Project Crusade Community
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| | The Community Super Smash Bros. Moveset Topic | |
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Author | Message |
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Perfect Hell
8837
| Subject: Re: The Community Super Smash Bros. Moveset Topic Fri Dec 07, 2012 7:58 pm | |
| Gonna fix my WoL moveset because it's missing one thing: Summons. |
| | | Perfect Hell
8837
| Subject: Re: The Community Super Smash Bros. Moveset Topic Fri Dec 07, 2012 9:47 pm | |
| Updated WoL moveset. Changes: - Added a note to the Bravery gimmick. Multi-hit HP attacks cause brave gain up until the last hit. - Added on to his Final Smash. The hits leading up to the final explosion will net a significant amount of bravery, and the final hit's damage and knockback will scale with bravery. - Blue fang was moved to down tilt, a more fitting spot - White Fang was removed - Dash attack is now the classic "Attack" command from all FF games. - Up Smash is now Ultimate Shield - Down Smash is now Summon Bahamut (still trying to work out how this will work in game) - Added throws, which are all popular summons - Added notes to most attacks indicating properties such as shield damage, stun, starting and ending lag or other notes. These are all based on properties of the attack origin https://projectcrusade.forumotion.com/t1613-pending-moveset-topic#45702 |
| | | Perfect Hell
8837
| Subject: Re: The Community Super Smash Bros. Moveset Topic Sat Dec 08, 2012 4:11 pm | |
| Updated WoL moveset for the last time, it is now complete. Changes: - Added White Fang on Forward air to complete the Black Magic trifecta (fire, ice, lightning). The old Fair, Crossover, was moved to Nair. The old Nair, Dayflash, was removed because it is already repped on Jab - Moved Summon Bahamut to back throw. Chocobo is no longer definitively in the moveset - Added a note to optionally use Summon Chocobo for a float or as an alternative Up special. While riding the Chocobo, A will use Chocobo Kick while B will use Chocobo Meteor - New down smash: Guard/Defend. Another classic FF series command - Added a note on the final smash to have WoL change to his Knight appearance, seen as his EX mode in Dissidia https://projectcrusade.forumotion.com/t1613-pending-moveset-topic#45702 |
| | | Perfect Hell
8837
| Subject: Re: The Community Super Smash Bros. Moveset Topic Sun Dec 09, 2012 8:12 pm | |
| Chocobo moveset finished. https://projectcrusade.forumotion.com/t1613-pending-moveset-topic#45702Now let's remove him and put in WoL. -_- I've made movesets for both because i know it's not likely that the roster will be changed at all, yet Chocobo has a ridiculous amount of replacement support in favor of WoL. Wouldn't even be surprised if community support was unanimous there. I'll be making a few more movesets for roster characters not yet in the game over the coming week. |
| | | MercuryHg34
3883
| Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Dec 10, 2012 8:07 am | |
| I'm going to make some movesets for DLC candidates so that they can hopefully gain some support on the DLC poll. I might start with Ray MK. |
| | | GigaPichu
3392
| Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Dec 10, 2012 9:31 pm | |
| Wreck-It Ralph joins the Crusade!He Smashes! He Crashes! He's Gonna Wreck It! Ralph Joins the Crusade with a huge arsenal of Punches, Kicks, and... well, Punches and Kicks. no wait, what's this? a tagalong? Vanellope joins the Crusade alongside Ralph! She isn't supposed to actually be there, but now that she came along too, why not help her best buddy? Thanks to Vanellope, Ralph is able to use his moves in ways you would've never imagined. For several attacks, he is able to be 'Glitched' around by Vanellope, allowing him to do moves in much more confusing ways, with much more crazy and devestating effects. Ralph may not have the greatest walking speed, but thanks to Vanellope, he will be able to move around much easier. Not only that, but a 'special' mechanic comes default with them being on the battlefield together. Ralph won't let any harm come to Vanellope, so if you so much as touch her, you'll be getting a face full of Giant Fist (not the DK kind), in the form of a nifty and unique auto-counter move. Ralphs most major downside is that he's a heavy character, which obviously means he can be comboed easier than others. Hopefully with the help of his Candy-Coated friend, opponents wont be able to catch him, let alone combo him. MOVESET: - Spoiler:
Jab Combo: Rapid Wrecking
Ralph will throw a punch, then another punch. This can be done in semi-rapid succession, allowing Ralph to effectively keep opponents away from his front for a bit. It will also combo into itself if done right.
Side Tilt: Wrecker Punch
Ralph will lean back a bit, and then deliver a huge punch. It doesn’t do massive knockback, but has fairly decent hitstun. (It can be affected by Vanellope)
Up Tilt: Wreckin’ Flex
Ralph will flex his arms upwards, similar to his classic pose. This will hit from his sides, and if hit on the first hit, it hits multiple times. It will send opponents upwards. (It can be affected by Vanellope)
Down Tilt: Wrecker Kick
Ralph will do a small kick. The kick will combo into itself for at least 2 hits, as it causes minimal knockback and decent hitstun. (It can be affected by Vanellope)
Side Smash: Gargantuan Backhand
Ralph will do a backhand slap to the opponent. It is basically a generic kill move with fairly decent range, and has some endlag. (It can be affected by Vanellope. When Vanellope glitches Ralph into the air for this move, Ralph will do a belly flop to the ground, causing a bury state to anyone hit by him as he falls and lands.)
Up Smash: Gargantuan Lift
Ralph will ready his fists on the ground in front of him, then hoist them up high up over his head with mighty force. This move is his most powerful kill move, thus has the most lag, starting and ending. (It can be affected by Vanellope. When Vanellope glitches Ralph into the air for this move, Instead of the lag, it will become a multi-hitting, no-knockback rapid spinning backflip move with much less endlag.)
Down Smash: Gargantuan Quake
Ralph will put both fists above his head, and slam them down with mighty force, enough to crack a large boulder (or, Jawbreaker) in two. Some of the ground around him will also be crushed, causing fragments to fly out. Anyone near his fists will be put into a bury state, and anyone not in the main hitbox will be hit by the less damaging but irritating fragments. (It can be affected by Vanellope. If Vanellope glitches Ralph into the air for this move, Ralph will plummet down like a meteor, increasing the more damaging hitbox, but losing the extra effects like burying and fragments.)
Dash Attack: Foot Slide
Ralph will kick out his foot and slide forwards a bit. Does good sideways knockback.
Nair: Wreckin’ Lariat
Ralph will do a spinning Lariat in the air. He is impervious to knockback while he is spinning. Does multiple hits.
Fair: Wreckin’ Dunk
Ralph will slam his fist downwards. This will be a Meteor Smash at his fist, but also be an all-around hitbox everywhere else.
Bair: Vanellope Pummel
Ralph will avoid doing a backwards hit, not wanting to hit Vanellope, so instead Vanellope will do a rapid barrage of random attacks. These attacks are fairly weak, doing minimal damage and almost no knockback, but they can be used to follow up into other attacks.
Uair: Wreckin’ High Kick
Ralph will kick upwards with both feet. It is a surprisingly strong move with a long lasting hitbox that gets weaker as the move lasts.
Dair: Wreckin’ Drop
Ralph will do a shoulder tackle diagonally downwards. This attack will knock opponents diagonally downwards as well if they are hit with his arm. Otherwise, it is an all-around hitbox.
Neutral Special: Brick Toss
Ralph will take out a brick, and toss it. The brick travels in an arc similar to Mario’s fireball, only faster and will not bounce. If the Special button is pressed again while the brick is flying, Vanellope will glitch to the flying brick and kick it either forwards, backwards, up, or down. If it is kicked forwards it will just increase the diagonal distance. If it is kicked backwards it will fly back towards Ralph (most likely in case he is about to be attacked after tossing the brick), If it is kicked Up it will travel up a bit, then fall, doing standard damage, and if kicked down, it will be a spike.
Side Special: Wreck-it Rushdown
Ralph will run forwards, doing a Wario-style shoulder tackle. It does pretty good damage and has super armor, and it can be cancelled into other moves, making it an ideal approach move. Vanellope can also glitch Ralph once during this move, allowing it even more tricky approach options.
Up Special: Glitch Teleport
Ralph will look helpless for a second, and then Vanellope will grab onto him, glitching him in any direction chosen for a fairly long-ranged recovery.
Down Special: I’m Gonna Wreck It!
Ralph will do his classic Wrecking Maneuver. He will begin to pound the ground, causing bricks to come up from the ground and fly about. If a direction is pressed, Ralph will move in that direction slowly. The flying bricks will cause minimal damage, but they fly decently far and be good cover. Ralph also has Super Armor during this move.
Fthrow: Hoist
Ralph will hoist the opponent forwards, doing pretty decent forwards knockback.
Bthrow: Sandbag
Instead of doing something himself, still not wanting to hit Vanellope by accident, Ralph will hold the opponent in front of Vanellope, who proceeds to take a boxing pose and deliver several jabs to the opponent, finishing by kicking them away. This does multiple hits, and slight backwards knockback.
Uthrow: Crushing Headbutt
Ralph will headbutt the opponent upwards. Has decently high hitstun.
Dthrow: Bone Wrecker
Ralph will smash the opponent into the ground with his fist. This will put them into the Dead state automatically, doing serious damage.
Final Smash: Wreckopter
Ralph's Helicopter from Sonic & Sega All Stars Racing Transformed will appear on the stage! Ralph will hop in and take the wheel, and Vanellope will climb in behind him. The copter can be freely controlled, albeit somewhat clumsily. If the attack button is pressed, Ralph will activate the Copters Twin-Wrecking Balls to spin around the underside, causing huge damage and knockback. This lasts for 15 seconds.
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| | | Perfect Hell
8837
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Dec 11, 2012 2:19 pm | |
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| | | Blitz [BANNED] Level 7 CPU
1079
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Dec 11, 2012 3:26 pm | |
| I honestly dislike his Special moveset, I had a different idea for him, especially since this one would be used if he wins CrusaDLC, I think there should be a better Special moveset, and a special ability. Blood strength. Whenever he uses a Smash Attack, he gets a small amount of blood, and the more blood you have, the stronger his down special is.
