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Make Your Move 3.0-Starts Soon

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Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
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Make Your Move
Question....

Can we post characters who have been cut from Brawl and revise them with different movesets and/or new twists to make them more effective and different from their old versions?
 

Kiki52

Smash Journeyman
Joined
Dec 9, 2007
Messages
418
I have a question dear sir. Can I ask that my submission, Paula Polestar, that she delay being graded? I plan on revamping her moveset and adding more things later perhaps within the week it'll be done. It will probably be a while before the whole set of characters are graded and mine might be far down the line but I am still wondering.
 

GreatClayMonkey

Smash Lord
Joined
Sep 24, 2007
Messages
1,674
Location
Rigging the enemy base with explosives, which is l
I have a question dear sir. Can I ask that my submission, Paula Polestar, that she delay being graded? I plan on revamping her moveset and adding more things later perhaps within the week it'll be done. It will probably be a while before the whole set of characters are graded and mine might be far down the line but I am still wondering.
sure no problem like you said I may not g there any way
 

PKSkyler

Smash Lord
Joined
Apr 25, 2008
Messages
1,566
Location
San Diego
Hows this for a character Set?

HitmonTeam (HitmonChan, HitmonLee)

Wall Kick:Yes
Wall Cling: Hitmonchan no, Hitmonlee yes
Glide: Nope

Hitmon Chan Moveset


A:Jab(3%)
A(rapidly/held down): many punches(like kirbys A) (2% each)
Side tilt:A quick punch (7%)
Up Tilt:Qucik upper cut(8%, low knock back for comboing)
Downtilt: Slow low kick(5%, can spike)
Smash Side: Two strong punches, Like toon links slashes, you can do one or both. (15% each, good knockback)
Down Smash:Hits both fists toward the ground,(10%) each. Good against roll spammers.
Up Smash: Tough uppercut that stretches Hitmonchan`s arms a bit :(25%, good knockback)
Dash Attack: Runs foward and pushes fists out.(10%, hits foe straight foward.)

Grabs:
Pummel(pressing A): Hitmonchan bashes them in the face (3% each)
Fthrow: Hitmonchan socks them in the gut, then they fall down, like they got hit by a move and could have pressed "R" to ukemi, but its impossible to ukemi. They can then press a to attack, or move to toll away (like usual) (10%, not chain able.)
BThrow: Hitmonchan grabs them with both hands, then turns around and throws them over his head, this move is a good killing move at about 120%, but the opponent can DI it to whatever way they want (except foward) so they can make themselves go up and potentially avoid a death.(9%)
UThrow: Hitmonchan Grabs their neck and uppercuts them. Decent throw(11%, ok knockback)
DThrow: Pushes their bakc to the ground and hits their face with a flurry of punches.(9%, easily chained into other combos, but not a chain grab)

Arieals

Nair: Spins around like Ness` Nair (10%, good knock back but not spammable.)
Dair: Rushes at the ground quickly, fists foward. (Semi spike if it hits, 12%)
Fair:A Quick Karate Chop(6%, very chainable, low knockback and no lag)
Uair:15 very quick punches up. The first time used in the air it propels hitmonchan upwards. If used again in air he falls faster than normal. (1-2% each punch)

Specials

Neutral B: Ice punch/Fire punch/Thunderpunch: You press B to hit with Ice punch, then b again quickly to hit with fire punch. Ice punch freezes a little bit longer than ice climbers blizzard, but not as long as lucas` pkfreeze. Fire punch instantly unfreezes them from the ice and has good knockback. This move is a good combo ender. In midair hitmonchan uses thunder punch with both hands, and goes faster. Pressing b twice in midair will make hitmonchan hit with 4 quick thunderpunches. (Ice punch 5%, Fire punch 10%, Thunder punch 4%)

Side B: Mach Punch: Hitmon chan rushes foward at a speed a bit slower than fox and falcos side b, about the same as quick draw. This move stuns the opponent for about 2 seconds(like when your shield breaks kind of stun), and never has any knock back. Its range is less then fox and falcos side b. (1% damage)

Up B: Sky Uppercut: Hitmonchan rises up with an uppercut with an orange aura coming from it, similar to Ryu`s signature "Shoryuken!" This move rises Hitmonchan up a bit more than marios up b. The move has start up lag, but hitmonchan has super armor while the move is active. Also, there is a hitbox on the "trail" of the move that is near hitmonchan`s feet that is dificult to hit with but has meteor smash properties. (Can deal anywhere from 1% to 20% depending on where it hits, it deal most damage around hitmonchans fists.)

Down B: Tag out : Hitmonchan gives a thumbs up, then he jumps off the screen at a high speed. Hitmonlee comes fromt he top of the screen and lands in the same spot hitmonchan dissapeared from. Hitmonlee stretches his feet a bit and gets in a fighting stance. The move takes about 4-5 seconds, and the characters are invunarable the whole time. However, the move can only be done every two minutes, and the pokemon do not automatically switch on death, like pokemon trainer.Cannot be done in midair

Taunts:
Up:pumps his fists in the air and smiles, saying "Hitmonchan!"
Side: punches quickly, then performs a fighting pose.
Down: Hitmonchan punches a hole into the earth, and yells "Chan!" (the hole dissapears later and has no effect except for appearnce.)

Hitmonlee Moveset


A : Quick, ok range kick (3%)
AA: Knee to the face! (6%)
AAA:Kick to the stomach.Ouch.(5%, ok knockback, hitmonlee experinces some ending lag, but its not signinificant if the attacks hits.)
Side Tilt: Hitmonlee`s legs strecth far and kick the opponent. (10%, decent knockback, a bit of start-up lag.Good reach.)
D tilt:A Kick downwards. Can trip the opponent 75% of the time, bad range.(8%)
UTilt: Kicks up to the sky, stretching his leg way up.(11%)
Side Smash: Charges the kick behind him, then brings it foward full force. Very quick, good knockback, quite strong.(only 20% regardless of charged or not, chargin increases knockback greatly. a bit of end lag, hardly any start-up lag if not charged)
Down Smash: He gets on his back and does the windmill breakdance move. this hits all around him, even a bit above hitmonlee. (Ok knockback, great all around move, if evvery move connects can do 25% or more)
UpSmash: Jumps a bit and does a double kick up.The secondarykicks arent optional, unlike hitmonchans punches.


Grabs:
Knee bash: Hitmonlee hits them in the chest with his knee, for about 2% each.
Fthrow:Hitmonlee kicks the opponent in the chest and they get sent away(7%)
Bthrow: He throws them back, then kicks them while facing the other way(11%)
DThrow: He pushes them on the floor, then punds them with his foor (identical to ike`s dthrow, 8%)
Uthrow: Seismic Toss:throws um up in the air, they come down quickly, then does a 3 kick-combo on them(12%, kills at around 120-130%, can be inturrupted for comboming the foe or stopping hitmonlee.)

Arieals:
Nair: He does two kicks in each direstion(8% first kick, 10% second kick)
Fair: Torpedos his legs to the front quickly, then has ending lag and more lag if he hits the ground. (Good killing arieal, 15% if its sweetspotted at the tip.)
Bair:Does a flip in the air quickly. the knockback is vertical, an extremly quick attack.(10%)
Uair:Clenches his fists up.(6%, the opponent virtually moves nowhere when this attack hits, useful for comboing)
Dair: Kicks down 5 times. Makes hitmonlee go down, the last hit has meteor smash propeties(3% each kick.)

Specials:
B: Blaze Kick: Hitmonlee can charge this attack. When pressed or not held down all the way, he stomps the ground and an explosion of fire hits in a circle around him (10%, ok knockback, like ike`s eruption but quicker and no super armor and laess ending lag) When charged all the way, Hitmonlee`s right leg begins to blze. After charging all the way, you cannot use this move for 30 (count um`, 30) seconds. After the conditions are met, when you press B He kicks his leg foward and it begins to stretch. It has a hitbox similair to ness` PKT2, which means hitmonlee`s entire body is the hitbox, The attack does 25% and has great knockback. Hitmonlee has bad ending lag and takes 5% from the attack.

Side B: Rolling Kick: Press side and b, he rolls along the ground like a barrel (do a barrel roll!) When you press B, he unleashes a kick that gets stronger the longer hirmonlee has rolled. If released in the air, he has bad ending lag and can result in a self destruct if it misses. Has less lag if it hits (5-15%, can be used as an unexpected recovery, but it doesnt have good range in air)

Up B: Hi Jump Kick: He rises up with his Knee, this is his main recovery. His knee has a red aura the higher he goes, and does more damage the later it hits. If the enemy is hit directly on the knee, Hitmonlee stops, then kicks his knee up. this move is ungimpable by just getting hit because hitmonlee can use UpB again after its done (think captain flacon`s up B)

Taunts:
UP: He yells" HitmonLEE!"(emphasis on the Lee) while he strikes a fighting pose
SIDE: He kicks his feets VERY quickly, and says"Leeleeleeleeleeleelee....) (these two taunts come from the hitmonlee voice in smash bros 64)
Down:He does a breakdancing move, then dusts his feet like a B-Boy.

