Subject: The Community Super Smash Bros. Moveset Topic Mon Nov 19, 2012 3:12 pm
Title basically says it all. This is a moveset topic. Originally started on the EF by Morph Boy, I've decided to carry this over. Here you can post and showcase your Smash Bros. styled movesets. To showcase your movesets you may simply reserve a post. If you happen to run out of space for your movesets, simply reserve another post. There's basically almost no limits on who you can make a moveset for. Whether it be video games, TV shows, movies, anime, or even your very own Original Character, the possibilities are abundant and almost endless.
I guess I could start off this topic with what I have.
Here are some examples of movesets I've created. You can scroll through the topic the links take you to, so you can see everyone elses movesets.
Archived Movesets Part 1 Part 2 Showcased movesets that I'm proud of:
Young Link :
{Winner of Young Link Round of the Moveset Competition}Brace yourself. This is a long one. Young Link
Playstyle: Being the child version of Link, Young Link is fast, nimble, and able to attack faster. Unfortunately, this makes him lighter and pack less of a punch. _____________________________________________________________________ Specials
Neutral Special: Slingshot: Young Link takes out his slingshot and takes aim. Young Link is able to aim either up, down, diagonally, or straightforward. When the seed is fired from the slingshot, it will deal minor damage to an opponent along with chance of stunning them.
Side Special: Jump Attack: Expecting an item? Too bad! Waluigi Time! Young Link jumps forward and brings his sword down. This will deal moderate damage to any opponent it hits. When used in mid-air, Young Link will bring his sword down, and will continue to fall until he hits the ground. This move can be risky to use if one uses it recklessly.
Up Special: Hookshot: Young Link takes out his hookshot and takes aim. When used on the ground, Young Link is able to aim it the same way as the slingshot (see neutral special description). When he fires the hookshot, it will shoot straight out. If the hook manages to hit an opponent, they'll be dragged towards Young Link and Young Link will automatically enter his grabbing position. If an opponent touches the chain, they'll receive minor damage. When used in the air, it will home in on a nearby ledge as a tether recovery.
Down Special: Z-target: What started in Ocarina of Time and returned in all 3D console games. A cursor icon appears from Young Link and moves forward, looking for an opponent. If it manages to find a target, Young Link will lock onto them. When an opponent is targeted, Young Link is able to move forward and backward. This special lasts as long as you hold the special key. Link can perform two different actions while targeting. If you press the attack key while Young Link is moving forward, he will perform an attack roll. While moving backwards, he will perform a back flip. Both of these actions involve evading the opponent. When he gets behind the opponent, he can attack them from there. ______________________________________________________________________ Deku Link
Playstyle: Deku Link is a hit and run kind of character. He's faster than Young Link and is harder to hit because of him being smaller. Unfortunately, Deku Link's attacks are much weaker. Plus, Deku Link is much lighter, making him easy to send flying. Also, Deku Link takes major damage from fire, since the Deku are a plant-like race. When on the water, he will hop five times along it, until he drowns. ______________________________________________________________________ Specials
Neutral Special: Bubble Blast: Deku Link charges up a bubble from his mouth. The longer you charge, the straighter the bubbles trajectory, and also the farther it will travel. This attack deals low damage.
Side Special: Deku Spin: Deku Link performs a pirouette spin in whatever direction it's traveling. This attack deals low damage and slight knockback.
Up Special: Deku Flower: A flower appears below Deku Link, and he burrows into it. While inside the flower, Deku Link is impervious to all attacks. Deku Link is able to remain in the flower for about 5 seconds, before being forced to burst out. Anyone that is hit by Deku Link as he comes out of the flower will receive moderate damage and knockback. He will then take out two flowers, that will begin to act as the blades on a helicopter. Deku Link will then be able to fly backward or forward. Also, if you press the attack key while airborne, Deku Link will drop a deku nut below him. (Description in Down Special). Deku nuts are able to spike opponents in mid-air. Deku Link is able to remain airborne for a few seconds before falling. You can cancel your flight by pressing the special key.
Down Special: Deku Nut: Deku Link throws a deku nut forward. The deku nut attains the same properties as it does in Brawl. If it connects with an opponent, it will deal minor damage to them and slight knockback. If it hits the ground or a wall, a large explosion of light will appear, dealing slight damage and stunning nearby opponents. _________________________________________________________________ Goron Link
Playstyle: Goron Link is the powerhouse of the four. He acts as a tank kind of character; he is strong and slow, not to mention heavy. His recovery skills are pathetic along with his jumping. He's a hard hitter and can also take the hits. He also can't swim. _________________________________________________________________ Specials
Neutral Special: Powder Keg: Goron Link pulls out a powder keg. The powder keg is treated as a heavy item so Goron Link will be moving at walking speed when carrying it. The keg has 20 seconds until detonation. When thrown, it wont automatically go off. When thrown, anyone can pick it up. The powder keg can be attacked which will make it detonate early. Three hits, a fully charged smash attack, or an attack with fire properties will make it go off. When the powder keg explodes, it lets off a huge explosion dealing massive damage and knockback. Because of its sheer ferocity, Goron Link can only set one out per life. In order to set down another one, Goron Link will have to be KO'd. Only one powder keg can be set on the battlefield at any given time.
Side Special: Goron Roll: Goron Link curls up like a ball. He will begin to roll around in whatever direction key is pressed. After a while, a red aura will form around him that will begin to grow in size. After it hits a certain point, spikes will grow out and Goron Link's speed will double, dealing more damage, and making it difficult to control. Goron Link will stop rolling if he runs into a wall or is attacked by a powerful attack. Like Yoshi's Egg Roll, this won't really help with horizontal recovery.
Up Special: Goron Uppercut: A Sakurai'd version of the second hit in Goron Link's three hit attack. Goron Link will perform a powerful uppercut, that sends him upward. Anyone hit by the upper cut will receive moderate damage and knockback. Despite it being Goron Link's best and only use of recovery, it doesn't really perform that job well, because of Goron Link's weight.
Down Special: Goron Pound: Goron Link curls up like in the side special. He will then jump up and slam the ground. This creates a small shock wave that sends opponents up into the air. When used in the air, Goron Link will plummet downwards at high speed. Anyone hit by the Goron Pound receives moderate damage and knockback. If hit while in mid-air, they'll be spiked downward. ___________________________________________________________________ Zora Link
Playstyle: Zora Link may be considered a pretty well balanced fighter. At regular speed and strength, he can adapt easily in a battle. He's able to swim much longer than most characters. Because Zora's spend most of their time underwater, they aren't exactly used to the elements. Zora Link take major damage from fire, ice, and electrical attacks. ___________________________________________________________________ Specials
Neutral Special: Electric Shield: Zora Link crouches down and surrounds himself in an electric aura. This can be held for a long period of time and acts as a defensive special. This can absorb projectiles and shock opponents that get to close. This special may last for a long period of time, but if held too long, Zora Link will hurt himself as the shield fades.
Side Special: Jump Attack: Similar to Young Link's side special with same idea in mind. Zora Link flips forward and performs a kick. This has less range than Young Link's version but deals more damage. Zora Link's version keeps all the same properties as Young Link's (excluding power).
Up Special: Dolphin Jump: Ground Version: Zora Link dives down into the ground (look everyone it's Chuck Norris!), and comes back up head first, dealing damage to whomever he touches.
Aerial Version: When used in mid-air, it kind of does the same thing, except for the fact that he doesn't swim through land. This time he swims through the air. He dives down, and then comes back, shooting himself into the air. The farther he dives down, the higher he'll come back up, but will travel less horizontal distance.
Down Special: Fin Boomerangs: Zora Link crosses his arms and extends his fins. During this state, he can aim in a similar fashion to Young Link's neutral special (see Young Link's moveset for description up at the top). After aiming, he will fire both fins off of his arms which will act as boomerangs. Each boomerang deals minor damage to any opponent they hit. ______________________________________________________________ Transforming Link transforms into his other forms through his taunts.
Link Neutral: Deku Side: Goron Up/Down: Zora
Deku Neutral: Link Side: Goron Up/Down: Zora
Goron: Neutral: Deku Side: Link Up/Down: Zora
Zora Neutral: Deku Side: Goron Up/Down: Link ______________________________________________________________
Final Smash: Fierce Deity Link: The final mask Young Link collects on his journey in Majora's Mask. Fierce Deity Link is an all powerful God-like state, giving Young Link a lot of power. This Final Smash acts as a Semi Final Form. He's impervious to knockback, but can still be damaged. He's got a full regular attack list, but has only one special attack.
Special: Sword Beam: Fierce Deity Link fires a disk of energy forward. The projectile is powerful and deals electrical damage. This attack is spammable to immobilize opponents and rack up their damage.
Midbus:
Midbus
Neutral Special: Ball and Chain: Midbus pulls out a ball and chain and begins to spin around. Midbus is able to be controlled while doing this, moving left or right, even a small jump. Midbus will continue spinning until the special key is released. When released, Midbus will toss the Ball and Chain forward, dealing moderate damage and knockback. The longer Midbus spins, the farther the ball and chain will travel.
Side Special: Roll: Midbus curls up and then rolls forward. This special works like Yoshi's Egg Roll: Midbus will continue to roll forward until you change his direction.
Up Special: Body Slam: Midbus slams the ground with his body. Then, he leaps high into the air, and crashes downward, dealing moderate damage and knockback to opponents. When used in the air, Midbus rises into the air, without bouncing off the ground.
Down Special: Uppercut: Midbus sucks in energy, exposing his stomach. Midbus can be freely attacked, but will resist knockback. Damaging him enough will cause the attack to cancel. But if given the chance, Midbus will rotate his arm multiple times, then perform an uppercut, dealing damage and knockback. The more damage Midbus receives, the more damage the attack will deal.
Final Smash: Well, to be honest, I have two different ideas I could use for Midbus. The more likely choice would be Blizzard Midbus, but since Midbus created Junker, I thought that also could be a reasonable final smash. So.. I decided to present both ideas. Let's start with the more recognizable option. ______________________________________________________________________________________ Blizzard Midbus
Transformation: Fawful enters and fires his blaster at Midbus, transforming him into Blizzard Midbus.
Neutral Special: Snowball: Blizzard Midbus creates a snowball and throws it forward, dealing low damage and knockback.
Side Special: Snawful: Blizzard Midbus creates a Snawful, which act with slight AI properties, similar to Waddle Dees and Waddle Doos. Snawfuls throw ice at opponents, dealing low damage, but also freezes them. Snawfuls can be defeated easily. An uncharged smash attack is enough to send them flying. Snawfuls also may melt after a while.
Up Special: Colossal Snowball: Blizzard Midbus creates a large snowball below him. When used on the ground, Blizzard Midbus will stand on top of it, able to move it around slightly. The snowball will remain for a certain period of time. Attacking the snowball will decrease its size. A bob-omb is also inside the snowball, and after hitting the snowball enough times, it will break apart releasing the bob-omb, which will then explode after a second. If an opponent attacked the snowball where the bob-omb was, it will destroy the snowball and damage both Midbus and opponents within range. When used in mid-air, Midbus will drop the snowball from above, dealing damage and knockback to opponents. It will also meteor smash opponents below. When the snowball hits the ground, it break apart, revealing the bob-omb, which will be treated as an item.
Down Special: Ground Pound: Blizzard Midbus jumps, curls up, and then slams into the ground, similar to the Bowser Bomb. ______________________________________________________________________________________ Next up, Junker.
Midbus pulls out a controller, and Junker enters the battlefield.
Neutral Special: Suction: Junker holds out one of its arms, and then sucks in a nearby opponent. Junker will then trap them inside a Junker Can. The Junker Can is treated as a heavy item (for instance a Crate). After the can is thrown three times, it will disappear, releasing the foe as well. The opponent can also try escaping the can, by constantly pressing buttons (like when trapped in a Yoshi Egg).
Side Special: Ram: Junker becomes enraged, and rams forward, dealing moderate damage and knockback. This is Junker only known way of recovery.
Up Special: Scrap Throw: Junker pulls out A ball acrap metal and throws it at a high arc. This deals minor-moderate damage to opponents. Despite being an up special, this is not a recovery move.
Down Special: Enemy Bin: Junker takes out a trash bin and begins to shake it. Three enemies can come out of the bin. Bob-omb: Bob-omb's fuse is lit. It then runs forward and explodes after a few seconds, dealing damage and knockback to opponents. Cheep Cheep: Cheep Cheep splashes along the ground, and will deal low-moderate damage to an opponent. Scutlet: A scutlet comes out of the bin, and scurries forward quickly, dealing low damage to an opponent.
Midbus will be in the background with his remote control, "controlling" Junker's actions.
Maka Albarn:
Maka Albarn
Playstyle: Maka is a very dynamic character. Her main style of fighting is the use of Soul in his weapon form, a scythe, to attack opponents. Despite a scythe being a two handed weapon, Maka is able to wield it effectively without tiring out. Maka has good spacing in her attacks, able to keep her opponents a good distance from her, despite lacking a reliable projectile. Maka's other playstyles involve the use of her Neutral and Up Special. With hints from the anime, Maka has a slow falling speed, which enhances the use of her recovery and air battle prowess. Unfortunately, she's a light weight, which combined with her slow falling speed makes her prone to being KO'd at low percentages. Plus, her speed is below average, making it hard for her to get around the stage quickly.
Neutral Special: Witch Hunt: Maka and Soul resonate souls, causing the blade on Soul to become a crescent moon shape. When this special is activated, Maka's moveset becomes modified, changing the special moves and increases the power of her regular attacks that involve the blade of the scythe. This special remains activated for about 20 seconds or until an attack by said attributes above make contact with an opponent (exception of the Neutral Special). Neutral Special: Witch Hunt: Maka swings Soul along the ground, creating a ground hugging projectile that continues until it hits an edge. The attack deals moderate damage and knockback, through both the swing and projectile. When used in the air, Maka quickly drops down and swings Soul down in a slice in the form of a letter I.
Side Special: Maka Chop: Maka pulls out a book and performs a chopping motion in front of her. If it makes direct contact with an opponent, it will deal low damage and stun the opponent. The stunning affliction cannot be stacked on opponents. When used in the air, Maka will spike the opponent downwards. Side Special: Figure 6 Hunter: Maka rotates the scythe forward in a figure 6 fashion, dealing moderate damage. This attack has a disjointed hitbox.
Up Special: Grigori Wings: Maka conjours wings on Soul, allowing Maka and Soul to move through the air at a fast speed, increasing their air battling ability. Up Special: Letter U Hunter: Maka swings Soul in a letter U fashion, arching downward and coming back up, sending opponents upward. This special acts as a recovery option, sending Maka upward.
Down Special: Noise Cancelling: Soul does his fair share in the battle. Maka uses her Soul Perception to read souls within range. If any opponent is within range, offscreen Soul plays his piano, sending a wavelength that disrupts opponents, stunning them for a moment. If an opponent is airborne, they receive minor damage and low knockback. Down Special: Soul Menace Severing (Kamaitachi): Soul collects the soul wavelength around him, and redirects it back from where it came from. This will only work if there is an opponent is within range, plus this attack is ruthless, dealing moderate damage to opponents and allies.
Final Smash: Genie Hunter (Majin Hunt): Maka and Soul resonate, and the blade on Soul becomes a Halberd shape. Maka and Soul are able to move freely around with the playstyle when the Neutral Special is activated. Since it has the same properties, it's a one shot deal, so timing is key to take out opponents. The Neutral Special is Letter I Hunter, the aerial version of the Witch Hunt neutral special.
So yeah. Post and discuss movesets, basically do whatever. Just try your best not to derail it.
Last edited by C_Mill24 on Fri Mar 14, 2014 4:30 pm; edited 4 times in total
C_Mill24 Level 9 CPU
2072 C-Mill24
Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Nov 19, 2012 3:12 pm
Part 3 (Where I left off) Coming Soon or Possibilities:
Mario Series
Dry Bowser:
Dry Bowser
Neutral Special: Fire Breath: Dry Bowser can perform two attacks for this special. If the special key is rapidly pressed, Dry Bowser will rapidly fire fireballs forward. If the special key is held, he will breathe fire in place just like Bowser.
Side Special: Bone Throw: Dry Bowser takes a bone from his body, then throws it forward, dealing minor damage and knockback.
Up Special: High Jump: Dry Bowser leaps into the air for recovery.
Down Special: Slam: Dry Bowser jumps up and then slams the ground, creating a shockwave that deals damage and knockback to opponents. When used in the air, Dry Bowser will vertically drop at high speed, and then slam the ground.
Final Smash: Lava: Dry Bowser lets out a howl. Lava will then rise from the bottom of the stage. Dry Bowser will use the lava to his advantage as it acts the same way as stages that have lava hazards. The lava deals moderate damage and sends the opponent up into the air. The lava remains around the stage for about 30 seconds before it sinks back down off screen.
Midbus:
Midbus
Neutral Special: Ball and Chain: Midbus pulls out a ball and chain and begins to spin around. Midbus is able to be controlled while doing this, moving left or right, even a small jump. Midbus will continue spinning until the special key is released. When released, Midbus will toss the Ball and Chain forward, dealing moderate damage and knockback. The longer Midbus spins, the farther the ball and chain will travel.
Side Special: Roll: Midbus curls up and then rolls forward. This special works like Yoshi's Egg Roll: Midbus will continue to roll forward until you change his direction.
Up Special: Body Slam: Midbus slams the ground with his body. Then, he leaps high into the air, and crashes downward, dealing moderate damage and knockback to opponents. When used in the air, Midbus rises into the air, without bouncing off the ground.
Down Special: Uppercut: Midbus sucks in energy, exposing his stomach. Midbus can be freely attacked, but will resist knockback. Damaging him enough will cause the attack to cancel. But if given the chance, Midbus will rotate his arm multiple times, then perform an uppercut, dealing damage and knockback. The more damage Midbus receives, the more damage the attack will deal.
Final Smash: Well, to be honest, I have two different ideas I could use for Midbus. The more likely choice would be Blizzard Midbus, but since Midbus created Junker, I thought that also could be a reasonable final smash. So.. I decided to present both ideas. Let's start with the more recognizable option. ______________________________________________________________________________________ Blizzard Midbus
Transformation: Fawful enters and fires his blaster at Midbus, transforming him into Blizzard Midbus.
Neutral Special: Snowball: Blizzard Midbus creates a snowball and throws it forward, dealing low damage and knockback.
Side Special: Snawful: Blizzard Midbus creates a Snawful, which act with slight AI properties, similar to Waddle Dees and Waddle Doos. Snawfuls throw ice at opponents, dealing low damage, but also freezes them. Snawfuls can be defeated easily. An uncharged smash attack is enough to send them flying. Snawfuls also may melt after a while.
Up Special: Colossal Snowball: Blizzard Midbus creates a large snowball below him. When used on the ground, Blizzard Midbus will stand on top of it, able to move it around slightly. The snowball will remain for a certain period of time. Attacking the snowball will decrease its size. A bob-omb is also inside the snowball, and after hitting the snowball enough times, it will break apart releasing the bob-omb, which will then explode after a second. If an opponent attacked the snowball where the bob-omb was, it will destroy the snowball and damage both Midbus and opponents within range. When used in mid-air, Midbus will drop the snowball from above, dealing damage and knockback to opponents. It will also meteor smash opponents below. When the snowball hits the ground, it break apart, revealing the bob-omb, which will be treated as an item.
Down Special: Ground Pound: Blizzard Midbus jumps, curls up, and then slams into the ground, similar to the Bowser Bomb. ______________________________________________________________________________________ Next up, Junker.
Midbus pulls out a controller, and Junker enters the battlefield.
Neutral Special: Suction: Junker holds out one of its arms, and then sucks in a nearby opponent. Junker will then trap them inside a Junker Can. The Junker Can is treated as a heavy item (for instance a Crate). After the can is thrown three times, it will disappear, releasing the foe as well. The opponent can also try escaping the can, by constantly pressing buttons (like when trapped in a Yoshi Egg).
