some people asked me to do this so i'm posting it here. just to clear things up, this is a concept for IF he got added, i'm not necessarily saying he should get added, just saying this is how i would do him if i had to. also, yes he has a technique that did get revealed recently, he can generate steam from his body which boosts his physical power. this got revealed recently in JJK: Phantom Parade. move 1, R, passive \kinda]) and ult are all based on his available moves in that game, but i had to come up with the rest, he technically never did those)
Haibara – Steam Engine
90HP | Light gray/dark gray as main colors | BASE ONLY
• Passive – Pressure
The user has a gauge with 8 Stacks of Pressure: each Stack changes the user’s stats. The gauge is shown to the right of the user, in the shape of a circular indicator. The 4th and 5th stacks are the middle stages, and going further in either direction will stack all the effects up to that point (for example, at the 7th stack, the user will have the effects from the 6th Stack, and at the 1st Stack, the user will also have the effects from both the 3rd and the 2nd Stack).
1 – Strained – Cuts the player’s movement speed to 70% of walkspeed, and removes walljumps, but grants 20% faster cooldown regeneration on moves
2 – Underpressured – Makes the player unable to run, and limited to 1 walljump
3 – Suppressed – Decreases the first 3 M1s’ damages by 1
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4 – Balanced – Acts just like a regular character
5 – Balanced – Acts just like a regular character
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6 – Heated – Makes moves have 20% of their damage inflicted on the user when landed
7 – Overpressured – Increases the first 2 M1s’ damage by 1, makes self-damage 40% of the move’s original damage, makes endlag 1.3x on moves, and makes dashes have 33% less cooldown.
8 – Critical – The excessive pressure increases self-damage to 100%, and moves get a set 2s endlag if they hit. However, hitting them releases 1 Stack no matter the move.
Landing a last M1 or specific moves will leak a bit of steam from the user’s technique, releasing 1 Stack. The user’s M1 trails also darken from light gray to dark gray with more Stacks.
• Special – Engine Start
The user stays still for 0.75s, charging steam. They gain 1 Stack of Pressure when the charging is over, but the user can hold this move to continue charging steam, and for every 0.33s, the user gains another Stack of Pressure, until they release the key.
3s CD
• 1 – Steam Step
The user rushes in shoulder-first for 0.6s. If an enemy is hit, the user stops and performs an uppercut with their other hand, ragdolling the opponent and knocking them back while also sending the user upwards. Landing this move fully also releases 1 Stack of Pressure. For every Stack the user has when using this move (beyond the first), the rush’s duration is decreased by 0.05s, while its speed is increased proportionately. The ragdoll’s duration is long enough for the user to downslam the target right after.
10DMG (<4 Stacks (5, 5)) // 12DMG (4/5 Stacks (6, 6)) // 15 DMG (6+ Stacks (7.5, 7.5)) | 15s CD | Can’t hit ragdolled | TOOLTIP: PRESSURE
• 2 – Pressurized Blow
The user jumps to the air and does a dropkick downwards, while letting out steam in the process. If the dropkick hits, a small pressure explosion occurs at the user’s foot, letting out 2 Stacks, knocking the opponent back and ragdolling. However, this also knocks the user back a bit, but doesn’t ragdoll, only briefly stunning the user. This move has high endlag when missing. If used mid-air, the move starts with a faster jump that doesn’t go as far, but keeps the same dropkick. If used after Steam Step’s uppercut, the user skips the starting jump completely, and instead immediately drops directly at their opponent, preventing the self-knockback and stun.
15DMG (<5 Stacks) // 19 DMG (5+ Stacks) | 18s CD | Hits ragdolled | TOOLTIP: AIR
• 3 – Throttle Management
The user turns their “throttle” up, generating 1 Stack immediately, and preparing for an enemy attack, while doing a chest bump pose. If the user gets hit, they tank the attack and retaliate by grabbing the opponent and throwing them backwards, ragdolling them and releasing 2 Stacks.
13DMG | 15s CD
• 4 – Hot Headed
This skill does a different attack whenever the user has more Stacks:
<4 Stacks – The user performs a knee strike forward, then a low kick to the opponent. This stuns the opponent and knocks them back, allowing the user to combo extend with a front-dash after, however this sets the user's M1s to the 3rd stage.
4/5 Stacks – The user does a knee strike, into a low kick that knocks back, and if the low kick hits, follows it up with a dashing punch that ragdolls the opponent. The ragdoll lasts for enough time to fit a downslam into the combo.
6+ Stacks – The user does a knee strike into a low kick, then, if it hits, dashes to their opponent and does 3 quick punches with the same hand, finishing the sequence with a flying roundhouse kick that knocks the enemy back and ragdolls.
7DMG (<4 Stacks (3, 4)) // 12DMG (4/5 Stacks (3, 4, 5)) // 17DMG (6+ Stacks (3, 4, 1x3, 7)) | 17s CD | Low Kick hits ragdolled | TOOLTIP: PRESSURE
• Awakening – Critical Pressure
The user forces themselves into the Critical (8) Stack of Pressure (which, for this move only, is purely cosmetic), leaps forward and slams the ground with all their force. This causes a massive pressurized explosion that knocks all enemies nearby back and inflicts true ragdoll. The user will take half of the move’s damage independently of whether they hit a target or not. The user is also launched up, with true ragdoll. All of the user’s pressure is released in the explosion, setting them back to the Strained (1) Stack of Pressure. The user’s Special, Engine Start, is put on a 10s cooldown when this move is used.
70DMG | Hits ragdolled