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| | SSB Moveset Creation and Discussion Thread | |
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Morph Boy Member


Posts: 762 Join date: 2010-08-27 Age: 17 Location: The World of Literature
 | Subject: SSB Moveset Creation and Discussion Thread Sun Dec 11, 2011 11:26 am | |
| Since Damian has recently cleaned up the forum, there is no need to clutter up any more sections with the ridiculous amount of move set topics we had. Instead, we shall discuss all move set creating here in this one topic instead! I'll lay down a few guidelines. -If you are like me and will be making move sets regularly, reserve a post or two on this page so all of your move sets can be in one place. That way, you can freely edit your reserved posts and keep rolling out more move sets without cluttering the forum. -If you have one or two move sets you'd like to be seen but don't plan on making move sets regularly, post it and I'll put it in the second post. -If you would like to request someone make a move set for you, then post in the topic and ask a specific person, preferably someone who's reserved a post or two. (Please note that this is mostly for creating a move set for someone you're planning on doing. If you want to request that someone ELSE make the expansion for you, then this is not the place.) Damian, feel free to edit this post or do whatever you please with this area. |
|  | | Morph Boy Member


Posts: 762 Join date: 2010-08-27 Age: 17 Location: The World of Literature
 | Subject: Re: SSB Moveset Creation and Discussion Thread Sun Dec 11, 2011 11:27 am | |
| | LitoYoshi: Wood Man: | | | http://images.wikia.com/megaman/images/1/11/CW-16-WoodMan-Art.jpg
Wood Man is a robot that was created for the sole reason of revenge. Sadly he was easily overpowered by Mega Man. Wood Man also came back in Mega Man 8, for his own revenge, which once again he failed. Wood Man now comes to SSF2 to get revenge on Mega Man.
Statistics: Weight: Heavy Speed: Medium Power: Medium
Moveset: Standard Special: Leaf Shield - This move works in two different manners, it will first make a shield, this shield can block attacks that hit the leaves, some attacks may go through, if an attack goes through and Wood Man keeps his shield on. Wood Man will release his shield on the condition that he moves forward or backward, if he jumps forward or backward, the shield will be shot below and forward(or backward). This move can also be shot upwards by executing the up special (only the shooting of upwards will be used, the upspecial cannot be used when Leaf Shield is on). This move can be a great combo starter since it can be executed anywhere, if you start it in the air it will immediately throw itself diagonally and is aimable, but you must be quick. You may not use any attacks while in Leaf Shield or else the shield will go on flying. The leaves cause decent damage (around the 10s) and low knockback
Side Special: Leaf Embrace - He calls forth leaves that will circle around him, this works like Leaf Shield except it doesn't protect his head and button but will protect from any projectiles. You can move with this but you cannot throw it. It also leaves after 5 seconds and cannot be used after 2 seconds (to avoid spam). You cannot attack while you have Leaf Embrace and you must wait the whole 5 seconds before doing another move, if you can keep count, you can easily do another move immediately after this move is done. (This attack hits once per milisecond, it deals 1% per milisecond)
Up Special: Wood Flip - Wood Man calls forth a tree trunk right under him that sends him flying upward, he can use attacks freely in this if it was used in the ground, it can be used to continue a good combo. In the air he will jump out of a smaller tree trunk that gives him 3/4 of Sonic's Up Special. It works exactly like it too. If the Tree Trunk hits anyone it would work like a footstool jump. (The Ground Tree Trunk deals low damage and sends the opponent upward.)
Down Special: Leaf Summon - Wood Man calls forth leaves that fall slowly around him, if these leaves hit anyone, it causes them to be stunned, Wood Man cannot used this move until all the leaves touch the ground. He cannot use this move in the air, instead his down special will make him throw a leaf downward that deals low damage and very low knockback. (This move deals no damage when on the ground)
Final Smash: Wood Man Rage! - Wood Man hits his chest and it begins raining leaves. It will rain a lot of leaves around the whole stage for about 8 seconds. Each leaf does 5% and low knockback, there will be one final huge leaf that will deal 15% and high knockback! |
| Mari Futinari: Necrodeus: | | | If Mass Attack Kirby's not permitted, I suppose go with the next best thing. So here's my request for Necrodeus, the main villain of the game.
His fighting style is extremely keep-away based; most of his specials are projectiles, and his melee attacks have a slow startup lag. The melee moves are fairly powerful, but being a fragile skeleton, he has low defense and weight.
Neutral Special: He holds his hand out in a gun-like pose, and fires a spark of electricity from his finger. Side Special: His shadowy body flickers and a Skully flies out. The Skully flies in a straight line, and if it hits an opponent, it deals small amounts of damage and holds them still. Rarely, a Skullion will appear instead, which travels faster, deals more damage, and holds them still longer. Up Special: He becomes enshrouded in shadow, and can fly around freely. He is invincible in this state, but only for a few seconds, after which he enters helpless state. Down Special: He primes his magic scepter, which he used to split Kirby into ten, and fires a bolt of lightning. Anyone hit by the bolt takes damage and shrinks. Final Smash: He opens his mouth wide, revealing an eye inside. The eye takes in power, and fires a huge laser.
Up Taunt: Holds up the staff, and the tip shines. Side Taunt: The eye in his mouth pokes out. Down Taunt: Two Skullies fly out of his darkness and then fly back in. |
| Tao-Sensei: Nakoruru and Mamahaha: | | | http://multiplayerblog.mtv.com/wp-content/uploads/2008/04/nakoruru.jpg NSpec: Heal Ground: Nakoruru will heal herself with the power of nature. Heals 1% every second for 15 seconds. She can still take damage while she's healing, and there is a 10 second wait time after every complete heal. Air: Same.
SSpec: Lela Mutsube/Annu Mutsube Ground (Lela Mutsube): Nakoruru will charge forward on the ground a fair distance, damaging anyone in her way. This move has some start up lag, and does 8% damage and moderate knockback. She is vulnerable while performing this move, however, it is hard to hit her unless she is getting ready to charge, since she stays low to the ground. Air (Annu Mutsube): It is almost the same as on the ground with a few differences. First, she travels diagonally upwards. Second, it has less startup lag and does the same damage and knockback. However, it doesn't travel as far, which makes it really only good if you want to attack and your close to the edge.
USpec: Mamahaha Flight Ground: Nakoruru will jump up and grab onto Mamahaha, where she hangs onto her for 6 seconds. Once she is hanging on to Mamahaha, the player can control them in their flight path and attack. Mamaha can fly at average speeds when carrying Nakoruru, and Nakoruru can do various things. Normal Attack Button: Nakoruru slashes in front of her. NSpec: Nakoruru just jumps off. Good when you need to get off quickly. SSpec: Nakoruru jumps off and Mamahaha will charge diagonally downward, doing 6% damage and low knockback. Greaat for spacing. USpec: Nothing happens. DSpec: Nakoruru jumps off while flipping around with her knife drawn, doing rotations with her kodachi doing multiple hits, 3% damage each hit and low knockback. Great for aerial assault following into a combo. Air: Same.
DSpec: Kamui Risse Ground: Nakoruru takes out her cloak and swings it in front of her, reflecting projectiles. It has a very quick startup. If you hit an opponent with the cloak you can press the special button up to three more times, the first three hits doing 6% damage and the last hit doing 3% damage and low knockback. Doing one hit has quick recovery and you can easily combo afterwards. Doing two hits has a little longer recovery and is a harder to combo after. Three hits has long recovery and is very hard to combo after. The fourth hit I already said does 3% and low knockback.
Final Smash: Rage Explosion (Can only be done on the ground.) Nakoruru will swing her cloak in front of her, which is impossible to block, but does the same damage and knockback as the fourth hit of Kamui Risse. If it hits someone she will go into Rage mode, which makes her faster and increases attack damage by 50 percent. Lela and Annu Mutsube now do 2 hits, Mamahaha Flight is faster, and Kamui Risse does an extra hit. However, to even it out, every attack drains her time she has in this mode, which starts at 25 seconds and drains one second every hit. But the best part about Rage explosion is the access to Super Slash, which can be done by using NSpec, but this only works until the timer reaches 13 seconds, which is when you lose the privelage to use it. (That codeable?) If you do use it Nakoruru will dash forward a bit. If she misses she goes out of Rage mode. If it hits, she will go through the opponent and a giant slash hits the opponent and they fall over, doing 60% damage and no knockback.
DTaunt: Nakoruru plants here kodachi knife in the ground and stands for a few seconds. STaunt: Rera appears in front of Nakoruru before going back into Nakoruru's body. (No, Rera is not controlling Nakoruru.) UTaunt: Mamahaha lands on Nakoruru's shoulder and Nakoruru says some stuff to her.
Throws: Spoiler: FThrow: Kicks opponent twice, then climbs on top of them and kicks off, sending the opponent forward. 7% damage. BThrow: Tosses opponent backwards. 5% damage. DThrow: Sets opponent on the ground and stabs them. 8% damage. UThrow: Hits opponent upward with Kamui Risse's 4th strike, then Mamahaha flies into them. 6% damage.
Basic Combo: Spoiler: First Hit: Small slash forward. 2% damage. Second hit: Kick forward. 2% damage. Third hit: Large slash forward. 6% damage. |
| Goodbye18000: Kamina: | | | WHO THE HELL DO YOU THINK HE IS? The idea sprung to me from THIS picture. Super Smash Flash 2 is a manly game as it is, with anime legends such as Ichigo and Goku. However, its missing ONE character who changed the way people view the size and scale of the universe itself. Kamina, an underground (literally) radical thinker, and a father figure to a boy named Simon. Simon and Kamina have two robots that combine to form GURREN LAGGAN, which is powered by spiral energy MANHOOD. He has a katana which he is skilled at using, and has his trademark sunglasses. He will be Sakurai'd a bit, however it'll all be true to his character.
Playstyle: Powerful on the ground, poor in the air Jump Height: Link Speed: Slower than Mario, but not too much Game on a Nintendo Console: Tengan Toppa Gurren Laggan for the NDS
Basic Attacks Kamina comes equipped with his katana, which he uses for manly sword combos. His basic A-A-A Combo consists of a punch, a slash up, and a slash down. Dash Attack: A run and a punch. Side Smash: A fiery punch like the Falcon Punch, but with a drill made of fire coming out of it. Up Smash: A roar upwards, and an aura of manliness pushes people upwards. Down Smash: Yoko and Simon pop out from behind him on either side and do a Sparta kick. Kamina just laughs in the middle.
Specials:
Neutral B: Drill Breaker (not to be confused with the Giga variant) Kamina takes out a drill, and holds it above his head. After letting go of the button (or pressing it after its fully charged) he rushes forward, doing basically Meta Knights Side-B move, but with a drill! Its a charge move, and the longer its charged, the bigger it is, and the farther and faster he goes laterally. If he hits a wall, he gets stuck for 2 seconds, and has to pull it out. This move can be cancelled with the B Button. Lots of small hits, with more the more it gets charged. Low knockback, high damage. No Charge: Drill as large as Megaman’s forward aerial. Travels ¼ of the way across Final Destination. 5 hits, each doing 3% damage. Mid Charge: 1.5 x as large as Megaman’s, travels 1/3 of the way across Final Destination. 7 hits, each doing 4% damage. Full charge: 2.5 x as large as Megaman’s, travels 7/8 of the way across Final Destination. 10 hits, each doing 5% damage. (0:22 in the reference video 1, but with Kamina and no drills coming out of him everywhere)
Side B: Glasses Throw Now, I know that this is Gurren's move, but as I said, Kamina's being Sakurai'd. Kamina grabs his trademark sunglasses and throws it at the opponent. At the press of the button again, it splits into two sunglasses. (Note, for comedic value, underneath his sunglasses are another pair of sunglasses) It travels as far as Links Arrows at full charge. It has 2 different types. 1 Sunglasses (as in, the player didn’t press B mid flight) – Does 10% damage, no stun 2 Sunglasses (Press B mid flight to split it in 2) – Does 4% damage each, but locks the opponent in place as if hit by a grab. By button mashing, they can get out early. (0:14 in the reference video1)
(Ground) Down B: Simon?!? Simon, Kamina's little buddy, drills out of the ground in front of Kamina. It works like Naruto's Down-B, except Kamina's does lots of small hits, followed by a large launch into the air. High damage, low knockback. Does 4% damage per hit for 5 hits, and then 9% for the final launching one. (3:35 in reference video 2)
(Air) Down B: Yoko?!? Yoko, Kamina's little... more than a friend... pops out from behind Kamina and snipes downward. Its a projectile, and works as a meteor smash. Low damage, high knockback. 10% damage. (14:45 in reference video 2)
Up B: Burst through the heavens! Kamina points upward, and by SHEER MANLINESS shoots upwards in a blaze of fire and light. Works similar to Fox's, except it can't be aimed. It doesn't recover anything horizontally, except at the end when he falls in his helpless state. Damage wise, it does high damage right when it starts, but when he's going upwards it doesn't do much. Starting damage, it does 20% on contact. Upwards, it does 11%. (5:45 in reference video 2 for something close to it)
Final Smash: GIGA DRILL BREAKER! Kamina jumps off stage, and reappears in his Giant Robot, Gurren Laggan. It works like Ganondorf's final smash in Brawl, except it doesn't ground opponents when it appears. The drill should be about the size of Mario's Mario Finale at its max, and should move relatively slowly horizontally from where he was standing. It travels the whole length of the stage. The drill does the damage, the robot does the knockback. After it finishes, Kamina falls down from the top of the stage and screams his catchprase "WHO THE HELL DO YOU THINK I AM?" |
| Goodbye18000: Haruko Haruhara: | | | Neutral Special - N.O. Channel This move is a dash followed by command grab. When she grabs an opponent, she holds them in place and plunges her hand into their head. After pulling it back out and doing damage, she also will get an item in her hand. If items are turned off, it just does damage. More can be done by pressing buttons. This is canon. (Reference video 1)
Side Special - ITS THE VESPA LADY! Basically, Wario's bike, although its a Vespa Scooter. (Specifically a sunglow Piaggio Vespa SS 180) Instead of doing collision damage though, when near an enemy you can hit the Special Button again for her to swing her guitar in what can be described as a "launcher", a move that causes the opponent to be knocked high upwards. Jumping cancels it. If used mid-air, it also shoots upwards as in the anime, it can fly. This is canon. (Reference video 2)
Down Special - Rev up! Haruko grabs a cord on her bass guitar, and rips it. This causes her to be slower, but increases damage for around 10 seconds. This is indicated by her guitar glowing. So yeah, she uses her guitar like a gun from Gears of War. This is Canon. (5:50 in reference video 3)
Up Special - Misty May, away! Haruko hops on top of her guitar and quick-costume changes into a bunny outift (don't worry, this isn't explained in the show either). It acts similar to Diddy Kong's Up Special, as you stall in mid fall/jump and aim, and release the button to blast off. It does fire damage near the bottom, and collision near the top. So yeah, she flies on her guitar Eureka-7 style. This is canon.
Final Smash - Baseball Climax Haruko looks up to the sky, and a giant metal baseball comes out from the top right of the screen (top left if Haruko is facing the other direction). She readys her guitar, and hits it when it comes close like a baseball bat. However, at the moment of contact, a sight line (think Yoshi's Island) comes up that'll allow you to aim it. (note: Time is frozen at this time) It flies straight and fast in the direction you point it to. High, HIGH knockback, but can be simply jumped over or even sidestepped. This is canon. Can you tell the anime has a strange canon? |
| BlazingBarrager: Hollow Ichigo: | | | Playstyle: Hollow Ichigo has always appeared to be more of a "in your face" kind of fighter when compared to Ichigo, so his moveset should consist on attacks that allow him to deal a lot of damage while maintaining pressure on his opponent. Like Ichigo, he would be a Lightning Bruiser and have an arsenal. of fast and powerful attacks making him a force to be reckon with, but at the same time have fast falling speed and weak recovery. In Hollow Ichigo's case, his recovery would lack horizontal range.
Neutral Special: Getsuga Tenshou Description: Because he represents some of Ichigo's power, Hollow Ichigo is capable of performing Getsuga Tenshou. Compared to Ichigo, Hollow Ichigo's GT would have more power and knockback to it, but have shorter range to match his fighting style. The attack is chargable, but like Ichigo it can't be saved.
Side-Special: Deadly Darts Description: One of Hollow Ichigo's signature techniques. He swings his zanpaktou around before flinging it forward like a flail. The move can be held like a Smash attack and it's power, range, and knockback all depend on how long he holds it. Anyone touching the sword while it's spinning will also take small damage. Much like a Smash attack, the attack can be directed, but at the same time it can only be performed on the ground.
Down-Special: Counter Slash Description: A counter attack where Hollow Ichigo mocks his opponent into attacking him. Should any attacks connect during the move's duration, Hollow Ichigo will perform Shunpo and move a short distance behind his opponent before delivering a powerful slash. The move has a very short range making its usage against projectiles very limited. The move will always deal 18% damage and medium knockback.
Up-Special: Shunpo Slash Description: Hollow Ichigo performs Shunpo to leap upward before doing a downward slash. The move deals medium damage and low knockback and is capable of pulling off a Meteor Smash if connected with the sweet spot. The move has great vertical recovery range, but lacks horizontal range.
Final Smash: Bankai Description: Hollow Ichigo performs the advanced technique Bankai to transform into his Tensa Zangetsu form. Like Ichigo's Bankai, Hollow Ichigo's speed and power are increased tremendously allowing hyper speed combat at maximum strength. Hollow Ichigo's Bankai, like Ichigo's bankai, is a Final Form.
Bankai Specials
Neutral Special: Enhanced Getsuga Tenshou Description: An enhanced version of the regular Getsuga Tenshou. When used in bankai, it's strength, speed, and size all increase to the point of dealing serious damage. Much like his regular GT, this move has more power and knockback than Ichigo's GT as well as higher priority, but possesses less range. It also takes longer to charge and possesses a slight start-up lag.
Neutral Special Fully Charged: Augmented Getsuga Tenshou Description: The fully charged variation of Hollow Ichigo's GT. When fully charged, the Getsuga Tenshou's power, speed, and size all increase dramatically making it a deadly projectile. The move operates the same as before, but deals more damage and knockback as well as possesses higher priority and range. It does possess a heavy start-up lag however.
Side Special: Cero Description: Hollow Ichigo quickly changes into his hollow form and charges up a powerful blast of energy in his palm before discharging it. The move deals heavy damage, but low knockback and possesses a slight start-up lag.
Down Special: Counter Getsuga Description: An enhanced version of his counter attack. Hollow Ichigo taunts his opponent into attacking. Should an attack connect he will quickly use Shunpo to get behind his opponent and fires off a point-blank Getsuga Tenshou that creates an explosion harming everyone nearby. The move's damage depends on how much damage the attack would have done doubled and it possesses medium knockback.
Up Special: Rising Slash Description: Hollow Ichigo performs an uppercut slash in a fast manner. The move deals no knockback and medium damage. He is capable of performing it repeatedly giving him infinite recovery. |
| GekkoEF: Perfect Cell: | | | Neutral Special: Super Kamehmeha (7%-3%) The Kamehameha is formed when cupped hands are drawn to the user's side and the ki is concentrated into a single point between the cupped hands. The hands are then thrust forward to shoot out a streaming, powerful beam of energy. The only defining trait with the Super Kamehameha is greater ki generation, which, interestingly in itself, is enough to generate rotating beams or streams of light from the energy source while the attack is being prepared. Unlike Goku, Cell's Kamehmeha is used in a "burst", or in other words isn't chargeable. He just cups his hands and fires the attack as the animation suggests. It travels as far as the first "me" charge of Goku's Kamehameha and does 7% when up close and 3% when far away.
Side Special: Death Beam (4%) or Absorption (0%-20%) He extends his right arm and fires a small, thin, very fast, and concentrated laser-like beam of ki from his index finger, which barrels down and pierces through an opponent. Death Beam travels half the distance of his Kamhameha and only gives 4% but gives mid-high knock back.
OR
Cell is able to absorb energy of his enemies by stabbing his target with the sharp end of his tail. Cell will rush forward. If he makes contact with his enemy he'll grab them and stab them with his tail. He'll give 2% damage and gain 2% for ever second he has them in his grasp. His grip will last for 10 seconds, but it becomes easier to break every second.
Down Special: Perfect Barrier (2%) Perfect Cell curls his arms and legs together as he charges a purple aura around his body. He then brings them apart and expels a giant barrier around his body, capable of blocking certain attacks. This variation of the attack can block all projectiles, and if the barrier is physically attacked or touched by anyone they take 2% damage. The attack can last up to 7 seconds, if the time is extended he takes 3% damage. When it reaches 10 seconds he be knocked into his dizzy animation for 5 seconds.
Up Special: Afterimage Strike (8%) The ability to move extremely fast over short distances. Cell distracts his opponent with an Afterimage Technique. When the opponent attacks the false image, the user dodges the attack. Works like Goku's Instant Transmission, but once you phase back, instead of kicking, you have a two second period of being hit. If your not hit your put in a helpless state and make your way back to the stage. If you are hit you teleport behind your enemy and meteor smash them, then it gives you another chance to recover with your Up Special.
Final Smash: ??? |
| HetaliaGuy1673: Guts Man: | | | Standard Special: Super Arm Guts Man lifts his arm in the air as a large boulder appears in it. He then hurls it at his foes to subdue them. There's a 5% chance he might throw a Guts Block from Mega Man Powered-Up and 15% for Concrete Man's Concrete Block to be thrown. The projectiles themselves cause moderate damage, while their debris that appears when they hit the ground cause minor damage. If done near a heavy object like a box or another fighter, he lifts and throws that object instead.
Side Special: Guts Charge Guts Man holds his shoulder to his side and does a sliding charge. This moves is a heavy hitter and is good for horizontal recover. Once he use the move he only goes in one direction and cannot be stopped unless he moves a fair distance. If he hits a wall, he will be dazed for a short period of time.
Up Special: Guts Jump He ducks down and jumps high in the air to damage anyone above. Then, he drops to the ground to cause a minor shockwave that emits from him. Most of the damage comes from the drop, especially the shockwave, and there's a 5% channces that person will be stunned by it. The down arrow key can be tapped to cancel the jump and it leaves him in a helpless state.
Down Special: Power Stone Four large stones emit from him and circles around for a few seconds and shoot in all directions afterwards. The stones cannot be broken and is a good shield from heavy attacks. The stone "shield" causes minor damage, while most damage is caused from the stray sones that are shot afterwards. He can only move and jump during the whole process to find defenseless victims anywhere.
Final Smash: Guts Tank Guts Man glow white and transforms into the overgrown, unstoppable Guts Tank from Mega Man 2. He is a giant moveing platform for other characters, but can be very dangerous. The O buttion is pressed to shoot fast moving small energy beams. If the move is midcharged, the beam heatseeks to a random character. If it's fully charged, a couple Mets run straight out of his chest to ram their enemies. The P button is pressed to make him lift his fist and slams it on his tank-like body to damage hitchhikers. He can push characters of the stage by moving and cannot jump or fall. After 10-12 seconds, he transforms back into his normal state. |
| The Kid: Primid: | | | Neutral Special: Fire Primid Primid shoots out fire as if he were holding the fire flower. The flame will shrink just as Bowser's fire shrinks if used to long. Oh well, not all things remain in life such as the strength of a simple flame. *The damage and knock back is the same as the fire flower
Side Special: Scope Primid Primid uses the Super Scope to his advantage but he can not load it to full power just as the regular scope can. We all know that Scope Primid CAN charge his gun but let us give him reason to use the Super Scope. *The damage and knock back is the same as the super scope blah blah blah
Up Special: Shadow Bugs You know when they first appear from a pile of shadow bugs? Well, instead of appearing from shadow bugs they degenerate back to these "bugs" and fly on up to safety. Primid can still be damaged but have no knock back what so ever. *The damage and knock back is the same as air
Down Special: Metal Primid Primid encases himself within a metal coat letting him take less damage and lower knock back. He sadly can not move in this form cause that would not be fair would it. If he were to transform in the air then it would have the same effect as Kirby's little stone trick.
Final Smash: Subspace Bomb Two R.O.B.s float down with a S.B. that blows up as large as Final Destination while counting down from five. |
Last edited by Morph Boy on Sun Jan 08, 2012 11:07 am; edited 2 times in total |
|  | | Morph Boy Member


Posts: 762 Join date: 2010-08-27 Age: 17 Location: The World of Literature
 | Subject: Re: SSB Moveset Creation and Discussion Thread Sun Dec 11, 2011 11:27 am | |
| | Grimlock: | | | Preview:  Playstyle: Grimlock is an absolute powerhouse for both short-ranged and long-ranged combat, but he's as slow as hell. Also, his air combat leaves something to be desired.
Neutral Special: Flaming Sword - Grimlock swings his massive sword as it is enveloped in flames. It has a lot of start up lag, but delivers high damage and knockback. Think Falcon Punch, but with a sword. Spikes in mid-air
Side Special: Fire Wave - Grimlock slams his sword onto the ground and produces a stream of fire. Goes about a third of the distance of Final Destination. Not usable in the air.
Up Special: Swoop - Similar to Mega Man's Up Special, Grimlock grabs a hold of Swoop, who carries him up about the same distance. Can use Flaming Sword once while being carried.
Down Special: Shield - Grimlock holds his shield out in front of him and blocks attacks and projectiles alike. Completely invincibly in the front, but very vulnerable. Can only maintain it for 5 seconds.
Final Smash: Transform - Grimlock transforms into a dinosaur and becomes a war machine. Special breathes fire, Normal Attack is biting, and landing on the opponent damages the opponent greatly. Whenever he turns around, his tail smashes foes. Lasts as long as Wolf's Landmaster before transforming back. |
| Dark MegaMan.EXE: | | | Preview:  Playstyle: Mega Man DS is fueled by the feared Dark Power, which comes in a variety of Dark Chips. DarkMega uses these chips almost as much as he breathes, giving his attacks a ton of speed, power, and range. And while his own speed is formidable as it is, he comes with a grave disadvantage. Because the pure soul of Mega Man is fighting to get free and the fact that his body is as unstable as Dark Chips, he is relatively easy to KO. However, his great combo tools and superior offensive skills more than make up for this.
Entrance- An Orb of pulsating darkness appears, then disappears, revealing Dark MegaMan.EXE Basic combo- Sword, Wideblade, FighterSword
Special Set 1: Direct Type Neutral Special- Dark Sword: Mega Man strikes quickly with his Dark Sword. Works well as a KO move. Air- Same Side Special- Dark Drill: Mega Man DS whips out his drill, momentum bringing him slightly forward. Strikes a total of 8 times if the special button is pressed repeatly Air- Same Up Special- Dark Stage: Everywhere he walks becomes a poison panel for 5 seconds before disappearing. Air- A Dark Panel appears below him and saves his fall. He can jump two more times with a panel appearing below him at the peak of his jump. Down Special- Dark Chip Switch
Special Set 2: Summon Type Neutral Special- Dark Meteor: A meteor falls quickly from the sky and strikes as a powerful projectile. Not much KO potential, but great for edge-guarding. Lands 2 character lengths away from him if there are no enemies in front of him. Air- Same. Side Special- Dark Lance: A bamboo lance shoots out from the ground three character lengths away, then two, then one. Works like Shang Tsung’s Flaming Skull Eruption. Air- Not usable in midair Up Special- Dark Invisibilty: Works like Pikachu’s Up Special, except it causes no damage and he can take no damage while doing the move. Air- Same Down Special- Dark Chip Switch
Special Set 3: Support Type Neutral Special- Dark Plus: Doubles his next special attack’s power. Also cancels his current animation, like Leon’s Brake. Air-Same Side Special- Dark Bomb: Hurls a grenade that has a large attack radius. Great for keep-away tactics. Air- Same. Up Special- Dark Recovery: It isn’t meant for stage recovery. Its primary use is to recover max HP, meaning his damage counter goes back down to 0. However, when he uses it, it activates an HP bug that slowly but steadily increases his damage. The more he uses it, the faster the HP bug. Air- Goes up the distance of a short hop as well as the HP recovery and bug. Down Special- Dark Chip Switch
Special Set 4: Power Shot Type Neutral Special- Dark Wide: Fires a powerful water wave that delivers medium damage and high knockback. Air- Same Side Special- Dark Spreader: Fires a small but fast projectile that has a huge blast radius if it connects with an opponent. Does little damage and knockback. Air- Same Up Special- Dark Thunder: Operates exactly like Ness’ PK Thunder, but in exchange for speed, the projectile on its own does a lot of damage and stuns the opponent. Air- Same Down Special- Dark Chip Switch
Special Set 5: Rapid Shot Type Neutral Special- Dark Vulcan: DS must charge this move before he fires and he can’t move or hold the charge while doing so. However, the reward is great, as he fires 24 shots from his Vulcan cannon that hold the opponent in place. Does about 2% per shot. Air- Non-chargeable and only fires three shots Side Special- Dark Circle: A fast moving snake of crosshairs shoot out from his MegaBuster, and, like a fast version of Pacman’s assist trophy, can be directed as long as the button is held down. When the button is released, an explosion occurs within each of the six crosshairs, causing high damage and knockback. Air- Same, but goes into helpless animation afterwards. Up Special- Dark Tornado: Unleashes a multi-hit tornado directly in front of him, good for juggling the opponent. Air- Everyone around the tornado gets propelled upward, the closer the better. Down Special- Dark Chip Switch
Forward Smash- A Static shocks strikes eight times before knocking the opponent away Up Smash- Three Magnum crosshairs appear over his head and fire a powerful burst Down Smash- Twin Geysers come up on either side of DarkMega Neutral air- A Shakey virus orbits him once very quickly Up air- A Mark Cannon cursor appears above Mega Man and fires a single shot before disappearing Forward air- Mega Man fires a small, short-ranged Pulsar Back air- DarkMega uses a Moonblade and attacks his backside Down air- DarkMega becomes a Quake Virus and slams down towards the ground very quickly Down tilt- A Hot Body fire pillar shoots up Up tilt- Throws a Boomer angled upwards that returns quickly Forward tilt- Fires an Air Shot Dash attack- Shoots a Side Bubble trident that travels quickly but delivers no knockback Grab- A Fan box appears behind Mega Man and draws the opponent closer as he performs a normal range grab Pummel- Exerts a little darkness energy Forward throw- MegaMan fans the opponent away with a powerful rush of wind from WindRack Up throw- MegaMan DS throws the opponent and fires a Cannon Ball upwards Back throw- He whips out a Yo Yo that strikes times before drawing the opponent back, then knocks the opponent back by summoning a Wind box at their position and blows them away Down throw- Throws them slightly upwards, then gets slammed down by a Duo fist Final Smash- Dark Finish: DarkMega deploys a Dark Trumpy virus that plays a 5 second-long tune. If anyone is not dodging when the song begins, they are instantly paralyzed. DarkMega will warp right in front of anyone who’s paralyzed and hit them with a Dark Cannon, an instant KO move. The tune will play three times before disappearing, but it telegraphs when it’s about to sing pretty quickly. Guard- DarkMega hides behind a Curse Shield Back Roll/Forward Roll/Ledge Roll- Becomes a Cactical’s head and rolls before returning to original shape Sidestep/Air dodge- He briefly becomes a partial outline, then reappears Shield Break (Dizzy)- Mega Man briefly becomes normal and dazed. The Dark Power phases back into him when his period of dizziness is over Getting back up- briefly becomes a blob of darkness before re-materializing Get-up attack/Ledge Attack- similar to Getting back up, but becomes a Dark Champy virus instead, does a one-two punch, then returns to his original shape Item Shoot- takes out a Tank Cannon and fires the item out of it. Up Taunt- Holds out the NebulaGrey core, which orbits him quickly three times before disappearing Down Taunt- visibly struggles with the original Mega Man within before regaining control Side Taunt- Takes out a Dark Chip and laughs maniacally, then puts it away Win- Becomes shrouded in an aura of Darkness as he laughs menacingly Lose/clap- MegaMan returns to normal and gets deleted Revival Platform- Stands on a Time Bomb that disappears when it counts down to Zero Attacks and Sound Effects- All distorted and dark versions of the respective chip sound effects Win Theme- |
| Agumon: | | | Preview: 
Playstyle: Agumon is a very well-rounded fighter. He has average speed and power, but really shines in the ranged department, his melee attacks having better reach than most characters. He has decent durability, but lacks slightly in the recovery department. An overall easy-to-use character.
Neutral Special: Pepper Breath - Agumon spits out his signature fireball attack, doing low damage and knockback.
Side Special: Claw Attack - Agumon slashes with his claw. Brief non-holdable charge. Shatters shields at full charge.
Up Special: Claw Uppercut - Agumon rises into the air claw first. Delivers a single, powerful strike designed to be a combo finisher.
Down Special: Digivolve - Agumon charges up a aura of blue energy for three seconds. If uninterrupted, Agumon will gain a blue aura and will Divivolve for his next special move. Once one special move is performed, the blue aura disappears.
Neutral Special: Nova Blast - Agumon transforms into Greymon and fires a giant fireball that delivers high damage and knockback at the cost of speed.
Side Special: Trident Arm - After transforming into MetalGreymon, he slashes with his Trident Arm. Non-chargable and delivers high damage and knockback, shattering shields.
Up Special: Tornado Claw - Agumon becomes the rampaging SkullGreymon and slashes multiple times into the air. The last strike delivers high-damage and knockback.
Final Smash: WarGreymon - Agumon achieves his ultimate transformation, WarGreymon, as a Final Form.
Neutral Special: Gaia Force - WarGreymon charges up a massive fireball. Can only be fired once fully charged, but it can be stored. Once fired, it travels quickly and delivers high damage and knockback.
Side Special: Mega Claw - WarGreymon raises his claws, then slashes once with each claw. The first causes a lot of damage and hitstun, and the second does the same, but with low knockback. Designed to extend devastating combos.
Up Special: Brave Tornado - WarGreymon begins to spin rapidly in place, then launches in the direction pointed by the player. Works like Fox's Up Special, but it is multi-hit. The last hit does the knockback.
Down Special: Brave Shield - WarGreymon takes out his shield. It reflects projectiles, but can take one melee hit. As long as the button is held, the shield remains out. His backside is vulnerable while it is out, and does not slow his descent in mid-air. |
| Spot: | | | Preview: .JPG)
Playstyle: The Spot's biggest asset is his high mobility. Not only are his jumping skills top-notch, but his abilities to produce portals with his special moves and smash attacks make him a tricky character. Combine that with combo skills, and the Spot is one technical player.
Entrance - The Spot, in his human form, takes off his lab coat and tosses it behind him into a portal, transforming into the Spot.
Note: the following descriptions assume he's facing right; the directions stated reverse when he's facing left. The portals come in eight angles: North, South, East, West, North East, North West, South West, and South East. All portals disappear once the Spot gets knocked off of the stage. Only one portal can be highlighted at a time, and only one portal per special command can be out at once. The portals that are part of his smash attacks are part of his attack frames and are completely unrelated to the portals that result from his special moves.
Neutral Special: Portal 1 - The Spot summons Portal 1 one character length in front of him, with the receiving end of the portal facing East. Anything coming from the right will disappear and come out of Portal 2. If the special button is held after summoning the portal already, then the left and right arrow keys change the angle of the portal's receiving end. However, if only Portal 1 is out, anything and anyone will pass right through as if it was not there. Pressing the Special button once the portal is out will highlight it. If the other portal is highlighted beforehand, then the highlight on the other portal disappears.
Side Special: Portal 2 - The Spot summons Portal 2 one character length in front of him, with the receiving end of the portal facing North. Anything, from projectiles to items to other characters, coming from above the portal will disappear and come out of Portal 1. If the Side Special command is held after summoning the portal already, then the left and right arrow keys change the angle of the portal's receiving end. However, if only Portal 2 is out, anything and anyone will pass right through as if it was not there. Pressing the Side Special command once the portal is out will highlight it. If the other portal is highlighted beforehand, then the highlight on the other portal disappears.
Up Special: Portal Escape - The Spot summons a portal right below his feet and disappears immediately through it. The Spot will come out of whichever active portal is currently highlighted on the field. For example, if Portal 1 is highlighted, then the Spot will come out of Portal 1 when the Up Special is used. However, if there are no active portals out, then a portal will automatically be generated two character lengths above where the Spot used Portal Escape.
Down Special: Portal Cancel - Any active portals out when this special is used will disappear immediately.
Final Smash: Black Hole - The Spot summons a giant portal half the size of Final Destination facing West (meaning the receiving end faces him when he summons it) and starts sucking in everything for 15 seconds. All items and characters, including Spot himself, will be continuously pulled towards the portal until it dissipates. Any items sucked in are destroyed, and any character sucked in, including Spot, are instantly KO'd. The Spot can move freely while this is in effect.
Down Smash: The Spot squats and thrusts both hands out, like Goku's Down Smash. However, at the end of each of the Spot's hands are portals that multi-hit. A projectile that comes in contact with a portal while it is in effect will disappear and come out the other portal.
Up Smash: The Spot open-palms directly above him, opening a multi-hit portal on his hand as the smash's frames are in effect. He holds out his other hand in front of him with a non-damaging portal there as well. Any projectiles that come in contact with one of the portals will disappear and come out the other portal.
Side Smash: The Spot thrusts both hands forward, summoning a multi-hit portal directly on his hands. Any projectile that comes in contact with is instantly neutralized and destroyed.
Win: His assistant scientist comes out of a portal behind him and helps him put his coat on as the Spot returns to human form.
Lose: The Spot gets sucked into a portal randomly generated below him and is instantly vaporized. |
| Leon Powalski: | | |
Playstyle - Where Fox’s game style focuses on his aircraft’s speed; Falco’s on aerial combat; and Wolf’s on power, Leon’s centers on the agility of the Wolfen. Leon is an extremely technical character, utilizing the more advanced techniques that the aircraft of the Star Fox universe has to offer. As such, Leon is a combo-centric fighter, with a variety of tools at his disposal to mix-up and insnare the opponent in powerful combos. However, this comes at the painful price of considerably lower stats in most other areas. He’s a high-risk, high-reward character.
Neutral Special: Brake - Leon immediately resets to his idle position, whether in the air or on the ground. It completely halts all momentum in a split-second and cancels any attack or movement instantly. Besides the limitless implications it has in terms of combos, it also works well for recovering, as it stops any movement towards a stage boundary and reactivates the use of double jumps.
Side Special: Somersault - Similar to Zero Suit Samus’ move of the same name, Leon performs a somersault two character lengths in a 1.5 character length upward arc. Performing it in front of an opponent will have you pass right over the opponent’s head and place you directly behind the opponent with you facing their backside. Combine this with the Brake technique, and this allows for even more combos. It also helps with recovery.
Up Special: Jetpack - Leon activates his jetpack, which allows him to move freely in the air for a good five seconds. He moves at a moderate speed at this pace at just the right speed to catch up to an opponent, but not fast enough to completely zoom past a character. Unlike Pit’s flight, Leon can utilize aerials while the jetpack is active without deactivating the Up Special, allowing for ground-bounce and juggle combos with his aerials. Note that Brake-canceling this move will not reset the amount of fuel he has, which, like Rob, recharges while planted firmly in the ground.
Down Special: Stealth Suit - Leon uses his stealth suit to become completely invisible, and only deactivates when an attack move is used or after 5 seconds have passed. Using any other special move at this time does not deactivate the camo effect, but using the Down Special again will deactivate it.
Final Smash: Cyborg’s Revenge - Leon transforms into his cyborg form from Star Fox 64. The transformation itself is not prolonged or dramatic and operates similarly to Brake, allowing him to transform mid-combo and keep said combo going. While noticeably different in appearance and resembling his upgraded ship, his move set stays exactly the same, but his speed, attack power, and range are all increased. His already monstrous combo powers are increased dramatically in this state, making him nigh-invincible in the hands of masters.
Forward Air - Leon delivers a low-powered kick forwards. Useful for juggling mid-air opponents, especially while the jetpack is in use. Can be followed up easily with the U-Air.
Neutral Air - Leon thrusts both feet downward, spiking the opponent. The closer the opponent is to the ground, the higher the opponent bounces back up, allowing Leon to use more aerials.
Up Air - Leon punches directly upward with low damage output, usually to follow up his Forward Air attack. While it does slightly juggle overhead opponents, it is primarily used to set up his devastating Back Air.
Back Air - Leon delivers a powerful back kick, functioning as a combo finisher. His Neutral and Forward Airs are excellent setups for this move, but this is made a much simpler process with the Up Special.
Down Air - Like the Neutral Special before it, it spikes the opponent, but instead of staying in mid-air, he plummets straight down with his opponent and impacts the ground hard. This has a bit of landing lag, but causes a useful combo reset and ground bounce to start another combo.
Grab - Leon whips out his tongue after a small start-up delay. While the grab normally extends horizontally, holding the Up key during the start-up lag will cause him to grab at an upward 45 degree angle. Both angles are excellent for reseting combos. Can be done in the air for tether recovery. |
Last edited by Morph Boy on Mon May 28, 2012 5:22 pm; edited 10 times in total |
|  | | Morph Boy Member


