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 [Mario] Buzzy Beetle (COMPLETED)

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Reix
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PostSubject: [Mario] Buzzy Beetle (COMPLETED)   Sun Jan 22, 2012 9:54 pm

Weight: 94, according to this: http://www.ssbwiki.com/Weight#SSBB_Weight_Ranking
Speed: 3.3, according to this: http://wi-fi-tournaments.forumotion.com/t143-ssbb-character-speed-chart-slowest-to-fastest
Jump: 2.3, according to this: http://www.ssbwiki.com/Jumping#Super_Smash_Bros._Brawl

Playstyle:
Spoiler:
 


Entrance- He should be touching the ceiling/sky box/whatever and be upside down. He drops downward, and when he's close to hitting his starting point, rotate him 180 degrees.
Stance-
Walk-
Run- Hold last frame.
Turn Around-
Jump- Hold last frame.
Double jump- Hold and rotate the last frame.
Back jump-
Back double jump- Hold and rotate the last frame.
Falling-
Land-
Basic combo
It goes punch, roll, block slam. He should roll forward during the roll frames.
Neutral Special:Buster Beetle.

Air


This functions like Megaman's except with ice damage.
Side Special: Shell Roll
Repeat frames 4-9.
This should really be self explanatory.
Up Special: Parabeetle
3-16
2-15
Pit.
Down Special: Noko Bombette
If hit during frames 4-6, make it explode.
Air
Hold frame three for a few seconds.
Counter. If hit, he explodes.
Forward Smash
Smash- Hold and rotate frame 7. He should move forward a lot. Multihit.
Up Smash
Smash-
Down Smash-
Smash- This functions like Sonic's. He moves in a back and forth linear pattern.
Neutral air- Hold frame 4. He should grow, shrink, then resume.
Up air-
Forward air- Rotate. He should move forward.
Back air- He should move back, like Wario.
Down air- Hit: Have him rotate 180 degrees. Right before he hits the ground, do the other 180.
Aeriel Lands- These are built in.
Crouch- He has no crouch.
Down tilt- This can be held indefinitely.
Up tilt-
Forward tilt-
Dash attack-
Grab miss-
Grab-
Pummel-
Foward throw-
Up throw-
Back throw- He stabs them so they go flying, then shoots a spine.
Down throw- He drops them on top of him, then drills into them.
Final Smash- Valor Up! This causes impressive damage and knockback. Decrease Buzzy's damage and knockback reception by 80%.
Guard- Hold frame 4.
Back Roll-
Forward Roll-
Sidestep-Shrink as if he was going into the background.
Air dodge- Hold and rotate frame 4.
Tech-
Wall-Tech-
Wall-Jump-
Shield Break (Dizzy)-
Sleep-
Wake up-
Hurt 1 (Hit)-
Hurt 2 (Sent Flying)- Rotate.
Hurt 3 (Dead)- Hurt 4 (Getting back up)- Hold and rotate frame 1.
Get-up attack-Hold and rotate frame 1.

Edge lean-
Hang- Have him rock slightly.
Ledge attack-
Ledge roll-
Assist trophy-
Hammer-
Item Swing-
Fire Flower Hold- Reuse Idle
Walk While Using Item- Reuse walk for Fire Flower. Shoot:
Item Shoot-
Item toss-
Forward:
Up: Hold and rotate last frame. He should flip backwards.
Down: He drops it.
Back:
Hold heavy object- Reuse idle.
Walk w/heavy object- Reuse walk.
H.O Throw-
Forward: Hold and rotate frame 3.
Up:
Down: Drops it.
Wall-Hit-]
Climb ladder-
Ride down ladder-
Crawl-
Swim-
Drown-
G&W Ball-
Super Spicy Curry-
Electric Hit-
Up Taunt-
Side Taunt-
Down Taunt-
Win-
Lose/clap- Two of these appear. He repeatedly bounces between them.
Revival Platform- Same as Entrance, but touching this.
Misc.

Series Icon: Same as Mario.
Preview-


Attacks and Sound Effects Generic.
Win Theme
1:00-1:06

Damage:

Classic:
Adventure:
All Star:
FS:
Selection:

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That's like you waking up one day to find you've evolved an immunity to slash wounds, then immediately leaping out of bed and sprinting off into the woods so you can use your newfound abilities to hunt down a grizzly bear, rip its claws off and start beating wolves with them.

