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Brawl Character movesets: share, rate, and comment!

SuichimoTheDragoon

Smash Apprentice
Joined
Oct 11, 2006
Messages
148
Location
Keokuk, IA
A- A quick slash with his sword (2%, 4% at tip)

Over+A- A sword thrust (8-9%, 13-14% at tip)

Smash Over+A- Cannon (14-20%, 16-25% at tip)A quick running slash forwards.



Up+A- A 180 degree swing of your sword. Starting from your front side ending behind you. (7-9%, 10-13% at tip)

Smash Up+A- Flint (15-22%, 17-24% at tip) A strong jumping slash. That has decent knockback and it turns brown when it hits.



Down+A- Thrust your sword at a downwards diagonal angle. (9-11%, 11-14% at tip)

Smash Down+A- Squall (13-20%, 15-23% at tip) A jumping slash. Not alot of knock back but it may stun you for just a second lighting surrounds the person who is hit.



B- Cutting Edge (Shockwave 5-8%, Hit by sword 9-11% ) You create a shock wave, by swinging your sword down, that travels across the stage until it hits a person. It would be able to be used as fast as Falco's gun.



Over+B- Annihilation (8-12%, 13-16% at tip) Quick rushing slash forward.



Up+B- Planetary (Hit by dragon 13-16%, Hit by explosion 15% ) Isaac jumps high into the air and comes down as a flaming dragon head making an explosion when he hits.



Down+B- Punji Strike (4-12% ) Isaac shoots bamboo out of the ground in front of him. Anyone caught recieves continuous damage and can't move like Donkey's Down+B



Up+Grab- Death Leap (7-11% ) Leap into the air and slam back down.



Forward+Grab- Perform a horizontal slash across your opponents chest. (8-12% )

Back+Grab- Teleport behind the person your grabbing and slash their back. (9-11% )

Down+Grab- Throw the person you are grappling into the ground. (7-10% )

Shield- Granite

Brawl Attack- Catastrophe

Isaac raises his arm and screams "Catastrophe!". The screen goes dark and lightning shoots from the sky. You see a huge menacing figure with darg angel wings and many weapons descend from the heavens. He charges energy and sends it to the tip of his sword, incasing it in a triangular pyramid seal. He shoots it down to the field, it explodes open and shoots out electricity on either side in the shape of a dragon's head.
 

Kabyk-Greenmyst

Smash Lord
Joined
Apr 21, 2006
Messages
1,618
Location
Leading my Drowned Knights into battle
you get Kazuki's WW Link moveset and not mine? Wait, that's cuz I posted it in the WW Link thread and not here......My Bad!

http://smashboards.com/showpost.php?p=1743191&postcount=249

That's the link. It's also found in my Sig.

This is the full moveset below. Just to spice up the post and in case you want it in the post as well as the link.



Here We Go!

NEW YOUNG LINK [a.k.a. Wind Waker Link, Cel-shaded Link "Celda"]


At your Pleasure!
THE MOVESET:

A: Diagonal up-slice. Bottom-right to Up-left. 1-3%
AA: Continuation. Banks around and slashes from Up-left to Bottom-right. 1-3%
AAA: Similar to Falcon's Gentleman [Knee]. Instead, low knockback, high stun. This is an uppercut shield bash. 7-8%
A-Repeat: Same as Melee. 1% follow-up.
Dash-A: Link's from Smash64. 7-9%

F-Tilt: Skull Hammer Poke. Stabbed with the blunt top of the Skull Hammer. 5-7%
D-Tilt: Fire Rod. Quick spurt of flame from the Fire Rod. Minor burn effect. 6-12%
U-Tilt: Same as Melee.

F-Smash: Skull Hammer Strike. Similar in stat's [after-lag, start-lag] of Roy. Shortened reach to where Roy's sweetspot is. Sweetspot on brunt of hammer. Range: Short/Medium; Priority: Good 11-21% Max: 24%


D-Smash: Sword Sweep. Relative to Zelda's [relation to spin motion]. Young Link crouches and holds his sword out and down. Corkscrew into a spin. Charge up position is up-right, as opposed to the crouched in Melee. 8-14% Max: 20%
U-Smash: Double Swipe. Speed is between Link's U-smash and Zelda's U-tilt. Good knockback is on second hit. If first fully connects, it essentially keeps opponent there to be hit by second. 7-15% Max: 20%

N-air: Hero Kick. Same as Melee.
F-air: Mole Mitts. Similar to Yoshi's D-air feet shuffle. Less hits, bit more knockback.
*5 Hits: 4% each hit. This adds up to total of 20%. Knockback is impossibly low on first hit, but increases every hit. Hitting with the 4th and 5th strikes are difficult to land. Strikes are quick. Probably duration of Mewtwo's N-air.



D-air: Sword Plant! This has the fire, always. Less knockback than normal sword plant, but still decent. 13-15%, follow-up: 1-3%
U-air: Bomb. [WTF?] That's right, the bomb. Young Link whips it out from "The Zone" and holds it up. The bomb lasts for about as long as the Sword Plant. It explodes upon impact. Good knockback, great priority. Downside? Yes, if Young Link fails to hit, the bomb explodes in his face. No recoil or bodily effect, only 1-2% damage to self. 9-15%

B-air: Shield Swipe. Leans back into a spin. Young Link extends arm and holds shield in a horizontal position, as to slice opponent with the top edge. Range: Short; Priority: Decent; Damage: 7-8%


Neutral B: Bow. [Originality? Yes!] Cycles through the elements: Fire>Ice>Light. Rinse&Repeat. No trajectory or aerial changes, just landing/impact.
*Fire: Melee. 5-11%

*Ice: Similar to Ice-Climber Freezie: Small recoil, chance to freeze at high percentage. 3-9%

*Light: Creates explosion upon impact/landing. Diameter about size of Adult Link's horizontal bomb. 4-10%


Forward-B [Side]: Four Sword Strike. Transparent copy of Young Link [light shade of color] rushes out of Young Link and charges to attack. Makes one slash and disappears. Speed of Falcon Kick with homing capacity of Samus' Red B-tilt missile. Channeling til about half the distance is covered. 13-28%



Down-B: Gust Jar. Yanks it out of "The Zone" and points up. Same effect as Kirby's Suck. Jar turns downward after absorption. Shoots down with a [I want to say meteor] effect. Lifts Young Link slightly off ground. Range: Short; Priority: Great. 10-15%



Up-B [Recovery]: Ballad of Gales. Similar to Fire Fox/Firebird. Charge up for Fox/Falco where they don't move is instead a slow falling with nothing as cover. Young Link is playing the Wind Waker during this time. Then a twister with a few leaves and some water in it, wraps Young Link. However, Young Link cannot move in the 360 degree circle granted to Fox/Falco. He can move in a 180 degree's north of him, such as the semi-circle:

*Caught in the beginning: 9-16% and decent knockback.
*Caught towards the end: 6-12% and high knockback.
*Young Link can move in the direction the semi-cicle is on. Basically, a straight line and up.

Starts like this...


Turns into this!



Colors: Default Green, Four Sword colors [Red, Purple, Blue], Black with grey sleeves, Orange with light sleeves, Yellow with light sleeves.



Taunt: Young Link points sword in the air [like Luke Skywalker!] Clone steps out. Different color than your Young Link. He's wearing Minish Cap and starts playing the Wind Waker. A Deku Leaf whips around and completely covers him. When it passes, the clone is gone. Essentially the length of Melee Young Link's taunt. [Longest taunt. He needs to retain that title.]




Courtesy of our friendly neighbor Celda games!



Phew! I REALLY want to start a new thread, but I know the Mods would be all over me! :urg:
Yours Truly,
-Kabyk-GreenMyst
 

ZMan

Smash Master
Joined
Jul 16, 2005
Messages
3,601
Location
cromartie high school aka albuquerque, nm
Eggplant Man

Cause I can.

