Board Thread:Suggestions/@comment-26960607-20160629121443

Message From Me:

I'm currently fixing a load of my Old Concepts. The ones I've currently fixed now:

Spines, Bomba, and Ginger.

The ones I'm going to fix or improve later on:

Sydney, Tunes, Jubilia, Gale, Cinch, Saturn, Raptor, Killer, Twice & Mira, Boots, & Relica.

I have a long way to go... Oh and here's the Link to the Original Post:

http://strife-official.wikia.com/wiki/Thread:22030

Class Name: Spiral

Role: Fighter

Subrole: Rusher

Weapon: Helix Zesters  (They look like thin metallic rings on Spiral's hands and feet)

Description: A Fun-Loving Non-Fighter who Enjoys Having Fun More Than Being Boring. The Thin Metal Rings on Spiral's Hands & Feet are actually Springs that are Scientifically Pressured under Heavy Tension. Spiral can jump high thanks to these and he can do a lot of annoying knockback with them, going over the edge with Newton's Third Law a hell of a lot of times. He abuses Fall Damage & Knocking Enemies from Place to Place with all those Deadly Repulsions since he's exploiting Newton's First Law. Spiral is all about Knocking Enemies Everywhere and Having High Stun Rates as well as messing around with Physics and esp. Hooke's Law way more often than people seeing other people everyday. Spiral's Damage Output however is Greatly Overshadowed by his Heavy Knockback Crowd Controls & High Jumping Capabilities, making killing an uneasy task for him to complete.

Stats: .9 Attack. 1 Defense. 1 Speed.

 Attack Combo: 

Right Punch,

Left Punch,

Right Roundhouse Kick,

Left Push Kick.

(The Helix Zesters extend if Spiral doesn't hit anyone with his bare hands & legs. All of these Attacks deal good knockback)

(Passive) Springy Boost: Spiral jumps unusually higher than any of the other Classes thanks to the Helix Zesters on his legs. When he jumps forward into a wall-like surface, he can bounce off that wall and perform a back flip. He can also do this if he jumps behind into a wall-like surface but he'll do a front flip instead. These can also be performed on enemies but they'll get knocked back and take a bit of damage.

(E) Super Jump: Spiral prepares for a Jump. Hold E to charge then let go to jump. An uncharged jump is just a normal Jump. A fully charged jump reaches absurdly high and the force of Spiral jumping up causes a shockwave which knocks enemies back (with maybe a stagger or not). When they get knocked back, they take a bit of damage (very tiny damage to be exact). (5 Second Cooldown)

(Z) Mega Repulse: Spiral combines the 2 Helix Zesters on his hand which then appear in front of him as a large ring (and not on his hands). He then pushes the ring with both hands, extending it. The spring deals a lot of knockback along with a lot of damage. There's like a 1 Second of Start-Up needed for this Ability since Spiral's 2 Helix Zesters are teleporting off of him then in front of him. (Consumes 20 Mana. 7.5 Second Cooldown)

(X) Downward Springboard: Spiral makes a Spring Board appear above the enemy which knock the enemy down. This Ability is more effective to those in the air than those on the ground. When they get knocked down, they may get stunned (it's more guaranteed if they were in midair). The Damage from the Crash they had from that Springboard will depend on their Defense (move the decimal point 1 Space to the right. Do that to someone with .9 Defense for instance, you get 9. which would mean that they'd take 9 Damage from this Ability). (Consumes 30 Mana. 15 Second Cooldown)

(C) Mad Springs: On the last enemy hit, Spiral sends Spring Coils flying at that enemy from all directions at once. Since it they all hit at the same time, the knockback force of each Spring countered each other which is so overwelming, that the enemy just takes a Powerful Stun (100% Guaranteed). (Consumes 30 Mana. 20 Second Cooldown)

(V) Slinky Attack: Spiral's Helix Zesters vanish. He then punches, with a Fist attached to a Spring to come out and extend of nowhere and hit the last enemy Spiral hit. This deals 20 Defense-Ignoring Damage and instantly stuns an enemy (100% Guaranteed). The Direction the Punch comes from depends on the direction Spiral is looking at (or to be precise, where your screen is looking at). (Consumes 50 Mana. 45 Second Cooldown) 