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Zero's Final Smash? | Dark Hold | | 54% | [ 7 ] | Rekkoha | | 46% | [ 6 ] |
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MercuryHg34
3883
| Subject: MercuryHg34's Movesets Tue May 28, 2013 2:02 pm | |
| Here I will be organizing all of the movesets I create. Most of them will be for DLC characters since the remaining main roster movesets are mostly made already courtesy of PH4. I already have some completed, take a look and stick around for updates. PokemonZoroark (Needs normals, aerials and Final Smash) - Spoiler:
Zoroark is a master of illusions, and specializes in quick, underhanded offensive prowess. His moveset will have above average combo and damage potential, decent Kill power, stat-modifying moves, and poor recovery. He also has no projectiles to speak of, so he will have to weave in and out of enemy projectile spam in order to approach the foe and fight effectively. I am not going to make every move, but I will list the ones I have so far. Anyone is free to make suggestions or additions of their own. NormalsJab combo: Zoroark has a 3-hit combo that can turn into a mach-jab if you mash the A button, slashing repeatedly like Captain Falcon or Fox, etc. Each of Zoroark's smashes have the same starting animation, so that the foe must guess what attack it is using. Forward Smash (Night Slash):Zoroark winds his claw back and then slashes downward and forward diagonally, leaving a dark purple wake in it's trail. The move has decent knockback and damage, but has a small percent chance to deal twice as much damage and knockback as usual. The longer it's charged, the higher the chance of dealing 2x damage. This move should be noticeably slower than his other normals, but still somewhat fast. Forward Throw: Zoroark will shove the foe in front of him a short distance quickly, using Fury Swipes. The foe is automatically hit by 2-5 quick slash attacks (the number is random), and with good prediction and timing Zoroark can press A on what he predicts to be the last hit to deal extra knockback. If he misses the timing for the button press then the foe will break free early with very little stun. If Zoroark does nothing, he simply knocks them away on the last hit. The foe should be unable to break free once the throw is started. SpecialsNeutral B - Night DazeZoroark's arms glow red and it's eyes blue. It lets out a roar and slams it's arms into the ground, creating a dark red/purple barrier that spreads outward from it. It spreads a short distance and deals decent knockback and damage. If used in midair, curl up into a ball and then stretch out its limbs as the blast spreads from it. Down B - Faint Attack/IllusionThe idea of this move is that it acts as a semi-counter/mind game move incorporating its signature ability, Illusion. Starting the move will cause Zoroark to perform a slight duck, meant to look like a leisurely step forward. In midair it will simply lower its head. During this stance the player can press A or B to select different followup attacks before they are hit. If the foe hits it then the next move depends on what was pressed. The A button will produce Faint attack, where Zoroark quickly evades the attack and strikes the foe with lightning speed, sending them flying. If B is pressed then Zoroark will magically disappear and switch places with the foe, appearing behind them out of thin air. Zoroark is then free to use any attack they want and surprise the foe. The foe should be frozen in place just long enough to land Night Slash. Zoroark should have high endlag if the foe doesn't fall for the attack, and he should be able to be grabbed in the middle of the stance. Side B - Foul PlayZoroark pauses slightly, then warp-steps forward a short distance (kinda like a DBZ teleport, one character length away) and and strikes the foe. The damage and knockback of the move are equal to the power and knockback of the opponent's Forward Smash. Can be uses as a slight extended recovery in midair. Up B - PursuitZoroark disappears in a purple flash and reappears a short distance away, creating another purple flash as it does. The direction can be chosen by the player. This move has reduced startup and doesn't cause the helpless state if used from the ground. It will also automatically causes you to appear near the foe if you are nearby, and doesn't cause helpless on hit. This move is meant to be a combo extender on stage, but be a poor recovery move to balance out its onstage game. Final Smash: The Legendary DogsWIP Super MarioFawful (coming soon) Fire EmblemAnna (Complete, open to revision) - Spoiler:
Anna is essentially the series mascot of Fire Emblem. We will be using her FE:Awakening appearance if she wins the DLC poll. In Awakening she is a Trickster, wielding both Swords and Staves. For our purposes she'll have access to staves from every game and wield only the Levin sword, her signature weapon from FE:Awakening. Anna is meant to be a very quick combo/spacing/status effect character, relying on bypassing the foe's defenses and avoiding direct combat through unconventional means. On the other hand she will have a sub-par recovery and her moves will be fairly weak on average. NormalsJab Combo: Anna jabs forward with her free hand, then slides forward and elbows them. She finishes with a forceful kick to the stomach. Ftilt: Anna spins quickly, smacking the foe with a large bag filled with gold coins. Dtilt: Anna spins with her sword, slashing low at the foe's feet. Utilt: She hops and performs a back-flip kick. Fsmash: Anna spins and slashes her foe once horizontally, dealing electric damage and sending the foe flying. Dsmash: She spins near the ground, hitting the foe with her sword and legs several times. She finishes with a low slash that does electric damage. Usmash: Anna performs her signature two-hit combo from Awakening: a quick slash to the stomach, then hops upward with a powerful uppercut slash, landing on one foot. This attack deals electric damage as well. Dash Attack: Anna performs her critical attack from Awakening; she jumps forward, spinning rapidly with her sword out, then lands with a powerful strike. Ledge Attack: She does a short handspring off the ledge, performing a front-flip slash. Get-up Attack: Anna stands on