A: jab, 2%
AA: a stronger pnch, 4%
Ftilt: Roundhouse kick, adjustable angle, 5%
Utilt: An upward arcing punch, 5%
Dtilt: Jabs fast and weak, sends upward 2%
Fsmash: Winds backward and punches really hard, adjustable angle, 5-13%
Usmash: Crouches downward and uppercuts, 10-25%
Dsmash: Turns upsidedown and spins while split-kicking (think Sheik's Dsmash), 10-20%
dash: Sliding kick ala Doc's dash, 5%
Fthrow: Holds forward and punches forward, 4%
Uthrow: Throws upward, ideal for chain grabbing fast fallers, 4%
Bthrow: Jump and rolls backward while holding the oppent and throws backward, sends back realy far, 6%
Dthrow: Slams onto ground, ideal for chaingrabbing floaties, 4%
Nair: Sex kick, 6-2%
Fair: Big fist ala doc's fair, 15%
Uair: upward arcing kick, ideal for comboing, 6&
Bair: Dropkick, 10%
Dair: Spike, 6%
B, transform: shoots out a beam which transforms someone into an eggplant. the eggplant has the kirby hat of the transforemed (like eggplant link would have his hat). They can walk but can't jump or anything, 8%
>B, eggplant toss: throws an eggplant that makes a tiny explosion, 6%
^B:, eggplant jump: makes an explosoin at his feet, sending him upwards 4%
vB, eggplant pluck: like peach's turnips, eggplant man plucks either a purple eggplant (like a smile turnip) a pink eggplant (like a sleepy turnip) or a whte eggplant (like a stitchface)

Super smash, eggplant rain: Eggplant goes into the ground and vines come out of the ground, binding the oppent in the vines. After the oppent is in the vines, explosive eggplants rain from the sky, Down side is that Eggplant man is stuck in the ground for a little bit. 100%

Entrance: Plucks himself from the ground

Taunt: Dunno
 

Bowserlick

Smash Hero
Joined
Jul 25, 2005
Messages
5,136
The windwaker moveset is possibly one of the most creative I have seen. Nice use of pictures as well. I think Y. Link immediately changing weapons is a little weird, but Link has so many tools at his side that it would be a shame if he didn't use a majority of them. And you included alot.

I am opposed to Young Link, but if he was as fun to play as this moveset suggests he can be, I might not mind his inclusion.
 

Nietendodude

Smash Ace
Joined
Aug 24, 2006
Messages
825
Location
USA
Kabyk-Greenmyst very well done I was thinking maybe his special could be:

SUPER SMASH: THE FOUR SWORD : the four sword appears in front of him and lifts it up and gets three other links that will follow you around and help you fight. I suggested this as an item but people thought it would be a problem.

Tell me what you think.
 

Marthmaster92

Smash Champion
Joined
Jun 29, 2006
Messages
2,564
Location
Stuck between a parallel dimension of code and you
Ridley:


- Slightly taller than Bowser, but much lighter since Ridley is skinny and has to be somewhat lightweight for flight.
- Yes Ridley flies in Metroid games, but so do many others in their games. He can just have multiple jumps
- Ridley can still look very menacing and cool in this game.
- Ridley's physique is skinny and very bird-like. Because of this, Ridley can tuck his appendages closely to his body and still fight. This means Ridley can actually be VERY large, but look deceptively smaller in his fighting pose.
Normal Attacks (Ground)
A,A,A - {Tearing Combo} - Ridley slashes to the right, then left, then extends his neck out and bites the enemy
>A - {Tail Strike} - Extends his tail in front of him to slap an enemy.
vA - {Lawn Scissors} - Ridley extends his neck and snaps at his opponent's legs
^A - {Wall Rake} - Ridley swipes upwards with both claws, standing much taller in the process
Dash A - {Reckless Lunge} - Ridley lunges at the opponent at high speed, floating off the ground for a little bit
Normal Attacks (Air)
J, A - {Talon Gasher} - Ridley thrusts his foot claws forward to rip the enemy
J, >A - {Snake Whip} - Ridley's tail strikes semi-diagonally at the opponent
J, <A - {Beating Wings} - Ridley's wings extend and beat rapidly to slap up opponents behind him
J, ^A - {Windmill Tail} - Ridley spins his tail around rapidly. Can hit on all sides, but can juggle foes that are right above him.
J, vA - {Carnage Spear} - Ridley tries to land his foot claws on an opponent while his tail sticks straight down like a spear. (Hit opponents with the tip of the tail for a possible Meteor Smash KO)
Smash Attacks
Smash >A - {Dragon Batter} - Ridley lunges forward while spinning to strike hard with his tail
Smash vA - {Expose Panic} - Ridley slams his claws on the ground in front and his tail on the ground behind him while making an extremely intimidating pose
Smash ^A - {Billowing Flame} - Ridley exhales a quick blast of fire above him.
Grabs
Z (Grab) - Ridley grabs his opponent with his claws
Z - {Maul}- Ridley snaps at his opponent with his jaws
Z, > - {Body Serve} - Ridley tosses his foe up a little, bends down, and smacks his opponent away with hsi tail
Z, v - {Violent Blaster} - Ridley pins his opponent down underneath his foot and blasts him with flames
Z, < - {Scrap Dispose} - Ridley wraps his tail around his foe and flings him away

Colors:
Red Ridley
Purple Ridley
Mecha Ridley
Meta Ridley
Z, ^ - {Shoot Down} - Ridley throws his opponent high in the air and quickly exhales a fireball that explodes upon impact.
Special Moves
B - {Plasma Balls} - Ridley can exhale intense balls of super-heated energy.
- Hold B to gather flaming energy in Ridley's mouth
- Press B to release a fireball. It doesn't move fast, but it's pretty strong
- The longer you hold, the more fireballs will be exhaled. (Up to 5)
- When exhaling the balls of plasma, use the control stick to control the direction they fly out.
>B - {Dragon Gale} - Ridley crouches onto his hands and beats his wings really hard, creating a strong gust of wind.
- Hold forward while rapidly pressing B to get the gust started. The gust has decent range.
- The longer B is tapped, the weaker the gust becomes. Stop in order to let it recharge to full strength.
- This move is mainly for diverting projectiles out of Ridley's path. The closer the projectile is and the stronger the wind is, the better the diversion.
- Enemies up close to the stronger wind will be pushed back and knocked on their feet. Aerial foes will tumble when up close.
vB - {Full Tail Assault} - Ridley uses his versatile tail to attack anywhere.
- Press vB to whip forward with Ridley's tail
- Keeping B held, move the control stick around to strike a opponents.
- This is like Shiek's Chainl, but it's stronger and knocks opponent's away instead of comboing them and keeping them close
- Whenever the tail does hit an opponent, it retracts back a little and can't be used for a second
^B - {Carry Prey} - Ridley will leap to the height of an average character while moving towards them, then land back down.
- If the opponent is near Ridley, he will capture them in his foot claws
- From here, Ridley can leap up to 3 times high in the air while carrying his opponent before automatically descending to the ground
- Pressing B immediately: Ridley will repeatedly claw-grope his opponent with his claws.
- Pressing B after 1 jump: Ridley will swing his tail around, slapping his foe 3 times, the 3rd hit knocking the enemy away
- Pressing B after 2 jumps: Ridley will drop back to the ground fast, slamming his opponent down.
- Pressing B after 3 jumps: Ridley pushes his opponent away a little, then exhales a damaging stream of fire that also pushes them away a good distance
- With each second and jump, it becomes harder to keep hold of an opponent. Using the claw-grope also makes it easier to escape.
- The opponent can rotate the joystick rapidly to escape faster.
Miscellaneous Abilities:
Floor Tech - Ridley catches himself on one hand while his wings are spread wide open (not necessarily a handstand though.)
Wall Tech - Ridley clings onto the wall with both hands and feet while looking away from the wall.
Ceiling Tech - Ridley's tail pushes against the ceiling in order to prevent his back from slamming into it.
Rolling Towards/Behind enemy - Ridley quickly glides in a speedy arch around any threats. He turns his body nearly 90º in the process, so this would look pretty cool. The distance of the roll would be pretty large...a little less than Mewtwo's distance.
Rolling away from enemy - Ridley pushes off his feet to get away, using a quick flapping of his wings to hover just a bit. The distance for this would also be a little less than Metwo's rolling distance.
Sidestep Dodge - Ridley crouches his upper body and draws back pretty close to the ground. His neck also retracts quite a bit. (This one's kind of hard to explain.)
Aerial Dodge - Ridley's arms, legs, and neck pull closer into his body as he does a barrel roll. This dodge would be your average dodge.
Ridley would have 4 jumps, his first being the largest jump followe by 3 short, quick jumps. He also falls fast, so he can actually be out-jumped in terms of height by other high-jumping characters. His B move would not help as much either. It wouldn't get that much more height. Ridley has to rely on his fast horizontal air speed to recover, similar to characters like Bowser and DK.
*Ledge recovery*
{Jumping up a ledge} - Ridley leaps up pretty high, and his arms and legs pull closer to his body. His neck though stays the same length while his jaws remain open and menacing. (I really like that menacing "Raptor-Like" disposition Ridley has.)
{Evading from the Ledge} - Ridley darts closely to the ground and crawls hastily on the ground in a very animal-like fashion.
{Ledge attack (less than 100% damage)} - Ridley darts forward and reaches out with his claws to scratch his opponent.
{Ledge attack (100% or more damage)} - Ridley struggles upwards while turning a bit to the side, and his tail darts out to hit his opponent.
Taunt - Ridley stands up much more erect than in his attack pose, and lets out a loud, harsh roar (similar to the roars he makes in Super Metroid and Metroid Prime.) while looking towards the sky. He also is arching his back just a bit while pointing his claws to the air. (Warning - Similar to Mario, Ridley will be much larger looking during his taunt, so getting attacked is quite easy.)
Super Smash
Immortal Terror
Ridley roars savagely, then his body begins to become metallic. Ridley rears back as the metallic skin goes up from his tail to his head. He roars once again, then assumes a fighting stance. His transformation into Meda-Ridley lasts for 30 seconds, in which his attack power is heightened, as is his defense. However, his speed decreases and his weight increases. He cannot quadruple jump in this form. When the 30 seconds expire, Ridley roars again, rears back, and the armor begins to crack, with beams of light escaping from the cracks. The armor shatters, damaging anyone nearby.
Knocked onto back - Ridley rolls back onto his front, resting on his claws and feet, and quickly flows into a spin to strike surrounding enemies with his tail.
Knocked onto front - Ridley elevates his entire body off the ground with one hard beat of his wings, and snaps ahead with his jaws while his tail whacks anyone close behind him.
Possible stats and strategies:
Size - Very tall and rather long. Tail usually stays curved around body, but can extend outwards and is long. Because of this, Ridley will make for an even bigger target than Bowser himself, lending him extremely suspectible to huge comboes. [10/10]
Weight - Could be similar to Samus's weight. Ridley is large, but not built to be heavy. This is another weakness of Ridley's, as those who can combo well won't need long before they can KO Ridley. [7/10]
Jump - Ridley would be able to get a great first leap, but while he would have 4 jumps total (excluding Up B), his 2nd-4th jump would not give him that much height. Ridley would be better for horizontal aerial movement.[7/10]
Strength - Because Ridley is large and strong, his strength would be pretty decent. His tail though would excel in strength. [7.5/10]
Damage - Being equipped with sharp teeth, claws, a wicked tail, and flame breath, Ridley would be great for dealing damage. [8.5/10]
Agility - On ground, Ridley would be rather quick, but he would be VERY fast in the air...at least horizontally. Vertically, Ridley can move quick, but it doesn't go far, and he would fall pretty fast. [7/10]
Speed - As a fighter, Ridley's attacks are pretty fast and very snake-like. This speed is a necessity for keeping Ridley well-guarded.
Evasion - Despite his size, Ridley's quick agile bursts better suit his evasive abilities than for offense. [9/10]
The Strategy:
Due to Ridley's large size and deceptively not-so-heavy body, Ridley would be very easy to destroy if somebody comboed him to death. This is why Ridley's abilities lend to striking enemies away with quick, precisive hits. Also having great evasive skills and aerial speed, this allows Ridley to hold his own against those looking to capitalize on his size.
Ridley is capable of good damage without having to combo, and he is generally quite strong, but this moveset caters more to damaging opponents and keeping them away then outright power, so against slower yet bigger and heavier foes, Ridley can be a little more aggressive, but does not have as many KO options as other characters. Ridley's best bet here is to get in hits while remaining evasive to avoid damage. Due to his weight and size, getting too aggresive could be trouble.

