Hey guys SolZen here, been busy lately but I decided to put this up before tommorrow (at the time of posting this) since I may have to go to work tommorrow. Kind've suck I have to work on sunday but my country's economy is not in the best shape right now.
Enough of the bad news let's talk about creating attacks for our heroes!
Now first thing to remember about creating attacks is that you need to remember your character's limits and the physics of the world they live in. What do I mean...? Overpowered characters are fun to write... but not to read, unless you're a very good writer. Seeing that this site is for fan-fiction I'm just going to assume no one is a published author...
Your characters attacks should equate to their own style, their specific strengths and weaknesses. Don't just say your character can do everything previous Ultras/heroes can. Look at Dyna and Tiga, as similar as they are their abilities are fundamentally different due to their different style, Tiga is a physical fighter, Dyna was a beam fighter. If your hero is not an ultra, remember their biology, Jean-Bot can't fire an Ultra beam but no Ultra can fire their fist like a rocket.
Your characters signature move is usually going to be the move they are famous for, it is the move they usually use to finish an enemy at the end of a fight, like the Specium Beam or Emerium Beam. Like Ultraseven's Emerium Beam, it doesn't have to be your character's strongest attack (the Wide Shot is stronger). When you create your character is it probably best if you thought up their signature beam at the same time. However, you don't actually have to make one, but this is an Ultraman Fanfiction wiki, it's expected, no pressure.
Note that a signature move can be a beam or physical attack like the Leo Kick. Your character can have many Special/ Finishing Moves but only one Signature move. Alternate modes can also have their own signature beams.
No two Ultras fight in the exact same manner, Zero doesn't fight like his father and has different techniques to Leo. Another example is Tiga and Dyna. Your character's fighting style usually involves them emphasizing on their strengths and is usually limited by their weaknesses. The most common types are...
- Physical Fighter: Like Tiga, this doesn't mean they have limited energy abilities, they just generally prefer using their hands to fight. They are usally quite skilled combatants.
- The Beam Fighter: This type of character has a menagerie of different energy/beam attacks but are often lacking in the hand-to-hand department. This type is not generally physically weak.
- The ESP Fighter: Like Ultraman Cosmos, this type can use energy abilities for more than just beams, often their skills are beyond the other fighters but their physical ability is is usually quite lacking.
- The Speed Fighter: The warrior that is quick on his toes but usually are not that strong. This type can be combined with other types.
- The Power Fighter: A powerhouse similar to the Physical Fighter, they are often slow and the least skilled type when energy abilities/attacks are concerned.
- The Newbie: This type is the one most likely to change, it usually starts as a physical fighter but gains attributes of other types as the character grows and their power matures.
- The Veteran: This type is for the character that returns, the flaws in their style have been compensated by experience and they are more skilled because of it. This is for characters whose series have finished and are making a cameo or mentor secondary characters. Veterans are generally the most powerful characters since their experience grants them greater fighting abilities.
- The Martial Artist: This follows the style of Leo, usually a physical fighter, this type of character often learns his new techniques after defeat, training to grow stronger. They are often the most skilled hand-to-hand combatants
- The Wizard: This character, despite usually being a physical fighter, often has several ESP/Energy/Light tricks up their sleeve.
- Mentor/Superior: This figure is a powerful force and similar to the Veteran, they do not need a lot of techqiues given to them since they usually only show up to give exposition or help their Subordinate out of a jam. Often they are the teacher of the main character.
- Golden Boy/Girl: A character who is special in that they are known to possess incredible potential for growth. Exmaples would be Ultraman Taro, Zero (Who went too far with this), my own Ultraman Orion, Ultraman Sorta and Gamma. Such characters are best started of as Newbies to counter their potential to be overpowered.
Now some people tend to forget the difference between Abilities and Techniques, techniques are recorded in the techniques section on Ultra pages, Monsters and alien have abilities, but that probably still doesn't explain things very well.
An abilitiy is something you can naturally do but nature of your biology/anatomy, a technquie is how you do it. Example. Throwing a punch is an ability, but your anatomy says you have a fist and can use it. A person with a disability or an amputee can cannot perform a punch because they are restricted by their anatomy, you have an abilitiy they don't. However not everyone punches the same way, the difference between these things is the technique, it is how it is done. The Ultra Beam power is an ability of all Ultras, the Specium Ray is a common technique, as is the Wide Shot, they are both Ultra Beams, but they are performed differently and have different strengths. Putting down a technique an Ultra shares with other, such as Ultra Willpower, is fine, writting 'Flight' in the techniques section is not, since all Ultras have that 'ability'.
For non-Utra Heroes, writing the abilities down in the Profile is best, leaving the technquies for their own private section. I usually list them as Body Mechanisms.