her hands and spins around once, hitting both sides with her feet. AerialsNair: Anna does several front-flip slashes in a row, surrounding herself with her attack. Fair: She pulls out her bag and swings it downward in front of her between her legs which stretch out. This move has a sweet-spot that can meteor the foe. Bair: She swings her bag behind her, but "accidentally" tosses it as she does, lobbing it behind her in a high arc. Dair: Anna pulls an inflatable inner-tube out of her bag and throws it downward. Very weak, but has high hitstun. (I had to make a reference to the Summer of Bonds DLC somewhere, lol) Uair: Anna reaches into her bag and tosses money over her head, pelting the foe with coins and setting them up for a combo. GrabsPummel: She repeatedly slaps the foe, and coins appear over their head. She basically steals all of their money. Fthrow: She casts Berserk on the foe and then smacks them away with her staff. The foe's left and right inputs are switched for a very brief period of time, maybe 2 seconds. Bthrow: Anna spins around and sets the foe down behind her, then casts Silence. Finally she smacks them away with her staff. The foe is unable to use energy-based projectiles temporarily. Dthrow: Anna sets the foe down in front of her, casting Sleep. The foe is placed in the grounded state automatically a-la G&W Dthrow in Brawl. Uthrow: She tosses the foe upward and casts lightning from her sword, sending them flying. SpecialsNeutral B: Levin StrikeAnna lifts her sword into the air, holding it horizontally with both hands. About 3 character lengths away a lightning bolt strikes the ground slightly angled toward Anna. The bolt will spawn from a ball of energy that appears from high above Anna. Side B: WarpAnna casts the Warp spell, sending a nearby opponent far away in the direction they came from. This move is great for spacing and keeping the foe away, allowing enough time to grab an item from her bag. Down B: Anna's Secret ShopAnna sets her bag down and looks through it for a second or so. She then pulls out a random smash item from the bag, which she can now use as she wants. Fails if she is currently holding an item, and has a cooldown period where only "nothing" comes out of the bag if used too soon. Has a chance to pull out any of the following items: Beam Sword; Mr. Saturn; Bob-omb; Fan; Capsule; Home-Run Bat; Nothing. Up B: RescueIn midair- Anna tosses her staff in the direction chosen, and shortly afterward she casts the Rescue spell and teleports to it. The staff can hurt foes in the way, but does little damage and no knockback. On stage- When used from the ground, Anna holds the staff up and casts the Rescue spell. A magic symbol appears a set distance away in the chosen direction and if the foe touches it while it's there they will be teleported right next to Anna. Anna can then hit the foe when they least expect it, or cast Warp right away to send them away again. This move should be difficult to land, but have a huge payoff if successful. Final Smash: Suspend GameAnna strikes her signature pose (with her finger poking her lip) and asks the player if they want to suspend their game (like in the GBA FE games) in a word bubble along the bottom of the screen. The yes option gets picked and then she "suspends" the game by effectively pausing the game for all other players. She can do whatever she wants while the game is paused, but the foe won't move at all, only take damage. After maybe 10 seconds the dialogue bubble appears again and she says something like "Resuming the chapter will overwrite suspend data. Continue?" (or whatever it says when that prompt comes up in the FE games). The yes option gets picked automatically again, and the game resumes for all other players. When the game resumes, however, they incur all of the combined knockback values of all attacks they were hurt by when the game was paused, and go flying off screen. Megaman XZero (Complete) (Credit shared between AzureLight12 and myself) - Spoiler:
Zero is a Maverick Hunter, and Megaman X's best friend. You all know who he is; most of you probably voted for him on the DLC thread, and his inclusion is guaranteed at this pace (assuming DLC actually happens). Zero is an accomplished swordsman, making use of various close-quarters techniques while also boasting large, disjointed moves for excellent spacing. What he lacks in kill power and combos he makes up for in spacing and recovery. Zero also has a unique characteristic: his air dash, known as Hienkyaku (Flying Swallow Feet), is done by pressing forward twice while in midair. This move halts his momentum and causes him to travel quickly in a horizontal path ahead. During the dash, he is also able to perform a unique attack detailed later on. He then goes into helpless afterward. Zero is also very heavy since he is a robot, and can be combo'd easily. Normals:Jab Combo: Zero does his signature three-hit combo slash. Ftilt: Youdantotsu (Leaf Severing Thrust) Zero steps forward and thrusts his sword straight. Dtilt: Ganzanha (Rock Slashing Wave) Zero punches the ground, causing a small purple energy burst to shoot up from the ground in front of him. Very fast and weak. Utilt: Shoenzan (Rising Flame Peak) Zero's sword become orange, and he performs a standing uppercut slash. A large flame rises with the sword in front of him, traveling as far up as double Zero's height. Fsmash: Raijingeki (Raijin Attack) Zero stabs forward with his sword, which extends straight out and turns into blue electricity. Dsmash: Bakuenjin (Bursting Flame Array) Zero punches the ground, creating a fiery explosion around him. Usmash: Juuhazan (Heavy Wave Slash) Zero winds up a large overhead slash. It is very slow, but strong and capable of easily breaking a foe's shield. Dash Attack: Shippuuga (Hurricane Fang) Zero dashes forward and performs a slash with a pink sword. This move hits up to three times. Ledge Attack: Hadangeki (Wave Severing Attack) Zero hops off of the ledge with a front flip, landing with an overhead slash that sends out an energy wave a short distance. Get Up Attack: Senpuukyaku (Whirlwind Leg) Zero gets up and performs a dark-element "Tatsumaki" kick. Aerials:Nair: Mikazukizan (Crescent Moon Slash) Zero performs a front flip slash that surrounds himself in