I want to delve further into Ridley's ratings, so here is how I see them:

Weight - 7/10
Size - 10/10
Jump - 7/10
Floatiness - 2/10
Fastfall - 8.5/10
Strength - 7.5/10 (Also called "Knockback")
Damage - 8.5/10 (His overall rate of %damage he would deal)
KO Potential - 4.5/10
Combo Potential - 6.5/10
Range - 8.5/10
Walking Speed - 5/10
Dash Speed - 7/10
Aerial Speed - 9/10 (How fast he moves horizontally)
Speed - 7.5/10 (How fast he actually attacks)
Traction - 4.5/10 (Ridley is somewhat slippery)
Evasion - 9/10
Up B recovery - 1/10

Overall Defense - 4/10

He may be very quick, but huge, easy to combo, and little weight to back him up means very easy to take out. His attacks aid his defense, but even then...

Overall Offense - 8/10

With good range and good damage, Ridley can protect his body and still be a decent threat. His only problems his his low KO potential and mediocre combo abilities. Even then, he still puts up a good fight to balance his awful defense.

Overall Jump - 7.5/10

Excellent at horizontal movement while in the air, Ridley does lack good vertical movement, requiring a good deal of his jumps, despite having 4 normal jumps. His Up B jump is lousy for recovery, so he has to rely on that horizontal speed to stay alive.


The Pros:
+ Overall pretty fast. Kind of like Marth in terms of speed.
+ Good ranged attacks AND good damage means a good chance of victory
+ Very fast in the air, Ridley's aerial game is very nice
+ A possible air guarding game due to horizontal air speed
+ Great evasion skills to further improve defense
+ Attacks are ranged and strong enough for a great edgeguarding game.

The Cons:
- Very large, but without the weight...AND he fast-falls. A comboer's paradise.
- Medium-heavy weight isn't enough to prevent easy KOs.
- Terrible Up B recover
- Little KO potential means Ridley needs the range and damage to rack up the foe's damage%
- Vertical climb eats up Ridley's multiple jumps. Even then Ridley isn't the best jumper

Some Neutrals...:
~ Ridley doesn't have many combo attacks, but his speed may help that
~ Although Ridley has lousy vertical jumping skill, his horizontal jumping skill still aids air guarding.

EDIT: W00T W00T 500TH POST!!!
 

Kabyk-Greenmyst

Smash Lord
Joined
Apr 21, 2006
Messages
1,618
Location
Leading my Drowned Knights into battle
Thanks for the support guys. NientendoDude, that would be a pretty cool Super for Young Link, however seeing the first 3[4], it looks more like a one-time deal. Of course, there were plenty of one-timers, power-ups, and every type of boost for characters in MvC2. I just can't see it happening, because the Four Swords would have to be around long enough to get at least one kill from it, and maybe more [on the same person], but the others that just super blast and stuff would just take one life.

Then again we still don't know anything about them.

Nice Ridley moveset. I'm still opposed to him though. O.o
 

Bowserlick

Smash Hero
Joined
Jul 25, 2005
Messages
5,136
I enjoyed that Ridley moveset. Ridley seems like his design lends his character to be broken, but you gave him viable weaknesses without making him a horrible fighter (like the design team did with Mewtwo). A plus.
 

Diddy Kong

Smash Obsessed
Joined
Dec 8, 2004
Messages
25,961
Switch FC
SW-1597-979602774
Ridley:


- Slightly taller than Bowser, but much lighter since Ridley is skinny and has to be somewhat lightweight for flight.
- Yes Ridley flies in Metroid games, but so do many others in their games. He can just have multiple jumps
- Ridley can still look very menacing and cool in this game.
- Ridley's physique is skinny and very bird-like. Because of this, Ridley can tuck his appendages closely to his body and still fight. This means Ridley can actually be VERY large, but look deceptively smaller in his fighting pose.
Normal Attacks (Ground)
A,A,A - {Tearing Combo} - Ridley slashes to the right, then left, then extends his neck out and bites the enemy
>A - {Tail Strike} - Extends his tail in front of him to slap an enemy.
vA - {Lawn Scissors} - Ridley extends his neck and snaps at his opponent's legs
^A - {Wall Rake} - Ridley swipes upwards with both claws, standing much taller in the process
Dash A - {Reckless Lunge} - Ridley lunges at the opponent at high speed, floating off the ground for a little bit
Normal Attacks (Air)
J, A - {Talon Gasher} - Ridley thrusts his foot claws forward to rip the enemy
J, >A - {Snake Whip} - Ridley's tail strikes semi-diagonally at the opponent
J, <A - {Beating Wings} - Ridley's wings extend and beat rapidly to slap up opponents behind him
J, ^A - {Windmill Tail} - Ridley spins his tail around rapidly. Can hit on all sides, but can juggle foes that are right above him.
J, vA - {Carnage Spear} - Ridley tries to land his foot claws on an opponent while his tail sticks straight down like a spear. (Hit opponents with the tip of the tail for a possible Meteor Smash KO)
Smash Attacks
Smash >A - {Dragon Batter} - Ridley lunges forward while spinning to strike hard with his tail
Smash vA - {Expose Panic} - Ridley slams his claws on the ground in front and his tail on the ground behind him while making an extremely intimidating pose
Smash ^A - {Billowing Flame} - Ridley exhales a quick blast of fire above him.
Grabs
Z (Grab) - Ridley grabs his opponent with his claws
Z - {Maul}- Ridley snaps at his opponent with his jaws
Z, > - {Body Serve} - Ridley tosses his foe up a little, bends down, and smacks his opponent away with hsi tail
Z, v - {Violent Blaster} - Ridley pins his opponent down underneath his foot and blasts him with flames
Z, < - {Scrap Dispose} - Ridley wraps his tail around his foe and flings him away

