Project Crusade Community
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| The Community Super Smash Bros. Moveset Topic | |
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Author | Message |
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C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Wed May 29, 2013 8:37 pm | |
| Preview! - Dark Meta Knight:
Dark Meta Knight Play Style: Dark Meta Knight is not your average clone of Meta Knight. Despite some similarities in the move set, Dark Meta Knight has a slightly different repertoire than his real counter part. For one, Dark Meta Knight's special attack move set is not as offensively orriented as Meta Knight's. But, DMK's attack's are more powerful and faster, and his movement speed is quicker too. DMK also has a faster falling speed than Meta Knight. Unfortunately, DMK is lighter than Meta Knight, making him easier to knockout. DMK also has a more predictable recovery and lacks a lot of recovery options despite being able to glide and having the same amount of additional mid air jumps as Meta Knight.
Full move set to be posted tomorrow. |
| | | Kiddragon Level 3 CPU
99
| Subject: Re: The Community Super Smash Bros. Moveset Topic Thu May 30, 2013 5:37 am | |
| FASTER THAN META KNIGHT?! The hell dude, that's crazy fast...
Looks good at the balancing change, however. |
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Thu May 30, 2013 7:55 am | |
| - Dark Meta Knight:
Dark Meta Knight Play Style: Dark Meta Knight is not your average clone of Meta Knight. Despite some similarities in the move set, Dark Meta Knight has a slightly different repertoire than his real counter part. For one, Dark Meta Knight's special attack move set is not as offensively orriented as Meta Knight's. But, DMK's attack's are more powerful and faster, and his movement speed is quicker too. DMK also has a faster falling speed than Meta Knight. Unfortunately, DMK is lighter than Meta Knight, making him easier to knockout. DMK also has a more predictable recovery and lacks a lot of recovery options despite being able to glide and having the same amount of additional mid air jumps as Meta Knight. Special Attributes: Gliding Multiple Mid Air jumps (Same amount as Meta Knight and Kirby) Neutral Special: Sword Beam: DMK holds his sword aloft, with an orb of energy forming at the tip. Pressing the special input will have him fire a dark crescent of energy forward at a quick pace. The longer the attack is charged, the farther the beam will travel and deal more damage. At full charge, DMK will fire three beams in sucession. Unlike most of your neutral specials that can be charged and fire a projectile, for instance Mewtwo and Lucario, when charging, DMK becomes a sitting duck and can't move while charging nor save the charge of the attack. Despite not being reliable for stage control that Meta Knight is resilient at, this attack is meant for spacing and is a good option for edge guarding opponents. Origin: Alert! Spoilers ahead! Read at your own risk!: When you fight Dark Meta Knight inside the mirror that was broken, DMK has an attack fires dark palette sword beam projectiles that travel fast and are difficult to avoid. Unlike, Meta Knight's Sword Beam however, it does not home in on opponents and it cannot change directory. Side special: Mach Tornado: DMK twirls around and forms a tornado around himself. This works similar to Meta Knight's Mach Tornado but with significant differences: 1: It has a dark, grey palette aside form Meta Knight's Yellow-Orange palette 2: It has a shorter duration and can only travel forward 3: Does not deal multiple hits, but deals one powerful hit that sends opponents upwards 4: Not a very reliable recovery option due to its short duration Origin: Despite not using the attack in the battle against him, since DMK is an evil clone of Meta Knight, it is heavily implied that he can do so. Up Special: Dimensional Cape: DMK wraps his cape around and lifts himself upwards. This provides a good vertical recovery option, unfortunately it is easily predictable, and easy to edge-guard against, despite having a hit box near the top of the attack. Origin: DMK uses a form of the dimensional cape in the same way Meta Knight used it in his games, mainly as a way to escape. Down Special: Parry: DMK holds his sword in a defensive position for a second. If he is hit by an attack, he will block it and have two options: Attack or Dodge. Moving DMK in any direction after the parry will cause him to dodge the attack. UP jumps, Down spot dodges/sidesteps, left/right rolls. Pressing the special or attack inputs will cause DMK to counter the hit and sucker punch the opponent by swing his sword and knocking the opponent back. Origin: In the battle against Dark Meta Knight, he is known to parry most attacks, making it difficult to find an opening to strike at him. Final Smash: Mach Tornado: DMK charges his sword for a few seconds then thrusts his sword into the ground a huge tornado forms and travels quickly across the stage. Any opponent caught in the tornado will rapidly take damage at about 3% damage per hit, and then shot out with a hit that deals 35% damage. While this final smash is powerful and travels a far distance, it can be very easy to dodge. Also, after the attack is initiated, DMK stays still with his sword still in the ground. Whether this is him concentrating on the attack or him cooling down, he remains open to attack, and will take damage but wont flinch. Origin: Both DMK and Meta Knight are known to use this attack, but this DMK's most ultimate and powerful attack that is used in the battle inside the mirror and is the most difficult attack to avoid.
I may add standard attacks at a later period. |
| | | ~Awesome~ Level 1 CPU
16
| Subject: Re: The Community Super Smash Bros. Moveset Topic Fri May 31, 2013 5:39 am | |
| I think I can post this here - Spoiler:
Maxwell He uses his pencil for normal attacks while using his notebook for his special attacks,a few normal attacks, smashes and final smash. Entrance: Comes in through a winged polka-dotted bathtub (in the logo) Jab: 3 hit combo; slashes pencil right, then left then jabs straight Ftilt: Slashes his pencil Dtilt: Jabs his pencil downwards Utilt: Swings his pencil like Link's utilt but with less range Dash attack: Runs wild with a bottle of perfume that stuns opponents Get-up attack: A cieling fan attached to the ground pushes maxwell up and hurts opponents in front and behind him Ssmash: A remote-controlled car drives straight and then disappears Usmash: Spins an umbrella above him and traps opponents Dsmash: takes a shovel and digs. Enemies might get trapped in the ground like DK's Side special Nair: Spins around causing damage with his pencil Fair: Throws a ninja star. Bair: Throws a rubix cube behind him. It automatically changes colors and if it hits the enemy when the rubix cube is "solved", it deals high knockback. Dair: Uses a pen and falls down fast like G&W's dair Uair: Takes a balloon then lets go of it. The balloon rises up until it reaches the edge or hits an enemy and deals low damage. Can be used repeatedly Maxwell's specials are like Olimar and his pikmin Nspec: Gets a star shard. Star shards help in powering up his other specials. Default 1. Max 3. If he takes any damage when he has 3 star shreds, he loses 1 and ends up with 2. After that, if he takes 50% damage or more, he will lose 1 star shard and ends up with 1 left. If he takes 100% or more with only 1 star shard left he will lose it and his specials will lose a lot of power. Sspec: if he has: no star shard; bubble gun (does low damage and almost no knockback) 1 star shard; potato