an orange crescent aura. Fair: Sentsuzian (Spinning Crasher Slash) Zero flies diagonally downward, performing a horizontal slash as he descends. Bair: Souenbu (Twin Swallow Dance) Zero quickly pulls out two purple energy daggers and slashes behind him, sending out a weak energy boomerang that travels very quickly, but not very far at all. Dair: Hyouretsuzan (Ice Fury Slash) Zero stop in midair, turns his sword into a large icicle, and plunges downward with it. As he falls he can slightly adjust his trajectory left or right. Uair: Hyouryuushou (Ice Dragon Rising) Zero spins once with his sword overhead, turning it into ice. Briefly freezes the foe when they are at high damage. Aerial Dash Attack: Hisuishou (Flying Splasher) During his aerial dash, attacking causes Zero to encase himself in ice and charge forward. This attack can be angled up or down slightly, and he goes into helpless afterward. GrabsPummel: Zero punches the foe repeatedly. Nothing special, unfortunately. Fthrow: Enkoukyaku (Flame Descending Leg) Zero tosses the foe forward, then leaps into the air and descends onto the foe with a flaming kick attack. Bthrow: Raijinken (Thunder Swift Fist) Zero throws the foe behind him, then chases them with a dashing electric uppercut punch. Upon contact a powerful lightning bolt strikes the foe from above and sends them flying. Dthrow: Danchien (Quake Blazer) Zero throws the foe on the ground, then leaps onto them with a flaming stab into their chest, which is followed by a series of small explosions. Uthrow: Denjin (Electric Blade) Zero performs a rising uppercut slash similar to his Up B, but it is instead made of electricity. Hits multiple times, and at the end a lightning bolt carries them downward into the ground, popping them high into the air upon landing. SpecialsNeutral B: Z-Buster/Heijin (Flying Shadow Blade)Zero has two neutral B moves: one on the ground and one in the air. On the ground, Zero uses his signature Z-Buster. This attack must be charged to use, leaving Zero immobile. It is very powerful, however. In midair, Zero uses "Heijin", an attack where he makes a small slash that sends out a homing energy projectile. This move is fairly weak, but useful for racking up damage from mid-range or creating an opening to attack. Side B: Sougenmu (Twin Dream)Zero creates a clone of himself 2 character lengths away. The clone remains at this fixed distance and mimics Zero's every move. The clone can't be hurt, but it copies all of Zero's normals and aerials. After a short period of time it disappears, or it disappears if another special is used. Has high cooldown. Down B: Rakuhouha (Falling Phoenix Crusher)Zero punches the ground, sending out small energy projectiles in all directions. These projectiles are fairly weak but have high priority. If used in the air, Zero plunges to the ground with his fist and then the explosion happens. Up B: Ryuenjin (Dragon Flame Blade)Zero performs a flaming uppercut slash, rising upward into the air and pausing in midair near the end of the move. Hits multiple times and finishes with a stronger hit at the end. Final Smash: Dark HoldZero turns his back to the foe, and then uses "Dark Hold". The entire screen becomes photo-negative (except Zero), and time stops for everyone in the game. Every other player begins rapidly accumulating damage at a rate of 2-3% per second for the duration of the move. Zero is unaffected, and is able to attack the other players freely as well. They remain frozen in place even if they are hit. When the move ends, everyone resumes moving as they were before the attack started. Custom RoboRay MK (coming soon) HaloMaster Chief (Needs Final Smash and Critique)(Credit: MercuryHg34, AzureLight12, marnigro) - Spoiler:
Master Chief is the super-soldier protagonist of the Halo franchise. He is a special candidate on the DLC thread because he is one of only three video game characters who are not in any way affiliated with Nintendo. Despite this he seems to have quite a bit of support going for him. As a character in Crusade, MC will be the master of long-range combat; with so many guns and explosive launchers at his disposal, he is capable of keeping the foe at bay for extended periods of time. He is very heavy and lacks combos potential, though. He also may have trouble landing a kill, but getting him off stage will be difficult for the foe to do. MC also boasts a Jet Pack to get away from the foe or to recover with ease. In short, Master Chief is the ultimate camper... at the cost of being sub-par in most other areas. NormalsJab: Assault Rifle MC pulls out his assault rifle and fires in a straight line. This move has no knockback or hitstun, but can be used to rack up damage from afar. Ftilt: Melee Attack MC punches or elbows the foe, causing them to slide back stunned. This creates an opening for the Chief to pull out a weapon to follow up with and resume spacing the foe. Dtilt: Battle Rifle MC crouches and pulls out a Battle Rifle and fires it straight ahead. Each time the attack button is pressed the Battle Rifle fires three shots in rapid succession. Utilt: Designated Marksman Rifle (DMR) MC aims a DMR angled up to the air and fires a single shot. It is quick and accurate, and causes a small amount of hitstun and knockback, perfect for halting an aerial approach. Fsmash: Shotgun MC whips out his Shotgun and takes a step forward with it. He holds the shotgun out at the foe with one hand and blasts them right in the face, causing high damage and knockback. Reaches far for a smash, but becomes extremely weak as you get further from MC. Dsmash: Gravity Hammer MC pulls out the Gravity Hammer and slams the ground in front of him with it. Deals massive damage when the hammer contacts the foe, bouncing them off the ground or meteor-smashing an off-stage foe. Also emits a large pulse of gravity around him, causing high knockback but no damage or hitstun. Usmash: Energy Sword MC draws the Energy Sword and slashes upward with it, sending the foe into the air. Dash Attack: SMG MC performs a forward dive, pulling out dual SMG's and firing them ahead briefly. This attack racks up damage quickly due to the sheer amount of bullets, but has no knockback and little hitstun. Ledge Attack: Thruster Pack MC climbs the ledge and uses his thruster pack