
|
|
| | SSB Moveset Creation and Discussion Thread | |
| |
| Author | Message |
|---|
Kiddragon Member


Posts: 2715 Join date: 2010-09-23 Age: 16 Location: Here
 | Subject: Re: SSB Moveset Creation and Discussion Thread Sun Feb 19, 2012 8:26 pm | |
| | Red[SP] wrote: | | Kiddragon wrote: | | Red[SP] wrote: | | I'm kind of subjective on the d-throw; just where will the opponent be traveling and how far will he/she travel? |
Not really far. About as far as the first hit of a combo.
AKA just far enough far for her to complete her casting. | Oh, okay. I just got this weird feeling it was going to be a small whisper and then a push of some kind that wasn't all too far but had a ridiculous casting speed that would result in a game breaking maneuver.
|
Forgot to say that it's not stackable.
PS: She was hard as hell to balance, with all her healing..._________________ ~DESU! | The story of a spriter: | | | | Damian wrote: | | Mari Futanari wrote: | | Damian wrote: | | Way back in day, when I started out as a sprite, I made these. |
Waaaaaaiit, wait wait wait. You were a sprite? |
Actually, I started as a pixel. Then I grew into a sprite, but I wanted to be a sprite that could reproduce, so I became a spriter. As soon as I picked up a harem I became a sprite sheet.
True story. |
|
"Death is a sweet fruit that we are brought to taste once in our life, but that is always at our fingertips." -Megu Kakizaki, Rozen Maiden. |
|  | | Futaraptor Member


Posts: 2330 Join date: 2010-09-29 Age: 19 Location: Coming in through the back door
 | Subject: Re: SSB Moveset Creation and Discussion Thread Sun Feb 19, 2012 9:53 pm | |
| I'm gonna go work on the Onion Knight class. Dissidia and FFIII both portray him as a lethal joke character, so I would appreciate any ideas that would work to this end. | Spoiler: | | | For reference, the Onion Knight starts off weak in both games, but as he levels up he becomes more powerful. In Dissidia, he learns how to chain his attacks into powerful combos as he levels, and in Final Fantasy III, at level 99 he gets max stats in everything. |
_________________  | aldroim wrote: | | allrigth soo can anyone give sugestion to i make an characters? |
|
|  | | 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 Feb 19, 2012 10:09 pm | |
| Finished all the other classes cause it's really fun to do. 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.
|
Red Mage
| Spoiler: | | | N: Dark. Chargeable. Charges equal Dark, Darkra, and Darkga. It acts somewhat like Shadow Ball. Full charge turns it into Souleater, which causes 10% damage to Red, but with much more power, and goes through enemies rather than disappear after one. 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. S2: Aero. Shoots a multihitting tornado forward. 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.
|
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.
|
And now the other classes. Because I can. Geomancer.
| Spoiler: | | | Specials: N: Flame Burst. Fire ball. S: Air Blade. Fires a quick blast of air forward. U: Tsunami. Squirtle's. D: Pitfall. Close range, and causes Pitfall effect. FS: Black Hole. Summons a very short range black hole. If an enemy touches it, they are instantly killed.
Smashes: S: Branch Arrow. Fires a branch. Full fires a Branch Spear. U: Tornado. Summons a multi hit tornado. Full charge summons three that circle Geo. D: Earthquake. Creates a large earthquake. Charging = bigger and more powerful
Tilts: S: Whirlpool. A column of water shoots up. U: Close In. A few rocks fall. D: Magma. Turns the ground near him to magma, burning opponents.
Airs: N: Ice Storm. Freezes. S: Will O' Wisp. Blue fire attack forward. U: Artifice's Embrace. Fires a few pebbles upward. D: Stalactite. Drops one. B: Poison Mist. A burst of poisonous gas, that obviously poisons.
|
|
|  | | 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 Mon Feb 20, 2012 3:41 am | |
| I'm currently working on a moveset for Joey Wheeler. The moveset I currently have is on the first page.
Anyone got any suggestions for improvement/monsters that can be used? |
|  | | CrackedFlaggen Member


Posts: 273 Join date: 2011-10-20 Age: 16 Location: On the brink of Insanity
 | Subject: Re: SSB Moveset Creation and Discussion Thread Mon Feb 20, 2012 4:22 am | |
| [DBZ]| Bardock: | | | Neutral special: Spirit of the Sayains. Bardock covers his hand in blue ki and punches his opponent in the stomach. Bardocks version of a Falcon Punch. Lots of start up lag, high damage, medium knockback. Rather than do the whole combo Bardock just does the final blow.
