Project Crusade Community
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| | The Community Super Smash Bros. Moveset Topic | |
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Author | Message |
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Perfect Hell
8837
| Subject: Re: The Community Super Smash Bros. Moveset Topic Fri Aug 09, 2013 3:28 pm | |
| - ßluePsychic wrote:
- 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? Not sure how his taunt would work with more players. Could be whoever is in the lead, that would probably make the most sense. I think if C. Falcon is in the match though he should always prioritize him. It's surprising how much this guy can actually do. I can legit provide video references for like, 90% of this moveset. |
| | | Perfect Hell
8837
| Subject: Re: The Community Super Smash Bros. Moveset Topic Sat Sep 14, 2013 10:13 pm | |
| Albert Wesker- Spoiler:
Playstyle/Gimmicks: Wesker has high jump heights, runs fast, and in general has a good combo game and kill power. He can wall jump, wall cling, and possibly slowly recovers HP over time. In addition, it is possible for his shades to be destroyed after sustaining enough hits, at which point he is enraged (his eyes glow red)) and gets a small buff to attack damage and movement speed for the rest of the stock. Taunting puts his shades back on (there's no reason to do this other than aesthetic, and he loses the buff). In addition, his taunt with shades on could be to take off his shades, say something, and then throw the shades behind him (like he does against Chris in RE5). This will not apply the buff. Jab - Panther Fang - Wesker punches forward, then delivers a right hook slap F tilt - Cobra Strike - Wesker performs a forward chest palm strike D tilt - Shin kick U tilt - Tiger Uppercut - Wesker performs an open-hand palm uppercut Dash Attack - Knee Cannon - Wesker performs a flying knee to the face Get-up Attack - Sakurai, use combat knife Ledge attack - Wesker climbs up and sparta kicks F Smash - Ghost Butterfly - Wesker performs a butterfly motion with his arms leading to a double chest punch D Smash - Missile Throw - Wesker jumps into the air and throws a missile down to the ground U Smash - Wesker performs a spinning double kick upward Grab - Wesker grabs the throat and lifts them up Pummel - Face mutation from the movie, Wesker's face mutates and attacks F throw - Wesker's right leg kicks across the shin and he turns his body sideways for a side kick B throw - Wesker turns and throws the enemy back D throw - Wesker throws his enemy to the floor and performs an axe kick drop U throw - Wesker plunges his hand into their chest, rips it out, and then throws them upward N Air - Ram Horn - Wesker performs a quick forward elbow F air - Superman Punch - From a ctuscene in Veronica X, Wesker does a lunging front punch (look up the martial arts Superman Punch for reference) B air - Sakurai D air - Wesker front-flips and axe kicks down U air - Sakurai N Special: Samurai Edge (handgun) - Wesker fires the Samurai Edge magnum (think Desert Eagle), the bullet itself travels extremely fast. This move can be cancelled by up special, allowing follow-ups and mix-ups. If possible, I'd also like it to be aimable up and down at 45 degree angles. This move will play a role in his combo and projectile games Side Special: Mind Control Device - Wesker places a red control device (the one he uses on Jill) on his opponent's chest (this is a command grab type execution). If successfully placed, the opponent will have reverse controls for a set time. Up Special: Phantom Move - Wesker very quickly teleports a short distance. This move has low lag on either side and plenty of invincibility, making it extremely effective at approach, combo extension, and evasion. Most A moves and his gun special can cancel into this, allowing it to be used as a follow-up to almost anything. The distance however is not long, so it's recovery potential is limited. Down Special: Jill Assist - Jill drops in from above the middle of the stage (play a helicopter sound to explain how she dropped in) and becomes an AI partner to Wesker. She has HP rather than percent, and always takes kb as if at 0%. If her HP is depleted, she flees the battle. She can act separately from Wesker, however she will always attack the opponent nearest to Wesker. At long range, she can use an SMG attack, at close range she uses various kicking attacks. She also has some grapples and a counter-attack, and lastly, she cannot shield but she can dodge with a fancy flip maneuver. She is fairly fast and powerful, but only stays on stage for a limited time and when hit, is quite the combo bag with not a great amount of HP to work with. JillGive her whatever basic animations are necessary, probably run, jump, getup, ledge stuff Can't shield, but can do a flip dodge Counter-attack - Blocks and counters with a chest side kick Long range - SMG Close range - Round house kick, jump kick, and a grapple where she gets her legs around your head and flips you, as well as a grapple where she does a cartwheel style flip at the same time flipping her opponent onto the ground, then breaks their arm Running attack - A jumping side kick followed by a kick off of your chest in the air, she goes up and you go down Reference the RE5 cutscene fights against her with Chris and Sheva. The running attack is the first thing she does to chris after Wesker reveals who she is, right after that she does the legs around the head grapple to Sheva, and the cartwheel grapple is done on Chris when Wesker is making his escape after the boss fight against Wesker&Jill. Final Smash - Uroboros Form and Chopper Final Smash: A helicopter comes in and drops the Uroboros missile, which Wesker catches and absorbs into himself, becoming Uroboros Wesker. Uroboros Wesker form lasts until the next stock loss, and is just as balanced as any other character. However, the Helicopter sticks around for some time as his Final Smash and can fire missiles and bullets at players for a little while before leaving. Uroboros Wesker is slower, stronger and heavier than Wesker. Uroboros Wesker also has a completely different set of B moves, which are described below. Other than that, his grab changes to a long range arm extending grapple, any other A move changes are optionally by spriter discretion. N Special: Ooze Projectile - Wesker fires a ooze projectile out of his chest, which acts like an acidic slime on hit S Special: Continuous Flailing Arm - Wesker's bladed tentacle arm moves all around himself for as long as the button is held, severely hurting anyone it touches. Wesker is slowly walking for as long as the move is held, and you can change the walk direction at will. D Special: Uroboros Storm - Wesker sends both of his arms into the ground, and the Urobors tentacles on his body flow down. A large cyclone of Uroboros tentacles then come out around him on all sides and cyclone around U Special: Air version - Wesker reaches for the ledge with his bladed extending arm to try hooking the ledge and pulls himself up Ground version - Slam Attack - An instant death move in RE5 and so very powerful KB in smash, Wesker raises his blade arm high above his head. By holding B and direction inputs, you can slowly walk with it still raised. When you release B, Wesker will slam it down into the ground (lots of forward range), dealing high KB. Would also be cool if it meteors OtherWesker's roll dodge animation should be a hyper-fast movement (standing shift) in the rolled direction, referencing the typical way he dodges bullets.
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| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Sun Sep 15, 2013 8:40 pm | |
| It's been awhile. The full moveset is still in the works. - Cragalanche the Mighty:
Cragalanche the Mighty Series: Kid Icarus Special Abilities: Floating Play style: Cragalanche is a large boulder with a mind of his own and one of the commanding officers for Viridi's army; The Forces of Nature. Despite his size and slow movement, he is able to take an onslaught of punishment. In fact, most attacks dealt to the front of Cragalanche won't make him flinch at all, although he's more vulnerable from the back and has a long hitstun when he gets hit. Despite that major flaw, he is a heavy opponent that takes a long time to get knocked off the stage, and to insult the hard work you would put in to get him off the stage, Cragalanche has an extremely decent recovery horizontal wise, but is no slouch vertically either. But that's not all, Cragalanche is a heavy hitter with an arsenal that's comprised of very powerful attacks, but are slow on start up for the most part. Ground Game Jab: Side Tilt: Reels back his right arm and extends it out. Medium Range. Up Tilt: Down Tilt: Side Smash: Cragalanche converts his left hand into a rocky whip and lashes it out. Long range. Up Smash: Down Smash: Punches the ground and sends a shock wave forward. Projectile attack. Dash Attack: Aerial Game Neutral Air Forward Air Back Air Up Air Down Air: Cragalanche immediately drops out from the air and slams the ground. Grab Game Grab: Pummel: Forward Throw Back Throw Up Throw Down Throw Other Ledge Attack Get Up Attack Specials Neutral Special: Cragalanche fires a molten rock forward. The rock travels a medium range and obeys gravity and will fall to the ground. This special can be charged to increase the damage out put. If the attack is fully charged, he will surround himself with molten rocks and fire them out from either side of his body. Side Special: Cragalanche curls up and rolls forward at high speed. Up Special: Cragalanche draws in energy and rockets in whatever direction desired. Down Special: Cragalanche burrows into the ground and will remain there as long as the special input is held or until 6 seconds have passed. Then Cragalanche will leap out of the ground, dealing damage to anyone that comes in contact with him. Final Smash: Cragalanche beats his body and slams his hands into the ground, causing the ground to crack in front of him. A fissure will then open and release a huge burst of energy that deals heavy damage to opponents.