Final Smash: Double Team.
When activated, Hitmonlee and Hitmonchan appear on the screen, and rush diagnolly upward with a blast of aura around them. If they miss, the character you used the final smahs with dissapears and the character you werent useing reapppears, and now he is the fighter youll be using. If it hits (including the very tip of their energy) the characetr(s) they hit are transported to a Dojo from red and blue. Hitmonlee and Hitmonchan appear in a circle around the foe, they then split and become many hitmonlee`s and hitmonchan`s. The enemy rushes to strike at one of these clones, but its just an illusion and they whiff a big hit. hitmonlee appears from no where and kicks them upward, while Hitmonchan is in the air, ready to intercpet. He hits them to the right, where hitmonlee jumps up and kicks them downwards. The two move so fast they can barley be seen,a nd they juggle the opponent around with an amazing array of hits. The final hit, Hitmonchan and Hitnmonlee hit them to the ground, then come down with a fire punch and blaze kick. They die.Even at 0% (This move is pretty hard to hit with though. and the move is pretty epic and takes about 15 secs.)

Pros
Middle/Heavy Weigh
Decent Range
Powerful Final Smash
2 characters in one
Strong/Unique Throws
A lot of good combo moves for Hitmonchan.
Powerful Specials
Pretty Good Killing Moves
Invincible during "Tag Out" Special move

Cons
Some attacks have bad lag, and the characters can be punished if they miss an attack.
Recoviers are only Mediocre
Not many spikes
Some attacks are weak if you dont hit with the entire attack
Cannot switch as freely as pkmn trainer or zelda due to 2 min time limit
No projectile, aura from certain moves is very weak and is basically none existant.


Snake Codec:

S: Hey Colonel, who are these two deformed freaks?!
C: Thats Hitmonchan and Hitmonlee, Snake. And there Pokemon, by the way.....
S: ahhh...so that explains it.....
C: Hitmonchan is the Fist expert, while Hitmonlee is the one with the kicking prowess.
S: So two more fighters for me to take down...
C:Watch out for their moves Snake. They work well at a close range and can sometimes use elemental powers with their attacks. Hitmonlee`s legs can stretch to abnormal lengths as well.
S: Hmph.... Looks like my explosives will be seeing a lot of use today...
C: Its Showtime, Snake.
 

Dream Land Works

Smash Journeyman
Joined
Mar 11, 2008
Messages
367
Gengar

In Kanto, only three ghost Pokemon were made. These were Gastly, Haunter, and Gengar. They were all part of the same evolution line and Gengar was the final stage. Gengar has been a decently well known Pokemon and has been in quite a few anime episodes. Well here we go, with Gengar :laugh: .



Here are Gengar's costumes :).

Purple (Regular), Red, Blue, Green, and Gold (Goldgar woot :))

Stats
Size: The same size as Mario.
Weight: Medium-Lightweight. The same as Lucas.
Jump: Mid-High.
Speed: Medium. The same running speed as Mario.
Power: Mid-High.
Jumps: 3
Fall Speed: In between Jigglypuff and Kirby's falling speed.
Wall-Kick: Yes
Wall-Cling: Yes
Glide: No
Crawl: Yes

Special Shield Properties

While shielding with Gengar, he becomes transparent instead of a shield forming around him. Opponents and all attacks go through him while he is doing this, but the more times he is 'attacked' the quicker Gengar turns dark red. If Gengar is still shielding while he becomes fully dark red and no longer transparent, the shield break effect happens. He can still be grabed while using his shield.

Standard Attacks

Standard A - Scratch 1
Damage - 3%
Description - Gengar swings with his left hand in a downward angle with a hitbox as his whole arm. Barely any knock back due to it being a jab.

Second A - Scratch 2
Damage - 6%
Description - Gengar swings with his right hand in a downward angle with a hitbox at his arm and slight above and in front of his arm. A small horizontal knock back.

Forward Tilt - Claw Thrust
Damage - 9%
Description - Gengar thrust his right arm forward and pokes the enemy with his claws. Pushes opponents back with medium knock back.

Down Tilt - Low Kick
Damage - 10%
Description - Gengar swing his leg horizontally with a good knock back.

Up Tilt - Horn Smash
Damage - 8%
Description - Gengar jumps up reared over slightly with his horns sticking back. The hitbox is all across his back and it has weak knock back at low percentages, but good knock back against characters at high percentages.

Dash Attack - Claw Jab
Damage - 8%
Description - Gengar jumps forward with his right arm curled up slightly and hits the opponent with his body and claw. A small angled knockback.

Smashes

Forward Smash - Shadow Push
Damage - 15-21%
Description - Gengar charges a Shadow Ball behind his back then push it forward slightly in front of him where it disappears. The hit box is Gengar's arms and the Shadow Ball. Knock back is about the same as Wario's Forward Smash if Gengar hits with the tip. Has about the same start up and ending lag as Lucario's Forward Smash.

Down Smash - Horn Poke
Damage - 17-24% (Head) 13-19% (Tail)
Description - Gengar gets on all four and thrusts his head forward then his tail back. The head does a good amount of knock back and the tail does only a little bit of knock back. Same amount of start up as Ganondorf's Down Smash, but barely any ending lag.

Up Smash - Horn Thrust
Damage - 18-24%
Description - Gengar jumps up his hand hands straight up and hits with both his hands and head. Gives light knock back (a little more than Diddy's) but comes out and ends surprisingly fast.

Aerials

Neutral Aerial - Flip Kick
Damage - 10%
Description - Gengar does a front flip that you can DI left or right. A decent knock back which can combo at low percentages.

Forward Aerial - Glide Swipe
Damage - 4% or 14% (sweetspot)
Description - Gengar does a gliding like animation and swing his claws out. If you hit during the ending animation of his claws swiping forward, it will sweetspot and do good knock back.

Back Aerial - Back Swipe
Damage - 8%
Description - Gengar spins horizontally with his right claw out and swings it backwards at the opponent. The hitbox is on his right claw and slightly under it while he is turned around. Has decent knock back and can be used to semi-Wall of Pain.

Up Aerials - Back Flip Kick
Damage - 12%
Description - Gengar does a back flip and kicks upward. The hitbox is Gengar's feet and it has good knock back.

Down Aerials - Aerial Fury Swipes
Damage - 16% Total (4 hits with 4% each)
Description - Gengar flips forward so that he is facing down and swing left, right, left, right with his claws. The first three claw swipes trap the opponent in if not DI'd correctly and the fourth gives a spike downward. Has noticeable ending and landing lag.

Throws

Gengar's grab reach is about the same as Kirby's.

Grab Attack - Headbutt
Damage - 2%
Description - Gengar slams his head forward into the opponent's face.

Forward Throw - Dark Claw
Damage - 7%
Description - A dark purple claw forms around Gengar's right fist and he punches the opponent, sending them forward with high knock back. Can kill medium weight characters at 150%

Back Throw - Back Spike
Damage - 10%
Description - Gengar quickly throws the opponent over his head and then slightly jumps backwards, hitting the character with the spikes on Gengar's back. Has the same knock back as Wario's down throw.

Up Throw - Head Spike
Damage - 8%
Description - Gengar throws the opponent up slightly and jumps up, hitting the opponent with his head. It has low enough knock back and ending lag to be followed up with a short hop aerial at low percentages.

Down Throw- Claw Drill
Damage - 9%
Description - Gengar throws the opponent on the ground and then does a handstand on that character's chest before spinning around twice and jumping off. The character upward diagonally with medium-low knock back.

Specials

Neutral B - Lick
Damage - 6%
Description - Gengar sticks his long tongue out in front of him and about his arm's length away from his body. He can stay in this position about the same length of time Wario can keep his mouth open for his Bite. If the opponent touches Gengar's tongue or face during this, he will do a licking animation and stun the other character for about as long as Zero Suit Samus's fully charged Neutral B.

Side B - Night Shade
Damage - 5, 10, or 15%
Description - Gengar shoots two black beams from its eyes that reach about the same length as Mewtwo's Confusion. The attack does 15% damage while the opponent is at 0-40% and gives low knock back. It does 10% while the opponent is at 41%-80% and gives medium knock or if hit with the tip, will trip the opponent. If the opponent is at 80% or higher, it will do 5% and gives high knock back. Usually kills at 110% if not spamed or if the opposing character isn't heavy.