cannon (shoots 3 potatoes. random chance of spicy potato to be shot. Norma potatoes do okay-alright damage while spicy potatoes do high damage and burns enemy) 2 star shard; freeze ray (shoots 2 slow moving projectiles that freeze the enemy and does low damage) 3 star shard; grenade launcher (shoots 3 fast moving grenades that may cause burn and does high damage) Uspec: if he has: no star shard; wings (slowly moves up like dk's uspec but more distance and does no damage) 1 star shard; jump shoes (jumps high up. does damage to enemies above and directley under and also doesnt leave user helpless) 2 star shard; jetpack (a faster version of wings and a little more distance and does decent damage) 2 star shards; Phoenix (same speed of jetpack that can go every direction and has more distance) Dspec: if he has: no star shard; glue (puts glue under the characters feet and doesnt allow them to move for 3 seconds) 1 star shard; hanger (uses a hanger as a bow and shoots clothes that stick to enemies making them go slower than usual. Maximum 2 clothes on the screen at a time) NOT FINAL 2 star shards; force field (puts up a force field that reflects projectiles. lasts for about 3 seconds) 3 star shards; adjectives (uses an adjective on himself, causing him to become either *invincible* which makes him invincible, *reflective* which causes him to reflect projectiles or *super* which causes him to transform projectiles into starites which explode and any physical attack causes him to become giant, increasing the power of his attacks. Final smash: (I couldn't decide which one to choose so i'll keep them all here) Tsunami: Waves come from both sides of the screen causing massive damage and huge knockback Meteor: A giant meteor comes crashing down into the stage and a giant explosion follows. touching the meteor does high damage while the explosion does massive damage and huge knockback Blackhole: A giant black hole forms under the stage and it increases gravity for everyone. Objects start getting sucked and come crashing into players. Players cant jump and may even get sucked into the balck hole for huge damage and knockback. Time warp: Maxwell steps into a time machine and goes back into time. The BG changes into a forest and dinosaurs appear on the stage. The dinosaurs rampage through the stage with maxwell riding one for about 10 seconds, then he steps into the time machine again to go into the future. The BG changes into a burning, half-destroyed city. Bombs and grenades are on the stage and then two groups of peoplke on wither side of the stage start throwing grenades on to the stage for about 10 seconds. Finally one will drop a nuclear bomb and a huge explosion causes huge knockback and damage. UFO: Maxwell jumps into a UFO and goes to the top of the stage. He then starts throwing starites below and then finishes with a huge explosion
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| | | Ganonthegreat
5271 Ganonthegreat
| Subject: Re: The Community Super Smash Bros. Moveset Topic Fri May 31, 2013 6:11 am | |
| - C_Mill24 wrote:
- Dark Meta Knight:
Dark Meta Knight Play Style: Dark Meta Knight is not your average clone of Meta Knight. Despite some similarities in the move set, Dark Meta Knight has a slightly different repertoire than his real counter part. For one, Dark Meta Knight's special attack move set is not as offensively orriented as Meta Knight's. But, DMK's attack's are more powerful and faster, and his movement speed is quicker too. DMK also has a faster falling speed than Meta Knight. Unfortunately, DMK is lighter than Meta Knight, making him easier to knockout. DMK also has a more predictable recovery and lacks a lot of recovery options despite being able to glide and having the same amount of additional mid air jumps as Meta Knight. Special Attributes: Gliding Multiple Mid Air jumps (Same amount as Meta Knight and Kirby) Neutral Special: Sword Beam: DMK holds his sword aloft, with an orb of energy forming at the tip. Pressing the special input will have him fire a dark crescent of energy forward at a quick pace. The longer the attack is charged, the farther the beam will travel and deal more damage. At full charge, DMK will fire three beams in sucession. Unlike most of your neutral specials that can be charged and fire a projectile, for instance Mewtwo and Lucario, when charging, DMK becomes a sitting duck and can't move while charging nor save the charge of the attack. Despite not being reliable for stage control that Meta Knight is resilient at, this attack is meant for spacing and is a good option for edge guarding opponents. Origin: Alert! Spoilers ahead! Read at your own risk!: When you fight Dark Meta Knight inside the mirror that was broken, DMK has an attack fires dark palette sword beam projectiles that travel fast and are difficult to avoid. Unlike, Meta Knight's Sword Beam however, it does not home in on opponents and it cannot change directory. Side special: Mach Tornado: DMK twirls around and forms a tornado around himself. This works similar to Meta Knight's Mach Tornado but with significant differences: 1: It has a dark, grey palette aside form Meta Knight's Yellow-Orange palette 2: It has a shorter duration and can only travel forward 3: Does not deal multiple hits, but deals one powerful hit that sends opponents upwards 4: Not a very reliable recovery option due to its short duration Origin: Despite not using the attack in the battle against him, since DMK is an evil clone of Meta Knight, it is heavily implied that he can do so. Up Special: Dimensional Cape: DMK wraps his cape around and lifts himself upwards. This provides a good vertical recovery option, unfortunately it is easily predictable, and easy to edge-guard against, despite having a hit box near the top of the attack. Origin: DMK uses a form of the dimensional cape in the same way Meta Knight used it in his games, mainly as a way to escape. Down Special: Parry: DMK holds his sword in a defensive position for a second. If he is hit by an attack, he will block it and have two options: Attack or Dodge. Moving DMK in any direction after the parry will cause him to dodge the attack. UP jumps, Down spot dodges/sidesteps, left/right rolls. Pressing the special or attack inputs will cause DMK to counter the hit and sucker punch the opponent by swing his sword and knocking the opponent back. Origin: In the battle against Dark Meta Knight, he is known to parry most attacks, making it difficult to find an opening to strike at him. Final Smash: Mach Tornado: DMK charges his sword for a few seconds then thrusts his sword into the ground a huge tornado forms and travels quickly across the stage. Any opponent caught in the tornado will rapidly take damage at about 3% damage per hit, and then shot out with a hit that deals 35% damage. While this final smash is powerful and travels a far distance, it can be very easy to dodge. Also, after the attack is initiated, DMK stays still with his sword still in the ground. Whether this is him concentrating on the attack or him cooling down, he remains open to attack, and will take damage but wont flinch. Origin: Both DMK and Meta Knight are known to use this attack, but this DMK's most ultimate and powerful attack that is used in the battle inside the mirror and is the most difficult attack to avoid. I may add standard attacks at a later period. |
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Fri May 31, 2013 8:18 am | |
| - Ganon Fodder wrote:
- C_Mill24 wrote:
- Dark Meta Knight:
