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Make Your Move 3.0-Starts Soon

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Shadow5567

Smash Journeyman
Joined
Apr 11, 2008
Messages
223
Location
In your mom
Ok, its not complete but im working on a team chaotix script, it works similiar to the ice climbers thus making them 1 character so i was wondering if it would be accapted even though vector and espio are taken
 

xX Boezy Xx

Smash Journeyman
Joined
Mar 25, 2008
Messages
378
Location
Syracuse, New York
Here's a little something I've been working on....

The Azure Knight has joined the Brawl....

Nightmare


History:
Nightmares origins are unknown, but, his reputation as a merciless butcher ring clearly throughout all of Europe. He is an incarnation of the Demonic, soul stealing sword Soul Edge, the very blade he wields with frightening skill. Soul Edge at one time controlled the mind of Siegfried Schtauffen in order to carry out its evil tasks, but now with a body of its own, Soul Edge is free to wreak havoc without the bonds of a mere mortal.

Nightmare's weapon of choice, as said before, is the massive blade Soul Edge. He also uses his badass claw for many of his attacks as well.

Details:
Height: 5'6 in reality. About the size of Marth in Brawl. (3.5/5)
Weight: Heavyweight. On par with Bowser. (5/5)
Attack Strength: Very strong. Comparable to Ike in many aspects. (5/5)
Crawl: No
Traction: He turns on a dime ;) (4/5)
Speed: Nightmare has almost no startup lag, but has a great amount of ending lag on many moves. (2/5)

Logo
Nightmare's logo is a crescent moon. This originates from the Soul Calibur 4 logo. Just look at the "C" in Soul Calibur -


Entrance
A large black raven flys by as deep purple flames shoot out from the ground. Nightmare materializes from these flames and dons Soul Edge for battle.

Idle
Nightmare clenches his Claw and/or examines Soul Edge.

Standard A attacks

AAA- Slash Cross - Nightmare swings Soul Edge horizontally to the left, then quickly swings it back to the right. On the third tap of A, Nightmare Slashes his sword down vertically. The range covered by the attack is impressive. (First hit-=3%/ Second hit =4%%/ Third hit= 5%/ All 3 hits = 12%. Very powerful)

F tilt- Bloody Hilt - Nightmare bashes his opponent's head with the hilt of Soul Edge. One of his few fast attacks. (8%)

D tilt- Dark Soul Impact - Nightmare winds up and thrusts his sword towards the feet of his opponents. If spaced correctly, the tip of Soul Edge will just reach the foot of the opponent. (11% dmg with 30% chance of tripping opponents if spaced correctly.)

U tilt- Quick Revenge - Nightmare thrusts Soul Edge towards the sky and twirls it with the tip of the sword pointing upwards. Has great vertical range, but it leaves Nightmare vulnerable towards horizontal attacks.(4-6%)

Dash attack - Nightmare charges at the opponent and slide tackles his enemy. Identical to Mario's dash attack. ( 10%)

Smash attacks

Upsmash- Jade Smasher - Nightmare clenches his claw and unleashes a downward hook punch. This smashes the opponent into the ground, causing them to bounce up fairly high. (18-23%%)

Fsmash - Rook Splitter - Nightmare grabs his sword in both hands, does a little spin to wind up, and let's it rip with a staggering vertical swipe. Insane knockback. Identical to Ike's Fsmash. (23-33%)

Dsmash - Double Shadow Slicer - Nightmare swings his sword in front of and behind himself with 2 downward horizontal slashes (his sword makes a 45 degree angle with the ground). (18-25%)

Aerials

Nair - Jade Spin - Nightmare spins in midair with his sword outheld; somewhat resembles a spinning, bladed, aerial top. (11%)

Fair- Dark Knight Drop kick - Nightmare positions his body horizontally to the ground and kicks out visciously with both legs. That's right folks, it's an old fashioned drop kick. It also has a lot of knockback, but a great deal of startup and landing lag. (20%)

Bair- Aerial Death Claw - Nightmare does a flying backfist with his brutal Claw-hand. relatively fast, with little lag. It's weak though. (5%)

Dair - Jade Hammer - Nightmare throws his body downwards in a flipping motion. At the same time, he punches downward with his claw, followed immediatley after with a downward swipe of his sword. The flying claw can spike if placed correctly. (Claw only- 10%/ Sword only - 12%/ Both - 25%)