Side Special: Ram: Junker becomes enraged, and rams forward, dealing moderate damage and knockback. This is Junker only known way of recovery.
Up Special: Scrap Throw: Junker pulls out A ball acrap metal and throws it at a high arc. This deals minor-moderate damage to opponents. Despite being an up special, this is not a recovery move.
Down Special: Enemy Bin: Junker takes out a trash bin and begins to shake it. Three enemies can come out of the bin. Bob-omb: Bob-omb's fuse is lit. It then runs forward and explodes after a few seconds, dealing damage and knockback to opponents. Cheep Cheep: Cheep Cheep splashes along the ground, and will deal low-moderate damage to an opponent. Scutlet: A scutlet comes out of the bin, and scurries forward quickly, dealing low damage to an opponent.
Midbus will be in the background with his remote control, "controlling" Junker's actions.
Bowyer:
Bowyer
Playstyle: A majority of Bowyer's attacks are ranged, meaning that Bowyer specializes in attacking from a distance. If the camping game is not an option, Bowyer can also attack up close, but it's not exactly a metagame fit for him. Since Bowyer specializes in Lightning Magic like Mallow, a fraction of Bowyer's physical attacks have electrical properties. Since Bowyer is a robot, this makes him a heavyweight, making it difficult to send Boyer flying, even with strong attacks. Unfortunately, because of his large size, he becomes a huge target while fighting, making him susceptible to combos.
Neutral Special: Aero Shot: Bowyer loads an Aero onto the bowstring located on his back. He then pulls the string back, preparing to fire. Bowyer can aim the Aero up or down or just straight forward. When fired, the Aero travels at a medium speed. When it makes contact with an opponent, it will deal minor damage, but will also stun the opponent. Like Link's arrows, they are affected by gravity.
Side Special: Lightning Orb: Bowyer charges his hands with electrical energy, which then begins to compress and form an orb. Bowyer will then throw the orb forward, dealing electrical damage to an opponent. The power of this move depends on how long the special is charged.
Up Special: Bolt: Bowyer fires a bolt of blue electricity below him, propelling him slightly upward and dealing electrical damage to opponents below. Basically, it acts like Pikachu's Down Special, except Bowyer fires it from above.
Down Special: Panel: Bowyer sets up a panel in front of him. If an opponent attacks Bowyer while the panel is up, the opponents attacks will be disabled for a short time. There are three outcomes when it comes to the disabling: 1. If a regular attack is used, the standard attacks will be disabled. 2. If by a special attack, all special moves will be disabled. 3. If hit by an item, the one who threw the item cannot pick up items or use the current one. Note that each disability lasts for 10 seconds and cannot be stacked.
Final Smash: Static E!: Bowyer charges up electrical energy. He then releases it in a powerful blast of static. Any opponent caught in the static will take consecutive minor damage. The last hit of the attack deals major damage and knockback.
Cackletta:
Cackletta
Playstyle: Cackletta excels at keeping opponents away from her with her magical attacks. She performs poorly up close, making it annoying when she starts getting bashed up close and getting caught in combos.
Neutral Special: Lightning Bolt: Cackletta points her finger, and a bolt of electricity strikes down a small distance away. This attack deals electric damage and knockback to a struck opponent.
Side Special: Peachbot: Cackletta summons a peachbot. The robot blares a horrible sound, stunning opponents within range. The stunning cannot be stacked and it has a recharge time of 10 seconds.
Up Special: Hover Chair: Cackletta activates her hover chair and moves through the air at a steady pace. The chair flies for few seconds before disappearing.
Down Special: Duplicate: Cackletta creates a duplicate of herself in front of her. It will stay there for a moment before disappearing. If the clone is attacked, it will burst into a cloud of bats that fly forward and deal minor damage to opponents within range.
Final Smash: Hole Spawn: Cackletta becomes enraged. Lightning surrounds her and holes spawn randomly from either side of her. Any opponent caught in the hole will be dropped off the bottom of the stage, resulting in their eventual KO. On a flat stage, it's an instant KO.
Mallow:
Mallow
Playstyle: Mallow is a professional mage. He isn't strong physically. He isn't very fast. Plus, he's a terrible jumper. But despite these shortcomings, Mallow's special attacks are fairly powerful, giving Mallow some survivalability on the battlefield.
Neutral Special: Thunderbolt: Mallow casts multiple bolts of electricity around himself, acting like a shield, and damaging opponents that get too close. If the special command is pressed at the correct time an opponent gets hit by the electricity, they will receive extra damage.
Side Special: Snowy: Mallow rolls a boulder of snow forwards. The longer the boulder rolls, the more damage it builds up.
Up Special: HP Rain: A tiny cloud appears over Mallow, and rain begins to pour down. Mallow regains 15% damage when this special is used, but has a recharge time for healing of about 30 seconds. When used in the air, the special functions exactly the same but be rises up as an attempt to recover.
Down Special: Shocker: Mallow casts a large powerful bolt of electricity in front of himself, dealing moderate damage to whomever it touches. Like the neutral special, if the special command is pressed at the correct time the opponent is hit, said opponent will receive more damage.
Final Smash: Star Rain: Mallow casts a spell that summons multiple stars to rain down on the battlefield. 14 stars rain down, each dealing moderate damage and knockback. One last star will come down that is much larger than the others. This star deals major damage and knockback to opponents.
Legend of Zelda Series
Wolf Link:
Wolf Link
Playstyle: Wolf Link basically acts like what a wolf would do, rushdown the opponent, rack up as much damage as possible, and then finish them with a powerful attack. Wolf Link has got speed on his side in a fight. Unfortunately, his moveset is entirely physically based plus most of his attacks rely on attacking one person at a time.
Neutral Special: Dark Energy Attack: Wolf Link begins to growl, and Midna begins to concentrate energy, creating a circle of energy around Wolf Link. Anyone caught in the energy field will have a bundle of energy cover them. After a while, or if the special command is pressed, Wolf Link will rush at the nearest opponent first, deal a large amount of damage to them, rush to the next opponent who got in range of the circle and do the same thing.
Side Special: Jump Attack: Wolf Link rushes forward and leaps off the ground at a target. This attack deals minor moderate damage, and if timed right, Wolf Link will latch onto an opponent and start biting them, racking up some extra damage by repeatedly pressing the attack or special command.
Up Special: Long Distance Jump: Midna jumps off of Wolf Link's back and controlled in a certain pattern. After each movement, Wolf Link will leap to where Midna was at, and will move to whereever she is moved to next. You can move Midna three times during this special, similar to how one would control Pikachu's or Pichu's up special. Anyone hit by Wolf Link as he leaps towards Midna will receive damage and knockback.
Down Special: Senses: Wolf Link activates his senses and anticipates an attack. If one attacks him while doing so, he will attack back, knocking away the opponent.
Final Smash: Fused Shadow: The three remaining pieces gather around Midna, and then attach to the 1st piece on her head. She then becomes a powerful deity, reaches out and attempts to grab an opponent. If she fails to do so, the Final Smash cancels. If successful however, Midna will use two of her arms to form a spear. She then drives the spear into the opponent(s), dealing major amounts of damage and knockback.
Kirby Series
Poppy Bros. Jr:
Poppy Bros. Jr
Neutral Special: Bomb: Poppy Bros. Jr pulls out a bomb. The bomb remains in Poppy Bros. Jr's hands. As he has the bomb out, he can move around quicker. Unfortunately, he can only jump once. When throwing the bomb, a cursor will appear. As you charge, the cursor will move up, increasing the angle the bomb is thrown. The higher the angle, the less distance it will travel horizontally. The bomb deals minor moderate damage to opponents. If Poppy Bros. Jr has the bomb out for too long, it will explode on him, dealing minor moderate damage to himself.
Side Special: Cutter: Poppy Bros. Jr throws a cutter boomerang forward. The boomerang deals minor damage.
Up Special: Apple: An apple spawns beneath Poppy Bros. Jr. He will then skip along it, moving slowly. If he is attacked, the apple will break, taking the damage that would've been dealt to him. When used in the air, he will hop off the apple, and it will fall downward, dealing minor damage to anyone below him.
Down Special: Grizzo: A Grizzo spawns next to Poppy Bros. Jr. He then hops onto the Grizzo. While on the Grizzo, he can move at a faster speed, and can perform one jump. Plus, pressing the attack key while moving will have the Grizzo charge forward, dealing damage and knockback to opponents. The Grizzo absorbs damage but can be taken out in two hits or a single powerful attack.
Final Smash: Poppy Bros. Sr: Poppy Bros. Sr appears on the battlefield acting as a semi final form. Poppy Bros. Sr moves faster and jumps higher than Jr. Plus he is resistant to knockback. Poppy Bros. Sr only has one attack though: Throwing Bombs. He throws them normally like an item thrown forward. Each bomb deals massive damage. Sr will remain on the field for about 18 seconds before having Jr come back into the fight.
Blade Knight:
Blade Knight
Playstyle: Blade Knight is your basic all-around fighter. He's got no flaws or major perks really. He's a character wielding a sword basically.
Neutral Special: Sword Beam: Blade Knight charges up his sword. When the charge is released, he releases a crescent shaped projectile which deals damage and knockback depending on the charge of the attack.
Side Special: Drill Stab: Blade Knight rushes forward while twirling his sword, dealing consecutive hits to anyone inside the hitbox.
Up Special: Upward Slash: Name basically says it all but I'll just go ahead and describe it. Blade Knight performs an upward slash, as an attempt to recovery, dealing damage to opponents who get in the way.
Down Special: Spin Slash: Blade Knight charges up his sword, then performs a spin attack in a similar fashion as Link, trapping opponents who get hit, dealing consecutive damage and knockback on the last strike.
Final Smash: Ultra Sword: Blade Knight transforms into Super Blade Knight, and attains all the qualites of the Ultra Sword ability. Blade Knight is able to move freely around the stage, like a semi final form. When attacking, Blade Knight's sword increases in size. He then brings the sword down, dealing severe damage and knockback to anyone hit by the attack. The final smash lasts 18 seconds before Blade Knight goes back to normal.
Mr. Shine & Mr. Bright:
Mr Shine/Bright
Playstyle: The Sun(Bright) and Moon(Shine) attack separately, each with their own unique style of fighting. Mr. Shine is all about quick weak attacks to annoy opponents while Mr. Bright is powerhouse, with attacks that have high killing potential. Mr. Shine
Neutral: Boomerang: Mr. Shine throws a golden boomerang forward, dealing light damage to whoever it hits.
Side Special: Roll Attack: Mr. Shine performs a short hop, curls up, then rolls forward at a quick speed, dealing damage and knockback to opponents.
Up Special: Shooting Stars: Mr. Shine leaps into the air and fires a small barrage of star shaped projectiles, each star dealing damage and knockback to opponents.
Down Special: Swap Out: Mr. Shine flies up past the blast line, and Mr. Bright comes down and takes his place. _____ Mr. Bright
Neutral Special: Fireball: Mr. Bright puts his hands together and fires a medium sized fire based projectile, dealing damage and knockback to whoever it hits.
Side Special: Burning Charge: Mr. Bright charges forward, engulfed in flames, dealing medium damage and knockback to opponents.
Up Special: Fire Column: Mr. Bright leaps into the air and fires a fiery column of energy below him, dealing consecutive damage to opponents below. Mr. Bright can move left and right for recovery. Unfortunately, he moves slow while doing so.
Down Special: Swap Out: Mr. Bright flies up past the blast line, and Mr. Shine comes onto the battlefield. ___ Final Smash: Eclipse (fan name): Mr. Shine and Mr. Bright combine, forming a solar eclipse. Then, multiple columns appear, firing off a large amount of energy, dealing massive damage and knockback to opponents unlucky to be caught in the attack.
Mass Attack Kirby:
Mass Attack Kirby
Playstyle: Mass Attack Kirby functions similarly to Olimar and his Pikmin. The use of the neutral special is key to help MA Kirby use his specials. However, Mass Attack Kirby is capable of functioning the specials on his own, but You know what they say, the more the merier. Unlike your average Kirby, Mass Attack Kirby is limited to a double jump unlike the multiple jumps of others, but makes up for this with a superb recovery special. Plus, Mass Attack Kirby is also smaller than normal Kirby and much lighter and faster. Having more Kirby's out at a time allows you to rack up damage faster on an opponent. You can only have a maximum of 10 Mass Attack Kirbies spawned on the battlefield.
Neutral Special: Spawn: Kirby eats some fruit which maxes out his spawn counter (off-screen) allowing him to produce a Kirby. The spawned Kirby follows the lead of the Original Kirby, including attacks. As you spawn more Kirbies, it takes longer for them to be spawned. Each spawned Kirby can take a maximum of 2 hits before disappearing.
Side Special: Toss: Kirby tosses a spawned Kirby forward or if alone launches himself forward. This attack deals low-moderate damage to opponents. When alone, this can help Kirby's recovery.
Up Special: Heroic Heart: Kirby or Kirbies grab the heroic heart. This special is fully controllable as long as the special command is held. When activated you can fully control the direction of the heart and Kirbies. This lasts about 6 seconds before the Kirbies let go.
Down Special: Rally: At times during battle, the Kirbies may get seperated. That's where this special comes in. Kirby flashes and all the Kirbies regroup back to him like the Pikmin Order special Olimar has.
Final Smash: Jumbo Candy: Kirby eats the Jumbo candy and grows in size (about 5 times bigger). This transforms all active kirbies to this size. When this size, the Kirbies can run around and rampage throughout the stage, dealing damage and knockback to whoever they run into. This special lasts 18 seconds before the kirbies revert back to their original size.
Doc:
Doc Playstyle: Doc never sets foot onto the battlefield, which is why he uses his flying saucer as his main mode of transportation and his weapon. Doc has bundles of tricks in his UFO, plus considering his heavy weight (courtesy of his space ship) and fast speed (ditto). Despite Doc's versatility, he does have his downfalls. He has lag in a majority of his attacks, and are easily punishable. Plus, his large size makes him a target for combos and can get locked in them causing his damage percentage to rise.
Neutral Special: Laser: A laser gun comes out of his ship. As he charges the laser, the gun can be angled diagonally up or down. When fired, the laser travels at a high speed, has decent range, but deals low damage. The laser can ricochet of off walls, floors, and ceilings too.
Side Special: Gas Stream: An exhaust vent comes out of the UFO and a stream of icy gas is released. The cloud travels slowly, has low range, but can rack up damage quickly.
Up Special: Flight: Doc's UFO rises at high speed, damaging opponents on the way up.
Down Special: Bomb: A crane-like gadget appears from the ship holding a bomb. Holding the special will have Doc drop the bomb, allowing it to sit on the ground before exploding. If simply pressed, Doc will throw the bomb forward. Impact from the bomb deals moderate damage and knockback, and the explosion adds a small kick of damage.
Final Smash: Mecha Kracko: Doc flies up and then comes back down in a Mecha Kracko vehicle. Doc is able to fly around the stage and fire bolts of electricity which deal moderate damage to opponents. This final smash lasts 20 seconds before the mech explodes and Doc falls out. He will then call his ship back and resume the battle. Be careful not to be over a pit when the final smash ends.
Spinni:
Spinni Playstyle: Out of all the members of the Squeaks, Spinni is by far the fastest. Spinni is able to outrun and out maneuvre most opponents. Spinni's attacks are also fast, but aren't very powerful. Plus they don't do well to make combos as well as most characters. Spinni is also light, making him prone to being sent flying but powerful attacks.
Neutral Special: Shuriken: Spinni throws a shuriken forward. The projectile travels at a medium speed and and has great range. It deals low damage to an opponent.
Side Special: Animal Claw: Spinni takes out his animal claw and slashes forward. Spinni jumps forward a bit when this special is used, and deals low moderate damage to opponents.
Up Special: Squeak Dash: Spinni dashes at high speed in whichever direction you select, similar to the Fire Fox. It also deals low damage to opponents who get hit.
Down Special: Smash Ride: A warp star pad appears below Spinni and he begins to charge. When released, Spinni dashes forward quickly, dealing damage to opponents. The distance and damage are determined by how long you charge.
Final Smash: Rage: Spinni's palette turns a dark shade of red and Spinni becomes enraged. Spinni will now move and attack faster, plus his attacks deal much more damage than before. This lasts for 20 seconds before Spinni cools down.
Metal General:
Metal General
Playstyle: Metal General is a character with an arsenal of weapons. He's able to perform well as a close range character, while also having a minor camping game. Metal Genral doesn't have any major flaws, excluding his inability to perform and his susceptibility to combos, courtesy of his heavy weight and fast falling speed.
Neutral Special: Missile Fire: Metal General fires a missile out of his body. The missiles have slight heat-seeking properties and three can be fired in succession. He can also fire one and immediately move into his side special to pressure opponents.
Side Special: Propeller Drive: Metal General spins his laser katana rapidly and charges forward. This attack deals multiple minimal damaging hits to opponents.
Up Special: Spark Shuttle Loop: Metal General conducts electricity and performs a shuttle loop like Meta Knight's Up Special. Metal Guardian is controlled the same way as a character gliding. The exception is that Metal Guardian is covered in electricity and can damage opponents while gliding.
Down Special: Spark Saucer: Metal Guardian releases a saucer that flies around at random opponents and fires a spark. The saucer can be destroyed by an attack. Metal Guardian can have 2 saucers out at the same time.
Final Smash: HR-D3: Metal General flies off-screen and gets into the HR-D3 robot in the background. The robot remains in the background and attacks opponents from there. Pressing the attack has HR-D3 attack with his hand and drill arm. The special key has it fire lasers. A cursor is there for firing the lasers. Tapping the special key has HR-D3 fire eye lasers, while holding has HR-D3 fire a large powerful laser. This final smash lasts for 20 seconds before Metal General returns to the battlefield.
Pokemon Series
Heatmor:
Heatmor
Neutral Special: Stockpile: Heatmor swallows in air. Using this special increases Heatmor's weight and decreases its speed. Heatmor is able to stockpile up to 5 times. When stockpile is used, Heatmor's side and down specials change. Heatmor's stockpile amount is represented by a blinking, similar to how fully charged attacks are represented by the flashing star.
Side Special: Flame Burst/Spit Up: Heatmor has two different side specials. Let's start with the first.
Flame Burst: Heatmor fires a fast moving projectile, dealing moderate damage and knockback. When the projectile hits an opponent or wall, it bursts, dealing damage to opponents in range. This special cannot be used if Heatmor is in use of stockpile.
Spit Up: Heatmor fires a beam out of its mouth. The power and range of the beam depends on how many times Heatmor has stockpiled. Spit Up can only be used during an active stockpile.
Up Special: Aerial Ace: Heatmor rises up quickly, damaging and knocking away opponents within range.
Down Special: Heat Wave/Swallow:
Heat Wave: Heatmor releases a burst of fire from both sides, dealing damage and knockback to opponents. Heat Wave cannot be used with an active stockpile.
Swallow: Heatmor swallows its stockpile, healing itself. The amount of damage recovered depends on how much Heatmor has stockpiled. 1: 5% 2: 10% 3: 15% 4: 20% 5: 25%
Final Smash: Inferno: Heatmor inhales a large amount of air, then exhales a powerful blast of fire, dealing massive damage and knockback to opponents.
Durant:
Durant
Neutral Special: ViceGrip: Durant lunges forward, and attempts to grab an opponent with its pinchers. If it manages to, Durant can constantly damage them by pressing the special key. After dealing enough damage, Durant will throw the opponent.
Side Special: Iron Head: Durant charges forward, then rams into an opponent, dealing moderate damage and knockback.
Up Special: Agility: Durant blurs away for a moment, then reappears a certain distance away.
Down Special: Dig: Durant burrows into the ground. Durant can move freely underground as long as it is in a solid platform. Durant can come out of the ground by going towards edge. When it comes out, it will damage to opponents that get too close. If it passes through a passible platform, it will dig through, and damage any opponent below it.
Final Smash: Guillotine: Durant's mandibles begin to glow, and the energy makes them grow in size. It then rears back, and then lunges forward. Any opponent hit by the attack takes massive damage and is sent flying.