Posts: 762 Join date: 2010-08-27 Age: 17 Location: The World of Literature
 | Subject: Re: SSB Moveset Creation and Discussion Thread Sun Dec 11, 2011 11:27 am | |
| Reserved for requests directed towards me: | For Mari - Ranma Saotome: | | | Preview: 
Playstyle: In order to play as Ranma effectively, you must skillfully switch between Male and Female Ranma to defeat your opponents. Each form has strengths that cover the other’s weaknesses, so using them in tangent is the key to success while playing as Ranma. Male Ranma, as a testament to his rigorous training, is a competent and well rounded fighter. He’s much faster and stronger than most characters, and has superb combo skills. However, while does have the ability to rack up damage, he has almost no tools available to him that allow him to KO opponents. His smash attacks have pitifully weak knockback and mainly serve to extend combos. In addition, while he has average endurance, he doesn’t have as good of recovery as most characters. Female Ranma, on the other hand, lacks the sheer speed and combo-ability that Male Ranma enjoys, but has better recovery and plenty of tools that help set up or directly cause KOs. F. Ranma can’t combo quite as well, and can only achieve half the attack power and movement speed that M. Ranma can. However, F. Ranma’s smash attacks, aerials, and some select special moves can easily KO the opponent. Not only that, but F. Ranma’s agility and recovery abilities far exceed that of M. Ranma. This version of Ranma also utilizes trickery and cheating in order to assure victory. It should be noted that both versions have the means to penetrate enemy defenses.
Male Ranma:
Neutral Special - Ranma pulls out a boulder the size of Mario and crushes it into pebbles in his hands, then proceeds to rapidly throw them forward. The set-up for this is much easier if the opponent is caught in the rock crush animation, which throws the opponent forward into the path of the incoming pebbles. Each pebble deals only 1% damage, but the hitstun is enough to trap the opponent in the barrage. This is essentially a horizontal version of Ivysaur’s Neutral Special, but with one key difference: he can only keep up the barrage for 5 seconds before running out of pebbles. If the player holds down the Special button for longer than 5 seconds, Ranma will go through a comically confused animation that leaves him vulnerable.
Side Special - Ranma pulls his fist back, then unleashes a forward punch with medium damage but almost no knockback whatsoever, even if the opponent already had high damage. It’s primary selling point is its ability to shatter shields. The brief delay before the punch telegraphs that it’s coming, but it forces the opponent to back off to prevent being put in a vulnerable situation.
Up Special - Ranma effectively jumps a third time, this time just slightly higher than his double jump. It does no damage; it is simply a jump.
Down Special - Ranma pours cold water onto himself and transforms into his female counterpart.
Female Ranma:
Neutral Special - Ranma points and shouts with a speech bubble in a cartoony way. Anybody hit by the speech bubble turns around, like they’ve been hit by Mario’s Cape. There’s no damage or knockback, but this is perfect for making opponents vulnerable to your many KO tools.
Side Special - Essentially a chargeable version of M. Ranma’s “Shatter Punch”, F. Ranma charges up a powerful punch. At any charge level below, it delivers low damage and knockback, but at full charge (holdable), the punch not only shatters shields, but also has a ton of knockback behind it, making it an excellent KO tool.
Up Special - Like M. Ranma’s, it is a third jump that does no damage or knockback. However, it goes much higher (almost double the height) due to F. Ranma’s light weight frame.
Down Special - F. Ranma pours hot water onto himself and transforms back into Male Ranma.
Final Smash - Ranma (either form) rushes forward one character length and attempts to grab someone. If he fails, the attack ends. If he succeeds and he grabs someone, a door appears right in front of them. Ranma opens the door and throws the opponent in. It’s an instant-KO move as soon as he shuts the door. Afterwards, the door disappears. |
| For Sage - Copy X: | | | Playstyle: Despite being a perfect physical copy of Mega Man X, Copy X is Mega Man’s ranged game taken to the extreme. Copy X has even more projectile attacks than the original Mega Man, each that serve different purposes, and his physical moves have plenty of range as well. He does have drawbacks, however, such as his slightly below average speed, power, and weight, his non-existent combo game, and his horrible vertical recovery (though he has slightly above average jumps). One of Copy X’s defining features, besides his fantastic keep-away, is his ability to shift between Elemental Systems, and thus completely change his move set and slightly alter his stats by using his taunts. Using the Up and Down Taunts allow him to cycle between four different forms: Normal, Fire, Electric, and Ice.
Normal Copy X: Copy X in his null elemental form, and has the most range out of his four forms. His projectiles have more straight-forward uses here.
Neutral Special: Triple Shot - Copy X fires three standard Buster shots in a row, each doing minor damage and knockback. Copy X cannot charge this attack, and there is a slight delay between each Triple Shot to ensure that the opponent cannot be trapped by a continuous stream of Triple Shots. In the air, he fires the shots diagonally downward. By smartly alternating between using this move on the ground and in the air, Copy X can greatly limit his opponents movement. This move’s purpose is to create and maintain distance between Copy X and his opponent.
Side Special: Plasma Shot - Copy X fires a large projectile packed with tremendous KO potential. This move has a lot of start-up lag, which makes it easy for the opponent to see it coming, but if it connects, it can KO opponents at the 60% damage percentage range. An excellent way to trick the opponent into its crossfire is smart usage of Triple Shot to greatly reduce the opponent’s escape options. The primary purpose of this projectile is, obviously, to finish off opponents.
Up Special: Nova Strike - Copy X surges forward at high speed for a great distance, almost the length of Final Destination. While the up and down arrow keys can be used to slightly change his vertical trajectory (mid-air variation only), Nova Strike is only good for horizontal recovery. Hitting the opponent with this move delivers more knockback than it does damage, but it can spike opponents right below him at the move’s start-up. In a combat situation, this is useful for knocking away opponents that are too close for comfort.
Down Special: Slide Kick - Copy X slides along the ground with a powerful kick. It has less range than its Up Special counterpart and more start-up and ending lag, but it makes up for that with more damage, making it very useful for outright punishing opponents for closing the gap. In the air, Copy X kicks downward at a slight angle. It can be seen as Copy X’s version of a Falcon Kick.
Fire Copy X: Copy X’s first transformation grants him increased attack power, but due to the explosive nature of this form’s abilities, he has decreased defensive capabilities, making him easier to KO. All of his attacks now have pyrokinetic attributes. His fiery projectiles are tricky to use effectively, but mastering their odd trajectories is extremely rewarding.
Neutral Special: Fire Wave - Copy X launches a long stream of flame that arcs upward on the ground after traveling a short distance. In the air, it arcs downward immediately after launch, only to arc back upward after a short distance. It doles out moderate damage and knockback, but its odd trajectory makes it the most challenging projectile to apply to Copy X’s game plan effectively. The odd trajectory does serve to hamper the advance of your opponent, however.
Side Special: Volcano Wave - Copy X points his buster upwards and fires a large flame shot, and from that flame shot comes two small projectiles from each side that cause small flames to linger on the ground before disappearing. The large flame itself does massive damage in exchange for start-up lag, while the gravity-affected projectiles that come from the flame do only minor damage. If the small projectiles are uninterrupted and hit the ground, they leave small, lingering flames on the ground for a short time, dealing minor but continuous damage. This move is easily the best anti-air projectile move in Copy X’s repertoire, but has little use outside of being an anti-air move. In the air, he fires straight downward, making it useful as an anti-recovery move. Both versions are also the most telegraphed of his arsenal, making it relatively easy to anticipate and dodge.
Up Special: Nova Strike - This version of Nova Strike performs the exact same way as in his normal form, except with less range, more power, and flame properties.
Down Special: Slide Kick - This variation of Slide Kick performs the exact same way as its normal counterpart, except with less range, even more power, and flame properties. This is as close to a Falcon Kick as it can get.
Electric Copy X: Copy X’s second transformation endows him with greater speed, but his new multi-hit attacks lower his attack power. Due to his stun-capable projectiles, increase in speed, and loss of most knockback, Electric Copy X is the only form that can combo, though not without the help of his projectiles.
Neutral Special: Electric Spark - Copy X fires a single electric ball that has homing capabilities to a certain extent that is fired straight forward on the ground and diagonally downward in the air. It does moderately low damage, but instead of knocking the opponent away, it puts them in a stun state. This is ideal for trapping the opponent and setting up a combo.
Side Special: Ground Spark - Copy X thrusts his buster into the ground and sends out a slow-moving wave of electricity on either side of him that similar to Pikachu’s Neutral Special, except it hugs the ground much more closely. This is packed with lots of power, and it travels slowly enough to make any sort of ground dodging ineffective. It makes jumping absolutely necessary for the opponent to avoid damage. Combined usage with the Neutral Special ensures that the opponent will either take the damage or take the stun state. In the air, Copy X shoots a powerful lightning bolt straight down that causes the electricity waves from the ground version to spread out from the point of impact.
Up Special: Nova Strike - This version of Nova Strike performs the exact same way as in his normal form, except with less range and power, greater speed, and multi-hit electrical properties. The start-up lag in this variation is virtually non-existent.
Down Special: Slide Kick - This variation of Slide Kick performs the exact same way as its normal counterpart, except with less range, greater speed, and multi-hit electrical properties. The start-up and end lag in this variation is virtually non-existent.
Ice Copy X: Copy X’s third transformation makes him a tank, buffing his defense to make him harder to KO (aka heavier) at the cost of speed. This form’s attacks cause the most hitstun out of all other forms, mostly because his attacks now have ice properties attached to them. His ice-based projectiles and specials are capable of freezing the opponent solid, but Copy X’s slow speed makes it hard for him to capitalize on such opportunities.
Neutral Special: Shotgun Ice - Copy X shoots a small ice projectile that travels quickly and splits into several other small projectiles that spread out in the compass directions upon contact with a solid surface, such as a crate or platform. The original projectile always freezes the opponent with low-moderate damage, but the smaller projectiles only do low damage. In the air, he shoots straight down, useful for creating a large amount of projectiles at once to cover an escape.
Side Special: Tornado Ice - Copy X sends out a flurry of small ice projectiles all at once. The projectiles travel in a whirlwind fashion, but none of them freeze. This cannot be rapid-fired and releases a set amount of projectiles. This can easily ensnare the opponents in a multitude of hitstun-producing projectiles, but since he cannot move around while he is firing, it is difficult, if not impossible, for him to follow up. Because of the delay between being able to perform the attack consecutively, it’s impossible to trap an opponent in a never-ending stream of ice shards. Another drawback is that he’s left extremely vulnerable from the back, so accidentally firing this in the wrong direction could spell disaster for Copy X. In the air, he fires it straight forward, but it propels him backward and suspends him in mid-air, allowing him to both stop momentum and avoid things below him like Samus’ Zero Laser. Both variations are extremely useful for trapping the opponent long enough for Copy X to escape.
Up Special: Nova Strike - This version of Nova Strike performs the exact same way as in his normal form, except with less range and speed. However, this version does ice damage, is the most controllable of all versions of the move (meaning it goes slow enough to make vertical recovery possible), and can freeze the opponent at the start of the move.
Down Special: Slide Kick - This variation of Slide Kick performs the exact same way as its normal counterpart, except with less range and speed. However, this version does ice damage and is the only version of the move that can spike opponents in the air. The start-up can also freeze opponents. Think of it as an icy Wizard’s Foot.
Final Smash: Seraph X - Regardless of what form Copy X is in, his Final Smash triggers his ultimate transformation into a six-winged monstrosity. He can freely hover around the screen, much like Mr. Game & Watch’s Octopus form, but he relies on projectiles and ranged destruction rather than close-ranged brutality. Pressing and holding the attack button activates Beam Vulcan, which allows X to fire small beams in a sweeping pattern below him, and pressing and holding the special button activates a tracking beam from his eyes that does no damage, but ignites the ground it touches. He can use the left and right arrow keys to change where the tracking beam is firing and direct which area of the ground is in flames. It lasts for 15 seconds before forcing Copy X to return to normal.
Side Taunt: Infinite Light - Copy X briefly surrounds himself with a white aura, making him completely intangible (can't even be grabbed) while the aura is active. If he is hit with anything during that time, he will recover the amount of damage that he should've taken. However, he is extremely vulnerable before and after the aura activates, so it is foolish to activate this when the opponent is upon you. It is best used to counter projectiles. |
| For Sage - Sage Harpuia: | | | Playstyle: The wise general of Neo Arcadia was literally born for aerial combat, and is equipped with outstanding abilities that allow him to fight from a distance and up close. His special attacks gain a new effect when he’s in the air, and his ability to hover ensures that his wings won’t be easily clipped.
Neutral Special (Ground): Sonic Boom - Harpuia slashes forward and sends a short range Sonic Boom that delivers low damage and knockback. If the Special button is pressed again, another Sonic Boom will be shot at an upward angle, catching anyone who got hit by the first boom. If the Special button is pressed a third time, a slightly more powerful boom is sent straight forward. This special is excellent for juggling and building up damage.
Neutral Special (Air): Stinger - Harpuia stops in mid-air and sends out a small missile with an electric charge. The small missile has homing capabilities, however it can only travel straight forward; to turn, it must stop and rotate. The missile deals minor damage and little knockback. Its slow movement is perfect for mixing up the opponent.
Side Special (Ground): Whirlwind Dash - On the ground, Harpuia rushes forward at high speed. The attack has decent range, but the damage output leaves something to be desired. It is best used for juggling the opponent. If the Up Special command is given, Harpuia executes a powerful Ryuenjin finish.
Side Special (Air): Sonic Dash - In the air, Harpuia dashes forward after a slight power-up delay, going a bit farther and delivering the same amount of damage. However, the main difference is that a huge Sonic Boom is shot downwards after the dash that spikes the opponent with moderate damage. Excellent for preventing recovery. If the Up Special is used while Sonic Dash is in use, he’ll cancel into Rush Ryuenjin.
Up Special (Ground): Rush Ryuenjin - Harpuia executes a powerful rising slash straight upward. Its only real use is as a finisher, since it cannot be integrated into combos, and it pales in comparison to the air version. It can be cancelled into from both versions of his Side Special.
Up Special (Air): Sonic Ryuenjin - Harpuia executes a slightly less powerful Ryuenjin that goes higher and moves him a little horizontally forward as well. A medium-sized Sonic Boom is unleashed at a diagonally downward angle. Excellent for gimping, spiking, or preventing opponents from following you in the air.
Down Special (Ground): Sage Lightning - Harpuia crosses his swords and calls down a thunderbolt in front of him. It delivers low damage and knockback. If the button is held down, more thunderbolts will come down with a slight delay between each, each being farther away from Harpuia than the last. It is excellent for trapping opponents and forcing them to retreat.
Down Special (Air): Pile Driver - Harpuia swoops down from the air in an attempt to grab the opponent. If he fails or hits the ground, the attack ends, but if he succeeds, he’ll grab the opponent, fly high into the air, and dive straight into the ground with his opponent. This also works as an excellent finisher, as it delivers high damage and knockback. However, it is tricky to use and can be punished easily.
Final Smash: Armed Phenomenon - Harpuia transforms into a powerful jet that can use various wind and electrical attacks. The Final Smash is so powerful that it barely lasts as long as Wolf’s Landmaster. |
Last edited by Morph Boy on Thu Jul 12, 2012 6:03 pm; edited 6 times in total |
|  | | arctic the fox Member


Posts: 812 Join date: 2011-09-06 Age: 14 Location: dumbfuckistan
 | Subject: Re: SSB Moveset Creation and Discussion Thread Sun Dec 11, 2011 11:33 am | |
| Arctic's Movesets| Ice Man(Megaman): | | | Neutral Special: Weapon Use He uses one of 5 weapons: Ice Slasher(Ice Man), Ice Breath(IceMan.EXE), Blizzard Attack(Blizzard Man), Freeze Cracker(Freeze Man), and Chill Spike(Chill Man). Descriptions to be put up later.
Side Special: Cool Mobile He jumps in his snowmobile from Megaman Battle & Chase. Works like Wario's Bike, but you can drop ice blocks with the attack buttons. The ice blocks can be used as platforms, but can also be thrown to freeze your foes.
Up Special: Blizzard Skis He straps on Blizzard Man's skis, and breathes up a ski ramp made of ice underneath him, and ramps off of it to recover. There can only be one ramp on screen at a time.
Down Special: Weapon Switch Take a wild guess.
Final Smash: Blizzard Ice Man uses his amazing Ice breathing abilities to blow up a howling Blizzard. It starts out as a small breath that expands like Mario Finale until it hits the edge of the screen, then he launches a giant Ice Slasher that expands into the proportions of the Blizzards path, ending the move.
Special Abilities: No slip on on ice. |
| Landia(Kirby): | | | Landia appears as it does as its one headed form when Kirby can ride it.
Special move: Fire star ball Its star shaped fireball from Level 8 when Kirby's riding it. A chargable projectile, does fire damage. It does light to heavy damage depending on charge. Does same knockback regardless, which is light.
Side Special: Jump Attack The attack from Level 8 when you press the jump button that boosts speed, but it does light damage and medium knockback. The attack covers him in a blue aura. It is like a boost of speed and you can control upward or downward movement. Landia's best recovery option, puts it in a helpless state.
Up Special: Nose Dive Landia rises into the air, reovering, and then nose dives towards the nearest enemy, like Homing Attack. Does not put him in a helpless state.
Down Special: Plasma Beam Covers himself in a Plasma/Spark like shield. He then fires an electric beam upwards a really long distance, eventually dying out along with the shield. Does multi-damage, but the dying out part sends 'em flying away.
Final Smash: Four form Landia Describe later |
| Pollux: | | | Special Move: Icicle He fires an icicle, his most basic and second most seen ice attack. It does ice damage, but doesn't freeze. Can be rapid fired like Fox's blaster. It doesn't do much damage or knockback.
Side Special:???(either ice hoverboard or spear throw)
Up Special: Wings He spreads out his wings, doing nice knockback and fallen feathers do light damage. he then uses his wings to do a basic 3rd jump that does medium damage and upward knockback.
Down Special: Ice Dome Pollux creates a dome of ice around himself, his most common ice technique. It does ice damage and may freeze on release. But after it is initially summoned, it becomes a slippery platform for enemies, and a fall through platform for Pollux. A good defensive strategy. It has a 10 second recharge time.
Final Smash: Icey Overload His hair turns icey white, and his eyes turn electric blue. A Final Form that mainly focuses around ice attacks, because that is his strongest ability in this state. Moveset later, when more on this mysterious form is revealed.
Special abilities: No slip on ice, wall cling, multiple jumps. |
| Demyx(Kingdom Hearts): | | | Nspec: Water ball He shoots a ball of water forward. It does high knockback on impact. In the air he shoots it diagonally downwards. Sspec: Sitar Slash He moves forward, slashing with his Sitar. Works like Marth's sideb. Uspec: Burst Up He creates a bursting pillar of water. It shoots him upwards for recovery. Sakuri'ing is awesome Dspec: Dance water, dance! He creates 5 clones of himself made of water that slides around doing damage. Has a 10 second recharge. Also has a small chance of summoning Dancer Nobodies. They are more effective because they actually attack, whereas the clones just slide around. Final Smash: Wave Gigs Demyx jams out on his Sitar, Apreggio. Press the button in time to create bursting pillars of water randomly around the stage. If you can successfully perform all of these, press the button again to create a giant ball of water that will hit the ground and explode and deliver high knockback and damage to all in the area of the blast.
Basic Combo: Wild Dance: slaps forward with a musical note made of water, slaps again, then spins it above his head, jumping forward. Ftilt: Kicks forward like a Dancer Nobody.
Fsmash: Shoots 2 water balls downward towards the ground in front of him. It explodes violently, doing heavy knockback, but light damage. At full charge he creates 10 of them that fire one after the other, each one going out farther than the last. Upsmash: Creates a pillar of water exploding upwards on each side of him, like Squirtle in SSBB. His strongest smash. At full charge he creates 4 on each side. Dsmash: He summons a bunch of water balls above his head. The longer you charge, the more balls are summoned. They fall straight down after you stop charging. At full charge, they rain down randomly and all over a length the size of Final Destination for about 2 seconds. |
| Goofy(Kingdom Hearts): | | | Nspec:Goofy Bash Goofy throws his shield forward like a boomerang. If it hits, it'll do multi-hit before going back. Sspec: Goofy Turbo He gets on his knees on top of his shield and slides forward. It carries opponents on it, multi-hitting them until it stops. Uspec: Goofy Tornado Goofy spins arond like a top, rising upwards. Does good vertical recovery, but better horizontal. It traps opponents in. Dspec: Reflect He holds his shield up. It reflects projectiles. Final Smash: Whirli-Goof Goofy spins around. If it connects. He'll spin faster. Keep pressing the attack buttons within the time limit to keep attacking. If you press it enough you'll reach Whrli-Goofra stage, which is essentially a powered up version of Whirli-Goof, but it is still trapping. Then, after more pressing, you'll reach Whirli-Goofga, which is where goofy contorts into a wheel and moves around. No more pressing is needed after this. Now you just move around and do intense knockback ntil it ends. |
| Jack Skellington(Kingom Hearts): | | | Nspec: Bolts of Sorrow Many thunderbolts crash down in front of him. It does electric damage and high knockback. Sspec: ???(forget the name) Jack runs forward with 3 fireballs circlimg around his head. It does fire, multihit damage. He stops and runs in place at stage edges. He can use it in air for vertical recovery. Uspec: ???(again, I forget the name) He jumps up and shoots a huge Snowflake that follows and locks on to opponents. He jumps higher in the air to get better recovery. Dspec: ???(I actually don't know this time) FS: Dance Call I'll explain later. |
| Chicken Little: | | | Nspec: Baseball Chicken little throws a baseball. It does average projectile damage and it stuns. It is affected by gravity. Sspec: Firecracker Chicken Little throws a firecracker. It travels the same as baseballs, but it does knockback and less damage. Uspec: Skylift(name sounds shitty, I know) He gets on top of his "piece of the sky" and gets lifted up as if the ship were above him pulling that plate back in. Works kinda like Snake's UpB Dspec: Over Here! He says "Over here!" and it creates a shockwave that knocks all enemies in its radius to Chicken Little. Great for combos. Final Smash: First Person Shooter Mode Clearly taken from his Limit in KH2, a big green rectangle moves around the screen. Press the attack button to throw a few baseballs in the area within the rectangle. Press the special button to throw a few firecrackers in the same manner. They act like powered up versions of the ones in the Nspec and Sspec. |
| Riku(Kingdom Hearts): | | | Nspec: Dark Aura He shoots 3 balls of blue flame in rapid succession. They home in on targets and do fire damage, also stunning. They can each lock on to a different target. Sspec: Dark Firaga He releases one powerful Dark Firaga ball that does knockback and doesn't home in on people. It has a small, miniscule chance of being green instead of blue to referance Maleficent. Uspec: Dark Aura A different attack, but it has the same name. He dashes around slashing. Has some nice end lag. in the air you can make him move around with the directional buttons. His Keyblade is fused with Dark energy. Dspec: Dark Shield He creates an everyhting proof shield in front of him made of dark magic. It does some damage upon summoning to alolo enemies in contact. Final Smash: Session He traps someone in a powerful ass combo. I'll have a reference video later.
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| Vladimir Tod: | | | The son of Tomas and Mellina Tod, nephew of Otis Otis, the only half-human half-vampire in existence, and the almighty Pravus finally gets a moveset. Nspec: The Lucis He pulls out the Lucis, and touches the glyph on the bottom. His eyes glow iridescant purple, and a flash of blinding white light erupts from the opposite end. Think Falcon Punch. Sspec: Undecided Uspec: Float He floats upwards. Good recovery, but does no damage. Dspec: Mind Control He uses his power of mind control to stop somebody within the area dead in there tracks. He then yells "DIE!" and the person flies away like a fucking ragdoll. FS: The Prophecy. Explanation later. |
| Goku(DBGT): | | | Descripition: GT Goku packs a lot of punch in a small package. He plays similarily to Goku, but his standard attacks are built for a smaller fighter to get ahead, and his specials threaten the heaviest of fighters. To make up for his lighter weight, his speed has been increased and he gets one additional jump. He can float like regular Goku. Nspec:Kamehameha When in base form, it works like Goku's. When in Super Saiyan it's range increases by 50% and it does an extra 1% damage, and in Super Saiyan 3 it's the double the range of the original, and at full charge it becomes a powerful projectile that's range is 200% longer than the original. Sspec: Dragon Fist In base form, he rushes forward with a headbutt and a golden dragon surrounding him. In Super Saiyan rushing punch that explodes on impact. In SS3, it's a rushing punch attack with a golden dragon surrounding him, with double the range of base form's. Sspecial: Flight He flies diagonally upwards and forwards no matter what form he's in. You can use the side and neutral specials mid flight, and they'll have the same effects. Dspec: Super Explosive Wave He charges up his power and releases it in a destructive release of energy. It is chargable. At mid charge he ascends to Super Saiyan. At full charge he ascends into Super Saiyan 3 and releases. You can release it at any time, but once you reach full charge it is automatically released.(look at Vegito's downB) Final Smash: Super Saiyan 4 He ascends to SS4, regardless of the current state you're in. He also has unlimited jumps. Nspec: Kamehameha Like the SS Goku's kamehameha, with 150% of it's range. it can be used during the teleporting phase of Instant Transmission to use the super-powerful-finalform-ending Instant Kamehameha where right after the kick of Instant Transmission, he charges up a Kamehameha in mid-air. He is perfectly still, and if he is hit while charging, the Final Form ends. However, if he is successful in fully charging it, he teleports to the enemy he kicked and unleashes the full power Kamehameha on them. This only works if indeed he kicked an enemy with Instant Transmision. Instant Kamehameha is based off of the attack SS Goku used against Cell that destroyed his upper half during the Cell Games. Sspec: Super Dragon Fist Like a powered up version of SS3's Dragon Fist. It can be used in the teleporting phase of Instant Transmission to activate the Instant Dragon Fist. He teleports the enemy that he kicked, and punches them over to the ground. He then teleports over to the enemy on the ground and delivers a downward punch to their limp body. A flaming golden dragon erupts from it circles around twice and then slams back down to the lying enemy, exploding, and blasting them away. This also ends the transformation. It can be dodged before the last part of the attack, and air dodge the first punch. If the last punch is dodged, Goku will end up punching the ground, and the Final Form will end, but if the first punch is dodged, their is no penalty. This only works if he indeed hot someone with Instant Transmission. Instant Dragon Fist is based off of the attack he used to kill Eis Shenron. Uspec: Instant Transmission Goku kicks forward, then teleports in the direction you choose. The kick sends opponents flying upwards. This can be used as many times as needed. Dspec: Universal Spirit Bomb This ends the transformation. He reverts to base form, and starts gathering energy from the whole universe. After a short while a giant destrucructive ball of energy will appear above his head and he will throw it forward as a super-powerful kill-all projectile. Similar to Goku's, just a little less powerful. The way out of this is to get out of the way, or dodge. Unlike Goku's, its a regular projectile, and he doesn't Instant Transmission before doing it(he can't IT outside of SSJ4) |
| Super Buu(DBZ): | | | Nspec: Vanishing Beam Buu fires an energy beam from his palm. It works like a mid-charge Kamehameha, except no charge is needed. There is a 50/50 chance that it will hbe either pink or purple. Just for looks really, nothing special about either one. Considered his signature technique. Sspec: Mystic Ball Attack Buu curls up into a ball and shoots forward through the air at high speeds. He's like a flying bumper in this state. He can tilt his trajectory up and down while rolling. Good for recoveries. Based off of the attack he used to destroy Kami's Lookout. Uspec: Vice Shout He powers up and screams so loud he creates a rip in dimensions. A basic teleport. Based off of the attack he used to escape the Hyperbolic Time Chamber after Piccolo destroyed the exit. Dspec: Absorption I'm still not sure how I'll work this move, but he basically absorbs somebody. Creates an alternate costume and specials moveset, all other moves remain the same. Current list: -Gotenks&Piccolo absorbed -Piccolo absorbed -Gohan Absorbed
FS: Human Extinction Attack The attack he used to murder the entire human race. Super Buu raises his hand up to the sky. He fires aa bunch of energy beams skyward. They all come crashing down in a PK Starstorm fashion. He is vulnerable while this is happening. Being attacked won't immediately end the FS, but after a few hits the FS will end.
Moveset w/Gotenks and Piccolo absorbed Nspec: Special Beam Cannon An attack he picked up off of Piccolo. A chargeable beam attack. He creates a thin beam with rings surrounding it. It does a little more damage than the Kamehameha and does multi-hit sword damage. The ball at the end does electric damage before it does the trapping multi-hit part. Sspec: Super Ghost Kamikaze Attack An attack he picked up off of Gotenks. He spits out a Kamikaze Ghost that looks identical to him. He then orders it forward to hit an opponent and blow itself up. Uspec: Vice Shout Same as regular form. Dspec: Absorbtion He rleases the current absorbed people and absorbs someone else.
FS: Galactic Donut Volley An atack he picked up off of Gotenks. He creates 3 Galactic Donuts and sends them off chasing after the opponents. If they succeed in catching the opponent they will contort to fit the shape of the opponet and wrap around them. They'll keep getting tighter and tighter(and rack up more and more damage) until Buu uses his Human Extinction Attack and aims beams at the trapped opponents, knocking them away.
Moveset w/Piccolo Absorbed Nspec: Destructive Wave He holds his arm out and fires a yellow beam from his hand. Its chargeable like the Kamehameha, but is a little bit stronger. Sspec: Special Beam Cannon Like Gotenks Buu's version, except it's a projectile instead of a beam, and the projectile is the end part of the beam. Uspec: Vice Shout Like the regular version. Dspec: Absorbtion As stated above.
FS: Light Grenade He fires a super-powered yellow projectile from his hands. It blows up on impact and does great damage and knockback.
Moveset w/Gohan Absorbed Nspec: Super Kamehameha He charges up a Kamehameha. It tkaes half the time to charge as Goku's, but it has to be fully charged or it won't work at all. Sspec: Super Ghost Buu Attack He summons a Kamikaze Ghost. It will float Idly until you give an input. If you press up it will fire a Masenko diagonally upwards. If you press side it will fly forward like Gotenks Buu's Sspec. If you press downit will fly upwards and fire a Kamehameha downwards. Uspec: ??? I don't want to use Vice Shout again, but I can't think of anything. Dspec: Absorption Above
FS: Destroy Everything! Think Goku's Spirit Bomb, but pink and more powerful. He flies to the center of the stage rather than teleporting. |
| Jaden Yuki(YGO): | | | Nspec: Elemental HERO Jaden summons one of his Elemental HEROes to the field. There are 4 different HEROes. E.HERO Burstinatrix-An explosive fireball projectile. At full charge she turns into Flame Wingman and fires a larger Fireball. E.HERO Sparkman- Think Spark Kirby. E.HERO Avion- Avion flies upward with feathers whirling around him. There is a 25% chance that he'll summon Pheonix Enforcer instead of Avion. PE does double the damage and fire damage. There is a 15% chance that you will summon Shining Pheonix Enforcer instead of either of the other 2. It does 3x the damage Avion does and does electric damage. E.HERO Clayman- Think Stone Kirby. E.HERO Bubbleman- TBA Sspec: Yubel Yubel appears and fires an explosive projectile that has infinite range. In the air she shoots it diagonally downards. Uspec: Winged Kuriboh Jaden summons Winged Kuriboh and it grabs him and flies him around like Pit's UpB. Dspec: E.HERO Switch He switches the HERO he uses in the Nspec. FS: Elemental HERO Neos TBA |
Last edited by polar the bear on Wed Jul 11, 2012 10:00 am; edited 28 times in total |
|  | | Meta-Mind Member


