Project Crusade Community
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| The Community Super Smash Bros. Moveset Topic | |
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Author | Message |
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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.
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| | | 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 |
| | | privatehenry Level 1 CPU
9
| Subject: Re: The Community Super Smash Bros. Moveset Topic Mon May 26, 2014 12:39 pm | |
| Hey guys I made a moveset for some characters i want added enjoy: - Banjo Kazooie:
Banjo Kazooie: First Depute: Banjo Kazooie Last Depute: Banjo Kazooie: Nuts 'n Bolts
Playstyle: Banjo Kazooie are very good at creating combos. They do fierce attacks which do an "ok" amount of damage. But, since Banjo's the one walking, they're pretty slow, that and that their not so good in the air. Basically, good for attacking and creating combos/slow and not-so great in the air.
Neutral Special: Egg Shot: Banjo bends over, leaving Kazooie peering out of the bookbag. Kazooie then rapidly fires blue eggs. The eggs don't stun an enemy if hit, but will do damage. You can hold the button to charge it up, and fire a Grenade Egg (basically an explosive projectile).
Side Special: Wonderwing: Kazooie comes out and covers Banjo with her wings, and they charge in the direction they're looking, tackling everyone in their way. This also gives them a 3 second invulnerability.
Up Special: Shock Spring Jump: A Shock Jump Pad appears under them, and Kazooie puts her legs outside the bookbag, allowing Kazooie to use the Shock Jump Pad, and give a massive aerial jump. The Shock Jump disappears after the jump.
Down Special: Bill Drill: Banjo jumps into the air and Kazooie pops out facing downward and begins to spin rapidly, and she drills into the ground.
Final Smash: Jinjo Barrage: A green Jinjo, purple Jinjo, orange Jinjo, and yellow Jinjo begin to fly all over the screen. They yell, "JINJO!" when they hit someone, causing massive knockback. Players also can get thrown into the air by the wind. For the last few seconds of the Final Smash, all the Jinjos leave the stage and the Jinjonator appears on screen. All the Jinjos enter the Jinjonator saying, "JINJO!" Then the Jinjonator yells, "JINJONATOR!" and flies straight across the screen doing massive damage and knockback.
Combo: Banjo swings his paws 3 times for the regular combo.
Dash Attack: Banjo does a Foward Roll, basically like Sonic's attack
Aerial #1: Banjo does a Pack Whack; spinning his book bag around him.
Aerial #2: Kazooie appears and does a Rat-a-Tat Rap; pecks a player multiple times
Grab: Banjo opens his book bag and does his Taxi Pack; Banjo puts the player in his book bag only to get beaten by Kazooie if you press A. Or throws the player out if you want to throw the player.
Standard Attack:Claw Swipe Description: Banjo swipes his claws at the player (a punch)
Side Attack:Beak Buster Description: Banjo bends over; Kazooie pops out sticking her beak, and Banjo charges foward (a tackle)
Up Attack:Wing Wack Description: Kazooie pops out and spins in a circle, dealing damage to anyone around her.
Down Attack:Breegull Bash Description: Banjo grabs Kazooie and slams her to the floor, then puts her back in his back bag.
Enterence: A Note Door appears and Banjo and Kazooie come through; ready for battle
Taunt #1: Kazooie pecks Banjo's head and Banjo grabs her neck
Taunt #2: Banjo takes out a banjo and Kazooie takes out a kazoo and they play the first few notes on the beginning song of Banjo Kazooie
Taunt #3: Banjo and Kazooie do their little dance they do when they open a Note Door
Winning Pose: Banjo has a jiggy in his hands and waves it in the air happily...until Kazooie eats it
Losing Pose: Banjo and Kazooie fall in the same position they do when they die
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| | | SnivyKawaii Level 6 CPU
669
| Subject: Re: The Community Super Smash Bros. Moveset Topic Sat Jun 14, 2014 7:30 pm | |
| - CJ:
Carl Johnson is a heavy character and uses a large arsenal of weapons to defend themselves as well as their fighting styles multoples Jab/Combo:Basic one-two punch. Side Tilt:cj hits knee Up Tilt:Basic Uppercut Down Tilt:gives a little kick Forward Smash:cj gives a strong kick Up Smash:BackFlip Down Smash:cj stomps Dash Attack:cj takes a flying kick Neutral Special (TEC 9):cj shoots his gun and every bullet about 1% damage Side Special (Heat-Seeking Rocket Launcher):cj fires a missile that will follow the nearest opnente(if no one is near the missile straight anger) Down Special (Molotov Cocktail):As special snake down Up Special (Jetpack):cj on his jetpack can fly for a short period of time Taunt:cj points his gun and says his famous phrase I'm a Business Man, And This is my Business
Last edited by CJ on Wed Jun 18, 2014 9:58 pm; edited 1 time in total |
| | | VultureDuck Level 6 CPU
908
| Subject: Re: The Community Super Smash Bros. Moveset Topic Sun Jun 15, 2014 4:45 am | |
| - Banana:
Nspecial: Banana Gun - It peels of half of its skin and aims like a gun. It shoots out the fruit with a ton of force, and it spits out another fruit of the Banana. Can also aim at any direction. Sspecial: Banana Mine - It spits out a slice of its fruit and drops on the ground. This works like the Mostion-Senor Bomb, but touching it will do average damage and reduces the opponent's speed. Uspecial: Banana-rang - It spins wildly, rockets upwards, and rockets downwards. Can move left or right when it goes up. Dspecial: Banana Peel - It turns into a banana peel. It will cause the opponent to trip if they walk/run towards it, attack it, or near it when it's on that postition. Final Smash: The True Banana - Works like the down special, but is a cinematic finisher. When the opponent slips on the banana, it trasitions to the opponent waking up in a hallway, drowzy and confused. As the opponent walks down the hallway, the opponent steps on the banana peel and slides down the hallway until they crash to a spiked wall. If more opponents got caught in the banana peel, they will be tackled by the sliding opponent during the cinematic.
Last edited by VultureDuck on Mon Jul 07, 2014 2:19 am; edited 2 times in total |
| | | Blitz Bad Boy's Corner
135
| Subject: Re: The Community Super Smash Bros. Moveset Topic Wed Jun 18, 2014 5:59 pm | |
| I'm gonna be making some movesets, I'd love some critique from people with better knowledge of balancing. - Toon Link:
Entrance: The Spirit Train flys by in the background and Link jumps off of it, coming from background to foreground. Up Taunt: Link waves the Wind Waker (Wind Waker), conducting a tune at the end, which is the same tune heard after completing a song in Wind Waker.Down Taunt: Link's hat once again becomes Ezlo (Minish Cap), who begins to chatter, and then dissapears. Side Taunt: Ghost Zelda (Spirit Tracks) circles Link, as Link plays a familiar tune (Zelda's Lullaby) on the Spirit Flute (Spirit Tracks). Basic Attacks : Same as Project M Toon LinkNeutral Special : Bow of LightLink draws the Bow of Light (Spirit Tracks) aswell as an arrow, and draws the arrow back. If held long enough, the arrow will become a Light Arrow. Light Arrows deal more damage and do not have fall-off. The uncharged arrows are extremely weak in comparison to Link's Bow. Side Special : Skull HammerLink draws the Skull Hammer (Wind Waker), and reels back. If the button is not held, Link will swing the Skull Hammer overhead, grounding enemies and dealing large damage. However, if the button is held, Link will swing the hammer sideways, dealing large damageand knockback. Up Special : Wind's Requiem / Deku LeafLink draws the Wind Waker (Wind Waker), and a compass overlay appears. A gust of powerful wind sends him flying in the chosen direction. Once he vertically recovers, he begins to fall, and his descent can be maneuvered with the Deku Leaf (Wind Waker). If performed on the ground, he swipes his Deku Leaf, sending a gust of wind forward, which deals miniscule damage, but sends victims flying backward. Down Special : BombchuLink pulls a Bombchu (Phantom Hourglaass) and the fuse lights. Link can run with Bombchu in hand, or drop it by pressing A. Upon dropping the Bombchu, it will move forward in a straight line until it either runs into a person or into a ledge. Either way, it will explode on impact. Would be especially useful for ledge denial. Final Smash : The Four SwordsA pedestal holding the Picori Blade (The Minish Cap) appears in front of Link. He draws it from the ground, transforming it into the Four Sword (Four Swords) you nitwit Link splits into four versions of himself, each wielding the blade. They split off, honing in on other players and beginning a synchronized strike. They pause, and then deliver a final blow, and the Four Links are pulled toward the starting point (where the pedestal still stands) and a flash occurs, leaving only the original Link behind.
