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Make Your Move 3.0-Starts Soon

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SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
I just go in order but all will be rerated before voting but only if chages have been made
Good to know. I've been hurriedly looking for anything to change on my first couple of submissions, since they're in line to be judged soon. So if we mention we've done further updates we'll get rerated at the end?
 

HYPER-MAN

Smash Rookie
Joined
Feb 23, 2008
Messages
9
I'm not sure if someone already tried this but, hey!

DRY BONES:



Stats
Size: About Mario size
Weight: Light
Jump: Normal?
FallSpeed: kinda slow.
Speed: medium
Power: medium
Crouch: Goes on all fours.
Jumps: 2
Wall-Kick: No
Wall-Cling: yes (for some reason)
Glide: No
Crawl: Yes

Standard Attacks
Standing A -- "Dead Claw":Normal clawing attack.
Side-Tilt A -- Skull smack: A forward head attack.
Up-Tilt A --??
Down-Tilt A -- A spinning low kick.
Running A -- Head-first tackle attack.

Smash Attacks

Side Smash -- Bite. I don't know why, I would want him to have a bite attack.
Up Smash --Claw-Up: an up claw attack.

Down Smash --

Air Attacks
Neutral Air --spins in the air.

Up Air --claws upward
Down Air --kicks downward
Forward Air -- ?
Backward Air -- ?

Grab/Throw Attacks
Grab: Stretches arm a little bit longer than they really are,

Forward Throw -- Pushes opponent forward

Backward Throw -- tosses behind him.

Up Throw -- Hits opponent up with skull.

Down Throw --??

Air Dodge: Sir Kibble spins to the side, avoiding damage.

Special Attacks
Standard B -- Bone, just like Luigi's fireball, a forward projectile.

Side B -- Front kick

Up B --Uppercut punch

Down B -- two handed down attack.

Final Smash
Final Smash --Starts throwing bones forward repeatably, used like R.O.B.'s.

Taunts
Up Taunt -- Cackles

Down Taunt -- Falls apart and reassembles.

Side Taunt --Does a little dance.

Stage
I guess he would have something to do with any Boo related levels,

VictoryPoses
Victory 1: Jumps for joy and laughs then falls apart accidentally.

Victory 2: Throws a bone left, then 1 right, then does a (Yoshi-esque) "bad ***" pose.

Victory 3: Throws a bone up and catches it, then laughs.

Extras
Symbol: Mushroom Kingdom symbol or the Bowser symbol.

Kirby Hat: Dry Bones' (jaw-less) skull is covering the top half of kirby.

Entrance: Bone pile rolls onto the stage and assembles into Dry Bones.

Colors: Default: Grey and white. (Yellow eyes unless said otherwise)
Alternatives:
-White bones and grey limbs (reversed of normal)
-Red-tint body and red limbs (reference to Red Bones (Blue eyes)
- Blue body, Purple shoes, red eyes, (reference to Dark Bones)
-Brown Body, and shoes, (reference: Dull Bones)
-Black Bones with white outlines, (I think this would be awesome)

Wii Remote Sound: Normal bone Cackling.

SSE Role: ???

To Unlock: Clear Unlock King Boo and maybe some other haunted related characters.
 

HYPER-MAN

Smash Rookie
Joined
Feb 23, 2008
Messages
9
Assist Trophies


Bongo Bongo: the boss from the shadow temple from LoZ:OoT
He would be like Andross go behind the stage and bang his hands on the stage. The top of his hands could be accessible as platforms. if near the sides of his hands, you get damage, if right under the hands, you'll get put in the ground.
(Extra note: for Zelda fans, when he's doing his thing, he would have to make his weird noises.)


The Master: from Paper Mario (N64)

The Master would do one of three things.

1: (red version) would do ahem pose then slowly walk around and walk toward opponent(s) and when near one do a one-handed attack on 1 opponent, causing about 25% damage.

2.Like the picture, changes into yellow version and flies around doing kicks, uppecuts, and such, Somewhat similar to Knuckle Joe.

3.More like #2 part 2. Does the same thing as #2 but is steaming yellow and does the same thing but faster and more lethal.


Pianta: A mustached Pianta (sorry, couldn't find a pic)
Walks around and if near anyone, throws them upward sometimes in a curved direction.


Pleah, I was bored....
 

IvoryFlame

Smash Journeyman
Joined
Jun 2, 2008
Messages
234
Location
Salem
Alright Smash Fans, here it is: My story for Make Your Move 2.0, which will heretofore be called:

THE GREAT SUBSPACE CRISIS!!!

Here are the characters I used:

Stephen Colbert
Rorschach
Dimentio
Dry Bowser
Tails Doll
Jimi Hendrix
Weird Al Yankovic
Travis Touchdown
Ryu
Old School Mario
Deoxys
Trogdor
Geno
Skull Kid
Squanto
Judy Nails
Duffman
Paula
Hariyama
K.Rool
Chain Chomp
Juggernaut
Primid
Mary Sue
Crash Bandicoot
Daisy
Animal Crosser
Fred Fredburger
Petey Piranha
Bowser jr.
Pinstripe
Jaffar
Rayman
L block
Marcus Fenix
Dr.Doom
Sephiroth
Tabuu

Now then, on to the story:

Prologue:

A screen caption reads: Earth-X
Tabuu, following his defeat in Brawl, falls from the sky onto a brand new earth in another universe. He is found by a person unseen by the camera. Tabuu reaches out in pain, but then falls to the ground motionless. The camera pans out to show a hole in his chest and that ball thing missing. The unseen figure raises his hand and holds the little ball triumphantly.

Next, we see another Earth. The screen caption reads: Earth-1. Crash Bandicoot & Old School Mario are fighting at the Coliseum. Daisy and Mary Sue are in attendance. After the player wins, A portal to Subspace opens, and Tails Doll emerges, along with a rain of Shadow Bugs. Crash, Mario, Sue, and Daisy unite to defeat the hoards. After they defeat the Shadow Bugs, Tails Doll sends a giant Dark Chain Chomp tied to a block to take care of them, and then flees, but not before dropping a ticking Subspace Bomb and turning Daisy into a trophy. The remaining three battle the Chomp and upon defeating it, reanimate the Chain Chomp trophy, revealing a docile, friendly creature. Suddenly the Subspace Bomb goes off, but the heroes flee on Chain Chomp’s back.

STAGE 1: The Coliseum (BOSS: Giant Dark Chain Chomp)

We see yet another earth, called Earth-2. It’s another night on Stephen Colbert’s show, The Colbert Report, where musical guests Jimi Hendrix, Judy Nails, and Weird Al are performing. Suddenly, another Subspace portal opens, and King K.Rool emerges with a host of Shadow Bug creatures. After Stephen, Judy, Jimi and Al defeat the bugs, K.Rool summons a mutated Trogdor to battle them. K.Rool also swings down and kidnaps Weird Al. The remaining three battle mutated Trogdor and free him once he is defeated. Trogdor joins them. They are then forced to flee to avoid a Subspace Bomb that engulfs Stephen’s Studio.

STAGE 2: The Studio (BOSS: Mega-Trogdor)

In Subspace, Weird Al tries to defeat K.Rool and escape, but is stopped by the appearance of Skull Kid. Weird Al flees and finds a strange portal to what looks like his earth, and he jumps through it.

Meanwhile, back on Earth-1, Rorschach is patrolling his city, when he sees something far away falling from the sky. He investigates, and discovers Weird Al. The two recognize each other as friends, and just in time, as another swarm of Shadow Bugs appears.

STAGE 3: The Countryside

On Earth-2, Squanto is defending his tribe from the vicious Shadow Bug onslaught. Suddenly, a crimson figure bursts from the ground below: It’s Juggernaut, equally vexed by the creatures. The two team up to win the day and find the source of the threat.

Meanwhile, a lone Primid is seen activating a Subspace bomb before running away.

STAGE 4: The Reservation

On Earth-1, Skull Kid watches from afar as another Subspace bomb detonates. He is approached fro behind by this world’s Bowser, looking to help in hopes of defeating his nemesis Old School Mario. Skull Kid enlists him, but not like you’d expect: He uses his power to turn Bowser into Dry Bowser!

At Bowser’s Castle, Bowser jr. watches his father’s fate, terrified. Bowser jr. Vows revenge on Skull Kid and heads out to defeat Skull Kid. But suddenly, Junior finds his castle besieged by Subspace creatures! Junior fights his way out, and upon his exit, discovers help in the form of Geno! The two team up in hopes to save the world.

STAGE 5: The Castle

Back on Earth-2, Ryu is fighting a losing battle against a giant R.O.B., when Jaffar, the Angel of Death comes to his rescue. The two team up and defeat the robot, but then Travis Touchdown and K.Rool appear. Touchdown, having been hired and paid extremely well by K.Rool and the Subspace forces, engages the two, but when they begin to win, he is rescued by K.Rool in his rocketbarrel. Jaffar and Ryu chase Travis and K.Rool, but to no avail.

STAGE 6: The Fields (BOSS: Giant R.O.B.)

