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 Sun Feb 10, 2013 1:04 pm | |
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| | | Perfect Hell
8837
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Feb 12, 2013 6:07 pm | |
| Heihachi time: - Spoiler:
Playstyle: Heihachi will be a heavily melee oriented character who prefers the ground to the air. He will have extremely rewarding combos and powerful finishing options, but falls short in attack range, projectile play, and anything beyond the range of his fist. Heihachi is heavy and moves sluggishly, but his combos are built into his attacks through multi-hit tilts and aerials dealing massive damage with little effort. Moveset inspirations taken from Tekken Tag 2 and PSASBR. Gimmick: Attack Cancels. Heihachi's Jabs and Tilts are capable of cancelling into eachother, jumps, smashes, and a special "feint" cancel by pressing B. Jab Combo: Flash Punch Heihachi performs a Right, Left, Right punch combo. The last hit includes an electricity effect and has more power than the other two. The first two punches can cancel into other attacks or jump. Dash Attack: Leaping Side Kick Heihachi performs a powerful Jump side kick. Get-up Attack: Rising Roundhouse Heihachi performs a roundhouse kick as he stands. Forward Tilt: Electric Wind God Fist, Hammer Punch, Lightning Crush Heihachi does a right-hand electric body uppercut (safe on shield), and if Ftilt is pressed again, follows with a Right hand hammerfist, then a powerful electric left knee to the body. The first two hits can be jump or attack cancelled. Up Tilt: Demon Uppercut, Rising Dragon Uppercut Heihachi does a quick uppercut from his standing position. If Utilt is pressed again, he performs a second uppercut but this time ducks down first and puts his whole body into it. The first uppercut is attack and jump cancellable. Down Tilt: Spinning Demons Heihachi performs up to 3 spinning low kicks in a row, followed by a rising Roundhouse. The 3 low kicks can be attack or jump cancelled. Forward Smash: Lightning Hammer Heihachi becomes covered in electricity as he winds up and performs a massive Hammer Fist&Stomp Kick combination. Up Smash: Jichinsai Heihachi kicks upward, then slams his foot down. Down Smash: Demon Wings Heihachi spins around once and backfists to either side of himself. This attack includes an electricity effect. Neutral Air: Double Palm Strike Heihachi does two palm strikes in quick succession. First with the left hand, then with the right hand. Forward Air: Hell Axle Heihachi kicks forward, then if A is pressed again spins and does a second kick. Back Air: Spinning Backfist Heihachi spins and backfists. Up Air: Rising Toe Kick Heihachi toe kicks upward. Down Air: Demon Scissors Heihachi front flips and drops on the opponent from above with his legs horizontal. Forward Throw: Stonehead Heihachi fiercely headbutts his opponent. Back Throw: Broken Toy Heihachi picks his opponent up with one hand and performs a long distance turn-around throw. Up Throw: Jumping Powerbomb Heihachi flips his opponent upside-down as he leaps into the air and brings them down head-first. Down Throw: Freefall Heihachi lifts his opponent above his head with one hand, then slams them face first into the ground. Neutral Special: Bowling Pin Toss Heihachi pulls out a Tekken Bowling pin and tosses it into the air with a high arc. Side Special: Shadow Step Heihachi dashes in the desired direction with super armor. Can cancel into tilts or aerials. Up Special: Spinning Demon Uppercut Heihachi performs a large and powerful spinning uppercut. Down Special: Heaven's Wrath (Demon Breath) Heihachi takes on a defensive stance which acts as a counter attack. If hit during the stance, Heihachi will use Demon Breath, a force palm attack. Final Smash: Rockets Away! All opponents become strapped to Heihachi's rocket, which flies off screen as he laughs maniacally.
And so, there it is. A heavy ground-based combo machine full of cancels to recreate his Tekken combos. Everything in the moveset comes straight from Tekken or PSASBR with the exception of the back air, but even that is just one of Heihachi's Tekken ground attacks adapted to an aerial. Heihachi has a nice anti-air in his neutral special to help him out with his air weakness, overall he should be balanced. Any criticisms?
