Project Crusade Community
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| The Community Super Smash Bros. Moveset Topic | |
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Super Smash Bros Crusade Administrator
4179
| Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Apr 15, 2013 8:20 pm | |
| the zoroark in the movie is indeed a female, and everyone from the old forum made a point of this way back when, lol |
| | | Guest Guest
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Apr 16, 2013 10:46 am | |
| assuming a character is male
must be the work of the patriarchy |
| | | MercuryHg34
3883
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Apr 16, 2013 11:36 am | |
| Until I asked I referred to Zoroark as an "it", not a "he". So yeah, there's that. |
| | | Perfect Hell
8837
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Apr 16, 2013 3:33 pm | |
| I've finished all of the Crusade main roster movesets that i have particular interest in, next up I will be adding video/image references for the moves presented to all of my existing movesets (except Chocobo lol). I'm also open to other Crusade-related moveset creation, by request. |
| | | Guest Guest
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Apr 16, 2013 10:29 pm | |
| There is actually an issue with Diddy/Dixie over something I found out. I recently found out that Sakurai's initial plan for them was NOT to have them switch off like Zelda/Sheik, but be a literal tag-team. As in, alternating attacks, and having some moves where they work together.
So this raises an urge inside me to make a poll about whether to keep Diddy and Dixie together for the roster, or to keep Diddy on his own, and instead give this gimmick to Dixie partnered to Kiddy Kong instead, since the roster's being expanded anyway. |
| | | Super Smash Bros Crusade Administrator
4179
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Apr 16, 2013 10:45 pm | |
| - Kiryu wrote:
- since the roster's being expanded anyway.
hahahahahahahahahahahahahahahahahahahahhahaha with what workforce |
| | | MercuryHg34
3883
| Subject: Re: The Community Super Smash Bros. Moveset Topic Wed Apr 17, 2013 3:46 am | |
| I say leave it as it is. It doesn't really matter what Sakurai wanted to do with them because we're Crusade and we can do whatever we want to them since they've never had an official appearance. |
| | | Guest Guest
| Subject: Re: The Community Super Smash Bros. Moveset Topic Wed Apr 17, 2013 7:41 am | |
| The only reason we have Dixie with Diddy in the first place is because that was initially planned for Brawl.
If we're not going with the actual planned concept, we should not alter Diddy as he ended up. (In other words, not have Dixie tacked on "just because".) |
| | | MercuryHg34
3883
| Subject: Re: The Community Super Smash Bros. Moveset Topic Wed Apr 17, 2013 8:20 am | |
| Well I'm sure either scenario can be worked out without a problem, I just think that it would be less work to use the completed moveset already made by PH4, but that could easily be adjusted and used to have Dixie and Kiddy Kong if spriters are willing to add essentially an extra character. |
| | | Guest Guest
| Subject: Re: The Community Super Smash Bros. Moveset Topic Wed Apr 17, 2013 9:16 am | |
| - Kiryu wrote:
- since the roster's being expanded anyway.
if anything, the roster number's more likely to decrease by a few |
| | | Slissith
2277 ( ͡~ ͜ʖ ͡°)
| Subject: Re: The Community Super Smash Bros. Moveset Topic Wed Apr 17, 2013 9:50 am | |
| - Brobocop wrote:
- Kiryu wrote:
- since the roster's being expanded anyway.
