Project Crusade Community
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| The Community Super Smash Bros. Moveset Topic | |
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Author | Message |
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MercuryHg34
3883
| Subject: Re: The Community Super Smash Bros. Moveset Topic Thu Mar 28, 2013 10:16 am | |
| You may want to edit the changes we discussed on facebook into that, as in Diddy's side special remaining as the monkey flip and that both side special's switch characters on hit. |
| | | Perfect Hell
8837
| Subject: Re: The Community Super Smash Bros. Moveset Topic Thu Mar 28, 2013 10:56 am | |
| i'd rather the throw for swapping |
| | | Azure_Raven Level 4 CPU
103
| Subject: Re: The Community Super Smash Bros. Moveset Topic Wed Apr 03, 2013 8:42 am | |
| Hey I need some help making a moveset for a character( I already have a couple which I will post later). Could someone help me? |
| | | MercuryHg34
3883
| Subject: Re: The Community Super Smash Bros. Moveset Topic Wed Apr 03, 2013 2:49 pm | |
| That depends which character. Is it a moveset for a character confirmed for main roster or on the DLC poll, or neither? |
| | | Perfect Hell
8837
| Subject: Re: The Community Super Smash Bros. Moveset Topic Wed Apr 03, 2013 3:10 pm | |
| Bill Rizer- Spoiler:
Note: Lance Bean will not tag with Bill Rizer due to the events of Shattered Soldier, the latest game along Bill's canon timeline, in which Lance becomes the main antagonist while Bill is the protagonist. In short, Lance became a terrorist leader who Bill must stop.
Playstyle: Heavily projectile based, this character will have very few melee attacks available. Bill will try to win from a distance, but once his opponent gets close there is little he can do.
Jab: Rifle - Bill fires his rifle (basic weapon of original game). Holding the attack button will fire at it's maximum RoF and allow aiming, like Saki's gun. These shots do not fire too rapidly, but deal some hitstun and knockback Side tilt: Ripple Laser - Fires the ripple laser (Neo Contra, Gradius V), which fires a circular blue laser forward that grows in size as it moves. Weak, but hard to avoid Up tilt: Spread gun - Bill fires upwards, sending 5 projectiles out in a spread pattern Down Tilt: Flame Gun - Bill fires his flamethrower as long as the button is held (possibly up to a certain cap, could call it fuel). This attack acts similarly to Kirby's fire power
Dash Attack: Sakurai this
Side smash: Laser - Fires a powerful laser forwards. High lag, range and knockback. The beam travels somewhat slowly Up smash: Energy shot - Bill fires a charged ball of flame from his flame thrower. Optionally comes back down Down Smash: Gun pod - Bill throws a gun pod into the air above his head, which fires shots diagonally down while spinning, covering both of his sides
Nair: Spins in the air with two machine-guns out, firing both in all directions (or simply hold them out horizontal). Deals less damage to any one side than Fair or Bair but more total potential damage Fair: Machine-gun - Bill fires his machine gun forward, deals little to no knockback Bair: Machine-gun - Bill fires his machine gun backward, deals little to no knockback Uair: Spread gun - Bill fires upwards, sending 5 projectiles out in a spread pattern Dair: Crush missile - Bill fires a blue missile diagonally, dealing moderate damage and knockback
Throws Sakurai them, all weapons/abilities of Bill in the series have been repped elsewhere already. Feel free to re-use weapons from other parts of the moveset here
N special: Homing Missile - Fires a homing missile. If held, it will become a missile barrage instead S special: Dash - Bill does a quick dash, covering a moderate distance and allowing him to reset his spacing U special: Grappling Hook - Bill uses his grappling hook to recover D special: Barrier - Bill deploys 3 barrier spheres which rotate around him. These spheres will disappear on their own after a set amount of time. They can also be destroyed one at a time by incoming attacks, though they will take absorb the attack as well, protecting Bill. After their timer runs out or they are destroyed, there is a cooldown time before Bill can deploy a new set
Final Smash: Nuke/Smart Bomb - Bill grapples off the stage, dropping a smart bomb (nuke in the newest game) on his way out which yields a large and powerful explosion.