Uair - Jade Swipe - Nightmare slashes his sword upwards in an arc. Great range. (9%)

Specials

Neutral B - Revenge - Nightmare thrusts Soul Edge directly out in front of himself and twirls it. If the B button is tapped, Nightmare will resume spinning Soul Edge until he is hit or the B button isn't tapped. (7% intial strike/ 4% each twirl)

Side B - Dark Bite - Nightmare swipes his Claw in the designated direction and grabs a hold of anyone within reach. Nightmare holds his enemy by palming their skull with his massive skull. By pressing A, Nightmare will give a brutal squeeze to their noggin. By tilting the analog stick in any direction (up, right, left, down) he will chuck them in that direction. (Grab- 6%/Skull Squeeze- 3%/ Throw in any direction - 8%)

Down B - Soul Wave! - Nightmare lets out a cry and releases a shockwave in a red orb around his body. This move has some startup lag. Great for spacing, it also has a 30% chance to cause tripping. The longer it is unused, the more powerful it becomes. When Nightmare is fully charged (Charging restarts everytime he is killed, unlike Wario's down B), he will begin glowing purple. (First use - 17%/Fully charged - 30%)

Up B - Soul Charge - Nightmare charges up in midair then shoots forward in a path designated by the analog stick. Very similar to Lucario's Up B. Players caught in Nightmare's path receive very little damage. (2%)

Throws
Nightmare grabs and holds his opponent with both hands. By pressing A on a held opponent, Nightmare headbutts them. Of course, this is more devastating than it souds because Nightmare is rocking a particularly sharp horn on his helmet. This attack does 2% per hit.

Forward throw - Jade Crusher - Nightmare holds his enemy up by the throat, then releases them and knocks them with Soul Edge before they hit the ground. (7%)

Back throw - Shoulder Claw Throw - Nightmare hoists his opponemt over his shoulder and throws them to the ground. He then strikes out and gives 'em a good punch in the gut while they are down. (10%)

Down throw - Soul Smasher - Nightmare throws his opponent on the ground roughly and calls clenches his claw menacingly, causing a bolt of lightning from the sky to strike his opponent. (8%)

Up throw - Soul Devour - Nightmare bashess his opponent in the back with the hilt of his Blade. As they're falling, he lets out a lightning quick punch, uppercutting them before they even hit the ground. Needless to say, the punch sends them upward...(8%)

Final Smash
Nightmare embraces the power of both Soul Edge and Soul Calibur (the non-demonic soul sword) to become....

Night Terror

These are only concept drawings of Night Terror. Here's a video showing Nightmare actually transform into the real Night Terror (it was his ending for Soul Calibur 3) - http://www.youtube.com/watch?v=TKw93KKn2lc&feature=related

While in the form of Night Terror, Nightmare has unlimited jumping and can glide due to his newly sprouted wings. He is also invincible during this time. All of his attacks gain major damage boosts and have greater knockback. Lasts as long as Bowser's transformation as Giga Bowser.

Also notable is that Nightmare's neutral B changes from the "Revenge" to a damaging laser shot from his eyes while in the form of Night Terror. This attack is a lot like ROB's, but Night Terror doesn't have to be stationary while performing the attack. When hit by the laser, players take a whopping 35% damage.
Taunts

Up taunt - Nightmare thrusts his sword skyward and says "Worthless cur!"

Down taunt - Nightmare falls to his knees as his claw begins to glow. He can be heard saying, "I need... more...SOULS!"

Side taunt- Nightmare goes into a frenzy and begins pounding the ground around him with Soul Edge while screaming "I'm still parched! I need more souls!".

Victory Poses
Pose 1 - Nightmare is seen holding Soul Edge by the hilt with both hands. He can be heard saying..."I've been waiting for this day....for too long!" as he raises his blade up towards the sky and lightning strikes the tip of Soul Edge.

Pose 2 - Nightmare swings his sword horizontally to the right, then spins and swings it to the left, then back to the right again, holding this pose. During this whole thing, he is saying "Blood...Darkness...Come unto me!"

Pose 3 - Nightmare lets out a fearsome roar and dissapears in a blaze of purple fire. A black raven can be seen flying in circles around the space he was just in.