if anything, the roster number's more likely to decrease by a few So, no Based Turquoise Power Ranger? |
| | | DangerMD (Senor) Level 4 CPU
178
| Subject: Re: The Community Super Smash Bros. Moveset Topic Thu Apr 18, 2013 5:51 am | |
| EarthWorm Jim's moveset is finished! - Spoiler:
EarthWorm JimVoice: I hint the use of his Clay Fighter 63 1/3 voice, it's the only game where Jim talks a lot, and clean voice rips can be done. Physics Stats (See http://www.ssbwiki.com/ to compare with Brawl's fighters) : -Weight: 107 -Dash Speed: Ranked 26 of 39 -Air Speed: 0.893 -Helpless Speed: 12 -Falling Speed: 1.42 -Walking Speed: 1.1 -This, of course, is subject to change if balance is needed. Abilities: -Jim is capable of floating with his helicopter head. It works in the same way as Peach's floating. Specials: - N-Spec: Plasma Blaster: "Blaster meets Bowser's Fire Breath". Jim rapid-fires his blaster, 7 shots per-second. One lonely shot deals very small hitstun. The move as a whole loses it's ammo as time passes, and the ammo itself lasts 5-7 seconds. It the ammo is lost and Jim is still firing, only one shot will fire per second. Jim can regain his ammo by just not using the move. Jim can fire this move upwards, forwards and backwards, just by moving the Stick while firing. The move does have a below average range, which covers twice the distance of Fire Breath. - S-Spec: Meat Cleaver Gun: A weirder variant of Link's Boomerang. Jim fires his cleaver gun. The projectile, rather than stopping its attack when crasshing its opponent, it goes through them, and delivers small knockback. The projectile itself is very slow when fired, but comes back very quickly! The projectile's damage cuts in half when its coming back to Jim. - U-Spec: Snott Parachute: A tweaked version of Peach's Parasol. The move, while it covers less vertical distance than Peach's parasol, it has a wider hitbox, covering anywhere above Jim, and higher damage and knockback. After ending the move, the rest is exactly like Peach's U-Spec. Jim is even able to cancel the floating part of it. - D-Spec: Pocket Rocket: Jim picks his Pocket Rocket and charges (like Pikachu's Skull Bash). Jim moves upwards slowly while charging. When the charge is done, Jim moves forward and can steer himself upwards or downwards (like MK's Drill Rush, but slower). The move stops after Jim crashes with an opponent, when he lands or when he loses his momentum. Due to recovery potential, Jim becomes helpless after doing the move. - Final Smash: Raining Cows: It's raining cows! When Jim shouts "Eat Cow!!!", cows fall from above. The cows fall in an angle of 45, and they bounce after hitting a hard platform. Of course, the knockback is high, and so is the damage. Once a cow bounces, it does half the damage of a falling cow. The number of cows may be of 15-30. Normal Attacks: Jab Combo(Neutral A): Jim does a punch, then pulls his pistol and smacks with it, and finishes with a forwards kick. Running Attack: Jim rams into his opponent while spinning his head, like a fan. Has multiple hits. Tilts: -Ground: F-Tilt: Whip* U-Tilt: Whip* D-Tilt: Head Coil (Jim crouches and kicks the opponent with a propelled kick) -Air: -N-Air: Spinning Jim (Jim spins, just like Kirby's NAir, but good) -U-Air: Muscled Arms (Jim raises his arms in a strongman style. Hitboxes are below Jim) -F-Air: Whip* -D-Air: Stomp (Just like C. Falcon's DTilt, just faster and somewhat weaker) -B-Air: Elbow Attack (Attacks to his back) Smash Attacks: - F-Smash: Barn Blaster (Jim fires the heavy brick known as Barn Blaster, and a explosion appears. The hitbox covers Jim's front. If fully charged, the explosion gets bigger and a white flash comes, just like the one from EWJ 2) - D-Smash: Inflate (A very low range attack that makes Jim's suit inflate like a balloon. If Fully charged, Jim instantanely pops after inflating, leaving a wider and more powerful hitbox) - U-Smash: Plasma Cannon (Jim uses the Plasma Cannon from EWJ 2 and fires upwards. Not a really great range, despite looking like he throws a projectile. If fully charged, A projectile with is fired alongside the Smash attack) Throws: - Grab: Jim does some sort of "headbanging" and grabs the opponent while he is still inside the suit. The range is slightly lower than Samus' grab, but is also faster. It may be a tether grab. - Pummel: While Jim grabs his opponent with his arms, he can whip the him with his head. - F-Throw: Jim charges his Plasma Gun, causing it to shoot a powerful blast