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(I lost a bet)

All my Fraymakers info in one place!

Content Roadmap

Get the latest updates on my content roadmap, which includes new characters, assists, and stages!

Character Breakdowns

Learn how to play the characters I make, as well as the design decisions and struggles that went into making these characters.

Videos

Check out all videos I make about Fraymakers, including character trailers, Fraybets streams, and Content Showcases.

Content Roadmap

My content roadmap involves all the things I plan on modding into Fraymakers. This includes just about anything you could mod into the game, so stay tuned for announcements through this website and other platforms such as Youtube and Twitter.

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Current Plans:

Main Content

  • Sans (Fighter)

  • Snowdin Town (Stage)

  • Papyrus (Assist)

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  • John Cena (Fighter)

  • WWE Ring (Stage)

  • Unannounced Assist

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  • 3 Unannounced Characters and Stages

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Side Content

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  • Fray Run (A Smash Run inspired mode)

  • Larry Boy (from Veggietales) (Assist)

  • Venom (Sprite Rip Character)

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RELEASED CONTENT

N/A

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Character Breakdowns

Even though Fraymakers hasn't released yet, I can still talk about my characters and their planned movesets, gimmicks, alts, etc. As Fraymakers does get released, do come back here for tidbits about characters as they get developed, and know the purposes of each move, that way you can use the characters effectively when you play them!​

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VENOM

Character Overview:

Venom is a character with large and strong attacks across the board. His specials give him the ability control the stage by sending out large hitboxes and putting down traps. His Up B, the Web Rope, gives him great mobility options from far away when he does want to get in. Overall, Venom makes you play his game, whether it's more offensive or defensive. Venom's regular movement speed is below average, his wavedash doesn't go very far, and his weight and size make him easy to combo. Venom also has plenty of cooldown on his moves, so shielding is effective against him. He has a ranged grab which is also easily punishable as long as you predict it.

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Moveset Overview

  • Jab: A low kick, a punch, then a whip of his tongue. Light Kick, Light Punch, Crouching Medium Punch (MvC2)

  • FTilt: Venom sends out multiple stinging tentacles from his back. Heavy Punch (MvCI)

  • DTilt: Venom sends giant knives out from his back. Crouching Medium Kick (MvC2)

  • Up Tilt: Venom swings his arm upwards. Medium Punch (MvC2)

  • Dash Attack: Venom stops crawling to stand vertically while swinging his arm downward in one motion. Medium Punch (MvCI)

  • FStrong: Venom's arms turn into a giant mouth that chomp down. Heavy Punch (MvC2)

  • DStrong: A symbiote serpent appears from behind Venom and goes around Venom's legs. Crouching Heavy Kick (MvC2)

  • UpStrong: Two symbiote serpents go around Venom's head and shoulder. Heavy Kick (MvC2)

  • NAir: A horizontal kick, punch, then a strong finisher where multiple symbiote serpents circle Venom. Jumping Light Kick, Jumping Light Punch, Air Heavy Kick (MvC2)

  • FAir: A gnarly Double Axe Handle. It meteors at the sweetspot. (Based on Lvl 3 in MvCI)

  • DAir: A downward kick. It sends horizontally downwards when you hit this move as the foot comes out. It lingers for a while after. Air Heavy Kick (MvCI)

  • BAir: Venom's hand turns into a bunch of biting snakes. This is a multi-hit move. Jumping Heavy Punch (MvC2)

  • UpAir: Venom makes spikes appear on his back. Air Medium Kick (MvC2)

  • Grab: Venom shoots a web straight forward and quickly brings it back. This is a ranged grab.

  • FThrow: Venom traps his opponent in a web cocoon. This will only hold opponents for a second, so choose your follow-up wisely.

  • DThrow: Venom jumps up with his opponent and slams them down.

  • BThrow: Venom raises the opponent above his head, then slams them behind him.

  • UpThrow: Venom does his Web Rope Slams, but releases them mid-throw to send them up.

  • Neutral B (Venom Rush): Venom will create a shadow below him that extends forwards. Once it goes far enough, a swarm of symbiote serpents appear to attack. This move goes through shields if you are caught in the middle of the move. To counter this fact, Venom is left completely vulnerable while this move is active.

  • Aerial Neutral B (Venom Barrel): Venom travels forward a short distance while multiple tentacles move rapidly, making his body a weapon. This move can be angled horizontally up and down.

  • Side B (Venom Fang): Venom turns into a giant fish-like monster and moves forward in an arc. Again, this is a move that can go right over someone's head as they shield and hit them. It has plenty of cooldown when he lands.