- Young Link:
Entrance: Link rides in on Epona (Ocarina of Time)Up Taunt: Down Taunt: Side Taunt: Basic Attacks : Neutral Special : Ice BowA variation of Link's Hero's Bow (Melee), Link draws his bow and an Ice Arrow. Acts just as the Fire Bow did in Melee, but upon hit, it freezes the victim as well as doing damage. Side Special : Up Special : Down Special : Final Smash : Fierce DeityLink draws the Fierce Deity Mask (Majora's Mask) and puts it on. He screams to the sky, a flash of light appears, and suddenly he is the Fierce Deity. Whilst under the effects of the Final Smash, he can shoot energy beams from his Double Helix Sword by hitting B, swing his sword with A. He has a higher speed, but is unable to jump whilst in this form.
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| | | SP
3856 cellularSP
| Subject: Re: The Community Super Smash Bros. Moveset Topic Sat Jul 19, 2014 9:29 am | |
| Time to attempt to revive this thread again: Wowsers! Inspector Gadget's On the case!^ Click for music! ^ Moveset: - Spoiler:
Playstyle: Gadget is very good at damaging and poking opponents from afar, despite not having many projectiles. In addition, Gadget has good ways of recovering, which can make KOing Gadget a tad difficult. Gadget is balanced by the fact that most of his moves have ending lag, making it easy to punish him if he continuously misses or opponents can dodge his attacks.
Entrance: Gadget falls from the sky.
Jab: Gadget delivers two punches forwards. F Tilt: Gadget’s arm extends with a red boxing glove at the end, dealing damage at a good distance. U Tilt: Go-Go Gadget Neck - Gadget’s neck extends upwards, and Gadget damages opponents above him with his head. This attack has good range. D Tilt: Go-Go Gadget Magnifying Glass - A hand holding a magnifying glass appears from Gadget’s hat and searches the ground for clues, damaging opponents.
F Smash: Go-Go Gadget Mallet - A mechanical hand appears out of Gadget’s hat, and slams the ground in front of him with a mallet. U Smash: An arm with a boxing glove at the end of it extends out of Gadget’s hat and punches straight upwards, dealing damage. D Smash: Go-Go Gadget Arms - Gadget’s arms extend outwards, damaging opponents on both sides. This attack has good range.
Dash Attack: Go-Go Gadget Skis - Gadget’s boots acquire skis on them, and Gadget slides uncontrollably waving his arms, dealing multiple hits of damage in a line. Edge Attack: Gadget’s neck extends to damage opponents as he climbs on-stage.
Get-Up Attack: Gadget gets up and dusts himself off, the dust being able to lightly damage opponents.
N Air: Go-Go Gadget Coat - Gadget’s coat inflates, dealing damage around all sides of him. This also briefly slows his midair descent greatly. F Air: Gadget kicks forwards, his leg extending a decent length. B Air: Gadget’s arms extend as Gadget spins around, damaging opponents he hits. U Air: Go-Go Gadget ‘Brella - An umbrella appears from Gadget’s hat, slowing his descent briefly while damaging foes above him. D Air: Go-Go Gadget Legs - Gadget’s legs extend downwards, dealing damage to opponents. This attack as good range.
Grab: Go-Go Gadget Arm - Gadget’s arm extends to a decent length to attempt to grab the opponent. This attack has good range, but leaves Gadget open if he misses. Pummel: A hand holding a mallet bonks the held opponent on the head. F Throw: Gadget kicks the opponent forwards. B Throw: Gadget flings the opponent backwards. D Throw: Gadget slams the opponent onto the ground. U Throw: Gadget hurls the opponent into the sky, then extends his head to headbutt them.
N Special: Go-Go Gadget Snow Gun - Gadget’s finger turns into a small gun that shoots out an icy projectile that has a small chance to freeze opponents based on their damage. S Special: Go-Go Gadget Skates - Gadget rushes forwards while his skates are active, causing Gadget to travel at a faster speed than his normal runspeed while damaging opponents he runs into. Gadget can change directions while on the skates, but every time he does the chance that he will spin out increases. When Gadget spins out, he can damage nearby enemies and force both himself and the caught enemies into a downed state. U Special: Go-Go Gadget Copter - Gadget takes out his helicopter blades, being able to fly around freely while ascending upwards. Opponents that hit the blades take damage.
D Special: Go-Go Gadget Cuffs - Gadget’s arm extends a specific length. If he hits an opponent, they are “cuffed,” making them immobile (similarly to Yoshi’s Egg Lay). Opponents can get out of the cuffs after a specific amount of time (based on their damage) or if they mash buttons, they can escape earlier.
Final Smash: Family Assistance - Penny calls in the Go-Go Gadgetmobile to help Gadget. You can control the Gadgetmobile similarly to the landmaster. Running into opponents damages them. Pressing the A button summons a mechanical claw from the front of the vehicle that can grab and hold enemies while the Gadgetmobile continues to drive. If the Gadgetmobile accidentally falls off stage, since Penny is the one controlling the Gadgetmobile, Gadget’s stocks are not affected.
Taunt 1: A hand appears out of Gadget’s hat holding a magnifying glass, and Gadget looks around. “There’s gotta be a clue around here…” Taunt 2: Gadget’s hat turns into a flashing police light as Gadget holds out his hand. “Stop in the name of the law!” Taunt 3: “I’m always on duty!”
Win 1: Gadget is on his top-secret Gadget phone. “Hello, chief? Mission accomplished.” Win 2: “Thankfully, my gadgets worked perfectly!” Win 3: “Well, with Gadget on the case, you could say the outcome is… predictable?”
Lose: Gadget claps while sitting down. The hand in his hat is extended and waving a white surrender flag.