Posts: 659 Join date: 2011-08-20 Location: The Temple of Hylia
 | Subject: Re: SSB Moveset Creation and Discussion Thread Sun Dec 11, 2011 11:34 am | |
| Meta's MovesetsNews:KRtD Characters:| Magolor: | | | Entrance- Magolor floats in, then puts on the Master Crown, transforming into his Final Boss form. Neutral Special: Dark Orbs Magolor summons four dark orbs of energy to circle him. The orbs circle Magolor as long as the button is held, but when the button is released, Magolor releases the orbs, causing them to shoot off and curve toward nearby enemies. Side Special: Laser Portal Magolor makes a few motions with his hands and then puts them together. A circle of energy appears around them and a large laser fires from the circle. This comes out of charge quickly, but starts slowly. At the end, the laser has medium to high horizontal knockback. Up Special: Teleport Magolor teleports in a ripple of space-time. Down Special: Vortex Emblem Magolor places a large emblem on the stage where he is standing. In air, he places it in the background. After a second, the emblem becomes a dark vortex shaped like a star which pulls foes toward it. Any foes trapped in the vortex will take rapid multi-hit damage while the vortex is active, and Magolor can attack the trapped foes as well. Forward Smash- Slams forward with a spinning, buzzsaw-like emblem Down Smash- Twin pink puddles form on either side of Magolor. After he stops charging the attack, Magolor raises his hands, causing the puddles to form large pink spikes. Up Smash- Magolor summons a vortex of dark orbs, which spiral overhead. Dash Attack- Magolor surrounds himself in a rainbow-colored orb of energy and dashes forward. This is a reference to one of the Lor Starcutter’s attacks. Forward Tilt- Magolor swings his hand out, hitting foes weakly. This is good for combos, but not much else. Up Tilt- Magolor casually tosses a dark orb upward. This is an average-power move, okay for combos at low percentages (or if sourspotted) and KOing at high percentages (or if sweetspotted, as the dark orb explodes after a certain distance). Down Tilt- Magolor summons a dark orb to shoot forward at feet level. This has similar properties to the Utilt. Taunt- Magolor turns into his EX coloration, then changes back. FINAL SMASH: Magolor Soul Magolor, beaten back, is suddenly possessed by the power of the Master Crown, transforming into Magolor Soul. At the move’s conclusion, Magolor, in a sudden effort of will, takes back control of his body, transforming back to normal. Neutral Special: Orb Barrage Magolor holds his hands out to the sides, causing a series of dark energy orbs to form in front of him. This behaves the same as the normal Nspec, but with more orbs. Occasionally, a Halacandra enemy will appear instead. This is purely an aesthetic difference. Side Special: Hyper Laser Magolor holds back his hands, and a ball of pure energy appears. After a second or when the button is released (whichever happens later), Magolor shoots his hands back forward, creating a large, spinning emblem which fires a massive laser. The energy ball can actually trap enemies during the charge, making this a viable close-range combo option. Up Special: Vortex Warp Magolor shoots upward into a dark vortex, and rockets out of another vortex at the end of the move. This does high damage and knockback. Down Special: Chaos Shape Magolor forms a rectangle with white lines, then makes a shape depending on which buttons are pressed. If a directional arrow is pressed, then he will color the box white in that direction. If the Special key is pressed, then he will form a star shape. Then, Magolor will shoot his hands outward, creating a rectangle in front of him out of chaotic, swirling portal energy. The rectangle has more chaos energy depending on which shape was formed; the energy takes the shape of the white lines. Forward Smash- Swings with a dark Ultra Sword. An Easter Egg animation for this uses a dark “Galaxia” instead. This does slightly more damage and knockback than the “regular” animation. Down Smash- Uses an icy Grand Hammer to slam the ground and create two massive shockwaves. Up Smash- Magolor holds up his hands, and a massive icy dragon shape (in reference to Monster Flame) shoots upward from below him. Dash Attack- Uses the dark form of Snow Bowl to rush forward, slamming through foes. |
| Grand Doomer: | | | Entrance- the Mast appears, and the Grand Doomer eats the Mast as he does in his battle intro. Neutral Special: Fireball Grand Doomer spits a flaming orb of energy. This can be charged for bigger energy orbs. The orb explodes on contact with a solid object or a player. Side Special: Stone Doomer Grand Doomer turns into its stone form, then rolls forward like in Yoshi’s Eggroll. Up Special: Teleport The Grand Doomer teleports in a distortion of space-time. Down Special: Homing Orbs Grand Doomer summons flaming energy orbs, which circle him, then point at the nearest player. If the attack is charged, then they will remain there for a second before firing. Forward Smash- Down Smash- Up Smash- FINAL SMASH: Doomer Rampage Grand Doomer calls all of the other Doomers to attack. One of each type appears. Dash Attack- |
| Metal General (In collaboration with DarthTalon5): | | | Metal General Entrance- Metal General “powers up” as in his boss battle intro. Basic combo Slash, Rapid Combo, Slash Neutral Special: Missile Metal General fires a missile. The missile has minor homing, and can be spammed up to three times in a row without ending lag. Side Special: Mine/Electric Mine Metal General flings a mine, which stays where it is thrown for a second or so before exploding. Electric mines, which have a 25% chance of being thrown instead, create a Pikachu-style lightning bolt that shoots upward to the top of the screen. Up Special: Rocket Metal General boosts upward with a rocket. Think of Fox’s, but it has more range, and if it hits an enemy, the rocket will explode. Down Special: Electric Blasts Metal General uses an attack like his Nair, but it shoots out a series of tiny electrifying blasts upward. If the button is held, the line of blasts can be reaimed with the arrow keys. Forward Smash Smash- Spins his “sword” in front of him. Can be held for as long as the player likes, but is as a consequence not chargeable. This weakens over time. Up Smash Smash- Shuttle Loop Down Smash- Smash- He turns to face the screen, then fires twin lasers out of his eyes. This is based on one of HR-D3’s attacks. Neutral air- Creates an electric field around himself. Up air- Shuttle Loop. The first time he uses it in air, he activates a glide, but doesn’t gain any vertical height. After that, he just does the Shuttle Loop. Forward air- Shoots forward, covered in electricity. This only lasts for a moment. Back air- Down air- Gets on his rocket and shoots straight down. When the rocket hits the ground, it explodes. Down tilt- Lays a mine, which explodes on contact with a foe or after a second or so. Up tilt- Forward tilt- Dash attack- Slides forward, spinning his “sword” in front of himself. Grab- Grabs the foe. Pummel- Zaps the foe. Foward throw- Shoots a missile at the foe point-blank. Up throw- Points his arm upward and turns it into a rocket with the foe on top. The rocket shoots upward a considerable distance, then explodes. Back throw- Flings the foe behind him, then hits them with a missile. Down throw- Slams the foe into the ground, then lays a mine on top of them. The mine acts like Megaman’s Crash Bomb – it goes off after a couple of seconds, doing moderate damage and knockback. Final Smash- Guard- Back Roll- Forward Roll- Sidestep- Air dodge- Get-up attack- Ledge attack- Item Swing- Item Shoot- Drown- Shorts out. G&W Ball- Super Spicy Curry- Up Taunt- Side Taunt- Down Taunt- Win- Lose/clap- Revival Platform- |
| Landia: | | | Landia Entrance- Basic combo Claw, claw, Lunge. Pretty limited range on the first two. Neutral Special: Fire Breath/Burst Breath Landia spits a fireball. This is a simple attack, but it is chargeable. At medium charge, the attack becomes a larger star. At full charge, this is a Mario-sized star projectile with two smaller stars which come out diagonally. Side Special: Spiral Dragon Landia boosts forward, spinning rapidly. This is aimable to some degree, but it’s hard to control due to its speed. Up Special: Razor Wind Landia flies upward, and with each flap of its wings, a crescent-shaped beam is fired diagonally downward. Down Special:
Forward Smash Smash- Landia lunges forward in a Spiral Dragon-like fashion. However, this is shorter, does not have Super Armor, and is a bit more powerful. Up Smash Smash- Landia creates an electric bolt, extending upward and ballooning into a circle at the top. Down Smash- Smash- Landia spins, hitting all around with its tail. Neutral air- Electric field. Up air- Forward air- Back air- Down air- Down tilt- Up tilt- Forward tilt- Dash attack- Shorter Spiral Dragon Grab- Bites foe. Pummel- Chomps down on foe. Foward throw- Spits foe out with a fireball. Up throw- Hurls the foe upward, then Spiral Dragons into them. Back throw- Like the Up Throw, only backwards rather than upwards. Down throw- Slams the foe down, then hits them with a powerful fireball. Final Smash- Landia X4 This is a Final Form. The other three Landias appear, and the four merge into their powerful four-headed form.
| Spoiler: | | | Intro- The Landias merge. Pretty simple. Basic combo Claw, claw, Lunge. Pretty limited range on the first two. Neutral Special: Fire Breath/Burst Breath Landia spits a fireball. This is a simple attack, but it is chargeable. At medium charge, the attack becomes a larger star. At full charge, this is a Mario-sized star projectile with two smaller stars which come out diagonally. Unlike the regular, however, Landia can “spam” uncharged fireballs rapidly, with the heads firing in sequence. Side Special: Spiral Dragon Landia boosts forward, spinning rapidly. This is aimable to some degree, but it’s hard to control due to its speed. This can be held as long as the player likes. Up Special: Razor Wind Landia flies upward, and with each flap of its wings, a crescent-shaped beam is fired diagonally downward. Again, this can be held as long as the player likes, and the player can direct Landia’s flight. Down Special: Split The four Landias split. Three of the Landias act like Assist Trophies, but the original Landia returns to its normal moveset. However, the Landias still have all of the knockback resistance of a Final Form, and the Up and Down Specials can still be held as long as the player likes. Forward Smash Smash- Landia lunges forward in a Spiral Dragon-like fashion. However, this is shorter, does not have Super Armor, and is a bit more powerful. Up Smash Smash- Landia creates an electric bolt, extending upward and ballooning into a circle at the top. Down Smash- Smash- Landia spins, hitting all around with its tail. Neutral air- Electric field. Up air- Forward air- Back air- Down air- Down tilt- Up tilt- Forward tilt- Dash attack- Shorter Spiral Dragon Grab- Bites foe. Pummel- Chomps down on foe. Foward throw- Spits foe out with a fireball. Up throw- Hurls the foe upward, then Spiral Dragons into them. Back throw- Like the Up Throw, only backwards rather than upwards. Down throw- Slams the foe down, then hits them with a powerful fireball.
|
Guard- Back Roll- Forward Roll- Sidestep- Air dodge- Get-up attack- Ledge attack- Item Swing- Item Shoot- Drown- G&W Ball- Super Spicy Curry- Up Taunt- Side Taunt- Down Taunt- Win- Lose/clap- Revival Platform- Flies in place. |
Other Kirby Characters:
| Necrodius (Collaboration with Mari): | | | Playstyle: His fighting style is extremely keep-away based; most of his specials are projectiles, and his melee attacks have a slow startup lag. The melee moves are fairly powerful, but being a fragile skeleton, he has low defense and weight. Entrance- Basic combo Punch, Punch, then combines his hands and clamps them together. Neutral Special: Spark Necrodius fires a medium-sized projectile from his finger. Generic projectile with higher-than-average hitstun. Side Special: Skully His shadowy body flickers and a Skully flies out. The Skully flies in a straight line, and if it hits an opponent, it deals small amounts of damage and holds them still. Rarely, a Skullion will appear instead, which travels faster, deals more damage, and holds them still longer. Up Special: Floating Shadow Necrodius becomes enshrouded in shadow, and can fly around freely. He is invincible in this state, but only for a few seconds, after which he enters helpless state. Down Special: Power Scepter Necrodius primes his magic scepter, which he used to split Kirby into ten, and fires a bolt of lightning. Anyone hit by the bolt takes damage and shrinks. Forward Smash Smash- Necrodius holds up the magic scepter and electrifies it. He then swings it forward, dealing slightly higher-than-average damage and knockback. Up Smash Smash- Holds his hands above his head and "joins" them as he does after the player has broken the glass. He then slams his hands together, crushing foes for high vertical knockback. Down Smash Smash- Raises his fists above his head, then slams them down on either side of him. Neutral air- Up air- Forward air- Back air- Down air- Down tilt- Up tilt- Forward tilt- Dash attack- Grab- Necrodius sends out a Skully to grab foes and bring them to him. Pummel- Forward throw- Up throw- Back throw- Down throw- Final Smash- Laser Eye Necrodius opens his mouth wide, revealing that odd eyeball. He then fires a gigantic laser. This is not aimable, but instead deals rapid multi-hit damage and incredibly high horizontal knockback. Guard- Back Roll- Forward Roll- Get-up attack- Ledge attack- Item Swing- Swim- Super Spicy Curry- Up Taunt- Side Taunt- Down Taunt- Revival Platform- Simply floats in place, but with a pair of Skullies supporting him. Misc. |
| Zero: | | | Playstyle- While many other Kirby boss expansions seek to control the stage, Zero seeks something else - to control the opponent themselves. Now, this is not literal, but Zero has excellent methods of placing Dark Matters on the opponent, forcing them to get rid of the Dark Matter before facing Zero. In this time, Zero can be doing almost anything - sniping, comboing, helping his Dark Matter in other ways, or even just taunting. Entrance- Basic combo Neutral Special: Energy Blast Zero fires a small, basic shot of red energy from its eye. This is a basic projectile much like Luigi’s Green Fireball in Brawl. Side Special: Mini Matter Zero creates a miniature Dark Matter, which flies forward. The Dark Matter travels forward a short distance before dispersing. However, if it comes within about a Battlefield platform of a foe, then it will try to stay that distance away from the foe while firing small, weak projectiles. The Dark Matters, however, are slow, so foes can easily catch up with them and destroy them. The Dark Matter dies if it makes contact with anything except for transdescent-priority projectiles such as Fox’s blaster. From these projectiles, it can take up to 5% damage before being destroyed. Up Special: Zero Two Zero forms wings in reference to his second, stronger form. This behaves much like Pit’s Up Special, but Zero Two can fire its Neutral Special while rising. Down Special:
Forward Smash Smash- Zero shoots forward, ramming through foes. Up Smash Smash- Zero looks upward, and two powerful geysers of… that red liquid shoot up on either side of him. Down Smash Smash- Zero looks downward, and the ground explodes with red energy. This would look sort of like the effect on Goku’s Down Air landing animation. Neutral air- Up air- Forward air- Ram Attack. Back air- Turns and shoots a powerful, short-ranged, shotgun-like blast of that red stuff. Down air- Down tilt- Up tilt- Forward tilt- Dash attack- Ram Attack. Grab- ???, maybe using the miniature Dark Matters. Pummel- Forward throw- Up throw- Back throw- Down throw- Final Smash- Hyper Zone Zero looks up to the top of the screen, building power. In a white flash, the background and music change to the Hyper Zone – Zero’s dwelling place. Guard- Back Roll- Forward Roll- Get-up attack- Ledge attack- Item Swing- Swim- Super Spicy Curry- Up Taunt- Side Taunt- Down Taunt- Revival Platform- ??? Misc. |
The Legend of Zelda Characters:
| Ganondorf: | | | Playstyle- Entrance- Basic combo Ganondorf quickly pulls out his twin swords from Wind Waker. He then performs a two-slash combo (one with each sword), followed by a powerful slash with both. Neutral Special: Magic Orb Ganondorf holds up his hand and gathers energy. He then proceeds to hurl the orb forward. It travels slowly, making it a prime target for a reflector. If used near another of Ganondorf’s energy orbs, then he performs the reflecting move from OoT, allowing a game of “Dead Man’s Volley” to be played. Side Special: Technique of Darkness Ganondorf begins to move forward as he fades out of visibility. Up Special: Trident Ganondorf pulls out his Trident from the Decline Timeline/Four Swords Adventures and spins it over his head as if summoning Blazing Bats. This lifts him into the air fairly quickly. Down Special: Shockwave Punch Ganondorf holds his hand up as if charging an energy orb. Upon release, he smashes the ground with his hand, creating a shockwave which hits about one-half of a Battlefield platform on either side of him. If done in air, he gains Super Armor and falls to the ground before creating the shockwave. This Meteor Smashes foes, but Ganondorf will go down with them, deterring gimps. Forward Smash Smash- Ganondorf draws the Sword of the Sages and delivers a powerful two-handed blow. If the Attack key is pressed again, then Ganondorf will swing the Sages’ Sword once more before resheathing it. Based on some of Link’s Smashes combined with Ganondorf’s attacks in TP. Up Smash Smash- Swings upwards with the Sword of the Sages. Also two-handed. Down Smash Smash- Spin Attack with the Sword of the Sages. His only one-handed Smash; deals high horizontal KB. This is just a bit slower than Link’s, and it doesn’t spin as many times. Neutral air- Curls up into an almost fetal position, then thrusts his limbs outwards, creating an energy shockwave. Comes from OoT, when Ganondorf is getting back to the air after being stunned. Up air- Upward swing with one of the two swords from WW. Forward air- Lunges forward, thrusting with one of his WW swords. Back air- Swings backwards with the Sword of the Sages. Reference to his Back Slice move from TP; this is his laggiest Air. Down air- Down tilt- Swings low with one of his WW swords. If the “Dtilt” is entered again directly afterwards, then Ganondorf will perform a second swing with his other sword. Up tilt- Swings above him with one of his WW swords. Like the Dtilt, this has “two-hit combo” properties if used twice in a row. Forward tilt- Swings overhead with one of the WW swords. If the “A button” is pressed directly after or during the move, then he’ll perform a horizontal slash with the other sword as well. Dash attack- Grab- Since Nintendo wants to keep the “Flame Choke” in the game, let them! To appease Nintendo devs and other FC fans, this will use the FC animation, but without the flame. Pummel- Electricity+Choke. â€Nuff said. Forward throw- Up throw- Back throw- Down throw- Final Smash- Ganon Ganondorf holds up his hand, showing the now-glowing Triforce of Power. He then transforms into Ganon from OoT and can move around as a Semi-Final Form. If an attack key (Special or “A Button”), is pressed, then he’ll swing his sword horizontally. This can be done twice in a row, hitting once with each sword. If, however, the “Forward Smash” or “Forward Tilt” commands are entered, then Ganon will perform a powerful overhead swing. In this form, Ganon can block frontal attacks with his Guard at no cost, but the energy bubble will not appear, leaving him vulnerable from the back. Guard- Back Roll- Forward Roll- Get-up attack- Ledge attack- Item Swing- Swim- Super Spicy Curry- Up Taunt- Side Taunt- Down Taunt- Revival Platform- ??? Misc. |
| Demise: | | | Playstyle- Demise’s general playstyle revolves around not giving the enemy any breaks. His goal is simple: Approach, perform a series of infuriating ground combos, and then finish the foe with a Smash or a Skyward Strike. Entrance- Basic combo Slash, slash, stab. Parodies Link’s. Neutral Special: Skyward Strike Demise raises his sword to the heavens, causing it to be struck by lightning. He charges an attack in place, much like Ichigo’s new Neutral. Depending on the direction being pressed when the button is released, Demise performs one of a few Skyward Strikes. None- Basic, vertical Skyward Strike Forward- Skyward Thrust Up- Powerful, upward-swinging Skyward Strike Down- Skyward Spin Attack Back- Thrusts backward, sending out a Skyward Thrust projectile Side Special: Dash Demise holds back his sword and charges an attack. He then rushes forward. At no charge, this extends around one Battlefield platform, but it increases in direct proportion to the amount of charge. Up Special: Portal Demise creates a portal through another dimension. This behaves like Black Mage’s, but with much less range – Demise falls through a portal, and emerges from another some distance away. Down Special: Counter Demise blocks with his sword. If hit during the move, then he sidesteps and stabs the foe. Forward Smash Smash- Powerful lightning-infused stab. Up Smash Smash- Thrusts his sword straight up, dealing high upwards knockback, then lightning shoots down from the sky and hits the sword, knocking opponents back down and likely into their dead pose. Down Smash Smash- Raises his sword to the sky, then performs a Spin Attack. Neutral air- Up air- Forward air- Back air- Down air- Down tilt- Up tilt- Forward tilt- Dash attack- Grab- Grabs the foe with dark purple energy on his hand. References Ghiriam. Pummel- Forward throw- Up throw- Back throw- Down throw- Final Smash- Triforce Breaker Demise raises his sword to the sky for a moment and charges a Skyward Strike. He then rockets forward with a stab. Any foe that is hit with the stab is trapped in an upside-down triangle (a reversed Triforce) while Demise performs a series of furious sword slashes on them. At the move’s conclusion, Demise uses with a Spin Attack that breaks the “Triforce” and drops the foe into their dead pose. He then finishes with a Fatal Blow, which deals 20% damage and around Falcon Punch knockback. Guard- Back Roll- Forward Roll- Get-up attack- Ledge attack- Item Swing- Swim- Super Spicy Curry- Up Taunt- Side Taunt- Down Taunt- Revival Platform- ??? Misc. |
| SS Link: | | | Playstyle- Entrance- Basic combo Slash, slash, stab. Neutral Special: Skyward Strike SS Link raises his sword and charges a Skyward Strike. While charging, he can sidestep around at three fourths of his run speed, but cannot do anything else. If the attack is released before the Skyward Strike is fully charged, then SS Link performs a basic slash, which varies depending on which direction is held: -None: Basic diagonal slash -Up: Swings vertically upward. -Down: Swings low, which has a 20% chance of tripping a foe. -Forward: Stabs, which does greater damage or knockback than the above but has less vertical range. -Backward: Does a spinning variant of the forward one, with even greater power but less range. Once the Skyward Strike finishes charging, SS Link simply reverts to his regular idle. However, he now has a flickering aura of energy around his blade. If he performs a Smash in this state, it automatically uses its full charge variation. If he uses a Tilt or certain Airs, however, then he loses the charge. If the Neutral Special is used again while SS Link has charge stored, then he will hold up his sword for just a moment. During this time, any directional button can be pressed, which will cause Link to use a different Skyward Strike: -None: Basic, diagonal Skyward Strike. Fires a projectile, of course. -Up: Link performs an upward swing, which fires a Skyward Strike projectile diagonally upward. -Down: Link swings low, sending a Skyward Strike projectile (turned on its side) across the ground. Has a 30% chance of tripping. Forward: Skyward Stab. Shoots out a different projectile than the rest, which is more powerful and lasts longer. Backward: A spinning variant of the Skyward Stab, which has less range but slightly more power. Side Special: Beetle SS Link switches to the Beetle, which he then proceeds to fire. The Beetle can be controlled in a similar fashion to Snake’s Side Special, but with several differences. -The Beetle has high hitstun and average damage, knockback, etc. -The Beetle is canceled with a second tap of the Special button rather than dying upon release. -The Beetle “dies” if Link is hit during the move. -The Beetle can collect food or Maxim Tomatoes for Link by running into them. It should be noted, however, that the items the Beetle collects do not take effect until the Beetle dies or is canceled. If SS Link is carrying a Bomb Flower, then he will load the bomb onto the Beetle. The Beetle can then drop the bomb with the Basic Attack key at any time during its flight. However, the Beetle can have only one bomb at a time. If an opponent hits the Beetle while it’s carrying a bomb, then they take medium-high knockback, double the normal Beetle damage, and less hitstun. Up Special: Sailcloth SS Link pulls out his sailcloth and catches the wind. This behaves much like Peach’s, but with no hitboxes and a bit more height. Down Special: Bomb Flower
Forward Smash Smash- Link does the frontflipping “Spin Attack” variant. Full Charge- The same, but with a “Skyward Strike” effect. Up Smash Smash- Link does the backflipping “Spin Attack” variant. Full charge- The same, but with the “Skyward Strike” effect to add range. Down Smash Smash- Spin Attack. Full charge- Skyward Spin Attack. Neutral air- Up air- Forward air- Back air- Down air- Powerful downward stab. Based off of the latter half of the Fatal Blow. Down tilt- Rolls a bomb forward. Up tilt- Forward tilt- Uses the Gust Bellows. Dash attack- The actual Dash Attack from the game. Grab- Uses the Whip. >Air- Uses the Hookshots. Pummel- Forward throw- Up throw- Back throw- Down throw- Final Smash- Sealing Stab Link fires a Skyward Strike forwards. If it hits someone, then he performs that bad*** sealing animation, and the Sealing Spike falls from the screens top, OHKOing all in its path. Guard- Hylian Shield -> Block. Back Roll- Backflip. Forward Roll- The “Forward Jump” doable while targeting. Get-up attack- Swings all around him as he leaps to his feet. Ledge attack- Jump Attack from the ledge. Item Swing- Slashing style. Swim- The swimming animation… from the game? Super Spicy Curry- Up Taunt- Points his sword upwards as if charging a SS. Side Taunt- Link sheaths his sword, and Fi emerges. She says ”the batteries in your Wii Remote are low” something, he nods, and she returns to the sword as he pulls it back out. Down Taunt- Holds up the Triforce. Revival Platform- Sailcloth. Misc. |
| “Swordless” Link (OoT): | | | Playstyle- Entrance- Basic combo Link pulls out a Deku Stick and swings it twice. For the third combo hit, he switches to the Megaton Hammer. Neutral Special: Naryu’s Love Link casts Naryu’s Love for just a moment, countering all projectiles and giving him invincibility for a second. Side Special: Deku Nut Link hurls a Deku Nut. The Nut travels forwards as moderately high speeds. If it hits an enemy, wall, or floor, it “flashes.” Any enemies caught in the flash become dizzy, even in the air. This is great for gimps, but its small hitbox makes it hard to land. Up Special: Farore’s Wind Link performs an abbreviated version of the motion to cast Farore’s Wind, causing him to transform into a line of green energy. The energy can be directed for up to a second (which gets a lot of recovery due to its speed) before the energy transforms back into Link in a flash of light. Down Special: Ocarina of Time Link pulls out the Ocarina of Time and puts it to his mouth. He can play one of a few songs, depending on button input: -If no button is pressed within a second, then Link plays the Song of Time. A Time Block appears in front of him, acting as a wall and a platform. It lasts for ten seconds, and Link can only have out one at a time. -If the Up key is pressed, then Link plays the Song of Storms. Rain falls from the sky as a cosmetic effect, and the background is darkened a bit. Foes near Link are struck by lightning bolts. The storm only lasts for a few seconds, though, and Link can’t move during the storm. -If the Forward or Backward keys are pressed, then Link plays Saria’s Song. This causes a tree to shoot up in front of him, dealing high horizontal knockback. -If the Down Key is pressed, then Link will play the Sun’s Song, which darkens the background and causes light to appear at the top of the screen above Link. This doesn’t stun foes, but it does “damage” (that is, zero damage but causes the foe to flinch) and high hitstun to any near Link. If used in air, then a Time Block will appear under Link as Link plays the Song of Time. The Time Block lasts for ten seconds before disappearing, and Link can only have one at a time. Forward Smash Smash- Link pulls out the Fairy Bow and charges a shot. Think of Megaman. Full Charge- Link fires a Fire Arrow, which explodes upon impact. Up Smash Smash- Link reaches into his Bomb Bag and pulls out a Bomb. He charges with the Bomb held behind his head, then throws it upwards in a high arc. This acts sort of like Snake’s, but with a slight forward motion as well as upwards. Down Smash Smash- Link performs the “readying spell” animation, then holds his hand up. When released, a small dome of fire spreads out quickly from Link’s position, fading and weakening with distance and eventually fading. Neutral air- Casts a shorter, smaller, faster version of Din’s Fire. Up air- Link throws the Boomerang upwards, doing high hitstun, medium damage, and low knockback. Forward air- Throws the Boomerang forwards. Same properties as the UAir. Back air- Swings backwards with a Deku Stick. If sweetspotted, the stick will break, which causes higher horizontal knockback than it would otherwise. Down air- Link equips the Iron Boots, increasing his fall speed by 50%. This Meteor Smashes foes, and can be canceled (with about as much lag as the start-up has) by either pressing the Attack key again or hitting the ground. The ground version has more lag, but generates a small shockwave upon impact. Down tilt- Link reaches into his Bomb Bag and pulls out a Bombachu. He then sets it on the ground, where it moves forwards at a steady rate. Bombachu can climb walls, but these Bombachu have much less range than in OoT. Up tilt- Throws a Deku Nut upwards. This doesn’t travel very far before it “flashes,” though, and foes are only stunned for a second. Forward tilt- Link pulls out the Fairy Slingshot. He can charge a shot with this, but damage does not increase with more charge. He can, however, walk while charging, even though he cannot turn around. Dash attack- Jump attack with the Megaton Hammer. Grab- Fires the Hookshot at foes. >Air- Same, but it can latch on to walls like the Melee version. Pummel- Whacks the foe with the Boomerang. Forward throw- Link holds the foe one-handed as he pulls out the Megaton Hammer. He drops the foe and then slams the Hammer on top of them. Up throw- Link equips the Silver Gauntlets and picks the foe up. This works sort of like Donkey Kong’s Forward Throw; Link can walk around while holding the foe and throw them with the Attack Key. The difference is that the throw is more horizontal, has more knockback, and does less damage. Back throw- Link “loads” the foe on to the Boomerang and then throws it backwards. At the end of the Boomerang’s flight, the foe is thrown off and the Boomerang returns to Link. Down throw- Link pulls out a Bottle full of Blue Fire. He kicks the foe, knocking them into their dead pose, and then pours the Blue Fire on them. The Fire does rapid multi-hit damage, and Link can move around as the Fire is damaging the foe, which makes up for the fact that the Fire has no knockback. Final Smash- Arrow of Light
Guard- Simply blocks with the Hylian Shield. Back Roll- Backflip. Forward Roll- The actual roll from the game. Get-up attack- Link leaps to his feet, one hand raised. The instant he lands, his hand is smashed into the ground, and a smaller, weaker Din’s Fire is activated. Ledge attack- Link pulls himself up and smashes with the Megaton Hammer. Item Swing- Slashing style. Swim- Link swims as he does in the actual game. Super Spicy Curry- Generic SSC, but Link’s wearing the Goron Tunic. Up Taunt- Plays Zelda’s Lullaby on the Ocarina of Time. Side Taunt- Pulls out the Biggoron’s Sword and examines it. I didn’t want to use it in the moveset, but Link technically never loses it. Down Taunt- Da na na naaaa! Link holds his left hand so that it faces the screen, and the Triforce emblem appears for a moment. Revival Platform- Hover Boots. Misc. |
| Koloktos: | | | Playstyle- Koloktos is, simply put, a tank. It leverages its superior range and strength to keep foes from getting close as it advances. Entrance- Koloktos is already on the stage, dormant in its pedestal. When its turn comes to “enter,” it activates and pulls itself out of its pedestal. Basic combo Koloktos performs two open-handed chops, followed by an axe slam. Neutral Special: Axe Throw Koloktos holds up one of its upper arms and throws an axe. The axe shoots out, then boomerangs back. Koloktos pulls out another axe after use, meaning that the boomeranging axe blade will simply shoot past the automaton. Side Special: Cutlass Charge Koloktos sheaths its axes, then pulls out four of its six cutlasses. It proceeds to charge forwards, swinging them outwards. Up Special: Cutlass Storm The Ancient Automaton sheaths its axes, then reveals six arms, each wielding a cutlass. It whirls the cutlasses rapidly all around it as it gains height. This recovery is rather poor due to the colossus’s weight. Down Special: Cursed Bokoblin Koloktos summons a Cursed Bokoblin. The Bokoblin slowly shambles towards nearby foes. If it gets close enough to a foe, then it will jump towards them in an attempt to grab them. Presuming that it grabs them successfully, it will proceed to chew on them Redead-style, dealing rapid multi-hit damage until it is destroyed. Forward Smash Smash- Koloktos slams forwards with an axe. Up Smash Smash- Koloktos reaches behind itself, then pulls out two cutlasses with its upper arms. It swings them in an “X” pattern, then resheathes them and resumes using its axes. Down Smash Smash- The Ancient Automaton simply swings by its feet on either side using its weaponless lower arms. Neutral air- Koloktos swings its axe blades around itself horizontally as it chops with its lower arms. Up air- Koloktos swings an axe blade upwards. Forward air- The Automaton performs a powerful, Meteor Smashing chop with both of its lower arms. Back air- Koloktos half-turns and swings backwards with a two cutlasses, using one upper and one lower arm. Down air- Koloktos reaches behind itself with its lower arms and pulls out two cutlasses. It points these downwards and simply falls as normal. Down tilt- The Automaton swings low with one of its open-palmed lower arms. Medium-high chance of tripping. Up tilt- Koloktos simply swings upwards with an axe blade. Forward tilt- The Ancient Automaton reaches its four arms behind itself, pulls out four cutlasses, and swings forwards. Dash attack- “Jump Attack” with all four arms. Grab- Koloktos reaches with both of its lower arms. Pummel- Chops with an axe blade. Forward throw- The Automaton drops the foe before slamming all four limbs on top of them. Up throw- Koloktos throws the opponent upwards, then hits them with its axes. Back throw- Koloktos simply flings the opponent behind itself. Down throw- The Automaton stomps on its opponent while drawing a cutlass, then performs a downwards stab. Final Smash- Cutlass Frenzy The Ancient Automaton draws six cutlasses from behind its back. It proceeds to swing them forwards. If the swing hits a foe, then Koloktos creates a furious hurricane of cutlass slashes before finishing with a final three-armed slam. It then sheathes its cutlasses and returns to normal. Guard- Koloktos covers its chest with its lower arms and its head with its upper arms. Back Roll- The Automaton takes a lunging step backwards. Forward Roll- The same, but forwards. Get-up attack- Koloktos draws four cutlasses as it rises, then slashes all around it viciously. Ledge attack- The Automaton holds on to the ledge with its lower arms as it pulls itself up, swinging with its axe-wielding upper arms. Item Swing- Uses lower arms, overhead slashing style. Swim- Koloktos is a poor swimmer, meaning it cannot swim for long. It flails frantically with all four arms as it tries to swim. Super Spicy Curry- Koloktos uncovers its core and vibrates as it idles. Up Taunt- Side Taunt- Down Taunt- The intro to the second half of the battle. It pulls out six cutlasses, then resheathes them. Revival Platform- A “floating” version of its base. Misc. |
Platania Characters: Note: All characters from Platania will be constantly updated and changed.
| Will: | | | Entrance- Will walks in, then draws his sword with a glimmering of light. Basic combo Will simply slashes with his sword, punches, then stabs with his sword in similar fashion to Marth’s Neutral Special. Neutral Special: Crescent Projection Will holds up his sword and draws energy into it. He then fires the energy out, creating a large, crescent-shaped beam of plasma. Side Special: Plasma Stab Will forms an aura of plasma around his blade, then thrusts forward with it. Chargeable, with high horizontal knockback. Up Special: ??????? To be decided… Down Special: Energy Drain Holding out his hand, Will sucks energy out of the space in front of him. This can absorb non-solid projectiles, but its primary function lies in the fact that, if held for five seconds (or if it hits an enemy), then Will initiates Overload Phase 1. Note that for each projectile absorbed, one second is deducted from the time necessary to initiate Overload Mode. After being in Overload Mode for fifteen seconds (or if the Down Special is used), Will goes back to normal. While in Overload Mode, Will gains limited knockback resistance and more power on his attacks. His Smashes always use their “Full Charge” variation. Additionally, his Specials change somewhat. -Neutral Special: Plasma Beam Will holds up his sword and draws energy into it. He then fires the energy out, creating a large, crescent-shaped beam of plasma. Unlike the normal Neutral, this becomes a large beam at full charge. -Side Special: Plasma Lunge Will forms an aura of plasma around his blade, then lunges forward with it. Chargeable, with high horizontal knockback. Unlike the normal version, this can aid in recovery. -Up Special: ??????? To be decided… -Down Special: Energy Wave Will releases all of his remaining overload energy in a large, radial blast. This loses power the longer Will remains in Overload Mode. Forward Smash Smash- Will performs a diagonal two-handed stroke, yelling in rage. Based on the scene in which Daniel shoots him in the shoulder. Full Charge- Will performs the same slash, but with a powerful aura of plasma around his blade. Up Smash Smash- Upward Stab. Based on the scene with all the bugs. Full Charge- Will stabs the ground, and twin spikes of plasma erupt next to him. Down Smash Smash- Will shouts as he releases a powerful, short-ranged wave of energy. The wave only affects a small area to either side of him. Full Charge- Will performs the same attack, but it creates a large dome instead of a shockwave. Neutral air- Up air- Forward air- Flying kick. Based on the scene with all the insects. Back air- Back kick Down air- Downward stab. If it hits, then Will bounces off in a Link-like fashion. Down tilt- Sweep kick Up tilt- Plasma-powered uppercut Forward tilt- Spinning kick Dash attack- Slide kicks, then kicks upward. Based on the scene in which Daniel shoots him in the shoulder. Grab- Simply grabs his opponent and holds them by the neck. He does this to Juris at some point. Pummel- Chokes the enemy Forward throw- Stabs the opponent with his sword as he releases them. Up throw- Flings the opponent over his head, then stabs them with his sword. Think Lloyd. Back throw- Judo Throw Down throw- Slams the foe to the ground, then slams his sword on top of them. Final Smash- Full Overload Will powers himself up in a flare of plasma. He then pulls out his sword and fires a massive “Zero Laser” type attack. However, the beam is smaller (although it is just as hard to aim), and a flare erupts around him during the move. This has a second or so of ending lag in which Will drops to one knee and regenerates the lost energy. Guard- Sword block Back Roll- Backflip Forward Roll- Shoulder Roll Get-up attack- Will erupts in a flare of plasma. When it fades, he’s on his feet. Ledge attack- Hauls himself onto the ledge as he slashes. Item Swing- Slashing style Swim- Just swims Super Spicy Curry- Holds out his sword and channels the SS curry through it. Up Taunt- Sheaths his sword, then takes off his helmet and scratches his head. Side Taunt- “Fencing practice -” shadowboxes an imaginary foe. Down Taunt- Swings his sword in a figure-eight, then stabs upward. Revival Platform- ??? For reference, go here. |
| Drake Stanton: | | | Entrance- No clue. Basic combo Punch, punch, kick. Generic stuff. Neutral Special: Plasma Orbs Drake holds up his hand, causing three plasma balls to form and orbit around him. When the button is released, he points forward. The orbs then shoot off, curving toward nearby foes. While charging, Drake can move freely and is even allowed to run. Side Special: Plasma Stab Drake draws his sword and engulfs his blade in plasma. He then thrusts forward with it, dealing high horizontal knockback. This is based on one of Will’s sword moves, and is chargeable. Up Special: ??????? ??????? Down Special: Recon Field Drake simply turns invisible. While invisible, he can enjoys the full range of motion and use any attacks (except for specials). However, when an attack is used (NOT during the windup or charge, just on the attacking frames), a green outline will surround Drake until the move ends, making him fully visible. If he uses another special, then this ends. Forward Smash Smash- Holds up his fist and covers it in plasma, then performs a powerful PAWNCH! Up Smash Smash- Holds up the “Thunder Glazard,” which snaps upward with powerful electricity-covered fangs. Down Smash- Smash- Plasma barrier. He makes a wave of plasma shoot outward from him. This has slightly higher-than-average range and power, but if it is blocked or outprioritized, it will instantly be destroyed. Neutral air- Side Kick. Up air- Forward air- Back air- Points backward, then fires a plasma pulse from his hand. This has slightly lower-than-average Bair range (think of Lloyd’s), but has high knockback rates to make up for it. Down air- Downward kick. Aeriel Lands- Crouch- Down tilt- Up tilt- Forward tilt- Dash attack- Grab- Pummel- Foward throw- Up throw- Back throw- Down throw- Final Smash- Glazard Rampage. He calls in his Glazard, which triggers a Semi-Final Form. In this form, he has the following moveset:
| Spoiler: | | | Basic Attack- The Glazard bites. Simple stuff. Neutral Special: Plasma Orbs Drake holds up his hand, causing three plasma balls to form and orbit around him and his glazard. When the button is released, he points forward. The orbs then shoot off, curving toward nearby foes. While charging, Drake’s Glazard can move freely and even attack, but cannot use Specials. Side Special: Glazard Lunge Drake’s Glazard lunges forward. If it hits a foe in the air, then it grabs them in its mouth and chews on them as in Bowser’s Koopa Klaw for a moment. If it hits a foe at the end of the move (while landing), then it buries them in the ground. In the air, it just lunges diagonally forward. Up Special: ??????? ?????? Down Special: Thunder Glazard Think of Pika. The Glazard roars, then a massive lightning bolt comes down from above in reference to the Thunder Glazard. |
Guard- Plasma barrier. Back Roll- Leaps backward. Simple stuff. Forward Roll- Phases out, then sidesteps around the opponent WHILE INVISIBLE. Sidestep- Phases out momentarily. Air dodge- Phases out momentarily. Get-up attack- Ledge attack- Turns invisible. A sword slash effect then appears on the ledge, followed by Drake phasing back in - NINJA STYLE. Ledge roll- Turns invisible on the ledge, then reappears some distance away. Assist trophy- Item Swing- Slashing style Swim- Drown- G&W Ball- Super Spicy Curry- Up Taunt- Side Taunt- Down Taunt- Win- Lose/clap- Revival Platform- Misc. |
For reference, go here. Requests: Currently none. I will take requests for characters from Platania, Kirby, some Mario games, and decloning "challenges."
Last edited by Meta-Mind on Sat Mar 24, 2012 6:44 pm; edited 28 times in total |
|  | | Reix Member


