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Make Your Move 3.0-Starts Soon

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GreatClayMonkey

Smash Lord
Joined
Sep 24, 2007
Messages
1,674
Location
Rigging the enemy base with explosives, which is l
Alright time for me to get off my lazy @$$ and do something. I'll update the first page for the first time. It will just be a place holder for now and will be finished. Also please don't repost a moveset or a link to one unless its an update(however don't repost one without my permission for any reason)
 

Velda

Smash Rookie
Joined
Apr 30, 2008
Messages
23
Character Name: Pong Paddle
Description:
I was bored and decided to enter in... PONG PADDLE! If you don't know what game pong paddle is from, why are you here? He moves basically by sliding around. He can jump though strangely.

Moveset:

A:
He grows longer. Anone who hits his square gets hurt.
2% Damage
No knockback

A Combo:
He grows longer, longer, then shorter. Anyone who hits his quare gets hurt.
2%-4%-6% Damage
No knockback

Dash A:
He stops moving, but then the side closest to the direction your moving enlongates.
Anyone who hits his square gets hurt.
3% Damage
Little knockback back

(Note anyone in his square while he's attacking is hurt unless said otherwise)
(Note every attack has NO charge time or end time unless specified)

Side A:
He slams into opponent and moves back (also slamming)
5%-3%(moving back) Damage.
High knockback back

Up A:
He spins around into the air and flips over
4% Damage
Low knockback Up

Down A:
Stretches out randomly and does a random amount of damage.
1%-15% Damage
If 1 'unit' is equivalent to the amount the paddle grows (On one side) when he does his A,
He grows from 2 units to -1 unit on BOTH sides.
Low knockback updiagnolly

NAir:
Grows on both sides .5 units.
4% Damage
High knockback side

FAir:
This attack has a charge, he shrinks his paddle back, but then launches himself forward (while growing back).
22% Damage
High knockback side

BAir:
Same as FAir, but backwards.

UAir:
Spins around really fast.
6% Damage
Medium Knockback Up diagnolly

DAir:
Turns vertically, smashes down.
5% Damage, 3% Damage if hit while turning.
Medium Knockback Up Diagnolly.

Side Smash:
Same as FAir, but on the ground.
(Note: If while chargin FAir, or BAir, Pong paddle will automatically launch into his side smash.)

Up Smash:
Turns vertically, Smashes upward small height.
7% Damage, 3% Damage if hit while turning.
Medium Knockback Up

Down Smash:
Morphs into fat white brick that hurts anything it touches.
18% Damage
High Knockback Up

B: Ball Shot
Shoots a pong ball up that will bounce around for a while. Occasionally shoots two or a powerful big one.
4% Damage, 9% Damage for big one.
75% Chance of One Ball
15% Chance of two Balls
10% Chance of a big ball
Low Knockback depending on how the ball hits.

Side B: Pong Bounces
If opponent is their, bounces up, and dazes opponent. Opponent is dazed until they land, however if they hit pong paddle again, they will get hit again. Repeats 3 times, until attack finishes off.
3%-7%-9%-Finish 19% Damage
Increasingly higher knockback, starting at low to high knockback up.

Up B: Pongis Recovery
Shoots out pong ball, pong paddle disappears, pong ball shoots up a little bit, pong ball becomes pong paddle.
4% for pong ball hits, 6% for pong paddle transform
No knockback

Down B: Little White Brick II
Turns into a little white brick. Does less damage then down smash, but can be done in air.
7% Damage
Medium Knockback Up

Grab Attack:
Paddle stretches out a little.
3% Damage.

Forward Throw:
Paddle stretches out a lot, pushing away the enemy.
5% Damage.
High Knockback Back.

Back Throw:
Paddle flips over, lets go of enemy, paddle flips back over.
6% Damage.
High knockback down.

Up Throw:
Paddle flips up and throws.
3% Damage
High knockback up.

Down Throw:
Jumps up, rotates down, throws down.
4% Damage.
High knockback down.

Taunt 1:
Pong paddle turns into little white brick to trick enemies.

Taunt 2:
Pong paddle retracts so far it disappears, then comes back.

Taunt 3:
Slides back and forth.

Traits:
Jumps Low
Moves at a moderate speed.
Heavy

have i neglected any moves?
 

Mario & Sonic Guy

Old rivalries live on!
Joined
Sep 18, 2007
Messages
22,423
Location
Mushroom Kingdom
NNID
TPitch5
3DS FC
5327-1637-5096
Waluigi


-----------------------
Stats

Power: 3
Defense: 3
Speed: 3
Recovery: 3
Jump Height: 4
Mid-air Jump Height: 4
Descent Speed: 2
Weight: 3
-----------------------
Standard Attacks

neutral - Punch: Waluigi does a punch. Tap the attack button to do another punch and then follow up with a kick. First two hits do up to 3% damage, while the kick does 5% damage.

f-tilt - Kick: Waluigi does a straight kick. Does up to 8% damage.

u-tilt - High Kick: Tilts his leg upwards to damage the foe. Does up to 8% damage.

d-tilt - Low Kick: Does a kick at a low angle. Does up to 6% damage.
-----------------------
Smash Attacks

f-smash - Sports Weapon: Waluigi strikes with either his tennis racket, a baseball bat, or a golf club at his foe. The baseball bat is the most devastating weapon. Each weapon does up to 15% damage if uncharged, but they'll do up to 26% damage if fully charged.

u-smash - Sly Headbutt: Tucks his head down and then jumps to hit the foe. Does up to 13% damage uncharged, but does up to 22% damage if fully charged.

d-smash - Split Kick: Waluigi quickly straightens his legs to hit his targets. Does up to 12% damage uncharged, but does up to 21% damage if fully charged.
-----------------------
Aerial Attacks

n-air: Waluigi straightens one of his legs to damage the foe. Does up to 11% damage.

f-air: Waluigi slams his target with his fist. Does up to 12% damage.

b-air: Kicks his target from behind. Does up to 13% damage.

u-air: Smacks his opponent with his head. Does up to 8% damage.

d-air: Spins like a tornado to damage his foes. Damage varies.
-----------------------
Special Attacks

standard - Ka-Bomb Hurl: Waluigi throws a Ka-Bomb (appeared in New Super Mario Bros.) at his foe. It'll detonate after a few seconds, but it instantly explodes if hit by fire. Does up to 26% damage if the Ka-Bomb explodes.

side - Wall-Luigi!: Creates a blockade of vines while moving. Speed increases dramatically, but Waluigi could also SD himself if he's not careful. If the move is used, Waluigi can't use it again until he's been KO'd. Does no damage, but it does block projectiles for awhile.

up - Corkscrew: Waluigi's version of Wario's Corkscrew. Waluigi's range with his Corkscrew is even larger, and it lasts longer. Damage is variable.

down - Whirluigi: Spins like a twister, damaging foes along the way. Damage is variable.
-----------------------
Grabs & Throws

grab: Attempts to grab with his hands.

attack: Kicks the foe to do damage. Does up to 2% damage.

f-throw: Takes out one of his sports weapons and uses it on the foe. Does up to 10% damage.

b-throw: Sends the foe backwards by kicking it from behind. Does up to 5% damage.

u-throw: Jumps and slams the foe, sending it upwards. Does up to 8% damage.

d-throw: Puts the foe down and starts kicking it into the ground. Does up to 10% damage with each kick doing 1% damage each.
-----------------------
Final Smash

Bob-omb Barrage: Waluigi takes out a cannon and starts firing Bob-ombs from it. The angle of the cannon is controlled by the Control Stick. Each Bob-omb does up to 26% damage, and they're unblockable. Waluigi fires up to 20 Bob-ombs before his Final Smash ends.
-----------------------
Battle Entrance

Jumps to the ground and does his home team pose from Mario Strikers Charged.
-----------------------
Taunts

/\ taunt: Puts his hands next to his ears and laughs at his foe (his taunt from Mario Power Tennis).

<> taunt: Waluigi does a strange dance (think back to Mario Golf: Toadstool Tour).

\/ taunt: Does his infamous crotch crop while saying "Waluigi, yeah, yeah, yeah!!" (seen from Mario Strikers Charged).
-----------------------
Alternate Costumes

Recolors affect Waluigi's shirt, hat, pants, and shoes.

Default (Purple)
Red (wears green pants and yellow shoes)
Blue (wears red pants and green shoes)
Green (wears blue pants and red shoes)
Yellow (wears black pants and blue shoes)
Black (wears white pants and black shoes)
-----------------------
How to unlock

After clearing the Subspace Emissary, clear Boss Battles with either Mario, Luigi, or Wario.

Have Waluigi join your party in the Subspace Emissary.
-----------------------
Solid Snake Codec

Snake: Colonel, this person in front of me looks very creepy. He almost reminds me of someone.

Colonel: That's Waluigi Snake. Waluigi is a rival to Mario and Luigi, and is Wario's partner in crime. There's not much to his past, but he is just as imbalanced as Wario. Waluigi loves to use explosives, and he's not afraid to use them too. If you see him throw one of his timed bombs, get away from it.

Snake: So he too loves explosives. He's gonna be interesting to face it seems.

Colonel: Just remember that the biggest element in any battle is the distance between you and your foe. Waluigi isn't all that strong, but he does know some insane moves. Make sure that you don't get baffled by his bizarre movements Snake.
-----------------------
Subspace Emissary Role

Waluigi does not play any role in the Subspace Emissary. However, after you've completed The Great Maze, a secret door appears at the Lake Shore. If entered, you'll be pitted against Waluigi. Defeat him and he'll join the party.
-----------------------
 

XalchemistX

Smash Ace
Joined
Mar 30, 2008
Messages
570
Location
Queens, NY
NNID
Alchemistx
The brawl character I would create would be Sephiroth!

Final Smash: He grows one wing and summons a big metor to the stage

One of his taunts will be him kneeling down saying "Jenova..."






Sora would be another good character in brawl.
His final smash would make him go into final fourm.
 

quatripain

Smash Journeyman
Joined
Dec 3, 2007
Messages
241
QUATRIPAINTHABRAWLER
no pic YET
^tilts^
down-kicks
up-think lucarios
side-think robs
^smashes^
side-mario
down-mario
up-lucario
^air^
nair-falcon KNEE
bair-sonic
fair-headbut
dair-tlink but with a wiimote
^special^
standard-ipod-throw and a random song plays for like 5 seconds
SONGS:
crank dat-make dem dance and cant attack
shawty got loose make them run(could result in KO)
no air-flower effect
never gonna give you up-1 in 500 chance-they SD saying "rickrolled again!"again 1 in 500 chance
lose yourself-nothihn
side-basketball-chargable
down-air hump makes air waves(lol)to do damage 5 times
up-slam dunk-aether with a b-ball
final smash-falcon punch-OVER POWERED!!!!!!!!!
more coming soon to a smashboards near you
 

Norm

Smash Lord
Joined
Oct 10, 2007
Messages
1,103
Location
Newfoundland, Canada
NNID
Sheldon86
The Star Warrior arrives Geno enters the Brawl

-------------------------------------------------

Note all of geno's smash attacks are based off his weapons he uses in Super Mario RPG LoTSS because his weapons are all range weapons he will be a range character with a long reach

-------------------------------------------------

A Attacks

A: Jab
AA: Left, right

A combo: Finger shot - Geno points his hands forward and fires small pellets out of the tips of his fingers.

Dash A: Sliding Finger shot

> Tilt A: Forward kick

^ Tilt A: Star attack - a small star shoots out of genos head above him the puppet body collapes when the star goes back into his body he get up

V Tilt A: Split kick

> Smash A: Rocket punch Geno pulls his arm back like he's going to throw a punch when he extends his arm, his fist shoots off this move has a bit of build up and has about the same range as lucario's fsmash

^ Smash A: Star Shot - Geno raises his arms into the air and fires Star bullets above his head

V Smash A: Cannon shot - Geno angles his arms down and shoots small cannon balls




*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~*

Aerial Attacks

Neutral A: Spinning star - Geno's star host leaves his body and and circles arround Geno and then reposses him (He's posesed by the Devil BURN HIM!!)

> Tilt A: Diving finger shot - Geno dives through the air firing finger pellets turning opponents into swiss cheese

< Tilt A: Elbow Cannon shot - So you think you got the drop on Geno from behind no dice you just get a cannon ball in the face from from his elbow. Geno jumps in the air juts his elbows back and cannon balls fire out of them (think pits bair but with Cannon Balls! which makes it better).

^ Tilt A: Star Road - Swings his arm in an arc firing star shots making a star road TO PAIN!! looks simular to wolf's uair but with more reach and stars.

V Tilt A: Double rocket punch - Geno aims his arms downward and boom two knuckle sandwiches served at rocket speed (what if everything you ever wanted came in a.....ROCKET FIST!!!! ROCKET FIST DOUBLE EDITION!!)


*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~*

Neutral B: Geno Beam - Geno fires a beam similar to R.O.B's lazer the move is chargeable it covers the lenth of a small stage. While charging geno is the same as lucario and samus cant move wile charging can move once charged also takes longer to fully charge as it can hit multiple people.


