Project Crusade Community
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| | Moveset Competition v2.0! | |
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Author | Message |
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MercuryHg34
3883
| Subject: Re: Moveset Competition v2.0! Sat Aug 16, 2014 4:35 am | |
| AEM's post count at this moment is 1337.
Also I may abstain from this round since I got super busy and forgot about it, don't wait for my entry. |
| | | SP
3856 cellularSP
| Subject: Re: Moveset Competition v2.0! Sat Aug 16, 2014 5:55 am | |
| Deadline was yesterday so |
| | | MercuryHg34
3883
| Subject: Re: Moveset Competition v2.0! Sat Aug 16, 2014 1:01 pm | |
| OK fine then just sayin' was all |
| | | C_Mill24 Level 9 CPU
2072 C-Mill24
| Subject: Re: Moveset Competition v2.0! Sat Aug 16, 2014 3:11 pm | |
| Will the movesets be posted tomorrow for people to see? |
| | | SP
3856 cellularSP
| Subject: Re: Moveset Competition v2.0! Sat Aug 16, 2014 7:27 pm | |
| I suppose that is cool unless anyone has objections to that |
| | | Gamey DJ Level 6 CPU
705 nah
| Subject: Re: Moveset Competition v2.0! Sat Aug 16, 2014 9:54 pm | |
| I'm good with that. Could you put them in spoilers tho so they dont extend the page to Venus. |
| | | Blitz Bad Boy's Corner
135
| Subject: Re: Moveset Competition v2.0! Sun Aug 17, 2014 10:25 am | |
| StayPuft, how do you want us to show the scores? |
| | | SP
3856 cellularSP
| Subject: Re: Moveset Competition v2.0! Sun Aug 17, 2014 11:25 am | |
| I think we'll just post how everyone placed from 1 to 7. They should be posted by this evening after I finish organizing everything. |
| | | Gamey DJ Level 6 CPU
705 nah
| Subject: Re: Moveset Competition v2.0! Sun Aug 17, 2014 11:36 am | |
| I cant wait to see. Ooo, look at me, I'm shaking in my little space boots. Yea no one remembers that movie. |
| | | HypeConduit Level 6 CPU
873 XMister_RatburnX
| Subject: Re: Moveset Competition v2.0! Sun Aug 17, 2014 9:14 pm | |
| The results are in and the winner is |
| | | SP
3856 cellularSP
| Subject: Re: Moveset Competition v2.0! Mon Aug 18, 2014 8:53 am | |
| I haven't finished putting the post together, I'm still debating if I should just post the top 3 spots or if everyone wants to know how they placed |
| | | Dr. CanadianBacon Level 6 CPU
829 Dr.CanadianBacon
| Subject: Re: Moveset Competition v2.0! Mon Aug 18, 2014 9:19 am | |
| I feel like top 3 spots would be nicest. I vote that. |
| | | Ganonthegreat
5271 Ganonthegreat
| | | | Gamey DJ Level 6 CPU
705 nah
| Subject: Re: Moveset Competition v2.0! Mon Aug 18, 2014 1:35 pm | |
| Wow this is taking a long time. Ill help with judging next round if you judges need help. |
| | | SP
3856 cellularSP
| Subject: Re: Moveset Competition v2.0! Mon Aug 18, 2014 2:33 pm | |
| I'm actually just really lazy, it should be done soon though. |
| | | SP
3856 cellularSP
| Subject: Re: Moveset Competition v2.0! Mon Aug 18, 2014 2:39 pm | |
| Based on my thoughts and Blitz’s thoughts, here are the top three and their movesets! Note that we thought all the movesets were very good in their own ways, and we did not think that any of these were downright terrible. The way this was decided was pretty simple, Blitz and I ranked the contestants 1 through 7 separately (1 being the best and so on), then I added up each contestant's "score", so if I listed you as 4 and Blitz listed you as 2, you got 6 points. The one with the fewest points won. Thank you all for entering! The other movesets will be posted shortly. 1st. HypeConduit - Thoughts:
“An amazing moveset. Everything you think of when you think Minecraft is somehow represented in the moveset. The Specials are interesting, the throws are creative, fantastic moveset. And I love how much work that was put in to this.” “Another entrant to include all attacks and not just the specials. Overall the specials were fairly standard compared to the other entrants’, except for the down special, which is another variation of repping the building/creativity in Minecraft. I’m not sure where one would be able to find the time to sit and charge for about 6 minutes, because even if you can cancel and hold the charge, I honestly doubt Steve could last for that long since it resets on a KO, and it doesn’t feel like it is worth it for the amount of time you sit and charge. Still an interesting look at it.”
- Moveset:
https://docs.google.com/file/d/0B05p2ol-QojbS01RS0RwR2FFam8/edit
2nd. Dustination - Thoughts:
”Represents Minecraft fantastically and does not rely on a gimmick. However, the Special Attacks seemed lackluster in comparison to other movesets. Final Smash was great tho’” “Overall it reps Steve well and I could easily see him in a Smash Bros. game with this moveset. I also love how you incorporated the fishing pole into one of his specials, as opposed to his grab.”
- Moveset:
Steve is an average character. Medium speed, medium jumps, medium power. There isn't much else to it. ---------------------------------------------------- Neutral Special: Bow & Arrow - Almost identical to Link's Hero's Bow. It charges up much faster and flies much further at the cost of power. While charging the bow, unlike Link, Steve is able to freely walk around at half speed. He can also aim anywhere 90 degrees in front of him. Think cracker launcher controls. Source: The bow is a craftable weapon in Minecraft. ---------------------------------------------------- Side Special: Fishing Rod - Steve swings his fishing rod overhead, casting his lure at a slight arc in front of him. Pressing the special button once casts out, and from there you are able to reel it in. If the lure makes contact with an opponent they are put into the "grab" state, and can be reeled in in one of two ways. Much like how you choose between preforming a "ledge climb" or "ledge attack," flicking the control stick will reel the opponent in right in front of him, allowing you to transition into a pummel or throw. Tapping an attack button, however, causes Steve to violently reel in, tossing the enemy behind him. If the side special is preformed mid-air, this version of the reeling in will happen automatically if the lure comes in contact with an enemy. Can tether ledges. Source: The Fishing Rod is an item in Minecraft which allows the player to catch fish in bodies of water. In the game, you are also able to hook both passive and hostile mobs and reel them in close to you. Occasionally, fish will fly over the player's head when reeled in. ---------------------------------------------------- Down Special: Ore Mine - When preforming the Ore Mine DSpec, Steve will swing a large pickaxe over his head directly to the ground in front of him. The force of the blow causes a variety of ore to shatter from the ground in the direction he is facing. The type of pick and ore is determined by Steve's damage meter (Seen below). These pickaxe types would also tie in to any other pickaxe-based moves incorporated into Steve's moveset outside of specials. Direct contact with the pickaxe deals massive damage. (The better the pickaxe, the more damage.) The 'item breaking' sound plays whenever a new pick is activated to serve as an indicator. 0% - 24%: Wooden Pickaxe - Stone every time. Delivers moderate damage and low knockback. 25% - 59%: Stone Pickaxe - Stone and Iron both have an equal chance of occuring. Iron is an upgraded Stone, dealing higher damage and knockback. 60% - 99%: Iron Pickaxe - Stone and Iron are still present albeit less common; Gold can appear as the "dud" ore, dealing little damage and no hitstun. Redstone delivers low damage but high hitstun coupled with a small electricity effect. Diamond has a very, very low chance of appearing but delivers the highest damage and knockback. 100+%: Diamond Pickaxe - Stone, Iron, Redstone, and Gold all have their chances lowered significantly while Diamond becomes the most common ore. Source: Many different varieties of Ore are found in Minecraft, which are used to craft more powerful tools, including the aforementioned pickaxe. Certain ores can only be mined with specific picks, wood being the weakest and least durable while diamond is just the opposite. This damage meter concept was created with an item's durability meter in mind, where weaker picks will break after recieving enough "damage." ---------------------------------------------------- Up Special: Ender Pearl - Holding down the special button, Steve tosses an Ender Pearl in the air. There is a short startup animation upon initiating the move and during this time you are able to adjust the direction the pearl is thrown. The longer the button is held, the higher the pearl rises until it reaches its maximum height, a little further than Yoshi's Egg Toss. Releasing the special button causes Steve to teleport to the pearl, making this move not only adjustible in distance but also direction. If the peal makes contact with a wall, ceiling or an opponent before reaching it's maximum height, teleportation is automatic. Deals no damage, but you are able to transition into pretty much any aireal at the end of the move. Source: The Ender Pearl is an item in Minecraft which allows the player to teleport to wherever it is thrown. ---------------------------------------------------- Final Smash: Enchantment Table - Steve pulls out an enchantment table and flips through a few pages of the book located on top of it. He then gains a full set of diamond armor. This is essentially a 'final form' and grants Steve a number of buffs. All of his weapons, tools, (including the armor) glow as an indication that they are enchanted. Defensive Buffs: - Reduces all damage and knockback taken. Steve is not invincible but users who attack Steve also recieve damage. (Protection & Thorns enchantments) Bow & Arrow: -Increases arrow damage by 25%, increased knockback, and arrows are lit on fire. (Power & Flame enchantments) Sword: (Used in standard moves) - Increases damage and knockback. Attacked players are lit on fire. (Sharpness, Knockback, & Fire Aspect enchantments.) Axe: (Used in standard moves) - Increased damage and speed. (Sharpness & Efficiency enchantments.) Pickaxe: - Increased speed. (Efficiency enchantment) Hoe & Shovel: (Used in standard moves) - Increased speed. (Efficiency enchantment.) Source: The enchantment table is an item in Minecraft which allows the player to enchant their tools, weapons, and armor. The enchantments used in this final smash are listed after the effects above.