Neutral Special : Satanic Fire Shoots a simple fireball, similar to his ability in most Castlevania games. The fireball acts similar to Luigi's when unguided, but can be slightly changed in direction.
Side Special : Bat Transformation Love your current idea.
Up Special : Demonic Wings Same as your idea, but forces victims downward. On the ground, it stuns the victims using a wing slam attack.
Down Special : True Dracula This is where my idea is used the most. Transforms into his True Form, and only uses physical attacks. The transformation lasts a period of time based off of amount of blood, and is stronger based off of this. Once you transform, you can't transform back until all of the blood is used up. This means that you must be very efficient with his smashes. If you don't have any blood, the Down Special is Mist Transformation, where he stays still and becomes a poison mist, dealing sufficient damage and absorbs a small amount of blood.
Final Smash : What a Horrible Night to Have a Curse A new Final Smash based off of Simon's Quest. Dracula pulls back his cloak and raises both of his arms. The screen goes dark and shows the terrible prompt. Anyone close to him gains 400% damage, and start to take constant damage, like Lip's stick. It also increases how much blood Dracula has, allowing him to knock people out with his True Form. |
| | | Guest Guest
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Dec 11, 2012 3:28 pm | |
| 400%? That's extreme even for a final smash. Not even the Final Verdict does that much. |
| | | Blitz [BANNED] Level 7 CPU
1079
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Dec 11, 2012 3:31 pm | |
| - BluePsychic wrote:
- 400%? That's extreme even for a final smash. Not even the Final Verdict does that much.
It doesn't deal any knockback, but I think it would probably make more sense at 300% |
| | | Guest Guest
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Dec 11, 2012 3:33 pm | |
| - Heat Miser wrote:
- Neutral Special : Satanic Fire
try to avoid direct religious references. |
| | | Perfect Hell
8837
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Dec 11, 2012 3:52 pm | |
| My moveset uses every power known to Dracula, so Satanic Fire doesn't exist. Hellfire, Dark Blaze and others in my moveset do, but "Satanic Fire" is not a Dracula power. True Dracula is also definitely much more suited to a FS. He is usually the final boss of the game, fought after beating Dracula. He is never seen transforming back and forth between the two forms, and it would not make sense in his moveset.
I don't see what's wrong with my moveset really. You could move attacks around, for example putting Fsmash on Side special, Down special on Fsmash, whatever. But nearly every attack, if not literally every attack, he has ever performed is there, and not one is made up. Some are altered, for example Blood Hydro Storm, but it is still the same basic idea. His moveset also allows for a fire and minions based spacing game with transformation mix-ups in between. It fits him perfectly. The only thing i could see being tweaked is the actual placement of the attacks to the inputs, but that's minor. |
| | | Blitz [BANNED] Level 7 CPU
1079
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Dec 11, 2012 3:57 pm | |
| - Perfecthell4 wrote:
- My moveset uses every power known to Dracula, so Satanic Fire doesn't exist. Hellfire, Dark Blaze and others in my moveset do, but "Satanic Fire" is not a Dracula power. True Dracula is also definitely much more suited to a FS. He is usually the final boss of the game, fought after beating Dracula. He is never seen transforming back and forth between the two forms, and it would not make sense in his moveset.
I don't see what's wrong with my moveset really. You could move attacks around, for example putting Fsmash on Side special, Down special on Fsmash, whatever. But nearly every attack, if not literally every attack, he has ever performed is there, and not one is made up. Some are altered, for example Blood Hydro Storm, but it is still the same basic idea. His moveset also allows for a fire and minions based spacing game with transformation mix-ups in between. It fits him perfectly. The only thing i could see being tweaked is the actual placement of the attacks to the inputs, but that's minor. Poorly translated for Satanic Fire, it's supposed to be Hellfire. The reason I set True Dracula there is because of the hatred of Transform Final Smashes. I thought it would be interesting to use it as the gimmick of his moveset. Also, the use of my Final Smash is glorious as it references the most hated thing in all of Castlevania. |
| | | Perfect Hell
8837
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Dec 11, 2012 4:08 pm | |
| Even if Transform FS' are overused, you can't let that get in the way of sensible moveset design. A Final Smash is supposed to be the character's most powerful attack. In Dracula's case, that is undoubtedly his True Form.
Mist is also a must in his specials, as it doesn't work well anywhere else. It's actually the nature of the moves that led me to use transfomations on his specials, then his fire spells and summons fell in line among the normals. It would be fine to use Bat or Wolf transform on say, Fsmash, but Mist definitely can't move except to a different special.
I don't think it's noted in his moveset, but my preference for the Down special would be an actual permanent transformation into the werewolf, with new attacks and all. It would be sort of like Zelda/Sheik, except Werewolf form probably would not have a full moveset instead having something simpler. I'll go make a note of that now. The only reason i scrapped that as a definitive Dspecial was because of the amount of coding/spriting work involved. |
| | | Sorcedude Level 3 CPU
69
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Dec 11, 2012 4:16 pm | |
| - Perfecthell4 wrote:
- Even if Transform FS' are overused, you can't let that get in the way of sensible moveset design. A Final Smash is supposed to be the character's most powerful attack. In Dracula's case, that is undoubtedly his True Form.
I assume for true form, you mean the floating throne with arms (BEHOLD MY TRUE FORM AND DESPAAAAAIR!)? Or do you mean the godzilla...thing that shoots fireballs? Or maybe the purple demon from Dracula X? Drac's got alot of transformations, it's hard to keep track. |
| | | Perfect Hell
8837
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Dec 11, 2012 4:27 pm | |
| From DLC topic: - Quote :
True Dracula
The demon form of Dracula, usually fought after defeating Dracula's first form. He loses some access to Dracula's spells, Dominance, shapeshifting, and life draining, but gains much higher mobility (including multiple jumps), melee attacks (mainly claw swipes), and can shoot fireballs, lasers and flame waves. Fireballs can erupt on the ground into flame pillars, and he can cause ground waves. He is also capable of lightning bolts, ghost swarm attacks, ice shards, acid mists/poison rain, and locust swarms.
That is generally what he looks like, 90% of the time. Obviously what we will use. |
| | | Sorcedude Level 3 CPU
69
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Dec 11, 2012 4:33 pm | |
| - Perfecthell4 wrote:
- From DLC topic:
- Quote :
True Dracula
The demon form of Dracula, usually fought after defeating Dracula's first form. He loses some access to Dracula's spells, Dominance, shapeshifting, and life draining, but gains much higher mobility (including multiple jumps), melee attacks (mainly claw swipes), and can shoot fireballs, lasers and flame waves. Fireballs can erupt on the ground into flame pillars, and he can cause ground waves. He is also capable of lightning bolts, ghost swarm attacks, ice shards, acid mists/poison rain, and locust swarms.
That is generally what he looks like, 90% of the time. Obviously what we will use. Oop! Didn't catch those. Mybad. |
| | | Blitz [BANNED] Level 7 CPU
1079
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Dec 11, 2012 4:49 pm | |
| What if we used Mist Transformation as Down Special? |
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Dec 11, 2012 5:58 pm | |
| Full package coming soon. - Metal General:
Metal General Playstyle: Metal General is a character with an arsenal of weapons. He's able to perform well as a close range character, while also having a minor camping game. Metal Genral doesn't have any major flaws, excluding his inability to perform and his susceptibility to combos, courtesy of his heavy weight and fast falling speed. Neutral Special: Missile Fire: Metal General fires a missile out of his body. The missiles have slight heat-seeking properties and three can be fired in succession. He can also fire one and immediately move into his side special to pressure opponents. Side Special: Propeller Drive: Metal General spins his laser katana rapidly and charges forward. This attack deals multiple minimal damaging hits to opponents. Up Special: Spark Shuttle Loop: Metal General conducts electricity and performs a shuttle loop like Meta Knight's Up Special. Metal Guardian is controlled the same way as a character gliding. The exception is that Metal Guardian is covered in electricity and can damage opponents while gliding. Down Special: Spark Saucer: Metal Guardian releases a saucer that flies around at random opponents and fires a spark. The saucer can be destroyed by an attack. Metal Guardian can have 2 saucers out at the same time. Final Smash: HR-D3: Metal General flies off-screen and gets into the HR-D3 robot in the background. The robot remains in the background and attacks opponents from there. Pressing the attack has HR-D3 attack with his hand and drill arm. The special key has it fire lasers. A cursor is there for firing the lasers. Tapping the special key has HR-D3 fire eye lasers, while holding has HR-D3 fire a large powerful laser. This final smash lasts for 20 seconds before Metal General returns to the battlefield.
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| | | Perfect Hell
8837
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Dec 11, 2012 7:04 pm | |
| - Heat Miser wrote:
- What if we used Mist Transformation as Down Special?
That's a possibility. Most of the placements are interchangeable right now, i just want all of his attacks to stay present in some form or another, and his FS to stay as is. I'm also open to new attack ideas over doublings, for example Dark Flame is both his dash attack and Nair, I'd be open to a new dash attack because Dark Flame was just slapped on it when i didnt have anything else for it. |
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Sat Dec 15, 2012 3:01 pm | |
| This isn't very impressive but... - Reptile:
Reptile Playstyle: Reptile is known as a stealthy character. He relies on setting up on his opponents and locking them into his attacks and combos. He's a medium-heavy character with a fast falling speed, making him hard to KO vertically but easy to lock into a combo. Neutral Special: Acid Spit: Reptile takes off his mask and spits a small stream of acid forward, then puts his mask back on. The projectile deals low damage but is handy at keeping opponents away. If an opponent gets too close however, Reptile can use Acid Stream, performed the same way as one would do an upgraded version of Ryu, Evil Ryu, or Chun-Li's enhanced Neutral Specials. When an opponent is hit by the acid, they will take extra damage and will have their movement greatly diminished for a short period of time. Side Special: Power Slide: Reptile slides forward and hit an opponent and send them flying a short distance. This acts as a set up move, allowing Reptile to lock an opponent into a combo. When sliding, Reptile leaves behind a trailo of acid, which will decrease the traction of those walking on it. Up Special: I'll get back to you on it... Down Special: Chameleon: Reptile disappears in a puff of smoke and becomes invisible from view. He will remain invisible until he gets hit by an attack. While invisible he can set up on opponents and rack up damage without detection from opponents. Final Smash: Weight Loss: Reptile turns invisible, rushes forward, and "slits the throat" of an opponent if close by. He then places an acid ball into the opponents body, which explodes, and deals major damage to opponents.
