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Zero's Final Smash?
Dark Hold
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Rekkoha
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MercuryHg34

MercuryHg34

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PostSubject: MercuryHg34's Movesets   MercuryHg34's Movesets EmptyTue 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.

Pokemon
Zoroark (Needs normals, aerials and Final Smash)
Spoiler:

Super Mario
Fawful (coming soon)

Fire Emblem
Anna (Complete, open to revision)
Spoiler:

Megaman X
Zero (Complete) (Credit shared between AzureLight12 and myself)
Spoiler:

Custom Robo
Ray MK (coming soon)

Halo
Master Chief (Needs Final Smash and Critique)(Credit: MercuryHg34, AzureLight12, marnigro)
Spoiler:

Liberation Maiden
Shoko Ozora (complete)
Spoiler:

Other
Pokemon
Ferrothorn
Spoiler:


Last edited by MercuryHg34 on Mon Feb 17, 2014 4:09 am; edited 12 times in total
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Roy
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PostSubject: Re: MercuryHg34's Movesets   MercuryHg34's Movesets EmptyTue 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.
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GigaPichu

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PostSubject: Re: MercuryHg34's Movesets   MercuryHg34's Movesets EmptyTue 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.
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Super Smash Bros Crusade
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PostSubject: Re: MercuryHg34's Movesets   MercuryHg34's Movesets EmptyTue May 28, 2013 6:57 pm

our zoroark is a she, get it right
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MercuryHg34

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PostSubject: Re: MercuryHg34's Movesets   MercuryHg34's Movesets EmptyTue 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.
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GigaPichu

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PostSubject: Re: MercuryHg34's Movesets   MercuryHg34's Movesets EmptyTue 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
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Super Smash Bros Crusade
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PostSubject: Re: MercuryHg34's Movesets   MercuryHg34's Movesets EmptyTue May 28, 2013 9:47 pm

i was more referring to merc having he in the moveset but you too
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GigaPichu

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PostSubject: Re: MercuryHg34's Movesets   MercuryHg34's Movesets EmptyTue May 28, 2013 9:57 pm

you're tearing me apart Det
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MercuryHg34

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PostSubject: Re: MercuryHg34's Movesets   MercuryHg34's Movesets EmptyTue 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.
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PostSubject: Re: MercuryHg34's Movesets   MercuryHg34's Movesets EmptyWed 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.
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PostSubject: Re: MercuryHg34's Movesets   MercuryHg34's Movesets EmptyWed 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.
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PostSubject: Re: MercuryHg34's Movesets   MercuryHg34's Movesets EmptyWed 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.
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PostSubject: Re: MercuryHg34's Movesets   MercuryHg34's Movesets EmptyWed May 29, 2013 9:16 am

That's a damn lot of swords she uses in that moveset.
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GigaPichu

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PostSubject: Re: MercuryHg34's Movesets   MercuryHg34's Movesets EmptyWed 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.
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MercuryHg34

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PostSubject: Re: MercuryHg34's Movesets   MercuryHg34's Movesets EmptyWed 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.
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MercuryHg34

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PostSubject: Re: MercuryHg34's Movesets   MercuryHg34's Movesets EmptyWed 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.
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GigaPichu

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PostSubject: Re: MercuryHg34's Movesets   MercuryHg34's Movesets EmptyWed May 29, 2013 2:11 pm

not nearly as much craziness with her abilities as i'd hoped
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GamingGryffindor
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PostSubject: Re: MercuryHg34's Movesets   MercuryHg34's Movesets EmptyThu 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
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Perfect Hell

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PostSubject: Re: MercuryHg34's Movesets   MercuryHg34's Movesets EmptyThu 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?
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MercuryHg34

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PostSubject: Re: MercuryHg34's Movesets   MercuryHg34's Movesets EmptyThu 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.
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PostSubject: Re: MercuryHg34's Movesets   MercuryHg34's Movesets EmptyThu 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.
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MercuryHg34

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PostSubject: Re: MercuryHg34's Movesets   MercuryHg34's Movesets EmptyWed Jun 05, 2013 6:52 pm

Added Zero, take a look.
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PostSubject: Re: MercuryHg34's Movesets   MercuryHg34's Movesets EmptyWed Jun 05, 2013 7:40 pm

All of my yes
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PostSubject: Re: MercuryHg34's Movesets   MercuryHg34's Movesets EmptyWed Jun 05, 2013 7:42 pm

Fantastic, the Zero moveset is great.
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PostSubject: Re: MercuryHg34's Movesets   MercuryHg34's Movesets EmptyWed Jun 05, 2013 7:43 pm

Final Smash needs some nerfing, but overall, it looks good.
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MercuryHg34

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PostSubject: Re: MercuryHg34's Movesets   MercuryHg34's Movesets EmptyThu 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.
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PostSubject: Re: MercuryHg34's Movesets   MercuryHg34's Movesets EmptyThu 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.
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MercuryHg34

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PostSubject: Re: MercuryHg34's Movesets   MercuryHg34's Movesets EmptyThu 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.
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PostSubject: Re: MercuryHg34's Movesets   MercuryHg34's Movesets EmptyThu 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.
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MercuryHg34

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PostSubject: Re: MercuryHg34's Movesets   MercuryHg34's Movesets EmptyThu 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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