3rd. Dr. CanadianBacon - Thoughts:
”Great moveset. Represents the game, fairly balanced, and is fairly creative given the character.” “Your moveset overall was pretty good. It was good, didn’t really take any risks, and could be seen working in a Smash environment. Everything had backing in canon, which is good. I can’t really complain about it. Your moveset was the only one to incorporate potions as well, which was nice.”
- Moveset:
Steve Moveset – Dr. Canadian Bacon Playstyle - Steve has a large arsenal of weapons, but for all his standard attacks he uses his diamond sword, being the most iconic Minecraft weapon. He does also use ranged items though, with his special moves being ranged. He’s pretty light since he’s lacking his armor, but he’s pretty fast as well, with his dash being a sprint to get around easier.
Neutral Special (Bow and Arrow) – Steve grabs his bow, pulls back, and shoots. The longer he charges, the more damage the bow does. The damage maxes out; it’s very similar to link’s bow. Unlike Link, Steve can aim his bow by moving the control stick up or down while charging. This does 4% uncharged, 12% fully charged.ORIGIN – In Minecraft, one of the items you can craft is a bow, and it’s basically the only ranged item in the game.
Side Special (Splash Potion) – Steve grabs a splash potion, and throws it. There are 3 different splash potions, and the one he chooses is random. It can be Poison which damages a foe slightly over time with no knockback. It could be slowness which slows a foe for a short period of time by 15%. These 2 potions, Slowness and Poison, last 4 seconds. The third potion is a Potion of Instant Damage; it has normal knockback and damages a foe for 10-12%. Each potion is thrown in an arc, and shatters into a few particles, which are coloured depending on the potion used (poison – green, slowness – greyish-blue, harming – black), if Steve accidently runs into the particles before they’re gone, he will also be affected, but it will do less damage and last less time. The potions also last less time if an opponent only hits the edge of the particles; it has to be a direct hit to get the most of the potion use. This side special has a 3 second cool down so it’s not spammed. ORIGIN – In Minecraft, there are many potions, and almost all of them can be brewed into a Splash Potion, which is a throwing item, and all of these potions are in the game. In the game, if you’re not careful, most of these potions could do self-damage to you. If you only hit the edge of the shattered potion, you’ll still be affected, but for less time than if you got hit directly, or right under you.
Up Special(Ender Pearl) – Steve quickly throws and Ender Pearl up, and he hopes for the best! While in the air, you can control the Ender Pearl slightly with the control stick to move it left or right. Steve will then teleport to the location the Ender Pearl lands. When the Ender Pearl is in the air Steve falls a bit slower, otherwise he’d just fall before it got there! Using the Ender Pearl 2% damage to Steve, but if it hits someone else, will do 6% damage to them, Ender Pearls aren’t light you know! Origin – After killing the mob called an Enderman, he has a chance of dropping an Ender Pearl, which can be thrown to teleport to that location. Thing is, it hurts you in the process, and then the Ender Pearl breaks. Sure Ender Pearls don’t actually damage people, but I feel like there should be a positive to using the move.
Down Special (TNT)– Steve places a block of TNT, which just sits there for until he uses his Down Special again near the TNT, which lights it on fire, and sets it to explode. There are 2 seconds before it explodes so Steve can escape. The TNT has a pretty big blast radius, and does a lot of damage, and has a lot of knockback! A wise idea is to hit the other players into the TNT, because the TNT is very powerful. 20% damage, high knockback, it’s an impressive item, but should be used properly. Steve also only has 3 TNT a life, after he runs out the item is just Flint and Steel, which will light the ground on fire for a second. It doesn’t do much damage, and has a small knockback, so use your TNT wisely! ORIGIN – In Minecraft, a very iconic item is the TNT block, which goes of by lighting it with Flint and Steel, or with redstone. The weapon destroys a bit of the land, has a pretty big blast radius, and has high knockback. It’s the iconic greifing item.
Final Smash (PVP) – Steve places an Ender Chest, opens it, and then gets fully geared up! He’s ready for anything, with fully Enchanted Diamond armor, an Enchanted Fire Aspect Sharpness Sword, and eating the Enchanted Golden Apple. Steve does a bunch of damage, the final smash lasts 15 seconds and during that time Steve gets very powerful .These are the upgraded stats. Sword does x2 damage and inflicts fire damage, has a higher knockback The bow does x2 damage and inflicts fire damage, has a higher knockback Poison and Slowness potion’s last 6 seconds Potion of harming does x2 damage. The TNT and Ender Pearl do not change, but everything else does. Steve regenerates 30% health over a period of time (15 seconds, the time of the Final Smash. Steve also takes ½ the damage thanks to the apple. ORIGIN – Often, when playing on a PVP server you want the best items you can get, and that’s what this is almost! The Armor is all enchanted with protection buffs, while the sword and bow have damaging buffs, knockback buffs, and inflict fire. Also, you can get longer lasting, or more powerful potions by brewing, its obvious Steve brought everything he could to this battle, but only when it’s needed. The Ender Chest appears because an Ender Chest is a chest that has the contents shared with every other Ender Chest, even in different dimensions. Steve must’ve had a lot of loot in there. The Enchanted Golden Apple is an item that gives Steve resistance, and Regeneration
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| | | Dr. CanadianBacon Level 6 CPU
829 Dr.CanadianBacon
| Subject: Re: Moveset Competition v2.0! Mon Aug 18, 2014 2:46 pm | |
| Congrats Hype, I'm surprised I placed as well, considering it was my second moveset! I'll take it, congrats to Hype and Dust, amazing movesets guys! |
| | | Dry
4607
| Subject: Re: Moveset Competition v2.0! Mon Aug 18, 2014 3:04 pm | |
| Well done you three! SP will you also post the feedback along with our movesets? Also, is it possible to go any more in-depth on the feedback? I realise it could be difficult to give lengthy feedback for so many different movesets. If you think it's a good idea, maybe I could judge next round to see if I can give thorough feedback? |
| | | Gamey DJ Level 6 CPU
705 nah
| Subject: Re: Moveset Competition v2.0! Mon Aug 18, 2014 3:27 pm | |
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| | | SP
3856 cellularSP
| Subject: Re: Moveset Competition v2.0! Mon Aug 18, 2014 4:17 pm | |
| - Dry wrote:
- Well done you three!