Oh and... - Magic Kirby:
Magic Kirby Neutral Special: Doves: Kirby releases three doves, one traveling straight, one 45 degrees up, and one 60 degrees up. Each deal low damage. Side Special: Card Trick: Kirby releases three cards that travel forward at a fast pace, dealing damage. Up Special: Clown Spring: Kirby releases a clown spring out of his hat, which travels in an arching fashion. This deals the most damage at the head which is moderate and deals knockback. This can also be used as a tether recovery. Down Special: Roulette: A roulette wheel appears with different options. Whichever option the wheel stops on occurs: Cherry: A food item appears in front of him. Candy: Kirby is ivulnerable for about 5 seconds. Fireworks: Fireworks appear out of the hat. Deals moderate damage and knockback. Final Smash: Galaxia: Kirby pulls an icon out of his hat which is a sword resembling Meta Knight's. Then three images which resemble Meta Knight fly across the screen, dealing major damage to opponents.
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| | | DemonicGamerAzazel Level 6 CPU
566
| Subject: Re: The Community Super Smash Bros. Moveset Topic Sat Dec 15, 2012 6:52 pm | |
| Alright, time for Kyurem! - Spoiler:
Kyurem: General Characteristics: Kyurem is very heavy, but above average speed for his weight class. His moves are long reaching with mostly power moves, but he can rack up damage with his D-Special nicely. His main weakness is that he actually slightly larger than ridley or porky, making him very easy to hit. In addition, his shield doesn't take very much. He can survive for a pretty long time, but for Kyurem players, the main thing is to move in, use the D-Special, then kill their opponent as quickly as possible.
N-Special: Dragon Tail; a wide attack that is not totally useless, but is only really good as a combo finisher.
S-Special: Shadow Claw; A lunging attack, great for closing the gap between him and the enemy.
U-Special: Outrage; A powerful, multi-hit attack that sends Kyurem rocketing upward. If used three times in a row, however, Kyurem becomes dizzy for a moment.
D-Special: Blizzard; An attack that is very weak normally, but the more you mash the button, the longer it goes, and it can rack up so much damage
FINAL SMASH: Black and White; Kyurem first becomes Black Kyurem and bombardes the screen with electricity, then White Kyurem who bombardes the screen with fire, then finally back to normal Kyurem, who finishes off with a bombardment of ice.
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| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Sat Dec 15, 2012 8:29 pm | |
| Checking back on my original Genesect moveset, I'm going to revise it. - Genesect:
Genesect Playstyle: Genesect is a powerful character with an exceptional set of stats that help it remain in the lead of a fight. Genesect's attacks contain power and high amounts of killing potential. It also has a superb recovery move in Fly, acting as a gliding move, allowing Genesect to recover from far distances, both vertical and horizontal. Genesect's only major flaw is its speed. He doesn't move around the field as well as others since its movement speed is below-average. That being its only major flaw, Genesect is the kind of character that will often be the favor of choice because of his great killing potential, survivalbility, simple and easy to use moveset, and great potential matchups in its favor. Simple Attacks Jab/Combo: Genesect slashes with its claws. A two hit attack dealing 3% damage each hit. Forward Tilt: Fury Cutter: Genesect performs a slash with its claw, dealing low damage, but gradually rises with consecutive use and is unaffected by SMD (Stale Move Decay). Starting damage: 4% Up Tilt: Genesect slashes with its claws upward. Two hit attack. 4% damage each hit. Down Tilt: Performs a low slash with its claw. 6% Smashes Forward Smash: X-Scissor: Genesect performs an X slash in front of itself. Acts as a great finisher on the ground. Deals 14% initial damage. 24% damage at full charge. Up Smash: Magnet Bomb: Genesect aims its cannon up and fires a projectile that has slight homing properties if an opponent is close. 14% initial damage. 24% damage at full charge. Down Smash: Genesect swipes its claws on both sides of itself. 12% initial damage. 20% damage at full charge. Aerials Neutral Aerial: Geneset somersaults in midair, dealing damge on all sides during the full attack. 9% damage at all hit boxes. Forward Aerial: Metal Claw: Genesects' claws turn metallic in color, and slashes forward twice. This acts an exceptional finisher to an aerial combo if one manages to perform one. 10% damage each hit. Back Aerial: Genesect kicks back. Deals 8% damage. Up Aerial: Genesect swings its head back. There is only one frame of this attack that deals damage. Deals 15% damage. Down Aerial: Genesect performs a pseudo dive. Acts as a spike, sending opponents down. Deals 15% damage Other Attacks Dash Attack: Genesect dives forward. Deals 8% damage. Get up Attack: Gets up and swipes on both sides. Deals 7% damage. Glide Attack: Genesect will slash forward with its claw. Deals 9% damage. Ledge Attacks Initial: Genesect climbs up quickly and performs a headbutt. Deals 8% damage. 100%+ Damage: Genesect clims slowly and performs a slash with his claw. Deals 8% damage. Grab and Throws Grab: Genesect reaches out with his claws. Pummel: Headbutts opponent: Deals 3% damage each hit. Forward Throw: Pushes opponent forward, then fires a Zap Cannon. Deals 15% damage. Back Throw: Tosses up opponent and kicks them back. Deals 10% damage. Up Throw: Lightly tosses opponent up and fires a blast of fire, blast of ice, and lastly a balst of thunder. Total Damage: 15%. Down Throw: Slams opponent to the ground, stands on them and fires a Signal Beam on the opponent. Deals 10% damage. Specials Neutral Special: Techno Blast: Genesect charges his cannon and prepares to fire. As you hold the special key, Genesect will shuffle through drives. Genesect will initially start off without a drive if the special key is not held. When you charge, you will start with the Burn Drive, deals fire damage, along with the most damage overall. Next is the Douse Drive, deals the lowest overall but has the highest knockback. Then, the Shock Drive, deals electrical damage, and deals the least amount of knockback. Finally, the Chill Drive, deals ice damage. After the Chill Drive, the cycle shuffles through the Burn Drive. When a drive is chosen, Genesect will fire a projectile forward. Each drive has a color code: No Drive: White. Burn Drive: Red Douse Drive: Blue Shock Drive: Yellow Chill Drive: Cyan Side Special: Flame Charge: Genesect charges up and becomes engulfed in flames. He will continue to charge as long as the special key is held. When released, Genesect will dash forward, engulfed in flames. Deals moderate damage. This move can help in recovery though Genesect's up special is much more reliable. Up Special: Fly: Genesect folds its limbs and attaches the cannon to its head. He will then begin to glide. Same controls as all other glides. Genesect cannot glide outside of this move. Down Special: Bug Buzz: Genesect Folds up and begins to charge. Genesect will then release a powerful blast of sound that deals damage on both sides of it. The initial hit deals low damage but high knockback. The remaining time the special key is held will have Genesect release a small bit of sound that deals low damage and low knockback. This is a great at spacing out opponents if they get close. Final Smash: Hyper Beam: Genesect charges up its cannon and then fires a powerful blast of energy that travels the full length of the stage, dealing major damage to opponents who get caught in the beam. Genesect will remain still for a few seconds after this move was used to recharge.
Criticism and Compliments appreciated. |
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Fri Dec 21, 2012 7:03 pm | |
| Why am I - ゥ▾ ||ゥ♂:
ゥ▾ ||ゥ♂ Playstyle: ゥ▾ ||ゥ♂ is kind of hard to describe. It's a glitch pokemon with type of fire, making its attacks mainly involve fire. ゥ▾ ||ゥ♂ is fairly balanced with a slow falling speed and slow air speed, making it virtually useless in the air. ゥ▾ ||ゥ♂ attacks have slight range on its attacks, giving it some protection with spacing out opponents. Combined with its slow falling speed, ゥ▾ ||ゥ♂ is light and can get KO'd early in a match. Neutral Special: Ember: ゥ▾ ||ゥ♂ fires a small fireball forward. It flies straightforward and travels at medium speed, dealing low/moderate damage to opponents. This can help keep opponents at a distance. Side Special: ViceGrip: A pair of fangs appear in front of ゥ▾ ||ゥ♂. They chomp down, dealing moderate damage to opponents within range. If timed when an oppenent is close, ゥ▾ ||ゥ♂ will trap the opponent in the vice, and start gnawing dealing extra damage and will throw them away. The initial knockback is fairly low. Up Special: Wing Attack: ゥ▾ ||ゥ♂ forms a pair of wings and spirals up a short distance. This is ゥ▾ ||ゥ♂ゥ▾ ||ゥ♂ only known form of recovery and deals low damage and moderate knockback. Down Special: TM13: ゥ▾ ||ゥ♂ flashes a teal blue. If attacked, it will disappear and then freeze the opponent who attacked. Final Smash: TM50: A small field of energy forms around ゥ▾ ||ゥ♂. Any opponent caught in the field will become trapped and ゥ▾ ||ゥ♂ will barrage the opponent(s) with multiple attacks. This deals high amounts of damage and provides major knockback, resulting in instant KO's for those at low-medium damage.
so stupid? - Missingno.:
Missingno. Playstyle: Missingno. is a fairly interesting case. It's light, has poor air speed, terrible range on its attacks, slow falling speed, and is very slow. Sounds intriguing as a character you would never want to play as, huh? Missingno. though has one amazing advantage; Missingno. has mazing killing potential. Despite the lack of range on them, Missingno.'s attacks deal high damage and provide large knockback. Missingno. is a high risk high reward/glass cannon sort of character, but should never be taken lightly. When put in the right hands, Missingno. can become unstoppable. Neutral Special: Water Gun: This is Missingno. only attack with some decent range. A jet of water appears out of Missingno. with a pixelated texture to it. This deals moderate damage and knockback, and provides good spacing and keeping opponents at a distance. Side Special: Still thinking... Up Special: Sky Attack: Missingmo. transforms into its fossilized Aerodactyl form and flies quickly in whichever direction is chosen. The attack travels a medium distance and deals heavy damage and knockback to opponents in range of the attack. Down Special: GET OUT!: Missingno. transforms into its ghost form and performs a sort of scary face. This attack has a short range and stuns opponents within said range. This provides good set up for a finishing blow when timed well. Final Smash: Glitch: The background and layout of the stage becomes a pixelated mess. Opponents begin taking damage over time. Starting at 1% per second and rising quickly. This helps Missingno. take out opponents quickly.