Side Special: I’ll Never Forgive You: Covers his body in Ki and flies sidewards at a high speed. It has minimal control. Does low and damage low knockback.
Up Special: Heat Phalanx: Charges Ki in his hand and releases a flame uppercut. Ground: Can be charged like Ike’s and does damage to Bardock if charged to long. Doesn't carry him upward. Air: Can't be charged but the punch carries Bardock upward. Does medium-high damage and medium knockback.
Down Special: Foresight: Bardock uses his psychic powers to foresee an attack. When someone attacks Bardock he disappears behind them and hits them diagonally upward. Does low damage and medium knockback. Bardock stands still for 1.5 seconds while waiting for someone to attack him.
Final Smash: Final Revenge Cannon:: Bardock launches a Final Revenge Cannon. Half the size of Goku’s Spirit Bomb. Does extremely high damage and knockback. Travels half the length of Final Destination. Keeps going until it reaches its maximum length.
Combo: Flash Spirit
U taunt: Attempts to go Super Saiyan D taunt: Tightens his bandanna S taunt: He uncurls and then recurls his tail.
|
| Ginyu Force: | | | Ginyu Neutral Special: Body Change - Ginyu fires a yellow beam from his mouth that switches his postition with someone else that he hits. Can be fired in all direction. Does no damage and knockback. Side Special: Milky Cannon - Fires a purple beam from his hand. Does medium damage and medium knockback. Down Special:Team Change - Switch between the Ginyu Force members Up Special: Ginyu Strike - Ginyu punches the opponent into the air, then flies up and punches them in mid-air then elbows them to the ground. In all it should do about 20%, is a meteor smash. Unlike Recoomes this travels the full hieght even if Ginyu doesn't hit anyone.
Jeice Neutral Special:Crusher Ball - Jeice throws a ball that travels half the distance of final destination. Does medium damage low knockback Side Special: Red magma - Covers his body in Ki and flies forewards at a high speed. It has minimal control. Does low and damage low knockback. Down Special:Team Change - Switch between the Ginyu Force members Up Special: Full power wave - Jeice flies in the air and shoots a thin red beam of energy diagonally downwards. Does medium damage and medium knock back
Burter Neutral Special: Space Mach Attack - Burter does a 35 hit high speed combo attack in front of him. Each attack does 1% damage and very low knockback. Once hit you can't escape. Whole attack lasts 5 seconds with a 5 second recharge. Side Special: - Blue Hurricane - Covers his body in Ki and flies forewards at a high speed. It has minimal control. Does low and damage low knockback. Down Special:Team Change - Switch between the Ginyu Force members Up Special: 1. Mach Kick - Burter delivers several kicks while they carry him upwards. About 10-15 kicks or so each dealing 1% damage. Does low knockback (The worst recovery move in the Ginyu Force) 2. Flight - Burter flies upward at an incredible speed. Does medium damage and medium knockback. Is charged similar to Fox's
Recoome Neutral Special: Recoome Eraser Gun - Recoome fires a beam from his mouth. Does medium damage and medium knockback Side Special: Recoome Hip Attack - Recoome dashes forward and does a hip thrust. Similar to Peach's. Does low damage high knockback. Down Special:Team Change - Switch between the Ginyu Force members Up Special: Recoome Hyper Swing - Recoome grabs the opponent, flies into the air and spikes them into the stage. does high dammage and low knockback. Recoome doesn't have to grab the opponent to perform the move but grabbing an opponent will give Recoome twice the hieght.
Guldo Neutral Special: Guldo Special - Guldo throws a tree spike that travels half the distance of final destination. Does high damage low knock back Side Special: Eye lasers - Guldo fires short range lasers from his eyes. Does medium damage and low knockback. Down Special:Team Change - Switch between the Ginyu Force members Up Special: Freeze time - Guldo stops time and moves in any direction almost intaneously. *Doesn't actually stop time but rather warps instantaneously in the desired direcion. Has a recharge time of 5 seconds.
Final Smash: The current Ginyu Force member kicks his opponent in the air and the other members attack him with a powerful rush move. Does extremly high damage and high knockback. (Use supersonic warriors 2 for reference) * All beams travel as far as Goku's fully charged kamehameha |
| Tien: | | | Neutral Special: Tri Beam - Tien Shoots a powerful yellow Ki blast from his hands. Has high starting and ending lag, and does 10% damage to Tien. Does high damage and medium knockback
Side Special: Dodon Ray - Fires a thin yellow beam from his fingertip. Does medium damage and low knock back.
