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Make Your Move 3.0-Starts Soon

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Mario & Sonic Guy

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


This place first appeared in Kirby Air Ride.

It's basically a scrolling stage where fighters fight at various areas of the city. During the match, air ride machines can be seen flying around. They can be used as platforms.

The match starts on a battlefield with a platform at the center. At times, it'll stop at a random area of the city. It'll stay there for about 15-30 seconds before moving again.

Environmental hazards include fog.

This stage is unlocked when you win 10 standard brawls with Kirby.
-----------------------
Songs

City Trial*
City Trial (Backside)
Gourmet Race
Butter Building
Checker Knights
Forest / Nature Area
Frozen Hillside
Legendary Air Ride Machine

*If the City Trial song is playing, when 30 seconds are left on the timer, the song alternates to a faster pace version of the song.

Note: Songs displayed here will NOT be played on the Halberd stage.
-----------------------
 

Zook

Perpetual Lazy Bum
Joined
Jul 30, 2005
Messages
5,178
Location
Stamping your library books.


Yes, 'tis the Slime, official mascot of the Dragon Warrior/Quest series, and arguably one of the cutest enemies of all time. Although he may be considered the weakest enemy in his games, he also has access to one of the most powerful moves, Mega Magic, and is known to drive giant tanks. Asides from being an enemy, Slime has also starred in some of his own games, such as Slime Morimori and Rocket Slime.
Though he may be small, he packs a punch, and his bouncyness gives him a playstyle all his own.
STATS
Weight: 1/5 Yeah... He's light. What did you expect? Right there with Pichu. He tends to ooze back to earth rather quickly; he isn't floaty.
Jump: 5/5 Boing!! Jump is comparable to that of Falco's, maybe even a bit higher. His second jump is similar in height.
Speed: 4/5 He can really ooze around the stage. His attacks ain't slow, either.
Height: 1/5 He's a blob of slime, tiny. Which is good, btw.
Power: 2/5 He's a blob of slime, weak. However, some of his attacks have nasty sweet spots.
Traction: 2/5 Because of his slimey exterior, Slime tends to slide a little.
Other Things
-Don't let his seemingly poor stats fool you! Slime is barely larger than Pichu's head, easily making him the smallest Brawler. In other words, he's hard to hit.
-Because of his slimey coating, the other fighters tend to have trouble holding on to him. He can easy escape from grabs, about 1.7 times faster than the others.
-He has a crawl, which makes him hardly taller than a puddle. So tiny!
-Probably lightest character...
-Can attack while sliding.
-Slime has an extra stat called 'MP.' As the match goes on, his MP increases, adding power to his neutral B move. It maxes out after 180 seconds.
MOVES
Nuetral Combo: He sends a small bit of himself out to slap the opponent, then extends it to a tendril and slaps again. Second hit has decent knockback at higher percentages, little lag, but can't kill.
Dash Attack: Slides on his face, head point sticking out. There is a sweetspot on the tip of his point, which can KO.
Tilts
Forward: Slime extends his face forwards. Fast. Think Yoshi's Melee f-tilt.
Down: The tip of his head sticks to the ground while Slio here makes a short, quick sweep with his body... Er... Head?
Up: Rocket pops up a bit and stabs above him with an extending point. Sweetspot on the tip which does more damage and knockback.
Smashes
Forward:
Slimenite is here! The knight appears on his head and makes a slash. Similar to Marth's Fsmash, but with shorter range.
Down: Moving his goo into two sides of his body, Slime shoots his body nearly in half. Kinda like Lucario's. Hits both sides of him at the same time.
Up: Rocket Slime quickly melts into a puddle, then shoots the 'spike' on his head upwards!! Fastest of his smashes, super-sweetspot on the very tip.
Aerials
Nair: Slime draws into himself, then inflates to deal damage. Lotsa knockback. I guess you could compare it to GAW's old Nair.
Fair: Flips forward, slashing with the tip of his head. A bit like Luigi's, but can meteor when done correctly.
Bair: Swiftly uses his body to hit behind him. He streches out a bit, and the top of his head stays in place.
Dair: Corkscrew attack. Slimey flips over and drills with his 'spike.' Think Jiggs.
Uair: Flip attack. Slio attacks above him with his body while performing a flip.
Grabs
Grab: The Slime envelops his foe like an amoeba! He gets as big as his opponent, but keeps the signature smiley face.
Grab attack: Squeezes the foe. During this, his victim's outline becomes visable. Cool!
F-throw: Rocket spits out his foe and slams them away. High knockback.
B-throw: Flips and spits 'em out.
D-throw: Releases foe, then drills them with his pointy part.
U-throw: Slime releases the enemy above him, bounces down, then slams them upwards.
Specials
B: Mega Magic! Slime casts his most powerful spell, which explodes from his mouth. This move grows more powerful as his MP increases. Fully charged, the move has a bit less power than a Falcon Punch, with the range of Lucario's F-smash.
Side B: Critical Hit! Slime launches forwards and scores a critical hit! This move has a bit of startup lag and alot of lag if he misses, but instantly breaks a sheild if it hits. Ka-POW!! It does no damage.
Down B: Ammo Pickup. The Slime pulls out a random peice of ammo (Pompoms, Chests, and Bombrocks) from nowhere and carries them on his head. This counts as him holding an item. However, he can hold 3 peices of ammo at once, like in Rocket Slime. Throw the with the grab button. The ratio of Pompoms to Chests to Bombrocks is 16:6:1.
Up B: Elasto Blast. The Slime pulls himslef taught, then flings himself upwards. Can be charaged and aimed.
Final Smash

Schleiman Tank!! After tooting a little song on the Hero Flute, Rocket jumps off-stage, the screen zooms out, and a Tank Battle takes place! Ammo from the two tanks pelts the battle feild and soars through the air for about 10 seconds. Different kinds of ammo move at different speeds and have different effects; some can even heal you!
Other Attacks
Ledge 1%-99%: He makes a quick sweep with his body before getting back up.
Ledge 100%+: Gets back on, then slaps with his tip.
Get-off-your-***-and-stop-laying-around attack: Spins, then gets up.
TAUNTS
Side: Spins around and looks dizzy.
Up: That little victory dance he does when he wins a tank battle, from Rocket Slime.
Down: Slime stretches himself out, then laughs.
Victory Poses
1: Does a little jiggly-dance. Adorable.
2: Toots on the Hero Flute, and smiles.
3: Glows with Mega Magic, then releases it and smiles.
COSTUMES
Blue (normal)

Spotslime (yellow w/ brown spots)

Metaly (metallic)

King Slime (crown)

Dark Slime (black body, red eyes)
Spotking (yellow w/ brown spots and crown)

SYMBOL
A slime, duh.
VICTORY THEME
'Congradulations, you just won a battle' song from Dragon Warrior/Quest series.
STAGE

Battle Scene. The stage itself is the box on the bottom. Random monsters appear, and occasionally attack the stage.

So, what do ya think? To be updated when I feel like it.
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
This is a joke entry do NOT rate it.



Kenny
Kenny is a character from South Park, who is well known for his constant deaths (and reapparances) in the show. His experience in dying has given him a talent for it, which he brings to Smash Bros.

Outfits:
Orange jacket (default)
Baby blue jacket (from the "metro-sexuals" episode)
Red Jacket
White Jacket
Green Jacket
Blue Jacket
Yellow Jacket
Jacket without hood over Kenny's head, orange (from the South Park Movie)

Taunts:
Up- Kenny dies (no stock is removed)
Left/Right- Kenny dies (no stock is removed)
Down- Kenny dies (no stock is removed):dizzy:

Victory Pose (LOL)
Kenny dies. Stan and Kyle then give their typical reply (with censors on the curse word).
Kenny dies. Stan and Kyle are unsurprised and give no reply.
* These taunts happen if Kenny loses and in the laughable event of a win.

Specials:
B- Die- Kenny gets run over by a truck, which also KO's anyone else it hits.
B><- Die- Kenny is killed by his disease (from the episode where he stays dead) which spreads to anyone nearby, damaging them over time.
B-Up- Mysterious return- Kenny somehow comes back to life (only triggers on deaths caused by his moves)
B-Down- Die- Kenny spontaneously combusts and one random foe spontaneously combusts (damage/knockback of Lucas's PK Fire).

Attacks:
A- Die
A><- Die
A^- Die
A down- Die
F-Smash- Die
U-Smash- Die
D-Smash- Die
Dash Attack- Die
N-Air- Die
F-Air- Die
B-Air- Die
D-Air- Die

Throws:
None... Grab button kills Kenny :laugh:

Final Smash:
"Oh, my God! He killed Kenny!" "You *******!"
The next hit on Kenny kills him. Stan and Kyle blurt out the quotes listed above. The foe who killed Kenny then gets shot out of the stage.

Stats:
Speed **** Kenny is pretty fast seeing as he has to run from death all the time.
Power *
Reach *
Jumps ***
Weight **
Jumps ***
Height **
Falling Speed ***** (Kenny is suicidal!)


Pros:
Can insta-kill foes with his b-special and final smash.
Hilarious character
Cons:
Dies on every attack except for B-Up (which can only be used after another move kills him.)
Must damage with specials.
Can't grab.
No recovery.
Basically sucks at life. He prefers death.

How do Kenny's unique deaths work?
Upon usage of a attack/special or basically anything, Kenny falls to the floor (no gore or blood) and his damage bar remains where it was. Kenny must use his B-Up to get back up. If he doesn't, a foe can knock his body out of the stage with ease. These deaths do not take away a stock (unless his body is knocked out.) Stan and Kyle are always in the background of the stage (similar to Poke'mon trainer) and text bubbles appear above their heads (do I need to tell you what they say) whenever Kenny dies (of any cause).

Stages:
South Park Elementary- Fight at Kenny's school.
Its a basic stage with no platforms. Its hazards include Mr. Garrison who tells a random character to see the school counselor (which KO's that character.) This happens very rarely, and can be prevented by KO'ing Mr. Garrison (who is very weak) within 10 seconds.

Songs:
The South Park Theme Song :bee:

This character is definitely top tier! :laugh:
 

HeoandReo

Smash Apprentice
Joined
May 16, 2008
Messages
157
Looked at the old topic, liked it, and decided to enter this one.

I actually made a few movesets and stuff on my spare time, inspired by the topics, and posted them on my website, but I chose the one for entry that I thought would be the best. (And least embarassing) But without further yammer, here he is.

Lemeza Kosugi



This here is the famed adventurer/Indiana Jones ripoff from the critically acclaimed freeware game, La-Mulana! He is an archeologist, and in La-Mulana, he had to explore the ruins of the same name. He had to defeat 8 guardians, and learned that he was one of a race called the Eighth Children, so it was his destiny to restore balance to the world by bringing the mother goddess to eternal rest. He often competed with his estranged father, fellow archeologist Shorn, during his adventure.

La-Mulana was created by GH3 project, in protest that modern games had become too easy, so they seeked to create an difficult and sadistic game to bring back memories of the old days. For this reason, many hear of La-Mulana as a very hard game with emphasis on puzzle-solving. Thankfully, you are allowed to save when a certain thing is done.

More of Lemeza as described by the English translation of the La-Mulana manual:

"LEMEZA KOSUGI(Player)
Archaologist. Age 31. Third-generation Japanese.
 His grandfather is a descendant of Japanese ninjas. Currently he teaches at a university while using infiltration techniques taught to him by his grandfather to investigate ancient ruins.
 He is proud of and respects his grandfather, but feels ill will toward his father, who never came home from work one day when he was a young boy, and is always at odds with him. He says that he became an archaeologist to show up his father.
 Lemeza is an MSX enthusiast who always carries his MSX laptop with him, and is actually a quite skillful computer engineer. He doesn't have any particular dislikes, but loves curry."

(I made a previous draft of the moveset, and I'm using that, with some extra tidbits of info.)

Appearance: An Indiana-Jones looking adventurer, with less stubble, lighter skin, black hair... basically as seen in pictures above. His costume is the green clothes, as seen in the game. He carries a variety of weapons and artifacts with him, most notable being his whip, and a myriad of weights to solve puzzles with.

Stats:
Size: **** Around Snake's size. (He may not look it in the game itself, but he's adult sized, being an adult and all.)
Speed: ** All those items have got to lug a guy down.
Weight: **** See above.
Jump Height: *** He jumps okay. To compare character jumps, try Fox's first jump, and Ganon's second.
Power: ***** Very very strong, but attacks are really slow.
Fall Speed: *** Average.
Traction: **** His shoes aren't bad. An archeologist can't afford to have slippery-and possibly fatal shoes, can't he?

Can he...
Crawl?: Yes.
Glide?: No.
Wall Jump?: Technically. (Cannot walljump normally, but due to Wall Cling, he can walljump by extension, like Squirtle.)
Wall Cling?: Yes, for 3 seconds.

Alt costumes:
Red clothes (Red Team)
Dark blue clothes (Blue Team)
Beige clothes (Indy garb)
Black clothes (Obligatory dark set)
White clothes (Obligatory light set)

Alternate Costume: Leotard Swimsuit Lemeza
Default: Baby blue leotard (Blue Team)
Pink Leotard (Red Team)
Lime leotard (Green Team)
Black leotard
White leotard



Entrance: A cloud of smoke appears while the 'puzzle solved' sound of La-Mulana plays. Lemeza comes out of the smoke.
Series: La-Mulana
Logo: A condensed version of the 'face' of the Mother.

Like this, but wider.

A: Right hand punch. Basic. OK priority.
A, A: Left hand hook. Same as A.
A, A, A: Clubs down with both hands. Slightly better priority and knockback. Not like Snake's ftilt, despite looking similar. (All Arm)

Dash A: Kicks ahead of him with his left leg. (Leg)

ftilt: Does a spin kick to hit with his heel. Can trip at the end of the foot. (Leg)
utilt: Brings his right leg up, hops slightly, and hits with it. Resembles Wolf's utilt, with about the same kill power. (Leg)
dtilt: Stabs his knife downwards and ahead of him. This move is very fast, about as quick as Wario-Man's or Ness's dtilt. It has almost no knockback. (Weapon, Slash)

fsmash: Cracks his whip forwards. Makes the classic whip-cracking sound when it connects at the end of it. (The sweetspot) Good KO move if sweetspotted, OK KO move if not. (Weapon)
usmash: Stabs a spear above his head. Small hitbox at the spear head, but good vertical KO power. (Weapon, Slash)
dsmash: Takes out the Axe and spins around to hit with it on both sides, like Ike does(Not like Dedede does). Somewhat slow and awkward, but very strong. (Weapon, Slash)

nair: Uses his Axe to hit above and ahead of him. Very strong and slow nair, with good killing potential, and slight lag at the beginning. (Weapon, Slash)
fair: Strikes with the cutlass ahead of him. Somewhat quick for a fair, and can be shorthopped with good timing. Has some startup lag. Not much, but it's noticeable. (Weapon, Slash)
bair: Hits with his whip behind him. Slower than fair, but stronger in terms of both damage and knockback. (Weapon)
uair: Throws a weight above him about a Mario height and catches it. (Or misses) Not the most powerful move, but it hits opponents on the ground for small % if he fails the catch the weight. It also never diminishes in attackpower, but has lag when he catches it, and it does less damage than most aerials. (Weapon)
dair: Slams his MSX (With protective covering) on the opponent. A strong spike, and can combo into it from fair or uair. (Weapon)


Grab: Brings his whip in front of him to grab by wrapping it around opponents.
Grab A: Knees his opponent in the chest. (Leg)
fthrow: Kicks his opponent forwards. (Leg, Throwing)
bthrow: Spins behind his opponent and spin kicks them backwards. (Leg, Throwing)
uthrow: Butterfly kicks, (Like Sonic's utilt) them in an upwards angle. Does 2 hits. (Leg, Throwing)
dthrow: Throws his opponent down on the ground with the whip. (Throwing)

Standard Special Move: Flare
Chargeable. Lemeza kneels, and launches a flare in the sky. It covers more area the higher it goes. If it hits intially with the flare rocket, though, it does wimpy damage. Best used as an anti-air attack due to priority of the flares. (Flame, Explosive, Specials: Indirect)


Side Special Move: Buckler
Lemeza puts a small shield in front of him. If you hold the button, he keeps the shield up. He can move forwards and backwards with this move, and can jump once. It absorbs a hit that deals 10% or less, but it leaves him open from behind and above. Also, when it has served its purpose, he cannot use it for 2 seconds. He can push opponents with this, similar to F.L.U.D.D., but with contact. No damage.

Up Special Move: Tether Whip
Lemeza takes his trusty whip, and grabs the edge with it. Tether recovery(durr). If used on the ground, Lemeza strikes his whip in front of him, like fsmash. (Weapon, Specials: Indirect)

Down Special Move: Scanner
Lemeza takes out his scanner, and has a chance of finding an item to use. The item appears in front of him afterwards. They include:
Weight: A cylinder-looking weight. It can be thrown for 5% damage. The most common item. Weapon damage.
Banana Peel: Same as in SSBB. Another very common item.
Food: Same as in SSBB. Heals small damage. A rare item.
Shuriken: A throwing item that is very quick, but does little damage and stun. Slash damage. 4%
Kunai: A throwing item that moves along the ground like the Hothead, but it falls off ledges. Does 7% to anyone it comes in contact with. Slash damage.
Bomb: A bomb that flashes, and then explodes after 3 seconds. It can be thrown, but Lemeza can be damaged by it also. Explosive damage. The rarest item. 25%.
(Specials: Indirect + damage types given)

Final Smash: Fashion Pose
(A small picture, because the larger one would cause some trauma.)