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| | | JCrv Level 2 CPU
24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Thu Jan 09, 2014 2:02 pm | |
| I think this movesets will be better for wolf link:
Down special: Midna use his hand to defend wolf link, any shot by a player will be returned by midna.
Stand special: Wolf link do a spining attack whit midna`s power.
I found some good sprites of Midna and Wolf Link: http://younglinki.deviantart.com/art/wolf-link-sprite-189979576 |
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Thu Jan 09, 2014 4:35 pm | |
| - JCrv wrote:
- I think this movesets will be better for wolf link:
Down special: Midna use his hand to defend wolf link, any shot by a player will be returned by midna.
Stand special: Wolf link do a spining attack whit midna`s power.
I found some good sprites of Midna and Wolf Link: http://younglinki.deviantart.com/art/wolf-link-sprite-189979576 The fact of the matter is I'm basing my movesets based on canon content, not a sprite sheet. Also, I may or may not have a new move set in the works. I'll try to post it when I get it finished. |
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Fri Jan 10, 2014 6:02 pm | |
| A work in progress. I just put down whatever I felt like doing tonight. I'll get more done tomorrow. - Galacta Knight:
Galacta Knight Playstyle: Jab: Galacta Knight performs two slashes, pauses, then barrages the opponent with rapid sword thrusts. The attack itself can deal considerable damage and the range of the continuous attack has unbelievable range. The first two sword swipes knock the opponent away, and if the opponent doesn't tech roll away, they can get caught up in the continuous attack. As broken as the attack may seem, it is easily punishable. The rapid jab attack is entirely linear and despite its great range, it can be easily jumped over, especially with characters with great air speed. Side Tilt: Slashes his sword in a horizontal fashion. Up Tilt: Performs an upward thrust with his sword. Down Tilt: Pokes his sword out while crouched. Forward Smash: Two part forward smash. Part 1: Performs multiple slashes with his sword. Part 2: Performs another slash that also releases a projectile. Up Smash: Fires columns of energy up from the ground. The longer the attack charges, more columns will erupt from the ground and at a farther distance. The columns hit boxes however are extremely precise, meaning an opponent can roll between them or even just stand between two of them and, if able to, punish Galacta Knight's ending lag on the attack. Down Smash: Performs a spin attack. Acts as a spacing move and can move forward or backward when smash is fully charged. Neutral Air: Somersaults in the air multiple times with sword extended. If he hits the ground when the attack is still going, he will send a projectile forward from his sword that travels a short distance. Move can be L-Cancelled, but it also cancels out the projectile. Forward Air: Back Air: Up Air: Down Air: Downward Thrust. Acts as a stall and fall move that knocks opponents away instead of spiking them or sending them into the air. Dash Attack: Performs a drilling stab that has multi hitting properties. Pummel: Forward Throw: Back Throw: Up Throw: Down Throw: Neutral Special: Knight Beam Side Special: Shield Beam Up Special: Shuttle Loop Down Special: Mach Tornado Final Smash:
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| | | Kiddragon Level 3 CPU
99
| Subject: Re: The Community Super Smash Bros. Moveset Topic Fri Jan 10, 2014 11:28 pm | |
| Well, now that this is alive, I would like to talk about the fan favorite of Young Link. Here is my own version of the moveset : - 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.
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
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 eat up the timer, but be careful to not blow with them! Comes from an item both in OoT and MM, as well as other games.
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
_____ 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!
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
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
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.
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 Deku Link is a key tool to master the play style of the young fairy boy.Does it really need it's origin?
_____ 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.
Along comments on it, I would like to talk about the fact everyone that does this moveset adds his 3 transformations from MM. Is it really necessary? I mean, having more than a single form is impractical at start (Thanks Pokémon Trainer for confirming this...), but Young Link refers to an entity way bigger than MM. Don't get me wrong, I actually like MM, it's my favorite Zelda game, but I don't feel like he should have all his masks. |
| | | SnivyKawaii Level 6 CPU
669
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Mar 04, 2014 10:41 pm | |
| - Steve:
Steve from minecraft Steve is a fast character and medium weight Neutral Special "Bow": Similar to Link's Hero Bow Side Special "Splash Potion":Steve throws a splash potion that creates a small shockwave which can inflict one of many effects (arranged from highest to lowest chance): *Harming: Instant, moderate damage and knockback. *Weakness: Physical damage and knockback is decreased. *Slowness: Speed is decreased. *Poison: Gradual damage, similar to being affected by a Flower. A player may only be afflicted with one of these effects at a time. Up Special "Ender Pearl":Steve throws an Ender Pearl using mechanics nearly identical to Yoshi's Egg Throw; teleporting to wherever the pearl lands. If it hits a reflector such as Pit's Mirror Shield, instead of bouncing off, it will activate as if the reflector was a solid surface. Down Special "Block Place": Steve places three "Wooden Planks" blocks. If he's on the ground, he will place them as a wall in front of himself to block enemy actions; if he's airborne, he will place them as a platform beneath himself. Only one wall/platform per Steve may be in play at any given time. The player must either destroy the first blocks, or wait for them to despawn after 30 seconds. Taunt: steve launch fireworks Final Smash "Wither Invocation": Given 4 Soul Sand and 3 Wither Skeleton Skulls, Minecraft Steve builds The Wither, the most difficult mob to fight in Minecraft. When The Wither is finally built, it explodes immediately, easily causing an OHKO (One-Hit KO) along with an ambient sound effect being played. Minecraft Steve also becomes equipped with a Diamond Sword and is immune to damage. The Wither deals explosive damage, and can poison enemies that take damage. After 15 seconds, The Wither dies out, making Minecraft Steve's Diamond Sword disappear, and dropping a Nether Star. The Nether Star is a throwable object that deals serious damage on hit.
- The Blob:
The Blob From Clay Fighters neutral special "Clay Loogie": He lurches back for a quick second, then hocs a loogie that hurts if touched by his foe. Side Special "Buzzsaw":blob becomes a circular saw going forward Up Special "Clay stomp":The blob turns into a foot and jumps into the air. He also hurts you on the way down. Down Special "Police Brutality":He attacks his opponent with several nightsticks, hurting them multiple times Taunt:blob becomes a hand and lifts thumb upwards Final Smash "Claytality":blob swallows the opponent and then becomes cannon and shoot
Last edited by CJ on Fri Mar 07, 2014 10:58 am; edited 1 time in total |
| | | HypeConduit Level 6 CPU
873 XMister_RatburnX
| Subject: Re: The Community Super Smash Bros. Moveset Topic Thu Mar 06, 2014 11:27 pm | |
| Well, glad that this topic exists. Hopefully my movesets interest people, or at least entertain them. - Gomez:
________________________________________ As most of you may know, Gomez is the main protagonist and playable character of Phil Fish's and Renaud Bédard's indie smash(!) hit FEZ. Unfortunately, this character will never, in all sincerity, land in an actual Smash Bros. Title. Reason? First of all, FEZ has been published on practically every non-Nintendo system: PC, Mac, Linux, Xbox 360, and PS3/4. Secondly, Gomez is not a character commonly known to fight; FEZ has no enemies besides gravity and black holes. Finally, Phil Fish canceled FEZ II, meaning that Gomez will have to hang up the Fez for a long while. If he didn't want a second game for his own series, why would he want Gomez to land a roster spot in Smash? With all this considered, Gomez has absolutely NO chance cutting the mustard for the next Smash, so why do I want him in so badly? ________________________________________ Well, this is why. Gomezes' role in his game is unparalleled to any other character in gaming history. Gomez lives in a simple world where his naïve peers are taught that the world only has two dimensions. As Gomez quickly realizes, this is not true. He brought himself to a superb realization that his bounds are not limited by the two dimensions that have others of his kind in a pickle. Gomez breaks the rules for the sole purpose of reaching new heights and stitching back together the seams of his universe. He's noble, chivalrous, cute, and absolutely NOBODY hates him. (They just hate Phil Fish.) On with the moveset! ________________________________________ GENERAL STUFF
- Lightweight
- Medium Falling
- Small
- Two-dimensional (Think G&W)
- Chip Sound effects
- When shield breaks, goes a medium, random distance horizontally in combination with normal shield-broken stun. Not a strong shielder.