SP will you also post the feedback along with our movesets? Also, is it possible to go any more in-depth on the feedback? I realise it could be difficult to give lengthy feedback for so many different movesets. If you think it's a good idea, maybe I could judge next round to see if I can give thorough feedback? Honestly 2 judges was a reaally bad idea, I think it hindered the judging process pretty greatly. Any number of judges next round would be ideal. |
| | | HypeConduit Level 6 CPU
873 XMister_RatburnX
| Subject: Re: Moveset Competition v2.0! Mon Aug 18, 2014 5:09 pm | |
| Wow, thanks a bunch SP and Blitz! I really thought that the D.Special was a bit wonky, but I wanted to do something that I knew would be a bit different. Not complaining though, thanks a lot, and congrats to Dust and Canadian Bacon too! |
| | | Dustination
2812 Dustination
| Subject: Re: Moveset Competition v2.0! Mon Aug 18, 2014 5:36 pm | |
| Nice job everyone! Hype and Bacon, yours were fantastic. I don't think I deserved to get placed this high honestly, not in comparison to yours anyway.
SP and Blitz I appreciate the work going into this, I would love to see what everyone else entered though. |
| | | SP
3856 cellularSP
| Subject: Re: Moveset Competition v2.0! Mon Aug 18, 2014 6:22 pm | |
| Here are the other entrants' movesets! I do feel a bit bad about how this first competition played out on my part, hopefully I won't be as lazy next time around. Ganonthegreat - Thoughts:
”The gimmick does not overcomplicate the way attacks are made, the Special Attacks are interesting and a fair repsresentation of the game, overall a great moveset.” “Again, another good moveset, though the crafting system definitely sets it apart from the others. I’m not entirely sure how it would work in actual smash, though. While Steve does need to find resources and progress in Minecraft, stuff doesn’t just magically drop for him, making it a tad different from the original source. I also think it would definitely encourage Steve to continuously stall as armor drops, and even then it could also backfire as having increased reduction to damage and knockback can make Steve more succeptible to combos, and since these items drop for only Steve to pickup it could either force the player into a position they don’t want to be in, or force them to maybe not go towards areas that have the armor dropping. It’s an interesting mechanic but I’m not sure how it would fare in real smash. I’ll also give you props in that your moveset was one of the few that didn’t utilize the ender pearl for the up special.”
- Moveset:
Gimmick: Crafting - While the battle rages on items will drop throughout the stage that only Steve can pick up. These start off as pieces of Leather. Once Steve picks up four pieces of Leather then he becomes armoured in Leather lowering his damage taken and knockback. After Steve is in Leather Armour then Iron will begin to drop, follow the same process to gain Iron Armour. Finally this is repeated again with Diamond Armour. Diamond Armour Steve is incredibly hard to kill.
Tilts: - Steve uses his Pickaxe for the Tilts, they are not designed to be effective against players, instead they are best at destroying the Items that Steve lays down on the field due to their rapid fire.
Smashes: - These use Steve's Sword, these are designed to be effective against the players, because of their slow repetition they are not reccomended for use on Items.
Neutral Special: Bow - Steve uses his Bow. It functions very similar to Link's but if held long enough Steve will grab a torch and set the arrow alight for increased damage.
Side Special: Bucket - Steve empties a Bucket onto the floor, the liquid inside will spread across the floor pushing all enemies away. If used by the edge then it will create a waterfall that makes grabbing the edge impossible for a very short time. 90% chance of harmless water, 10% chance of damaging lava.
Up Special: Piston - Steve places a piston under him which spring him upwards. The piston will then fall to the floor and can be used by other players.
Down Special: TNT Block - Steve places a block on TNT in front of him. The TNT will begin to flash and will explode after a short time. This deals heavy damage and knockback but suffers from poor time lag.
Final Smash: Creative Mode - Steve begins to fly across the stage, he is now in Creative Mode and as such is invincible and gravity means nothing to him. He then attacks by throwing things onto the battlefield. His moveset is then as follows, both Smash and Special buttons trigger the same attack.
Neutral: Lava (Speads across the floor, dealing damage when it makes contact) Side: Water (Spreads across the floor, pushing enemies over the edge) Up: TNT Block (Same explosion as previously but explodes on contact with the ground) Down: Bedrock (Heavy block, strikes like Kirby's Down Special)
Dry - Thoughts:
”The detail that went into the Basic Attacks is fantastic. However, the inventory system would not work in a fighting game” “You definitely put a TON of work into the moveset, it really shows. Your moveset almost perfectly highlights the sense of progression in Minecraft’s survival mode, and the plethora of options available with Steve would make him a very solid character, despite his undeniable learning curve you gave him. That’s really the only downside I could see - it could be quite difficult for players to really grasp how he could work. In fact, the only thing holding this one back is that I just can’t see this working in a smash environment, despite how much I love the ideas here.”
- Moveset:
Intro:
There are several problems that spring up when you try to make a creativity-based moveset. First and foremost, there's a huge difference between a creative, open world game like Minecraft and the do-or-die arena that is Super Smash Bros. The objectives in the two games are vastly different; in Minecraft, you explore and design to your heart's wishes, and in Super Smash Bros., you kick your opponent where it hurts until they leave the screen.
But what could arguably be a worse problem is the sheer nature of Minecraft's gameplay. You craft stuff by finding and mining ingredients, and then craft better stuff using your crafted stuff, and so on and so on. The exploration, the mining, is a key part of the game's feel, and thus a key part of Steve's feel. How could the polar opposite of this, the limited playing space in a given match, accommodate the crafting aspect of Minecraft?
The first problem can be addressed quite easily. At the very least, Minecraft's "Survival" mode is closer to a fighting game than "Creative" mode is. Survival was also the second mode to be implemented in Minecraft, and is also the most popular and "proper" mode of Minecraft, according to the first result for "minecraft review" on Youtube. We can therefore look to this mode for an inspiration for playstyle. For some people, the goal of Minecraft is indeed to recreate famous works of art, or draw big dicks as the case may be. But for a reported majority, and especially for Steve, the goal of Minecraft is to survive. That's where we can incorporate Minecraft's feel and gameplay style into Super Smash Bros. In the latter game, Steve has to use the few tools at his disposal and his sheer crafting skill to outlive and overcome his opponents.
The second problem has been seen before, and has been addressed in numerous ways. Mega Man, for example, has an incredible number of weapons to use, so he uses one weapon on each attack. This is all fine and good, but it doesn't work for Steve. The vast majority of his tools aren't weapons; if he were to have a normal attack set, he would use things like swords and bows. And if he were capable of swinging a sword on his ftilt, why would he then swing a block of stone on his bair? It doesn't make sense.
A "weapon circle" of sorts has also been drafted before. Various characters like Ezio and Belmont are known for their gratuitous use of a ridiculous number of weapons, and the suggested movesets I've seen in the past have made use of a single special move to cycle between the weapons. In fact, 0.8.4's Mega Man did that. But with Steve, this would be incredibly tedious. The cycle would work for the six or so weapons available to the examples above; not so much for the hundreds upon hundreds of possible things Steve can hold.
What I've come up with isn't too far from the source material. With this moveset, Steve will be able to access and easily use a variety of tools using just two specials. The neutral special, Inventory, will work much like the in-game one; Steve will be able to organise his items, craft new ones and set the equivalent of "hotkeys". Side special, Switch Item, will allow Steve to scroll through his "hotkeyed" items, with the direction dependent on whether the control stick is pushed to the left or the right. The major boon of this system is that it allows Steve to stay within the action even as he sorts his items out. Super Smash Bros. is a fast-paced action game, after all; Steve can't be lingering around remembering recipes when a crazy Nintendo villain is charging him.
Obviously, this moveset can't incorporate everything in the Minecraft universe. Some things are simply irrelevant to Steve in a fighting game, such as mushrooms or bookshelves. Other things just aren't practically feasible; Steve can't bring in cows or chickens without dark summoning magic or the like. What is represented are the remainder, including swords, armour, the bow and the fishing rod, the iron golem, and other things. A little creative liberty has been taken to shoehorn in a couple of handpicked features, such as spiders, to truly decorate the moveset.
Above all, what a Steve moveset needs is a sense of improvement and progress. Some RPG characters already exist in Smash (the Pokemon, the FE lords, etc.) and don't involve this in their playstyle. Minecraft is different; Minecraft depends entirely on this concept. Without a feeling of progression, there simply is no Survival mode. What would be the point if you started the game with a set of diamond weapons and access to The End? No, it's the gruelling, hard-working part of Survival mode that makes it popular and known, and it's that which needs to be reflected in this moveset. Hopefully I won't make a complete hash of it.