Up B - Shadow Claw
Damage - 11%
Description - Gengar reaches out his right hand and a dark purple claw forms around it. Gengar then jumps in a perfected diagonal angle, but if you push the control stick up, he will go 90 degrees up instead or if you push forward, Gengar will go 180 degrees forward. This travels at about the same distance as Falcon Kick does horizontally. The knock is also about the same as Falcon Kick, but differs in direction based off the same angle Gengar moves.

Down B - Confuse Ray
Damage - 8%
Description - Gengar shoots a ring from its eyes at half the distance of an uncharged Aura Sphere and the speed of Zero Suit Samus's uncharged Neutral B. If it hits an unshielded opponent, the character will walk forward for a second and a half without being able to control. If this connects with a character in the air, that character will move forward in the air for a second and a half instead.

Final Smash

Hypnosis & Dream Eater

Gengar sends a black beam from his eyes that covers the screen making it transparently purple. Puts all other characters asleep for four seconds until that character is hit. During this time, Gengar's Neutral B becomes a bite instead of a lick. It does the same damage, but it has high knock back and KO's at 50% against a character that is sleeping. After four seconds pass, the purple color begins to fade away.

Taunts

Up Taunt - Gengar faces the screen, disappears, and quickly reappears with a large grin on his face saying "Gar!" Gengar can not be hit while he disappears.

Side Taunt - Gengar scratches forward with a left, then a right, and then bites forward. This doesn't do any damage.

Down Taunt - Gengar faces the screen, jumps forward making him slightly bigger, puts his arms out, gets a mean look on his face, and opens his mouth wide before saying "GENGAR!"

Entry/Victory Poses

Battle Entry - "Gen!" is heard and then Gengar slowly rises from the stage or platform he is starting at and then says "Gar!"

Victory Pose 1 - Gengar says "Gen!" and uses Lick attack on thin air in front of him.
Victory Pose 2 - Gengar dances around in a circle with his eyes closed and a big smile on his face.
Victory Pose 3 - The screen appears with the losing character doing their losing stance and right after the announcer says "The winner is..." Gengar quickly appears against the screen facing it diagonally from left bottom to right up and says "GENGAR!" with its mouth wide open.

Kirby Hat

Kirby gets a Gengar's horns and tail in the same fashion as he got Mewtwo's ears and tail in Melee.

Overall Description of Gengar

Gengar uses a mix of a good ground, great aerial game, and a more strategic set of specials than some characters have. His three jumps are a heavy float style similar to King Dedede. Gengar will usually try to set up to his kill moves with a special or aerial instead of doing a single smash straight out after racking up damage.

Stage

Pokemon Tower

The background and floor is wooden with a few windows. There are two walls on the sides, but the walls can really be gone through. Outside the walls are drop offs with no ledges and a boarder slightly outside them (about the length of two platforms on Battlefield). After every minute, the floor will break and you will hear Gastly and Haunter laughing in the background. While falling you can try to knock your opponent up high so that they die due to the moving boarders. Each room is about the horizontal length of Final Destination's stage itself and the range upwards is about the same as Battlefield's top boarder. Here is a slight description of each level.

Level 1: A plain looking stage with no platforms besides a base one.

Level 2: There are is a floating table in the middle of the stage that moves left and right across the room. It can be stood on, but acts as a wall under it.

Level 3: A floating table is on the lower half and one on the upper half. They have the same properties as Level 2.

After the three stages, you are quickly risen to Level 1 again.

The songs that are played on this stage:

Ghost Tower
Mewtwo Battle
Rival Battle
Deoxys Battle

---

Well there you go. If anything else is needed for Gengar, just ask. Since it seems like someone did Bowser Jr and someone else is doing King K. Rool, I will have to switch to a different second and third entries.
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
Ahh, I really like Gengar's Final Smash. Very creative.
Seconded.

@ Dream Land Works
But as a ghost, I think Gengar should have floating ability (like Peach's) but perhaps not as long as hers. It wouldn't be uncalled for to give him wall kicking and clinging.

You also neglected to mention falling speed, and realistically Gengar would be somewhat, if not very, floaty.

And confuse Ray could use a serious buff. 1/2 second isn't a lot of time to do anything if the opponent is a distance away. Raise it to 1-2 seconds or make it chargeable.
 

Vulcan55

Smash Lord
Joined
May 7, 2008
Messages
1,824
Location
May-Lay
CHALLENGER APPROACHING!

Paper Mario has joined the brawl!

Appearance:
-------------

This Brawl character of Paper Mario is based off of the original games scenery, sprites and characters. Paper Mario is mostly on the stage by him self, but when he uses moves that require a teammate, they will appearfor that attack, then dissapear again.

Symbol:


These are some alternate colors for paper mario and his partners:


Kirby Hat:

Kirby gains PM's hat and turns into paper himself!

Entrance:
Paper Mario falls out of the sky floating back and forth (because he is paper) and jumps onto his feet once he lands on the ground.

Taunts:
Up - Mario falls asleep standing up for a bit, then wakes up shaking his head.
Side - Mario puts on hand under his overall strap and the other he wags towards the camera as he looks downwards.
Down - Mario spins around a few times, then falls face-first to the ground.

Victory Poses:
- Mario falls from the sky like paper and jumps back up (same as entrance).
- Mario smacks his hammer against the ground a few times and then does the finger-wag from his side taunt.
- Paper Peach and Mario are already on screen as Peach kisses Mario on the cheek and Mario does his "waving arms back-and-forth, stand-on-one-foot, about-to-freak-out" animation.

Stats: (1-5)
---------
Size: about as tall as Kirby or Jigglypuff.
Power: 4
Speed: 3
Range: 3
Jump: 4
Weight: 1 (He's paper, though his falling speed can sometimes have you thinking otherwise)
Air Mobility: 2
Lag: 2 (1 = little, 5 = a lot. Paper Mario has very little to no lag from landing his Aerial moves, but has quite a bit from a few of his smash attacks)
Wall-Jump: no
Wall-cling: no
Jumps: (2, plus upB recovery)


Standard Attacks:
---------------------
-Neutral-

A - Mario throws a short, right jab.
AA - Mario follows his right jab with a left jab.
AAA - after Mario's second punch, Goombario appears and Headbonks the opponent, sending them sliding backwards along the stage a little bit. Goombario walks back to Mario and does the "spinning jump" (like when you switch partners) and dissapears.

-Dash-

>>A - Mario start spinning around and quickly starts losing momentum. The attack does up to five hits, with almost no knockback except for the last hit. It has about the same knockback as the third hit of the neutral AAA combo. This move was based off of the spin dash. ZZZZZZZZZ!

-Tilts-

Side A - Bow appears and smacks the opponent with her fan. Depending on where the fan hits the opponent, the could be sent anywhere from straight forwards to straight up.

Up A - Parakarry appears and twirls his wings around just above mario. There are three hits to this move and it can send the opponent either forwards or back, and slightly upwards.

Down A - Mario swings his hammer in front of him along the ground. The knockback of this move sends the enemy upwards.

-Aerials-

Neutral A - Mario pulls out Watt and holds her in his hands as she zaps nearby enemies. This move is very similar to Brawl G&W's N-air.

Forward A - Mario pulls out his hammer and after a short delay, sends them downwards with a quick smack. This move is a spike. (yeah I changed my mind)

Back A - Bow appears and smacks anyone behind Mario with her fan sending them mostly stright back. This move is very similar to Marth's B-air.

Up A - Mario spins in circles (much like his dash attack) only, if you are hit by this move, you are sent flying sideways out the way they came in. Also, this move does not attract foes (like the dash attack).

Down A - Mario does a "stall-then-fall" ground pound, famous of many mario games. This is based on the ability given to Paper Mario when you wear the lv.2 boots. If you are on the ground when this attack hits you, you will be sent either direction sideways along the ground. If not, you will be sent to either direction going upwards.

-Smashes-

Side A - Mario swings his hammer like a baseball bat sends thi foe forwards (about a 45-degree angle) no matter where the enemy is located in relation to Paper Mario. (as long as they touch the hit box, obviously)

Down A - Mario crouches and pulls his hat over his head quickly as Bombette appears and explodes damaging nearby enemies in every direction. The direction they are sent flying is based on the enemy's location relative to Bombette.

Up A - Lakilester appears and throws three spiny eggs upwards in quick succession. The eggs dissapear when they touch the floor. The first two eggs do not have much knockback, but the last one is extremely powerful. It sends foes straight upwards and the last egg alone can kill a Mario (standard Mario) at 90% without charging. The downside is that even without charging, this move has an insane delay before the attack actually happens.

Special moves:
------------------

Neutral B - Hammer. Mario simply swings his hammer overhead and brings it to the ground. If you are not hit by the hammer itself, there is a small "quake" on the ground in front of the hammer which can hit you. This move is chargeable.