Down Special: Kiai - Tien performs a powerful shout that can reflect projectiles. Reflects all projectiles and does low damage but stuns for a couple of seconds.
Up Special: Super Knee - Tien flies into the air and then flies straight down ramming his knee into his oponents. Does medium damage but low knock back.
Final Smash: Neo Tri Beam - Tien flies to the top of the stage and Fires a much more powerful and larger Tri Beam. Deals massive damage and Knockback. Deals about 50-70% damage to Tien (Not sure yet) |
| Hercule Satan: | | | Neutral Special: Dynamic Mess Em Up Punch - Hercule delivers one powerful (for Hercule) punch. This attack has a 60% chance that it will do 1% damage and no knockback and a 40% chance that it will do high damage and knockback
Side Special: Dynamic kick - Hercule does a kick similar to Captain Falcon's but without the fire and doesn't take him as far. Does medium damage and low knockback
Down Special: Game Boy Bomb - Hercule holds out a present in his hands and if someone hits Hercule they take the bomb instead. The bomb is held like an item, can't be used but can be thrown. Using the down special will detonate the bomb. Only one can be on screen at a time. Does low damage but high knockback. Hercule takes damage as well if caught in the explosion. Stays on screen for the same time as a regular item.
Up Special: Jetpack - Hercule flies upward with the aid of his jetpack. Does low damage and knockback.
Final Smash: Mister Buu Arrives! - Hercule calls for the help of Mister Buu. Mister Buu walks around the stage attacking the enimes for about 30 seconds. Mister Buu is invincible during this time. |
| Super Janemba: | | | N Special: Hell Gate - Janemba fires a weak but long green beam from his mouth. It does 7% damage and low knockback. It travels as far as a fully charged Kamehameha.
Side Special: Lightning Shower Rain - Janemba draws a white line in the air. The white line shatters and releases small shards of energy which fly forward. Releasses about 4 each doing 5% damage and low knockback.
Down Special: Cosmic Illusion - Janemba uses the Bunkai Teleport to avoid an attack and then counter with an energy blast. Does 10% damage average knockback.
Up Special: Bunkai Teleport - Janemba transforms himself into controllable cubes, that reform after 3 seconds. If the attack button is pressed then he will quickly reform and attack.
Final Smash: Dimension Sword Slash - Janemba slashes the opponent multiple times with his sword. He then fires a wide Ki blast from his sword, which is capable of hitting other people. In total it does 70% damage and high knockback. The sword beam does 30% damage and medium knockback. |
[Pokemon]
| Pokemon Conquest Warlord: | | | Playstyle: Warlord will focus on quick painful combos. His best skill will be his ability to fight in tandem with his partner Eevee. This will work differently than the Ice Climbers though. *I'm assuming that Warlord has the skills to use swords* Every attack will alternate between Warlord and Eevee. The only exception to this is the combo, which goes: Eevee - Warlord - Eevee. Warlords attacks are best suited for aieral combat while Eevee is able to set up combos both in the air and on the ground. They share the same damage counter but unlike Ice Climbers if one gets killed, then the other can play on. For example, if Warlord gets KO'd then you play as only Eevee but due to the fact they work in tandem a lot of their playstyle is gone.
N Spec: Overflowing Bravery - Increases attack and speed for 10 seconds for both Eevee and Warlord. This skill can only be used once per life. Cannot be used if Warlord has been KO'd.
Side Special: Quick Attack - Eevee dashes forth with Warlord close behind. If Eevee connects with someone he hits them backward towards Warlord who slashes them upward. It is possible to get more than one opponent with Warlord's upward slash. Eevee's attack does 7% damage and backward knockback while Warlords slash does 8% damage and high vertical knockback. Can be used if either Warlord or Eevee has been KO'd but if one has then their attack does not happen.
Up Special: Celebrate - Eevee activates it's special ability which gives Eevee and Warlord an extra two jumps. This move can only be used once in the air, and for it to activate Warlord and Eevee must have used up there jumps. This cannot be used on the ground. Cannot be used if Eevee has been KO'd
Down Special: Best Link - Warlord strengthens his bond with Eevee causing the damage done by Eevee in the N special to rise by 5%. This move can only be activated after Ko'ing an opponent and can be be used 5 times in a life, for a max increase of 25%. Cannot be used if Warlord has been KO'd.
