoting player is on Lucio, they gain +15%).
-Future heroes that will be added:
- Soldier 76: A simple rushdown character with risky and committal abilities but good pressure.
- Ramattra: Requiring good resource management, Ramattra is able to summon omnics to help him fight, and apply devastating pressure in his Nemesis stance, which grants him access to strong special abilities.
- Kiriko: Untouchable by enemies if used properly, as some of her specials provide an intangibility effect. These abilities usually leave her vulnerable if timed incorrectly, as they have longer startup and recovery windows. Very dependent on reading the enemy's next move.
- Brigitte: A mid/long-ranged zoner, keeping the enemy away from her with her whipshot attacks.
- Venture: Insane rushdown pressure with their Drill, Venture is left incredibly vulnerable if the Drill runs out of Battery, as they have limited options for attacking or escaping.
- Pharah: Less burst movement than other rushdowns and is vulnerable to anti-air attacks with most of her moves.
- Symmetra: Still in concept, so likely won't make it into V2. All I know is she'll be a zoner.
- Sigma: Same as Sym, still in concept.
HEROES, AND THEIR ABILITIES EXPLAINED
The controls/inputs for each ability is listed below the description, but this section is here to break down what new abilities do.
ASHE
Passive
-Ashe must deal damage to aim with her rifle.
Contact Grenade
-While she is crouching, Coach Gun has been replaced with Contact Grenade, which does ok damage but is mainly useful for stunning enemies and knocking them back with its very forgiving radius.
CASSIDY
Passive
-Focus Meter: Cassidy can only fire his gun during Focus Aim, which drains the Focus Meter. When the meter is empty, he cannot shoot again until the meter is more than 25% full. Regenerates overtime, but the refill can be sped up with Concentrate or by using his ultimate.
Deadlock Jab
-Cassidy throws a slow but heavy jab. knocks the enemy upwards, has more damage than quick melee, and has a 4m range, but has a slightly longer startup.
Focus Aim
-Pressing Ability 2 while standing will slow Cassidy's move speed while allowing him to use his primary fire. Damage dealt will stun the enemy. Any damage taken will stun you and cancel Focus Aim. Cassidy can shoot as long as his Focus meter is not empty. The meter drains at 12%/second, and 21% per shot fired. His ultimate refills most of the Focus Meter very quickly. Focus Aim can be cancelled by crouching.
Concentrate
-Refills a chunk of the Focus Meter very quickly, but leaves Cass vulnerable to attacks for a moment.
DOOMFIST
Kinetic Shot
-Shooting while crouched will make Doomfist punch a ball of kinetic energy forward. It deals decent damage and applies a short stun. Has invulnerability frames on startup.
Rising Uppercut
-When on the ground, pressing Crouch and Power Block will uppercut an enemy within quick melee range. Has invulnerability frames on startup.
One-Punch Install
-Only available with 100% ult charge and less than 100hp (including overhealth). Triples rocket punch's damage, and slows down time while punch is charging. Lasts until the end of the round.
Seismic Bringer
-Doomfist stalls in the air for a moment before slamming to the ground, knocking down enemies hit that are not crouching or in the air.
GENJI
Shuriken
-Deals minimal damage, has a slow projectile speed, and stalls Genji's gravity and movement during use, but is Genji's only poke ability. Has infinite ammo.
Chaos Strike
-Holding quick melee in the air will make Genji slam towards the ground, knocking down and damaging enemies within a small area.
Ryū No Chikara
-Genji grabs an enemy, then hits them backwards several meters.
Rising Blade
-Genji slices upward with his wakizashi, knocking enemies both down and backwards. Invulnerable on startup.
Wall Dust
-Genji leaps off of the wall he is currently climbing, damaging nearby enemies with the force of his jump.
ILLARI
Solstice
-Illari's main poke tool. Deals decent damage, has infinite ammo.
Fracture
-Illari jumps forward, hitting the ground with her solar rifle and creating a knockdown and damage effect where she lands.
Full Send
-Illari rushes through enemies in a short range, stunning and damaging them if they are not crouching.
Sol Eterna
-Illari slides through enemies in a short range, knocking down and damaging them if they are not in the air.
Backblast
-Illari turns around, firing a heavy shot from her gun which propels her backwards. The shot deals more damage and has a bigger radius than Solstice, but doesn't travel very far. Mainly meant as a means for her to close the gap on heroes like Ashe or Cassidy, but does damage and stun if Illari collides with someone.
JUNKER QUEEN
Passive: Wound healing dealt increases JQ's Rampage Meter, using her ultimate will immediately fill the meter as well. Damage dealt with her shotgun will reduce the gauge. When the Rampage meter is filled it doubles her damage, but lowers her move speed and drains her health. It also disables her shotgun.
JUNKRAT
Little Surprise
-Pressing Ability 2 creates one of the following events:
- Hogdrogen Bomb: Launches a healing bomb from the sky, tracking the closest player to the center of the map.
- Junk Mortar: Lobs a large ball of scrap at the closest player to the center of the map, dealing large damage if not blocked or dodged.