________________________________________ Jab Combo: First, two hits with his arms, much like Mario, then flutters his fists wildly for half a second, Like Luigi's Dash attack, except with shorter distance and duration, but more rapid hits. Opponent flinches, but knockback kicks in randomly during flutter. Side Tilt: Swings a key in front of him, in a sword-like gesture. Medium-high knockback. Up Tilt: Spins in place for a short second. Short, upwards knockback. Dash Attack: Skids. Dust from skid hits with flinch damage only. Slower to recover from to prevent infinite comboing. Down Tilt: Shoots a very short, subtle kick. Very small hitbox, but landing causes medium down-forward velocity. Side Smash: Throws a cube forward, Olimar style. Cube causes Electric flinch damage until last hit, which causes low, upward knockback. Cube is thrown in a boomerang-like style. The distance the cube flies depends on charge. Up Smash: Hops up in the air with joy. Small hitbox, short-medium duration. LARGE upwards knockback velocity. The duration of attack and initial jump velocity is based on charge. Down Smash: Throws an anti-cube on the ground, shattering it. The pieces spread a short distance and does low, horizontal shadow damage. (Mewtwo styled hit effect) Distance of shattered pieces depend on charge. Neutral Aerial: Spins rapidly, a la Olimar. Forward Aerial: Tucks into a ball and rolls, Sonic-like. Back Aerial: Does a backflip Up Aerial: Does a frontflip Down Aerial: Does a diving faceplant. absorbs enemies on the way down and has medium knockback when both characters land. Grab: Gomez throws Dot in front of him to catch enemy. Pummel: Dot shakes enemy once violently, in a whiplash inducing motion. Forward Throw: Dot does a loop in air before sending the enemy forward. Back Throw: Dot shoves the enemy back with diagonal down velocity. Up Throw: Dot passes opponent to Gomez, Gomez lifts the enemy off their feet and directly up into the air, making himself double backflip Down Throw: Dot passes opponent to Gomez, Gomez stomps once hard on the opponent, dealing no knockback, but hard damage. Not chainable, as Gomez hops off of the opponent after, rather than steps off. Neutral Special: Gomez whips his Fez a character's length away from him. Can reflect projectiles and reverse players. Unlike Mario's cape, however, this move has Shadow damage for the beginning frames, and it works slower. Side Special: Spawns and picks up a box, which he can throw in a short-ranged parabolic movement. The box is unique to his character, not like the boxes spawned otherwise in Smash. Three max on screen. The Box does low knockback. Down Special: Chargeable attack (5 seconds to charge). After full charge, press again to drop a suspended cube bit. If an opponent picks up 8 cube bits (has to be the same life), they will be stunned for 10 Seconds. Very high risk, Guaranteed reward; instant victory in trained hands. Up Special:
- In Air: Does a fluttering kick like Yoshi, with a small, character height boost. While doing this, has doubled horizontal velocity, making getting back from the sides of screen easy.
- On Ground: Jumps off ground hard with a trail of vines following him. Vines do non-flinch 1% damage, like lipstick, launch/impact does very low horizontal knockback.
Recovery: Does a windmill kick, low knockback Off of edge: Climbs up, rolls and does a sliding kick. Roll does diagonal-up, low knockback, and slide does medium, upwards knockback. ________________________________________ FINAL SMASH: "THANKS FOR PLAYING!"First, the camera constantly rotates around the Y axis, spinning around the stage and disorienting players. After that, Gomez stops the camera. He then absorbs the Writing, Counting, Skull and Tome artifacts and turns into a black hole for 5 seconds. Getting hit by the black hole is constant, heavy damage until the end of the attack, where the knockback is high as well. The black hole would be 3/5 the size of Final Destination. ________________________________________ Taunt 1: Pulls out treasure map and scans, then puts away. Taunt 2: Does three small victory hops. (Different than his Up Smash) Taunt 3: Spins around happily, showing off his beautiful, isometric form.
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| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Fri Mar 07, 2014 8:08 am | |
| - CJ wrote:
- Steve:
Steve from minecraft Steve is a fast character and medium weight Neutral Special "Bow": Similar to Link's Hero Bow Side Special "Splash Potion":Steve throws a splash potion that creates a small shockwave which can inflict one of many effects (arranged from highest to lowest chance): *Harming: Instant, moderate damage and knockback. *Weakness: Physical damage and knockback is decreased. *Slowness: Speed is decreased. *Poison: Gradual damage, similar to being affected by a Flower. A player may only be afflicted with one of these effects at a time. Up Special "Ender Pearl":Steve throws an Ender Pearl using mechanics nearly identical to Yoshi's Egg Throw; teleporting to wherever the pearl lands. If it hits a reflector such as Pit's Mirror Shield, instead of bouncing off, it will activate as if the reflector was a solid surface. Down Special "Block Place": Steve places three "Wooden Planks" blocks. If he's on the ground, he will place them as a wall in front of himself to block enemy actions; if he's airborne, he will place them as a platform beneath himself. Only one wall/platform per Steve may be in play at any given time. The player must either destroy the first blocks, or wait for them to despawn after 30 seconds. Taunt: steve launch fireworks Final Smash "Wither Invocation": Given 4 Soul Sand and 3 Wither Skeleton Skulls, Minecraft Steve builds The Wither, the most difficult mob to fight in Minecraft. When The Wither is finally built, it explodes immediately, easily causing an OHKO (One-Hit KO) along with an ambient sound effect being played. Minecraft Steve also becomes equipped with a Diamond Sword and is immune to damage. The Wither deals explosive damage, and can poison enemies that take damage. After 15 seconds, The Wither dies out, making Minecraft Steve's Diamond Sword disappear, and dropping a Nether Star. The Nether Star is a throwable object that deals serious damage on hit.
Since Steven is from Minecraft, don't you think he should have a special that... involves crafting? I would get a new down special, where Steve crafts a random tool of random element, which he could use as a weapon. |
| | | SnivyKawaii Level 6 CPU
669
| Subject: Re: The Community Super Smash Bros. Moveset Topic Fri Mar 07, 2014 10:03 am | |
| - C_Mill24 wrote:
- CJ wrote:
- Steve:
Steve from minecraft Steve is a fast character and medium weight Neutral Special "Bow": Similar to Link's Hero Bow Side Special "Splash Potion":Steve throws a splash potion that creates a small shockwave which can inflict one of many effects (arranged from highest to lowest chance): *Harming: Instant, moderate damage and knockback. *Weakness: Physical damage and knockback is decreased. *Slowness: Speed is decreased. *Poison: Gradual damage, similar to being affected by a Flower. A player may only be afflicted with one of these effects at a time. Up Special "Ender Pearl":Steve throws an Ender Pearl using mechanics nearly identical to Yoshi's Egg Throw; teleporting to wherever the pearl lands. If it hits a reflector such as Pit's Mirror Shield, instead of bouncing off, it will activate as if the reflector was a solid surface. Down Special "Block Place": Steve places three "Wooden Planks" blocks. If he's on the ground, he will place them as a wall in front of himself to block enemy actions; if he's airborne, he will place them as a platform beneath himself. Only one wall/platform per Steve may be in play at any given time. The player must either destroy the first blocks, or wait for them to despawn after 30 seconds. Taunt: steve launch fireworks Final Smash "Wither Invocation": Given 4 Soul Sand and 3 Wither Skeleton Skulls, Minecraft Steve builds The Wither, the most difficult mob to fight in Minecraft. When The Wither is finally built, it explodes immediately, easily causing an OHKO (One-Hit KO) along with an ambient sound effect being played. Minecraft Steve also becomes equipped with a Diamond Sword and is immune to damage. The Wither deals explosive damage, and can poison enemies that take damage. After 15 seconds, The Wither dies out, making Minecraft Steve's Diamond Sword disappear, and dropping a Nether Star. The Nether Star is a throwable object that deals serious damage on hit.