Last edited by Perfecthell4 on Tue Feb 19, 2013 6:23 pm; edited 3 times in total |
| | | MercuryHg34
3883
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Feb 12, 2013 6:21 pm | |
| Get that shit sprited asap, please. |
| | | SP
3856 cellularSP
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Feb 12, 2013 6:34 pm | |
| "Neutral Special: Bowling Pin Toss Heihachi pulls out a Tekken Bowling pin and tosses it into the air with a high arc."
I'd like to know where that move comes from, mostly because I know nothing about Tekken and it would seem out of character for him. |
| | | Perfect Hell
8837
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Feb 12, 2013 6:40 pm | |
| - purple smart wrote:
- "Neutral Special: Bowling Pin Toss
Heihachi pulls out a Tekken Bowling pin and tosses it into the air with a high arc."
I'd like to know where that move comes from, mostly because I know nothing about Tekken and it would seem out of character for him. Tekken Bowling is a for-fun mode present in some Tekken games. Off-hand I remember it being in Tekken 5, not sure how many others it may be in. It stood out from the rest of Tekken because, well, in the midst of a serious fighting game you have a bowling mini-game that was quite memorable. On top of that, the pin toss is in PSASBR, on the equivalent of a neutral special. |
| | | Guest Guest
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Feb 12, 2013 6:46 pm | |
| Just being the super nit-picky guy here, but you forgot pummel, and get up attack |
| | | Perfect Hell
8837
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Feb 12, 2013 7:28 pm | |
| Pummels and ledge attacks don't exist in any game Heihachi has appeared in, so those are to be Sakurai'd. Get-up attack would be Rising Roundhouse, which is pretty much the same as Ftilt 2 or Dtilt 4 but coming from the laying down state.
-Added get-up attack to the moveset. |
| | | Perfect Hell
8837
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Feb 12, 2013 9:08 pm | |
| Fixed up the moveset some to reduce redundancy and include more attacks from the games.
- Dash attack "Iron Hand" removed in favor of Leaping Side Kick, his actual dashing attack from Tekken. - Ftilt 2, "Spinning Roundhouse" removed due to the roundhouse's present on get-up and Dtilt 4. Ftilt 2 is now Hammer Punch, and there is now an Ftilt 3, Lightning Crush - Neutral Air is no longer "Wind Slicer" which was made redundant by the new dash attack and even Hell Axle to some extent. Nair is now "Double Palm Strike" which makes up for the loss of a palm strike on dash attack. - Up tilt 2, Up air, and Side special now have the correct names
I think it's perfect now. |
| | | Perfect Hell
8837
| Subject: Re: The Community Super Smash Bros. Moveset Topic Thu Feb 14, 2013 12:50 pm | |
| I've put some thought into Heihachi cancels, want to know what you guys (and especially the coders) think.