Side B: Geno Whirl - Geno rasises his hands changes his star power and hurls a razor disc of enegy the initial set up for the move is slow but the Disc toss is fast very fast Fox illusion fast so it's hard to bounce back it does arround 10-15% damage but there is a 1 in 99 chance of it dealing 40% much like in the game.


^ B: Geno Boost - arrows (yes the ones that point) shoot out from below geno and launch him into the air when he lands he'll be glowing while glowing his attacks are teperaraly boosted he'll lose the boost if he uses another special, is hit, or blocks. Also anyone hit by geno takes damage anyone hit by the arrows gets an attack boost as well.

V B: Geno blast - Geno raises his hands in the air and two pillars of light shoot down along side of him Similar to pikachus thunder if caught under the beam as it falls it deals %25 damage and good knockback if bumping into it, it deals %15 with small knock back.




*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~*

Grabs and Throws

Grab: Shoots out his rocket hand to grab them


Running Grab: Same just running


Grab Attack: Punch


> Throw: Throws the character forward and hits them with a rocket punch



< Throw: Throws the character down and hits them with a Star shot


^ Throw: Throws the character up and hits them with a cannon shot



V Throw: Throws the character to the ground and barrages them with the finger shot



*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~*

Taunts:

^ Tuant: Crosses his arms and nods

> Tuant: The Star flies out of Geno's body and the body collpes then the star circles arround and then reposses him

V Tuant: He says "My name is" and there's some musical chimes of him saying his

------------------------------------------------

Final Smash: Geno Flash: Geno transforms into a cannon, then shoots a huge ball of energy, damaging covering most of the stage. Hold B to chage it before firing to deal more damage.

------------------------------------------------

Stages:

Rose Town - you right outside the quaint little town where The Star originally possessed Geno but not all is well IT'S RAINING ARROWS! and if hit by one of these nasty fellows your stuned temporary there are no edges to this stage it's flat ground with the welcome to Rose town sign in the middle but in the background you can see toads going about their day and when the arrows fall see them getting froze as well.


The Factory - this is where Smithy built his army or weapons it's a metal flat stage that has the forge on one end and a big green button but if you step on the switch watch out the claw will swoop down to pick you up and drop you down the production tube. There is also a conveayer belt in the background the some of the Mario RPG bosses go by on.

-------------------------------------------------

Music:

To be filled in.

-------------------------------------------------

Assist trophy:

Croco - That thifen, Liein, schemin, purple gator is back and when he come out he doesn't want anything to do with you but you pick up an item and he wants it he wants it. when your opponent picks up an item he tackels into them and steals the item they picked up, when he tackels them it does %20 damage and gives mid knock back.


This isn't done yet i'm going to flesh it out more i just want to take some more time to think on it.
 

Marie_54

Smash Ace
Joined
Jan 1, 2008
Messages
502
Location
Puerto Rico
I'll go ahead and post what I've got now and finish it over time.

Shadow the Hedgehog



Kick ***. Period.

~Miscellaneous~
Back Story: There’s just to much about this guy to explain. Wikipedia is your friend.

Basic Info: He’s got that floaty type of run like Charizard due to his rocket shoes. Many of his attacks involve ordinance, and some of them involve Maria’s Emerald.

Stats: He’s nearly identical to Sonic in every way as far as inner physical attributes go. He’s fairly different on the outside, but still really similar. On that note, I suppose you could just use Sonic as a reference for stats. However, he is slightly more powerful overall due to many of his attacks involving ordinance.

Neutral A Combo: He pulls out Maria’s Emerald to hit his opponent. The first attack is a swing to the left, the second is a swing to the right, and the final swing is downward. If someone is trying to recover and the final part hits them, it will do a meteor smash. (Or should I say, spike. The bottom of that thing is sharp.)

Dash Attack: He trips and drops the emerald. He grabs it, then slams it down like the third attack in his A Combo. Again, it can meteor smash someone who’s trying to recover.

~Tilts~
Down Tilt:

Side Tilt: A simple punch, no wind up like Sonic’s Side Smash. Obviously not as strong.

Up Tilt:

~Smashes~
Up Smash: A strong upward kick like Ganondorf’s, except not as strong.

Side Smash:

Down Smash:

~Specials~
Neutral B: Egg Vacuum- In Shadow The Hedgehog, you could get special items for getting certain endings, this was one of them. I have no idea what the developers were smoking when they came up with this one (I guess it might have been a Billy Hatcher reference, but I dunno.), but it did come in handy. In Brawl, it would be practically identical to King Dedede’s inhale.

Up B: Chaos Control- Your average teleport move, Shadow disappears then reappears were in the direction you push.

Side B: Omochao Gun- Who didn’t want to use Navi Omochao as a projectile in Sonic Adventure 2? Well Shadow The Hedgehog made that a reality with this special weapon. The attack itself is like getting hit with a purple Pikmin, but slightly weaker.

Down B: Satellite Laser- Yet another special item from Shadow The Hedgehog. It’s like Pikachu’s Thunder, but a little slower and a little stronger. The main attribute of this item is that it homes in on opponents. However, it moves straight down and it’s quite slow, so it shouldn’t be used unless and enemy is unable to move like after using their shield for to long.

Final Smash: Chaos Blast- A massive red explosion engulfs the screen causing extreme damage to all opponents.

~Aerials~
Uair:

Bair: A simple backward kick like Sonic’s Bair.

Nair:

Fair:

Dair: He slams his fists downward like Donkey Kong’s Fair, except he faces the screen more so while doing it. It’s weaker and cannot meteor smash.

~Grab/Grab Attack/Throws~
Grab:

Grab Attack:

Up Throw:

Forward Throw:

Back Throw:

Down Throw:

~Non-Attack Moves~
Entrance: Shows up instantly and yells “Control!”.

Up Taunt:

Side Taunt: He closes his eyes and snaps his fingers, causing a small explosion of energy.

Down Taunt:

Victory Pose: He crosses his arms and says “I am the ultimate life form!”

Losing Pose: He hangs his head in shame silently.

Victory Jingle: The same as Sonic’s.
Go play SA2 and Sonic Battle... Shadow doesn't have to be a gun maniac or sonic clone.
 

Bowser King

Have It Your Way
Joined
Aug 7, 2007
Messages
4,737
Location
Ontario, Canada
^^arent those the same games? Wait nevermind, I just looked at my sonic games and they turned out to be diffrent.

On topic: I have started my battilion wars grunt its in production and still needs ALOT of work.
 

Sun-Wukong

Smash Journeyman
Joined
Nov 24, 2007
Messages
392
Location
Eastern Kentucky
Go play SA2 and Sonic Battle... Shadow doesn't have to be a gun maniac or sonic clone.
In case you didn't notice there are plenty of attack spaces left. And for the record, Sonic Adventure 2 Battle was the first Sonic game I played and my favorite. I haven't played Sonic Battle yet though.
 

Marie_54

Smash Ace
Joined
Jan 1, 2008
Messages
502
Location
Puerto Rico
^^arent those the same games?

No. Theres a Sonic Adventure 2: Battle and a Sonic Battle(Game Boy Advance) were Shadow is not a Sonic clone.

btw i didn't mean to sound like such an @$$hole Sun-Wukong, sorry for that.:ohwell: Its just that i don't like the Shadow game but i do like early Shadow so theres kind of a clash there...
 

RWB

Smash Ace
Joined
Jan 28, 2006
Messages
969
My most detailed, hardest to do, and hopefully best and most enjoyable moveset yet!

It's me, dragging my two little brothers along for the ride, joining the Smashfest!


The Wellbring Bosson Brothers



Backstory:


[table of content goes here]



Stats:


Strength :
?/10

Weight:
?/10

Attack speed:
?/10

Range:
?/10

Ground speed:
?/10

Jump:
?/10

Aerial speed:
?/10

Fall speed:
?/10


Dashing jump speed:
?/10


Quirks:

Battle Thingies


Entrance:

Idle pose:

Taunts:
-
-
-

Victory tune:


Victory poses:
-
-
-

Losing pose:
-

Fighter Description:


The moves:


Specials:

NEUTRAL B:
?:
Damage:

FORWARD B:
?:
Damage:

DOWN B:
?:
Damage:

UP B:
?:
Damage:

A Moves:

JAB
?:


DASH ATTACK
?:

Tilts:

FORWARD
?:


UP
?:
DOWN
?:

Smashes

FORWARD
?:

UP
?:

DOWN
?:

AERIALS


NEUTRAL A
?:

FORWARD A
?:

UP A
?:

BACK A
?:

DOWN A
?:

Shielding Moves and Throws:

SIDESTEP:

ROLL:

GRAB:

THROWS:
A attack:

Forward throw:

Up throw:
I
Back throw:

Down throw:

FINAL SMASH:
?:


Alt Colors:

White:

Black:

Red:


Green:

Blue:

Yellow:



Stage:
?

Song:
?:

[Unlockable songs][/SIZE]

Song:
?:
 

Sun-Wukong

Smash Journeyman
Joined
Nov 24, 2007
Messages
392
Location
Eastern Kentucky
No. Theres a Sonic Adventure 2: Battle and a Sonic Battle(Game Boy Advance) were Shadow is not a Sonic clone.

btw i didn't mean to sound like such an @$$hole Sun-Wukong, sorry for that.:ohwell: Its just that i don't like the Shadow game but i do like early Shadow so theres kind of a clash there...
I can understand that. But it is his own game, so it's fitting that a lot of his attacks would come from it. Besides, his Up Smash is from Sonic Battle.
 

Odlanier

Smash Apprentice
Joined
Aug 14, 2007
Messages
197
KARP! KARP!
MAGIKARP JOINS THE BRAWL!​

With a Tail-heavy moveset, Magikarp enters the fray!
WHY:Magikarp has been in every Pokemon RPG to date, without having to obtain the National Pokedex. He's known to almost anyone who knows Pokemon as the completely useless SPLASH-User that evolves into the great Gyarados. Little do these people know that it can also learn TACKLE and even FLAIL. Magikarp is ready to shed his title and become a great Brawler!

STATS:

Speed: 2/5: He's the only character without feet, what do you expect?(Walk + Fast walk: He uses his fins to push himself along; Dash: He bounces accross the stage)
Weight: 2/5, He's just a fish, and weighs a little less than Pikachu.
Attack Power: 3/5, His tail packs a decent punch... slap?
Jump: 4.5/5, Years of Splashing have not gone to waste! However, he can't beat Falco.(1st: Slaps the ground with his tail to jump off, Midair: Swims upward spiraling, similar to Peach's Melee jump.)

Other Animations:
Standing: Balances himself on his stomach with support from his fins.
Crouch: lies flat on the ground, even lower than Kirby's
Shield:Shrinks back and uses fins to protect himself
Sidestep Dodge: Pushes off the ground, away from the attack, and "stands" on his tail for a moment.
Roll Dodge: Flips over and over (on his side) to another location.


BASIC ATTACKS

A: Magikarp slaps the opponent with the side of his head. It's fast, but not strong, seeing as it's a jab.

Hold A:Magikarp slaps his head side to side, similar to Olimar's AA.

AA: Magikarp uses the momentum of slapping the opponent with his head to turn around and start attacking the opponent with his tail. It's a tapping infinite attack, like Fox's or Sheik's, but it doesn't trap the opponent for long.

Dash Attack: He stops himself with his fins and flips over, smacking the opponent with his tail. The hitbox is above him, then in fron, following the tail. It's a medium speed, and can KO at High percents (Minimum 130-150)

FTilt: Magikarp headbutts the opponent, pushing off, again, with his fins; med-fast, decent knockback

UTilt: Magikarp does a short hop and attacks the opponent above him with his head; slower, upward version of FTilt

DTilt: Magikarp Spins and attacks with his tail; It's Yoshi's DTilt to both sides.

SMASHES:

FSmash charge: Magikarp turns to the right and faces slightly downward, bringing his tail towards his face.
FSmash: He Swings his tail at the enemy, Smacking him while turned away. This is his best chance at a KO.

USmash Charge: Magikarp brings tail above his head and looks upwards, bringing the tail closer to his face.
USmash: He pushes of the ground with his fins as he smacks the opponent above him with his tail. As Magikarp does a short hop in this move, the enemy may underestimate its range.

DSmash Charge: Magikarp does a handstand on his fins, his dorsal (top) side to the audience, and bends his tail to the left
DSmash: Magikarp slaps his tail downward on one side, then flips over and hits the other side. Hitboxes only appear when the tail gets near the floor.

GRAB & THROWS:

Grab: Magikarp lunges forward and bites the enemy, then comes back with the enemy in his mouth.
Attack: Magikarp does an awkward hop and hits the enemy with his fins- after all, he doesn't seem to have teeth...

FThrow: Magikarp lets go of the enemy, plants his fin on the ground, then pivots around the fin to hit his enemy with his tail.

BThrow: Magikarp Throws the enemy behind him, then uses the momentum to do the same as an FThrow. This is his strongest throw.

UThrow: Magikarp tosses the opponent upwards, then hops, flips, and hits the enemy with his tail. This is his weakest throw, but good for setting up a juggle.

DThrow: Magikarp slams the opponent down, then hops up and slaps the opponent (still on the ground) silly with his tail. This is similar to Kirby's DThrow.

AERIALS:

Fall Animation: Magikarp is bent upwards at both ends with his fins pointed up.