to slide onto stage. If he touches the foe during his thrust he will punch them. Get-Up Attack: Armor Lock MC stands up, covered in a bright blue shielding layer and holding his fists to his chest. He releases his shields as an EMP blast, throwing his arms to his sides. AerialsNair: Suppressor MC pulls out a Suppressor and fires many hard-light bullets diagonally toward the ground. Causes decent hitstun but no knockback. Fair: Covenant Carbine MC fires the Covenant Carbine forward. It is a single shot that functions similarly to the DMR. Bair: Concussion Rifle MC fires the Concussion Rifle backward. The shot explodes on contact with the foe or the ground, though the explosion is small. It is also affected by gravity. Dair: Incendiary Cannon MC fires the Incendiary Cannon straight downward. It explodes into several small explosives if it hits the ground, which travel a short distance from the initial explosion. Uair: Plasma Rifle MC dual wields Plasma Rifles and fires them upward. Has a high reach, but the shots travel somewhat slowly. GrabsPummel: MC punches the foe repeatedly. Fthrow: Magnum MC kicks the foe forward, then whips out dual Magnums and fires at the foe repeatedly. The foe slowly slides backward as they are helplessly shot, creating ample distance between them and MC. Bthrow: Rocket Launcher MC throws the foe behind him and fires a Rocket at them, sending them far away. Dthrow: Assassination MC spins the foe around, pull out his combat knife, and grabs the foe from behind. Then he slowly slashes their neck and drops them in place. Uthrow: Sticky Detonator MC uses the Sticky Detonator to stick an explosive onto the foe as he holds them. He then throws them upward and strikes a stance, remote-detonating the explosive. The foe is then sent flying even further upward by an explosion. SpecialsNeutral B: Spartan Laser CannonMC pulls out the Spartan Laser Cannon and begins charging the attack. He can aim the attack as it's charging, and a red aiming beam tells where he's aiming. The attack takes a long time to charge, and only activates when fully charged. Charge can't be stored; it must be charged and used all at once. When fired, a huge red laser appears that has infinite range and is extremely powerful. This move can kill any character at almost any percent, though it is not likely that it will be successful since the Chief is immobile during the charge time. Side B: Grenade TossMC throws either a Frag Grenade or a Plasma Grenade at the foe. The angle of the toss can be adjusted in the brief moment before the grenade is tossed. Frag Grenades bounce three times and then explode, or explode after two seconds of being tossed. Plasma grenades do not bounce, but stick to whatever they touch (including other players). Plasma grenades explode after being stuck to something for one second and explode into blue flames. Down B: Sniper RifleMC ducks and pulls out his Sniper Rifle. A target indicator appears and can be moved around the map (like Snake's Final Smash). Pressing B again causes MC to fire the Sniper Rifle at the chosen spot, hitting anything in the way or past it. It is a powerful shot that has great knockback, but must be "reloaded" after each use. Press down b after a shot to reload. Up B: Jet Pack MC activates his Jet Pack and hovers upward. Unlike ROB's Up B, MC must use all of the fuel at once (so he can't control his ascent or decent without shield-cancelling the move). He is able to perform all of his aerials as he flies upward, and goes into helpless when it ends. Final Smash IdeasCovenant BombMC jumps high into the air, and the Covenant bomb from Halo 2 appears above him. He grabs a hold of it and pushes it down toward the stage, slowly descending as the bomb obliterates everyone on the stage. UNSC AssaultMC calls in a Cryo-Bomb to freeze everyone on the stage in place. Then a Longsword airstrike bombs the stage relentlessly. Then a MAC Blast from the UNSC Infinity strikes the stage in a huge explosion, sending all of MC's foes flying. Spartan Road TripA UNSC Warthog pulls up to MC, driven by a fellow Spartan with another Spartan sitting in the passenger seat with a Rocket Launcher. MC hops onto the turret, and the player is able to drive around on the stage while firing bullets and rockets everywhere. Arbiter Tag-TeamMC summons the Arbiter to fight along side him. The Arbiter wields dual Energy Swords and performs an epic combo on the foe as MC fires tons of bullets at the foe. The arbiter backs away and MC finishes the foe off with a powerful blast from a Rocket Launcher. Liberation MaidenShoko Ozora (complete) - Spoiler:
Overall her moveset is highly dependent on how many nodes she has at her disposal. Since they all have a bit of a cooldown and can even be destroyed, the moves that involve node use are meant to be slightly OP to balance this out. This is because regardless of whether they hit or not, a node is useless and vulnerable to damage after use for quite some time. Normals: Her normals are mostly going to be agile hand-to-hand combat moves. More powerful moves may involve the use of nodes. Shoko has long legs, and I like long legs. So expect alot of kicking. Jab combo- She does two quick kicks and then uses a single node to hit the foe away. Alternatively she can start a mach kick like Capt. Falcon. Ftilt- Shoko hops forward slightly with a roundhouse kick. Utilt- She flips backward, kicking upward with both legs and essentially performing a backward cartwheel. Dtilt- She sweeps the floor with a low kick. Fsmash- She winds up her fist during the charging phase, and then throws a punch at the foe. Depending on how long the move was charged, she fires two to four nodes forward at high speed. This move is ranged, traveling a good distance before becoming drained or energy. Usmash- Shoko looks down with a strong stance, then throws her arms into the air. Depending on how long the move was charged, 2-4 nodes fly upward to meet the foe at high speed. This move also has great range, flying high above her until it runs out of energy. Dsmash- She crosses her hands over her head, and then thrusts them out to either side of her. 1-2 nodes fly out in either direction depending on charge time. Does not have as much range as Fsmash, but comes out faster and hits both sides