Jab and tilts can cancel into each other any hit before the last within that jab/tilts combo. Keep in mind: - Jab is 3 hits - Ftilt is 3 hits - Utilt is 2 hits - Dtilt is 4 hits
If an attack has already been used in your cancel sequence, it cannot be gone back to. Thus the following is possible: - Jab 1->Jab 2->Ftilt 1-> Ftilt 2 -> Ftilt 3 But this next combo is NOT possible: - Jab 1->Ftilt 1-> Ftilt 2-> Jab 2-> Jab 3 The jab 2 is not possible because a jab has already been done. I figured this would be easier to code than allowing a back and forth between different tilts without resetting to the first hit of a sequence. Not being able to repeat the first hit of a tilt or jab is to prevent infinites. The last hit of any of the tilt/jab sequences will have moderate knockback, too much to combo off of. The following is NOT possible: - Jab 1->Jab 2->Jab 3->Ftilt 1 These linking hits (Jab 1&2, Ftilt 1&2, etc.) should have high enough hitstun with nearly no knockback to allow fluid linking of hits and also be tough to DI out of, allowing smooth combo links. However, they should have high enough endlag to prevent infinites by pausing after a hit and starting again from Jab. Besides cancelling into each other, these hits can be jump cancelled, allowing a link into an aerial such as Fair or Nair. Aerials cannot cancel into anything. The linking moves can also cancel into smash attacks. Smash attacks have no cancels themselves, and Fsmash has long enough starting lag not to be a combo from cancels. All in all, the following would be possible: - Jab 1,2 -> Ftilt 1,2 -> Dtilt 1,2,3 -> Utilt 1 -> Dsmash ^ 9 hit combo
Here I would like to bring up an important part of Tekken combos that has been crafted into the above system. In Tekken, every character has several 10 hit combos possible and are demonstrated on their move list. The 10 hit combo is an iconic part of Tekken, well-known among all players as the longest possible combo built into the game. Every character has at least one of them in their moveset. Through my above system, the longest possible combo actually works out perfectly to 10 hits: Jab 1,2 -> Ftilt 1,2 -> Dtilt 1,2,3 -> Utilt 1 -> So far we have 8 hits. The last piece can be one of several 2-hit attacks in Heihachi's moveset: - Nair - Fair - Usmash
By ending the combo with one of those three, you achieve a fully-fleshed 10 hit combo.
There is one more type of cancel present on the linking moves. This is the Feint. Feints exist on many different combos in Tekken, allowing you to cancel in the middle of a combo into a side step. It helps back off if your combo is hitting their guard or open up mind-game possibilities out of a combo. Pressing B during a combo will perform a feint. This will allow you to back off against shield or to try forcing a mistake out of your opponent. For example: You are currently hitting your opponent, they did not shield. Part way into the combo, you feint. The opponent thinks you dropped the combo and goes for an aerial, but you, anticipating their offense, throw out a jab first, catching them in a brand new combo.
The only other cancel present in the moveset is on the Down special, noted in the moveset. Pressing A during the start-up of Dspecial will perform a force-palm attack instead of the counter stance, which is pretty much a fourth smash attack.
Lastly, linking moves are not special-cancellable. Inputting B as a cancel will perform the feint technique.
tl;dr - Jabs and tilts cancel into eachother, but the same tilt/jab combo cannot be used twice in a combo sequence - Jabs and tilts are jump cancellable or smash attack cancellable - Jabs and tilts can be "feint" cancelled by pressing B - Through the above, the maximum possible combo is 10 hits, a max combo number nostalgic to all Tekken players - Dspecial has it's own cancel, described in the original moveset
Okay, any criticisms? |
| | | MercuryHg34
3883
| Subject: Re: The Community Super Smash Bros. Moveset Topic Thu Feb 14, 2013 2:27 pm | |
| That sounds really cool. He better be pretty heavy with crap recovery to compensate since his grounded game is combo-central. |
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Sat Feb 16, 2013 12:58 pm | |
| Oh great. Stone. My favorite. Let me just sit here. - Spoiler:
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.
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| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Feb 18, 2013 4:54 pm | |
| What could possibly go wrong? - Bubsy:
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.
Full moveset coming soon when I feel motivated enough. Playing the games wasn't fun. |
| | | Guest Guest
| Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Feb 18, 2013 6:17 pm | |
| do you post these on any other forum |
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Feb 18, 2013 6:24 pm | |
| Only one other, but not as often. |
| | | Guest Guest
| Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Feb 18, 2013 6:25 pm | |
| you should really post these elsewhere
they're pretty good but you'll get more attention on a forum that doesn't suck |
| | | Super Smash Bros Crusade Administrator
4179
| Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Feb 18, 2013 10:16 pm | |
| i would suggest the "make your move" contest thing on smashboards
i think golden pops in there every once in a while as well |
| | | Perfect Hell
8837
| Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Feb 18, 2013 11:00 pm | |
| Hey Det, could you tell me how the Heihachi cancels system looks from a coding perspective? It's only a few posts back, big wall of text on how i thought it should work and I want to know if that's feasible. Edit - I'll just put it here for convenience: - Spoiler:
I've put some thought into Heihachi cancels, want to know what you guys (and especially the coders) think.