Meloetta:
Meloetta ----------------------------------------------------------------------------------------------------------------------- Aria Form
Playstyle: Meloetta's personality is fairly shy, so it would make sense to have it attack from a distance, and keeping opponents at a distance.
Neutral Special: Sing: Meoetta sings a note. A quarter note will float forward. Anyone touched by it will fall asleep.
Side Special: Psybeam: Meloetta draws in energy, and fires it in a short range beam, dealing minor-moderate damage.
Up Special: Psychic: Meloetta uses its psychic powers to lift itself into the air. If Meloetta hits an opponent with this attack, they'll receive minor damage and knockback.
Down Special: Relic Song: Melotta begins to sing. It will then transform into its Pirouette Form. Any opponent nearby when Relic Song is used will fall asleep. ------------------------------------------------------------------------------------------------------------------------ Pirouette Form
Playstyle: Pirouette Form Meloetta is almost the complete opposite of Aria Form. In this form, Meloetta is more up close when fighting.
Neutral Special: Wake Up Slap: Meloetta slaps an opponent, dealing damage and knockback. This attack deals more damage to an opponent that is asleep, hence the name Wake Up Slap.
Side Special: Close Combat: Meloetta rapidly performs a barrage of punches and kicks, dealing consecutive damage and knockback on the last hit of the attack.
Up Special: Acrobatics: Meloetta launches itself into the air in order to recover. If Meloetta comes in contact with an opponent, it will kick down on the opponent, sending them downwards. Meloetta is able to use this special again if said scenario happens.
Down Special: Relic Song: Meloetta goes back to its Aria Form. This has the same properties as before. ------------------------------------------------------------------------------------------------------------------------ Final Smash: Hyper Voice: Meloetta lets out a loud song, dealing massive damage and knockback to opponents within range.
Jirachi:
Jirachi
Neutral Special: Psychic: Jirachi begins to glow, and then points it finger, trapping an opponent. Jirachi is able to then throw the opponent in whatever direction.
Side Special: Zen Headbutt: Jirachi's head begins to glow. It then leaps forward, slamming into an opponent, dealing moderate damage and knockback.
Up Special: Gravity: Jirachi lowers the gravity around itself, allowing itself to jump higher into the air.
Down Special: Future Sight: Jirachi closes its eyes for a moment. if attacked during this time, a counter will appear above the attacker. When the counter hits zero, the opponent will be dealt the same amount of damage they dealt to Jirachi.
Final Smash: Doom Desire: Jirachi floats up into the air, raises its arms, and then fires a blast of light into the air. The blast of light explodes, causing meteors to rain upon the stage. The meteors deal heavy damage and knockback to opponents they hit.
Heracross:
Heracross
Neutral Special: Horn Attack: Heracross's horn glows. It then stabs it forward, dealing moderate damage to an opponent in front of it.
Side Special: Feint: Heracross's horn glows wight. It then stabs forward, dealing damage to an opponent. It deals more damage to an opponent using their shield, a counter attack, or defensive special.
Up Special: Aerial Ace: Heracross quickly flies forward, attempting to recover. It deals damage and knockback to an opponent it comes in contact with.
Down Special: Counter: Heracross guards itself. If hit by an attack, he attacks back, hence the name, counter.
Final Smash: Megahorn: Heracross's horn glows. It then rushes forward, dealing major damage and knockback to an opponent Heracross comes in contact with.
Dwebble:
Dwebble
Playstyle: Dwebble playstyle is interesting. It all depends on the presence of it's rock. With the rock, Dwebble moves slowly and is heavier, giving it tanking properties despite its small size. However, if damaged enough, the rock that Dwebble has will shatter, making him faster and lighter, the properties for a hit and run character. __________________________________________ Specials
Neutral Special: Fury Cutter: Dwebble slashes out in front of itself. If an opponent is hit, they will receive low damage initially, but if this special is used in succession, it will deal more damage. Any other use of this special will negate the stacked damage.
Side Special: Rock Blast: Dwebble turns around, and fires the rock on its back side t in the direction it was initially facing. The rock deals moderate damage and knockback to whoever it damages, but there is a catch. Dwebble will no longer have its rock and its playstyle will change to hit and run, unless he retrieves its rock. Meanwhile, the shell can be used anyone else on the battlefield as an item, dealing the same amount of damage as it dealt in Dwebble's side special. If Dwebble picks up its shell, it will go back inside it. As long as the shell remains off of Dwebble, it cannot use its down special withdraw to replace it. ___Without Rock: Sand Attack: Without the protection of its shell, Dwebble will have to resort to other methods of defense. This is where this special comes in handy for its hit and run tactics. Dwebble picks up a small amount of sand and flings it forward. If an opponent gets hit, they will receive low damage and will be stunned. Dwebble can then attack or get away from the opponent as quickly as possible. This special can only be used without the shell/rock.
Up Special: Smack Down: Dwebble performs an uppercut and rises into the air. If properly timed when near an opponent, Dwebble will knock the opponent into the air, and then smack them down. If Dwebble manages to perform the correctly timed scenario, Dwebble is able to use this special again in the air. If not properly timed, any opponent caught in the attack will receive low moderate damage and knockback.
Down Special: Withdraw: Dwebble will retreat into its shell as an act of defense. All damage and knockback is negated as long as Dwebble is inside its shell. Unfortunately, Dwebble cannot remain in the shell for very long. Dwebble will remain in the shell for about 5 seconds. If the rock Dwebble has is destroyed, Dwebble will pick up a rock, and hid inside it. When used in the air, Dwebble will drop down quickly, dealing moderate damage and knockback to whomever is hit.
Final Smash: Rock Wrecker: There are two different ways this final smash can be performed. With the shell present, Dwebble will remove the shell and smash it to pieces in one single blow, dealing major damage and knockback to any opponent within range. Dwebble's shell will be missing and move to hit and run unless the down special is used. Without the shell, Dwebble creates a rock in between its pinchers, and build power into it. Dwebble will then fling the rock forwards in a high arching fashion, travelling farther and dealing high damage and knockback to an opponent who gets hit.
Soul Series
Zasalamel:
Zasalamel
Neutral Special: Offering to Kishar: Zasalamel swings his scythe diagonally upwards. This attack does nothing on its own, but if it makes contact with an airborne opponent, he will slam them onto the ground, dealing moderate damage. When used in mid-air, Zasalamel will catch the opponent and the swing them downwards as a pseudo spike.
Side Special: Tiamat's Rage: This is a chargeable side special: Zasalamel performs a pinwheel spin in mid-air, then brings down his scythe, dealing damage to an opponent. The longer it is charged, the more powerful the attack. |_>Fully Charged Variation: Tiamat's Rampage: When Tiamat's Rage is fully charged, it becomes Tiamat's Rage. Zasalamel's scythe begins to radiate energy. He then rushes forward in a pinwheel like spin, dealing moderate consecutive damage. Unlike its uncharged variant, it cannot spike opponents.
Up Special: Blessing for Lahamu: Zasalamel rises up and performs a slash with his scythe, dealing damage and knockback to opponents.
Down Special: Nergal's Talon/Mockery: Zasalamel swings his scythe downward. If he hits an opponent, Zasalamel can perform one of two options: Option 1: Nergal's Talon: Pressing the special key after hitting the opponent has Zasalamel retract his scythe, dealing extra damage to the opponent, along with sending them upwards. Option 2: Nergal's Mockery: Pressing the attack key will have Zasalamel knee the opponent, allowing Zasalamel to rack up more damage.
Both of these options have their advantages and disadvantages. Let's start with Option 1. Advantages: Nergal's Talon deals more damage to the opponent with the first hit. It also sends the opponent up into the air, which if depending on the situation, can send the opponent into a trap, which can rack up more damage.
Disadvantages: Nergal's Talon is a rather slow attack. Plus, after using it, Zasalamel is left open for attack, which can be fatal if Zasalamel is in danger of being KO'd.
Option 2 Advantages: Nergal's Mockery is much quicker than Nergal's Talon. Nergal's Mockery can also act as a false chain grab, constantly grabbing the opponent over and over. The opponent suffers from flinching when hit by Nergal's Mockery, leaving them open for attack. Zasalamel can constantly use Nergal's Mockery, and either finish them with a smash attack or send them up with Nergal's Talon.
Disadvantages: Nergal's Mockery has no killing potential; its main use is to rack up damage.
If Zasalamel misses the first hit of the down special, he will be left open for attack for a few moments.
Final Smash: Gate of Meslam: Zasalamel's Critical Finish from SCIV. Zasalamel brings down his scythe, knocking the opponent to the ground. He then moves his fingers in several motions, performing a spell. The opponent is lifted up into the air. A portal appears behind the opponent, and Zasalamel swings him/her into it. When the opponent enters the portal, it will close, resulting in an instant KO.
Aeon Calcos (Lizardman):
Aeon Calcos
Special Attributes: Crawl and glide.
Neutral Special: Killing Bite: Aeon takes a bite in front of himself. This attack can be angled up or down. If it connects with an opponent, Aeon will grab them with his mouth, and can throw them in whichever direction. It's pretty much like a stationary Koopa Claw.
Side Special: Mezentius Style Shield Blast: Aeon juts out his shield. If connects with an opponent, he will knock them off balance and then performs his second hit of the attack; Aeon headbutt's the opponent, knocking them forward.
Up Special: Sand Winger: Aeon rises up with his pair of wings, as an attempt to recover. When rising up, he will damage opponents within range. But that isn't the only attack that Aeon can perform in this. Pressing the special key will have him perform Sanddrake Catapault. Aeon fires a flaming projectile at a downward angle. Aeon can perform two Sanddrake Catapaults, but it doesn't stop there. Pressing the attack button will have Aeon perform Atomic Revenger. Atomic Revenger is a dive attack, but only for the first few moments. If he doesn't hit anyone with Atomic Revenger, he will automatically enter his glide stance.
Down Special: Mezantius Style Sand Roll: Aeon will crawl back a few steps, drawing in energy. He will then roll forward, dealing haevy damage and knockback. This attack has a lot of start up lag, making Aeon vulnerable when starting the attack. This attack cannot be performed in mid-air.
Final Smash: Devourer of God: Aeon lets out a terrifying roar. He then will roll forward. If he catches an opponent while rolling, he will deal multiple damage while rolling. Aeon will then leap off the opponent, sprout his wings, and breathes fire on the opponent, dealing multiple damage with fire properties. This attack deals massive damage and sends the opponent flying when the attack ends.
Nightmare:
Nightmare
Playstyle: Like most typical antagonists, Nightmare is your typical powerhouse. Nightmare's attacks deal loads of damage, more than the average smasher. Plus his attacks have excellent killing potential. Unfortunately, like your average powerhouse, he is slow, heavy, and easy to punish. His attacks are powerful, but are slow and easily punishable.
Neutral Special: Dark Reconquista: Nightmare's Critical Edge from SCV. Now before you go all "Critical Edge must be the final smash," I find this a bit more fitting as a special. Anyway, Nightmare holds Soul Edge in front of himself, and it begins to glow. Two things can happen during here. Nightmare can either be left alone, or he can be attacked. If left alone, the attack will be slower, but will deal heavy damage and knockback, easily an almost OHKO guarantee. If Nightmare is attack, a guard impact effect will activate, knocking the opponent off balance, and quickly hit by Soul Edge. Unlike the left alone attack, this will deal less damage and knockback.
Side Special: Rock Splitter: Nightmare spins around and then slams Soul Edge onto the ground, dealing moderate damage and knockback to opponents.
Up Special: Fatal Buster: Nightmare leaps into the air, then brings Soul Edge down, meteor smashing an opponent beneath him.
Down Special: Soul Wave: Nightmare releases a burst of red energy. Any opponent nearby suffers minor damage and knockback. After the energy is released, Nightmare will be glowing with energy. While he is, Nightmare gains an attack boost, dealing more damage and knockback than before. The boost will only last for 7 seconds. Unfortunately, if Nightmare is attacked while glowing, he will lose the attack boost early. After the boost ends, it has a 30 second recharge time before being used again. Also, while glowing, Nightmare can use his down special to create the burst of energy, but the attack boost will not stack.
Final Smash: Evil Seed: Nightmare performs an uppercut. The final smash will activate if it hits an opponent. If he hits an opponent, he will knock them upwards. Nightmare will then take Soul Edge and impale it into the ground, creating a large burst of energy, which deals massive damage and knockback. The energy that is released will also deal damage to opponents within range.
Mitsurugi:
Mitsurugi
Playstyle: Heishiro Mitsurugi is your basic all-around fighter. His attacks have medium range and deal average damage. Unfortunately, most of his attacks lack killing potential and are bit slow on start up.
Neutral Special: Full Moon Death Slash: Mitsurugi rotates his katana, drawing in energy. He then slashes his katana, dealing damage and knockback to opponents. The more this attack is charged, the more damage it deals.
Side Special: Tear Step: Mitsurugi rushes forward and performs a slash. If timed correctly, Mitsurugi will cut through the opponent, and turn around behind them.
Up Special: Wheel Slash: Mitsurugi leaps into the air and performs a vertical slash downward. This attack works similar to Kirby's Up Special, except it doesn't release a projectile.
Down Special: Relic Stance: Mitsurugi steps back and sheaths his katana. The first portion of the attack acts like an evasive move, but this is mainly an attack special. Mitsurugi is able to move while his katana is sheathed, but much slower. Pressing the attack key will cause Mitsurugi to slash at his opponent. He will then sheath his katana after the attack. Holding the attack button will cause the katana to charge up and deal much more damage to an opponent, but it starts up much slower. Pressing the special button will have Mitsurugi exit the stance.
Final Smash: Demon Slayer: Mitsurugi's SCIV Critical Finish. Mitsurugi rushes forward with his katana sheathed. If there is no opponent in front of him, the attack will cancel. But if hits an opponent, the screen will fade to black and 4 fiery slashes will go across the screen, dealing massive damage to the opponent. The attack has fire properties and can damage opponents that get too close.
Necrid:
Necrid
Playstyle: Despite the look he bears, Necrid is the kind of character that forces opponents to keep on their toes. Necrid's moveset comprises of specials that involve mind games, keeping opponents guessing until the last second.
Neutral Special: Void Cannon: Necrid creates a an orb of energy a medium distance in front of him. The orb can be moved for short moment. It can be moved forward or backward. Depending on the direction it is moved determines the power. If moved back towards Necrid, it decrease in power. While sending it farther out increases the power. When the energy is released, it fires off a column of energy which deals heavy damage to anyone that is hit by the attack.
Side Special: Chaos Comet: This special acts similarly to Pikachu's Side Special. Necrid crouches down and collects energy. He then launches forward, and deals damage to whomever he comes in contact with. Depending on the charge determines the distance and power of the attack. This attack can be cancelled by shielding.
Up Special: Wind Drake: Necrid flips upward. Two options can be used: 1. Pressing the attack button deals a low close range attack, that trips up opponents.
2. Pressing the special button initiates a powerful vertical slash that deals damage and knockback.
Down Special: Elder Topaz; Beowulf: Necrid holds Maleficius in a large sword form in front of himself. Depending on the direction you select, Necrid will quickly travel in that direction. Doing so while pressing the attack or special button will cause Necrid to attack in said direction.
Final Smash: Soul Charge: Necrid gathers in energy, which in turn increases the power and speed of Necrid's attacks for a limited time.
Other
Vakama:
Vakama.
Playstyle: Vakama is a basic smasher, donned with fire attacks. He's a well balanced character with some power behind his basic attacks.
Neutral Special: Disk Launcher: Vakama takes out his disk launcher, inserts a kanoka disk, and prepares to fire. Kanoka disks have different effects, but I'm only going to use a few: Bamboo Disk: Basic Disk, no special properties. Freeze: Self explanatory. Freezes target on contact. Weakens: Stuns the opponent for a moment. Shrinks: Shrinks target on contact. Bamboo disks are launched more often, with the rest having an equal chance of being fired. Vakama can charge the disk launcher to increase the level of power for the disk that'll be fired. The longer the disk is charged, the more damage it will deal.
Side Special: Elemental Blast: Vakama channels his elemental powers into his hands. He then releases a burst of fire power forward, traveling a medium distance and dealing fire damage.
Up Special: Disk Launcher Jetpack: Vakama conjures his elemental powers through his launcher on his back, releasing a burst of fire, and has the launcher act as a jet pack. This is Vakama's only recovery option.
Down Special: Mask of Concealment: Vakama activates his mask power, turning Vakama invisible. Vakama becomes invisible for a few seconds, hiding his movements and attacks, making it difficult for opponents to track his movements.
Final Smash: Mask of Time: Vakam dones the Mask of Time. He then activates the mask, slowing down time all around the battlefield, excluding Vakama. This greatly benefits Vakama for he can outspeed and out maneuver his opponets. The effects of the mask last for a 18 seconds.
Ehlek:
Ehlek
Playstyle: When he was mutated by The Pit, Ehlek took on the qualities of an Eel; he sports above average speed and agility along with electrical properties. He wields two protosteel tri-claws that act as his primary weapons outside of his electricity. Ehlek doesn't have very powerful attacks plus is a light weight, making him easily knocked around.
Neutral Special: Squid Launcher: Ehlek readies his launcher, and fires a squid forward. If the squid manages to hit an opponent, it will deal low damage and knockback, and latch onto them, dealing low damage overtime until it falls off.
Side Special: Venom Eel: Ehlek summons a venom eel to his bidding. The eel then launches forward, damaging anyone it hit runs into.
Up Special: Undecided...
Down Special: Electric Shock: Ehlek discharges electricity out of his spines. The electricity branches off in each direction, dealing electric damage to opponents.
Final Smash: Army: Ehlek is a Barraki, meaning he is a war lord in charge of his own army. Ehlek has an army comprised of venom eels and his lieutenant Nocturn. Ehlek summons his army of eels. The eels move across the screen quickly, dealing damage to opponents. Nocturn also enters the battle, fighting as an opponent with limited AI capabilities. The army remains on the battlefield for about 20 seconds before they disperse.
Umbra:
Umbra
Playstyle: Umbra wields light as a power, like Takanuva, the Toa of Light. Unlike Takanuva, Umbra's lacks a wide range of uses for light, but he can still use it in his attacks though. Umbra is a very fast character, with speed that nearly matches Sonic's. Umbra is a large being, making him also heavy, but a target for attacks.
Neutral Special: Laser Lance: Umbra points his laser lance and begins to charge. The longer the special is a charged, the more powerful the attack and the wider the attack. The attack however travels the same distance, it continues until it goes off screen or hits a wall or opponent. The attack deals damage and knockback to opponents.
Side Special: Rhotuka: Umbra fires the Rhotuka on his lance. The Rhotuka flies a far distance, even off screen. It deals regular damage to an opponent, but the aftermath of the attack creates a projection of Umbra as an added gimmick, since his Rhotuka has the ability to create solid light projections of himself.
Up Special: Beam of Light: Umbra transforms into a beam of light, and rockets quickly in whichever direction you choose.
Down Special: Flash: Umbra's armor flashes multiple colors and creates a small burst of light, stunning opponents facing him.
Final Smash: Light Form: Umbra becomes a beam of light and travels quickly around through the air, dealing damage to enemies he comes in contact with. Umbra travels quickly around the stage, making it difficult to control. Each hit deals moderate damage and knockback to opponents.
Hydraxon:
Hydraxon
Playstyle: Hydraxon has a huge arsenaul of weapons he can use in battle, making him a versatile combatant.
Neutral Special: Cordak Blaster: Hydraxon fires the cordak blaster attached to his arm. The projectiles are fired in rapid fire succesion, exploding upon contact with an opponent. The projectiles travel a medium distance before exploding.
Side Special: Exploding Boomerangs: Hydraxon takes an exploding boomerang attached to his shoulder and throws it forward, traveling until it hits an opponent or runs of distance to cover. As its name implies, they explode upon contact.