of her. Dash Attack- Shoko performs a cartwheel, rolling forward while kicking the foe. Throws: Mostly generic throws, using nodes primarily. Pummel- Shoko knee's the foe repeatedly. Fthrow- She lightly tosses the foe into the air. She then amasses three or four nodes and has them converge on the foe, sending the foe flying. Bthrow- She tosses the foe behind her and thrusts her arm in their direction. Four nodes amass around her arm and fire a long energy beam. Can hurt anyone caught in the beam and does high damage and knockback. Uthrow- Shoko tosses the foe upward and uses three nodes to attack the foe. Has high knockback scaling. Dthrow- Typical combo throw, she slams the foe into the ground, bouncing them off of the floor. Aerials: Mostly nodeless, meant for combos or spacing primarily. Many moves are borrowed from other characters, if anyone wants to make them more unique feel free to suggest. Nair- She holds her arms out and several nodes surround her closely. Does minor damage and knockback, meant to be used to protect herself form an incomming attack. There are still openings to be hurt from, however. Fair- Fox/Falco style Fair kicks, last hit has decent knockback but other hits can be combo'd off of if lcanceled. Bair- Sheik style bair, acts as a sex kick. Uair- Backflip kick, meant for juggles and comboing. Dair- ZSS style, she falls to the floor with a downward kick. Misc. Moves: Nodeless, but they don't really need to have them anyway. Getup Attack- She breakdances and kicks on both sides. Ledge Attack- Shoko does a handspring onto the stage and lands with a split, kicking the foe. Specials: These moves are entirely based on the number of nodes Shoko has and their current availability (except Uspecial). Directly inspired by the weapons she uses in her game, these moves will use up many nodes at a time in most cases and have awesome benefits. Nspecial- Node Barrage Shoko can manually fire off her nodes in defferent quantities depending on how long the player charges up the attack. These nodes have strong homing capabilities, making it difficult to dodge them. They also deal high shield damage, making blockng them risky as well. Mashing B will fire many individual nodes in rapid succession. Holding B will build the nodes up to be used togeather as one powerful attack. The nodes can be charged up to three different levels, using 5, 10, or all of her current nodes. The charge levels pass quickly, and a green aura grows each time a charge level has been attained. The charge on this move can be shield canceled, but the charge is not preserved. If Shoko has no nodes available when attempting this move, she will thrust her hand out, but nothing will happen. Sspecial- Rail Beam (name may be incorrect, going by memory right now) This move holds a continuous beam that drastically increases the damage meter of any player inside the beam. The beam has indefinite range, but can be stopped by obstacles and does not reflect like R.O.B.'s laser. It can also be aimed. The beam drains the energy out of Shoko's nodes quickly and stays out as long as the player holds B or until Shoko runs out of nodes. If the player uses this in midair, Shoko will remain in place as long as the move is active and Shoko will default her aim to be angled downward. Move fails if Shoko has no nodes to use. Uspecial- Kamui Thrust As her recovery move in the air, Shoko gets a massive momentum boost diagonally upward in the direction she is facing. Does little damage and knockback. When the move ends she goes into a glide (working out that detail somehow). On the ground she thrusts forward extremely quickly. Inspired by Kamui's supersonic travel speed over long distances. Dspecial- Liberator Blade Shoko pulls out a large blade of beam energy and spear tosses it forward. Has reasonably high startup lag. If the blade hits the foe or a solid surface, the blade causes a large spherical explosion. Anyone caught in the blast radius is trapped in the explosion like a Smart Bomb item. Trapped foes take many hits rapidly and then receive high knockback when the explosion ends. She throws it straight when on the ground, and angled downward when in the air. She pauses in place when used in midair. Can only be used when charged to max, and can only be charged passively through combat damage delt to the foe (the same way she would build up extra energy to create new nodes). Final Smash- Sacrifice Drive Shoko proclaims "Initiating Sacrifice Drive!" and then dives forward like Marth's Final Smash. If she hits someone the game freezes and she then says "Let's go, Kamui!". A cutscene occurs where she hops on Kamui and flies into the foe affected by the attack. Kamui then drills into the foe and racks up multiple powerful hits on the foe for about 10 seconds. During this time the player can mash the directional buttons in clockwise fashion to add extra hits. OtherPokemonFerrothorn - Spoiler:
Ferrothorn is a Grass- and Steel-Type Pokemon that hangs from the ceilings of caves. In smash his moveset would focus on its long-reaching vines and sturdy defense. Its moves are moderately powerful, but it is extremely heavy and moves very slowly. It has low jump height and a fast falling speed as well. Ferrothorn would play as the ultimate tank, surviving to very high percents and dealing above average damage on many of its normals. Normals: Jab Combo- Ferrothorn does a series of whips with its vines. Ftilt- It lunges a vine straight out in front of itself. It has a large disjointed range. Utilt- It uses all three vines and thrusts them straight up. Dtilt- It uses Grass Knot to trip the foe. Knockback on this move is extremely low, but damage and hitstun vary depending on the opponent's weight. Heavier characters are stunned longer and take more damage. Fsmash- Ferrothorn uses Metal Claw, swiping forward with a long and powerful vine as hard as steel. Usmash- It uses Metal Claw to make powerful upward thrust attacks one vine at a time, then all three togeather. The individual vine hits have low knockback in order to ensure the last hit connects. Dsmash- Ferrothorn turns upside down and spins rapidly, extending its vines to hit both sides of itself multiple times with Metal Claw. Dash Attack- It lunges forward with its entire body a short distance, toughening