Jab and tilts can cancel into each other any hit before the last within that jab/tilts combo. Keep in mind: - Jab is 3 hits - Ftilt is 3 hits - Utilt is 2 hits - Dtilt is 4 hits
If an attack has already been used in your cancel sequence, it cannot be gone back to. Thus the following is possible: - Jab 1->Jab 2->Ftilt 1-> Ftilt 2 -> Ftilt 3 But this next combo is NOT possible: - Jab 1->Ftilt 1-> Ftilt 2-> Jab 2-> Jab 3 The jab 2 is not possible because a jab has already been done. I figured this would be easier to code than allowing a back and forth between different tilts without resetting to the first hit of a sequence. Not being able to repeat the first hit of a tilt or jab is to prevent infinites. The last hit of any of the tilt/jab sequences will have moderate knockback, too much to combo off of. The following is NOT possible: - Jab 1->Jab 2->Jab 3->Ftilt 1 These linking hits (Jab 1&2, Ftilt 1&2, etc.) should have high enough hitstun with nearly no knockback to allow fluid linking of hits and also be tough to DI out of, allowing smooth combo links. However, they should have high enough endlag to prevent infinites by pausing after a hit and starting again from Jab. Besides cancelling into each other, these hits can be jump cancelled, allowing a link into an aerial such as Fair or Nair. Aerials cannot cancel into anything. The linking moves can also cancel into smash attacks. Smash attacks have no cancels themselves, and Fsmash has long enough starting lag not to be a combo from cancels. All in all, the following would be possible: - Jab 1,2 -> Ftilt 1,2 -> Dtilt 1,2,3 -> Utilt 1 -> Dsmash ^ 9 hit combo
Here I would like to bring up an important part of Tekken combos that has been crafted into the above system. In Tekken, every character has several 10 hit combos possible and are demonstrated on their move list. The 10 hit combo is an iconic part of Tekken, well-known among all players as the longest possible combo built into the game. Every character has at least one of them in their moveset. Through my above system, the longest possible combo actually works out perfectly to 10 hits: Jab 1,2 -> Ftilt 1,2 -> Dtilt 1,2,3 -> Utilt 1 -> So far we have 8 hits. The last piece can be one of several 2-hit attacks in Heihachi's moveset: - Nair - Fair - Usmash
By ending the combo with one of those three, you achieve a fully-fleshed 10 hit combo.
There is one more type of cancel present on the linking moves. This is the Feint. Feints exist on many different combos in Tekken, allowing you to cancel in the middle of a combo into a side step. It helps back off if your combo is hitting their guard or open up mind-game possibilities out of a combo. Pressing B during a combo will perform a feint. This will allow you to back off against shield or to try forcing a mistake out of your opponent. For example: You are currently hitting your opponent, they did not shield. Part way into the combo, you feint. The opponent thinks you dropped the combo and goes for an aerial, but you, anticipating their offense, throw out a jab first, catching them in a brand new combo.
The only other cancel present in the moveset is on the Down special, noted in the moveset. Pressing A during the start-up of Dspecial will perform a force-palm attack instead of the counter stance, which is pretty much a fourth smash attack.