Other: His spot dodge should resemble the Spin technique from Neo Contra
All of these have an origin. The weapons and abilities such as Barrier come from various games, Dash comes from Neo Contra, Grapple Hook comes from Contra 4, and Nair is a reference to the jumping dual wield shots from Contra 3. |
| | | Azure_Raven Level 4 CPU
103
| Subject: Re: The Community Super Smash Bros. Moveset Topic Wed Apr 03, 2013 3:46 pm | |
| The character I'm trying to do is on the dlc poll, I thought if I made a moveset for him, it would spark some attention, however no matter where I look, there aren't any reliable sources to help me out. The character I'm trying to do is Yugo Ogami from the Bloody Roar series. |
| | | Perfect Hell
8837
| Subject: Re: The Community Super Smash Bros. Moveset Topic Wed Apr 03, 2013 6:23 pm | |
| I could help with that, it's one of my favorite fighting games |
| | | MercuryHg34
3883
| Subject: Re: The Community Super Smash Bros. Moveset Topic Wed Apr 03, 2013 7:38 pm | |
| I know little about Bloody Roar even though I enjoyed it immensely. PH4 is the guy to go to.
Maybe I should make a moveset for Ray MK... |
| | | Perfect Hell
8837
| Subject: Re: The Community Super Smash Bros. Moveset Topic Thu Apr 04, 2013 10:13 pm | |
| Scorpion- Spoiler:
Jab: https://www.youtube.com/watch?v=0WJQqpMkJI0 (0:52 - 1:02 presents 3 different choices) Side tilt: https://www.youtube.com/0WJQqpMkJI0?t=20s (start at 0:20 if it doesn't for you) Up tilt: Uppercut punch Down Tilt: Leg sweep
Dash Attack: Leg Takedown - Scorpion slides along the ground, tripping his opponent
Side smash: Double overhead sword attack Up smash: Backflip Kick - Scorpion does a flaming backflip kick (references a special move from many of his appearances) Down Smash: Sakurai it
Nair: The traditional MK aerial kick, acts as a sex kick Fair: Sakurai, use sword Bair: Sakurai, use sword Uair: Sakurai, sword optional Dair: Hammer fist - Classic aerial combo starter, this attack pops the enemy off the ground setting up for aerial attacks. This is a meteor smash
F Throw: Scorpion stabs his opponent in the throat with the spear, then kicks them forward to it's full reach and slams them into the ground B Throw: Starts the same as Fthrow, then throws the opponent backward U Throw: Sword uppercut slash D Throw: Scorpion stabs the opponent into the ground with his spear (slight reference to his free fall super in MK vs DC)
Air Throw: Scorpion's signature air throw
N special: Hell Fire - Scorpion summons fire beneath the nearest opponent. The flames appear only on ground, if the opponent is in the air the flames will appear on the nearest platform directly below their position. These flames deal moderate damage and high stun S special: Spear - Scorpion throw's his signature spear, which will pull in an enemy and leave them in dizzy standing in front of Scorpion. If the opponent has not left hitstun or dizzy since the last spear used on them, a new spear attack will either deal damage but not pull or stun, or pulls them in but they fall as they reach scoprion, going into downed state U special: Teleport Punch - Scorpion teleports in flames a short distance, re-appearing with an uppercut with it's own height boost. D special: Inner Flames - Scorpion covers himself in flames, damaging any who come into direct contact with him. Invincibility on start-up
Final Smash: Toasty! - Scorpion takes off his mask revealing a skull face and breathes fire at his opponent, burning them alive and causing them to explode, followed by Dan Forden saying "Toasty!"