Dark Meta Knight Play Style: Dark Meta Knight is not your average clone of Meta Knight. Despite some similarities in the move set, Dark Meta Knight has a slightly different repertoire than his real counter part. For one, Dark Meta Knight's special attack move set is not as offensively orriented as Meta Knight's. But, DMK's attack's are more powerful and faster, and his movement speed is quicker too. DMK also has a faster falling speed than Meta Knight. Unfortunately, DMK is lighter than Meta Knight, making him easier to knockout. DMK also has a more predictable recovery and lacks a lot of recovery options despite being able to glide and having the same amount of additional mid air jumps as Meta Knight. Special Attributes: Gliding Multiple Mid Air jumps (Same amount as Meta Knight and Kirby) Neutral Special: Sword Beam: DMK holds his sword aloft, with an orb of energy forming at the tip. Pressing the special input will have him fire a dark crescent of energy forward at a quick pace. The longer the attack is charged, the farther the beam will travel and deal more damage. At full charge, DMK will fire three beams in sucession. Unlike most of your neutral specials that can be charged and fire a projectile, for instance Mewtwo and Lucario, when charging, DMK becomes a sitting duck and can't move while charging nor save the charge of the attack. Despite not being reliable for stage control that Meta Knight is resilient at, this attack is meant for spacing and is a good option for edge guarding opponents. Origin: Alert! Spoilers ahead! Read at your own risk!: When you fight Dark Meta Knight inside the mirror that was broken, DMK has an attack fires dark palette sword beam projectiles that travel fast and are difficult to avoid. Unlike, Meta Knight's Sword Beam however, it does not home in on opponents and it cannot change directory. Side special: Mach Tornado: DMK twirls around and forms a tornado around himself. This works similar to Meta Knight's Mach Tornado but with significant differences: 1: It has a dark, grey palette aside form Meta Knight's Yellow-Orange palette 2: It has a shorter duration and can only travel forward 3: Does not deal multiple hits, but deals one powerful hit that sends opponents upwards 4: Not a very reliable recovery option due to its short duration Origin: Despite not using the attack in the battle against him, since DMK is an evil clone of Meta Knight, it is heavily implied that he can do so. Up Special: Dimensional Cape: DMK wraps his cape around and lifts himself upwards. This provides a good vertical recovery option, unfortunately it is easily predictable, and easy to edge-guard against, despite having a hit box near the top of the attack. Origin: DMK uses a form of the dimensional cape in the same way Meta Knight used it in his games, mainly as a way to escape. Down Special: Parry: DMK holds his sword in a defensive position for a second. If he is hit by an attack, he will block it and have two options: Attack or Dodge. Moving DMK in any direction after the parry will cause him to dodge the attack. UP jumps, Down spot dodges/sidesteps, left/right rolls. Pressing the special or attack inputs will cause DMK to counter the hit and sucker punch the opponent by swing his sword and knocking the opponent back. Origin: In the battle against Dark Meta Knight, he is known to parry most attacks, making it difficult to find an opening to strike at him. Final Smash: Mach Tornado: DMK charges his sword for a few seconds then thrusts his sword into the ground a huge tornado forms and travels quickly across the stage. Any opponent caught in the tornado will rapidly take damage at about 3% damage per hit, and then shot out with a hit that deals 35% damage. While this final smash is powerful and travels a far distance, it can be very easy to dodge. Also, after the attack is initiated, DMK stays still with his sword still in the ground. Whether this is him concentrating on the attack or him cooling down, he remains open to attack, and will take damage but wont flinch. Origin: Both DMK and Meta Knight are known to use this attack, but this DMK's most ultimate and powerful attack that is used in the battle inside the mirror and is the most difficult attack to avoid. I may add standard attacks at a later period.
:3 |
| | | Kiddragon Level 3 CPU
99
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Jun 04, 2013 9:13 pm | |
| Oh, yeah, huh guys, I kinda want to make a new moveset, but I dunno who to do. Any ideas? |
| | | AEM
1763 Ariand54321
| Subject: Re: The Community Super Smash Bros. Moveset Topic Wed Jun 05, 2013 8:11 am | |
| - Kiddragon wrote:
- Oh, yeah, huh guys, I kinda want to make a new moveset, but I dunno who to do. Any ideas?
Take the last video game you played. Now make a moveset for the main character or villain |
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Wed Jun 05, 2013 8:31 am | |
| - Kiddragon wrote:
- Oh, yeah, huh guys, I kinda want to make a new moveset, but I dunno who to do. Any ideas?
Rozen Maiden? |
| | | Kiddragon Level 3 CPU
99
| Subject: Re: The Community Super Smash Bros. Moveset Topic Wed Jun 05, 2013 1:36 pm | |
| - AEM wrote:
- Kiddragon wrote:
- Oh, yeah, huh guys, I kinda want to make a new moveset, but I dunno who to do. Any ideas?
Take the last video game you played.
Now make a moveset for the main character or villain AEM, why are you so a genius? So it's gonna be FFXIII it seems. - C_Mill24 wrote:
- Kiddragon wrote:
- Oh, yeah, huh guys, I kinda want to make a new moveset, but I dunno who to do. Any ideas?
Rozen Maiden? Already done, but I don't feel like posting it, cause no one care. |
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Wed Jun 05, 2013 1:50 pm | |
| - C_Mill24 wrote:
- Kiddragon wrote:
- Oh, yeah, huh guys, I kinda want to make a new moveset, but I dunno who to do. Any ideas?
Rozen Maiden? - Kiddragon wrote:
- Already done, but I don't feel like posting it, cause no one care.
Det might. |
| | | Perfect Hell
8837
| Subject: Re: The Community Super Smash Bros. Moveset Topic Thu Jun 06, 2013 3:49 pm | |
| Ok, continued from Merc's moveset thread since they really belong here... Edits to MR and Saki (minor)
Mach Rider - 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
Saki - While holding B, a stream of bullets is fired and 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
I'll also note that my Goku revamp is on my moveset post in my sig, which is now the confirmed one. Got any critiques, share them.
Lastly, MegaMan. Is DMX's MM being used? If not, I'll team up with Merc/Azure to make a revamp moveset. |
| | | Perfect Hell
8837
| Subject: Re: The Community Super Smash Bros. Moveset Topic Wed Jun 12, 2013 8:12 pm | |
| Mega Man moveset revamp completed, check my sig for the link |
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Wed Jun 12, 2013 10:27 pm | |
| - Perfecthell4 wrote:
- Mega Man moveset revamp completed, check my sig for the link
I'm just going to make the assumption you based it off of the SSB4 version. |
| | | Perfect Hell
8837
| Subject: Re: The Community Super Smash Bros. Moveset Topic Thu Jun 13, 2013 6:35 am | |
| You assume wrong. There are a couple influences though, like Dsmash and Dair. |
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Sun Jun 16, 2013 11:45 am | |
| Little preview of my next project. - Greenie:
Greenie Play style: Greenie is a little difficult to describe attack wise since he has different kinds of attacks he can work with. He is able to use an abundance of different kinds of weapons like spears, rolling pins, etc. These weapons being involved in Greenie's attacks lead to attacks that work well for spacing. Greenie has great air speed, but unfortunately suffers from slow ground movement. Combined with his extremely light weight and slow fall speed, making him easy to KO quickly.