Airdodge: Magikarp pseudo-swims in a quick circle around his former location.

Nair: Magikarp faces upwards and spins quickly with his fins out. It traps the enemy for all the hits and comes out fairly quickly.

Fair: Magikarp headbutts the opponent in front of him with an up to down head motion.

Bair: Magikarp quickly slaps his tail side to side.

Uair: Magikarp does a flip and hits the opponent upwards with his tail.

Dair: Magikarp does a flip, facing the screen, and Spikes the opponent downwards.

SPECIALS:

B: Tackle- He steps back, charging up, then lunges forward at his enemy. When charged, the distance traveled stays the same, but the power increases greatly. Its range is about that of a slightly charged Green Missile (Luigi's B>), giving you a boost when recovering.

B>: Swift Swim- This is the Ability Magikarp has in Ruby, Sapphire and onwards. In the game, it increases his Speed when it's raining. Here, he swims back and forth as if he were in water, sending opponents upwards. It's like Yoshi's, but less powerful. It can't be used too well for recovery, as he'll still fall while using it.

B^: Splash: Magikarp's signature move! He comes to a stop in the air, then lies on his side, brings his tail and head up (here's where you decide if you want to go straight up or diagonally to either side) then slaps the air (or ground, though I don't see why you'd use it there, since it does no damage), pushing himself up. Years of doing this haven't gone to waste: Splash covers more distance than any other ^B in the game (excluding ROB and Pit, of course).
Useless Fall: Magikarp is paralyzed after using this move, unless he is attacked again. He faces downward and plunges to the abyss headfirst.

Bv: Flail- Has anyone trained Magikarp enough to get this move? He learns it at level 30, but evolves into Gyarados at level 20... Anyways, This can only be used on the gound. Magikarp thrashes around, slapping everyone around him. It's similar to DK's, but has less range.

FINAL SMASH:
<Evolution>

Isn't it fitting that the best thing Magikarp can do in the Pokemon games has been turned into his Final Smash? When he activates this attack, Magikarp glows with an intense light and evolves into Gyarados! He flies behind the stage and fires Dragon Rage at his opponents. Think of it as a more controllable Volt Tackle. It's a circular area that you can control, but it isn't as slow as Lucario's. This Final Smash lasts as long as Super Sonic. Now what do we do? There has to be a penalty for such a great Final Smash, and Pokemon can't de-volve, so what happens? As Gyarados flies off the stage, he leaves a Pokemon egg with a Magikarp in it. This egg is much harder to get out of than Yoshi's, so Magikarp had best get started before the enemies beat on him too much. Fortunately, he can move around, but this doesn't help him get out, and he can't attack or double jump while in the egg. (Press the attack button repeatedly to get out)

TAUNTS AND OTHER STUFF:

^Taunt: Magikarp jumps in the air and shakes his tail, shouting his own name

>Taunt: Magikarp lies down and splashes back and forth.

vTaunt: Magikarp does a handstand, then takes one fin off the ground and holds the pose.

Victory 1: Magikarp sees a small ball dangling down. He bites it, and is whisked upwards out of the screen (In case you didn't get it, that was someone fishing with an Old Rod)

Victory 2: Magikarp pivots around one fin, then stops and does his ^Taunt repeatedly (with no noise this time)

Victory 3: Magikarp lies flat on the ground, splashing.

Entrance: Magikarp bursts out of a Poke Ball and shakes his tail.

Kirby Hat: Kirby gains a dorsal fin and two long yellow whiskers.

Wait, I almost forgot...

ALTERNATE COSTUMES:

Basically, it just changes the color of his scales. Magikarp is too thin to wear any sort of accessory.
Basic Color (Red Team)
Blue (Blue Team)
Green (Green Team)
Gold- This is a Shiny Magikarp, and when he uses his Final Smash, he actually turns into a Red Gyarados!
Black
 

ph00tbag

C(ϾᶘϿ)Ͻ
Joined
Mar 16, 2007
Messages
7,245
Location
NC
Rocket
From Rocket: Robot on Wheels



I wrote this up several months ago, actually, because I thought this guy would be an incredibly fun guy to play as. Unfortunately, as an almost entirely unknown and a very minor third party character, he had no chance of getting in. For the longest time, I decided for this reason that a thread about him would be pointless. But recently, I've been looking back at this, and I realized that the character profile here is too nifty not to tell other people about. So here it is.

Sometimes I feel like I'm the only person in the world who ever played Rocket: Robot on Wheels, a game made by Ubisoft for the N64. This is unfortunate, but not everyone can have such an excellent gaming experience. The game's protagonist is a maintenance droid for a futuristic theme park in outer space. He uses his various grapple abilities to solve puzzles and vanquish foes, but mostly just to solve puzzles.

As far as costumes, Rocket's default is his trademark Red, but his variations are green and orange (from the game; he uses the color scheme to infiltrate a guardhouse), all black (there has to be one like this), Yellow and green, and blue and purple.

The original game was heavily dependent on the use of Rocket's grapple beam. He would use it to scale walls, defeat enemies, create new pathways, throw bombs and traverse gaps in his path. Rocket in Smash Bros. would be no different. Much of his game would be centered around forcing his opponents into his grapple beam and then pummeling them. As a result, his grab is a great deal more versatile than many other characters'. Rocket's grapple beam is also essential to his recovery, as he has no third jump, but his extended grapple (UpB) can grab edges within a certain distance. His normal grapple can also be used in this manner.

Stats
Strength: **
Rocket's attack strength is somewhat below average, but his grab makes up for it a lot.

Speed: ***
Rocket doesn't move very fast, but he doesn't really need to.

Range: ****
Rocket has surprisingly good range, thanks to his paintballs.

Attack Speed: ***
Aside from his grab, Rocket's attacks come out in an average amount of time.

DI: **
Rocket DI's about as well as the lower end of the average character. His recovery revolves around his UpB's range, so just getting within range of the ledge is all he needs.

Traction: *****
He has a rubber wheel. Go figure.

Weight: ****
He's made of metal, so he's pretty heavy.

Moveset
*=directly from the game

Ground Attacks
Rocket's ground attacks aren't too strong or weak. Mostly they serve to set up for grabs or to get rid of pressure.
A:
Leans forward and uses his head to make a quick jab, like Pikachu. This can attack quickly for edgeguards, etc.

Utilt:
Smacks up and backwards with his head.
Ftilt:
Supports self on antigrav beam and jabs out a long range wheel kick with disjointed hitbox. This can be aimed.
Dtilt:
Juts wheel forward. Upward knockback. Good for grab combos.

Usmash:
Visor Smash - Much like Mario's Usmash, but with different damage and physics.
Fsmash:
Head bash - Like Usmash, but aimed forward. This has a rather large hitbox that moves from up to down in front of Rocket.
Dsmash:
Dust-Kicker - Like Dtilt, but with more wind-up, and if it connects, he revs the wheel and his oppenent is knocked backwards at a low trajectory. Hits several times. Head also jerks back in first few frames to knock back opponents behind him.

Dash Attack:
Leaps out of dash head first. Lands on side, so a lot of lag in getting back up. It's decently powerful if it connects.

Aerials
Rocket's aerials are almost invariably going to involve some sweetspotting, and the part you hit with will depend on desired effect. Like Captain Falcon, Rocket's air game is very precise.
Double Jump:
Rocket Jump - * Rocket has nifty little rockets on his axel that give him a boost in the air. Not incredibly high, but enough to keep him in the air for combos and such.

Uair:
Backflip. Like Falcon's Uair in terms of knockback and hitboxes.
Bair:
Attenuates wheel backwards and flames shoot from the rockets on his axel. Wheel spins to send opponent upwards. There are two hitboxes. If this connects at Rocket's axel, it semi-spikes and opponents catch fire. At the wheel, they are knocked up and forwards slightly. Also good for an approach that combos into a grab.
Fair:
Attenuates wheel forewards with axel rockets aflame. Wheel spins to spike. Like Bair, can semi-spike and burn opponents if hits on the axel.
Dair:
Stabs Wheel downwards. Wheel spins a bit to send opponent backwards in a slow semi-spike. Spikes if close to the axel.

Specials
Rocket's B moves are fun. The original game was rife with neat little toys that provide inspiration.
B:
Freeze - * Not unlike Ice Climber's blizzard, but it does less damage, and freezes earlier (at about 35%). Can freeze any projectile. Comes out very slowly, but doesn't have much wind-down.
UpB:
Long-Grapple - * Rocket shoots a ball out that does damage to anyone it hits and grabs them. If done in the air, it pulls rocket towards his opponent and knocks them upward. Like Falcon, connecting with this lets him use the move again. If on the ground, it pulls them in and results in a simple grab. It can also be aimed at the ledge for recovery. If he does this, he automatically belays to his ledgegrab.
TiltB:
Paintball - * Based on the Hoversplat (what an awesome vehicle). Shoots a paintball out with random color. Changes opponent's costume and does some damage. Minor stun. Very little lag.
DownB:
Bomb - * A bomb pops out of the ground which Rocket can pick up with his antigrav beam, and can throw. If he's in the air, a bomb appears under him. Bombs explode on contact whether Rocket is holding them or not or after a few seconds, only two bombs can appear at a time. Bombs can damage Rocket, however, only Rocket and other characters who hold items without touching them can handle bombs.

Grabs
Ahhh, Rocket's grab game. This is an incredibly unique grab game, and it is rather useful. Rocket's game will center around proper use of the antigrav beam.
Grab:
Grapple - * This is Rocket's short range grapple. Comes out very quickly. I want to say one frame, but that would be ridiculous. When Rocket is grabbing an opponent, or an item, he cannot perform any a or b moves, However, he has full mobility, and can jump. When in the air, he can only throw up (down makes him fast fall and left and right DI, of course), though, but this opens up for combos. The beam can catch items like Link's bombs and Peach's turnips. Rocket can also pick up frozen opponents and grab in midair (Sorry, Gimpy).
Grab Attack:
Zap - Rocket Zaps the grabbed opponent with his beam. The zap can also hit other opponents that are too close. This can be done while moving.
Dthrow:
Slam - * Rocket does a front flip and slams his opponent into the ground.
Uthrow:
Rocket takes some time to aim his opponent, not unlike Yoshi's Egg Throw. Can aim 180 degrees. Left and right direction is made fairly obvious by the direction Rocket is facing, but angle is harder to predict. This throw is powerful, so DI is very important.
Left and right while grabbing do not throw, but simply make Rocket roll left and right.

Final Smash:
Mushrooms! - In the games, mushrooms would attempt to eat Rocket, but would only be able gum on his wheel. To escape, Rocket needed to jump three times, and they would fire him into the sky. In Smash Bros., these pesky fungi will attack Rocket's opponent, slowing them down and giving Rocket a chance to grab his foe, or damage them until they manage to escape using the usual wiggling escape. The mushrooms themselves don't do any damage, though. Depending on how much damage his opponent has when they jump out, the mushroom will shoot them higher. If you have too much damage, you may as well jump off the stage. Thankfully, you can avoid them as long as you make sure to take note of where they are. Rocket can pick Mushrooms up and throw them at his opponents, causing them to chomp down on the poor foe with a cry of, "YUM!"

Other
Ledge Attack <100%:
Think Fox from Melee. This move is similar in form to Rocket's tilt.
Ledge Attack >100%:
Rocket struggles up then sweeps his wheel around before standing up.

Getup Attack <100%:
Sweeps his wheel to both sides then hops up.
Getup Attack >100%:
Stands, then smashes his head back and forward.

Taunt 1:
Performs a flipping, dance-like maneuver. From the game when he celebrates finding a ticket.
Taunt 2:
Performs a "handstand" on his antigrav beam.
Taunt 3:
Homage to Doctor Mario. He produces a Tinker Token and tosses it in the air before catching it.

Victory Pose 1:
Same as taunt one. He ends with his head cocked to the left a bit.
Victory Pose 2:
Skids into view on the Glider Bike and Pops out as it comes to a stop. Pose ends with the bike behind Rocket, who couldn't look more badass (More because it's really hard for a Maintenance droid to look badass at all).
Victory Pose 3:
Rocket Fires his Freeze Ray at the screen with the visor down over his eyes. After the Freeze Ray ends, the screen pauses with Rocket leaning back and the visor still over his eyes.
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
These are characters that I invented in my own mind. They are two of the main characters in a novel I plan to write. Chris Lionheart, is my username sake and Ryann Trueshot is named (first name only of course) after a girl who I consider to be my friend (and I hope the friendship is mutual.) The pictures used are just Fire Emblem characters that look quite similar to the actual characters (I do not have a scanner/printer or photoshop.)


Chris Lionheart & Ryann Trueshot
Game Universe: The Lion's Heart (Made by me)

Appearance (the pictures used are just the Fire Emblem characters that I feel are closest in appearance to them.):
Chris:

Eliwood looks somewhat like Chris except with the following differences:
Chris has armor covering his upper chest. He also has gauntlets (hand armor) and grieves (foot and leg armor).
Chris has curly, light brown hair and dark brown eyes.
Chris's armor and clothes are white with golden trimming.
The inside of Chris's cape is gold colored.
Chris wears a white headband with gold edges with a design similar to Ike's rather than the metal headband that Eliwood is wearing.
Chris's cape is white and torn and has a golden lion symbol on the back.
Chris wields a large 2 handed sword that comes down to a golden hilt with a lion's head design.