Final Smash: Arceus Link - The Warlord links with legendary pokemon Arceus. Arceus then uses his attack Judgement. This causes massive damage massive knockback for anyone caught in it. This can be used even if Warlord has been KO'd. |
| Nobunaga: | | | Playstyle: Unlike the hero who relies on attacking in tandem. Nobunaga relies on just his pokemon's raw strength, this makes him a heavy hitter. While he runs around with his pokemon he doesn't fight himself, rather letting them do it for him. He's a fast character but his attaks have lots of start up lag. He uses three pokemon: Hydreigon, Gabite and Zerkrom
N Special: Extreme Ambition - Nobunaga activates his skill, which allows him to move and attack faster. It also doubles the length of hitstun done by regular attacks. This effect lasts for 10 seconds and can only be used once per life.
Side Special: Dragon Pulse - Hydreigon unleashes a purple beam from his mouth doing 15% damage and average knockback. It goes about as far as Goku's half charged Kamehameha.
Up Special: Bolt Strike - Nobunaga hops on Zerkroms back. Zerkrom then covers himself in electricty and flies forward at high speeds. This does 20% damage and high knockback, doesn't travel very far though. On the ground Zerkrom rushes froward a short distance.
Down Special: Dragon Claw - Gabite attacks a small distance in front of him with razor sharp claws. It does 10% damage and low knockback. In the air this move acts as a meteor smash.
Final Smash: Ryquazza Link - Nobunaga links with Ryquazza who fires an ultra powerful Dragon Pulse. This is roughly the same size as Samus' final smash. Does 70% damage and massize knockback. |
[Other]
| Ryu: | | | Neutral Special-Hadouken: Ryu launches a fireball. Does medium damage and low knockback. Does fire damage.
Side Special-Hurricane Kick: A 3 consecutive hit attack that moves him forward. Does low damage and low knockback.
Down Special-Joudan Sokutou Geri: Does a side kick which carries him forward similar to Captain Falcons. Does medium damage and medium knockback.
Up Special-Dragon Punch: Does an uppercut which carries him upward. Does high damage and medium-high knockback.
Final Smash- Shinkuu Hadouken: Ryu fires an extremely powerful blast similar to Power Suit Samus’ Final Smash. Does extremely high damage and knockback. |
| Hype: | | | Note: All specials work in the same way. One of three elements (Electric, Ice, fire) will randomly slected, and there is a small chance Hype will use all three at once. 30% of fire (20% damage, low knockback, moves at a an average speed) 30% of Ice (10% damage, low knockback, freezes, slow moving) 30% Lightining (15% damage, medium-high knockback, fast moving) 10% using all three at once. All attacks need to be charged for 2 (Except for down which needs 4 seconds) seconds after use, when charged A almost transparent rune will appear on Hype with the charged spell on it.
Neutral Special: Javelin - Hype throws forward a small, projectile based on the aforementioned elements in the direction he is facing that travels half the distance of battlefield. Has a lot of ending lag. If all three appear at once they are stacked ontop of one another. (Like how 3 arrows are fired at once)
Side Special: Trinity - He summons up a trinity in front of him which follows him around for 5 seconds. If an enemy touches this barrier a small blast is emmited from the trinity with the damage and properties as listed above. If all three are out at once the are summoned in front of him, behind him and above him. Has medium start up lag, but no ending lag whatsoever. Only one can be out at a time (Unless all three are summoned)
Up Special: Dragon - Hype summons forth a dragon in which he rides upward upon. In order of height in which they travel: Lightning, fire, ice. Has a lot of start up lag and quite a bit of ending lag. If all three are out at once, then they fly upward in a diagonal line, and is possible for Hype to jump from dragon to dragon.
Down Special: Ring - Hype summons an ring of one of the elements underneath the nearest oppnent, which explodes after 2 seconds. If all three are out at once then one is summoned from below, and one is summoned from either side. Cannot be used an an oppnent in the air.