that sends the opponent flying. - U-Throw: Jim grabs the opponent with his head, then proceeds to throw the opponent upwards - B-Throw: Same as above, just with the obvious direction difference. - D-Throw: Jim fires his 3-Finger Gun, which smacks the opponent in the ground, and the opponent goes up as Jim raises his hand. The opponent ends up bouncing with Jim's last shot. Taunts: - N-Taunt: Jim plays his accordion for a while. - S-Taunt: Jim fires his bubble gun, and yes, it does nothing. It is possible to keep pressed the taunt button and he will keep firing the Bubble Gun. - D-Taunt: Jim does a strongman pose, and his pants fall off. Jim, ashamed, puts on them. *Every move labeled as "Whip" works just like in the original EWJ game, the difference is, of course, the situation and direction where the move appears. Whip moves also include Tipping (Small sweetspot on the tip)
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| | | Perfect Hell
8837
| Subject: Re: The Community Super Smash Bros. Moveset Topic Thu Apr 18, 2013 1:20 pm | |
| I think Diddy/Dixie should stay as they are, OR cut Dixie entirely. Dixie is not her own character on the roster, she's paired and since apparently she should not be, it would make the most sense to cut her rather than give her her own roster slot paired with another new character. On the other hand, I do like the idea of a Dixie tag-team, and because of the alt selector we will still have solo Brawl Diddy. |
| | | Guest Guest
| Subject: Re: The Community Super Smash Bros. Moveset Topic Thu Apr 18, 2013 11:20 pm | |
| Like I said, the only reason we have Dixie partnered to Diddy is because that was the initial plan for Brawl. If we're not going with the initial style they were going to have, then we shouldn't even have them paired, and just leave Diddy alone as he ended up. |
| | | MercuryHg34
3883
| Subject: Re: The Community Super Smash Bros. Moveset Topic Fri Apr 19, 2013 5:18 am | |
| Now we're just talking in circles. Should we make a separate topic for this? |
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Fri Apr 19, 2013 12:16 pm | |
| Would it be possible to make a sub forum (or whatever they're called) for this sort of discussion? |
| | | Guest Guest
| Subject: Re: The Community Super Smash Bros. Moveset Topic Fri Apr 19, 2013 12:19 pm | |
| - C_Mill24 wrote:
- Would it be possible to make a sub forum (or whatever they're called) for this sort of discussion?
We could just move this discussion to a thread on the character discussion board. |
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Fri Apr 19, 2013 1:43 pm | |
| - Mistress wrote:
- C_Mill24 wrote:
- Would it be possible to make a sub forum (or whatever they're called) for this sort of discussion?
We could just move this discussion to a thread on the character discussion board. Okay, I guess we could do that. |
| | | Kzinssie Level 5 CPU
423 slothfulunchmeat
| Subject: Re: The Community Super Smash Bros. Moveset Topic Fri Apr 19, 2013 8:36 pm | |
| Nathan "Radd" Spencer (this is the rearmed version because the bc09 version is awful in every way) Playstyle: A short-range tank. Owing mainly to his MvC3 incarnation, Spencer plays primarily on the defensive, waiting for an opening and then striking fiercely. He also tries to get faraway opponents as close to him as possible (mainly via his side special) to hit with his powerful, bionics-enhanced standard attacks. ---- Neutral Special: Revolver: Basic projectile attack, fairly weak and slow but fires across the screen. Side Special: Bionic Grapple: Extends his bionic arm to grab the opponent and pull them to himself, stunning them so he can get a combo in. He can also use it to tether to ledges. Up Special: Bionic Tether: Fires his bionic arm either straight up or at an angle, grabbing onto ledges and pulling himself to them. If he hits an enemy with this, he pulls himself up to them and kicks off of them, dealing damage and knocking the opponent downwards while becoming able to use the attack again (think Captain Falcon's up special in that sense). Down Special: Grenade: As in Bionic Commando ReArmed, this grenade simply bounces a few times before detonating. Very similar to Snake's neutral special, but the grenade cannot be cooked. Final Smash: Bionic Maneuvers: Based on one of his MvC3 Hyper Combos, Spencer first grabs the opponent by quickly firing his arm straight forward. He then performs an inescapable several hit combo ending in him sending the opponent far into the air, at which point he grabs them from the sky using his bionic arm and slams them into the ground, giving one last powerful punch to send them flying. This move cannot be blocked, but it can be dodged. |