On Earth-1, Rorschach and Al are continuing their search when they run into Chomp, Crash, Old School Mario, and Mary Sue. They team up, just as a swarm of Subspace beings, this time led by Pinstripe Potoroo, appears. Pinstripe, upon seeing Crash, becomes enraged and attacks him head on. Crash defeats him, and Pinstripe is turned into a trophy. Mary Sue reanimates him, hoping to reason with him, and Pinstripe runs away. The heroes go on to defeat the Subspace foes before another Subspace Bomb can be activated.

STAGE 7: The Plains (‘Boss’: Pinstripe)

On Earth-2, Stephen, Jimi, Judy and Trogdor are chasing K.Rool and Travis, but are unable to reach him because of the rocketbarrel. They continue chasing them until Travis jumps out to deal with them. After the heroes defeat him, he explains he isn’t evil, it was just the job. Stephen then offers Travis twice what K.Rool paid him to switch sides. Travis agrees.

STAGE 8: The Streets

Also on Earth-2, Juggernaut and Squanto continue battling Subspace creatures until they run into Ryu and Jaffar. The 4 team up and continue battling.

Elsewhere, an unseen figure viciously cuts through Subspace foes with what sounds like a chainsaw.

STAGE 9: The Valley

On Earth-1, Paula Polestar is running through the woods trying to escape Petey Piranha and the Subspace monsters. Petey, yet again in league with the Subspace Army, seems to corner Paula, but Hariyama comes to her rescue. Instead of fighting, Petey activates a sleeker, faster Galleom model and flees.. This new Galleom attacks Paula and Hariyama, but they defeat it, and, like it’s predecessor, Galleom Mark II runs away before being destroyed.

Elsewhere on Earth-1, in a bathroom stall, two stubby green feet can be seen, and an annoying song is heard…

STAGE 10: The Forest (BOSS: Galleom Mark II)

Also on Earth-1, Animal Crosser is minding his business in his village when Deoxys and Dry Bowser appear, with Shadow Bugs in tow. Crosser defeats the minions but Deoxys and Dry Bowser have disappeared. Bowser jr. and Geno appear after the battle, having just missed their target. Animal Crosser joins them.

In Subspace, Trophy Daisy is reanimated by….a Primid?!?

STAGE 11: The Village

On Earth-2, Duffman is battling the Subspace army, but is attacked by Galleom Mark II, who somehow came from Earth-1 to Earth-2. Duffman defeats it, but Galleom Mark II explodes with a Subspace Bomb in its chest, and Duffman is sucked into the void.

Stage 12: The Grasslands (BOSS: Galleom Mark II)

Back on Earth-1, Rorschach, Weird Al, Chain Chomp, Crash, Old School Mario, and Mary Sue continue their search, and catch up to Tails Doll. TD sics Petey Piranha on them but he is defeated. Angrily, Tails Doll retreats.

Stage 13: The Wastelands (“boss”: Petey Piranha)

On Earth-2, Marcus Fenix continues tearing through Primid with his bayonette. He battles them mercilessly, but is blindsided by Skull Kid and turned into a trophy. Skull Kid takes him to Subspace and meets with all the other villains: Pinstripe, Tails Doll, K.Rool, Dry Bowser, Deoxys, and the Primid who secretly freed Daisy. They are addressed by the off-screen leader, and none see Primid sneak away. Primid reanimates Marcus and leads him to his secret room where Daisy and Duffman also are.

Stage 14: The Subspace Gate

Stephen and co. continue fighting Subspace Creatures, and end up running into Squanto, Juggernaut, Jaffar, and Ryu. They team up, just before King K.Rool appears with his relative, Kaptain K.Rool to defeat them. However, Kaptain is defeated, and K.Rool flees once again.

Stage 15: The Mountains. (BOSS: Kaptain K.Rool)

Back on Earth-1, Animal Crosser, Bowser jr., and Geno are in a museum fighting the Subspace creatures. From the Museum bathroom emerges Fred Fredburger, who joins the fight, although whether or not he’s welcome is unknown.

Stage 16: The Museum

In Subspace, Primid explains to Duffman, Daisy, and Fenix that he was and still is loyal to Tabuu. The new leader of the Subspace Army is not Tabuu, and this Primid refuses to truly obey anyone but Tabuu. He resurrected the three warriors to help overthrow the new ruler who usurped Tabuu’s power. The group is overheard by Deoxys, who engages them. They defeat it, and it is revealed Deoxys was mind-controlled, not really evil. Deoxys joins the resistance.

Stage 17: Subspace

Back on Earth-2, Tails Doll and Skull Kid set off another bomb successfully, when Skull Kid attacks Tails Doll, intending to stab him in the back and get TD’s share of “Tabuu”’s reward for serving him that was offered the villains. The player chooses a villain to play, and depending on who is chosen, one of two things will happen. Either The Tails Doll trophy or Skull Kid trophy will be left unattended by the victor, who will flee. The trophy of whoever will then be found by Rayman, here to join the fight. Rayman will either team up with Skull Kid or Tails Doll to defeat a hoarde of Subspace creatures.

Stage 18: The Battlefield.

On Earth-1, Bowser jr., Geno, Fred Fredburger and Animal Crosser finally catch up to Dry Bowser, who is now teamed with Pinstripe Pondoroo. They battle, and the heroes win. Junior reanimates the Dry Bowser trophy, and DB now recognizes his son. They embrace, and Dry Bowser then “persuades” (e.g. beats up) Pinstripe until he agrees to switch sides.

Stage 19: The Swamp

Back in Subspace, either Tails Doll or Skull Kid, depending on who won the fight in stage 18, will join Primid’s resistance team.

Meanwhile, on Earth-1, Old School Mario, Crash, Mary Sue, Chain Chomp, Rorschach, Weird Al, and Petey Piranha are in the forest fighting Subspace drones when Hariyama and Paula appear to help. Suddenly, a giant angry wiggler appears, and the heroes have to defeat it.

Stage 20: The Jungle (BOSS: Wiggler)

In Subspace, K.Rool, the last truly loyal villain, appeals to the leader of the Subspace Army, who is unseen by the player. The leader uses his power to mutate K.Rool into a giant T-Rex like creature and sends him to deal with the heroes of Earth-2: Stephen, Judy, Jimi, Trogdor, Squanto, Juggernaut, Jaffar, and Ryu. He does so, but they defeat and “Convert” him.

Stage 21: The Ruins (BOSS: K. Rex)

Rayman and his traveling buddy end up meeting Bowser jr., Geno, Dry Bowser, Animal Crosser, Fred, and Pinstripe and they all unite. The villain Rayman’s with will inform Pinstripe of the betrayal, and they head out to find other able-bodied fighters.

Stage 22: The Meeting Ground

On Earth-2, Stephen and co. use K.Rool to take them to Subspace, but something goes wrong and they end up on Earth-1 instead. They meet Old School Mario, Crash, Mary Sue, Chain Chomp, Rorschach, Weird Al, Hariyama, Paula, and Petey Piranha. Stephen and Al reunite and fill each other in on what has happened. All the heroes unite to stop the expanding darkness and get back to their own earths.

Stage 23: The Earth Bridge

In Subspace, Primid’s rebellion, composed of Primid, Duffman, Daisy, Tails Doll or Skull Kid (depending), Deoxys, and Fenix, attacks the ruler of the army (still unseen), but he casually uses his powers to warp all of Subspace and send them to another earth. They land there and find themselves in a world filled with odd block-based life forms. You guessed it--a Tetris-based world, called the Tetrisphere! They are attacked by a giant dinosaur made of out Tetris blocks, but aided by the L-Block, who joins them on their quest. They leave the Tetrisphere to gain more troops and try again.

Stage 24: The Tetrisphere (BOSS: Tetrisaurus)

Rayman, Tails Doll/Skull Kid, Animal Crosser, Pinstripe, Dry Bowser, Bowser jr., and Fred Fredburger use TD/Skull Kid’s power to travel to Subspace to confront the villain, who is at this point revealed to be Dimentio from Super Paper Mario. With a wave of his hand, Dimentio, using Tabuu’s power and having a Tabuu-esque design on his skin as well as the little ball glowing in his chest, turns the characters into dark versions of themselves.

Stage 25: The Subspace Fortress

Primid, Duffman, Daisy, Tails Doll or Skull Kid (depending), Deoxys, Fenix, and L Block arrive on Earth-1 and meet the other heroes already there. Everyone, except those in Primid’s group unites and travels to Subspace. Jinn watches them, and once they leave, takes the opportunity to use a massive amount of Subspace Bombs on both Earth-1 and Earth-2. In short order, both worlds are consumed by the darkness.

Stage 26: Subspace (2)

When the heroes reach Dimentio, he reveals the corrupted members of Primid’s team, and the heroes must battle them one at a time. After they have all been defeated and re-awoken by the heroes, all 34 characters stand against Jinn.