- When Hogs Fly: A giant roadhog falls from the sky, knocking down all enemies when he lands.
- Thanks, Friend!: A friendly roadhog spawns in the center of the map, using his ult and spinning around for 3 seconds.
- ...Friend?: Same as the last event, but this roadhog is hostile to Junkrat's team.
- Were You Trying To Shoot Me?: Empties the ammo of every enemy's primary, forcing them to reload.
- Experimental Cloak: Turns Junkrat invisible for 2 seconds and increases his movement speed.
- Freeze!: Freezes all enemies for 2 seconds.
- Can re-enable Concussion Mine/Steel Trap.
Junkenstein's Cookbook
-While jumping, pressing Ability 1 causes Junkrat to lob a small scrap ball at the enemy.
Tick-Tock-Tick-Tock!
-If Ability 1 is pressed while crouched and looking at an enemy within 2.5m, Junkrat places a bomb on the enemy, which stops them from blocking for a few seconds before detonating, which damages them and knocks them upward.
LUCIO
Trailblaze
-Lucio skates forward at high speeds, dealing damage and knocking down enemies within a short range when the ability ends or is stopped.
Mixtape Mixup 1
-Pressing secondary fire while not crouched will launch an enemy into the air if they are within melee range.
Mixtape Mixup 2
-Quick melee in the air to knockdown an enemy. Meant to be combo'd with MM1.
MAUGA
Passive
-Overdrive Level: Increases the duration Mauga can fire his miniguns during Loose Cannon and Tu'i Tua. Passively fills over time.
-Time needed to reach next Overdrive Level;
Level 1: 2s
Level 2: 3.5s
Level 3: 3.5s
-Duration that Mauga will fire his guns depending on Overdrive Level;
0: 0.33s
1: 0.66s
2: 1s, fires incendiary minigun during Loose Cannon
3: 1.33s, fires incendiary minigun during Loose Cannon
Behemoth Grab
-On hit, Mauga fires his minigun for 1 second before punching the grabbed enemy backwards.
Hyper Drone
-Mauga sends an explosive drone forward. Base duration is 0.5s, but each increase in Overdrive Level adds 1 second to the duration of Hyper Drone and increases its damage by 10.
Kiss of Death (Primary + Reload)
-Mauga dashes forward. At the end of the dash he delivers a punch, knocking the enemy backwards.
Kiss of Death (Primary + Jump)
-Mauga lands from his jump with such force that it knocks enemies within 5m into the air. Only hits targets that are standing, not crouching or in the air. Deals minimal damage and can be cancelled by stuns.
Kiss of Death (Primary + Ability 2)
-Mauga deploys an explosive drone into the air, which explodes after a short time. Whiffs on grounded targets unless they're standing very close, but has fast deployment and recovery time compared to some other anti-air moves.
Loose Cannon
-Mauga fires one of his miniguns in a short burst. Duration of the burst depends on his Overdrive Level. If O. Level is 2 or 3, he will fire his incendiary gun.
Tu'i Tua
-Mauga fires both miniguns at once, dealing a large amount of knockback. Duration he fires his guns is dependent on his Overdrive Level.
ARCHIMEDES III
-Mauga calls Talon and orders an orbital strike, which tracks the player closest to his reticle.
Atomic Redistribution
-A dragon punch that costs ultimate charge. Mauga delivers a punch with such massive force it blows up enemies that are hit. Mauga is invulnerable both during the startup and punch. The melee hits any enemies within 4m, dealing massive damage and knockback. Crouch + Primary fire before the attack can be input one or two times to increase the strength of Atomic Redistribution. Success is indicated by Mauga's voice pitch changing.
REINHARDT
Heatswing
-Knocks down and damages all enemies in the air within a moderate radius. Has invulnerability frames on startup.
Air Charge
-Jumping before Charge will activate Air Charge, which reduces gravity and increases Reinhardt's movement speed during the ability, allowing him to traverse the map more quickly. Has invulnerability frames on startup.
Hammerhead Throw
-A command grab that launches enemies within the default quick melee range (2.5m) into the air.
Honorable Reinhardt Shatter
-A somewhat mechanically demanding command grab that requires 50% ult charge and only grabs enemies in the air. On grab, the enemy is thrown into the ground and Reinhardt flies into the air, landing on them with earthshatter.
ZENYATTA
Passives: After losing certain amounts of health, change forms. Full HP = Harmony form, 200 is Chaos form, and at 100HP is Discord form. Ultimate cannot be used, if ult fully charges it will reset to zero and overload Zenyatta, stunning him for 1 second but giving him a brief invulnerability window. All abilities cost 20% ult charge.
Into the Iris (All forms)
-Zen slows down time for a second while increasing his movement speed and damage resistance.
Teleport (All forms)
-Zen teleports 8 meters in his facing direction. Chaos and Discord forms have increased range.
Chaos Tornado (Chaos Form)
-Zenyatta spins around while kicking, knocking down enemies around him.
Perilous Discharge (Discord Form)
-Zenyatta overloads himself, knocking himself down for 2 seconds. Knocks down all enemies within a moderate range for 5 seconds.
KNOWN BUGS/ISSUES