Ryann:

Ryann looks somewhat like Tanith except with the following differences:
Ryann's hair has blond highlights.
Ryann's primary armor is white not black.
Ryann's pants are white not black.
Ryann's face is usually a slight smile rather than a scowl.
Ryann uses a bow with light steel blades fixed into the body of the bow in order to provide melee potential.
Ryann has a dagger sheathed on her right hip and a quiver attached to her left hip.
Ryann has light/pale blue eyes.
Ryann has no cape.
Ryann's art uses a simpler and more practical stance (basically just what is shown here but with both feet planted on the ground right next to each other.)


Alternate Outfits:
White- Default
Red
Blue
Yellow
Green
Black
Purple
*Color changes the primary color of Chris Lionheart's and Ryann Trueshot's clothes and armor (trimming color remains gold).

Wii-Mote Sound:
(Both shouting in unison): "To victory!!!"

Story (brief):
Chris and Ryann are the last hope of a fallen nation. Chris is the last of the Lionhearts, the greatest and bravest warriors of the kingdom of Valios, the land of heroes (a kingdom set around the South Eastern U.S. many many years from the present.) Valios was invaded by a large tribe of brutish people after a traitor, who pretended to be the friend of Chris's father, opened the city gates to the barbarous legions. Most of Valios's people are now dead and gone, but some rebels fight back. Among these rebels are Geoffery and Arden, Chris's uncle and cousin from his mother's side of the family (thus they are not Lionhearts.) With the help of Ryann, last of the great Trueshot archers, Chris must rally the remaining Valians, avenge his family, and free his people from Ashencroft's grasp.

Description:
Chris Lionheart-
A 16-year-old boy who's heart is heavy with loss. He wields an heirloom of his lost family, The Lion Blade, a large decorative two handed sword. Years of intense training have given him the strength to wield it comfortably with one hand or both. Chris is often quiet, shy, and idealistic. Many mistake him for a fool because of his values, but Chris lives by them faithfully. Chivalry and honor guide his actions and his desire to protect Ryann gives him the courage to fight against hopeless odds.
Ryann Trueshot-
A 15-year-old girl. She is a nimble and talented archer. Ryann is one of Chris's favorite friends and is the source of his bravery. Ryann is quiet for the most part, but is more intelligent than this suggests. She has been called a tomboy but her unique beauty has made up for it.

Game Insignia:
A golden male lion (complete with mane) that is roaring over a white cross background.

Moves:
Specials-
Chris:
B, Lion's Claws- Thrusts the hidden blade in his left hand forward very quickly (low range) dealing 10% damage if it hits. Little to no knockback. *Can be used twice in rapid succession if the first misses.
B-Forward, Lion's Fury- Slashes the sword forward once. A combo can be pulled off by pressing B-Down, B-Up, or B-Forward in rapid succession (much more rapidly than in dancing blade), maximum of 4 in the combo.
B-Up, Strength of the Lion- A third jump made by tapping into one's reserved strength. This is a fairly average recovery. Its appearance is a jump followed by a downwards sword swing. If it hits properly, this can spike (but doing so is risky as it uses your recovery.)
B-Down, Call Ryann- Whistles to call Ryann into battle, swapping characters.
Ryann:
B, True Shot- Shoots an arrow from Ryann's bow. These shots can be aimed in all directions, but cannot be tilted after firing. These arrows fly straight across the screen and can be charged, effecting damage and flight speed, but not distance or trajectory.
B-Forward, Block- Blocks the next attack to hit Ryann. Very fast but has no return hit.
B-Up, Rope-Shot- Shoots an arrow with a rope tied to it. This is a teather recovery, but a very effective one as the arrow flies with a long and curved arc, hooking into whatever ground it hits. Note that Ryann does not fall until the arrow lands.
B-Down, Call Chris- Whistles to call Chris into the frey, swapping characters.


Normal Attacks:
Chris:
Dash A- Quickly ducks forward and launches a low attack with the sword, very quick and effective (just like Sheik's dash attack in Melee). 10%
A- A quick and basic swing of the sword. 5%
AA- A second quick slash that causes Chris to rotate 360 degrees. 3%
AAA- A more powerful horizontal slash that is slower than the previous two. 6%
Get off your *** attack- A quick motion in which Chris thrusts himself to his feet, kicking the foe with a powerful hit and stomping them in a single motion. Slower and more powerful than most get up attacks. 7%
Ledge Attack- Chris jumps out and swings The Lion Blade in a fashion similar to Ike's fair. 7%
Ryann:
Dash-A- A single fast rotating hit with the bows blades with average statistics. 7%
A(A)(A)- A punch that can enter into a rotating combo of the bows blades through repeated presses (3 hit combo). None of these hits have knockback but all cause flinching. 3% each hit.
Get off your *** attack- Ryann quickly trips the foe with her leg. Very fast and causes the foe to trip. 3%
Ledge attack- Ryann leaps out and kicks the foe in the head. Very fast with decent power. 5%

Tilts:
Chris:
Forward-Tilt- A 180-spinning side-stepping slash. Very quick with decent damage. 7%
Up-Tilt- Short jumps and kicks diagonally downwards in the direction he is facing. Low knockback but quite fast. 7%
Down-Tilt- A quick crouching swing with very little knockback and good damage. 7%
Ryann:
Forward-Tilt- A quick spinning back-kick with average knockback. 7%
Upward-Tilt- A short-jumped upwards kick with poor knockback. 9%
Down-Tilt- A fast crouching kick with low knockback. 7%

Smashes:
Chris:
Smash-Forward- Powerful overhead slam of Chris's sword. High knockback but slow. 20%
Smash-Up- An upwards stab of Chris's sword that has medium-high knockback, based on sweetspotting. 10%-15%
Smash-Down- Slams the sword down (similar to eruption). Slow but very high damage and knockback. 12%-20% (based on sweetspot)
Ryann:
Forward-Smash- A quick up-wards kick with minimal knockback followed by a stronger hit from the bow. 5% first hit, 7% second hit
Upward-Smash- A quick hand-standing kick with low knockback. 7%
Downward-Smash- A very low spinning melee hit with the bow with low knockback. Fast. 10%

Aerials:
Chris:
N-Air- A spinning multi-hit attack with minimal knockback except on the last hit. 3% each hit.
U-Air- Kicks the foe with a heavy thrust of Chris's feet., average speed and high knockback. 10%
F-Air- A basic double sword swing (similar to Marth's) 6% per swing.
B-Air- A back-slash with high power and average speed and range. 10%
D-Air- Chris swings his blade from over his head downwards quickly. This attack is a meteor and has high knockback and damage. Proper timing is necessary. 12%
Ryann:
F-Air- A powerful spin swing of Ryann's bow with good knockback. Speed roughly that of Ganondorf's F-Air in Melee. 10%
B-Air- A back-kick with average knockback. 7%
U-Air- Shoots an arrow upwards quickly. High damage and knockback. Ryann's most powerful aerial. 12%
D-Air- Quickly draws an arrow and fires it downwards. Huge range and good damage. Knockback is minimal, but the aerial has great priority and speed. If the foe is caught at the very beginning of the attack, they are spiked downwards. 11%

Grabs/Throws:
Chris:
Grabs by the neck and lifts if given the time. Hits by punching.
Forward-Throw Throws the opponent forward. They travel at a downwards trajectory.
Up-Throw- Throws the character up and then throws the sword up (similarly to Aether).
Backwards-Throw- Throws the character backwards. They travel at a downwards trajectory.
Downward-Throw- Throws the character down and then pounces on them with the hidden blade. No knockback, but Chris's most damaging throw.
Ryann:
Has one of the quickest grabs in the game. Grabs the shirt/chest of the foe. Hits by punching.
Forward-Throw- Throws the opponent forward. High damage necessary to kill.
Backward-Throw- Throws the opponent backward. High damage necessary to kill.
Upward-Throw- Throws the opponent upwards and shoots an arrow. Ryann's most powerful throw, but is sususceptible to opposing interrupts (rarely notable except in fights of 3 or more people).
Downwards-Throw- Throws the opponent to the ground and stomps Ryann's foot into them, mashing it into their chest. Does good damage but has no knockback.

L-Button:
Chris:
Shield- Enters a defensive blocking stance with his sword as the "bubble" shield used by most Smash Bros. characters appears around him.
Sidestep- Steps to the right with his sword on his left shoulder.
Forward Roll- Rolls forwards
Backwards Roll- Jumps backwards
Aerial Dodge- Blocks with his sword and moves in the controlled direction.
Ryann:
Shield- Blocks with her bow as the "bubble" shield used by most Smash Bros. characters appears around her.
Sidestep- Steps to the right crouching down.
Forward Roll- Rolls forwards
Backwards Roll- Backflips
Aerial Dodge- Blocks with her bow and moves in the controlled direction.

Final Smash:
Chris:
Final Smash- "I NEED BACKUP!" (Chris)- Calls Ryann onto the battlefield to back Chris up. She stands stationary at the spot Chris was standing when he used the final smash and fires arrows that fire straight in the direction they were fired (Ryann aims directly for random foes). These arrows do 10% damage each and go through platforms but not obstacles. Chris is free to move and fight during this final smash, and though Ryann is invinceable, he is not. Lasts until Ryann shoots 30 arrows.
Ryann:
Final Smash- "I NEED BACKUP!" (Ryann)- Calls Chris into the battle to back Ryann up. Chris pursues foes and uses attacks from his moveset to fight (level 5 AI). Ryann is free to move and fight in this final smash, and though Chris is invinceable, Ryann is not. 15 second duration.

Taunts:
Chris:
Up- Plants the sword in the ground (while still gripping it and standing in a fashion similar to the black knight in FE:poR). Wind blows his cape around (not just up).
Left/Right- Enters a defensive stance (similar to counter) with the sword.
Down- Gets on one knee and sheathes his sword in the hilt on his back then draws it quickly (this taunt has a mortal draw effect similar to the one in the twilight princess.)
Ryann:
Up- Pulls an arrow out of her quiver, twirls it, and shoots it into the air (does some damage)
Left/Right- Pulls out a flower and sniffs it sweetly.
Down- Holds her bow in a typical longbow shooting stance and says "This is for Chris."

Death Phrases
Chris-
(softly) "Ry...Ryann... forgive me." (75% chance)
"I was destined.... for so much more." (25% chance)
Ryann-
(softly) "I'm sorry, Chris." (75% chance)
"Why did it have to end... this way." (25% chance)

Victory Poses Victory Song=Valian Theme
Chris:
With his blade rested on his right shoulder, says "I fight for my people. I fight for my honor. I fight for my family. And above all, I fight for Ryann. I won't fail."
Closes his eyes and positions the blade upright in front of his face, then says, "Bring the next fight... I am ready."
Unsheathes the hidden dagger in his left guantlet and makes the "come on" gesture with his right hand.
Ryann:
Brings her left hand to her quiver and taunts her opponents by saying "Now, bring the real fight."
Fires an arrow into the arrow and catches it effortlessly as it falls.
Stands in a non-battle stance and says to herself "I hope I've made Chris proud."
Both:
(This pose happens randomly, regardless of which character was used when you won the match.)
Standing together, Chris and Ryann put up their weapons (Chris sheathes his sword and Ryann puts the bow onto her back) and Chris bows to her (seemingly just as a gesture to say "You've done well," or something along those lines).


Stat Ratings:
Chris:
Overall Speed- 2.5/5 (average)
Power- 5/5 (As strong as Ike, maybe even stronger)
Range- 4/5 (Not quite Ike's range, but better than average)
Weight- 4/5 (armor can make you pretty heavy)
Fall speed- 4/5
Recovery- 2.5/5
Jump Height- 3/5
Throws- 2/5
Traction- 2.5/5
Dodges- 3/5
Size- 4/5 Chris is a fairly large target.
Ryann:
Overall Speed- 4/5
Power- 2/5
Range- 3/5 (With the exception of projectile attacks)
Weight- 3/5 (though dainty, her armor adds to her weight)
Fall Speed- 3/5
Recovery- 5/5
Jump Height- 4/5
Throws- 3/5
Traction- 5/5 (Archers tend to be pretty nimble)
Dodges- 5/5 (Again)
Size- 3/5

These characters are designed to work together. Ryann has speed but lacks knockback, while Chris is full of strength, but lacks Ryann's speed.

Pros:
Chris Lionheart:
Heavyweight
Smash Attacks are very powerful
Tilts are fast and good for damage
Lions Claw is a good followup attack (beware its ending lag)
Lions Fury can combo in itself.
Recovery can spike (very risky)
No lack of killing moves.
Decent air game.
Can switch to Ryann Trueshot for easy damage racking or as the situation demands.
Two spikes, Dair and Strength of the Lion.
The Lion Blade has huge range on most attacks.
Two sweetspots, the center of his sword, and the hilt area of his sword that create a huge sweetspot area.
Can kill even with tipped attacks.
Powerful ground game.
Can wall jump.
Ryann Trueshot:
Attacks combo into each other very easily.
Has a reliable projectile.
Amazing recovery. Can tether either to the edge or directly to the stage.
If a foe is hit by the arrow, Ryann is pulled to them. If this is done off the stage, the foe is tied to Ryann by the rope, causing an un-escapeable Ryannside.
Attacks are fast.
Great traction.
Great dodges.
Decent throws.
Good for racking up damage.
Good air game.
Possesses a nearly lagless block.
Great crouch.
Superb wall jump and wall cling.
Can switch to Chris Lionheart to make killing easier and as the situation demands.