Stage 27: Subspace (3) (BOSSES: Dark Primid--Dark Daisy--Dark Tails Doll/Dark Skull Kid (depending)--Dark Deoxys--Dark Fenix--Dark L-Block.)

The characters take the fight to Dimentio, and seem successful. Dimentio, seeing he may lose the battle, begins to absorb all the energy in Subspace to make himself unbeatable. All the matter in Subspace is absorbed, and both earths seem to collapse into the void that is Dimentio. Earth-1 and Earth-2 collide into each other, collapsing into each other, seemingly destroying each other in a massive explosion. As all the characters look on in horror the screen fades to white.

Stage 28: The Throne Room (BOSS: Tabuu/Dimentio)

Old School Mario awakes to find all the heroes unconscious around him. They all seem to be in a sort of empty space, with nothing but plain white as far as the eye can see. Old School Mario awakes all of his comrades, and they all look around to find…well, anything, really. After awhile, they do find something…Dimentio, now mutated beyond recognition, with all the power of Subspace and everything that was in it!

Stage 29: The Void

All the characters rally against the new, seemingly god-like Dimentio, and through their persistence, are finally able to defeat him when Squanto, Travis, Jaffar, and Marcus plunge their weapons into the glowing ball in Dimentio’s chest, releasing Tabuu, though he is still weakened. Upon seeing this, Primid jumps forth to embrace his master, and the two disappear from existence in a flash of light. The white world everyone is in begins to collapse, and all our heroes an villains (except Primid and Tabuu) fall through the cosmos as Jinn’s control of reality is undone. Everyone ends up on Earth. Not Earth-1, not Earth-2, but a new earth, a mixture of the two, called Earth-Alpha, because Jinn’s malicious abuse of power had damaged the two alternate earths beyond repair. With the evil vanquished, all involved look down on an extremely weakened Jinn, and wonder what to do with him. And for the first time in a long time, Dimentio feels fear.

Stage 30: Dimension D (BOSS: Super Dimentio)

THE END

Now watch as the credits roll. But wait…don’t turn the game off just because the credits are rolling. As anyone who saw Iron Man knows, you should always stay tuned till after the credits for the…

Epilogue:
Depending on who you defeated Dimentio, with, one of two cut scenes will play after the credits. If you dealt the final blow with:
Rorschach
Dry Bowser
Tails Doll
Old School Mario
Deoxys
Geno
Paula
Hariyama
Chain Chomp
Mary Sue
Crash Bandicoot
Daisy
Animal Crosser
Fred Fredburger
Petey Piranha
Bowser jr.
Pinstripe
Dimentio (assuming you go back and do it again)
Dr. Doom (assuming you've unlocked him--see below)
…Then you will see Tabuu fall to the ground on an Earth called Earth-X. He falls into a crater on the ground, and it is shown that he only has half of the little ball glowing in his chest. Where could the other half be? Like in the prologue, Tabuu is found by someone. Instead of an unseen figure, Tabuu reaches out to see…Sephiroth! Sephiroth takes his hand and cackles as the screen fades to black. This ending unlocks Sephiroth as a playable character.

However, if you killed Super Dimentio with:
Stephen Colbert
Weird Al
Jimi Hendrix
Judy Nails
Travis Touchdown
Ryu
Trogdor
Skull Kid
Squanto
Duffman
K.Rool
Juggernaut
Primid
Jaffar
Rayman
L-Block
Marcus Fenix
Tabuu (he joins your party after you beat the game, regardless of ending, in case you want to retry missions)
Sephiroth (assuming you've unlocked him and then fought Super Dimentio again)
…Then you will see Primid fall onto the surface of an Earth called Earth-?, and create a crater of his own. Primid, crawls out of the crater, and is seen with the other half of Tabuu’s glowing ball implanted in his chest. Primid weakly reaches out, and his hand is clasped by…Doctor Doom! Doom laughs a throaty laugh as the screen fades to black. This ending unlocks Dr.Doom.

THE END!!!
 

gorgon.

Smash Ace
Joined
May 14, 2008
Messages
750
Location
Ontario, Canada
1. That was great. Thanks for including my Chain Chomp.

2. Small update to Chain Chomp and Hitmontop (a few attacks, animations, codec convos.)

3. I just realized someone made an Ephraim before me. Oops... is that breaking the rules? (Even though his moveset wasn't completed?)
 

IvoryFlame

Smash Journeyman
Joined
Jun 2, 2008
Messages
234
Location
Salem
Thanks for the positive feedback, guys. I have to admit it was inspired a little buy Crisis on Infinite Earths by Marv Wolfman and George Perez in 1985. It was a labor of love, though.

May we include original characters? Sorry if that's covered in the original post, I don't get along well with walls of text.

Yeah, original characters are allowed. And generally well received. The Super Eraser and Chris-&-Ryann movesets reveived great ratings on page 1.
 

IvoryFlame

Smash Journeyman
Joined
Jun 2, 2008
Messages
234
Location
Salem
Thought Sum Thing was fro ma webcomic.

He is indeed awesome, but I didn't know he was original.
 

Iron Thorn

Smash Lord
Joined
Jun 26, 2008
Messages
1,097
Location
Going to Gamelon. I'm taking the Triforce of Spag
Ah, thank you. The character in mind is an underage redhead girl with an inferiority complex. She can shoot the FIREBALLS YUM and generally burn things since she is the vessel of a canine fire spirit (don't ask me why it chose her, truth be told she's rather an idiot).

Sneak Preview:

- She can wall-kick.
- She handles somewhat similar to Diddy Kong, at least in my mind.
- She fights with twin daggers.

More on Eru tomorrow!
 

El_Duderino

Smash Apprentice
Joined
Nov 9, 2007
Messages
160
Location
NE
Thought Sum Thing was fro ma webcomic.

He is indeed awesome, but I didn't know he was original.
Yeah, he's from a webcomic. But I was the author of that comic, so he's still my creation. Sorry if there was confusion there.
 

Iron Thorn

Smash Lord
Joined
Jun 26, 2008
Messages
1,097
Location
Going to Gamelon. I'm taking the Triforce of Spag
Oh jeez, this is unnerving...


Name: Erutashi Orrandey
Age: 15
Sex: Female
Height: 5'3"
Weight: 122 lbs
Appearance: Click for pic!
Personality: Eru's personality is pretty complex and would be difficult to explain to TOTAL STRANGERS. But here are a few basic points: inferiority complex, scrappy, not the brightest (but not sofa king Wii todded either), heart big as Texas, can be jealous and/or petty around women who she perceives as being smarter/more beautiful/stronger, doesn't know how to relate to men. braver than she gives herself credit for. Very self-conscious about her small breasts and broad hips. Don't mention them to her or she'll attempt to rip your nuts off.

Short History: Before her harrowing misadventures in an alternate world, Erutashi lived with her parents and grandfather on a sheep ranch with sheep...and dogs...and sheepdogs. Because she was so far removed from the urban jungle but went to a public school, Erutashi grew up with few friends despite her gregarious nature, due to her social awkwardness and lack of sophistication with girls and her unsureness of how to behave around boys. By her sophomore year in high school, Eru had become lonely and jealous, with a low self-esteem and an irritating predilection for clinginess. However, through some mechanism that my friends and I have yet to work out, she, along with 4 other dumb teenagers (well, okay, she and this one guy are the only really dumb ones), is transported to a strange world, where she soon finds her most fundamental beliefs shaken (no, she is NOT a fundamentalist, she is Catholic. Fundamentalists tend to annoy me) as she learns she is the chosen vessel of a canine fire spirit, but only one of many humans chosen as vessels by these critter-deities.

Size: 1 head below Marth
Weight: Middle lightweight
Jump: Moderately good. No extra jumps.
Speed: 3rd fastest in the game (after Sonic and either Captain Nipples or Fox)
Attack strength: Comparable to Metaknight
Wall Cling: Yes
Wall-kick: Yes
Crawl: No
Traction: Total crap
Final Smash: Do not let her near the Smash Ball. I repeat, DO NOT LET HER NEAR THE SMASH BALL.


Yikes, I'm getting ADHD again. I'll come back and edit this later.

EDIT:

A Attacks:

Neutral A: Jab - pretty straightforward, Erutashi stabs out with the dagger in her right hand.
Neutral A twice: Double Jab - Does two dagger swipes, one with each hand.
Keep tapping Neutral A: Frenzy stab - wildly stabs in front of her, alternating daggers, until you stop pressing A. All neutral A attacks are really, really weak.

Side Tilt: A straight kick parallel to the ground. Decent knockback and very fast, but weak.

Up Tilt: Crossed upward dagger thrust, direction is the direction you're facing before you made the attack. Mediocre damage, but nice hitbox and good range.

Down Tilt: A pirouette kick, comparable to Zelda's down-smash...EXCEPT IT'S NOT A SMASH. Fast as lightning, the sweetspot is the toes and ball of her foot, where it's strong enough to OHKO an alloy (only on Easy, though). It it sourspots, it's pretty freakin' weak.