Pros n' Cons
Pros
- Nightmare is heavy and hard to knock out.
- Has a great deal of killing moves/ has great power.
- Great range on many attacks

Cons
- Very slow. Nightmare has a ton of lag on many moves.
- Easily gimpable recovery.
- Suffers from low jumps, making it even harder to recover.

Alternate Costumes
Nightmare's mane of glowing hair changes colors, as well as his armor.
Green - Nightmare has silvery green hair with gold and green armor.
Red - Nightmare has a red mane and red and black armor.
Blue - Instead of dark purple, Nightmare is almost completely blue.
Special 1 - Nightmare s completely black with a purple mane of hair.
Special 2 - Nightmare is completely orange, with black tinged armor



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Subspace Emissary Role
Nightmare is the guardian of the Subspace, enlisted by Tabuu to this dirty work. In order to gain deeper access into Subspace, the heroes must defeat Nightmare. Once defeated, Nightmare tries to escape but is held back and decides to topple Tabuu in order to gain his freedom and wreak havoc on his own accord.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Assist Trophy
Algol

The Hero King himself appears to assist whoever releases him! Algol flys across the stage, all while shooting slow moving albeit very strong, harmful energy orbs. These orbs bounce off the floor and ricochet off of walls, so you must be careful to avoid them. Getting hit by one of these bad boys does upwards of 25%! After making two attack runs (back and forth twice), Algol dissapears with a bang, leaving behind a large energy orb. The orbs dissapear after a short period of time.

Snake Codec
Snake: Uhhh... Colonel, I think I'm seeing things. There's a monster in knight's armor wielding a huge sword running around here...
Colonel: Snake! Get out of there! That's Nightmare, the wielder of Soul Edge! He means serious business. He's most likely here trying to harvest souls for that demonic sword of his.
Snake: Soul Edge, eh? Sounds pretty powerful.... the things I could accomplish with such a weapon...
Colonel: No Snake! It's a trap! Don't be tempeted by Soul Edge's power, it has led to the downfall of countless warriors! I'm warning you, don't do anything rash...
Snake: Right...of course I won't...
Colonel: Snake?
Snake: ...
Colonel: Snaaaaaaaake!!

*End Transmission*
 

MetaRidleyX

Smash Apprentice
Joined
Jun 27, 2008
Messages
137
Location
Canada
Rundas

Biography
Rundas was born on Phrygis, a moon of planet Bes III known mainly for ice mining. Phrygisians are commonly able to manipulate and generate ice, however, Rundas is one of very few to use this ability as a Hunter. He enjoys hunting, to the point that he keeps trophies of all targets he has successfully captured or killed in his career. He is also considered extremely proud, cocky, and arrogant, believing himself to be unmatched in his field. However he seems to have a strong sense of justice. His arrogant demeanor leads him to mainly seek solo missions and rarely works with others.

Morphology
Rundas is roughly the size of ganon, except he is somewhat bulkier because of his armour. Although dawning armour, he isnt as slow as you sould think, approximately DK's running speed. He is above middle weight, but not heavy enough to be considered a heavy character. Damage-wise, he is similar to Samus, in the way the he can dish out the damage, but has difficulty KO-ing.

Standard A
AAA: A jab with his left arm, a jab with his right followed by low kick with his right foot. Average damage.

F Tilt: Rundas takes a step forward, putting some momentum into a piercing jab with his right arm. Slightly above average damage.

U Tilt: A piercing jab directly upwards, similar to Marth's U Smash but with less range as Rundas does not have a sword. Slightly above average damage.

D Tilt: A small uppercut. Has minimal range because it is directly in front of him, however it sends the opponent upwards and has a very short stun. Average damage.

Dash: Rundas quickly encases his shoulder in a weak layer of ice and rams the target with said shoulder. The ice breaks off and melts after the hit. Average damage.

Smashes
F Smash: Rundas holds both arms out almost as if bracing for a hit then quickly brings both up creating a cross slash in front of him. If the A botton is pressed again within so much time, he brings both arms down in a cross slash (similar to how Link has a 2 part F Smash). Good damage, very low knock back, slight stun.

U Smash:
He stands with both arms out, charging his cryokinesis. When it's released he raises both arms up and a cloud of razor sharp ice shards bursts out above him. Damage depends on how long you are in the burst, but it is a series of weak hits of 1%. 12 to 22 hits, depending on charge time.