Last edited by StayPuft on Thu Feb 26, 2015 6:33 am; edited 1 time in total |
| | | saya@1019 Level 1 CPU
2
| Subject: Re: The Community Super Smash Bros. Moveset Topic Wed Jan 21, 2015 8:07 pm | |
| - Rimururu:
CV: Tomo Sakurai First Depute: Samurai Shodown II(as NPC), Samurai Shodown III: Blades of Blood(as playable character) Profile: Rimururu (リムルル, Rimururu), known as "Rimnerel" in some translations, is a fictional character from SNK's Samurai Shodown series of fighting games. Her prototype design in Samurai Shodown II was formerly a scrapped concept for one of the heroines from another SNK game, Robo Army. She appears in many of the series's merchandise, and even has her own character image CD. She has since become one of the most popular characters in the series. She is the younger sister of Nakoruru, and lives in an Ainu village on Hokkaido. She greatly admires her older sister, and like her, strives to protect nature. Rimururu has also been referred to as a priestess of the Ainu religion. In her ending to Samurai Shodown V, it is revealed to players that Nakoruru adopts her at a young age. Although she is still training and not as adept as her sister at fighting, she repels evil from the forest for her elder sister. When her sister departs, Rimururu often follows her in hopes of offering assistance. Nakoruru originally forbids her younger sister's attempts to be a priestess but relents once she recognizes Rimururu's resolve. In Samurai Shodown: Warriors Rage (PlayStation), Rimururu is a "Maiden of Light" like her sister. She was imprisoned by Oboro and cannot awaken to help her sister. The players need to rescue Rimururu for Nakoruru. When the sisters unite, they seal Oboro and his weaponry after his defeat. With her ice spirit Konru, sometimes mistranslated as "Konril", she has the ability to freeze her foes. Her normal attacks are similar to her sister with some modifications in execution. Unlike her sister, many of her moves are short range, giving her a narrower range of efficiency than her sister. However, this may not be a disadvantage as the swiftness in most of her moves make up for it. Like her sister, she may also reflect projectiles with proper timing. In Samurai Shodown: Warriors Rage, her Slash form relies more on Konru, making her playing style more defensive. Her Bust form, however, is more aggressive and the more close-ranged of the two. Rimururu continues to appear in every game of the series after her introduction. However, in Warriors Rage (for the PlayStation), she is not playable. Playstyle: High attack power and tricky tactics using high-performance ice It's a little speed character, but it has brought the spirits of ice "Konru" as a partner. For endurance shortage is noticeable, that will compensate them in technique is important. Neutral Attack(Double Slash&Upun Op): Rimururu starts with an downward slash, followed by a upward slash, casts out multiple icicles. Side Tilt(Back Spin Kick): Spins and kicks forward. Up Tilt(Upper Cut): Delivers an uppercut while spinning. Down Tilt(Low Kick): A quick, short-ranged kick. Side Smash(Konru Sotou): Rimururu will summon a hammer made of ice and strike the ground. Up Smash(Moyon'ne Rera Notaku): An upward ice blade slash. Down Smash(Konru Nonno): Creates an ice flower from the ground. Dash Attack(Sliding Kick): Kicking opponent while sliding. Neutral Air(Epunkine Konru): Rimururu and Konru spins around quickly. Forward Air(Drop Kick): Kicks forwards with both feet. Back Air(Hip Attack): Swings her hips out behind her. Up Air(Bicycle Kick): Kicks upwards in a somersault. Down Air(Ice Blast): Both arms downward as if wielding an axe her creating a icy explosion. Grab: Grabs the opponent. Pummel(Headbutt): Headbutts the opponent. Forward Throw(Araka Araka): Holds a partner's arm and an index finger and the middle finger strike a partner's wrist, and soccer ball kick. Back Throw(Etaie Shinotsu): Grabs opponent and spins them around a few times, After she releases she trips the opponent. Up Throw(Freeze Slam): Presses them over her head. After freezing the opponent, throws the opponent on the ground. Down Throw(Konru Memu): Rimururu freezes the legs of her opponent, and circling sweep kick. Neutral Special(Rupushi Kuare): Rimururu tosses out an ice-ball. travels a short distance before landing and blossoming into an ice flower. Side Special(Rupush Tek Num(Chiu)): At long-range, Rimururu fires a spear of ice at the her hand. At close-range, Rimururu grabs onto the opponent and made to freeze and a partner is thrust away. Up Special(Konru Shirar): Rimururu remains upon it until she leaps away, or until a certain amount of time has passed. In either case, the ice will then break and fall, and anyone standing beneath takes minor damage. You can hit them before they fall, but then they'll take your attack damage and not the damage from landing. Down Special(Kamui Shituki): Rimururu activates the ice mirror on her forward. it can do damage to opponents. Any projectiles are reversed back at opponents and do more damage than normal. When hit by the actual mirror, the opponent will be stuns. Final Smash(Rupushi Kamui Emushi): Summons a giant ice cube and then pushes huge ice gorge. Battle Entrance: Konru floating above her outstretched hand, quickly she raises her arm to a defensive position and the Konru goes behind her while she shouting, and says "さあ、いくぞぉ!" "Saa, ikuzo!", which translates to "Now, let's go!" Taunt 1: Tightens the knot in her head band, then quickly moves her hands down to her side, and says "よし!" "Yoshi!", which translates to "All right!" Taunt 2: Pauses and then begins to look back and forth as Konru plays "hide-and-seek" by always staying behind her. Finally it stops moving and when she finds it she giggles. Taunt 3: Her kodachi into the ground, holds up her arm. Winning Pose 1: Removes her headband, turns around swinging the headband real fast and then holds it behind her head with both hands, and says "大自然のおしおきだよっ!" "Daishizen no oshioki da yo!", which translates to "This is nature's punishment!" Winning Pose 2: Playing the ocarina. Winning Pose 3: Raises hand to the side of her head, palm upwards. Konru moves from behind her to just above her palm as she moves her head to one side and giggles. Losing Pose: Large ice is dropped on itself.
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| | | saya@1019 Level 1 CPU
2
| Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Jan 26, 2015 7:53 pm | |
| - Rera:
CV: Kyoko Hikami First Depute: Nakoruru: Ano Hito kara no Okurimono(as NPC), Samurai Shodown V(as playable character) Profile: Rera is based on the alternate palette swap of Nakoruru (noted for her evil grin during her victory images since the first game). The developers admit basing her mannerism on Nakoruru's Bust form. It is said that Nakoruru suppressed this side of herself as Rera saw killing as a necessity to protect nature. She merges with her host after she realizes that fighting doesn't solve everything and peaceful solutions can be made. She can physically take over Nakoruru, but has only done so when Nakoruru is reluctant to kill her enemies. Like Nakoruru, Rera wields a kodachi, and fights alongside her wolf companion, Shikuru (like Nakoruru's Bust form did in Samurai Shodown III and IV). She has the same strengths and weaknesses than Nakoruru, though somewhat more aggressive. Rera also appears in Samurai Shodown VI. Playstyle: That fight along with the Shikuru to act together as a buddy, Speed Type technical with unique features. For jumping ability is also high speed of the dash and walking is excellent, mobility is high. We follow the always have to follow the side Shikuru, except that it has a such attacks in cooperation with Shikuru. If you can take full advantage of such a technique, can be a variety of attack that can not be imitated in any way to the other characters. Since also determine overall operation quickly attack often an excellent technique, can be exhibited the strength of unrivaled in contrary to close quarters of its fragile appearance. Again weight Because light be said. In addition for rising fast descent is in the air, some remain anxious to return. In addition, attack power and reach of the shortage also worries far from. Overall it would be to compensate for the lack of attack power and defense force in its own tactics and tactics and mobility. Neutral Attack(Triple Slice Combo): Rera starts with an upward slash, followed by a downward slash, flicks her cape. Side Tilt(Front Slash): A horizontal slash. Up Tilt(High Kick): Kicks upwards in front of her body. Down Tilt(Dolphin Kick): Stick out upwards with both her feet, with both of her hands planted on the ground. Side Smash(Rera Mutsube): Rera dashes diagonally forwards, stabbing for two hits. Up Smash(Half Moon Slash): An upwards half-moon slash that completely covers above Rera. Down Smash(Double Sweep Slash): Swipes her slashes on both sides of her body. Dash Attack(Somersault Kick): Rera performs a running somersault kick to anything in her path. Neutral Air(Spinning Slash): Rera spins in the air causing up to 5 hits total if all connect. Forward Air(Kamui Fumu Kesupu): Rera lifts a leg to head height and axe-drops it down. Back Air(Reverse Elbow): Rera does a back elbow. Up Air(Arc Slash): An upwards Slash attack above Rera that is similar to her Up Smash. Down Air(Stomp Kick): Rera kicks with one foot downward. Grab: Grabs the opponent. Pummel(Knee): Rera attacks the opponent with her knee. Forward Throw(Enbugoukyaku): Groin kick and Upper cut. Back Throw(Howling Vengeance): Slams the opponent down and slashes them behind herself. Up Throw(Jumping Slash): Throws the opponent upward and then slashes them upwards. Down Throw(Hip Press): Slams the opponent into the ground and sits on them. Neutral Special(Kamui Rimuse): Flicks her cape forward. It reflects projectiles. Side Special(Rushing Wind): Rera quickly propels himself diagonally. Up Special(Wolfish Slash): Rera propels himself and slashes her opponent. Down Special(Shikuru Ride): Rera hops on Shikuru. Shikuru-Ride Special(Rerashu): Rera shoots a small gusts of wind from her cape, pushing she opponent back in addition to turning them around. Shikuru-Ride Side Special(Kanto Shikite): Upwards angled rush. Shikuru-Ride Up Special(Nupeki Kamui Shikite): Rera do a flying upward slash and in the air, she will do a Kamui Risse. Shikuru-Ride Down Special(Get off Shikuru): Dismounts from the Shikuru with a jump. You can use this in midair to get a double jump, which is extremely useful for air control. Once dismounted, it acts like a normal jump and you can do anything off of it. Final Smash(Irushika Emushi Newa Shikite): Rera kick upwards in a somersault, sends one or more foes airborne, Rera and Shikuru slashes away at its opponent in front of the moon. It then readies a final blow to send the foe flying. Battle Entrance: Rera throws her cape off, laughing. Taunt 1: Rewind a scarf around her neck, Shikuru to howl. Taunt 2: Rera to sigh, and says "まったく話にならないわ" "Mattaku hanashi ni naranaiwa.", which translates to "It makes no sense." Taunt 3: Her kodachi into the ground, crosses her arms, and says "くだらないわね" "Kudaranaiwane...", which translates to "This is stupid..." Again, wind blows. Winning Pose 1: Rera turns her back to the camera and Spins her kodachi in one hand, and says "これが大自然の痛みよ" "Kore ga daishizen no itami yo.", which translates to "This is nature's punishment." Winning Pose 2: Crosses her arms, and says "あなたは自分自身に負けたのよ" "Anata wa jibun jishin ni maketa no yo.", which translates to "You were defeated by yourself." Winning Pose 3: Pat a Shikuru on the head. Losing Pose: The green pillar of light engulfs Rera, who is disintegrated except for her pendant which falls down to the ground.