Playstyle:
Steve is unlike any other character, in that each individual match is framed like an RPG: Steve starts out weak, but gets stronger over time provided you play your cards right. Just like in Minecraft's survival mode, Steve is dropped in the middle of nowhere with very little, and you must build your way up over time. The early part of the game sees him focused on survival, as his poor mobility, lack of range and miniscule power mean that he is easily outdone by his opponent. Setting up dirt blocks to fend off his opponent is his primary concern, and then he can dig for materials and craft new items. Since enemies can break through dirt with ease, Steve is still weak at this point in the game. However, through mining and crafting, he will obtain stronger pickaxes, stronger weapons and stronger armour. Cobblestone and iron blocks come into play, which are harder to break through. By the time Steve gets his diamond gear, he is a formidable foe, and even though he may be three or more stocks behind at this point, the effort is worth it. As a fearsome opponent to be reckoned with, he can turn the losing match around with ease, and finish off with a heroic flourish. Just like in Minecraft.
Steve is incredibly taxing to play, perhaps not physically but certainly mentally. Setting up blocks is akin to camping, but the sort that opponents can barrel through very quickly if Steve is not careful. Very good positioning of the blocks depending on the stage is required to win. The blocks are, of course, meant to be destroyed; they just buy time for Steve to mine. As in canon, Steve can swing his pickaxe very quickly, and can mine a lot of materials in the time it takes for the opponent to get through his barricade. With new and more powerful materials, Steve is then able to take on his opponent, and occasionally set up stronger barriers to mine for even more powerful materials.
The key to playing Steve is very quick strategy and decision making. Do you prioritise having a sword and bow, or do you make a bigger pickaxe to get more things? Do you save up iron to block off your opponent, or do you craft it into tough armour? At the end of the day, it depends on where you are, and who you're fighting. Strong, heavy characters won't be quick enough to break through piles of dirt, so you can block them off while mining for powerful gear. Quicker characters aren't as easily stopped, but are also weaker, so your priority should be building weapons and armour. And does the stage help you? Setting up a barricade is much easier on Battlefield than it is on Final Destination, for example. All this makes Steve extremely difficult, with an intense learning curve. The reliance on brainpower and prioritising over reflexes and dexterity, though, is what makes Steve a Minecraft rep. Let Ryu and Little Mac have their SHFFL's and wavedashes and combos; Steve is an intelligence test.
Moveset:
Most of this won't make sense until the next section, but since this is what you two are actually looking for, I'll post it first.
Jab: Punch/swing. Steve performs the basic attack from Minecraft. With a sword, pickaxe or rod, he does a quick swing. With the bow, he punches forward with a melee attack. Very quick, but very weak. If Steve is holding an item, he uses forward air instead.
Forward tilt: Forward place OR Standard swing/draw/cast. Steve places the block directly in front of himself. With a sword or pickaxe, he swings it horizontally. With a bow, he draws and fires with decent distance. With a rod, he casts it forward.
Up tilt: Upward place OR Upward swing/draw/cast. Steve places the block directly above himself. With a sword or pickaxe, he performs an overhead swing. With a bow, he fires directly into the air. With a rod, he casts it upwards.
Down tilt: Ground place OR Ground swing/draw/cast. Steve places the block straight down on the ground, and jumps up so that he is standing on it. With a sword or pickaxe, he stabs downward. With a bow, he fires directly into the ground. With a rod, he casts it at his feet. Other than the rod, all attacks are meteor smashes.
Dash attack: Lunge place OR Lunge swing/draw/cast. Steve lunges forward, placing a block three spaces in front of him. With a sword or pickaxe, he lunges while swinging. With a bow, he fires as he jumps, giving it extra speed and power. With a rod, he casts it a great distance. All attacks have great range and good power, but long end lag.
Neutral air: Punch/swing. Steve performs an aerial version of the basic attack from Minecraft (after all, you could attack while airborne in that game). Similarly weak and quick. If Steve is holding a block, he uses forward air instead.
Forward air: Aerial version of forward tilt. There are no gravity-affected blocks in this moveset, so all blocks placed remain in the air.
Back air: Backwards version of forward air.
Up air: Aerial version of up tilt.
Down air: Aerial version of down air. With any solid block, this can be used for recovery, as Steve immediately ends up standing on a block.
Grab: Pick up OR Forward grab. Steve reaches forward and grabs. If he grabs an item, he picks it up and returns to the idle state. If he grabs a block or opponent, he holds it and is ready to throw. Steve lacks a grab when he is holding an item.
Forward throw: Forward kick. Steve performs a drop kick on the opponent or block he is holding.
Back throw: Backward kick. Steve turns around and does forward throw.
Up throw: Upward kick. Steve performs a drop kick on the opponent or block, sending it up.
Down throw: Ground smash. Steve smashes the opponent or block on the ground.
Forward smash: Big punch/stab/draw/swing. Steve launches a powerful punch. With a sword, he stabs forward. With a bow, he launches a projectile with huge distance. With a rod or pickaxe, he swings it powerfully. This move is capable of destroying any of Steve's blocks in a single hit.
Up smash: Upward big punch/stab/draw/swing. Steve launches an uppercut. With a sword, he stabs upward. With a bow, he fires upwards with great distance. With a rod or pickaxe, he swings it overhead. Also capable of destroying a block in one hit.
Down smash. Ground punch/stab/draw/swing. Steve smashes the ground with his fist. With a sword, he stabs the ground. With a bow, he fires an arrow at his feet. With a a rod or pickaxe, he swings it downward. Destroys any blocks Steve is standing on.
Neutral Special: Inventory
While holding the special button, an inventory screen similar to the one above (without the character and armour slots) shows up. This inventory screen is small, but large enough for the contents to be clearly seen, and it floats above Steve's head. If the button is released, the inventory instantly disappears and Steve can fight again. There is no lag to opening or closing the inventory screen. The inventory is smaller than the one in Minecraft, with 18 slots instead of 27, and only 6 hotkey slots. This is because the side special is essentially a wheel system, allowing you to scroll through your hotkeyed items. 6 is a realistic number for this.
The cursor is highlighted over the first item in the main inventory. Pressing attack will select that item for the hotkey row. Items are automatically placed in the order they are pressed. If the hotkey row is full, the new item will be placed last, and all previous items will move forward one slot. The first item will no longer be hotkeyed. When Steve has six items hotkeyed, he can easily rearrange his hotkey row very quickly during a fight. A single barricade is enough for Steve to quickly access the inventory, select the six items in the order he wants them, and return to the fight.
Pressing grab will drop the item on the ground. Opponents can't destroy items on the ground, but they will disappear if they are not picked up over time.
Holding shield will access the crafting section of the inventory. The selected item and cursor will jump onto the crafting screen. Releasing shield will place the item in the crafting area.
Pressing grab while holding shield will return the item to the inventory. This is the item already placed on the crafting screen, not the one about to be placed. If the cursor is hovering over an empty spot, then the one about to be placed will be returned.
When a crafting recipe is successful, the new item appears in the final slot. Pressing taunt at any point on the inventory screen will move this item to the inventory. If the crafting recipe is changed before the item is taken, it disappears.
This covers everything needed in the moveset to organise and craft items. Smelting and other things are done separately, and will be explained in due course.
Side Special: Switch Item
This is similar to how in Minecraft, you can scroll through your items with the mouse wheel. The six hotkeyed items can be chosen and equipped with this move. Default, Steve is not holding anything. If you are holding neither a block nor a tool, such as a stick, Steve will appear empty-handed. Steve will also be empty-handed if your last held item was lost, either by placing the block or by having a weapon break. There is no lag to this move; the item will be switched in within one frame. However, you have to press the special button if you want to scroll multiple times, rather than just holding it. This is so that you don't accidentally skip the item you want.
The direction the scrolling happens depends on whether you are using the move to the left or to the right. The direction Steve is facing has no effect on the scrolling direction.