Used everything I could find through a fair amount of the series, aerials were tough because there's only two (kick and punch) throughout the entire series. |
| | | MercuryHg34
3883
| Subject: Re: The Community Super Smash Bros. Moveset Topic Fri Apr 05, 2013 1:08 pm | |
| I'll take a crack at Zoroark. Coders, please let me know if anything you see here is beyond what you can manage. I'll try to keep it reasonable. - Spoiler:
Zoroark is a master of illusions, and specializes in quick, underhanded offensive prowess. His moveset will have above average combo and damage potential, decent Kill power, stat-modifying moves, and poor recovery. He also has no projectiles to speak of, so he will have to weave in and out of enemy projectile spam in order to approach the foe and fight effectively. I am not going to make every move, but I will list the ones I have so far. Anyone is free to make suggestions or additions of their own. NormalsJab combo: Zoroark has a 3-hit combo that can turn into a mach-jab if you mash the A button, slashing repeatedly like Captain Falcon or Fox, etc. Forward Smash (Night Slash):Zoroark winds his claw back and then slashes downward and forward diagonally, leaving a dark purple wake in it's trail. The move has decent knockback and damage, but has a small percent chance to deal twice as much damage and knockback as usual. The longer it's charged, the higher the chance of dealing 2x damage. This move should be noticeably slower than his other normals, but still somewhat fast. Forward Throw: Zoroark will shove the foe in front of him a short distance quickly, using Fury Swipes. The foe is automatically hit by 2-5 quick slash attacks (the number is random), and with good prediction and timing Zoroark can press A on what he predicts to be the last hit to deal extra knockback. If he misses the timing for the button press then the foe will break free early with very little stun. If Zoroark does nothing, he simply knocks them away on the last hit. The foe should be unable to break free once the throw is started. SpecialsI have ideas for specials, but I don't really know which specials they could go on since some can fit on multiple directions. Maybe some discussion can help us decide where they should go. The ideas are mostly based on moves Zoroark is able to learn in canon, and are mostly meant to be deceptive moves or moves that buff Zoroark or debuff the foe slightly. Faint Attack/Illusion: I can see this move on Neutral, Side, or Down Special. The idea of this move is that it acts as a semi-counter/mind game move incorporating its signature ability, Illusion. Starting the move will cause Zoroark to perform a slight duck, meant to look like a leisurely step forward. In midair it will simply lower its head. During this stance it the player can press A or B to select different followup attacks before they are hit. If the foe hits it then the next move depends on what was pressed. The A button will produce Faint attack, where Zoroark quickly evades the attack and strikes the foe with lightning speed, sending them flying. If B is pressed then Zoroark will magically disappear and switch places with the foe, appearing behind them out of thin air. Zoroark is then free to use any attack they want and surprise the foe. The foe should be frozen in place just long enough to land Night Slash. Zoroark should have high endlag if the foe doesn't fall for the attack, and he should be able to be grabbed in the middle of the stance. Foul Play: Likely going to end up as Side Special. Zoroark pauses slightly, then warp-steps forward a short distance (kinda like a DBZ teleport, one character length away) and and strikes the foe. The damage and knockback of the move are equal to the power and knockback of the opponent's Forward Smash. Can be uses as a slight extended recovery in midair. Pursuit: This could work on Up Special or Side Special. Zoroark disappears in a purple flash and reappears a short distance away, creating another purple flash as it does. The direction can be chosen by the player. This move has reduced startup and doesn't cause the helpless state if used from the ground. It will also automatically causes you to appear near the foe if you are nearby, and doesn't cause helpless on hit. This move is meant to be a combo extender on stage, but be a poor recovery move to balance out its onstage game. Utility Move (name needs work): This could be either Neutral or Down Special. This move does no damage, it is basically a random buff for Zoroark or debuff for the foe if they are nearby. When used, Zoroark will flash different colors for each effect. The effects that are possible are: Agility- increases Zoroark's movement speed temporarily. Nasty Plot- increases Zoroark's damage on his normals temporarily. Embargo- causes the foe to be unable to use grab/pick up/use held items, or moves that create held items (Link's bombs, Peach's turnips, etc.) temporarily. Torment- causes the foe to be unable to use the last move they used temporarily. Not all of these have to be used, just one would even be enough. The move should have a long cooldown. Final Smash: Night DazeZoroark's arms glow red and it's eyes blue. It lets out a roar and slams it's arms into the ground, creating a dark red/purple barrier that spreads outward from it. It spreads very far and deals massive knockback and damage, killing anyone caught in the blast. If used in midair, Zoroark will stop in midair, curl up into a ball and then stretch out its limbs as the blast spreads from it.