Forward Smash: Cerberus Fangs - Erutashi thrusts both flaming daggers straight forward. Her strongest A move, but one of her slowest. This is her main KO move; one of the great esoteric secrets of playing as Eru is using the C-Stick to speed up her fsmash.

Up Smash: Inverse Stomp: Eru gets into a handstand, thrusting her legs straight up. The hitbox is tiny, but this spike is decently strong and quick to execute.

Down Smash: Burning Scissors - Eru jumps a little into the air and does a burning scissor kick. Damage is average, but knockback is high. Use this to clear out some breathing room.

Air neutral A: Dagger Spin - as the name suggests, a spin attack with daggers. This move is more or less a waste of space, but doesn't every character have those moves?

Air Back A: Tail Sweep - Erutashi's flame pseudo-tail lashes out behind her. It has amazing range, but the power is nothing to write home about.

Air Down A: Divebomb - Erutashi dives headfirst downward, stabbing and igniting the skull of any poor sap who finds themselves in her way. The attack is fast and decent in power, but the long recovery period makes it quite situational.

Air Forward A: Frog Kick: - Draws in her legs and does a two-legged kick. A pretty crappy move, not very useful.

Air Up A: Torch Fist - Punches straight up into the air with a flaming fist. Small hitbox and laggy recovery, but strong and quick to start up - best used as a KO move.


SPECIAL ATTACKS:


Neutral B - Fireball: Eru shoots a straight-out bolt of fire. The bolts themselves can be best compared to Wolf's lazer beams in form and size, but the firing interval is more similar to Falco's lazer. Not that great for spamming.

Forward B - Ring of Fire: Launch forward spinning around with arms outstretched and daggers making a ring of stabbity fire around her. Use DI to go farther forward, but you cannot go backwards.

Up B: - Wild Hound: Erutashi is launched straight up into the air by a long, curling plume of flame that starts an inch or two away from her tailbone, thus giving the impression of a long tail. Said tail does fire damage and is difficult to edgeguard from the ground, but is easy to guard against from the air or a platform. The vertical recovery is moderate, but the attack it very amenable to DI.

Down B - Arson: Relatively small hitbox. Erutashi sets on fire anyone within her reach. For several seconds the opponent will basically run around freaking out, receiving fire damage over time. If player-controlled, the opponent will have great difficulty controllling their character (think of Pokemon disobeying - the toasty fighter may completely disregard the input or do somethng totally different). This is excellent for leaving your opponent open to your strongest attacks for a while.


Throws:

Z during grab: Snap - Erutashi bites her opponent. Pressing Z multiple times will cause her to chomp and shake like a dog with a chew toy.

Up Throw: Send-off - Eru tosses her opponent heavenward with a flaming heave.

Side Throw: Forward/Reverse Twirling Launch - Twirls around once and launches her opponent either forward or backward. Hold the grab button to deliver a kick with the throw.

Down Throw: Stomp - stomps on her opponent's back before tossing them aside.

One of Eru's weaknesses is her throws. All the throws are to some degree weak and relatively slow to execute.


TAUNTS:


Up: Does a back handspring and lands on her feet, crosses daggers in front of her, and makes a smug little noise.
Down: Bends over and blows a kiss (she has small boobies, so it's not terribly fanservicey)
Side: Proclaims "You don't scare me!" with hands on her hips and a stomp of her foot.

Win Poses:
Clangs daggers together, crosses arms across her chest, and says "All right, who's next?"
Does her fire pseudo-tail thing and lashes it around so it curls around her feet.
Puts hands on hips, bends over, and winks (she tries a bit TOO hard to be sexy)

Final Smash: Eruption: A large volcano is summoned in the middle of the stage, and rocks and lava begin to rain down from the sky for about as long as PK Starstorm lasts. The lava does damage, the rocks launch you, and contact with the volcano is instant KO.

IN RELATION TO OTHER CHARACTERS:

Kirby Hat: Kirby gains Erutashi's red, red hair, fringe and all.


Well, finished her aerials. Going to put up her Snake convo soon.

Snake Convo!

*call!*

Snake: Who's the kid? She doesn't seem that tough. Or tough at all really.
Mei Ling: You're looking at Erutashi Orrandey. Don't be fooled; what she lacks in size and strength she more than makes up for in nimbleness and sheer tenacity.
Snake: It'll take more than that to win against me.
Mei Ling: I must add that she has some control over fire. Don't underestimate her or you'll get burned.
Snake: That was a terrible pun. Anyway, she looks nervous. I'll use that to my advantage...
 

HeoandReo

Smash Apprentice
Joined
May 16, 2008
Messages
157
Yeah, he's from a webcomic. But I was the author of that comic, so he's still my creation. Sorry if there was confusion there.
That would be the same webcomic as an entry in the last contest, some character with a computer for a head,(forgot the name) is it not? I thought I saw its name within the entry for Sum Thing.


Alright Smash Fans, here it is: My story for Make Your Move 2.0, which will heretofore be called:

THE GREAT SUBSPACE CRISIS!!!

*story*
Nice. I liked the concept better than my story, with instead of various events in one area, it's a mixture in multiple areas. And it leaves behind possible plans to a sequel. Good job, man.

EDIT: I've put in storage in the site/blog where I keep the other parts of the topic. Hope you don't mind. Don't worry I gave you credit.
 

El_Duderino

Smash Apprentice
Joined
Nov 9, 2007
Messages
160
Location
NE
That would be the same webcomic as an entry in the last contest, some character with a computer for a head,(forgot the name) is it not? I thought I saw its name within the entry for Sum Thing.
I originally created the Thing as the main character for a game I never wound up making. When I began writing a comic for a friend's website, Cyberjunkiez.com (the domain name has since changed hands, the original site got taken down a long time ago), I created the main character for that, who was the Cyberjunkie (CJ for short). However, I soon realized I couldn't very well have a comic with one character in it, so I hauled Sum out of retirement and made him CJ's sidekick.

I entered CJ in the last contest. Judging from the positive feedback the Thing's been getting here, I just may try to revive his original game project. I've always had a soft spot for him anyway.

Sum's post has links to fragments from the game's original design document and to the three episodes of the webcomic I'd managed to keep archived, if anyone's interested in seeing where he came from.
 

xX Boezy Xx

Smash Journeyman
Joined
Mar 25, 2008
Messages
378
Location
Syracuse, New York
Hey guys, I was just wondering when the deadline for this will be, if there is one. I don't think I caught it (sorry if it's really obvious. Feel free to insult me if it is...). I'm hopefully saving this space for Nightmare.
 

Sun-Wukong

Smash Journeyman
Joined
Nov 24, 2007
Messages
392
Location
Eastern Kentucky
Okay, this isn't exactly a character. It's an alternate costume for Sonic that alters practically everything but his attacks. In fact, he's like the exact opposite of Toon Link. So, don't count this, just sit back and enjoy.

Sonic & Tails
No, not the Sonic and Tails we know and love, the live action Sonic and Tails.
http://www.youtube.com/watch?v=cvq6gT6oErE&watch_response

~Miscellaneous~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
What does Tails do? He just follows him around. Now that that's out of the way...

Stats
Size: 8/10 (They're the same hight, and they're tall. They're also skinny.
Weight: 10/10 (They're two average sized people, they take up a lot of room
Walk Speed: 6/10
Dash Speed: 6/10 (This Sonic doesn't like running much, so he doesn't.)
First Jump: 7/10
Second Jump: 6/10
Fall Speed: 8/10
Traction: 8/10 (Surprisingly good...)
Priority: 5/10
Crouch: 5/10

Kirby Hat: Kirby's Sonic spines become paper thin and cardboard.

Snake Codec
Snake: Hey Otacon, this guy seems different from last time. I still don't like him.
Otacon: Don't worry Snake, he should be easier this time.
Snake: Why?
Otacon: Just trust me on this one.

Subspace Role: You can't use alternate costumes in the SSE, so he has none.

Entrance: They're already standing there when "Newcomer: Sonic" and "Newcomer: Front Row Joe" titles come up, at which point Tails says "God **** it, I'm Tails!" then the second title says "O RLY, BUBSY?" with the owl and everything. Then the match starts.

~Attacks~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Okay, I lied, three of his attacks are different. I didn't feel that justufied making him his own character.

Forward Smash: Sonic pushes tails forward and knocks him into his opponent.

Forward Special: Sonic hits Tails in the back of the head and throws him forward.

Grab Attack: While holding his opponent, he does something, I think he stabs them with a knife, whatever it is he does to Charmander in the video.

~Taunts~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Up Taunt: Sonic: Looks like it's time to break some heads. Tails: Do it to it.

~After Match Stuff~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Defeat Pose: Sonic is in a leather jacket, laying down on a picnic table while Tails grieves.
 

IvoryFlame

Smash Journeyman
Joined
Jun 2, 2008
Messages
234
Location
Salem
Nice. I liked the concept better than my story, with instead of various events in one area, it's a mixture in multiple areas. And it leaves behind possible plans to a sequel. Good job, man.