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| | | Dr. CanadianBacon Level 6 CPU
829 Dr.CanadianBacon
| Subject: Re: The Community Super Smash Bros. Moveset Topic Sun Jun 16, 2013 1:48 pm | |
| Greenie would actually have a pretty good moveset! I'm excited to see what you come up with for the amount of possibilities a greenie has. |
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Jun 18, 2013 9:25 am | |
| - Greenie:
Greenie Play style: Greenie is a little difficult to describe attack wise since he has different kinds of attacks he can work with. He is able to use an abundance of different kinds of weapons like spears, rolling pins, etc. These weapons being involved in Greenie's attacks lead to attacks that work well for spacing. Greenie has great air speed, but unfortunately suffers from slow ground movement. Combined with his extremely light weight and slow fall speed, making him easy to KO quickly. Neutral Special: Bomb: Greenie pulls out a large bomb and carries it over his head. When Greenie throws the bomb, the fuse ignites and will detonate after a few seconds, dealing moderate damage if anyone gets hit. Origin: There is a mini boss pair in the Scarscraper mode in Luigi's Mansion: Dark Moon. It is a pair of Greenies that use bombs to attack Luigi.Side Special: Tornado: Greenie spins around and forms a tornado around itself that drags in nearby opponents and deals multiple damage to them. Origin: In the Old Clockworks mansion, the Greenies are able to create tornadoes around them to attack Luigi.Up Special: Origin:Down Special: Paranormal Shield: Greenie forms a protective shield around itself, protecting itself from flinching against low damage attacks like Falco's Blaster. Unfortunately, Greenie still takes damage from attacks and the shield can be broken from a strong attack. The shield cannot be used for 15 seconds after it has been broken. Origin: Later on in the game, the Greenies develop shields around their body, protecting them from being vacuumed up immediately.Final Smash: Strong Greenie: A red crystal forms around Greenie, which powers up Greenie into a strong Greenie, retaining his color but having white stripes about his body like so: Greenie retains his entire moveset but the attack power is increased and Greenie is immune to knockback. Origin: Late into the game, the basic ghosts get put in red crystals by Boos and are then powered up into the appearence you see in picture above. They have more HP and are much stronger.
Still having trouble coming up with an up special. Any suggestions? |
| | | Perfect Hell
8837
| Subject: Re: The Community Super Smash Bros. Moveset Topic Sun Jun 23, 2013 9:08 am | |
| Finished Mega Man X, check the sig. No attack descriptions or images yet, that will come soon. |
| | | VultureDuck Level 6 CPU
908
| Subject: Re: The Community Super Smash Bros. Moveset Topic Thu Jun 27, 2013 12:40 pm | |
| Funny how I never played TF2 that much (Got some little help from my brother) - Soldier (Team Fortress 2):
Entrance- A Supply Locker lands out of nowhere, and the doors open revealing Soldier, he looks at both directions, and gets off. After that, the Supply Locker disappears. Jab- He first attacks with his shovel, and then attacks with his Rocket Launcher with his other hand. Side Tilt- He swings his fist downwards. Up Tilt- He thrusts his shovel upwards. Down Tilt- He grabs a grenade, and throws it downward. Causes an explosion when either hits the ground, or the opponent. Side Smash- He swings his shovel, like he did when he hit the Spy in Meet the Soldier. Up Smash- He holds the Rocket Launcher upwards in a horizontal state, and spins it around violently. Down Smash- He stands on his hand, splits his legs, and spins violently. When it's fully charged, he will wear his Mantreads. Neutral Air- He spins around with his shovel and attacks. Forward Air- He uses his shovel to thwack on the air. Back Air- He uses his Rocket Launcher at a vetical state to attack behind Up Air- He swings his shovel overhead. Down Air- He stomps the opponent with one foot while wearing the Mantreads. Can cause meteor smash. Dash Attack- He makes his Rocket Launcher at a vetical state and uses it to charge at the opponent. Edge Attack- After getting up, he slams his shovel downwards. Get Up Attack- After he gets up, he grabs two grenades with both hands, and throws them to each direction. (One gernade each direction) Neutral Special: Rocket Launcher/Beggar's Bazooka/Cow Mangler 500 He can use either three weapons, and weapon you use are randomized. *Rocket Launcher- A very strong projectile, however it's not too fast. *Beggar's Bazooka- Uses multiple projectiles at the same time, however each shot is not as strong as the Rocket Launcher. *Cow Mangler 500- Very fast and can go through opponents and walls and it's a shield breaker, however it's the weakest of the bunch. Also the projectile will disappear if it collides with the opponents shield. Side Special: Shotgun He uses his Shotgun to shoot at the opponents. It's weak but it's very fast, this is used for quick damage and combos. And in the air, the knockback is increased. However you have to reload after you use it, so don't expect spamming. Up Special: Rocket Jump He aims his Rocket Launcher on the ground and shoots it, causing him to blast off. The opponents will take damage if they collided with the explostion the Rocket Launcher made, collided with Soldier when he is blasting off, or collided with Soldier's boots when he is landing. In the air, after he shoots his Rocket Launcher he gets his feet on the rocket, and jumps of while the rocket is falling down below him. The Rocket Jump on he air does weaker damage, but the falling rocket does as much damage as the rocket from The Rocket Launcher. Down Special:Buff Banner He blows on the Buff Banner and shockwaves appear. How it works is the Buff Banner makes the Soldier more powerful, however if you do it at the start, then it will wear out in a second. To get more time for the boost the you need to do a lot of damage to the opponent, if you do a lot of damage then the you will have more time for that power. The maximum time for the Buff Bannor is 30 seconds. The shockwaves are used for effecting Soldier's teammate(s), if his teammate(s) is close to the shockwaves, then they would have more power too. Final Smash: Bazooka Barrage The Soldier grabs all of his three weapons for his Neutral special, jumps, spins violently, and fires rapidly in all directions. Making what it seems to be a reference to the Death Blossom from "The Last Starfighter". Pummel- He does a headbutts his opponent. Forward Throw- He pushes the opponent with one hand. Back Throw- He tosses the opponent overhead behind him. Up Throw- He forces the opponent into his rocket launcher, and fires it upwards. Down Throw- He grabs the opponenet with both of his hands, and slams them to the ground. Taunt 1: He crack his fingers and neck. Taunt 2: He juggles his grenades. Taunt 3: He makes a battle cry while raising his arm that is holding his shovel up and down, ending with him smacking his helmet with his shovel. Win 1: He places an American Flag on the ground saying: "I claim this land in the name of America!" Win 2: He raises his arm that is holding a medal saying: "I am a true American Soldier, and I have a medal to prove it!" Win 3: He salutes while saying: "Thank you private, for helping me win that war!" (He is talking about the player/computer that played as him) Lose: He holds his head in shame.
Last edited by VultureDuck on Fri Mar 07, 2014 9:23 am; edited 2 times in total |
| | | youngsora1 Level 1 CPU
2
| Subject: Re: The Community Super Smash Bros. Moveset Topic Sun Jun 30, 2013 5:51 pm | |
| - Paper Mario:
B: Hammer: Charge it up while holding Special. Let go when you are finally done charging. A star will appear when it is at its best. But don't let go early! You won't do too much damage. >B: Kooper/Koops: Simple kick Kooper/Koops. They go in their shell to do damage. They can do damage on their way back. >B (Air): Parakarry: Same as Kooper/Koops but he will fly in the air. VB: Ground Pound: Ground Pound..... simple. ^B: Paper Airplane : He will transform into a airplane and try to fly forward. FINAL SMASH: Grand Finale: All 7 stars will appear and make a giant laser beam thingy.
- Awesome Guy (WARNING ZELDA CHARACTER):
Young Link
B: Hero's Bow (Fire and Ice): While charging Bow you can press left and right to change the arrow! Ice if fully charged will freeze enemies. Fire if fully charged will burn enemies. >B : Deku Stick: Link will take it out of who knows where and will act like a beam sword. But after one hit. It will break. But if some kind of fire hits it, it will act like fire arrows. But can still only hit opponents once. VB: Transform: Puts on a mask to become Deku Link. ^B: Magic Spin Attack: It can be fully charged with magic and shoot out some aura. Taunt: Will play Ocarina.