| | | MercuryHg34
3883
| Subject: Re: The Community Super Smash Bros. Moveset Topic Sat Apr 20, 2013 6:20 am | |
| Not bad. Just put movesets made in spoilers from now on. It takes up less space on the page that way. |
| | | Kzinssie Level 5 CPU
423 slothfulunchmeat
| Subject: Re: The Community Super Smash Bros. Moveset Topic Sat Apr 20, 2013 7:32 am | |
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| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Mon May 06, 2013 2:51 pm | |
| - Torkoal:
Torkoal Playstyle: Torkoal posses a very defensive moveset, mostly meant for spacing out opponents and keeping them at a distance. Torkoal is pretty small hit box wise, making it very difficult to hit in certain situations, combined with its medium-heavy weight classification and fast falling speed making it able to survive onslaughts of attacks. Unfortunately, Torkoal lacks a lot of speed, both movement and attack wise. Also, Torkoal's ground and air games are terrible, making it lack any reliable way to rack up damage. Torkoal's recovery is extremely limited. While it has a reliable horizontal recovery, it highly lacks vertical recovery. Jab/Combo: Flamethrower: Torkoal breathes a spew of flames from its mouth, covering a short distance and dealing weak consecutive damage. A good way to trap foes. Side Tilt: Torkoal headbutt's forward. Up Tilt: Jumps up with shell jutted outwards. Good for juggling opponents. Down Tilt: Sweeps with tail. Forward Smash: Inferno: Torkoal tilts its head back, swings its head forward, opens its mouth and fires a blast of fire that covers a small distance. Up Smash: Burst of black smoke from the shell. Down Smash: Fire Spin: Tucks in shell and spins with fire spewing out. Neutral Air: Ducks in shell, spins and exhales fire from mouth. Multi hit. Forward Air: Smog: Torkoal exhales a blast of smoke. Low damage but long hitstun. Back Air: Burst of smoke from shell. Up Air: Breathes fire upwards. Multi hit. Down Air: Ducks into shell and quickly falls. Dash Attack: Body Slam: Torkoal leaps forward. Neutral Special: Ember: Torkoal fires a fireball. Low damage and can be spammed. Side Special: Heat Wave: Torkoal fires a blast of heat from its mouth that travels a medium distance. Low Medium damage and knockback. Up Special: Rapid Spin: Tucks into shell and spins. Super Armor frames. Down Special: Lava Plume: Exhales a plume of embers and smoke from mouth that travels out both ways, covering a medium distance. Final Smash: Shell Smash: Torkoal smashes its shell and gains speed and attack power. Is immune to knockback but can still be damaged. Lasts 20 seconds and new shell grows back.
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| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Wed May 08, 2013 2:36 pm | |
| - Malaconda:
Malaconda Play Style: Malaconda is an attacker whose move set is physically based. Malaconda hits hard, with attacks that deal massive damage, including a move that is meant to counter quick opponents. Malaconda is also a heavy opponent and difficult to KO. Malaconda unfortunately is hindered by its slow speed movement and attack-wise, large hit box, poor air-game, lack of any projectile or attack that has decent range, easy target for combos, and a predictable and easily gimped recovery. Neutral Special: Pursuit: Malaconda coils up and lunges forward, homing in on the nearest target, dealing damage and knockback to the opponent. The farther away the target is from Malaconda is, the more damage will be dealt. Despite being a reliable move, if Malaconda misses, it will be left open for attacks. Side Special: Grass Knot: Malaconda's eyes flash a light green, and a small green knot will appear in front of Malaconda. Any opponent that touches the knot will take low damage and will trip, leaving them open for attack. Up Special: Vine Whip: Malaconda extends a vine upward in a similar fashion to Ivysaur. This is a tether recovery. Down Special: Punishment: Malaconda gets in a defensive position. If Malaconda is attacked, it will counter the attack. Final Smash: Power Whip: Malaconda's tail glows a bright green. It will then slam its tail in front of itself, dealing heavy damage and knockback to any opponent that gets hit. Credit to the people at Smogon University for this creation.