EDIT: I've put in storage in the site/blog where I keep the other parts of the topic. Hope you don't mind. Don't worry I gave you credit.
Thanks. That really means alot comin' from you, man. Cuz, after that thing you did listing all the characters up to a point, you are like a Celebrity. So your endorsement means alot.

I liked how your story seemed to have better character development than mine. Yours had alot more time-to-shine moments than mine. Looking back, I wish I could've imrpoved it.

And I am 100% OK with you storing it on your blog. I would actually like to thank you. :)
 

kitsuneko345

Smash Ace
Joined
Dec 20, 2007
Messages
562
Location
*sending Sundance lots of apple pies on Pi Day, as
This is reserved for my 2nd gen pokemon, skarmory. this could take a while.

Skarmory



Description at Bulbapedia: Skarmory like to live in tough terrain, often near volcanic areas and large mountains. They always build their nests in thorns and brambles. This ensures their offspring's safety as no other Pokémon can get near and their offspring's skin will be scratched until it is hard like its parents.

Stats:

Height: 8
Weight: 5
Walk: 3
Run: 8
Range: 7
Power: 5
1st jump: 4
2nd jump: 3
3rd-5th jumps: 2
Lag: 4
Glide: Yes
Crawl: no
Wall jump: no
Wall Cling: no

Attacks:

Normal Attacks:

A: Skarmory gives a small peck, dealing 2%.
AA: Skarmory then gives a small headbutt (5%).
Dash attack: Skarmory headbutts into the opponent, (8%)

F-tilt: Skarmory slashes with his right wing (8%).
U-tilt: Skarmory "reaches" with his wings (6%).
D-tilt: Skarmory turns and slashes with his tail (7%).

F-smash: Skarmory charges by covering himself and attacks with two consecutive wing attacks (9% each).
U-Smash: Skarmory charges by crouching down and attacks by doing a laggy midair backflip (hitbox: tail, 17%).
D-smash: Skarmory charges by checking its tail and attacks by spinning around once (hitbox: tail, 15% on front and 10% on the back).

Grab attack: Skarmory squishes his opponent with both of his talons (Skarmory is in midair close to the ground) (4% each) ( "Wide" characters (Bowser and King Dedede, e.g.) are stuck on the ground while the rest of the characters are not).
F-throw: Skarmory grabs his opponent with his beak and throws him/her/it with in front of him. (6%)
B-throw: Skarmory throws his opponent backwards and attacks with his tail. ( 7%)
U- throw: Skarmory either headbutts the opponent upwards, (wide characters, 6%) or throws the opponent with beak upwards, ( non-wide, 4%)
D- throw: Skarmory flies at a height depending on the weight of who he is carrying (heavy= low, light=high) and throws the opponent downward (6%).

N-air: Skarmory spins around twice (hitbox: wings, 4% each spin).
F-air: Skarmory turns around and attacks with his tail, dealing 9%.
B-air: Skarmory turns around attacks with his left wing (7%).
U-air: Skarmory tries to headbutt upwards (4%).
D-air: Skarmory wiggles his tail below him (5 spins, 2% per spins)

Glide air: Skarmory stops and and swishes his tail (6%)

Special Attacks:

B: Air Slash: Covering himself with his wings like a cape, Skarmory "reveals" himself, flapping a small but fast projectile directly in front of him. (10% and at a 10 degree angle)

Side B: Steel Wing: A shorter version of Marth's final smash with less knockback. (18%)

Up B: Fly: Similar to Pit's Up B, but is slightly faster and lasts shorter.

Down B: Sand attack: Only usable on the ground, Skarmory turns around and kicks sand behind him. The sand turns the opponent around and trips grounded characters. (2%)

Final Smash:

Night Slash: While skarmory does his final smash, the screen turns dark. Skarmory then attacks his nearest opponent no matter what. Similar to the Assist Trophy Lyn. (36%)

Other Useful Tidbits:

Ledge Grab: Grabs with his beak.
Unlock Message: Metal and flight come together. Skarmory joins the Fray.
Entrance: Flies onto the stage.
Up taunt: Faces the the camera, raises one of his wings, then drops the wing and caws.
Side Taunt: Flies close to the ground and caws.
Down taunt: Scratches his head with his claws.
Victory pose 1: Skarmory comes out from the top of the screen and flaps its wings.
Victory pose 2: A Pokeball appears, then releases Skarmory, in his idle position.
Victory pose 3: Skarmory seen behind the losers the then jumps over them and Caws.
Losing pose: Skarmory scratches the back of his neck repeatedly.
Kirby hat: Kirby gains the steel plate on Skarmory's head and acquires wings.

Codec Message:
Snake: Colonel, there's a big bird here on the stage.
Colonel: Is that bird a Pokemon?
S: Yeah, it probably is.
C: Any certain characteristics?
S: It's... made of some sort of metallic material.
C: Then that is Skarmory, Snake. Be careful: Skarmory's wings and tail are very sharp. You could hurt youself pretty badly.
S: You don't think I'm hurt enough already?!

Alternate colors:
Original (
)
Shiny/Green (
)
Red (Rustic steel)
Blue (
)
Yellow (Godlen Steel)
Brown (Bronze Steel)

Unlockable by: Completing Classic with pokemon trainer on Very Hard, Playing on Spear Pillar 10 times, or fight him in the Glacial Peak in Subspace Emissary.

Stage:

Goldenrod City <---->Magnet Train<----> Saffron City

The Original Saffron City Is Back with updated Graphics and everything. Players will fight on top of the iconic three buildings in the original Smash Bros.

But wait! Is that a platform coming out and picking everyone up, like Dephino Plaza? Yes, it is, and you're headed for the magnet train* to Goldenrod, the most heavily populated city the pokemon world as of now.

You arrive at Goldenrod and fight atop... A mirror version of Saffron City? Yes! How original!
Wait, are we heading for Saffron again? Why not! It's a Cycle, Everybody!

Time:
30 seconds on Saffron or Goldenrod
10 seconds on platform to train
10 seconds on train
10 seconds on platform to city visiting
Repeat!

*Train is a walk off stage.
 

HeoandReo

Smash Apprentice
Joined
May 16, 2008
Messages
157
Eru is pretty much done and ready for judging.
*looks at moveset*

Don't get so hasty! :D

It's a good start, but I'd also recommend that detail be placed in her other attacks. She's missing a Final Smash, all A moves, and throws. Other things, such as a more detailed backstory, special items and stages won't hurt, either. (Unless the story is for a secret project in the future, but some context is better than none.)

I know that you said in the moveset post that you would edit it later, but I wouldn't be so quick as to say it's good for judging right away. In general, the more detailed the moveset is, the higher a score it will get, and the better quality other people will see that it has.

Good luck on your moveset, though, and you have plenty of time to improve it, as only the first 12 or so pages have been judged so far, based on the first page's image.
 

The_Great_Panda

Smash Apprentice
Joined
Apr 19, 2008
Messages
82
Location
Flint, Michigan
Wow, from the sounds of it i need to hurry up on my admissions, people seem to be getting testy...I hope we still have about a week, I should finish my attack sheets by then >.> I just need to type up my attack sheet for Levin and finish my Sora Riku pair up>.>
 

GreatClayMonkey

Smash Lord
Joined
Sep 24, 2007
Messages
1,674
Location
Rigging the enemy base with explosives, which is l
Wow, from the sounds of it i need to hurry up on my admissions, people seem to be getting testy...I hope we still have about a week, I should finish my attack sheets by then >.> I just need to type up my attack sheet for Levin and finish my Sora Riku pair up>.>
Don't worry you got a while. Like I said I'm traveling soon and won't be here for all of July. The contest will probably end early august.
Iron Thorn take Heo's advice that won't score well as it currently is. looks good so far though.
One more thing, pokemon are getting a little old. I don't want to put a ban on the but we have a lot already so if more than say 3 more get accepted a ban will be put in place. I kinda want to keep the contest diverse, hope I don't make anyone angry.
 

SirKibble

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

This page needs submissions...

The Fire Emblem series produces yet another playable character! Erk, the devout anima Mage, joins the Brawl!

ERK



Erk is a very solemn Mage (or Sage, if you get him promoted), completely devoted to his studies. He tells that as a child, he was always deeply engrossed in books. He has a great distaste for distractions, especially when those distractions appear in the form of Serra, a Cleric who also joins Lyn and Eliwood’s party, who greatly annoys him. From childhood, Erk was raised by Pent and Louise, Pent training him to be the next Mage General of Etruria. Despite Erk’s undying loyalty, he can appear cold at times, due to his introvertial nature. Erk is a Mage of Anima magic, which is essentially elemental magic, as opposed to Light magic and Dark magic. As a Sage, Erk also gains the ability to use Staves for acts like healing and purging poisons. The Sage version of Erk is the one that appears in Brawl. Although the main types of Anima magic are Fire and Thunder, Erk employs both Ice- and Wind-type attacks in Brawl as well.