There are seven "states" for Steve's holding, coding-wise. Let's call the states 0, 1, 2, ... 6. 1-6 are the hotkeyed items, which are scrolled between. 0 is nothing. So, Steve starts off on stage 0, and returns to stage 0 when he respawns. When side special is used, the state goes to 1 or 6, depending on the direction. If the state is between 1 ad 6 already, then side special simply moves to the next state. The only way to return to state 0 is to die, or to place a block or lose a weapon. However, you can emulate having no item equipped by hotkeying a useless item like a stick, which makes Steve appear and act as unequipped.
Up Special: Ender Pearl
This is the obligatory up B recovery move. Ender Pearl works nicely and is likely to appear in most other movesets in this competition. It's a common item found from a significant and iconic enemy. It functions as a very unique recovery move, in that it is a projectile. The pearl is thrown up, and can be directed in a similar way to Yoshi's up B. If you press up B again while a pearl is already on-screen, Steve teleports to the pearl. If the pearl makes contact to something, Steve teleports there whether or not he presses up B. Steve is helpless after teleporting. This makes for an interesting recovery game, as the opponent can gimp his otherwise fantastic recovery by jumping in the pearl's path. The pearl in Minecraft also sacrifices some of Steve's health, although I don't think that needs to be repped in this moveset.
Down Special: Mine
Along with neutral special, this is the bread and butter of Steve's playstyle. This move can only be used on the ground, and works similarly to Olimar's pluck. Steve uses whatever he is holding to mine the ground. This can also work on platforms for humorous effect. Every time Steve strikes the ground, an item will come out. More details will be found after this part of the moveset.
Final Smash: Eye Of Ender
A portal appears out of nowhere and Steve activates it with the Eye of Ender. The whole stage is transported to The End, except Steve who stays by the portal (which in-game means that the background goes dark, and Steve becomes invincible and immobile). Then, of course, the Ender Dragon appears and wreaks havoc. The Ender Dragon will come under your control, and you will be able to charge your opponents, and also break blocks. After a set amount of time, the portal fizzles out and the stage returns to normal, with Steve back in the fray.
Items:
Now, we get to the actual meaty section of the moveset. This should pretty much cover all the questions raised in the previous few sections, and properly flesh out what Steve can do.
Firstly, here are all the items available to Steve in this moveset: - Dirt - Oak Wood Plank - Leather - (Ender Pearl, indirectly through up B) - Pumpkin - Cobblestone - Stone - Iron Ore - Iron Ingot - Block Of Iron - Gold Ore - Gold Ingot - Block Of Gold - Diamond - Block Of Diamond - String
- Furnace - Wooden Sword - Stone Sword - Iron Sword - Golden Sword - Diamond Sword - Bow - Fishing Rod - Wooden Pickaxe - Stone Pickaxe - Iron Pickaxe - Golden Pickaxe - Diamond Pickaxe - Leather Cap - Leather Tunic - Leather Pants - Leather Boots - Iron Helmet - Iron Chestplate - Iron Leggings - Iron Boots - Golden Helmet - Golden Chestplate - Golden Leggings - Golden Boots - Diamond Helmet - Diamond Chestplate - Diamond Leggings - Diamond Boots
Now, Steve has the following at default: - Dirt (infinite) - Oak Wood Planks (infinite) - Leather (infinite)
Those three are inevitable. Dirt and Leather are necessary to actually do something when Steve starts off; otherwise he's as weak as a newborn and terribly underpowered. Dirt allows him to pile up weak blocks, and Leather allows him to craft some basic armour. The Oak Wood, of course, is required to start the crafting craze.
At default, Steve is capable of making the following items: - Stick (2 Oak Wood Planks) [makes 4 sticks] - Wooden Pickaxe (2 Sticks, 3 Oak Wood Planks) - Wooden Sword (1 Stick, 2 Oak Wood Planks) - Leather Cap (5 Leather) - Leather Tunic (8 Leather) - Leather Pants (7 Leather) - Leather Boots (4 Leather)
Other than the pickaxe, all those serve to power Steve up in some way. If you're having trouble blocking off your opponent while you craft, you should focus on these to give you a bit more edge. Otherwise, you should go for the pickaxe.
Steve can mine without a pickaxe, using his fists. However, 99% of things he gets are just more dirt. There is a 1% chance of getting a Pumpkin.
With a Wooden Pickaxe, Steve can mine the following: - Cobblestone (96%) - Spider (3%) - Pumpkin (1%)
Killing a Spider gives some String. Now Steve can create the following: - Furnace (9 Cobblestone) - Bow (3 Sticks, 3 Strings) - Fishing Rod (3 Sticks, 2 Strings) - Stone Pickaxe (2 Sticks, 3 Cobblestones) - Stone Sword (1 Stick, 2 Cobblestone)
In addition, Steve gets access to the very rare Iron Golem, but that will be explained later.
The furnace is the next major milestone. Once a furnace is created, Steve can place it, and start smelting. To add fuel, Steve simply has to place wood planks where there is already a furnace. Then he can place a block on top of the furnace to smelt it.
The Stone Pickaxe also allows mining. Together with the smelter and the pickaxe, Steve can now get: - Iron Ore (48%) - Cobblestone (48%) - Spider (3%) - Pumpkin (1%)
- Iron Ingot (smelt Iron Ore) - Stone (smelt Cobblestone) - Block Of Iron (9 Iron Ingots) - Iron Pickaxe (2 Sticks, 3 Iron Ingots) - Iron Sword (1 Stick, 2 Iron Ingots) - Iron Helmet (5 Iron Ingots) - Iron Chestplate (8 Iron Ingots) - Iron Leggings (7 Iron Ingots) - Iron Boots (4 Iron Ingots)
With an Iron Pickaxe, Steve now mines: - Gold Ore (8%) - Diamond (8%) - Iron Ore (40%) - Cobblestone (40%) - Spider (3%) - Pumpkin (1%)
Which gives him access to the remainder of the items: - Gold Ingot (smelt Gold Ore) - Block Of Gold (9 Gold Ingots) - Golden Pickaxe (2 Sticks, 3 Gold Ingots) - Golden Sword (1 Stick, 2 Gold Ingots) - Golden Helmet (5 Gold Ingots) - Golden Chestplate (8 Gold Ingots) - Golden Leggings (7 Gold Ingots) - Golden Boots (4 Gold Ingots) - Diamond Pickaxe (2 Sticks, 3 Diamonds) - Diamond Sword (1 Stick, 2 Diamonds) - Diamond Helmet (5 Diamonds) - Diamond Chestplate (8 Diamonds) - Diamond Leggings (7 Diamonds) - Diamond Boots (7 Diamonds)
Item Descriptions:
Dirt A basic block. Dirt can't be crafted into anything, but allows the creation of one solid block that cannot be passed by any characters. It can however be destroyed when it takes 8% damage. Steve can generally pile up dirt quicker than opponents can destroy it.
Oak Wood Plank The starting blocks Steve needs to craft. It can be sheared into Sticks straight away, to create wooden weapons. As a block, it can be used like dirt, but can be shattered by any single attack, no matter how weak it is.
Leather An ingredient, which Steve cannot hold (he appears unequipped if he does). It has no use other than to create leather armour, which protects him in the early game.
Pumpkin A weird block that can be dug up from the ground. It is solid, but is as weak as a wood plank. However, it can be used to create iron golems.
Cobblestone One of the first things you mine. Cobblestone is a little more resilient than dirt, breaking after it takes 12% damage. It is also highly abundant once you get a wooden pickaxe.
Stone Although this occurs naturally in Minecraft, it can only be obtained in this moveset by smelting Cobblestone. It is a defensive block, taking 15% damage before shattering.
Iron Ore Mined up iron. It turns up almost half the time when you mine with a stone pickaxe, so is pretty easy to get.
Iron Ingot An ingredient used to create iron stuff.
Block Of Iron A useful, if tedious to obtain block. It takes a whopping 30% damage before it breaks apart, so stocking up iron ingots is great for longer crafting projects. You also need four of them to create an iron golem.
Gold Ore Mined up gold. It is pretty rare, but with the speed Steve can mine, you should at least get a piece or two per mining session.
Gold Ingot An ingredient used to create golden stuff.
Block Of Gold A very rare block that can take 40% damage.