D Smash: Rundas raises one arm into the air and punches the ground. Upon impact, a circle of diagonally facing ice spikes is created around him. Average damage, good knock back.
\\___//

Specials
B: He creates small ice chunks in the air above him and hurls then forward, slowly moving downwards as they quickly move forewards. This attack can be used in quick succession and everytime an ice chunk is hurled, he uses the other arm to create one and hurl it, switching each time. Minor damage.

Side B: Ice Missle. Technically not a real missle, as it is not an explosive, but is a shard of ice created to look like one. Has almost identical properties to Samus' homing missle, except it does a little more damage and travels faster. It has a chance to encase the target in ice, probability increases the more damaged the target is. However, Rundas has a bit of lag after using it, so it's not spamable.

Up B: Ice chucks are created below Rundas and fused together. He then proceeds to ride the now large chunk of ice for a ceratin distance. After moving so far, the large ice chuck shatters. Move is chosen direction and is similar to flight moves (pit and meta knight's up B). Minor damage to close enemies when ice fuses, minor damage the nearby enemies when ice shatters (damage depends on how many ice shards target is hit by).

Down B: Rundas swings one arm upwards and a line of ice shards is created on the ground in front of him. This move is chargeable, so the more it is charged, the further the line will go. Shortly after the line of shards shatters doing minor (1% per shattered piece) damage to close enemies. Since Rundas charges this attack, the ice is unbreakableand will stop any projectile that hits it. This attack will instantly encase an enemy in ice if he is hit doing minor damage. The enemy is not sent flying upwards (as with PK freeze or a mr. freezie), but rather stays frozen on the line until it shatters.

Aerials
A: Rundas brings his arms close to his chest and then moves them outwards, creating a cloud of small ice shards all around him. Minor damage.

F Air: On a single arm, Rundas creates a thick layer of ice which he uses to smash an enemy down. He uses the weight of the extra ice to create a meteor smash. Average damage.

U Air: He raises both arms quickly above him, slashing in an arc going from front to back. If hit by the beginning of the arc, an enemy is sent up, if hit by the end, the enemy is sent diagonally down behind Rundas. Average damage.

D Air: Rundas swings an arm down and an ice cloud arc is creatd below him. Minor damage, multiple hits.

Down B: In the air, this has a different effect. It is still chargable, but when released shoots long, thin spears of ice in roughly the same angle as an aerial falcon kick. The more it is charged, the more spears are created, so basically, no charge is a single spear while full charge would be 5 or 6. All of them land quite close together, but the higher you are above the ground, the bigger chance there is that they will spread out. If someone is hit by the bottom tip of one of the spears they are caught by it and are sent with the spear to the ground. If hit anywhere else, it is just damage. Fairly good damage, but spears are kind of slow, so they can be easy to dodge, plus they are quite large because they are so long.

Grabs
Grab: A close range grab. When target is grabbed, he is frozen.

A: A jab with the free hand. Minor damage.

F throw: Tosses the foe forewards. The ice around him shatters when he hits the ground. Minor damage.

B throw: Essentially the same as the foreward throw, except backwards. Minor damage.

U throw: Foe is tossed up and then jabbed with an ice spike, shattering the ice. Below average damage.

D throw: Rundas jumps up and tosses the foe down, shattering the ice. He then lands and stomps on the foe. Below average damage.

Taunts
U taunt: Various ice shards break off of Rundas, turn to a fine dust and swirl around him and dissipate, he then emits a sigh of relief.

Side taunt: Rundas creates a bunch of ice metroids and floats then around himself. Then lets them drop to the ground and shatter.

D taunt: He creates an ice space pirate about half his size, breaks it and says "Heh, those pirates are more fragile than they appear".

Final Smash
Frozen Tempest: Rundas activates his PED and goes into hyper mode. During this time, he is always on a floating ice chuck (like his up B) and can fly around anywhere. By pressing A or B Rundas fires off his various attacks, in a random order, one after another. For example, an ice missle, ice spear, ice spear, ice chunk, missle, chunk, chunk, chunk, spear etc. (much like diddy's final smash, just with differnt projectiles instead of just one). At the end of the final smash, as a final move, Rundas stops where ever he is and creates a gigantic ice shard above him and begins the swing it around (this is "in the background" so while he is swinging it, gaining momentum, it is unaffecting the other players), then he come foreward into the "foreground" and you can control where it lands, to a certain limit (which side of you its on and a little bit of distance). It lasts roughly as long as Diddy's final. Damage is a large range, it depends on how much you are hit by.