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| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Sat Jan 12, 2013 8:29 pm | |
| Okay, here we go. ~Sophitia - Nightmare:
Nightmare Playstyle: Nightmare does not perform well up close, which is why his moveset is mostly comprised of ranged attacks to space out the field and keep opponents away. Nightmare has a very large hitbox, about the same size as Ridley's if not a bit smaller. He's also slow both movement and attack wise. Nightmare also has the ability to float in the air, helping his recovery. Neutral Special: Star Barrage: Nightmare points his finger, and a barrage of stars shoot outward. Rapidly tapping the special command will have Nightmare continuously fire stars. Side Special: Energy Beam: Nightmare creates a dark orb of energy in his hands, then fires a beam straight forward. Working similar to the Kamehameha that Goku wields, this beam takes a bit longer to charge, travels a shorter distance, but has more range width wise, and deals more damage. Up Special: Nightmare starts spinning the tornado hidden within his clothing, and rises upwards. This attack deals multiple hits to opponents and has superb horizontal recovery. Unfortunately, it travels slowly, and doesn't work well vertically. Down Special: Dimensional Cape: Nightmare opens his cape, showing what looks like deep space. Any projectile attack, will be absorbed into the cape if it gets close enough. Nightmare will then keep the projectiles in the cape, until this special is used again. Nightmare will release the absorbed in a burst of energy, damaging opponents within range. The more projectiles absorbed, the more damage is dealt. Final Smash: Power Orb Nightmare transforms into his initial form, having him fly around the screen in the form of an orb, firing stars at opponents to rack up their damage. This Final Smash lasts for 20 seconds and Nightmare reverts back to his original form.
And as an added bonus: - Dark Mind:
Dark Mind Playstyle: Unlike Nightmare, Dark Mind solely has offense on his mind compared to Nightmare's defensive move set. Dark Mind has somne power in his attacks, but is slow and large, just like Nightmare. Dark Mind lacks range in his attacks but with power at his side, this doesn't really affect him much. He can also float, just like Nightmare. Neutral Special: Star Shot: Dark Mind opens his cloak and fires multiple stars out of the eye-like orb inside him. This attack works in the same fashion as Nightmare's though is more powerful and has less range. Side Special: Mirror Rotation: Dark Mind rapidly rotates the mirrors around him. This attack deals damage and reflects projectiles. Up Special: Teleport: Dark Mind flashes white and reappears in whichever direction chosen. This works better in vertical recovery, is faster, instantaneous to avoid attacks, but travels a shorter distance. Down Special: Bomb: Dark Mind drops an orb on the ground. The orb will remain for 5 seconds before releasing a huge explosion, with the range of almost the entirety of the Final Destination platform from Brawl, dealing massive damage and knockback to those within range. The orb can be destroyed after being attacked enough timnes. Dark Mind will have to wait 30 seconds before using this again. Final Smash: Dark Mind Orb Form: Phase 1: Dark Mind transforms into his true form; a large eye-like orb that floats above the stage. Dark Mind can freely move around the stage and attack with a semi final form moveset. N: Laser: This attack is a bit slow on start up, but can be controlled in whichever direction by pointing after initiating the attack. Each turn has Dark Mind create a mirror which reflects the laser when fired to which ever direction was sequenced. S: Dark Mind creates two mirros and rotates them around rapidly, having the same propertiesas before. U: Dark Mind flips the screen. D: Dark Mind fires a concentrated beam of energy at the ground. This can be controlled moving left or right.
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| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Sat Jan 12, 2013 9:13 pm | |
| Alright, time for part 4 in my move set creations. I have no life.Mario Series- Shadow Mario:
Shadow Mario (as an extra character added to Bowser Jr's move set. Up taunt would trigger the transformation on both characters). Playstyle: ALthough identical in appearence, Shadow Mario is much faster and slightly more powerful than Mario. Shadow Mario has offense on the mind, with his speed and above average attack power helping him through. Unfortunately, Shadow Mario has his drawbacks. He has a liquid like body, which means he is a light weight and can get KO'd easily. Neutral Special: Magic Paint: Shadow Mario swings his magic brush, and fires a glob of paint. The paint deals low damage but also slows the opponent down a bit. There is an even amount chance for the regular graffiti to be fired while electric and fire variants are less common. Side Special: Rolling Brush: Shadow Mario rushes forward, and twirls his magic brush. Deals consecutive damage and helps with horizontal recovery. Up Special: Spin Jump: Shadow Mario jumps into the air and spins rapidly to gain height. Can deal consecutive damage to opponents who get too close in the first damaging frame of the attack. Down Special: Graffiti: Shadow Mario paints the ground below him, and creates a puddle of graffiti. Anyone walking along the graffiti will lose traction and will take damage as they remain in the graffiti, if it is regular graffiti. Sometimes Shadow Mario will paint electric graffiti which deals electric damage and makes opponents flinch. Fire graffiti deals fire damage and knocks opponents straight up. Final Smash: Mecha Bowser: Shadow Mario jumps off stage and Mecha Bowser appears in the background. Mecha-Bowser will breathe fire at opponents by pressing the attack command, while pressing the special command will fire Bullet Bills. This lasts about 20 seconds with Shadow Mario returning to the battlefield afterwards. Legend of Zelda Series- Darknut:
Darknut Playstyle: The Darkuts are one of the most powerful and deadliest enemies in the Legend of Zelda series. They are packed with power, and a ton of weight, acting like a sword wielding Bowser. Darknut has its weaknesses though. It has a large hitbox, making it an easy target. Also it is slow, and lacks options to help it escape from opponents. Special Abilities: Shield can block projectiles of low priority. Neutral Special: Electric Stab: Darknut charges its sword with energy. It then stabs forward, releasing a current of energy that deals electric damage along with major damage. It unfortunately is a fairly slow attack, with start up lag, and is much more powerful when charged at a higher level. Side Special: Sword Rush: Basically it acts the same as Ike's side special. Darknut charges the attack, and when released dashes forward. This helps with horizontal recovery. Up Special: Jump Attack: Darknut jumps high into the air, and brings its sword down. This is a high risk recovery attack. Down Special: Shield Attack: Darknut thrusts its shield forward, dealing low damage and stuns the opponent. Because of the high priority of this attack, it is able to cancel out most attacks and projectiles when timed right. Final Smash: Unknown as of right now.
- Moblin:
Moblin Playstyle: Moblins are powerful monsters in the Legend of Zelda games. Keeping true to these properties, Moblins are powerful opponents sporting heavy weight and powerful attacks that are good at spacing. Moblins unfortunately are very slow and their main attacks when using their spears have a sweet spot at the tip, which makes them prone to sour spotting their attacks when opponents are close. Moblins are very large enemies making them easy targets for attacking. Good thing their also able to tank those hits. Neutral Special: Bow: Moblin takes out his bow and readies an arrow. The longer the special action is held, the farther the arrow will fly and deal more damage. Side Special: Spear Charge: Moblin will ready his spear and prepare to charge. This is a chargeable attack, meaning the longer you charge, the farther he'll travel and deal more damage. The damaging hit box is only present at the tip of the spear. Up Special: Kargarock Assist: A kargarock appears and carries Moblin into the air. The kargarock will carry Moblin up into the air with free control for about 3 seconds before dropping him. Down Special: Club: Moblin pulls out his club and slams the ground, sending a ground hugging shockwave forward that travels a far distance. The shockwave deals minor moderate damage and excellent knockback. The club deals moderate damage and knockback. The shockwave cannot be reflected. This special is good for countering rushdown characters. Final Smash: Still thinking about.