Lastly, linking moves are not special-cancellable. Inputting B as a cancel will perform the feint technique.
tl;dr - Jabs and tilts cancel into eachother, but the same tilt/jab combo cannot be used twice in a combo sequence - Jabs and tilts are jump cancellable or smash attack cancellable - Jabs and tilts can be "feint" cancelled by pressing B - Through the above, the maximum possible combo is 10 hits, a max combo number nostalgic to all Tekken players - Dspecial has it's own cancel, described in the original moveset
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| | | GigaPichu
3392
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Feb 19, 2013 5:13 am | |
| Heihachi having more than one combo move sounds like it'd be a bitch to sprite |
| | | SP
3856 cellularSP
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Feb 19, 2013 5:31 am | |
| - GigaPichu wrote:
- Heihachi having more than one combo move sounds like it'd be a bitch to sprite
Well he doesn't have to worry about spriting so he obviously doesn't care about that We need to join a union |
| | | GigaPichu
3392
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Feb 19, 2013 6:27 am | |
| lol a union.
well more-so we just dont have to do it to those kinds of expectations and just do whats easier for us.
I mean its not like heihachi cant have just single moves that combo into eachother or anything. hell why not even just have the single hit able to hit more than once hitbox-wise |
| | | Perfect Hell
8837
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Feb 19, 2013 11:14 am | |
| - GigaPichu wrote:
- lol a union.
well more-so we just dont have to do it to those kinds of expectations and just do whats easier for us.
I mean its not like heihachi cant have just single moves that combo into eachother or anything. hell why not even just have the single hit able to hit more than once hitbox-wise Most of Meta Knight's moves are multi-hit, that wasn't a problem. I'm just making a moveset that makes sense. There really wasn't a better alternative in creating a fluid combo based moveset that feels like Tekken and includes a lot of his attacks and ultimately ends up at a 10 hit combo. Having single hit animations function as multi-hits would be really dumb, especially in Heihachi's case where your talking about a single punch, a hammer fist, or a sweep kick. None of those would make sense to be multi-hit (except maybe the hammer fist). Also, the case of his Dtilt MUST be 4 hits because that is a Heihachi signature, not just 4 random attacks strung together. Outside of that, all i then asked for is a typical 3-hit jab, a 3-hit Ftilt (MK has one of those) and a 2-hit Up tilt. Edit: On another note, the 4-hit Dtilt is really a 2-hit spriting wise, because the first hit just loops identically 3 times before the 4th hit. |
| | | GigaPichu
3392
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Feb 19, 2013 11:20 am | |
| Meta Knight wasnt sprited by anyone here, so that's invalid |
| | | Perfect Hell
8837
| Subject: Re: The Community Super Smash Bros. Moveset Topic Tue Feb 19, 2013 6:19 pm | |
| Just to be clear about the spriting work involved with Heihachi: - Nair, Fair and Usmash are 2 hits from one animation, so those aren't multiple animations on one input - I'm changing how Dspecial works. Heaven's Wrath is a counterattack but in Tekken, how he counters depends on the incoming attack. For example, he might catch a kick, pull their leg in, and kick them in the chest. Rather than giving this a cancel into the force palm which doesn't really make much sense, the force palm will be the counterattack. That reduces Dspecial to the typical sprite load of a counter: the stance and the counter - Therefore, the only extra sprite work involved with this character are: -- 1 extra Utilt -- 1 extra Dtilt -- 2 extra Ftilts
I don't think that's asking for much. |
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Fri Feb 22, 2013 7:15 am | |
| This is what Kirby could have been if copy abilities weren't implemented into the games. - 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.