Posts: 3057 Join date: 2010-09-12 Location: First Sphere of the Angelic Heirarchy
 | Subject: Re: SSB Moveset Creation and Discussion Thread Sun Dec 11, 2011 11:41 am | |
| .HackGU///: Haseo. | Spoiler: | | | Haseo is mainly a speed based character, with weak, rapid hits for most of his attacks, but others are really strong and others still have range. N: Dual Gunner. Draws his iconic Dual Guns, and fires off up to 16 rounds before having to reload. Hit stun is minimal, but there. S: Edge Punisher. Chargeable. Takes a bigass swing with his broadsword. Does incredible damage and knockback, but is really slow even without charge. Sends enemies flying forward. U: Flick Reaper. Uses the "Heavenly Lotus" special attack. With his scythe, his swings upward, then does two horizontal slashes. D: Twin Blade. Counter. If hit, he dashes through the opponent with his knives. They receive around 10 slashes that quickly appear. Each only do 1% of damage, but it involves a large amount of hitstun because each attack is separate. FS: Beast Awakening. His two best friends, Silabus and Gaspard, appear. Using the almighty power of friendship (No, literally.), they power him up. He turns red, and all attacks now do 3X as much damage, hitstun, and for the broadsword, knockback. FS2: Skeith. His Avatar appears behind him as he readies a scythe slash. Acts like Marth's. Forward Smash: Lei Zas. It's a short range powerful laser attack. Up Smash: Slashes upward with his scythe. Down: Slams the ground with his broadsword. Combo: Two slashes of his twin blades, followed by him spinning the blades Pit style for an infinity combo. FTilt: Spartan Kick. UTilt: Slashes upward with the twin blades. DTilt: Sweeping slash with his scythe. N Air: Axes the opponent with his bladed dual guns. FAir: Horizontal slash with his scythe. DAir: Sparrow Counter. He slams downward with his dual knives. UAir: Broadsword. Dash: JUS runs. |
Snave, my OC. He can grow up to eight arms, and wields almost every hand held weapon with something called Hammerstones.
| Spoiler: | | | Entrance-He gets up from doodling. He's been there a long time. You kept him waiting, asshole. Stance- Stands with arms crossed behind him. His hair is the only thing that moves, and he has no idle animation. Walk- Walks forward with his arms crossed behind him. Run- Runs normally. Double jump- Double Step. It's his universe's way of saying double jump. Basic combo His fighting style consists of unorthodox punches and kicks. This means he has a few different combos, but they all have the same stats. Neutral Special: Dominion/Viper He fires a shot from his pistol, Dominion. The projectile is a white flame, but acts as a normal bullet. This surprisingly has pretty poor range, to show Snave's poor accuracy. Can be fired six times before he needs to reload. In Sparrow Mode (Explained later) , he fires a shotgun blast. Has impressive damage and hitstun, but little knockback. Side Special: Gabriel/Sparrow Rush Swings his greatsword, Gabriel forward. Has great damage and knockback, but is pretty slow. Chargeable. Sparrow is him doing an Ike style dash forward with his trench knives. However, his hits twice, unlike Ike. Up Special: Seraphim/Sparrow Counter Using Double Step, he does a single upward circling slash that gives around Mario height, then slashes horizontally. Ground is a single, chargeable slash. Sparrow is an uppercut with one trench knife, followed by a meteor slam slash downward. Down Special: Uriel/Sparrow Roll He readies a grenade, which he custom makes beforehand. Works like Link's, but with more range and less damage. Sparrow is a counter. If hit, he action spin turns behind the opponent and double slashes. Projectiles are destroyed. Forward Smash Smash- Swings forward with his bluntsword. Up Smash Smash- Stabs skyward with his spear. Down Smash- Smash- Using two hammers, slams down G&W style. Neutral air- Mace swing. Up air- Upward ax slash. Forward air- Staff slam. Back air- Reverse roundhouse kicks, with a chain coming out of his boot. Down air- Ax kicks. Down tilt- Sweeper kick. Up tilt- Stabs upward with two knives. Forward tilt- Stabs forward with two katars. Hits twice. Dash attack- Lariot. Grab- If he grabs a lightweight, he holds them up by there collar with one hand. Middles get held up with his hand, and then one he grows on the same side. Heavies get held up with three. Pummel- Stabs with a knife. Foward throw- Spins backwards before backhanding the opponent. Up throw- Tosses upward, then baseball swings with his ax. Back throw- Arcs them over his head before slamming them to the ground. Down throw- Tombstones the opponent. Final Smash- Punishment. A Triforce Slash range rush attack. If hit, he attacks the opponent with every weapon he has, before finishing by shoving a bomb in their stomach and slamming them with Gabriel. He then watches happily as the opponent blows up halfway through their flight. Guard- Uses his shield, Cherubim. Hurt 3 (Dead)- He doesn't lie down like most others. He's crouched down, injured. Hurt 4 (Getting back up)- He climbs back up by pushing off his raised knee. Get-up attack- Uppercuts on the way up. Edge lean- He stands there. What is he supposed to do, flail like an idiot? Ledge attack- Kicks off the wall, then ax kicks onto his back. Home Run Bat- First swings with his bluntsword, with enough hitstun so they can be hit by the bat. Hold heavy object- Holds it with all his arms. He can move at walking speed. Up Taunt- Goes into Sparrow Mode by getting his trench knives. This changes his specials and his combo. Side Taunt- Points at the opponent and says "You've got two options." Down Taunt- Doodles. Win- Walks off waving. Lose/clap- Stares angrily at the opponent. Revival Platform- Double Step.
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Skyward Sword Link
| Spoiler: | | | Entrance- Falls in on his sail after jumping off his Loftwing. Neutral Special: Skyward Strike Charges a SS by holding his sword up. While charging, he can move around by walking, or do a single jump. He can either fire a compact one, which does more damage than his full, circular one, or do a spin attack. Side Special: Beetle Fires the Beetle. Has great hitstun, but average anything else. If Down was tapped, it will be shot out with a bomb on it, doing far more everything. Up Special: Sail Gets out his sail and catches and updraft. Down Special: Dig Chargeable. No charge - pulls out a bomb. Medium - sets a pitfall. Full - Digs in the ground, and can come out a few seconds later. Final Smash- Sealing Strike. Does a SS. If hit, the Sealing Spike comes down and instant KO's. SSmash: Shoots an arrow. US: Bomb Toss DS: Digs around, sending dirt, ore, and rupees everywhere. UTilt: Stabs upward with the Digging Mitts FT: Stabs. DT:Fires the Gust Bellows downward. Deals great knockback, but zero damage. Nair: Slash. FA: Propels himself forward with the Gust Bellows, tackling opponents. BA: Same thing, BUT BACKWARDS????!!! DA: Scattershot. UA: Stabs upward.
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Groose
| Spoiler: | | | N: Bomb Flower. Tosses a bomb flower forward. Deals a large amount more damage than Link's. S: Charge. He tackles forward. Full Charge it becomes the Spin Charge. U: Ascend. Fox's, but with no fire. D: Dive. A diving kick that works like Ichigo's; it deals more damage the higher it's done from. FS: The Groosenator. Quickly and humorously builds the Groosenator, and can fire up to five GIGANTIC bomb flowers that deal massive damage.
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Alt Pit.
| Spoiler: | | | N: Blade. Uses the primary weapon from Uprising to fire quick low damage blasts. S: Mallet. Does a heavy blow with a mallet, like he used to rescue the Centurions. U: Uprising. He extends his wings to their full length, then does a high lift. D: Protective Crystals. Holds out a wand. Two crystals come out of it and reflect projectiles and do minor damage. FS: Silver Armor. Dons the Silver Armor, which gives him more strength, and he receives no damage or knockback.
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Alt Marth.
| Spoiler: | | | N: Mystic Force. Holds up the Shield of Seals, which gives a minor burst, repelling enemies and doing minor damage. S: Power Strike. Runs forward with his sword ready to lance someone. He goes a fair distance, and if the special button is pressed again, he backflips to his original position. U: Critical Jump. This looks exactly like Link's Jump Attack from the Zelda games, except higher. D: Heal. Plants the Falchion in the ground, and after a bit of lag, begins healing 1% every few seconds. Leaves him completely vunerable. FS: Army of Altea. Commands his army to begin attacking the stage. Units of ever kind rush in and start attacking. After a minute or so, they warp out, presumably by a mage using the 'Rescue' magic spell. |
The Stocks. (Stock Mario enemies that haven't been made yet.)
| Spoiler: | | | Koopa N: Water Ball. Shoots a water ball forward. Has impressive hitstun. S: Shell Roll. Chargeable. When medium charged, pierces defenses, and when fully charged, gets engulfed in flame, dealing more damage. U: Super Koopa. Flies upward with a cape, dealing damage. D: Dizzy Shell. Spins, then shoots forward, causing enemies to be dizzy. FS: Koopa Mech. Giant robots piloted by turtles. Deal with it.
Paratroopa. N: Item. Tosses a Mario Kart item, including shells, fake boxes, mushrooms, or a thunderbolt, with expected results. N: Steal. Rushes forward. If he hits, he steals any item the enemy may have. N: Batter Up! Tosses a baseball up. If the button is pressed again, he hits it with a bat and sends it flying. S: Shell Toss. Different in the fact that if used in air, causes him to hover, is capable of being aimed, and without the charge benefits. U: Wing Shot. Spirals upward in a tornado with feathers coming out of him. D: Triple Shell. Summons 3 shells, either red or green, or rarely, black. They orbit him and can be fired, dealing decent damage, with red having homing properties and black exploding. However, he can't jump with them out. FS: Air Raid. Attacks most of the stage in a manner similar to a 360 degree PK Starstorm.
Blooper. N: Goop Shot. Fires a ball of goop. Does damage, causes a poison effect, and decreases traction. S: Sand Storm. Fires some sand forward, doing light damage. U: Bubble Blooper. Fills up with water while floating up, then releases it, turning him into a Dried Blooper, which floats lazily downwards. D: Electro Blooper. Becomes electrified. FS: Baby Bloopers. Releases a ton of Baby Bloopers, which function like the Centurions.
Magikoopa. N: Magic Blast. Shoots a magic blast that arcs downward. If it hits and opponent, they receive damage. If it hits the ground, it becomes either a shell or a fire ball. S: Magikopy. Sends a clone forward. It copies the actions of the main and can take 10% damage. U: Broom. Flies upward on a broom. D: Magic. Uses either Water Blast, which makes steam surround him then explode, Blizzard, which freezes, or Flame Wall, which torches everything. FS: Grow. Uses magic to make himself gigantic.
Bob Omb. N: Explode. Saw this coming, didn't you? Charge functions like Ike's Eruption, eventually damaging if full powered. S: Micro Bob Omb. Tosses a Micro, that explodes. U: Bubble. Gets surrounded by a bubble and floats up. Pops if hit, leaving him helpless. D: Mine. Buries an explosive underground. Can be remotely detonated or walked over. FS: Big Bang. Giant explosion.
Dry Bones. N: Skillshot: Shocker. Pulls out a shell, electrifies it, then kicks it. S: Bone Toss. Tosses a bone. Goes pretty fast, but is mainly for stopping opponents. U: Mattermouth. Turns upward and starts eating existence itself, cause it's that badass. D: Disassemble. Everything proof. FS: Bone Dragon. A Bone Dragon appears out of the ground and smashes things up. FS2: The Army. Summons a bunch of other Dry Bone species.
Wiggler. N: Sand Storm. Fires sand forward. S: Body Slam. Rushes forward, similar to Wario. U: Flutter. Grows Butterfly wings. D: Rage. Starts dispersing poisonous gas. FS: True Rage. Turns red, making him invincible and more powerful.
Monty Mole. N: Cannon. Pulls out a cannon that fires a Bullet or Missile Bill. S: Toss. Tosses a rock, a wrench, or rarely, a Bob Omb. U: Cliff Burst. Pops upward like they do when they exit a cliff. D: Dig. Digs into the ground and can pop back up whenever. FS: Sunshine Cannon. Gets a giant cannon out and starts firing a ton of Bullet Bills.
Cheep Cheep. N: Squirt. Fires a blast of water, dealing light damage. S: Tackle. Rushes in front of him. U: Flying Fish. Jumps in a high arc. This has excellent recovery distance. D: Puffer Cheep. Counter. If hit, puffs up, covered in spikes. FS: Tidal Wave. Causes a giant wave to attack the stage. Can be avoided by jumping.
Goomba. N: Bite. Wario. S: Charge. Rushes forward. Does multi hit damage. U: Paragoomba. Flies up with his wings. He can drop Micro Goombas which do little damage. When it's over, he uses a parachute. D: Spiked Goomba. Ducks down with the iconic helmet. FS: Mega Goomba. Grows to about ten times his normal size for a few seconds.
Boo. N: Spook. Turns transparent. If hit, he scares the opponent and stuns. S: Scream. He screams... Causes damage and large hitstun. U: Telespook. He teleports upward. When he reappears, he does the enlarge thing and damages opponents. D: Stone Boo. Kirby's. FS: Big Boo, Boolossus, King Boo, take your pick.
Spiny. N: Egg Rollout. Goes into Spiny Egg form, and preforms a Jiggly style rollout attack like in Paper Mario. S: Shell Roll. Like Buzzy's, but more powerful. S2: Spine Shot. Fires a spine, like in SMRPG. U: Lakitu Throw. He goes into Spiny Egg from, and acts like he was tossed upward. D: Spiny Egg. Goes into Spiny Egg form and becomes everything proof. FS: Lakitu. Calls his long time pal to come in, pick him up, and bomb the stage with eggs. FS2: Dark Spiny. Becomes a dark spiny and gets an attack upgrade.
Lakitu N: Spiny Throw. Aims a Spiny Egg in any of the eight main directions by holding, and tosses it. The egg will hatch into a Spiny that goes in one direction until it falls or gets 10% damage. S: Hurricane. Blows a large amount of air, which is chargeable. Reflects projectiles and blows away opponents. U: Cloud. Uses his cloud to fly around like Pit. D: Lightning. He drops a bolt downward, like Pikachu. FS: Spiny Storm. Throws a ton of Spiny Eggs forward. |
Final Fantasy 1 Classes.
| Spoiler: | | | Warrior [spoiler] Specials: N: Break. Functions like a stronger, slower version of Marth's that shatters shields, except he swings overhand. S: Radiant Sword. Summons a few magic swords that shoot forward and home in slightly on opponents. U: Rising Buckler. Throws his shield upwards, multi hitting. He then rushes up and then stabs downward. D: Shining Wave. Stabs the ground, releasing a wave of light. Powerful, but laggy. FS: Class Change: Oversoul. Charges forward. If hit, changes into a Knight, then attacks back and forth before finishing with a final slash. Functions almost exactly like Triforce Slash.
Smashes: S: Attacks with a great ax. Full Charge and it gets Telekinesis added to it, which sends a blade wave forward. U: Stabs upward. Full charge = Rune Saber, which releases a magic sword that increases range and power. D: Ruin. Unleashes a 360 degree burst of non elemental magic. Full charge = Ruinga, which powers it up.
Tilts: S: Katana slash. U: Attacks with a pole arm. D: Sweeps with a scythe.
Airs: N: Meteor Smash with a hammer. S: Shield of Light. Holds out his shield and fires a burst of light energy. U: Slashes upward with a saber. D: Slashes downward with a knife. B: Attacks with a sword.
Taunts: N: Taunt. Taunts the opponent. S: Warcry. Shouts. U: Berserk. Looks angry and flexs. If held for a little while, increases attack power by 1.2X, at the cost of 10% health. |
Thief.
| Spoiler: | | | Specials: N: Mug. Rushes forward. If he hits an enemy, he attacks, and steals any item they have. Also poisons if fully charged. S: Chakram. Tosses a Chakram. U: Flee. Throws down a smoke bomb and disappears, to return where you direct. D: Bomb. Link's. FS: Assassin's Charge. Short range, like Llyod's. Attacks a few times, then attacks with the Assassin's Dagger, inflicting Instant Death. (Likely, at least.)
Smashes: S: Borrowed Time. Completely normal attack until fully charged. Charge inflicts Stop on enemies. U: Bicycle Kicks. Full Charge = Telekinesis, which increases range. D: Pilfer. Dashes back and forth quickly. If fully charged, steals HP from whoever he hits.
Tilts: S: Punches twice with claws. U: Swings a nunchuck. D: Uses Gekishin to create a quake.
Airs N: Attacks with a katana. F: Uses Katon to shoot a fireball forward. U: Uses Raijin to summon a small lightning bolt. B: Uses Futon to blow opponents away. D: Uses Suiton to push water downwards.
Grab: Shadowbind. Shikamaru's the opponent.
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Red Mage
| Spoiler: | | | N: Aero. Shoots a multihitting tornado forward. Charging equals larger, more damaging tornadoes. Uncharged ones can be spammed two at a time. S: Catch. He sticks his palm out. If it is hit, the object is destroyed. If it was an Item, he gains it. For physical attacks, he shrugs it off. Exit: Teleports upward like Black, but his doesn't go quite as far. D: Stun. After a delay of charging, releases magic yellow flames that inflict dizzy on the enemy. FS: Ardor. Charges up, then releases a gigantic blue fire blast that devastates anywhere nearby.
Smashes: F: Scourge. Sticks hand out, then shoots blue flames. When fully charged, becomes a bigger, more powerful flame, and inflicts poison. Also has a 20% chance of becoming 1.5X stronger. U: Stone. A multitude of rocks come out of the ground and shoot up. Full charge gets a giant stone pillar that shoots up and lances the opponent. D: Gravity. A large purple orb appears around Red. It draws opponents in and gives rapid damage. Full charge, the orb is bigger, and sucks opponents in from far away, and finishes with a powerful burst.
Tilts: F: Stabs forward with a rapier that has En Blizzard cast on it. Has a decent chance of freezing. U: Stabs upward with sword that has En Thunder. Deals one big hit if in the center, rapid if on edges. D: Taps the ground with a staff that has En Fire cast on it. Two small pillars of flame appear on either side.
Grab: F: Ice Spikes. Summons ice spikes, then shoots them at him. D: Shock Spikes. Red gets covered with an electric orb, multihitting enemies. U: Blaze Spikes. Shoots fire spikes at the enemy after tossing them up. B: Tosses them backwards, then attacks with a bow.
Airs: N: Poison. Emits a magic wave that poisons opponents. F: Attacks with a En Dark Broadsword. Meteors and has the Dark Effect like Mewtwo. U: Stabs upward with a En Aero'd Knife. Multi Hit. D: Link Style Down Stab with an En Stoned Sword. If he hits the ground, two pillars appear. B: En Light Katana Slash. Very fast.
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Monk | Spoiler: | | | N: Raging Fist. A Falcon Punch that shatters shields. S: Kick. Chargeable. He delivers a flying kick. Goes a lot further than Falcon Kick, but weaker. Full Charge gives it a random elemental effect. U: Rising Phoenix. A flame fueled uppercut. D: Counter. Basic counter attack. FS: Hundred Fists. Becomes a lot faster, and has almost zero charge time.
Smashes: S: Boost Punch. A basic punch. Full charge uses Boost, which damages Monk slightly, but deals far more damage. U: Chi Blast. Fires a short range ball of energy. Full charge = Aura Cannon, which fires a burst of Holy Energy forward. D: Fists of Earth. Smashes the ground with his fists, unleashing a few rocks. Full charge = Shockwave, unleashing pillars.
Tilts: S: Roundhouse. U: Aura Blast. Punches upward, with an accompanying aura. D: Spin Fist. Lariot.
Airs: N: Phantom Rush. Four transparent clones appear, going in the four directions, attacking. S: Meteor with a pole. U: Somersault. Bicycle kicks. D: Razor Gale. Spins while falling, creating a tornado kick. B: Fists of Fire. Spins around with his hands on fire and punches.
Grabs: S: Jabs forward with a pole. U: Uppercuts. D: Meteodive. Acts like a smaller version of Kirby's. B: Throws them backward.
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Ziexiel, the main character, and part of the Dominion Class.
| Spoiler: | | | Entrance- Falls in with the words 'Fear Not' written in light behind him. Stance- Stands and checks his goggles. Basic combo Punches with both hands, then slashes with his sword. Neutral Special: Dominion Brings out his sword, then fires a ball of Holy flame. Chargeable. Side Special: Throne Tosses a Throne, which acts like Megaman's Wheel Cutter, but larger. Up Special: Messenger Flies upward. Down Special: Cherub Summons an effigy of a Cherub, which reflects projectiles and lowers damage for as long as it's held within a limit. Forward Smash Smash- Gabriel. Punches forward, dealing high horizontal knockback. Up Smash Smash- Michael. Stabs upward with a spear with a red ribbon on it. Down Smash- Smash- Uriel. A large burst of light surrounds him. Neutral air- Jegudiel. Attacks with a scourge. Up air- Cassiel. Holds his hand up and causes an explosion. Forward air- Azrael. Slashes forward with a scythe. Back air- Lahaliah. Grows a scorpion tail and attacks with it. Down air- Fallen. Grows upside-down wings and does a descending kick. Down tilt- Azazel. Shadows come up and spike the opponent. Up tilt- Sealtiel. Attacks with a bottle of magic water. Forward tilt- Ramiel. Attacks with a Electric element Vajra. Dash attack- Ambriel. Slows down and stops as another Ziexiel with red eyes comes out of him and attacks. Grab- Samael. A black chain appears from his hand. If hit, more come out of the ground and spear them. Pummel- Raguel. A fire ball appears and hits the opponent. Foward throw- Throws them forward, then fires icicles at them. Up throw- Ariel. Summons a tornado to fire them upward. Back throw- Arariel. A wave appears and hits them back. Down throw- Zerachiel. A stone spire appears and hits them. Final Smash- Seraph Form. Gets surrounded by black flames and bursts out. Neutral Special: Leader of the Dominion Sphere Brings out Rosier, and in conjunction with his sword, fires a large gray ball of Holy energy. Side Special: Purification Fires a searing hot piece of coal that explodes into light when hit. Up Special: Seraph Grows six black burning wings that scorch whatever they touch. Down Special: Ardor Raises his arm, and a large plume of black fire appears around him. Guard- A Cherub's Shield. Back Roll- Cassiel: Path Contract. Instant Transmission. Get-up attack- Barachiel. Electrifies himself. Ledge attack- Munkar and Nakir. Attacks with a very heavy hammer. Hold heavy object- Holds it over his head with one hand. Can move at normal speed. Swim- Stands. Up Taunt- A halo appears over his head. Side Taunt- Points forward and says "Pray." Down Taunt- Extends his wings. Win- Ascends upwards. Lose/clap- Crouches down, dropping feathers. Revival Platform- Wings.
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Rayel, the speedster of the group, and part of the Messenger Class.
| Spoiler: | | | N: Arquebus. Summons a rifle reminiscent of an old style Spanish Arquebus mixed with angelic overtones, takes a second to aim, and fires a single powerful shot that goes pretty fast, crosses the entire stage until contact with something, and pierces through shields. S: Messenger. Summons his angelic pistols, then crosses them before him, right before firing very rapid short range bullets that are built for hitstun. Can be held indefinitely, but he can't move. U: Reiiel. (No, this is a real thing. I didn't plan this.) Summons Reiiel's claws, spreads his wings, then flaps upward once slashing, then slashing once he reaches his peak of his flight. D: Uriel. Crouches over, charging a ball of light in his hands. When released, he spreads his body out, releasing the expanding sphere, dealing multihit damage similar to a Smart Bomb. FS: Shiva. Pays his respects to Shiva, who grants him the Brahmastra, a large handheld cannon. This acts as a semi final form, where he can run around chasing opponents, but is slower than normal. Pressing any button fires a blast from the Brahmastra, which is a devastating ball of energy. |
Jaciel, the Heavy, and part of the Principalities.
| Spoiler: | | | Neutral Special: Lelael Puts his hands in a position similar to a Kamehameha. This color red energy appears and begins growing based on how long it is charged. Four seconds, or release, unleash a large burst of power, dealing high damage and hitstun, but low knockback. If not charged, could easily be used to set up combos utilizing the open stunned frames. Side Special: Principality He spreads his wings and flaps forward. Miss, and he just returns to his stance/freefall. Contact with any opponent equals a well placed, forceful punch to the midsection, sending them far horizontally. This is used as an effective KO move, similar to Llyod's Sonic Thrust. Up Special: Temeluchus Spreads his wings to full length, then flaps upward, completely engulfed in flame. Multi hit flame damage, but low anything else. Has a sweet spot where the wings descend lowest, spiking opponents. The hitbox is oddly quite a bit larger than one would assume. Down Special: Abezethibou Hardens his skin. This decreases damage and knockback, but he is unable to move normally, but if he was already moving (Running, falling, jumping, knocked back, etc.) he continues until he stops, dealing a single, high damage hit on his way. Final Smash: Hadraniel Gets an irritated look in his eyes, breathes in a large amount of air while arching himself backwards, then stomps forward, shouting at the top of his lungs "HA-DRA-NIEL!" exerting a large force forward at the last part, infused with lightning, sending opponents in front of him flying. |
Fighters from Kid Icarus: Uprising.
| Spoiler: | | | N: Staff. A long range shot with one of the staffs. S: Club. A slow, strong attack with a club. It reflects projectiles, and if charged, fires it's own. U: Sky Jump/Jump Glide/Rocket Jump. No charge, just goes upwards with some angling. Medium, glides after peaking. Full, gets explosive properties. D: Land Mine. Plants a Land Mine, that explodes if someone walks over it, or if told to. FS: Daybreak. Assembles the Daybreak, and fires a gigantic beam forward, like the Zero Laser.
The other weapons/items/powers will be spaced throughout the smashes, tilts, and the like. |
Asuma Sarutobi from Naruto.
| Spoiler: | | | N: Wind Release Kunai. Throws a kunai infused with Wind Style Chakra, causing it to tear through opponents rather than single hit them, as well as go throw walls. If charged, he uses Jade Storm Gale, which gives him a more acute Black Hole Bomb effect on the projectile, allowing it to angle itself. S: Flying Swallow. Charges his Wind Release Chakra into his Trench Knives until released. Then, he rushes forward, dealing a single powerful hit to whoever he hits. It acts like an upgraded version of Fox's. U: Flying Swallow Uppercut. An improved version of Naruto's, with out a clone, but higher and more damage. D: Fire Release: Ash Burning Pile. Blows out a large cloud of smoke in front of him, dealing no damage or knockback. He can go anywhere and the cloud will remain for a few seconds. Pressing the Down button in close proximity to the cloud will cause it to explode violently, but it is possible for him to get damaged. FS: Welcoming Approach: Thousand-Armed Murder. He takes a prayerful stance, then a large, 1000 armed being known as a Kannon appears behind him. It starts punching multiple times forward, trapping opponents until one final, powerful finisher. |
Last edited by Reix on Mon Apr 30, 2012 7:18 pm; edited 15 times in total |
|  | | sonicstormer38 Member


Posts: 1231 Join date: 2010-12-18 Age: 18 Location: Why do you need this information again?
 | Subject: Re: SSB Moveset Creation and Discussion Thread Sun Dec 11, 2011 11:58 am | |
| Sonicstormer38's movesets| Dynamite Headdy (Dynamite Headdy): | | |

Neutral Special: Head Launch Description: Dynamite Headdy prepares to launch his head. If a directional button is pressed while holding the special button, Dynamite Headdy will launch his head in that direction (If the special button is released without a directional input, he'll just launch his head forwards.) His head travels a short distance before returning back to him. If his head hits an opponent, the opponent takes average damage and knockback, and his head returns back to him immediatly afterwards.
Side Special: Pig Head Description: Dynamite Headdy changes his head into the pig head and fires two star shaped projectiles. The projectiles home onto opponents, and do a small amount of damage and knockback.
Up Special: Rocket Head Description: Dynamite Headdy changes his head into the rocket head and flies upwards. This functions similar to Megaman's up special. If the attack button is pressed, Dynamite headdy will fire lasers from his head in front of him. These lasers have the same fire rate as Fox's blaster, and do a small amunt of damage and knockback.
Down Special: Bomb Head Description: Dynamite Headdy changes his head into the bomb head and places his head down on the ground. Afterwards, the bomb functions as an ordinary item, and can be picked up and thrown by other characters. After a certain amount of time, the bomb will explode, doing high damage and knockback. If the bomb hits an opponent as a result of being thrown, it will not explode, but instead do average damage and knockback. Only one bomb can be on screen at a time.
Final Smash: War Head Description: Dynamite Headdy changes his head into the war head. This works similar to R.O.B's final smash. However, instead of firing a laser from his head, Dynamite Headdy will fire bullets in all eight directions repeatedly until the final smash ends. Each bullet traves a short distance, and does low damage and knockback. This can help increase the damage of an opponent, allowing Dynamite Headdy to finish them off with a smash attack.
|
| Vaati (Legend of Zelda): | | |

Playstyle: Vaati's playstyle involves keeping his opponents at a distance. Vaati has many far range specials which can stop his opponents from approaching him, allowing Vaati to fight back with some of his own moves. At close range, however, Vaati has less options in order to keep his opponents at bay, making him easier to KO.
Combo: Punches twice, and then kicks the opponent Forward Smash: Creates a ball of electricity in front of him. Does multiple hits, the last hit doing average damage and knockback. Up smash: Fires multiple balls of fire, which all travel a short distance. The fireballs do low damage and knockback. Down smash: Fires two spiked projectiles at the ground on either side of him, doing average damage and knockback. The spikes stay at the place where they landed for a few seconds or until Vaati uses the move again, and do low damage and knockback to anyone that touches them. Side tilt: Fires a blast of wind forwards. Does no damage, but instead pushes opponents a short distance. Up tilt: ??? Down tilt: Kicks with his leg. Does low damage and knockback. Dash attack: ???
Neutral Special: Dark Energy Description: Vaati creates a sphere of dark energy and releases it. The dark energy will home in to the nearest opponent. If it hits an opponent, the opponent will briefly become trapped inside the ball and slowly take damage, like Megaman's black hole bomb. This move can be used to set up combos.
Side Special: Lighting Bolt Description: Vaati fires three lighting bolts one after the other. The first bolt travels at a downward angle, the second one straight forward, and the third one at an upwards angle. Each bolt does average damage and knockback.
Up Special: Whirlwind Description: Vaati creates a whirlwind, which he uses to fly upwards. If an opponent touches Vaati during this move, they take a small amount of damage and get pushed away as a result of the whirlwind. This move is useful for edge guarding.
Down Special: Orb Laser Description: Vaati creates two small eyes, which will circle around him. The eyes will keep circling around him as long as the special button is held, making this a good defensive move. The eyes do a small amount of damage and knockback to those that get hit by them. When the special button is released, the eyes will face forward and each fire a small, thin laser, which will travel a short distance and do average damage and knockback.
Neutral aerial: Surounds himself with multiple energy balls, which then shoot out in all directions, each travelling a short distance. Does average damage and knockback. Forward aerial: ??? Back aerial: Kicks behind him. Does average damage and knockback. Up aerial: ??? Down aerial: ??? Grab: Grabs opponent Pummel: Punches opponent with other hand Forward throw: Throws opponent forward and fires a blast of energy which stuns them for a second (This would have been so that the opponent turns to stone, but no in game character has that animation) Backward throw: ??? Upward throw: Creates a small whirlwind which the opponent gets sucked up. Opponent takes multiple hits while in the whirlwind, and then get thrown upwards once they reach the top. Downward throw: Throws opponent downward and then shoots a ball of fire at them.
Final Smash: Vaati's Wrath Description: Vaati transforms into his final boss form from Minish Cap. Vaati has four basic attacks in this form, as well as all four special moves. The special moves are as follows:
B: The eyes on the front of Vaati all fires an energy ball at the same time. The energy balls do high damage and knockback.
Side B: Vatti firs multiple balls of electricity. The balls slide along the ground and do average damage and knockback.
Up B: Vaati flies upwards. If someone makes contact with him, they recieve average damage and knockback.
Down B: Vaati plunges one of his claws into the ground. The claw appears in front of Vaati, and swipes the ground near it. If the back button is pressed during the special, the claw will appear behing Vaati. If the forward button is pressed, the claw appears even further in front of Vaati. The attack from the claw does high damage and knockback.
Get Up attack: Gets up and kicks on both sides of him Ledge attack: ???
|
| Joey Wheeler (Yu-Gi-Oh!): | | | 
Combo: ??? Forward Smash: Flame Swordsman Up smash: Thousand Dragon Down smash: Panther Warrior Side tilt: Swordsman of Landstar Up tilt: Alligator’s Sword Down tilt: Axe Raider Dash attack: Insect Queen
Neutral special: Red Eyes Black Dragon, Time Wizard, Jinzo, ??? Description: Joey summons a monster. The monster that is used depends on his down special. The effects of each monster are as follows: Red Eyes Black Dragon: To be determined Time Wizard: Fires a magical ball of energy. If it hits an opponent, then they slow down to 1/5 of their original speed for around two seconds. Jinzo: Fires a blast of energy. The energy blast has higher priority over most projectiles, but doesn't travel as fast. ???:
Side special: Graceful Dice, Grave Robber, Giant Turnade, Scapegoat Description: Joey activates a spell card. The card that is used depends on his down special. The effects of each card are as follows: Graceful Dice: A dice appears and lands on the ground. The number that is shown on the dice is the amount of damage that Joey's atacks increase by (For example, if Joey gets a four, all of his atacks increase in damage by 4%.) This effect lasts for around 5-10 seconds, and the move cannot be used again until time runs out. Grave Robber: The grave robber (That is on the card's picture) runs forward a short distance. If he makes contact with an opponent, he will whack them with his pick axe and steal any items that they may have, giving them to Joey. If the opponent is under the effect of a super mushroom, hammer or any other item that increases their stats (Except for the super star), they lose the effect and it is given to Joey. If an opponent has a smash ball, it gets knocked out of them. Giant Turnade: To be determined Scapegoat: Four "Sheep Tokens" appear and surround Joey so that one is in front of him, one behind him, one above him, and one below him. Joey can still take damage while the sheep tokens are surrounding him, but if a sheep token gets hit by an attack, the sheep token gets destroyed and Joey doesn't take any damage. Joey cannot use this move again until all four sheep tokens are destroyed.
Up special: ???
Down special: Card Draw Description: Joey draws a card, changing the cards he uses in his neutral and side specials
Neutral aerial: ??? Forward aerial: Tiger Axe Back aerial: ??? Up aerial: Baby Dragon Down aerial: ??? Grab: ??? Pummel: ??? Forward throw: ??? Backward throw: ??? Upward throw: ??? Downward throw: ??? Final Smash: Red Eyes Black Metal Dragon Block: ??? Get Up attack: ??? Ledge attack: ???
Cards that will be used, but haven't been placed in the moveset:
The Legendary Fisherman Maximum Six Battle Warrior
|
| Scorpion (Mortal Kombat): | | |