Stats
Size: Mid-Large ~ About Link’s size.
Weight: Mid
Jump1: Mid
Jump2: Mid-Low
FallSpeed: Mid
Speed: Mid
Power: Mid
Jumps: 2
Wall-Kick: No
Wall-Cling: No
Glide: No
Crawl: No

Standard Attacks
Standing A -- Shock -- Erk holds out his hand and shocks opponents, similar to Zelda. Holding A will cause him to hold his hand out, with a shock emitting from it until the button is released. Damage is slightly less than Zelda’s.

Side-Tilt A -- Fire Cloak -- Erk swings his cloak in front of him, as it briefly catches fire. Medium-short range. 7% damage.

Up-Tilt A -- Staff Thrust -- Erk thrusts his staff upward, doing damage. Medium range. 6% damage.

Down-Tilt A -- Ground Shock -- Erk performs the Shock near the ground. Similar range, and can still be held.

Running A -- Thunder Staff -- Erk thrusts his staff forward, where it damages and shocks opponents. Can hit multiple times similar to Ness’s. Medium range. 5% damage per hit.

Smash Attacks
Side Smash -- Gust Blast -- Erk stretches his hand forward, and releases a mighty burst of energy. Similar to Zelda’s, but without the multi-hit. Knockback is directly horizontal. 12% damage uncharged. 20% charged.

Up Smash -- Chill Wind -- Erk closes his eyes to concentrate, and a spiral of icy wind swirls over him. Causes multi-hit damage, and can freeze opponents. Up to 14% damage uncharged. Charged, it can deal up to about 22%,

Down Smash -- Fire Pulse -- Erk releases a burst of flames that briefly surround him. Medium-short range. 10% damage uncharged. 18% charged.

Air Attacks
Neutral Air -- Staff Swing -- Erk swings his staff full circle, hitting first the front, then the back. Medium range. 8% damage.

Up Air -- Gust Shot -- Erk throws both hands skyward, emitting a powerful gust. Does damage to those close, and also blows them upward like G&W’s. Medium-short range. 8% damage.

Down Air -- Comet Drop -- A stall-then-fall. Erk envelopes himself in flame, then drops to the ground. Damages those who touch him during this time. 7% damage.

Forward Air -- Staff Blast (Forward) -- Erk tilts his staff forward, where it emits a blast of energy that both damages opponents, and sends Erk a short distance backward (think R.O.B.’s Backward Air). Medium range. 9% damage.

Backward Air -- Staff Blast (Backward) -- Same as Erk’s Forward Air, but it propels him forward, has more startup lag, and does 2% more damage.

Grab/Throw Attacks
Grab: Normal. No extension. Erk grabs directly in front of him.

Pummel: Pulse -- Erk pulses energy through his opponent to damage them. 3% damage per hit.

Forward Throw -- Flame Burst -- Erk summons a burst of fire that shoots his opponents forward. 10% damage.

Backward Throw -- Thunder Burst -- A burst of lightning energy blasts Erk’s victim backward. 10% damage.

Up Throw -- Gale Jump -- A strong wind carries Erk’s opponent upward, and throws them. 10% damage.

Down Throw -- Blizzard -- Erk throws his opponents to the ground, then bombards them with icy blasts, briefly freezing them. 10% damage.

Ledge Moves
Get Up (Under 100%): Erk climbs up quickly.
Get Up (Over 100%): Erk climbs up slowly.

Attack (Under 100%): Erk jumps up and swings his staff.
Attack (Over 100%): Erk slowly climbs up and thrusts his staff forward.

Dodge (Under 100%): Erk jumps up, then spins forward.
Dodge (Over 100%): Erk climbs up, then performs two short hops forward, as if wounded.

Jump (Under 100%): Erk summons wind to carry him directly from the ledge to the air.
Jump (Over 100%): Erk climbs up, then jumps.

Miscellaneous Animations
Dizzy: Erk puts one hand over his face, and sways back and forth.

Sleep: Erk bends over one knee.

Sidestep Dodge: Erk pulls his cloak in front of him, and leans backward, as he does in Fire Emblem when dodging.

Forward Rolling Dodge: Erk somersaults forward.

Backward Rolling Dodge: Erk jumps backward.

Air Dodge: Essentially like his sidestep dodge.

Special Attacks
Standard B -- Fire -- This attack must be charged before it can be fired, by holding the B button for about 1.5 seconds. Once it’s charged, releasing B will cause Erk to shoot a quick fireball, that will explode with about a Bob-omb’s radius after traveling about one Smart Bomb radius. Tilting the control stick while releasing will cause Erk to fire the ball in whatever direction you’re tilting. The fireball does no damage on the way to it’s destination, so learning the distance is critical. 20% damage, but very low knockback. Releasing B before the move is charged will cancel it.

Side B – Thunder -- Similar to Pikachu’s Thunder, but with attributes of Zelda’s Din’s Fire. This move calls down a bolt of lightning, slightly faster than Pikachu’s, that strikes the ground. Holding the B button, however, will cause it to hit farther from Erk, similar to Din’s Fire. Nothing is shown to indicate the current distance, so learning the timing is essential. The traveling rate is about the same as Din’s Fire, and goes a maximum of about the same distance. 15% damage, very low knockback.

Up B -- Warp -- Erk warps in whatever direction the control stick is tilted. Very similar to Zelda’s, but does damage at the beginning and the end, and goes a slightly shorter distance. 5% damage, with low knockback.

Down B -- Heal -- As a Sage, Erk has the ability to use healing staves. This move allows Erk to heal himself, but has long starting and ending lag, and does not heal damage at a very fast rate. Erk bends over, clutching his staff. After about 3 seconds, Erk will begin to recover, at a rate slightly slower than the one Dedede has when gaining damage while holding his fully charged Down B. Erk cannot recover below 50% damage, and the move also has an ending lag of about 3 seconds.

Final Smash
Final Smash -- Excalibur -- Erk shoots a crescent blade of energy forward. Similar to Mario’s, but 1) has about half the vertical height, 2) travels almost three times as fast, and 3) strikes those it hits with a blow about half as powerful as Marth’s Critical Hit. 35% damage to anyone hit. Travels through opponents, walls, etc.

Taunts
Up Taunt -- Erk shoots out a triad of energy balls, around himself, at 12:00, 4:00, and 8:00, that then reenter his body. (The Sage “Critical Hit” animation from Fire Emblem)

Down Taunt -- Erk holds his hand forward, where it produces a small glowing ball of energy, that he then retracts.

Side Taunt -- Erk spins around once, then leans backward, closes his eyes and crosses his arms, while his cloak blows around him. (The Mage “Critical Hit” animation from Fire Emblem)

Items
None.

Stage
None.

Victory/Loss Poses
Up Victory Pose -- Erk stands, cloak around himself, takes a deep breath, and sighs deeply.

Side Victory Pose -- Erk holds a hand out, palm up, and produces a small flame from his palm.

Down Victory Pose -- Erk looks briefly at the pages of a book, then thrusts his arm downward, enveloping himself briefly in flames.

Loss Pose -- Erk stands and claps. Standard.

Extras
Symbol: Fire Emblem Sword

Kirby Hat: Kirby gains Erk’s hair.

Entrance: A whirlpool of red, yellow, and blue (anima magic) appears, and Erk steps out from within it (similar to Ganondorf and the dark portal.

Colors: Color changes affect all of Erk’s clothing. Default, Green, Blue, Red, Black, White.

Wii Remote Sound: Erk mutters, “All right, fine…”

SSE Role: As Yoshi and Link leave the forest, following the Ancient Minister, they come across Erk, who they discover was also attacked by a swarm of Primids, and the three of them join forces.

To Unlock: Play a total of 50 matches on Castle Seige.

Unlock Message: "Erk, Fire Emblem's most devout mage, joins the Brawl!"

Solid Snake Codec Conversation
Snake: Mei Ling, is this guy a magician?
Mei Ling: Yes, Snake. That’s Erk. He’s a master of anima magic, which is any magic that doesn’t control the elements of light and darkness.
Snake: So things like fire?
Mei Ling: Yes. Fire, lightning, ice, wind… All are forms of anima magic that Erk has control over.
Snake: Sounds like this'll be fun…
 

Zook

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


Is that...? Could it be...?!

YES! THE LINK CABLE HAS JOINED THE FRAY! Probably best remembered for linking up our Pokemon games back in the day, the link cable was a vital asset to the Game Boy series. Without it, multiplayer on so many games would not have been possible. In this particular link cable (The Game Boy Color kind), it has two plugs for multiplayer, and an extra plug for hooking up to the Game Boy Printer.

For Smash purposes, the long cable connecting to the base unit will serve as the legs, while the other two coming from the top will serve as arms of sorts.

Hailing from the same mysterious dimension as ROB, Link Cable shall stun the crew with his incredible range and fluid actions!

STATS

Weight: 2/5 He ain't heavy, that's for sure. Thin plastic and cable normally isn't.
Jump: 3/5 Jump is nothing special.
Speed: 4/5 Crack a whip! Link Cable moves around like a whip. Rather speedy.
Height: 4/5 (2/5) Being so long, he's a bit on the tall side while staying still. However, while moving, he becomes about Squirtle's height.
Power: 3.5/5 He isn't very strong, but on the stronger side.
Traction: 3/5 Eh, nothing special here, either.