Final Smash: Time Travel - Hype slashes the opponent with his sword, then dissapears for two seconds, he then reappears behind the opponent and slashes them again. This happens four times. Then four Hype's appear surround the opponent to hack and slash him for about 50% damage, three of the four Hype's dissapear, and the last one delivers a powerful blow dealing extremly-high knockback. |
| Yami Marik: | | | N Special: Monster card Viser Des –Marik summons Viser Des who locks onto a nearby opponent. After 30 seconds Viser Des attacks an opponent dealing 50% damage and high knock back. Only one Viser Des can be activated. Has incredibly short range. Dark Jeroid – Marik summons Dark Jeroid who uses his ability to reduce the next attack of the closest opponent by 8%. Bowgainian – Marik summons Bowgainian which fires an arrow. If the arrow hits an opponent it does 2% and sticks in them. The stuck arrow does 6% damage every second for 3-5 seconds. Only one arrow can be on the field at a time. Drillago – Marik summons Drillago who attacks with his spinning drill hand. It has short range, does 16% damage, and low knockback. It attacks through shields and Reflect Metal Slime without damaging it.
Side Special: Spell/trap Card Acid Trap Hole – Marik summons a trap hole which stays on the stage until an opponent steps into it. If someone does step into it, it works as a pitfall trap but dealing 2% damage for every second they are in there. Creature Swap – Marik uses creature swap, swapping his and an opponent’s place. This has very short range, but can be used to trick opponents easily. For example standing on an acid trap hole and then using creature swap to place your opponent right into it. Nightmare Wheel – Marik traps a person on a nightmare wheel, leaving them unable to move. This also does 5% damage for every second they are trapped on it. Lasts for 3-5 seconds, they can be attacked but do not take knockback. Only one can be on the stage at a time. Metal Reflect Slime – Marik summons a Metal Reflect Slime. It’s goddamn everything proof, apart from final smashes. It stays on the stage indefinitely, until Marik gets KO’d or it takes 50% damage. Marik can use Creature swap to swap places with it.
Up Special: Allure of Darkness Marik shrouds himself in a cloud of darkness. While in the cloud he can move in any direction for 3-4 seconds. He cannot do any damage or take any damage while in the darkness cloud.
Down Special: Draw card Marik draws a card changing his side and neutral specials.
Final Smash: Winged Dragon of Ra – Marik summons Ra and makes use of his Point to Point Transfer ability. Marik’s percentage rises to 999% and the damage caused by Ra is whatever the amount of damage was needed to reach 999% e.g. Marik is on 137%, he grabs the smash ball he gains 862% damage to reach 999%, the damaged caused by Ra is now 862%. Ra attacks using a fire wave, similar to BM’s flare. It deals no knockback, stuns everybody for 1-3 seconds and hits everybody regardless.
|
[OC's]
Protagonists
| Martin "Martini" Jacko: | | | Playstyle: Martin is an average character. Average speed, average strength etc. But his biggest strength is his ability to trick his opponent and to keep them on their toes. His arsenal is made up of attacks which he can use to keep the opponent guessing. While it is tricky to get the hang of at first it’s even harder for your opponent to guess what you’re going to do next. His down special is his most lethal move in terms of trickery, and is an excellent combo starter. He is a middle weight and doesn’t excel in either ground or air fighting.
Neutral Special: Appletini - Martin charges up a green orb in his hand. Has 3 levels of charge: none - low knockback, 10% damage. half - medium knockback, 10% damage. Full - medium knockback, 15% damage. When at the desired charge Martin will throw the green orb, which homes in on the opponent (for 4-5 seconds). If the special button is pressed in conjunction with an arrow key the orb will teleport in the pressed direction, and then proceed to home in again. If the special button is pressed without an arrow key, then the orb will show the teleportation animation, but not teleport anywhere. This can be done twice per orb; only one orb can be out at a time. Teleporting the orb causes their speed to be halved each time they teleport. Works like Snakes rocket, just with the ability to teleport.
Side Special: Flaming Dr Pepper - Martin covers his body in bright blue fire and charges forward at the opponent. He travels half the size of Battlefield doing average knockback and 12% damage. Pressing the special button with one of the side arrow keys will cause him to teleport in that direction and run back to where he was. Pressing the special button without an arrow the teleportation effect will play, but Martin won't teleport and run forward like normal.
Up Special: Wolfram – Martin summons three wolves, the middle wolf swallows him, and they then proceed to run in different directions. The left wolf arcing left, the right wolf arcing right, and the middle wolf running straight up. Each wolf does average knockback and 15% damage. There is 1-2 seconds before the wolves run upward, during this time Martin can change which wolf he is in using the directional arrows. After reaching their maximum height the wolf spit him out into a helpless state.