Deku Link
B: Bubble: Will charge a bubble (SNOT) and shoot it afterwards. B (air): Deku Bomb: Will drop a Deku Nut below... can stun enemies! (Can also be used while using ^B) >B: Deku Nut: Will stun enemies. ^B: Deku Flower: Will be shot into the air while holding pedals. VB: Transform: Will turn put on Goron mask. Taunt: Will play Pipes.
Goron Link
B: Roll Out: Just like Jigglypuff's. But moves barely. >B: Roll Out: Will charge up and if he moves enough his body will be full of spikes and do massive damage. ^B: Roll Drop: Will curl into a ball and bounce up. (I have no idea I just remember it in Majora's Mask. If you were in the ball you could bounce up) VB: Transform: Put on Zora Mask. Taunt: Will play Drums.
Zora Link
B: Boomerang Arms: If you charge they will go farther. >B: Electric Charge: Will go forward surrounded in electricity. ^B: Twirl of Death: Will spin upwards. VB: Transform: Will take off Zora Mask and become Young Link. Taunt: Will play Guitar.
FINAL SMASH: Feirce Deity LINK Young Link (or any of the other Links) will put on the Feirce Deity Mask.
B: Beam Fire: Will charge up a beam and fire it forward. >B: Jump Attack: Will jump forward and strike. (Will also fire a beam) ^B: Ultra Magic Spin Attack: Will do more range than the Magic Spin Attack. VB: (Will turn off Final Smash form if used) Oath to Order: Plays Ocarina of Time to call the Guardians (you know the 4 old guys) Taunt: Will pull out Majoras Mask.
|
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Fri Jul 05, 2013 3:06 pm | |
| Kneel before the might of... - Wheelie:
Wheelie Play style: Wheelie initially is one of the slowest characters in the Kirby universe, not to mention a very weak one. Wheelie although has a very interesting gimmick. His specials are determined by the activity of his neutral special. Whether it is active or not, Wheelie has two sets of specials that are at his disposal. Stat wise, Wheelie is middle weight and is considerably slow. He also has a fast falling speed. His hit box is pretty small, so he isn't a large target to go after but he can still be an easy target for combos. Neutral Special: Wheel Roll/Brake: Wheelie revs up and travels at high speed forward. Any contact made with opponents deals moderate damage, but Wheelie continues to charge forward. Unless the side special is used when this special is active, Wheelie will not be able to turn around, combining with the fast speed Wheelie travels at, this is one of the most difficult specials to control (even more difficult than Jigglypuff's, which is NOT even that hard to control)./Wheelie stops racing forward and comes to a complete stop. It isn't a gradual stop, it's almost instant. Doing this reverts Wheelie back to his regular use. Side Special: ???/Wheel Turn Jump: Still deciding on what it will be./When this special is used, Wheelie will jump and turn around quickly, changing his course. When he jumps, he has a hit box that when it makes contact with an opponent, it will send them upward. Up Special: Wheel Jump/Hop: Wheelie hops high into the air as an attempt to recover. It goes pretty considerable distance vertically, but lacks horizontal distance./Wheelie, while charging forward, jumps up. Down Special: Quick Spin/Slow Down: Wheelie spins around quickly and deals multiple damage to opponents in a close proximity./ Wheelie slows down and moves slower. While doing so, he becomes resistant to flinching from weak attacks. Wheelie will continue to move slow until the down special is used again. This special also deals no damage. Final Smash: Wheelie Rider Description: Kirby hops onto Wheelie and combines into the Wheelie Rider ability (SHUT UP ABOUT CONTINUITY! THIS IS MY MOVESET! RAAAAAAAARGH!!!!) This pretty much acts like a final form final smash; the final smash has a stronger moveset that can be used, not to mention invincible (for the most part). Neutral Special: Wheel Roll/Brake: Works pretty much the same as the main neutral specials, except it is much stronger and faster. Side Special: Star Shot/Wheel Turn Jump: Kirby spits stars out at the opponents which deal low moderate damage but racks up damage very quickly/ Same description as above with more power. Up Special: Wheel Jump/Hop: Same as above but are more powerful and teavel higher. Down Special: Quick Spin/Slow Down: Same as above but stronger.
Give any feedback if you please. |
| | | LightZX Level 5 CPU
380
| Subject: Re: The Community Super Smash Bros. Moveset Topic Fri Jul 05, 2013 3:45 pm | |
| I'm bored - Jack Frost:
Jack Frost is the mascot of Atlus, and appears in many(probably all) of the Megami Tensei games. He is, based on his name, uses ice powers, but there are other alterations of him. Such as Pyro Jack, which is like a floating pumpkin head with a camp and uses fire. There is also Black Frost, Frost Ace (probably my personal favorite) and King Frost. I just made this cause I was in the Megami Tensei mood. Side Smash: Sonic Punch: Pretty simple attack, Jack does strong fast punch Up Smash: Bufudyne: Jack creates a giant explosion of Ice, similar to Lucas' PK Ice, and like PK ice, it can freeze enemies. Down Smash: Jack Frost use Mabufu, and hit's both sides. Does not freeze, however if fully charged, it sends ice shockwaves that continue until there is a ledge and deals about 5%-10%. Neutral Special: Ice Breath. Pretty easy to guess what it does. Jack Frost breaths out ice on opponents. Has a small chance to freeze Up Special: Jack Frost calls his friend Pyro Jack out and Jack grabs Pyro and they fly for a limited time. You can press normal attack while riding Pyro Jack for a small fire attack that has no knockback and deals only a small amount. Side Special 1: Dream Fist: Jack punches and if it hits the opponent falls asleep. (Could be better for side smash and the fall asleep effect is only when it's full charged.) Side Special 2: Ice dance: Jack Frost spins around while breathing out ice, creating an ice tornado around him, similar to Meta Knight's NSpecial. Has a moderate chance to freeze, but can easily be attacked out of, and also he can only move the direction he was facing when doing this attack. Down Special: Mind Charge/ Ice Boost/ Suku Kaja. : Jack Frost charges and when fully charged Jack Frost get's a random buff. If the color surrounding him is purple, he has Mind Charge, meaning his next smash attack does 50% more damage. If the color around him is white, he has ice boost, meaning his next few specials deal 25% more damage. If he has a effect like Lucas' offense up, he has SukuKaja, meaning he is sped up for a small amount of time. Can only have on buff at a time. FS1: Jack frost temporarily becomes King Frost and sends out an army of mini Jack frost, which is similar to Olimar's end of the day fs attack. FS2: Jack Frost summon Black Frost, Frost Ace, and Pyro Jack and they throw out a torrent of fire and ice spells in one direction. Play style: There are a lot of status effect the Jack Frost can deal. The Idea is to make them fall asleep or frozen, then use the time to use the down special to buff yourself up and finish them off.