Up Special: Undecided
Down Special: Back Blades: Hydraxon readies his back blades, then fires them forward, traveling forward quickly, and damaging an opponent.
Final Smash: Spinax: Hydraxon whistles and summons his energy hound, Spinax. Spinax when summoned to the battlefield will act as an AI character, attacking and pursuing opponents.
Reptile:
Reptile
Playstyle: Reptile is known as a stealthy character. He relies on setting up on his opponents and locking them into his attacks and combos. He's a medium-heavy character with a fast falling speed, making him hard to KO vertically but easy to lock into a combo.
Neutral Special: Acid Spit: Reptile takes off his mask and spits a small stream of acid forward, then puts his mask back on. The projectile deals low damage but is handy at keeping opponents away. If an opponent gets too close however, Reptile can use Acid Stream, performed the same way as one would do an upgraded version of Ryu, Evil Ryu, or Chun-Li's enhanced Neutral Specials. When an opponent is hit by the acid, they will take extra damage and will have their movement greatly diminished for a short period of time.
Side Special: Power Slide: Reptile slides forward and hit an opponent and send them flying a short distance. This acts as a set up move, allowing Reptile to lock an opponent into a combo. When sliding, Reptile leaves behind a trailo of acid, which will decrease the traction of those walking on it.
Up Special: I'll get back to you on it...
Down Special: Chameleon: Reptile disappears in a puff of smoke and becomes invisible from view. He will remain invisible until he gets hit by an attack. While invisible he can set up on opponents and rack up damage without detection from opponents.
Final Smash: Weight Loss: Reptile turns invisible, rushes forward, and "slits the throat" of an opponent if close by. He then places an acid ball into the opponents body, which explodes, and deals major damage to opponents.
Anime
Crona:
Crona
Playstyle: Crona is a hard hitter. Each of Crona's attacks deals significant damage to opponents. Unfortunately, Crona's attacks are flimsy, making him/her go off balance, producing some ending lag. Crona has some range in his/her attacks, but normally acts as a close range fighter.
Neutral Special: Scream Resonance: Crona holds Ragnarok in front of himself/herself and Ragnarok lets out a loud scream. Depending on how long they resonate (charge), Crona can use three different attacks: Screech Alpha, Screech Beta, and Screech Gamma.
Screech Alpha: Screech Alpha acts a projectile attack. When used on the ground, the projectile grinds straight forward along the ground, dealing damage and knockback to whomever it touches. When used in the air, it acts a simple projectile moving diagonally downwards.
Screech Beta: After resonating for a longer period of time than for Screech Alpha, Crona will use Screech Beta, which in terms of simplicity, is a large powerful slash.
Screech Gamma: At full charge, Crona will use Screech Gamma, a multi-hitting attack, similar to an infinite combo. Crona will begin to slash multiple times at an opponent, releasing sound waves per hit which can penetrate through an enemies defenses, even when shielding.
It takes a while for the charge to get up to Screech Alpha, say about 3 seconds, so it may be a good idea to be at a distance when using this special.
Side Special: Bloody Slicer: Crona cuts his/her wrist, exposing the black blood. Crona then flings the blood straight forward at the opponent. The blood hardens into a crescent moon-shaped projectile. If one were to press the special key again, a blade of hardened black blood will appear from Crona's wrist, and Crona will then jump forward and slice at the opponent in front of him/her.
Up Special: Black Dragon: Ragnarok takes on the form of a dragon with wings, and flies up in order to recover. This works similar to Pit's Up Special.
Down Special: Bloody Needle: Crona will cut him/herself and a puddle of blood will drop to the ground. The puddle will remain there until you initiate the down special again. When initiated, multiple needles will sprout from the puddle, damaging anyone that comes in contact with them, similar to the unira item from Super Smash Bros. Brawl.
Final Smash: Madness: Yes, I've finally decided the final smash for Crona. Why did I choose this? Here's why: Crona's entire body is composed of black blood, which causes insanity. Crona was the first character in the series to utilize Madness in battle, making this a reasonable final smash choice. Anyway, on to the explanation. This final smash is like a final form, but his moveset stays entirely the same. His/her attacks grow in power and in speed. Crona's also gains slight invincibility. Crona can be knocked back or flinched, but doesn't suffer damage. This lasts for about 18 seconds.
Maka Albarn:
Maka Albarn
Playstyle: Maka is a very dynamic character. Her main style of fighting is the use of Soul in his weapon form, a scythe, to attack opponents. Despite a scythe being a two handed weapon, Maka is able to wield it effectively without tiring out. Maka has good spacing in her attacks, able to keep her opponents a good distance from her, despite lacking a reliable projectile. Maka's other playstyles involve the use of her Neutral and Up Special. With hints from the anime, Maka has a slow falling speed, which enhances the use of her recovery and air battle prowess. Unfortunately, she's a light weight, which combined with her slow falling speed makes her prone to being KO'd at low percentages. Plus, her speed is below average, making it hard for her to get around the stage quickly.
Neutral Special: Witch Hunt: Maka and Soul resonate souls, causing the blade on Soul to become a crescent moon shape. When this special is activated, Maka's moveset becomes modified, changing the special moves and increases the power of her regular attacks that involve the blade of the scythe. This special remains activated for about 20 seconds or until an attack by said attributes above make contact with an opponent (exception of the Neutral Special). Neutral Special: Witch Hunt: Maka swings Soul along the ground, creating a ground hugging projectile that continues until it hits an edge. The attack deals moderate damage and knockback, through both the swing and projectile. When used in the air, Maka quickly drops down and swings Soul down in a slice in the form of a letter I.
Side Special: Maka Chop: Maka pulls out a book and performs a chopping motion in front of her. If it makes direct contact with an opponent, it will deal low damage and stun the opponent. The stunning affliction cannot be stacked on opponents. When used in the air, Maka will spike the opponent downwards. Side Special: Figure 6 Hunter: Maka rotates the scythe forward in a figure 6 fashion, dealing moderate damage. This attack has a disjointed hitbox.
Up Special: Grigori Wings: Maka conjours wings on Soul, allowing Maka and Soul to move through the air at a fast speed, increasing their air battling ability. Up Special: Letter U Hunter: Maka swings Soul in a letter U fashion, arching downward and coming back up, sending opponents upward. This special acts as a recovery option, sending Maka upward.
Down Special: Noise Cancelling: Soul does his fair share in the battle. Maka uses her Soul Perception to read souls within range. If any opponent is within range, offscreen Soul plays his piano, sending a wavelength that disrupts opponents, stunning them for a moment. If an opponent is airborne, they receive minor damage and low knockback. Down Special: Soul Menace Severing (Kamaitachi): Soul collects the soul wavelength around him, and redirects it back from where it came from. This will only work if there is an opponent is within range, plus this attack is ruthless, dealing moderate damage to opponents and allies.
Final Smash: Genie Hunter (Majin Hunt): Maka and Soul resonate, and the blade on Soul becomes a Halberd shape. Maka and Soul are able to move freely around with the playstyle when the Neutral Special is activated. Since it has the same properties, it's a one shot deal, so timing is key to take out opponents. The Neutral Special is Letter I Hunter, the aerial version of the Witch Hunt neutral special.
Original CharactersVoid...
Last edited by C_Mill24 on Sat Feb 02, 2013 9:59 pm; edited 9 times in total
Guest Guest
Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Nov 19, 2012 4:11 pm
All right, I made this moveset a while ago. It's for my not really OC/parody version of myself that wasn't originally made by me, and it's filled with references only I understand. Even his name is a reference.
Spoiler:
Entry: Picture a window being maximized on your computer screen. That is basically NeB's entry, but NeB hits his head on the top of the game screen, and falls headfirst onto the foreground.
Jab: NeB's thrusts out his left arm, then his right arm, then both arms simultaneously, each hand pulsing with electricity of some sort. This move will always deal the same amount of knockback. Ftilt: NeB swings his hand forward, throwing out a "lol jk" The lol jk deals multiple weak easily escape-able hits. This move also reflects smaller projectiles (he juggles the projectile with the lol jk) Utilt: NeB does an overhead slice with a ß. He can throw the ß upward similar to DHD's ducks if the button is pressed before the ß reaches above his head. Dtilt: NeB touches the ground, and an avalanche of data slides along the ground at his opponent. It is a short-ranged projectile, but it deals great knockback. This is hie keepaway move.
Fsmash: NeB swings his baseball bat forward, trying to be like Ness. However, NeB is horrible at baseball, and he hits a foul ball (sends the opponent behind him.) This can be good for mindgames. Usmash: NeB raises his hand up, yelling "PK Spritestorm!" This functions like a faster version of Geno Blast, but without the stunning properties. This is a great panic button. Dsmash: NeB explodes, in an explosion that read banned. Two seconds later, he will reappear. If one presses a direction while he is gone, he can move anywhere (even in the air) onstage. However, he will go helpless if he is in the air, so he can potentially walk straight off the edge.
Dash Attack: NeB pulls out a certain sprite sheet, and runs forward at 3 times his dash speed while looking at it. (His run is very slow) He then slips, and falls on his back. While very hard to land all of the hits it does a lot of damage. This move has very high priority, so it is mainly used for high speed approaches. Ledge Attack: NeB thrusts out his arm after climbing up. This move automatically causes a shield break. Get Up Attack: NeB slashed with his ß at a very fast speed. He can also slide on the ground while using this move. Think a weaker version of Toon Link's P:M Spin Attack.
Nair: NeB creates a white box around himself (parodying the white boxes that sometimes appear in Crusade.) This move instantly stops all air momentum, but has fairly high priority. This can be used to stop air combos, and has no real use aside from that. Fair: NeB reads his apology speech. The speech pushes people back, and deals multiple hits, similar to Ness's fair, but the intervals that the hitboxes occur is slower. Bair: NeB thrusts the pencil tool behind him. It deals above average damage and knockback, but has terrible range. Uair: NeB swings a lollipop over his head. When sweetspotted, the opponent is "stuck" to the pop, and are brought directly in front of NeB. Dair: NeB swings "GTFO" below him. It is a meteor smash, almost like Samus's.
Grab: NeB thrusts out a cane, similar to typical cartoon "pull off of the stage" fashion. Pummel: NeB's arm pulses with energy similar to that of the neutral special. Fthrow: NeB's arm explodes with electricity. (He creates a new one after) Bthrow: NeB tries to heft the opponent over his shoulder, but stumbles over backward and falls. This puts him into the "dead" state. Uthrow: NeB leaps upward. A second NeB jumps out of the ground, and Shoryukens the opponent and the first NeB. The first NeB flinches, then fades, and the second one becomes the new NeB. Dthrow: NeB rips a card in half, setting the ground around him on fire.
Nspec: PK Sprite: NeB pulls back then thrusts forward his arm, shooting a projectile. If one presses the button at a certain frame, NeB will pivot, and throw another projectile. You can throw up to 3 projectiles. The effects of the projectiles are: Decreasing Speed by 2/3s of your normal speed Decreasing Attack power by 2/3s of your normal attack power, and causing your target to glitchilly flicker, dealing constant damage. The effects last 7-10 seconds. If all of the projectiles hit, your target gains all of the effects, for 4-6 seconds.
Sspec: NeB's Marquee: NeB draws a box around himself, which he shifts over. The distance is short, and the damage is neglectable, but if he catches an enemy or an item, he will bring them with him. This move deals great hitstun, but no knockback.
Uspec: Flood the Desktop: An error message appears beneath NeB, elevating him. This message acts as a wall, as in people can't jump through it. If the player button mashes, more messages appear underneath that one, elevating him further. However, only the first message acts as a wall. If NeB (or a platform) is hit, one platform is destroyed. There is only a small window of time where one can button mash, so be careful.
Dspec: Mini-Modding: NeB slams his arm into the ground. This attack has infinite range, but deals no shieldstun, and can't break armor. The first 3 levels of charge it has don't deal any knockback. If it hits, it deals 2 damage, and the move powers up. The second time it hits, it deals 5 damage. The third time it hits, it deals 7 damage. The fourth time it hits, it does 10 damage and great knockback. The move then resets back to level 1.
Final Smash: Fatal Error: NeB turns, and walks into the background. The screen then behaves glitch, and a realistic looking error message pops up. It gives the player 2 options; Wait for the Program to Respond, or End Now. The player chooses their choice with attack or special respectively. If the player Waits for the Program to Respond, NeB leaps out of the background, and can hit his opponents all he wants for a brief time, as they are frozen. Any active hitboxes and shields remain active while the program attempts to respond. When the program responds, the Microsoft "Dun-dun!" sound effect can be heard. If the player Ends the Program, the screen fades to black. A distorted version of the Windows 95 Startup Noise can be heard at the same time the It is now Safe to Turn off Your Computer message appears. The text burns red, and the screen shakes. The explosion graphic obliterates the screen, and everyone takes knockback in a similar style to Tabuu's Off-Waves, meaning it is avoidable with a well timed spot dodge. NeB walks out of the background, drinking a soda. (which he discards in the background.) Why Windows 95? Gee, I dunno.
Taunt 1: NeB nods at the screen, saying "K". References Ness's "okay" taunt. Taunt 2: NeB crouches, as 3 dots appear over his head. Taunt 3: NeB says "Alright", then lectures in gibberish.
Win: NeB leaps upward like Mario, then lands with his arm upward, which he thrusts down. He then nods twice.
Last edited by Mr. B. Psychic on Tue Nov 20, 2012 5:10 pm; edited 1 time in total
Perfect Hell
8837
Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Nov 19, 2012 4:11 pm
Well, you can bring up some of these for sure when alts get confirmed (Majora's Mask Young Link has so much support I'd be baffled if it didn't get confirmed). Speaking of MMYL, that Uspecial is a waste of a special. Having it on grab/Zair takes care of almost exactly the same purposes, so i see no reason to waste his Uspecial with it. Yes, it's aimable. A gimmick could be given to Young link that his grab is aimable. Element resistances wouldn't be used either, such as Deku Link's vulnerability to fire. That mechanic is bad in smash, as Brawl PT showed us. Lastly, I would reconsider Zora and Young Link Side special. That should be a forward smash or something, and the side special should be something more unique and less like a normal attack.
Otherwise it looks like a really good moveset. I haven't looked at the others yet but i might come back and give you feedback on others.
C_Mill24 Level 9 CPU
2072 C-Mill24
Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Nov 19, 2012 5:44 pm
Perfecthell4 wrote:
Well, you can bring up some of these for sure when alts get confirmed (Majora's Mask Young Link has so much support I'd be baffled if it didn't get confirmed). Speaking of MMYL, that Uspecial is a waste of a special. Having it on grab/Zair takes care of almost exactly the same purposes, so i see no reason to waste his Uspecial with it. Yes, it's aimable. A gimmick could be given to Young link that his grab is aimable. Element resistances wouldn't be used either, such as Deku Link's vulnerability to fire. That mechanic is bad in smash, as Brawl PT showed us. Lastly, I would reconsider Zora and Young Link Side special. That should be a forward smash or something, and the side special should be something more unique and less like a normal attack.
Otherwise it looks like a really good moveset. I haven't looked at the others yet but i might come back and give you feedback on others.
The problem I would have is that Zora Link is very limited on what he can do. Plus, I would keep Jump Attack as the side special to differentiate this Link from the others since a majority of the Link movesets have him rely too much on his items. For MMYL's up special I could use Song of Soaring, but it sounds a bit eh to me. I really want to keep Zora Link as the same since there isn't much he can do since he has the least amount of signature attributes besides excellent swimming.
Super Smash Bros Crusade Administrator
4179
Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Nov 19, 2012 8:59 pm
might as well post my pichu moveset for those who don't know it
Normals Moveset:
Spoiler:
Jab: Simple headbutt. Same as in Melee. Spammable if you mash the attack button. F-Tilt: Pichu kicks his legs forward. Same as in Melee. D-Tilt: Pichu whips his tail along the ground; Iron Tail. Same as in Melee. U-Tilt: Pichu whips his tail in the air above him. Same as in Melee. F-Smash: Pichu charges a powerful electrical jolt. Initial hits (around 3 frames after charging is over) stun the opponent and drag them into the sweetspot, final hit sends them flying. Slightly changed from Melee. Hurts Pichu. U-Smash: Pichu leans back, and then flings his head forward similar to Jigglypuff's U-Smash. Same as in Melee. D-Smash: Pichu crouches down and spins around a few times. This move only deals horizontal knockback. Has a couple of invincibility frames. Same as in Melee.
Nair: Pichu curls up and does a rapid flip. Same as in Melee. Fair: Pichu covers himself in electricity and spins around, similarly to his Melee Fair. If you hold down before the large shock, Pichu's tail turns to iron and he does a forward flip, hitting the opponent downwards instead. The full shock fair (known as Fair1) sends opponents up and forward, while the Iron Tail attack (Fair2) is a meteor smash. Hurts Pichu. Bair: Roflchucopter. Same as in Melee. U-Air: Pichu does a small flip and hits above himself with his tail. Same as in Melee. Dair: Pichu flips upside down and spins around, surrounding himself in electricity. Has high knockback. Sweetspot on Pichu's head is a spike. Hurts Pichu.
Grab: A normal grab. F-Throw: Pichu hurls the opponent forward, then uses Volt Switch and knocks them back and forth twice before sending them flying. Hurts Pichu. D-Throw: Pichu puts the opponent on the ground and flips his tail into them, doing very low vertical knockback to set up techchases. Same as in Melee. B-Throw: Pichu rolls back with the opponent and flings them backwards. Same as in Melee. U-Throw: Pichu lifts the opponent up and headbutts them from below. Same as in Melee.
Specials Moveset:
Spoiler:
N-special: Thundershock. You can't really change this; it's nostalgic. And there has to be ONE move you'll never ever use. I mean, it's Pichu after all. Hurts Pichu. S-Special: Flail. Pichu rears back for a moment (currently around 33 frames in-game) then leaps forward and... flails about on the ground. Damage, base knockback, knockback growth, shield damage, and hitlag are all based on Pichu's percentage (the knockback it deals begins to kill opponents at 0% when Pichu gets to around 130%, and it also begins to instant-break shields around this percent). Also has different audioclips for under 100% and above 100%. Pichu gains around 6 frames of super armor (leading up to the hitbox) and has 4 fewer frames of startup when above 100%. D-Special: Endure. This move works almost exactly like Olimar's Whistle in Brawl; it gives Pichu super-armor for around 10 frames. The move can be cancelled as soon as you get hit, allowing you to counter-attack with almost anything; cancelling into Flail will drastically reduce its startup. U-Special: Volt Switch. It's Quick Attack with a different name, and now explains why Pichu takes damage from it. Hurts Pichu.
FINAL SMASH: THUNDEEERRRRRRRR Pichu begins to charge a massive amount of electricity, crouches and releases a huge static discharge, paralyzing anyone within a certain range. Pichu then calls forth an absolutely massive thunderbolt, which crashes down on him and creates a massive explosion, dealing high damage and ridiculous knockback. Pichu takes 20% from this.
C_Mill24 Level 9 CPU
2072 C-Mill24
Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Nov 20, 2012 5:11 pm
Anyone have a suggestion for Wolf Link's neutral special? I'm trying to think of one, but I'm not getting squat. So, any ideas?
GigaPichu
3392
Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Nov 20, 2012 6:03 pm
I say you switch Final Smash to Nspecial and have the Final Smash be Midnas Final Form thing.
C_Mill24 Level 9 CPU
2072 C-Mill24
Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Nov 20, 2012 6:08 pm
GigaPichu wrote:
I say you switch Final Smash to Nspecial and have the Final Smash be Midnas Final Form thing.
So switch out Energy Field to Neutral Special and replace the Final Smash with the Fused Shadow? Seems like a plan. I'll go ahead and do it. Thank you.
DemonicGamerAzazel Level 6 CPU
566
Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Nov 20, 2012 6:57 pm
Alright. I'll play along. I have a few, but I'll start with Metal Sonic's.