Those are my ideas, please let me know what you think since I would like to see this actually become part of the game. |
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Apr 08, 2013 4:43 pm | |
| I got Luigi's Mansion: Dark Moon and Pokemon Mystery Dungeon: Gates to Infinity just before leaving for Washington DC. Now that I'm back, I bring you some new, still lack-luster, move sets. - 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.
- Team:
Team Play style: The Pokemon exploration team consists of four pokemon that attack as a team similar to the Ice Climbers, with each attack succeeding after the other. Because they solely work together work as a team, going solo is hard for them to do. After receiving 50% damage, the first partner will fall, at 75%, the second, and at 100% the leader is left all alone. Neutral Special: Iron Spike: The team fire a spike item forward in succession, dealing consecutive if possible. Side Special: Gravel Rock: Up Special: Escape Orb: Down Special: Wonder Orb: Final Smash: Team Attack: Descriptions pending
- Poltergust Luigi:
Poltergust Luigi Neutral Special: Element Use Side Special: Flashlight Up Special: Pixelator Down Special: Element Change Final Smash: ??? Descriptions pending until I finish the game.
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| | | Perfect Hell
8837
| Subject: Re: The Community Super Smash Bros. Moveset Topic Fri Apr 12, 2013 10:26 am | |
| Gray Fox- Spoiler:
Playstyle: Gray Fox will be fast and agile, able to string hits together into effective combos. He will also have high kill power in reference to his super-human strength, though his survivability will be rather poor. Move references will be taken from his game appearances as well as from Metal Gear Rising, which featured a fellow cyborg ninja, so Gray Fox can be assumed capable of the same techniques. There is also an official Gray Fox skin useable in MGR.
Gray Fox is capable of Wall jump, Wall cling, and Crawl. All sword attacks can also reflect projectiles.
Jab: Cross Slash - Similar to MK's jab but only in the forward direction. Side tilt: Spinning Slash - Gray Fox dashes forward a short distance while spinning with his sword. This has two hits, at the start of the spin and at the end. Up tilt: Down Tilt:
Dash Attack: Somersault kick/sword combination - Reference to his attack from MGS
Side smash: Charge Slash - Gray Fox charges up his sword a moment and releases in a powerful horizontal slash. Reference to MGR: Revengeance Up smash: Down Smash: Body Discharge - Gray Fox releases an electric field discharge, dealing some damage to himself. This smash is similar to Shadow's up smash and extremely powerful.
Nair: Fair: Bair: Uair: Dair: Jump - Gray Fox auto fast-falls straight down, releasing a shockwave upon reaching the ground
F Throw: B Throw: U Throw: D Throw:
N special: Quick Teleport - Gray Fox disappears and re-appears behind the nearest opponent. Cannot be used while airborne to prevent use in recovery. S special: Railgun - Gray Fox fires his arm cannon, RoF is slow but the shot is quite powerful U special: Escape - Gray Fox jumps straight up (off-screen, very quickly) and comes back down a short distance to the right or left. Reference to his escape animation for mid-fight cutscenes D special: Stealth Mode - Gray Fox activates Stealth Camo, becoming nearly invisible until he manually deactivates it or gets hit by a strong attack. Stealth mode slowly deals damage to Gray Fox
Final Smash: Metal Gear D - Gray Fox gets into his Metal Gear D and controls it for a short time. It attacks with it's mounted cannon, machine gun and missile pod.