Cons:
Chris Lionheart:
Large target.
Overall slow character.
Lacks a projectile.
Fast faller, so easily comboed.
Most powerful moves, especially smashes, are slow.
Recovery is fairly average, and very easy to gimp (though this will likely result in you spiking the foe to their death.)
The Strength of the Lion spike is risky but makes a great finisher, because you can combo into it.
Comboes are more difficult to pull off than characters like Marth but Chris can combo easier than slow characters like Ike.
Both sweetspots are inferior to Marth's sweetspot.
Weak throws.
Lacks the ability to crawl and wall cling.
Only possesses a single wall jump.
Poor traction.
Ryann:
Medium-Lightweight
Has a difficult time killing at low percentages.
Fairly large target (though not as large as Chris.)
Doesn't fall as fast as Chris, but is still a fairly fast faller, making her somewhat easy to combo and being more floaty than Chris, is easier to juggle.
Ryann's recovery is a tether, and thus can be gimped, but not as easily as other tethers.
Both:
Lack the ability to crawl.
Have poor juggling ability.
Somewhat reliant on switching, thus mastery of two characters is necessary.
Switching can only be performed on the ground.

This stage comes with them:
Fort Walker- This stage looks similar to Castle Siege (fire emblem) but does not change and has a battle scene going on in the background (complete with archer's firing from above the fort gate. Occassionally an alarm trumpet will sound and enemy soldiers will spill in (numbering in groups of 3-5). They aren't hard to defeat.

Music
Requiem For A Dream- A famous symphony used in the Lord of the Rings trailer (and the Lord of the Rings The Return of the King video game). This symphony gradually (and sometimes suddenly) switches between quiet, sorrowful, and intense. If you would like to hear the symphony go to this video on youtube-
http://www.youtube.com/watch?v=aFK6ALndjmI
* Note that this video is not mine. I merely found it one day and liked it.

Against Ashencroft- This song is intense and leaves an impression of hopelessness.

Chris's Proposal- This is a love song from Chris to Ryann. It has moments of mild sadness and is suprisingly devoid of an upbeat tune, but it is beautiful and has some climatic moments.

In Their Memory- This is a sad song with dreary melodies played in honor of all the brave Valians who have passed on.

Signs Of Hope- A song that is comparatively upbeat when compared to the rest. Its tune can be called noble and exciting, like the epic music of the Lord of the Rings.

Valian Theme- A song played in Valious to remember the days of old. This song's mood is one of joy and triumph.

These items come with them:
War Trumpet- Play this instrument once to call in a group of Valian troups (numbering 3-5). They help you fight, but they are easy to defeat.
Valian Flag- This flag is armed with a spear on the top and helps the user recover when the wind is good.
Dagger- This short range weapon does very quick damage. Does very high damage when thrown.

Assist trophies:
Arden- Chris's cousin. A skilled spear infantry unit who uses a moveset similar to Chris's, but disappears after 15 seconds.
Geoffery- Chris's uncle and mentor. Charges the opponent and does a single killing move with his blade (similar to Lyn).

Kirby Hats:
Chris-
Kirby gains Chris's hair and miniature versions of his shoulder armor, chest armor, and cape.
Ryann-
Kirby gains Ryann's chest and shoulder armor. (If he got her hair, that would look weird, like ZSS Kirby :dizzy:.)

Codec Conversation:
Chris-
Snake: Colonel, what can you tell me about my opponent?
Colonel Cambell: His name is Chris Lionheart. He is the great hero of Valious.
S: Really? What makes him so great?
C: He singlehandedly slew the demon who shattered his kingdom.
S: So you're saying I'm in for a fight? What do you know of his fighting style?
C: Chris relies on the weight of his sword to win. His strength allows him to wield it comfortably with one hand. He is an accomplished swordsman and hides a dagger in his gauntlet.
C: Oh and watch out. He may call in his friend for backup.
Ryann-
Snake: Mei Ling, what do you know of this girl?
Mei Ling: Her name is Ryann Trueshot. She is the friend of the great Valian hero, Chris Lionheart. Word is, she has a real softspot for him.
S: So she's smitten with him? I just need to know her fighting style.
M: Isn't it romantic?
S: ... What did I just say?
M: Fine. She relies on her bow and arrow for most of her fighting.
S: So she relies completely on projectiles?
M: No, her bow has metal blades fixed into it so she can fight toe to toe.
S: Anything else I should watch out for?
M: Yes, when she's in trouble her friend Chris may try to protect her.
S: Oh joy. Two fights in one.

Trophies
Chris Lionheart (Classic trophy, adventure trophy, final smash trophy, and the story details trophy)

Ryann Trueshot (Classic trophy, adventure trophy, final smash trophy, and a story details trophy)

Arden- Chris's cousin and a skilled Spear wielder.

General Geoffery- Chris's uncle and mentor. He is a skilled sword wielder who taught Chris to wield a 2 handed blade.

Catlin- Catlin is a friend of Chris. He is indeed a male, despite his name. Catlin's unique personality and hilariously horrible looking mullet have made him suprisingly popular in an odd way. Catlin wields an axe and relies on speed rather than power to win.

Travis- A friend of Chris. His halberd is a rather intimidating sight on the battlefield... atleast if you are on the opposing end of it.

Garrett- One of Chris's friends. He is snide and arrogant, but suprisingly well liked. True to his first name, which means strong with a spear, Garrett does indeed wield a spear.

Ashencroft- Once nothing but a man, he was one day possessed by a powerful demon. Ashencroft is the name of the demon. The demon kept this secret and pretended to be the friend of Chris's father, Christopher Lionheart. He later slew all of the Lionhearts, save Chris, who escaped thanks to Geoffery. Ashencroft leads the barbarian legions. His death is the only way to free Valious once more. But the question is... can Chris defeat him.


Bosses that come with them:
Ashencroft- A powerful demon. Under the disguise of a knight he murdered Chris's family. He wears demonic ebon (black) armor from head to toe and wields a massive jagged sword. In the campaign boss fight (where you are required to play as Chris/Ryann) he removes his helmet (after defeating his first form, King Ashencroft), revealing his true form. Then you fight him a second time in his stronger form, Ashencroft The Demon, a fierce, red-eyed demon with vampiric fangs and black wings. During this last stage of the boss fight, Chris loses the ability to call Ryann for help (except in Final Smash).
Ashencrofts moveset would be:
Demonic Assault- A basic horizontal slash made while flying to the opponent (like Quickdraw).
Hellfire Aura- An aura of flame temporarily surrounds him, hurting foes in melee range (lasts 5 seconds).
Skys of Darkness- The upper parts of the stage turn dark (anything higher than double jump range), making it impossible for human players to see in this area.
Nightmare Edge- Sends a wave of darkness out of his sword that travels straight across the stage.
Rising Darkness- An evil fog makes fighting on the lower levels more difficult (loss of sight while inside it).
After defeating him a cutscene is shown where Ashencroft nearly pwns Chris, then gets hit by one of Ryanns arrows. The demon attempts to kill Ryann, but is stopped by Chris who is turned into a trophy when stabbed as he saves her. The Lions Claws hurt the demon who is also turned into a trophy. Ryann throws Ashencroft off of the stage in her anger and takes the trophy of Chris, who is later brought back by a D3 badge, with her as she continues with the group.
 

dancingfrogman

Smash Ace
Joined
Jan 3, 2008
Messages
862
Location
United Kingdom, Birmingham
Switch FC
3133 8842 3910
I can think of movesets for numerous characters, but i'm going to do
Dry Bowser

I'm going to start with the stats:
Strength: 8.4
Speed: 2.1
Air Game: 6.3
Recovery: 5.3
Weight: 8.2 (How can he be heavier than Bowser)
How to master: 7.6 (He's meant to be a hard person to use, but can be very effective in the right hands)

Moves:
A: a standard claw
A,A: a short ranged Elbow smack
F-tilt: a two-handed attack that animation is simular to someone swinging a bat
F-Smash: An Moving smash that lunges the whole body at the foe
D-Tilt: a downward claw that timed to perfection can make someone trip up
D-Smash: a bodyslam on the ground, this is quick and can be used to combo in the air
U-Tilt: Same as bowsers
U-Smash: an Up-ward Headbutt that delievers mighty knockback if hit in its sweet-spot
Dash Attack: he pops back into his shell and comes out pretty much instantly

B: Fireball: a chargeable fireball that gets faster/stronger the longer its held, It's also
storable(he'll have flames coming out of his eyes
F-B: Bone Rush: he throws bones in an arc shape indentical to an hammer bro
the longer you hold it, the faster/further/stronger it goes
U-B: Bowser fortress: same as bowser, but it does knockback as soon as you go
into it, and has a more vertical range rather than horizontal
(It's still good though)
D-B: Scatterd bones: his whole body scatters and joins back together in about 0.45 Secs

F-air: same as bowsers
B-air: Claws backwards, Turns Dry Bowser around
N-air: same as bowser
u-air: uses the shell the same as bowsers u-smash, used for comboing
D-air: Pop's into the shell and spins, a harsh meteor smash

Grab attack: stab in the stomach
F-Grab: Elbow barges the foe forward
B-Grab: throws Enemys into his spikes and they go backwards
U-Grab: throws enemy up-ward in to an headbutt
D-Grab: Throws enemys on the floor, stabbing foes multiple of times then an elbow drop

Taunt 1: throw bones upwards and catches them
Taunt 2: Picks up his head and rattle it, then he puts the head back on
Taunt 3: with flames in eyes: angryly shouts like bowser

Victory taunt 1: spins in his shell
taunt 2: starts shouting at the screen then his body scatters everywhere
taunt 3: shoots fireballs in the air

I don't do descriptions or hisrory of characters, I can't be botheered doing that
 

BlueYoshiPinkShoes

Smash Apprentice
Joined
Dec 6, 2007
Messages
120
Location
Flint
I suppose it's time for a real submission. and seeing as how IceClimbersUser1 never did quite show up with that Sora moveset, it's time for Sora to join the Brawl!

Sora


Sora, of the Kingdom Hearts series, joins the Brawl!
Biography
Sora, fifteen years old, originally hailed from Destiny Island. His time was well spent, as he spent it training with his friends Tidus, Wakka, Selphie, and his two closest, Riku and Kairi. While life on Destiny Island was easy, the gang dreamed of getting away, and had been working on a raft. One night, the islands are attacked by darkness and shadow creatures. Sora seeks out his friends, finding Riku, who disappears into darkness. At the same time, Sora obtains the Keyblade. The islands are destroyed, and Sora is left adrift. Meanwhile, King Mickey has left his world to deal with the increasing darkness and left instructions for mage Donald and knight Goofy to find the "key". Sora ends up in a place called Traverse Town, and the journey against evil would continue....

Stats
Speed- Sora is young and agile, and with the ability to dismiss and call forth the Keyblade at anytime, he has very little cumberance. Sora nears the speed of Sonic. Five out of Five stars. *****

Power
Sora wields the ultimate weapon, though it's strength is primarily against the Heartless and the Nobodies. Sora's enemies will not be Heartless or Nobodies, but normal people, hence, his strength will be hindered slightly. Four out of Five Stars. ****

Defense
Sora is not so much the master of defense, or magic. Defense is for Goofy and Magic is for Donald, so Sora's focus is mostly swordplay. Sora's defense suffers greatly. Two out of Five stars. **

Jumps
Sora has good jump height due to his high jump ability. About as high as Falco's. Five out of Five stars. Sora also has a glide, but unlike the others. Sora cannot angle his glide, but he glides quite quickly, with quite a rapid pace of falling. *****

Weight
Sora is more light than heavy, due to the fact of his being a young boy. Two out of Five stars. **

Traction
There is nothing spectacular about Sora's traction. Three out of Five Stars. ***

A Attacks, Tilts, and Aerials

Neutral A: Sora swings the Keyblade horizontally.
Neutral A combo: Sora Swings in a one two punch sort of way. Horizontal, Vertical, Vertical
Utilt: Sora Performs Upper slash, which knocks the opponent about the height of a Sora into the air.
Dtilt: Sora swings the Keyblade at the ground in a sweeping motion, tripping anyone who is hit by it.
Ftilt: Sora swings the Keyblade forward in a motion similar to Link's Ftilt. Simliar also to knockback and damage.
Nair: Sora spins the Keyblade around him, a simple aerial.
Fair: Sora brings the Keyblade down in front of him, hitting with the tip is beneficial.
Dair: Sora thrusts the Keyblade downwards with much force, not stopping even if he hits someone.
Bair: Sora's only spike. Sora thrusts the Keyblade backwards, and swings it around under him. The spike is at the tip of the blade as he brings it under him.