They do the opposite of dying. They live even harder.


Last edited by Reiforce on Sun Feb 19, 2012 4:05 pm; edited 22 times in total
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PostSubject: Re: [Mario] Buzzy Beetle (COMPLETED)   Sun Jan 22, 2012 10:07 pm

Eeeehh.
I guess it's fine, but the stance needs work.
Again, ehh.
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PostSubject: Re: [Mario] Buzzy Beetle (COMPLETED)   Sun Jan 22, 2012 10:11 pm

Ken Takazuki wrote:
Eeeehh.
I guess it's fine, but the stance needs work.
Again, ehh.


I really have no idea what to do with the idle other than that.

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That's like you waking up one day to find you've evolved an immunity to slash wounds, then immediately leaping out of bed and sprinting off into the woods so you can use your newfound abilities to hunt down a grizzly bear, rip its claws off and start beating wolves with them.

They do the opposite of dying. They live even harder.
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PostSubject: Re: [Mario] Buzzy Beetle (COMPLETED)   Sun Jan 22, 2012 10:12 pm

Reiforce wrote:
Ken Takazuki wrote:
Eeeehh.
I guess it's fine, but the stance needs work.
Again, ehh.


I really have no idea what to do with the idle other than that.
At least try to make it a bit smoother than jerky, I guess. I had an idea, but it's hard to explain.
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PostSubject: Re: [Mario] Buzzy Beetle (COMPLETED)   Sun Jan 22, 2012 10:21 pm

Is it just me, or does Nspec has a different shell color?
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PostSubject: Re: [Mario] Buzzy Beetle (COMPLETED)   Sun Jan 22, 2012 10:27 pm

trebean wrote:
Is it just me, or does Nspec has a different shell color?


I completely missed that.

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That's like you waking up one day to find you've evolved an immunity to slash wounds, then immediately leaping out of bed and sprinting off into the woods so you can use your newfound abilities to hunt down a grizzly bear, rip its claws off and start beating wolves with them.

They do the opposite of dying. They live even harder.
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PostSubject: Re: [Mario] Buzzy Beetle (COMPLETED)   Sun Jan 22, 2012 10:28 pm

Kewl. I never thought that buzzy beetle would have enough attacks for a moveset.
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PostSubject: Re: [Mario] Buzzy Beetle (COMPLETED)   Mon Jan 23, 2012 2:43 am

Make the run and side special different from each other.

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PostSubject: Re: [Mario] Buzzy Beetle (COMPLETED)   Mon Jan 23, 2012 4:07 am

Why don't you add spikes on the Sspec?
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PostSubject: Re: [Mario] Buzzy Beetle (COMPLETED)   Mon Jan 23, 2012 4:52 am

trebean wrote:
Why don't you add spikes on the Sspec?
Because there was never a subspecies of Buzzy Beetle that had spikes.
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PostSubject: Re: [Mario] Buzzy Beetle (COMPLETED)   Mon Jan 23, 2012 5:04 am

Tael wrote:
trebean wrote:
Why don't you add spikes on the Sspec?
Because there was never a subspecies of Buzzy Beetle that had spikes.




And I think the sprites need a bit more work on shaping and stuff, and you sorta just made the run and the side special exactly the same.
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PostSubject: Re: [Mario] Buzzy Beetle (COMPLETED)   Mon Jan 23, 2012 5:27 am

Tael wrote:
trebean wrote:
Why don't you add spikes on the Sspec?
Because there was never a subspecies of Buzzy Beetle that had spikes.

What do you call a Spike Top then?
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PostSubject: Re: [Mario] Buzzy Beetle (COMPLETED)   Mon Jan 23, 2012 6:49 am

Looks good so far, Rei. I really like the sprite.

Just fix the other stuff already mentioned.
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PostSubject: Re: [Mario] Buzzy Beetle (COMPLETED)   Mon Jan 23, 2012 12:11 pm

Looks good so far. Just fix what everyone else said.

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PostSubject: Re: [Mario] Buzzy Beetle (COMPLETED)   Mon Jan 23, 2012 1:48 pm

Yeah, I say change either the run or the SSpec. It'd be really annoying to be playing as Buzzy and think I'm running, try to Dash Attack/activate the Side Special, and end up canceling the Special right in front of my foe.
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