Down Special: Three wise men – Martin summons three identical clones, 1 in the air and 1 on either side of him. These clones stay there for three seconds before they disappear. If anyone hits these clones they take 2% damage and are stunned for 3-4 seconds. If the real Martin is hit then the clones disappear and Martin takes damage as normal. Martin can swap places with the clones by using the appropriate arrow key. If he is in the air he summons an extra clone beneath him. It can only be used once in the air, and needs 4 seconds to recharge. It is impossible to tell which clone he has switched places with and impossible to tell which is the real Martin.
Final Smash: Death in the afternoon – Martin charges up massive Appletini’s (1 for each opponent) and throws them; they chase down their targeted opponent, but teleport away just before hitting them. You can then run around as Martin but after 3-4 the Appletini’s reappear behind their targeted player, and fire a beam from their centre. The beam is as big as a fully charged Kamehameha from SSJ Goku and reaches the whole way across the stage. Each beam does 70% damage and high knockback. Martin is not hurt from these beams. |
Antagonists
| James "Master" Bates: | | | Playstyle: As a master of blood magic, most of his special moves revolve around status effects, making sure that the opponent always has something to worry about. Being a mid weight, he has average speed. But he has amazing strenght being able to dish out heaps of damage. James excels in his ground game, but lacks a little in the air. He has a decent combo game.
Neutral Special: Poisoned Blood - James shoots a small orb of blood from his hand. It travels at high speeds, it does 2% damage and no konckback. This move will give the opponent a random negative effect, such as poison. This move can only be used again after the effect from the last orb fired wears off.
Side Special: Blood Rush - James drinks from a special vial. This vial contains a liquid which triples the damage, but not the knockback, of his next physical attack. The effects of this vial cannot be layered.
Up Special: Blood Rain - James flies in the air a fair distance. He covers himself in a red aura, and then proceeds to ram straight downwards. The direction of both ascent and descent can be controlled with the arrow keys. James doesn't stop his descent unless he hits a platform. If an opponent is hit, they will be dragged down with him without a means of escape. If they hit a platform, they take 15% damage and are buried.
Down Special: Blood Letting - James slashes his wrist, letting blood drip on the floor. This does 2% damage to James, but get's rid of any negative side effects he had, with the exception of sleep, stun, buried and frozen. Anyone that touches the blood, gains whatever negative effect that James had.
Final Smash: Blood Beam - James bites his finger, spitting out a glob of blood. A bright red beam then fires out of his finger reaching across the screen. the beam is as big as Samus' final smash. The beam does no damage and no knockback. what it does do is inflict negative status effects. It gives them all the negative status effects, apart from buried. |
[Moveset Comp]
| Roy (Fire Emblem) Place: Unkown: | | | N Special: Fimbulvetr – Roy fires an ice ball from his hands. It goes a short distance. It does 8% damage, low knockback and freezes opponents on touch. This has low ending and startup lag. Only one ice ball can be on screen at a time. And if an enemy was hit, Roy must wait until they break out before he can fire another one.
Side Special: Purge – Roy fires a white beam from his hand. It has excellent range going the same distance as a fully charged Kamehameha. It is a very thin beam and doesn’t stay on screen for very long. It does 10% damage and low knockback, this gets increased to 20% damage if the enemy has a negative status effect, but it gets rid of the enemy’s status effect. If Roy shoots a team mate with a negative status effect it gets rid of it, without doing damage. It has low start up lag and low ending lag, Roy must wait 5 seconds before he can use this again.
Up Special: Aircalibur – Roy rides up on an incredibly strong current. It does up about the same height as Marth’s up special. When the attack is over Roy is free to attack and jump, assuming he has jumps left. The wind can be angled into the direction you want to go before it started; once it’s started it can’t change direction. The wind does all the damage in this attack doing 15% damage and no knockback. The wind current drags opponents up with Roy in a stunned state, allowing Roy to punishing them after it’s over. Has medium start up lag, but no ending lag.
Down Special: Recover – Roy uses the Sword of Seals to recover 30% damage. It has lots of startup lag but low ending lag. Roy must wait 20 seconds before he is able to use this move again. Roy will get a white aura for 3 seconds to signify the move can be used.