Smashes

Fsmash: Sora performs Guard Break, bouncing backwards, than lunging forward with all of his might. A powerful smash with good damage and knockback.
Dsmash: Sora Swings the Keyblade downward with all his might from about mid-low range, than brings it around to the back. Front hit does good damage with mediocre knockback, while back does good knockback with mediocre damage.
Usmash: Sora Performs Aerial Sweep, and spins upward in a sprial motion. It is a unique smash because it launches him into the air, but he falls back down with invincibility frames and no lag upon landing.

B Attacks
Neutral B: Ars Arcanum- Sora unleashes a fury of ground attacks, bashes on the head, and finsishes with a lunge straight through the opponent. Unlike Marth's dancing blade, it requires only three button pushes. One to start the combo, to use the bash command, and to finish with the lunge.

Forward B: Strike Raid- Sora hurls the Keyblade at the enemy, leaving them slightly stunned for about 1 second. If the B button is pushed in the right timing, the keyblade will appear in Sora's hand, and gives him another opportunity to throw it, this is called Raid. After three Raids are performed, Judgement becomes available, and Sora reels back, grabs the Keyblade with both hands, and prepares to hurl it with all of his might. Sora has the ability to charge Judgement, but it could give the enemy an opportunity to escape.

Down B: Explosion- Sora performs Explosion, a finishing move in Kingdom Hearts II. Sora points the Keyblade forward, creating 4 or 5 white circles of energy around him. After which these hurt enemies in a slightly weak multi-hit combo, the circles explode. This causes minimal damage and decent knockback.

Up B: Aerial Rush- Sora throws his Keyblade and chases after it grabbing it and striking with it. Similiar to Ike's Aether but with aiming capabilities of Extreme Speed from Lucario. Travels about as far as Aether. If the strike connects, it deals decent damage and good knockback.


Grabs

Sora's grabs are very simple, and linear. The only Grab worth mentioning is his Dthrow, in which he grabs, throws them on the ground, and sits on their chest. After he is seated, he slaps the victim in the face multiple times, chuckling in a feel-good manner.

Final Smash

Sora's Final Smash is, nothing unexpected, his Drive forms! These Last about 30 seconds. After grabbing the Smash Ball, Sora says one of two names. If you press the B button, than he shouts for "Donald!", but if you press the A button he shouts "Goofy!" If Sora shouts for Donald, than he enters

Valor Form: Valor Sora is a more agile, stronger version of Sora. After turning Valor, Donald comes and joins the Brawl! While Sora gains the ability to attack with Two Keyblades, he also gains much strength, and agility. Most of his Smashes can kill at mid to low 50's. All the while, Donald runs around casting a random multitude of spells, i.e, Blizzard, Fire, Thunder, Gravira, and Aero.

If Sora shouts for Goofy, than he enters

Wisdom Form: Wisdom Sora is a more magically inclined, and more willful Sora. After turning Wisdom, Goofy joins the Brawl. While Sora gains the ability to shoot projectiles, he also gains the ability to float. All of his specials are Vamped up. The projectiles are fired with the A button, and are about as strong as uncharged Aura balls from Lucario, and in random increments of five, a much more powerful ball, as strong as a fully charged Aura Ball, will appear. All the while, Goofy runs around in a manner similar to Gray Fox, bashing all competitors on screen with his shield.

A random occurence will happen at any time. Sora will turn into Anti-Sora. Anti-Sora is much lighter, takes much heavier damage, but almost all of his attacks stun, making for easy-to-do combos. Also, at random times, Sora will turn into Final Form. Final Sora can fly, and he does not have to hold any Keyblades, but rather they float around him orbitally, automatically hitting any enemies that approach him. Also, Even in the air, Sora can perform his ground attacks.

Alternate Colors: Sora's Alternate colors are as follows:

1. Sora's Kingdom Hearts I costume
2. Sora is in an Organization XIII robe and hood.
3. Sora is in his Endless River Costume
4. Sora is in his Halloween Town costume.
5. Sora is in his Tron costume.
5. What's this?! Sora suddenly becomes Roxas!

Quirks
Sora has many of what you would call "quirks". First, all of his costumes wield a Different Keyblade, although when in Valor/Final Form, the second Keyblade is always the Kingdom Key.

1. KHI Costume- Sora wields the Kingdom Key, which increases defense if Sora is above 120 percent. He Wields the Oblivion as his second for Drive Forms.
2. ORGXIII Costume- Sora Wields the Oblivion, which makes his offense a little stronger against Smash Balls. But only when attacking Smash Balls.
3. Retro Sora- Sora wields the Monochrome, which increases the effect of items.
4. Halloween Sora- Sora wields the Decisive Pumpkin, and after any 3 hit, non automatic, consecutive combo, a ten percent damage boost is added.
5. Tron Sora- Sora wields the Photon Debugger. Very Slight, and barely noticable, lightning damage is added to Sora's attacks.
6. Roxas- Roxas wields the Oathkeeper. This allows for an extra two seconds of Roxas' Drive Forms. Oblivion is the secondary Keyblade in this case.

Also, at random, instead of assistance from Donald and Goofy during his Final Smash, Sora's other allies may join instead! These are Simba, Beast, Mulan, Jack Sparrow, Auron, Timeless Mickey, Jack Skellington, and King Mickey. Each of these will respectively perform a different attack, and for those that have it, will perform their Limit Breaks.

When Sora is running, the Keyblade is gone, but when walking or attacking, it is there.
Also, when in Anti-Form. Sora attacks with his claws, not his Keyblade.

Sora's Taunts are as follows:
Side- Sora laughs and smiles.
Down- Sora summons the Keyblade, stands in a ready position, and says "This is for Kairi!"
Up- Sora points his Keyblade towards the sky, and says "For my Friends!" at the same time, you hear Donald's voice say "Save the Queen!" and Goofy's say "Save the King!"

Sora's victory poses are as follows:
1. Sora laughs and ruffles his hair in a humorous, humble manner.
2. Sora crosses his arms and says "Come on Guys, Try and keep up!"
3. Sora is pictured with Donald and Goofy and they all laugh in excitement.

Battle Position:
Sora stands in a position as he does in KHII, slouched over, holding the Keyblade in both hands.

Sora's finally finished!
Check him out and let me know how I did, via replying to this thread, or through PM
 

Dark Paladin X

Smash Journeyman
Joined
Feb 22, 2008
Messages
277
put jin kazama under badass and cream under cute

I changed a few things from Jin and Cream to be a bit balanced:




Jin Kazama

Bio:
Jin Kazama is now the head of the Mishima Zaibatsu (as of Tekken 6) who now hold totalitarian power and seek for world domination. Jin is now completely possessed by his so called "devil gene" and has the ability to transform into his devil form in his own will.

Stats:

Size: 6/10
About the size of Power Suit Samus

Speed: 6.66/10 (4/10 in Devil Jin)
Both Jin and Devil Jin are relatively fast, but not really as fast as Sonic.

Strength: 7/10 (8/10 for Devil form)
Jin is relatively strong.

Weight: 7.65/10
Quite Heavy, if you ask me, takes lots of guts to take him down.

Reach: 4/10 (10/10 for devil jin)
Jin's reach isn't that great. However, for devil Jin, his reach is quite good with his ranged grab.


Other Attributes:
  • Can Wall Cling
  • wall jump
  • crawl
  • very strong throws
  • gets stronger based on how many people he KO. Also, he heals himself whenever he KO an opponent (around 5%-25% health with 25% chance of happening), but he must be the one to KO the opponent with no help.
  • five mid-air jumps (exclusive to Devil Jin)
  • can transform from his normal and "devil" form
  • can grab someone in range (exclusive to Devil Jin, just to let you know, he telekinetically pick the foe up in the air and pummel is force choking. Quite similar to Darth Vader if you ask me)
  • vulnerable to "light/holy" attacks (Lucario's Aura and Pit's arrows are examples). This is present in normal and devil forms of Jin.

Special Moves:

Normal Jin:
Neutral B: Double Lift Kick
Description: Can't explain, but check here around 47 seconds.

Side B: Brawl Combo
Description: Does a Tekken style like combo you see in videos (four attacks, can be low punch, high kick, low kick, uppercut in any order and sometimes the attack repeats itself in the combo.

Up B: Blossom Kick
Descirption: Almost like Captain Falcon's up-b, malus the fire effect. Can be used as a powerful meteor smash because he kicks the opponent downward. Also serves as his third jump and jumps higher than Captain Falcon. Can put Jin in helpless

Down B: Transform
Description: Transform into Devil Jin.

Devil Jin:

Neutral B: Flaming Palm
Description: Does a palm knife edge strike on the foe with fiery effect. Set them on fire.

Side B: Fireball
Description: Shoots a giant Fireball from his mouth. Can be charged.

Up B: Laser Eye
Description: Shoots beam lasers from his eyes. If activated in air, he shoots the beam towards the ground. Can put him in helpless.

Down B: Transform
Description: What do you expect?

I haven't thought about the smash attacks, tilts, and aerials yet.

Final Smash: Jin's Rage

Description: Jin will scream in rage and a red glow will appear around him. Everyone near Jin will go berserk and lose control. Jin's attacks are stronger, gives more knockback, and attacks faster. Jin will also jump higher and have an extra mid-air jump. He is also invulnerable and won't flinch or take damage as well. Oh, and he also have a similar super spicy curry effect, only to cover all areas and set people on fire All of this will last for 20 seconds.

----


Bio:
The cutest character in the Sonic the Hedgehog series, with her cute friend (not pet) Chao, Cheese.
More details here.

Size: 3/10
About the size of Kirby

Speed: 6.75/10
Speed is about average.

Strength: 4.5/10
Forward Special and Up smash are her top KO moves

Weight: 1.25/10
So light that most fully charged smash attacks can kill her.

Other attributes:
  • three of her special moves involve with Cheese, which are good high % killers
  • four mid-air jumps
  • fast aerial attacks and can rack up some damages
  • her lightness and vulnerability to high damage and dirty spike attacks encourage you to mostly sidestep and roll
  • Can float after using up with mid-air jumps

Tilt Attacks:
Up: Cream kicks her foot upward while Cheese flies up to do an uppercut
Down: Does a low kick
Neutral Combo: Punch, Punch, and Cheese smacks the wit out of you
Side: Cream punch in a cowardly way.

Smash Attacks:
Up: Cheese headbutts upward.
Down: Cream twirls like a princess and Cheese goes around in circles body whacking everyone near her.
Forward: Shorter range of her neutral B but with some higher knockback

Aerials:
Neutral: (can't think of one right now)
Down: Stall-Then-Fall attack, Stomps down with both her feet.
Up: Almost similar to Sonic's Up air.
Back: (can't think of one right now)
Forward: (can't think of one right now)


Specials:
Neutral: Cheese Attack: Cream points at the foe in front of her and Cheese flies and off and smack the wit out of the guy. Similar to the Sonic Advance 2 ability.
Side B: Chao Missile: Cream throws Cheese onto the foe, throwing the Chao like a missile. Does significant knockback at mid percent.
Up B: Rabbit Ears: This is much like Pit's Up B except Cream flies with her large ears like in the game. Also, unlike Pit's she can use it again if she gets hit midair. Cream's Up-B serves as a recovery move. Another difference from Pit's is that Cream flies faster and has better horizontal distance but lasts shorter.
Down B: Mercy: Counterattack. Cream falls into her knees and starts crying and begging for mercy. If anyone strikes her during the animation, Cheese will respond with a counterattack. Down B lasts for 1.5 seconds.

Final Smash: Flower Field
Cream really loves flowers. When she activates it, she does a ballerina like dance and puts everyone to sleep (but no damage). Then the entire stage is filled with flowers. Cream is given a Lip's Stick weapon on her hand (any item Cream is holding when the Final Smash is activated will disapear). She can use the new weapon to whack the snot out of anyone.

Stay tuned for Jak from Jak and Daxter, if I can think up some of his moves.
 

Chrono Centaur

Smash Apprentice
Joined
Feb 18, 2008
Messages
137
Daroche



Bio:
One of Kirby's enemies in Kirby Squeak Squad, Daroche is the leader of the Squeaks, and schemes to steal everything in the land from everyone. He's not nice at all.

Size: 8/10
Daroche is pretty large, but seems bigger mainly because he floats everywhere.

Speed: 10/10
Daroche is ridiculously fast, with the ability to chain-teleport around.

Strength: 7/10
Nothing that special.

Weight: 4/10
Daroche lacks in the weight department, but can survive with hefty amounts of DI and good use of his special Up-B.

Other attributes:

- Has an insane movement ability that defines his metagame
- floaty, like Mewtwo, but can combo easily
- all of his attacks disjointed hitboxes, either out of his wand or ranged
- final smash similar to Wario's in that it increases all his attributes
- different style, more hit and run, than usual Brawl characters
- specials make him a great camper


Tilt Attacks:
Up: Daroche swings his wand in an arc above his head.
Down: Daroche aims downward and pokes out. Meteor if done on a recovering opponent; massive priority.
Neutral Combo: Daroche throws out one little spark, and if it connects he follows it up with three consecutively more powerful sparks.
Side: Daroche quickly extends his wand out to tip the opponent; surprisingly, middle hitbox of the wand is more powerful than the tip.