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| | | Perfect Hell
8837
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue May 21, 2013 2:34 pm | |
| Updated Gray Fox moveset with his 5th special, Blade Mode. This will be some alternate input, maybe with Dspecial, and is detailed at the very bottom of the moveset.
Updated Warrior of Light moveset gimmick in detail, you can read about it near the top of the moveset. |
| | | Perfect Hell
8837
| Subject: Re: The Community Super Smash Bros. Moveset Topic Wed May 22, 2013 2:18 pm | |
| Major update to Gray Fox's moveset, including some blank spots filled in and changes to his specials, as well as video references for the whole moveset. It can now be considered complete. The only empty slots remaining are Up tilt, Up Smash, Up air, Back air, and Back Throw. I have looked through all of his resources and cannot place anything there, the only way we could possibly not Sakurai those would be to look through MGR: Revengeance QTE moments, otherwise i would just sakurai it. The moveset is completely ready for spriting and as accurate to character as can be. |
| | | Kiddragon Level 3 CPU
99
| Subject: Re: The Community Super Smash Bros. Moveset Topic Wed May 29, 2013 7:02 pm | |
| Now that the EF is down, it seems I'll post my moveset here... God, C_Mill, are you still posting random Pokémon movesets? So, here I go, five of my favorites movesets that I ever made : - Banjo & Kazooie:
The bird and the bear, what a beautiful duo. They have bought a plehora of moves and ammunitions to the battlefield, and they're ready to make good use of them!
N-Special - Blue Eggs : Nothing too fabulous here, Kazooie will shoot an egg in front of her. The egg travel in a straight path. It can be fired quickly, however, the eggs are weak, and the attack can't be used if there is already three blue egg at once on the screen. The basic long-range fighting ability for both of the N64 games, about entirely re-taken from the original game. I don't think there is anything more to say...
S-Special - Beak Barge : Banjo and Kazooie will ready, before doing a slight dash foward. While slow and impratical, this attack can do major damage to shield, and knock enemies away at a very low angle. An often under-used attack in Banjo Kazooie, it's still a move that really shows of how those two work as a team. Maybe not the first choice to put there, put else it would have had way too much egg attacks.
U-Special - Flight : On the ground, using this attack for the first time will send him and Kazooie up high in the air, damaging anyone in their path, then putting them into gliding state. If used in the air, be it after doing it on the ground or trying to recover, the pair will do a small hop while Kazooie flaps her wings, letting them rise a bit. Additionnaly, a red feather can be seen flying when they flap their wings. It can be only used three times before having to land to refill on Red Feathers. They now can use that ability without a Flight Pad! The move follows the game's limitations almost perfectly, and is a novel recovery move. Check!
D-Special - Clockwork Kazooie : When used, Kazooie release a large spotted egg that will crack open and release a clockwork miniature version of Kazooie. The move can be only used on the ground, and whe n the bomb is released, the player can't move, being now controlling the bomb. The bomb can only jump and walk around, and will detonate if it hits someone or something, similar to Link's bombs, when Banjo is hurt, or after 10 seconds. It can also be manually detonated (cancelling the move) by pressing the special button again. My only direct reference to Banjo-Tooie, but it's still a good move. It adds a little twist to the fighting style!
Final Smash - Wonderwing : Banjo and Kazooie have bought a really good supply of Gold Feathers! The pair will activate the Wonderwing ability, which gives them a couple useful advantages ; they damage enemies on contact, and they are imprevious to all attacks! However, you can only walk and jump, and the move is limited to 20 seconds, so you must act fast and ram your enemies quickly. Works like in the game, up to the duration of the attack (Ten Gold Feathers in store, ready to attack!) It makes a beatiful Final Smash to a character like Banjo.