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| | | Geno Boost Level 3 CPU
87
| Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Feb 23, 2015 5:27 am | |
| Ninten: First appearence: MOTHER (1989 NES) Last appearence: Super smash bros. for Nintendo 3DS (2014 3DS) Ninten weighs 42 kg, is 152 cm tall and has blood type A. He has short, black hair, although he usually wears a red cap with a blue brim, likely due to his interest in baseball, making his hair unable to be seen in-game; in his clay model, he is also shown to have visible forelocks. He wears a striped t-shirt, with the colors blue and yellow; however, the t-shirt of his Japanese sprite was originally colored blue with one black stripe. He also wears blue shorts, blue shoes with white edges, and a pair of red socks, which together make a portion of his legs visible. Red blushes can also be seen on his cheek on his clay model, being a typical feature of several Mother characters. Ninten is often compared with Ness, whom appears to be based on Ninten. Because of this, Ninten is often overshadowed by him, as EarthBound and Ness are overall much more known. In the fan community, Ninten is usually depicted with a bandana around his neck and with more variety in the coloring of his shirt, in order to distinguish him from Ness, which is due to his appearance in a Japanese commercial for Mother where these features were added. Moveset: B: PK Beam Ninten fires a beam energy which inflicts combo damage to opponents. The longer B is held down, the longer the beam will be. B →: PK Hypnosis Ninten releases rings of light from his eyes which causes any opponent in front of him to fall asleep temporarily. B ↑: PK Teleport Ninten rapidly spins on the ground or in midair and teleports into the direction in which the analog stick is held. Any opponent caught within range of his teleportation will receive a burning damage effect. B ↓: PSI Shield By holding B, Ninten creates a shield which protects him from physical hits and solid projectiles. Anyone who hits him with a physical attack will receive electrical damage as a counterattack. However, the shield will not protect him from energy based projectiles or grabs. The shield will only take three hits before it disappears. Ninten isn’t stunned after it disappears, but there will be a cool-down time before he can use another shield. Also, if the shield of turned off by releasing B, its damage taken will not reset when turned on again. For example, if the shield took a hit before B is released, it will still take two more hits when turned on again. Final Smash: Brain Cyclone Ninten creates an aura around himself which telekinetically lifts any surrounding characters and rapidly spins them around him in a spiral. This has enough power to throw the opponents off screen. Whoever isn’t KO’d will have their controls jinxed briefly as if they are confused or “feel strange".
Last edited by Geno Boost on Mon Feb 23, 2015 6:07 am; edited 2 times in total |
| | | Ganonthegreat
5271 Ganonthegreat
| Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Feb 23, 2015 5:31 am | |
| Interesting moveset but in the descrption of the character we only need a small paragraph, not the entire plot of the game copied straight from Wikibound. |
| | | Geno Boost Level 3 CPU
87
| Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Feb 23, 2015 5:33 am | |
| ok i made it smaller |
| | | Ganonthegreat
5271 Ganonthegreat
| | | | SP
3856 cellularSP
| Subject: Re: The Community Super Smash Bros. Moveset Topic Sun Mar 01, 2015 2:46 pm | |
| Isabelle Special thanks for AEM helping out though I'm posting this without his final approval so he might get mad at me - Spoiler:
- Spoiler:
N Special: Fruit Isabelle throws a piece of fruit, wanting to give it to her opponents but not realizing it will hurt them instead! The fruit Isabelle throws is a set order, similar to Olimar’s Pikmin Pluck from Smash 4. Each fruit is thrown in an arc, which can be altered slightly (similar to Yoshi’s Egg Throw, though not as extreme) and each fruit has slightly different properties that can be taken advantage of. It should also be said that if a fruit does not reach its target and hits a shield or floor or some other surface besides and opponent, there is a chance that it will stick around and be able to be eaten by the first player who grabs it. The order of the fruit is this: Orange -> Apple -> Pear -> Cherry -> Peach, which then circles back to orange to start the loop once again. - The orange deals average damage and travels a decent amount. - The apple deals more damage than the orange, actually dealing the most damage, but it travels the least. It also suffers from less knockback than other fruit, only beating out the peach.
- The pear deals the most knockback, though also the least amount of damage. It travels slightly farther than the apple, but not by much.
- The cherry travels the farthest, though deals lower damage and knockback than the orange.
- The peach deals very little knockback to opponents (the least, in fact), and instead bounces off of opponents back to Isabelle after dealing damage. The peach heals the most out of the other fruits when it hits a surface. If it hits a surface before hitting an opponent, it will bounce in a random direction.
S Special: Donation Lloid Isabelle plants down a construction Lloid in front of herself, which has many different uses. Lloid continuously moves his arms around, and slowly increases the speed of this as opponents get near. If opponents get too near, they can be juggled by Lloid’s arms, taking multiple small hits of damage. Lloid can also absorb projectiles completely, protecting Isabelle. Lloid himself only has 10 HP, so if opponents can outrange his short-range attack, they can easily dispatch him. Lloid will also disappear if he is on the field for 8 seconds. If Isabelle attempts to plant another Lloid while one is out on the field, she will be unable to do so. If Isabelle uses this move in the air, Lloid will fall similarly to Pac-Man’s hydrant from Smash 4, falling until it hits someone or some sort of surface. Lloid’s arm attack can still hit in-air. If Lloid is set up within a Public Works Project’s construction area, his HP is increased from 10 to 25, and he will stay until a project is placed or is defeated. If a project is placed with Lloid in it, he will be sent flying forwards as a projectile.
U Special: Balloon Present Isabelle hitches a ride on a balloon present, gaining height while holding onto the present for a bit. After reaching the height of the ascent, and if Isabelle hasn’t reached any platforms, Isabelle will slowly fall downwards, similarly to Peach’s parasol. Pressing the B button during any time the balloon present is out, the balloon will pop, causing light damage to enemies, and Isabelle will enter a helpless state until she hits a solid surface. There is a small chance that the present will fall with Isabelle, which can contain a leaf item (very small chance), or some food.
D Special: Public Works Project This a multiple-step move. When first used, Isabelle will set up a “construction site”, which is a small roped-off area on the ground; if an opponent is in the area where the site is set up, they will be buried briefly. This construction site has a few different properties; aside from being on the ground, it does not affect much else, as characters can still stand in that specific area and do everything else… that they do. It should be noted that characters who take damage from Isabelle’s attacks while in the construction area will take 1.3x normal damage. The construction area will last for 10 seconds if nothing is done with it. The second step is Isabelle using a smash attack within the construction area. Based on the smash attack and the amount of charge, a different public works project will be built. The projects deal damage when built, and act as solid objects for a few moments after they are spawned. F Smash - Isabelle builds up a variant of bench, with low charge being the log bench, medium charge being the yellow bench, and fully charged being the chair sculpture. The benches have decent horizontal reach. U Smash - Isabelle builds a lamp, which all have good vertical range. Low charge is a small torch that can deal damage with its fire top, medium charge is a street lamp, and fully charged is a traffic signal. D Smash - Isabelle builds up a large public works project, taking longer to execute but dealing very good damage when built. Low charge is a video screen, medium charge is pyramid, and full charge is a fountain, which can push opponents upwards with its water.