- Miniblin:
Miniblin Playstyle: Unlike Moblins, Miniblins are small and quick, normally attacking in swarms to take down opponents. Their quick speed and light weight makes them seem like a hit and run kind of fighter, but their main playstyle is as a rushdown character, dealing damage at high speed to frustrate opponents. Miniblins are light and also extremely floaty, making them easy to KO. They also lack any reliable killing moves, making it fairly difficult to KO opponents. Neutral Special: Assist: The main attribute of Miniblins is their vast numbers. Miniblin calls in a reinforcement to help in the fight. The reinforcement has AI properties that automatically target opponents. They take less effort to kill but make it hard to differentiate from the main Miniblin. The main Miniblin is able to call in a maximum of 4 reinforcements. When the main Miniblin is killed, all the reinforcements will die. The AI will only use standard attacks, not specials. Side Special: Not yet decided. Up Special: Mount: An Armos appears out of the ground. The Armos acts like a pseudo stage hazard. It produces spikes out form its body to damage enemies who get too close. The Armos can take only so much damage, about 20%, before being destroyed. If left alone for about 10 seconds, the Armos will self destruct, dealing more damage to opponents. When used in the air, the Armos appears below Miniblin, and he hops off of it to gain height. Down Special: Cage: Miniblin throws a cage-like projectile that deals low damage and stuns opponents who get hit. This is good set up for Miniblin to deal more damage on opponents. Final Smash: Big Blin: Miniblin calls in its leader, a Big Blin. Big Blin is twice as big as Miniblin, deals substantially more damage than Miniblin and is slower. Big Blin cossists of only regular attacks, no specials. Big blin will go around the stage and attack opponents on sight. This lasts for about 20 seconds. Kirby Series- Nightmare:
Nightmare Playstyle: Nightmare does not perform well up close, which is why his moveset is mostly comprised of ranged attacks to space out the field and keep opponents away. Nightmare has a very large hitbox, about the same size as Ridley's if not a bit smaller. He's also slow both movement and attack wise. Nightmare also has the ability to float in the air, helping his recovery. Neutral Special: Star Barrage: Nightmare points his finger, and a barrage of stars shoot outward. Rapidly tapping the special command will have Nightmare continuously fire stars. Side Special: Energy Beam: Nightmare creates a dark orb of energy in his hands, then fires a beam straight forward. Working similar to the Kamehameha that Goku wields, this beam takes a bit longer to charge, travels a shorter distance, but has more range width wise, and deals more damage. Up Special: Nightmare starts spinning the tornado hidden within his clothing, and rises upwards. This attack deals multiple hits to opponents and has superb horizontal recovery. Unfortunately, it travels slowly, and doesn't work well vertically. Down Special: Dimensional Cape: Nightmare opens his cape, showing what looks like deep space. Any projectile attack, will be absorbed into the cape if it gets close enough. Nightmare will then keep the projectiles in the cape, until this special is used again. Nightmare will release the absorbed in a burst of energy, damaging opponents within range. The more projectiles absorbed, the more damage is dealt. Final Smash: Power Orb Nightmare transforms into his initial form, having him fly around the screen in the form of an orb, firing stars at opponents to rack up their damage. This Final Smash lasts for 20 seconds and Nightmare reverts back to his original form.
- Dark Mind:
Dark Mind Playstyle: Unlike Nightmare, Dark Mind solely has offense on his mind compared to Nightmare's defensive move set. Dark Mind has somne power in his attacks, but is slow and large, just like Nightmare. Dark Mind lacks range in his attacks but with power at his side, this doesn't really affect him much. He can also float, just like Nightmare. Neutral Special: Star Shot: Dark Mind opens his cloak and fires multiple stars out of the eye-like orb inside him. This attack works in the same fashion as Nightmare's though is more powerful and has less range. Side Special: Mirror Rotation: Dark Mind rapidly rotates the mirrors around him. This attack deals damage and reflects projectiles. Up Special: Teleport: Dark Mind flashes white and reappears in whichever direction chosen. This works better in vertical recovery, is faster, instantaneous to avoid attacks, but travels a shorter distance. Down Special: Bomb: Dark Mind drops an orb on the ground. The orb will remain for 5 seconds before releasing a huge explosion, with the range of almost the entirety of the Final Destination platform from Brawl, dealing massive damage and knockback to those within range. The orb can be destroyed after being attacked enough timnes. Dark Mind will have to wait 30 seconds before using this again. Final Smash: Dark Mind Orb Form: Phase 1: Dark Mind transforms into his true form; a large eye-like orb that floats above the stage. Dark Mind can freely move around the stage and attack with a semi final form moveset. N: Laser: This attack is a bit slow on start up, but can be controlled in whichever direction by pointing after initiating the attack. Each turn has Dark Mind create a mirror which reflects the laser when fired to which ever direction was sequenced. S: Dark Mind creates two mirros and rotates them around rapidly, having the same propertiesas before. U: Dark Mind flips the screen. D: Dark Mind fires a concentrated beam of energy at the ground. This can be controlled moving left or right.
- Sasuke:
Sasuke (Not who you expected, was it?) Playstyle: Sasuke is small, slow, and light. This makes him an easy target to take out, right? You'll have to get past his fighting style first though. Sasuke has a vast arsenal that allows him to attack from a distance, and actually deal decent amounts of damage, even knocking out opponents without getting too close. Note: Most of the content in this move setcomes from the Kirby Anime. Just letting you know before any ranting happens. Neutral Special: Machine Pistol: Sasuke pulls out a pistol and fires bullets at a rapid pace, dealing low damage but racking up damage and applying pressure on opponents. Side Special: Fireworks: Sasuke flings a bundle of fireworks forward that travel at a high arc, and deal moderate damage. Up Special: Parasol: Sasuke jumps into the air and floats downward in a similar fashion as Peach's Up Special. Down Special: Nothing yet. Final Smash: Dedede Float: Sasuke jumps into his float and controls it across the battlefield, fire large blasts of fireworks which deal massive damage. Lasts about 20 seconds.
- Rocky:
Rocky Playstyle: Rocky is a heavy character so you think he would be big, right? Actually, Rocky is a small character, matter of fact shorter than Kirby. Rocky also has a fast falling speed, giving him decent DI abilities. All this comes up to Rocky being hard to hit, and when he does get hit, he'll take the attacks like a tank. Unfortunately, Rocky has his faults. Rocky is highly lacking in the range department, with all of his attacks relying on being up close to the opponent, and without a projectile, this causes problems. Rocky is also a slow character movement wise and is susceptible to getting trapped in combos if the opponents hits are precise enough. He also lacks any reliable recovery moves. Jab/Combo: Rocky inches forward. Side Tilt: Small kick Up Tilt: Lightly hops up. Down Tilt: Sweep kick. Forward Smash: Leaps forward. Up Smash: A steak appears below Rocky and he pounds down on it, sending up a column of rubble on each side of him. Down Smash: Rocky spins around a few times, each spin has a lighter hitting hitbox. Dash Attack: Slide Attack. Ledge Attack: 1: Leaps up. 2: Sweep Kick Get Up Attack: Jumps in a spin. Neutral Air: Rotates rapidly for a few frames. Forward Air: Kick. Back Air: Backward kick with good killing potential. Up Air: Bicycle Kick. Down Air: Quickly drops down. Neutral Special: Stone: Rocky transforms into the stone Kirby becomes when using stone. This has the same properties as Kirby's down special. Side Special: Turbo Stone: Rocky rushes forward in his transformed state, spins around for a while and then will stop a short distance away. Up Special: Stone Uppercut: Rocky creates a stone fist, which acts like an uppercut. This will provide some upward momentum when used in the air for recovery. Down Special: Heavy Slam: Rocky jumps up, transforms into a larger version of his transformed state, and slam the ground. This deals heavy damage to this hit by Rocky, and send opponents upward if on the smae plain as him. Final Smash: Rocky turns into a large transformed state which looks like a stone version of Kirby. He will the jump up high into the air, then fall back onto the same plain, damaging anyone he comes in contact with. He will deal higher damage on those below him. After this, he'll revert back to normal.