Neutral Special: Spear Description: Scorpion throws out his spear. The spear travels around the same distance as Link’s clawshot in his grab. If the spear hits an opponent, the opponent gets yanked towards Scorpion, giving Scorpion an opportunity to attack them. This move is an effective combo starter and a good way for Scorpion to stop opponent’s attacks and fight back with his own.
Side Special: Hellfire Punch Description: Scorpion teleports forward a short distance, leaving behind a burst of fire where he was standing. The fire he leaves behind does small damage and knockback. If an opponent is in front of Scorpion, then he’ll teleport behind them. This is a really useful move in order to dodge opponent’s attacks, and can also be used to continue a combo if Scorpion’s opponent gets too far away.
Up Special: Flaming Backflip Kick Description: Scorpion does a backflip kick which is followed by a trail of fire. On the ground, this move causes upwards knockback, allowing Scorpion to knock his opponents into the air. In the air, this is Scorpion’s main recovery move.
Down Special: Demon Fire Description: Scorpion summons fire to appear on the ground in front of him. If someone is standing where the fire is when the move is used, they will slowly take damage while in the fire, in a similar way to Ness’ PK Fire. This move cannot be used in the air.
Final Smash: Toasty! Description: Scorpion takes off his mask, revealing his skull face, and breathes fire in front of him. If anyone gets hit by the fire, they burn up and get KOed in a similar way to how players get KOed from the Light Yagami assist trophy. Only one person can be affected by this final smash.
|
| Balloon Fighter (Balloon Fight): | | | 
Playstyle:
Balloon Fighter fights best when he is in the air (obviously.) A lot of his moves are designed to knock opponents upwards, allowing him to combo into his aerial attacks. He is also really good at edgeguarding, since he has really good recovery and two specials which can stop opponents from making it back onto the stage. Balloon Fighter’s main disadvantage is, because of his special ability (Which is explained in more detail below), Balloon Fighter can be KOed easily, especially when facing against stronger characters. Therefore, it’s best to do as much damage while you can.
Special abilities:
Balloon Fighter starts off each battle with two balloons on his back. If he takes 15% damage or more from a single attack, one of his balloons bursts. He is able to get balloons back by using his neutral special. Balloon Fighter’s jumping height is increased the more balloons he has. If he has no balloons, then a lot of Balloon Fighter’s moves become useless, meaning that it’s important to make sure you have some balloons with you.
Neutral Special: Balloon Inflation Description: Balloon Fighter gets out a pump and inflates one of his balloons. It takes two seconds to finish pumping a balloon. Balloon Fighter cannot use this move if he already has two balloons. Origin: This is something that the balloon fighter enemies did at the start of every level, as well as when they land on the ground after losing their balloons.
Side Special: Flipper Description: Balloon Fighter gets out a flipper and throws it. The flipper travels straight forward for about a second before staying in place, functioning in a similar way to the flipper item from Smash Bros Melee. The flipper stays in place for about three seconds before disappearing. Origin: The flipper was an object that appeared in some of the Balloon Fighter levels.
Up Special: Balloon Flight Description: Balloon Fighter starts flapping his arms very fast. For a few seconds, Balloon Fighter is able to fly around in any direction. Pressing the special button will make Balloon Fighter gain height. If Balloon Fighter doesn’t have any balloons, this move does nothing. Origin: This is based off how Balloon Fighter flies around the levels in the original game.
Down Special: Lightning Spark Description: Balloon Fighter Places a lightning spark in front of him. If anyone touches the spark, they take around 5% damage and get stunned for 1-2 seconds. Origin: The lightning sparks are based of how they appeared in Balloon Trip. Balloon Fighter is able to use the lightning sparks in a similar way that the Ice Climbers are able to use the chunks of ice that appeared in their game.
Final Smash: Balloon Trip Description: Upon using the final smash, a load of Balloon Fighter enemies and thunderclouds appear from the side of the screen. The Balloon Fighter enemies chase the other player in order to ram into them. They do damage and knockback similar to the Centurions in Pit’s final smash. The thunderclouds will occasionally shoot bolts of electricity, which travel in a straight line, bouncing off any surfaces. The lighting bolts do high damage and knockback. The final smash lasts for around 10 seconds. Origin: The enemies in the final smash function the same way that the did in the original Balloon Fighter game. |
Last edited by sonicstormer38 on Sat Jul 14, 2012 5:58 am; edited 8 times in total |
|  | | Zak Member


Posts: 48 Join date: 2011-12-10 Age: 14 Location: Earth.
 | Subject: Re: SSB Moveset Creation and Discussion Thread Sun Dec 11, 2011 12:20 pm | |
| ZAK'S MOVESETS!Outcased:Zak: | Spoiler: | | | Weight: 99
Speed: 4.02
Jump: 2.41
Entrance: The Book of Prodigy opens up and he stumbles out of it, landing on his butt, and pulls himself up by his knee.
Idle Stance: Zak taps his foot, and lets his arms wave around. After a while, a speech bubble comes out, and he says: "Come on!"
Walk: Zak walks casually with his left hand in his pocket, but he holds out a silver katana in his right.
Run: He pushes back his hands and runs like how ninjas run up buildings, if you get it.
Turn Around: He slides his leg in the turning direction.
Jump: He tilts his head upward and thrusts with his knee, dashing upwards.
Double Jump: He unfolds his wings and is able to go upward a total of 3 times, in a slight imitation of Pit.
Back Jump: He backflips with his wings slightly protruding out and waving.
Back Double Jump: Same as Double Jump.
Falling: Zak falls regularly, with his shirt waving.
Land: He crouches down, and pushes up from his knee.
Basic Combo: Zak launches a left hook (3), then a right uppercut(4), concluded by a pinwheel kick upwards, which is covered in dark fire.(6, causes average knockback)
Neutral Special: Magnum Fire Zak pulls out a Magnum and fires two shots. When in the air, he can shoot them at an angle downwards. (3 damage per bullet, low knockback, can cancel a recovery)
Side Special: Dark Blast Zak charges up a Dark Fire Blast, in which he holds a ball of fire until it grows too large. Once it turns pitch black, it's ready to blast. It grows through a period of 8 seconds, and if he holds a fully charged blast for more than 5 seconds, he'll drop it, and shake his hand. In turn, he'll take 3 damage. (No charge: 2 & no knockback, Little charge: 5 & no knockback, Medium charge: 7 & little knockback, high charge: 9 & average knockback, Full Charge: 12 & high knockback)
Up Special: Uppercut Slash Zak grabs his katana from his sheath and charges upwards. If in the air, he can glide from there. (10 damage)
Down Special: Wing Flare Zak uses his wings to direct a hit to both sides of him. You can charge the move for 5 seconds to increase the power. When fully charged, he also sends a wave of dark fire in both directions for a short distance.
Forward Smash: Zak thrusts forward with a punch coated in Dark Fire.
Up Smash: Zak creates an Arc with his Katana.
Down Smash: Zak does a split kick to both sides, but is has low range.
Neutral Air: Zak does a stab with his katana in the direction he's facing.
Up Air: Zak flips up and does a roundhouse kick.
Forward Air: Zak elbows in the direction he is facing.
Back Air: Zak spins around and does a pinwheel kick.
Down Air: Zak charges down with a kick. (Like Goku's but with his foot.)
Aerial Lands: Zak bends his one knee and straightens his other, and has his hand on the ground.
Crouch: Zak kneels on his one knee and holds his magnum in one hand.
Down Tilt: Zak does an axe kick to bring the foe up.
Up Tilt: Zak bears his hands and brings his foe up in the air.
Forward Tilt: Zak uses his magnum's handle and slams it down.
Dash Attack: Zak charges forward with both hands in fists.
Grab: Zak uses both hands to bring in his foe.
Grab Miss: Zak just takes his hands back, sighing as he does.
Pummel: Zak punches with his opposite hand covered in fire.
Forward Throw: Zak elbows the foe forward.
Up Throw: Zak knees the foe in the stomach, sending him upwards.
Back Throw: Zak rolls backwards and side kicks the foe backwards.
Down Throw: Zak throws the foe to the ground and fires a shot with his magnum.
Final Smash: Arkangel's Wrath Zak puts his hands into two fists and bends his arms, and shifts his weight to one leg. He then erupts with a burst of black fire, similar to Goku's transformation into Super Saiyan. His eyes go blank, and his hair turns black. His clothes turn black, and he is in a Final Form called Arkangel's Wrath, in which his moves are mostly the same, but his Smash Attacks, Throws & Pummels, Specials, Airs, and Tilts are different. (Explained later)
Guard: Zak holds his sword diagonally.
Back Roll: Zak does a backwards handspring.
Forward Roll: Zak leaps diagonally downward and rolls.
Sidestep: Zak shifts his leg facing forward back, and tilts his head backwards.
Air Dodge: Zak shifts his waist backwards.
Tech: ???
Wall Tech: ???
Wall Jump: Zak pushes off with his hand, and falls regularly.
Shield Break (Dizzy): Zak makes the classic anime dizzy eyes. @.@
Sleep: Zak falls on his knees, and then on his face, and z's start coming out.
Wake Up: Zak is startled, but pushes himself up.
Hurt 1 (Hit): Zak holds his stomach, making a >o< face.
Hurt 2 (Sent Flying) Zak does flips in the air, making a >O< face.
Hurt 3 (Dead): Zak is on his arm, facing one side.
Hurt 4 (Getting back up): Zak leaps up.
Get up attack: Zak does a spin kick around, like Mario's Down Smash.
Edge Lean: Zak struggles to balance, making a O.o Face.
Hang: Regular.
Ledge Attack: Zak slides up, and slides with his katana, stabbing in front of him.
Ledge Roll: Zak springs himself up.
Assist Trophy: Zak holds it up in one hand, smirking.
Hammer: Zak holds with two hands and goes nuts.
Item Swing: He does a throw like a hit in baseball.
Fire Flower: He holds in directly in front of him with one hand.
Walk Using Item: Zak holds it with two hands like a pistol.
Item Shoot: He arcs his hand.
Item Toss (Forward): He does a baseball pitch.
Item Toss (Up): He throws it up in the air regularly.
Item Toss (Down): Zak jumps up and does a split, throwing the item under him.
Item Toss (Back): Zak throws it over his head casually.
Walk w/ Heavy Object: He holds his hands up, and sidesteps.
H.O. Throw (Forward): He throws it as hard as he can.
H.O. Throw (Up): He bends his hands backward, and throws it up.
Wall Hit: Zak flies off the wall, clutching his waist.
Climb Ladder: Regular.
Ride Down Ladder: Regular.
Crawl: He does an army crawl.
Swim: The regular swim that proffesional swimmers do.
Drown: He flails his arms madly.
G & W Ball: Regular.
Super Spicy Curry: He holds his head, jumping.
Electric hit: Hit 1.
Frozen: Hit 1.
Up Taunt: Zak snaps his fingers and does a thumbs up.
Side Taunt: Zak unsheaths his katana and holds it horizontally, and says "Bring it on."
Down Taunt: Zak cocks his magnum and says "Better get ready, or else." |
Rift:
Emperor Dakota:
Last edited by Zak on Tue Dec 13, 2011 3:02 pm; edited 1 time in total |
|  | | Gamma Member


Posts: 1374 Join date: 2010-07-04 Age: 16
 | Subject: Re: SSB Moveset Creation and Discussion Thread Sun Dec 11, 2011 12:22 pm | |
| My Movesets: Mario:| Metal Mario: | | |
 B: Shell (Mario Kart 7)- Metal Mario throws either a Green or Red shell. Green does low damage and knockback, Red does more damage and knockback and is slightly faster, and it doesn't fall off of edges. There's a small chance he'll throw a Spiny Blue Shell, which homes in on an opponent and produces a large blue explosion when hit. >B: Boost (Mario Kart 7)- Metal Mario dashes forward, like Fox, but slower, and he takes time to decelerate after using. ^B: Winged Cap (SM64)- Metal Mario dons a winged hat and is able to fly around like Pit for a few seconds. VB: Metal Mario Tornado (SSB)- Just to represent his appearence in SSB, it's a clone of Mario's. FS: Kart- Metal Mario gets into a Kart and is able to drive around the stage: --Neutral Special- Same as normal form. --Forward Special- Same as normal form. --Up Special- Ramp- He doesn't really use a ramp, but he boosts upward at about a 55 degree angle and then opens up a hang glider, which works like a normal glide. --Down Special- Banana Peel- Works like Diddy Kong's Down Special. Other Things: >>A: Fire Explosion- same as Mario's ^^A: Super Jump Punch- like Mario's Up Special, but doesn't go as high VVA: Tanooki Tail (MK7) VAerial: Entrance Dive (SSBM)- falls headfirst to the ground like when he enters the stage in SSBM
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| Boom Boom: | | |
 B: Shell Block- Like in SMB3 after getting hit, he retracts partially into his shell with his spikes out (even though he didn't have them in SM3DL). He can hold the pose for about 3 seconds. He gains super armor and his spikes do medium damage and low knockback. >B: Spin- From SM3DL, he spins around and is able to move around while doing so, but very slowly, and it begins with a short lag, but he does medium damage and medium-high knockback. It can be held for about 7-10 seconds before he goes into his dizzy pose and is vulnerable. ^B: Wings- From SMB3, his arms turn into wings and he flies around like Pit, but slower and for less time. Does very low damage and knockback. VB: Shell Roll- Like the Koopalings'. FS: Airship- Semi-Final Form- he gets in a miniature airship and is able to fly around freely, slightly faster than the Landmaster when in the air. The Standard Attack button allows him to shoot cannonballs, and the Special Attack button is a flamethrower and can be held continuously. He can also lift people offstage like the Landmaster.
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| Foreman Spike: | | |
 B: Block- he hammerspaces a regular brick block, which he immediately breaks. Similar to Charizard's Forward Special in that the pieces do damage. It becomes one of the four special blocks, and he breaks that afterward. If it was a green block, green Magikoopa magic is shot forward. If it was a red block, a random enemy appears and attacks. If it was an orange block, a heavy block appears above the closest opponent (if anyone is close enough) and drops on them doing heavy knockback. Blue block, the opponent receives high upward knockback. >B: Break- a chargeable and powerful move. He takes out a hammer and holds it behind his head to charge. Once released, he swings powerfully, doing high damage and knockback at full charge, and medium damage and knockback at no charge. ^B: Ladder Climb- a ladder appears and he climbs up, jumping off at the top. VB: Bomb Block- he tosses a Bomb Block in an arc shape and it explodes upon contact with the ground or an enemy. FS: Demolition- a wrecking ball vehicle. It works as a semi-final form. He's able to move around (somewhat slowly), jump very low, and swing his wrecking ball, which does huge damage and knockback.
|
Legend of Zelda:
| Makar: | | |
 B: Sage of Wind- Makar creates a blast of wind that he pushes forward, doing only 1-3% damage but pushing opponents. >B: Violin- Makar plays a lengthy drawn-out note that creates sound waves in front of him that can be held for about 15 seconds, but gradually becomes weaker. The sound waves initially do about 3% damage per hit and low knockback, and decrease in damage by 1% every 5 seconds. ^B: Leaf Propeller- Makar's propeller comes out and he flies upward controllably. VB: Tree- Makar plants a seed in the ground. The seed immediately grows into a tree. When growing, it'll do decent damage and medium upward knockback to the opponent. While there, if an opponent touches it, they'll recieve damage and flinch. If Makar stands near it, he heals 1% every second. FS: Wind God's Aria- Makar's predecessor Fado's spirit appears and they play their violins. Works like DK's in Brawl, but is centered around both of them, who stand a decent distance apart.
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| Young Link: | | |
 Playstyle: Like his older counterpart and his appearance in Melee, Young Link is all about using his projectile specials to punish opponents from a distance. He wields the Kokiri Sword and the Deku Shield from OoT and utilizes the sword for the vast majority of his smashes, tilts, aerials, and throws. He has average stats as far as weight, speed, jump height, etc. Like his older counterpart is sometimes described, his playstyle is basically a "Projectile Mario."
B: Slingshot- Young Link draws the Slingshot from OoT. He prepares to shoot a Deku Nut, and doesn’t have to wait like Link with his arrows for them to be prepared. While holding, a faint arc is shown depicting the path the projectile will take. The attack can be slowly aimed up and down, changing the trajectory arc accordingly, and it can be aimed forward and backward, changing the distance. The projectile stuns opponents and does about 6% damage. Origin: This attack is simply based on the Slingshot from OoT. >B: Bombchu- YL releases a Bombchu on the ground, and it travels forward for five seconds but explodes when it hits an opponent, or it can be automatically detonated when the Forward Special is pressed again. It climbs walls, ceilings, etc. The explosion does medium damage and knockback and burns opponents. Origin: The Bombchus, in OoT and MM, are used to travel along the ground and explode in order to perform tasks and harm enemies. Here, it functions the same way. ^B: Bunny Hood- YL briefly dons the Bunny Hood from MM and jumps up a distance about 1.5 times as high as his normal jumps, allowing for a simple recovery. Origin: This special represents the Masks aspect of Young Link, which are used in OoT but much more extensively in MM. The Bunny Hood was used to increase Young Link’s agility, and here, it is used to jump higher than normal. VB: Song of Storms- YL plays the Song of Storms on the Ocarina of Time. If an opponent is within small radial range around him, a thundercloud will appear above his/her head. For ten seconds afterward, the cloud will rain down on the opponent, doing 1% damage every second. Occasionally, only once or twice per storm, lightning will strike the opponent, doing medium damage (about 12%) and knockback and electric damage. He can’t use the attack while a thundercloud is already present and it has a startup lag in which the song is played to balance it out. Origin: This special represents the Ocarina songs aspect of Young Link’s character. It is used to start thunderstorms in the games (as its name implies), and here, it is used to target a single opponent. FS: Fierce Deity Link- YL dons the Fierce Deity mask in a dramatic motion and becomes FD Link. In this semi final form, FDL is able to use the special attack button to slash his sword and create energy projectiles that do medium damage and knockback and the standard attack button to swing his sword normally, which does high damage and knockback but obviously has smaller range. Thus, the special attack is used to attack enemies from afar, and the standard attack is used to K.O. opponents with decent damage (he could instant K.O. at about 30% damage). Also, while in this form, he is faster and has infinite jumps to make it easier for him to travel the stage. Origin: In MM, YL uses the FD mask to battle the final boss, and in this form, he could attack with sword energy projectiles. It is an incredibly powerful form, and thus is suitable for a FS.
|
Kirby:
| Adeleine: | | |
 NOTE: Here, Adeleine is based solely off of Adeleine from Kirby 64 and not Ado. There's controversy over whether or not they are even related at all, and it would be making an assumption if they were considered the same person or closely related, and therefore should not be considered here.
Playstyle: Adeleine's plays best when staying at a distance and using her projectile specials. She's somewhat weak up close, but her Neutral and Forward Specials are helpful in her ability to hit opponents with great power from a distance, while her FSpecial and her DSpecial and their abilities to trap opponents make it easier for her to approach the opponent and attack.
B: Paint Fling- Adeleine flings a blob of paint via her paintbrush. She'll fling it forward automatically, but using the arrow keys she can throw it in any direction, including diagonals. If it hits a foe, they will recieve medium damage and medium-high knockback. To balance its power, the blobs move pretty slow. Also, the projectiles arc toward the ground. Origin: In Kirby Super Star and its Ultra counterpart, Paint Kirby was available. The attack involved flinging blobs of paint that instantly kill basic enemies. Here, by association with Adeleine's painting abilities, she can use the attack as a powerful way to damage opponents. >B: Ice Dragon- Adeleine swings her paintbrush in a sideways motion, releasing the Ice Dragon from her boss battle. The dragon travels in a short arc shape, bouncing on the ground and then disappearing. The dragon freezes opponents and does medium-low damage. Origin: Adeleine had the ability to ^B: Dark Matter- Adeleine uppercuts with her paintbrush, only gaining a small jump of recovery but producing her Dark Matter painting in the air, which carries her up further, almost as high as Megaman's Up Special. While slowly carrying her up, any attack button can be pressed again to have the Dark Matter drop one of its Dark Matter eyes below the two. Also, she can move left and right and the flight can be cancelled by pressing the down button. Origin: In Kirby 64, Adeleine could produce a painted replica of Dark Matter. Here, she uses the Dark Matter to carry her and attack enemies from above. VB: Paint Trap- Adeleine makes a splat of paint directly in front of her. This blot of paint traps an opponent and does gradual damage while they are trapped. This is good for keeping opponents in place and allowing her to attack again, and as a bonus it builds up extra damage slowly. Origin: Similarly to the Final Smash (which is next), here the paint has the ability to hold an opponent in place and make it easier for her to attack. FS: Paint Explosion- Adeleine prepares to attack and then flings her paintbrush repeatedly, leaving marks on the screen in a circular radius around her about as big as Luigi's negative zone. She leaves about ten blots of paint on the screen, and if an opponent touches any of the blots, they won't be able to move. After that, any enemy caught in the circular radius will recieve high damage and massive knockback, a OHKO at relatively low damages. Origin: This attack is also based on Paint Kirby's instant kill attack in KSS and KSSU. The attack did damage to all enemies on screen, while this one damages all enemies in a small circluar radius of blots. The immense power of the attack is from its ability to instantly kill multiple enemies in KSS and KSSU.
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Pokemon:
| Plusle and Minun: | | |
 Plusle and Minun work like the Ice Climbers, but they can switch who has the leading position via the Down Special, which also changes their Neutral Special. The two have a very combo-based playstyle, using their high speeds and agility to punish their foes.
B (Plusle): Thunder Wave- Plusle and Minun attack with a wave of electrical energy. The projectiles move quickly, but it stuns the opponent and does 3-4% damage. Origin: Thunder Wave paralyzes an opponent in the games. It normally does no damage, but it was added for extra effect. B (Minun): Spark- Plusle and Minun attack with a small electrical projectile that travels quickly and in a straight line. It does about 13% damage and decent knockback. Origin: Spark is simply a damage-dealing electric attack in the games, and here it does damage to the opponent. Normally, it was able to cause paralysis occasionally, but that was left out here so as not to make Plusle’s Neutral Special completely useless. >B: Swift- Plusle and Minun dash forward quickly and if they hit an opponent, they’ll attack and do medium-high knockback and about 17% damage. Also, the attack pierces an enemy’s shield. Origin: In the games, the attack was simply a quick, normal-type attack that could hurt opponents who would’ve otherwise been unharmed, hence the shield-piercing. ^B: Agility- Plusle and Minun pause for a moment, and then are able to fly in any direction like Fox, but unlike his, they can curve into a different direction during their dash, and it lasts slightly longer to allow for this ability. The attack does not harm opponents, but it renders the pair temporarily invulnerable. Origin: Agility increases a Pokémon’s speed, which is represented by their being able to quickly dash in a direction. The invulnerability is there because the increase in speed makes them harder to hit. VB: Baton Pass- Plusle and Minun switch their positions, and they have different Neutral Specials. Origin: Baton Pass simply allows a Pokémon to switch out, which is exactly what this move does. FS: Wild Charge- Plusle and Minun pause in a short lag, and then the two shroud themselves in electricity and dash forward in two different directions, left and right, at extreme speeds. It works like Marth’s and does insane knockback, basically OHKO, and high damage, about 30%. Origin: Wild Charge is a move in which the Pokémon covers itself in electricity and smashes into the opponent. Here, it’s a powerful FS that does high damage to the opponent.
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Fire Emblem:
| Roy: | | |
 Playstyle: Roy is a fast and strong character with quick attacks. His attacks can quickly accumulate a lot of damage in an opponent. However, it can be somewhat hard to combo using him.
B: Fiery Slash—After a Falcon Punch-esque (or just slightly longer) lag, Roy slashes widely with his Sword of Seals burning. If he hits an opponent, they will explode and receive high knockback and about 9% damage. The actual hit does about 7% damage. If an opponent is in a medium-length range in front of him (about half of Final Destination), they will explode too, but receive less knockback the further away they are. Origin: This is based on Roy’s Sword of Seals attack, which involves a fiery slash in the case of a critical hit. Also, the attack can be done at a range and still cause the opponent to explode. The fact that it is weaker at increasing distance is simply to balance the attack, making it less overpowered. >B: Seal—After a short lag, Roy points his sword forward, making an opponent in a short distance freeze for two seconds. This is good for preparing a target for the Neutral Special. Origin: The Sword of Sealing has sealing properties demonstrated by Roy’s ability to seal away the power of Dark Priestess/Dragon Idoun and, of course, by its name. Here, he uses that power of the Sword to freeze an opponent in his/her place briefly. ^B: Jump Attack—Roy leaps upward and forward, coming straight back down with a sword slash. The slash does medium knockback and about 11% damage. Origin: This is based on a basic attack in Fire Emblem: Awakening for the 3DS, where he jumps forward to attack with a slash attack. The attack is shown here: http://www.youtube.com/watch?v=rIUlcZmNFUg&feature=player_detailpage#t=220s VB: Counter—Roy takes a ready position and if attacked, he’ll stab with his Sword of Seals, with a small chance of it combusting. Like in SSBM, it will multiply the attacker’s potential damage dealt by 1.5. If he’s not attacked, then after the move and another short lag, he will heal 3-4% damage. Origin: This is based on how, if the Sword of Seals (or any weapon) is equipped, he’ll automatically counter when attacked. Also, the stabbing part is based on how some of his weapon attacks will simply be a stabbing motion. And the healing is based on how the Sword of Seals can be used to heal Roy in the game. Yes, Counter is also used in SSBM, but it still makes sense as a Special Attack for Roy and takes it to a different level as well. FS: Critical Hit—Roy prepares to attack, and then he slashes forward in a burst of fire, doing massive damage and knockback. If successful, it produces a huge explosion (much bigger than the Neutral Special) that can do almost as much damage and knockback to other opponents in the vicinity of the explosion. It’s similar to Marth’s, but Roy’s does less knockback and more damage and has a greater range due to the explosion, which makes it easier to hit multiple enemies. Origin: Simply put, any attack in the Fire Emblem series has a chance to land a critical hit, and Roy’s critical hit with the Sword of Seals involves a fiery explosion.
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Balloon Fight:
| Balloon Fighter: | | |
 Note: Balloon Fighter utilizes balloons in his gameplay. They work like Olimar’s Pikmin, as they are lost and can be re-gained and are used for a variety of attacks. After he receives a certain amount of damage with one balloon, it will pop. His Neutral Special, Pump, gives him more balloons. Also, the amount of balloons influences his falling speed, and he gains an additional midair jump for each added balloon. The maximum amount of balloons he can have is three, unlike the usual two he is shown with. Additionally, some of his tilts and airs involve swinging his balloons.
Playstyle: Balloon Fighter is generally an all-around character, but with greater focus on combo-ing and racking up damage quickly. He has great recovery from his multiple jumps, Forward Special, and Up Special. He has some decently strong smash attacks, and his airs are good for doing combos on his opponents. He’s on the lighter side of the weight spectrum. A major difficulty to playing as him is learning how to take advantage of his balloon system. Like Olimar is to Pikmin, if Balloon Fighter doesn’t have any Balloons, he’s pretty useless, as he loses almost all effectiveness in the tilts and airs that involve the balloons and most of his specials aren’t as great.
B: Pump- Balloon Fighter takes about three seconds to pump up a new balloon to assist him in combat. But if he presses the button while pumping the balloon, the balloon will pop, damaging enemies who are close enough and causing good hitstun and low knockback. This makes it easy for Balloon Fighter to defend himself if he is in the middle of pumping up a new balloon. The bigger the balloon was before it was popped, the more damage and greater hitstun and knockback it does. Origin: Technically, Balloon Fighter never regained balloons within a level (however, his bird-like enemies did pump up new balloons, and it is possible that he could too if not limited to two balloons in the game), but here he uses balloons to assist him in gameplay, as explained above, and this move allows him to regain his lost balloons. The popping gimmick is, as stated before, simply to make Balloon Fighter able to defend himself if he is in the middle of pumping up a balloon. >B: Dash- Balloon Fighter will pause for a moment to prepare and then fly forward in a straight line, doing fair damage and knockback to enemies. The more balloons he has, the farther he flies and the more damage and knockback he deals. If he has none, he hops a very short distance. This move can be used for recovery, and clearly, the more balloons he has, the better it is. Origin: Balloon Fighter’s only means of attack in Balloon Fight was to quickly ram into his enemies, thereby popping their balloons. Here, he uses this attack to deal damage to his opponents and to travel. ^B: Flight- Balloon Fighter flies around like Pit. His amount of balloons influences how far he can go; the maximum distance is as much as Pit. He can also damage opponents by ramming in to them during this, doing the same amount of damage and knockback as the Neutral Special. If he has no balloons, he hops upward about half as high as his normal jump. Also, he can use his airs while flying, making it useful for air combos. Origin: Balloon Fighter was always flying around in his original game, and he could do damage to enemies he rammed into. Also, his flight abilities were slightly impaired when he had one balloon instead of two, which is why he can fly longer the more balloons he has. VB: Dodge- This move basically works like a counter. Balloon Fighter takes a ready stance, and if attacked, he flies straight up and lands on the opponent, doing damage and knockback that increases with the amount of balloons he has. Origin: Balloon Fighter had to dodge his enemies in the sky by flying out of the way, thus giving him an opportunity to attack his attacker. FS: Balloon Trip- Balloon Fighter rises up to the center of the stage, facing the left. For a short amount of time, lightning balls and his bird-like enemies will move from the left boundary to the right, and Balloon Fighter will automatically move around dodging these hazards, giving the illusion that he is flying leftward past all of these hazards. The hazards will do damage to Balloon Fighter’s opponents. The bird enemies will fly toward the other players automatically when close enough to home in on them. When the FS is completed, Balloon Fighter lands on the stage where he started and normal gameplay resumes. Origin: This FS is basically based on the entirety of the Balloon Trip part of Balloon Fight. In the game, Balloon Fighter flew past the lightning balls in an attempt to stay alive as long as possible. Here, the bird enemies from Balloon Fight are present as well, and Balloon Fighter flies past all of these hazards while his Smash opponents take all of the damage from them.
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| Enemy: | | |
 Note: Enemy utilizes balloons in his gameplay. They work like Olimar’s Pikmin, as they are lost and can be re-gained and are used for a variety of attacks. After he receives a certain amount of damage with one balloon, it will pop. His Neutral Special, Pump, gives him more balloons. Also, the amount of balloons influences his falling speed, and he gains an additional midair jump for each added balloon. The maximum amount of balloons he can have is three, unlike the usual two he is shown with. Additionally, some of his tilts and airs involve swinging his balloons. (copy-pasted from Balloon Fighter)
Playstyle: Enemy's playstyle is basically a lightning bruiser. He has high speed and strength, but he's a very light character. Like BF, it can be difficult to learn how to take advantage of the balloon system.
B: Pump- Enemy takes about three seconds to pump up a new balloon to assist him in combat. But if he presses the button while pumping the balloon, the balloon will pop, damaging enemies who are close enough and causing good hitstun and low knockback. This makes it easy for Enemy to defend himself if he is in the middle of pumping up a new balloon. The bigger the balloon was before it was popped, the more damage and greater hitstun and knockback it does. Origin: The bird enemies in Balloon Fight pumped up their balloons when they are out of balloons. The popping gimmick is, as stated before, simply to make Enemy able to defend himself if he is in the middle of pumping up a balloon. >B: Peck- Enemy attacks with a powerful peck of his beak while moving forward. It works similarly BF's Forward Special but does more damage and knockback and covers a shorter distance. Origin: Like BF, the bird enemies simply attacked by ramming into opponents. Here, it also involves their pointy beaks. ^B: Spiral- Enemy flies straight up in a spiral motion with his beak pointing upward. The attack can be used for recovery and also does medium-high damage and knockback. Origin: Simply based on the enemies' flight capabilities. VB: Lightning- Enemy pauses in a lag and then thrusts his hands forward in an electric charge. Any opponent hit will recieve high electric damage and knockback, as well as good hitstun. Origin: Based on the lightning balls in Balloon Fight. Considering they are both hazards in the game, they can be considered associated with one another. FS: Flock- Enemy summons a flock of other Enemies to attack opponents. The Enemies quickly flock to opponents like Cuccos and build up damage quickly. Origin: In Balloon Fight, several enemies were on screen and attacking BF at once.
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Skyrim:
| Dragonborn: | | |
 B: Magic- Pretty complex move here. The Down Special switches which Magic school is in use. Destruction: It randomly chooses one of the three destruction elements: fire (burns opponents/lingering damage); electricity (shocks opponents/lowers opponent's attack damage temporarily); or ice (frost damage/slows opponents) Within the first few frames of the attack, you can hold down a directional key, which'll decide which attack is used. Only B- Flames, Frostbite, Sparks - think Bowser's NSpecial; no recharge time B + > - Low Charge: Firebolt, Ice Spike, Lightning Bolt - think basic projectile; no recharge time. Medium Charge: Fireball, Chain Lightning, Ice Storm - Fireball is an exploding projectile, Chain Lightning is an instant projectile, Ice Storm is a slow, gradually damaging projectile. High/Full Charge: Incinerate, Thunderbolt, Icy Spear - Very strong projectiles, work just like Firebolt/Ice Spike/Lightning Bolt, but stronger and with more lag. B + V - Fire Rune, Frost Rune, Lightning Rune - think trap attack, i.e. Snake's DSmash; only one on stage at once B + ^ - Fire Storm, Lightning Storm, Blizzard - enemies in a decent range around him are all affected and severely damaged; recharge time of 30 seconds; long lag. B + < (back) - Flame Cloak, Lightning Cloak, Storm Cloak - surrounds him for a period of time (about 10-15 seconds), protecting him from projectiles, does damage to anyone who touches it; recharge time of 60 seconds. Restoration: Only B- Healing - gradually heals. One point every second, so it isn't cheap. Also heals nearby allies (if in team mode). B + ^ - Fast Healing - after decent lag, heals 15% damage. Recharge time of 45 seconds. B + V - Ward - puts up a ward in front of him. Every projectile that hits it heals the same amount of damage it would've done otherwise. Leaves him vulnerable to physical attacks. Alteration: Only B - Telekinesis - pulls an opponent towards him, then when he releases the button, pushes them away. Recharge time of 5 seconds. B + > - Paralysis - stuns an opponent after decent lag. Recharge time of 15 seconds. B + V - Ebonyflesh - for 5 seconds, half the physical damage done to him is negated and he doesn't recieve knockback, but he can't attack, only move slowly and jump low. Conjuration: Only B - Spectral Arrow - shoots an arrow forward. B + > - Conjure Familiar - summons a Familiar, who leaps forward, clawing at enemies he comes into contact with. B + V - Soul Trap - uses Soul Trap on an opponent. If the opponent dies within 10 seconds, his smash attacks (which utilize various weapons) become stronger and have a specific effect for a short period of time. The possible effects are the same as those of the Neutral Special--Fire, Shock, Frost. Can only be used after the effect wears off of an opponent or the opponent dies. Illusion: Only B - Calm - target can't attack for 3 seconds. Decent lag, and recharge time of 20 seconds. B + > - Fear - causes target to run the opposite direction without control. Decent lag, and recharge time of 20 seconds. >B: Unrelenting Force- Chargeable attack. Low charge, he only says Fos. The target is stunned for a moment. Medium charge, he says Fos-Ra. The target receives medium damage and horizontal knockback. High charge, he says Fos-Ra-Doh. The target recieves medium-high damage and high horizontal knockback. ^B: Whirlwind Sprint- Chargeable as well. It works like Fox's Up Special. Low charge, he says Wuld; medium, he says Wuld-Nah; high, he says Wuld-Nah-Kest. The only thing I can picture increasing with charge is speed, distance, and power. VB: Magic Change- changes the school of magic for the neutral special. Like Megaman's, in that there are five options, and are selected using the directional keys, but shows their respective symbols. FS: Call Dragon- He summons Odhaviing, who flies around, landing occasionally, and attacks players with shouts. Smashes Up Smash: One-Handed- Dragonborn takes out a Sword, War Axe, or Mace (all Daedric), and swings it upward. For the sake of uniformity, they all do the same damage and knockback. 17% and medium knockback at max. Forward Smash: Two-Handed- Dragonborn takes out a Greatsword, Battleaxe, or Warhammer (all Daedric), and smashes it down. All the same damage and knockback, 23% and medium-high knockback at max. Down Smash: Archery- Dragonborn takes out a Daedric Bow (uses Daedric Arrows). Works similarly to Link's Neutral Special. 12% and low knockback at max. Dash Attack: Daedric Artifact- Dragonborn dashes forward while slashing with one of the Daedric Weapon Artifacts. -Dawnbreaker- 12% damage, low knockback, fire damage, small chance of causing a blue explosion upon contact, which does high knockback and 8% damage. -Ebony Blade- 13% damage, low-medium knockback, heals 10%. -Mace of Molag Bal- 17% damage, medium knockback, slows opponents (Stamina damage) and reduces their attack power temporarily (Magicka damage). -Mehrune's Razor- 11% damage, low knockback, but 25% chance of doing double damage and high knockback. -Sanguine Rose- 5% damage, upon contact, he jumps back and a Dremora appears where he was, does a combo on the opponent (three hits, all 6%, last does medium-high knockback), and disappears again. -Skull of Corruption- 7% damage, 12% bonus damage if done after he has killed an opponent. -Volendrung- 25% damage, slows opponents temporarily. -Wabbajack- 7% damage, does fire damage, ice damage, shock damage, poison damage, or stuns or shrinks opponents. Tilts Up Tilt: Forward Tilt: Sneak Attack- slashes forward with a dagger after short lag, and does 15% damage and medium high knockback. Down Tilt: Pickpocket- reaches forward with his hand. Does 2% damage and no knockback, but steals items from opponents (not Smash Balls though). Aerials Neutral Air: Flame Cloak- briefly engulfs himself in flame. Does 12% and low knockback. Forward Air: Bound Battleaxe- swings a Bound Battleaxe downward in front of him, meteor smashing. Does 15%. Back Air: Staff- swings a Staff behind him. Does 8% and medium knockback. Up Air: Down Air: Throws Grab: Pummel: Forward Throw: Back Throw: Up Throw: Down Throw: Other Notes Crouch: Sneak, can "crawl" (walk). Revival Platform:
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| Dragonborn v2: | | |
 Specials B: Magic- Dragonborn uses one of several spells, and the Down Special switches the Magic school. Destruction- Flames, Frostbite, Sparks - think Bowser's NSpecial but with different elements, chosen randomly. Flames causes a burn effect that does damage over time, Frostbite occasionally freezes opponents, and Sparks causes electric damage. Restoration- Healing- Gradually heals, one point every second. Also heals nearby allies if in team mode. Alteration- Ebonyflesh - For 5 seconds, half the damage done to him is negated and he doesn't receive knockback, but he can't attack, only move slowly and jump low. If done in the air and he falls on someone, he’ll do damage and knockback. Conjuration- Soul Trap - uses Soul Trap on an opponent. If the opponent dies within 15 seconds, his smash attacks and dash attack (which all utilize various weapons) become stronger and have an added random elemental effect for a short period of time—Fire, Frost, or Electricity, which work the same as in the Destruction NSpecial. Illusion- Calm- Target can't attack for 3 seconds. Decent lag, and recharge time of 15 seconds. >B: Unrelenting Force- Chargeable attack. Low charge, he only says Fus. The target is stunned for a moment. Medium charge, he says Fus-Ro. The target receives medium damage and horizontal knockback. High charge, he says Fus-Ro-Dah. The target recieves medium damage and high horizontal knockback. ^B: Whirlwind Sprint- Chargeable as well. It works like Fox's Up Special. Low charge, he says Wuld; medium, he says Wuld-Nah; high, he says Wuld-Nah-Kest. Distance and power increase with charge. VB: Magic Change- changes the school of magic for the neutral special. Like Megaman's, in that there are five options, and are selected using the directional keys, but shows their respective symbols. FS: Call Dragon- He summons Odhaviing, who flies around, landing occasionally, and attacks players with various shouts. Smashes Up Smash: One-Handed- Dragonborn takes out a Sword, War Axe, or Mace (all Iron), and swings it upward. For the sake of uniformity, they all do the same damage and knockback. 17% and medium knockback at max. Forward Smash: Archery- Dragonborn uses an Imperial Bow (uses Steel Arrows). Works similarly to Link's Neutral Special. 12% and low knockback at max. Down Smash: Two-Handed- Dragonborn takes out a Greatsword, Battleaxe, or Warhammer (all Iron), and smashes it down, also creating a small shockwave. All the same damage and knockback, 23% and medium-high knockback at max. Dash Attack: Duel-Wielding- Dragonborn swings an Iron Sword and an Iron Dagger multiple times while moving forward, based on the fully charged stationary duel-wielding power attack. Tilts Up Tilt: Ice Storm- Dragonborn briefly casts a stationary Ice Storm above himself, which does up to five hits, each about 3% damage, and does low knockback on the last hit. Forward Tilt: Dagger- Dragonborn slashes forward with a dagger and does 15% damage and medium knockback. Down Tilt: Silent Roll- Dragonborn rolls forward, doing about 8% damage and medium knockback. Aerials Neutral Air: Flame Cloak- Dragonborn briefly engulfs himself in flame. Does 12% and low knockback. Forward Air: Bound Battleaxe- Dragonborn swings a Bound Battleaxe downward in front of him, meteor smashing. Does 15%. Back Air: Staff- Dragonborn swings a Staff behind him. Does 8% and medium knockback. Up Air: Mace- Dragonborn thrusts a Mace upward, doing about 10% and medium knockback. Down Air: Lightning Bolt- Dragonborn thrusts his hand downward, creating a lightning bolt that strikes downward to the ground. The bolt does 12% and medium knockback, while the hand thrust meteor smashes and does 9%. Throws Grab: Simple grab. Pummel: War Axe- Hits the opponent with an iron War Axe. Forward Throw: Fire Breath- Dragonborn shouts Yol-Toor-Shul, burning the target while throwing them forward in medium knockback and doing 12% damage. Back Throw: Ice Form- Dragonborn turns around and shouts Iis-Slen-Nus, freezing the opponent in ice, doing 9% damage and letting them go. Up Throw: Storm Call- Dragonborn holds the opponent up to the sky and shouts Strun-Bah-Qo, causing lightning to strike down on the opponent, which does 14% damage and medium-high upward knockback. Down Throw: Marked for Death- Dragonborn shouts Krii-Lun-Aus, causing the opponent to receive 1% damage every second for ten seconds afterward as if poisoned. Other Notes Crouch: Sneak, can "crawl" (walk). Revival Platform: Stands on Odhaviing
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| Alduin: | | |
 B: Fire Breath- the fireball shout. Works in three charge levels: the first, he only says Yol; the second, he says Yol-Toor; the third, he says Yol-Toor-Shul. Damage and knockback increase with charge. >B: Unrelenting Force- (same as Dragonborn) Chargeable attack. Low charge, he only says Fos. The target is stunned for a moment. Medium charge, he says Fos-Ra. The target receives medium damage and horizontal knockback. High charge, he says Fos-Ra-Doh. The target recieves medium-high damage and high horizontal knockback. ^B: Teleport- based on the idea that he can travel between Skyrim and Sovngarde. He teleports away and back, but it's not instantaneous; he stays away for about 2-3 seconds. He can control which direction he goes, like Mewtwo and Zelda. If an opponent is in a nearby range upon activation, he grabs them in his mouth and then teleports away with them. While they're gone the opponents damage gradually increases (10% total). Then, when they reappear, he throws them upward/forward at a 45 degree angle, doing low-medium knockback. VB: Chomp- works like Wario's neutral special. He grabs the opponent in his mouth and shakes them around a bit before throwing them forward, or, if the backward button is pressed, backward. In total, does 20% damage and medium knockback. FS: Meteor Rain- Alduin makes balls of fire, as well as debris and rubble, fall from the sky. Similar to PK Starstorm, but there are more projectiles and they are mostly smaller.
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| Vampire Lord: | | |