- Dwarf Red Bulborb:
Pikmin's most ravenous and common predator, the Drawf Red Bulborb is a small creature that is is 30mm long (a bit more than an inch), but packs the punch of the fiercest beast. Get ready to be bitten in this head to head fight!
N-Special: Shake Away- The Dwarf Red Bulborb starts flailing his body aimlessly, trying to throw off his attackers. Hitting his body while he flails it sends the opponent flying far away, but inflict minor damage. Well, it's their basic way of fighting Pikmins on their back. The low-damage, high knockback combo comes from the fact this attack send the Pikmin flying in-game, but can't kill them.
S-Special: Ravenous Bite- The Drawf Red Bulborb Move a bit foward and bites. If he makes contact, he start rapidly gwaning the opponent, increasing the damage conter rapidly to a good amount. It however doesn't go through shield, and has long ending lag if it misses. An interpretation of the Bulborb biting attack on an enemy he can't swallow.
U-Special: Spotty Leap- The Dwarf Red Bulborb jumps high at a really sharp angle, damaging foes a bit as he rises. he then crash down to earth, heavily smashing opponent downward. Any enemies hit on the ground are buried. Based on the Emperor Bublax's ability from Pikmin 1, during the boss fight
D-Special: Day-time Nap- The Dwarf Red Bulborb fall asleep, regenerating 15% over one second. He his however vulnerable during the sleeping time, and even a bit after, so it should be used with care. When the Red Bulborbs fall asleep, they start to regenerate their HP. Simple as that.
Final Smash: Panic Screech- The Dwarf Red Bulborb let out a strong and high-pitched roar, as a call for help. Two eyes then emerges from the ground in front of him (or under him, if in the air), before revealing an Emperor Bulblax, with his full size! He can still shake the opponents, for massive damage, using the Special button, while the attack button make him licking foward, blasting his enemies to oblivion. He also has infinites jumps, that feature powerful spiking propeties during the falling state, and even able to bury enemies if he lands on them. It dissapear after 20 seconds, digging right back to the ground. During the time, the Dwarf Red Bulborb is immobile, invulnerable, and sniffing the ground (snif under him in the air). You take control of him as it ends. Upgrade of a Drawf Red Bulborb secret ability of Pikmin 1, where they can screech and Wake up a nearby Red Bulborb. I just kinda upgraded the creature he wakes up...
- Little Mac:
The little boxer from the Bronx, Little Mac, is back to the ring! Weighting 107 lbs and sporting a 4'8" height, he's more than ready to fight for the WVBA championship title!
N-Special : Dizzy Strike - Little Mac throws a fast hook in front of him. If it makes contact on a grounded opponent, he is dazed, but receive no knockback. Hitting an aerial opponent with it spikes him toward the ground, to keep him from fleeing. If used in the air, the attack neither has the spiking or dazing abilities of his grounded version, but it can see the opponent flying foward at a good strenght. It also feature a very slight boost foward. In both variations, the attack feature little start-up, and will have little end lag if it connects, but a miss will leave you open for counter attack. It actually have a supported origin, in the fact that punches you land during certain occations will leave your opponent dazed and open.
S-Special : One-Two Punches - Little Mac is ready to chain a few punches! He start giving jabs and hooks rapidly, trapping the opponent. He gives up to 4 punches in total. If used in the air, Little Mac is boosted foward a bit, and can drag the opponent in his punches. It does not render him unable to attack after, but he can only use it once per flight, much like his Up-Special. This move is a continuation of the N-Special. After dazing your opponent in game, he is able to land a couple of punches real fast, before the enemy regain their focus.
D-Special : Counter Cross - Little Mac does a step backward, getting him quickly out of reach of an opponent blow, and strike back with a quick but strong cross. It is used as a way to counter the opponent, so the punch is not mean to be made into comboes, making it a slow-endind attack, even when it hits. It can't be used in the air. Also support a revelent origin! Mac can quickly backstep in the real game to dodge punches, and he can often then retaliate with a counter punch of his own.