Similar to the reward from the Hell Temple, a picture of Lemeza in his leotard appears in the background of the stage. Flowers fly out to add to the effect of creepiness. All characters become stunned, as if they had broken their shields. They also take 25% damage, and become poisoned with flowers(Lip's Stick). The characters are stunned for 20 seconds, in that time, Lemeza can choose to finish them off as they take damage. Even after the FS is over, they continue to take damage until their flower falls off. (If they manage to live through it, of course.) It's like a Luigified Peach Blossom, if I had to compare it.

(I would have used something like having him call a Guardian or something, but I already used them in my parody SSE, and I think this FS is more unique.)

(Also, don't ask how the opponents can still be stunned by this even if Lemeza is in his leotard alternate costume. Play along with it.)

Get-up Attack:
On his face: Plants his hands on the ground, and kicks first behind him then ahead before getting up.
On his back: Does a spinning kick on the ground, similar to Peach's get-up attack.

Ledge Attack:
Under 100%: Climbs on the ledge and does a long-ranged kick near the ground.
Over 100%: Climbs up the ledge and 'pistol-whips' the opponent with his whip.


Up Taunt: Places a weight on the ground to make the 'puzzle solved' noise from La-Mulana. It remains for as long as the button is held, and can be picked up and thrown. Does damage similar to the Weight created by the Scanner.
Side Taunt: Sits down and plays his MSX for as long as the button is held.
Down Taunt: Eats curry, pats his belly, and goes into a tent and rests for as long as the button is held.

Victory Poses:
1: Takes out his whip, swings it around a few times, and raises it in victory.
2: Sits down and eats an infinite amount of curry.
3: Lemeza checks his scanner, and then looks at the player.

Crowd Cheer: LE-ME-ZA! LE-ME-ZA!
Wiimote sound: The crack of a whip.
Victory music: An orchestral, F minor version of the puzzle solved theme. (I know, too many 'puzzle solved' themes, but it's more or less the core music of the game, for those who've played it.)

Kirby Hat: Wears Lemeza's adventurer's hat.

Snake Codec: (With Colonel)
S: Colonel, there's a guy here who's in archeologist gear.
C: That would be Lemeza, Snake.
He's a famed teacher of the subject, and has explored many ruins during his lifetime.
Most recently, he ventured through a legendary set of ruins, La-Mulana, and was forced to fight against incredible odds.
Things like giant lizards, and stone giants, and others stronger and more terrifying than gods. He's been through a lot.
S: I can say that.

Stickers:
Lemeza, having the great majority of his attacks involve weapons, obviously does best with Weapon and Slash Attack stickers. He is very versatile, though, and has attacks that use most types of damage. (L) is a Lemeza exclusive sticker.

Lemeza Kosugi (1) (L): Weapon Attack +23
Lemeza Kosugi (2) (L): Arm/Leg Attack +6
Shorn Kosugi (L): Slash Attack +11
Elder Xelpud (L): Electric Resistance +14
Amphisbaena: Body/Spin Attack +34 (A sticker that wraps around the centre of a trophy)
Ellmac (L): Slash Attack +21
Viy: Darkness Attack +16 (Can be used only by Darkness-using characters)
La-Mulana Treasure (L): Launch Resistance +3
Weight (L): Weapon Attack +4
MSX (L): Specials: Indirect Attack +4
Amulet: Arm Attack +5
Scanner: Electric Resistance +3


Trophies:

Lemeza Kosugi:
A 31-year old archeologist extraordinaire. Lemeza was one of the Eighth Children, a race sent to give eternal rest to the intimidating mother god of his world. While he has much ability in archeology, and teaches a university course on it, he is also an MSX enthusiast, and brings it everywhere he goes. He has a bitter rivalry with his father, Shorn, a fellow archeologist.


Fashion Pose:
Lemeza in his skimpy swimsuit. When Lemeza puts this on, all of the opponents are dazzled and disturbed, and are rendered dizzy. Flowers also appear to drain their health. Lemeza can use this to his advantage, either striking an opponent immediately while they can't defend themselves, or wait until there's enough damage to KO. With this Final Smash, tactics are necessary, as well as a strong stomach.



Stage: Temple of the Sun

Layout: A medium sized stage, 2 platforms near the top of the area, and a large platform under them. A block is in the centre of the stage, making getting to the moving platforms easier.

Various traps occur on the stage, such as large statues falling on the players, the stage tilting and becoming slippery, and spikes popping up at random places.

My Music:
La-Mulana Overworld Theme
Guidance Gate
Mausoleum of the Giants (Original)
Temple of the Sun

Unlockable:
Shrine of the Mother (Original)
Mother Battle
Maze of Galious Main Theme (Original)
Metal Gear 2: Solid Snake: Boss Theme (Original)


SSE Boss:
The Mother (La-Mulana):

This mother goddess is the mastermind behind the events of La-Mulana. The supposed creator of that universe, she was sent to rest by Lemeza. In the SSE, she uses her second form, that resembles a giant, completely white woman.

Attacks:
Flies around from side to side.
Launches a boomerang-looking shot of energy at the character, and about 5 seconds after, brings across a large beam over a short distance. The boomerang energies can be reflected by attacking them and damage the Mother.

An attack she does later (Around half health) is to summon several energy balls around her, and launch them at you. She will also create 2 energy columns on either side of the stage, and they will be brought together. It can be avoided by rolling.

The Mother does not touch ground, so aerial attacks must be used to defeat her.
 

Mario & Sonic Guy

Old rivalries live on!
Joined
Sep 18, 2007
Messages
22,423
Location
Mushroom Kingdom
NNID
TPitch5
3DS FC
5327-1637-5096
You beat me to Rosalina. I had an idea for her, but didn't want to take the time to post it. :psycho:

I had a completely different move set, but your's is good too, if not better than what I thought of. :)
I think you're still allowed to post your moveset. Just as long as it's not for a character from the last contest.
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
Altair, the white hooded assassin, joins Smash!



Altair
Altair is the main character of Assassin's Creed. He specializes in stealth and speed to outmaneuvar his opponents. From the shadows, his hidden blade silently claims another target.

Outfits
White (default)
Black
Red
Green
Blue
Gold
Hoodless (white)
* Note- Entire outfit (white parts of the suit) change colors.

Taunts
Up- Unsheathes dagger and holds it up to his face (similar to one of Sheik's taunts)
>/<- Swings the sword twice and sheathes it on his back.
Down- Enters his "scholar disguise" pose.

Victory Poses
1. Disappears into a crowd of scholars.
2. Walks into the shadows and disappears.

Specials:
B- Throwing Dagger- Throws a dagger. Has good range (that of TL's bow). 5% damage. These daggers can be held for an infinite amount of time and aimed (damage does not get raised.)
B><- Hidden Blade- Leaps forward slightly and punches with the hidden blade. High knockback and speed but somewhat poor range and priority. 10% damage.
B^- Free Run- Altair stops falling (if used in the air) and starts running forward, auto-footstool jumping on any players who get in his way. If used on the ground, it has basically the same effect (except he won't be falling.) This 3rd jump has poor vertical height and does not leave Altair helpless (he becomes incable of performing specials after it though).
B-Down- Counter Attack- If Altair hits this when the foe is using a melee attack on him, Altair will sidestep and hit the foe with his sword. This is similar to counter but requires better timing and has very low lag. Counter attack does EXACTLY the same damage and knockback as the countered melee hit.

Ground Attacks:
Dash A- Leaps forward and punches. Good all around attack. 10% Damage.
A-A-A- Slashes with weapon, knocks foe to the ground, then kicks them. Last hit has some knockback. 5%+5%+5%
F-Tilt- Slashes forward. Quick attack with decent power and reach. 12%
Up-Tilt- Handstands and kicks upwards. Quick and has a small backwards knockback. 7%
Down-Tilt- Quickly kneels and slashes at the foes hamstring (a muscle in the leg). Low knockback but amazingly fast and good damage. 13%
F-Smash- Leaps forward and slashes with sword (using both hands). Great reach (comparable to Wolf's F-Smash) and good overall damage, knockback, and speed. 13% (uncharged)
U-Smash- Throws a dagger upwards with higher than average force. Good damage and great speed, but low knockback. 12% (uncharged)
D-Smash- Throws several daggers diagonally downwards in the direction he is facing. This is a very fast smash but deals low knockback (by a smashes standard). Up to 15% (based on how many daggers hit the foe).

Air Attacks:
N-Air- Kicks forwards (acts like a "sex kick"). 7% damage.
F-Air- Punches forward with the hidden blade. Good overall move with decent knockback. 10%
B-Air- Slashes backwards, doing a 180 with his sword. A great finisher with high speed. 13%
U-Air- Flips and kicks upwards. Very good if sweet-spotted, otherwise rather poor. 7% normal, 15% sweet-spotted.
D-Air- Stalls briefly, then throws a satchel of throwing knives downwards in a wide range (5 daggers; 1 center, 2 on far left and right, and 2 between the center and far daggers.) The side daggers have low knockback and deal 7% damage, but the center dagger does 10% damage and decent knockback. If the foe gets hit by all daggers (only happens if they were right under Altair), they are meteor smashed and take 15% damage. This is a rather quick aerial.

Other Attacks:
Get off your ***- Uses both hands to spring himself back up and kicks in the direction (left/right) controlled by the control stick. 7% damage
Ledge Attack- Leaps up and uses his hidden blade. 7% damage.

Throws:
Grab Attack- Punches the foe in the face. 3% damage.
Forward- Throws the foe forwards and quickly throws a knife. 7% damage (10% if dagger connects). Good knockback if dagger connects.
Backwards- Basically same as forwards throw but backwards. 7% (10% if dagger connects). Good knockback if dagger connects.
U-Throw- Throws the opponent up slightly and slashes them quickly with his sword. High knockback makes it Altair's most powerful throw. 12% damage.
Down-Throw- Throws opponent downwards slightly and leaps on them with hidden blade. No knockback but Altair's most damaging throw. 20% damage. This attack has hitstun adjusted to make cg'ing with it impossible.

Final Smash:
Assassination- Altair vanishes into thin air, then appears behind a random foe (in cutscene graphics) then Assassinates them with his hidden blade. Instant KO.

Wall Cling-
Amazingly long; 7 seconds (he is Altair afterall)
Wall jump-
yes. Wall jump combarable to ZSS's.

Stats:
Height- 7/10
Weight- 5/10 (roughly that of Marth)
Power- 6/10 (rougly that of Marth)
Speed- 7/10 (fast but not the fastest)
Walking speed- 1/10 (he moves in scholar disguise when walking.)
Running speed- 7/10 (Assassin's must be quick)
Falling Speed- 3/10 (As a proffessional assassin he is nimble and floaty.)
Reach- 7/10 (Has a sword)
Jump height- 7/10 (He is used to jumping high)

Pros:
Amazingly good horizontal recovery.
Best footstool jumper (due to free-run).
Free-run footstool jumping makes him capable of vertical spacing with his D-Air.
Fast running and attacking speed.
Fairly good jump height.
Very good Final Smash.
Has a reliable projectile.
Good single throws.
Longest wall cling of any character.
Can wall jump.
N-Air is a sex kick.
D-Air has very good range and if used in close range, counts as a meteor smash.
U-Air can sweetspot for a KO.
B-Air is a good finisher.
F-Air is a decent finisher.
Has a lagless counter.
Good overall character for damage and finishers.
Good air game.
Cons:
Little vertical recovery.
Floaty, so easily juggled.
Fairly large target.
Slow walking speed.
Light for his size.
Lacks the ability to chain throw.
Counter requires exact timing.
Weakest counter in the game.
Shield does not cover entire body.
Smashes are weak by a smashes standards.
Has a hard time KO'ing with ground moves.
 

TVTMaster

Smash Apprentice
Joined
Mar 7, 2008
Messages
124
Ephraim

Ephraim joins the Brawl, weilding his royal lance Reginleif!
Note: Ephraim recieves a slight priority increase over sword-based attacks and other non-projectile disjointed hitboxes.

Ephraim
Fire Emblem: Sacred Stones

Jab combo: Hits twice with stick end of lance for 6% damage (3 each) and then thrusts forward with his lance for 6% additional damage and moderate knockback. Low priority.
Analysis: Useful for punishing a roll or dash, and his fastest short-range option. Very minimal range makes it useful only with proper spacing or as a punisher.

Dash attack: Stabs at a diagonally upward angle slowly for 9%. High priority.
Analysis: Good anti-air due to priority, but otherwise useless, especially against smaller characters who avoid this completely.

F-tilt: Sweeps lance out in front of him for a quick, long range attack. The sweetspot (SwSp) on the end deals 10% damage and high knockback, 7% and low for a non-sweetspotted (NSwSp) attack. Mid-high priority.
Analysis: Great finisher if sweetspotted. Space well and it'll be the most important move in your arsenal, as the non-sweetspotted move has a seperate move decay listing, allowing this move two serve a dual purpose.

U-tilt: Sweeps lance from back to upward (about 30% east from vertical) for a quick backwards and upward strike. 8% moderate SwSp, 6% low NSwSp. Low priority.
Analysis: Makes a makeshift Btilt for stopping rolls. Otherwise impractical due to low priority. Sweetspotting can be useful as the knockback depends on where the attack strikes.

D-tilt: Pokes spear out in front along the ground, no SwSp. Deals 4% and no knockback, but pulls forward slightly for a chain hit up till 30% or the end of the stage for heavies, lower % cap for lighter chars. Low priority.
Analysis: Much like Falco's chaingrab with a lower damage cap and easier to perform. Evades the hitboxes of many attacks, despite low priority, making it useful for interrupting a number of ground moves.

F-smash: Thrusts spear out and holds it for as long as C-stick or A is held, or after 4 secs. Deals 11% uncharged for high knockback and 17% charged for very high knockback. When held, touching the spearhead deals 3% and pushes back slightly. Very high priority.
Analysis: Completely shuts down most ground games. Following up a held strike with Ftilt sweetspots, making most dash attacks and other Ftilts useless. Vulnerable to projectiles but detonates bombs and such early.

U-smash: Thrusts spear up and holds for same effect as Fsmash, but vertical. Hitting the tip deals 5% and more knockback. High priority.
Analysis: Same deal as Fsmash, but better stops fast falling dairs and such. Mostly just a standard Usmash reminiscient of Roy's.

D-smash: Sweeps in front with both legs while using lance to sweep behind. NSwSp uncharged 10%, uncharged NSwsp 16%, SwSp uncharged 14%, SwSp charged 20%, knockback moderate to heavy.
Analysis: Invaluable in FFAs, good clearout move and again punishes rolls and low-priority ground games.

N-special- Critical: Spins lance behind him, dealing 1% multihit up to 15% max, then thrusts forward for 5-11%, Fsmash effect. Mid priority.
Analysis: Covers his back whilst charging a decently fast strike. Again, punishes rolling behind him. However, Ftilt and Utilt are usually better options.

F-special- Javelin: Tosses a lance forward a la Waddle Dee Toss, mimimal knockback but 9% and spammable, yet unusable in the air. Very high priority.
Analysis: Very spammable and powerful. No knockback is a con, but 9% is amazing for a spammable projectile, and yet again shuts down a number of ground games.

U-special- Jumping Stab: Does a backflip and rushes forward in the air with his lance. Very high vertical reach and evades ledge, then moves onstage with a high priority stab for 14%, 17% if sweetspotted. Low knockback. Invincibility frames at beginning and peak of jump.
Analysis: If it misses the stage, you're likely screwed. Ephraim needs to have vertical height to recover at all, so dair edgeguarding and projectiles halt his recovery. Otherwise, isn't affected by edgehogging and if he gets back, the other guy's in trouble. Situational but a great KO move if it hits.

D-special- Buckler: Thrusts forward with a small shield, bypassing shields and dealing 5%. Reflects projectiles and outprioritizes any projectile attack- but clanks off and deals no damage if used to block a non-projectile. Initial draw is slow, but afterwards can be repeated quickly to shut down projectile spam.
Analysis: Oh yeah, Ephraim can approach. Shieldgrabbing is out of the question for anyone without a tether grab, blocks most projectile spam, and again stops up the enemy ground game.

Grabs: Long-reaching grab. Pummel deals 2% by whacking with lance stick. Bthrow throws over head and follows with lance sweep for 10%, powerful knockback; Fthrow is a basic, but weak, throw for 7%; Uthrow tosses and hops and whacks with lance for 9%, low knockback; and Dthrow has slight vertical knockback and impales opponent with lance after being thrown to the ground a la Ike's Eruption (to get an idea of the animation).
Analysis: Just your usual throws, slightly weak. One of the longest non-tether grabs in the game.

F-air: Quarter sweep up and in front. High priority, fast, 7%, short range, low knockback.

B-air: Quarter sweep down and behind. High priority, medium-slow, 10%, long range, high knockback.

U-air: Quarter sweep up and behind. Low priority, medium-slow, short range, high knockback, 12%.

D-air: Quarter sweep down and in front. Low priority, fast, 9%, long range, low knockback.

N-air: Stabs in front, then in back. 10% front, 9% back. Mid range, high knockback and priority, rather slow.
Aerial Analysis: All of Ephraim's directional aerials are specialized and predictable. Ephraim can only pull out one aerial in any situation, and thus can only use his air game as a last resort. Non FD/Smashville stages hate him with their platforms, as his predictable aerial game makes him a sitting duck in the air, and as such must force a ground confrontation, which he can easily win.

Get-up attack: Floor sweeps for minimal knockback and 4%.
Ledge attack: Thrusts forward with lance while climbing up for low knockback and 6%.
Ledge 100%: Slowly gets up and thrusts forward for medium knockback and 8%.
Analysis: Ledge attack 100% can KO enemies above 150%. Otherwise, standard.

Final Smash- Siegmund: Brandishes a massive red and gold lance briefly that doubles the power of all attacks involving a lance, including knockback, and increases range by a factor of 1.5. Deals a powerful hit drawing and putting away the lance.
Analysis: Heck yes. With Siegmund, Ephraim becomes an aerial beast with improved range, priority, and all that good stuff. It's an FS, and a good one-- it's possible to score two KOs with it due to its length. Keepaway still works, unlike Wario-Man, whose transformation trades range for speed.