Colors:
Red Ridley
Purple Ridley
Mecha Ridley
Meta Ridley
Z, ^ - {Shoot Down} - Ridley throws his opponent high in the air and quickly exhales a fireball that explodes upon impact.
Special Moves
B - {Plasma Balls} - Ridley can exhale intense balls of super-heated energy.
- Hold B to gather flaming energy in Ridley's mouth
- Press B to release a fireball. It doesn't move fast, but it's pretty strong
- The longer you hold, the more fireballs will be exhaled. (Up to 5)
- When exhaling the balls of plasma, use the control stick to control the direction they fly out.
>B - {Dragon Gale} - Ridley crouches onto his hands and beats his wings really hard, creating a strong gust of wind.
- Hold forward while rapidly pressing B to get the gust started. The gust has decent range.
- The longer B is tapped, the weaker the gust becomes. Stop in order to let it recharge to full strength.
- This move is mainly for diverting projectiles out of Ridley's path. The closer the projectile is and the stronger the wind is, the better the diversion.
- Enemies up close to the stronger wind will be pushed back and knocked on their feet. Aerial foes will tumble when up close.
vB - {Full Tail Assault} - Ridley uses his versatile tail to attack anywhere.
- Press vB to whip forward with Ridley's tail
- Keeping B held, move the control stick around to strike a opponents.
- This is like Shiek's Chainl, but it's stronger and knocks opponent's away instead of comboing them and keeping them close
- Whenever the tail does hit an opponent, it retracts back a little and can't be used for a second
^B - {Carry Prey} - Ridley will leap to the height of an average character while moving towards them, then land back down.
- If the opponent is near Ridley, he will capture them in his foot claws
- From here, Ridley can leap up to 3 times high in the air while carrying his opponent before automatically descending to the ground
- Pressing B immediately: Ridley will repeatedly claw-grope his opponent with his claws.
- Pressing B after 1 jump: Ridley will swing his tail around, slapping his foe 3 times, the 3rd hit knocking the enemy away
- Pressing B after 2 jumps: Ridley will drop back to the ground fast, slamming his opponent down.
- Pressing B after 3 jumps: Ridley pushes his opponent away a little, then exhales a damaging stream of fire that also pushes them away a good distance
- With each second and jump, it becomes harder to keep hold of an opponent. Using the claw-grope also makes it easier to escape.
- The opponent can rotate the joystick rapidly to escape faster.
Miscellaneous Abilities:
Floor Tech - Ridley catches himself on one hand while his wings are spread wide open (not necessarily a handstand though.)
Wall Tech - Ridley clings onto the wall with both hands and feet while looking away from the wall.
Ceiling Tech - Ridley's tail pushes against the ceiling in order to prevent his back from slamming into it.
Rolling Towards/Behind enemy - Ridley quickly glides in a speedy arch around any threats. He turns his body nearly 90º in the process, so this would look pretty cool. The distance of the roll would be pretty large...a little less than Mewtwo's distance.
Rolling away from enemy - Ridley pushes off his feet to get away, using a quick flapping of his wings to hover just a bit. The distance for this would also be a little less than Metwo's rolling distance.
Sidestep Dodge - Ridley crouches his upper body and draws back pretty close to the ground. His neck also retracts quite a bit. (This one's kind of hard to explain.)
Aerial Dodge - Ridley's arms, legs, and neck pull closer into his body as he does a barrel roll. This dodge would be your average dodge.
Ridley would have 4 jumps, his first being the largest jump followe by 3 short, quick jumps. He also falls fast, so he can actually be out-jumped in terms of height by other high-jumping characters. His B move would not help as much either. It wouldn't get that much more height. Ridley has to rely on his fast horizontal air speed to recover, similar to characters like Bowser and DK.
*Ledge recovery*
{Jumping up a ledge} - Ridley leaps up pretty high, and his arms and legs pull closer to his body. His neck though stays the same length while his jaws remain open and menacing. (I really like that menacing "Raptor-Like" disposition Ridley has.)
{Evading from the Ledge} - Ridley darts closely to the ground and crawls hastily on the ground in a very animal-like fashion.
{Ledge attack (less than 100% damage)} - Ridley darts forward and reaches out with his claws to scratch his opponent.
{Ledge attack (100% or more damage)} - Ridley struggles upwards while turning a bit to the side, and his tail darts out to hit his opponent.
Taunt - Ridley stands up much more erect than in his attack pose, and lets out a loud, harsh roar (similar to the roars he makes in Super Metroid and Metroid Prime.) while looking towards the sky. He also is arching his back just a bit while pointing his claws to the air. (Warning - Similar to Mario, Ridley will be much larger looking during his taunt, so getting attacked is quite easy.)
Super Smash
Immortal Terror
Ridley roars savagely, then his body begins to become metallic. Ridley rears back as the metallic skin goes up from his tail to his head. He roars once again, then assumes a fighting stance. His transformation into Meda-Ridley lasts for 30 seconds, in which his attack power is heightened, as is his defense. However, his speed decreases and his weight increases. He cannot quadruple jump in this form. When the 30 seconds expire, Ridley roars again, rears back, and the armor begins to crack, with beams of light escaping from the cracks. The armor shatters, damaging anyone nearby.
Knocked onto back - Ridley rolls back onto his front, resting on his claws and feet, and quickly flows into a spin to strike surrounding enemies with his tail.
Knocked onto front - Ridley elevates his entire body off the ground with one hard beat of his wings, and snaps ahead with his jaws while his tail whacks anyone close behind him.
Possible stats and strategies:
Size - Very tall and rather long. Tail usually stays curved around body, but can extend outwards and is long. Because of this, Ridley will make for an even bigger target than Bowser himself, lending him extremely suspectible to huge comboes. [10/10]
Weight - Could be similar to Samus's weight. Ridley is large, but not built to be heavy. This is another weakness of Ridley's, as those who can combo well won't need long before they can KO Ridley. [7/10]
Jump - Ridley would be able to get a great first leap, but while he would have 4 jumps total (excluding Up B), his 2nd-4th jump would not give him that much height. Ridley would be better for horizontal aerial movement.[7/10]
Strength - Because Ridley is large and strong, his strength would be pretty decent. His tail though would excel in strength. [7.5/10]
Damage - Being equipped with sharp teeth, claws, a wicked tail, and flame breath, Ridley would be great for dealing damage. [8.5/10]
Agility - On ground, Ridley would be rather quick, but he would be VERY fast in the air...at least horizontally. Vertically, Ridley can move quick, but it doesn't go far, and he would fall pretty fast. [7/10]
Speed - As a fighter, Ridley's attacks are pretty fast and very snake-like. This speed is a necessity for keeping Ridley well-guarded.
Evasion - Despite his size, Ridley's quick agile bursts better suit his evasive abilities than for offense. [9/10]
The Strategy:
Due to Ridley's large size and deceptively not-so-heavy body, Ridley would be very easy to destroy if somebody comboed him to death. This is why Ridley's abilities lend to striking enemies away with quick, precisive hits. Also having great evasive skills and aerial speed, this allows Ridley to hold his own against those looking to capitalize on his size.
Ridley is capable of good damage without having to combo, and he is generally quite strong, but this moveset caters more to damaging opponents and keeping them away then outright power, so against slower yet bigger and heavier foes, Ridley can be a little more aggressive, but does not have as many KO options as other characters. Ridley's best bet here is to get in hits while remaining evasive to avoid damage. Due to his weight and size, getting too aggresive could be trouble.

I want to delve further into Ridley's ratings, so here is how I see them:

Weight - 7/10
Size - 10/10
Jump - 7/10
Floatiness - 2/10
Fastfall - 8.5/10
Strength - 7.5/10 (Also called "Knockback")
Damage - 8.5/10 (His overall rate of %damage he would deal)
KO Potential - 4.5/10
Combo Potential - 6.5/10
Range - 8.5/10
Walking Speed - 5/10
Dash Speed - 7/10
Aerial Speed - 9/10 (How fast he moves horizontally)
Speed - 7.5/10 (How fast he actually attacks)
Traction - 4.5/10 (Ridley is somewhat slippery)
Evasion - 9/10
Up B recovery - 1/10

Overall Defense - 4/10

He may be very quick, but huge, easy to combo, and little weight to back him up means very easy to take out. His attacks aid his defense, but even then...

Overall Offense - 8/10

With good range and good damage, Ridley can protect his body and still be a decent threat. His only problems his his low KO potential and mediocre combo abilities. Even then, he still puts up a good fight to balance his awful defense.

Overall Jump - 7.5/10

Excellent at horizontal movement while in the air, Ridley does lack good vertical movement, requiring a good deal of his jumps, despite having 4 normal jumps. His Up B jump is lousy for recovery, so he has to rely on that horizontal speed to stay alive.


The Pros:
+ Overall pretty fast. Kind of like Marth in terms of speed.
+ Good ranged attacks AND good damage means a good chance of victory
+ Very fast in the air, Ridley's aerial game is very nice
+ A possible air guarding game due to horizontal air speed
+ Great evasion skills to further improve defense
+ Attacks are ranged and strong enough for a great edgeguarding game.

The Cons:
- Very large, but without the weight...AND he fast-falls. A comboer's paradise.
- Medium-heavy weight isn't enough to prevent easy KOs.
- Terrible Up B recover
- Little KO potential means Ridley needs the range and damage to rack up the foe's damage%
- Vertical climb eats up Ridley's multiple jumps. Even then Ridley isn't the best jumper

Some Neutrals...:
~ Ridley doesn't have many combo attacks, but his speed may help that
~ Although Ridley has lousy vertical jumping skill, his horizontal jumping skill still aids air guarding.