Alternate ability (Optional)
This can replace N special or D special. In reference to the time slowdown effects in MGR: Revengeance and Gray Fox's super speed, i present the following option:
Time Slow (on Nspecial or Dspecial): Time slows down for all players except Gray Fox for a short time. This ability has a cooldown timer, and Gray Fox flashes yellow when it is ready for use again.
Since the original N special is not useable in air, perhaps Time Slow can be aerial N special.
There are a lot of holes in the moveset, I've referenced everything he has done already so the rest can just be sakurai'd |
| | | Light Level 4 CPU
125
| Subject: Re: The Community Super Smash Bros. Moveset Topic Sat Apr 13, 2013 6:46 am | |
| I'm gunna throw out ideas for Vaati and Roy. I know Merc posted a Vaati idea in the past but that was my idea he had posted on my behalf because I didn't have an account at that point. Then new Roy things so yea. Vaati, the Wind Mage:- Spoiler:
OverviewThe evil magician Vaati uses his powers of dark winds to manipulate his enemies. With the power he syphoned from Princess Zelda, he’s a formidable force of control on the battlefield, pushing and pulling his opponents with air to further control the tide of battle. Any attacks with wind effects/damage have windboxes, unless specified to have a vacuum or pulling effect.PhysicsBeing relatively small, as well as being a wind magician, Vaati should be lightweight and floaty. He should also have excellent air-mobility such as floating, high air-movement speed, and/or extra jumps. NormalsJabBasic “punch-punch-kick” Jab Combo. Forward TiltVaati uses wind to push enemies away. Deals no damage. Up TiltVaati creates an up-draft to pull enemies into the air. Pop-up, little-no damage. Down TiltSweep kick Forward SmashVaati punches forward with a gauntlet of intense winds. Kill move. Up SmashVaati creates a cyclone that hits many times and shoots enemies upward. Pulls near-by enemies into the attack. Kill move. Down SmashWinds on either side of Vaati push enemies away. Shorter range than F-Tilt, but deals damage and affects both in front and behind Vaati. AerialsNeutral AirVaati spins in the air, creating a swirl of wind to damage enemies on all sides. Hits many times. Forward AirVatti fires a gust in front of him, damaging enemies while simultaneously propelling Vaati backward. Back AirVatti fires a gust behind of him, damaging enemies while simultaneously propelling Vaati forward. Up AirJuggle move with wind effect. Down AirSpike/Meteor move with wind effect. SpecialsNeutral Special: Vaati VacuumVaati creates a powerful vacuum that drags enemies towards him. Mid-long range, no damage. *Side Special(1): Wind ShotChargeable wind ball projectile, range and damage increase with time spent charging. *Side Special(2): Shadow Link DashShadow Link is summoned, who rushes forward and uses Toon Link’s dash attack, then vanishes. If used in the air, Shadow Link jumps forward and uses Toon Link’s F-Air, then vanishes. Up Special: Dark TornadoVaati surrounds himself in a tornado and flies upward. Can pull enemies into the attack. Down Special: Sorcerer’s EyeVaati summons a Sorcerer’s Eye, which follows him and periodically fires a laser at the nearest enemy. Can have up to 2 Eyes at a time. Eyes can be destroyed with any enemy attack. From The Legend of Zelda: Minish Cap GrapplesFor both standing and running grab, Vaati uses wind to drag his opponent into his grasp. Forward ThrowWind effect throw with long toss range. Back ThrowVery short toss range. Up ThrowKill throw. Down ThrowPop-up throw. Final Smash Ideas Vaati Reborn http://zeldawiki.org/File:Vaati_Reborn_Figurine.gif