Side B - Sushie. Sushie appears, and after a short delay, she jump and does a belly flop in the direction of the closest enemy. This move has a "lock-on" that will hit the target 75% of the time. This move sends the opponent a slight bit upwards and in the direction that Sushie was going. This move cannot be used again until Sushie either:
A) returs to mario
or
B) fall off the stage and hits the blast zone.

Down B - Kooper. Kooper appears and hops into his shell. Mario then jump onto him and kick him forwards along the ground, then return quickly back to Mario. If you hold "B" while doing this move, Kooper will stay at the farthest point in his slide and continue spinning until you release the "B" button.

Up B - Parakarry. Parakarry appears and Mario grabs his arms. With Three big flaps of his wings, Parakarry sends Mario upwards, while Mario has a little control over right-left direction. If an opponent hits Parakarry's wings, they will be damaged, however, this move has little to no killing potential.

Grabs/Throws:
------------------

Z (L/R+A): Mario reaches out and grabs the opponent.

Up throw - Mario lifts up the baddy and Bombette explodes underneath sending them upwards.

Down throw - Parakarry Dives into the enemy bouncing them up off the stage.

Back throw - Mario tosses the enemy upwards slightly while Watt zaps them backwards.

Forwards throw - Bow smacks the enemy with her fan three times. Mario lets go right before the third.

Final Smash:
---------------

STAR SPIRITS

Muskular - or - Skolar

The match freezes for a few seconds as all of the star spirits appear and talk to Mario.
Eldstar explains that most of them would be of little help to Mario in this situation except for Skolar and Muskular. You have a couple seconds to choose from one of them and whichever you pick, they perform their respective Star Powered attack.

Skolar:
Star Storm - Paper Mario summons the star spirit, Skolar. Skolar then uses his signature move, Star Storm. A bunch of stars bombard the playing field for a few seconds which have lots of knockback. A single star can kill at about 73%. The stars themselves do 20-30%damage each.

Muskular:
Chill Out - Paper Mario summons the star spirit, Muskular. Muskular then uses his move, Chill Out. Every player on the field (besides Mario) becomes tiny, similar to the effects of lightning. Every other player then becones very easy to K.O. This effect lasts until you die, or for fifteen seconds.

Stages:
---------
Bowsers Castle: FINAL BATTLE

This is much like a smaller version of Final Destination (Melee), except that if you hit the propeller on the bottom, you will take damage and be spiked. This was based on the platform where you fight Bowser for the last time. (I know that his castle isnt really that far away, I just wanted some scenery)

Music available for this stage:
King of the Koopas (Default primary)
Star Sanctuary (Default secondary)
Battle Fanfare
Freeze!
Attack of the Koopa Bros.

Gusty Gulch: WINDMILL

Again, this is a flat level, but you can walk on the Windmills turbine. (it is much larger than the one on Pokemon stadium) The Boos in the picture can carry items and be hit away. (like the Shy Guys on Yoshi's Story (Melee)) This is based on the windmill in Gusty Gulch where you fight Tubba Blubba's Heart. (And Tubba Blubba afterwards.)

Music available for this stage:
Ghost Gulping (Default primary)
Gusty Gulch Adventure (Default secondary)
Battle Fanfare
Huff'n Puff's Theme
The Castle Crumbles

Assist Trophy:
----------------

Sleepy Sheep - A bunch of these sleepy sheep stampede across the stage and anyone who touches them fall asleep.

Item:
-------

Boo's Sheet - makes the user partially invisible and immune to attacks for a few seconds.


Zap Tap Badge - All Enemies that Paper Mario attacks will be electrocuted. This means increased damage and knockback, but there is a slight stun every time a hit connects.
This lasts for seven seconds.

Codec Conversation:
-------------------------

*To Otacon:

Snake: Otacon, this guy is paper thin! I'll totally have no problem crushing him.

Otacon: I'd watch out if I were you, Snake.

Snake: For what? A paper cut?

Otacon: That's Paper Mario. He is from the Paper Mario RPG on the Nintendo 64. You better watch out snake, He gets help from all of his partners. This means he could attack you twice...At once!

Snake: What partners?

Otacon: You can't see them now, but they will appear when he needs them. They are all characters of different species who decided to follow Mario on his journey. Even though he is paper, his hammer also packs a punch, you should be careful.

Snake: dun wurry guise, its k. i is top teir lolz

Otacon: lol wat

(sorry, I can't think of a clever ending)


SSE role
----------

Paper Mario has his own role in the SSE. You play as him once, then you have to find a secret exit, fight him and win if you want to actually play as him in Multiplayer.

Story:

Paper Mario is walking to South Toad Town (The place blocked off in the begining of the game) when he suddenly hears an explosion from beyond the Forever Forest. Determined to find out what it is and to help anyone in danger, Paper Mario sets off into the Forever Forest.
Once crossing the bridge to FF, Paper Mario is suddenly "greeted" by Kent C. Koopa.

-=BOSS FIGHT 1=-
KENT C. KOOPA

Kent C. Koopa is the famous "path blocking" mini boss from Paper Mario. He lets you pass if you pay him coins (upwards of 100) but you have to pay him each time you pass. Optionally you can choose to fight him. If you win, he leaves for good. Only this time, Mario has no means of paying up to the big baddy, and you have to fight him instead. Kent C. Koopa, keeping true to Paper Mario, has incredibly high defense. He also has a good amount of HP making beating him no walk in the park. Once you defeat Kent, you are allowed to continue along to Forever Forest.

Forever Forest-
The forever forest is a very dark, creepy forest where there are multiple exits in each area. There are subtle differences in the scenery surrouding each exit which will take you the right way to reach the end. There are 20 areas total. Enemies in Forever Forest include Forest Fuzzies and Pirahna Plants.

Once you make it through Forever Forest, Paper Mario reaches Boos Mansion.

Boos Mansion [CUTSCENE]-
When Paper Mario Reaches Boos Mansion, he is greeted by Bootler. Bootler tells Mario about how Tubba Blubba is terrorizing the Boos of Gusty Gulch.
But wait. Again? How could he be doing this again? Tubba Blubba has his heart in him, so what could be going wrong?

Gusty Gulch-
Gusty Gulch is a straight forward SSE level. It is set in a sort of, well, Gulch. It looks like a cross between a desert and a jungle. The enemies in GG consist of Hyper Clefts and Hyper Goombas. (para- and regular)

Once you reach the windmill, you will see another cutscene.

Windmill [CUTSCENE]-
Paper Mario enters the Windmill area only to find a giant machine drilling into the ground. It is drilling right into Tubba Blubba's grave. (You don't kill him in Paper Mario, let's say he dies of natural causes after the game ends :D) Paper Mario sees the ancient Minister overseeing two ROB's operating the machine. Just when Paper Mario tries to run up and stop him, The ancient Minister disappears (whatever his method of fleeing is, I don't remember) and Mario cannot stop the ROB's. Then the machine starts exhuming Tubba Blubba's body and power starts surging into it. Then there is an explosion, and the machine and the two ROB's are destroyed. Standing before Paper Mario is the fiercest boss PM will ever meet.

Boss [ZOMBIE TUBBA]

Zombie Tubba has a little bit less defense than KCK, but about twice as much health.
Tubba uses a variety of attacks that include punching, kicking, body-slamming, grabbing (throwing), eating and a Boo-powered, super attack.
Because you fight ZT on the WINDMILL* stage, there are Boos flying around. ZT does a huge inhale and sucks up all the boos and spits them out in a giant, multi-hit beam, or swallows them and regains health.

*NOTE: Because bosses don't flinch and are immoveable, you cannot win by hitting them off the stage.

After defeating ZT [CUTSCENE]-
After Zombie Tubba is destroyed, his body turns into dust on the ground. though unsure of the Ministers actions, Paper Mario decides not to pursue him and let the Paper Mushroom Kingdom be at Peace.

UNLOCKING PM VIA SSE - -
There will be a VERY specific route in the Forever Forest that will allow you to, not advance to Boos Mansion, but meet up with another character.
If you find it, you will meet Falco, whose Arwing had crash-landed in the forest. Falco deduces that it was the crash that caused the explosion that PM heard, but Falco explains that he saw strang activity to the east of this forest before he crashed.

The rest of the level is now co-op, and after defeating ZT, Fox comes to pick up Falco and PM joins them, putting PM in you SSE team and character select.

That's it for now, might update with more later. Mostly Items, though.
 

gorgon.

Smash Ace
Joined
May 14, 2008
Messages
750
Location
Ontario, Canada
"Before this is over, I'll show you the true power of CHAOS CONTROL!"