Final Smash: Town Meeting Isabelle takes out a megaphone and yells into it, which stuns nearby opponents. Random animal villagers then come and walk around the stage, running into opponents and damaging them. After a little bit, the villagers will walk off-stage, continuously damaging opponents which carries them with the villagers (think Marill from Melee or Piplup from Brawl PokéBall assists).
|
| | | HypeConduit Level 6 CPU
873 XMister_RatburnX
| Subject: Re: The Community Super Smash Bros. Moveset Topic Sun Mar 01, 2015 8:38 pm | |
| - StayPuft wrote:
- Isabelle
Special thanks for AEM helping out though I'm posting this without his final approval so he might get mad at me
- Spoiler:
- Spoiler:
N Special: Fruit Isabelle throws a piece of fruit, wanting to give it to her opponents but not realizing it will hurt them instead! The fruit Isabelle throws is a set order, similar to Olimar’s Pikmin Pluck from Smash 4. Each fruit is thrown in an arc, which can be altered slightly (similar to Yoshi’s Egg Throw, though not as extreme) and each fruit has slightly different properties that can be taken advantage of. It should also be said that if a fruit does not reach its target and hits a shield or floor or some other surface besides and opponent, there is a chance that it will stick around and be able to be eaten by the first player who grabs it. The order of the fruit is this: Orange -> Apple -> Pear -> Cherry -> Peach, which then circles back to orange to start the loop once again. - The orange deals average damage and travels a decent amount. - The apple deals more damage than the orange, actually dealing the most damage, but it travels the least. It also suffers from less knockback than other fruit, only beating out the peach.
- The pear deals the most knockback, though also the least amount of damage. It travels slightly farther than the apple, but not by much.
- The cherry travels the farthest, though deals lower damage and knockback than the orange.
- The peach deals very little knockback to opponents (the least, in fact), and instead bounces off of opponents back to Isabelle after dealing damage. The peach heals the most out of the other fruits when it hits a surface. If it hits a surface before hitting an opponent, it will bounce in a random direction.
S Special: Donation Lloid Isabelle plants down a construction Lloid in front of herself, which has many different uses. Lloid continuously moves his arms around, and slowly increases the speed of this as opponents get near. If opponents get too near, they can be juggled by Lloid’s arms, taking multiple small hits of damage. Lloid can also absorb projectiles completely, protecting Isabelle. Lloid himself only has 10 HP, so if opponents can outrange his short-range attack, they can easily dispatch him. Lloid will also disappear if he is on the field for 8 seconds. If Isabelle attempts to plant another Lloid while one is out on the field, she will be unable to do so. If Isabelle uses this move in the air, Lloid will fall similarly to Pac-Man’s hydrant from Smash 4, falling until it hits someone or some sort of surface. Lloid’s arm attack can still hit in-air. If Lloid is set up within a Public Works Project’s construction area, his HP is increased from 10 to 25, and he will stay until a project is placed or is defeated. If a project is placed with Lloid in it, he will be sent flying forwards as a projectile.
U Special: Balloon Present Isabelle hitches a ride on a balloon present, gaining height while holding onto the present for a bit. After reaching the height of the ascent, and if Isabelle hasn’t reached any platforms, Isabelle will slowly fall downwards, similarly to Peach’s parasol. Pressing the B button during any time the balloon present is out, the balloon will pop, causing light damage to enemies, and Isabelle will enter a helpless state until she hits a solid surface. There is a small chance that the present will fall with Isabelle, which can contain a leaf item (very small chance), or some food.
D Special: Public Works Project This a multiple-step move. When first used, Isabelle will set up a “construction site”, which is a small roped-off area on the ground; if an opponent is in the area where the site is set up, they will be buried briefly. This construction site has a few different properties; aside from being on the ground, it does not affect much else, as characters can still stand in that specific area and do everything else… that they do. It should be noted that characters who take damage from Isabelle’s attacks while in the construction area will take 1.3x normal damage. The construction area will last for 10 seconds if nothing is done with it. The second step is Isabelle using a smash attack within the construction area. Based on the smash attack and the amount of charge, a different public works project will be built. The projects deal damage when built, and act as solid objects for a few moments after they are spawned. F Smash - Isabelle builds up a variant of bench, with low charge being the log bench, medium charge being the yellow bench, and fully charged being the chair sculpture. The benches have decent horizontal reach. U Smash - Isabelle builds a lamp, which all have good vertical range. Low charge is a small torch that can deal damage with its fire top, medium charge is a street lamp, and fully charged is a traffic signal. D Smash - Isabelle builds up a large public works project, taking longer to execute but dealing very good damage when built. Low charge is a video screen, medium charge is pyramid, and full charge is a fountain, which can push opponents upwards with its water.
Final Smash: Town Meeting Isabelle takes out a megaphone and yells into it, which stuns nearby opponents. Random animal villagers then come and walk around the stage, running into opponents and damaging them. After a little bit, the villagers will walk off-stage, continuously damaging opponents which carries them with the villagers (think Marill from Melee or Piplup from Brawl PokéBall assists).
I adore these concepts. |
| | | VultureDuck Level 6 CPU
908
| Subject: Re: The Community Super Smash Bros. Moveset Topic Sat Mar 07, 2015 8:52 am | |
| Decided to give Emboar an ordinary moveset - Emboar:
Entrance: Emboar comes out of a Pokeball, and is ready to battle. Nspecial:Overheat Emboar unleashes fire around him. This can be charged and can be saved, the more it's charged the longer the reach is. However if you used a fully charged one it again will be more weaker if it's used again right now, so it needs time until it's back to being powerful. Sspecial:Flame Charge Emboar covers himself on fire, and charges. When he uses this, his speed gets a 1.5 boost for a few second. There are also flames on the ground, which if an opponent touches it, they will revive 1 or 2 percent of damage and the fire dissapears. Uspecial: Stone Edge/Fire Punch or Thunderpunch .Stone Edge-Emboar covers himself with 3 (or more) rocks that are floating, and does an uppercut while the rocks are rising up fast. The rocks will dissapear if the opponent gets hit by it or the opponent hits it, each rock does 4% damage. When pressing the special button while he is doing this move, he can chuck the rock downwards, however it makes him stop doing his recovery, making him helpless until he lands on the ground or the opponent hits him on the air .Fire Punch or Thunderpunch-If Emboar does his Uspecial in the air, he would do Fire Puch or Thunderpuch instead. He does an uppercut with with either fire or electricity on his fist. Fire Punch is a fast attack and more powerful while Thunderpunch is less strong than Fire Punch, but has longer recovery and can stun opponents for a short time. Dspecial: Defense Curl Emboar curls up into a ball. This is used for inceasing