EDIT: W00T W00T 500TH POST!!!
You sir, should be hired!
Possibly the best Ridley moveset I've readed. I really enjoyed this.
Very original, I just loved the down B move.

Sakurai incase your reading this, hire this guy!
 

Gerudo Warrior

Smash Master
Joined
Jun 6, 2006
Messages
3,247
Location
IN THE MOUNTAINS!
Snake

B - Rocket Launch - Snake neels down. He pulls out his launcher. This is like the B of samus. But he can not stand up and still have it. Its one huge blast. He hold B to charge and leg go to fire.

Up B - flip bomb - Snake jumps in the air twisting his body. Hr thens throws a bomb down while he is twisting. It explodes instantly.

Down B -Mine - Snake neels down a lays a Time mine. When a certain time is up it explodes.

across B - grenade - Snake throws a grenade up in the air a at a diaganal angle.



Smash B - Metal gear assult - Snake jumps on this metal gear and it fires a Huge explosion
 

Kabyk-Greenmyst

Smash Lord
Joined
Apr 21, 2006
Messages
1,618
Location
Leading my Drowned Knights into battle
Not to rain on your parade, but Smash B is the same, or practically, the same as "across" B. The most the two would differ is slight stat differences in the same move, such as Samus's Missles.

And full movesets do take some time. Anyone can make up 4 B moves on the spot, but full A and B movelists take time. I worked on mine for a little bit a day for like a week. Then the actual post with the pictures took like an hour.
 

some random freak

Smash Journeyman
Joined
Oct 26, 2006
Messages
222
Location
you don't want to know
i don't know why this came to me but i have come up with an amy rose movset i think it was playing sonic adventure.



a"punch"

a> headbutt

a^ hammer swing up

a(down) kick




b"amy hits the hammer at the ground and makes a shockwave

b>amy throws the hammer like a boomerang

b^ amy spins round in circles (like the mario tornado)

b(down) hammer jump (like in sonic advance 3 and sonic adventure)

brawl move. i like to call this move "the wrath of rejection"
amy thinks about rejection from sonic and goes berzerk swinging the hammer, creating shockwaves and running around the arena

i'll do arial and throw attacks later

well what do you think;)
 

highandmightyjoe

Smash Ace
Joined
Dec 2, 2005
Messages
822
Location
Alexandria, VA
To the person who posted the Snake moveset, you forgot the cardboard box. We already saw him use it in the trailer so its pretty much the only move we know he has yet, most likely the downB like all the other defensive specials. Of course I guess it could be his shield in the way Yoshi has an egg shield, but I'm pretty sure everyone is with me in hoping that isn't the case. Or possibly an item to pick up, but I would rather see it as one of his moves. Also I think his main projectile should be a stun gun since he is more of a stealth shooter, as opposed to a run&gun shooter. The stun gun could do very low damage, like 2-3, but fire quickly and have a set knockback not dependent on percentages, that allowed him to easily use it to set-up for combos.
 

GAMERCUS

Smash Cadet
Joined
Sep 22, 2006
Messages
39
Location
Mcafee, GA,
Sonic moveset v.1.4 or so...

Sonic would be a fastfaller
Sonic would NOT spin during his jump, saving that for one of his moves.
Sonic's Crouch would reduce traction. If sonic is moving while in a crouch, he curls up into his ball form. when it finally comes to a halt, then he enters a more conventional crouch-cancel position.

Neutral air: Classic spinjump
Back air: hedgehog spine attack (Sonic leans back a bit, and his entire backside becomes a hitbox. Very subtle)
Down air: a flipping kick-spike, similar to Mewtwo or Samus, but faster.
Foward air: spins and kicks foward, with good knockback (seen in shows)
Up air: backflip.

A: fire braclet- sonic punches for flame effects
Up a: Sonic leans foward a little, and his entire backside becomes a hitbox.
Tilt a: a really short roundhouse kick.
Down a: Sonic does a small foward kick.

Up B: Hidden Bumper: launches sonic upward (any game)
Side B: Homing Attack: works like C.Falcon's ^B, but knocks straight away, is aimable to a certian extent, and if it hits he can recover again. (Sonic Adventure, SA2, Sonic Heros, Shadow the Hedgehog)
Down B: Bounce: sonic spins straight down like yoshi or bowser, but instead of landing lag, he immediately launches back into the air. (Sonic3, SA2)
B: Fire Tackle: sonic launches foward, surrounded by flame (Sonic 3)

Downsmash: Swings feet foward, then back, while balancing on a hand
Upsmash: Fireshield (sonic 3)
Sidesmash: Spindash (ANY game)

Dash a: The Sonic Rush "turbo"- similar to shiek's dash attack, but about 2-3 times as long, and he comes out still running.

Grab: Magic Glove(SA2) While being held, a character is shrunk, just like when GW is throwing someone.
grab A: Sonic squeezes the shrunk-character ball
F-Throw: Weak, but with a Flat foward trajectory. (SA2)
^Throw: Sonic Tornado: (Sonic Heros) Sonic tosses opponent lightly upward, and spins around and makes a Smash64 style tornado with opponent inside. (fastfallers might be able to tech out before the tornado forms, at lower %age)
vThrow: sonic drops them to the ground, then does a spindash charge on them.
B-Throw: Carry, just like Dk's move, except Sonic moves (and falls) faster. (SA2)


People have suggested moving Spindash to Ground vB, but then I need another slow, chargable attack for his sidesmash. (I already had to resort to the Fireshield for an upsmash, as you can see...)

Good one! Sonic should probably use: forward B- Ring Dash (he leves a trail of rings behind, then it dissappear, similar to Mario Up B when the coins appear)
But what if Sonic was a duo with Tails, then his move set be different (like Up B- Sonic grab Tails would fly up by spining his tails for 10 times). But that would never happen!
 

GAMERCUS

Smash Cadet
Joined
Sep 22, 2006
Messages
39
Location
Mcafee, GA,
Paper Maro's Move Set

Up B- Turn into Paper Airplane

Foward B- Smash with Hammer!

B- Tube Mode (hold to charge)

Down B- Quickly pops (or should I say jump) on opponets head (like Yoshi Down B wihout the Headbutt, but with the SHOES lol)

Paper Mario should have sucking (kind of make you think of that sucking "Mr. Suck and Watch"!), low jumps and could repeatly jump. On the other hand, he makes up for it by turning into a Paper Airplane.

His grabs are similar to both half of Mr. Game and Watch and half of Mario.

His taunt- the victory post when he wins a battle by facing foward you and sticking up is thumb!
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
I've been looking for this thread to vent some of my terrible, random movesets. They just kind of pop into my head, but they're usually about really bad characters, so I'd rather not make a topic, just to see it shut down. First off, here's II Piantissimo.



II Piantissimo

History:

He's a man in a Pianta suit. In Super Mario Sunshine, you have to race him. He's fairly quick, but not very smart. Also, without his fake Pianta costume, he looks just like the Running Man from Ocarina of Time.

Characteristics:

Piantissimo is a very speedy character, like Fox. However, he is less erratic then Fox or Falcon, and he is not a fast faller. His overall power is pretty bad. He has good traction.

Special thing to note:

Piantissimo can't walk. No matter how lightly you hold the control stick, Piantissimo is hasty and runs instead. It's not a huge drawback, but it may get annoying at times. Also, as he runs, he picks up speed, from a good speed of around Sheik's, to maybe Falcon's.

Moveset:

B Moves:

B, Shine Sprite: A Shine Sprite comes whizzing out of his hand. It moves quickly, on a spirally trajectory, straight forward. It has bad damage but decent knockback depending on the angle it hits you at. A decent combo starter, as Piantissimo is quick enough to dash up and attack from there.

>B, Diving Kick: This move can only be done while Piantissimo is dashing. He does a headfirst dive forward out of his run. If he hits the opponent, it does a little damage and knockback. Pressing B again makes him do a backflip that ends in a flying kick, with good knockback and decent damage. If timed properly, you can land both the first and the second attack. If you don't press B a second time, he slides along the ground helplessly for a few seconds.

^B, Backflip: Piantissimo does an impressive backflip. With the control stick, you can flip towards the stage even if you're facing away from it. Good vertical recovery. An opponent hit by him takes light damage.

DownB, Piantissimo Twister: A cheap rip-off of Mario Tornado, but speedy. Piantissimo spins around, punching out around him, but he moves fairly quickly in whatever direction you hold the control stick. It's useable as horizantal recovery. Think Ice Climbers' >B.