Spoiler:
Jab combo: Jab with left, jab with right, then dual kick. Forward tilt: A strong punch. Up tilt: A strong uppercut. Down tilt: Dual kick forward while crouched. Forward Smash: Shoots a small explosion forward. Up Smash: Powerful kick upward. Down Smash: Extremely short range electric blasts come out from both sides. Dash Attack: Rams forward headfirst. Nair: Spinballs in place. Fair: Shoots forward a bit with rocket boosters. Bair: Spinballs backward. Dair: One-two stomp attack downward. Uair: Shoots upward a bit with rockets. Forward Throw: Shoots forward a little, throwing enemy forward as he does so. Backward Throw: Throws enemy behind him and activates his jet booster on his back. Up Throw: Similar to ROB's. Brings enemy up, then down. Down Throw: Pushes the enemy down, then Metal kicks them behind him.
Neutral Special: Spinball; Metal Sonic spinballs in place. Side Special: V. Maximum Overdrive; Metal Sonic charges at the enemy while encased in electricity. Causes Metal damage if used repeatedly. Up Special: Ring Spark Field; Metal floats upward while surronding himself in a field of electricity. Down Special: Black Shield; Reflects projectiles.
FINAL SMASH: Metal Overlord; Metal Sonic transforms into Metal Overlord and wreaks havoc.
C_Mill24 Level 9 CPU
2072 C-Mill24
Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Nov 20, 2012 10:44 pm
Added two new Movesets for Mallow and Mass Attack Kirby.
MercuryHg34
3883
Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Dec 03, 2012 7:56 am
Just decided to make one out of the blue for fun. It's my favorite favorite 5th gen Pokemon: Ferrothorn
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.
GigaPichu
3392
Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Dec 03, 2012 8:16 am
how did I know a balancers favorite Pokemon would be Ferrothorn
SP
3856 cellularSP
Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Dec 03, 2012 8:18 am
Cause Ferrothorn is an OU 5th gen pokemon lel
MercuryHg34
3883
Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Dec 03, 2012 9:01 am
Actually it's because Ferrothorn was my first Shiny pokemon ever (besides red gyarados in silver, but that doesn't count). Finding out later that it's OU was just a bunus
C_Mill24 Level 9 CPU
2072 C-Mill24
Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Dec 03, 2012 12:17 pm
MercuryHg34 wrote:
Actually it's because Ferrothorn was my first Shiny pokemon ever (besides red gyarados in silver, but that doesn't count). Finding out later that it's OU was just a bunus
Plus it can function in the Uber tier as well.
MercuryHg34
3883
Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Dec 04, 2012 5:02 am
I don't play Uber, but I know that many of the OU pokemon thrive in Uber as well. Same isn't really true of lower tiers up to their next highest neighbor.
I find it funny that I know how to play competitive pokemon, yet my team in BW2 is almost all NU with extremely poor stat growth and EV investment XD
GigaPichu
3392
Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Dec 04, 2012 5:11 am
you can't hide it Merc you've already made a moveset for one of the most OU Pokemon
Balancer stereotypessssss
MercuryHg34
3883
Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Dec 04, 2012 5:15 am
I never said I didn't. I just said it's my favorite gen 5 pokemon in general. Anyway, what did you guys think of the moveset itself?
C_Mill24 Level 9 CPU
2072 C-Mill24
Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Dec 04, 2012 12:16 pm
I'd consider changing the final smash. I don't know what to though.
AEM
1763 Ariand54321
Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Dec 04, 2012 12:20 pm
AEM's Movesets! Nintendo Characters
Magnus (Kid Icarus):
(Click Image to play music!) Debut: Kid Icarus Uprising (2012) Latest Appearance: Kid Icarus Uprising (2012) Magnus is the mightiest human swordsman of all time. He has fought as a mercenary and is a powerful ally in Pit's latest adventure. He fights the Underworld forces to avenge the tragic loss of his child.
Statistics Weight: 109 (According to this) Speed: 4.38 (According to this) Jump: 2.25 (According to this) Falling Speed: 1.65 (According to this) Special Abilites: None
Moveset Standard Special: Charged Shot - Magnus swings his sword horizontally. A Projectile made of pure wind is then shot out forward. However, it moves forward at around the range of Goku's 3rd Level of Kamehameha until it dissipates. The Sword itself cause some slight knockback and decent damage. The Projectile doesn't do as much damage but it gives off some great knockback.
Side Special: Super Speed - Magnus runs forward quickly at blinding speed for about 5 seconds. In this state he will not be able to stand still, but he can jump and turn around (Turning around will waste a lot of time though). If he comes in contact with a foe they take massive knockback and decent damage. If he runs off an edge he will automatically grab the edge. (A Special animation is played for this) If he runs off an edge and it isn't grabable, he'll drag his feet to slow himself down, but he will be stuck in that corner until the time ends.
Up Special: Jump Glide - Magnus is given a third jump and floats down slowly. In this state he can (slightly) direct his fall and perform aerial attacks. This move does no damage and knockback.
Down Special: Whirlwind - Magnus horizontally smacks the ground with his Sword, causing a whirlwind to appear. If it hits nothing, the whirlwind is small and dissipates quickly. If it does come in contact, the foe will be caught in the whirlwind and it will grow larger. The whirlwind lasts for 3 Seconds before it dissipates. The Sword slash itself does moderate damage and the whirlwind does below moderate damage, but traps opponents.
Final Smash: Gaol Assist - Magnus calls upon his childhood friend and partner, Gaol to assist him in the battle. Gaol flies in the background and takes fire on opponents as Magnus is free to move around and assist his partner. Gaol's initial shots are generally somewhat weak, but they keep the opponent stuck in place for Magnus to go and KO opponents as they're trapped. Gaol is also able to charge onto the battlefield and ram into opponents.
Palutena (Kid Icarus):
(Click Image to play music!) Debut: Kid Icarus (1987) Latest Appearance: Kid Icarus Uprising (2012) Palutena is the goddess of light and ruler of Skyworld. She guides Pit through the majority of his journeys, using her abilities to assist him to protect the humans of the surface world from her archnemesis Medusa. Despite her reputation for wisdom and mercy, little is known about her history and the motivations behind goddess Palutena.
Statistics Weight: 95 (According to this) Speed: 5.00 (According to this) Jump: 2.14 (According to this) Falling Speed: 1.45 (According to this) Special Abilites: Float
Moveset Standard Special: "Time for a Sacrifice!" - Palutena fires a large teal-colored slow moving projectile that homes in on opponents. She can fire up to three at once. The projectile causes above moderate damage and below moderate knockback.
Side Special: "Poor you!" - Palutena sends out a halo-like projectile, similar looking to her own, forward. It moves quickly and homes in on opponents, however not as well as the standard special. It can also fire 3 mini-projectiles that cause very low damage and knockback. The projectile itself does moderate damage and knockback.
Up Special: "This Might Sting!" - Palutena surrounds herself in a huge column of light and floats in any direction the player aims her to go at great speed. She can remain in this state for 3 seconds. Coming into contact with with Palutena causes opponents to receive moderate damage and above moderate knockback.
Down Special: "Cover your eyes!" - Palutena raises her shield and charges her light power, then unleashing it stunning any opponents within double the range of Black Mage's standard special. Foes will be stunned for as long as the move is charged.
Final Smash: Palutena's Army - Palutena summons her army to assist her. Centurions will be on the sides of the field firing arrows on enemies. Centurion Knights will be in the battlefield attacking enemies, they are resistant to 20% Damage. A Centurion Strongarm will also walk on the battlefield, grabbing opponents and piledrives them, they are resistant to 35% damage. A Juggernaut will be in the background firing bullets at foes and firing explosive rocks on to the battlefield. All forces will withdraw within the same time range as Pit's Final Smash in Brawl
Dark Pit (Kid Icarus):
(Click Image to play music!) Debut: Kid Icarus: Uprising (2012) Latest Appearance: Kid Icarus: Uprising (2012) “A flawed clone of Pit created by the Mirror of Truth. He has most of Pit's strengths, and he can even fly with Pandora's powers. While he sees Pit as a rival, the two share a strange, inherent connection.” - Dark Pit Idol description
Weapon of Choice: Silver Bow
Moveset Standard Special: Silver Arrow - If pressed, Dark Pit fires an arrow with some homing properties attached to it. If held onto though, the arrow’s size will increase and its homing ability will increase too. It moves slower than Pit’s however. Based off of the Silver Bow.
Side Special: Shadow Spin - Dark Pit glides forward and spins. He dodges any attacks (Minus FInal Smashes) thrown at him. If overused, the distance Dark Pit moves will be lowered and he will lose the invincibility frames in the move. Based off of Dodging in Kid Icarus: Uprising.
Up Special: Dark Dash - Dark Pit is engulfed in a dark purple aura and flings himself into any direction inputted by the control stick. Hitting an opponent with it will cause the opponent to be caught in a barrage of small hits, leading into a large one that gives off the knockback. Once the move ends, he’ll end up in a helpless state. Based off of an attack Dark Pit does during his boss fight.
Down Special: Dark Pit Staff - Dark Pit kneels down and takes out the Dark Pit Staff. Holding onto the special button will charge the weapon. Releasing the special button will cause a fast moving projectile to be fired instantly. It travels full screen or until it comes in contact with something. The further away from where it was originally fired from, its power and knockback increases. In the air, Dark Pit will aim diagonally downward instead of straight ahead. Based off of the Dark Pit Staff.
Final Smash: Silver Bow’s Barrage - Dark Pit flies behind the stage and aims the Silver Bow upward. Suddenly, a purple reticle appears on the screen. Pressing the attack button will cause Dark Pit to fire a barrage of arrows above the stage so they fall back onto opponents. The player controlling Dark Pit can move the reticle to direct where he / she wants Dark Pit to fire. The Range of the attack is half of Battlefield, and he can use it 3 times before having to return to the battlefield. However if the time that this is activated exceeds 12 seconds, Dark Pit fires a barrage in the area where the Reticle is and will return to the battlefiled. Based off of Dark Pit’s Special Attack in his boss battle and the special attack for Bows in Air Battle.
Fighter (Kid Icarus):
(Click Image to play music!) Debut: Kid Icarus: Uprising (2012) Latest Appearance: Kid Icarus: Uprising (2012) “Fighters compete in the divine sports of Skyworld. They fight no side but their own, and though not as formidable as Pit, they have skills that make them fierce in the field.” - Fighter Idol description
Weapon of Choice: First Blade.
Moveset Standard Special: Weapon Fire - The Fighter points his First Blade forward, it fires off several small projectiles. Hold the button for continuous fire. If you don’t use the neutral special for a period of time though, firing it will instead send off one large projectile forward. Based off of how the First Blade actually works.
Side Special: Reflect Barrier - The Fighter raises his left arm and summons a small barrier in front of himself. It reflects projectiles and deflects any attacks done to it. If it absorbs too much damage it shatters. While active the Fighter can move away from, but it does not follow him around. Based off of the power, Reflect Barrier.
Up Special: Angelic Missile - The Fighter is sent flying in any direction input by the control stick. Contacting opponents will cause them to receive damage. When the move ends, the Fighter enters a helpless state, with a hard landing. Based off of the power, Angelic Missile
Down Special: Land Mine - The Fighter lays down an invisible mine on the ground below him. When activated it flashes once, it then becomes invisible to the naked eye and activates when an opponent walks over it. If it remains on the stage for 12 seconds without anybody activating it, it will self-explode. Only 2 maybe be one the battlefield at once. Based off of the power, Land Mine
Final Smash: Daybreak - The Fighter assembles the three pieces of Daybreak. He then hoists the weapon up and fires it forward. This causes MASSIVE damage and LARGE knockback when the move ends. It is essentially Samus’s Final Smash Based off of the 3 pieced weapon, Daybreak. Which is only usable in Together Mode and ensures a 1-Hit KO.
Non-Specific Action Figure (Nintendo):
(Click Image to play music!) Debut: E3 (2012) Latest Appearance: E3 (2012)
Moveset Standard Special: Non-Specific Projectile Attack - Non-Specific Action Figure swings his sword forward, which causes a beam to be fired out of it. The longer you hold onto the special button the bigger the beam will be. You can also partially control its direction.
Side Special: Non-Specific Mobile Attack - If only pressed, Non-Specific Action Figure spins his sword as if he was doing a spin-attack. If the button is held, Non-Specific Action Figure will spin continuously and will be able to move. This works like the Hurricane Spin in the “Toon” Zelda games.
Up Special: Non-Specific Recovery Attack - Non-Specific Action Figure flies upward and automatically goes into a glide.
Down Special: Non-Specific Counter Attack - Non-Specific Action Figure does a thumbs up. If anyone attacks him while he does this, he dodges their attack and attacks back.
Final Smash: Iwata’s Approval - President of Nintendo, Satoru Iwata, appears behind Non-Specific Action Figure, telling him that he did the best job. Because of this, Non-Specific Action Figure’s confidence is incredibly boosted. This means that Non-Specific Action Figure’s damage, speed, and number of jumps are boosted for a short amount of time. If enemy players are near Iwata and Non-Specific Action Figure while the move activates, they receive damage and some knockback because Iwata’s words lowered their morale. Based off of this moment https://www.youtube.com/watch?v=qjF8F9WGAXc
Plusle and Minun (Pokémon):
(Click Image to play music!) Debut: Pokémon: Ruby and Sapphire (2002) Latest Appearance: Pokémon: Black 2 and White 2 (2012) Plusle and Minun are Cheering Pokémon, a species specific to these two only. Hence the species name, these Pokémon usually cheer on another Pokémon in battle. However this time, they will cheer each other on in this Brawl. Despite appearing similar to Pikachu, these two know how to assist teammates more than their popular cousin.
Playstyle Plusle and Minun work somewhat like the Ice Climbers. "What do you mean by somewhat?" One may ask, by somewhat I mean that yes, the two are on the battlefield together and yes, one follows the other. However, both are not in complete control of the player. Depending on the color swap you use, you will either play as Plusle or Minun (Let's say you play as Plusle) and have the Minun cheer you on in the background. While Minun won't really initially be attacking opponents, but it can be KO'd by opponents, leaving Plusle alone. The Minun does help a lot though, it assists the Plusle by helping during specific attacks. This can be explained by more within the moveset provided below.
Moveset Standard Special: Helping Hand - This is where Plusle and Minun's main gimmick plays, Minun will begin to dance behind Plusle, allowing Plulse to be aware that Minun is ready to help out, for the next five attacks, Minun will also attack with Plusle. This doubles in knockback and power for those attacks, allowing the duo to suddenly become a power house. While this is activated, sparks will appear on Minun and Plusle's cheeks. This move can only be used if Minun is still alive, if activated while Minun is KO'd Plusle look at both sides appear to cry. To prevent spamming of this move, it can be used again 5 seconds after the initial use.
Side Special: Electro Ball - Plusle's tail begins to spark, then a small ball of electricity appears at the end of it, the longer you charge, the bigger it becomes. You can roll and save the charge, like Lucario with Aura Sphere. However, if used again you will not be able resume charging and will fire it automatically. On ground, this projectile can be aimed using the control stick in any direction. While in the air, it can be aimed only forward, diagonally downward, or diagonally upward. This move cannot be charged in air. -With Minun- If Minun has used Helping Hand, both of them will connect their tails and and charge the move together, the projectile will always be twice as large as normal, but it cannot be saved. It's aiming system works similar to the normal one. If Plusle is eaten by Kirby, he will actually copy this move, rather than Helping Hand (Similar to Olimar)
Up Special: Baton Pass - Minun jumps up off of Plusle and uses Baton Pass, switching the position of the two. Plusle then charges itself to draw Minun near, (since they generate opposite electric frequences). -Without Minun- Plusle will try to use Baton Pass, but of course it will fail. With little to no vertical recovery, much like the Ice Climbers.
Down Special: Thunder Wave - Plusle charges electricity, when suddenly Plusle is surrounded by yellow waves that paralyze foes on contact. This move can be used for 6 seconds straight, before Plusle gets tired and gasps for air. (Due to exhaustion). -With Minun- The range is increased by half of it's normal range and the time limit is increased to 10 seconds.
Final Smash: Discharge - Plusle and Minun both charge all of their energy... and release it to create one large orb of electricity! It it's large enough to cover Final Destination. The electric discharge stuns opponents and hurts them at the same time. The closer to the duo, the more damage that will be received. It should last for about half the time of Pikachu's Volt Tackle. -Without Minun- If Minun has been KO'd the move will be done by Plusle alone, this cuts the range in the move by half. BUT, Plusle will be a bit more mobile: Moves faster then Duo variation, Can Jump one time.
Roy (Fire Emblem):
(Click Image to play music!) Debut: Super Smash Bros. Melee Latest Appearance: Fire Emblem: Kakusei (DLC) The son of the lord of Pharae Principality, Roy was studying in Ostia when the Kingdom of Bern invaded League of Lycia. His father fell ill at this time, so Roy assumed leadership of Pharae's armies. After his fateful meeting with the Princess Guinevere, his destiny became inextricably linked with the fate of the entire continent.
Playstyle Roy plays most similar to how he worked in Melee. He’s more of a balance between Marth and Ike rather than just being a fire variation Marth.
Moveset Standard Special: Flare Blade - Flare Blade is Roy’s original Neutral Special in Super Smash Brothers Melee. It works exactly the same, however the explosion created when fully charged has more range. I decided to keep this move because it represents attacks in the game. Fully Charged being the Critical hit
Side Special: Ranged Attack - While I do not have an official name for this move, it certainly has an origin. (Second attack shown) Roy will take out his Sword and it bursts into flames. If only pressed, a smaller version of the explosion in the neutral special will appear. It only does half the damage though, but it doesn’t hurt Roy. However, if you charge the move it’ll move farther away. You aren’t able to see where it is exactly though, it takes timing and precision of make the hit. This move represents ranged attacks.
Up Special: Blazer - Roy’s Up Special from Super Smash Brothers Melee. It works exactly as it did. This move was kept because it reminds players that Roy was appeared first in Melee, so I thought he had to keep some moves from his appearance there.
Down Special: Counter - The signature move all Fire Emblem characters is countering. However, Roy’s counter now emulates the Runesword. One of his weapons in Fire Emblem: Fūin no Tsurugi. First Roy will take the defensive position, if an opponent attacks he’ll stab them. An orb of purple energy shown here (Sixth attack) will appear on the enemy. It will then disintegrate into Roy. By doing this not only has Roy done slight damage in return, but he also lowered his percentage a little bit. It’s a great way to counteract the neutral special’s explosion. As stated before, this move was kept because every Fire Emblem character can counter, but to add origin to the move. The Runesword’s effect was implemented to make it unique. Incidentally, the weapon debuted in Fire Emblem: Fūin no Tsurugi.
Final Smash: Seals Released - Roy raises his sword as it becomes engulfed in flames, and swings it in a similar fashion to this. He then slams the ground below him and the area surrounding him bursts into flames. The initial explosion causes “explosive” knockback but the fire will remain on the stage for 7 seconds, causing burn damage while in the area with little to no knockback given (Similar to the Ice Climber’s Final Smash). While this move has nothing to initially represent, it does work because the Sword of Seals is said to be stronger then the Divine Weapons. Which would allow one to assume it could be capable of doing this with the Smash Ball’s power influencing it.
Balloon Fighter (Balloon Fight):
(Click Image to play music!) Debut: Balloon Fight (1984) Latest Appearance: WarioWare D.I.Y. (2009) Balloon Fighter is one of Nintendo’s original characters from one of its first popular games, Balloon Fight. Balloon Fighter has made countless in WarioWare and Smash brothers. The young adventurer was also considered to be in Melee, but was not put in because of the idea of him without his balloons being useless.
Playstyle A Balloon Fighter player must always know that he’s deadliest in the air, normally. Meaning that his air game would be the best in the game, perhaps second best next to Jigglypuff.