defense and powering up his Dash Attack for a short time. It cannot be used again after it is used and runs out, so it takes time to do it again. Final Smash: Blast Burn Emboar slams his fists on the ground to create giant fire pillars that almost covers the whole stage. Jab: Emboar attacks using his palm, using one arm at a time. This can continue forever like Pikachu's jab. Side Tilt: Emboar launches his fist. Down Tilt: Emboar slams his head to the ground. Up Tilt: Emboar does an uppercut Dash Attack: Emboar rolls really fast. Neutral Air: Emboar spins really fast. Foward Air: Emboar does a drop-kick Back Air: Emboar forces his palm backwards. Down Air: Emboar breaths out a fire wave downwards. Up Air: Thrusts his head upwards. Foward Smash: Thrusts both of his arms together. Down Smash: Sends a fire wave at both directions. Up Smash: He moves his head at an arc, very violently. Pummel: He summons a dose of fire from his hand that is grabbing his opponent, damaging him/her. Foward Throw: Emboar pimpslaps the opponent. Down Throw: Emboar jumps, and body slams his opponent. Up Throw: Emboar grabs the opponent and flings them upwards. Back Throw: Emboar grabs the opponent, windup his arm, and throws the opponent upwards. Taunt 1: Emboar pumps his arms twice Taunt 2: Emboar summons fire on his hands, then crushes it. Taunt 3: Emboar yawns and scratches his belly. Win 1: Emboar roars, while the fire on his body extends Win 2: Breaths fire on the ground, when the fire lays on the ground, he crosses his arms. Win 3: Emboar waves his arms with hearts appearing. Lose: Emboar lays on the ground and sleeps, as if he doesn't care that his opponent won. Colors: 1: Default (Red) 2: Shiny (Blue) 3: Dark Green skin, Yellow fire (Green) 4: Black skin, White fire, Grey belly 5: Yellow skin, light Purple fire 6: White skin, Black fire 7: Pink skin, Brown belly 8: Purple skin, Green fire, Red Belly
- Next one i'm doing (1):
- Next one i'm doing (2):
Last edited by VultureDuck on Thu Mar 26, 2015 9:56 am; edited 1 time in total |
| | | VultureDuck Level 6 CPU
908
| Subject: Re: The Community Super Smash Bros. Moveset Topic Thu Mar 26, 2015 9:52 am | |
| - Misery (Ruby Gloom):
Entrance- Misery plays her organ, but lightning hits it causing it to disintegrate. Misery then turns to the right, and holds her cane. Jab- Misery swats her cane downwards, then upwards, and finally thrusts her cane fowards. Side Tilt- Misery moves her can fowards, then moves it back Up Tilt- Thrusts her cane upwards Down Tilt- Misery puts her cane on the floor and twirls it Side Smash- Misery sends out a yell, lines will show where the opponents will get hurt. (Charging animation show her holding her breath) Up Smash- Does a upward attack with her cane while jumping Down Smash- Misery spins very fast, and uses the cane for more reach Neutral Air- Misery flaps both of her arms and legs very fast. Forward Air- Misery thrusts a metal plate with spikes Back Air- Misery attacks with her cane backwards Up Air- Misery launces a metal plate with spikes upwards. Down Air- Misery's body is up-side down, damaging oppoenents with her head. Dash Attack- Misery trips and her body falls to the ground. Edge Attack- Misery does a flip, but unfortunately falls on her back. Get Up Attack- Misery gets up and screams, the scream surronds Misery. Neutral Special: Tornado Wrangling A tornado appears in front of Misery, you can make it go behind if you press the Left/Right direction while holding B. The tornado follows Misery wherever she goes, if an opponent ever touches it, they would get hit similar to the tornadoes from Hyrule Castle 64, but with better knock-back. After that, the tornado dissapears you need to wait before doing it again. *Jar: When coming out of the jar, The tornado is 2x or 3x bigger than the original one. It stays still, and It doesn't trap the opponent, but it causes multi-hit damage and dose really good damage. However you have to wait more than the original one. *Origin: Broken Records Side Special: Family Soup/Medicine Misery grabs a cup filled with her Family Soup/Medicine, then she launches the medicine/soup, and then drops to the ground. The medicine/soup stays at the ground, and anyone touches it will cause negative effects. Effects are continuous damage, reverse controls, limited speed, limited jump height, stopping for no reason, and limited attack. Opponents will get 1 effect if they touch it. *Jar: Like the original one, but with more size and reach. *Origin: Bad Hare Day Up Special: Thunder Cloud *On the ground: A Thunder Cloud summons above Misery. The Thunder Cloud will always stay there until Misery activates the U-spec again, this unleashes a thunderbolt and strikes the opponents. *On the air: A Thunder Cloud summons below Misery. Misery gets surprised by the Thunder Cloud that she jumps pretty high, The Thunder Cloud now stays at place like the ground version. If Misery does the special while there is a cloud, that cloud will disappear while a new cloud stays at place. *Jar: Similar to Sora's Thunder attack in SSF2 Beta, but with a cloud. Down Special: Jar It works like Villager's Pocket, only she keeps the projectiles in a jar. However the unique thing about her's is that she can also keep her own projectiles, and unleashing it causes a much stronger version of that move. Using it however would mean you can't use the original move again until a few seconds. Also: Opponent's projectiles doesn't multiply. *Origin: Science Fair or Foul Final Smash: Family Reunion All of Misery's Relatives appear next to her, which causes a volcano to appear. The volcano then erupt, causing lava to rain down at the area, gas spreading everywhere, and earthquakes. *Origin: I'll Be Home for Misery Pummel- Misery whacks the opponent with her cane Forward Throw- Misery pushes her opponent Back Throw- Misery walks across her opponent, and trips them with her cane. Up Throw- Misery grabs her opponent with her cane, and throws them upwards Down Throw- Misery backs up, and sees that lightning strikes at the opponent. Taunt 1: Misery puts her hand behind her back, and then comes back holding one of the following *Ripped table cloth: "This is my Great, Great, REALLY Great Grandmother's table cloth." *Burned stick w/ Bow: This is from Motley, during at the Great Fire of London." Taunt 2: Misery looks at a mirror and smiles, but the glass breaks which causes her to frown. Taunt 3: Misery chuckles while putting her hand close to her mouth. Win 1: She does some interesting tricks with her can while saying, "You know, it's really sad that you've lost to a girl that is born with bad luck." She then accidently broke her can in half, she then responds with a casual "Oops". Win 2: Misery looks around saying, "Huh, isn't this the part where the pack of wolves come and chase after me?" She then responds by giving a shrug. Win 3: She raises her fists screaming, "I AM THE QUEEN OF DISASTERS!" Which follows up with lightning striking her, leaving her saying, "Ow" casually. Lose: She slowly claps, but a rain cloud appears and showers Misery, making her wet Wait 1: Misery sends out a big yawn. Wait 2: Misery turns her eyes left and right, while giving a suspicious look. Colors: 1: Default (Blue) 2: Malaise's colors (Red) 3: Morose's colors (Green) 4: Mayhem's colors 5: Malady's colors 6: Mildew's colors 7: Migraine's colors (+ flower) 8: Black/Grey clothes, Yellow hair
Last edited by VultureDuck on Thu Oct 27, 2016 7:35 am; edited 1 time in total |
| | | wheeled_tank Level 6 CPU
603 wheeled_tank
| Subject: Re: The Community Super Smash Bros. Moveset Topic Fri May 20, 2016 6:22 pm | |
| - Please Note:
Characters marked with an asterisk (*) are ones that I may create a suggestion for Crusade. Other characters are just those that I have created a moveset for.