So yeah, there's jack frost for you. I appreciate any critique you give me. |
| | | Ganonthegreat
5271 Ganonthegreat
| Subject: Re: The Community Super Smash Bros. Moveset Topic Fri Jul 05, 2013 4:11 pm | |
| Scout (Team Fortress) - Spoiler:
Combo: Bat (Rapid swing) Side Smash: Bat (Home-Run swing) Up Smash: Boston Basher (Swings upwards, if he misses then it swings too far and hits himself, dealing damage) Down Smash: Fan-o-War (If hit, the enemy has a skull appear over their head. While it is there the enemy takes more damage than usual per hit) Neutral Special: Pistol (Projectile, if held he can run while firing) Side Special: Flying Guillotine (Throws a cleaver, on contact deals slow bleed damage to enemy) Up Special: Force-a-Nature (Can be pointed in any direction, blows back the Scout on fire) Down Special: Bonk (Temporary invincibility, cannot attack during technique) Final Smash: Meet the Team (Summons the eight other Mercs)
It's amazing how well the Scout translates to SSB. |
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Jul 16, 2013 2:44 pm | |
| - Spoiler:
Plasma Wisp
Play style: Plasma Wisp is a light weight, extremely floaty character that uses electrical attacks to attack from a distance. Plasma Wisp is all about camping and zoning out opponents across the stage. The power of some of his specials are determined by Plasma Wisp's charge, which is determined by how much he's moving around. The more Plasma Wisp moves around, the faster he charges up electricity. This will drastically change some of his attacks and increase their offensive power. A barrier will form around Plasma Wisp when he hits full charge, and it will act as a shield against projectiles, similar to Link's shield. Plasma Wisp is very slow, movement-wise, but makes up for amazing movement speed, so great, he's able to move freely through the air freely for a short period of time. This allows him to move around the stage out of range of attacks. Unfortunately, Plasma Wisp suffers from a lot of setbacks. Because he's light and has a falling speed at the rate of a toenail growing, He suffers from being knocked off the stage very easily, even at low damage percentages. Plasma Wisp also has terrible air speed, not to mention slow ground speed. He also suffers from terrible ground and air game, along with very weak basic attacks. Overall, Plasma Wisp will tends to have awful match ups against moth opponents, but if used right, he can become a very formidable opponent to face.
Attributes: Charges electricity from constant movement, increasing attack power for electric attacks and changing attacks in neutral and side specials. Charge stage is given by electric sound. Like *BZZZT* or a *CLICK!* There are 16 stages to the build up. 0-2: No Charge 3-6: Low Charge 7-9: Medium Charge 10-15: High Charge 16+: Full Charge Plasma Wisp can float in the air if jump button is held despite low jumping height.
Neutral Special: Plasma: 0-2: Needle: Plasma Wisp fires a small shot of plasma that travels a very short distance. Despite its short distance, it is great for racking up damage on opponents that are close. 3-6: Arrow: Plasma Wisp fires a bolt of plasma in the shape of an arrow that travels a farther distance than the Plasma Needle. 7-9: Spark: Plasma Wisp fires a small spark forward, that deals medium damage, but travels a short distance and travels slowly. 10-15: Laser: Plasma Wisp fires a large, powerful arrow that travels a far distance and deals medium-heavy damage. 16+: Wave: Plasma Wisp fires his plasma barrier forward in a large, powerful projectile that travels across the entire stage and off. Origin: Basic attacks that are used by Plasma Kirby and Helper Plasma Wisp. Side Special: Plasma: 0-6: Spray:Plasma Wisp fires a small blast of plasma that travels a short distance and deals low damage and slight knock back 7-15: Zap: Plasma Wisp fires several blasts of plasma that travel a short distance and are fired at a rapid pace. This move can rapidly damage opponents. 16+: Comets: Plasma Wisp fires three comets of plasma that travel at a medium speed forward. Origin: First three charge attacks in Kirby Air Ride. Up Special: Float: Plasma Wisp floats up and remains air borne for a short period. When this special is activated, Plasma Wisp can move through the air freely and attack with aerial attacks and neutral special. Origin: In Helper to Hero mode, when using Plasma Wisp, he is able to move freely in the air. Down Special: Vanish: Plasma Wisp fades out and reappears in whatever direction you choose, similar to dimensional cape. The enemy version of Plasma Wisp is able to vanish and reappear near Kirby and perform a sneak attack. Final Smash: Plasma Wave (Air Ride version): Plasma Wisp fires a very large blast of plasma forward that travels slowly forward and deals heavy damage to any opponent that comes in contact with it. Origin: Plasma Wave in Kirby Air Ride is a large projectile that deals huge amounts of damage to rivals.
|
| | | Dr. CanadianBacon Level 6 CPU
829 Dr.CanadianBacon
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Jul 16, 2013 3:55 pm | |
| Ludwig Von Koopa, the Koopaling. Also my first moveset, I got bored :p - Spoiler:
Play Style: Ludwig, like Yoshi has a flutter jump, but he is a heavier character, and his flutter jump lasts less time. As I said he is a rather heavy character and his wand plays a large roll in his attacks. Side Smash: Wand Smash - The end of Ludwigs wand glows blue and he takes a small jump, whacking his wand forward and damaging enemies, this attack does fire damage. Up Smash: Ludwig whacks his wand upward, and it shoots a slow moving blue fireball that disappears shortly after shot, it will do fire damage. The wand does damage if it hits an enemy as well. Down Smash: Much like bowsers, Ludwig gets in his shell and spins around, doing quite a bit of damage. His wand goes in the shell with him, and his shell will glow blue while the attack is happening. Neutral Special: Wand - Ludwig is equip with his wand, for his Neutral Special he shoots a blue magical fireball out of his wand, it is much like Luigi's fireball, but faster and stronger. Origin: In the NSMB's series Ludwig is normally equip with his trusty wand, which can shoot a blue fireball projectile at Mario and the gang. Side Special: Shell Attack - Ludwig curls up into his Shell, and starts moving across the stage, much like Squirtle's Side Special, but a bit stronger, heavier, slower, and harder to control. He is not immortal when he is in his shell unlike he is in the games. Origin: When you hurt Ludwig in most games, he goes into his shell and starts attacking Mario. Up Special: Ludwig Levitate - Ludwig jumps up a little bit, and levitates for a short time, making for a decent horizontal recovery as well. It's works much like Porky's up special, but is much shorter. He can also shoot a single projectile while levitating. Origin: In NSMBU Ludwig will levitate during his battle, he splits into 3 of himself and the real one fires 3 projectiles, but to make it a bit more fair he only fires one. Down Special: Ludwig Bomb - Somewhat taking after Bowser, Ludwig gets in his shell and falls quick to the ground. If an enemy is in a short range of him, and are on the ground they will be stunned for a short time. Origin: In SMB3 when Ludwig goes in his shell after being hit, he will make a jump, hit the ground and stun Mario if Mario is on the ground. Final Smash: Rollcall - Ludwig whistles, and the rest of the Koopaling's come down in Bowser's clown machine, Ludwig jumps in and all the Koopaling's start using their magic wands to attack, 7 projectiles at a time! And they all do a good amount of damage ranging from 9-17%. It lasts a few seconds and is controllable. Origin: At the end of NSMB2 All the Koopalings turn Bowser huge while they are in his clown machine, I think it'd be cool if they all would just attack at once to destroy Mario quickly
Last edited by Dr. CanadianBacon on Thu Jan 09, 2014 4:07 pm; edited 1 time in total |
| | | Guest Guest
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Jul 30, 2013 6:45 pm | |
| Neß. Y'know, this guy - Spoiler:
Playstyle: Neß is a very poor close range fighter, aside from simple combos into his airs or ground moves from his throws, his combo ability is next to none. Instead, he has very many moves that deal high knockback, (most of the time fixed) to keep people away from him. He has many projectiles, so he can play a decent keepaway game. Due to the nature of his moves, (being designed for keepaway) Neß is a great edgeguarder. On his con side, he moves sluggishly on the ground and only averagely in the air. He’s also only about as heavy as Squirtle, and has a fairly predictable recovery, so he can be KO’d quite easily if the opponent can poke through, and ultimately defeat his defense, however, he has a few moves for running away if this does happen.