  • Down B (Venom Trap): Venom puts his arms to the ground and is able to freely move a puddle of symbiote slime on the ground. Once this trap is placed, it will activate once an opponent steps on it or is above it. When that happens, a symbiote creature appears from the puddle and lunges upwards. If it catches the opponent, it will bring them to the ground and engulf them. This allows Venom to hurt the opponent as they are in it, like a Yoshi Egg. If Venom uses Venom Rush where the trap is set, it will destroy the trap but make the symbiote serpents that come from Venom Rush larger by about 10%.

  • Up Special (Web Rope): Venom can shoot a rope out in all 8 cardinal directions. Once it hits a surface, enemy, or teammate, Venom will shoot towards its location. This move does no damage or knockback, but it can be canceled with a move. If the move doesn't land, then he will go into freefall, if it's not a landing aerial.

SANS

Character Overview:

Sans is best described as a glass cannon trickster, who keeps his foes at bay with all kinds of projectiles and mix ups. He is lighter than any character in Fraymakers, and if he was in Smash Bros, he would also be the lightest character in that game, too. There are even instances where sans can get OHKO'd, just like in Undertale! But as long as you use his combination of bones, Gaster Blaster, and grabs, you shouldn't be touched at all until sans begins to get tired.

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Gimmick: Stamina

Sans starts off a match as an extremely oppressive character, with the ability to throw out many projectiles without much consequence. But, as you use moves, sans will become more and more tired. Sans will have 5 different states of being (*not final). As you fight, your moves will begin to have more and more endlag and startup time. There could be additional penalties depending on what move you use, such as hitbox size, knockback, and damage. You might feel powerful as sans at the beginning of a match, but if you are careless about how many moves you do all at one time, you will suffer greatly by the end of a match. The best way to deal with this self-nerfing mechanic is to play your cards right. Set up your opponent constantly, make them play your game. Make it hard for them to predict what exactly you are going to do, and DO NOT SPAM. Both bone types are meant to be used together, if you just use one the whole match, it will be extremely easy to counter-play you.  On top of bones, you can use Gaster Blasters to make it even harder for opponents to approach and put them right where you want them. You can use your Side B to mix up opponents who shield your projectiles from far away. But here's the catch, using specials actually deplete your stamina faster than regular moves. Before I elaborate on that, let me tell you how stamina works exactly. Sans has a hidden meter that counts up to 15 (*not final). Each regular attack you do adds 1 point to this meter, doing a Net B (Gaster Blaster) adds 2 points to the meter, and whiffing a Side B adds 3 points to the meter (hitting a Side B just adds 1 point to the meter). Once the meter hits 15, it will activate a new, weaker state and the meter will reset. Despite the meter being hidden, sans will get visibly more tired as you move down different states. Once you hit the 5th and weakest state, the meter is useless, and so is sans as a character. The only way to go back to a more powerful state during a match is to get ko'd. This allows for you to be able to mount some kind of comeback if you are one of the lower states. You can only go up by one state after being ko'd.

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Gimmick: White Bones and Blue Bones

Using Down B, you can switch between white bones and blue bones (default is white bones at the beginning of a match). White bones do no knockback, but do damage every 2 frames when an opponent is within its hitbox. White bones can also add a "Karma" status effect, which gradually increases damage just like poison. Karma gets activated depending on how long someone stays within the hitbox of a bone, and it can depend on if you hit more than one bone on an opponent in quick succession (*not final). Blue bones only do 1 damage, but they actually do knockback. But just like Undertale, if you do not move, blue bones can not hit you. Blue bones only give karma if you combine it with a white bone. Like I said above, it is best to use both bones together in general, as there is very easy counter-play to both bones on their own. For white bones, all you need to do is block them, and they disappear. And again, you don't even need to block blue bones, just stay still.

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Moveset Overview

  • Jab, NAir: Sans sends out a bone that goes forward for a decent distance. This bone moves slower than a FTilt/FAir bone.

  • FTilt, FAir: Sans sends out a bone, just like jab/nair. This bone is faster than the Jab/NAir one. You can use the varying speeds to confuse opponents and mess up their timing.

  • DTilt: Sans summons a small column of bones on the ground. With white bones, this could do A TON of damage if someone just stands in it, and it gives you a good chunk of karma as well. For blue bones, if you hit all four bones, you can actually do 4 damage. It's not alot of damage, but it is alot of damage for this character to get from blue bones, making it one of the best blue bone moves in sans' arsenal.

  • UpTilt, UpAir: Sans throws a bone upwards. It comes out just above his head and a bit forwards, so you can use it as an anti-air.

  • DAir: This is a stomp that isn't active for very long. It kinda has the power of a Little Mac DAir, but if it does actually KO an opponent, a funny little graphic will appear that says "geeettttttt dunked on!"