Vaati transforms into his Reborn form. While in this form all of his attacks become more powerful. Vaati’s Wrath http://zeldawiki.org/File:Vaati%27s_Wrath_Figurine.gif Vaati becomes the pure embodiment of evil, a dark sphere of energy capable of flight. He gains the powers of fire, lightning and ice magic to use against his foes while he takes to the skies. Shadow LinkVaati summons Shadow Link to aid him in battle. For the duration of the attack, Shadow Link is a lvl 10 CPU Toon Link with black/dark grey sprites, and cannot be hurt. Shadow Link’s Mega Bombs https://www.youtube.com/watch?v=lALok1Ljk-E (Skip to 1 minute 35 seconds) Vaati summons Shadow Link, who jumps to the sky and drops his Mega Bombs from The Legend of Zelda: Four Swords Adventures. Each bomb has a 10 second timer and affects the entire stage. May drop up to 3 bombs. *Pick only one Side Special to use. Roy, Duke of Pharae:- Spoiler:
OverviewIn Melee, Roy was simply a worse version of Marth with some fire, wielding a poor tiny excuse of the Sealed Sword. In Crusade however, he’s back, unshackled from the chains of carbon-clonery. And with him is the REAL Sealed Sword, a burning GreatSword with a fiery passion as hot as Roy’s will to win! Roy using the Sealed Sword in Fire Emblem: Fuin no Tsurugi http://spritedatabase.net/files/gba/989/Sprite/Roy2.gif PhysicsIn Fire Emblem: Fuin no Tsurugi, Roy is only 15 years old. Given though his size and equipment, Roy should be heavier and more solid than Marth, but lighter and floatier than Ike, even though he is slower and stronger than Ike. NormalsTiltsRoy’s tilts alone shouldn’t be too spectacular, but this moveset’s tilts have a special twist. Sort of a “Dancing Blade” concept, Roy’s tilts can all “link” into each other very easily in any order. They aren’t true combo potential, but the player can mix and match tilts into other tits to make very smooth chains. SmashesAll of Roy’s tilts should be fiery high-power moves. AerialsSakurai SpecialsNeutral Special: Flare BladeClassic Flare Blade attack from Melee. Chargeable overhead slash that deals fire damage, and fully charged attack creates a powerful explosion that also hurts Roy. Side Special: Blazing Arc https://www.youtube.com/watch?v=nMicO544Tak (Skip to 2 minutes 15 seconds) Roy conjures fire from his blade, and slashes forward, arcing the fire into an explosion at medium range. Up Special: BlazerThe Sealed Sword bursts into flames as Roy takes to the sky with an uppercut slash. Down Special: CounterA Fire Emblem cast classic, Roy poises to parry an enemy attack, retaliating with fire damage. GrapplesAll of Roy’s throws start with Roy stabbing the enemy with his sword, then lifting them into the air before slamming them onto the ground, fire blasting them in the direction of the throw input. Final Smash Ideas Critical Flare BladeRoy becomes invincible as he fully charges up a critically powered Flare Blade. He takes no damage from the attack, and the explosion severely damages enemies up to mid-range. Critical Burning ArcRoy becomes invincible as he performs a critically powered Burning Arc. Not as powerful as Critical Flare Blade, but still heavily damages enemies. Ice DragonRoy takes the form of a teal dragon and breathes a blizzard onto the stage, dealing massive ice damage. Roy is uncontrollable during the attack. The identity of Roy’s mother in the Fire Emblem series is decided by the player in Fire Emblem 7. The player gets the choice of with whom Eliwood (Roy’s father) builds a romantic relationship during FE7. One of these options is the Ice Dragon Ninian, which would make Roy half-human, half-ice-dragon.