I'm posting my Shadow the Hedgehog moveset because Sun-Wukong's got 2 stars. I can't contact him, and I'm tired of waiting. A note to Sun-Wukong, I've not used any of your material: our movesets share one move in common but that was completely coincidental.

Shadow the Hedgehog



Shadow the Hedgehog from the Sonic series arrives on the scene! First appearing in Sonic Adventure 2, the self-proclaimed “Ultimate Life Form” is haunted by his dark past. He can’t remember anything, except for his one friend Maria who was killed by the GUN forces. The two lived in a space colony, ARK, until the raid. The only thing he does remember is that he made a promise to Maria… revenge. (Note that this is only his back-story for SA2, it is further developed in Shadow the Hedgehog. Too bad if I post all of it, it will take up too much space. Let’s just say Shadow is involved with aliens.)

BTW, when Shadow is tumbling in the background after he is star KO’d, he screams “MARIAAA….!”

Stats
In the Sonic games, Shadow is identical to Sonic in almost all ways physically, but for the sake of avoiding clones, Shadow is much different from Sonic in Brawl (save two attributes.)
Size: 4/10 Same as Sonic
Weight: 4.5/10 Same as Sonic.
Walk Speed: 6/10 Quick; Shadow does not activate his rocket skates for his walk.
Dash Speed: 9/10 Second fastest in the game, only slightly faster than Captain Falcon. Shadow skates along, very slightly above the ground.
Power: 6.5/10 Shadow’s physical attacks are not very strong, but many of his moves are powered by Chaos energy, making them more powerful.
First Jump: 4.3/10 Same visually as Sonic’s, slightly higher reaching.
Second Jump: 8/10 Shadow backflips in the air, very high.
Fall Speed: 6/10 Shadow falls faster than Sonic.
Traction: 1/10 Because of his rocket skates, Shadow has the worst, perhaps second-worst traction in the game, and has great difficulty turning.
Priority: 7/10 Chaos-powered moves have good priority.
Crouch: 4/10 Shadow crouches on one knee, one fist on the ground, and looks back and forth slowly. One of his idle animations from SA2.

Standard Attacks
Some of Shadow’s moves emit Chaos energy, which is pink and black. It has a burning-like status, like Lucario’s Aura.
A - Shadow slices with his hand horizontally.
AA - Shadow back-uppercut kicks with his left foot.
AAA - Shadow back kicks horizontally with his right foot, hitting the target in the stomach. His AAA combo is part of his neutral combo in Sonic Battle.
Ftilt - Shadow blocks his face with one fist and Chaos energy emits from it. Has some end lag. Low damage, knockback and range.
Utilt - Shadow flip kicks, fire coming from his rocket shoes. Fire damage. Decent range, very low knockback, low damage, but quick making it good for combos.
Dtilt - Shadow spin-dashes on the spot. Low range and knockback, decent damage. Traps, multi-hit attack.

Fsmash - Shadow closes his eyes and snaps his fingers. A small shockwave of Chaos energy appears in front of him. Great damage and knockback, good range, and not much lag. Charging this move does not increase the damage, but increases the distance away from Shadow that the shockwaves appears. Non -charged appears directly in front of Shadow, fully charged appears about a Fox Illusion's distance away.
Usmash - Shadow closes his eyes and clenches his fists. He raises his arms above his head and Chaos energy emits from his fists. Variation to the final part to his neutral A combo from Sonic Battle. Excellent damage, fair vertical knockback, mid-range. Only hits above.
Dsmash - Shadow unleashes a sphere of Chaos energy surrounding his entire body. Very quick to come out, hitbox lasts a long time, but ending lag. Great damage and range, mid-knockback. Better as a clearing move than a KO move. Traps, multi-hit attack.

Aerials
Nair - Shadow kicks with one foot, looks much like Fox’s Nair. Mid everything. Sex kick.
Fair - Shadow snaps and unleashes a small Chaos shockwave. Great damage and knockback.
Bair - Shadow kicks backward with both feet. Great knockback, has landing lag.
Uair - Same as Sonic’s.
Dair - Stall-then-fall. Shadow disappears, and reappears on the ground directly below him unleashing a sphere of Chaos much like his Dsmash. Does not last as long. From Sonic Battle. Good surprise attack, but not great damage or knockback.

Dash Attack - Shadow skids sideways on the ground, fire from his skates licking forward. Hitbox stays out a long time. Much ending lag.
Ledge Sweep - Shadow does a jump-flip kick, looks much like Mario’s.
(At high damage) - Shadow slowly climbs the ledge and knees the target.

Specials
B - Chaos Spear -- Chargeable projectile. When charging, a yellow ball of energy forms in Shadow’s right hand. When fully charged, the yellow energy glows in his palm. If you release the button when charging, Shadow will unleash a flurry of sharp yellow spears of energy that travel at a 180 degree angle quite quickly. This move can be charged for 5 seconds, each second charged another spear will be fired. Max of 5 spears, each one doing about 4%. When fully charged, this move is a good damage builder. About the size of TLink’s arrows, but travel faster and straighter. When Chaos Spear is used, Shadow yells “Disappear!” like in SA2 2P mode.
B side - Roaming Chaos -- Shadow creates an orb of Chaos energy. This orb will trail slightly behind Shadow and follow his movements. Anyone who touches this orb will take slight damage and and be stunned for a moment. The Raoming Chaos will disappear when touched by an opponent, or after about a minute if no target touches it.
B up - Chaos Control -- Shadow utilizes his signature move, Chaos Control, to warp around the stage. He will disappear and reappear in a flash of light yelling, “Chaos Control!” This move will travel straight up by default, but can be angled with the control stick; angling requires precise timing however, as this move is devastatingly quick. Teleports farther than Sheik but not as far as Zelda, and does no damage.
B down - Chaos Blast -- A unique move. In Shadow the Hedgehog, Shadow had a move that was charged depending on how many bad things he did. When his bad (dark) meter was full, he could unleash the Chaos Blast - a devastating shockwave of red Chaos energy that destroyed everything in its radius. In Brawl, this move is not charged by holding the button. When this move is unleashed when not charged, Shadow will emit a small red light that does little damage. When fully charged, Shadow will unleash a red spherical shockwave of red energy around him about the half the range of a Smart Bomb. This move does only one hit, one hit with devastating knockback and damage when fully charged (about 50%.) This move is charged depending on the amount of damage you have given your opponent(s.) It will be fully charged when you have delivered about 75%. This may seem like a large number, but this move fully charged packs the killing power of a *****. When this is fully charged, Shadow glows red.

Grabs, Throws
Grab and Pummel - Shadow grabs the opponent with his left hand and holds them in a choke, much like Snake. If A is pressed, Shadow will club the opponent on the head with his fist.
F throw - Shadow chokeslams the opponent. 8%
B throw - Shadow whirls around, the opponents head in his hands, and bulldogs them.6%
U throw - Shadow piledrives the opponent, sending them upwards. Great killing move. 7%
D throw - Shadow throws the opponent to the ground and hovers over them, fire from his shoes burning the target. 13%

Final Smash - Super Shadow



Oh gawd, not another Landmaster syndrome! Never fear, this FS is not the same as Super Sonic. Utilizing the power of the Chaos Emeralds, Shadow transforms into Super Shadow! In his Super Form, Shadow’s fur is white and glowy, and his red stripes remain. This FS is a transformational FS like Wario’s or Bowser’s: Shadow retains his moveset but it has different properties.
Shadow is quicker at running in this form, if that’s even possible. He cannot fly (though he can in his games) but his jump height is drastically increased. He has more air control and traction, and he has super armor frames. Power and knockback of moves are only slightly increased, however.
In his form, both Chaos Spear and Chaos Blast are fully charged at all times. Shadow’s neutral A comes out insanely quick, as well as all of his tilts. His Fsmash creates a gigantic shockwave, his Usmash has no lag and can be spammed for good combos, and his Dsmash has powerful… well, sucking power.
All of his aerials have no lag at all, like Warioman’s, and his Uair moves him upward, simulating flight. His dash attack goes from one side of FD to the other.

Taunts
Up - Shadow skates in a small circle once, leaning to the ground on his inside edge with one hand grazing the ground, and stops skating in a kneeling position. He gets up, his arms crossed, and mutters his trademark “Hmph.”
Side - Shadows body glows with Chaos energy, and he strikes the pose seen in the first picture of this post. He says, “Play time is over!” one of his trademark quotes from SA2.
Down - Shadow pulls out a green Chaos Emerald, tosses it into the air and catches it, holding it away from his body in the direction of the camera (like when he uses Chaos Control in his first encounter with Sonic.) He mutters, "Pathetic."

Entrance
Shadow appears in flash of light after saying “Chaos Control!”