- Carol Tea (Freedom Planet)*:
"An energetic wildcat with a thirst for adventure. Carol is impulsive and tends to get in trouble, but she’s intensely loyal to anyone she considers a friend, including her idol Lilac. With her feline reflexes, Carol can cling to walls and use special jump pads to warp around. Sometimes she’ll even drive a small motorcycle to catch up to her friends!"-Carol's Freedom Planet profile Carol is a light weight character with a quick walk speed, average dash, and above average air speed and fall speed. While she has a decent ground jump height, her double jump height is somewhat low. However, she can wall jump and wall cling. In terms of attacks, Carol is combo oriented, with most of her attacks having somewhat low knockback, but high speed, allowing her to build up damage quickly. Her attacks have limited range, and she lacks the speed to get close. However, using her Motorcycle can help negate the speed problems, and opens up possible KO options. Entrance: A red Jump Pad (from Freedom Planet) appears on the stage, and shortly after, Carol jumps to it and gives a thumbs up to the screen. Jab: 3-hit Claw Swipe. Quick and good damage output for a jab Forward Tilt: Wide Claw Swipe. Decent range, but somewhat lacking in knockback scaling Up Tilt: Overhead Claw Swipe. Quick attack, with low knockback, making it perfect for juggling Down Tilt: Rolls forward, ending with a kick. Great knockback for a tilt if landed near the end. With the Motorcycle, Carol Boosts forward, dealing a decent amount of damage and knockback. Both versions are Pseudo Crawls. Dash Attack: Roll's into the enemy. Multi hit. Can be jumped out of. If you have a motorcycle, Carol drifts to a stop. Forward Smash: Carol performs an inward Scissor Claw strike. Fast and decently powerful, though has a decent amount of end lag and low range Up Smash: Carol strikes above herself with a Flip-Kick. If you have the Motorcycle, she instead revs up the engine and swings the motorcycle upwards in front of herself. Down Smash: Carol performs a Breakdance Kick. High speed with decent power. With the Motorcycle, Carol instead performs a Circular Drift in place, hitting opponents with more power and range Neutral Air: Carol rolls in the air, hitting opponents multiple times. With the Motorcycle, It hits only once, but with high power Forward Air: Carol claws out in front of herself. With the Motorcycle, Carol flings the back of the motorcycle forward, launching opponents upwards. The Sweetspot with the Motorcycle is the back wheel Back Air: Carol claws behind herself, offering decent knockback. Turns Carol around in the air Up Air: Carol performs a basic flip kick with low knockback, making it a decent juggle move. With the Motorcycle, Carol flips while holding the motorcycle, dealing higher damage and knockback Down Air: Flips and performs a heel-kick below herself. Fast and has decent knockback. Carol's heel will Meteor Smash. The Motorcycle version has a larger sweetspot and more power. Pummel: Claws at the Opponent. Quick, but low power Forward Throw: Kick's Opponent Away. Can combo into air attacks at lower percentages Back Throw: Throw's the opponent back and kicks them away. Up Throw: Kicks the opponent upwards. Can be used to set aerial combos Down Throw: Slams Opponent onto the Ground. Allows for quick Follow-ups Ledge Attack: Claws while climbing Bike Ledge: Flips onto the stage, with the Motorcycle being an active hitbox. Get-Up Attack: Kicks both sides Neutral Special: Wild Kick: Rapidly kicks in front of herself. Decent Damage output, but low knockback. Has Super-Armor and Stalls in mid air Side Special: Pounce/Wild Claw: Lunge forward at high speed, avoiding projectiles. If you input the command again, Carol will strike out in front of herself with a powerful slash. On the ground with the Motorcycle, the move becomes Boost/Wild Claw, which operates similarly, though the Motorcycle acts as a hitbox as well. Up Special: Jump Disk: Carol throws a bladed disk in a desired direction, knocking opponents away. It stays for a while, acting as a damaging bumper. If you use it in the air or click the special button a second time, Carol will leap to the disk. Somewhat low range for a recovery, but doesn't leave Carol helpless. Similar to Bayonetta, Carol can use Jump Disk twice in the air, but only if the first one is used before the double jump. Down Special: Motorcycle: Carol gets onto her Motorcycle. It alters her physics (Higher weight, dash, fall speed, etc.) and gives her a few new attack. The Bike will break if it takes 30%. The Motorcycle can be reused after a set amount of time. You cannot grab opponents or items while on the Motorcycle. Using Motorcycle while on one will let you jump up off it, improving Carol’s recovery. You can only be hit off of the Motorcycle if you get grabbed, fall asleep, or land in a tumbling state. You can also dismount the Motorcycle by using Pounce/Wild Claw in the air. Final Smash: Furious Claw Attack: Carol will charge into an opponent, barraging them with powerful slashes and kicks, before launching them away. Idle: 1: Carol looks around. 2: Carol pumps her fist to her side Bike: Carol looks behind herself. Taunt: 1: Carol performs a 1-handstand and says "Feel my power" 2: Carol stretches and yawns 3: Carol puts her hands in her pockets and says "I'm bored" Bike: Carol pumps up her fist while revving the engine. Victory: 1: Carol spins, assumes her Artwork pose from Freedom Planet 1, and says "Did you see that? That was totally awesome." 2: Carol turns her head to the side, brings her hands behind her back, and says "Hope you didn't get too distracted" 3: Carol jumps up 3 times, each time pumping up one of her fists, before pointing at the camera. Lose: Claps in a similar manner to the Starfox characters. Colors: 1. Default (Carol Tea) 2. Brown/Black (Corazon Tea) 3. Red/Black (Carol's Motorcycle) 4. Orange/Black (Torgue) 5. Black/Brown (Spade in Freedom Planet) 6. Blue (Lilac/Royal Magister) 7. Purple/White (Neera Li) 8. Orange/White (Aaa)
- Milla Basset (Freedom Planet)*:
"Milla can track sources of energy with her large ears and keen sense of smell. She has many dog-like instincts and will often do things like stick her tongue out, chase shiny objects, and run on all fours. She’s bashful, but when she opens up she reveals her down-to-earth nature and colorful imagination.."-Milla's Freedom Planet Profile Milla has low ground speed, but has decent air speed and outstanding jump height. Along with this, her weight is average, giving her decent survivability. Her double Jump is similar to Yoshi's, including knockback resistance, giving Milla a very decent recovery, even without her Up B Attack wise, Milla would be a Punisher/Grappler, due to her attacks either lacking knockback or speed, with her only quick KO move being her Back air. That being said, her throws offer a large amount of flexibility, and nearly all of her attacks have long range and lingering hitboxes. Milla also has many ways to counter projectiles through the use of her Smash Attacks and Special Moves. Milla also has a mechanic involving Phantom Blocks. Using her attacks will drain an energy meter, represented by the small cubes (Phantom Blocks) orbiting her. If she doesn't have any Phantom Blocks, her attacks will be weaker and have less range, but having a large amount of them increase the power and range of attacks. Milla will start a match with only 2 blocks, but can have up to 5 at one time. Entrance: Milla digs up from under the ground onto the stage Jab: Milla punches forward twice in a childish manner. Side Tilt: Milla shoots out a small burst of energy. Up Tilt: Milla shoots an energy burst upwards while upper-cutting. Down Tilt: Milla swipes in front of herself with her paw. Dash Attack: Milla pounces forward Forward Smash: Milla creates a Phantom Block and puts it in front of herself, before launching out a Super Shield Burst. Slow, but very powerful and long-ranged. While charging, it can reflect projectiles. Up Smash: Milla charges up a Shield and shoots it straight upwards. If it is fully charged, it instead is a Super Shield Burst upwards. Down Smash: Milla creates 2 Phantom Blocks besides herself, both of which shoot a beam upwards. Somewhat similar to Mega Man's from Smash 4 or Squirtle's Up Smash from Brawl. Neutral Air: Milla spins around in the air with her arms and legs out, similar to Villager in Smash 4 Forward Air: Milla hits ahead of herself with her palm, releasing a small burst of energy. Back Air: Milla shoots out an energy burst behind herself. Up Air: Milla shoots out a small energy blast upwards. Decently fast and powerful, but also has a narrow range Down Air: Milla shoots out an energy burst below herself. It is a quick, decent-ranged meteor smash, though the knockback is low for a meteor smash Pummel: Milla head-butts the opponent Forward Throw: Milla picks up and throws the opponent forward Back Throw: Milla brings the opponent behind herself and shoots them away with an energy blast Up Throw: Milla throws the opponent into the air, before throwing a phantom block up into the opponent. Down Throw: Milla digs the opponent into the