Smash Attacks:
Up: Daroche points his wand up, then explodes in a puff of magic, creating a hitbox above him, and then leads directly into an Up-B. (See Up-B, below.)
Down: Daroche points his wand downwards, explodes in a puff of magic, creating a hitbox below and to the side of him, and goes directly into an Up-B. (See Up-B, below)
Forward: Daroche points forward, explodes in a puff of magic, creating a hitbox in front of him, and then goes directly into an Up-B. (see Up-B, below.)

Aerials:
Neutral: Daroche forms a bubble of magic around him, damaging all who contact. Little priority.
Down: Daroche creates an explosion of magic below him. Disjointed, high priority.
Up: Daroche flicks his wand above him, and at the end of the flick extends a small magical blast. Wand has little priority and damage, blast has high priority.
Back: Daroche points his wand behind him, extending a star out. When tipped, does little damage but massive knockback.
Forward: Daroche throws his cloak out in front of him. When tipped, does little knockback but massive damage.


Specials:
Neutral: Triple Star: Daroche throws out three stars, than bounce around the stage. Similar to Wolf's blaster in the fact that it does damage if you connect with the wand while being used. The projectiles each do around 5% damage, but bounce around for a long while, and diminish in a small margin.
Side B: Ice Beam: Daroche quickly charges an Ice Beam that goes horizontally across the stage, then fires it. The beam has a slight chance of freezing if sweetspotted, and the sweetspot hitbox increases as the move is charged more. Daroche can store the Ice Beam charge
Up B: Teleport: Daroche's teleportation technique is different from any other Up-B move in the game. All of his moves can lead into it, but the ones that specifically combo into it are all of his smash attacks. Up-B works in two different ways: while above a platform or the ground, the range of the move is decreased extremely. However, the number of times you can use it is unlimited, and there is no lag coming out of it. As a result, you can combo any move into an Up-B and vice-versa. When you're out on the edge of a stage, however, the move's distance increases massively, similar to a Zelda teleport, and it can only be used once before you fall out of it. Daroche's Up-B is his metagame; the whole point of his character is hit and run, making him very deadly to fight against.
Down B: Bomb Throw: Daroche pulls out one of his signature bombs and hurls it through the air. The bomb explodes on impact, but if it hits no one will roll and sit for a second before exploding.

Final Smash: Dark Daroche


Daroche calls out to Dark Matter, and the beast sinks into his being, corrupting him.

Dark Daroche is similar to Daroche in all ways, except all of his attacks are more powerful. His Up-B can be used infinitely, even in the air, making him impossible to kill; his Ice Beam can be rapid fired for mad effect, and his bombs shoot pillars of fire out. All of his hitboxes have been doubled, and some of his weaker attacks have been made his killers. Daroche stays in this form for a mere 20 seconds, though, so use it while it lasts.

Overview:

Daroche is the perfect camper, with three projectiles and a bunch of moves designed to keep enemies away. His Up-B is nuts, and his other attacks can throw the opponent off-guard. Overall, he's at least high tier.
 

Dark Paladin X

Smash Journeyman
Joined
Feb 22, 2008
Messages
277
jak, put under cool


Note: Jak is the guy wielding the gun, the weasel on his shoulder is Daxter.

Bio:
Jak, with his sidekick Daxter, might considered to be a "tragic" hero in some degree. He was sent hundreds of years into the future into a dystopian city named Haven City. There, he was captured and completely tortured by the dictator Baron Praxis. After two years of torture, he developed a darker personality due to the experimentation on Jak during his captivity.

Size: 6.9/10
Meh, slightly shorter than Snake

Speed: 8/10
Very quick and agile. Not to mention it, he'll take the second place of being the fastest character (making Captain Falcon number 3).

Strength: 6.66/10
Sadly, due to him being quick, he should slightly weaker than Bowser, but his specials can inflict lots of damage (three of them from the Jak 3 game, and one completely original from me), but lack some good knockback.

Weight: 5/10
Kinda middle weight.

Other attributes:
  • second fastest running speed behind Sonic
  • second jump about the height of Falco
  • wall cling and wall jump
  • crawl
  • wall climb
  • 3 of his special moves and his Final Smash is from the Jak 3 game
  • tether recovery move
  • second fastest aerial attacks behind Cream, but is really strong
  • Specials can do lots of damage (except up-b)
  • Daxter is not in his shoulder (no really, if he was then Daxter would get pwned too easily)

Specials:
Neutral B: Scatter Rifle
This is basically the first gun you get in the Jak 3 game. Shoots red shockwaves that sends enemies backwards and damaging them, although not enough to KO even at High percentages.

Side B: Gyro Burster
Shoots a robot upward to the air in a degree and shoots machine gun bullets in the stage and flies around. Can be Knocked off the stage and Jak must wait 45 seconds after one is fired into the air. Lasts for 5 seconds.

Up B: Plasmatic Grapple
Jak's tether recovery move, and it's not from any Jak games. This one is a bit unique. He makes a small leap, stalls, and THEN shoots his grapple with a rifle using one hand. What makes it interesting his Up B can force edgehoggers downward, making this a Meteor Smash. Oh yeah, then won't put Jak under helpless.

Down B: Dark Jak Bomb.
Creates a Dark bomb from his hand. Just use the throw button and will explode in contact. This may hurt Jak if used in close range however.

Aerials:
Up: Stalls, then Jak kicks upwards. Almost like Wolf's Up-B but no special effects and is quicker. This can put Jak into the helpless state.
Down: Punch downwards
Back: Elbow bashes some behind
Forward: Kicks with his left leg

Grabs:
Not much to say about his grabs, but he won't use grapple to grab the person though.
Down: throws foe down and elbow slams the opponent
Up: Throws foe upward and shoots his Scatter Rifle
Back: Throws foe through body slam
Forward:: throws foe and shoots some sort of pistol with laser
Pummel: Hits with his right knee

Smash:
Forward: Kick forward then does a punch forward
Down: Does a handstand then kicks foes left and right at the same time
Up: Does an upperhand punch

Final Smash: Super Nova
Leaps off stage and appears on top some building armed with some sort of rocket launcher. There you can shoot up to 3 missile onto the stage (there will crosshairs for this) reloading every shot. When the missile hits, it does a nuclear-strike like explosion and does a lot of knockback, almost resulting an instant kill. The blast radius is about 1.42x larger of that of a Blast Box exploding. Once he use up all his shots, Jak returns to the stage.

In Jak 3, Super Nova is one of the most powerful guns who can obtain later in the storyline.
 

Travis Touchdown

Smash Rookie
Joined
Jan 8, 2008
Messages
2
Things are about to get groovy!

Earthworm Jim joins the brawl!

Bio:
Once a simple earthworm, Jim was turned into a hero when a mysterious super suit fell upon him from the sky. Jim now spends his time traveling the universe to right the various wrongs dealt upon it in the most groovy of ways.

Stats:
Size: 7/10
His suit is fairly bulky, but all and all he stands around an average height.

Speed: 6/10
The build of the suit is fairly disproportionate, though it has a large muscular upper half, it's legs are fairly scrawny.

Strength: 8/10
If Jim has one thing it's brawn. The suit gives him the edge he needs when the situation gets rough.

Weight: 6/10
Oddly enough Jim isn't too heavy. Unfortunately for him this leads to him getting knocked around quite a bit.

Jump: 7/10
Nothing too special about his jump, gets about an average height.

Standard Attacks:
Neutral A: Standard Jab
Neutral A Combo: Punch, Punch, Kick
U-Tilt: Snott shoots upwards out of the pack on Jim's back.
F-Tilt: Kicks forward.
D-Tilt: Jim does the splits, landing a hit in both directions.
Dash A: Throws himself forward.

Aerials:
N-Air: Throws his arms and legs out spread-eagle.
F-Air: Launches a flying kick.
D-Air: Punches downwards.
U-Air: Once again fires Snott out of his pack, though he fires out at more of an angle.


Smashes:
F-Smash: Jim Pulls a 10-ton weight from his pocket and swings it forward.
D-Smash: Jim fires his blaster downwards in a sweeping motion.
U-Smash: Jim pulls a brick from his pocket and throws it upwards a small distance. It spins for a moment in the air, then falls back downwards, hitting him in the head.

Special Attacks
Neutral B: Blaster- Jim pulls out his blaster and fires in a short burst. To ensure the attack isn't spammed one of two things can happen. If his blaster is fired excessively it will simply run out of ammo and require a few moments to regenerate ammo. On rare occasions he will pull out the bubble gun and fire out short bursts of bubbles, which are useless though decorative.

Forward B: Pocket Rocket- Jim hops on the pocket rocket and rushes forward, similar to Wario and his bike. To ensure that the attack isn't spammed, after a short period of time the rocket will malfunction and explode. Unlike the Wario Bike, Jim can't get off the Pocket rocket, therefore when he cancels the move he simply returns it to his pocket. Excessive attacks landed on it will speed up the malfunction/explosion process. Once the move is ended, Jim will have to wait a small amount of time before he can use it again.

Down B: Manta Shield- Jim presses his arms together, shouts out "Manta!", and activates his shield (which of course looks like a manta ray). Reflects projectiles, only lasts a few seconds per use.

Up B: Worm Whip- The super suit grabs a hold of Jim and uses him as a whip. When on the ground he whips in the direction he's facing. When airborne he whips upwards at an angle. Acts as tether recovery.


Grabs/Throws:
Up: Jim throws his opponent upwards and shoots them with his blaster.
Down: Jim throws his opponent onto the ground and stomps them.
Forward: Jim reels his arm back, then delivers a punch to his opponent, knocking them forward.
Back: Jim suplexes his enemy.

Final Smash(s)?:
Peter No!!!
Jim calls his buddy Peter Puppy onto the stage, who immediately after appearing, gets injured thus causing him to mutate into his ravenous rage filled alter ego and attack Jim. As Peter is beating on Jim and they roll around the screen, anyone who comes in contact with the two will take heavy damage. Pros: This final smash delivers a significant amount of damage to whom every it may touch, practically guaranteeing a K.O. Cons: Jim slowly takes damage as the attack rolls on, he will generally take about 50-60% damage from the attack. Probably best used as a last resort. Ends with Jim sitting there, rubbing his head, then getting back to his feet.

Or at random Jim will experience a rather...different Final Smash:
Blind Sally

Jim transforms into Blind Sally, a blind cave salamander. Sally flies around the stage and fires the blaster. You must rapidly tap the A button to make Sally flap her arms in order to fly around the stage. In order to fire the blaster you rapidly tap the B button, the blaster can be aimed. The final smash lasts about 40 seconds. At the end of it Sally unzips herself and Jim hops back onto the scene. He was in disguise!

Colors/Costumes:
Original blue and white costume.
Red and white.
Battle Damaged Super Suit: Jim's Super suit is torn in places and the mechanic workings inside are visible.
Scuba Jim: Jim is in a blue and green suit, his feet are adorned with flippers.
Evil Jim: Jim is in a green and white power suit. His head (or rather body) turns a shade of green, and his eyes turn yellow.

Taunts:
Up: Jim pulls out his blaster and spins it a couple times.
Down: Jim flexes and his pants drop, leaving him standing there in his underwear.

Side: The suit uses Jim's head (or body) as a jump rope.


Victory poses:
1: Jim Poses and shouts "Groovy!"
2: Blind Sally flies onto the screen.
3: Jim plays the Accordion.

Stage:
Planet Heck- The stage has a basic platform with two smaller platforms hovering above it. Evil the cat can be seen in the back ground and every so often he'll jump into the air and fall down onto the stage, if he lands on you he'll claw at you violently delivering around 20-25% damage.

Songs:
1. Andy asteroids theme
2. What the Heck? Theme
3. Anything but Tangerines! theme
4. Psycrow's Theme

Boss:
If Jim were to be incorporated into some form of story, his boss fight would definitely be:
Psycrow- A simple enough boss fight it would be. Psycrow would fly around the stage and fire the hook gun at you. On occasion he would power up his jet back and rush towards you on the stage. He would also throw a bomb onto the stage occasionally.

Other:
Just a small bit of information. Earthworm Jim has the ability to hover for a short amount of time using his heli-head ability.
 

Odlanier

Smash Apprentice
Joined
Aug 14, 2007
Messages
197
Sora's finally finished!
Check him out and let me know how I did, via replying to this thread, or through PM
Well, I've never seen Sora go insanely fast, so the Speed is questionable. The Jump I can understand, considering Anime characters are somehow able to jump to insane heights and survive long falls =P.

Don't make his costumes give him diff. stats- I remember seeing a Yoshi moveset in which his costumes gave him diff. babies on his back and these gave him diff. attacks, and someone made a good point- someone may be used to one moveset or playstyle, but if that costume is taken by someone else, they won't be able to use it!

Also, you made a mistake- Sora uses Valor Form with Goofy and Wisdom Form with Donald. Besides, having the A button while you have the Smash Ball is meant to allow you to position your enemies where you want them to be for your Final Smash. This is more for characters like Luigi, Mario, or Samus, but you get the idea. Besides, I would just make his Final Smash Final Form. It's a better representation of PWNAGE.

Overall, Great job- I know how long it takes to make a whole moveset. Speaking of which, anyone is welcome to rate my Magikarp moveset. I'd appreciate the (constructive) criticism!
 