Gimmick Balloon Fighter works in a similar fashion as Olimar does. One of his main sources of attacking is his Balloons, but they do not completely determine whether his attacks hit or not. They usually add power to most of his moves. Not only do they do that, but the amount of Balloons he has active determines his number of multiple jumps, weight, and speed. Your ability to control the amount of Balloons is shown by using Smash Attacks and some Specials. While the Balloons do not completely control Balloon’s fighter options of attacking, they do control how you move around the stage. Without Balloons, Balloon Fighter would be a quick character with Ness’s weight with one double jump. With one Balloon, he would have an average speed and Pikachu’s weight with three double jumps. With both Balloons he would be moderately slow on ground and a bit lighter then Jigglypuff, but he’d have a total of five double jumps and his air mobility would be at its finest. To play Balloon Fighter successfully you have find out which variation of him you like the most.
Moveset Standard Special: Balloon Release - Balloon Fighter releases a balloon from his backpack, the Balloon slowly flies upward. You can remove one by pressing the special button or both at once by holding it down. This could be used in several ways, one of most importance is Balloon Control. Any attacks regarding using balloons usually use both of them rather than one for the attack. Using Balloon Release allows you to quickly remove them without having to wait for the attack animation to end. This could allow you to play some mind games by having Balloon Fighter up in the for one second, use a meteor smash, lose the Balloons and fall after your opponent to land the finishing blow before they’re able to recover out of it. Another use of this move are traps. After its release, the balloon floats upward slowly. Contact with it will cause it to explode and cause damage according to size (See Down Special for more information). But since they move slowly upward, they’ll be on screen for awhile. Meaning opponents will have to be aware of its existence on the stage still. A careless enemy fighter can be easily run into it accidently, but a smart Balloon Fighter would send the opponent into the balloon instead. Because of his overly impressive air game, a good Balloon Fighter can control where his opponent goes while in the air. Balloons cause more knockback alone then Balloon Fighter himself, so directing opponents into one is great way to rack up KO’s. If Balloon Fighter doesn’t have any balloons, nothing happens. If Kirby copies Balloon Fighter, he will use this ability as well. But his balloons gradually regenerate. This attack originates from Balloon Kid, where the gimmick of releasing balloons was introduced. It was very important during the gameplay because releasing balloons was necessary to get through some parts of levels and to obtain bonuses.
Side Special: Flipper - Balloon Fighter takes out a Flipper. It works exactly as its Melee counterpart, but its only unique to Balloon Fighter, as its the only able to make it into the battlefield through him. Flippers can also be used for air control, since two are allowed on the battlefield at a time, a foe can be stuck in a specific area for a given amount of time. Of course though, Balloon Fighter himself can be affected by these Flippers too. So don’t let the enemy get the best you and trap you in your own trap! This attack originates from Balloon Fight, Flippers were obstacles that would cause enemies and Balloon Fighter thrown all over the place. They were also in Melee too, acting as the bumper of the game.
Up Special: Parachute - In a last ditch effort, Balloon Fighter pops the balloons attached to him below himself and opens up his parachute to fall down gently. The range going upward is minimal (regardless of amount of balloons), but in the air the balloons popping cause a meteor smash. While in Parachute mode, Balloon Fighter can use aerial attacks, but doing so will remove the parachute. Its use is to get Balloon Fighter to ensure safety his. Meaning it not used to recover, as he already has multiple double jumps (Depending on amount of balloons, of course). This move is based on the enemies from Balloon Fight. Once Balloon Fighter destroys their balloon, they open up their own parachutes and gently fall downward... Unless he hits them again. As stated before this move is NOT intended for recovery much like Yoshi and Jigglypuff’s Up Special.
Down Special: Pump - Pumping is the key to playing as Balloon Fighter. The Pump is used to make balloons. Holding the down the button for 2-3 seconds will cause him blow-up a balloon. You can hold it even longer to cause the balloon to grow larger. The larger it is, the more powerful it is when it pops. Of course if you hold the special button for too long... It’s pops in your face! Despite it not doing any damage, an animation is played similar to Diddy’s Peanut Popgun overcharge. While it’s short, it still causes you to be stuck in place for little bit, so be careful when making your Balloons! In Balloon Fight, after the enemies have been on the ground for awhile, they’ll use a pump to create a new balloon. Also in Balloon Kid, if Alice is missing any balloons, she can use a pump to make new ones. This move comes from those two.
Final Smash: Floppy Fish - Balloon Fighter strikes a small pose and regains any lost balloons. Then he begins to flash red and flies in the air indefinitely, while in this state: he is impervious to all attacks, he stays airborne indefinitely, and can use aerial attacks while in the skies. Once he’s in the air the stage is flooded in water. After 4-6 seconds of the water being on the battlefield, Floppy Fish jumps from out from the background and eats any unlucky fighters who are in it’s way (While Floppy does target other fighters, it can eat Balloon Fighter too if he’s in the way) [Also note that Floppy is twice as large then in its Brawl appearance]. Floppy then returns to the big blue in the foreground. His reentrance causes bubbles to come out of the water and cover the stage. If an opponent comes in contact with it, they are stunned for a short period of time. The water drains out of the stage shortly after Floppy makes it’s leave. In Balloon Fight, Balloon Fighter could normally stay in the air indefinitely, which gives reasoning for his ability here. If Balloon Fighter were to lose all of his balloons he would fall into the water and die. If he had any other lives he would reappear and flash red. During this state he would be impervious to any damage given by the enemies, this is where his invincibility comes in in the Final Smash. In Balloon Fight, if Balloon Fighter ever flew too near to the water a fish could come out of the water and try to eat him, evidently the same could happen to enemies as well. The same occurs in Balloon Kid to Alice. In Balloon Kid, the fish was given the official name “Floppy Fish” this is the origin of the name of the Final Smash. In the minigame Balloon Trip, grabbing bubbles would cause the screen to freeze so Balloon Fighter or Alice could maneuver around the electric sparks if they were in a tight position. This where the bubbles stunning opponents come from.
Krystal (Star Fox):
(Click Image to play music!) alternatively Debut: Star Fox Adventures (2002) Latest Appearance: Super Smash Brothers Brawl (2008) Krystal is a vixen and the most recently-recruited member of the Star Fox team. She serves as Fox McCloud's main love interest.
Weapon of Choice Krystal’s Staff
Moveset Standard Special: Fire Blaster - Krystal lowers her staff and starts firing a barrage of small fire projectiles. While holding the special button, if you move up or down with the control stick Krystal will aim her staff higher and lower to your specification. If the move is used for too long, she’ll run out of ammunition for the weapon. To regain ammunition, don’t use that special attack for a short period of time. Based off of the first staff upgrade given to Krystal’s Staff in Star Fox Adventures
Side Special: Grenade - Krystal takes out a grenade and throws it forward. It explodes a short while after it’s thrown. However, if you hold the special button she’ll charge the grenade so it’ll activate sooner after thrown. While in this state she isn’t able to move, unlike Snake’s version of the move. But like Snake’s if she holds on to the grenade for too long, it’ll explode while she’s holding onto it. Based off of the Grenade weapon in Star Fox Assault.
Up Special: Rocket Boost - Krystal twirls her staff and then stop at a specified position chosen by the control stick. Her Staff will rocket forward in that direction, causing damage to any opponent that comes in contact with her and her staff. Based off of the second staff upgrade given to Krystal’s Staff in Star Fox Adventures
Down Special: Barrier Sphere - Krystal opens up a Barrier Sphere that surrounds her when she moves. Rather than reflecting projectiles, it absorbs them and regular attacks. While it is active she is able to move around and attack as normal. It’s power to stay active goes down gradually, but it’s power is weakened by being attacked as well. Despite being able to absorb projectiles and attacks, can not prevent Krystal from being harmed by One Hit KO’s (Dragoon) or Final Smashes. She is able to use this move two time per stock. Comes from Krystal’s ability to hold two Barrier Spheres in Star Fox Assault’s Multiplayer
Final Smash: Demon Launcher - Krystal calls out her Arwing and jumps up to it, she then flies in front of the stage and jumps on top of her Arwing, aiming at the opponent fighters with the Demon Launcher, the most powerful weapon in Star Fox Assualt’s Multiplayer. This allows the player who chose Krystal to aim a reticle and fire at will. The Demon Launcher has three ammunition and kills on contact. Use your shots carefully and try to move quickly, because Krystal will fire automatically after a while to prevent stalling. Once the move ends she flies back to the stage and jumps off her Arwing as it disintegrates. Based off of the Demon Launcher in Star Fox Assualt’s Multiplayer.
Other Characters
Dr. Fetus (Super Meat Boy):
(Click Image to play music!) Debut: Super Meat Boy (2010) Latest Appearance: Super Meat Boy (2010) Liked by nobody, Dr. Fetus is as stated by his name, a fetus in a jar. For no reason at all nobody likes him and he doesn't like them, either. Filled with hatred for all, the Doctor has come in to brawl.
Moveset Standard Special: Rocket Launcher - Dr. Fetus takes out the weapon he had used as the Final Boss in Super Meat Boy. Pressing the Special button will cause him to fire a moderately slow rocket that homes in on opponents. If the button held is held though, the rocket’s speed will increase in reflection to how long it’s been charged. If held for too long, the rocket laucher will explode due to a misfire. The misfire causes small damage to Dr. Fetus and those surrounding him. Based on Dr. Fetus’ weapon in the Final Boss battle from Super Meat Boy
Side Special: Meat Shield - Dr. Fetus takes out Bandage Girl, who is tied up, out of his coat. He holds her up in front of himself. For as long as she’s out in the open, she takes all damage given to Dr. Fetus from the side she is facing. (This does not apply to Final Smashes and Dragoon) If she takes more than 50% damage, she explodes in a pink cloud of dust. If Dr. Fetus loses a stock, Bandage Girl will respawn to and her damage meter will be reset. The plot behind Super Meat Boy is that Dr. Fetus had kidnapped Meat Boy’s girlfriend, Bandage Girl. Throughout the game, she receives tons of physical abuse. Which lead to the inspiration of this move.
Up Special: Bubble Barrier - Dr. Fetus enters the orb he used to enter the Factory in Super Meat Boy. As the name suggests, Dr. Fetus is protected while inside the Bubble, but it can be smashed open when receiving 15% damage. While active players can control Dr. Fetus’ direction completely, despite being relatively slow. It moves and feels similar to a Aether Ring from Kid Icarus: Uprising. It can be active for 6 seconds. This comes from a cutscene in Super Meat Boy.
Down Special: Brick Toss - Dr. Fetus reaches into his coat and takes out a brick. It functions like any old regular throwable item and is unique to Dr. Fetus. He can also take out other items sometimes, like Princess Peach and King Dedede. However the chance of the happening is low. Dr. Fetus throws bricks at Brownie and Meat Boy throughout the game.
Final Smash: The Lil’ Slugger - Dr. Fetus takes out a remote and presses the big large button. Suddenly, buzzsaws cover some of the ground, ceiling, and walls. Then first boss from Super Meat Boy enters from the background facing the stage, revealing Dr. Fetus controlling it from inside. Moving the control stick will move the chainsaw nozzle around. Pressing the A button will have the robot smash the stage with it’s chainsaw. Pressing the B button will have it swing the saw from side to side. Meaning that they won't only have to avoid the Buzzsaws, but Dr. Fetus' little slugger too. This move lasts for as long as Snake’s Final Smash. When the move ends the robot explodes, the blast causes all of the buzzsaws to fly away out of the screen. This move is based entirely on the First Boss from Super Meat boy.
Last edited by AEM on Sat Jan 17, 2015 5:21 pm; edited 5 times in total
Blitz [BANNED] Level 7 CPU
1079
Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Dec 04, 2012 12:24 pm
I claim this post under the name of Love BLITZ!
C_Mill24 Level 9 CPU
2072 C-Mill24
Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Dec 04, 2012 1:37 pm
I'm bored so... here's a moveset for Dwebble.
Dwebble:
Dwebble
Playstyle: Dwebble playstyle is interesting. It all depends on the presence of it's rock. With the rock, Dwebble moves slowly and is heavier, giving it tanking properties despite its small size. However, if damaged enough, the rock that Dwebble has will shatter, making him faster and lighter, the properties for a hit and run character. __________________________________________ Specials
Neutral Special: Fury Cutter: Dwebble slashes out in front of itself. If an opponent is hit, they will receive low damage initially, but if this special is used in succession, it will deal more damage. Any other use of this special will negate the stacked damage.
Side Special: Rock Blast: Dwebble turns around, and fires the rock on its back side t in the direction it was initially facing. The rock deals moderate damage and knockback to whoever it damages, but there is a catch. Dwebble will no longer have its rock and its playstyle will change to hit and run, unless he retrieves its rock. Meanwhile, the shell can be used anyone else on the battlefield as an item, dealing the same amount of damage as it dealt in Dwebble's side special. If Dwebble picks up its shell, it will go back inside it. As long as the shell remains off of Dwebble, it cannot use its down special withdraw to replace it. ___Without Rock: Sand Attack: Without the protection of its shell, Dwebble will have to resort to other methods of defense. This is where this special comes in handy for its hit and run tactics. Dwebble picks up a small amount of sand and flings it forward. If an opponent gets hit, they will receive low damage and will be stunned. Dwebble can then attack or get away from the opponent as quickly as possible. This special can only be used without the shell/rock.
Up Special: Smack Down: Dwebble performs an uppercut and rises into the air. If properly timed when near an opponent, Dwebble will knock the opponent into the air, and then smack them down. If Dwebble manages to perform the correctly timed scenario, Dwebble is able to use this special again in the air. If not properly timed, any opponent caught in the attack will receive low moderate damage and knockback.
Down Special: Withdraw: Dwebble will retreat into its shell as an act of defense. All damage and knockback is negated as long as Dwebble is inside its shell. Unfortunately, Dwebble cannot remain in the shell for very long. Dwebble will remain in the shell for about 5 seconds. If the rock Dwebble has is destroyed, Dwebble will pick up a rock, and hid inside it. When used in the air, Dwebble will drop down quickly, dealing moderate damage and knockback to whomever is hit.
Final Smash: Rock Wrecker: There are two different ways this final smash can be performed. With the shell present, Dwebble will remove the shell and smash it to pieces in one single blow, dealing major damage and knockback to any opponent within range. Dwebble's shell will be missing and move to hit and run unless the down special is used. Without the shell, Dwebble creates a rock in between its pinchers, and build power into it. Dwebble will then fling the rock forwards in a high arching fashion, travelling farther and dealing high damage and knockback to an opponent who gets hit.
I don't believe this was my best work but comments and crtique would be well appreciated.
Perfect Hell
8837
Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Dec 04, 2012 1:47 pm
This post will be for my movesets.
Crusade Main Roster
Isaac
Spoiler:
Note: Because of his alternate FS, Isaac is equipped with the Sol Blade, and his sprite should be equipped accordingly. Isaac, like Ryu, has two FS choices.
Sol Blade
Jab Combo Quick Strike: Isaac performs an extremely fast slash with a blue slash effect.
Forward tilt Annihilation: Isaac performs a semi-slow sword attack causing a Kanji and explosion to appear, has a sweetspot for majorly increased damage and knockback. The Kanji is different depending on whether the attack was sweetspotted.
No sweetspot:
Sweetspot uses the following Kanji instead (in the same style as the non-sweetspot Kanji):
Down tilt Thorn: Isaac's sword glows as he slashes along the ground, and small spiked vines rise out of the ground in front of him
The vines:
Up tilt Plume Edge: Isaac raises a geyser of water in front of him. Does not deal damage, but suspends the opponent on top briefly
Forward smash Move/Force: Isaac summons a large gloved hand, which moves forward a short distance pushing anything and everything in it's path but dealing little to no damage. Can move items, Bomberman's bombs, anything. Longer charge increases the distance the hand travels. At full charge, Force is used, the hand is a fist instead and travels faster, dealing more damage.
Down smash Typhoon/Hurricane: Isaac summons a tornado on either side with some electricity within each tornado. At full charge, 2 tornados are summoned on each side.
Up smash Growth/Wild Growth: Isaac summons a group of large vines in front of him, dealing damage to any opponents touched and sending them upward. At full charge it becomes Wild Growth, which is larger and has thorns
Dash attack Isaac attacks with his sword in a similar fashion to his "Attack" command from the games
Edge attack Isaac swings with his sword as he climbs the ledge
Neutral air Isaac swings his sword on either side of himself
Forward air Cutting Edge: Isaac swings his sword down, creating a blue shockwave that travels forward a short distance
Back air Isaac swings his sword behind him
Down air Planet Diver: Isaac becomes engulfed in flame and dives downward and forward diagonally. Appearance similar to a meteorite plummeting.
Up air Isaac swings his sword above him
Grab and Zair/Tether Catch: A hand (similar to Fsmash) reaches out and grabs. On the ground, this will pull the enemy to Isaac and hold until the throw. In the air, the hand can grab opponents and throw them forward or grab the ledge.
Pummel The Catch hand squeezes the opponent
Forward throw Nova: Isaac blasts the foe away with a fiery explosion
The following is the explosion for Super Nova, do something similar but with a lot less explosion
Back throw Condemn: Death is summoned behind the opponent, slashing them with his scythe
Down throw Froth Spiral: Isaac summons a vortex of bubbles to deal multiple hits
Up throw Death Leap: Isaac stabs the opponent, leaps into the air with them impaled on his sword, and crashes back down creating a purple explosion/shockwave effect
Neutral Special Ragnarok/Odyssey: A large magical red-orange greatsword appears above Issac and flies diagonally down-forward, dealing good damage and knockback to anyone hit. At full charge (fairly short charge time) it becomes Odyssey. The sword is much larger, yellow-green in color and travels straight forward starting from in front of Isaac.
Odyssey (ignore the yellow hit effects, the sword color is what's important, slap that onto Ragnarok and change it's angle/size)
Side special Djinn Summon: Isaac performs a Djinn attack which can be one of five different possibilities, each with a 20% chance to occur, but the same one cannot happen twice in a row. This attack is powerful but has a cooldown timer. All of the following are on-hit effects, the attack itself is a jumping sword swing similar to dash attack. Flint: Isaac's sword is backed by earth energy, dealing high damage and knockback
Sap: Isaac siphons yellow energy spheres out of the opponent. Deals less damage and knockback than Flint, but heals Isaac for part of the damage dealt
Forge: Red energy spheres engulf Isaac and any teammates, buffing their damage output for a short time
Squall: Isaac's sword swing creates a lightning strike. Deals less damage than Flint but stuns the opponent
Rime: A blue hologram appears over the enemyand locks their B moves from use for a short duration.
Down special Gaia/Grand Gaia: A magic ring appears just below the enemies position and after a moment erupts in a reverse meteor shower with medium sized boulders. Deals high damage and very high shield damage, but allows enough time to be avoided with normal mobility before erupting if the opponent reacts quickly or continues their previous movement direction. At full charge (fairly short charge time) it becomes Grand Gaia, a larger and more powerful version with larger boulders.
This sort of effect:
But with boulders:
Up special Retreat: Isaac disappears and reappears a long distance away, similar to Zelda's Farore's Wind. On disappearance, a group of energy spheres rise a short distance from where Isaac was, dealing low damage and somewhat high hitstun to anyone they contact
Disappear effect:
Final Smash Judgement: Isaac summons a large angelic knight wielding a sword and Lion shield. The knight fires a large blue blast from his shield, which hits the stage and erupts in a massive explosion.
Alternate Final Smash Megiddo: Isaac leaps high into the air of a red background, the sword glowing bright red over his head. He then touches the blade of the sword into a room-sized sphere of burning plasma that is summoned off the top of the screen, and slings the searing object onto the target.
Starting:
Plasma ball:
Simon Belmont
Spoiler:
Gimmick: As Simon lands whip attacks, his Whip can upgrade. It starts at level one and maxes at level 3. As the level increases, it's damage, knockback and range increase. This affects Jab, Ftilt, Utilt, Dtilt, Nair, Bair, Uair, and Grab/Zair.