Up taunt: Cape flutters and Ephraim holds lance upright.
Side taunt: Raises lance and shouts: "For Renais!"
Down taunt: Kneels and bows head, extending hand.
 

hectichobo

Smash Ace
Joined
Jul 25, 2007
Messages
792
Location
Maine
Gooey:
Gooey is Kirby's best friend and was playable in Kirby's Dream Land 2. (I think) On two player. He owns.

Outfits:
Normal: Purple
Others: Red
Orange
Yellow
Green
Blue
White/Black Striped

Taunts:
^ = Licks Top Of head
>/< = Spins Around 3 Times...
down = licks the ground.

Special Attacks:
b - Lick (pus foes in mouth and then gets there costume like kirby. But instead of stealing there b he steaks the stats suck as there height weight ext.)
b-Lick...Once you have eaten someone. (Stabs people with his toung... deals a random amount of damge ranging from 1-30. Abslutly no knockback.
b>/< - final cutter horizontal. (hits your foe 3 times dealing 4-5 damage each hit. Moderate knockback)
b down - spark (lasts about 3 second. works like foxes sheild but cant be touched physically instead of by projectiles... It stops if you hit him with a projectile. (12% damage. Moderate knockback.)
b^ - High Jump (you jump you really high... no damage)

Final Smash: Mike (deals an instant 150% to everyone. No knockback)


Edit the rest in later...
 

Mario & Sonic Guy

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


Shadow Lugia has been the main Pokemon in the game Pokemon XD: Gale of Darkness. In that game, it's code named XD001, and was considered to be the ultimate Shadow Pokemon (which are Pokemon with closed hearts).

However, unlike most Shadow Pokemon, it's obviously easy to tell that this Lugia is a Shadow Pokemon. In fact, it's also the hardest Pokemon to purify since you need the assistance of the Purification Chamber to reopen its heart.

It was created back in the Orre region by the evil organization, Cipher, and is owned by Greevil, the boss of Cipher.
-----------------------
Boss Stamina

Shadow Lugia's stamina increases when you play a harder skill level. This applies even to Boss Battles.

Easy: 300 HP
Normal: 350 HP
Hard: 400 HP
Very Hard: 450 HP
Intense: 500 HP
-----------------------
Attacks

Shadow Blast: Shadow Lugia's ultimate attack. It'll fire an energy blast that packs a lot of power. The blast is fired either forward or diagonally. It does up to 20% damage on Easy and Normal, 50% on Hard, 100% on Very Hard, and 150% on Intense. Impact can instant KO on Intense, but it's less deadly on the easier skill levels.

Gust: Shadow Lugia tries to blow you away from it by spreading its wings and flapping them hard. Does no damage and somewhat resembles Ridley's gust attack.

Sky Attack: Shadow Lugia builds up energy and flies away. After 2 seconds, it'll fly right at you at a fast speed. It's easy to see coming on the Easy and Normal skill levels, but it's hard to avoid on the Very Hard and Intense skill levels. It does up to 30% damage on Easy and Normal, 70% on Hard, 100% on Very Hard, and 150% on Intense.

Shadow Storm: Shadow Lugia creates a storm in which rain drops of darkness start to fall. The rain inflicts 1% damage for every 2 seconds you stay in the rain.

Body Slam: If you're too close to Shadow Lugia, it'll try to crush you with its body. It does up to 10% damage on Easy and Normal, 30% on Hard, 60% on Very Hard, and 80% on Intense.

Hyper Beam: Shadow Lugia flies off the screen and then goes behind the battlefield (just like Tabuu with his ultimate attack). It'll then start to launch a strong energy beam that'll instantly KO on skill levels above Normal. It does up to 30% damage on Easy and Normal, 70% on Hard, 120% on Very Hard, and 200% on Intense.
-----------------------
Side Notes

In the Subspace Emissary, Shadow Lugia was created by Shadow Bugs. After it's defeated, the Shadow Bugs flee and it reverts back to a normal Lugia.
-----------------------
Subspace Emissary Role

Shadow Lugia at some point attacks Rosalina when she was trying to get to the Halberd. It shows its presence with a Shadow Blast attack and gets in Rosalina's way. Rosalina is then forced to fight it.

After Shadow Lugia is defeated, it turns back into a normal Lugia. It then asks Rosalina to get on its back.

After getting past hoards of Subspace soldiers, Rosalina and Lugia make it to the Halberd. Lugia gets beaten up by the laser blasts, but Rosalina manages to get on board the Halberd. Lugia then flies off and is never seen again.

Shadow Lugia is fought again in the Great Maze with the same attacks and strategy.
-----------------------
 

Ramgigon

Smash Journeyman
Joined
Apr 21, 2008
Messages
225
Location
This is where I put whether or not I like Brawl
Shadow Blast: Shadow Lugia's ultimate attack. It'll fire an energy blast that packs a lot of power. It does up to 20% damage on Easy and Normal, 50% on Hard, 100% on Very Hard, and 150% on Intense. Impact can instant KO on Intense, but it's less deadly on the easier skill levels.
Wait, how does it affect the stage? From where, and towards where, is it firing the energy blast?
 

Fire!

Smash Champion
Joined
May 4, 2008
Messages
2,049
Location
Seattle
NNID
Fire149
3DS FC
2809-9924-8928



Character: Animal Crosser
Bio: A person who is just trying to live his life and make friends.Who knows, maybe fighting is his calling.
Game of Origin: Animal Crossing
Costumes: Flame Shirt, Crossing Shirt, Captain’s Shirt, Dragon Suit

Note: AC=Animal Crosser

Height: Normal
Weight: Middle weight
Speed: Moderate
Jump: Low
Power: Normal

A Button Attacks

Standard A: Punch, Follow-up Punch, Headbutt

Up + A: Up Punch (A Basic Punch Upward with fists)

Side + A: Headbutt (A Standard Headbutt .)

Down + A: Trip (While crouching down, AC extends his leg and does a spin.)

Running + A: Katrina’s Bad Luck (While running, AC trips and falls on the opponent.)

Aerial Attacks

Standard A: Standard Kick (While in midair, AC performs a normal kick.)

Forward + A: Net Spin (AC Spins around with his net outward.)

Up + A: Power Headbutt (While in midair, AC does a strong headbutt.)

Back + A: Back Net (While in midair, AC thrusts his net into the foe.)

Down + A: Kick Combo (While in midair, AC kicks down in rapid secession.)


Throws

Grab: Fish Pole Grab (AC uses his Fishing Pole to grapple.)

In Grip: Punch (A normal punch.)

Down Throw: Throw Down (AC spins his pole and slams the foe down.)

Up Throw: Spinning Throw (AC spins his pole then flicks it to send the foe upward.)

Forward Throw: Cast ( The foe is tossed far away from AC.)

Backward Throw: Back Cast (Similar to Cast but weaker.)

Smash Attacks

Up + A: Net (AC charges his net and then makes an arc with his net, you can crawl when doing this.)

Side + A: Axe (AC uses his axe to attack and causes major damage, if used too often, the axe will break and you will only be swinging a stick.)

Down + A: Shovel (AC brings out a shovel to dig a hole in front of him. The movement damages the foe, can be used to dig up pitfalls. A small hole will appear for about 2 seconds )

Special Moves

Standard B: Fruit Throw (AC throws fruit at the foe, any of the five fruit can be throw. If caught, the foe can eat the fruit and recover some damage. Sometimes a fossil will be thrown for major damage. 1:27 Ratio)

Side + B: Water Can (AC uses his can to water the foe which has some distance. A flower will grow on the foe’s head and they will take damage depending on how close they were.)

Down + B: Pitfall Drop (AC drops a pitfall in the ground, if used in the air and it hits a foe, they will rocket downward.)

Up + B: Bridge (A bridge is made to trampoline AC upward. This does no damage but AC also takes no damage)

Taunts

Up Taunt: Expression: Happy, notes surround AC and he sings
Side Taunt: Expression: Yawn, AC is sleepy and gives a big yawn
Down Taunt: Gyroid, a gyroid comes out and does a few spins entertaining AC.

Final Smash: Bees

A big tree appears doing minor damage and the characters stop to see what happens. AC shakes the tree and a bee hive comes out and attacks the other players. This lasts for about 15 Seconds until the bees disappear. Player’s can fight back, but the numbers of bees are overwhelming. Once the 15 seconds are over, the bee’s pop and do minor damage, this does not make them flinch. AC will also be able to freely attack.



RATE IT
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Bomberman

I've got a few I want to do. I guess I'll start somewhere. I didn't see this character, and quite honestly, I'm a bit shocked. Maybe I just missed him, but...

BOMBERMAN



The hero of the Bomberman games, Bomberman has moved his way from classic arcade-style gaming to action-packed adventures, and yet, his weapon inventory has never really changed, but obviously, what could suit him better? Here's a guy with some serious committment to his explosives!

Stats
Size: Mid ~ About Mario or Luigi's size.
Weight: Mid-Light ~ Not quite average weight, but not as light as characters like Kirby and Jigglypuff.
Jump1: High
Jump2: Mid
FallSpeed: Mid-Slow
RunSpeed: Mid
Power: Mid
Crouch: Mid
Jumps: 2
Wall-Kick: Yes
Wall-Cling: No
Glide: No
Crawl: No

Standard Attacks
Standing AA -- Double Punch -- Basic enough. Bomberman punches once with one fist, then once with the other. Similar to Mario's. 2% for each hit.

Side-tilt A -- Kick -- Bomberman raises a leg and kicks forward. A lot like Mario. Medium range. 4% damage.

Up-tilt A -- Up Punch -- Bomberman hops slightly and punches upward with both fists, somewhat like Ness. Medium-short range. 5% damage.

Down-tilt A -- Crouch Punch -- Bomberman punches at a downward angle. Like Samus's, but weaker because no accompanying explosion. 4% damage.

Running A -- Jump Kick -- Bomberman jumps and kicks forward with both legs, falling on his back and then getting up. Covers a decent distance comparable to Snake's. 6% damage.

Smash Attacks
Standard Smash -- Spin Kick -- Bomberman charges this move up with his leg raised behind him. When released, he spins in place horizontally, kicking the opponent. Does minimal damage to opponents behind Bomberman as well. Medium-short range. Uncharged: 10% damage in front, 2% in back. Charged: 18% damage in front, 3% in back.

Up Smash -- Headbutt -- Bomberman crouches while charging, then hops up (not a super-far distance) and does damage when released. Medium range. 12% damage uncharged. 18% charged.

Down Smash -- Ground Smack -- Bomberman raises his fist above his head to charge it, then smacks the ground directly in front of him upon release. Does not hit opponents behind him, but does hit higher than most down smashes. Medium-short range. 10% damage uncharged. 20% charged.

Air Attacks
Neutral Air -- Air Spin -- Bomberman curls into a tight ball and spins. Similar to Lucas's, but without the psychic shock. Only damages those who touch him while he's spinning. 6% damage.

Up Air -- Flip Kick -- Bomberman flips and kicks upward, somewhere in between the speed of Mario's and Kirby's. Medium range. 7% damage.

Down Air -- Dive Bomber -- Bomberman dives headfirst toward the ground. Fast dropping similar to Ice Climbers'. 8% damage.

Forward Air -- Wave Punch -- Bomberman waves a fist downward in front of him. Similar to Mario's, but faster and not a Meteor Smash. 7% damage.

Backward Air -- Double Kick -- Bomberman kicks behind him, similar to Sonic, but follows with a second kick by spinning around. Range is similar to Sonic's with each kick. 4% damage with first kick, 7% with second.

Grab/Throw Attacks
Grab: Normal -- Grabs directly in front on himself, no extension.

Hold Punch: Pound -- Holding with one hand, he pounds the opponent with the other. 2% damage.

Forward Throw: Flip Toss -- Bomberman does a front flip, and throws the opponent forward just before completing the flip. 7% damage.

Backward Throw: Back Rocket -- Bomberman leans back and throws his opponent hard directly backward. 7% damage.

Up Throw: Bomber Launch -- Bomberman jumps into the air, releasing his prey on the way up. This throw finishes with Bomberman in the air, about the distance of a single jump. 9% damage.

Down Throw: Bombard -- Bomberman throws the enemy to the ground, then hops above them and hurls a bomb at them, which explodes immediately upon impact. 10% damage.

Ledge Moves
Get Up (Under 100%): Bomberman jumps up onto his feet.
Get Up (Over 100%): Bomberman rolls onto the stage, slowly getting up.

Attack (Under 100%): Bomberman jumps up and performs a horizontal rotary kick.
Attack (Over 100%): Bomberman crawls up, then slides himself forward on the ground a short distance before getting up.

Dodge (Under 100%): Bomberman crawls up quickly, then somersaults forward.
Dodge (Over 100%): Bomberman crawls up slowly, then crawls forward before getting up.

Jump (Under 100%): Bomberman hops quickly onto the stage, then into the air.
Jump (Over 100%): Bomberman slowly crawls up, then gets to his feet and jumps.

Miscellaneous Animations
Dizzy: Bomberman staggers around in all directions, with stars spinning around his head.

Sleep: Bomberman tucks into a ball on the ground, sitting, arms around his bent knees, to sleep.

Sidestep Dodge: Bomberman ducks very low to the side.

Forward Rolling Dodge: Bomberman performs a low aerial forward, landing facing the opposite direction.

Backward Rolling Dodge: Bomberman quickly performs a backward somersault.

Air Dodge: Bomberman shifts his whole body sideways, away from opponents' attacks.

Special Attacks
Standard B -- Bomb Toss -- Hold B to pull out a bomb. Releasing B will throw the bomb in whatever direction the control stick is being held. Bombs are about half the size of Bomberman, and are subject to gravity. When the control stick is in the neutral position, he'll throw at a 45 degree angle. Bombs explode upon impact unless released downward, in which case they'll be set there and explode after a fuse time of about 3-4 seconds. Blast is quick with a radius about the size of Bowser. 10% damage.

Side B -- Bomb Kick -- Bomberman kicks a bomb forward. Bombs will follow the contours of the stage, dropping off ledges, climbing slopes, etc. They will bounce off walls, or explode upon impact with an opponent or box/barrel. After about 10 seconds, the bombs will automatically detonate. 10% damage.

Up B -- Jet Bomber -- An explosion rockets Bomberman straight upward for not quite the distance of Sonic's spring. The initial explosion causes damage, the rest of the attack does not. 15% damage.

Down B -- Remote Control Bomb -- This move has two uses. If Down B is quickly pressed and released, Bomberman will drop a bomb that can be detonated with a second use of the move, similar to Snake's, but with a larger blast radius, to make up for the bombs being a bit move obvious. The second use is to hold down the B button when using the move, and then use the control stick to move the bomb around. Releasing the button will then set the bomb, which will explode after a short time (about .25 seconds). 10% damage either way.

Final Smash
Final Smash -- Power Bomb -- Bomberman sets a Power Bomb wherever he is, which can also be in midair. He then leaps off the stage upward, and the bomb detonates. Enemies are free to move as normal during this FS. The bomb's explosion will extend as far as possible in every direction, and will only stop at walls or platforms. Opponents caught in the explosion will experience something similar to a Smart Bomb, but doing more damage and throwing them harder at the end. After the move's execution, Bomberman drops back onto the stage from the top, like Snake does after his FS. Total damage possible: About 50%

Taunts
Up Taunt -- Does a backflip, then raises a fist and winks.

Down Taunt -- Strikes a pose, bent knees with fists in fighting position, and looks as if wind is blowing in his face.

Side Taunt -- Pulls out a bomb and kicks it around a bit, like a soccer ball, before putting it away.

Items
Items coming from the Bomberman universe are simple, but can be very effective in battles:

Water Bomb: Like a bomb, but explosion causes no damage, but rather, causes opponent to move more slowly for awhile (about 5 seconds).

Wind Bomb: Does no damage, but explosion has high knockback, and rockets opponents directly up.

Ice Bomb: No damage, but freezes opponent with explosion.

Stages
Nekki Moon -- A place found in Bomberman Generation, this stage has two buildings on either side that extend to the edge of the stage, creating walk-off edges. The buildings leave a non-elevated space about half FD length in between them, and are about as high as a single BF platform is above the BF main platform. Gravity is slightly reduced here. [You have this stage from the beginning].

Music Selections:
"Super Bomberman" Boss Battle Song
"Bomberman 64" Boss Theme
"Bomberman 64" World Select Music
"Bomberman 64" The Invasion Music

----------

Armor Joe -- A giant battleship also from Bomberman Generation. The ship extends over the right side of the stage, creating a walk-off edge, but the left side of the stage is the front end of the ship, and has some fall space beyond it. From time to time, the cannons on the Armor Joe (about halfway back) fire, damaging those in the way, sort of like Halberd. The ship, all in all, is about twice FD length. [Unlocks when you unlock Bomberman].

Music Selections:
"Bomberman Generation" Boss Battle
"Bomberman 64" Vs. Altair
Multiplayer Theme
"Bomberman Hero" Landlord Music

Victory/Loss Poses
Up Victory Pose -- Bomberman does a backflip, then winks and raises a fist in the air.

Side Victory Pose -- Bomberman tosses a bomb in the air, then drop-kicks it off the screen, doing a 360 to end up facing the camera, knees bent, fists in a boxing-like position.

Down Victory Pose -- Bomberman is seen kneeling down, polishing a bomb with a cloth.

Loss Pose -- Bomberman stands with his head hung low, eyes shut, shaking his head back and forth.

Extras
Symbol:


Kirby Hat:

(props and credits to the original artist on this one)

Entrance -- Bomberman bounces on a nearby bomb, then lands and raises a fist briefly. The bomb disappears as he's raising the fist.