Diamond An ingredient used to create diamond stuff. Unlike the other minerals, it doesn't come in ore form, as in Minecraft.
Block Of Diamond A very rare block that can take 70% damage. If you get more than two of these, you are very much set up for power mining, to get rare items (bow, fishing rod, golem).
String An ingredient that can only be obtained by digging up a spider and killing it. Used to make a bow and a fishing rod.
Furnace
A key item used to smelt ore. The furnace can be broken by enemies, however it takes 100% damage to do so. Breaking it is very beneficial to beating Steve as he relies on it a lot, but doing so will allow him to mine. After having KO'd Steve is a great time to attack the furnace. Keep in mind that even if you do break it, Cobblestone is easy to come by and Steve is likely to quickly make another one.
Sword
Comes in Wooden, Stone, Iron, Golden and Diamond varieties. They allow Steve to use tilts and aerials without a block; when unequipped, Steve can only use jab, neutral air, grab and smash attacks. Swords have good range and knockback. However, they break after a certain number of hits. Swords can also be used to mine, but this makes them break even quicker.
In terms of durability, a system similar to Minecraft is used (this is also true for pickaxes and armour). Wood is twice as durable as gold. Stone is twice as durable as wood. Iron is twice as durable as stone. Diamond is six times as durable as iron.
In Minecraft, gold is used mostly "for show". I've decided to balance it in Smash Bros. by making it the most powerful. So in order of power, it goes wood < stone < iron < diamond < gold. Diamond is however generally more valuable than gold, as gold breaks very quickly.
Bow
A rare item that can only be fashioned after Steve obtains three strings. It is very useful, as it gives damage and hitstun to Steve's attacks, which also become projectiles. Steve can fire it quickly, giving him an incredibly powerful camp game if he is able to receive the bow.
In Minecraft you need arrows too. Unfortunately, thinking of a clever way of getting Feathers in this game was beyond me. So here, Steve automatically has infinite arrows when he picks up a bow.
Fishing Rod
A rare item that can only be fashioned after Steve obtains two strings. This weapon is very unique in that every single one of its attacks acts like a grab, pulling an opponent in and allowing them to be thrown. It has huge range, and is thus an incredibly powerful spacer. It can even be used for creative suicide kills when used in the air.
Pickaxe
Comes in Wooden, Stone, Iron, Golden and Diamond varieties. Durability and power follow the same pattern as swords. Pickaxes are overall weaker and more durable. They aren't very useful in attacks, due to poor range and speed, but various types of pickaxes are required to progress in terms of crafting.
The Golden Pickaxe, although the least durable, changes the mining rates to the following: - Iron Ore (34%) - Cobblestone (34%) - Gold Ore (8%) - Diamond (8%) - Spider (11%) - Pumpkin (5%)
This allows a higher rate of getting strings and pumpkins, balanced by the fact that golden pickaxes are hard to make and easy to break.
Armour
There are four slots for armour: Helmet, Chestplate, Leggings and Boots, with four variations: Leather, Iron, Golden and Diamond. (There was also Chain in Minecraft, but that's not craftable).
Armour blocks damage to an extent, and increases weight. The gain depends on the type of armour worn, with quality going as follows: leather < gold < iron < diamond.
Armour also breaks after sustaining a certain number of hits, making multi-hit moves effective against Steve. The durability scales in the same way as the damage block and weight gain.
Golden armour, although weaker than iron, allows most of Steve's attacks to have some super armour. Attacks sustained during super armour still count to the armour breaking.
Spider big picture of spider: Spiders can be dug up rarely. They are not hostile when dug up, as they do not attack Steve in Minecraft if he encounters them in broad daylight, rather than underground. However, they will turn hostile when attacked. Any character can attack them, and they will attack the nearest character. They take 30% damage before they die, and will leap at characters doing 5% damage and a little hitstun. They drop a piece of String when they die.
Iron Golem golem: An Iron Golem can be created if Steve has four iron blocks and a pumpkin. He needs to place one Block Of Iron on the ground, and then stack another one on top. He then needs to place two iron blocks on the sides of the second one, so that he has a "T-shape" made of iron blocks. Finally, a pumpkin goes on top, in the middle of the row of three. This automatically turns into an iron golem, which fights with Steve. It will lumber after opponents and launch powerful swings that can star KO at 50%. The Iron Golem is an incredible zoning and killing tool, made up for by the insane amount of patience and blocking needed to get one; you need to position the blocks perfectly while the opponent is trying to kill you.
Questions:
And this is the final section! Here I answer some extra questions that might have come up reading this moveset.
Q: Won't Steve be able to stall easily? A: Because Steve can place solid blocks in midair, he has the potential for stalling. However, consider this: any block he makes, his opponent can walk on. And any block he destroys, he has to be next to it. So if he tries to make a staircase to the area under the stage, he won't make it before the opponent laughs and follows him, using that very same staircase.
Q: How will Steve AI work? A: It would definitely be difficult to make a strategy and creativity-based character work with an AI. What I think has to be made is a very good algorithm. This will look at the stock lead, the percent lead, and how easily the opponent is getting through blocks. It can then crudely figure out what Steve should be doing. Alternatively, he can follow set patterns, such as one directing him to make weapons and armour as quickly as possible, and another prompting him to set up lots of blocks and start mining.
Q: Wouldn't Steve be extremely overpowered/underpowered? A: Balance is a very tricky issue when it comes to the most ridiculously unique characters. This is especially true when Steve is designed so that he is supposed to be terrible at the beginning, and supposed to be overpowered right at the end. I think what would tie his balance together would be the rate at which he can craft. If characters are fast but weak, they won't do enough damage for Steve to worry too much about getting hit, and he can mine safely, somewhat. If characters are strong but slow, they will have a tougher time getting past blocks of dirt. If characters are fast and strong, they will have crippling flaws elsewhere that Steve can exploit.
Gamey DJ - Thoughts:
”Although the moveset is alright, nothing about it stands out” “I like how you incorporated crafting into Steve’s moveset, despite it being somewhat limited to four different things; it’s still important to show off and represent. The piston up special is certainly different than the other entrants and was fun to see.”
- Moveset:
Playstyle: Steve isn't known as a fighter, but that doesn't mean he isn't prepared for the fray. Steve has an assortment of many tools he has crafted from materials discovered in caves, and all sorts of different locations. These tools aid him in his survival, and will continue to help in Smash Bros. Steve's movement is limited though, due to his blocky body and very little number of joints. He isn't fast, a high jumper, or has reflexes like a cat, but his style is more of a very standard one; being that he can't crawl, jump off walls, or climb walls because of his style. This modern challenger relies very much on his inventions and materials.
B- Bow. Steve pulls out his trusty bow along with one arrow and aims in front of him. You can shoot the arrow at three different ranges being short distance (the starting range), wait 2 seconds for medium distance, but if you wait for 4 more seconds he will aim at his highest range being the long distance. Seeing how this is very similar to Link's Special, I've added one more technique. You can add more arrows! By pressing A (only at medium range or above) you can add one more arrow. The downside to this is after you add one arrow, Steve will go back to his short range. The limit of Arrows is Three. RESOURCE: In Minecraft, Steve can craft bows and arrows, and shoots from different ranges, but it isn't canon he can add more arrows. That is a smash addition to make this move less stale.
Side B- Minecart. Much like Wario's Bike in Super Smash Bros. Brawl, this is a vehicle special. Steve pulls out his Minecart which enlarges for him to ride in. The Minecart can not steer from left to right; it goes in a straight path at a moderate speed that you can't adjust. If Steve jumps out while the cart is still going, it will decrase in speed and finally halt to a stop. When Steve is out of the cart he can either return to riding in the direction he was facing or pick it up as a heavy item. Oppenents (and Steve) can attack the vehicle till it demolishes into three small pieces of iron that can also be tossed around. RESOURCE: In Minecraft, Steve can craft and ride a Minecart. He can also destroy the cart into small bars of Iron.