Last edited by AzureLight12 on Sat Apr 13, 2013 12:13 pm; edited 1 time in total |
| | | MercuryHg34
3883
| Subject: Re: The Community Super Smash Bros. Moveset Topic Sat Apr 13, 2013 7:47 am | |
| The Ice dragon thing for Roy is not a good idea imo since the other ideas actually represent powers he definitely has. Other than that both of those look pretty cool. |
| | | DangerMD (Senor) Level 4 CPU
178
| Subject: Re: The Community Super Smash Bros. Moveset Topic Sun Apr 14, 2013 4:50 pm | |
|
Last edited by SenorSaturno on Wed Apr 17, 2013 9:26 am; edited 2 times in total |
| | | Azure_Raven Level 4 CPU
103
| Subject: Re: The Community Super Smash Bros. Moveset Topic Sun Apr 14, 2013 7:59 pm | |
| Anyway, I did say had a couple of movesets, so here they are - Roll(Megaman):
Roll is pretty much a combo character, quickly racking up damage with her small, but quick combos. However, the downside to this is that she is she is very light, and if not used correctly, her combos won't work. Neutral: Roll Swing- She basically swings her broom around a couple of times, which can easily damage an opponent, and it also had a good range as well. Side: Mop Up- She instantly rushes forward, attacking anyone in front of her, and if the button is pressed long enough, she'll perform a strong swing that knocks enemies back. However, if used in the air, it will put her in a helpless state, but it does have an excellent distance in the air. Up: Rushing Spin- Based not only off of Rush's spring ability in the Megaman games, But also off of Megaman: Battle and Chase. Rush will appear below Roll and bounce her up into the air, while Roll spins around, damaging anyone nearby. The distance is a bit longer than Sonic's Up Special, but will put her in a helpless state. Down: Flower Bomb- This move can be spammed. Roll throws a bomb concealed as a bouquet of flowers in an arc, exploding, either when it hits the ground or hits someone, however only three can be on-screen at a time. Final Smash: Beat Jet- Beat will suddenly appear and transform in a jet, allowing Roll to fly around the stage, blasting everyone in her path. It lasts for 30 seconds before Beat vanishes, and anyone can get hit either by the beams Beat shoots or Beat itself.
Well, what do you think? |
| | | Guest Guest
| Subject: Re: The Community Super Smash Bros. Moveset Topic Sun Apr 14, 2013 8:19 pm | |
| While I appreciate your current efforts, I really wish you guys would do more than specials and Final Smashes. |
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Apr 15, 2013 4:30 am | |
| - Mist wrote:
- While I appreciate your current efforts, I really wish you guys would do more than specials and Final Smashes.
I would, but I'm pretty lazy, plus I sort of lack the time to do so. |
| | | DangerMD (Senor) Level 4 CPU
178
| Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Apr 15, 2013 9:28 am | |
| - Mist wrote:
- While I appreciate your current efforts, I really wish you guys would do more than specials and Final Smashes.
Well, you are right. Movesets are indeed more than Specials, some characters have moves that are as, or even more important than Specs and FSmashes. Just look at (sorry for the example) Black Mage in SSF2. |
| | | MercuryHg34
3883
| Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Apr 15, 2013 5:57 pm | |
| What he means is that you should provide moves for every input, as in list all of his tilts, smashes, throws, aerials, etc. as well as specials and FS's. I didn't do much more than specials and FS for Zoroark because after doing research on the character I couldn't find anything spectacular to use that I hadn't already used. It that case I figured it was OK for other people to comment and add to my moveset. |
| | | Super Smash Bros Crusade Administrator
4179
| Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Apr 15, 2013 6:05 pm | |
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| | | MercuryHg34
3883
| Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Apr 15, 2013 6:16 pm | |
| I read it, and I like a lot of the ideas there. If you don't mind, would it be possible for us to discuss incorporating some of my ideas into it? The main issue I have with it is the placement of some moves (like Night Daze, it should be his Final Smash since it is undoubtedly his most powerful move and hits as an aoe attack). |
| | | Super Smash Bros Crusade Administrator
4179
| Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Apr 15, 2013 6:37 pm | |
| the problem is that you cannot rep zoroark's illusion ability outside of set transformations in her final smash; night daze works just fine as a neutral special. |
| | | MercuryHg34
3883
| Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Apr 15, 2013 6:51 pm | |
| Your FS has Zoroark "transforming" (for lack of a better word, I know it's not like Ditto transforming) into the three dogs and using their powers, when from what I could tell on bulbapedia it can't actually use the moves and abilities of the foe it's mimicking in the games. I never saw the movie, so correct me if I'm wrong in saying it's not cannon for it to be able to use the three dogs' powers.