A Moves:

A: A jab.
AA: Jab, jab.
AAA: Jab, jab, rapid punches that continue as long as you keep tapping A.
Forward Tilt: A fairly light but long-ranged kick.
Down Tilt: Piantissimo spins around while crouching, punching at his foes' feet.
Up Tilt: He jumps up, punching with both hands.
Forward Smash: Piantissimo does a handstand extremely quickly, kicking out with both feet. Good move for KOs. Short start-up time.
Down Smash: He kicks down low forward, then backward.
Up Smash: A backflip with a kick. Like Fox's.
Dash Attack: He spins around in mid-dash, punching , somewhat like Ness's Nair. Quick execution and good knockback.

Nair: A sex kick. Weak knockback, fair damage.
Fair: A headbutt that he follows up by turning a mid-air somersault. if he hits them with his feet, it's a decent spike.
Bair: A weak backwards kick.
Uair: A punch aimed above him. Terrible range.
Dair: A corkscrew kick.

Super Attack: Piantissimo releases a massive cloud of Shine Sprites that fly across the stage, doing heavy damage to enemies.

Style:

II Piantissimo is a very speedy character, but he drops at an average speed. The fact that he always dashes is a drawback, but his dash attack is good and even spammable due to very short lag, and his B moves are all quick in execution. He is, however, very light, so a Piantissimo player should concentrate all his efforts on using his superior speed to keep out of being comboed. He doesn't really have a good kill move, except his forward smash, so he should try to edgeguard as well as possible, so that he doesn't need to send his opponents flying.

Whew. That was fun. I love making movesets, especially for terrible characters like a man in a Pianta costume.
 

Wave⁂

Smash Legend
Joined
Feb 16, 2006
Messages
11,870
haha, i love piaantissimo...he is like constantly nodding his head in the game....
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Okay, I can't wait anymore. I've wanted to post a full Kamek moveset for ages. Unlike Piantissimo, he actually has a conceivable chance. Here goes nothing.


Kamek​

History:

Kamek was a major villain in the game Super Mario World 2: Yoshi's Island. In it, he's Baby Bowser's guardian. He specializes in making things grow. Interestingly, he can be considered as Yoshi's nemesis, rather than Mario's. Since then, he's made several minor appearances. Like most Magikoopa, he can conjure blocks, spirally bolts of energy, and hypnotize people.

Icon:

I'd put him under Yoshi's Egg icon.

Characteristics:

Kamek is fairly short, a bit smaller than Mario. He's of an average weight, and falls fairly slowly, but has terrible jumping and is very slow. He's pretty gravity-defying, though not so much as Luigi and Mewtwo. His overall strength is terrible, so he has to rely on his magical attacks instead.

Special thing to note:

Kamek uses his wand for most of his A attacks. Considering that it fires bolts of energy, he may be the only character to have some ranged A attacks.

Moveset:

B Moves:

B, Shape Bolt: Kamek charges his wand for a second, then fires a bolt of rainbow energy. It moves straight ahead fairly slowly, and knocks the opponent into a random direction. It does pretty good damage. See here.

>B, Block Conjure: Kamek waves his wand, and a large yellow block pops into existence in the air a little bit in front of him, then it drops down quickly, doing heavy damage to anyone it hits. It crumbles away when it makes contact with the ground.

^B, Broomstick: Kamek pulls out his broom and flies slowly for about five seconds. You can control his flight direction with the control stick. You can still be attacked while you're on the broom.

Down B, Enlargement Spell: Kamek waves his wand and cackles, then he grows about to the size of Mario's taunt, with increased strength to match that of a Mushroom. He stays like that for about ten seconds, then he can't use the attack again for another thirty seconds. If you try, you get his B instead. Good to use empowering you for the KO.

A Moves:

A: A quick whack of the wand. Lightning shocks the opponent, doing light damage.
Forward A: Kamek swings his wand forward, doing minimal damage but decent knockback if he hits. If not, a small ball of green magic shoots forward, travelling until it hits someone. If it hits, it blows up, shocking them and doing decent damage.
Down A: Kamek makes puffs of air rise from all around him doing light damage and knocking the opponents up, like one of Clefairy's Pokeball attacks in SSBM.
Up A: Kamek lifts a palm and a puff of fire shoots up, doing light damage if it hits.
FSmash: A powerful wand jab, sending out a large ball of green energy. Essentailly a more powerful Forward A.
DSmash: A cascade of lightning appears around Kamek, shocking foes and doing some good damage, but terrible knockback.
USmash: Kamek makes a bolt of lightning shoot out of his wand, going up. Like a weaker, reversed version of Pikachu's Thunder.
Dash Attack: One of his only non-magic attacks. A weak whack of his wand.

Nair: Somewhat like Mewtwo's. White lightning shoots all around his body.
Fair: Kamek holds out a palm, zapping foes with rainbow-coloured energy.
Bair: A backwards kick. Terrible range. Not very strong.
Uair: Kamek claps over his head, and a small explosion shoots from between his hands.
Dair: Kamek shoots four of the shapes from his B downwards. Less powerful, but potentially multiple hits.

Throws:

A: The opponent is zapped by magic.
Forward: Kamek shoots the opponent forward with a fireball.
Back: An overhead toss.
Up: He shoots the opponent up, then fires a Shape Bolt at them.
Down: Like Ness's. Throws the opponent down and zaps them for a few seconds.

Super Attack: A squad of Toadies (minor Magikoopas) flap onto the stage. Kamek waves his wand and they all grow to be bigger than Bowser. They fly around, smashing into people and causing general mayhem.

Taunt: Kamek adjusts his glasses and cackles.

Style:

Kamek is a bad jumper and a slow runner. However, his magic attacks are fairly powerful and unpredictable. He's also very good at range, due to having numerous ranged attacks. A Kamek player should try to avoid his opponent, spamming projectiles at him, then use his Down B to become stronger and go in for the KO. Speedy enemies would be a terrible matchup, as they can rush in and take him out, while slow enemies could be kept at bay almost indefinitely with the projectiles. As a magic-user, Kamek would be tricky to use, but lethal if the right combination of magic and projectiles were used.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
And here's yet another moveset. This time, I'll be doing Adeleine, from Dream Land.


Adeleine​

History:

Adeleine first appeared in Kirby's Dream Land 3, where she was possessed by the main villain, Dark Matter, and made to fight Kirby as a boss. She'd paint things and they'd come to life, attacking him. She made a reappearance Kirby 64: The Crystal Shards, where she was under Dark Matter's control once again. Once Kirby defeated her, she was saved, and she appeared occasionally, drawing Maxim Tomatoes and 1-Ups for him. I don't think there's the slightest chance that Adeleine would get in over King DeDeDe, but it's fun to speculate.

Icon:

Without a doubt, Kirby's icon, the Pop Star.

Characteristics:

About as tall as Kamek, Adeleine would be fairly light and easy to toss around. Her running speed would be pretty good, but her jumps would be nothing more than average. What she lacks, though, is power. Her attacks are all shamefully weak and have bad knockback. She'd have decent traction, and would fall fairly quickly, though not so much as a fast faller.

Special thing to note:

Unlike in the above picture, instead of holding an easel in her left hand, she'd have a small clipboard with a blank piece of paper. She can only paint something once every five seconds.

Moveset:

B, Sketch Minion: Adeleine scrawls something on her pice of paper, and a small black and white thing pops off of it. It can be either: Waddle Dee, who simply runs across the stage, smashing into foes; Waddle Doo, who does the same thing, but quicker; a Hammer Monkey, who runs around, smashing forward with his hammer every few seconds; a small creature with a sword, who hops around cutting at everything; or, super rare, Kirby himself, who tries to suck up the opponent and fling him away in star form. They can all do various amounts of damage and knockback by running into an opponent, and they can't harm Adeleine. They disappear if hit a few times, like the creatures in Adventure mode, but if they reach a ledge, they just turn around and run the other way. You can only have three minions running around at a time.
>B, Sketch Projectile: Similar to B, Adeleine sketches a small thing onto the paper, which then pops out in black-and-white form. However, instead of being a minion, it's a projectile. It can either be: a missile, which flies across the screen like a weaker version of Samus's; a small bomb, which pops out and bounces twice, then explodes; a small puff of flame; a cutter boomerang, that flies back onto the piece of paper after travelling for a short distance; or, rarest of all, a Motion Sensor Bomb, which flies out as if she'd thrown it, and plants itself before her.
^B, Sketch Fairy: Adeleine quickly draws Ribbon the Faerie, who shoots out of the drawing and flies around Adeleine, levitating her wherever you point the control stick fairly quickly. If you hit a foe, they take minor damage.
Down B, Sketch Food: Adeleine paints a small piece of food, which then comes out of the drawing. It can be regular Food, like in SSBM, which heals only a tiny bit, or, if you're lucky, a Maxim Tomato. It's a regular item, so other players can pick it up as well. You can only have three pieces of food out at a time.

A: A light whack of the paintbrush.
Forward A: Adeleine leans forward and whacks with her brush.
Down A: A sweep with her paintbrush.
Up A: A small jump and a light headbutt.
FSmash: A slash of a brush. Weak for a Smash.
DSmash: A sweeping kick somewhat like Mario's, but weaker.
USmash: Three quick slashes aimed upwards, like Link's USmash.
Dash Attack: A scooping motion with her paint brush in mid-run. Sends the opponent up.