Jab combo: Brandish Whip (exactly like Sheik's side special)
F tilt: The basic whip attack from the retro games
U tilt: Whip attack up, looks like Ftilt but goes straight up
D tilt: Crouch whip, looks like Ftilt but crouching
F smash: Sudden Impact: https://www.youtube.com/watch?v=pPlRToBr-A8 At 1:35 the fight starts, he does two very similar combos to start the match, ends the combo with Sudden Impact both times. Simon flips through the air and slams the whip down. Also seen by itself at 1:48
U smash: Axe, exactly as Ness64 described it
Imagine Simon is standing at the base of the left tree, and he has thrown the axe in an arc towards where it is now.
D smash: Whip tornado: same video as above, 1:35, the first combo he uses it as the move right before Sudden Impact (he misses with it). Basically Simon does a 360 hitting all around him with the whip
Dash attack: Shield bash. Can block projectiles (or reflect if we want, but that's not canon). Simon gets light armor during the attack
N air: Like Ftilt, but in the air
F air: Knife
B air: Simon turns around and throws himself backward a bit while spinning his whip. Slow, but good range and decent damage and knockback.
U air: Upwards whip attack, like Utilt
D air: Sacred Flame - Simon throws a fireball in a short arc forward. On hitting an enemy or the ground, it geysers up then trickles down. Similar to PK fire except this will geyser on the ground if it doesn't hit anyone
Grab/Zair: Binding Whip - From judgement, Simon whips the opponent in towards him and he physically grabs them. Can tether ledges. When used in the air, he pulls the opponent in and jumps off of them.
Pummel: Holy Ruin - Simon's hand glows blue as he pummels them with his whip hand. In the judgement video above, second combo, he does it right before the Sudden Impact.
F throw: Flame whip - Simon hits them with the Flame whip. Very high knockback throw
B throw: Whip throw or Flame whip
D throw: Bible - Simon releases a black bible with a cross on the cover that spins around him while unleashing pages that slice the enemy
U throw: Rising Whip - Simon does two rising hits with the whip while spinning. In the above video, seen as the finishing hit at 2:00. The dive that follows is Twisting Arrow, and could be part of the throw if we want.
N special: Stop watch - Uses his stop watch as a counter; if an opponent attacks while the watch is out, time freezes shortly for everyone but Simon
S special: Cross - Throws a cross which acts as a boomerang
D special: Holy Water - Simon throws a holy water straight down, which lets out blue flames that spread in either direction for a short distance and stay out for a short time. Simon can't be hurt by the flames.
U special: Wings - Simon uses the wings and flies upwards. While flying, he can attack with the whip straight forward (like Nair) which can tether the ledge or be used against edge guarders
Final Smash: Gold Cross - Simon summons a gigantic Gold cross behind him which grows. All enemies take damage, and at the end take fairly high knockback (scales with their percent). Any enemy in the range of the Cross itself take much higher knockback
Warrior of Light (Dissidia/FF1)
Spoiler:
Appearance:
Weapon:
Playstyle: Warrior of Light is a Paragon character, like Mario. He will have many options available to him in battle fitting for any situation that comes his way. Unlike Mario however, his attacks will all be extremely rewarding on hit with built-in combos and links, but they will have high end lag on miss. His moveset will be heavily based off of the Dissidia WoL (because this is the protagonist character for the series), with influence from the FF1 Warrior and Knight abilities.
Gimmick: Bravery. When Warrior of Light deals damage with a brave attack (most of his moveset), a bravery counter will increase very much like it is seen in Dissidia. When he is dealt damage in return, his bravery will decrease. The higher his bravery, the more damage and knockback he will deal with select attacks (labeled in the moveset as HP attacks). Landing an HP attack resets his Bravery to it's base number, but his Bravery is unaffected by a miss. HP attacks should be much weaker than most smashes/specials when at base Bravery, but more powerful at high bravery. Multi-hit HP attacks increase bravery with each hit before the last, which then uses the bravery total as any other HP attack would
Bravery points will be worth 100X a percent point of damage. Base bravery is 2,500 (25%), and with each attack he lands or receives, his bravery increases or decreases respectively by the percent damage x100. For example, WoL lands a smash attack on his opponent, knocking them away and resetting his Brave counter to 2,500. He then lands a combo on the opponent worth 28% damage, and his brave gains 2,800 points, totaling at 5,300. Bravery caps at 9,999. His opponent then hits him with a few projectiles and attacks, deals out 35%. 3,500 has been lost, and the counter is now at 1,800. At this point, his HP attacks are quite weak. The changes in number happen in real time the moment any attack connects, and will be displayed by his stock/damage display area.
Optional float or alternative Up special: Summon Chocobo. While mounted, pressing A will perform Chocobo Kick and pressing B will perform Chocobo Meteor.
Jab/combo: Dayflash. Quick three hit sword combo. Brave attack.
Forward Tilt: Sword Thrust. Throw shield forward, on hit follow up with a sword combo. Brave attack.
Up Tilt: Ascension. Throws shield forward and up, on hit follows up with a sword combo that ends in a launcher. Brave attack. Pressing B afterward will initiate Rune Sabre (see bottom of moveset).
Down Tilt: Blue Fang. Warrior of Light summons a few shards of ice to fall from above the opponent. Alternatively, they fall right in front of him (not canon). Brave attack.
Dash Attack: Attack Command. Warrior of Light performs the classic "Attack" command. Brave attack.
Neutral Air: Crossover. Hovers while spinning his shield around him, on hit follows up with an upwards stab. Brave attack. Pressing B afterward will initiate Rune Sabre (see bottom of moveset).
Forward Air: White Fang. Warrior of Light sends forward several columns of lightning. Brave attack.
Back Air: Red Fang. Warrior of Light throws a fire projectile with slight homing capabilities. Brave attack.
Up Air: Rising Buckler. Throws shield upward to hit multiple times. On hit, follows up with a downward slash. Brave attack. Pressing B afterward will initiate Bitter End (see bottom of moveset).
Down Air: Shield Strike. Throws shield downward to hit multiple times. On hit, follows up with an upward slash. Brave attack. Pressing B afterward will initiate Bitter End (see bottom of moveset).
Forward Smash: Shining Wave. Warrior of Light stabs his sword into the ground and flings upward to unleash pillars of light energy moving forward. Very high vertical reach. HP attack.
Up Smash: Ultimate Shield. Warrior of Light throws his shield upward (can be angled left or right). On hit, he telepathically manipulates the shield to fly through the opponent rapidly from multiple angles, ending with a huge hit from the original angle along with purple energy. HP attack.
Note: Ultimate Shield is at 0:45
Down Smash: Guard/Defend. Warrior of Light takes a defensive stance, gains super armor, and does a shield bash forward. If hit during the defensive stance portion, the opponent will be staggered, leading into the shield bash. HP attack.
Forward Throw: Saber. Warrior of Light's gauntlets glow red and he is granted an attack power buff, which he uses in a powerful slash forward.
Note: The reason his gauntlets glow is because Saber is not a spell available to the Knight class, though the Giant's Gloves could allow one to use it. Therefore, the gloves will glow signifying the source of the spell. The image shows what the spell itself looks like, increasing attack power. We are adding a slash to that. All in all, WoL should raise his sword above his head, the image's effect should surround it while his gloves glow, and he slashes.
Back Throw: Ruse. Warrior of Light throws (or slashes) the opponent back, and a phantom image appears interrupting their trajectory with another slash back towards WoL. Can be combo'd off of easily or even chain grabbed, but the latter is escapable through DI.
Up Throw: Throws the opponent up, meets them in the air and uses aerial Dayflash
Note: Dayflash is at 0:29
Down Throw: Mute. Warrior of Light summons a magic seal over the enemy which explodes, dealing damage and inflicting the Mute status. The opponent temporarily cannot use projectile attacks.
Neutral Special: Radiant Sword. Warrior of Light summons several glowing light swords, which fly towards the opponent. The swords speed up as they travel. HP attack.
Side Special: Shield of Light. Warrior of Light takes a defensive stance as a shield of light appears in front of him. If the opponent attacks it, they will be stunned momentarily. After the brief guard, WoL will release a burst of energy through the light shield. Can be angled up or down. HP attack.
Up Special: Invisible. Warrior of Light disappears in a ball of light and reappears a long distance away. Start-up:
Vanishing/Appearing:
Down Special: Cure. Warrior of Light begins to use Cure, which builds up Bravery points as long as the special button is held.
Note: Have this kind of effect swirl around WoL for as long as the special button is held.
Final Smash: Oversoul. Warrior of Light slashes through an opponent (alternatively, across the whole stage) several times in every direction, then detonates the light energy left in his wake in a gigantic explosion of light. Knockback and damage increase with bravery, and the first part of this attack significantly increases his bravery.
Other
Rune Sabre: Follows up with a field of light energy to damage and trap in the enemy, then stabs upwards with light energy. HP attack.
Note: The first portion is Ascension (up tilt). Rune Sabre is the part where it actually says "Rune Sabre" on screen and uses the crystals to attack. This is used to extend either Ascension or Crossover (Nair).
Bitter End: Follows up with a series of sword slashes, ending in a powerful horizontal slash. HP attack.
Note: The first portion is Rising Buckler (Up air). Bitter End starts when the game displays the words "Bitter End". This is used to extend either Rising Buckler or Shield Strike (Dair).
Heihachi
Spoiler:
Playstyle: Heihachi will be a heavily melee oriented character who prefers the ground to the air. He will have extremely rewarding combos and powerful finishing options, but falls short in attack range, projectile play, and anything beyond the range of his fist. Heihachi is heavy and moves sluggishly, but his combos are built into his attacks through multi-hit tilts and aerials dealing massive damage with little effort.
Moveset inspirations taken from Tekken Tag 2 and PSASBR.
Gimmick: Attack Cancels. Heihachi's Jabs and Tilts are capable of cancelling into eachother, jumps, smashes, and a special "feint" cancel by pressing B.
Jab Combo: Flash Punch Heihachi performs a Left, Left, Right punch combo. The last hit includes an electricity effect and has more power than the other two. The first two punches can cancel into other attacks or jump. Dash Attack: Leaping Side Kick Heihachi performs a powerful Jump side kick. Get-up Attack: Rising Roundhouse Heihachi performs a roundhouse kick as he stands.
Forward Tilt: Electric Wind God Fist, Hammer Punch, Lightning Crush Heihachi does a right-hand electric body uppercut (safe on shield), and if Ftilt is pressed again, follows with a Right hand hammerfist, then a powerful electric left knee to the body. The first two hits can be jump or attack cancelled. Up Tilt: Demon Uppercut, Rising Dragon Uppercut Heihachi does a quick uppercut from his standing position. If Utilt is pressed again, he performs a second uppercut but this time ducks down first and puts his whole body into it. The first uppercut is attack and jump cancellable. Down Tilt: Spinning Demons Heihachi performs up to 3 spinning low kicks in a row, followed by a rising Roundhouse. The 3 low kicks can be attack or jump cancelled.
Forward Smash: Lightning Hammer Heihachi becomes covered in electricity as he winds up and performs a massive Hammer Fist&Stomp Kick combination. Up Smash: Jichinsai Heihachi kicks upward, then slams his foot down. Down Smash: Demon Wings Heihachi spins around once and backfists to either side of himself. This attack includes an electricity effect.
Neutral Air: Double Palm Strike Heihachi does two palm strikes in quick succession. First with the left hand, then with the right hand. Forward Air: Hell Axle Heihachi kicks forward, then if A is pressed again spins and does a second kick. Back Air: Spinning Backfist Heihachi spins and backfists. Up Air: Rising Toe Kick Heihachi toe kicks upward. Down Air: Demon Scissors Heihachi front flips and drops on the opponent from above with his legs horizontal.
Forward Throw: Stonehead Heihachi fiercely headbutts his opponent. Back Throw: Broken Toy Heihachi picks his opponent up with one hand and performs a long distance turn-around throw. Up Throw: Jumping Powerbomb Heihachi flips his opponent upside-down as he leaps into the air and brings them down head-first. Down Throw: Freefall Heihachi lifts his opponent above his head with one hand, then slams them face first into the ground.
Neutral Special: Bowling Pin Toss Heihachi pulls out a Tekken Bowling pin and tosses it into the air with a high arc. Side Special: Shadow Step Heihachi dashes in the desired direction with super armor. Can cancel into tilts or aerials. Up Special: Spinning Demon Uppercut Heihachi performs a large and powerful spinning uppercut. Down Special: Heaven's Wrath (Demon Breath) Heihachi takes on a defensive stance which acts as a counter attack. If hit during the stance, Heihachi will use Demon Breath, a force palm attack.
Final Smash: Rockets Away! All opponents become strapped to Heihachi's rocket, which flies off screen as he laughs maniacally.
Bill Rizer
Spoiler:
Note: Lance Bean will not tag with Bill Rizer due to the events of Shattered Soldier, the latest game along Bill's canon timeline, in which Lance becomes the main antagonist while Bill is the protagonist. In short, Lance became a terrorist leader who Bill must stop.
Playstyle: Heavily projectile based, this character will have very few melee attacks available. Bill will try to win from a distance, but once his opponent gets close there is little he can do.
Jab: Rifle - Bill fires his rifle (basic weapon of original game). Holding the attack button will fire at it's maximum RoF and allow aiming, like Saki's gun. These shots do not fire too rapidly, but deal some hitstun and knockback Side tilt: Ripple Laser - Fires the ripple laser (Neo Contra, Gradius V), which fires a circular blue laser forward that grows in size as it moves. Weak, but hard to avoid Up tilt: Spread gun - Bill fires upwards, sending 5 projectiles out in a spread pattern Down Tilt: Flame Gun - Bill fires his flamethrower as long as the button is held (possibly up to a certain cap, could call it fuel). This attack acts similarly to Kirby's fire power
Dash Attack: Sakurai this
Side smash: Laser - Fires a powerful laser forwards. High lag, range and knockback. The beam travels somewhat slowly Up smash: Energy shot - Bill fires a charged ball of flame from his flame thrower. Optionally comes back down Down Smash: Gun pod - Bill throws a gun pod into the air above his head, which fires shots diagonally down while spinning, covering both of his sides
Nair: Spins in the air with two machine-guns out, firing both in all directions (or simply hold them out horizontal). Deals less damage to any one side than Fair or Bair but more total potential damage Fair: Machine-gun - Bill fires his machine gun forward, deals little to no knockback Bair: Machine-gun - Bill fires his machine gun backward, deals little to no knockback Uair: Spread gun - Bill fires upwards, sending 5 projectiles out in a spread pattern Dair: Crush missile - Bill fires a blue missile diagonally, dealing moderate damage and knockback
Throws Sakurai them, all weapons/abilities of Bill in the series have been repped elsewhere already. Feel free to re-use weapons from other parts of the moveset here
N special: Homing Missile - Fires a homing missile. If held, it will become a missile barrage instead S special: Dash - Bill does a quick dash, covering a moderate distance and allowing him to reset his spacing U special: Grappling Hook - Bill uses his grappling hook to recover D special: Barrier - Bill deploys 3 barrier spheres which rotate around him. These spheres will disappear on their own after a set amount of time. They can also be destroyed one at a time by incoming attacks, though they will take absorb the attack as well, protecting Bill. After their timer runs out or they are destroyed, there is a cooldown time before Bill can deploy a new set
Final Smash: Nuke/Smart Bomb - Bill grapples off the stage, dropping a smart bomb (nuke in the newest game) on his way out which yields a large and powerful explosion.
Other: His spot dodge should resemble the Spin technique from Neo Contra
Diddy Kong/Dixie Kong
Spoiler:
Diddy Kong's moveset will remain exactly like Brawl's while he is selected to play alone. When paired with Dixie, his side special will become Swap. Dixie will share this side special when paired with Diddy.
Swap: The currently controlled Kong will throw their partner forward in a manner similar to SSF2 Naruto's side special, Clone toss. This will have very low start-up and the newly controlled Kong should be able to act fairly quickly out of the toss, allowing the new Kong to continue a combo off of the previous Kong's last hit
Dixie Kong
Dash attack: Hair twirl (DKC3)
Neutral Special: Helicopter Spin. Dixie twirls around repeatedly with her ponytail swinging out. The ponytail acts as a disjointed hitbox. The player can move left or right as long as the special button is held, and their fall speed is greatly decreased.
Side special: Wild Moves. Dixie Kong rushes forward while surrounded in a red aura that acts as a hitbox. This is similar to Shadow's side B, except she is not affected by gravity, moves faster and travels a shorter distance. Reference to her special ability from Barrel Blast.
Down special: Chewing Gum. Hold down B, and Dixie will begin to blow a bubble. The longer you hold it, the bigger the bubble gets, but if you hold it too long it will explode in your face and cause you damage. When you release it, it slowly floats across the stage acting as a moving bomb. You can use it’s slow moving properties to your advantage and aim to knock your opponent into it.
Up special: Banana Bird Lift. Dixie lets out a few Banana Birds, who grab her arms and carry her up. Reference to her solo game, DKC3 in which Banana Birds carry her to the Banana Bird Queen once all have been collected.
Final Smash: Banana Bird Queen. The Banana Bird Queen appears, dropping a giant egg on the stage causing high knockback to all who are hit. Reference to the ending of DKC3, when the Queen defeats K. Rool once freed by Dixie.
Scorpion
Spoiler:
Times given will reference the following video except where otherwise stated: https://www.youtube.com/watch?v=0WJQqpMkJI0
Jab: 0:52 - 1:23 presents many different choices Side tilt: Heel Kicks (0:33) Up tilt: Uppercut punch (0:24) Down Tilt: Leg sweep (0:39)
Dash Attack: Sakurai
Side smash: Double Overhead sword attack (0:30) Up smash: Flaming Backflip Kick - Scorpion does a flaming backflip kick (references a special move from many of his appearances) (final hit of video time; 1:11 combo) Down Smash: Inner Flames - Scorpion becomes consumed in flames, gaining invincibility on start-up and damaging any who contact him - D smash video: https://www.youtube.com/watch?v=oXfO5LXDfoY (seen at 0:06, the ending to Scorpion's combo)
Nair: The traditional MK aerial kick, acts as a sex kick - Nair video: https://www.youtube.com/watch?v=z1hRM0DungY (seen at 0:02 cancelling into air throw) Fair: Sakurai Bair: Sakurai Uair: Sakurai Dair: Hammer fist - Classic aerial combo starter, this attack pops the enemy off the ground setting up for aerial attacks. This is a meteor smash - Dair video: Same as Nair, Dair is seen starting every combo for the rest of the video after the Nair part
F Throw: Scorpion stabs his opponent in the throat with the spear, then kicks them forward to it's full reach and slams them into the ground (0:46) B Throw: Starts the same as Fthrow, then throws the opponent backward (0:41) U Throw: Scorpion stabs the opponent into the ground with his spear (reference to his free-fall super in MK vs DC) - Uthrow Video: https://www.youtube.com/watch?v=Q6ghLv4CdMk D Throw: Scorpion Sting: Scorpion punches his opponent in the face, then stomps on their chest when they fall to the ground (2:00)
Air Throw: Scorpion's signature air throw (1:37)
N special: Hell Fire - Scorpion summons fire beneath the nearest opponent. The flames appear only on ground, if the opponent is in the air the flames will appear on the nearest platform directly below their position. These flames deal moderate damage and high stun (1:28) S special: Spear - Scorpion throw's his signature spear, which will pull in an enemy and leave them in dizzy standing in front of Scorpion. If the opponent has not left hitstun or dizzy since the last spear used on them, a new spear attack will either deal damage but not pull or stun, or pulls them in but they fall as they reach scoprion, going into downed state (1:24) U special: Teleport Punch - Scorpion teleports in flames a short distance, re-appearing with an uppercut with it's own height boost. (1:30) Note: In the older games, he re-appeared out of the ground with a rising uppercut, hence my U special description D special: Leg Takedown - Scorpion slides forward and trips his opponent (1:33)
Final Smash: Toasty! - Scorpion takes off his mask revealing a skull face and breathes fire at his opponent, burning them alive and causing them to explode, followed by Dan Forden saying "Toasty!" "Toasty!" video - https://www.youtube.com/watch?v=fTyIKnRQdx0
Gray Fox
Spoiler:
Playstyle: Gray Fox will be fast and agile, able to string hits together into effective combos. He will also have high kill power in reference to his super-human strength, though his survivability will be rather poor. Many of his normals should be weaker in damage than average because of his neutral special, but not too weak because he can only use that mode sparingly. Move references will be taken from his game appearances as well as from Metal Gear Rising, which featured a fellow cyborg ninja, so Gray Fox can be assumed capable of the same techniques. There is also an official Gray Fox skin useable in MGR.