Since Steven is from Minecraft, don't you think he should have a special that... involves crafting? I would get a new down special, where Steve crafts a random tool of random element, which he could use as a weapon. maybe it could be Crafting:creates a random element lighter:creates a small flame in front of the Fire Charge:one throwable ball that burned to touch TNT:steve tnt placed before him a few seconds and then explodes |
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Mar 11, 2014 8:01 am | |
| - Kiddragon wrote:
- Well, now that this is alive, I would like to talk about the fan favorite of Young Link. Here is my own version of the moveset :
- 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.
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
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 eat up the timer, but be careful to not blow with them! Comes from an item both in OoT and MM, as well as other games.
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
_____ 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!
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
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
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.
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 Deku Link is a key tool to master the play style of the young fairy boy.Does it really need it's origin?
_____ 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.
Along comments on it, I would like to talk about the fact everyone that does this moveset adds his 3 transformations from MM. Is it really necessary? I mean, having more than a single form is impractical at start (Thanks Pokémon Trainer for confirming this...), but Young Link refers to an entity way bigger than MM. Don't get me wrong, I actually like MM, it's my favorite Zelda game, but I don't feel like he should have all his masks. Well, all the transformation masks are important to the plot of Majora's Mask (minus Giant's Mask). If you don't feel like having all the masks in the moveset, that's fine, but it would kind of give the idea that none of the other masks are that important to be represented. At least, that's how I feel. |
| | | Kiddragon Level 3 CPU
99
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Mar 11, 2014 7:39 pm | |
| - C_Mill24 wrote:
- Kiddragon wrote:
- Well, now that this is alive, I would like to talk about the fan favorite of Young Link. Here is my own version of the moveset :
- 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.
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
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 eat up the timer, but be careful to not blow with them! Comes from an item both in OoT and MM, as well as other games.
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
_____ 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!
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
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
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.
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 Deku Link is a key tool to master the play style of the young fairy boy.Does it really need it's origin?
_____ 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.
Along comments on it, I would like to talk about the fact everyone that does this moveset adds his 3 transformations from MM. Is it really necessary? I mean, having more than a single form is impractical at start (Thanks Pokémon Trainer for confirming this...), but Young Link refers to an entity way bigger than MM. Don't get me wrong, I actually like MM, it's my favorite Zelda game, but I don't feel like he should have all his masks. Well, all the transformation masks are important to the plot of Majora's Mask (minus Giant's Mask). If you don't feel like having all the masks in the moveset, that's fine, but it would kind of give the idea that none of the other masks are that important to be represented. At least, that's how I feel. I know all three transformation masks are important, but I do feel like Deku is sightly more important than the others. Maybe it's because of its plot significance toward Link itself compared to the plot in general, maybe it's because it's the first one, maybe it's because I got stuck in Clock Town for years when I was young trying to figure how to get to the Swamp Temple, I dunno, I feel like the Deku Scrub is the transformation that is most commonly associated with MM. |
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Wed Mar 12, 2014 3:32 pm | |
| Work in progress... - Bugzzy:
Bugzzy Speed: 33 (Slow) Weight: 106 (Medium-Heavy) Falling Speed: 1.62 (Medium-Fast) Special Ability: None Jab/Combo: Snaps its pincers out at an opponent. Single hit jab. Deals 9% damage, has slight start up lag, and is impractical for performing jab resets. Sends the opponent upward at a slight angle. Side Tilt: Performs a quick punch. Deals 7% damage and sends opponents flying upward and away from Bugzzy. Up Tilt: Bugzzy stabs upward with one of its mandibles. Deals 8% damage and sets opponents upward. Down Tilt: Performs a sliding kick. Deals 6% damage and acts as a pseudo crawl. Dash Attack: Bugzzy leaps forward and snaps its mandibles. Deals 14% damage at the sweet spotted hit box at the mandibles and deals 5% damage at the sour spot hit boxes around the body. Forward Smash: Bugzzy lunges its head forward. Deals 12%-17% damage depending on the charge. Up Smash: Bugzzy crouches down, then leaps up and snaps its mandibles. Deals 15%-23% damage at the sweet spot (when Bugzzy snaps its mandibles). Has a very precise hit box; only around the mandibles. Down Smash: Bugzzy jumps up and slams the ground, producing a star from each side of its body. Hit boxes around the lower part of Bugzzy's body deal 12%-16% damage and has meteor smashing properties, meaning it can be meteor cancelled given the chance. The hit boxes on the stars deal 8%-12% damage and have semi spike properties, although the knockback dealt is fairly weak. Neutral Air: Bugzzy perfomrs a sex kick that deals 8% damage. Forward Air: Bugzzy snaps its pincers out in front of itself, dealing 15% damage and good knockback. Back Air: Bugzzy spins around and kicks. Deals 10% damage with medium knockback. Up Air: Bugzzy performs an upward kick that deals 14% damage. Down Air: Bugzzy performs a pinpoint kick on the opponent. Deals about 9% damage and low knockback, and it can follow up with it self. The move sends the opponent slightly upward along with Bugzzy. Ledge attack, get up attack... and other attacks like that: later. Neutral Special: Dash Grab: Bugzzy charges up and dashes forward i an attempt to grab an opponent. If he misses, he slides forward a little bit, having some cool down and can be punished. If Bugzzy grabs an opponent Bugzzy can perform any throw listed below:
- Pile Driver: Pressing forward will have Bugzzy leap forward and smash the target into the ground.
- Big Suplex: Pressing back will cause Bugzzy to flip backward, and slam the target against the ground, sending the opponent backward.
- Back Breaker: If up is pressed, Bugzzy will break the target over his shoulder, then throw the target upward.
- Body Slam: If down is pressed, Bugzzy slams the target into the ground.
If Bugzzy grabs an opponent in the air, he can perform these throws:
- Air Body Slam: If any direction other than down is pressed, Bugzzy throws the target upward.
- Plunge Body Slam: If down is pressed, Bugzzy throws the opponent downward.
This move can be charged, and as such, Bugzzy travels farther the longer the move is charged. This move can also help as a quick recovery option if needed. If used in the air, Bugzzy goes into a helpless state. Side Special: I'm not sure what exactly I want to put here. (I currently have another set where a beetle flies straight forward at a faster rate). That's pretty stupid. Up Special: Flight: Bugzzy leaps into the air and vibrates his wings. While airborne, Bugzzy can move freely about in the air for about 4 seconds until he goes into a helpless state. Sort of to give you an idea of what the flight looks like... I guess. Down Special: Beetles: Bugzzy releases two small beetles that fly in a crooked forward path, damaging an opponent for some slight damage. The beetles have low priority, so they can be cancelled out by other attacks. Final Smash: Sword and Club: Bugzzy pulls out a sword and club out as he does in the anime. In this Final Smash, Bugzzy will exclusively use the sword and club in his attacks, each blow dealing massive damage. It lasts for 18 seconds and then Bugzzy reverts back to his normal attacks.