Other than that I didn't really have an issue with the moves themselves, just the placement of some of them. I attempted to incorporate illusion into one of my specials, perhaps we could try to fix that up and work it in somehow. |
| | | Super Smash Bros Crusade Administrator
4179
| Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Apr 15, 2013 7:16 pm | |
| - MercuryHg34 wrote:
- Your FS has Zoroark "transforming" (for lack of a better word, I know it's not like Ditto transforming) into the three dogs and using their powers, when from what I could tell on bulbapedia it can't actually use the moves and abilities of the foe it's mimicking in the games. I never saw the movie, so correct me if I'm wrong in saying it's not cannon for it to be able to use the three dogs' powers.
Other than that I didn't really have an issue with the moves themselves, just the placement of some of them. I attempted to incorporate illusion into one of my specials, perhaps we could try to fix that up and work it in somehow. go watch the movie, it'll help you immensely in making a moveset for her the moves are not the actual attacks they use, but rather such strong illusions that they make the targets think they are being hit by something real. zoroark uses this a lot in the movie to make people think they are frozen, paralyzed, that an area is burning down and thus inaccessible, etc |
| | | MercuryHg34
3883
| Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Apr 15, 2013 7:19 pm | |
| Ah, I see. So do you want to continue this in PM and see what we come up with? |
| | | Super Smash Bros Crusade Administrator
4179
| Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Apr 15, 2013 7:21 pm | |
| what i posted in the original original topic is all i will ever be able to come up with for zoroark, so you can pick and choose stuff from it or whatever.
i'm sure there's several movesets in SWF's make your move contest as well if you want to dig around |
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Apr 15, 2013 7:31 pm | |
| - Dettadeus wrote:
- zoroark
Extreme sakuraing... cannot... compute... |
| | | Guest Guest
| Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Apr 15, 2013 7:31 pm | |
| Actually, I brought up an interesting idea for Zoroark on SmashBoards that seemed to have been viewed as an interesting idea.
Seeing as Illusions have been shown to be more than just altering the appearance on the user in the movie, I was thinking more along the lines in giving Zoroark "fake range". As in, have moves appear to have an extended range using things like slash marks for claw swipes. Within the area of the "fake range", opponents will flinch as if they got hurt, but they will not take damage and there is no knockback. This would be used to help set up to approach the opponent within Zoroark's real range of attack.
I mean, Zoroark didn't really bind the Shiny Beasts with vines, but sure as Hell FELT as if she did. Which actually brings another idea for the concept, having an Illusion grab. All the opponent has to do is THINK they have been grabbed, and they would act accordingly. So yeah, have an extended grab range, though have Zoroark actually approach the character when throwing them.
This way, we represent what is special about Zoroark (Illusion) without using up a move slot or Final Smash by using a concept that defeats the purpose of an illusion. |
| | | MercuryHg34
3883
| Subject: Re: The Community Super Smash Bros. Moveset Topic Mon Apr 15, 2013 8:19 pm | |
| I actually really like that idea, golden. I'll probably end up seeing the movie at some point anyway, but I will definitely take up both of your offers and revise my moveset.
You know, I should probably start referring to it as "she" since all of you are and I'm assuming the Zoroark from the movie is a female at this point. |
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