Down B- Crafting Table. Steve places a crafting table in front of him and four small boxes appear up above him. These 4 boxes contain which tool to craft. He has a choice to pick 1 of 4 different unique tools. The tools are in order as: A Wooden Shovel, a Stone Pickaxe, a Iron Axe, and a Diamond Sword. Once you pick a tool, Steve will craft it and the tool will aid in all 3 smashes, but after 5 smashes with the tool that has impacted something, it will fall apart. There is a catch though. For each weapon there is a balance of Preparation and Power. The Shovel being the weakest tool, but fastest preperation; The Pickaxe being the weak tool, but a fast preparation; The Axe being the strong tool, but a slow preparation and the Sword being the strongest tool, but the slowest preparation. REFERENCE: In Minecraft, Steve can craft all of these tools to help battle with foes/monsters. In the air, Steve can't craft anything, but he pulls out his crafting table and holds onto it as it plummets to the ground to where he can continue to choose his choice of tool. This causes a meteor smash for those below, but you can't steer from left to right as you fall towards the ground. REFERENCE: In Minecraft, Steve can craft in the air, but he would soon fall to the the ground and then the crafting window would have closed resulting in no time to craft in the air.
Up B- Piston Plight. Steve jumps onto a piston that has appeared under him and the piston launches him moderately high (about a little shorter distance than Sonic's Up B). After he has reached his highest point he falls in his helplessness state as the piston faces upward allowing others to jump on it and reuse the advantage. In the air, there is a slight mechanic added to the special. Before Steve launches off the piston, he has an option to put Slime on the piston by pressing A. If done so it will act like a normal piston, launch Steve off and then the piston will rotate as it falls like normally. This will cause much confusion to other players for when they reuse the sticky piston they will be stuck to it before it disappears leaving them out in the open for attacks. RESOURCE: Steve can craft pistons and sticky pistons in minecraft.
Final Smash- The Nether. This type of F.S. is a grab and final attack smash (example: C. Falcon's final smash). Steve pulls out his fishing rod and casts it out to grab his nearest foes and once he's swung his rod with one or more foes in his grasp, a Nether portal rises from the ground behind him and he throws his caught opponents in the portal. The stage and Steve disappear to reveal the "Loading The Nether" screen. After it has loaded for 3 seconds, On the other side of the portal is a Zombie Pigman waiting and the portal shoots out the opponents and knocks them into the pigman. The Zombie Pigman then is recruited with much, much more Pigman and they stampede at the foes causing them very much damage and then they are knocked back into the portal by the Pigmen. The stage and Steve reappear and the foes are shot out of the portal to their KOs. RESOURCE: Steve can venture to the Nether and when he is in, Zombie Pigman is a monster found everywhere. They are powerful and they group up to fight, but they never back down and Steve can craft a Nether Portal and a fishing rod.
C_Mill - Thoughts:
”The Neutral Special honestly has no real source in the game mechanic wise, and a Final Smash that has an equal chance of hurting you as it does of hurting your foes is not a good trait.”
“A moveset that doesn’t use the bow as a neutral special - interesting. Overall reps Steve decently while trying to use a few things that are outside of the box. The neutral special isn’t the best way to rep what you were trying to, however- basing the progression of minecraft by simply charging isnt the worst idea, but it might’ve been able to have been incorporated better perhaps.”
- Moveset:
Steve
Biography (?)------------------------------------------------------------------------------- Series: Minecraft
Stats-------------------------------------------------------------------------------------- Weight: Medium Falling Speed: Fast. (Around Roy's from Melee) Dashing Speed: Medium-Slow (Around Bowser's) Air Speed: Slow (About Ivysaur's from Brawl)
Moveset and Playstyle--------------------------------------------------------------------- Playstyle: Steve, aka "Minecraft Guy" or "The Player," playstyle is mostly centered on ground based combat. He mostly has moves to space out the opponent and keep them at a distance. Since his game is ground based, his air game is atrocious as he has poor aerial mobility and lacks really any reliable attacks in the air. Steve also has a high falling speed combined with a medium weight. This gives him a good SHFFL (Short-Hop-Fast-Fall-L-Cancel), which can aid in approaching. Unfortunately, this falling speed, combined with his weight, makes Steve highly susceptible to combos. Steve's recovery is long, but is generally unsafe, and has no use as an attack. A majority of Steve's attacks are disjointed hit boxes, as he uses multiple tools from the game to aid in attacking.
Neutral Special: Craft: So what do you do in Minecraft? Well, you mine, and you craft. And crafting is Steve's neutral special. This special works similar to Lucas' Offense Up from Project M; the more you charge, the more powerful your attacks become. In this case, Steve's attacks that are disjointed hitboxes will be the only attacks affected by this special move. There are stages of crafting; The initial stage is Wood and it deals low damage and knockback, and as you craft into more stages, from Stone to Iron to Diamond, attack and knockback increases. When Steve loses a stock, the tools' material resets to wood. This special affects all moves that involve tools or weapons, except for the Bow (his BAir).
Origin: Crafting plays a big part of Minecraft (specifically Survival Mode). The different material used for the sword (and other tools) being represented as stages is the material becoming more durable and in the case of the Sword gets stronger. There is a 5th material that exists, which is gold, but I ultimately decided to exclude it as it is negligible to use as it is less useful than wood.
Side Special: Fire Charge: Steve throws a Fire Charge as a projectile. Once thrown, the projectile burst into a blazing ball. The projectile is affected by gravity, so it falls after being thrown and produces a lingering fire when it touches the ground or a wall. If it hits an opponent, it will deal low medium damage and have lingering damage for 2 seconds afterwards.
Origin: Fire Charge is an item in Minecraft that acts similarly to Flint and Steel. Fire Charge however can be used as a weapon through dispensers. When fired, the fire charge catches fire and when it hits a block, it creates fire. When it hits a player, it deals moderate damage and leaves the player on fire a little bit, which is where the lingering damage comes in.
Up Special: Ender Pearl: Steve throws an Ender Pearl and when it makes contact with a physical object (aside from players and items), Steve will teleport where the Ender Pearl made contact, and receive 5% damage after teleporting. The way the pearl is thrown works similar to Yoshi’s Egg Throw. The direction depends on which direction the analog stick is held, and the strength depends on how long the special input was held. If the Ender Pearl doesn’t make contact with an object, it will plummet and Steve will be in a helpless state. This recovery option cannot sweet spot a ledge.
Origin: You think I would cop out and have the up special be flying in creative mode? You thought wrong. The Ender Pearl is an object dropped by an Enderman when defeated. They can be crafted into Eyes of Ender to reach The End or they can be used as a means of transport to travel up cliffs or down ravines, and even escape mobs of enemies and lava pits. When used as a means of transportation however, it will deal 5 points of damage to you or 2½ hearts of damage to the player.
Down Special: TNT: Steve places a block of TNT on the ground. It cannot be picked up as an item, so placing it requires good planning and strategy. The only way it can be destroyed is it being hit by a fire attack, which includes Steve’s down tilt (flint and steel) and side special, fire charge. When hit by a fire attack, it will flash for 3 seconds before exploding. The explosion deals massive damage and knockback, even to Steve.
Origin: TNT is an explosive block that can be placed on the ground and destroy terrain. It can be detonated by flint and steel and fire charges in Minecraft, and it damages players as well.
Final Smash: Nether Portal: Steve crafts a Nether Portal and enemies appear out of the Nether Portal. 10 total enemies come out of the portal and there are 4 kinds that can occur: Zombie Pigmen: Zombie Pigmen are neutral enemies that only attack if hit by an opponent. When struck, they will attack any opponent within range and continue attacking until they KO the opponent or are defeated themselves. Blazes: Blazes are entities that fire fire charges at opponents. They will attack onsight. Magma Cubes: Magma Cubes are cubes or magma that jump at the opponent and damage them by jumping into them. When hit enough times, the large cube splits into smaller cubes which continue to attack the opponent. Ghasts: Ghasts are large, Jellyfish-like creatures that float through the air and fire fireballs from their mouths. They float in the air and will lock on to an opponent as long as they have a line of sight on them, so players can hide behind walls or under solid parts of the stage (like the lower area of Temple) to be safe. Even though Steve built the Nether Portal, that doesn't mean the mobs are his allies. He can attack and be attacked by the monsters as well. In this Final Smash, no one is safe!