Final Smash: Eclipse – Roy uses the dark magic Eclipse. It hits everyone on the field, regardless of where they are and whether they are guarding or not. It puts everyone’s damage (Aside from team mates and Roy’s) up to 999%. It does no knockback, and only has a 25% chance of affecting anyone.
|
| Sophitia (Soul Calibur) Place: Unkown: | | | Neutral: Painful Fate – A three strike combo. Sophitia slashes the opponent’s chest for 5% damage, no knockback but medium hit stun. If the special button is pressed again, then Sophitia stabs the opponent in the chest for 10% damage, no knockback but high hit stun. If the special button is pressed once more Sophitia will yank free her sword doing an extra hit for 5% damage and low knockback. Has very low start up lag but has bit of ending lag. Short range but can be helpful for setting up combos and keeping her opponent at bay.
Side: Impaling Strike – Sophitia stabs in front of her in a downward motion, with each strike bringing her forward a little bit. The special button can be pressed repeatedly to make her do up to 4 strikes, each one doing 2% damage and low hit stun. If the button is pressed once more, she will do a forward thrust doing 5% damage and low-medium knockback. Up: Guardian’s Judgment - Sophitia starts with a forward thrust followed by a series and kicks and slashes that give her upward momentum. If the opponent is caught in the combo from the start they will receive 20% damage, the last hit of the combo is a meteor smash. Gives her good upward momentum, a little less than Marth, but it is hard to control the direction you wish to go.
Down: Shield Reflect – Sophitia uses her shield to reflect her opponents attack. Reflects everything, but can only be held for 2-4 seconds. Has high start up lag but low ending lag. Does no damage and no knockback, but medium hit stun, when reflecting a physical attack. A perfect combo starter.
Final Smash: Divine Palladium – Sophitia gets down on her knees and prays. After 3 seconds or so, lightning bolts start to rain down on the playing field. Each bolt does about 15% damage and medium-high knockback. This lasts for about 10-15 seconds, during this time Sophitia is invincible but remains praying.
|
| Plusle and Minun (Pokemon) Place: Unkown: | | | Neutral: Copycat – Plusle and Minun use copycat, each facing in opposite directions. If they are hit with an attack they do a similar attack. (For things like Falcon Punch or Kamehameha, moves like Thunder Punch or Charge Beam could be used) If they are not hit for 3 seconds then they go back into their idle. If they are not hit, this move has a lot of ending lag.
Side: Spark - Plusle and Minun cover their body in electricity and run forward at a high speed, dealing moderate damage (10%) and moderate knockback. The amount of charge and be increased so damage and knockback is increased. At full charge it will do 18% damage and high knockback. Causes them to travel about half the distance of battlefield no matter the charge. It has lots of startup lag and very little ending lag.
Down: Fake tears - Plusle and Minun sit down and start to cry for 4 seconds, unless someone runs into their tears in which they stop crying. If someone runs into the tears then they are stunned for 3-4 seconds. This move has a lot of ending lag. A great combo starter. It’s not too dissimilar from Jigglypuffs down special.
Up Special: Baton Pass – A non damaging move, with high amount of startup lag. Plusle and Minun jump back inside a Poke ball which flies up a fair distance, and sends them back out into a helpless state. It also switches the Pokémon in charge, for example if the player was Minun they would now be Plusle. He direction in which they fly in can be altered using the arrow keys. They are invincible while in the poke ball.
Final Smash: Helping Hand – A semi final form. Plusle and Minun pat each on the back and say some encouraging words to each other, empowering them. Their speed, jump height and attack strength is doubled for ten seconds (Or however long most final forms go for). For Fake tears, the amount of time the opponent is stunned for is doubled, and for Copycat the amount of damage Plusle and Minun do in their counter is also doubled. Distance travelled in Baton pass is also doubled.
|
Last edited by CrackedFlaggen on Sun Jul 15, 2012 4:18 am; edited 20 times in total |
|  | | Gamma Member


Posts: 1374 Join date: 2010-07-04 Age: 16
 | Subject: Re: SSB Moveset Creation and Discussion Thread Mon Feb 20, 2012 6:05 pm | |
| I put up a moveset for Alduin from Skyrim.
Criticism?