Alt Costumes
Black and Red (default)
Black and Yellow
Black and Pink
Black and Blue
Black and Green

Victory Poses
Up - Shadow does his up taunt and says “Ultimate victory!” (His quote in SA2 when an A ranking was achieved.)
Side - Shadow clenches one fist and says “I am the ultimate life.” Chaos energy glows in his fist.
Down - Shadow skates in and skids to a stop, flame coming from his shoes.

SSE
Shadow is first seen in an area near the wastelands. He is tense, looking ready to strike… then Sonic says, “Go!” Yes, the two hedgehogs were in the desert to have a race. They speed all over the horizon, the two equally matched, until Shadow trips and loses his Chaos Emerald, it tumbling down a cliff. Sonic taunts him for stopping, “You’re too slow!” An angered Shadow notices a fat guy admiring his precious jewel and placing it in his satchel… Wario! Is the Sacred Stone not enough? (See Ephraim post.) He looks for a way down the cliff, but upon seeing none, he jumps. (Level = “The Chase.” Many strightaways and pits.)
Shadow eventually reaches the ruins, and sees Ephraim holding his Emerald, Wario trophy on the ground. He goes to attack him, and Ephraim revives a Hitmontop trophy for backup. As Shadow, you must defeat Ephraim and Hitmontop.
Shadow nods at the defeat of his opponents then teleports away. He teleports back however, and grudgingly revives the two, being chivalrous and recognizing them as honourable rivals, quite the contrary of what Shadow would normally do. He teleports away again.
Shadow doesn’t appear again until the end. He assists Sonic in the surprise attack, Sonic destroying Tabuu’s wings and Shadow dealing a blow with a Chaos Spear.

Items
None.

AT
Black Doom



Black Doom from Shadow the Hedgehog. He is the leader of an extra-terrestrial race known as the Black Arms. Black Doom donated his blood to Professor Gerald Robotnick, Shadow’s creator, to help him complete “Project Shadow.”
When Black Doom is summoned, he will fly to the centre of the stage. He will unleash two purple Chaos boomerangs that sweep the ground in both directions, flames below him, and miniature meteorites that home in on opponents.

Stages

Radical Highway





The very first stage Shadow the Hedgehog is playable on… not counting fighting Hotshot. Shadow steals a Chaos Emerald and flees down a suspension bridge highway, the police and GUN forces after him. He remembers his promise to Maria… revenge. He races down this highway and destroys everything in sight, vengeance on humans for killing her.
This stage isn’t spectacular in terms of fighting, but can be hectic. Radical Highway is a side-scroller stage, however, this stage scrolls much faster than others. You must focus on running as well as attacking, making this stage only suitable for a friendly, fun match (with items.)
This stage has completely flat terrain for some stretches, with some ramps. Then the road stops (you can fall off the edge) and you must jump up onto the suspension cable. The suspension cable rises diagonally up and reaches the top of the suspension tower, then you must run down the suspension cable on the other side. There is some flat road, but then the road ends again (you can fall off the edge) and there are hexagonal rising and falling platforms (see picture.) After these, the cycle starts again.

Road with some ramps - Up suspension cable - Top of suspension tower - Down suspension cable - Road - Platforms

Music
Vengeance is Mine/Radical Highway
Throw It All Away
All Of Me
Sonic Vs. Shadow
Supporting Me
Rhythm and Balance
 

gorgon.

Smash Ace
Joined
May 14, 2008
Messages
750
Location
Ontario, Canada
Wow... I was going to do Dry Bones, but I just saw a guy with another Dry Bones moveset on Brawl Central. I'd still do it, considering he isn't even on the same forums as me, but... some of his moves were the exact same ideas as mine! His Down B, Up B and FS were all the same as mine, and many of his A moves as well! :O

Is Dry Bones that predictable?
 

IvoryFlame

Smash Journeyman
Joined
Jun 2, 2008
Messages
234
Location
Salem
That Paper Mario moveset is 100% WIN, good sir!
I've updated Stephen Colbert on page 21 by adding the Assisst Trophy and expounding on his role in SSE.
Also, for my next moveset, I'm rather torn. Would you guys prefer I did Thor, the Green Goblin, or Adolf Hitler?
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
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Location
Make Your Move
http://smashboards.com/showthread.php?p=4412598#post4412598
Just edited my first entry, Chris Lionheart & Ryann Trueshot to have more detailed and better backstories, a section for related trophies, additional songs, alternate outfits, and a new picture for a character from Fire Emblem who looks similar to Chris (with differences listed). I also added death phrases and kirby hats descriptions.
 

IvoryFlame

Smash Journeyman
Joined
Jun 2, 2008
Messages
234
Location
Salem
SirKibble, I tip my hat to you and thank you for saving me the trouble of having to come up with a kirby hat.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Lol, I'd say that's probably a "don't do him," Ivory. When the guy in charge says it's not a good idea, that's pretty much that.
 

PKSkyler

Smash Lord
Joined
Apr 25, 2008
Messages
1,566
Location
San Diego

gorgon.

Smash Ace
Joined
May 14, 2008
Messages
750
Location
Ontario, Canada
PKSkyler said:
Oh yeah I finished my moveset for them. Any feedback would be nice.
http://www.smashboards.com/showthrea...50#post4623350
Very detailed, which is good. You have animation descriptions, hitboxes, damage and knockback. However, there is one thing... Hitmonlee's recovery is the same as my Hitmontop! :)

I'm sure it wasn't purposeful, though. Anyway, are you completely finished with them? Because in addition to movesets, there is SSE roles, Items, Stages, ATs, etc (although as Pokemon I don't think they'd have the latter 3.)
 

PKSkyler

Smash Lord
Joined
Apr 25, 2008
Messages
1,566
Location
San Diego
Very detailed, which is good. You have animation descriptions, hitboxes, damage and knockback. However, there is one thing... Hitmonlee's recovery is the same as my Hitmontop! :)

I'm sure it wasn't purposeful, though. Anyway, are you completely finished with them? Because in addition to movesets, there is SSE roles, Items, Stages, ATs, etc (although as Pokemon I don't think they'd have the latter 3.)
wow, sorry i didnt mean to make the recoverys the same!

but i think i could fit in a SSE role, but not really any of the other stuff
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
A New Challenger Approaches!

Darth Vader: Dark Lord of the Sith

Darth Vader doesn't play like any character you've ever played as before. Heavyweight, with a decent run speed and fantastic priority. Those lightsaber chops do lots of damage fast! He isn't without weaknesses though. His aerial game is poor to piss-poor and while his attacks do high damage, his knockback from the lightsaber is worse than most heavys. He also has trouble with fast moving characters, because while his blows come out quick, they take a while to finish, and he can be easily dodge-rolled. Of course a well placed D-Smash will make and dodge rolls unfrugal. Grabs are particulary effective with him. Most of his attacks cancel, making any button-smashing against him without a character with the priorit of metaknight is gonna get wasted quick. A smart player will take advantage of the ending lag of most of his attacks.

Power: 8
Speed: 6
Priority: 10
Ground Game: 9
Air Game: 4
Vertical Recovery: 7
Horizontal Recovery: 3
Weight: 10

Strong Against: Spammers of any sort, slow characters
Weak Against: Anyone who can dodge roll behind him and hit him during ending lag

Weight: Heavy
Height: 7 feet
Fallspeed: Fast unless Up special is used, then slow
Walk Speed: Terrible
Run Speed: Great
1st Jump: Poor
Second Jump: Decent
No Crawl, Wall Jump, or Wall Cling

Move Set:

Standard A: Swipes his lightsaber quickly forward in a wide arc: 5%
A A A Combo: Swipes, quickly cuts, then follows with a wide arc: 5%, 3%, 7%
Dash Attack: Drives his lightsaber straight forward, causing hitstun 6%

F-Tilt: Strong Side Slash: 9%
U-Tilt: Strong Overhead Slash:11%
D-Tilt: Fast Side Slash: 7%

N-Air: Slashes in a 180 degree arc forward: 4%
D-Air: Kicks the enemy below him, a good spiker: 5%
B-Air: Throws his lightsaber behind him about 4 feet: 5%
F-Air: Slashes from right behind him to directly infront of him, sweetspot at end: 6%
U-Air: Does a quick Slash straight up: 5%

Up-Smash: holds his lightsaber down, then brings it up to create a wall of death: Up to 26%
Forward Smash: Leans back and does an overhead and then a side slash: Up to 31% (total)
Down Smash: Does a cool pose, then spins like a mastersword near the ground: Up to 22%

Grab: Grabs them and lifts them into the air like in Episode IV. Can be linked from N-Special.
Grab Attack: Beats them with a lightsaber: 4%
Up Throw: Lifts them into the air, tosses them up, and whacks 'em with a lightsaber: 8%
Down Throw: Throttles him, then throws him to the ground: 10% (but bad knockback)
Back Throw: Throttles, then pivots and throws: 9%
Forward Throw: Throttles, leans back, and throws forward: 9%

Down Special: Force Choke: Vader can only walk but the enemy is lifted in the air, cannot move, and takes constant damage. (About 2.5% per second) Has a range of about 12 feet. Hitting Z while choking sends them flying into Vaders fists for a grab. Enemy can make a tech to recover when it ends. Vader cannot attack, jump, run, or grab anyone else. If Vader uses it constantly diminishing returns will eventually nullify all effects temporarily.