A number of his attacks can be seen in the video. His down B for one, is seen right at the start and you can see what I'm talking about when he uses the final move of his final smash near the end. The ice missles can also be seen near the end, Rundas launches many of them while flying around.
 

GreatClayMonkey

Smash Lord
Joined
Sep 24, 2007
Messages
1,674
Location
Rigging the enemy base with explosives, which is l
To GreatClay:


Umm, I know this is probably selfish of me, but do you mind giving me a BRIEF thought on my Darkrai moveset?

EDIT: Page 35...
it looks pretty complete and good. i don't think there is much more you can add
I would like to apologize for not updating before i left for my trip. I may have computer access in two weeks I might not not to sure
 

Stroupes

Smash Lord
Joined
Jun 2, 2008
Messages
1,810
Location
Tennessee
Sorry if someone already put this in. I don't feel like searching for it :p


A New Challenger approaches for SSB4!

Paper Mario:


Attack: 3/5
Speed: 2.5/5
Jump: 3.5/5
Defense: 2
Weight: 1/5
Size: 2
Swim Time: 0.5/5

Play Style: I figured he would act like a mix between G&W and Wario; Wario's crazy moveset/moving, and G&W's retro-feel attacks.
However, he IS NOT a G&W clone. He's simply modeled after what I think would be a mix between him and Wario. Also, P.Mario's tilts and B moves utilize the capabilities of his partners. Keep in mind that these partners aren't readily visible, they just hang out in another dimension somewhere on Mario's sprite, ready to be called upon. Like Peach's Toad.

Costumes: Regular
Blue: Blue, Red overalls (like the Brawl's blue team costume)
Green: Luigi Alt.
Purple Waluigi Alt.
Wario Alt.


Moveset
A- Punch
AA- Punch
AAA- Side-swiping Karate chop type move.

Side Tilt- Mario quickly flings Watt at the enemy, stunning for a few frames.
Up Tilt- Vivian appears and uppercuts air-borne opponents.
Down Tilt- Ms. Mowz comes out to breifly attack, and steals attachments such as Franklin Badge and Screw Attack.

Side Smash- Mario charges his hammer and swings it with great knockback.
Down Smash- Mario swings his hammer near his feet with 2 hands, in 360 degrees.
Up Smash- Mario swipes his hammer upwards, much like Ike's Up-Smash

B- Mario will throw Goombario, damaging and knocking back enemies that he touches. Much like Bonsly, but smaller, and less powerful. If Goombella comes out, the enemy will be vacuumed toward Mario while Goombella returns to Mario.
Side B- Mario sends out Admiral Bobbery who will explode after a second or two, doing great damage, with little knocback. Occasionally, Mario will send out Bombette, who does little damage, and great knockback.
Down B- Mario jumps on Kooper and sends him into other enemies. However, if the opponent jumps on Kooper, it will damage Mario upon returning. Mario will also occasionally send out Koops. If this happens, the enemy will be slightly stunned, but it does little damage.
Up B- Parakarry appears and carries Mario around in the air for a few seconds, much like Pit's Up-B.

Mid-Air Attacks

Nair- Mario flails wildly, damaging enemies all around.
Fair- Mario swings Sushie, it has a slight spike.
Bair- Mario's Yoshi partner extends his tounge, spiking if the enemy has a certain amount of damage.
Dair- Twink dashes downward at the opponent, which has a great spike.
Uair- Lakilester appears holding a Spiny.

Grabs/throws

Grab- Mario reaches out in a dashing motion.
Up Throw- Mario headbutts the enemy up.
Down Throw- Mario short-hops, and smashes the enemy with his hammer, sending the enemy flying upward.
Forward throw- Mario kicks the enemy outward.
Back throw- Mario performs a Bowser-swing, just like regular Mario and Luigi.

Dash Attack- Mario performs his Dizzy move.

Final Smash- Although I think Final Smashes are primarily a SSBB thing, I'll put one just in case SSB4 has it.
Supernova- See the Rawk Hawk video below.

Taunts
Up Taunt- Mario waves towards the camera.
Down Taunt- Mario does a "fear me" pose, with his arms flexing downward.
Side Taunt- Mario displays a thumbs up, then rubs his nose.