Jab: Neß shoots a laser from his eyes. It has a bit of startup, but puts the opponent a small distance in front of him, and puts them in down state. This move has fixed knockback. Reference to Phoenix Wright’s sneeze, however, Neß coughs out the laser. Ftilt: Neß swings forward a very large hand, attempting to grab targets. If the player presses attack while he pulls the target in, he powerfully Sparta kicks them away. The hand is a reference to Deoyxs being able to fuse its tentacled limbs together on one side of its body to form a hand. Neß does the same thing, as both of his limbs disappear when he uses this move. The Sparta Kick is a reference to the “THIS IS SPARTA!” meme. Utilt: Neß thrusts a ß above his head. This functions similar to Meta Knight's up tilt. This is a reference to BluePsychic posting B or ß to change from away status, to online status. Dtilt: Neß stabs his arm into the ground causing a wave of useless data to fly at the opponent. This has about the range of a battlefield platform. The projectile does less damage as it travels, and is affected by gravity. While this doesn’t reference anything specific, it comes from Neß being a virus. Fsmash: Neß swings his baseball bat trying to be like Ness. Instead, he hits a foul ball, sending people behind him. Due to the knockback angle, this move will not KO until extremely high percents, so it is best used as a combo move. This is a reference to Neß originally being like a Bizarro Ness. Usmash: Neß thrusts his hand up producing a spark. As long as it is charged the spark while rise. If up is held when the button is released, the spark explodes; being a decent vertical KO move, but the explosion is small. If forward is held when the button is released, the spark turns into a small meteor and flies forward, acting as a powerful projectile. If down is held, the spark turns into a small meteor that flies directly downward, again, acting as a powerful projectile. If no direction is held when the button is released, the spark will burst into a larger meteor, which flies downward diagonally. This is a reference to PK Spritestorm, Neß’s original final smash. Dsmash: Neß glitches upward, vanishing, then strikes downward, very powerfully. Think of how the warpstar item functions. This is a hard to land KO move, best used as a panic button when the opponent gets close. This again, doesn’t reference anything specific, however when he hits the ground, exploding, it is a reference to his original down smash, in which he would explode with text appearing reading “banned.” It too was to be a hard to land kill move. Dash Attack: Neß spins a lol jk in front of him. There is a small windbox. It reflects projectiles while out. This is a reference to Neß’s catchphrase, the text that was on the original picture that was eventually dubbed “Neß.” Ledge Attack: Neß floats into the air, and throws an energy ball at the stage to ensure he gets back. This is a subtle reference to Moderator Neß’s edge attack. Get Up Attack: A swivel chair appears which Neß uses to spin around on while kicking. This is Neß's most damaging attack, dealing about 42% when al hits connect. It is, however, difficult to have all the hits connect. This is a reference to swivel chairs (obviously) which BluePsychic considers to be necessary for all computers. Nair: Neß dynamically spins around. On one frame, some idiot forgot to remove the background. The white box deals damage. Due to its high priority, this is Neß's air panic button. This is a reference to the annoying transparency issues that sometimes occur in Crusade, originally suggested as an attack by GigaPichu when BluePsychic decided his original nair made no sense. Fair: Neß reads "Simply put, I'm SORRY" or “What. Am I DOING?” This move deals more knockback the more hits connect. This is his main edgeguard tool, and primary method of keeping people away from him as he approaches. The final knockback inducing hit takes place on the lower half of his body, so it sends people downward weakly, so it can be used to block horizontal recoveries. This is a reference to various (and sometimes unneeded) apology speeches and/or posts, with the quotes themselves being a title and the first line said in a speech respectively. Bair: Neß swings a sickle behind him. This move has a lot of range and can KO most characters under 100%, but it has atrocious endlag and landlag if it isn’t L-canceled. This move is best used to edgeguard vertical recoveries. This is a reference to SOVIET RUSSIA, COMRADE! Uair: Neß swings a lollipop over his head. Anyone who gets him by it is dragged in front of him because it is sticky. This is a reference to Kid Neß, who held a lollypop in his hand. Dair: Neß swings a shoe Below him. This is a meteor smash similar to Samus's, but it starts out more in front of him so it can be used out of uair, and is fairly weak. This is a reference to Neß’s original dair, (involving the word GTFO and also being a meteor) as well as being kicked from the chat. Grab: Neß leans forward, grabbing with a cane saying GET OVER HERE. The move is a reference to old man Neß who had a cane, as well as cartoons where people would get pulled off screen by a cane around their neck. The quote is a reference to Scorpion, whom BluePsychic considers his biggest failure. (Dash Grab: Neß turns into a small orb, than rushes forward, the collision between him and the target being inelastic.) Pummel: Think Mewtwo's pummel, but Neß flinches too, implying he is being hurt too. Fthrow: The hand that Neß grabbed his opponent with explodes. This too has fixed knockback. Its main purpose is to get people away, or get people off the edge. This is a subtle reference to his original dthrow, which would also cause his arms to blow up. However, that move featured a realistic explosion, and this one features an electric explosion. Bthrow: Neß attempts to heave the enemy over his shoulder, but they are too heavy for him (Even Pichu or another Neß). This automatically downs the opponent, but Neß can tech before he too, is downed. This is a reference to Neß being made of immaterial matter, and as such can’t really lift anything technically. Uthrow: Neß spawns a beanie on his head as he flies the opponent into the air. This move does no knockback, so it is easy to combo this into an aerial. This is a reference to Kid Neß, who wore a beanie. Dthrow: Neß's tells his opponent “hammer time” and smashes them into the ground with a hammer, burying them. The move is a reference to Neß’s 2nd final smash, Moderator Neß, in which he would fly around and hit people with hammers. (reference to BANHAMMER) The quote is an obvious reference to MC Hammer. Neutral Special: PK Sprite: Neß pulls back, yelling PK, then he thrusts his arm forward creating a fast moving projectile. If the button is pressed multiple times, he will shoot out up to 3 projectiles. The effects are in this order: 1) Nerfs speed by 1/3rd (this includes moves like spin dash) 2) Nerfs attack power by 1/3rd 3) Flowers the opponent If all three projectiles connect the opponent will flicker randomly. Each effect on its own lasts 5 seconds, but if all connect, the effects last 10 seconds. This references his other catchphrase, which was also on the original picture of Neß. This eventually became his signature move. Side Special: Neß's Marquee: Neß projects a marque around himself, which moves him forward about the distance of a Falco Phantasm, but half the speed. When the marquee is out he is immune to projectiles, but he can still be hit if a hitbox connects with Neß. If an