- Dream Land Kirby:
DL Kirby Playstyle: DL Kirby is fairly similar to the current Kirby, but with noticeable differences. First, he is a little smaller and lighter than Kirby, and much more slippery to control. His attacks are also weaker but is much faster movement wise. Also his specials are more utilized to fight from a distance and then make a run for it. Attributes: Five jumps Neutral Special: Swallow/Star-spit: DL Kirby inhales in front of him just like Kirby. When he inhales an opponent he will get bigger in size and will move slower. Pressing the special action will have DL Kirby spit out the opponent in the form of a star. Unlike Kirby's star spit, DL Kirby's travels a farther distance but deals less damage. Side Special: Curry: Kirby spits out a fireball that travels straight forward. It deals low moderate damage. This can be used in a rapid fire way, at the risk of stale move decay. Up Special: Warp Star: DL Kirby hops onto the warp star and flies up, gaining vertical height, travels horizontally for a short distance and then falls quickly down. If Kirby lands onto the stage, it will create an explosion that deals major damage to opponents who are caught in the explosion. Anyone hit by the warp star as it comes down will be spiked. This recovery option cannot grab ledges so be careful. Down Special: Mike: Kirby gets out a microphone and will yell into it. Anyone within range will take major damage but little knockback. This special can be charged to deal more damage and travel a farther distance. This special will have to recharge after use, longer if used at a higher charge. Final Smash: Mint Leaf: Kirby eats a mint leaf and will begin glowing. Pressing the special action will have Kirby fire a projectile that deals moderate damage and knockback. This lasts for 20 seconds until Kirby reverts back to normal. Pokemon Series- Genesect:
Genesect Playstyle: Genesect is a powerful character with an exceptional set of stats that help it remain in the lead of a fight. Genesect's attacks contain power and high amounts of killing potential. It also has a superb recovery move in Fly, acting as a gliding move, allowing Genesect to recover from far distances, both vertical and horizontal. Genesect's only major flaw is its speed. He doesn't move around the field as well as others since its movement speed is below-average. That being its only major flaw, Genesect is the kind of character that will often be the favor of choice because of his great killing potential, survivalbility, simple and easy to use moveset, and great potential matchups in its favor. Simple Attacks Jab/Combo: Genesect slashes with its claws. A two hit attack dealing 3% damage each hit. Forward Tilt: Fury Cutter: Genesect performs a slash with its claw, dealing low damage, but gradually rises with consecutive use and is unaffected by SMD (Stale Move Decay). Starting damage: 4% Up Tilt: Genesect slashes with its claws upward. Two hit attack. 4% damage each hit. Down Tilt: Performs a low slash with its claw. 6% Smashes Forward Smash: X-Scissor: Genesect performs an X slash in front of itself. Acts as a great finisher on the ground. Deals 14% initial damage. 24% damage at full charge. Up Smash: Magnet Bomb: Genesect aims its cannon up and fires a projectile that has slight homing properties if an opponent is close. 14% initial damage. 24% damage at full charge. Down Smash: Genesect swipes its claws on both sides of itself. 12% initial damage. 20% damage at full charge. Aerials Neutral Aerial: Geneset somersaults in midair, dealing damge on all sides during the full attack. 9% damage at all hit boxes. Forward Aerial: Metal Claw: Genesects' claws turn metallic in color, and slashes forward twice. This acts an exceptional finisher to an aerial combo if one manages to perform one. 10% damage each hit. Back Aerial: Genesect kicks back. Deals 8% damage. Up Aerial: Genesect swings its head back. There is only one frame of this attack that deals damage. Deals 15% damage. Down Aerial: Genesect performs a pseudo dive. Acts as a spike, sending opponents down. Deals 15% damage Other Attacks Dash Attack: Genesect dives forward. Deals 8% damage. Get up Attack: Gets up and swipes on both sides. Deals 7% damage. Glide Attack: Genesect will slash forward with its claw. Deals 9% damage. Ledge Attacks Initial: Genesect climbs up quickly and performs a headbutt. Deals 8% damage. 100%+ Damage: Genesect clims slowly and performs a slash with his claw. Deals 8% damage. Grab and Throws Grab: Genesect reaches out with his claws. Pummel: Headbutts opponent: Deals 3% damage each hit. Forward Throw: Pushes opponent forward, then fires a Zap Cannon. Deals 15% damage. Back Throw: Tosses up opponent and kicks them back. Deals 10% damage. Up Throw: Lightly tosses opponent up and fires a blast of fire, blast of ice, and lastly a balst of thunder. Total Damage: 15%. Down Throw: Slams opponent to the ground, stands on them and fires a Signal Beam on the opponent. Deals 10% damage. Specials Neutral Special: Techno Blast: Genesect charges his cannon and prepares to fire. As you hold the special key, Genesect will shuffle through drives. Genesect will initially start off without a drive if the special key is not held. When you charge, you will start with the Burn Drive, deals fire damage, along with the most damage overall. Next is the Douse Drive, deals the lowest overall but has the highest knockback. Then, the Shock Drive, deals electrical damage, and deals the least amount of knockback. Finally, the Chill Drive, deals ice damage. After the Chill Drive, the cycle shuffles through the Burn Drive. When a drive is chosen, Genesect will fire a projectile forward. Each drive has a color code: No Drive: White. Burn Drive: Red Douse Drive: Blue Shock Drive: Yellow Chill Drive: Cyan Side Special: Flame Charge: Genesect charges up and becomes engulfed in flames. He will continue to charge as long as the special key is held. When released, Genesect will dash forward, engulfed in flames. Deals moderate damage. This move can help in recovery though Genesect's up special is much more reliable. Up Special: Fly: Genesect folds its limbs and attaches the cannon to its head. He will then begin to glide. Same controls as all other glides. Genesect cannot glide outside of this move. Down Special: Bug Buzz: Genesect Folds up and begins to charge. Genesect will then release a powerful blast of sound that deals damage on both sides of it. The initial hit deals low damage but high knockback. The remaining time the special key is held will have Genesect release a small bit of sound that deals low damage and low knockback. This is a great at spacing out opponents if they get close. Final Smash: Hyper Beam: Genesect charges up its cannon and then fires a powerful blast of energy that travels the full length of the stage, dealing major damage to opponents who get caught in the beam. Genesect will remain still for a few seconds after this move was used to recharge.
- ゥ▾ ||ゥ♂:
ゥ▾ ||ゥ♂ Playstyle: ゥ▾ ||ゥ♂ is kind of hard to describe. It's a glitch pokemon with type of fire, making its attacks mainly involve fire. ゥ▾ ||ゥ♂ is fairly balanced with a slow falling speed and slow air speed, making it virtually useless in the air. ゥ▾ ||ゥ♂ attacks have slight range on its attacks, giving it some protection with spacing out opponents. Combined with its slow falling speed, ゥ▾ ||ゥ♂ is light and can get KO'd early in a match. Neutral Special: Ember: ゥ▾ ||ゥ♂ fires a small fireball forward. It flies straightforward and travels at medium speed, dealing low/moderate damage to opponents. This can help keep opponents at a distance. Side Special: ViceGrip: A pair of fangs appear in front of ゥ▾ ||ゥ♂. They chomp down, dealing moderate damage to opponents within range. If timed when an oppenent is close, ゥ▾ ||ゥ♂ will trap the opponent in the vice, and start gnawing dealing extra damage and will throw them away. The initial knockback is fairly low. Up Special: Wing Attack: ゥ▾ ||ゥ♂ forms a pair of wings and spirals up a short distance. This is ゥ▾ ||ゥ♂ゥ▾ ||ゥ♂ only known form of recovery and deals low damage and moderate knockback. Down Special: TM13: ゥ▾ ||ゥ♂ flashes a teal blue. If attacked, it will disappear and then freeze the opponent who attacked. Final Smash: TM50: A small field of energy forms around ゥ▾ ||ゥ♂. Any opponent caught in the field will become trapped and ゥ▾ ||ゥ♂ will barrage the opponent(s) with multiple attacks. This deals high amounts of damage and provides major knockback, resulting in instant KO's for those at low-medium damage.
- Missingno.:
Missingno. Playstyle: Missingno. is a fairly interesting case. It's light, has poor air speed, terrible range on its attacks, slow falling speed, and is very slow. Sounds intriguing as a character you would never want to play as, huh? Missingno. though has one amazing advantage; Missingno. has mazing killing potential. Despite the lack of range on them, Missingno.'s attacks deal high damage and provide large knockback. Missingno. is a high risk high reward/glass cannon sort of character, but should never be taken lightly. When put in the right hands, Missingno. can become unstoppable. Neutral Special: Water Gun: This is Missingno. only attack with some decent range. A jet of water appears out of Missingno. with a pixelated texture to it. This deals moderate damage and knockback, and provides good spacing and keeping opponents at a distance. Side Special: Still thinking... Up Special: Sky Attack: Missingmo. transforms into its fossilized Aerodactyl form and flies quickly in whichever direction is chosen. The attack travels a medium distance and deals heavy damage and knockback to opponents in range of the attack. Down Special: GET OUT!: Missingno. transforms into its ghost form and performs a sort of scary face. This attack has a short range and stuns opponents within said range. This provides good set up for a finishing blow when timed well. Final Smash: Glitch: The background and layout of the stage becomes a pixelated mess. Opponents begin taking damage over time. Starting at 1% per second and rising quickly. This helps Missingno. take out opponents quickly.
- Galvantula:
Galvantula Play style: Galvantula relies on out maneuvering its opponents with the use of projectile attacks to slow them down. Galvantula has fairly strong regular attacks, but are fairly lacking in range, and are considerably laggy both at the begging of use. Galvantula is small vertical wise, making it hard to hit with most attacks, but is slow and has a large horizontal hitbox. His lack of a reliable recovery outside of his tether recovery leaves Galvantula extremely prone to edge guarding. Neutral Special: Spider Web/Electroweb: Galvantula fires a stream of silk that gets larger as it travels. As Galvantula charges this special attack, it will become electrically charged and becoming electroweb, dealing more damage with electric properties. The use of this special slows the opponents' overall speed. Side Special: Electro Ball: Galvantula gathers electricity around its mandibles and fires a ball of electricity forwards. On its own it would just be some weak, spammy projectile that beginners would use over and over. While yes it is true it is weak, but when used in combination with Galvantula's other speed reducing attacks, it deals considerable damage. Up Special: String Shot: Galavantula fires a shot of string out of its mouth upwards. It will auto target a ledge if close enough in range, and will bring opponents down to the ground, dealing damage and slowing their overall speed, and also pseudo-spiking opponents by grabbing them and throwing them downwards. Down Special: Agility: Galvantula begins to rapidly move its body, doubling its overall speed for about 10 seconds before cooling down. Agility's effects cannot be stacked if its effects are still in progress. Final Smash: Discharge: Galvantula's body begins to rapidly produce electricity, and creates a large field of electricity (in a similar fashion as Raikou in Melee). Opponents trapped in the field will receive moderate damage and knockback. Lasts about 20 seconds.