Finally, Paper Mario gets his own stage: The Glitz Pit.
It will operate much like the Pokemon Stadium, with a big screen in the background, high-lighting the fight.
Occasionally, Rawk Hawk will appear in the background and harrass innocent fans. These fans will fly onto the stage, damaging enemies, and with the knockback of such items as Mr. Saturn.

Music for the stage will be:

Rawk Hawk Battle: http://www.youtube.com/watch?v=mewGyc2deDw (Also, see Supernova for Final Smash)
Final Boss Battle: http://www.youtube.com/watch?v=jmgYcAol5jg


Hope you guys enjoy. :D
 

HeoandReo

Smash Apprentice
Joined
May 16, 2008
Messages
157
Go check Erutashi and tell me if I missed any stuff.
OK. Up Aerial is missing, and Down Smash hasn't been filled in. Otherwise, looks nice to me.


Sorry if someone already put this in. I don't feel like searching for it :p


A New Cahllenger approaches for SSB4!

Paper Mario:
Sorry. Vulcan55's absurdly detailed entry is in Page 23. In the future, you can use the front page or a list I made(and still making) on Page 38 to see whether the idea has been taken. I'll still put it up on the list for reference, but I doubt GCM will enter it. A good effort, though.
 

Stroupes

Smash Lord
Joined
Jun 2, 2008
Messages
1,810
Location
Tennessee
Sorry. Vulcan55's absurdly detailed entry is in Page 23. In the future, you can use the front page or a list I made(and still making) on Page 38 to see whether the idea has been taken. I'll still put it up on the list for reference, but I doubt GCM will enter it. A good effort, though.
Oh yeah. I've seen that one before :p
Oh well. Vulcan's is more nicely done anyway.
:)
 

Collective of Bears

King of Hug Style
Joined
Nov 10, 2007
Messages
6,507
Location
North Carolina
NNID
Gark430
3DS FC
1805-3069-0371
I have updated Pinstripe, if anyone is interested. I've also changed Empoleon's Down B from Mist to Blizzard. Check them out, and give feedback if you have any.
 

RWB

Smash Ace
Joined
Jan 28, 2006
Messages
969
Nightmare/SoulCaliburIV/TGS07/sc4_pub_2d_nightmare1.jpg[/IMG]

Size: Ganondorf's height. He is similar in build to Ike.
You should propably shrink him. Ganon is easily above 2 meters tall(7 feet). Nightmare is not even 6 feet tall, he's MY height, and I'm short. This was confirmed by the games.

Weight: Heavyweight. On par with Bowser
Understandable. He weighs 104 kilograms/about 208 pounds.
 

xX Boezy Xx

Smash Journeyman
Joined
Mar 25, 2008
Messages
378
Location
Syracuse, New York
You should propably shrink him. Ganon is easily above 2 meters tall(7 feet). Nightmare is not even 6 feet tall, he's MY height, and I'm short. This was confirmed by the games.



Understandable. He weighs 104 kilograms/about 208 pounds.
Oh yeah. Thanks for catching on to this. I'm changing it right now.

But...uh...how was the rest of the moveset?
 

Collective of Bears

King of Hug Style
Joined
Nov 10, 2007
Messages
6,507
Location
North Carolina
NNID
Gark430
3DS FC
1805-3069-0371
I know we have a lot of Pokemon in this contest, but I just wanted to do this moveset so freaking bad.


Lickilicky! If you don't see the awesomeneess emnating from this thing, see your doctor immediately. He uses his tounge for almost everything, giving him one of the most disturbing movesets in the game.

Stats (Out of 5)
Size: 4
Power: 3.5
Speed: 2
Jump: 2.5
Range: 5
Weight: 4

Most of Lickilicky's Tounge attacks have around the range of Zamus's Smashes. Only his "Slamming" moves require you get in close.

Tilts
A: Swings tounge up, then down, then he rolls forward.
Forward Tilt: Pulls tounge into his mouth, then swings it out fast.
Up Tilt: Swings tounge above him
Down Tilt: Swings tounge under him
Dashing A: Rolls forward, then slams his tounge down.

Smashes
Forward Smash: Slams his tounge down, then jumps over it, like a pole-vaulting manuever.
Up Smash: Spins around with his tounge out
Down Smash: Slams tounge down, then spins around with it under him.

Aerials
Neutral Air: Somersaults in the air
Forward Air: Spins sideways and slams his tounge down
Back Air: Flips around, then flips out his tounge.
Up Air: Flicks tounge upward
Down Air: Slams down hard, like Link/Toon's Dair.