U-Special : Star Uppercut - Little Mac does his signature upward uppercut, the Star Uppercut! The punch has some starting lag, but hitting with it is so satifying it worth it. It sends flying the opponent upward to great heights, and is a great combo ender. In the air, the uppercut actually make Little Mac rises a bit, and does not render him to helpless state, although you can only use it once before touching the ground. Mac's signature move, adapted completely and entirely to the Smash Bros universe. It's note Worthing that the NSpecial, S-Special and U-Special chain really effectively one into the other.
Final Smash : Punch-Out!! - Get ready to show your opponent what you're made of! While activating this, Little Mac's gloves turn light blue and shines, while three stars appear over his head. For 15 seconds, you can move all around the place, being invulnerable and having infinite double jumps. Hitting the attack button makes you throw a flurry of jabs that traps, while the Special attack let you swing a Superstar Uppercut, consuming a star in the process. You've missed the punch? Don't worry, you've still two other stars left. And there I go, complete Sakurai mode... Move adapted from the max star limitation of the Wii version of the game, and the pure strenght of the Uppercut in SSBB.
- Young Link/Deku Link:
Young Link: He's somewhat a lighter, faster and weaker verison of Link. But don't be fooled by his actual copycat look, he's a real force to be reckoned with. The fast and strong attacks of his Razor Sword are completed by his useful set of projectiles. He's a fast threat that will challenge all of your abilities at once. So, yeah, this moveset have no Zora or Goron Link. Why, you may ask? Well, lemme put up my reasons : first off, a D-Special that loops around FOUR different forms would be totally unmanageable. Just think of Pokémon Trainer in Brawl. He only has three, and it's already a pain to go through it. Second off, the Deku Link has a special feel to it. Gorons and Zoras are common races in the Zelda universe, whereras Dekus are usually bad guys, and have no namable race representent other that the Deku Link (I'm talking about Darnunia and Ruto here, folks). Third off, it's the Deku Link that have thrown Link of the path the adventure have taken. It's the first he first dons when he enter Clock Town, and that he will use throughout the whole game. People who have rented this game or played it at a friend's home will remember the Deku boy as Link's alter-ego in Termina. Oh, and I like Deku Link. It's totally not a valid reason, but whatever.
N-Special - Fairy's Slingshot: Get you weapon ready, pull the rope, and shoot! This slighshot pack quite a punch and travel faster then Link's arrows at start, even without the akward lob they do, but even when holding the button to keep your strings all tight, you don't gain any strengh nor speed boost, so it's better to use it to surprise an unexpecting enemy. Comes from his main projectile weapon in OoT, the Fairy's Slingshot. Because bows are too mainstream, and that Young link appeared in more than MM.
S-Special - Bombchu: Get ready to add some booms to your fights! The Bombchu travel alongside floor, walls, and even ceiling, and explode on contact or after two seconds of running free. You can also keep them over your head to grid the timer, but be careful to not blow with them! Comes from an item both in OoT and MM, as well as other games. It's like a mix of the Boomerang (not) and the Bombs, the two moves he don't have.
U-Special - Spin Attck: Young Link turn into a human tornado! On the ground, he spin fast with an attack nearly instantly launched, trapping opponents for the whole run if they get it, and sending them flying upward at the end. The aerial version, along with giving a decent boost upward, also trap the enemies, to a lesser extend. Comes from, well, the move he could do in about each Zelda games, and SSBM. It even uses the same mechanics as his Melee counterpart
D-Special - Deku Mask: He dons the Deku Mask, whcih give him access to a whole new character, and a different playstyle! Master both to play with Link at his best! Comes from Majora Mask's first transformation mask, the Deku Mask. The reason why I only use it is said in Young Link's description, so go see it. Oh, and it's like in game.
_____ Deku Link: He's even lighter, faster and nimbler then his human alter ego! He's so light on feet he can outrun anyone that dare to challenge him. His specials are more oriented toward an actually impossible to predict, yet incredibly easy to use style with fantastic edge-guarding attacks. Get ready, or you'll be schooled by the Deku boy! Go see Young Link for info.