Side Special: Saber Throw: Vader quickly throws his saber forward, cancelling enemy attacks and doing 11% damage. Goes forward 20 feet and back in just under two seconds. Without his saber Vader is frickin' vulnerable though. Height and distance can be controlled by controller position when the sword leaves and when it turns around.

Up Special: Flys up and slams down with the lightsaber. Nothing you haven't already seen. 9%, recovery move. Good knockback if you ever get a chance to use it.

Neutral Special: Force Push: Pushes enemies, projectiles, boxes, pokemon away from where he is facing, dream edgeguarder, cannot be deflected by other projectiles, pushes shielded enemies, does 4%.

Final Smash: Flies away in a TIE Fighter. The Death Star then shoots the platform, effectively hitting every character anywhere near the battlefield with a fully charged smash attack. You do not want Vader using his final smash. Unless you are Vader. Death Star is destroyed if Fox, Falco, or Wolf are playing, and Vader is KO'd. Comprable to Deoxys's Hyper Beam.

Strategy: Be quick and clean. Use his relatively fast smashes to make little kids cry, and finish with a grab or smash or whatever. His high priority in combination to good damage makes him a nightmare to any buttonsmasher. If you want to kill noobs without trying he is your man. If you want to kill skilled dodgers with strong strategies and great aerial game, cry.
 

IvoryFlame

Smash Journeyman
Joined
Jun 2, 2008
Messages
234
Location
Salem
I just don't want any one to get offended by the moveset
Nah it's cool. I pretty much knew as soon as I posted it it was a ba didea. I gotta say I was pretty surprised by the positive reaction it got! :laugh:

I'll probably just do Rorschach from Watchmen.
 

Chris Lionheart

Smash Champion
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Apr 6, 2008
Messages
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Location
Make Your Move
http://smashboards.com/showthread.php?p=4412598#post4412598

I've edited my entry Chris and Ryann once more, changing the picture used to give a basic idea of what Ryann looks like (and changing the differences description accordingly.) I've also changed its organization (and some of the attacks) to make it more efficient. A description of the logo was also added.

Should be just right now :)

And the Hitler thing was kind of funny (especially the Kirby Hat). I'm surprised it got such a positive reaction though.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
The thing is, I'd randomly stumbled on that picture searching for fake Kirby hats earlier in the day, so when the subject arose, I just found the whole thing kind of funny. I think most people really just considered it a joke, so nobody was offended.


EDIT: Okay, what about this? I have a completely original game idea, and I'd like to try to give the main protagonist a moveset and submit him. But as far as backstory goes, I don't really want to give away the whole plot of my game (who knows, maybe I'll actually make it someday), so how much/what would probably be good? Also, I'm no great artists, and obviously I can't get pictures... Should I just do my best and hope you can all get a rough idea based on my lacking artistry?
 

-Slash-

Smash Cadet
Joined
May 10, 2008
Messages
29

Garchomp is a pokemon from the 4th generation

Stats

Power: A
Range: B-C
Damage: Medium
Attack Speed: B-D
Movement Speed D
Falling speed: Fast
Weight- Very heavy
Recovery: C
Jump height: Low
Combo ability: D

Ground Attacks-

A: A quick headbutt- Has the same properties as ganons Neutral A.

Knockback: Medium
Speed: Fast
Range: Medium
-------------
Dash A: A falling tackle- Sort of like Dedede's dashing attack but not as silly looking. It has long ending lag.

Knockback: High
Speed: Slow
Range: Medium
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Forward Tilt: 2 hits, Garchomp crosses his arms inward, hitting the foe with the fins on his arms. Pressing the attack button again makes him uncross his arms, which also hits them. The second hit has WTF knockback, sort of like snakes F-tilt.

Knockback: WTF
Speed: Medium
Range: Medium
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Up Tilt: Garchomp crouches and Jumps up quickly to hit the opponent with the fin on his back, this move kind of sucks, but is quick.

Knockback: Low
Speed: Fast
Range: Low
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Down tilt: Garchomp crouches and does a quick, low slash with his tail, this moves sometimes trips people.

Knockback: Low
Speed: Fast
Range: High
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Forward smash: Garchomp raises his arms together with the fins facing down and does a hammer fist type attack with his fins.

Knockback: High
Speed: Slow-Medium
Range: Low
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Up Smash: Garchomp braces himself and does a really cool looking Backflip useing his tail to attack.

Knockback: Medium-High
Speed: Medium
Range: Low
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Down smash: Gachomp spins around once quickly using his tail to swipe the ground on all sides of him, Pwns people who like to spam roll.

Knockback: Medium
Speed: Fast
Range: Medium
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Aerial attacks-

Neutral air: Garchop spins quickly to damage foes all around him, resembles falcos N-air.

Knockback: Low-Medium
Speed: Fast
Range: Low
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Forward air: Garchomp turns horizontally and spins hiting up to 3 times, resembles falcos F-air.

Knockback: Medium (on final hit)
Speed: Medium
Range: Low
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Back air- Garchomp Trusts his back out, hitting the opponent with the fin on his back.

Knockback: Medium-High
Speed: Slow-Medium
Range: Low
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Up air- Garchomp Bites the air above him.

Knockback: Low
Speed: Low
Range: Low
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Down air- Garchomp trusts his tail below him powerfully down, this move can spike.

Knockback: High
Speed: Medium
Range: High
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Grab and throws

Grab- Garchomps grab is unique since he has no fingers (**** you evolution), he grabs people by biting them, throwing them down and holding them down with his feet. He has medium grab range.

Pummel- Garchomp stomps.

Forward throw: Garchomp body slams the foe.
Knockback: Medium

Back throw: Garchomp bites the opponent by their neck and throws them backward .
Knockback: Medium

Up throw: A unique throw, Garchomp grabs them with his mouth and throws them up but does no damage and has set knock back, allows you to follow up with any move EXCEPT another grab. this throw has long hitstun, so they cant escape what ever move you do.

Down throw: Garchomp bites the foe by the neck picks them up and slams them on the ground
Knockback: High
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Special moves- All of these are based on moves garchomp can learn in pokemon DP

B- Dragonbreath: Garchomp sends out a Blueish green fire ball that damages and stuns the opponent, sort of like Zamus's paralyzer.

Knockback: None
Speed: Medium
Range: High
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Forward B- Double edge: A chargeable tackle move, Like pikachus skull bash. Super armor frames while you are using the attack but not while charging. When you land this move garchomp takes 10 damage. this is one of garchomps recovery moves.

Knockback: Low- very high (depending on how long you charge it)
Speed: Slow
Range: Low
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Up B- Twister: a blue tornado surrounds garchomp and carries him upward about as far as charizards Up b, this moves has a very large hitbox and some super armor frames. this is his other recovery move.

Knockback: Low
Speed: Medium
Range: Low
-------------

Down B- Earthquake: Garchomp lifts one of his legs up and stomps the ground, sending out a shock wave on both sides of him, this move cant be used in the air.

Knockback: Medium
Speed: Slow
Range: High
-------------

Final smash- sandstorm: Garchomp roars and summons a sandstorm that covers the entire stage, this makes whoever garchomp is fighting take constant damage (does about 40 altogether) and hitstun. Garchomp is free to walk around and hit people while this is happening. Lats about 10 seconds.
 

TheJalapeno

Smash Ace
Joined
May 29, 2007
Messages
555
Location
The Big CA
I used Weird Al Yankovic's moveset set up as a template if that's alright >_<;;

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

"Crash Bandicoot”
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Description
He’s everyone’s favorite Bandicoot, he fights using his own special brand of martial arts and some of the items he’s amounted over the years. Wacth out for this bandicoot, he’s got more going for him than you think…




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Notes

Crash is of course a lightweight in the games as it’s usually a one shot that takes him down (unless he’s wearing a mask) So this translates to him being lower-middleweight, an example would be Mario or Sonic. He attacks with a mixture of small weak hits and big powerful hits, he’s a truly bizarre character with a style all to his own. He’s not just a bunch spin attacks.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~*

A Attacks

A: Right Hook (6% damage)

Crash shoots out a right hook, it’s the meat of the attacks as it’s the one that stuns them momentarily. He’s able to follow it up with a speedy left hook.