Last edited by C_Mill24 on Fri Mar 14, 2014 1:08 pm; edited 2 times in total |
| | | SnivyKawaii Level 6 CPU
669
| Subject: Re: The Community Super Smash Bros. Moveset Topic Wed Mar 12, 2014 11:03 pm | |
| - Boggy B:
Boggy B Boggy B is a legendary hero, elite military soldier, mascot of Team17, and a well-known character from the Worms series, first appearing in the very first Worms game. He is the primary protagonist of the series, and his name even appears sometimes in the game, randomly as one of the automated Worm names while you start creating your own team. There are also a few Worms theme songs (known as "Wormsongs") that have narrated stories about Boggy B's battles, a long time ago. In the original Wormsong, Spadge (Boggy B's best friend, and possibly his brother) was shot down and killed by an enemy Worm, and Boggy B got revenge by blowing him to bits with a Dynamite. boggy is slow and very weak but has strong ranged attacks Neutral Special "Bazooka":Boggy shows his bazooka and fires a missile causing much damage (is a charge attack and can address up and down) Side Special "Grenades":Boggy launch a random grenades at your opponents Cluster Bomb: explodes and splits into four pieces the first cause 5% blast damage and the second 1% each Normal Grenade:to exploit cause 15% damage Holy Hand Grenade: o exploit cause 30% damage Up Special "Fire Punch":boggy give a uppercut like ryu Down Special "Sentry Gun":The Sentry Gun acts as a turret, firing at enemy that are detected through movement. Taunt:buggy sticking his tongue teases his opponent Final Smash "Armageddon": boggy summons a meteor shower and immediately teleports off screen when the rain ends boggy returns
|
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Thu Mar 13, 2014 5:46 pm | |
| I did some edits to my Bugzzy moveset. That's a thing. I've been really caught up rewatching and reading Soul Eater. So, I've been thinking about revisiting, revising, and making movesets for some characters in the franchise. One of these I've been meaning to revise for quite a while now... - Did you know my blood is black?:
|
| | | HypeConduit Level 6 CPU
873 XMister_RatburnX
| Subject: Re: The Community Super Smash Bros. Moveset Topic Thu Mar 13, 2014 9:32 pm | |
| Okay, so I assume it's a post per character or update, or should I keep it all in one post? I want to make more movelists, but I don't know if keeping it in a single post will work. |
| | | MercuryHg34
3883
| Subject: Re: The Community Super Smash Bros. Moveset Topic Fri Mar 14, 2014 5:24 am | |
| Just go back and edit the single post every time, and then make a new post stating it was updated and provide a link to the post itself. |
| | | Perfect Hell
8837
| Subject: Re: The Community Super Smash Bros. Moveset Topic Fri Mar 14, 2014 9:05 am | |
| The name of this thread now implies that the movesets within it are a part of the game's development -_- |
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Fri Mar 14, 2014 9:37 am | |
| Oops... I never meant to imply that. : |
S'cuse ME |
| | | MercuryHg34
3883
| Subject: Re: The Community Super Smash Bros. Moveset Topic Fri Mar 14, 2014 3:12 pm | |
| Way to make it awkwardly explicit how not official this thread is |
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Fri Mar 14, 2014 4:29 pm | |
| - MercuryHg34 wrote:
- Way to make it awkwardly explicit how not official this thread is
Kill me. |
| | | SP
3856 cellularSP
| Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Mar 17, 2014 3:31 pm | |
| I've been working on a moveset for a very special someone. It isn't finished, but I do have enough (I think) to share what I have. Enjoy. - Reggie Fils-Aime:
First Appearance: March 25th, 1961 First (Notable) Appearance: E3 2004 Bio: Reggie Fils-Aime is the current president and COO of Nintendo of America. While he had worked at Nintendo prior to 2004’s E3, his public appearance at the conference has elevated him into celebrity and meme status amongst gamers and internet basement dwellers alike. Statistics (Based on iduno)Weight: 6/10 Speed: 5/10 Jump: 3/10
Fall Speed: 7/10 Special Abilities: “Confidence”; see below Playstyle: Reggie makes use of various Nintendo accessories and add-ons to aid him in his battle. More specifically, he uses accessories from the Wii-era, so you won’t be seeing the “gloriousness” of items such as the power glove or NES Zapper. Reggie also acts in a manner that “shows off” the various accessories and controllers he is using, as if he is more concerned with performing for the audience than actually fighting. Reggie has an invisible (maybe; could possibly have a meter?) build up known as “confidence” that affects his performance in battle. Reggie starts with 20% confidence every stock, and gains more by dealing damage. For every 1% damage Reggie deals, Reggie gains 1% confidence respectively. Based on how much confidence Reggie has, Reggie will either deal less or more damage than “normal” (which is 40% confidence) with his normals, and his confidence will also affect some of his specials as well. Having less than 40% confidence will decrease the damage and knockback significantly of Reggie’s moves. Having more than 40% will start to increase the damage and knockback of Reggie’s moves, maxing at 100% under normal circumstances. For every 1% damage Reggie takes, he’ll lose 2% confidence (meaning if he takes 12% damage from a move, he’ll lose 24% confidence). Special ways to get confidence other than dealing damage: Bonus confidence is given based on audience cheering for Reggie or Announcer commenting on a recent combo (ex: Very good!); this is a small amount, ranging from 1% to 10%. Down special Neutral Special: Wii ZapperReggie takes out a Wii Zapper, and fires. Releases a small, weak projectile than can be fired in succession like a super scope. Unlike a super scope, this cannot be charged. Confidence does not change this move at all, though Reggie can gain confidence from it (for every 5% dealt with this move, Reggie gains 2% confidence). Like Fox’s laser, this does no knockback or stun. Side Special: Wii SportsReggie will swing with his Wii remote, which will magically have a wii sports attachment on the end of it. Based on how much confidence Reggie has, the attachment will be different: 0-19%: no attachment, making this a weak, short-range attack with no benefits other than dealing damage. 20-39%: golf club: has more range and does more damage than the wii remote. 40-69%: baseball bat: same range as golf club, but deals more damage and can reflect projectiles. 70-100%: tennis racket: slightly more range than previous attachments, deals even more damage, can reflect projectiles, and also turns opponents around that come into contact with the racket. 100+%: Golden racket: same properties as regular racket, but comes out much more quickly and deals more damage + knockback. Up Special: NunchukReggie connects a Nunchuk onto his Wii Remote. If used in the air, Reggie will automatically try to tether to the nearest enemy or ledge. If an opponent is hit, Reggie will pull the opponent downwards, and it is also possible to pull hanging opponents off of ledges (if they aren’t invulnerable). If used on the ground, you can select a direction for Reggie, and he will try to grab an opponent if there is one in the way of the Nunchuk. If successful, Reggie will pull the snagged opponent towards him, and the opponent will be grabbed. The length of the Nunchuk cord (and how much range the grab/tether has) is based on how much confidence Reggie has (more confidence = more range). Down Special: My Body is ReadyReggie gets on a Wii balance board and starts trying to play an imaginative game of some sort on it (he wiggles around, etc). For every half of a second Reggie is on the balance board, he’ll receive 2% confidence (4% every second). Reggie will remain in this state for a maximum of 5 seconds before he automatically gets off, and if that is the case he’ll also receive a bonus 10% confidence on top of the 20% he would’ve gotten normally (30% added altogether). Ending the move early will result in the confidence being saved, though you can only get a maximum of 20%. Being attacked out of the move will result in Reggie losing half of the confidence he would have gotten from the move in addition to losing confidence based on the damage taken. An interesting note about this move is that Reggie can gain more than 100% confidence in this way, for a maximum of 130%; however, while having more than 100% confidence, Reggie will not be able to gain more confidence from dealing damage, and will lose 4% per damage taken until he is below or at 100% confidence again.
|
| | | HypeConduit Level 6 CPU
873 XMister_RatburnX
| Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Mar 17, 2014 3:45 pm | |
| - sp wrote:
- I've been working on a moveset for a very special someone. It isn't finished, but I do have enough (I think) to share what I have. Enjoy.