its exterior with Iron Head. Ledge Attack- It slowly climbs back onto stage while unleashing Stealth Rocks. If the foe is nearby the rocks will home in on them and do very minor damage. If not then the rocks dissapear after Ferrothorn's ledge climb animation is over. Getup Attack- Ferrothorn pulls itself up with its vines and then scatters Spikes on the floor around himself. Spikes hurt any opponent who steps on them, dealing no knockback or hitstun. Spikes vanish when stepped on or over time. Throws: Grab- Ferrothorn reaches two vines out to grab the foe. This works as a tether grab, similar to Link's Hookshot. Pummel- Ferrothorn uses Leech Seed to sap 1-2% damage from the foe with each hit. Fthrow- It whips the foe forward at a 30 degree angle. Bthrow- It whips the foe around with its vine and tosses the foe backward. This throw has high knockback. Uthrow- Ferrothorn spins the foe overhead like a pizza and launches them straight up. This throw has low base knockback with high knockback growth. Dthrow- It holds the foe down on the ground, then slams its body into the foe. This throw has low upwards knockback. Aerials: Nair- Ferrothorn spins once, lashing out its vines in an angled ring around itself. Hits slightly lower in front and higher in back. Fair- It winds up its vine and then swings downward forcefully in front of itself. This move is a meteor smash. Bair- Ferrothorn spins while lashing its vines behind itself rapidly. The last hit has moderate knockback, preceding hits have low knockback. Uair- It stretches its vines upward and then swings them outward. If the foe is hit by the upward thrust then they receive upward knockback, it they are hit by the outward motion they are sent in that direction. Dair- Ferrothorn drops a seed bomb, which has low damage and knockback if it hits an aerial foe. If it lands on the ground it explodes, dealing much hgher damage and knockback. Zair- Ferrothorn stretches a vine forward to hit the foe from far away. This move can tether the ledge. Specials: Nspecial- Pin Missile: Press B to launch three spikes in the direction Ferrothorn is facing, or hold B to charge up the attack. Ferrothorn cannot move while he is charging. Release B to send spikes in every direction. Charge time is moderate, and spikes deal around 5% damage each. Sspecial- Gyro Ball: Ferrothorn spins rapidly and becomes a large steel ball. The ball moves slowly at first, but can increase in speed if the player mashes the B button. Mashing B also causes the move to last longer, for up to 4 seconds. Ferrothorn can only move in the direction it was facing when it started the move. Gyro Ball's damage and knockback are affected by victim's grounded running speed. Characters that run faster take more damage and knockback than average, slower characters take less damage and knockback. This move can cause physical projectiles to bounce away, being sent in a random direction. Uspecial- Power Whip: On the ground, Ferrothorn winds up a powerful whip attack that has shorter range than most of his other attacks, leaving a green wake in its path. It has a sweet spot at the tip that deals massive damage and knockback. In the air it serves as a recovery move, almost identical to Ivysaur's Uspecial in Brawl. Dspecial- Ingrain: Ferrothorn plants is vines into the ground, solidifying its position. Ferrothorn cannot move while using Ingrain. Ferrothorn recovers 2-3% per second as long as he's stuck in the ground, for up to 5 seconds. When 5 seconds has passed the move ends automatically. The move has a 10 second cooldown and cannot be used again until the player waits that long. While rooted, Ferrothorn's Iron Barbs ability activates. It gets super armor for one hit. If the foe makes physical contact with it then the foe takes minor damage and knockback. Final Smash: Iron Defense Ferrothorn uses Iron Defense to drastically increase its defensive capabilities. It is coated in a metallic layer of protection that grants it unlimited super armor for the duration of the move. It also takes half damage from everything, rounded up to the nearest %. The player is able to control Ferrothorn as normal. This move lasts for around 20 seconds.
Last edited by MercuryHg34 on Mon Feb 17, 2014 4:09 am; edited 12 times in total |
| | | Roy Level 7 CPU
1169 RoyMaster4
| Subject: Re: MercuryHg34's Movesets Tue May 28, 2013 6:06 pm | |
| Want to make a few comments on Zoroark overall:
I see him as an illusion Pokemon - that is, a master of mind games. He should be able to mess with the opponent, making them guess what he's going to do.
One example would be his smash attacks. His forward smash can be Night Slash, down Dark Pulse, and up Snarl. All 3 can use the same charging animation - Zoroark will go into a defensive charging pose, then either unleash a burst, slash forward, or shout upward. You might guess that Zoroark is charging a Dark Pulse, and you leap into the air into a Snarl.
Another example could be with his aerials. Instead of the same animation, we could incorporate a cancelling mechanic - before the move is performed, you can press another direction plus the A button to cause the normal attack to be an illusion, while another attack is performed in the other specified direction.
Of course, neutral special has to be Night Daze - an overall dark burst of energy around him, causing some sort of stun. You have it listed as a Final Smash, but I feel like that would be better represented by something with Entei/Raikou/Suicune. |
| | | GigaPichu
3392
| Subject: Re: MercuryHg34's Movesets Tue May 28, 2013 6:35 pm | |
| If it was possible at all, making zoroark able to transform into the enemy until he gets hit would be pretty sweet.
like, his down special would be transforming into whoever he's fighting
I doubt that would work though. |
| | | Super Smash Bros Crusade Administrator
4179
| Subject: Re: MercuryHg34's Movesets Tue May 28, 2013 6:57 pm | |
| our zoroark is a she, get it right |
| | | MercuryHg34
3883
| Subject: Re: MercuryHg34's Movesets Tue May 28, 2013 7:13 pm | |
| I took Roy's suggestions, and I organized the specials some more. I still need help with tilts and aerials, and a new final smash would be great as well. I never saw the movie, so I can't really make the final smash without butchering it.