opponent is close when the marquee is drawn, it will trap them. This move deals a lot of hitstun, and stops items and projectiles allowing Neß more time to react to them. If an opponent is in the "dead" or "tumble" state when they are caught, it meteor smashes them powerfully. This move is best used to run away from opponents who poke through Neß’s defense, as he is immune to projectiles and if his opponent is caught, Neß has time to react and land some of his harder to land moves to knock his opponent away. This is a reference to Pixel Shifting, as well as marquee tools in general. Up Special: Infiltrate the Forum: Neß flickers, than appears a good distance away. He flies in a perfectly straight line. If a person is caught in Neß’s path, they will be zapped 3 times similar to Ganondorf’s Dark Dive, however, Neß can choose the angle he gets spat out so he can quickly escape. Due to the distance this move gives, it puts him helpless regardless, making it a better ground combo move than an air one. The title is a reference to the Project Axis theft incident (they weren’t actually stealing) and the various times BluePsychic has evaded IP Bans. Down Special: Mini-Moding: Neß jabs his appendage into the ground. This move has a lot of range, (about the length of 2 Battlefield platforms at its diameter) but deals no knockback, and deals only 2% damage. However, when it connects it is powered up now dealing neglectable stun, and 5% damage. If that connects, it deals 7% damage, and deals decent stun. If that connects, it reaches maximum power, where it does 10% damage and powerful knockback that can kill at about 80%. Using the move at maximum power resets it. This is a reference to the lifebar system on the forum, and the values 2, 5, 7, and 10 come from the amounts of life on the lifebar; 25, 50, 75, and 100 respectively. Final Smash: Fatal Error: Neß attempts to walk forward, but his foot gets stuck in the stage, and he falls in, leaving a hole behind. 2 seconds, later, a cutthrough of the stage is visible, with Neß flailing around, trying to get out. Periodically for about 15-20 seconds, holes appear throughout the stage. If an opponent is knocked into, or steps in the hole, they are trapped. Occasionally, the holes will spit out PK Starstorm sized meteors that travel up. After 15-20 seconds, Neß can be seen turning around as a wall of fire comes toward him. (Reference to Windows Firewall, as Neß is a virus) Neß desperately tries to escape, as the cutthrough fades out. The hole that Neß entered from expands, and a pillar of flame similar to the last hit of Close Combat (Lucario's Final Smash in Crusade) is blasted out, launching all trapped characters into the air. Neß is also blasted out and goes into tumble state, but he takes no damage.
Taunt 1: Neß chuckles to himself. Taunt 2: Neß nods saying "K," trying to be like Ness. Taunt 3: Neß dances like Mr. Six at the beginning of the famous Six Flags comercial.
Win 1: Neß runs in a circle chasing a butterfly, then acts shocked when he finds out that he won. Win 2: Neß screams loudly from the shock of winning, then falls over. Win 3: Neß does a Shoryuken, then does a fist pump when landing. Lose: Neß claps incredibly enthusiastically.
This is probably the final version which is why I'm posting it. |
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Wed Aug 07, 2013 10:12 pm | |
| Here's a preview for my next project: - Spoiler:
|
| | | Perfect Hell
8837
| Subject: Re: The Community Super Smash Bros. Moveset Topic Fri Aug 09, 2013 1:11 pm | |
| Black Shadow- Spoiler:
Playstyle: Black Shadow is a heavy, bulky character with poor jump heights. Despite this, he is a raging bull and so as a deceptively good run speed. He relies on cunning deception and supernatural abilities to fight, using his extensive teleportation abilities alongside supernatural abilities of fire, energy, darkness, and mimicry. He also has a few tech gadgets up his sleeve to aid him in battle. Jab/Combo: Finger Snap - Black Shadow snaps his fingers and sends out a small energy shockwave from his body (travels both directions, front&back) F Tilt: Shadow Bull - Sends out a shadow clone to perform his dash attack D Tilt: Demonic Faze Counter - Black Shadow glows purple and fazes out, avoiding attacks, then counterattacks (Sakurai the counter part, can be an energy based or physical attack, involve fire/dark element optionally) U Tilt: A quick uppercut followed by a teleport up on hit Dash Attack: Bull rush - Black Shadow rushes with his horns like a bull Get-Up Attack: A shadow clone appears on either side of Black Shadow and sparta kicks forward using their hooves Edge Attack: Sakurai (fire/dark element or shadow clone use optional) F Smash: Blood Strike - Black Shadow charges up a moment (should be long start-up like Ganon's Fsmash but less extreme) and then performs a palm strike with glowing red energy. Good knockback and heals Black Shadow a small amount D Smash: Energy field - Black Shadow creates a field of electricity around himself U Smash: Dark energy Pillar - Black Shadow creates a pillar of dark energy in front of himself, hitting multiple times before sending up N Air: A fire explosion from within his body F Air: Teleports forward and performs a physical attack (sakurai, can involve dark or fire) B Air: Sakurai it, can include a teleport D Air: Dark Energy ball - Black Shadow throws a ball of dark energy down at a slightly forward angle U Air: Physical attack (sakurai) followed by a teleport on hit Grab: Black Shadow picks his opponent up by the throat Pummel: Slashes with his horns F Throw: Black Shadow creates an explosion from his grabbing hand (can be fire or dark element, up to the spriter/coder) B Throw: Black Shadow throws backward D Throw: Hypnosis - Black Shadow glows purple and releases his opponent, putting them to sleep briefly (just long enough to hit with about anything but not long enough to charge up a smash attack) U Throw: Black Shadow does a rising headbutt slash with his horns N Special: Dark Energy Vortex - Black Shadow creates a black hole in front of himself which pulls enemies towards it and deals multiple hits, ending in an explosion S Special: Energy Trap - Black Shadow throws an electricity ring which, on hit, wraps around the opponent and holds them in place temporarily D Special: Detonator - Functions like Snake's down B U Special: Controlled teleport - Black Shadow becomes a small ball of darkness and travels rapidly in any direction or flight path desired, reappearing with a small darkness explosion afterward (does not lead to helpless, starts and ends rather quickly allowing offensive use, explosion deals no kb, only hitstun) Final Smash: Black Bull - Black Shadow envelops the stage in darkness and rams the opponents with his Black Bull machine Taunt: Mimic - Black Shadow laughs, turns into his opponents character and performs their taunt
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| | | Guest Guest
| Subject: Re: The Community Super Smash Bros. Moveset Topic Fri Aug 09, 2013 1:27 pm | |
| I really like this moveset. Makes me remember the old Black Shadow vs. Goroh poll, and makes me wish I voted for Black Shadow. That taunt would be like the best thing. *laughs* *turns into Tingle* "HEEEEEEEEEEEEEYYYY" *turns back* I'm just wondering how it's supposed to work with more than 2 players. Would he turn into the current winner? |
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| Subject: Re: The Community Super Smash Bros. Moveset Topic | |
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