  • BAir: Sans waves a bone behind him that stays near his hand. This could do a crap ton of damage if you use a white bone, and on top of that, you are mobile, so you can control how much damage you get out it somewhat. This is also a good blue bone move, as there is an active hitbox on this attack the whole time. It is gonna be hard to hit this move multiple times, but it is possible.

  • FStrong: Sans brings out 3 bones from under the ground, with the two closest ones to sans being white bones, and the one to the right of them being the tallest bone, as well as as a blue bone. This makes it so that you have to space this move in order to get any knockback. The sweetspot of this move is not right at the end like you would think, though I'd recommend doing that if you think your opponent is going to run into the FStrong. The sweetspot of FStrong is actually inbetween the blue bone and white bone, as this allows for some interesting interactions to happen. Try to get the sweetspot if you think your opponent is going to shield the move, as they will be forced to stay in their shield until the move is over. At higher states, you can actually move before the bones go away.

  • UpStrong: Sans summons a bone beneath him and it will travel upwards behind him, and will stop well above sans' head. This is your most powerful strong attack knockback-wise, and it is very hard to hit! But you can set an opponent up for this if you notice that they try to attack you from above.

  • DStrong: Sans will summon two small bone columns on each side of him. Unlike FStrong, the bone blue on this attack is actually closer to sans than the white bones, so it can be used as a get-off-me tool at higher states. This move does send opponents upwards, so it is good to get upair/uptilt juggles going.

  • ​Neutral B (Gaster Blaster): Gaster Blaster is very simple. When you press B, a Gaster Blaster will spawn, go to the location where you called him at, then fire a beam forward. This beam does no knockback, but it can cause massive damage if an opponent gets hit by the entirety of the move. There is a noticeable gap between when sans summons a Gaster Blaster and when it actually fires it's beam, so an opponent can easily dodge or shield the move. However, you can use this to your advantage, as you can use Gaster Blaster to get grabs on a shielding opponent, or throw out blue bones on a jumping opponent. Gaster Blaster can also inflict karma just like white bones, so damage can rack up quickly!​

  • Side B (Bounding Box): This is a ranged command grab where if it hits, your opponent will be trapped in the box you fight enemies in Undertale in. An opponent can push the box around slightly, and still use moves and shield. The bounding box does block projectiles from the inside. An opponent can only get out of the box if these things occur...

    • A bone touches the box.​

    • 5 seconds have passed.

    • Sans himself touches the box (unless he does a grab)

      A special property of the Bounding Box is that it has a special interaction with throws. If            you grab an opponent in the Bounding Box, they will stay in it, and you can                                  repeatably throw them into the walls of the box, allow you to rack up damage very                      quickly WITHOUT adding points to the stamina meter. The only way an opponent can get        out of this is if they mash, just like a pummel.

  • Up B ("Shortcut"): When you use Up B, sans will teleport to the location he was in 10 seconds before he used the move. This is great for when you need to get back on stage, but you must vigilant about when you use this move. If you have been in disadvantage recently, you could absolutely Up B yourself off the stage. An opponent's only real counter-play to this is to either hit you out of Up B before it activates, or keep track of were you have been and predict where you will end up when you do teleport. This move does have just enough landing lag that an opponent can punish you hard for using this move carelessly.

  • Down B (Color Switch): This move switches your bone colors from white to blue, and vice versa. This move is only 3 frames long, and does not add any points to the stamina meter. This allows you to switch bone colors rapidly in order to keep your opponent on their toes.

  • Throws: I am putting all throws together since they are very simple. Each directional throw will send your opponent straight in the direction you pressed. Down Throw does actually spike, which can lead into tech chases or combos.

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Ok, and that is everything. I hope this is enough to give you an idea on what you can do with these characters before I actually begin to develop them into Fraymakers. I can't wait to get these characters into the game and out into the world for everyone to play!

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JOHN CENA

Coming Soon!

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Videos

Thats right, on top of making mods for this game, I also plan on being a content creator that primarily focuses on Fraymakers content. Of course, I want to make videos on other plat-fighters as well (lookin' at you, Multiversus) as well as just any game I feel like playing. The content that you can come to expect includes:

  • Character Trailers for my mods

  • Fraytools streams

  • Fraybets streams

  • Fraymakers matches against friends and comp. online

  • Content Showcases (which show off things made by other people)

  • Content on other plat-fighters, such as NASB, SSF2, SSB Crusade, Slap City, RoA and many, many more!

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CHANNEL LINK

https://www.youtube.com/channel/UCQj4Mt_VbHSs8rdkvtF1k2A

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