Gray Fox is capable of Wall jump, Wall cling, and Crawl. All sword attacks can also reflect projectiles.
Sakurai all empty slots Note: When Sakurai'ing, most if not all slots should be filled with attacks involving the use of his feet to hold and swing the sword. This is a staple of cyborg ninja fighting styles, and is the onylo thing left unrepresented so far. For examples of this, watch just about any MGS4 or MGR: Revengeance Raiden fight scene and you are almost guaranteed to see it done at least a few times. Since Gray Fox is playable in MGR, it can also be a staple of his, even though Raiden is the one seen doing it more often thanks to MGS4. Most if not all empty slots in this moveset should involve that type of attack.
Jab: Cross Slash - Similar to MK's jab but only in the forward direction. https://www.youtube.com/watch?feature=related&v=p3G-kTCMoAc @ 1:51 Side tilt: Spinning Slash - Gray Fox dashes forward a short distance while spinning with his sword. This has two hits, at the start of the spin and at the end. https://www.youtube.com/watch?v=mTV5Ktsyc3I @ 2:02 Up tilt: Down Tilt: Sweep kick https://www.youtube.com/watch?v=5fIBtuJDYZo @ 4:07
Dash Attack: Rapid slashes. Gray Fox keeps running as he performs each one with each successive press of A https://www.youtube.com/watch?v=-Roljs44MYU @ 1:51
Side smash: Charge Slash - Gray Fox charges up his sword a moment and releases in a powerful horizontal slash. Reference to MGR: Revengeance https://www.youtube.com/watch?v=pNp7ATO_1cU @ 0:45 Up smash: Down Smash: Body Discharge - Gray Fox releases an electric field discharge, dealing some damage to himself. This smash is similar to Shadow's up smash and extremely powerful. https://www.youtube.com/watch?v=mTV5Ktsyc3I @ 3:43 https://www.youtube.com/watch?v=2pqrmsJ3SLk @ 2:47
Nair: Spinning blade https://www.youtube.com/watch?v=pNp7ATO_1cU @ 0:36 Fair: Triple slash https://www.youtube.com/watch?v=pNp7ATO_1cU @ 1:23 Bair: Uair: Dair: Jump - Gray Fox auto fast-falls straight down, releasing a shockwave upon reaching the ground https://www.youtube.com/watch?v=5fIBtuJDYZo @ 3:46
F Throw: A hard straight punch, referencing his only attack from mg2 B Throw: U Throw: https://www.youtube.com/watch?v=-Roljs44MYU @ 4:12 D Throw: Throat Slash https://www.youtube.com/watch?v=mTV5Ktsyc3I @ 1:07
N special: Blade Mode: All of GF's normals get auto-cancels on hit into any other attack, exactly like what is seen in the popular smash video "Melee Impossible". While activated, some effect will have to show that it is active, and after a few seconds it runs out. It then must complete a cooldown timer before it can be used again, at which point he will flash yellow.
Alternatively, this move freezes everyone except Gray Fox (who is also frozen in terms of mobility) and Gray Fox may laglessly link a number of his aerials together successively. If this version is chosen, the activation of this mode may be used interrupting the endlag of any tilt or aerial. The difference between this version and the other is simply whether or not Gray Fox and his opponents are able to move during the mode.
This is a reference to Blade Mode in Metal Gear Rising, in which the user slows time to perform a series of ultra-fast slashes, yet there is no mobility. Gray Fox can slice super fast, not run super fast. This version will emulate that by allowing attacks to instantly link into one another without any endlag.
S special: Railgun - Gray Fox fires his arm cannon https://www.youtube.com/watch?v=2pWjrHIbss8 @ 1:30
U special: Quick Teleport - Gray Fox disappears and re-appears In the pressed direction. If used from the ground and no direction is held, he automatically teleports next to his neareast opponent, and this version is capable ;of utilizing a longer distance. https://www.youtube.com/watch?feature=related&v=p3G-kTCMoAc @ 2:03 (not seen re-appearing, use a similar effect for that)
D special: Stealth Mode - Gray Fox activates Stealth Camo, becoming nearly invisible until he manually deactivates it or gets hit by a strong attack. Stealth mode slowly deals damage to Gray Fox. https://www.youtube.com/watch?v=5fIBtuJDYZo @ 0:10
Final Smash: Metal Gear D - Gray Fox gets into his Metal Gear D and controls it for a short time. It attacks with it's mounted cannon, machine gun and missile pod. http://metalgear.wikia.com/wiki/Metal_Gear_D (make sure to look at the armaments section for attack possibilities) https://www.youtube.com/watch?v=KCH3EyHMs_Q @ 1:30
Jab: Rapid Strikes. Goku performs a series of punches and kicks too fast for the eye to completely follow. This is like MK's jab except facing forward only. Side Tilt: Rolling Hammer. Goku punches in a horizontal arc, stunning his opponent slightly and spinning them 180 degrees. Up Tilt Arrow Knee. Goku jumps diagonally up-forward with a knee. Down Tilt: Ground Slash. Goku performs a sweep kick attack.
Dash Attack: Elbow smash. Goku smashes forward with his elbow.
Side Smash: Kiai. Goku lifts his palm facing forward and unleashes an invisible energy a short distance forward. Similar to Dsmash but one directional
Up Smash: Blast Fist. Goku performs a Shoryuken-like action, causing fire explosions on the way up.
Down Smash: Spirit Shot. SSF2 Dsmash.
Nair: Tornado. Goku spins rapidly while kicking, creating a tornado effect around him. Fair: Double Axe Fist. Goku hammer fists down with both hands, like the current Fair or SSF2's
Bair: A backwards spin kick, much like SSF2's Uair: Lift strike, can be a flip kick or a uppercut punch that sends the opponent upward. Dair: Can either be the same as our current or the feet Kamehameha, like SSF2.
F throw: Meteor Combination. Goku elbows his opponent back, then follows up with a series of rapid attacks to the stomach, causing a downed state. B throw: Dragon Throw. This is exactly like Mario's back throw.
U throw: Meteor Impact. Goku double kicks his opponent up, teleports above them and hook kicks them back down. D throw: Solar Flare. Goku releases a solar Flare, paralyzing his opponent.
Neutral Special: Kamehameha. Neutral B is a chargeable attack, with 5 levels of charge (one for each syllable of the attack name) and charge cannot be stored. This will work exactly like the current SSF2 version. However, unlike SSF2 the Kamehameha will always travel a long distance, charging it increases it's thickness (or height). At low charge, it's not much thicker than his hands. At full charge, it's larger than Goku. At base charge, it is fairly weak, while at full charge it is extremely powerful. Kamehameha can be aimed up or down to a 45 degree angle.
Side Special: Continuous Kamehameha. Goku charges up a moment, then releases a volley of ki blasts at his opponent.
Up Special: Instant Transmission. Goku teleports in the desired direction quickly. Does not lead to helpless, has little start or endlag for use in combos or general mobility.
Down Special: Kaio-Ken. Works exactly like the current Kaio-Ken. While in Kaio-Ken, Kamehameha becomes the Kaio-Ken Kamehameha, which is larger. Alternatively, just have it flash red like it does now. While in Kaio-Ken, all attacks have higher knockback and possibly damage, flight produces a Crimson aura, and Dspecial becomes the Kaio-Ken attack.
Final Smash: Non-Kaioken- Spirit Bomb. Goku unleashes a large Solar Flare, blinding the screen in white light. When visibility returns, he is above the stage charging a Spirit Bomb, which he then throws at the stage. It is extremely large, moves slow, and gives off a large explosion when it hits the ground.
Kaio-ken- Super Dragon Fist. Goku powers up into Super Saiyan, summons Shenron, and launches a golden flying dragon punch. Same as our current one.
Other: Goku can float and glide. His glide is different from all other glides: Flight. Goku enters a powered state of flight, a blue energy aura surrounds him as he quickly flies in the desired path. Distance is limited, but he moves much faster than other glides and has a hitbox around him.
Mega Man Revamped
Spoiler:
Jab: Tengu Blade - MM slashes with the Tengu Blade, which launches a shockwave projectile
Ftilt: Flame Sword - MM slashes forward with the Flame Sword
Dtilt: Wheel Cutter - MM launches a wheel cutter which rolls across the ground, affected by normal gravity when it rolls off a surface, landing on a new surface it will continue rolling forward. It has multi-hit properties, dragging opponents with it.
Utilt: Mega Upper - MM Lauchnes an energy-fueled uppercut
Dash Attack: Charge Kick - MM slides along the ground with an energized sliding kick
Ledge Attack: Noise Crush - MM fires a Noise Crush as he climbs the ledge, pushing opponents back
Get-up Attack: Thunder Beam - MM fires off a thunder beam up, left and right
Fsmash: Crash Bomber - MM fires a crash bomber, which sticks to opponents or walls and can't be shielded. It explodes several seconds after contact.
Dsmash: Flame Blast - MM slams the ground with both fists, causing flame pillars to rise up on either side
Usmash: Spark Shock - MM summons a Spark Shock over his head
Grab: Super Arm - Mega Man holds his opponent up high using the Super Arm power
Fthrow: Ice Slasher - MM throws his opponent forward and quickly follows up with a fast-moving Ice Slasher that freezes the opponent
Bthrow: Needle Cannon - MM throws the opponent backwards and follows up with a needle barrage
Dthrow: Black Hole Bomb - MM deploys a BHB, hitting the opponent multiple times. MM is able to act just before the last hits
Uthrow: Mega Ball - MM throws the opponent up and forward followed quickly by a Mega Ball spawn&kick which hits the opponent in the air. The Mega Ball is then on the stage for use, any attacks on the ball will launch it, turning it into a projectile with strength and trajectory based on the attack that hit it
Nair: Top Spin - MM spins in the air dealing multiple hits
Fair: Slash Claw - MM slashes forward with disjointed energy
Bair: Metal Blade - MM spins and throws Metal Blades backward
Dair: Hard Knuckle - MM fires off his fist straight down with meteor properties
Uair: Air Shooter - MM deploys three tornados above himself which then fly upward
Nspecial: Mega Buster - Pressing B fires the buster, it has a high RoF. It can be fired while standing, running or jumping and can be charged by holding B which does not limit mobility. uncharged version deals no stun or knockback, charged version gains both
Sspecial: Tornado Hold - MM deploys a tall tornado in front of himself which can block projectiles, damage and throw enemies up, or propel MM upward unharmed
Dspecial: Leaf Shield - MM deploys Leaf Shield, which can stop all projectiles and be fired as one
Uspecial: Rush Jet - Rush teleports in and MM stands on him in jet form. Rush travels forward automatically, MM can control trajectory with up and down, fire buster shots with A or B, and jump off at any time (even if midair jump has already been used)
Final Smash: Hyper Mega Man - Mega Man uses Rush, Eddie and Beat as adapters to form Hyper Mega Man, firing a giant laser from his buster, missiles from his shoulders, and Rush/Beat/Eddie shaped energy projectiles from his legs and abdomen
Saki Moveset Additions
Spoiler:
- While holding B, a stream of bullets is fired and a reticule (red) appears on the screen, which can be moved around and controls the aimed direction. Pressing A will switch to Lock-On mode (purple reticule) which stays on the nearest opponent to the reticule when you switched modes and adds homing traits to the bullets fired, however they deal less damage. - Ruffian mode for Final Smash, could be a transformation FS or just a big attack as the Ruffian
Mach Rider Moveset Additions
Spoiler:
- Possible explode and reform Up B, not entirely necessary but can be used - Oil Drum down B, also not entirely necessary but more important than the new Uspecial - Side B gear changing - Side B able to shoot with A
Mega Man X
Spoiler:
Jab: Magma Blade Forward Tilt: Shotgun Ice Down Tilt: Melt Creeper Up Tilt: Meteor Rain
Forward Smash: Hadoken Down Smash: Electric Spark Up Smash: Double Cyclone
Zair/Tether: Strike Chain Forward Throw: Volt Tornado Back Throw: Tornado Fang Down Throw: Ground Fire Up Throw: Gravity Well
Neutral Air: Twin Slasher Forward Air: Speed Burner Back Air: Wind Cutter Down Air: Tri-Thunder Up Air: Rising Fire
Neutral Special: X Buster Side Special: Lightning Web Down Special: Rolling Shield Up Special: Storm Tornado
Final Smash: Giga Attack
Other: X can dash on the ground or in the air in any direction by double tapping the direction. He can do two of these per air time.
Other
Chocobo
Spoiler:
Playstyle: Chocobo has very high run speed, among the highest in the game, while air speed is much slower. Chocobo is heavy, but also capable of fairly high jumps and floating. Chocobo will use his feet to kick opponents, his beak to peck, and will use a wide range of magic from the games.
Jab: Attack. The classic "Attack" command, Chocobo leaps slightly into the air and pecks the opponent forcefully.
Forward Tilt: Kweh Kweh. Chocobo sends out a wave of sonic energy through his signature sound.
Up Tilt: Launch. Chocobo uses the Launch skill from FFXIII-2, a backflip kick that sends the opponent into the air.
Down Tilt: Ruin. Chocobo launches a non-elemental magic attack that arcs downward.
Dash Attack: Chocobo Dash. Chocobo speeds up and crashes through opponents.
Neutral Air: Choco Break. Similar to "Attack", this is a powerful pecking, more powerful than the jab.
Forward Air: A weaker and less ranged version of Fsmash, Chocobo Kick.
Back Air: A powerful back kick.
Up Air: Choco Flame. Chocobo releases a small stream of flame upwards in an arc.
Down Air: A powerful downward kick.
Forward Smash: Chocobo Kick. Chocobo uses his signature Chocobo Kick to inflict heavy knockback on an enemy.
Up Smash: Blizzaga. Chocobo summons a large ice shard from the ground to knock opponents upward.
Down Smash: Aero Blitz. Chocobo attacks all sides with wind magic and physical power.
Forward Throw: Kweh. Shocobo does a series of peck attacks, ending in one larger hit while making the signature Kweh sound.
Back Throw: Chocobo throws the opponent with his beak.
Up Throw: Launch. See up tilt.
Down Throw: Doom (magic stone). Chocobo summons the magic stone Doom, which will initiate a timer over their head. When the timer runs out later in the match, they will take high knockback (direction TBD). The Doom spell has a chance of failure.
Neutral Special: Gysahl Green. Chocobo consumes a Gysahl Green, temporarily buffing movement speed (and possibly attack speed). After the effect runs out, Chocobo will be exhausted and can't use the ability again for a short time.
Side Special: Choco Meteor/Comet. Chocobo fires a somewhat large Meteor down and forward.
Up Special: Fly. Chocobo flies for a short time.
Down Special: Choco Guard/Recharge. Chocobo temporarily buffs his defense and resistance to knockback while also gaining Regen, which will restore damage over time. After this move is used, it must be recharged through the same input.
Final Smash: Fat Chocobo. Chocobo calls his king by a loud Kweh and leaves the screen. Fat Chocobo then falls from the sky, landing on the stage and dealing massive damage to anyone he hits or anyone hit by the quake on his landing.
Other Chocobo is capable of floating Shielding animation should resemble his Entrench pose in FF13-2
Dracula
Spoiler:
Playstyle: In his normal form, Dracula will move extremely slowly, hovering just above the ground on a runic circle. Dracula has a huge wealth of spells and summons at his disposal. He will be able to transform himself into his 3 common forms: Bat, Mist, and Wolf. He will also have many life draining attacks and be able to summon demonic and animal minions to his aid.
Jab: Dark Psychic Blast. Dracula pushes opponents back with a blast of dark energy.
Forward Tilt: Summon Minion. A skeleton minion is summoned wielding a sword, whch is capable of slowly walking and attacking nearby players. Very low life total.
Up Tilt: Summon Demon. Dracula summons a flying imp. This can either act like an air version of the other minions, or be a one-off summon of The End (Castlevania: CoD).
Down Tilt: Summon Creature. A natural creature is summoned (snake, wolf, crow, etc.) and acts similarly to the Skeleton minion, except faster and weaker.
Dash attack: Dark Blaze. Dracula surrounds himself in flames as he moves forward.
Neutral Air: Dark Blaze. Dracula surrounds himself in flames.
Forward Air: Dark Inferno. Dracula fires a large purple fire orb which travels slowly with slight homing capabilities.
Back Air: Summon Death. Death appears behind Dracula and slashes with his Scythe.
Up Air: Blood Hydro Storm. Dracula shoots a shower of bullet-like blood droplets out of his hand.
Down Air: Hellfire. Dracula throws a wave of small fireballs down.
Forward Smash: Flame Sickle. Dracula summons Death, who sends his scythe flying forward as Dracula ignites it in flames.
Up Smash: Demonic Cleansing. Dracula summons a pillar of darkness energy from the ground in front of himself.
Down Smash: Demonic Megiddo. Dracula unleashes a fiery storm around himself, engulfing himself and the immediate are in dark flames.
Pummel: Life Steal. Dracula steals a small amount of life. Very slow, likely to only fit one in before a throw.
Forward Throw: Magic Whip. Dracula slashes viciously with a red energy whip.
Back Throw: Dracula summons a swarm of insects to feed on the opponent, then throws them backward with psychic energy.
Up Throw: Summon Golem. Dracula summons a Black Knight Golem, which uppercut slashes the opponent.
Down Throw: Soul Steal. Dracula absorbs out the opponents soul energy, doing a more powerful heal than his pummel.
Neutral Special: Mist Transformation. Dracula transforms into a poison mist and travels quickly and briefly in the pressed direction. Deals damage but no hitstun when passing through an opponent. Optionally, applies a poison status effect.
Side Special: Bat Transformation. Dracula transforms into a large bat with a swarm of smaller bats surrounding him. He flies forward and deals some damage and knockback while draining life of anyone he hits.
Up Special: Demonic Wings. Dracula's cape turns into a pair of large demon wings, similar to those in his True Form. On the ground, he uses them to do a wing slam attack, in the air he flies upward and goes into his glide.
Down Special: Wolf Transformation. Dracula transforms into a Werewolf, lunging forward and viciously attacking anything in his path. Alternatively and preferably, transformation is like Zelda/Sheik transformation. Werewolf has his own moveset, though it can be a simpler moveset than what is typical, more akin to Transformation FS'.
Final Smash: True Dracula. Dracula summons his castle in the background, the screen darkens, and Dracula takes on his True Demon form, becoming much more powerful and gaining access to new abilities.
Other Normal movement is achieved by hovering on a Runic circle Glide: Demonic Wings. Very slow air movement speed Float: Runic Circle Dodge: Dark teleport
Last edited by Perfect Hell on Sun Jun 23, 2013 9:06 am; edited 42 times in total
Perfect Hell
8837
Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Dec 04, 2012 2:14 pm
Updated with Isaac and Simon's movesets. Ness64 helped with both, Plasmis helped with Isaac and Maikeru helped with Simon. Both were generally agreed on in their respective threads, and should be considered the finalized movesets used by the spriter(s).
C_Mill24 Level 9 CPU
2072 C-Mill24
Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Dec 04, 2012 5:44 pm
Added a moveset for Doc of Kirby: Squeak Squad.
AEM
1763 Ariand54321
Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Dec 04, 2012 10:36 pm
Updated my moveset list with the following characters:
Magnus (Kid Icarus) Palutena (Kid Icarus) Dark Pit (Kid Icarus) Fighter (Kid Icarus) Non-Specific Action Figure (Nintendo) Plusle and Minun (Pokemon) Roy (Fire Emblem) Balloon Fighter (Balloon Fight) Krystal (Star Fox) Dr. Fetus (Super Meat Boy)