- Reggie Fils-Aime:
First Appearance: March 25th, 1961 First (Notable) Appearance: E3 2004 Bio: Reggie Fils-Aime is the current president and COO of Nintendo of America. While he had worked at Nintendo prior to 2004’s E3, his public appearance at the conference has elevated him into celebrity and meme status amongst gamers and internet basement dwellers alike. Statistics (Based on iduno)Weight: 6/10 Speed: 5/10 Jump: 3/10
Fall Speed: 7/10 Special Abilities: “Confidence”; see below Playstyle: Reggie makes use of various Nintendo accessories and add-ons to aid him in his battle. More specifically, he uses accessories from the Wii-era, so you won’t be seeing the “gloriousness” of items such as the power glove or NES Zapper. Reggie also acts in a manner that “shows off” the various accessories and controllers he is using, as if he is more concerned with performing for the audience than actually fighting. Reggie has an invisible (maybe; could possibly have a meter?) build up known as “confidence” that affects his performance in battle. Reggie starts with 20% confidence every stock, and gains more by dealing damage. For every 1% damage Reggie deals, Reggie gains 1% confidence respectively. Based on how much confidence Reggie has, Reggie will either deal less or more damage than “normal” (which is 40% confidence) with his normals, and his confidence will also affect some of his specials as well. Having less than 40% confidence will decrease the damage and knockback significantly of Reggie’s moves. Having more than 40% will start to increase the damage and knockback of Reggie’s moves, maxing at 100% under normal circumstances. For every 1% damage Reggie takes, he’ll lose 2% confidence (meaning if he takes 12% damage from a move, he’ll lose 24% confidence). Special ways to get confidence other than dealing damage: Bonus confidence is given based on audience cheering for Reggie or Announcer commenting on a recent combo (ex: Very good!); this is a small amount, ranging from 1% to 10%. Down special Neutral Special: Wii ZapperReggie takes out a Wii Zapper, and fires. Releases a small, weak projectile than can be fired in succession like a super scope. Unlike a super scope, this cannot be charged. Confidence does not change this move at all, though Reggie can gain confidence from it (for every 5% dealt with this move, Reggie gains 2% confidence). Like Fox’s laser, this does no knockback or stun. Side Special: Wii SportsReggie will swing with his Wii remote, which will magically have a wii sports attachment on the end of it. Based on how much confidence Reggie has, the attachment will be different: 0-19%: no attachment, making this a weak, short-range attack with no benefits other than dealing damage. 20-39%: golf club: has more range and does more damage than the wii remote. 40-69%: baseball bat: same range as golf club, but deals more damage and can reflect projectiles. 70-100%: tennis racket: slightly more range than previous attachments, deals even more damage, can reflect projectiles, and also turns opponents around that come into contact with the racket. 100+%: Golden racket: same properties as regular racket, but comes out much more quickly and deals more damage + knockback. Up Special: NunchukReggie connects a Nunchuk onto his Wii Remote. If used in the air, Reggie will automatically try to tether to the nearest enemy or ledge. If an opponent is hit, Reggie will pull the opponent downwards, and it is also possible to pull hanging opponents off of ledges (if they aren’t invulnerable). If used on the ground, you can select a direction for Reggie, and he will try to grab an opponent if there is one in the way of the Nunchuk. If successful, Reggie will pull the snagged opponent towards him, and the opponent will be grabbed. The length of the Nunchuk cord (and how much range the grab/tether has) is based on how much confidence Reggie has (more confidence = more range). Down Special: My Body is ReadyReggie gets on a Wii balance board and starts trying to play an imaginative game of some sort on it (he wiggles around, etc). For every half of a second Reggie is on the balance board, he’ll receive 2% confidence (4% every second). Reggie will remain in this state for a maximum of 5 seconds before he automatically gets off, and if that is the case he’ll also receive a bonus 10% confidence on top of the 20% he would’ve gotten normally (30% added altogether). Ending the move early will result in the confidence being saved, though you can only get a maximum of 20%. Being attacked out of the move will result in Reggie losing half of the confidence he would have gotten from the move in addition to losing confidence based on the damage taken. An interesting note about this move is that Reggie can gain more than 100% confidence in this way, for a maximum of 130%; however, while having more than 100% confidence, Reggie will not be able to gain more confidence from dealing damage, and will lose 4% per damage taken until he is below or at 100% confidence again.
Absolutely phenomenal. |
| | | SP
3856 cellularSP
| Subject: Re: The Community Super Smash Bros. Moveset Topic Sun Apr 20, 2014 12:32 pm | |
| Spyro the Dragon - Spoiler:
Playstyle: Spyro is a lightweight character that doesn’t have a lot of range. This doesn’t mean he is lacking in power; in fact, he is quite capable of chasing down opponents and dealing large amounts of DPS. His lack of a decent projectile can be a problem, however, as Spyro can be easily harassed from afar with longer-range moves. Despite his light weight, Spyro actually has fairly decent horizontal recovery, though his vertical recovery is somewhat lacking, making him very vulnerable to attacks with meteor-like attributes.
Passive: Spyro has 2 mid-air jumps, and is able to glide with his USpecial.
Jab/Combo: Spyro slashes with his two front claws, then spins around to deal a final blow with his tail. F Tilt: Spyro performs a small headbutt forwards. D Tilt: Spyro swipes forwards with his wings. U Tilt: Spyro lowers his head, then flips it quickly upwards to deal damage and upwards knockback to any opponents hit directly by the horns. Good for setting up aerial combos.
Dash Attack: Spyro rolls into a ball to deal damage to opponents he runs into. Get-Up Attack: Spyro spins around to smack people with his tail. Edge Attack: Spyro slashes as he crawls back onto the stage.
F Smash: Electric Breath - Spyro breathes electric breath, dealing multiple hits of damage and very briefly stunning opponents for the last hit. The range is the same as Spyro’s fire breath. D Smash: Spyro flaps his wings, dealing damage close to Spyro, while also creating a windbox on both sides of Spyro that pushes opponents backwards. U Smash: Ice Breath - Spyro breathes an icy breath upwards, dealing multiple hits of damage above Spyro. If opponents are hit by the entire attack, they are frozen for a time.
N Air: Spyro extends his wings to deal damage around himself. F Air: Spyro slashes forwards with his claw. B Air: Spyro kicks behind himself. D Air: Spyro spits three small fireballs beneath him, two diagonally (front and back), and one directly downwards. The fireballs are spit in succession, not all at once, and the directions fired first, second, and third can vary. U Air: Spyro spins around and slaps opponents with his tail above him.
Grab: Standard grab with his front claws. Pummel: Spyro headbutts the grabbed opponent. F Throw: Spyro hurls the opponent away with his horns. B Throw: Spyro kicks his opponents away using his hind legs. D Throw: Spyro jumps then lands on the opponent with his hind legs. U Throw: Spyro launches the opponent upwards with his horns.
N Special: Flame Breath - When the B button is only tapped, Spyro breathes fire, dealing multiple hits of damage in a short range in front of Spyro. This move comes out quickly with almost no startup lag. If the B button is held, Spyro can charge up a fireball attack that is a somewhat slow-moving projectile that deals damage based on the amount of the charge. Spyro can hold the current level of charge for later use by spot dodging or rolling. Tapping the B button while having a charged fireball has Spyro fire the fireball, while pressing the B button will have Spyro continue charging. Fully charging a fireball will have Spyro automatically stop charging; the B button can be tapped to fire the fireball again. S Special: Charge - Spyro begins charging forwards at a speed faster than his normal run speed. Spyro deals damage simply by running into opponents. This attack can be stopped by pressing the special button again or by taking damage that causes any kind of flinching, or by running into an opponent. When used in-air, Spyro gains a slight horizontal boost, then quickly plummets while traveling at a forwards diagonal at a fast pace. While charging, Spyro can jump slightly, though he can’t double jump. If allowed, Spyro can easily fall off edges and to his doom. D Special: Headbash - If used on the ground, Spyro will jump slightly then slam horns-first into the ground. If used in the air, Spyro will perform a somersault then slam head-first into the ground. Spyro deals damage when he hits opponents with his horns. The attack functions similarly to Yoshi’s or Bowser’s DSpecial. U Special: Glide and Hover - Spyro gains a short boost, then begins to glide. If the special button is pressed during the glide, Spyro will end the glide early then hover a tad, granting a last-ditch vertical recovery. Spyro is able to use his side special and down special during a glide to end it early and attack out of it.
Final Smash: Power-Up Gate - Spyro enters through a power-up gate, granting Spyro several buffs to his specials for a short time. Spyro is also invincible during the time.
Neutral Special: Superflame - Spyro can now shoot fireballs without charging, and these projectiles travel faster and deal more damage. Side Special: Supercharge - Spyro’s charge becomes incredibly fast, and deals much more damage and knockback to opponents. Up Special: Superfly - Spyro can now fly indefinitely. Pressing the neutral special button will end the flight early, and pressing the A button will allow Spyro to shoot fireballs while in flight. Down Special: Remains unchanged, though deals more damage when it hits.
Taunt: Spyro shakes himself clean.