Oh, and while I'm here, anything on Dragonborn or Foreman Spike? I haven't heard anything about theirs yet. |
|  | | Meta-Mind Member


Posts: 659 Join date: 2011-08-20 Location: The Temple of Hylia
 | Subject: Re: SSB Moveset Creation and Discussion Thread Mon Feb 20, 2012 6:09 pm | |
| @Cracked Bardock's Neutral is way too broken. |
|  | | arctic the fox Member


Posts: 812 Join date: 2011-09-06 Age: 14 Location: dumbfuckistan
 | Subject: Re: SSB Moveset Creation and Discussion Thread Mon Feb 20, 2012 6:36 pm | |
| I didn't think Bardock could go Super Saiyain. |
|  | | Ken Takazuki Member


Posts: 849 Join date: 2010-10-30 Age: 14 Location: Well I
 | Subject: Re: SSB Moveset Creation and Discussion Thread Mon Feb 20, 2012 7:24 pm | |
| It would be better if he was a Great Ape and did an attack or something. |
|  | | Reix Member


Posts: 3057 Join date: 2010-09-12 Location: First Sphere of the Angelic Heirarchy
 | Subject: Re: SSB Moveset Creation and Discussion Thread Mon Feb 20, 2012 10:27 pm | |
| Ranger. | Spoiler: | | | N: Gun. Fires off a pistol shot. S: Boomerang. A faster, non windy boomerang throw. U: Drain Tackle. Acts like Captain Falcon's, but absorbs a bit of HP. D: Trap. Sets a trap down. If walked over, needles shoot upward. FS: Eagle Eye Shot. Acts like Zelda's.
Smashes: S: Velocity Shot. Fires an arrow forward, dealing light damage. Full = Velocity, making it go forever straight. U: Barrage. Fires a arrow upward. Full: Fires four arrows upward. D: Covering Fire. Arrows rain down over him. Full: A ton of arrows fall.
|
Scholar.
| Spoiler: | | | N: Helix. Attacks with a ball of a random Magic. If hit, deals damage over time. S: Gil Toss. Tosses some money forward. Deals light damage, but is really good at stopping enemies. U: Teleport. D: Stoneskin. Acts like Kirby's. FS: Tabula Rasa. Scholar loses all but the Up Special in favor of spamming every elemental magic attack.
All Smashes utilize tomes that attack with magic, and power up accordingly with charge.
|
|
|  | | CrackedFlaggen Member


Posts: 273 Join date: 2011-10-20 Age: 16 Location: On the brink of Insanity
 | Subject: Re: SSB Moveset Creation and Discussion Thread Mon Feb 20, 2012 11:19 pm | |
| @Meta Better?
@Arctic Watch the episode of Bardock
@Ken Sorry, but personally I think Great Ape would be better for either Kid Goku or early Vegeta. I'm going to keep it as it is for now
Posted a rough moveset for the Ginyu Force. Needing help with the up specials. |
|  | | Meta-Mind Member


Posts: 659 Join date: 2011-08-20 Location: The Temple of Hylia
 | Subject: Re: SSB Moveset Creation and Discussion Thread Tue Feb 21, 2012 1:52 pm | |
| Still pretty spammable. Try adding some ending lag. |
|  | | Futaraptor Member


Posts: 2330 Join date: 2010-09-29 Age: 19 Location: Coming in through the back door
 | Subject: Re: SSB Moveset Creation and Discussion Thread Tue Feb 21, 2012 2:30 pm | |
| | Reiforce wrote: | | And now the other classes. Because I can. |
Just don't do Onion Knight. That's my bag, dig?_________________  | aldroim wrote: | | allrigth soo can anyone give sugestion to i make an characters? |
|
|  | | Ultra Member


Posts: 390 Join date: 2010-07-06 Age: 15 Location: My ass hurts
 | Subject: Re: SSB Moveset Creation and Discussion Thread Tue Feb 21, 2012 2:38 pm | |
| Does Bardock really need to turn Super Sayain in order to do the revenger cannon? In the original special (not the new one), and the games he just does it normally. It would be more canon (no pun intended) if he didn't go SS anyway. He only went SS in the new special and the new arcade game, so most people have little knowledge that he can go SS. |
|  | | Reix Member


Posts: 3057 Join date: 2010-09-12 Location: First Sphere of the Angelic Heirarchy
 | Subject: Re: SSB Moveset Creation and Discussion Thread Tue Feb 21, 2012 4:23 pm | |
| | Chick In A Box wrote: | | Reiforce wrote: | | And now the other classes. Because I can. |
Just don't do Onion Knight. That's my bag, dig? |
All yours. |
|  | | | | SSB Moveset Creation and Discussion Thread | |
|
Similar topics |  |
|
| | Permissions in this forum: | You cannot reply to topics in this forum
| |
| |
| |
|