ground, burying them. Ledge Attack: Milla quickly climbs up and rapidly (though childishly) punches in front of herself. Get-Up Attack: Milla gets up and shoots an energy burst out to both sides. Neutral Special: Phantom Block: Milla creates a Phantom Block, which starts to orbit around Milla. These don't do anything on their own, but they do increase the power of Milla's attacks, and can do some minor damage and knockback to nearby opponents. Side Special: Shield Burst: Milla creates a psionic shield which can reflect projectiles. If you cancel the move, a short-ranged, high-powered hitbox generates in front of Milla. It can be aimed upwards or downwards slightly. Up Special: Burst Launch: Milla shoots out a powerful blast (similar to Super Shield Burst) below herself, launching upwards. Provides a limited amount of distance, but can deal a large amount of damage to opponents. Down Special: Dig: Milla digs into the ground, revealing an item while damaging nearby enemies, and buries opponents touching her. The item gained is random; it can be health pedals (healing Milla), Crates (containing no items), timed bombs, or a shield. There are 5 different shields available, each with their own ability. They all protect Milla from damage and have knockback resistance, though to varying degrees. Using the move repeatedly will result in no items, though the damaging hitbox remains. In the air, Milla will paw at the air below her, meteor smashing whoever is hit. It has high base knockback, but very little knockback scaling. · Wood Shield-Least amount of protection, but slowly regenerate health · Fire Shield-Low amount of protection. Damages nearby opponents and certain items (such as Snake's Mines) · Water Shield-Moderate protection. Increased ground speed, air speed, and jump height. · Earth Shield-High protection. Destroys weak projectiles that hit it · Metal Shield-Highest amount of protection. Slightly decreased movement speed Final Smash: Mutant Milla: Milla takes her mutated form. In this form, Milla has infinite flight, and her attacks change. She can shoot energy waves with her Attack button and launch out Phantom Blocks with the Special Button. The Phantom Blocks also shoot a beam upwards when they hit the ground. Similar to other Transformation Final Smashes, Milla can still take damage, and taking damage will reduce the time of the transformation, but she is COMPLETELY immune to knockback. V SPOILER ALERT V- Spoiler:
This "Mutated Form" is based off of "Final Dreadnought 3", where the final boss is Milla, who has been mutated by Lord Brevon. This only applies if you are using Lilac or Carol; if you are using Milla, you go straight to the final level once you reach the end of "Final Dreadnought 3"
Idle: 1: Milla looks around. 2: Milla looks at the screen in a similar style to the end of Jade Creek. Taunt: 1: Milla dances in the same way she does when near a disco ball in Fortune Night 2: Milla lies on the ground and rolls on her back, assuming a "Play Dead" position. 3: Milla gets on all four and howls, before sitting back. Victory: 1: Milla jumps up twice and poses. Afterwards, she says "I'm a Super-dog" 2: Milla jumps, spins, and looks at the camera. While looking at the camera, she says "That was fun!" 3: Milla looks at the screen, blushes, and says "Why are you staring at me?" Lose: Claps while standing up. She has a happy expression on her face Colors: 1. Default (Milla in Freedom Planet 2) 2. Black/Beige (Milla in Freedom Planet) 3. White/Blue (Lilac) 4. Black/Dark Green (Carol) 5. Gold/Red (Mayor Zao) 6. Black/Purple (General Gong) 7. Gold/Lime Green (Prince Dail) 8. Black/Orange (Torgue)
- Foxy (Five Nights at Freddy's):
Foxy is one of the 4 original Animatronics in the Five Nights at Freddy's series. In comparison to the others, Foxy's mechanics generally rely on catching the player by surprise if he/she do not regularly check Foxy. Including his variants, Foxy has appeared in every FNaF game, as well as the upcoming game (known as "Sister Location") As a character, Foxy would have a very high dash speed and weight, along with good attack power and a surprisingly good recovery. However, Foxy has a limited walk speed, air speed, jump height, and air acceleration, resulting in him to constantly rush at his opponents, leaving him open to attacks. Foxy is also a rather large opponent, which, when coupled with his weight and fall speed, makes him easy to combo. He can also play a more passive role, relying on his opponents making mistakes, and punishing them for it. Entrance: A mechanical Door opens, and Foxy lunges through it Jab: Foxy punches forward and follows it with a hit from his hook Side Tilt: Foxy swings his hook ahead of himself in a wide angle Up Tilt: Foxy swings his hook above himself. Down Tilt: Foxy swings his hook down. His Hook will meteor smash opponents Dash Attack: Foxy lunges forward and bites Forward Smash: Foxy opens his mouth, leans forward, and bites. It has good range, and is slightly disjointed Up Smash: Foxy swings his head up, causing his jaw to close. Consists of 2 different hitboxes Down Smash: Foxy brings his hook down ahead of himself before swinging it horizontally behind himself Neutral Air: Foxy swings his hook around himself. Similar to Ike's and Cloud's NAir Forward Air: Foxy bites ahead of himself. Powerful, though it also has punishable end lag Back Air: Foxy swings his hook behind himself. Turns him around in mid air Up Air: Foxy bites above himself. Powerful finisher, but also punishable should it miss Down Air: Foxy flips and bites below himself, similarly to Mangle in FNaF 2. Powerful meteor smash, but also very punishable if you land Pummel: Foxy hits the opponent's head with his hook Forward Throw: Foxy headbutts the opponent forward, similarly to Bowser Back Throw: Foxy flings the opponent backwards Up Throw: Foxy headbutts the opponent upward Down Throw: Foxy hits the opponent into the ground with his hook. Pops opponents into the air. Ledge Attack: Foxy sweeps his hook out in front of and behind himself Get-Up Attack: Foxy bites near the ledge while climbing up Neutral Special: Power Out: Foxy screeched, making any nearby ground opponents get stunned for a short time. Using it against stunned targets causes damage and decent knockback. Aerial opponents only take minor damage and no knockback Side Special: Rushdown: Foxy dashes forward. If he connects with an opponent, he hits them four times before launching them upwards. It can also be used to help recover, as it doesn't leave Foxy in a helpless state. Up Special: Air Lunge: Foxy lunges up into the air, damaging opponents in the way. It moves Foxy a decent amount, and can be adjusted slightly. Down Special: Phantom Foxy: Foxy crouches down, as if to pounce forward. If hit during this state, Foxy will disappear in black smoke and strike the opponent in the back with a lunging strike. Final Smash: Golden Freddy: Foxy releases a screech, causing nearby opponents to be stunned. All opponents that are stunned are then gathered by Foxy and stuffed into a Golden Freddy suit. The suit then explodes, blasting all trapped opponents out. Idle: 1: Rehinges his lower jaw 2: Appears to power down, before reactivating Taunt: 1: Brings his hook in front of his face and says “Dum-Dum-de-Dum” 2: Looks directly at the camera with his eyes flickering 3: Takes a stance with both arms up and his head tilted sharply, similar to his stance in FNaF before running to the door. Victory: 1: Foxy turns to each side while nodding his head, similar to Freddy in the first trailer 2: Foxy brings his hook in front of his face and stares at it 3: Foxy pokes his head out of some curtains. Lose: Foxy looks at the ground, as if he is powered down Colors: 1. Red (Default) 2. Charred Red (Phantom Foxy) 3. Pink/White (Mangle/Funtime Foxy) 4. Brown (Freddy) 5. Purple (Bonnie) 6. Light Blue (Toy Bonnie) 7. Yellow (Chica) 8. Orange/White (Lolbit)
Last edited by wheeled_tank on Mon Jul 18, 2016 6:33 am; edited 39 times in total (Reason for editing : Added Foxy. Minor edits to Milla's idle stance.) |
| | | Kzinssie Level 5 CPU
423 slothfulunchmeat
| Subject: Re: The Community Super Smash Bros. Moveset Topic Fri May 20, 2016 10:25 pm | |
| wait what's the difference between this thread and the unofficial characters board |
| | | AEM
1763 Ariand54321
| Subject: Re: The Community Super Smash Bros. Moveset Topic Fri May 20, 2016 11:16 pm | |
| You can make a moveset but not support the character for crusade at the same time. |
| | | SP
3856 cellularSP
| Subject: Re: The Community Super Smash Bros. Moveset Topic Fri May 20, 2016 11:21 pm | |
| - Kzinssie wrote:
- wait what's the difference between this thread and the unofficial characters board
are you saying you support inspector gadget for crusade |
| | | Kzinssie Level 5 CPU
423 slothfulunchmeat
| Subject: Re: The Community Super Smash Bros. Moveset Topic Sat May 21, 2016 12:47 am | |
| I'm sorry I didn't read each individual post in the thread
that makes sense tho thanks |
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| Subject: Re: The Community Super Smash Bros. Moveset Topic | |
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