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| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Wed Feb 27, 2013 2:58 pm | |
| I can't connect to smash forums to post these, so their just going to be here for the time being. Anyway... - Eevee:
Eevee Play-style: Eevee acts like a hit and run character, having high speed and low attack power. Eevee's small size and nimble speed allow it to maneuver through the stage quickly and avoid attacks. Unfortunately, Eevee is extremely light, making it easy to KO at low percentages. Neutral Special: Trump Card: Eevee creates a glowing red plate in front of it's body and charges the attack. As you charge, another card is added. At full charge, Eevee will have created 5 cards, and will fire them forward, dealing low damage and piercing hits for each card that strikes. Side Special: Quick Attack: Eevee curls up and quickly hurtles itself forward, dealing low-moderate damage to whoever is hit. Up Special: Baton Pass: Eevee grabs a baton, throws it into the air, leaps up and catches it in it's mouth. when the baton is thrown, it will deal damage to whoever it hits. Once it makes contact, Eevee will catch up to it almost immediately and the recovery will stop. The baton deals low damage to opponents and cannot be reflected despite it acting like a projectile. Eevee has invincibility frames when heading to the baton. Down Special: Charm (may change): Eevee will wink, and a heart will travel a short distance. If an is hit by the heart, they will be stunned for a short moment. This works like Mewtwo's Down Special. Final Smash: Helping Hand: Eevee let's out a cry for help. Then, Eevee's evolutions will appear. They will attack in order of dex number: Vaporeon: Fires a Hydro Pump. Jolteon: Fires a Thunder. Flareon: Fires a Fire Blast. Espeon: Fires a Psybeam. Umbreon: Fires a Shadowball. Leafeon: Fires a Solarbeam. Glaceon: Fires an Ice Beam. Sylveon: To be determined. This is a directional final smash that works similar to triple finish.
Critique and comments are appreciated. |
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Sat Mar 09, 2013 8:39 am | |
| - 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.
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| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Fri Mar 15, 2013 3:13 pm | |
| Well, here goes nothing. - Saki (Revision):
Saki 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.
Oh and by the way - Primid:
Primid 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.
Full move set coming soon. |
| | | Perfect Hell
8837
| Subject: Re: The Community Super Smash Bros. Moveset Topic Fri Mar 15, 2013 5:20 pm | |
| That Saki down special is unnecessary, see if you can find something else from the games to add in. The neutral special already switches mode based on distance in your revised ersion, so having a mode switch is a waste of a special. Also, Saki's reflector already does have damage and knockback (not sure if this is in 0.8.4, if not the balancers have changed it for 0.9) |
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Wed Mar 27, 2013 1:51 pm | |
| C_Mill+Boredom=Inspiration... or was it the other way around. Who cares? - Kickle:
Kickle 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: WIP
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| | | Perfect Hell
8837
| Subject: Re: The Community Super Smash Bros. Moveset Topic Thu Mar 28, 2013 10:05 am | |
| Diddy Kong/Dixie Kong- Spoiler:
Diddy Kong's moveset will remain exactly like Brawl's while he is selected to play alone. When paired with Dixie, his side special will become Swap. Dixie will share this side special when paired with Diddy.
Swap: The currently controlled Kong will throw their partner forward in a manner similar to SSF2 Naruto's side special, Clone toss. This will have very low start-up and the newly controlled Kong should be able to act fairly quickly out of the toss, allowing the new Kong to continue a combo off of the previous Kong's last hit
Dixie Kong
Dash attack: Hair twirl (DKC3)
Neutral Special: Helicopter Spin. Dixie twirls around repeatedly with her ponytail swinging out. The ponytail acts as a disjointed hitbox. The player can move left or right as long as the special button is held, and their fall speed is greatly decreased.
Side special: Wild Moves. Dixie Kong rushes forward while surrounded in a red aura that acts as a hitbox. This is similar to Shadow's side B, except she is not affected by gravity, moves faster and travels a shorter distance. Reference to her special ability from Barrel Blast.
Down special: Chewing Gum. Hold down B, and Dixie will begin to blow a bubble. The longer you hold it, the bigger the bubble gets, but if you hold it too long it will explode in your face and cause you damage. When you release it, it slowly floats across the stage acting as a moving bomb. You can use it’s slow moving properties to your advantage and aim to knock your opponent into it.
Up special: Banana Bird Lift. Dixie lets out a few Banana Birds, who grab her arms and carry her up. Reference to her solo game, DKC3 in which Banana Birds carry her to the Banana Bird Queen once all have been collected.
Final Smash: Banana Bird Queen. The Banana Bird Queen appears, dropping a giant egg on the stage causing high knockback to all who are hit. Reference to the ending of DKC3, when the Queen defeats K. Rool once freed by Dixie.
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