Other notes:
Shield - Wing Shield Sparx - Sparx follows Spyro around, and changes color based on Spyro’s percentage: 0-24% - Yellow 25-50% - Blue 51-80% - Green 81%+ - Sparx is absent
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| | | SP
3856 cellularSP
| Subject: Re: The Community Super Smash Bros. Moveset Topic Fri May 02, 2014 12:23 pm | |
| A new challenger appears, hopefully I added everything I wanted to here.... Come on and slam! - Charles Barkley:
Playstyle - Barkley requires his basketball in order to perform well. He can attack without one, but his damage is limited. With the basketball, he has amazing damage and combo capability with amazing projectiles, so it is best not to lose it if you can help it. There are ways to get the basketball back if you lose it, so don’t fret too much if you do - just make sure to get it back timely! Barkley can lose his basketball in a number of ways - he can take a high amount of damage and have it knocked away, he can also lose it by using some of his moves. The basketball itself is a unique item - and if Barkley has it, cannot utilize other items that have to be carried (though he can still do things like eat food or use automatic items like assist trophies). Anyone carrying the basketball can also be affected by “penalties”, which are negative attributes associated with the basketball. Here they are: Traveling - carrying the basketball while not dribbling - Barkley automatically dribbles while idling and moving on the ground, though he can travel if forced to move through the air. Opponents have special dribbling idles when they have the basketball, but they cannot move while dribbling like Barkley. Traveling deals 1% damage for every .5 seconds traveling. Carrying - similar to traveling, when one stops dribbling then begins dribbling again. Deals 12% damage to players who do this. Foul - when carrying the ball, if the person is stunned, they have been “fouled,” and the person who fouled them takes damage equal to the amount of the stun’s damage (if no damage and just a stun, it will deal 3%). Neutral Special - Freethrow A chargeable attack. The more this move is charged, it will do more damage while traveling further and faster. While charging, you can also aim where the basketball will go when thrown, which can be done with an imaginary basketball hoop that acts like a crosshair of sorts. Note that this move cannot hold its charge like DK’s Giant Punch, but it does take half of the time to reach full charge. Barkley automatically retrieves his basketball afterwards. Side Special - Pass Barkley shoves his basketball forwards, as if passing it to a teammate - only this move is passing it at opponents! This move deals large damage and has low range, making it a good finisher if necessary. It also momentarily stuns opponents if they are hit - it also makes the opponent lose any items they are carrying and force them to carry the basketball. Barkley is left without his basketball. Up Special - Jumper Barkley jumps up and throws his basketball in a large arc. When Barkley has the basketball, he jumps much higher than if he does not. You can arc this move, which then turns it into two different versions: Up + Forward angle - Forward Jumper Barkley jumps slightly forwards instead of directly upwards, granting him a bit of horizontal movement. This also does more damage if the basketball connects, though it forces Barkley to take 10% extra damage from attacks for 2 seconds afterwards. Up + Backward angle - Fadeaway Jumper Barkley travels the same distance horizontally like a forward jumper, but jumps backwards. The ball deals less damage if it hits, though Barkley gains 10% resistance to damage for 2 seconds afterwards. Down Special - Steal A way for Barkley to gain a ball back. If Barkley uses this next to an opponent, he can steal his basketball back if they have it. Barkley can also steal other items they may be holding, if he doesn’t have his basketball (if he does, he just knocks it out of their hands). If used when the basketball has fallen out of the stage boundaries, Barkley can summon another basketball. Final Smash - Chaos Dunk Barkley jumps into the air, spins around, then slams onto the closest opponent. The slammed opponent is instantly KO’d, while all other opponents on the field take high damage.
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| | | SP
3856 cellularSP
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue May 20, 2014 8:35 am | |
| Shrek takes ogre! Playstyle - Shrek is a hard-hitting heavyweight character. He lacks decent combos, but makes up for it in raw power. This doesn’t mean he is slow, either; his movement and attack speed are both very good. His drawbacks lie in his ability to easily get combo’d and his poor recovery. His aerial gameplay also leaves a little to be desired, but it isn’t complete trash either. Entrance - Shrek opens the door to the outhouse from Shrek 1, stretches, and then goes into his idle animation. Based off when he exits the outhouse in the opening credits of Shrek 1. Bored 1 - Shrek scratches his butt. Bored 2 - Shrek picks his nose then eats it. Jab/Combo - Shrek makes large swipes with both of his hands, then finishes with a large punch. S Tilt - Shrek delivers a hard backhand. U Tilt - Shrek performs a punch upwards. D Tilt - Shrek sweeps with his leg. Dash Attack - Shrek performs a dropkick. Get-Up Attack - Shrek swipes on both sides of himself. Edge Attack - Shrek swipes while getting back up on stage. F Smash - a strong, forward punch D Smash - Shrek performs a quick split, then groans in pain as he recovers. This attack happens almost instantly, with good damage and knockback, though if missed it leaves Shrek open for counter-attack. U Smash - Shrek swipes above his head, as if he’s swatting at a fly. A two-hit move that deals knockback on the second hit. N Air - A sex kick, similar to Mario’s. F Air - A hard forward punch. B Air - A light backwards kick. D Air - Butt Bomb - Shrek curls up like someone who is performing a cannonball, then falls bottom-first downwards. Based off of Shrek Super Slam. U Air - Shrek performs a small headbutt upwards. Grab - A basic grab. Pummel - Shrek slams his head into the opponent’s head. F Throw - Shrek picks up the opponent and slings them over his shoulder. He can walk around with them, then by pressing the A button or the grab button again you can throw them. Shrek has limited movement while doing this: he has 1 jump, can only walk, and has slightly reduced movement speed. Based off of his special ability from the Shrek 2 game. B Throw - Shrek falls to the ground with the opponent in tow, dealing damage to them. Think Snake’s D Throw - Shrek slams the opponent head-first into the ground, dealing good damage but no knockback. Opponent is in a “down” state afterwards. U Throw - Shrek spins the opponent around above his head, then the opponent is hurled forwards with good force. N Special - Ogre Roar - a chargeable move. Shrek lets out a loud roar, dealing light damage and knockback to all opponents in front of Shrek. Damage is the same for all levels of charge, with the range and knockback increasing each “level”. Opponents are forcefully pushed backwards, in a similar manner to Mario’s FLUDD, though there are a few differences. When opponents are being knocked back, they take periodic damage, with more damage taken the closer they are to Shrek. The knockback is also a straight horizontal line in front of Shrek, making it slightly easier to aim. Any projectiles hit by this move have their power and speed reduced by half, respectively. Any fire-based projectiles are instantly destroyed. S Special - Shreknado - Shrek spins around with his arms stretched out, dealing multiple hits of damage as he moves forwards. Can be used as a form of horizontal recovery, though is unreliable as Shrek gains more fall speed when using this move in-air. U Special - Orge Slam - Shrek jumps briefly, then jumps down to perform a body slam. Opponents caught are stunned and are pulled down with Shrek until they hit the ground, being unable to act. Can be used as recovery if needed, though the recovery itself is mediocre. D Special - Fart - Similarly to Wario's down B, Shrek lets out a large fart that damages opponents around himself. This move starts fully charged, and decreases in power as it is used. When not in use, its power slowly recharges. Final Smash - My Swamp! Shrek questions what you are doing in his swamp, and leaps forwards. If he connects, the screen blackens, and the opponent is instantly KO'd. Taunt - “Better out than in, I always say.”
Last edited by StayPuft on Thu Sep 18, 2014 6:10 pm; edited 2 times in total |
| | | Ganonthegreat
5271 Ganonthegreat
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue May 20, 2014 10:18 am | |
| - Wreck-It Ralph:
Playstyle: Ralph is intended to be big, heavy and bulky, his main strategy is to cause as much mayhem, havoc and destruction as he can. His speed, size and strength is very similar to Donkey Kong. Jab/Combo: Basic one-two punch. Side Tilt: Right hook punch. Up Tilt: Bats away above him with one hand. Down Tilt: Crouching jab. Forward Smash: Charges up a massive punch, much like Donkey Kong's Neutral Special. Up Smash: Ralph puts his hands together and flings them upwards like a volleyball strike. Down Smash: Slams both fists in the ground creating shockwaves. Dash Attack: Runs along pummeling his fists into the ground, inspired by his physical attack on Disney Infinity. Ledge Attack: Clambers up and sweeps forward with an open hand. Get Up Attack: Ralph puts his legs in the air, he then pushes, flips forward and the momentum both pulls him up and slams his fists to the ground. Neutral Air: Forward kick. Forward Air: Forward punch. Back Air: Elbow strike. Up Air: Punches upwards. Down Air: Ground slam. Grab: Ralph ensnares the enemy in his giant fist. Pummel: Ralph uses his other hand to pound on the enemies head. Forward Throw: Ralph spins them around and throws them like a baseball pitch. Back Throw: Ralph turns around, tosses them gently in the air and kicks them away. Up Throw: Ralph gently tosses them in the air and follows up with an uppercut. Down Throw: Ralph throws them on the ground and then pummels the floor. Neutral Special (Cherry Bomb): Ralph throws a cherry that explodes on contact with anything. Side Special (Misprogramming): Ralph glitches, teleporting him to the other side of the field. Up Special (Contractor's Bane): Ralph launches himself in an arc, if he comes into contact with a wall he will smash into it, cling on and be able to climb upwards for a short time. Down Special (Cy-Bug): Ralph places a Cy-Bug egg on the floor, if an enemy comes into contact with it, the egg will hatch and the Cy-Bug inside will chase the enemy. Final Smash (Game Jumping): Four portals open, through two of them at the sides, the racers from Sugar Rush race in and out of the stage. Through the one at the top Cy-Bugs from Hero's Duty rain down, and through the middle one Fix-It Felix appears to heal Ralph.