Also, Zoroark doesn't "Transform" like Ditto does; she copies their appearance, but not their moves. This is impossible in smash, so the best I could do was the Dspecial that's currently there. |
| | | GigaPichu
3392
| Subject: Re: MercuryHg34's Movesets Tue May 28, 2013 9:43 pm | |
| well gee im sorry det but in a forum largely populated by men you tend to get used to referring to everything as He
please excuse my ignorance |
| | | Super Smash Bros Crusade Administrator
4179
| Subject: Re: MercuryHg34's Movesets Tue May 28, 2013 9:47 pm | |
| i was more referring to merc having he in the moveset but you too |
| | | GigaPichu
3392
| Subject: Re: MercuryHg34's Movesets Tue May 28, 2013 9:57 pm | |
| you're tearing me apart Det |
| | | MercuryHg34
3883
| Subject: Re: MercuryHg34's Movesets Tue May 28, 2013 11:08 pm | |
| I thought i had "it" the whole time so that I couldn't be wrong or right, but I guess I slipped a "he" in by mistake. |
| | | Roy Level 7 CPU
1169 RoyMaster4
| Subject: Re: MercuryHg34's Movesets Wed May 29, 2013 6:45 am | |
| If you select random and get Zoroark, it should randomly give you a different character until you take damage or use an attack.
... not a serious suggestion, but would be funny. |
| | | Yeti Level 6 CPU
647
| Subject: Re: MercuryHg34's Movesets Wed May 29, 2013 7:10 am | |
| I'll Leave a few suggestions while I'm Here... You Could use Punishment as one of her moves, possibly a smash.
As For Anna, Her Abilities that could be useful are: Acrobat(Up Special Maybe) Lethality(Side Smash or Special) Life taker Slow Burn Gale Force Rally Love Lucky 7 (You could let her use almost any weapon As well. |
| | | Roy Level 7 CPU
1169 RoyMaster4
| Subject: Re: MercuryHg34's Movesets Wed May 29, 2013 7:26 am | |
| I don't think abilities should really be moves...
Special moveset should be something like:
B: Levin Sword (Fires a bolt of lightning) ^B: Rescue (Throws staff and warps to it) >B: Ward (Creates a barrier in front of her that stops attacks and reflects projectiles, ala Pit's shield) vB: Inventory (Drops her bag and searches through it, giving herself a random item. Possibilities can include stuff like a Vulnerary, Pure Water, Tonic, Boots, or a throwable item like a bullion)
A-A combo can be her generic slash - uppercut slash that she has. Forward tilt can be a stab with a Rapier-like weapon (Probably Eirika's Blade). Down tilt some type of dagger stab. Forward smash can be a slow Armorslayer smash (breaking shields in one hit). Up tilt Wyrmslayer, a generic slash above her. Down smash a Brave Sword double slash (one each side of her). Up smash could be the glass sword, having a small 'tipper' range for huge knockback, but otherwise breaks upon connecting and doesn't do that much.
Aerials can involve blunt hits with her staff. This overall makes her combo-heavy in the air, but more focused on strong hits on the ground.
I liked the idea of the Suspend final smash, but there's also the options of using the other Annas or something involving money. Not sure. |
| | | Dry
4607
| Subject: Re: MercuryHg34's Movesets Wed May 29, 2013 9:16 am | |
| That's a damn lot of swords she uses in that moveset. |
| | | GigaPichu
3392
| Subject: Re: MercuryHg34's Movesets Wed May 29, 2013 9:34 am | |
| I refuse to allow Anna to be like that. Anna is so much more than a generic swordsman, and I want that to be repped in her moveset.
She's gotta have time/dimension travel capabilities. Teleporting Clones around Naruto-style would work as well. |
| | | MercuryHg34
3883
| Subject: Re: MercuryHg34's Movesets Wed May 29, 2013 12:09 pm | |
| I'll be working on Anna today, most of the specials Roy listed were planned already. I have my own ideas everywhere else though, so I'll start by posting just what I intended for Anna to look like and then we can all adjust it from there. |
| | | MercuryHg34
3883
| Subject: Re: MercuryHg34's Movesets Wed May 29, 2013 1:57 pm | |
| Alright everyone, Anna's moveset is complete. Look it over and make any suggestions you have to improve it. |
| | | GigaPichu
3392
| Subject: Re: MercuryHg34's Movesets Wed May 29, 2013 2:11 pm | |
| not nearly as much craziness with her abilities as i'd hoped |
| | | GamingGryffindor Level 6 CPU
742
| Subject: Re: MercuryHg34's Movesets Thu May 30, 2013 2:13 pm | |
| - GigaPichu wrote:
- well gee im sorry det but in a forum largely populated by men you tend to get used to referring to everything as He
please excuse my ignorance I lol'd Anyway. merc i claim making Sora's moveset |
| | | Perfect Hell
8837
| Subject: Re: MercuryHg34's Movesets Thu May 30, 2013 3:41 pm | |
| As easily one of the biggest Square fans on this site, i must have a part in Sora's moveset. Collaboration? |
| | | MercuryHg34
3883
| Subject: Re: MercuryHg34's Movesets Thu May 30, 2013 4:27 pm | |
| I only intend to make movesets for the characters currently listed in the OP, possibly Nightmare as well. After those I may make more just for the hell of it, but don't expect any others in the near future. Master Chief is going to be my next project.