Playstyle: The Vampire Lord is one of the more powerful and heavy characters, but unlike others, he's better at recovery and traveling the stage.
B: Vampiric Drain- VL puts his hand out. Any opponent in a short range has 5% damage done to them per secon, as VL recovers 1% damage per second. If he has an opponent, a red beam of energy flows from the enemy to VL. >B: Corpse Curse- VL charges the attack and then thrusts his hand out. If an opponent is in the range, they are paralyzed for as long as VL charged (like Black Mage's Neutral Special) and are covered in bats. ^B: Night Cloak- VL surrounds himself with a flock of bats and if done in the air, he'll fly upward a short distance. The bats do repetitive damage to any opponent close to him. VB: Vampiric Grip- After a short lag, VL's hand glows with red energy and he telekinetically raises the opponent. Then, the player can throw the enemy in any direction using the arrow keys. FS: Power Attack Bite- After a short lag, if an opponent is in a short range in front of him, VL will grab them and bite their neck. After this, he throws them in a up-forward diagonal line as basically a OHKO.
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Cave Story:
| King: | | |
 B: Blade- King slashes his sword, creating a crescent projectile. The projectile does about 10-12% damage and low knockback. >B: Fighting Spirit- King dashes forward. If he comes into contact with an opponent, he combos them with his sword and then slashes them away. Based on the Blade's multi-hit properties, and how his spirit appears when it hits at Lv. 3 (hence the name). ^B: Leap- King jumps up, sword drawn, in a path similar to C. Falcon. If an opponent is in range, King quickly slashes upward without hesitation, doing about 8% damage and low-medium up-forward knockback. VB: Number One- King charges strength after a lag of 3-5 seconds. For ten seconds, his other specials are stronger and have a slight blue glow effect. FS: The Mimigas- King calls on his Mimiga friend, all of whom chase down opponents and attack.
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Danny Phantom:
| Danny Phantom: | | | Danny Phantom:
 Note- Danny Phantom has five jumps and can glide. B: Ecto-Energy- Danny charges up ghostly energy. At low charge, he shoots a small energy projectile, does about 6% and very low knockback. Mid-charge, he shoots a larger one, does about 11% and medium knockback. Full charge, it's a beam like Kamehameha, doing 19% damage and high knockback. >B: Frost Blast- After a brief lag, Danny thrusts his hands forward and a small radial blast of frost energy occurs. Freezes opponents and does decent damage, about 12%. ^B: Intangibility- Danny turns invisible momentarily. In the air, he can fly around freely in a Pit-like manner. If he hits into an opponent, he disappears inside of them, the opponent pauses for a moment, and then is flung in whatever direction was pressed at the time, and Danny appears where the opponent was. VB: Clone- Danny creates a clone, which stays where he was and shoots ecto-blasts at nearby opponents. FS: Ghostly Wail- Danny pauses for a second then lets out the devastating ghostly wail. Works like Mario's FS, but lasts longer. Afterwards, he collapses from exhaustion and turns into normal Danny, who works like Zero Suit Samus. Danny Fenton:
(I apologize for the terrible picture) B: Fenton Thermos- Danny uncaps the Fenton Thermos, and opponents are sucked inside. He can then shoot them out in whatever direction is pressed, including diagonals. >B: Fenton Gun- Danny shoots a blast of ecto-energy from the Fenton Gun. ^B: Fenton Bazooka- Danny shoots a portal below him and another either directly above him, or diagonally up-forward or up-back from him, and falls into one and out the other 1-2 seconds later. VB: Fenton Foamer- Danny uses the Fenton Foamer to blast goo in a short area in front of him. Anyone hit by it recieves 8% and low knockback. The goo sticks on the ground, and has a good chance to cause opponents to fall into their dead position while walking on it. FS: Goin' Ghost!- Danny transforms back into his ghost form. Does damage to anyone around him, like ZSS's FS.
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Last edited by eggviper3 on Wed Aug 29, 2012 6:42 am; edited 28 times in total |
|  | | Futaraptor Member


Posts: 2328 Join date: 2010-09-29 Age: 19 Location: Coming in through the back door
 | Subject: Re: SSB Moveset Creation and Discussion Thread Sun Dec 11, 2011 1:04 pm | |
| Raptor's Movesets Kirby Series| Pitch: | | |  Being literally a tiny bird, Pitch is incredibly lightweight, and easily can be sent flying. Good thing he has multiple jumps, though. N: Bucket Toss - Pitch briefly transforms into a bucket and tosses a ball of water. It deals damage on contact with opponents, and if it hits the floor, it leaves a puddle. The puddle lasts for half a minute, and increases the chance of tripping on anyone who runs over it. S: Wind Up Ice Machine - Pitch stops moving for a second and starts breathing ice breath. Deals damage the same way as Bowser's fire breath, but ice-elemented, and Pitch cannot breathe for as long as Bowser, since he has tiny bird lungs. Also has a chance of freezing. U: Fire Bird - Pitch flies upward, engulfed in flames. He can be controlled ever so slightly, but it doesn't last long. D: Diving Drop - Pitch jumps a short distance into the air, turns into stone, and crashes back down. FS: Remote Control Pitch - Pitch plants a small remote control on the ground, pecks it to turn it on, and suddenly becomes engulfed in electricity! He has unlimited flying capabilities, and deals electric damage to anyone he touches. Kinda like Pikachu's Volt Tackle, but although it's weaker, it's much easier to control. |
| Necrodeus: | | |  His fighting style is extremely keep-away based; most of his specials are projectiles, and his melee attacks have a slow startup lag. The melee moves are fairly powerful, but being a fragile skeleton, he has low defense and weight.
N: He holds his hand out in a gun-like pose, and fires a spark of electricity from his finger. S: His shadowy body flickers and a Skully flies out. The Skully flies in a straight line, and if it hits an opponent, it deals small amounts of damage and holds them still. Rarely, a Skullion will appear instead, which travels faster, deals more damage, and holds them still longer. U: He becomes enshrouded in shadow, and can fly around freely. He is invincible in this state, but only for a few seconds, after which he enters helpless state. D: He primes his magic scepter, which he used to split Kirby into ten, and fires a bolt of lightning. Anyone hit by the bolt takes damage and shrinks. FS: He opens his mouth wide, revealing an eye inside. The eye takes in power, and fires a huge laser.
Up Taunt: Holds up the staff, and the tip shines. Side Taunt: The eye in his mouth pokes out. Down Taunt: Two Skullies fly out of his darkness and then fly back in.
Theme:
Win Theme:
|
Mario Series
| Ms. Mowz: | | |  Small, agile, and tricky, Mowz plays by disabling the opponent and rushing in for a quick combo. Just don't let her be caught off guard; she's a lightweight. N: Love Slap - A chargeable multi-hit attack. Unique in that at high charge, it breaks shields. S: Kiss Thief - Mowz leaps forward. If she touches an opponent, she kisses them, stunning them for a second. If the opponent is holding an item, she steals it, and swaps with any item she's holding. U: Tease - A Ms. Mowz clone appears below her, and she jumps off. The clone quickly runs forward if it hits the floor, and if it hits an opponent while running, it slaps the opponent to face the opposite direction before disappearing. D: Sniff - Mowz digs into the ground and fishes out a random item. Can be used once every 30 seconds. FS: Yet to be determined. Could be the Badge-Ninja. |
| Princess Shroob: | | |  Do not confuse her for Peach; the Princess Shroob is cunning and wicked. She avoids direct confrontation, hiding behind shields and lackeys whenever necessary, and her keep-away battle technique mirrors that. N: She waves her hand, and a barrage of laser balls fly out at short range. This can be held down and spammed, much like Bowser's flame breath. Getting hit by the laser balls has a 30% chance of causing a poison effect, or a Lip's stick effect, whichever can be coded. S: She throws an energy star across the stage, which can be moved up and down while in flight. At the same time, she is immobile while using this move. U: A controllable teleport, followed by throwing an energy ball downward. It's overused, but she literally teleports all the time in her fight, so it's okay. D: She reaches into her dress, and draws out a Shroob. This functions almost identically to Peach's Nspec, but rather than firing spores, it draws a laser gun and fires when attacked. Hey, nobody expected Princess Shroob to fight fair. FS: She yells into a microphone, and her throne appears. Now sitting in her throne, with an energy field protecting her, she has the power to destroy. She can fly about, shoot lasers from the front, and fire laser rings from the bottom. After a while, the throne disappears, and she reenters the battle. |
| Blooper: | | |  N: Goop Shot: Blooper flips onto his back and starts charging up and compressing his body. When the special button is released, he launches a ball of goop out from his lower half, traveling in an arc based on his charge amount. S: Mecha-Blaster: Blooper spins in mid-air and launches a Torpedo Ted out from underneath his body. Based on his variant in Superstar Saga. U: Zig-Zag Zoom: Blooper performs three upward diagonal bursts into the air, based on his classic movement in Super Mario Bros. D: Electro Blooper: Blooper becomes electrically charged, like his counterpart in Paper Mario. Anyone nearby gets zapped, and any attack that Ness' shield would absorb gets cancelled out. FS: Blooper Barrage: Blooper disappears, then appears at the bottom of the screen, grown massively. He will jump out to the top, dealing damage, and throw urchins at other characters. |
| Paper Luigi: | | |  Anyone who has played The Thousand Year Door will likely be familiar with Paper Luigi and his adventures in the Waffle Kingdom, and he is taking his skills to the Smash field. Keep in mind that he only has one of each partner, and he can't use a special move while that partner's still on the field. N: Blooey Lobber: Paper Luigi draws out his partner Blooey and throws him forward in an arc. If he hits an opponent, they take damage and knockback (the knockback is increased if the opponent is in the air when hit), and Blooey then falls to the ground. When he hits the ground, he gets up, jumps up and down in anger, and disappears. S: Torque Toss: Luigi pulls out his partner Torque and kicks him, who then slides along the floor like a Koopa shell. If Luigi gets hit by Torque, he will pick him up instead of taking damage. Otherwise, the move continues until Torque falls off a ledge or disappears after a set amount of time. U: Spring Jump: Luigi compresses himself, and then jumps high into the air. While on the ground, this move can be charged by holding down the special button, and while charging, Luigi has Super Armor, and can only be stunned by moves dealing more than 10% damage. D: Jerry Bomb: Luigi places his partner Jerry on the ground, who then begins ticking down like a traditional Bob-omb. Luigi can pick him up and throw him, but he will automatically explode if he is near any opponent, or after a given time limit. After exploding, he disappears. FS: Marvelous Compass: Paper Luigi brings out the Marvelous Compass, capable of predicting the future. While under its effects, all physical attacks will be countered, and all projectile moves will be reflected. He can attack normally in this form as well. |
Mega Man Series
| X: | | |  Don't be fooled: X is not simply a Mega Man clone. Although they share their similarities, X utilizes his advanced years of combat to sacrifice mobility for increased attack power. Special ability: Wall jump, chain grab with the Strike Chain. N: X Buster - X's buster works similarly to Mega's, but his is stronger and has an extra level of charge. Slower, though. S: Boomerang - X launches a boomerang from his cannon. The boomerang can be a Boomerang Cutter, a Spinning Blade, a C-Shot, a Wind Cutter, or a Shadow Runner; the difference is purely cosmetic, as they all have the same hitbox and stats. U: This I'm not all sure about. D: Shield - Exactly what you think a shield move would be, this one deflects projectiles and deals physical damage if an enemy is hit by its activation. Like the Boomerang, the look varies between the Rolling Shield, the Frost Tower, the Gaea Shield, the Crystal Wall and the Guard Shell, but its effectiveness never changes. FS: Nova Strike - He fills his suit with energy and then dashes across the screen, like Ganondorf's final smash but smaller and a bit stronger. |
| Met: | | |  Joke character? Who gives a shit? This lightweight plays best at a distance; play keep-away, mess with your opponent, and then rush in and smash them away.
Entrance: a large Mettall Potton descends from the sky, dispenses a Met, and then disappears into the sky.
Nl: Fires a bullet. Charge it for a second, and he shoots three bullets forward and diagonally up and down. S: Swings a pickaxe into the ground, creating a shockwave. The wave slides across the stage Demon Fang style, and the pickaxe itself deals massive damage. Air: Swings the pickaxe in the air like Kirby's hammer, gaining some forward momentum. U: A propeller pops out of his helmet, and he flies away. Given his small weight, he goes up fast. D: Ducks into his helmet for 3 seconds, or until the button is let go. He's goddamn everything-proof for that short time. Afterwards, it takes about 30 seconds to a minute or something to recharge. Air: He falls from the sky helmet first, Yoshi style. FS: He flies into the air, and then lands onto the stage in the Metonger Z. He can move around and shoot bullets in this form, Landmaster style. |
| Dr. Wily: | | |  The good doctor fights exclusively in a mech, as is his common style. This makes him a heavy fighter, although for a heavy his moveset has a peculiar attachment to projectiles. N: Wily Archive - Wily's robot releases a small Wily Archive from its mouth, with an attack that varies based on the direction held before letting go of the special button. Each combination has a chance of activating one of two or three archived moves; each one has its own merits, so don't feel bad if you don't get the one you want. N+nothing: Slash Claw - a two-Mario length slash with moderate damage and knockback. Leaf Shield - a small shield of leaves that scatters damage-dealing leaves around him. N+forward: Thunder Beam - a zap of electricity that can stun briefly. Gemini Laser - a shot that pierces enemies and items and bounces off walls. Ring Boomerang - exactly what it sounds like. N+up: Napalm Bomb - two bombs tossed upward, dealing high damage when they land, but with a space in between in which medium-sized characters cannot get hurt. Tornado Blow - a flurry of small tornadoes shot forward that fly up upon release. N+down: Flame Blast - a short-range fire projectile, followed by pillars of fire from the ground. Ice Wave - a wave of ice. Duh. S: Energy Orb - a cannon on the mech fires an orb that flies forward in a wave motion. Decent damage, hitstun. U: Wily Capsule #7 - the mech disappears below Wily, while his infamous capsule flies upward. It can be controlled for a brief period of time, after which the rest of the mech reappears. D: Yellow Devil - the mech spits out a cube of Yellow Devil material, which moves straight forward, dealing heavy damage. A small chance exists that the cube will have a Yellow Devil eye, which will make it move faster and deal more damage. FS: Alien Illusion - Wily's mech and Capsule both disappear, leaving Wily floating in the air. Suddenly, he transforms into the alien from Mega Man 2! He has full movement in all directions in this form, and can fire energy balls at any time with a delay between shots. Afterwards, he returns to normal. |
Other Series
| Duke Nukem: | | | Yeah yeah yeah, blah blah blah, I've got balls of steel. N: Pulls out his basic machine gun, the Ripper, and starts firing. S: Whips out the Freezethrower, and launches 1-3 shards of ice. The shards have a chance of freezing whoever gets hit. U: Duke flies upward with a jetpack. D: Draws out the Shrink Ray, which hits anyone within smash range, dealing damage and causing a poison mushroom effect. Since it's linked to the Microwave Expander, it has a small chance of causing a normal mushroom effect instead. FS: Duke jumps off the stage and draws out his strongest weapon, the Devastator. It launches two rockets at a time, giving it a larger explosion radius than Snake's final smash bombs, but it only has a fraction of Snake's shots, since he uses up double the ammo with each shot. |
| Agent J (Elite Beat Agents): | | |  N: Beat Combo - J creates a beat button in front of him, which explodes. The detonation is activated by the special button, so you hit the button once to set and again to detonate. If your timing is good enough, the explosion deals more damage, and another beat button appears a bit further away. This can be combo'd up to five hits. If you miss a beat, the button gets X-ed out and the combo ends. S: Spinner Punch - J winds up a punch for as long as the button is held down. When you let go, he punches forward with enough force to move him forward, depending on the amount of charge. If the down button is pressed while charging, he will punch the floor instead, causing a shockwave on both sides that varies based on charge. Doesn't charge in midair, but he gets horizontal boost anyway. U: Slider Glide - J creates a slider and jumps onto it; it flies upward, and anyone who touches it takes damage. D: Dancing Star - J strikes a pose, and a star grows behind him. Anyone who comes in contact with the star automatically taunts. FS: Music Lives! - Basically, it's a giant laser. It's ridiculously powerful, but the catch is, it fires upwards. It has the size of the Zero Laser, and the aiming power, but it shoots up. |
| Lemming: | | |  The Lemming is a slow character, but makes up for it with potentially devastating hits. He's like a wind-up toy of pain. N: Block - With a second's delay of start-up lag, Lemming forces both hands out both sides, with a small aura of force. It forces opponents back, dealing slight damage, and also reflects projectiles.
 S: Bash - The bash attack looks like Luigi's dash attack and functions like Tails' side special; he walks forward and swings his fists all the while. Slow, but powerful.
 U: Build/Float - Fortunately, the Lemming is not so slow when life is on the line. Quick as a flash, he whips out bricks and places them in the air as a staircase. He then jumps off, and floats down with an umbrella. The stairs remain for a while onscreen.
  D: Dig - The Lemming will dig at the ground beneath. If done for a short while, he will create a pitfall trap at his feet. But if left to his own devices, he will dig right under the stage, and stay down there until he's ready to burst out and attack.
 FS: Trap Attack - The Lemming reaches into its large robe, and pulls out a large mouse cursor! The cursor immediately becomes controllable by the player, using the directional keys. When "clicked" with the attack keys, the cursor spawns a random trap, with a two second cooldown between traps. After a while, the cursor and all traps disappear.
       |
| Meat Boy: | | |  Fast. Agile. Moderately sickening. If that describes your kind of style, Meat Boy's got your kind of guile. Now, if only his bloodiness didn't make his SSF2 capability questionable... N: Buzzsaw Barrage - Meat Boy takes a buzzsaw cannon and fires it. It deals moderately low damage, but pierces enemies and has a reload time of Falco's laser gun. S: Super Meat Dash - With a burst of energy, Meat Boy runs super fast, smacking anyone for good damage as he races past. And it works in midair! U: WAAAAARP ZOOOOOOONE - A portal appears above Meat Boy, sucking him up, disappearing, reappearing higher up, and spitting him back out. When spat out, anyone he hits takes damage. There is a slight chance that what comes out the other end will in fact be a retro-fied version of Meat Boy, which will deal higher damage, and an even less chance that he'll end up glitched, which is the equivalent of using Luigi's up special right next to a dude. Any retro effects will be shaken off when he hits the ground. D: Saw Sprout - Meat Boy stomps the ground, jumps back, and a large saw pops out where he was a moment before. The saw stays on stage for a bit, and anyone who touches it takes damage and knockback. Unfortunately, that goes for poor delicate Meat Boy as well. FS: Little Horn - Meat Boy jumps off the stage, and Little Horn rises from the background, a giant monster from hell composed of hundreds of dead Meat Boys. Little Horn can smash his fists down, and sometimes his head, but eventually he sinks back to the bottom and Meat Boy jumps out to rejoin the fight. |
| Dr. Fetus: | | |  Yeah, yeah, Dr. Fetus hates you. This is 60% AEM's moveset, just letting you know. N: AEM's. S: Gasoline Dash - Dr. Fetus starts running about, carrying a leaking gas tank behind him. After a while, he stops running, and tosses a match behind him, causing the entire area where he ran to burst into flames. Based on a cutscene in the game, his own chaotic nature, and the general gameplay of Super Meat Boy. U: Demon Wings - Dr. Fetus flies upward using the wings he used to enter the Hospital. If he touches an enemy in this state, he grabs them, carries them upwards, and kicks them straight back down, gaining a small bit of extra boost and meteor smashing the helpless victim. D: Again, AEM's. FS: AEM's Little Slugger set just can't be beat. |
Comics and Cartoons
| Donald Duck: | | |  Donald, will you ever get control over your temper? Hopefully not before this match starts! Get in close and watch the feathers fly! N: Feathered Fury - Donald begins going into a rage, throwing fists, kicks and screams in every direction. Much like Donkey Kong's Hand Slap, but with less knockback. He has limited movement while raging, being able to slowly move left or right. S: Quack Attack - Donald jumps forward in an arc. Anyone who he hits, he traps in a Big Ball of Violence, dealing constant damage for a few seconds. Donald will take damage as well, but not as much as the target. If anyone else touches the cloud, they get trapped inside as well, and the timer for how long the attack lasts is reset. At the end, Donald is left standing, and the opponent is knocked out. U: Duck Jump - Donald bunches up, and then jumps high into the air. If he hits anyone during his upward momentum, he kicks them away. D: Going Quackers - For as long as the attack is held down, Donald gets steadily redder and angrier, until eventually steam starts coming from his ears if you let it charge that long. When the attack is released, Donald will have a temporary attack boost for as long as the redness lasts (the red will be added in Flash). Afterwards, when the redness is gone, Donald will need to stop and catch his breath. Donald has super armor while enraged, but if he takes enough damage he gets knocked out and stunned, just like if his shield were broken. FS: Duck Avenger - Donald gets hit with a beam of light, and suddenly becomes the Duck Avenger. In this form, he has a new variety of moves, involving his shield weapon with a built-in gun and boxing glove. |
Coming up next: It's a mystery..._________________  | aldroim wrote: | | allrigth soo can anyone give sugestion to i make an characters? |
Last edited by Futaraptor on Tue Aug 14, 2012 10:04 pm; edited 12 times in total |
|  | | Guest Guest
 | Subject: Re: SSB Moveset Creation and Discussion Thread Sun Dec 11, 2011 2:39 pm | |
| I get bored and make some pretty wicked stuff. Reserved. Yu Yu Hakusho: Hiei Moveset (Remastered): Status: WIP (75%) | Spoiler: | | | 
Playstyle: Hiei carries the mentality of continually rushing his opponents, unlike Kurama who tries to read his opponent's maneuvers. A majority of his metagame will focus on nothing but sheer force and his incredible speed will do no good for his foes. His only major weakness is his pathetic usage for a recovery, but to make up for that, his weight class will be somewhere between that of Wario and Mario. With decent range and overwhelming power, Hiei will fit the perfect description of a character who takes no mercy.
MOTIONS ANALYSIS
Will come later...
BASIC ATTACK ANALYSIS Description: Hiei's overall attacks flow well with his speedy combo and approaching game. There isn't a move that won't prove to be useful for Hiei to follow up with.
Jab: Essentially, a horizontal slash of his blade. Damage Dealt: 4% Jab > Combo String: Horizontal slash following with a two-handed thrust. Damage Dealt: 13% Overview: Not bad for a two hit combo, flows well with non-laggy start-up. Enough hitstun is dealt for the thrust portion of the combo to work and can be used to start up some pretty basic combos. Side Tilt: A dashing one handed slash from overhead of Hiei. Damage Dealt: 9 Overview: I might add, the hit box will act as a disjoint. Why you may ask? It's good for spacing options and helps him not become an easily punishable in terms of frontal approach (See SSBM Marth's side tilt). Up Tilt: An upward frontal slash; it's mostly used to continue strings for combo potential. Damage Dealt: 6% Overview: This is Hiei's most weakest AND quickest tilt, but probably will serve as the most beneficial of them all. This move will send the opponent at a 65 degree angle. Down Tilt: Hiei sweeps the opponent with his blade. Damage Dealt: 8% Will serve a purpose similar to that of his up tilt, but will send the opponent at a 75 degree angle. --- SMASHES AND AERIALS Side Smash: ??? Up Smash: Hiei launches himself in the air leaving a trail of fire following along with him. Damage Dealt: 17% Down Smash: ???
N-air: A standard mid-air slash. F-air: An aerial version of his quick-speed swordplay skill (vasnishing variation). It only does about 8 hits. B-air: ??? D-air: Similar to that of Link's D-air except Hiei cannot use DI.
Minor other stuff: Grabs Up-Throw: ??? Down-Throw: ??? F-Throw: ??? B-Throw: ???
Special Moves
Neutral Special: Dragon of the Darkness Flame: Description will come later.
Side Special: Sword of the Darkness Flame: Description will come later.
Up Special: Afterimage: More or less, one his counter moves. "Damnit, why the hell are you toying with me?" In a sense, it's more notable like so. His mechanics flow in a way that there's absolutely little given way to read his next movement from this position. Unfortunately, it works as one of those moves that require good timing and quick thinking to ever prove itself useful. When successfully used, there will be a tiny buffer moment for the player to select the next act of movement. The next act of movement is activated when selecting an input of either the special button/grab button.
-If the Grab Button is pressed during this sequence: Hiei vanishes and reappears to the back of his opponent facing with his front. Nothing else happens. -If the Special Button is pressed during this sequence: Hiei sports his lighting swordplay ability and slashes the opponent at least sixteen times within the blink of an eye. -If the Attack Button is pressed during this sequence: Hiei vanishes and reappears quickly and sports a jab with a spark of flame embodied with the attack. The attack has high knockback and is received like a sweeper.; it doesn't send them flying in midair, it only sends them across the stage floor. -If nothing is pressed during the sequence: Hiei jumps overhead the opponent, similar to the ultimate action he performed in JUS.
MID AIR INPUTS: -If the Grab Button is pressed during this sequence: ??? -If the Special Button is pressed during the sequence: Hiei throws his sword at a 135 degree angle (varying on his opponent's location currently after the counter attack is in play > if it connects, Hiei sports his lighting swordplay abilities once again and does a motion similar to this in stationary form rather than flashing through his opponent's seemingly impenetrable forces. -If the Attack Button is pressed during the sequence: ??? -If nothing is pressed during the sequence: See ground usage for this situation.
Down Special: Fist of the Mortal Flame: One of Hiei's more weaker moves; he forms the power of the human world flames within his fists, used for hand-to-hand combat. Well naturally, instead of it being an offensive move, it'll play more of a role of defense. The move is also known for disintegrating objects with mere touch, so naturally, it'll be a high prioritizing move to use against projectiles. This move has absolutely no endlag after its use so it'll make up for the minor start-up lag. As well as that, the move itself if made contact with enemies has not only low knockback distance when finishing the move, but works as a starter combo.
Final Smash: TBA Description along with the name will also come later. |
King of Fighters
Kyo Kusanagi Moveset (Remastered) Status: WIP (45%)
| Spoiler: | | |  I got a weird kick out of this. It's a weird parody of Kyo and Michael Jackson. Author's note: Not that I disliked GeckoEF's moveset for Kyo, I enjoyed it in a sense. But I rather use Kyo to represent the intense rushdown and weirdass hoping metagame that KoF games have to offer, so there will be some awkward and pretty cool changes going on here. Analysis-
Kyo is one of the few that come from a series where a rush-down metagame is good to own in a fight against unique defensive metagames in one of the most obscure fighters, only popular in the regions of South America, the Philippines and Japan. Ladies and gents, this is the King of Fighters. There are a mass selection of color fighters to choose in this diverse game, but we will be focusing on one of the few prominent characters in the series, Kyo Kusanagi. Kyo (along with Iori Yagami) have had several on-going changes which obviously have shown from arc to arc, etc. The two have been known to share similar fighting styles, if not, then some moves. Within each installment, they were both changed up, Kyo giving up his projectile (Yami Barai) for a more up close and personal experience while Iori kept a projectile and chose the more effective spacing/rush-down style of play. Then... we come to King of Fighters XIII where shit happens. Kyo gets his projectile back, with some new yet interesting changes while Iori at the time, already have the flame extinguished from his soul, thanks to Ash, developed a more rough style of fighting which still contains a ravage feeling but not as much as when he had the power of flame. However enough on that, the main point is that Kyo changed a lot down the path of the King of Fighters series and I've often had a hard time effectively representing all the diverse changes as a whole; however, recently I've come to a compromise and made this the base of the moveset. -Dream Cancel > Now you're probably wondering, how the hell does this work? Simple. During a phrase full of combos, Kyo get's this ability I'd like to call "Dream Cancelling". It's this weird ability that Kyo gets when his combo potential has been realized after a certain amount of time pulling off some splendid and not so splendid combos. His point in usage is about 6 once that potential is stored right about up, so get used to those cancels. Also, if any of you diehard KoF fans are wondering about my choice in the cancel system, you can thank my inspiration from Dream Cancel, the only site where any fan of the series can get the news straight from the source itself. If you want to drop by and check it out, here's the link. *Notes [Type] -Description =Sub-description/Family Tree
Neutral Special: 108-SHIKI YAMIBARAI (9% each) [Projectile] - This move is well renowned in known for being the original SNK ground Fireball, originally owned by Iori when his Flame was still sizzling. Kyo now has this move and it has its own twist on it. Check this out: > Combination input > B+A: >URA 108-SHIKI OROCHINAGI = During this phase, any of his moves can be cancelled with this input, doing at least 20-25% damage and some mid-high knockback and can only be used once. If used on its own, around 15-20% and retains one more use. > Combination input > B+R: > 108-SHIKI YAMIBARAI (Lagless Edition) = Assuming is never correct. This edition of the 108-SHIKI YAMIBARAI is just as fast as the original projectile, itself. However, the start up frames can be cancelled with either a jump, walk/run, or another special move (so for example, it can be cancelled with a follow up rushdown grab or some weirdass air chasing game. If you're feeling somewhat less ispirational, go for a YamiBarai cancel > YamiBarai; sounds stupid but it works). The downside to this is that the projectile is somewhat less effective in damage output but greater in priority than the original (6% each). The move itself can be used at least three times during the phrase of Dream Cancel mode. Side Special: (GROUND)- 212-SHIKI KOTOTSUKI YO [Ground/Tech Chaser/Grab/Atonofstuff] (AIR)- 101-SHIKI OBOROGURAMA [Air Chaser] Up Special: 100-SHIKI ONIYAKI [Anti-Air] Down Special: 75-SHIKI KAI [Ground-Air]
Side Smash: (???)/ARAGAMI - ARAGAMI in the KOF series is Kyo's answer to a lot of projectile/move priority. The move itself is supposed to be very high in priority, but somewhere mid-range in terms of knockback. That's one way to look at it, but let's give this baby another spin, shall we? There's a whole new world to it, mah bois. Introducing more cancels to the mix! The inputs enlisted here are activated by button activation press and require specific frame timing to get down just right. -ARAGAMI-KONOKIZU-NANASE -ARAGAMI-YANOSABI-MIGARI UGACHI -ARAGAMI-YANOSABI-NANASE -DOKUGAMI-TUMIYOMI-BATSUYOMI-ONIYAKI
F-Air: R.E.D. Kick (Axe Kick)
Final Smash is currently unconfirmed. |
Other sets:
Yutaka Kobayakawa *text only (for link to the topic and pictures, click here.
Last edited by Neko-Neko on Sun May 27, 2012 1:04 pm; edited 13 times in total |
|  | | DarthTalon5 Member