Colors -- White, Black, Red, Blue, Green, and Gold.

Wii Remote Sound -- The classic sound of Bomberman kicking a bomb in unison with a "Go!" from Bomberman.

SSE Role -- Prior to Luigi's encounter with King Dedede, wandering through Dreamland, Luigi is confronted by Kracko. After a short fight, only seen through video, Luigi is cornered, about to be defeated. Suddenly a bomb is thrown from off-screen, blowing Kracko back for a minute, and Bomberman emerges from the smoke. After defeating Kracko, Luigi and Bomberman team up. However, they are later confronted by Bowser, who tries to shoot them with a Subspace cannon, and although he doesn't hit either one, the shots are successful in separating them as they run to escape. Bomberman rediscovers Luigi some time later, watching from a nearby hill as Luigi encounters Dedede, and follows him from a distance for awhile afterward. As a result, Bomberman is waiting at Dedede's castle when Bowser and his minions storm in. Bomberman confronts Bowser, who is quick to pull out the Subspace cannon and catch Bomberman off-guard. Bomberman remains in trophy form until he is found and revived by Dedede, Ness, and Luigi, shortly before they enter Subspace.

To Unlock -- Battle 15 times on Nekki Moon.

Unlock Message: "Bomberman, the cheerful white bomber, has joined the brawl!"

Solid Snake Codec Conversation
Snake: Otacon, who’s this robotic-looking guy with the TV screen for a face?
Otacon: Oh, that’s Bomberman, Snake. Despite his cheerful appearance, he packs a real punch. Bet you can’t guess what his weapon of preference is.
Snake: So this guy uses nothing but bombs?
Otacon: Basically. He may throw in a few physical attacks for good measure, but bombs are definitely his specialty.
Snake: Huh… You know, if he wasn’t throwing those bombs at me, I think I could actually grow to like this guy…
 

TimeSmash

Smash Champion
Joined
Aug 23, 2006
Messages
2,669
Location
Inside a cheesecake
NNID
nintend64
Jade, from Beyond Good & Evil



Background: Jade lives on a planet where she and the civilians of her world are faced with a contant danger, the enemy, the DomZ. The government tries to fight them off, but out of the public eye they seem to be doing something completely different. I don’t want to spoil such a great game, so I’ll just say you deal with amazing chracters, a great story, vast gameplay, and anthromorphic animals like talking pigs and Jamaican rhinos. Jade likes to take pictures, an important aspect that is very key to gameplay soon on. Her camera even carries over to her attacks.

Neutral B: Acts a projecticle and small recovery, as much height as Meta Knight’s netural B. Jade floats up and spins, charging her attack. The chrage is what actually moves her upward, when she releases she’s only winged up a very small distance. When she releases, small spheres of light dart here and there and attack for small damage. Since this move propels Jade upwards, she can slightly counter edgegaurgders (if she charges it, effecting both height and attack power), but can be easily attack while charging. Also, after she uses this in the air (regardless of charging), she's in helpless state. Pressing B quickly (like you do for shorthops) provides risky short vertical height, the spheres instead swirl around her and lightly damage and knock back those nearby. Quickly pressing B near the edge is a desperate edgeguard, and a decent counter on ground. The spheres also negate some projectles. It’s a wild card thing, in many ways offensive as it is easily beatable. You may or may not want to circle around with the Neutral B, you can’t spam it in the air, and on the ground it’s very tough to spam, since the finishing animation is a little laggish.

Forward B: Stabs staff in ground and spins. A quick weak attack, but can be used to instantly wall cling. (In the air she does the same animation, but is boosted ever so slightly upward--like Peach is when using Toad--and when she hits a wall she's in her Wall Cling animation). You can DI it ever so slightly.

Up B: Wings out the Jet Boots and propels upward quickly, while spinning. Can be angled, small start up lag (she pulls out the boots and claps them in her hands before starting the initial move, providing a short boost upward before the brunt of the attack starts). Can spike on starting animation.

Down B: Charges up Camera. Can Function like Zamus' Neutral B; the longer you charge the longer the range of the attack. Stuns just as long as Zamus Neutral B. You can slightly move this up or down.

Ftilt: Spins staff forward casually. Two-hit attack if opponent doesn't DI out.
*First hit provides weak damage knockback, while second is medium knockback, slightly more damage.

DTilt: Crouches and throws hands out in front of her. Can trip very rarely.

Utilt: Throws staff upward and catches it. Very punishable. Think Ike’s Utilt. It’s got that much range, but easier to counter.

A: First Staff Hit.

AA: Second Staff Hit.

AAA: Twirls and swings staff harshly, while a green energy shoots forth. Just like the combo from Beond Good & Evil.

AAAAAAAA...: You can also hold A after AAA to hit the opponent multiple times; it's more for show since Jade practically dances while doing it. The AAAAAAAA...move is easy to DI out of and can be punished.

Dash Attack: Thrusts foot out while letting staff hit the ground. Slightly moves backward before pulling forward.


F Smash: Extended Range Attack. Swings Staff viciously and green energy shoots from the tip. The energy has electric properties.

USmash: Thrusts staff upward, again shooting out the green energy. Great for somone on a platform.

DSmash: Charges camera and clubs around. Sweetspotted (small hitbox near the shutter), you can cause stunnage to occur, but not as long as Down B’s unless fully charged.


Nair: Wings camera around her like a mace. Sort of like Zamus' Nair.

Uair: Pokes staff upward twice.

Dair: A Stall-then-Fall. Thrusts a foot and her staff out, shooting downwards diagonally. Can Spike.

Bair: Kicks behind her followed by a quick punch. Great for fastfalling since first hit sort of pulls you in.

Regular Grab: Tosses staff out towards enemy. If it hits, she grabs the staff on both ends and puls enemy toward her. Punishable if you miss.

Dash Grab: Runs and pokes staff forward. If you miss, watch out, she’s even more open.

Grab Attack: Smacks enemy, while smirking.


F Throw: Spins and moves slightly forward before kicking opponent away.

B Throw: Spins backward, and punches enemy away.

U Throw: Takes camera and slugs the enemy upward.

D Throw: Jumps lightly above enemy and stabs them multiple times before sending away horizontally.

Jump: Springs up quickly. A fairly good jump. Short hop is a tad high.

Second jump: Twirls and ascends higher, near half height of first.

Walk: Her walk from BG&E.

Dash: looks like her run from BG&E. (Jade’s Legs run quickly while she holds her staff that has a small emerald trail behind it.

Crawl: The Crawl from BG&E. Sort of like Snake’s or ZSS’s crawl, but at a lower position.

Air Dodge: Holds staff close to chest and gasps in sharply.

Roll: Twirls twice and move quickly in desired direction.

Sidestep: Puts arms in front of her defensively and moves back.

Trip: Fall on stomach and gets into a dazed condition (has hand on head, sort of looks like she has a hangover…) and then rolls out of it.

Up Taunt: Sets camera to Multi-Flash and throws camera upward, making it spin and flash for a nice display.

Down Taunt: Puts staff in ground and runs around it, cheering.

Side Taunt: Puts on some more of her green lipstick.

Final Smash: Suddenly dissapears in a green flash, reappearing in the Spaceship from Beyond Good & Evil. Able to fly around, great pivoting. Shoots out quick lasers as opposed to the slow ones by Landmaster, albeit they are about half the size. Press A to shoot lasers, and B for a speed boost. Don't forget, you could get an idiot to stand on you and boost upward for a Star KO. If you hold Z, you can ditch the spaceship (which can Meteor Smash as it quickly ascends off stage) and drive the hovercraft instead. The Hovercraft is able to swim on water and shoot lasers, has a nice jump, is quicker but its attack is much weaker than the Spaceship. You can hold Z at the beginning of the FS to immediately have the hovercraft. This can be advantageous because if you were using the spaceship and reverted to the Hovercraft, it takes a little bit, and counts as using the time of the FS, which is slightly longer than the Landmaster's (about two seconds). It's a Zelda/Sheik complex. You want to use the one that can rack up the most damage, and the one you’re most confident with to inflict that damage.

Spaceship
*Moves slowly
A: Large laser, fairly fast compared to Landmaster, but the actual blast is roughly half the size of Landmaster’s blast. Moves slightly faster than Landmaster’s shot, just as spammable.
B: Speed Boost. Can be used to collide into people, damages those who use you as a platform. You can’t spam this, you have to wait a few seconds for recharge. Usable in air.
*Jump makes you glide around faster, but you’re still sort of slow.
*Pivots quickly.
*Goes right through water, don’t kill yourself.
*Can be used as large projectile if you switch to Hovercraft, but reverting to the other machine has lots of lag your opponents can use to flee.
*Can be used as a platform, you can Star KO the idiots.

The main idea of the Hovercraft is to hit more than one enemy, but you can still have a god approach against a single opponent, but it’ll be much easier for them to dodge and flee your attacks because of your slugtasticness. High knockback and damage is on most moves, even collision; it’s great for low % KO’s. If you hit someone while pivoting, you still do damage. You pivot slightly faster in air, you can shoot in the air, and by holding the jump button, you can glide around without losing any height. To move up, you can mash the jump button or hold the jump button and just use the Control Stick to move up.

Hovercraft
*Moves quickly.
*Jump is high, but hard to move horizontally at start up. Can stil Star KO if people are platforming, just harder to pull off.
*A: Hovercraft Laser.Lasers quicker, smaller weaker, but you can create a sort-of column of lasers when you descend from your jump.
*B: Speed Boost. Much faster and weaker, can shoot while moving. DON’T go off the edge. You can still get people who try to use you as a platform off, but it does little damage, and small knockback. Usable in air.
*Can move on water!
*Pivots still quick, moves slightly backward while pivoting.
*You can still run into people without using the speed boost, but it’s got a lot weaker knockback and power. Think when you get hit by Porky’s legs—little knockback and damage, but possible to get hit more than once by it.
* Can still be used as a platform, but relatively useless for enemy to do so.

The main idea with the Hovercraft is for singling out one opponent. Since most hits have little knockback, you can follow up quickly for another attack. When you pivot, you’ll do damage to the enemy, so you could run into them and then pivot for a quick two hit attack. There are all sorts of possiblilities. But when you jump, it’s like Sonic’s spring-performs well vertically, but horizontal part at the start is quite craptacular. You can fatsfall right after the jump, and shoot while jumping, so you still have a lot of options.

Pros:

-Can Wall Cling.
-Neutral B acts as a recovery.
-Forward B can be used of instant Wall cling.
-Fairly good Wall jump at the start.
-Forward B aids recovery slightly.
-Down B and Down Smash can be used to stun.
-Up B can be angled.
-Ftilt and Uair can hit twice.
-Great Bair, spectacular for RARs.
-Green energy attacks do more on sweetspot (tip of staff).
-Sourspots can occur, but sometimes you’ll just have a normal attack (no sweetspot), so it’s less punishable.
-Attacks with the green energy extend range.
-Can crawl.
-2 Spikes.
-Essentially two Final Smashes.
-Spaceship Meteor Smashed when reverting to Hovercraft. (Like Olimar’s at start)
-Looks cool.

Cons:
-Many attacks punishable.Both grabs can be evaded quite easily.
-AAAAAAAAAA...combo easy to escape, punishable.
-Slightly high short hop.
-Attacks with camera can be situational, even for the ones that don't use stun.
-Throws a bit weak.
-Neutral B can be avoided, deflected, or absorbed, causes helpless after being used.
-Some lag on most green energy attacks.
-Stall-then-Fall can lead to SD's.
-Must practice a lot for sweetspot moves.
-Players may become overly relaible on second hit of Ftilt and Bair.
-Lag occurs if switching to Hovercraft when using Spaceship.
-Spaceship is slow, but powerful.
-Hovercraft is quick but weak.
-You can sometimes predicts the Spaceships's or Hovercraft's attacks, like you can with the Landmaster.

Alternate Costumes!

Moderna Jade- Jade is wearing a pink tanktop with the Ubisoft logo on it, and pants. She's not wearing lipstick.
MyWord Coach Jade- Equipped with glasses, orange hair in a different style, in a lab uniform. Looks like the female professor from MyWordCoach.
Camerawoman- Looks like a camerawoman, with a blue outfit that has the Smash Bros symbol on her shoulder. On her left ankle, "Iris". On the right "Network"
Prisoner Jade- In a traditional prison outfit, complete with small cap.
Emerald Jade- A green, shimmering backless dress is what Jade wears in this outfit. Complete with earrings, necklace, and heels.

Size: ***
Weight: **
Power: **and1/2
Speed: ****
Jump: ***
Fall Speed: ***

How to get:

In the Subspace Emissary, where Snake appears, Jade runs into him almost right after. They at first fight, but then team up.

Or you can go to the Coin Launcher, and if you get 50 trophies in one sitting, when you finish the Launching session, you’ll challenge Jade.

Stage

Hillys Cave

A cave sort of like the second area of Castle Seige, two long diagonal platforms, but not held up by statues. There’s pits on left and right of the stage, and a ceiling on one small part of the stage. In the background you’ll see Pey’j, Jade’s pig friend, Chasing some Looters now and then. Besides that, the Cave’s background is quite serene, a slow flowing river that leads to a large pond.

Music
Beyond Good & Evil Main Theme
The Credits song
Mamago Main Theme
Hockey Minigame song

…There are others, but I haven’t played BG&E in a while. It’s such a great game.

Did I cover everything? I hope so...
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Protoman

If nobody minds, I'm gonna do another.

Since Megaman is obviously a favorite for inclusion, I thought someone should tag along with him. Despite many options, I concluded that the best (or at least my) choice would be:

PROTOMAN


New-school Protoman (a little fuzzy, I know, but this one's got the sword)


Old-school Protoman (mainly so you can see his Proto Shield, carried on his back when not in use)

I'm thinking of a combined look of these two. Take the sword from the first, as well as his general build. Throw in the Proto Shield and the yellow cape/cloth from the second, and you'll be looking at the same thing I am.

Protoman has made appearances in many Megaman games, first as Break Man in Megaman 3, where he was said to have been an early prototype of Megaman. However, depending which series we're talking about, he has a different backstory like Megaman. He originally had an arm cannon like Megaman, but recent games have shown a beam-like sword arm as his primary weapon. In Smash, he is fast and agile, and also fairly strong, but, attacking entirely with physical hits and his sword, his biggest weakness is obviously his lack of range.

Stats
Size: Mid-Large ~ About Samus's size, possibly a little smaller
Weight: Mid
Jump1: Mid
Jump2: Mid
FallSpeed: Mid
Speed: Mid-Fast
Power: Mid ~ I'd give him more, but I feel that might make him a little too good
Jumps: 2
Wall-Kick: Yes
Wall-Cling: No
Glide: No
Crawl: No

Standard Attacks
Standing A -- Kick-Slash -- Protoman first performs a medium-short range kick. After the kick, Protoman swings his sword arm downward on the opponent. 2% damage for the kick, 4% for the slash.

Side-Tilt A -- Horizontal Slash -- Protoman slashes horizontally. Medium range. 5% damage.

Up-Tilt A -- Up Slice -- Protoman casually throws his blade over his shoulder, damaging enemies above him. Medium-short range. 5% damage.

Down-Tilt A -- Thrust -- Protoman thrusts his sword arm forward along the ground. Medium range. 6% damage.

Running A -- Spin Slash -- Protoman kicks quickly and slashes forward to complete the attack. Short range for the kick, medium for the slash. 2% damage for the kick, 6% for the slash.

Smash Attacks
Side Smash -- Long Thrust -- Protoman stabs directly forward. Length about like Marth's shield breaker. 10% damage uncharged. 22% charged.

Up Smash -- Double Slash -- Protoman slashes twice above his head; once backward, then forward to return his sword arm to the front. About like Link's range, but only two slashes. 5% for the first slash, 8% for the second if uncharged. When fully charged, 10% for the first, 14% for the second.

Down Smash -- Wave Slash -- Protoman jumps lightly and slashes beneath himself, hitting both the front and back areas, about the distance of most down smashes. 9% damage uncharged. 17% charged.

Air Attacks
Neutral Air -- Slow Spin -- Protoman spins slowly horizontally with his blade outstretched, hitting enemies behind and in front of him. Medium range. 7% damage.

Up Air -- Flip Slash -- Protoman backflips, slashing his sword above his head in the process. Short range. 9% damage.

Down Air -- Double Kick -- Protoman kicks downward once with each leg. Medium-short range. 4% damage per hit.

Forward Air -- Jab -- Protoman thrusts his sword forward, similar to his Side Smash. Medium range. 6% damage.

Backward Air -- Double Spin Slash -- Spinning rapidly, Protoman slashes twice behind himself, once lightly, then hard the second time. First is short-range, the second medium-range. 4% damage for the first slash, 8% for the second.

Grab/Throw Attacks
Grab: Normal -- Grabs directly in front of him, no extension

Hold Punch: Knee -- Similar to Marth, Protoman jabs his knee into the opponent. 2% damage per hit.

Forward Throw -- Toss -- Protoman simply tosses the enemy forward. 5% damage.

Backward Throw -- Back Toss -- Same as his forward throw, but backward. 5% damage.

Up Throw -- Skewer -- Protoman tosses his enemy upward, then stabs hard straight up. 8% damage.

Down Throw -- Crush -- Protoman drops his opponent to the ground, then jumps on them, similar to Ike's down throw. 7% damage.

Ledge Moves
Get Up (Under 100%): Protoman climbs up quickly.
Get Up (Over 100%): Protoman puts one arm slowly onto the stage, then pulls the rest of himself up.

Attack (Under 100%): Protoman jumps up quickly, and slashes his sword.
Attack (Over 100%): Protoman crawls up, stabbing his sword low in the process.

Dodge (Under 100%): Protoman hops up and dashes quickly forward.
Dodge (Over 100%): Protoman gets up slowly and rolls forward before standing.