Throws
Grab: Grapples with tounge
Grab A: Squeezes them with his tounge.
Forward Throw: Swings them behind him, then flings them forward.
Back Throw: Same, but in reverse.
Up Throw: Tosses them up a short way, then slams them with tounge, sending them up higher.
Down Throw: Slams them down, then rolls over them. Lickilicky then jumps back to his original position.

Specials

B: Power Whip
Chargeable. Lickilicky pulls in his tounge, then whips it out at full speed. The greater the charge, the range and power get bigger.

Side B: Me First
Lickilicky holds up his tounge. If he is attacked, he jumps up and slams down onto the enemy as a counterattack.

Up B: Body Slam
Lickilicky uses his tounge as a tether recovery. But, there's a twist. Rather than grabbing the edge, Lickilicky leaps up from the edge and slams down hard. It has about the range of a 5-Pikmin Chain.

Down B: Belly Drum
Lickilicky bangs on its bulging stomach. Sends out sound waves that stun enemies. Lickilicky then leaps up and slams any enemies hit by the sounds.

Final Smash: Earthquake
Lickilicky eats a cheeseburger. He then gets an evil look on his face. He leaps high up into the air in the center of the screen, about to where Lucario would fire Aura Storm. He then slams down at full force, which makes the stage "fold." It basically dents the stage in dead center, sending any grounded enemies flying.

Other

Entrance: A big cookie is lying on the ground. Lickilicky runs onto the field and eats it. He looks around and prepares for battle.

Taunt 1: Swings his tounge in different directions.
Taunt 2: Eats a random piece of food and smiles. He could possibly pull out any of these: Fried Chicken, Hamburger, Sushi, Hot Dog, Piece of Pie, Chocolate Chip Cookie
Taunt 3: Shakes his tounge in front of him.

Victory Pose 1: Smiling, he swings his tounge slowly and says his name tauntingly.
Victory Pose 2: Is on the field. A Starly with a cheeseburger in its talons flies across the screen. Lickilicky runs after it.
Victory Pose 3: Has a giant piles of food around him. Lickilicky picks them up and eats them one by one, smiling.

Alternate Costumes:


Subspace Role: Bowser's thugs steal Lickilicky's stash of unhealthy foods, so he goes on a rampage to get it back, and later teams up with the Kongs, whose food was also stolen.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Kirby Assist Trophies

ASSIST TROPHIES: KIRBY’S FRIENDS (AND ALSO ONE ENEMY)

Kirby’s cast of friends each join the Brawl as their own Assist Trophy. These friends have assisted Kirby in various Kirby games, and now they can assist everyone in Super Smash Bros. Yes, I'm a Kirby fanatic, I had to do this.

Gooey

Gooey is… Well, he’s Gooey. He's been described as possibly being a friendly blob of Dark Matter. Don’t ask me why he’s eating fish bones in the picture, either. It doesn't matter. He’s Kirby’s best friend, and can swallow enemies to gain their abilities, just like Kirby. As an Assist Trophy, Gooey pops out, then chases enemies, lashing out his tongue to catch and swallow them. If he is successful, he will gain their neutral B move, and use it recklessly for the rest of the duration of time he’s around.

Rick

Rick is a Hamster, and has helped Kirby on many occasions. In Brawl, when Rick pops out of an Assist Trophy, he runs back and forth on the platform he’s released on, doing decent damage (about 10%) to anyone he hits. He’s somewhat like a Red Shell, but he doesn’t home, just runs back and forth…

Coo

Coo is an owl who’s helped Kirby a number of times with his flight abilities. When released from an Assist Trophy, Coo chases opponents (think Staryu) for a while, then releases a massive gust of wind by flapping his wings. The gust does no damage, but can blow enemies far away and even off the stage!

Kine

Kine is a fish, and has helped Kirby as often as Rick and Coo. His obvious forte is the water. In Brawl, when he emerges from an Assist Trophy, he will usually do nothing, flopping around on the ground. On stages with water, however, Kine will flop toward the water, and when he reaches it, he will jump in, creating a thunderous tidal wave that rushes across the stage, sweeping everyone but the AT user to the other side and possibly off the stage.