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| | | HypeConduit Level 6 CPU
873 XMister_RatburnX
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue May 20, 2014 10:35 am | |
| - StayPuft wrote:
- It's all ogre
- Shrek:
Playstyle - Shrek is a hard-hitting heavyweight character. He lacks decent combos, but makes up for it in raw power. This doesn’t mean he is slow, either; his movement and attack speed are both very good. His drawbacks lie in his ability to easily get combo’d and his poor recovery. His aerial gameplay also leaves a little to be desired, but it isn’t complete trash either. Shrek also has various ways to deal with projectile users, despite not having one himself. Entrance - Shrek opens the door to the outhouse from Shrek 1, stretches, and then goes into his idle animation. Based off when he exits the outhouse in the opening credits of Shrek 1. Bored 1 - Shrek scratches his butt. Bored 2 - Shrek picks his nose then eats it. Jab/Combo - Shrek makes large swipes with both of his hands, then finishes with a large punch. S Tilt - Shrek delivers a hard backhand. U Tilt - Shrek performs a punch upwards. D Tilt - Shrek sweeps with his leg. Dash Attack - Shrek performs a dropkick. Get-Up Attack - Shrek swipes on both sides of himself. Edge Attack - Shrek swipes while getting back up on stage. F Smash - a strong, forward punch D Smash - Shrek performs a quick split, then groans in pain as he recovers. This attack happens almost instantly, with good damage and knockback, though if missed it leaves Shrek open for counter-attack. U Smash - Shrek swipes above his head, as if he’s swatting at a fly. A two-hit move that deals knockback on the second hit. N Air - A sex kick, similar to Mario’s. F Air - A hard forward punch. B Air - A light backwards kick. D Air - Butt Bomb - Shrek curls up like someone who is performing a cannonball, then falls bottom-first downwards. Based off of Shrek Super Slam. U Air - Shrek performs a small headbutt upwards. Grab - A basic grab. Pummel - Shrek slams his head into the opponent’s head. F Throw - Shrek picks up the opponent and slings them over his shoulder. He can walk around with them, then by pressing the A button or the grab button again you can throw them. Shrek has limited movement while doing this: he has 1 jump, can only walk, and has slightly reduced movement speed. Based off of his special ability from the Shrek 2 game. B Throw - Shrek falls to the ground with the opponent in tow, dealing damage to them. Think Snake’s D Throw - Shrek slams the opponent head-first into the ground, dealing good damage but no knockback. Opponent is in a “down” state afterwards. U Throw - Shrek spins the opponent around above his head, then the opponent is hurled forwards with good force. N Special - Ogre Roar - a chargeable move. Shrek lets out a loud roar, dealing light damage and knockback to all opponents in front of Shrek. Damage is the same for all levels of charge, with the range and knockback increasing each “level”. Opponents are forcefully pushed backwards, in a similar manner to Mario’s FLUDD, though there are a few differences. When opponents are being knocked back, they take periodic damage, with more damage taken the closer they are to Shrek. The knockback is also a straight horizontal line in front of Shrek, making it slightly easier to aim. Any projectiles hit by this move have their power and speed reduced by half, respectively. Any fire-based projectiles are instantly destroyed. S Special - Shreknado - Shrek spins around with his arms stretched out, dealing multiple hits of damage as he moves forwards. Can be used as a form of horizontal recovery, though is unreliable as Shrek gains more fall speed when using this move in-air. U Special - Orge Slam - Shrek jumps briefly, then jumps down to perform a body slam. Opponents caught are stunned and are pulled down with Shrek until they hit the ground, being unable to act. Can be used as recovery if needed, though the recovery itself is mediocre. D Special - Belch - Shrek belches, causing varying things to happen. Any opponents within the short range of the belch take light damage and flinch, while also having their movement speed reduced by 30% for 1.5 seconds afterwards. If Shrek belches next to any flammable object or explosive (ex: Bob-omb or explosive crate), they automatically explode. Any fire, laser, or magic-based projectile or item that hits Shrek during the belch will cause the belch to ignite, turning it into a long-range flamethrower-like attack that deals decent damage. Final Smash - Atomic Fart - Shrek lets out a giant green fart that deals large damage to enemies close to Shrek, in addition to high knockback. This attack comes out quickly and can be hard to dodge if Shrek chases his opponents down. Based off of Shrek’s Slam attack from Shrek: Super Slam. Taunt - “Better out than in, I always say.”
Super slam was no less than a work of art. All in Shrek. |
| | | SnivyKawaii Level 6 CPU
669
| Subject: Re: The Community Super Smash Bros. Moveset Topic Wed May 21, 2014 8:19 pm | |
| - Terry Bogard:
is the main character of the Fatal Fury series. He has appeared in every Fatal Fury and King of Fighters game, and is one of the characters of choice to symbolize the company in crossover games, merchandise and publicity. He appears to fit many Japanese stereotypes for an American character in appearance Neutral Special(Power Wave):Terry punches the ground and sends a projectile forwards, traveling along the ground until it reaches the edge. Side Special(Burn Knuckle):Terry charges forwards with one fist outstretched Down Special(Rising Tackle):Terry spins around upside down Up Special(Power Dunk):Terry jumps, hitting his opponent with his shoulder, turns around in mid air and hits his opponent with an energy-charged punch. Final Smash(Power Geyser):Terry punches the ground, creating a big geyser of energy. Taunt(Hey, come on come on!): Leans forwards and beckons with his hand
- Shao Kahn:
shao kahn is a heavy and very slow character, has little chance of making ,large combos but this is compensated by its great brute force JC:Shao Kahn gives two blows with his right hand and then kicks F Tilt:shao kahn gives a small punch U Tilt: shao kahn gives a uppercut D Tilt: shao kahn slams this while crouched F Throw:Shao Kahn lifts his opponent up by the throat with one hand and then smash his fist into their face U Throw:Shao Kahn lifts his opponent by the neck with one hand and takes uppercut with the other hand D Trhow: Shao kahn opponent lying down on the floor and then hits your stomach B Throw: Shao Kahn throws his opponent backwards Dash Attack:Shao Kahn shoulder rams his opponent with a shadow trail following behind him F Smash:Shao Kahn summons his Wrath Hammer and smash his opponent over the head D Smash:shao kahn gives a nasty blow to the floor U Smash:Shao Kahn uppercuts the opponent with his hammer N Air:shao kahn punches F Air:shao kahn hit with both hands B Air: shao kahn slams his elbow U Air:shao kahn gives an uppercut Taunt: shao kahn points his finger and mocks the opponent N Special(Explosive Ball):Shao Kahn fires a green star like fireball, seemingly from his mouth or eyes. S Special(Light Spear):Shao Kahn crouches down to his knees and throws a large light spear at his opponent D Special(Emperor's Shield): Shao Kahn creates an energy shield to either reverse attacks or to shatter the opponent U Special(Uplifting Knee):Shao Kahn performs a rising knee attack with a streak following behind him Final Smash(Home Run):Shao Kahn uppercuts his opponent into the air and then hit them with your hammer
Last edited by CJ on Thu May 29, 2014 9:10 pm; edited 4 times in total |
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