- Torkoal:
Torkoal Playstyle: Torkoal posses a very defensive moveset, mostly meant for spacing out opponents and keeping them at a distance. Torkoal is pretty small hit box wise, making it very difficult to hit in certain situations, combined with its medium-heavy weight classification and fast falling speed making it able to survive onslaughts of attacks. Unfortunately, Torkoal lacks a lot of speed, both movement and attack wise. Also, Torkoal's ground and air games are terrible, making it lack any reliable way to rack up damage. Torkoal's recovery is extremely limited. While it has a reliable horizontal recovery, it highly lacks vertical recovery. Jab/Combo: Flamethrower: Torkoal breathes a spew of flames from its mouth, covering a short distance and dealing weak consecutive damage. A good way to trap foes. Side Tilt: Torkoal headbutt's forward. Up Tilt: Jumps up with shell jutted outwards. Good for juggling opponents. Down Tilt: Sweeps with tail. Forward Smash: Inferno: Torkoal tilts its head back, swings its head forward, opens its mouth and fires a blast of fire that covers a small distance. Up Smash: Burst of black smoke from the shell. Down Smash: Fire Spin: Tucks in shell and spins with fire spewing out. Neutral Air: Ducks in shell, spins and exhales fire from mouth. Multi hit. Forward Air: Smog: Torkoal exhales a blast of smoke. Low damage but long hitstun. Back Air: Burst of smoke from shell. Up Air: Breathes fire upwards. Multi hit. Down Air: Ducks into shell and quickly falls. Dash Attack: Body Slam: Torkoal leaps forward. Neutral Special: Ember: Torkoal fires a fireball. Low damage and can be spammed. Side Special: Heat Wave: Torkoal fires a blast of heat from its mouth that travels a medium distance. Low Medium damage and knockback. Up Special: Rapid Spin: Tucks into shell and spins. Super Armor frames. Down Special: Lava Plume: Exhales a plume of embers and smoke from mouth that travels out both ways, covering a medium distance. Final Smash: Shell Smash: Torkoal smashes its shell and gains speed and attack power. Is immune to knockback but can still be damaged. Lasts 20 seconds and new shell grows back. Other- Bill Rizer:
Bill Rizer Series: Contra Playstyle: Bill Rizer stays true to his game appearances, Bill Rizer is all about spacing and keeping at a distance, avoiding as much close quarters combat as possible. He's heavy and has a fast falling speed, making him susceptible to combos. Neutral Special: Machine Gun/Spread/Laser/Flame Gun: Bill fires said ammunition out of his gun. Depending on the ammunition present, the attack acts like so: Machine Gun: Rapid fire properties designed to rack up damage. Doesn't cause flinching. Spread: Fires five shots that spread the farther it goes out. Deals low damage and can flinch opponents on contact. This is effective for spacing out opponents. Laser: This travels in a straight line, travels the farthest distance, has a large hit box, and deals the most damage out of all the ammunition. It unfortunately has the slowest fire rate, and when another is fired, the current one disappears. Flame Gun: Has the shortest range, but traps opponents, and deals consecutive damage. Bill can aim his gun diagonally up or down in this special. Side Special: Homing/Crusher Missile: Bill fires a missle. This special works almost exactly like Samus's side special. Regular missiles are homing while the smashed missles fly straight and deal more damage. The crusher missiles travel a shorter distance, but deal more damage than Samus's smashed missiles. Up Special: Still thinking... it involves a helicopter and a missile. I'm probably not going to find anything else so... A helicopter appears and Bill grabs onto the missile attached to it. The copter rises higher into the air, then launches the missile carrying Bill straight forward, Bill then let's go of the missile. The blades on the copter deal slashing damage and the missile deals moderate damage if contact is made. Down Special: Ammunition Change: A power-up appears and Bill takes it, changing the ammunition in his gun. Order of ammuntion Machine Gun->Spread->Laser->Flame Gun->repeat... You always start with the Machine Gun. Final Smash: 1: Smart Bomb: A flacon shaped power-up appears. Bill picks it up, and the screen flashes, causing a huge explosion, dealing massive damage to all opponents on screen. 2: Barrier: Bill picks up the Barrier power-up and becomes invincible for 20 seconds, allowing him to safely approach opponents.
- Bubsy:
Bubsy Series: Bubsy Play Style: Bubsy acts as more of a hit and run sort of character, not meant to fight up close. Bubsy is equipped with fairly fast speed, superb jump height, and even the ability to glide. Bubsy unfortunately has his flaws, as all characters must. Bubsy is a light way and fairly floaty, making him easily KO'd at low percentages. He also suffers from low traction making him hard to control. Attributes: Glide Neutral Special: Blaster: Bubsy takes out his blaster and fires a blast of energy that deals fairly low damage and knockback. Side Special: Atom Shot: Bubsy throws an atom forward that travels a medium distance. Deals low moderate damage. From Bubsy 3D. Up Special: Float: Bubsy flips up and starts to glide. The flip gains some vertical height while the glide is for horizontal recovery. Down Special: Bomb: Bubsy places a bomb in front of him. The bomb has a 5 second delay before it explodes in a medium blast radius, dealing moderate damage. Only one bomb can be placed at any given time. Final Smash: Plane: Bubsy hops up and gets into his airplane. Bubsy will fly around and pressing the special or attack action will have Bubsy drop pies from the plane which deal moderate damage and knockback. Lasts for 20 seconds.
- Saki (Revision):
Saki Series: Sin and Punishment Play style: Use current one. Changes: Revised neutral special, removal of original side and up specials, down special moved to side and now deals damage, new down special. Neutral Special: Saki rapidly fires laser beams with his Dolphin Gun. He is capable of firing straight or diagonally.The only drawback to this special is that there is no knockback, which is similar to Fox's laser gun. This special has two modes to it, manual and lock-on. Each have their advantages and disadvantages. Manual: Standard mode that Saki always starts out with. The projectiles travel straight and deal more damage. Lock-On: When opponents enter a cetain distance from Saki, the projectiles will automatically lock-on to a target. Deals less damage. You can switch between modes through the down special. Side Special: Flare Reflect: Saki slashes with his hybrid gunsword and reflects against incoming projectiles, which works similarly to Fox's reflector. This deals fairly low damage, but has good knockback properties. Up Special: Flight: This concept comes from the Sin and Punishment sequel; Star Successor. A flight device attached to Saki's back activates, lifting Saki into the air. This works similarly to Pit's Up Special, but Saki is able to fire his gun while this special is activated. You have full control of Saki's flight which lasts about 3 seconds before he drops. Down Special: Mode Switch: Switches modes for the neutral special between Manual and Lock-On. Final Smash: Ruffian Slash: If successful, Saki dashes at his opponent at lightning speed, dealing multiple slashes. Afterwards, he flings his opponent up in the air and rapidly fires with his Dolphin Gun in a cluster of laser beams.
- Primid:
Primid Series: Smash Bros. Playstyle: Primid are all-around fighters and jacks-of-all-trades, possessing a large arsenal that allows them to perform different attacks. Stat wise, they are fairly balanced, but there are flaws that will hinder them in a fight. First off, despite having attacks with disjointed hit-boxes and good speed, they are highly lacking in raw power, making KOing opponents become a problem. Primid also lacks any reliable recovery options, especially horizontally. Plus, they are a little on the light side of the middle weights and also floaty, making him easy to KO. Neutral Special: Scope: Primid pulls out his scope. Rapidly pressing the special action will have Primid rapidly fire bullets that deal low damage and can flinch opponents. Holding the special action will have Primid fire a strong projectile that deals moderate damage and knockback to whoever gets hit. Side Special: Boomerang: Primid takes out his boomerang and flings it forward, flying a medium distance before returning. It deals low damage and knockback to opponents but has a large hit box, making for good spacing. Up Special: Spear Jump: Primid charges and leaps up into the air. This provides excellent vertical recovery, but is lacking in the horizontal area. The attack itself deals low moderate damage and knockback to opponents. Primid is open when he is charging up his jump, making him a sitting duck to attacks and an easy target for meteor smashes. Down Special: Fire: Primid spews out a fireball from his "mouth" which deals low damage. Holding the special action will have Primid breathe a stream of fire, able to trap opponents and rack up damage. Final Smash: Metal Primid: Primid is done into a metal protective covering. While this final smash is active, Primid is immune to damage and knockback, much heavier, and his metal body reflects projectiles. He also gains more power in his attacks, making it easier to KO opponents. This lasts for 20 seconds.
- Kickle:
Kickle Series: Kickle Cubicle Play style: Kickle's playstyle is mostly comprised of projectiles, making him a zoning character. He performs poorly up close, but can rack up damage on opponents from a distance. Kickle is fairly slow, light, and floaty, making him easy to KO. His hit box is pretty small, allowing him to avoid some attacks. Special Abilities: Perfect traction on icy surfaces (similar to the Ice Climbers). Neutral Special: Freeze Breath: Kickle breathes a projectile of cold breath that deals low damage but freezes an opponent when it hits them. Side Special: Cube Kick: Kickle creates a cube of ice and kicks it forward, dealing low moderate damage and knockback. Up Special: Balloon: Kickle pulls out a balloon and rises upward into the air. Kickle will float in the air for about 4 seconds before the balloon pops and drops Kickle. Down Special: Ice Pillar: Kickle creates an ice pillar in front of him. Kickle will counter an attack that hits the pillar. Final Smash: Kickle collects a "P" item. When he collects it, all opponents with a certain radius will take heavy damage and become frozen.
Last edited by C_Mill24 on Wed May 08, 2013 2:14 pm; edited 12 times in total |
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Sun Jan 13, 2013 7:14 pm | |
| SK, I think I finished him. - Bill Rizer:
Bill Rizer Playstyle: Bill Rizer stays true to his game appearances, Bill Rizer is all about spacing and keeping at a distance, avoiding as much close quarters combat as possible. He's heavy and has a fast falling speed, making him susceptible to combos. Neutral Special: Machine Gun/Spread/Laser/Flame Gun: Bill fires said ammunition out of his gun. Depending on the ammunition present, the attack acts like so: Machine Gun: Rapid fire properties designed to rack up damage. Doesn't cause flinching. Spread: Fires five shots that spread the farther it goes out. Deals low damage and can flinch opponents on contact. This is effective for spacing out opponents. Laser: This travels in a straight line, travels the farthest distance, has a large hit box, and deals the most damage out of all the ammunition. It unfortunately has the slowest fire rate, and when another is fired, the current one disappears. Flame Gun: Has the shortest range, but traps opponents, and deals consecutive damage. Bill can aim his gun diagonally up or down in this special. Side Special: Homing/Crusher Missile: Bill fires a missle. This special works almost exactly like Samus's side special. Regular missiles are homing while the smashed missles fly straight and deal more damage. The crusher missiles travel a shorter distance, but deal more damage than Samus's smashed missiles. Up Special: Still thinking... it involves a helicopter and a missile. I'm probably not going to find anything else so... A helicopter appears and Bill grabs onto the missile attached to it. The copter rises higher into the air, then launches the missile carrying Bill straight forward, Bill then let's go of the missile. The blades on the copter deal slashing damage and the missile deals moderate damage if contact is made. Down Special: Ammunition Change: A power-up appears and Bill takes it, changing the ammunition in his gun. Order of ammuntion Machine Gun->Spread->Laser->Flame Gun->repeat... You always start with the Machine Gun. Final Smash: 1: Smart Bomb: A flacon shaped power-up appears. Bill picks it up, and the screen flashes, causing a huge explosion, dealing massive damage to all opponents on screen. 2: Barrier: Bill picks up the Barrier power-up and becomes invincible for 20 seconds, allowing him to safely approach opponents.