Other Things
-Crawl! Link Cable slithers on the ground in a snakelike fashion. His two "arm" cables are raised upwards a little.
-To prevent confusion, this is what the Link Cable's basic shape is. Ignore the dashes. Note the length differences between the two upper links and the bottom one.
\-----/
-\---/
--\-/
---o
---l
---l
---l
---l
---l
---l
-LC holds himself in an S-shape, like a raised snake.
-Pretty much all attacks have great range.

MOVES
Neutral combo (AAA...): First, one of his(?) cable whip the foes. Then the other does. Then it keeps on going. Very similar to Ivysaur's.
Dash Attack: LC whips his upper body (the box-thingy will serve as the center) upwards while sliding forwards, and after a short charge-up, whips it forwards! Great KO power. I guess you could compare it to DDD's dash.

Tilts
Side: LC quickly whips a cable sideways. Can be aimed up and down. Good range.
Down: Both of LC's "arm" cables strike the ground a few feet(?) in front of him. Good range. There is a sweetspot at the place where the two 'plugs' meet that has better damage and knockback.
Up: LC spins his top cables quickly above him. Multiple hits.

Smashes
Side: Zap whip! After a breif charge of electrical power, Link Cable whips his shorter cables to the ground. Good range. An enemy caught under the plugs suffers great knockback. Sparks fly away a bit to cause a little damage, but no stun.
Down: The bottom cable splays out on the ground and spins right round... Like a record! Jokes aside, this move has HUGE range and can hit under sheilds, and there is a small sweetspot on the very end of the cable. Unsweetspotted, the move does very little damage or knockback.
Up: Sparks fly from a cable into the sky in a fast burst. Goes pretty far upwards, but not very wide. Good upwards knockback.

Special Moves
B: Lazer Bolt!! LC shoots out a bolt of energy from his front two plugs. Can be charged. Small stun if it connects.
Side B: Trade. LC lunges to the enemy and plugs in. If it hits, he downloads the enemy to his other side, and they act like they were hit with Zamus's Dsmash. No damage though.
Down B: Sheild-Breaking Cable. LC flings a chord forwards. If the opponent is sheilding, the sheild is instantly smashed, and LC suffers very little lag. However, if they aren't or it misses, LC gets tangled up.
Up B: Trade Teleport. Linking up to himself, the link cable trades himself through the fabric of space. Think Metwo's Up B. No landing lag!!

Aerials
Nair: Spin. Forming a circle by meeting both ends, he does a quick spin.
Fair: Whips the bottom cable forwards. Fast, good range.
Bair: Same as Fair, only backwards.
Dair: Spins his top cables downwards twice. Think a downwards version of Ivysaur's Bair.
Uair: Swings his top cables upwards. Fast.

Grabs
Grab: LC tangles around the opponent.
Grab attack: Constrict! Like a snake!
F-Throw: Whips them forwards.
B-Throw: Spins and throws.
D-Throw: Slam, zap, and they fly away.
U-Throw: Flings them skywards.

Other Attacks
Ledge 1%-99%: Whips and gets up.
Ledge 100%+: LC slaps the ground, them pulls up.
Get-off-your-***-and-stop-laying-around attack: Spins a bit, then rises.

Final Smash: GAME BOYS!!!

After connecting to two giant Game Boys, you gain control of them! Jam the A button to swing the right one, B for the left, and both at the same time to smash the GBs together. You can fly around a bit, but slowly. Lasts as long as the Octopus.

TAUNTS
Entrance: A Game Boy Color is sitting on his start place with the Link Cable connected to it. After the main screen comes down and the "Ba-DING" noise, he unplugs himself and the Game Boy dissapears.

Fighting Taunts
Side: Pulls out the wireless GBA connector and hisses (sparks?) at it.
Down: Does the worm!
Up: A Pokeball apears on one side, gets sucked into a cable, then pops out the other. The Pokeball is not an item.

Victory Poses
1: LC is hooked up to two Game Boy Colors. On both screens, a Pokemon Battle is taking place.
2: Like the first one, only with a Game Boy Advance (Original) and a Mario Kart race is taking place.
3: He whips his top cables wildly, then strikes a pose.

SYMBOL
A Game Boy Pocket.

VICTORY THEME
An awsome remix of the Game Boy Advance jingle.

COSTUMES
Purple (standard
Blue
Red
Green
White
Black

STAGE
Link Space! The battle takes place in the world that link cables create whenever they are used. It's a bit like a tube, with a bunch of images of Game Boy Games flying in the background. The battle feild itself is pretty flat, with two platforms floating around. Every once in a while, the stage is downloaded into a Game Boy, where the battle switches over to take place in whatever game they're playing. A Pokemon battle would be a good example of where you might end up. After a while, you go back to the Link Space.

POSSIBLE SSE STORYLINE
Two children (Maybe even PT?) are playing two Game Boys, using the Link Cable. After a while, the Halbird appears in the sky, drops Primids, and wrecks havock. Poor little LC is dumped into a trash can as the children run away.

However! The Ancient Minister (or whatever) flies down and takes the Game Boy accessory back to the ship. After experiments take place, the Link Cable is made!!! *cue Link Cable sign*
 

smashbot226

Smash Master
Joined
Sep 1, 2007
Messages
3,027
Location
Waiting for you to slip up.


Is that...? Could it be...?!

YES! THE LINK CABLE HAS JOINED THE FRAY! Probably best remembered for linking up our Pokemon games back in the day, the link cable was a vital asset to the Game Boy series. Without it, multiplayer on so many games would not have been possible. In this particular link cable (The Game Boy Color kind), it has two plugs for multiplayer, and an extra plug for hooking up to the Game Boy Printer.
For Smash purposes, the long cable connecting to the base unit will serve as the legs, while the other two coming from the top will serve as arms of sorts.

STATS

Weight: 2/5
He ain't heavy, that's for sure. Thin plastic and cable normally isn't.
Jump: 3/5 Jump is nothing special.
Speed: 4/5 Crack a whip! Link Cable moves around like a whip. Rather speedy.
Height: 4/5 (2/5) Being so long, he's a bit on the tall side while staying still. However, while moving, he becomes about Squirtle's height.
Power: 3.5/5 He isn't very strong, but on the stronger side.
Traction: 3/5 Eh, nothing special here, either.

Other Things
-Crawl! Link Cable slithers on the ground in a snakelike fashion. His two "arm" cables are raised upwards a little.
-To prevent confusion, this is what the Link Cable's basic shape is. Ignore the dashes. Note the length differences between the two upper links and the bottom one.
\-----/
-\---/
--\-/
---o
---l
---l
---l
---l
---l
---l
-LC holds himself like a snake.
-Pretty much all attacks have great range.

MOVES
Neutral combo (AAA...): First, one of his(?) cable whip the foes. Then the other does. Then it keeps on going. Very similar to Ivysaur's.
Dash Attack: LC whips his upper body (the box-thingy will serve as the center) upwards while sliding forwards, and after a short charge-up, whips it forwards! Great KO power. I guess you could compare it to DDD's dash.

Tilts
Side: LC quickly whips a cable sideways. Can be aimed up and down. Good range.
Down: Both of LC's "arm" cables strike the ground a few feet(?) in front of him. Good range. There is a sweetspot at the place where the two 'plugs' meet that has better damage and knockback.
Up: LC spins his top cables quickly above him. Multiple hits.

Smashes
Side: Zap whip! After a breif charge of electrical power, Link Cable whips his shorter cables to the ground. Good range. An enemy caught under the plugs suffers great knockback. Sparks fly away a bit to cause a little damage, but no stun.
Down: The bottom cable splays out on the ground and spins right round... Like a record! Jokes aside, this move has HUGE range and can hit under sheilds, and there is a small sweetspot on the very end of the cable. Unsweetspotted, the move does very little damage or knockback.
Up: Sparks fly from a cable into the sky in a fast burst. Goes pretty far upwards, but not very wide. Good upwards knockback.

Special Moves
B: Lazer Bolt!! LC shoots out a bolt of energy from his front two plugs. Can be charged. Small stun if it connects.
Side B: Trade. LC lunges to the enemy and plugs in. If it hits, he downloads the enemy to his other side, and they act like they were hit with Zamus's Dsmash. No damage though.
Down B: Sheild-Breaking Cable. LC flings a chord forwards. If the opponent is sheilding, the sheild is instantly smashed, and LC suffers very little lag. However, if they aren't or it misses, LC gets tangled up.
Up B: Trade Teleport. Linking up to himself, the link cable trades himself through the fabric of space. Think Metwo's Up B. No landing lag!!

Aerials
Nair: Spin. Forming a circle by meeting both ends, he does a quick spin.
Fair: Whips the bottom cable forwards. Fast, good range.
Bair: Same as Fair, only backwards.
Dair: Spins his top cables downwards twice. Think a downwards version of Ivysaur's Bair.
Uair: Swings his top cables upwards. Fast.