Jump (Under 100%): Protoman throws himself high into the air from the ledge.
Jump (Over 100%): Protoman hops onto the stage, then into the air.

Miscellaneous Animations
Dizzy: Protoman holds his non-sword arm over his face, swaying side to side.

Sleep: Protoman falls on one knee, resting his non-sword arm on the knee with his head hanging.

Sidestep Dodge: Protoman ducks to the side, then returns.

Forward Rolling Dodge: Protoman somersaults forward, and turns around.

Backward Rolling Dodge: Protoman jumps low backward.

Air Dodge: Protoman spins to the side, avoiding incoming attacks.

Special Attacks
Standard B -- Slash -- Similar to Marth's Shield Breaker, Protoman charges up a slash and then releases it. However, the attack's damage is set, and charging it up more instead lengthens the sword and the horizontal reach of the attack. At base length, it goes about as far as Ness's bat, but at full charge (which takes about 3 seconds) it is as long as a fully charged and smashed beam sword. Set at 10% damage.

Side B -- Vanisher -- Protoman dissolves quickly into thin air, then reappears a distance in front of him and slashes immediately. As long as an opponent is within its range, he will appear in a position where he can slash them. Somewhat like Meta Knight's dimensional cape, but about twice the range, homes in on the first target within that range, and only goes forward. 8% damage.

Up B -- Air Dash -- Protoman pauses briefly, then dashes in the direction of the control stick. By default, it is executed upward, and it can only be angled up to 90 degrees either way from the vertical (meaning you can't move downward at all with it). At the end of the dash, Protoman will slash his sword, but up to that point, the move does no damage. Distance is about the same as Lucario's. 10% damage for the slash.

Down B -- Proto Shield -- Protoman holds up the Proto Shield in front of him. Any attacks that contact the Proto Shield will be nullified, but Protoman is still vulnerable from the back, as well as from above and below. He can also walk with it, similar to how characters walk while holding a Cracker Launcher, and can be turned around by tapping the control stick the opposite direction as well. In addition, if the player controlling Protoman double-taps in the direction he's facing, Protoman will rush forward about 1/3 FD length, still holding the Proto Shield out. This will not damage opponents, but will knock them off their feet, and push them back as far as Protoman travels.

Final Smash
Final Smash -- Proto Strike -- Protoman performs a quick radar sweep around him, locking onto as many opponents as are within about one Smart Bomb's radius from him. Opponents, if there are multiple, are assigned buttons (A, B, and Z), which are shown lightly over their damage meters. For about a 5-second period, the player controlling Protoman may input the desired order of the strikes, which will not be shown on the screen, so the other players aren't aware. After a random time between 5 and 7, Protoman will appear in front of each opponent, slashing them each once in rapid succession, remaining where he is after the last strike. For an idea how it might look, see the Protoman chip in the Megaman: Battle Network games. 30% damage to each opponent hit, with very high knockback.

Taunts
Up Taunt -- Protoman fades briefly, as if about to dissolve, and mutters, "You're no match for me."

Down Taunt -- Protoman turns his back to the screen, then turns his head to face forward and grunts, "Hmph!"

Side Taunt -- Protoman withdraws his sword casually, folds his arms impatiently, and says, "Let me know when you give up," then draws his sword again.

Items
None.

Stage
The Undernet -- Featured in the MMBN games, the Undernet is crime central, and place where all the baddies like to hang out. Consequently, Protoman and his operator, Chaud, are often there fighting to get rid of the evil-doers. The Undernet is a completely flat area, with walk-off edges. However, at random times during the battle, holes of random numbers and sizes appear in the flooring, extending endlessly downward, sometimes leaving most of the floor intact and sometimes leaving only about enought room for 4 characters to stand. After awhile, the stage always repairs itself before taking floor damage again.

-----[Unlocks after winning 20 standard battles with Protoman]-----

Music Selections:
"Megaman Battle Network 3" Title Theme
"Megaman Battle Network 5: Team Protoman" Title Theme
"Megaman: Network Transmission" Zero Virus Battle Theme
"Megaman Battle Network 3" Boss Battle Theme
Protoman's Theme (This may well be one of my favorite songs of all time)

Victory/Loss Poses
Up Victory Pose -- Protoman stands looking backward, and somewhat upward, at a diagonal angle, the wind blowing in his face. He appears very thoughtful.

Side Victory Pose -- Protoman stands sideways, folds his arms, then turns his face away from the screen and mutters, "Pathetic..."

Down Victory Pose -- Protoman vanishes, then reappears and slashes his sword, which is then held at his side.

Loss Pose -- Protoman stands still, with his arms folded as if impressed.

Extras
Symbol:

(Megaman symbol from the Battle Network games, used for my later Megaman.exe entry as well)

Kirby Hat: Kirby gains Protoman's helmet and visor.

Entrance: Protoman appears in a reverse-dissolve, holds his sword straight in front of himself briefly, and says, "Let's begin..."

Colors: Red (default), Blue, Green, White, Black, Yellow/Orange.

Wii Remote Sound: Protoman mutters, "You don't stand a chance..."

SSE Role: Protoman does not play a role in SSE, but after its completion, a hidden door appears on the Battleship Halberd Exterior. Entering this door will start a battle with Protoman.

To Unlock: Beat Classic with Megaman on Hard difficulty or higher.

Unlock Message: "Protoman, cyber-swordsman supreme, has joined the brawl!"

Solid Snake Codec Conversation
Snake: Colonel, who is this guy? He looks sort of like Megaman.
Colonel: That’s Protoman, Snake, also known by the names Blues and Break Man. He was an early prototype for Megaman, hence the name Protoman. Lately he's also assumed the role of Megaman's rival.
Snake: An early prototype... So I can expect similar attacks from him?
Colonel: Not exactly. Protoman’s attacks are mostly close-combat. Unlike Megaman’s arm cannon, he has a sort of virtual sword that he uses.
Snake: Got it… A short-range fighter, huh… Too bad he’s so quick; I’d love to take a few long-range shots at him…
Colonel: Just do your best to keep your distance, Snake. Get too close and things could get ugly…
 

Fire!

Smash Champion
Joined
May 4, 2008
Messages
2,049
Location
Seattle
NNID
Fire149
3DS FC
2809-9924-8928
Firemario please do not be impatient this is a lot of work and I have asked people not to repost movesets. Also like Fawriel said a few pages back theres really no need to reserve space. Also STILL NEED PHOTOSHOPERS
Sorry about that, I do photoshop a bit...

Anyway








Character: Mag Launcher
Bio: A 16 year old adventurer who uses a Hand Cyframe, which has all types of gadgets, in battle. He battled the 8th Imperial Army in order to save, Linear, a quiet girl who came to the Launcher Family front door with a letter from Astroc Launcher, Mag’s Father who has been missing for 3 years.
Game of Origin: Evolution Worlds
Costumes: Normal Cyframe, Yellow Cyframe, Red Cyframe, Blue Cyframe
Soundtrack: Surprise Attack, Normal Battle, 8th Imperial Army
Stage: 8th Imperial Assault (Fighting on the Sea Otter Seaplane, players are attacked by the 8th imperial army’s assault ships while flying in the open sea.)

Height: Normal
Weight: Middle heavy weight
Speed: Moderate
Jump: Low
Power: Strong

A Button Attacks

Standard A: Punch, Follow-up Punch, Cyframe Punch

Up + A: Giant Knuckle (A Basic Punch Upward with his Cyframe)

Side + A: Magna Punch (A Punch used with his Cyframe.)

Down + A: Magna Snap (While crouching down, Mag flicks his finger with his Cyframe and damages the opponent.)

Running + A: Magna Reverse (While running, Mag spins with his Cyframe and causes minor damage. He cannot be hurt from standard or strong attacks when spinning .)

Aerial Attacks

Standard A: Standard Kick (While in midair, Mag performs a normal kick.)

Forward + A: Brain Twister ( Mag loosens the gears in his Cyframe and lets the hand spin forward.)

Up + A: Damage Voice (While in midair, Mag takes out his microphone and yells, the noise damages any foe above.)

Back + A: Double Slap(While in midair, Mag spins twice with his Cyframe outward.)

Down + A: Dive Punch (While in midair, Mag charges down in a downward Cyframe Punch.)


Throws

Grab: Cyframe Grab (Mag uses his Cyframe to grab the foe, leaving his other hands ready for attack.)

In Grip: Punch (A normal punch with his normal hands.)

Down Throw: Down Thrust (Mag throws the foe down and slaps down with his Cyframe.)

Up Throw: Startle Voice (Mag tosses the foe up with his Cyframe and yells with his microphone.)

Forward Throw: Single Blow Spray (Mag throws the foe forward and spray’s a strange spray and temporally stuns the foe.)

Backward Throw: Echo Voice (Mag throws the foe back and uses his microphone in his Cyframe to make damage, if another foe is close, they take damage too.)

Smash Attacks

Up + A: Crash Hammer (Mag charges his hammer from his Cyframe, and releases it with a deadly swing to above.)

Side + A: Sledgehammer (Mag charges his hammer out of his Cyframe, then unleashes with a small earthquake.)

Down + A: Trip Hammer (Mag charges his hammer downward and swings it both sides.)

Special Moves

Standard B: Cycle Bomb (Mag drops a timed bomb that gradually gets bigger (Similar to the Smart Bomb but smaller.), holding down “B” will let the bomb evolve into the Ultimate Bomb, which has almost as much power as a Electode .)

Side + B: Mach Punch (Mag punch’s so fast that he is carried away by his Cyframe and is launched to the side, can be used to recover.)

Down + B: Mirror Ball (Using the power of his Cyframe, Mag creates a ball of light that can reflect projectiles.)

Up + B: Magna Charge (Mag does a final jump upward with his Cyframe upward, similar to Mario’s Up + B.)

Misc.

Grapple: (While falling, Mag can use his Cyframe to grab ledges)

Cyframe Defense: (When under a shield, Mag covers himself with his Cyframe.)


Taunts

Up Taunt: Jumps up and says “Yeah, I’m Powered Up!”
Side Taunt: Mag cover’s his mouth and yawns; his Cyframe copies the movement
Down Taunt: Mag plays a quick tune with his ocarina

Final Smash: Angel Light

Unleashing the full power of his Cyframe, Mag jumps up to the top of the screen where ever he is standing and lets loose a giant beam of white light. This covers about 50% of the Battlefield stage. At the end of the Final Smash, Mag charges down with his Cyframe Fist in the direction of the beam and lands with an enormous explosion.
 

Mario & Sonic Guy

Old rivalries live on!
Joined
Sep 18, 2007
Messages
22,423
Location
Mushroom Kingdom
NNID
TPitch5
3DS FC
5327-1637-5096
Item characters
------------------
Poke Ball: Aggron


Aggron randomly pops out of a Poke Ball when it's thrown. When released, it'll use Iron Head to attack your opponents. The attack tends to do up to 20% damage.
------------------
Poke Ball: Darkrai


Darkrai randomly pops out of a Poke Ball when it's thrown. When released, it'll use Dark Void to put your foes to sleep. Sleeping targets will take 1% damage for each second they stay asleep. Hits all foes, but doesn't affect teammates (unless team attacks are ON).

Darkrai does not appear until after the Subspace Emissary has been cleared.
------------------
Poke Ball: Flygon


Flygon randomly pops out of a Poke Ball when it's thrown. When released, it'll use Sandstorm to damage your foes. The Sandstorm does 1% damage per second it stays in effect.
------------------
Assist Trophy: Raphael Raven


Raphael Raven randomly pops out of an Assist Trophy when picked up. He attacks by stomping the ground, releasing sparks. The sparks do up to 12% damage, but the knockback is fairly strong.
------------------
Assist Trophy: Daroach


Daroach randomly pops out of an Assist Trophy when picked up. He attacks by hurling bombs at your foes. Bombs vary in power and size.
------------------
Assist Trophy: GIM


GIM randomly pops out of an Assist Trophy when picked up. He attacks by throwing his yo-yo at your opponents. It does up to 8% damage, but at times the damage will build up.
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Poke Ball: Garchomp


Garchomp randomly pops out of a Poke Ball when it's thrown. When released, it'll use Dragon Rush to attack your opponents. The impact of the attack can deal up to 20% damage, but the knockback is quite strong.
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Assist Trophy: Moblin (Wind Waker)


The Moblin randomly pops out of an Assist Trophy when picked up. He attacks by striking foes with his spear. He may also strike with his fist since he is bulky. The spear does up to 8% damage, but the fist can do up to 15% damage.
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Assist Trophy: ReDead


The ReDead randomly pops out of an Assist Trophy when picked up. It attacks by grabbing the closest target and then absorbing its energy. It can be attacked by opponents however, and it doesn't paralyze foes like it does in the Zelda games.
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Poke Ball: Cranidos


Cranidos randomly pops out of a Poke Ball when it's thrown. When released, it'll use Head Smash to attack. Despite its size, that attack packs a lot of power, and can KO at low damage. Attack can deal up to 26% damage.
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Poke Ball: Croagunk


Croagunk randomly pops out of a Poke Ball when it's thrown. When released, it'll use Poison Jab on an opponent. It leaves the opponent poisoned for awhile. The attack does 15% damage, plus 1% damage for each second the poison lingers.
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Assist Trophy: General Guy


General Guy randomly pops out of an Assist Trophy when picked up. He attacks by firing electricity from his tank. The electricity does minimal damage, but the damage can rack up quickly.
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Assist Trophy: Congazuma


Congazuma randomly pops out of an Assist Trophy when picked up. It attacks by jumping and stomping the ground. Anyone caught in the attack will take damage and get buried into the ground for awhile. Attack does up to 18% damage.
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Poke Ball: Magikarp / Gyarados


Magikarp randomly pops out of a Poke Ball when it's thrown. When released, it'll use Splash and just flop around. It can't hurt anyone, but your opponents can attack it. After taking enough beatings, it'll evolve into Gyarados.

After evolving, Gyarados will attack the last opponent who damaged it with Hyper Beam. The attack does up to 30% damage, and the knockback is quite strong.
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GreatClayMonkey

Smash Lord
Joined
Sep 24, 2007
Messages
1,674
Location
Rigging the enemy base with explosives, which is l
Yeah guys just letting you know I'm still alive. Also don't worry about it Firemario its OK you didn't know. Mario and Sonic Guy...Just keep doin what your doin. I'll probably add a lot of those items, stages, ect. you made to the site. Also I've decided for now to limit people from making more than 5 submissions. One more this is deciding when this will end and voting will start. If I'm not mistaken the previous contest lasted 4 or 5 months. However I want people's opinions on what month it should end in.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Knuckle Joe

All I know is I want to have 5 submissions in before it ends. I love doing this.

Dissatisfied with his role as an Assist Trophy, the lightweight hard-hitting KO king from Dreamland emerges as a playable character! That's right, it's...

KNUCKLE JOE



Knuckle Joe has been featured as an enemy in various Kirby games, always granting Kirby the Fighter ability when swallowed. He was also the Fighter-based Helper character in Kirby Super Star. In Smash Bros., this little powerhouse makes up for his small size with some powerful blows. He's quick, too, but a rather light character, and easy to knock around. The majority of his moves also have very short range, given his physical fighting tactics and short arms and legs.

Stats
Size: Small ~ About the same size he is in the Assist Trophy
Weight: Light
Jump1: Mid-High
Jump2: Mid-Low
FallSpeed: Mid
RunSpeed: Mid-Fast
Power: Strong
Crouch: Mid-High ~ Joe's so short already, he doesn't lose a lot of height by crouching.
Jumps: 2
Wall-Kick: Yes
Wall-Cling: No
Glide: No
Crawl: No

Standard Attacks
Standing A -- Vulcan Jab -- The move used in his assist trophy, similar to Kirby's repeated A, but automatic like Meta Knight's. Damage depends on duration of hold, similar to MK's.

Side-Tilt A -- Spin Kick -- Knuckle Joe spins and kicks forward. Short range. 5% damage.

Up-Tilt A -- Flip Kick -- Knuckle Joe flips quickly, kicking above his head. Short range. 6% damage.

Down-Tilt A -- Slide -- Knuckle Joe slides forward on the ground, like Kirby does in his games. Slides pretty far, but does little damage (about 3%).

Running A -- Dive -- Knuckle Joe dives forward, somewhat like Dedede, but without the lag before, and, since he's smaller, without Dedede's range. 4% damage.

Smash Attacks
Side Smash -- Triple Kick -- Joe spins and kicks three times. The first two blows are weak, the third is strong (like Link's Up Smash). Medium-short range. 3% damage for the first two kicks, 10% for the last one, uncharged. The first two are unaffected by charging, but fully charged, the last hit does 20% damage.

Up Smash -- Uppercut -- Joe performs a quick uppercut, damaging opponents above and in front of him. Medium-short range. 12% damage uncharged. 22% charged.

Down Smash -- Ground Slam -- Joe pounds the ground hard, causing damage to enemies on the ground near him (within about a body-length to either side). 10% damage uncharged. 18% charged.

Air Attacks
Neutral Air -- Double Kick -- Joe kicks to the front with one leg, then to the back with the other. Medium-short range for both kicks. 6% damage for front leg, 4% for back.

Up Air -- Sky Jab -- Joe jabs his fist skyward quickly. Short range. 6% damage.

Down Air -- Driving Kick -- A stall-then-fall, moving Joe slightly forward (like ZSS). Joe's outstretched leg damages on the way down. 8% damage.

Forward Air -- Flip Punch -- Joe throws his fist from above his head downward in front of him, thereby beginning a quick frontflip. Short range. 7% damage.

Backward Air -- Whip Punch -- Joe whips quickly around, waving his fist as he does. Short range. 8% damage.

Grab/Throw Attacks
Grab: Normal -- Grabs directly in front of him, no extension

Hold Punch: Punch -- Joe punches with his free arm. 3% damage.