It's okay in my line of sight. Now I'm just waiting for your opinion. I got it done much faster than I anticipated. |
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Jan 21, 2013 3:46 pm | |
| It's been nearly ten days since my last move set so... - Shadow Mario:
Shadow Mario (as an extra character added to Bowser Jr's move set. Up taunt would trigger the transformation on both characters). Playstyle: ALthough identical in appearence, Shadow Mario is much faster and slightly more powerful than Mario. Shadow Mario has offense on the mind, with his speed and above average attack power helping him through. Unfortunately, Shadow Mario has his drawbacks. He has a liquid like body, which means he is a light weight and can get KO'd easily. Neutral Special: Magic Paint: Shadow Mario swings his magic brush, and fires a glob of paint. The paint deals low damage but also slows the opponent down a bit. There is an even amount chance for the regular graffiti to be fired while electric and fire variants are less common. Side Special: Rolling Brush: Shadow Mario rushes forward, and twirls his magic brush. Deals consecutive damage and helps with horizontal recovery. Up Special: Spin Jump: Shadow Mario jumps into the air and spins rapidly to gain height. Can deal consecutive damage to opponents who get too close in the first damaging frame of the attack. Down Special: Graffiti: Shadow Mario paints the ground below him, and creates a puddle of graffiti. Anyone walking along the graffiti will lose traction and will take damage as they remain in the graffiti, if it is regular graffiti. Sometimes Shadow Mario will paint electric graffiti which deals electric damage and makes opponents flinch. Fire graffiti deals fire damage and knocks opponents straight up. Final Smash: Mecha Bowser: Shadow Mario jumps off stage and Mecha Bowser appears in the background. Mecha-Bowser will breathe fire at opponents by pressing the attack command, while pressing the special command will fire Bullet Bills. This lasts about 20 seconds with Shadow Mario returning to the battlefield afterwards.
Oh and also: - Sasuke:
Sasuke (Not who you expected, was it?) Playstyle: Sasuke is small, slow, and light. This makes him an easy target to take out, right? You'll have to get past his fighting style first though. Sasuke has a vast arsenal that allows him to attack from a distance, and actually deal decent amounts of damage, even knocking out opponents without getting too close. Note: Most of the content in this move setcomes from the Kirby Anime. Just letting you know before any ranting happens. Neutral Special: Machine Pistol: Sasuke pulls out a pistol and fires bullets at a rapid pace, dealing low damage but racking up damage and applying pressure on opponents. Side Special: Fireworks: Sasuke flings a bundle of fireworks forward that travel at a high arc, and deal moderate damage. Up Special: Parasol: Sasuke jumps into the air and floats downward in a similar fashion as Peach's Up Special. Down Special: Nothing yet. Final Smash: Dedede Float: Sasuke jumps into his float and controls it across the battlefield, fire large blasts of fireworks which deal massive damage. Lasts about 20 seconds.
C+C appreciated. |
| | | MercuryHg34
3883
| Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Jan 21, 2013 7:42 pm | |
| My Shoko Ozora moveset from her DLC suggestion thread: - Spoiler:
Overall her moveset is highly dependant on how many nodes she has at her disposal. Since they all have a bit of a cooldown and can even be destroyed, the moves that involve node use are meant to be slightly OP to balance this out. This is because regardless of whether they hit or not, a node is useless and vulnerable to damage after use for quite some time.
Normals: Her normals are mostly going to be agile hand-to-hand combat moves. More powerful moves may involve the use of nodes. Shoko has long legs, and I like long legs. So expect alot of kicking.
Jab combo- She does two quick kicks and then uses a single node to hit the foe away. Alternatively she can start a mach kick like Capt. Falcon. Ftilt- Shoko hops forward slightly with a roundhouse kick. Utilt- She flips backward, kicking upward with both legs and essentially performing a backward cartwheel. Dtilt- She sweeps the floor with a low kick. Fsmash- She winds up her fist during the charging phase, and then throws a punch at the foe. Depending on how long the move was charged, she fires two to four nodes forward at high speed. This move is ranged, traveling a good distance before becoming drained or energy. Usmash- Shoko looks down with a strong stance, then throws her arms into the air. Depending on how long the move was charged, 2-4 nodes fly upward to meet the foe at high speed. This move also has great range, flying high above her until it runs out of energy. Dsmash- She crosses her hands over her head, and then thrusts them out to either side of her. 1-2 nodes fly out in either direction depending on charge time. Does not have as much range as Fsmash, but comes out faster and hits both sides of her. Dash Attack- Shoko performs a cartwheel, rolling forward while kicking the foe.
Throws: Mostly generic throws, using nodes primarily.
Pummel- Shoko knee's the foe repeatedly. Fthrow- She lightly tosses the foe into the air. She then amasses three or four nodes and has them converge on the foe, sending the foe flying. Bthrow- She tosses the foe behind her and thrusts her arm in their direction. Four nodes amass around her arm and fire a long energy beam. Can hurt anyone caught in the beam and does high damage and knockback. Uthrow- Shoko tosses the foe upward and uses three nodes to attack the foe. Has high knockback scaling. Dthrow- Typical combo throw, she slams the foe into the ground, bouncing them off of the floor.
Aerials: Mostly nodeless, meant for combos or spacing primarily. Many moves are borrowed from other characters, if anyone wants to make them more unique feel free to suggest.
Nair- She holds her arms out and several nodes surround her closely. Does minor damage and knockback, meant to be used to protect herself form an incomming attack. There are still openings to be hurt from, however. Fair- Fox/Falco style Fair kicks, last hit has decent knockback but other hits can be combo'd off of if lcanceled. Bair- Sheik style bair, acts as a sex kick. Uair- Backflip kick, meant for juggles and comboing. Dair- ZSS style, she falls to the floor with a downward kick.
Misc. Moves: Nodeless, but they don't really need to have them anyway.
Getup Attack- She breakdances and kicks on both sides. Ledge Attack- Shoko does a handspring onto the stage and lands with a split, kicking the foe.
Specials: These moves are entirely based on the number of nodes Shoko has and their current availability (except Uspecial). Directly inspired by the weapons she uses in her game, these moves will use up many nodes at a time in most cases and have awesome benefits.
Nspecial- Node Barrage Shoko can manually fire off her nodes in defferent quantities depending on how long the player charges up the attack. These nodes have strong homing capabilities, making it difficult to dodge them. They also deal high shield damage, making blockng them risky as well. Mashing B will fire many individual nodes in rapid succession. Holding B will build the nodes up to be used togeather as one powerful attack. The nodes can be charged up to three different levels, using 5, 10, or all of her current nodes. The charge levels pass quickly, and a green aura grows each time a charge level has been attained. The charge on this move can be shield canceled, but the charge is not preserved. If Shoko has no nodes available when attempting this move, she will thrust her hand out, but nothing will happen.
Sspecial- Rail Beam (name may be incorrect, going by memory right now) This move holds a continuous beam that drastically increases the damage meter of any player inside the beam. The beam has indefinite range, but can be stopped by obstacles and does not reflect like R.O.B.'s laser. It can also be aimed. The beam drains the energy out of Shoko's nodes quickly and stays out as long as the player holds B or until Shoko runs out of nodes. If the player uses this in midair, Shoko will remain in place as long as the move is active and Shoko will default her aim to be angled downward. Move fails if Shoko has no nodes to use.
Uspecial- Kamui Thrust As her recovery move in the air, Shoko gets a massive momentum boost diagonally upward in the direction she is facing. Does little damage and knockback. When the move ends she goes into a glide (working out that detail somehow). On the ground she thrusts forward extremely quickly. Inspired by Kamui's supersonic travel speed over long distances.
Dspecial- Liberator Blade Shoko pulls out a large blade of beam energy and spear tosses it forward. Has reasonably high startup lag. If the blade hits the foe or a solid surface, the blade causes a large spherical explosion. Anyone caught in the blast radius is trapped in the explosion like a Smart Bomb item. Trapped foes take many hits rapidly and then receive high knockback when the explosion ends. She throws it straight when on the ground, and angled downward when in the air. She pauses in place when used in midair. Can only be used when charged to max, and can only be charged passively through combat damage delt to the foe (the same way she would build up extra energy to create new nodes).
Final Smash- Sacrifice Drive Shoko proclaims "Initiating Sacrifice Drive!" and then dives forward like Marth's Final Smash. If she hits someone the game freezes and she then says "Let's go, Kamui!". A cutscene occurs where she hops on Kamui and flies into the foe affected by the attack. Kamui then drills into the foe and racks up multiple powerful hits on the foe for about 10 seconds. During this time the player can mash the directional buttons in clockwise fashion to add extra hits.
|
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Sat Feb 02, 2013 11:47 am | |
| I am running short of ideas right now... so here we go. - Darknut:
Darknut Playstyle: The Darkuts are one of the most powerful and deadliest enemies in the Legend of Zelda series. They are packed with power, and a ton of weight, acting like a sword wielding Bowser. Darknut has its weaknesses though. It has a large hitbox, making it an easy target. Also it is slow, and lacks options to help it escape from opponents. Special Abilities: Shield can block projectiles of low priority. Neutral Special: Electric Stab: Darknut charges its sword with energy. It then stabs forward, releasing a current of energy that deals electric damage along with major damage. It unfortunately is a fairly slow attack, with start up lag, and is much more powerful when charged at a higher level. Side Special: Sword Rush: Basically it acts the same as Ike's side special. Darknut charges the attack, and when released dashes forward. This helps with horizontal recovery. Up Special: Jump Attack: Darknut jumps high into the air, and brings its sword down. This is a high risk recovery attack. Down Special: Shield Attack: Darknut thrusts its shield forward, dealing low damage and stuns the opponent. Because of the high priority of this attack, it is able to cancel out most attacks and projectiles when timed right. Final Smash: Unknown as of right now.
Critique appreciated. |
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