Nair: A sex kick.
Fair: A powerful swipe of the brush. One of her only decent close range attacks.
Bair: Adeleine whacks out with her notepad. Unpredictable knockback.
Dair: A corkscrew kick.
Uair: Adeleine turns a backflip in the air, kicking out with her feet.

A: A whack with her brush.
Forward Throw: Adeleine headbutts the opponent forward.
Back Throw: She spins around and flings the opponent.
Down Throw: Adeleine drops the opponent, then jumps on them.
Up Throw: She simply throws them straight up.

Super Attack: Adeleine sketches Ice Dragon, a large green creature, onto her paper. It comes out and breathes a huge gust of icy breath across the stage, freezing opponents.

Taunt: Adeleine brings her paintbursh through the air above her and a rainbow appears. She jumps up and down happily.

Style:

Adeleine has pretty bad A attacks. Close combat is a thing to avoid for her. Adeleine wants to stay at range, sketch up a trio of minion for the opponent to worry about, then launch projectile or heal freely. Against slow characters, she can outpace them while they're being pestered by her minions. Her overall recovery is good, but she lacks a finishing move; her best bet is her Fair, or either a sketched Bomb or Motion Sensor. She'd have a highly unique, and difficult to use, style of play.
 

Diddy Kong

Smash Obsessed
Joined
Dec 8, 2004
Messages
25,961
Switch FC
SW-1597-979602774
Whoa KingK.Rool! Your movesets are really GREAT! :D
Very fun to read, and veyr creative and original. :) I especially like the Kamek one, and thanks to you I'm supporting him for Brawl!

+Rep for you! ;)
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Whoa KingK.Rool! Your movesets are really GREAT! :D
Very fun to read, and veyr creative and original. :) I especially like the Kamek one, and thanks to you I'm supporting him for Brawl!

+Rep for you! ;)
Thank you! I just really like making them. I'm glad to see people enjoy reading them as well! :)

Thanks to you, too, annoying1359, for the rep and for making this thread!
 

Zook

Perpetual Lazy Bum
Joined
Jul 30, 2005
Messages
5,178
Location
Stamping your library books.
Meh, I'm bored. Why not...?

Waddle Doo

Anyone who's played any Kirby game knows who he is: The beam-weilding cyclops-Waddle Dee. He could have alot of potential.

Icon: Warp Star

Characteristics: He(?) would be about as tall as Meta Knight, rather short and on the light side. Running speed would be >average, but nothing special, and his jumping prowess would be average, with two jumps. Fall speed is average. Slippery.

Moveset:
B: Charge Beam. Works like Mewtwo's Shadow Ball. Fires three beam "orbs" that travel a straight tragectory.

>B: Beam. Whips the beam-whip. It would work like Shiek's Chain. When in air, it changes to Beam Shoot, which fires many small beams underneath Waddle Doo.

VB: Beam Vortex. Creates many small, blue beam orbs, as seen in Kirby Super Star. Reflects projectiles. Depending on how long you hold it, the vortex can last up to 3 secounds. Damages opponents if they touch it.

^B: Waddle Ball. Turns into Ball Waddle Doo, as seen in Kirby Canvas Curse, and bounces upwards.

A: Swings beam wand. Swings back and forth if used repeatedly.
>Tilt: Thrusts wand.
VTilt: Low kick.
^Tilt: Flip kick.
>A: Wand turns into a Beam Sword and slashes.
VA: Break dance-like kick.
^A: Upward Beam Sword slash.
Dash: Electrified tackle.

Nair: Spins in air, covered in beam orbs. Would look like a buzz saw.
Fair: Wand slash.
Bair: Spins with wand outstrechted while up-right.
Uair: Beam explosion. Think of Zelda's Uair.
Dair: Spike kick.

Z: Tractor beam.
A: Slap.
>Throw: Whips enemy forwards.
<Throw: Spins around, then lets go.
VThrow: Slams ememy on ground, then fires many beam orbs.
^Throw: Throws enemy up in a Beam Vortex.

Super Move: Waddle Dee-Day. Waddle Dee storm the feild, throwing spears, swinging parasols, and stealing items. Think of Waddle Doo's personal Wire Frame gang.

Taunt: Closes eye in happy fashion, showing peace signs with both hands. A small fountain of beam orbs shoot up from behind him. No damage is done.

Voice: Voice from the show.

Victory Jingle: Kirby theme, played with electrical noises.

Victory Dances:-Kirby Super Star dance.
-Whips beam, laughing.

m
 

Nemar Pott

Smash Journeyman
Joined
Jun 4, 2003
Messages
211
Location
Long Beach, CA
King Boo

Name: King Boo



King Boo is a rare combination of large in size yet light in weight. While this is a serious disadvantage, KB can be incredibly dangerous in the hands of a pro! He is the trickiest guy there is. While he may not hit very hard, his fast movements and aerial flexibility can out maneuver most players and place him on the fast track to victory.

A Moves

A - Slap
AA - Slap combo
A repeatedly - Slap combo to multi-hits
Crouching A - Breathes a Blue-green fireball on ground near him that has a small explosion.
Forward A - small purple flame on end of hand as he slaps and spins.
Up A - Takes off crown and swings it above him in an arc motion.
Aerial A - Spins and hits with tail.
Aerial Forward A - Slaps downward with both hands. Weak spiking power like Zelda.
Aerial Back A - Shakes his tail for multi-hits.
Aerial Up A - Waves crown above him in arc.
Aerial Down A - Spin multi-hits
Dashing A - Rushes forward with hands up making "scary" Boo face. (Ramming)
Forward Smash - Breathes a stream of Blue-green fire for a short period similar to Bowsers. The longer smash is charged the more hits it does.
Down Smash - Hits the ground under him with Purple flame on hand sending shockwaves going left and right.
Up Smash - 3 Boo Buddies appear below KB and spiral upward around him meeting each other above KB. KB spins. Boo Buddies dont go too high up above him or too far away from him while spinning around him.

Grabs

A - Slaps
Forward - Charges hand with purple flames and slaps.
Back - Becomes transparent and travels through opponent and slaps them from behind.
Up - Throws straight upwards
Down - Slams down and shoots blue fireballs on victim for 3 hits.

B Moves

B - Lick
Low(5%)-High(35%) Damage
KB licks opponent with extra large tongue. Attack will have different status effects like Mr G&W hammer. Status effects dont not occur everytime only a % of the time while most of the time just doing normal damage.
Status effects will include, slowdown, poison, turnaround, super-hard hit and a stuck in ground move. If this move is done in air then stuck-in-ground move will be replaced with meteor/spike move.

UP+B - Ghost Dance
Low Damage (9%)
*Recovery
KB's recovery move will probably be used in combat alot. KB will *POOF* disappear and reappear in specified location. Works just like Mewtwo's recovery. However when KB disappears, any opponent that was near him will be autograbbed by a single Boo Buddy. This can hit multiple foes at once.

DOWN+B - Scare
Moderate Damage (25%) Decent Knockback and can K.O. at very high %
*Counter
KB puts his hands over his eyes and becomes transparent. Any attack that would deal damage makes KB appear behind attacking opponent and "Scares" him doing decent knockback and damage. If the attack is a projectile then KB will still appear behind opponent, even if opponent is across the stage. This move will work similar to Marth/Roy's counter such as the length of time it last and the amount of lag after the move is done.


FORWARD+B - Boo Buddy
Sends one slow moving boo buddy towards opponent. Boo Buddy's are homing like Samus missiles. Once they reach target they will "haunt" him causing 1% damage a second and slowing down their movement speed for a total of 3 seconds or until broken. Opponent can shake control stick to break loose or just wait the duration of the attack.
SMASH+B - Boo Buddies
Shoots out 3 Boo Buddies that are "grouped" together. No longer has any homing capability but moves faster. When in contact with target they do 5% damage a second and stops the opponent for 3 seconds. Has a long start-up time though.

FINAL SMASH - Ghastly Swarm

KB vanishes from screen and summons an army of boo's to attack all foes. Approx 25 per opponent. Boo's will swarm enemies and proceed to carry them off screen for K.O. Opponents will be able to break free yet it will be very difficult. Boo's also deal out 25% damage for each second the enemy is held.

Entrance: Multiple small Boos fly in from every direction and gather in one spot and spin in a vortex like motion until *poof* and forming King Boo.

Costumes:

Original - Shaded White w/ Gold Crown w/ Red Tongue
Alt1 - Shaded Blue w/ Turquoise Crown w/ Black Tongue
Alt2 - Shaded Yellow w/ Topaz Crown w/ Green Tongue
Alt3 - Shaded Red w/ Ruby Crown w/ Orange Tongue
Alt4 - Shaded Green w/ Emerald Crown w/ Blue Tongue
Alt5 - Shaded Purple w/ Crystal Crown w/ Purple Tongue

Note1: KB's dash is unique. While he is dashing he becomes transparent. Making him harder to see. Although transparent, he is NOT invulnerable.