Forward Throw -- Knee -- Joe knees his opponent's gut hard, sending them flying forward. 7% damage.

Backward Throw -- Fake-Out -- Joe jumps backward with his opponent, as if falling on his back, then just before hitting the ground, flips around so he lands on his victim. 8% damage.

Up Throw -- Sky Kick -- Joe kicks his opponent hard upward. 8% damage.

Down Throw -- Body Slam -- Joe drops his opponent, then jumps hard on them. 8% damage.

Ledge Moves
Get Up (Under 100%): Joe clambers up quickly.
Get Up (Over 100%): Joe slowly crawls up, fist over fist, before standing.

Attack (Under 100%): Joe flips up, similar to Kirby, kicking opponents.
Attack (Over 100%): Joe crawls up, performing a low punch with one fist before standing.

Dodge (Under 100%): Joe climbs up, staying low to the ground, and rolls forward.
Dodge (Over 100%): Joe climbs up slowly, then hops weakly 3 times forward.

Jump (Under 100%): Joe jumps up into a one-handed handstand, then flings himself into the air.
Jump (Over 100%): Joe crawls up to the tip of the ledge, almost falls backward, then jumps into the air.

Miscellaneous Animations
Dizzy: Joe holds the sides of his head with both arms, swaying back and forth.

Sleep: Joe's arms fall limp, he closes his eyes, and he looks relaxed, but he remains standing.

Sidestep Dodge: Joe spins quickly to the side.

Forward Rolling Dodge: Joe hops twice to the side, like Kirby but minus the handstand flip.

Backward Rolling Dodge: Joe jumps backward quickly.

Air Dodge: Joe throws his torso back, an arm in front of it, similar to Toon Link.

Special Attacks
Standard B -- Smash Punch -- Sometimes used in Joe's Assist Trophy. Similar to Falcon Punch, but has a short charge-up time of only about .5 seconds. However, Joe must recharge after using the move, and is completely vulnerable for approximately 2 seconds while doing so. Does about 25% damage and lots of knockback. Lacks the ability to be turned around like Falcon Punch.

Side B -- Vulcan Dash -- Joe dashes forward, using the Vulcan Jab as he goes. Lasts about as long as IC's Squall Hammer, and can be turned around similarly. The jabs have high priority, even over most projectiles, but Joe is still vulnerable from the back. Each jab does only minimal damage, but opponents caught in the full attack can receive about 15%.

Up B -- Rising Break -- Also sometimes used in Joe's Assist Trophy. A massive uppercut carries Joe skyward. Enemies caught in the uppercut will be held in it until it finishes. Carries Joe slightly higher than it does in the Assist Trophy. Does about 10% damage at finish and opponents caught from the beginning will get about 15%.

Down B -- Shockwave -- This is a chargeable move. The charge is auto-released at full capacity (takes about 3 seconds), like a Smash Attack. Joe lifts both fists, then pounds the ground, sending a shockwave forward that travels along the ground until it hits and edge or wall. The shockwave does not stop when it hits an opponent, and diminishes in power as it goes, with the initial power determined by how long the move is charged. When used in the air, it makes Joe drop quickly straight down, and he will pound the ground the instant he makes contact with it. In this case, the shockwave's initial power is determined by how high up Joe uses the move from. Fully charged (or from about the distance from the top-middle pass-through platform of New Pork City to the area with the breakable platform), the wave begins with about 10% damage riding on it, and loses 1% every .5 seconds, but obviously will not go below 1%.

Final Smash
Final Smash -- Fury Fighter -- Joe rushes forward, similar to Marth, until he strikes an opponent, the opponent he strikes he will continue to knock around only slightly as he continues to dash around him/her, making repeated punches and kicks to essentially juggle his victim in random directions. At the end of the move, the final blow (chosen to be a punch, kick, air-punch, air-kick, whatever fits best given Joe's opponent's position) is shown in slow-motion, and the opponent goes flying. Joe can only hit one opponent with this move, and Joe is invincible while performing it. Total damage is about 50%, with a high knockback at the end.

Taunts
Up Taunt -- Joe punches repeatedly, but without doing damage, yelling as he does in his Assist Trophy.

Down Taunt -- Joe's punches his fists together twice.

Side Taunt -- Joe jumps up and flips over into a one-handed handstand, then jumps upright again.

Items
There aren't really any items for him to bring, being a Kirby character and all.

Stage
Being a Kirby character, he has no particular need for a unique stage, and it's hard to give him one he could really call his own anyway.

Victory/Loss Poses
Up Victory Pose -- Joe hops twice into the air, then jumps very high and does multiple backflips before landing.

Side Victory Pose -- Joe Vulcan Jabs to the left, then to the right, then faces forward.

Down Victory Pose -- Joe jumps into the air, then falls and pounds the ground hard.

Loss Pose -- Joe stands and claps.

Extras
Symbol: Kirby star.

Kirby Hat: Kirby gains Joe's headband and spiky hair.

Entrance: Joe falls from the sky, and slams his fist to the ground when he hits it.

Colors: Blue (default), Red, Green, Black, White, Yellow, Purple, Brown.

Wii Remote Sound: Joe screams, "Hiiii-yah!"

SSE Role: Joe is seen in the background watching at the scene of every Subspace Bomb detonation, but appears too shy to approach the involved parties. Eventually, witnessing the Bomb Factory incident, Joe recognizes the need for him to help. This is when Joe is first shown close-up and his title is finally shown. After Kirby leaves his Warp Star to mount the Dragoon in order to take out the giant Subspace Cannon, Knuckle Joe boards the Warp Star and follows the heroes into Subspace, shown in a movie sequence right after everyone else enters Subspace.

To Unlock: Defeat at least 150 enemies in Endless Brawl.

Unlock Message: "Knuckle Joe, Dream Land's merciless boxer, has joined the brawl!"

Solid Snake Codec Conversation
Mei Ling: I see you’re fighting Knuckle Joe, Snake.
Snake: Knuckle Joe? You mean this little boxer thing?
Mei Ling: Yes. Knuckle Joe is a martial artist from Dream Land. He has a full arsenal of different melee attacks, and despite his size, he’s very strong.
Snake: All right, I’ll do what I can to not get hit. Any info on a weakness?
Mei Ling: Well, as you can see, he’s fairly small and light. Isn’t it incredible how he packs so much power into such a small body? It’s really something to marvel at…
Snake: Yeah, sure… He probably just hits the gym way too much…
 

GreatClayMonkey

Smash Lord
Joined
Sep 24, 2007
Messages
1,674
Location
Rigging the enemy base with explosives, which is l
yeah Dream Land Works reserving isn't really worthwhile since people are not going to go back to see if you reserved a character. SirKibble you are being fairly thorough however remember that backstory counts and to add detail about range and damage and the like to all moves including those using the A button.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
SirKibble you are being fairly thorough however remember that backstory counts and to add detail about range and damage and the like to all moves including those using the A button.
Alright, thanks. I did a little bit of touch-up, hopefully things are a little better now.



And I'm gonna do this, since it seems necessary after some changes I made to one of my other posts.

KRACKO


A boss who has made appearances in many Kirby games, Kracko is a cloud-like spiked opponent with multiple lightning-based attacks. A singular eye sits in the middle of his cloud body. For his SSE role, see my Bomberman post.

HP -- 200% (Easy), 250% (Normal), 350% (Hard), 450% (Very Hard), 600% (Intense)

When not attacking, Kracko hovers above the floor of the area you fight him in (which is an area like the one you fight Rayquaza and Porky in, all flat, no edges), about one jump's height above the ground, moving randomly left and right.

Attacks

Triple Thunder -- One of Kracko's most commonly used moves. He floats across the top of the screen, starting at either edge, sending down a lightning bolt near each edge and directly in the middle, as he goes across. The bolts are quick to appear and disappear and may be dodges with a back dodge or air dodge. Damages for difficulties: 10%, 15%, 20%, 30%, 40%

Lightning Cage -- Kracko hovers in the middle of the screen, near the top. He shoots out multiple lightning bolts that curve to hit the edges of the screen. The lightning bolts slowly revolve, and move toward the center of the floor slowly. They do eventually reach the center, so a rolling dodge when they get near is the only way to avoid this move. Damages for difficulties: Same as Triple Thunder

Shock Shield -- Kracko envelopes himself in a shield of blue electricity. The shield reflects projectiles, and touching him results in a no-damage, high-knockback hit to you. He will perform one of his other moves after turning the shield on before it goes away.

Sweep -- Kracko will rise high into the air, then come down one side of the screen, sweep across the floor of the area, then rise up the other side before returning to his normal position. Damages for difficulties: 5%, 8%, 12%, 18%, 25%

Waddle Doo Drop -- Kracko will frequently drop Waddle Doos onto the floor. These Waddle Doos behave exactly like Dedede's, but can't be knocked away and require multiple hits before they will disappear. Waddle Doos always do 10% damage if they hit for the full duration of the Beam, but walk faster, target you more effectively, are harder to destroy, and shoot more frequently on higher difficulties.

Shock Blast -- Kracko hovers in the center at the top of the screen, then shoots down a lightning bolt that hits the center, but shocks the entire floor briefly. Jump as the bolt hits to avoid the move. Damages for difficulties: 7%, 8%, 10%, 13%, 17%

Double Beam -- Kracko lowers slightly, to get closer to the ground, then shoots out two short beams of lightning from his body, on opposite sides, that quickly revolve around his body for about 4-5 seconds before fading away. Damages for difficulties (per Beam hit): 5%, 7%, 10%, 15%, 20%
 

gorgon.

Smash Ace
Joined
May 14, 2008
Messages
750
Location
Ontario, Canada
Chain Chomp





Originating from SMB3, Chain Chomp from the Mario series makes his arrival. This vicious predator is usually found bound to a heavy block or post, gnashing it’s razor sharp teeth, lunging at anything within range. It is large, spherical, and thought to be made of metal. Because of this, he is as heavy if not heavier than Bowser. He also falls the fastest in the game. Unlike in recent appearances, Chomp is chained to a block that he drags around.

Stats
Size: 6/10 About the same height as Samus, but long due to chain + block.
Weight: 10/10
Walk Speed: 1.7/10 Slower than Ganondorf, faster than Bowser.
Dash Speed: 2.4/10 Not much faster than his walk speed. Screen slightly shakes as he bounds crazily.
Power: 6/10
First Jump: 6.4/10 Surprisingly good for a heavy. Bounces up a bit and then leaps about the same height as Fox. (When Chomp lands the screen slightly shakes and a distinct “heavy iron ball hitting the ground” sound is heard.)
Second Jump: 1.3/10 Kinda rolls in the air, not much vertical distance.
Fall Speed: 10/10 Fastest in the game.
Traction: 8/10
Priority: 5.8/10
Crouch: 0.5/10 Chomp, like Dedede, loses nearly no height when crouching. His crouching animation is him curled up, sleeping. A bubble comes from his nose.

Standard Attacks
A - A single hit, like Ganon or Zelda. Chomp bites. Low damage and knockback as it is only a neutal A.
Ftilt - Chomp whips his block-chain forward. Good range, low damage and knockback.
Utilt - Chomp hops a small amount off the ground, headbutting the opponent. Low damage and knockback but extremely quick. Much like Squirtle’s Utilt.
Dtilt - The cartoon-esque bubble from Chomp's nose (from when he crouches) pops. Very low damage and knockback, but a good disrupting move.

Fsmash - Chomp’s classic lunge from SMB3 and SM64. Chomp rears back, and lunges forward, barking, but stops abruptly, restricted by his block. Excellent range, knockback, and damage, but large beginning and ending lag.
Usmash - Chomp rolls on his side, sweeping the air with his block in and arc-shape (like Ike’s Usmash.) High knockback, mid-damage, large, ending lag.
Dsmash - Chomp spins, sweeping the ground around him. Mid-range, mid-knockback, mid-damage. Similar to IC’s Squall Hammer visually.

Aerials
Nair - Chomp spins around in a circle, his block rotating with him. High range, mid-knockback, low damage. High landing lag.
Fair - Chomp headbutts formard. Low range, high knockback, mid-damage. Laggy.
Bair - Chomp sweeps behind him with his block. Mid-range, low knockback, low-damage.
Uair - Chomp bites above him. Low range, knockback, and damage. Very fast.
Dair - Chomp shoves his head downward. Low range, high knockback, mid-damage. High landing lag. Spikes.

Situational Attacks
Dash Attack - Chomp lunges forward, then rolls a small distance.
Ledge Sweep (under 100%) - Chomp gets up from the ledge quickly and shoves his head forward.
Ledge Sweep (over 100%) - Chomp slowly gets up from the ledge and turns around, sweeping behind him with his chain-block.
Get up Attack (under 100%) - Chomp leaps slightly and stomps the ground (well technically, he doesn't stomp due to his lack of feet, but he slams into the ground.) Similar to Charizard's Dsmash.
Get up Attack (over 100%) - Chomp headbutts forward then tackles backward in quick progression.

Specials
Chomps specials are based on different breeds of chomps from Yoshi’s Island.
B - Chomp rock -- A rock that looks like a chomp (duh) appears in front of Chomp. It does nothing, but if you attack it, it will roll along the ground at a speed based on the damage of the attack. If a rock is already on the field, you can’t summon another one.
B side - Rampage -- Chomp barks, and charges forward at high speeds. He has full super armour frames during this attack. High knockback and damage to anyone who touches him. It lasts for a few seconds, with very high ending lag (Chomp is dizzy at the end.)
B up - Bouncing Chomp -- Chomp faces the camera and jumps very high. Can be angled. Slight damage on the landing. Does not catch the edge.
B down - Incoming Chomp -- Chomp faces the camera and drops like a rock. Like the Bowser Bomb, but falls slower. Spikes in the air. If hit on the ground, the opponent is buried like when a pitfall is stepped on.

Grabs, Throws
Grab and Pummel - Chomp enstricts the opponent with his chain like a snake. He bites the opponent if A is pressed. Not ranged.
F throw - Chomp pick up the opponent with his mouth and throws him forward. 12%
B throw - Chomp drops the opponent behind him and swings his chain to hit him.13%
U throw - Chomp picks up the opponent with his mouth and throws him up, and lunges up to headbutt him. 9% High killing power.
D throw - Chomp tosses the opponent in front of him and he stomps on them. 11%

Misc. Animations
Sidestep Dodge - Chomp quickly spins around in a complete circle, around his block.
Rolling Dodge (forward) - Chomp rolls like a ball on his side. A very slow roll (though faster than Yoshi's.)
Rolling Dodge (backward) - Chomp rolls backward. Again, slow.
Air Dodge - Chomp spins in a complete circle.
Sleeping - Same as his crouching animation.
Dizzy - Same as his Down Taunt.

Final Smash - Chomp Shark -- Chain Chomp barks, and disappears. Offscreen, he transforms into the gigantic Chomp Shark from Yoshi’s Island. He rushes past the screen and knocks everything in his path away. About 50%, high knockback. Last only a few seconds. Almost guaranteed to kill. Slightly bigger than Beast Ganon.

Taunts
Up - Chomp, facing the camera, bounces up and down, barking viciously.
Side - Chomp runs around in a circle, trying to bite his “tail,” panting.
Down - Chomp rears back, head slowly rotating, making whining noises like a dog. Chomp’s dizzy animation from the Mario Party series.

Entrance
Chain Chomp falls from the top of the screen like an Incoming Chomp.

Alt costumes
Black (default)
Blue
Red
Dark Green
Gold
Silver

Victory Poses
Up - Chomp breaks his chain and runs around madly, barking.
Down - Chomp is sleeping. Similar to Pikachu’s victory pose.
Side - Chomp lunges forward but is caught by his block. Like his Fsmash.

Codec Converation
Snake: Otacon, what the heck is that round thing? It's... barking at me...
Otacon: That's a Chain Chomp, Snake, a creature from the Mushroom Kingdom. It's spherical and made of metal, and behaves similarly to a guard dog. They're usually found chained to blocks or posts, and will try to lunge visciously at passerbys. Some even travel in herds, and-
Snake: Herds, huh? Like cattle? Now you've got me interested. How do you think I should catch one?
Otacon: ...Snake, you're not thinking if eating one, are you?
Snake: No? You're right, maybe I should cook it first...
Otacon: Snake, Chain-Chomps are made of metal!
Snake: Yeah, I bet it's high in iron; good for the body.

SSE
Slight changes are made to the existing SSE.
Samus and Pikachu escape the Research Facility. Samus spots the Subspace Bomb Factory far in the distance. You traverse through a small sidescroller called “The Island,” with only Primid as enemies. The pair reach the factory, but see it’s guarded by a Chain-Chomp; sleeping. They try to sneak past it, but it wakes up. It barks furiously, and as Samus and Pika prepare to fight it, Shadow Bugs from the factory engulf the Chomp turning it gigantic. You must fight a Giant Shadow (glowing purple) Chomp on a stage with walk-off edges.
When defeated, the bugs scatter and a Chomp trophy remains. Pika revives Chomp, and he joins them in the Factory.

Items
Chomp has no specific items.

Assist Trophies
Chomp has no specific Assist Trophies.

Stages
Bob-Omb Battlefield (Note that it’s hard to explain this stage to someone who has not played Super Mario 64.)