BlueYoshiPinkShoes

Smash Apprentice
Joined
Dec 6, 2007
Messages
120
Location
Flint
Well, I've never seen Sora go insanely fast, so the Speed is questionable. The Jump I can understand, considering Anime characters are somehow able to jump to insane heights and survive long falls =P.

Don't make his costumes give him diff. stats- I remember seeing a Yoshi moveset in which his costumes gave him diff. babies on his back and these gave him diff. attacks, and someone made a good point- someone may be used to one moveset or playstyle, but if that costume is taken by someone else, they won't be able to use it!

Also, you made a mistake- Sora uses Valor Form with Goofy and Wisdom Form with Donald. Besides, having the A button while you have the Smash Ball is meant to allow you to position your enemies where you want them to be for your Final Smash. This is more for characters like Luigi, Mario, or Samus, but you get the idea. Besides, I would just make his Final Smash Final Form. It's a better representation of PWNAGE.

Overall, Great job- I know how long it takes to make a whole moveset. Speaking of which, anyone is welcome to rate my Magikarp moveset. I'd appreciate the (constructive) criticism!

I understand the speed issue, but seeing as how it's Sora, he had to be UBER L337.
And about the Drive Forms, you actually GIVE UP Goofy when using Valor, hence you have Donald to help. And when using wisdom you GIVE UP Donald, leaving Goofy to help you.
I felt like since Sora is already too close to broken, I would give him less the opportunity to set up his l337 final smash. Also, the different costumes would have to be altered. If two Soras do happen to pick both the same costume, we'll just have to change it a little more. Color swaps, etc. etc.
Also, the Final Smash differences adds an element of difference in his playstyle.
Thank you for the criticism. I take it gladly.

As for the Karp moveset, I can find very little flaw with it. Actually, I find none. You are brilliant in that aspect. I give it a ten out of ten! =] Great job, Odlainer. Quick question though. Would he be trainer controlled or completely independent?
 

Sindel

Smash Cadet
Joined
Sep 21, 2007
Messages
26
I would definately like to try again and I already have a character in mind.
 

Moon/Sun

Smash Apprentice
Joined
Nov 23, 2007
Messages
123


The energetic mascot of Springfield has invited himself onto the field of Brawl!

This particular actor of Duff has his own unique play style despite being a Captain Falcon clone. You won't be dissapointed by him when you dominate with his many finishing moves.

Strength: Low
Speed: High
Power: High
Endurance: Moderate
Size: About a head shorter than Ganondorf

Basic Strategy}
Duffman is mostly a close ranged fighter but he's supriseingly exellent against projectile fighters. Just keep in mind that he's at his worst when confronting weapon characters such as Ike or Zamus.

Abilities}
- Can crawl
- Can walljump
- Can wall cling
- Can Duffcide
Normal Moves}
A = Forward Kick
AA = Double forward Kicks
AAA = Double forward kicks followed by an uppercut
A combo = Continuous forward spin kicks
Dash Attack= Drop Kick, has good priority and knockback.
Forward Tilt = Karate chop, very fast
Forward Smash = Roundhouse, ko move with high damage
Up Tilt= Headbut, pretty weak move
up Smash = Bursts a can of duff, good range and moderate damage
Down Tilt = Face smashed into the ground, sends opponents behind
Down Smash = Hops and spins while kicking and punching, sucks in enemies for moderate damage and covers both sides at once.
Neutral Aerial = Backflip kicks twice
Forward Aerial = Does a pelvic thrust with his knee upfront like C. Falcon's knee of justice only its done twice and is weaker
Back Aerial = Flaps his cape around, scores multiple hits
Up Aerial = Stiff headbut, mix of a juggling move and a ko move.
Down Aerial = Pretends to ride a bike for multiple hits, each hit is a powerful spike with high knockback but fast falling causes a suicide.

Special Moves}
DuffPunch= He pulls out a beer can from his belt, shakes it, and smashes his fist at his target. The power for this attack comes from the beer foam that bursts out as it is executed. Just like the Captain, Duffman yells the name of the attack. The diffirence from the Falcon punch is that this attack slides more on the ground, less knockback, more powerful, pulls 180's quicker, and can be used as a recovery move.

DuffKick= Similar to Falcon only weaker. Beer foam covers his feet and allows him to travel quicker than the Falcon Kick. When used in the air he travels at an upwards angle rather than down. The height decreases as it is used more so get back to the stage.

Oh Yeah! Boost= Duffman will launch forward and do a backflip kick powered by beer foam to launch foes up. Not very useful due to a long lag afterwards. Arial uses has him do a double handed downward smash, very reliable KO move. Unlike the Raptor Boost this rewards you with no helpless state if the attack connects, allowing the use of the Up-B or other moves. This move has less travel frames so it chases foes quicker.

Duff Love= In an open arms pose Duffman flies high for a hug. If the move connects you will hear a "Mwa!" sound from Duffman or "Yeah!". This a good move as it deals multiple hits but has lousy destructive power. Like the Falcon dive it can be used repeatedly but its a slow move and it doesnt defend well against foes holding on to the ledge.

Final Smash}
Party Mobile= The pride and joy of Duffman is his beloved trailer. He calls forth the vehicle like Captain Falcon does the Blue Falcon. If you miss the FS you will hear Duffman shout "Party Mobile!!". If you connect the FS he will instead say "Lets go, Party Mobile!" Opponets find themselves on the street where the simpsons live and as they survey the area a vehicle approaches fast. The cinematic has the same camera angles as the Blue Falcon FS. As they are rammed by the trailer, Duffman yells his signature "OH YEAH!" in pace with the attack. Althought it takes longer to finish, this Final Smash deals way more damage than the Blue Falcon but far less knockback. So try to build up some damage before using the smash ball other wise you get no KO.

Taunts}
Up taunt= Leans forward with a slight pelvic thrust and shouts "Oh Yeah!"
Side taunt= Similar motion to one of Fox's idle animations, he says"Duffman says BRING IT!"
Down= This taunt is cloned from Captain Falcon. Duffman opens a can of duff in his opponets direction and says "Show me your Duff!"

Wii-mote sound= A can is heard being opened as Duffman says "Lets go"

Items/Assist Trophies}
A.T.= Mikey Duffman. The very first and original Duffman from the 1920's. He wears a dominantly blue zoot suit like the mafia. The slogan back then was "Oh Yes!". When summoned he will fire a tommy gun loaded with beer cans that disrupt players but do no damage.
A.T.= Barry Duffman. The more familiar Duffman of the early late 80's. Coined the phrase "Oh Yeah!". Known for being excessively drunk at times, he will shout his famous line and all players including the summoner will be in a broken shield state for a full 30 seconds. Damage dealt ranges from 10 to 20 percent depending on the distance from the center of attack.
Item = Duffcan. Anyone who picks this up recovers health and has an increase in power. Lasts about 13 seconds. The price is that over time the user will be more prone to failing to do attacks and controls are not as responsive.

HomeStage}
Duffman Academy=*coming soon*

Snake Codec}=*coming soon*

Role in the Subspace Emissary}=*coming soon*

Trivia}
-The Japaneese version calls him by his full name "Charlie Duffman"(pronounced Duffmen). Also the "Oh Yeah! Boost" is called "DuffStrike" and his FS is named DuffMobile.
-DuffPunch gives him super armor frames. You can punch throught bob-ombs and C4 explosions.
-Has an alternate costume
-When the DuffPunch collides with the Warlock Punch, the DuffPunch always wins. Unfortunately it has no priority what so ever against the Falcon Punch.
-Shield is made of beer foam bubbles.
 

Kiki52

Smash Journeyman
Joined
Dec 9, 2007
Messages
418
This is my updated Paula moveset that I originally posted on page 70 but moved over here instead.

Paula Polestar

She is from Earthbound, and is the companion of Ness.




Paula is slightly taller and heavier than Ness :laugh:

This is Paula Polestar 2.0.

Advantages:
+ Strong ground game
+ Generally most moves have high damage potential
+ Very powerful PK moves (PK Fire and PK Freeze)

Disadvantages:
- Weak airgame
- Floaty

AAA: Two hard punches followed by a kick to the nuts.

up tilt: A backhand slap to the air

ftilt: A strong elbow strike

downA: Does some sort of hit your shins kick similar to Ness but cannot be rapid fire. Has a 50% trip chance. Has more lag on it too.

Dash A: She bashes her teddy bear upside your head.

Smashes:

fsmash: Similar to Wolf's Fsmash. It moves forward the same movement as Wolf's and slightly slower but instead of just plowing through them, Paula stops just before the enemy and hits them with her frying pan. It has shorter range than Wolf's Fsmash.

dsmash: Paula jumps and performs this a midair split kick hitting both sides (similar to that Princess in the movie Shrek). This can have a small sweet spot on both feet that can KO at 70%. Generally high damage and high KO potential (16 damage, 20 for sweet spot, 100-110% KO for non-sweetspotted hit).

usmash: Paula sweeps her arms in the air upwards two times. One is fire, other is ice.

Air moves:

fair: Blast of red fire energy and blue ice energy combined.

bair: Takes her teddy bear and does a single horizontal spin and hits you with it.

uair: She punches straight up in the air.

dair: Performs a multihitting kick like Peaches.

nair: Does a spin in the air surrounded by fire and ice floating around her.

Grabs:

A button: A headbutt just like Ness does.

Fthrow: She takes her teddybear and smacks them across the face with it hard.

Uthrow: Kicks them upwards in the air then shoots a small bolt of fire then ice and it almost appears she is juggling them in the air with her attack.

dthrow: Puts them on the floor then Paula jumps on them twice with the full weight of her body.

bthrow: Uses psi power to throw opponent backwards where she grabs on to them and rolls backwards on her back with one foot on the opponent then uses her psi power and her foot to throw them backwards.

B moves: This is where things are very much different.

Neutral B: Pk Fire. This charges up like Samus or Lucario's. When she charges it fully and let's go of it, a blast of fire streaks across the screen very fast and does 28 damage, good knockback. The disadvantage to this vs Samus/Lucario is it is weaker in damage/knockback overall than theirs. It also comes out very fast. Think of it similar to that guy in Mortal Kombat who shoots fire out of his hands. It'd be just like that.

>B: PK Freeze. Paula does a PK Freeze similar to Lucas, but it goes faster. There are actually 2 PK Freeze blasts, one small and one big. You control the big one, and the smaller one randomly follows the big one and explodes the same time as the big one does. This is to confuse the enemy and increase its hit rate. The smaller one does less damage and knockback than the bigger one.

Note: If Paula charges a fully charged PK Fire and fires a >B PK Freeze, the result is totally different. It causes a short range fiery ice blast directly in front of her that is very powerful. It is short range and has pre/afterlag associated with it though.
So essentially Paula could be considered to have 5 B-specials instead of 4.

upB: Paula shoots ice at her feet to create a surfboard made of ice, then uses PK Fire to set the end part of the ice surfboard on fire propelling her in an arched angle similar to how Diddy Kong's upB works.

downB: Paula also uses PK Magnet, but also takes out her teddy bear to shield infront of her from some physical attacks. The PK Magnet blocks energy attacks, but the teddy bear can block some physical attacks and ranged attacks too like Link's arrows or boomerang as long as their not too strong like a smash attack. The teddy bear acts sorta like Pit's downB shield, except her PK magnet absorbs energy while the teddy bear can stop some attacks. The teddy bear does not reflect physical ranged attacks, just stops them harmlessly. When she lets go of teddybear/PK magnet combo there is afterlag associated with it. Her PK Magnet heals less than either Ness or Lucas.

Final Smash:

Rainbow Light Prayer.

Paula closes her eyes then puts a single hand on her heart, then rainbow light fills the stage and all people in the same radius as Kirby's FS take about 30% damage and Paula heals 30% if it connects with at least with one person (it only heals 30%, no healing 90% if it hits 3 people) and causes good knockback, the same as Kirby's. Has a 5% chance of causing instant KO at whatever percentage.

Idea for victory pose: Paula would be putting on make up then she goes "huh?" as she looks at the camera.

Idle poses: Paula fixes the ribbon on her head once in a while.

Enterance: Paula rides a bicycle into battle while dinging the bell on it but then hastily gets off and drops her bike as she runs off it in a frantic hurry. The bike was seen in Earthbound in the town of Twoson.

Taunts:
-Paula sneezes and this attack does 1 damage to you if you're right by it.
-Paula tauntingly plays with fire on one hand and ice energy on the other
-Paula pulls out her teddy bear and says "haha" to taunt you for being KOed by a teddy bear

Stage: In front of Polestar preschool!


Snake Codex:

S: Hey, who's this small girl with a teddy bear?
C: Snake, that is Paula. Supposedly that is Ness' girlfriend?
S: Paula? Ah. I see. Teen love. How romantic...
C: She is definitely different than many other girls her age, she has lots of psychic powers too and doesn't need to be protected by Ness all the time.
S: Good for her. We need more strong women... if you know what I mean.
C: Not only that. You see her teddy bear? It's not a fluffy toy for babies. That weapon is a deadly weapon. Try not to get hit with it. Also, beware her frying pan.
S: Jeez, people bring the weirdest things to battle these days.
C: And whatever you do Snake, don't call her fat. If you do, you're in for a fiery hell on ice.
S: Ehh... ok.
 
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