AA: Left jab (4% damage)

His second speedy hit, it does a little bit less than the first hit and is just a simple jab with his left.

AAA: Uppercut (4% damage)

It’s the final part of the hit and also the one with the most knockback, think half of Ike’s knockback with HIS AAA combo. He simply rockets his right upwards and it slightly launches the foe slightly upwards, his face is one of surprise.

Dash A: Slide kick (7% damage)

Crash simply slides forward for a good distance, he shrinks pretty well, so it can be used to duck under some attacks. A very faint brown trail of smoke follows him.

Forward/ Backward Tilt A: Two handed push forward (12% damage, 25% chance of tripping foe and Crash)

Crash wants you off of him! So he makes a desperate lunge forward for you to get off of his grille, his face is one of strain. He stumbles forward afterwards a bit, but that’s a pretty good trade off for the knockback it does.

Up-Tilt A: Flying headbutt (14% damage, good knockback)

Crash crouches for a split second a throws himself upwards head-first. The attack is pretty good with both damage and knockback and it causes electrical damage (Crash’s brain is all kinds of scrambled, who knows…) It’s hard to get off due to the hitbox being Crash’s head (which is till pretty huge)

Down-Tilt A: The splits (9% damage)

Crash slips and does the splits (complete with a painful sounding crunch), it covers both his sides and the distance is decent, Crash’s face is of pain, IMMENSE PAIN. He quickly springs back up.

> Smash A: Passion punch (17% uncharged, 25% fully charged)

Crash cranks his fist backwards, his face strained and lunges forward fist first, when the attack hits, Crash stumbles forward a couple steps, but the attack is comparable to Sonic’s (if not a bit stronger.) If the attack misses, he sighs and continues fighting.

^ Smash A: Wumpa Rocket! (22% uncharged, 35% fully charged)

Crash takes out his wumpa fruit rocket launcher and aims it an angle, but as he’s charging the Wumpa rocket it’s moving at an arc starting at angle to whatever side he inputted the Smash attack eventually going above him and then at an angle to his other side. The attack is like Snake’s mortar and very powerful. The longer it’s held the farther and faster it goes.

V Smash A: Topsy-Turvy (12% uncharged, 20% fully charged, knockback isn’t great)

Crash winds himself up and does spins, each with a slash effect. It has sort of a vacuum effect to it. The longer held the more spins he does. The attack is again to put some distance between you and the foe.
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Aerial Attacks


Neutral A: Spinning Crash (9% damage)

Crash spins around in a circle (kind of like Lucas) and damages anyone in his vicinity. Just a simple spin attack.
> Tilt A: Crash kick (15% damage, amazing knockback)

Crash winds his leg back up for a second and kicks his leg forwards (think Wolf’s Utilt in mid-air) the attack does great damage and the knockback is Like Ike’s F-Air. Another bonus is if he hits with his heel it becomes an electrical meteor smash at an angle. The landing lag is pretty gnarly though.

< Tilt A: Mid-tornado (12% damage altogether, decent knockback)

Crash tilts to the side (like Mario’s bair) but he kicks one leg forward then the other one in quick succession right after each other. (Like Sonic’s Fair except with his lower half.)

^ Tilt A: Mid-air back flip (11% damage)

Crash does a backflip in mid air and he does good damage, it knocks the opponent opposite of his direction if he sweet spots it, no damage change if sweet spotted though.

V Tilt A: Belly flop (13% damage, with spike possibility)

Crash shoots down belly first at a speed like Game and Watch’s dair, it has high priority and some super armor frames at the beginning. The starting lag is bizarre as he stretches his arms out and THEN begins to fall. It can spike really well.
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Grabs and Throws

Grab: Stumbling grab (+5% Damage with the imitation Crash)

Crash stumbles forward and trips onto his opponent. He grabs his opponent by the shoulders. But occasionally he’ll pull an imitation Crash to bite the opponent dishing out some extra damage (12% of this).

Grab Attack: Head-butt (3% damage) Imitation Crash bite (5% damage)

He grabs his opponent and head butts them, his Mohawk getting messier each time he does it.
The imitation Crash chomps the foe, makes the slash sound as bandicoot teeth are usually tough.

> Throw: Crash kick

Crash just grabs his foe and kicks them on the rear forwards, they slide forwards pretty far.

< Throw: Crash trip kick

Crash sticks out his leg and trips the foe backwards, kind of like Snake’s but the knockback isn’t as high, and Crash can be caught giggling after the attack.

^ Throw: YIPEE!

Crash locks himself arm and arm with his foe and tosses them upwards while yelling “Yipee!” they fly pretty far up considering how excited Crash is.

V Throw: Crash slip!

Crash looks like he’s about to do something intense, but he slips and falls on the foe instead. They bob away but he springs back up and scratches his head.
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B Attacks

Neutral B: Wumpa fruit! (5% per fruit)

Crash takes out a wumpa fruit and chucks it at his foe. The wumpa fruit is a source of currency in his home world and his favorite meal to snack on. Each wumpa fruit does some good damage, but it flies at a sort of arc, the longer held the more straightened it gets. You can quickly chuck the wumpa fruit but it’ll be at an angle and is best used for edge guarding and stopping aerial approaches.

> Tilt B: TNT/ Nitro crate ( Initial hit 3% damage, TNT explosion= 25% damage, Nitro= A whopping 50% damage)

Crash winds his foot back and kicks out a TNT crate, the crate is like a timer and it counts down from 3 to 1 and explodes. The damage is good and the radius is pretty large, it slides out pretty far and Crash can kick it even further if he runs and presses Side-B again, it can be slid back by running at it. If it’s attacked it instantly explodes. if done in mid air it goes out a bit but then plummets down, and if used smartly gives Crash an extra jump. Occasionally a Nitro cart will come out and it instantly explodes when it lands on somebody, the Nitro crate is twice as strong and has twice as a big of a radius of explosion.

^ Tilt B: Crash Jet pack (15% damage with initial kick start)

Crash dons a jetpack and a suit to go along with it. The jetpack acts kind of like Robs but it doesn’t need to be charged while on the ground, but rather it charges the longer you hold up b. But once you’ve got a nice charge you can fly just about anywhere. Damage is done by the initial kick start of the attack but other than that you can hit him out of it. The suit (which is a bomber jacket, a helmet and goggles) goes away after he’s done with the attack.

V Tilt B: Classic spin attack (11% damage)

Crash does what he does best, he twirls around like a bafoon. You move around by repeatedly tapping down B but you can only do it so much until he eventually gets dizzy. It’s good for getting horizontal distance and at the middle of each attack he has SAF’s. The range and knock back isn’t great but it’s good for getting the enemy off of you and approaching offensively if need be.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~*

Final Smash




AKU-AKU Mask

In the games after you collect three masks Crash glows and becomes invincible (except for falling) so in the games after he’s got a Smash ball three masks fly out, combine, and fly into his face. Crash becomes both Super fast, strong, and invincible. His spin attack gets the greatest buff as it sucks in opponents for the whole thing and does double the damage. Watch out for this creature!
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Taunts

Taunt 1:

He turns towards the screen and lifts one eyebrow up

Taunt 2:

Aku Aku comes out of his pocket and flies around him, making him dizzy

Taunt 3:

He turns toward the screen again and sticks out his tongue while wiggling his fingers near his head
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Victory Poses


Victory Pose 1:

He spins around and then winks at the audience.

Victory Pose 2:

He jumps on a box, breaks it and does a back flip out of it.


Victory Pose 3:

Crash grabs what looks like 1 wumpa fruit tosses it in the air and about seven fall down instead into his mouth.


*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~*
Etc…

Idle
Crash after looking around pulls out a yo-yo and begins playing with it.

Entrance
Crash rides in on a boar who comes to a screeching halt and tosses him on the ground.

Victory Music

Crash theme song
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GreatClayMonkey

Smash Lord
Joined
Sep 24, 2007
Messages
1,674
Location
Rigging the enemy base with explosives, which is l
The thing is, I'd randomly stumbled on that picture searching for fake Kirby hats earlier in the day, so when the subject arose, I just found the whole thing kind of funny. I think most people really just considered it a joke, so nobody was offended.


EDIT: Okay, what about this? I have a completely original game idea, and I'd like to try to give the main protagonist a moveset and submit him. But as far as backstory goes, I don't really want to give away the whole plot of my game (who knows, maybe I'll actually make it someday), so how much/what would probably be good? Also, I'm no great artists, and obviously I can't get pictures... Should I just do my best and hope you can all get a rough idea based on my lacking artistry?
for the picture just do your best however I do have to count the backstory against you sorry

Saddly crash was in the last contest and cannot be resubmitted
 
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