Origin: The Nether Portal is the link between the overworld and the Nether World in Minecraft. Inside the Nether are different mobs of enemies than the ones in the Overworld with the ones mentioned above are a common sight in the Nether. Entities are able to travel through the Nether Portal, and the ones above are no exception. It may be Sakuraing, but not a whole lot in my opinion.
|
| | | HypeConduit Level 6 CPU
873 XMister_RatburnX
| Subject: Re: Moveset Competition v2.0! Mon Aug 18, 2014 6:50 pm | |
| Also, I know I was joking around with the Minecraft Style stick-in, but at one point or another I actually considered having his final smash involve Herobrine. I'm so glad I didn't. |
| | | SP
3856 cellularSP
| Subject: Re: Moveset Competition v2.0! Mon Aug 18, 2014 7:06 pm | |
| - HypeConduit wrote:
- Also, I know I was joking around with the Minecraft Style stick-in, but at one point or another I actually considered having his final smash involve Herobrine. I'm so glad I didn't.
I'm glad as well |
| | | Gamey DJ Level 6 CPU
705 nah
| Subject: Re: Moveset Competition v2.0! Mon Aug 18, 2014 7:28 pm | |
| So whos this week's character? |
| | | SP
3856 cellularSP
| Subject: Re: Moveset Competition v2.0! Mon Aug 18, 2014 8:04 pm | |
| HypeConduit is allowed to choose the character if he wants otherwise I will let you know soon |
| | | AEM
1763 Ariand54321
| Subject: Re: Moveset Competition v2.0! Mon Aug 18, 2014 8:53 pm | |
| I started my Fall semester of College today, so I wasn't able to finish this until after I got all of my classes and stuff straightened out. I was also kinda preoccupied with making a moveset for Shovel Knight for another project and didn't find any other spare time to work on this before the deadline. But yeah I felt like this would have been a fun challenge and made a moveset for him anyways! I am going to post it here because it's still relevant why not. - Steve (Minecraft):
Character: Steve Debut: Minecraft [2011] Latest Appearance: Retro City Rampage [2012] Notable NotesTools not utilized in this moveset: such as the Pickaxe, Sword, Shovel, Axe, Hoe, Bow, Flint & Steel, etc. would be used in his normal attacks. Character MechanicsInventory: Steve has an inventory menu present above his damage meter. This inventory contains five types of blocks that can be used to create walls, extend floors, and create additional ledges to hang off of. Each block has some sort of unique attribute and a specific % of health before it can be destroyed by players. Six blocks can be present on stage at once (not counting the Crafting Table), and only three of the same kind can be utilized at once. He will be unable to place anymore blocks with than the six other blocks that are already present. He can switch between inventory slots using his side taunt. Types of BlocksDirt: Basic amount of HP (9%-ish), no real special attributes. TNT: When damaged it explodes after flashing for two seconds. No HP. Sand: Low HP (4%-ish), affected by gravity. Wood: Above average HP (14%-ish), can be ignited. Glass: Very low HP (1-2%), edges cannot be grabbed. Weapon Rank: Obtaining KOs with Steve will allow him up to upgrade his tools from Wood -> Iron -> Diamond. One KO is necessary to rank up from Wood to Iron. Three for Iron to Diamond. If you have the necessary KOs, but never ranked up your weapon, you can upgrade straight to Diamond. Once KO’d, Steve’s tools will derank one level and his KO count will reset. The Wooden Tools are the weakest for the three ranks, they give off below average amount of damage with barely decent launch-power. The Iron Tools are much more balanced with great damage and a moderate amount of launch-power. The Diamond Tools deal powerful damage with above average launch-power. To access the ability to rank up, Steve must craft these new weapons near a Crafting Table. MovesetStandard Special: Block Place - Steve places a block in front of himself. Tapping the button will make Steve instantly place a block at the nearest possible area in front of him. Holding the button will cause a reticle to appear that shows where Steve can place a block. He can easily decide where to place the blocks by moving the control stick and aiming it’s position. Steve is also capable of moving and switching blocks while using this move. They can be placed on the floor and underneath platforms, but not floating in the air. Side Special: Splash Potion - Pressing the button causes Steve to throw a Splash Potion. More often than not, he’ll toss a Mundane potion that has no passive side effects. However, being hit by the actual potion bottle does do some damage. Holding the button will cause Steve to begin to shake the potion bottle, this begins a cycle between six different potions. You can tell which potion is which by the color of the liquid. Slowness (Makes all players within the immediate area to move slower for a short period of time) -> Speediness (Increases speed of all players within the immediate area for a short period of time) -> Weakness (Reduces damage and launch-power of players’ attacks within the immediate area for a short period of time) -> Strengthening (Increases damage and launch-power of players’ attacks within the immediate area for a short period of time) -> Poison (Adds consecutive damage % to all players within immediate area for a short period of time) -> Regeneration (Heals % consecutively to all players within immediate area for a short period of time) -> Slowness and so on. Once the button is released, Steve will automatically toss it forward. This effects can be applied to all players, including Steve. Steve can even shield and drop the potion so it affects him instead, but be aware that these potions to do not stack effects and last for roughly five seconds. The potion rotation is fairly fast, so you’ll need to master the timing to ensure you’ve gotten the correct potion. Up Special: Ender Pearl - Steve takes out an Ender Pearl and tosses it at an angle that can slightly be adjusted. Steve teleports wherever the Pearl lands, this gives him about 4% self-inflicting damage. If it hits an opponent Steve automatically spikes them, as if he landed on his opponent at a high speed. It also has a lot of priority, so you don’t have to worry about another projectile canceling it out. Only few projectiles will out prioritize it. But it can be reflected, you can easily be sent back to your doom if you don’t aim carefully. Down Special: Crafting Table - Steve places a crafting table below him. It has an immense amount of % (around 50% maybe?). The main purpose of this block is to allow Steve to upgrade his tools up a rank when he receives an amount of points after giving KOs. The higher the rank, the better and more versatile his tools will be. The actual moves do not change, just the weapons he uses (Wood variants can become Iron and Diamond). Moves that do not involve tools that can be ranked up are left unchanged. Like mentioned above, he can be deranked if KO’d. When he is able to craft better tools, you will see him crafting something on the table, facing away from the screen. This process takes around two to three seconds, but once complete he will flaunt the type of pickaxe he's created (as it is his signature tool). The crafting table can act as some sort of shield, but if destroyed Steve won't be able to spawn another one until he loses a stock. Try to protect it when you need to buff up your tools! Final Smash: /gamemode creative - Text appears on the bottom left corner of the screen: “Sakurai has forced fighter Steve to gamemode creative”. Now Steve is able to fly around the screen and is automatically given all diamond ranked tools, he probably added them to his inventory himself. Pressing the A button will cause Steve to slash his Diamond Sword in front of himself. Pressing the B button will have him place the selected block in his inventory. Like before he is able to place blocks connected to stable locations, but is now able to place as much as he wants for about 11 seconds. He will not take any damage while he’s in creative, so go nuts with TNT! Maybe even build some sand lines to rain hell on your foes? Cover the edges of the stage with glass so opponents can’t grab back onto ledges? Build a house? It’s up to you! Once the time limit ends some more text appears on the bottom left corner of the screen: “Sakurai has forced fighter Steve to gamemode smash”. All blocks are destroyed after this final smash ends, but the TNT detonates rather than just disappears.
Last edited by AEM on Tue Aug 19, 2014 12:42 am; edited 1 time in total |
| | | HypeConduit Level 6 CPU
873 XMister_RatburnX
| Subject: Re: Moveset Competition v2.0! Mon Aug 18, 2014 9:38 pm | |
| Thanks for the honor, StayPuft, and I'll accept it. Can you allow me a bit of time to decide? I'd like a few hours.
Also, sorry you couldn't enter earlier, AEM, your moveset looks great! |
| | | Dry
4607
| Subject: Re: Moveset Competition v2.0! Tue Aug 19, 2014 1:43 am | |
| Ah, if it's better to have multiple judges, I'll judge as well then.
Also, are we allowed to reply to our feedback? I noticed both of you claimed that my inventory system wouldn't work in a fighting game. Could you elaborate a bit more, considering that most of my intro and my description for Neutral Special detailed how this one in particular was specifically designed to work in a fighting game? |
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