Grabs
Grab: LC tangles around the opponent.
Grab attack: Constrict! Like a snake!
F-Throw: Whips them forwards.
B-Throw: Spins and throws.
D-Throw: Slam, zap, and they fly away.
U-Throw: Flings them skywards.

Other Attacks
Ledge 1%-99%: Whips and gets up.
Ledge 100%+: LC slaps the ground, them pulls up.
Get-off-your-***-and-stop-laying-around attack: Spins a bit, then rises.

Final Smash: GAME BOYS!!!

After connecting to two giant Game Boys, you gain control of them! Jam the A button to swing the right one, B for the left, and both at the same time to smash the GBs together. You can fly around a bit, but slowly. Lasts as long as the Octopus.

I'll update it tomorrow for Alt. Costumes and whatnot.

Wow. ***** fo' sho'
 

The_Great_Panda

Smash Apprentice
Joined
Apr 19, 2008
Messages
82
Location
Flint, Michigan
Sora & Riku pair up

~~~Riku~~~​



A’s​

AAA- Riku punches, kicks and then swings the Way To Dawn keyblade 2%, 2%, 3%.

Up A- Riku stabs straight up with his keyblade 8%.

Up A Smash- Riku stabs straight up 2-6% with his keyblade then does a flip kick 6-10%

Left/Right A- Riku does a roundhouse kick in the pressed direction 8%.

Left/Right A Smash- Riku does a horizontal slash 2-6% with his keyblade then stabs with it 4-8%.

Down A- Riku crouches down and does a spin kick on the ground 6%.

Down A Smash- Riku crouches down and does a spin slash with his keyblade carrying the opponent along during the hits 2 hits possible, one in front of him and one behind him each doing 4-8%.

Ledge Attack 1- Riku will pull up and forward onto the ledge and use his momentum to do a vertical slash downward 4%.

Ledge Attack 2- Riku will roll up and onto the stage and create a mini-dark shield as seen below to knock the opponent out of the way 6%.

Dash A- Riku will pull his keyblade from his shoulder (his dash stance) and stop immediately with a heavy horizontal slash 10% has more notable lag then most dash attacks.

Get Back Up Attack- Riku will start to rise up and slash infront of him with his keyblade also reaching around to slash behind him 6%

B’s​

B- Riku charges up a Dark Firaga in the palm of his hand, press any directional button to move into a roll dodge to start charging later or wait untill it is done charging. Press B again to activate and fire the Dark Firaga, once activated Riku will send out a Dark Firaga that will split into 2 if it does not hit an opponent fairly quickly and they will separate from each other in a V-shaped formation. The main body can deal 4-18 based on charge time and the splits will always deal 3%

Up B- Riku will open a dark portal and move up; the direction he re-appears at can be altered just like Zelda or Shiek’s teleportation. Riku will leave behind a dark portal where he re-appeared and any opponent can use either portal to go to where the other one is, this attack has a higher distance than most would expect but if done in the air it will cause Riku to enter an unresponsive state and fall down, you can adjust the falling angle with the control stick. There is also a slight amount of lag when re-appearing similar to that of when Samus transforms into Zero Suit Samus just nowhere near as bad.

Left/Right B- Riku will start to move in the pressed direction while unleashing a flurry of slashes with his keyblade each doing 2% with a possible 7 hits.

Down B- Dark Shield- Riku will flash a hexagon formed energy shield that will reflect projectiles and stun anyone touched by it for 1 second, though it is very close ranged. When used in the air Riku will lean forward to face the ground and form the shield in front of him (now the ground) with some distance between it and him this time while still having the same effect as before.

Aerials​

Neutral A- Riku will make a horizontally arced slash that hits at the middle of his faced direction and reaches around behind him; only one hit is possible 12%.

Up A- Riku will do an arced slash over his head also slightly reaching to his sides 10%.

Forward A- Riku will swing his keyblade vertically downward in front of him 10%.

Backward A- Riku will turn around and do a back hand punch surrounded in dark energy 14%.

Down A- Riku will extend his keyblade beneath him and fall slightly faster then usual 10%. When done at 120% or higher Riku will extend his keyblade down and plummet very quickly leaving blurred after images behind him 3 times while moving forward each doing 6% carrying the opponent caught in it with them totaling 18%.

Grabs​

Grab- Riku will reach out with a small extension of dark energy in his hand and grab the opponent.

Neutral Grab- Riku will increase the amount of dark energy flowing from his hand to hurt the opponent 3%.

Up Grab- Riku will throw the opponent up and stab at their back with his keyblade 14%.

Forward Grab- Riku will throw the opponent forward and send what looks to be several darts made of dark energy at the opponent 8%.

Backward Grab- Riku will turn around and round-house kick the opponent away 12%.

Down Grab- Riku will push the opponent down and drop kick their back 10%.

Movement​

Inactivity Stance 1- Riku will start waving dark energy around from his hand.

Inactivity Stance 2- Riku will form a mini dark portal in front of him and watch as it fades.

Dash- Riku will run while carrying his keyblade over his shoulder.

Taunts​

Taunt 1- Riku will gather dark energy in his hand and then cause it to make a mini-explosion and resume his battle stance.

Taunt 2- Riku slashes with his keyblade and says, “For the light AND the dark!”

Taunt 3- Riku will spin his keyblade and shift it into a slash and say, “No more running!”

Final Smash​

Final Smash​

Eternal Session- Activates the Limit Break ‘Session’; Sora appears and the attack begins. Press A to activate Laser Saber causing Sora and Riku to slash stab in front of them after jumping slightly forward doing 8%, press B to activate Dark Cannon causing Sora and Riku to fire 3 balls of dark energy in the faced direction one of the balls of energy flies straight forward while the other 2 spin around it vertically each doing 4%.

After 2 attacks or 5 Seconds pass pressing A will now activate XIII Blades causing Sora and Riku to form large energy blades and spin moving forward, there are 3 hits possible here each doing 4%. Pressing B will now activate Master Hearts causing Sora and Riku to slash with the same energy blades as before but in an ‘X’ shaped pattern each doing 6%.

After 2 attacks or 5 seconds pass Sora and Riku will throw both of their keyblades upward facing each other activating All’s End, the keyblades will be surrounded in a large glow the pulls in the nearby opponents while energy bullets fly from each keyblade to the other doing 3% each with a total of 10 possible hits. Once All’s End has finished you will start playing as Riku instead of Sora and visa versa.

Below is a list of all possible combinations; assuming that all attempted hits landed and that none have been skipped:

1 Laser Saber + 1 Dark Cannon + 1 XIII Blades + 1 Master Hearts + All’s End= 74%
2 Laser Saber + 1 XIII Blades + 1 Master Hearts + All’s End = 70%
2 Dark Cannons + 1 XIII Blades + 1 Master Hearts + Alls End= 78%
1 Laser Saber + 1 Dark Cannon + 2 XIII Blades + All’s End = 74%
1 Laser Saber + 1 Dark Cannon + 2 Master Hearts + All’s End = 78%
2 Laser Sabers + 2 XIII Blades + All’s End = 70%
2 Dark Cannons + 2 XIII Blades + All’s End = 78%
2 Laser Sabers + 2 Maser Hearts + All’s End = 70%
2 Dark Cannons + 2 Master Hearts + All’s End = 78%

Extras​

Battle Entry- Riku walks out of a dark portal and assumes his battle stance as his Way To Dawn keyblade appears in his hand.

Victory Pose 1- Riku will walk out of a dark portal and slash with his keyblade

Victory Pose 2- Riku will extend his arms straight out to his sides and fire 2 Dark Firagas from each.

Victory Pose 3- Riku will hold out his keyblade as it disappears in a flash of light and he says, “Your turn Sora…”

Loss Pose- Riku lifts his fore arms halfway up and shakes his head.

Kirby Hat- Kirby gets Riku’s hair.

Notes​

Riku is a semi-fast character with slightly more strength behind his blows then most, though he is light and doesn't have quite as much knockback as most.​

~~~Edited to fit only Riku~~~
 

The_Great_Panda

Smash Apprentice
Joined
Apr 19, 2008
Messages
82
Location
Flint, Michigan
And after all that heck I went through working on that... ah well, it can't be helped I geuss. Sora can still be involved in the final smash though right?
 

GreatClayMonkey

Smash Lord
Joined
Sep 24, 2007
Messages
1,674
Location
Rigging the enemy base with explosives, which is l
And after all that heck I went through working on that... ah well, it can't be helped I geuss. Sora can still be involved in the final smash though right?
oh sorry. I guess letting you use Sora in the FS is the least i can do. Well i guess thats the second least I can do since the least would be not letting you use him but ya know.
 

RWB

Smash Ace
Joined
Jan 28, 2006
Messages
969
Well, I still have to finish my other movesets... But here is another character that I'm working on right now!


Kumatora




Lucas ally and the true starstormer of Mother 3!


EDIT: I do not know who made the pic, but credit to you, if you happen to see it here.
 
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