N-Special - Magic Bubble: You can shoot a bubble that follow a wave-like pattern while it travels. The more you charge it, the bigger it is, the farther it will go and the stronger it will hit your opponent. Be careful to not overcharge it, however, or it'll explode right on your nose! And as an added bonus, it doesn't cost you any magic points to use this. Main way of attacking for Deku Link in Majora's Mask. It was a must.
S-Special - Deku Nut: Blinking your opponent and stunning them, what a good thing to do! It launch a small projectile that follow a sharp angle downward. Upon contact, it explode, stunning enemies in a small radius. It gives the perfect coverage to launch a powerful smash after, or just flee from danger fast. In the air, or even just at the corner of the stage, you can even use it to stop opponents from recovering! Comes from one of the few item Deku Link can use. Oh, and Deku. And because a stun is awesome.
U-Special - Deku Flower: Burrow in the ground and get ready to play some hide and seek with your opponent! On the ground, Deku hide in a flower, up to three seconds, and is immune to all attacks while burrowed! After, he simply launch upward, and ram on any opponents he hits, before opening his flower gliders. You glide slowly toward the ground, going back left and right at will, and you can even press down to do a quick landing back to the ground! The special button, on the other hand, let you send Deku Nuts right underneat him. In the air, he get his flower gliders, and after catching an air draft making him rise wildly, get into the gliding state, like he would after getting sent in the air by a flower. Games mechanics with the Deku Flowers, air currents and gliding phases. All at once. FELL LIKE THE REAL GAME
D-Special - Mask Removal: He takes own his wooden mask, returning him to his former self. Being able to switch from the damage-racking Young Link to the edge-guarding Dek Link is a key tool to master the play style of the young fairy boy. Hum... Yeah... It's like YL's D-Special...
_____ Final Smash - Ferce Deity Link: Who other then the Deity of Destruction itself could come to wreaks havoc on the battlefield? Fiece Deity Link is guaranteed to crumble your opponents to dust, thanks to his infinite jumps, his strong swords attacks, and the sword beams he shoot from his magical blade. Take as much of the 17 seconds he stays on the field as you can to rampage, destroy and smash your way to victory! Comes from the ultimate mask from Majora's Mask, the Fierce Deity Mask. I mean, what else could it be?
Last edited by Kiddragon on Tue Jun 18, 2013 7:34 pm; edited 1 time in total |
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Wed May 29, 2013 7:36 pm | |
| - Kiddragon wrote:
- God, C_Mill, are you still posting random Pokémon movesets?
Lol, yeah. I think I have hit a new low. But hey, it's good to see you man. |
| | | Kiddragon Level 3 CPU
99
| Subject: Re: The Community Super Smash Bros. Moveset Topic Wed May 29, 2013 7:38 pm | |
| - C_Mill24 wrote:
- Kiddragon wrote:
- God, C_Mill, are you still posting random Pokémon movesets?
Lol, yeah. I think I have hit a new low. But hey, it's good to see you man. It's ok dude. Just, don't do it too often, alright? Loljk. |
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Wed May 29, 2013 7:44 pm | |
| - Kiddragon wrote:
- C_Mill24 wrote:
- Kiddragon wrote:
- God, C_Mill, are you still posting random Pokémon movesets?
Lol, yeah. I think I have hit a new low. But hey, it's good to see you man. It's ok dude. Just, don't do it too often, alright? Loljk. I'm actually in the process of making a kirby character moveset. Here's the character: - Spoiler:
|
| | | Kiddragon Level 3 CPU
99
| Subject: Re: The Community Super Smash Bros. Moveset Topic Wed May 29, 2013 7:49 pm | |
| - C_Mill24 wrote:
- Kiddragon wrote:
- C_Mill24 wrote:
- Kiddragon wrote:
- God, C_Mill, are you still posting random Pokémon movesets?
Lol, yeah. I think I have hit a new low. But hey, it's good to see you man. It's ok dude. Just, don't do it too often, alright? Loljk. I'm actually in the process of making a kirby character moveset. Here's the character:- Spoiler:
Oh, Dark Meta Knight, awesome. |
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