Note2: KB's dodge makes him transparent for a second instead of the normal "dodge" animation.

Note3: While Firing Boo Buddies 1 at a time, no more than 3 can be out at one time. Firing an additional Boo Buddy after 3 will result in the first one being destroyed.

Note3.5: Boo Buddies generated from the move Boo Dance do count towards the amount of Boo Buddies out.

Note4: KB has multiple jumps like Kirby and Jigglypuff AND can float like Peach. However once floating he cannot jump again afterwards.

Note5: Since KB is always hovering above the ground slightly, sometime low attacks(downsmashes, walking Bomb-Ombs, etc) will miss him altogether.
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Well is it good or over-powered. I would like to try to use him in SSBB
please discuss
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
That's a pretty fun-looking moveset, Nemar Pott. The Up B and Down B are a tad overpowered, but it's otherwise well done. I'd like playing with Boo Buddies.

Now, without further ado, here's a moveset for Cloaked Nightmare from the Kirby games.




Nightmare

History:

Known both as Cloaked Nightmare and Nightmare Wizard in addition to just plain Nightmare, this awesome-looking guy was the main villain of Kirby's Adventure, otherwise known as Kirby: Nightmare in Dream Land. He invaded Dream Land to give everyone nightmares with the power of the Star Rod, but was foiled by Kirby. He has two forms; a large floating purple orb that shoots small blue stars, and the vampiric form above. As with Adeleine, there is no possible chance that he'll be in. Oh well.

Icon:

Kirby's Pop Star.

Characteristics:

Nightmare is a large character, about as tall as Ganondorf, though not as wide as Bowser or Donkey Kong, or as powerful. He is of an average weight, though. Nightmare falls slowly and has relatively bad traction, due to his floating above the ground. His running speed is decent, if somewhat below average, and his jumps are pretty bad. He has good range, however.

Special thing to note:

As mentioned, Nightmare floats slightly above the ground. His cape covers the tornado-like bottom half of his body as in the second picture above, but his hands are outside of the cape, like in the first picture. He gives off an aura of darkness - the air right by him is slightly darker. (Example of darkness; I believe Clefairy has a metronome move that makes the screen go black for a few minutes. Nightmare has a much less severe version of that around him)

Moveset:

B, Darkness Star: Take my word for it, as I can't find a picture; Nightmare shoots little stars like the ones in the above picture from his fingers, only they're blue around the edges and empty inside. With B, Nightmare shoots one of these stars forward on a random trajectory; either up and down zigzagging, straight, spirally, or tilted either up or down. They do pathetic knockback, but decent damage for a B projectile. They can be shot out quickly and repeatedly.
>B, Cyclone Charge: Nightmare throws back his cape. Underneath, he has a mini-tornado (you can see a bit of this in the first picture). Nightmare lunges forward, lashing out with his tornado body. It hits multiple times, once again doing bad knockback but good damage.
^B, Repeated Teleport: Nightmare disappears and reappears a very short distance away in the direction you pointed in. He then repeats this two more times. Think Pikachu's recovery, but in teleport form and slightly slower and shorter, and three times instead of two.
Down B, Consuming Darkness: Nightmare points a finger up and cackles. His body releases a cloud of darkness, completely covering him and a decent circle of air around him. You can only see his glowing white eyes. He stays like this for twenty seconds, but then can't use it again for another twenty seconds. He can still attack normally while he's like this.

A: A small poke from a long finger.
AA: A backhanded smack.
Forward A: Nightmare thrusts a palm forward. Excellent range. Sweetspot at the base of his palm.
Down A: Nightmare unveils a bit of his cape. The tornado of his body hits 3-5 times before he covers it up again.
Up A: He brings a hand through the air in an arc. Think Donkey Kong from SSB64.
FSmash: A palm thrust. A Darkness Star shoots out, but explodes almost immediately.
DSmash: Nightmare throws back his cape and goes up in the air a bit, then goes back down, attacking enemies.
USmash: A slash of the hand through the air. If hit, the enemy is sent flying forward and down.
Dash Attack: A long-range, backhanded slap, as Nightmare leans forward.

Nair: He twirls in the air, attacking with his long hands.
Fair: A downwards-aimed slap.
Bair: A backwards backflip.
Dair: A little bit of his tornado is exposed, attacking enemies below him.
Uair: Nightmare claps over his own head.

Super Attack: The screen goes dark, and you see Nightmare's eyes flash red before disappearing, and a chuckle. You hear punching noises. When the screen goes light again, the opponent is heavily damaged. Nightmare chuckles again.

Taunt: An evil laugh: "Nyahahahahahahahah!"

Style:

Nightmare is a large target, but he has truly excellent range, possibly even better than Marth's. He has many ways to stack up damage, and is a fairly floaty, slow character, like Mewtwo, only heavier and more effective. The key to using him is a combination of keeping your opponent at bay with good range and spammable stars and going in covered in darkness, so that the opponent can't see what they're doing while they're near you.



I'll get bored of doing this before long, but for now, I'm just going nuts. Next time, expect a third party character who would never be in unless the game had five hundred characters, more than fifty of them third party.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Congrats, annoying. That doesn't happen every day.

Anyway, here's the moveset I promised; Espio the Chameleon.
NOTE: I don't particularly want Espio in Brawl. There are a zillion third party characters I'd rather have. I just like the potential he has for a fun moveset. Thus far, none of my movesets but Kamek have been possible characters.



Espio

History:

Espio has made quite a few appearances in Sonic games. As a detective in the Chaotix agency, he is always calm, collected, and clever. He's a ninja who uses shuriken throwing stars, can change colour, and can stick to walls.

Icon:

The same as Sonic's. The only ones that would make sense to me as Sonic's are: a ring; or a curled-up spiky ball, representing Sonic himself.

Characteristics:

Espio is a quick character with average jumps and an excellent running pace. He's not too heavy, but falls quickly. He has incredible traction (very, very bad wavedash). Overall, he's not too powerful, and he has bad range. On his feet, Espio seems to crouch slightly closer to the ground, making him seem shorter than he is.

Special thing to note:

Espio can stand on walls. He can't walk on them, but he can stand on one by jumping straight at it and pressing R at the moment he touches it.

Moveset:

B, Shuriken Flurry: Espio quickly throws three ninja stars straight forward, not in a row, all at once. One goes on top, one in the middle, and one close to the ground. They each do about 4%, but since they travel quickly and it's possible to hit with all three, the damage can stack up quite a bit. He can throw them fairly quickly, so it's potentially spammable.
>B, Giant Death Star: Espio takes out a large ninja star, spins around once, and then throws it. It moves quickly even though it takes a second to throw, and it does heavy damage for a projectile.
^B, Leaf Tornado: A small twister pops up around Espio, spinning him around and around and sending him in the direction you hold the control stick. The twister makes enemies it touches go flying in a random direction. Not useable as a KO move, because there's a preset amount of knockback.
Down B, Camouflage: Espio crouches and blends in with his background, becoming invisible like you could with the help of an item in SSBM. He's still vulnerable to damage, though. He stays like this for fifteen seconds, then changes back without warning, and can't do it again for thirty seconds.

A: A quick jab.
AA: He leans down and uppercuts.
AA, repeatedly pressing A: Punches. Think Kirby.
Forward A: Espio suddenly has a shuriken between his fingers and makes a swipe with the back of his hand.
Down A: He whips the ground around him with his tail.
Up A: He puts a shuriken between his fingers and swipes up in an arc.
FSmash: An extremely quick kick from below. Espio couches and kicks.
DSmash: Espio does the splits, kicking out on either side of him.
USmash: With the shuriken in hand, Espio punches upwards.
Dash Attack: A sliding kick. Strong upward knockback.

Nair: Espio holds out shuriken and spins around like a windmill in midair.
Fair: A forward kick with both legs. Like Luigi's Bair, but stronger.
Bair: A backwards, one-legged kick.
Dair: Espio kicks down with one leg, powerfully.
Uair: A backflip.

Grab: Fairly short-ranged.
A: A punch.
FThrow: Espio punches the opponent forward.
BThrow: An overhead toss.
DThrow: Espio hurls them against the ground.
UThrow: A headbutt, sending them straight up.

Super Attack: Espio sends out a big gale of wind, with shurikens in it. They fly around wildly, cutting and heavily damaging the enemies.

Taunt: Espio spins around on the ball of his foot and scoffs.

Style:

Espio is quick, but not too powerful. Instead, those who use him must rely on stealth. Those fifteen seconds of invisibility are his chance to throw ninja stars from a distance, run up and start comboing them, or dash in with a smash attack for the win. Espio's good at long range, and also decent at close range, and his attacks are all quick to execute.

Next up: A bird with a unibrow.
 
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