Posts: 498 Join date: 2010-07-05 Age: 16 Location: Skyloft
 | Subject: Re: SSB Moveset Creation and Discussion Thread Sun Dec 11, 2011 3:14 pm | |
| Reserved for when I get ideas. Kirby Characters | Goriath: | | | Playstyle: Tank Stats: Speed: low Weight: Heavy Ability: Either Wall Cling or Wall Jump.
Neutral special: Snowball, Goriath throws a simple snowball the size of his fist. Can be charged to allow a total of 3 snowballs. Does good knockback and good damage.
Side Special: Stretch punch, Goriath sends his fist out in front of him about the distance of 2 of himself standing side to side. Can be charged and aimed up and down. The fist does high knockback and good damage but the arm does low knockback low damage.
Up special: Ground Pound, Goriath jumps up in the air and slams down into the ground. Deals low knockback and damage when going up but good damage and good knockback when going down. Think Dedede.
Down Special: Earth smack (feel free to come up with a better name), Goriath smacks the ground like Donkey Kong making the ground around him shake tossing opponents in the air for good damage.
Final Smash: Don't have a name for it but he goes into a sort of super saiyan form. Neutral Special: Energy Ball, Goriath charges up a ball of energy and throws and launches it outward. Does good knockback and good damage. Higher charge= more energy balls. Can be aimed.
Side Special: Same as when in normal form.
Up Special: Ice Ground Pound, same as before except when he hits the ground 4 spiked balls of ice come up from the ground dealing good damage and high knockback.
Down Special: Energy Blast, Goriath hover slightly above the ground while he charges up a huge energy blast and hurls it downwards. This will end his final smash immediately. It explodes on contact with the ground causing huge knockback and damage but before it hits the ground it only does good knockback and good damage.
Preview: |
| Fatty Puffer: | | | Playstyle: Tank Stats: Speed: Slow Weight: Heavy Neutral Special: Water Squirt, Fatty Puffer squirts out a ball of water that upon impact with the ground will go across as a wave until it impacts a character in which case it will knock them forwards a bit. The projectile has good damage and good knockback and the wave has good damage and low knockback.
Side Special: Rollout, Works just like Jigglypuff's only upon contact with a wall it will roll up it, it also does the exact same with ceilings. Does High damage and high knockback.
Up Special: Hydro Jet, Fatty Puffer Unleashes a jet of water downwards for a bit like Water Krby's down attack in the air. He does low damage and low knockback, the jet does high damage and high knockback as well as meteor smash.
Down Special: Fish spit, Fatty Puffer spits out a blue blowfish or a blipper. Can be used 4 times back to back. Blowfish can deal 10% damage and Blippers do 20% damage. This fish enemies will bounce off the ground after being spat out.
Final Smash: Hydro Pump, Fatty Puffer lets loose a huge jet of water in front of him that he can aim up and down. The jet of water continues off screen and traps any characters caught in the blast and can potentially take them off screen. Does massive damage. Preview: |
| Gao Gao: | | | Playstyle: Hit and Run Stats: Speed: Fast Weight: Heavy Ability: Wall Jump Neutral Special: Dirt Throw, Gao Gao throws a clod of dirt forwards for low damage and good knockback.
Side Special: Coming Soon.
Up Special: Drill Spiral, Think Firefox only instead it is a drill like attack that pulls the enemy in instead of pushing them away. Low knockback and good damage.
Down Special: Drill Spin, Think the star spin only much larger with Low knockback and good damage. He can use this ability when on the ground to burrow underground and then appear below another character with good damage and good knockback, this only activates if you hold down while on the ground and then proceed to hold the down button and it has a 30 second cool down for the burrowing portion.
Final Smash: Coming Soon. Preview: 
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| Coo: | | | Description: Coo is one of Kirby's animal friends who helped him in his adventure in Kirby's Dreamland 2 & 3. Coo is a purple owl who has the ability to fly and can do so much more easily than Pitch. Playstyle: No particular term, but he tends to use lots of ranged attacks in both his specials and aerials. Stats: Speed: Medium Weight: Medium Ability: 5 Jumps Neutral Special: Ice Breath, Coo breathes out ice that can freeze anyone caught in the range of the attack. It's range will decrease over time just like Bowser's and Charizard's Fire. Does Medium damage and very low knockback.
Side Special: Feather Cutter, Coo throws a curved feather forwards that then comes back towards him. The button can be held so as to make it go more upwards or downwards. The attack does medium damage and low knockback.
Up Special: Parasol Tornado, Coo pulls out the parasol then proceeds to spin around with wind around him and the torando above his head. This attack works a lot like the Tornado copy ability and will do medium damage and medium knockback.
Down Special: Stone Slam, A stone appears in Coo's talons causing him to plummet towards the ground. If you press the special button again while plummeting, Coo will drop the rock and regain the ability to jump and use aerials. This can be used as a good meteor smash as it causes massive downwards knockback whilst still having the potential to recover from. Does high damage and high knockback.
Final Smash: Work In Progress! Preview: 
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Mario Characters
| Bowser Memory L: | | | Entrance: The Librarian appears and turns into Bowser Memory L. Playstyle: All Around Brawler Stats: Speed: Medium Weight: Medium Ability: None Neutral Special: Hammer throw, Memory L throws a hammer in an arc through the air similarly to a hammer bro. Deals good knockback and good damage as well as meteor smash. Memory L is left wide open for attack while he gets up as he falls over when he throws the hammer.
Side Special: Bowser Memory Boo, a blocky boo appears behind Memory L and he starts running away from it and into his opponents. Memory L does good knockback and low damage but the boo does good damage and low knockback.
Up special: Boo Jump, Memory L jumps off of a memory Boo which send him higher into the air. Does low damage and knockback.
Down Special: Bowser Memory Poison Mushroom (What a mouthful no pun intended), Memory L places a memory poison mushroom on the ground which goes in the direction he is facing. No damage or knockback. It shrinks anyone who touches it.
Final Smash: Bowser Memory Mega Mushroom (another mouthful with another unintended pun), Memory L pulls out a Memory Mega Mushroom and grows to a huge size but fall over. If he lands on a character they will experience a pitfall effect as well as high amounts of damage. If someone touches him while he is fallen over they will experience high knockback and good damage. After about 5 second of being on the ground he shrinks back to normal and gets up off the ground with about 3 seconds to damage any characters stuck in the ground.
Preview: If you can't tell I mean the green one. -_- |
| F.L.U.D.D. Mario: | | | Mario rockets up onto the stage with F.L.U.D.D.'s Rocket Nozzle. Playstyle: All Around Brawler Stats: Speed: Medium Weight: Medium Ability: Wall Jump, Float Neutral Special: Squirt Nozzle, Pretty straight forward, (horrible unintentional puns) Mario Pulls out F.L.U.D.D. and squirts out in front of him. Can be charged. Now does good damage and good knockback.
Side Special: Turbo Nozzle, Mario activates the Turbo Nozzle and gains a massive speed increase and deals high damage and high knockback from the squirt and high damage and good knockback from Mario. There is also a hidden attack is that if you jump while using this and press the special button again you activate the turbo squirt which does high damage and high knockback and can be used for about 5 seconds, but the timing is vital because you can not move when using the turbo squirt.
Up Special: Rocket Nozzle, Mario activates the rocket nozzle for very good vertical recovery and some horizontal recovery. Mario can activate the Meteor Pound at the height apex of the attack by pressing the standard attack button. When going up there is good damage and good knockback. With the meteor pound you can do High damage and High knockback.
Down Special: Ground Pound, Just like Yoshi's enough said.
Mario can float just like Peach or Goku by using the hover nozzle.
Final Smash: Shine Storm, Sakurai'd move just like Mario Finale and Triforce Slash, etc. Mario Pulls out a Shine Sprite and suddenly the other 119 Shine Sprites will start coming from every side of the screen and into Mario's Shine sprite. Each shine sprite deals about 5% damage and good knockback. After all of the shine sprites are with Mario they rise up and the crash down as a huge shine sprite that does 20% damage and huge knockback. Then the final smash ends. Preview: |
| Sunshine Yoshi: | | | Entrance: Breaks out of a Yoshi egg just like regular Yoshi. Playstyle: All Around Brawler Stats: Speed: Fast Weight: Medium Yoshi will be able to swim in game despite dieing in water in Sunshine. Neutral Special: Juice Squirt, Yoshi squirts out a long jet of juice of his color that does high damage and good knockback. Side Special: Fruit throw, Yoshi throws a fruit, that fruit that appear are Pineapple 15% chance deals 10% damage, Pear 20% chance deals 5% damage, Coconut 20% chance deals 10% damage, Banana 15% chance deals 10% damage, Durian 10% chance, Chili Pepper (the only no fruit) 5% chance deals 20% damage. Upon impact with a wall, character, crate or barrel it explodes into 2 pieces each with a different effect Pineapple (Heals 5%), Coconut (Franklin Badge Effect), Pear (Heals 10%), Chili Pepper (Super Spicy Curry Effect), Durian (Screw Attack Effect) Banana (Splits into 5 pieces that heal 5% and are then thrown as banana peels). If a fruit just hits the ground someone else can throw it, unless it is a durian in which case it has soccer ball physics.
Up Special: Juice Platform, A Cheep cheep will jump up from below and yoshi will squirt it turning it into a platform that can carry him upwards. Color of the platform does not matter in this game like it did in sunshine and Yoshi can use all of his attacks while on the platform. Platforms will stay afterwards and work like vertical moving platforms, only 3 can appear at a time per sunshine yoshi.
Down Special: Ground Pound, Just like regular Yoshi's and is the only cloned move.
Final Smash: Yoshi-go-round, The Yoshi-go round appears and all of the pink and orange yoshis jump off and start fighting for about 30 seconds and then they go back on the Yoshi-go-round and disappear.
Preview: |
| Koopa Kid: | | | Description: Koopa Kid looks like a sort of miniature Bowser and in the early games that Koopa Kid appears he is known as Baby Bowser to fit the appearance. Entrance: Koopa Kid flies onto the stage through use of one of those gunship things from mario Party 6 & 7. Playstyle: All Around Brawler Stats: Speed: Medium Weight: Medium Light Neutral Special: Fireball, Koopa Kid spits out a fireball forwards that deals medium damage and low knockback.
Side Special: Orb Throw, Koopa Kid throws one of 5 orbs forwards that deals one of several effects. 1. Koopa Kid Orb: The orb explodes to have another koopa kid jump out and slam into the enemy for 15% damage with medium knockback. 30% chance to appear. The orb is a purple orb. 2. Cursed Mushroom: The orb explodes to send out a cursed mushroom which shrinks whoever gets hit by it. 20% to appear. The orb is a yellow orb. 3. Thwomp Orb, The orb explodes to reveal a thwomp which crashes downwards dealing 35% damage and high knockback. 20% chance to appear. The orb is a red orb. 4. Bullet Bill Orb, The orb explodes to reveal a bullet bill which shoots forward at high speed dealing 35% damage and high knockback. 20% chance to appear. The orb is a blue orb. 5. Metal Mushroom Orb, Koopa Kid slams the orb into himself causing him to turn metal. 10% chance to appear. The orb is a green orb.
Up Special: Flutter Orb, Koopa Kid holds a green orb above his head that explodes into a Flutter which lifts him upwards for a short while.
Down Special: Piranha Plant Orb, Koopa Kid slams a yellow orb into the ground which becomes a piranha plant which can grab opponents in it's jaws for 20% damage. If Koopa kid throws down another orb the Piranha plant just moves to where the new orb was used.
Final Smash: Koopa Kid Split, Koopa Kid jumps up and splits into 3 Koopa Kids, one blue, one green and one red which rush around the stage and fight for a short amount of time, the player is in control of the Green Koopa Kid. Preview: 
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Scaler Characters:
| Scaler: | | | Playstyle: All Around Brawler Stats: Speed: Medium Weight: Medium Ability: Once again either Wall Cling or Wall Jump as well as crawl (if a character can have multiple abilities.)
Entrance: Scaler comes flying out of a blue portal face first, hits the ground and gets up.
Neutral Special: Tongue Flick, Scaler shoots out his tongue at the enemy causing them to flinch and take low damage.
Side Special: Krock, Scaler turns into his Krock form and rolls forward. He can turn around and jump as well as extend spikes when the special button is pressed. Without spike he does good damage and good knockback but with his spike he does high damage and high knockback.
Up Special: Doozum, Scaler transforms into his doozum form and can freely fly around for about 10 seconds. He can shoot out a shockwave attack when the special button is pressed. This move also has a 15 second cool down so as to not be spammed.
Down Special: Transform, This one is a bit more complicated as it swaps his character into his 3 other forms in this order (Scaler, Bakuldan, Swoom, Fruzard, Scaler) Each of them have a unique moveset.
Scaler Final Smash: Lightning Bomb, Scaler jumps into the air and shoots out electricity all around him within about the radius of Luigi's Final Smash. This Has High Damage but no knockback because it stuns all who are caught within the radius allowing him to deal out even more damage for about 15 seconds. This has a downside though as they will experience no knockback making it so the only way to get a K.O. is to use it when a character is off stage. Up Taunt: Scaler starts playing with a lizard egg.
Preview: Krock Doozum 
Fruzard Playstyle: Hit and Run Stats: Speed: Medium Weight: Medium
Neutral Special: Fireball, Fruzard spits out a fireball dealing low knockback and good damage. Can be used multiple times like Vectorman's.
Side Special: Tail Whip, Fruzard lashes out his tail all around him dealing good damage and knockback while he moves forward.
Up Special: This I am stumped on because I have no idea.
Down special: Transform
Final Smash: Fireball storm, Fruzard Shoots out several larger fireballs all around him 2 times for good damage and good knockback.
Preview: Fruzard 
Bakuldan Playstyle: Olimar like playstyle. Stats: Speed: Slow Weight: Light without bomb, Medium with bomb.
Neutral Special: Generate Bomb, Bakuldan pulls out a bomb that is about it. The bomb has no fuse.
Side Special: Bomb Roll, Bakuldan rolls a bomb in the direction he if facing that blows up on contact with a wall or character. It will also go in the direction of an incline (if you are facing a hill that goes upwards it will roll back and make Bakuldan dizzy for about 5 seconds preventing him from attacking, this only makes the bakuldan that rolled the bomb dizzy not any other characters or bakuldans.). Causes High damage and knockback.
Up Special: Bomb Jump In Air/ Detonate On Ground, In air: Bakuldan puts the bomb below him and detonates it immediately sending him up into the air but when he lands he is dizzy. The explosion does high damage and high knockback, while Bakuldan does good damage and low knockback while going up, but no damage or knockback while going down. On Ground: Bakuldan sets down the bomb which will explode after 5 seconds of being placed. If you press the special button again it will explode immediately. Damage and knockback is the same in every instance that the bomb is used.
Down Special: Transform
Final Smash: Bakuldan Juggle, Bakuldan drops a bomb stunning all who are around him grabs all characters and another bakuldan appears and they toss the characters back and forth along with 5 bombs and after about 10 seconds the character land in the middle and all 5 bombs fall on top of him or her causing about 50% damage and massive knockback which can send a character off screen even with just the 50% from the final smash. The final smash will fail if noone is within the inital explosion. The explosion that stuns the characters at the beginning deals no damage.
Preview: 
Swoom Playstyle: Hit and Run Stats: Speed: Slow Weight: Medium Neutral Special: No idea as of yet.
Side Special: Belly Slide, Swoom jumps forward and slide across the ground or water (is this codable?). The attack does good damage and good knockback on land and high damage and high knockback in the water, it can meteor smash characters that are swimming in the water (once again is this codable?).
Up Special: Hydro Spin, Swoom generates water around himself and shoots upward while spinning. Think Aqua Jet in the anime. In game Swoom could not generate water but he can't exactly swim forever in SSF2 so this seems like a good compromise.
Down Special: Transform
Final Smash: Still thinking on this one. Preview: |
The Legend of Zelda Characters:
| Scaldera: | | | Playstyle: Tank Stats: Speed: Fast Weight: Heavy Entrance: Scaldera rolls onto the stage in his rock form and then reveals his true form and roars. Neutral Special: Fireball, Scaldera spits out a large fire ball which races over the ground as well as going up and down inclines. It explodes on contact with either a wall or another character. The attack does High Damage and good Knockback.
Side Special: Boulder, Scaldera retracts it's legs into it's armor and rolls forward. The attack is not affected by upward inclines but the speed increases downhill. High Knockback and High Damage.
Up Special: Thrust Jump, Scaldera thrusts his legs downwards as well as extend them as he jump into the air. When he falls he is in his boulder form in which case he will roll down inclines, if there isn't an incline he just gets back up. Deals good knockback and good damage both ways.
Down Special: Inhale, Scaldera opens it's mouth and starts to inhale just like Kirby or Dedede. The attack works more so like dedede though as if he inhales a character he will spit them out albeit not in star form like Dedede. Deals about the same damage as Dedede's as well as the the same knockback. He can also inhale items but if he inhales an explosive he will be left stunned temporarily leaving him helpless. If you are Link just throw a bomb.
Final Smash: I have no idea as of this moment. Preview:  |
| Skyward Sword Link: | | | Playstyle: All Around Brawler Stats: Speed: Fast Weight: Same as Link Ability: Tether Recovery Entrance: Link rides in on his Crimson Loftwing and jumps off and activates his sailcloth as he lands and pulls out his sword and Hylian Shield (The only unbreakable shield in the game.). Neutral Special: Hook Beetle, Link Launches the Hook Beetle of of his wrist and you can control it with the arrow keys. If link is holding a bomb flower when he does this, the hook beetle takes the bomb with it and carries it around. You can drop the bomb with the special button which also cancels the move. The main use of the beetle is to retrieve items or go on bombing runs. If the Hook Beetle goes back to link when holding an item Link will grab it, The hook beetle can grab all items as well as all bombs in which case can be dropped on characters with varying amounts of damage and knockback. ex. Samus' morph ball bombs or regulars links bombs, etc. If the move cancels the item is dropped. Can not grab smash balls.
Side Special: Whip, Link pulls out his whip and lashes it forwards dealing low damage and knockback as well as grabbing items that other characters are holding. Can tether recover.
Up Special: Updraft, An updraft comes and Link pulls out the sailcloth and rides it upward. He can then use it to drift down slowly like peach. Does low damage and knockback.
Down Special: Bomb Flower, Link pulls out a bomb flower and can proceed to do several things: 1. Throw it by pressing the standard attack button. 2. Roll it forwards when he is running. 3. Press the Special Button to have the Hook Beetle carry it off. 4. Put it back by using the down special action command. 5. Crouch and press the standard attack button to place it. The bomb flower has no fuse unless rolled, thrown or placed. The beetle ends the fuse of any explosive temporarily unless it is a bob-omb, but the explosive will explode on impact with the ground,wall or another character. The beetle can also carry a bomb directly into another character if you don't trust your bombing skills, albeit a blue arc will appear coming from the bomb is a small downwards arc which goes straight to the ground or another character. At the bottom of the arc a blue circle will appear as a marker.
Final Smash: Skyward Strike/Fatal Blow, Link charges up his sword for a skyward strike which he sends forwards like the triforce slash, although this will not stun the character, instead they will enter their dead animation on the spot (even in the air) and then link jumps at them a does a fatal blow on the character dealing massive damage and knockback.
Taunts: Up Taunt: Link pulls out the Goddess Harp and strums it. Side Taunt: Link pulls out the Bug Net and a bug flies by and he catches it and shows it off. Down Taunt: Link pulls out the Triforce and the Gem of Trials and faces the screen for about 3 second.
Grab/Throws: Grab: Link Pulls out the Clawshots just like regular Link. Can tether recover. Up Throw: Link throws the character upwards with the whip Plain and simple. Forward Throw: Link throws the character forwards and fires an arrow at him/her. Back Throw: Link Kicks the character backwards just like regular Link. Down Throw: Link Pushes the character downwards and forces them against the ground with the gust bellows doing about 15%. Can Chain Grab.
Tilts: Side Tilt: Link pulls out the Gust Bellows and sends air forwards which can push characters and items away. The attack can be held and you can also walk while using it but you can not turn around. Up tilt: Link Charges up a skyward strike for his next sword attack. The charge cancels if you use a taunt, fall asleep or enter dead animation, use a special, use a grab, use the other tilts, etc. Shield is fine though along with hit, frozen, sent flying, techs, combo, etc. Down Tilt: Link Digs a hole in front of him with the mogma mitts and if a character steps over the hole they get the pit fall animation. You can dig 4 holes at any one time. A hole only disappears if a character steps in it or if a 5th hole is dug. If Link uses a down tilt above an existing hole he goes inside of it and reappears coming out of the next hole that was dug, then the next, then the next, then the original and so on. Has a 5 second cool down so an opponent can play some Whack-a-Link.
Smashes: Side Smash: Link Stabs forward dealing good knockback and good damage. Up Smash: Link Slashes upwards dealing good damage and good knockback. Down Smash: Link does a Spin attack dealing the same damage as regular Link's up special, albeit with no vertical gain.
Aerials: Neutral Aerial: Link Slashes around himself once for good damage and low knockback. Forward Aerial: Link pulls out the Scatter Shot and launches 6 small projectiles forwards that all arc downwards. Back Aerial: Just like Regular Link. Up Aerial: Link pulls out the sail cloth and can drift down if held for a second. Down Aerial: Just like regular Link.
Preview: 
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| Lizalfos: | | | Entrance: Lizalfos comes flying in with it's Aeiralfos wings and lands and it's wings disappear. Playstyle: All Around Brawler Stats: Speed: Fast Weight: Medium Ability: Wall Jump Neutral Special: Flame Breath, Lizalfos bends over and breaths a trail of flames outwards a bit further out then Bowser's breath. Extremely low knockback and low damage.
Side Special: Tail Swing, Lizalfos jumps up and swings his spiked tail forwards dealing high damage and knockback.
Up Special: Aeralfos, Lizalfos grows wings and turns into an Aeralfos then he flies up for a bit like Pit only after it is done his wings disappear and that is about it.
Down Special: Gauntlet Counter, Lizalfos covers itself with it's stone gauntlet, once it is hit he quickly bites forward for high damage and high knockback.
Final Smash: Dark Lizalfos, Lizalfos enters into his final form of the Dark Lizalfos which increases it's attack power for most moves with only a single new attack.
Neutral Special: Curse Breath, The only new attack in his moveset albeit all of his moves are more powerful. That aside this attack is extremely over powered so it has a 2 second start up lag before breathing out the attack because this attack prevents whoever that gets caught in it from using any attacks at all. The attack still does more damage then the normal fire breath though. In order to use use the attack again there is a 10 second recharge.
Preview: |
| Stalfos: | | | Stalfos comes climbing out of the ground and draws it's sword and shield. Playstyle: All Around Brawler Stats: Speed: Medium Weight: Heavy Ability: Wall Jump Neutral Special: Bone Throw, Stalfos throws a bone just like a Dry Bones. This attack originates from Minish Cap. Deals low Damage and low Knockback.
Side Special: Lunge Slash, Stalfos lunges forward and quickly slashes anyone caught in his way for good damage and good knockback.
Up Special: Stalfos Whirlwind, Stalfos disassembles and starts swirling around in a brown whirlwind and reassembles shortly after where the whirlwind is. This attack originates from wind waker in which if you didn't kill the head fast enough it would do this. No damage or knockback.
Down Special: Skull Kick, Stalfos has it's head pop off then it kicks it forwards where it can latch onto a character in the case in that it will attack 10 times for a total of 10 damage and then pop off and hop back on top of the body of the stalfos which can still attack while the head is gone.
Final Smash: Stal Army, Stalfos will stop on the ground and then several Stal enemies will appear including 1 Skyward Stalfos, 2 Club stalfos, Stalmaster, 2 Stalchilds, 3 stalhounds, and 5 Stalkin. They will stay for the entirety of the match if they are not defeated. They have the following hp amounts 70% Club Stalfos, 50% stalchild, 50% stalhound, 20% stalkin, 100% Skyward Stalfos, 200% Stalmaster. They all have varying speeds, weights and damage deal outs. Preview: 
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| Moblin: | | | Entrance: A Hrok comes flying in with Moblin in it's claws and drops him onto the battlefield and flies away. Playstyle: Tank Stats: Speed: Slow Weight: Heavy Neutral Special: Lantern Throw, Moblin throws a lantern which acts somewhat like Ness' side special.
Side Special: Spear Dash, Moblin starts rushing forward with his spear. Does high damage and knockback.
Up Special: Hrok, A Hrok comes and picks up Moblin and you can a bit of temporary free control of flight. If you press the special button the Hrok spits out a rock which falls downwards. The Hrok does low damage and low knockback. The rocks do high damage and high knockback.
Down Special: Spawn Miniblin, A miniblin will jump out of Moblin's shadow that appears behind him. The miniblin can inflict 5% damage per attack but can only take 10% damage before it dies. Moblin can spawn a total of 5 mini-blins on screen at one time. This amount can be increased by having Moblin be used by multiple players (computer included).
Final Smash: Moblin Swarm, Moblin points forward and immediately several Bigblins and Miniblins will run in the direction indicated in the same hitbox of Ganondorf's Beast Ganon FS. The attack does massive damage to any attacked by the bigblins and miniblins. Afterwards 1 Big blin and 5 Mini Blins stay behind and continue to fight. The miniblins count towards his down special, but the big blin can deal 15% damage per hit and requires 100% damage to be killed. When a bigblin or miniblin dies they explode in a puff of purple smoke. Preview: Will get a better image when possible. |
Metroid Characters:
| Berserker Knight: | | | Playstyle: Tank Stats: Speed: Slow Weight: Heavy Neutral Special: Phazon orb/Blaze orb, Berserker Knight charges up a blue ball of phazon and then spits it forwards. Unlimited range. Higher charge increase the amount of orbs to 2 at mid charge and 3 at high charge, at full charge all 3 projectiles change to red blaze orbs. Unlike the the phazon orbs a blaze orb can not be reflected by for instance Mario's cape, but the charge time equalizes it.
Side Special: Phazon Spray, Berserker Knight lets loose a jet of phazon out in front of it which gradually decreases in range like Bowser's albeit it fires straight forward unlike Bowser who breathes downwards. Does good damage and traps just like Bowser or Charizards.
Up Special: Energy Slam, Berserker Knight jumps up into the air and crashes down like Dedede only he lets loose a shockwave upon impact and he gives any directly below him a pit fall effect along with 25% damage (He instakilled in Metroid Prime 3 so this seems fair) while the shockwave does good damage and knockback.
Down Special: Hyper Mode, Attacks now do twice as much damage but it only last for a minute dealing 2% damage to itself every 3 seconds for a total 20%.
Final Smash: Berserker Lord, A space pirate ship flies by and drops a tank of a phazon on top of the Berserker Knight turning it into a Berserker Lord which drastically increases attack power but remains slow and heavy. The only new attack is part of the down special but the Neutral special is now changed when in Hyper mode.
Neutral Special: Phazon Beam (Hyper mode only), Berserker Lord unleashes a powerful beam of plasma with unlimited range but it cancels Hyper mode instantly (unlike in the game), This does not cancel the final smash but entering hyper mode doubles the speed that the final form bar runs out at.
Down Special: Hyper Mode, Attacks still do double damage but now the Neutral Special is changed to Phazon Beam. Also there is no downside to hyper mode while in the final form except the double speed final form bar decrease. Has a 25 second cool down after the attack ends in final form brawl and 10 second cool down normally as to be able to use the Phazon beam multiple times in one smash ball use, He will give off a glue glow when he is able to use the move again. Previews: Berserker Knight Berserker Lord 
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| Rundas: | | | Description: Rundas is a male Phrygisian bounty hunter with the ability to generate ice like the rest of his race. I Metroid Prime 3 corruption Rundas along with Gandrayda, Ghor and Samus were called aboard the G.F.S. Olympus in order to vaccinate biological computers known as AUs or Aurora Units, but after they are told to do so Space pirates attack the Planet Norion and they all go to stop the attack. When a leviathan starts heading towards the planet they go up towards an immense cannon to take it out but they are incapacitated by Dark Samus and their bodies begin to generate phazon within their bodies. He is dispatched to Bryyo to destroy the leviathan there ,but the y lose contact with him a week later. A week after that and Samus is sent out to search for him. while on Bryyo Rundas appears to be leaving hints for Samus to follow him including frozen reptilicus, seen in person from a distance, his gunship with engines still warm. Later in the fire sector of Bryyo several squads of space pirates come to take down Samus but Rundas comes by and freezes and proceeds to kill them as his last good act, before Dark Samus possesses him in order to battle Samus. After the battle Rundas recovers briefly from his possession and offers out his hand to be helped up ,but Dark Samus impales him with his own ice and proceeds to absorb his body killing him. Entrance: Rundas comes shooting down in a chunk of ice that brakes open upon impact with the ground and he walks out of it. Playstyle: Hit and Run Stats: Speed: Medium Weight: Medium Abilities: Glide, Hover, Wall Jump. Neutral Special: Ice Shot/Ice Chunk, Rundas fires a ball of ice which homes in on an opponent. Can be fired multiple times when uncharged but as it charges it, it gets progressively larger in size which increases it's damage so it goes from low damage and no knockback to High damage and high knockback as well as increasing the homing capabilities.
Side Special: Ice missile, Rundas shoots an Ice missile which moves fast and homes in on targets but not nearly to the extent of the ice chunks. Freezes upon contact with a character and deals a good amount of damage.
Up Special: Ice Surf, Rundas sends out ice from underneath him which he can surf on in any direction. Has unlimited recovery due to his glide ability and he can use the uncharged version of his neutral special while using it. If he rams you head on it does 10% damage.
Down Special: Ice Burst, Rundas sends a burst of ice out in front of him which freezes any opponents caught with in the radius but it has no knockback and does 10% damage per hit.
Final Smash: P.E.D. Ice Armor, Rundas puts on his Phazon Enhancement Device and covers his body in ice armor which greatly lowers his damage and knockback aswell as increasing the power of his attacks.
Neutral Special: Same as before but more damage.
Side Special: Same as before but more damage.
Up Special: Exactly the same as before.
Down Special: Ice Flail, Rundas' most powerful attack, he generates a huge chunk of ice and spins it around him from a chain of ice, he can not move but he can keep spinning it around him, if you release the special button he hurls the chunk of ice forwards for 50% damage and Huge knockback, but it has a 20 second recharge time. Previews: Normal Form Ice Armor coming once I get a decent image.
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| Ghor: | | | Description: Ghor is a cyborg bounty hunter who appeared in Metroid Prime 3 Corruption and was an ally of Samus until he was corrupted by the phazon that Dark Samus caused him and the other hunters to start producing within their bodies. He was defeated by Samus when he attempted to destroy her gunship on the planet Elysia and was soon after absorbed by Dark Samus despite Samus attempting to stop it because just like Rundas he recovered from corruption. In combat Ghor uses his plasma beam and his mech suit in order to deal a vast amount of damage against the enemy. Entrance: Ghor walks up and enters his armor suit and slaws both of it's claws backward. Playstyle: Tank Stat: Speed: Medium Weight: Heavy Neutral Special: Plasma Beam, Ghor fires a beam of plasma from one of his armor suits claws. Can be held down dealing a good amount of damage over time with no knockback.
Side Special: Charge, Just as the name implies Ghor charges forwards and into anything that is in front of him. Deals high knock back and high damage.
Up Special: Thruster Boost, Ghor launches himself upwards with a burst from his thrusters dealing good damage and good knockback.
Down Special: Spin Slash, Ghor spins round with a large radius and his claws outstretched causing good damage and draws in opponents for combos.
Final Smash: Plasma Cannon, Ghor fires out a large beam of Plasma from his chest as well as firing 6 missiles that home in on enemies. Missiles have good damage and good knockback while the plasma cannon deals damage over time and traps the opponent until the attack ends in which case they are sent flying. (Just like Samus' FS only with missiles and a smaller hit box. [62437/metroid/images/thumb/6/6d/Ghor_rip.png/640px-Ghor_rip.png[/img]
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Pokemon Characters:
| Duskull: | | | Description: Duskull is a pokemon from the 3rd generations that was of the ghost type. It could evolve into Dusclops at level 37. Entrance: Duskull fades into visibility plain and simple. Playstyle: Hit & Run Stats: Speed: Medium Weight: Light Ability: 5 Jumps, Float Neutral Special: Hex, Duskull lifts it's arms up as a giant purple eyeball appears above it which then releases a purple cloud in front of Duskull for a short distance. Deals good damage and low knockback. Deals double damage if the enemy is under the effects of any mushrooms, super spicy curry, metal box, basically anything that affects the stats of characters, it also does high knockback and can even harm those under the effects of an invincibility star but only deals low knockback and good damage.
Side Special: Shadow Sneak, Works similarly to Black Mages haste only with a singular hit and a bit less damage.
Up Special: Dissipate, Duskull fades out while facing the screen and shaking it's arms above it's head and appearing somewhere else similar to Black Mage only instead of green the circle will be grey. This move originates from Pokemon Pinball Ruby & Sapphire in which 20 Duskull appeared along with Dusclops in the Sapphire tables odd numbered bonus games.
Down Special: Dark Pulse, Duskull sends it's arms out to it's sides and releases a pulse of dark energy outwards all around it. This attack will slow Duskull's descent when used in mid-air. The attack also does medium damage and medium knockback.
Final Smash: Dusclops, Duskull evolves into Dusclops causing a high power and defense increase, but it will also add Duskull to the Medium weight class and change it's moveset.
Neutral Special: Shadow Ball, Dusclops charges up a ball of dark energy in it's hands and then proceeds to launch it forwards. The attack does high damage and high knockback at full charge. The charge can be held for as long as the final form timer will allow.
Side Special: Shadow Punch, Dusclops charges it's fist up with shadowy energy before unleashing it forwards for devastating damage. The attack does not have as long a charge up time as the falcon punch or warlock fist as Dusclops is a final form. The attack does massive knockback if hit.
Up Special: Telekinesis, Dusclops uses psychic energy to help lift itself higher into the air for 5 seconds. When the move is in effect Dusclops will be surrounded in a pink aura. While the move is in effect Dusclops can also have free reign of what directions it goes.
Down Special: Same as Duskull only it has a much larger radius, damage output and knockback.
Preview: Duskull Dusclops
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| Raichu: | | | Description: Raichu is the final evolution of the Pokemon Pikachu and its preevolution Pichu. Raichu evolves from Pikachu through the use of a thunder stone. Raichu is capable of much more physical attacks than Pikachu plus it can learn the move hyper beam. Entrance: Raichu gets sent out of a pokeball. Playstyle: All around Brawler Stats: Speed: Fast Weight: Medium Ability: Wall Jump Neutral Special: Charge Beam, Raichu charges up a ball of energy and can then release it in a powerful beam. The charge can be held and this attack can do anything from low damage and low knockback to high damage and high knockback. Size of the beam increases with more charge.
Side Special: Wild Charge, Raichu covers it's body in electricity before rushing forwards. The attack deals high damage and medium knockback.
Up Special: Quick Attack, Same as Pikachu's only stronger with longer range.
Down Special: Thunder, Same as Pikachu's only more powerful.
Final Smash: Hyper Beam, Raichu lets out a powerful hyper beam attack which has a huge attack radius as well as massive damage and massive knockback. The knockback does not come into effect until the attack is over. Works similar to Samus' Zero Laser only it can not be aimed higher or lower. Preview: 
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| Jolteon: | | | Description: Jolteon is the electrical evolution of the multiple evolution pokemon Eevee. It can deal an immense amount of damage with it's electrical attacks and lightning speed. Playstyle: Hit and Run Entrance: Jolteon is released from a pokeball. Stats: Speed: Fast Weight: Medium-Light Ability: Wall Jump, Crawl Neutral Special: Thunder Shock, Jolteon lets loose a small flurry of electrical energy in front of it slightly. The attack deals medium damage and low knockback.
Side Special: Shockwave, Jolteon send out a ball of energy forwards which deals medium damage and medium knockback. The attack will also home in on opponents with high speed, because as the description states "it never misses". This version of the attack is based off of the 3D Pokemon games.
Up Special: Quick Attack, Works just like Pikcachu's only it has longer range. (Any who think that this move is spammed must know that Jolteon really has no access to any similar attacks.)
Down Special: Thunder, Same as Pikachu only it is more powerful. (Same as above because this is one of Jolteon's most powerful attacks and I heavily dislike Discharge and already have another pokemon moveset that will utilize such an attack.)
Final Smash: Charge Beam, Jolteon lets loose a powerful beam of electricity forwards that works similarly to Samus' Zero Laser. (Yes I do realize that not only does my Raichu moveset involve this attack as a special, but it is also used similarly to the Hyper Beam FS, but I do not want to sakurai up an attack that has FS potential.) Preview: 
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| Vaporeon: | | | Description Vaporeon is the water based evolution of the multiple evolution pokemon Eevee. Vaporeon is able to deal a good amount of damage with it's water moves and even possesses the ability to turn in invisible on water. Playstyle: Hit and Run Stats: Speed: Fast Abilities: Wall Jump and Water cloak (Turns invisible while in water and the effect lasts for 10 seconds after leaving it. Is this codable.) and Crawl Neutral Special: Water Gun, works just like Squirtle's in brawl only it also deals damage and possesses larger range.
Side Special: Surf, Vaporeon rides forward on a wave which deals medium damage and medium knockback. The attack can be done infinitely just like Wario's bike in brawl.
Up Special: Waterfall, works just like Squirtle's in brawl.
Down Special: Scald, Vaporeon sends out a powerful jet of water which deals high damage and high knockback.
Final Smash: Hydro Pump, Vaporeon rears up before releasing a large and powerful jet of water forwards that can be aimed upwards and downwards, dealing both massive damage and massive knockback. Preview: 
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| Flareon: | | | Description: Flareon is the fire based evolution of the multiple evolution pokemon Eevee. It is also one of the 3 original eeveelutions as they are commonly referred, this one specialized in attack power and was also the heaviest of the 7 evolutions. Playstyle: All Around Brawler Stats: Speed: Medium Weight: Medium Ability: Wall Jump, Crawl Neutral Special: Flamethrower, Flareon releases a powerful flamethrower out in front of it which deals medium damage and medium knockback.
Side Special: Flame Charge, Flareon engulfs it's body in flames before charging forwards at high speeds dealing high damage and high knockback.
Up Special: Quick Attack, Same as Pikachu only it does fire damage instead of electrical damage.
Down Special: Lava Plume, Flareon releases a powerful burst of lava all around it dealing both high damage and high knockback.
Final Smash: Fire Blast, Flareon lets loose a powerful blast of fire that upon contact with a surface or character will explode into a huge flaming star for 5 seconds. The attack deals massive damage and massive knockback. Preview: 
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| Bulbasaur: | | | Description: Bulbasaur is both the generation 1 grass starter and Pokemon #001 in the pokedex. Bulbasaur is also one of 2 starter pokemon to start with a dual type before evolving. Entrance: Bulbasaur is sent out of a pokeball. Playstyle: Hit and Run Stats: Speed: Medium Weight: Light Ability: Wall Jump, Crawl Neutral Special: Bullet Seed, same as Ivysaur in Brawl.
Side Special: Razor Leaf, Same as Ivysaur in Brawl.
Up Special: Vine Whip, Same as Ivysaur in Brawl.
Down Special: Seed Bomb, Bulbasaur sends out a burst of explosive seeds around itself for high damage and kncokback.
Final Smash: SolarBeam, Same as Ivysaurs part of the Triple Finish in Brawl. Preview: 
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| Gengar: | | | Description: Gengar is one of the first few Ghost type pokemon and Gengar was the first fully evolved ghost type. Gengar is well known for various attacks such as Shadow Ball and Lick. Entrance: Gengar is sent out of a pokeball. Playstyle: All Around Brawler Stats: Speed: Medium Weight: Light Ability: 5 Jumps, Float Neutral Special: Shadow Ball, Gengar charges up a shadow ball like Mewtwo in Brawl.
Side Special: Shadow Punch, Gengar dashes forward with dark energy around it's fist. Deals High damage and medium knockback.
Up Special: Levitate, Gengar starts floating freely through the air for a short time before falling.
Down Special: Hypnosis/ Dream Eater, Gengar grabs an opponent and puts them to sleep, if Gengar grabs a sleeping opponent heal deals 30% damage and heals 30%.
Final Smash: Nightmare, Gengar puts everyone to sleep then proceeds to turn the screen black with the characters glowing, shortly after 4 Haunters and 4 Gastlys appear and start circling around the screen while the characters (minus the Gengar who used the FS) take 50% damage and no knockback. Preview: 
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| Sandshrew: | | | Description: Sandshrew is a ground type that specializes in the attack and defense stats, but seriously lacks in speed. Entrance: Sandshrew gets sent out of a pokeball. Playstyle: Hit and Run Stats: Speed: Slow Weight: Light Ability: Wall Cling, Crawl Neutral Special: Swift, Sandshrew sends out 5 yellow stars that deal low damage and low knockback.
Side Special: Rollout, Sandshrew rolls up into a ball and rolls forward at high speeds that deals high damage and medium knockback. Works basically the same as Jigglypuff's in brawl.
Up Special: Rock Climb, Several rocks appear in the air in a kind of ladder fashion that allows Sandshrew and other characters to climb up and down for a short while before it crashes down to the ground and breaks, can somewhat work as a K.O. move.
Down Special: Dig/ Mudshot, On the ground Sandshrew burrows underground and reappears a short time later either in the same place or in a different location if used more than once. In the air Sandshrew will instead use mudshot and will toss a ball of mud downwards at a 45' angle.
Final Smash: Sandslash, Sandshrew burrows underground and a Sandslash proceeds to come up out of the ground to fight. When the final Smash is over Sandslash burrows back into the ground and Sandshrew comes back out.
Stat Changes: Speed: Medium Weight: Medium
Neutral Special: Gyro Ball, Sandslash hurls a glowing silver ball of energy that deals medium damage and medium knockback at first, but it gets stronger with more of a charge.
Side Special: Rollout, Same as Sandshrew only more powerful.
Up Special: Rock Climb, Same as Sandshrew.
Down Special: Dig/ Mudshot, Same as Sandshrew only more powerful., Preview: Sandshrew Sandslash
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| Nidorino and Nidorina: | | | Description: Nidorino and Nidorina are the second evolved forms of the dual gendered Nidorans. The female was more defensive and the male more offensive. Entrance: Nidorino and Nidorina are both sent out of pokeballs and then one of them stays on the stage while the other one goes into the background. Playstyle: Swapout Brawlers Stats: Speed: Fast (Nidorino is faster) Weight: Medium Ability: Wall Jump, Crawl
Nidorina: Neutral Special: Poison Sting, Nidorina opens it's mouth and sends out a spray of poisonous needles which does low damage and low knockback.
Side Special: Double Kick, Nidorina kicks quickly in as it lunges forward, after the first kick the button can be pressed again for the second. The attack does medium damage and medium knockback.
Up Special: Aerial Ace, Nidorina enters a spiral and proceeds to ram through opponents for multiple hits. The attack works in a way comparable to both Lucas and Fox.
Down Special:Swapout, Nidorina runs into the background and Nidorino comes running out.
Nidorino:
Neutral Special: Sludge Bomb, Nidorino spits out a sludge bomb which arcs slightly and explodes on contact for medium damage and medium knockback.
Side Special: Poison Tail, Nidorino lashes out with a glowing purple tail that deals medium damage and high knockback.
Up Special: Aerial Ace, Nidorino enters a spiral and proceeds to bash any opponents in his way for medium damage and high knockback. The attack works in a way comparable to both Ness and Fox.
Down Special: Swapout, Nidorino runs into the background and Nidorina comes running out.
Final Smash: Nido Storm, The Nido currently in use roars causing the other Nido along with Nidoking, Nidoqueen, Nidoran♀ and Nidoran♂ to come along with it. The all gather in a way similar to Triple Finish albeit different as in both Nidoking and Nidoqueen use Earth Power in both directions causing the ground to rise up to about the height of the middle platform of battlefield while Nidoran♀ and Nidoran♂ use Poison Sting in both directions in a spray and Nidorino and Nidorina use Sludge Bomb in an arc based attack to attempt to slam opponents down into the Poison Sting and Earth Power. Afterwards the Nidos all leave except for the one that was being used before the final smash was used. Preview: Nidorino Nidorina Nidoking Nidoqueen Nidoran♂ Nidoran♀
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Mother/ Earthbound Characters:
| Duster: | | | Description: Duster is one of the 4 main heroes from the game Mother 3. Unlike Ness or Lucas, he is not a psychic and thus does not have access to PK based attacks. Entrance: Duster drops in to the battle field after using the Mr. Saturns' bird cage with the rope snake. Playstyle: All Around Brawler Stats: Speed: Medium-Slow Weight: Medium Neutral Special: Siren Beetle, Duster pulls out the siren beetle and it emits a loud sound. This attack works just like Mario's cape as it will turn opponents around and can reflect enemy projectiles.
Side Special: Bomb throw, Duster throws one of many kinds of bombs out forwards, each of which behaves differently with different effects. Smoke Bomb: 30% chance to appear. Stops the opponent for the same amount of time as a half charged Stop attack. Bomb:25% Chance to appear. Deals 10% explosive damage to the opponent. Thunder Bomb: 25% Chance to appear. Deals 30% Electric damage to the opponent. Super Bomb: 20% Chance to appear. Deals 25% explosive damage to the opponent.
Up Special: Wall Staples, Duster pulls out his wall staples and builds a ladder (if codeable) that he and everyone else can climb on. He can build up to 3 at a time which can be as high as the player likes by holding the special button.
Down Special: Hypno Pendulum, Duster pulls out the hypno pendulum and anyone directly in front of him will fall asleep.
Final Smash: Work In Progress! Preview: Coming Soon!
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Sonic Characters:
| Vector the Crocodile: | | | Description: Vector is the leader of Team Chaotix, an investigative organization consisting of 3 current members including Espio, Charmy and himself. Vector is also a lover of music and bubblegum, he also has a vast amount of abilities including being able to breathe fire (Sonic Heroes) and float upwards through use of a gum-bubble. Entrance: Coming Soon! Playstyle: Tank Stats: Speed: Slow Weight: Heavy Ability: Wall Climb (Is this codable?) Neutral Special: Fire Breathe, Vector lets loose a jet of fire directly out in front of him that has a very good amount of range and does good damage over time. There will be a small amount of knockback as well.
Side Special: Bubble Bomb, Vector spits out a purple gum bubble that floats forwards until it hits a character or obstacle in which it will explode for good damage and good knockback.
Up Special: Bubble Rise, Vector point his head upwards and lets out a purple gum bubble which is still held in his mouth and causes lift for a short amount of time and then he starts drifting down, just like Peach.
Down Special: Body Slam, Vector jumps up, does a front flip in the air, then he comes plummeting downwards with his body to slam into anything below, if he lands on anything he will bounce back up. He can also cause a lot more damage if his fists it the target upon impact. Either way he does high damage and knockback as well as serving as a meteor smash, Like I said, more damage will be done if his fists make the impact. Think Yoshi or Bowser only with more of a horizontal hitbox rather than a vertical hitbox.
Final Smash: Chaotix Recital, Vector calls in Espio and Charmy and they start playing music. The music sends out Sound waves that have a lot of range and deal high damage and knockback. While this is going on Espio plays the shamisen (Japanese guitar), Vector is on mic and Charmy is playing the base drum. After the final smash Espio and Charmy quickly run off and Vector once again continues to battle.
Preview: Vector FS 
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| Charmy Bee: | | | Description: Charmy is a member of the investigative organization known as Team Chaotix where he receives the assignment in which the team will take on. Charmy is a bee who always where a pilot's helmet, an orange jacket and orange shoes. He also has the ability to fly. He can also teleport through means of large special purple flowers in which he can go from one to another. Entrance: One of the purple flowers sprouts from the ground and then Charmy appears within a blue beam of light in the center and jumps down while the flower stays there for the use of a ground up special. Playstyle: Hit and run Stats: Speed: Fast Weight: Light Ability: Float and 5 Jumps Neutral Special: Thunder Shoot, Charmy fires out a yellow ball of electricty in front of him. This attack has low damage and low knockback but it can stun. He can fire 3 of these at any given time.
Side Special: Stinger Dash, Charmy dashes forward with his stinger out front for good damage and good knockback.
Up Special: Flight, Charmy will simply fly upwards for a short time just like Pit.
Down Special: Flower Warp, When Charmy is standing on a flower when he uses the attack he will warp to another flower. The way the warp flowers work is that when Charmy is standing on a flower it works similarly to Dark Mage special in which if he uses his up special and holds it he will have a cursor that he can control to show where a flower will appear for him to warp to (up to 3 at a time), if he just taps it he will warp to an existing flower.
Final Smash: Work in Progress. Preview: 
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Platania Characters: All of the movesets in this section are incomplete as of yet and will not include stats, entrances, descriptions, FS and some specials for a while.
| Jake Stanton: | | | Description:??? Playstyle:??? Stats:??? Ability:??? Neutral Special: Fireball, Pretty simplistic, Jake throws a ball of fire forwards at high speed and deals medium damage.
Side Special:???
Up Special:???
Down Special:???
Final Smash:???
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| Steven Stanton: | | | Description:??? Playstyle:??? Stats:??? Ability:??? Neutral Special:???
Side Special:??? Up Special:???
Down Special: Frost Shield, Steven creates a barrier out of ice which can reflect projectiles. When the button is released it gets sent out in a burst which deals medium damage and medium knockback.
Final Smash:???
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| Lightning: | | | Description:??? Playstyle:??? Stats:??? Ability:??? Neutral Special: Lightning Breathe, Lightning releases several bolts of electricity of his mouth which does medium damage and low knockback, the button can be held so the move can be used infinitely with range decreasing over time.
Side Special:???
Up Special:???
Down Special:???
Final Smash:???
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OC Characters: Yes I did just make an OC section which I will be using for various characters that I either make up or use in games. Stay tuned for whatever I have in store.
| Arachnoid: | | | Description: Arachnoid is a mechanized spider capable of wielding various types of weaponry within it's arsenal. It is also capable of charging it's fangs up with plasma in order to allow it to cut through flesh with relative ease. Entrance: A burst of energy goes off and Arachnoid appears soon afterwards. Playstyle: Hit and Run Stats: Speed: Fast Weight: Medium Ability: Wall Climb (if codable) Neutral Special: Element Cannon, Arachnoid brings up it's cannon from the module on it's back which can fire one of many attacks: Plasma Cannon: Starts out with this one. The cannon fires a ball of energy that can be charged up similarly to Samus' charge beam. Fire Cannon: Arachnoid shoots out a jet of flames similarly to Charizard or Bowser only straight forward. Ice Cannon: Arachnoid releases a burst of Carbonite to instantly freeze anything in front of it. Also deal about 20% damage. Water Cannon: Arachnoid fire a bubble of water that carries opponents horizontally for a while before bursting 2 seconds later dealing 10% damage upon bursting. Earth Cannon: Fires a chunk of rock that explodes on contact for 25% damage, but the projectile is slow.
Side Special: Rocket Pod, Arachnoid fire a rocket that deals 10% damage with medium knockback, the attack can be spammed to fire rocket after rocket at the enemy.
Up Special: Burst Jets, Arachnoid deploys it's burst jets below it's body to launch it into the air. If the button is held then it works similarly to R.O.B.'s.
Down Special: Element Swap, The element currently loaded into the element cannon is swapped out in this order Plasma-> Fire -> Ice -> Water -> Earth -> Plasma.
Final Smash: Shadow Cannon, Arachnoid fires a massive blast of dark energy forwards that sucks opponents towards it and causes a massive explosion upon contact dealing about 45% damage and massive knockback. Preview: Sketch coming soon!
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Coming Soon: Leon (Scaler) Kloktos (Zelda) Moldorach (Zelda) Ghirahim (Zelda) Demise (Zelda) The Imprisoned (Zelda)
Stalfos (Zelda)
Lizalfos (Zelda) LD-002G Scervo (Zelda)
Moblin (Zelda) Looger (Scaler) Skyward Sword Zelda (Zelda) Machi (Zelda)
Fatty Puffer (Kirby) Mr. Dooter (Kirby)
Sunshine Yoshi (Mario)
F.L.U.D.D. Mario (Mario) Nago (Kirby)
Coo (Kirby) Kine (Kirby)
Gao Gao (Kirby) Incomplete! E-101 Beta (Sonic) Monty Mole (Mario) Landia (Kirby)
Rundas (Metroid)
Ghor (Metroid) Gandrayda (Metroid)
Berserker Knight (Metroid) Leaf Kirby (Kirby) Just for fun along with other copy abilities. King Boo (Mario) Electrokoopa (Mario) Space Pirate (Metroid) Boney (Mother) Flint (Mother) Alt. Lucas (Mother) Kumatora (Mother)
Bulbasaur (Pokemon) and more!
Last edited by DarthTalon5 on Thu Feb 16, 2012 7:44 pm; edited 55 times in total |
|  | | Sage Member