Bob-Omb Battlefield is the only level in Super Mario 64 where the Chomp appeared. In this game he acquired his massive size and distinctive bark carried on to later games.
This level is ruled by the King Bob-Omb, who resides atop a mountain. Basic enemies like Goombas and Bob-Ombs are found here, and here a race with Koopa the Quick is hosted.
In Brawl, B-OB is a pseudo-sidescroller with walk-off edges. The level starts out where Mario does in SM64, a flat plane with a bridge going diagonally upward at the right. (The camera faces the brown dirt area. After awhile, the stage slowly scrolls to the right, up the bridge. When a turn is taken, the field does not actually chage, only the perspective of the camera.
The stage scrolls up the bridge and turns to the left, so the camera is viewing the rock-hill and floating island. This area is a completely flat field with a patch of flowers on the right, just for scenery. However, a large blue water balloon will occasionally fall from the sky, dealing moderate damage and knockback.
The stage scrolls to the left, not turning, to the area where the Chain Chomp resides. This area is also flat. A large Chain Chomp is in the background, bouncing and barking. Occasionlly it will stop bouncing and lunge at a random spot dealing great damage and knockback.
The stage scrolls to the left again, stopping briefly at the see-saw bridge. If you stand on one side of the bridge, it will dip and the other side will rise. You can fall of this bridge and die.
The stage scrolls for a long time after the bridge. It will scroll across a field, across a half-pipe ditch (where metal balls roll from the background to the field to the foreground, hitting whoever toughes them) and then up the winding path to the summit. This path is long and slightly diagonal. Metal balls will occasionally roll from the right side, which must be jumped over.
The stage stops again at the summit of the mountain. This is a grassy, flat plane, and King Bob-Omb resides in the background. He will occasionally lunge at someone and throw them if he gets them, or throw a Bob-Omb. The Bob-Omb he throws will act like the item Bob-Omb when they hit the ground.
A platform with one raised platform will come out of the ground and fly through the air for awhile, and then land back at the beginning of the stage. The cycle starts over.
Sometimes a camera-Lakitu will hover in the stage, hit it for items.

Music
Super Mario 64 Main Theme
SMB3 Overworld Theme (2)
File Select
Boss Theme
March Ahead (Paper Mario)
Battle Fanfare (Paper Mario)


---

Hitmontop




Coming from Pokemon Gold & Silver, it’s Hitmontop! This fighting-type Pokemon evolves from Tyrogue, and completes the Hitmon- Pokemon evolution line along with Hitmonchan and Hitmonlee. Hitmontop is a very dangerous fighter, balancing perfectly atop the point on it’s head. Spinning rapidly like a… well, top, Hitmontop unleashes a barrage of high-speed kicks to punish all opposition.

Stats
Size: 4/10 Not very big, about the size of Wario.
Weight: 4.5/10
Walk Speed: 7/10 Rather speedy
Dash Speed: 8.7/10 Quite quick, about the same as Charizard
Power: 3/10 Most moves don’t pack a large punch (or kick.) Most of Top’s moves focus on very quick multiple hits.
First Jump: 6/10 Top is right-side up in the air.
Second jump: 6.5/10 Actually jumps higher the second time.
Fall Speed: 5.4/10
Traction: 6.2/10
Priority: 8/10
Crouch: 6/10 Hitmontop gets off of his head and crouches on all fours. Capable of crawling.

Hitmontop can wall-cling and wall-jump.

Standard Attacks
A - Top kicks with his left foot.
AA - Top kicks with his other foot.
AAA - Top starts spinning rapidly while leaning forward. Traps. Decent damage builder, mid-range, very low knockback.
Ftilt - Top gets off his head, supported by his arms. He faces opposite the opponent, and donkey kicks them. Good knockback, range, low damage.
Utilt - Top does an upwards scissor kick. Low knockback, range, damage.
Dtilt - Top sticks both feet on either side of him. Low damage, mid-knockback and range. Like Fox's Dsmash, upside-down.

Fsmash - Top leans back, sticking his *ss at the opponent, then launches forward at them with both feet. High damage, knockback, and range. Minimal startup lag, but some ending lag: Top lands on his back after the move and must get back on his head.Very useful killing tool.
Usmash - Top flips to his feet and crouches, then launches upwards. Good knockback, mid-damage, low range. More powerful when sweetspotted (the spike of Top’s head.)
Dsmash - Top does a breakdance nearly identical to Sonic’s taunt. Sends the opponent at a downwards-diagonal trajectory. Low range, damage, knockback, but due to the angle when hit, useful for edgeguarding.

Aerials
Top is right-side up in the air.
Nair - Top levels out horizontally and spins. Low damage, range. About 8 hits, 1-2% per hit.
Fair - Top kicks high with his right foot. Average everthing.
Bair - Top sticks out his left foot out behind him. Good range. Average everything else.
Uair - Top stiffens like a board. Sex kick without the kick, only the head has a hitbox. Same stats as previous two airs.
Dair - Top flips upside-down quickly and back again. Hits while he’s upside down, semi-spike. Better damage than other airs.

All of Top’s aerials minus his Dair have some landing lag due to the time it takes Top to get back on his head.

Situational Attacks
Dash Attack - Top spins. Very much like his AAA, and same in terms of stats.
Ledge Sweep (under 100%) - Top gets up and spins forward but retracts back (like Bowser’s ledge sweep.)
Ledge Sweep (over 100%) - Top gets off the ledge slowly and kicks the opponent while still on his feet.
Get up Attack (under 100%) - Top pushes himself to his head and spins.
Get up Attack (over 100%) - Top gets up to his feet and split-kicks.

Specials
B - Triple Kick -- A chargeable move. Top unleashes 3 very strong kicks. The first two have low knockback, but the third has devastating killing power. When hit with the first kick, the opponent is usually trapped, but at high %s the last kick is not guarenteed to hit; rendering this move’s killing power useless.
B side - Seismic Toss -- Top flips to his feet and lunges a short way horizontally. This move will autograb anyone Top touches. Visually similar to Kirby’s Uthrow, Top leaps high into the air with the opponent and crashes down. Very high damage, mid-knockback, causes about 10% to Top.
B up - Hi Jump Kick -- Top flips to his feet and leaps very high, his right knee sticking out. This move covers great vertical and horizontal distance. If not holding a direction, travels straight up, can be angled. Good damage, mid-knockback, high landing lag.
B down - Rapid Spin -- Top spins in place at high speeds. Very basic. If pressed once, Top will only spin once. If you mash the button (holding will not work) Top will stay spinning. Racks up damage quickly, traps easily, low knockback. However, when Top stops spinning he does a large, mid-knockback kick. Top can’t move while performing this technique. Reflects projectiles.

Grabs, Throws
Grab and Pummel - Top grabs the opponent, nothing special. When Top is holding the opponent, he is still upside-down. If A is pressed, Top will kick the opponent.
F throw - Top lets go of the opponent and spin-kicks him. 9%
B throw - Top spins rapidly and lets the opponent go. 10%, high knockback
U throw - Top throws the opponent up, flips to his feet and hits them with his head-spike.
D throw - Top drops the opponent , jumps on them and drills his head-spike into them.

Misc. Animations
Sidestep Dodge - Top spins rapidly on the spot. A very quick dodge.
Rolling Dodge (forward) - Top spins forward. This is quick and covers much ground, making it a good dodge.
Rolling Dodge (backward) - The same as his forward, but backward. Same speed and distance.
Air Dodge - Top spins, but right-side up seeing as he is right-side up in the air.
Sleeping - Top falls backward onto his back and curls up into a fetal poisition.
Dizzy - Top sways precariously atop the point on its head, almost losing its balance a few times.


Final Smash - Close Combat -- Top unleashes a grand kick. Anyone caught is trapped and Top uses his uber-martial arts powers on their *sses. About 60%, almost guaranteed kill (like most Final Smashes.)

Taunts
Up - Top spins rapidly while crying “Top! Top! Top!” (etc.) slowly rising off the ground, then stops abruptly.
Side - Top flips to his feet, does a punch-punch-kick combo, and says “Hit…mon...top!” with each jab.
Down - Top stiffens like a board, falls backward, but flows right to a standing position, still stiff. I think this was his Pokemon Colisseum faint animation…

Entrance
Hitmontop appears from a Pokeball and cries, “Hitmontop!”

Alt costumes
Blue and Peach (default)
Red and Peach
Brown and Yellow
Green and White
Pink and Silver (shiny)

Victory Poses
Up - Top flips to his feet and punches upward in victory, crying “Hitmon!”
Side - Top spins rapidly in a circle and abruptly stops in a kicking pose
Down - Top spins rapidly, but gradually slows and loses balances, finally spinning out and falling to the floor.

Codec Conversation

SSE
Hitmontop is with Lucario at the edge of a mountain, honing their martial arts skillagez. Suddenly, Wario appears and turns Top into a trophy, and knocking Lucario unconscious.
Wario goes to the ruins and is turned into a trophy by Lucas. For the rest, see my Ephraim post.

Items
Hitmontop is a Pokemon. He has no specific items.

Assist Trophies
Hitmontop is a Pokemon. He has no specific ATs.

Stages
Hitmontop is a Pokemon. He has no specific stage.
 

dancingfrogman

Smash Ace
Joined
Jan 3, 2008
Messages
862
Location
United Kingdom, Birmingham
Switch FC
3133 8842 3910
Juggernaut


Image of juggernaut


Juggernaut from Marvel is ready to pound anyone and crush them to oblivion, Juggernauts all about strength, no speed, which drags him down, he maybe the biggest target, but his range will make you think twice about him(most moves have ending lag of about 0.3 secs).

Unlocked message: This steroid freak is ready to crush anyone in its path, Juggernaut awaits you


Stats:
Power: 9.6/10 he is on steroids after all
walk Speed: 1.2/10 Juggernauts all brawl, no speed needed for him
Dash speed: 2.1/10
Range: 8.9/10 He is the biggest character out of the roster
Drop speed/weight: 8.8/10
Size: 8.9/10
1st jump: 3.1/10: this are just are standard jumps
2nd Jump: 3.5/10:
Crouch: 0.2/10
traction: 2/10
combo: 4/10
Wall jump: no
Wall cling: no
Crawling: no
Gliding: No


Specials:

B Power up: the longer you hold it, the stronger the next 3 moves will be (Tap = 3%)
(hold{which is for 4 seconds} = 11%),juggernauts glows red aswell, Knockback also greatly increases

Up-b Spinning Throw down: The recovery acts the same as Captain Falcon, but when Juggernaut catches you, he does that Throw-to-the-ground type move: damage 21%

Down-B Earthquake: he hits the ground and the platform infront of Juggy flips up like mr Game and watches Down Tilt (15%)

Side B Charge: Juggernaut Charges horizontly and goes 1.2 speed slow than Ikes quickdraw
the longer you hold it, the further he goes (every hit does 9%, at 0-30%, you can get about 3 hits in one go)

Standard moves:
A: a light jab (5%)
A,A: a light right hook (6%)
F-Tilt: a back chop like DK's (15%)
F-Smash: Juggernaut lunges his 2 arms forward (Not-charged= 27%, Charged = 35%) great range/knockback
U-Tilt: the upward back chop simular to Dk's Up-tilt (15%)
U-smash: Juggernaut does that giant uppercut which goes 1.5 higher above him, great range
(Not charged = 24% charged = 30%)
D-Tilt: a long grounded kick (14 %, chance of tripping)
D-Smash: That punch that digs into the ground (not-charged = 24% charged 32%) great knockback
Dash attack: the same as Samus's dash attack (16%)

Aerial:
N-air: streches his arms outwards (17 %)
F-air: a big punch that has the same animation as marios F-air just without the start-up lag (16%)
B-air: a back punch simular to captain Falcons b-air (14%)
U-air: an Giant up-ward clap (23%, a kill move)
D-air: a giant Stomp downwards (17%, a meteor smash)

Grab: he picks the foes up holding them with one-arm
Grab attack: an standard headbutt (6%)
F-throw: Slams them downwards and they go at an 30' angle horizontly (16%)
B-throw: simular to DK's B-throw (12%)
D-throw: throws the foe downwards and stomps on them once (14%)
U-throw: Slams the enemy on the floor then throws him upwards (15%)

Taunts:
Up: holds his head, looking angry
Down: stomps the ground vicously
Side: cracks his knuckles

Victory theme: at 1:33-1:40

Music: Juggernaut theme(x-men vs street fighter)
Juggernaut theme (Marvel Super heroes)
Children of the Atom OST - Juggernaut
Victory Taunts
1: folds his arms in and says "i'm juggernaut"
2: Does the power-up (also glowing red aswell) animation and says "I'm unstoppable"
3: picks up a boulder and smashes it with one punch

Final smash: Boulder rainfall
when Juggernaut activates this, anyone in the ground gets stuck in the floor (every time this happens the opponent gets hurt by 6%), and at the same time boulders are falling from the sky in any place simular to Pk starstorm, each time a boulder hits you it does 25% and does a ridiculous amont of knockback, this move is also affected by power-up so before you get the final smash ball, use power-up to make the boulders do 28% - 36%

other attacks:
edge 1: he punches the ground (9%)
edge 2: he back chops when he gets on (11%)
back on floor: stretches his arms out (8%)
belly on floor: same as above but stretches his arm out.

Entrance: Bends a giant piece of Building Works, then throws it

snake codec:
Snake: a giant man infront of me looks overly powered, who is he
Campbell: that juggernaut, he has the strength to break a wall with one punch
snake: ouch, I can't imagine how much pain he'll cause me
Campbell: Snake, believe in yourself, this person is armless, so you can take hom out from the far.
Snake: Still, when he gots close, thats a different story.

Pros:
his got out standing power
Cons
A big target
 

gorgon.

Smash Ace
Joined
May 14, 2008
Messages
750
Location
Ontario, Canada
Boss - Emperor Bulblax



Emperor Bulblax from the Pikmin series makes his appearance as a boss for the SSE! This fearsome predator is easily the largest of the grub-dog species (which happens to include the bulborb found on Distant Planet) and is usually found buried underground. Its massive hide is impenetrable and will negate all damage, while its long adhesive tongue is used to ensnare prey. In Pikmin 1, Emperor serves as the final boss, having swallowed a safe containing Olimar’s life savings. In Pikmin 2, there are many smaller Emperors serving as sub-bosses standing in Olimar’s way.

SSE
When Olimar returns to Hocotate after the events of Pikmin 2, he receives a distress signal from a nearby planet. Feeling it his duty as Captain, he goes to investigate.
Olimar lands upon a floating island, seemingly deserted. In the distance, he sees a group of Pikmin! Rushing to greet his former allies, Olimar notices a large, green, moss-covered rock protruding from the ground. Already having knowledge of this creature’s camoflage, he calls the Pikmin to his side and prepares to attack the Emperor Bulblax.
(After Emperor’s defeat, Olimar explores some more, and that’s when he finds the giagantic ROB and the other Captain. The distress signal was sent from the Ancient Minister in desparation.)

HP -- 320% (Easy) 370% (Normal) 420% (Hard) 470% (Very Hard) 620% (Intense)

You fight Emperor Bulblax on a flat stage with walk-off edges. When not attacking, Bulblax is much like Galleom, sticking to one side of the stage. He will also slowly walk towards you, usually to go in and hit you with his tongue. Bulblax takes no damage when you hit his green backside. He is about the size of Porky.

Attacks
Emperor’s attacks don’t actually have names.

Tongue - Emperor’s maw gapes open for a few seconds, making a low yawning noise, and his purple tongue lashes out. He sweeps the ground with it, and licks his chops. If you are hit with the initial whip, you will take (7%, 12%, 17%, 22%, 32%) but if you are caught when he is sweeping the ground, he will trap you in his mouth. When you are trapped, you will constantly take damage until you break free by wiggling the control stick.

Jump - Emperor leaps high into the air, offscreen, and will quickly crash back down. Great knockback if hit by his sides, if dierctly underneath him, you will be buried. (15%, 20%, 25%, 35%, 50%)

Roar - Emperor will rear back, and unleash a fearsome battle-cry. If you are not dodging or shielding, you will be automatically hit by this attack. You become shield-stunned (for about half the time of a regular stun,) no damage taken. There is significant lag before this attack, and Emperor will growl before he roars, so you should know when it is coming.

Dig - Emperor will shove his face into the dirt and burrow underground. He will reemerge at a random spot on the field. Good knockback vertically. (5%, 10%, 15%, 25%, 40%)
As with many bosses, merely touching Emperor Bulblax will cause you to take damage (3%, 8%, 13%, 20%, 27%) with little knockback.
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
Yeah, Protoman is ok, but Zero (a very similar character from the Megaman X series, who Protoman was probably based off of) is 10x better.

But I'ld still use him. :)
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Yeah, Protoman is ok, but Zero (a very similar character from the Megaman X series, who Protoman was probably based off of) is 10x better.

But I'ld still use him. :)
Believe me, I heavily considered Zero as well. It ended up as a debate between Zero and Protoman, and I really think either one would be awesome characters. The problem is, my Megaman X playing stopped at X3, because of the system jump, so I wouldn't be able to come up with a very extensive moveset for Zero, but Protoman was in the Battle Network games, so I'm more familiar with some of his move possibilities.
 

anders157

Smash Rookie
Joined
May 22, 2008
Messages
1
Location
California
Ultimidget

http://www.houseofdeception.com/images/******%20Wrestler%20Fuzzy%20Cupid.jpg


Character: Ultimidget
Bio: A 13 year old ****** trying to find his way in life, while beating the crap out of anyone in his way.
Costumes: T-Shirt, Hoodie, Power Ranger, Sumo diaper
Soundtrack: I'm too sexy
Stage: YMCA

Height: around metaknight's height
Weight: upper- lower weight
Speed: slow-mid
Jump: moderate
Power: like DK power

A Button Attacks

Standard A: Punch, slap, kick

Up + A: headbutt

Side + A: Pimp hand

Down + A: kicking backflip

Running + A: somersault headbutt

Aerial Attacks

Standard A: elbow

Forward + A: bite

Up + A: power clap

Back + A: spinning punch

Down + A: diving two-footed kick


Throws



In Grip: slapping

Down Throw: piledriver

Up Throw: punt

Forward Throw: knee

Backward Throw: backflip throw

Smash Attacks

Up + A: Mega headbutt

Side + A: Throws steroid needles at opponent

Down + A: does splits

Special Moves

Standard B: Screaming tantrum, with 2-3 character length range

Side + B: cartwheeling kick/punch

Down + B: Breakdance kick(hits on both sides, similar to luigi cyclone)

Up + B: handstand kick

Misc.