EDIT: Oh yeah, I may do some movesets for some of the Kirby and Zelda DLC candidates, and possibly Deoxys as well. |
| | | GamingGryffindor Level 6 CPU
742
| Subject: Re: MercuryHg34's Movesets Thu May 30, 2013 7:21 pm | |
| - Perfecthell4 wrote:
- As easily one of the biggest Square fans on this site, i must have a part in Sora's moveset. Collaboration?
deal. PM me whenever you wanna start. |
| | | MercuryHg34
3883
| Subject: Re: MercuryHg34's Movesets Wed Jun 05, 2013 6:52 pm | |
| |
| | | Perfect Hell
8837
| Subject: Re: MercuryHg34's Movesets Wed Jun 05, 2013 7:40 pm | |
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| | | Dustination
2811 Dustination
| Subject: Re: MercuryHg34's Movesets Wed Jun 05, 2013 7:42 pm | |
| Fantastic, the Zero moveset is great. |
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: MercuryHg34's Movesets Wed Jun 05, 2013 7:43 pm | |
| Final Smash needs some nerfing, but overall, it looks good. |
| | | MercuryHg34
3883
| Subject: Re: MercuryHg34's Movesets Thu Jun 06, 2013 7:38 am | |
| Final Smashes are supposed to be broken by nature, and there are some pretty crazy ones currently. I think it's fine.
Thanks for the support, guys!
Also forgot to mention that AzureLight12 and I both made Zero, not just myself. |
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: MercuryHg34's Movesets Thu Jun 06, 2013 9:47 am | |
| - MercuryHg34 wrote:
- Final Smashes are supposed to be broken by nature, and there are some pretty crazy ones currently. I think it's fine.
By nature yes, but they all are supposed to have problems. And currently, Zero's Final Smash seems to lack any sort of problems. There has to be at least some way to avoid this final smash. |
| | | MercuryHg34
3883
| Subject: Re: MercuryHg34's Movesets Thu Jun 06, 2013 10:00 am | |
| You can't avoid Olimar's Final Smash, or Peach's (going by Brawl here). Good luck avoiding Jiggs' and several other characters' as well. Besides, The foe is stuck in one spot the entire time and they don't take knockback at all, so all it does is rack up massive damage, not kill. The kill has to be timed right so that the move is over in order to land, otherwise the fight goes back to Zero having trouble landing a kill move. |
| | | Roy Level 7 CPU
1169 RoyMaster4
| Subject: Re: MercuryHg34's Movesets Thu Jun 06, 2013 12:04 pm | |
| Dissapointed in Zero's Final Smash... was expecting something different than what's already been used as his lvl 3 in the Vs games.
Otherwise... I'm not sure if I like his fair being a dive attack (Considering his dair is already one), I'd swap the usmash and utilt, and there's gotta be something more unique for up special (considering he has a grounded version already). Also worth noting is that I'm dissapointed in the lack of a grounded dash (a staple in the MMX series)... maybe it could be side special rather than double tapping? I feel like Twin Dream could be overpowered and difficult to code (Maybe that could be the final smash instead?).
One last comment: Perhaps his Z-buster could work like it does in the Vs games - that is, if you hold down B, he can move around and perform other moves while charging. Otherwise, it's going to end up exactly like Mega Man's current buster, which isn't very good. |
| | | MercuryHg34
3883
| Subject: Re: MercuryHg34's Movesets Thu Jun 06, 2013 12:24 pm | |
| - Lulu wrote:
- Dissapointed in Zero's Final Smash... was expecting something different than what's already been used as his lvl 3 in the Vs games.
That's precisely why that's the FS we used: it's recognizable as his most powerful move in MvC if I'm not mistaken, and looking at the wiki I can't see another move that's nearly as powerful. Another option we considered was having Rakuhouha (or whatever it's called) as a final smash, where he hits the ground with his fist and summons huge beams of light energy down around him (kinda like Geno's down b but rediculously OP, it was also in MvC)
Otherwise... I'm not sure if I like his fair being a dive attack (Considering his dair is already one) It's more like Lloyd's Fair from SSF2, though the angle he plunges at is very shallow by comparison. He'd probably still be airborne by the end of the move if he used it from double-jump height. It's mostly an approach move, very unlike the current Dair that is like Link's.
I'd swap the usmash and utilt I like them where they are, though I see your point.
and there's gotta be something more unique for up special (considering he has a grounded version already). The flaming uppercut he has on up b currently is a very recognizable move, his "flaming shoryuken" that he gets from Magma Dragoon in X4, the boss known for his street fighter references in his attacks. It had to be there somewhere, and every other option that may have worked were pretty much identical but as a different element.
Also worth noting is that I'm dissapointed in the lack of a grounded dash (a staple in the MMX series)... maybe it could be side special rather than double tapping? I feel like Twin Dream could be overpowered and difficult to code (Maybe that could be the final smash instead?). That could be a possibility. Twin Dream as a FS could work more like MvC where there is a clone that follows just behind him, or work like I already described in his current side b. Though this still pales in comparison to Dark Hold or even Rakuhouha, since Zero isn't really a combo character with this moveset.
One last comment: Perhaps his Z-buster could work like it does in the Vs games - that is, if you hold down B, he can move around and perform other moves while charging. Otherwise, it's going to end up exactly like Mega Man's current buster, which isn't very good. The problem with this is that in canon he is immobile when using the Z-Buster. The only time you could use it on Zero as a playable character in the X games was X5, and you had to be standing still on the ground to use it. I purposely designed the Z-Buster to reflect that, because I wanted literally every move to be from something rather than Sakurai'd.
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