Posts: 868 Join date: 2010-12-08 Age: 18 Location: The Cyber World
 | Subject: Re: SSB Moveset Creation and Discussion Thread Sun Dec 11, 2011 4:01 pm | |
| Sage's Movesets| Ryo: | | | 
Playstyle: The Invincible Dragon Ryo will be a powerhouse character. His attacks will do a hella knockback and good damage. He will be able to hold his own aganist projectile mindgames and mixups. His specials will be a strong part of his metagame. They will be able to chain in some way. His only weakness will be his terrible, terrible recovery, meaning that characters like Ichigo that can easily gimp recovery, can give Ryo a hard time. Ryo is an easy character to use, but a serious force to be rekoned with when properly mastered. Ryo's a good character for Wario and Ichigo mainers.
Stats: Speed: Medium-Low Weight: Same as Ichigo Jump: Medium-Low Fall: Medium-High
Special Abilies: None
Moveset: Basic Combo- Ryo punches twice, then kicks. The punches does 4% damage, and the kick does 5% damage.
Neutral Special: Ko'oh Ken Ryo fires a big fireball. This fireball doesn't travel, rather it stays in place after it is fired. The fireball does 15% damage and medium knockback.
Side Special: Hien Shippuu Kuaku Ryo jumps and does three kicks. Eack kick does 6% damage. The final kick does medium-low knockback. If the neutral special command is pressed on the ground with good timing, he stops and performs his neutral special.
Up Special: Kohou Ryo performs a jumping rising uppercut. Does 12% damage and medium knockback. If the neutral button is pressed on the ground with good timing, he performs his side special.
Down Special: Zangensen Ryo performs an barrage of punches. If the opponent is caught in the barrage, Ryo then punches the opponent twelwe times. Each punch does 1% damage. If the attack button is pressed with good timing, he punches the opponent away. The punch does 2% damage and medium knock. If the special buttton is pressed with good timing, he uppercuts the opponent. The uppercut does 1% damage and vertical knockback.
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| Espio the Chameleon: | | | 
*most of the specials are by Lukepi, I just revamped them.*
Playstyle: Espio will revolve around quick methods of attack. Like the ninja he is, Espio will be somewhat fast, but move at a slower pace than Sonic. His specials are designed to put pressure on the opponent, as well as allow Espio some combo oppertunities. His projectile game is somewhat good, but slow. Espio's main weakness is his pitiful excuse for a recovery. Aside from that, Espio is a somewhat good character. Espio's mastering level is very easy. You can easily get used to some of his moves and how they work. Espio is perfect for beginning players.
Stats: Speed: Medium-High Weight: Medium Jump: Medium-Low Fall: Medium
Special Abilities: Wall Jump
Moveset: Basic Combo- Espio punches once, then kicks two times. Each hit does 3% damage. The second hit causes good hitstun, and the third causes medium-low knockback. The second hit's main purpose is to be a short combo starter. It can also be chained with his grab.
Neutral Special: Tornado Dash Espio spins around while dashing. This does multihit damage. Each hit does 1% damage. This move is charageable. The higher the charge, the longer the move will last. In the air, the move becomes a stall-and-fall attack, functioning like Lloyd's Down Air. The ground verision is good for juggling and the air verision is good for gimping. The air verision is also good for setting up comboes when shorthopped.
Side Special: Shuriken/Kunai Throw Espio throws a shuriken that does mutlihit damage. Each hit does 2% damage. This move chips away shields, forcing the opponent to sidestep and giviving Espio a chance to attack. In the air, Espio throws a kunai down at a 45 degree angle. Perfect for twarting recovery. The kunai does 5% damage and low knockback. Each of these projectiles are high in priority, but goes as fast as Link's boomerang.
Up Special: Rising Windmill Espio spins a shuriken around over his head. This move is multihit. Each hit does 1% damage. This move is good for juggles and ground comboes against tall characters due to Espio's size. In the air, this attack forces Espio rises up a little, going as high as Ichigo's air Up Special.
Down Special: Invisiblity Espio turns transparent for 5 seconds, going through any attacks or specials. This move gives Espio a chance to sneak up on the opponent.
Foward Smash- Espio slashes with a kunai. This smash destroys weak energy projectiles and deflects small metal projectiles. Does as much damage and knockback as Sora's.
Up Smash- Espio Perfoms a filp kick upwards. Does much damage and knockback as Sora's.
Down Smash- Espio tail whips from both sides. Does as much damage and knockback as Sora's.
Foward Tilt- Kicks foward. Does as much damage and knockback as Sonic's.
Up Tilt- Kicks upward. Does as much damage and knockback as Mario's.
Down Tilt- Whips his tail out from one side. Functions as a semi-spike and does as much damage and knockback as Fox's.
Dash Attack- Espio performs a spinning kick. This move is multihit. Each hit does 2% damage.
Neutral Air- Spins around with two kunais in hands. Does 8% damage and medium-low knockback.
Foward Air- Espio performs an airial axe kick. Does 12% damage and Meteor Smashes.
Up Air- Espio kicks upward. Does 5% damage and low knockback. Good juggling move.
Back Air- Espio kicks back Fox style. Does as much damage and knockback as Kirby's.
Down Air- Espio kicks down Sonic Style. Does 10% damage and Meteor Smashes.
Grab- Espio grabs with his hand.
Pummel- Espio headbutts the opponent.
Foward Throw- Espio kicks the opponent away. Does 8% damage and the same knockback as Sonic's.
Up Throw- Espio throws the opponent up. Does 7% damage and medium knockback.
Back Throw- Espio Kicks the opponent back similar to Sonic's original Back throw. Does as much damage and knockback as Tails' Foward Throw.
Down Throw- Espio axe kicks the opponent. Does as much damage and knockback as Fox's.
Get Up Attack- Espio whips his tail back and foward. Does 8% damage and medium-low knockback.
Legde Attack- Espio kicks the opponent. Does 7% damage and medium knockback. |
| Rouge the Bat: | | | 
Playstyle: Rouge as always been known for tricking and malipulating people to get what she wants. This will be appiled to her specials. Her Specials will revovle around tricking and fooling the opponent into bad stitutations. Also, being an experienced G.U.N. agent, she will also be able to hold her own in combat, having good comboability. Also, being a bat, she will have great mobility in the air. However, she can't handle taking damage, meaning that she can be KOed very easily. She also takes a very high amount of hitstun, meaning she can be comboed very easily. Rouge does well against characters who can't handle serious pressure. However, Rouge can't handle pressure herself. And due to her high hitstun, she can be easily be destroyed by characters like Sora who has a ridiculous combo game. Rouge is very hard to get used to due to her drawbacks, but can do some serious damage with the right player. Rouge is good for players who love a challeging character to play as.
Stats: Speed: Medium Weight: Light Jump: Sightly lower than Tails Fall: Same as Kirby
Special Abilities: Five Jumps and Fly
Moveset: Basic Combo- Her three kick combo from Sonic Battle. The first kick does no hitstun, 2% damage, and no knockback, the second kick does minor hitstun, 3% damage, and no knockback, and the final kick does 3% damage, no hitstun and medium knockback. The second hit is good for starting minor ground comboes and the third hit is good for pushing the opponent back.
Neutral Special: Beauty Shock Rouge places her hands on her chest and removes them in a kiss blowing style, producing a slow moving projectile. This has homing capibilities. It does 6% damage, medium hitstun, and no knockback. Rouge can have two of these projectiles on screen at a time, but there is a delay between each one. The projectiles can chip away at shields, forcing the opponent to sidestep. This move is good for forcing the opponent to run and when it hits, can set up for comboes.
Side Special: Rouge Grind Rouge quickly glides forward. This is good for horenzontial recovery due to the fact that Rouge doesn't go into a helpless state after using it. If the command if pressed again, she performs Drill Dash, which is a spinning dropkick that does multihit damage. Each hit does 2% damage. The last hit does medium-low vertical knockback. Drill Dash is good for setting up air comboes when Rouge is on the ground. However, if used in the air, Rouge goes into a helpless state, but the knockback is increased, making it a stylish combo finisher.
Up Special: Bat Wings Rouge starts to fly up in the air. This move goes as high as Megaman's Up Special. Also, like Megaman's Up Special, Rouge can use her Neutral Special while the move is being performed. Rouge can also fire an extra Beauty Shock only while the move is being performed. This move is perfect for adding more pressure on grounded opponents. Rouge can still attack after performing this move, but can't use specials or jump again. She can cancel it with an airial.
Down Special: Bat Cracker Rouge does the same thing she did in her neutral, but instead of producing a producing a projecile, she produces a slow moving bat-shaped bomb. This bomb tracks down the nearest opponent and flies over the the opponent's head. If the opponent hits the bomb, the bomb explodes and does 17% damage, minor hitstun, and medium-high knockback. This move, combined with Beauty Shock, can put serious pressure on the opponent. The move itself can force the opponent to stay grounded.
Foward Smash- Rouge performs Slient Size, which is a powerful spining kick. This does 15% and medium-high knockback. The fully charged version does 25% damage and High knockback. This is a very fast smash. A very good combo finisher.
Up Smash- Rouge performs a spin kick upwards. This does 10% damage and medium-low knockback. The fully charged version does 20% damage and Medium knockback. This it the weakest of Rouge's Smashes, but good for lifting up opponents that are in a dead pose.
Down Smash- Rouge performs her heavy attack from Sonic Battle, which is a breakdance like spinning kick with a stylish split finish. This does as much damage and knockback as Link's fully charged Up Special, making it the strongest of Rouge's smashes. However, it is also the slowest, meaning that it can't be incorperated in comboes, but can be used for edgeguarding.
Foward Tilt- Rouge performs a weak spinning kick. Does 6% damage and medium-low Knockback. A good move for contiuning comboes.
Up Tilt- Rouge performs her upper attack from Sonic Battle, which is a weak kick upwards. Does 5% damage and medium-low vertical knockback. This move is good for starting air comboes.
Down Tilt- Rouge performs a roundhouse sweep kick. Does 7% damage and medium knockback. Good for starting and contiuning comboes.
Neutral Air- Rouge performs a flying kick simaliar to Fox. Does 8% damage and medium-low knockback. WOP move.
Forward Air- Rouge performs her aim attack from Sonic Battle, which is an airial axe kick. This does 12% damage and Meteor Smashes. This move is a good move when shorthopped, because it sets up for ground comboes.
Up Air- Rouge performs a flip kick. Does 13% damage and medium-high vertical knockback. Good air combo finisher.
Back Air- Rouge performs multiple spin kicks similar to Fox's Foward Air. Each kick does 5% damage and low knockback. Good for racking damage.
Down Air- Rouge kicks downward similar to Shadow's air attack from Sonic Battle. Does 10% damage and medium-low knockback. Good ground combo starter when shorthopped.
Grab- Rouge grabs the opponent with her hand.
Pummel- Kicks the opponent.
Forward Throw- Rouge kicks the opponent back. Does 8% damage and medium knockback. A good GTFO move.
Up Throw- Rouge performs a flip kick. Does 6% damage and medium-low knockback. A good launcher for comboes.
Back Throw- Rouge kicks the opponent back. Does 9% damage and medium-high knockback. A good KO throw.
Down Throw- Rouge throws the opponent down, then procedes to stomp the oppenent five times. This does 12% damage and leaves the opponent in a dead pose.
Get Up Attack- Rouge performs a roundhouse kick. Does 8% damage and medium knockback.
Ledge Attack- A regular kick forward. Does 9% damage and medium knockback.
Basic Strategies: The main thing with Rouge is using her specials to gain oppertunities. Her Neutral is good for pressure, esspecially when combined with her Down. Use this wisely to put servere pressure on opponents. Don't spam. Spamming can lead to the opponent figuring out your strategy and countering it. The best thing to do is to use this strategy sparingly and use it to approach. Rouge has many comboes, so when you have the opponent where you want him or her, you can easily start one by using her many combo starters. Rouge takes sereve hitstun, so trying the aggressive approach is really risky. So don't try to be all aggressive with her
B&B Comboes: Jab>Jab>Grab>Foward throw. This combo is good for getting the opponent away from you when you find yourself in the heat.
Jab>Jab>Grab>Up Throw>SH Up Air. This is good for a vertical KO.
Jab>Jab>Down Tilt>Up Tilt>Foward Tilt>Up Tilt>SH Foward air. Very good combo. The SH Fair can be use to start an even more powerful combo.
Jab>Jab>Down Tilt>Up Tilt>SH Neutral Air>Foward Smash. Very good finishing combo.
Jab>Jab>Grab>Down Throw>Up Smash>SH Up air. Another good Vertical KO combo. When the opponent's damage is high, A FH Up air can be incorperated.
SH or FH Down Air>Jab>Up Tilt>SH Neutral Air>Foward Smash. When you get tired of using jabs to start devastating comboes, try this. This a very good finishing combo aswell.
SH Neutral Air>SH Neutral Air>Down Tilt>Up Tilt>Up Smash>Up Air. Powerful Vertical KO Finisher.
Down Tilt>Up Tilt>Up Tilt>SH Foward Air>Foward Smash. Powerful KO combo.
Advance Techiques: Triple Beauty Shock: After Rouge has two Beauty Shocks already on the screen, quickly use Up Special, then Neutral, and cancel it. This will create an extra Beauty Shock on the screen, adding more pressure.
Sonic Drill Dash: Functions like DTDI. If the command is pressed during her twice with good timing, the range and speed of Drill Dash will increase, aswell as cause more hits.
Self-Exploding Bat Cracker: Use a Beauty Shock on a Bat Cracker and it will explode on contact.
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Last edited by Sage on Tue Jun 26, 2012 11:52 am; edited 12 times in total |
|  | | Luke Member

Posts: 1156 Join date: 2011-10-31 Age: 18 Location: Germany
 | Subject: Re: SSB Moveset Creation and Discussion Thread Sun Dec 11, 2011 4:11 pm | |
| Bombette: | Spoiler: | | | Neutral Special: Bomb Bombette closes her eyes and then explodes. Chargeable.
Side Special: Body Slam Bombette tackles the enemy. Works like Sonic's side special in SSF2. If it's charged longer, Bombette is propelled further.
Up Special: Bomb propel. (Name is WIP) Bombette creates an explosion underneath her that pushes her into the air.
Down Special: Bomb Place Bombette places a bomb underground. Any foe that walks over it is damaged by it.
Final Smash: Mega Bomb Bombette makes a huge explosion, about the size of final destination. Does high knockback and damage.
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Air Man:
| Spoiler: | | | Neutral Special: Air Shooter Air Man shoots a cannon that fires four to six separate tornadoes forward.
Side Special: Body slam Airman Rushes forward, doing a lot of damage to opponents. Has a lot of startup lag, and can be charged.
Up Special: Big Jump (uncreative name is uncreative..) Air Man Jumps into the air, like Dedede's Upspec in Brawl.
Down Special: Tornado Hold Airman Places a tornado that can keep opponents from moving. Good for starting combos.
Final Smash: Massive Tornado Kinda like Mario's in brawl, except it pushes opponents far, far away.
:3
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The ninja from N+
| Spoiler: | | | Neutral Special: Chaingun Drone The ninja holds up a chaingun drone, and it lightly damages any opponents ahead of the ninja, and it has range about equal to Final Destination. (It's balanced by startup and ending lag.)
Side Special: Homing turret: Ninja pulls out a homing turret and fires a missle. Think Samus's Sspec.
Up Special: Zap Drone: Ninja grabs hold of a zap drone and flies upwards for about 4 seconds, like Megaman's USpec.
Down Special: Mine The ninja places a mine underground. Only one mine can be underground at a time. Has the same properties as a motion sensor bomb in Brawl. (only one mine can be placed at a time.)
Final Smash: ??? (WIP)
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Last edited by Lukepi on Fri Jan 13, 2012 4:00 pm; edited 7 times in total |
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