****** shield: As a shield, Ultimidget curls up into a ball


Taunts

Up Taunt: Jumps and laughs like a demon
Side Taunt: Does moonwalk to tune of 'billie jean'
Down Taunt: flips off screen

Final Smash: Superstar

using his four limbs and misproportioned head, Ultimidget begins to spin very quickly, and flys similar to Sonic's Fianl smash, damaging all he contacts.
 

Mario & Sonic Guy

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


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

Power: 5
Defense: 3
Speed: 1
Recovery: 3
Jump Height: 2
Mid-air Jump Height: 2
Descent Speed: 5
Weight: 5
-----------------------
Standard Attacks

neutral: Does a punch with the left fist. Press again to do a second. Both punches do up to 5% damage.

f-tilt: Lunges his fist at his foe. Does up to 10% damage.

u-tilt: Lunges his head to do damage. Does up to 10% damage.

d-tilt: Smacks the foe with a low angled fist. Does up to 8% damage.
-----------------------
Smash Attacks

f-smash: Attacks with a powerful headbutt. It's very slow in execution speed however. Does up to 34% damage uncharged, but it deals a whopping 50% damage if fully charged. Plus, the fully charged attack can deliver instant KOs on small stages.

u-smash: Spins his body and hits the foe with his feet. Does up to 15% damage uncharged, but does up to 26% damage if fully charged.

d-smash: Spins like a twister to deal damage. Damage is variable, but the last hit packs a punch. The strength of the last hit increases if fully charged.
-----------------------
Aerial Attacks

n-air: Attacks with his belly. Does up to 12% damage.

f-air: Smacks the foe with his hand. Does up to 15% damage.

b-air: Kicks the foe from behind. Does up to 11% damage.

u-air: Does an aerial headbutt. Does up to 10% damage.

d-air: Works like Wario's d-air. Damage is variable.
-----------------------
Special Attacks

standard - Blunderbuss: K. Rool takes out his Blunderbuss and begins to charge it up. It fires a cannonball that goes a certain distance before hitting the ground. The cannonball is heavy, but can be picked up to deal damage. If K. Rool holds his fire for too long, the Blunderbuss explodes and K. Rool takes 12% damage. The cannonball also goes flying without hitting the ground. The cannonball can deal up to 34% damage.

side - Kroc Klaw: K. Rool attempts to grab the foe. He'll then bite the foe. After that, he'll either throw the foe forward or backward. Foe can break free from the attack, but the attack resistance weakens as the foe's damage increases. Damage can vary.

up - Rocket Barrel Blast: K. Rool takes out his rocket powered barrel and flies at an angle based on the Control Stick's angle. It does up to 11% damage if it hits foes.

Image of K. Rool's vehicle.

down - Body Slam: K. Rool attempts to squish his foes with his belly. Attack does up to 23% damage, and the knockback is powerful. However, K. Rool leaves himself vulnerable after using the attack.
-----------------------
Grabs & Throws

grab: Attempts to grab with his hands.

attack: Bites the foe. Does up to 3% damage.

f-throw: Punches the foe forward. Does up to 10% damage.

b-throw: Spins the foe around and throws it backwards. Does up to 11% damage.

u-throw: Throws the foe upwards. Does up to 6% damage.

d-throw: Lays the foe down and squishes it. Does up to 12% damage and the knockback is not affected by damage percentages.
-----------------------
Final Smash

Blunderbuss Blast: K. Rool starts to fire his Blunderbuss in a relentless manner; firing cannonballs that each can deal up to 34% damage. K. Rool will fire up to 10 cannonballs before his Final Smash ends.
-----------------------
Battle Entrance

Drops from the sky and laughs in an evil manner.
-----------------------
Taunts

/\ taunt: Intimidates his foe with a roar.

<> taunt: Waves his hands while making growls.

\/ taunt: Throws his crown upwards, grabs it again, and puts it back on his head.
-----------------------
Alternate Costumes

Recolors affect K. Rool's skin color and cape.

Default (Green)
Red (wears a purple cape)
Blue (wears a green cape)
Yellow (wears a blue cape)
Black (wears a red cape)
Brown (wears a white cape)

Kaptain K. Rool

Unlock this outfit by clearing All-Star Mode with King K. Rool.

Recolors affect K. Rool's skin color and cloak.

Default (Green)
Red (cloak is black)
Blue (cloak is green)
Yellow (cloak is blue)
Black (cloak is white)
Brown (cloak is red)
-----------------------
Side Notes

K. Rool's appearance is based on his Donkey Kong 64 appearance.

K. Rool's descent speed rivals that of Fox, which makes him one of the fastest fallers in the game.

When wearing his Kaptain K. Rool outfit, K. Rool will throw his captain hat while doing his \/ taunt.

K. Rool is as slow as Ganondorf. He is also the heaviest fighter in the game (being heavier than King Dedede).

The King K. Rool trophy that you win by clearing Target Smash level 4 with all fighters is renamed King K. Rool (Jungle Climber).
-----------------------
How to unlock

After clearing the Subspace Emissary, clear Boss Battles with either Donkey Kong or Diddy Kong.

Have King K. Rool join your party in the Subspace Emissary.
-----------------------
Solid Snake Codec

Otacon: Watch yourself Snake! That's the evil tyrant, King K. Rool.

Snake: King K. Rool? How can that tubby creature be so threatening?

Otacon: King K. Rool is the ruler of a crocodile army called the Kremling Krew. He is a ruthless ruler, and has been Donkey Kong's mortal enemy for many years. He's just as powerful, maybe even stronger than him.

Snake: But being so fat, he HAS to be very slow.

Otacon: Well he is the heaviest fighter in Brawl. However, that bulky body may be enough to crush you to death. K. Rool is a merciless monster Snake. If he's your victim, be prepared for anything that he may have planned for you.
-----------------------
Subspace Emissary Role

Despite being a villain, K. Rool plays no role in the Subspace Emissary. However, once The Great Maze is cleared, a secret door will appear in the Subspace Bomb Factory (stage 26). Entering the door will pit you against King K. Rool. Defeat him and he'll join the party.
-----------------------
Stage: Gangplank Galleon


This is the ship that Donkey Kong and Diddy Kong first fought K. Rool on. It was also the first area in Donkey Kong Country 2.

Basically, it's a large ship that's a tad similar to the Pirate Ship stage, but without environmental hazards.

The size of the stage will be similar to New Pork City's stage size, and you can even go on Krow's Nest to fight.

This stage is unlocked after you've won 5 standard brawls with King K. Rool.
-----------------------
Songs

King K. Rool / Ship Deck 2*
Mainbrace Mayhem
Rattle Battle
K. Rool Duel
Lakeside Limbo

*That song will NOT be played on Rumble Falls.
-----------------------
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
The pictures are just things I found on Google Images, as I don't have photoshop.

Zero:
New:

Classic:


Story (Brief):
Zero is an ancient reploid of great power. He becomes frozen and appears many years after the events of Megaman X. With his old friend X long dead, Zero now aids a group of rebel reploids against the evil Neo-Arcadians.

Outfits: (Most outfits use the Megaman Zero look)
Red (default)
Yellow
Blue
Green
White
Black
Classic Zero (Megaman X series)

Taunts:
Up- Points his sword at his opponent.
Left/Right- Spins around with dual Recoil Rods.
Down- Pulls out a cyber elf which flies around for a couple seconds then returns to him.

Victory Poses:
Pulls out his recoil rod and performs the Thousand Slash combo with it.
Swings the Z-Saber 3 times.
Pulls out the Shield Boomerang, throws it, then catches it effortlessly.

Specials:
B- Recoil Rod- This rod is a weapon that Zero wields underhanded. It has shield breaking properties and a high backwards recoil that increases as it is charged. This can be aimed upwards, left and right, and (if your in the air) downwards. Additional combo hits can be made if you keep pressing B after the initial hit. This is known as the "Thousand Slash" combo. If used downwards, it gives you an upwards recoil. A reversed Recoil Rod aids horizontal recovery. It only aids in recovery once per recovery. 5% uncharged, 15% fully charged.
Side B- Buster Shot
This weapon is a blaster that fires artillery based rounds rather than lazer fire. These rounds deal 1% damage each and fire at a rate between that of Fox's and Falco's blasters. They do bounce off of walls and have a slight explosive effect (does not make foes flinch.)
Up B- Slice Heavens
Zero leaps up and performs an upwards slash (similar to Dolphin Slash). This attack has good knockback if it hits at the end (unlike Dolphin slashes that does its best knockback at the beginning). 5% at beginning 10% at end
Down B- Shield Boomerang
Zero takes out the Shield Boomerang. This shield reflects projectiles and stops any frontal attack. It can be aimed left and right. When B is released, Zero throws the Sheild. It travels in a straight line and then returns to Zero in a curved arc (the return arc is like an upside down U.)

Normal attacks:
Dash A- Leaps forward and skewers opponents with his sword. 7% damage.
A- Slashes with Z-Saber. 5% damage
A,A- Follows up with a slash that goes in the opposite direction (end to beginning) of the first. 3% damage
A,A,A- Finishes with a stronger downwards slash. 5% damage and decent knockback.

Tilts:
Forward- Slashes with the maximum reach of the Z-Saber. 10% damage. Good all around attack.
Upwards- Performs a short-jumped version of the Slice Heavens, with lower knockback and reach. Very fast. 7% damage
Downwards- Crouches quickly and trips the foe with Zero's leg. This attack has no knockback but causes the foe to trip (without invinceability frames). 7% damage

Smashes:
Forward- Impales with the Z-Saber. Fairly slow and powerful. 13% damage.
Upwards- Swings the Z-Saber from one side to the other (like Ike's Up-Smash) with great force. Slow but not as slow as F-Smash and quite powerful. 12% damage.
Downward- Smashes the Z-Saber into the ground. Foes struck by the the sword at its "spike point" suffer very high knockback. All other hitboxes have average-good knockback depending on how close to the first hitbox it is. Strikes foes on all sides. Zero's slowest and most powerful smash. 15% damage at the first hitbox. 10-13% damage on all other hitboxes.

Aerials:
Nair- Faces the screen and slashes on both sides at once (using the Z-Saber on one hand and the Recoil Rod on the other). Decent knockback and damage and average range and speed. 7% damage.
Fair- Leans forward midair and slashes forward with both hands. Good all around aerial. 10% damage.
Bair- Jabs backwards with the recoil rod. Weak normally, but powerful if sweet-spotted. 5% normal. 12% sweet-spotted.
Uair- Performs a "mini Slice Heavens". This has about as much range as the up-tilt. It has good knockback if it strikes only at the end of it. This aerial aids in recovery (but can only be used once per jump.)
Dair- Faces the screen and fires a volley of shots from the Buster Shot. The total number of shots that are fired is 10 (in about 1/2 second.) 2% damage is dealt per bullet that hits. This aerial has very little knockback but has amazing speed and range and is potentially very good for damage (depending on how many bullets successfully hit. This aerial is also known as the "Buster Split."

Grabs/Throws:
Grab range: Average
Grab attack: Punches the foe in the face. 3% damage
F-Throw- Throws the opponent forward with both hands. Great distance. 5% damage
Up Throw- Tosses the opponent upward and performs a spinning slash. Good damage but weak knockback. 8%
Back Throw- Tosses the opponent backwards. Weakest throw. 5% damage.
Down Throw- Throws the opponent to the ground and shoots several shots from the Buster Shot at them. Very weak knockback. 10% damage. Can't be chained.

L-Button:
Shield- A group of cyber elves starts spinning around Zero, absorbing damage. As they take damage, they start to die and eventually cause Zero's "shield" to break.
Sidestep- Sidesteps while getting into a position similar to the one the picture of Classic Zero is in.
Forward Roll- Does a low forward jump and ends up on one knee in the last frame.
Back Roll- Slides backwards quickly with his sword held with both hands.
Aerial Dodge- Spins in the air in the controlled direction.

Final Smash:
Backup- Harpuia, Leviathon, and Fefnir appear and help Zero fight. Leviathon and Harpuia chain together aerial combos and Fefnir finishes off with a powerful laser blast.

Stats:
Height: 3/5 (roughly that of Marth)
Weight: 4/5 (Zero is pretty heavy as he is made of metal.)
First jump: 3/5
Second Jump: 2/5
Power: 3/5
Walking Speed: 2/5
Running Speed: 2.5/5
Average Attack Speed: 4/5
Falling Speed: 4/5
Wall jump- yes
Wall cling- yes, but limited to 2 seconds
Glide- No

Pros:
Decent overall character.
Has a good projectile.
Good air game.
Difficult to predict (many of his attacks are basic sword slashes.)
Can wall jump
Can wall cling.
Neutral B and Uair both aid in recovery.
Incredible vertical recovery.
Rather heavy.
Doesn't lack killing moves.
Decent throws.
Shield Boomerang can reflect projectiles and ironically doubles as a projectile itself.
Dair can interrupt attacks and trip foes.
Buster Split has the longest range of any aerial, as the bullets travel far and act as normal Buster Shot bullets, bouncing off of surfaces until they hit something or disappear.
Tilts are fast.
Smashes are powerful.
Great range on most attacks due to a disjointed hitbox (his sword.)
Powerful final smash.

Cons:
Slow movement speed.
Second jump is short.
Smashes are pretty slow (though not as slow as Ike smashes.)
Buster Shot doesn't make foes flinch.
Shield boomerang has to be thrown eventually and doesn't pretect the user until it returns. It does, however still reflect projectiles that hit it while it flies.
Fairly large target.
Fast faller, so easily comboed.

Zero's Role in the SSE.
When Megaman is assaulted by a large number of Neo-Arcadians (basic enemy reploids), Zero appears seemingly out of nowhere and cuts down the enemies in mere moments. Megaman is momentarily stunned by his allies power but is also grateful.
Zero has to fight Omega solo when Omega traps all the others behind a mechanical door.
After defeating Omega, Zero has an optional role in the SSE, like most characters, and is usable in the last boss fight.

Kirby Hat:
Kirby gets Zero's hair and helmet.

Codec Conversation:
Snake: Colonel, what do you know about my opponent?
Colonel Campbel: He is a reploid named Zero. He saved the world from the evil Lord Weil.
S: How does he fight?
C: He uses his trusty Z-Saber for most attacks, though he also sports devices including a shield boomerang, recoil rod, and a gun called the buster shot.

Assist Trophies:
Harpuia:
This reploid flies around the field with dual short blades.
Ciel:
Appears and throws some health capsules from the Megaman Zero game onto the field. These capsules come in random sizes and heal for the following amounts (3% small, 10% medium, and 20% large.)
Fefnir:
This large red reploid fires a powerful lazer out of his arm cannons.
Leviathon:
A blue female reploid. She fights opponents with her spear and flight abilities.

Items:
Zero Knuckle- You are temporarily armed with the Zero Knuckle. This does one hit of great damage and steals your opponents neutral B move for as long as you carry it.
Cyber Elf- You are temporarily aided by a satellite type Cyber Elf that floats around you and shoots bullets.

Stages:
Omega Battleground-
This stage is pretty basic, except that it changes in a cycle of 3 stages overtime (like Castle Siege). The first stage is pretty basic, except that only vertical kills are possible (as it is the one pictured below with Omega where both sides have walls.) The second stage is a basic stage (taken from the stage where you fight Omega's 2nd form.) The third stage is a large, war torn background with walk off edges (this is the place in Megaman Zero 3 where Zero finds out that he is but a copy, which has the real Zero's soul, and Omega reveals himself to be the "real" Zero. They have their final battle here.)
Hazards:
Omega will occassionally appear in the background and his hands will appear in their Death Waves positions (right on top, left on the right side.) He will then use his complete Death Waves attack. These waves are dodged exactly the same as in the boss fight.
Even more rarely Omega will fire his Omega Laser across the stage. Simply triple jump to avoid it (there will be plenty of warning, as the sides of the screen start to light up, like on Spear Pillar.)


Music:
Megaman Zero 3 Theme
All themes that appear on Megaman's stage.

Bosses:
Omega

Omega is a monstrous reploid who was banished from Neo Arcadia many years ago. He is huge and frightening.
Attacks:
Death Waves- Both hands seperate from his body. The right hand flies above the stage, pointing down. The left hand remains near Omega and fires horizontal waves. The hands move and fire waves that have to be avoided. The waves appear in this order.
1. Fired by the right hand down the far-left of the stage.
2. Fired by the left hand across the stage. Can be jumped over.
3. Fired by the right hand at the far right of the stage.
4. Fired by the left hand across the stage. This cannot be jumped over and must be avoided by rolling or crouching under it.
5. Fired by the right hand down the center of the stage.
6. Fired by the right hand at the far right of the stage.
*Wave 2 is fired right after wave one. Same thing with 3+4. Wave 5 and 6 are fired afterwards.
Triple Laser- Omega fires three lasers that bounce in different arcs. It has 2 orders (normal and reverse).
Normal Order:
1. Fired near the far right of the stage. It bounces at a tiny angle and is hardly a threat.
2. Fired in a wide angle towards the far left of the stage. It hits near the edge (but not at it) and bounces right off the stage. Avoided by going to the far left edge.
3. Fired near the second laser's location. This one however reflects very low and can be jumped over.
Omega Laser- Fires a powerful laser across the stage. Can be avoided by triple jumping.
Hand grab- attempts to grab you with one of his seperated hands. Can be avoided just like the Master/Crazy Hand's grab.
*This boss battle takes place at the Omega Battleground Stage (locked on the first part of the stage.)
 

SirKibble

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Gah, I just finished a full moveset, and my computer logged me out, and I couldn't get the stuff back... :mad: I'll post my last one soon...
 
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