Nago

Nago is a cat. He only appeared in Kirby’s Dream Land 3, but was very helpful for his double-jump ability. If he’s found in an Assist Trophy, Nago will walk slowly around, but will jump to hit any opponents who come near him. His jumps are quite high, so most characters will be unable to get over him without using additional platforms and extra jumps. When Nago hits an opponent, he does about 10% damage.

Chu Chu

Chu Chu is an octopus who’s very helpful to Kirby whether he’s on ground or in the water. As an Assist Trophy, Chu Chu sits still on the ground until an opponent comes within a certain radius of her. When they do, Chu Chu will jump at them and latch onto them. She will remain there until her Assist Trophy time runs out. While Chu Chu is attached to an opponent, their running speed is cut in half, and they are unable to use their midair jump.

Pitch

Pitch is a bird, and the smallest (but easily the fastest) of Kirby’s friends. When released from an Assist Trophy, Pitch charges up in place for a few seconds, then rockets quickly toward the nearest opponent, flying in a straight line off the stage in whatever direction he goes. Pitch does about 15% damage to any opponent he hits.

Ribbon

Ribbon is a fairy. Kirby assisted her in Kirby 64 when Dark Matter attacked her home planet of Ripple Star. When she crash-lands on Pop Star, Kirby teams up with her to help her recover the Crystal Shards and defeat Dark Matter and 02. When released from an Assist Trophy, Ribbon is wielding the Crystal Gun, which Kirby uses at the end of Kirby 64 to defeat 02. Ribbon flies around the stage, shooting the Crystal Gun at opponents. Shots are not extremely fast or slow, and deal about 10% damage.

Heavy Lobster

Heavy Lobster (the assembled version on the left in the picture) is a mechanical lobster used by Meta Knight in an attempt to defeat Kirby when he boards the Battleship Halberd in Kirby Super Star’s “The Revenge of Meta Knight.” As an Assist Trophy character, Heavy Lobster rushes around the platform he’s released on at high speed, similar to the way Red Shells operated in Melee, doing 15% damage to anyone he collides with. He’s about the size of Bowser. In addition, Heavy Lobster constantly shoots out flames in a similar manner to characters who have eaten Super Spicy Curry, giving him a better chance to smash into opponents by catching them in the flames first. The flames damage exactly like the Curry flames. Heavy Lobster can be attacked, and after receiving 50% damage, or after 10 seconds of rushing around, he will collapse and break into three pieces: the main body and both claws. The two claws can be thrown as projectiles, like ZSS with the pieces of the Power Suit. The body can be picked up and thrown like a crate, doing damage to those it hits.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Lickilicky!
Awesome moveset! Very creative!

Only a couple things I'd say to fix. You forgot a Backward Air, first. The only other thing I'd say could make it better is to add range/approximate damage/knockback in places. Range is what I'm really curious about, considering the tongue, and damage and knockback are always good too.
 

Kiki52

Smash Journeyman
Joined
Dec 9, 2007
Messages
418
Ok sorry I haven't updated my Salahuddin Ayyub moveset. I will get to it later. But I just suddenly got the urge to do a moveset for Carl Johnson. Hopefully both Saladin and Carl will be completed before they are graded.

Carl Johnson




He is the main anti-hero of the game Grand Theft Auto: San Andreas. He is a gangster who gets into quite a lot of trouble and does a lot of evil criminal things. He would make a really cool character for SSB4.

Pros:
-CJ is considered slightly heavy weight in build but still moves quite fast, unlike typical heavyweights
-CJ has access to fast movement options and a very good recovery
-CJ has a well balanced airgame to complement a well balanced ground game
-CJ has access to good projectile weapons
-Some grabs are good

Cons:
-While CJ may be both fast and strong, his smashes do have afterlag that can be taken advantage of in combat
-While CJ's airgame could be good, he does have considerable afterlag when he hits the ground in the middle of an air attack
-CJ also puts away his guns when done shooting causing a good amount of afterlag to punish
-Spike is hard to do

A moves:

AAA: CJ does a typical 3 hit punch (the same type he does when he completes his LS boxing training) (4, 4, 4) Medium knockback. Same speed as most every jab. The first two jabs he stands still but the third one he moves forward a bit, similar to Wolf's AAA combo.

>A tilt: CJ does a single roundhouse kick (seen when he completes the SF martial arts training) (12) Medium knockback, slightly harder than AAA. Fast attack tilt.

^A tilt: CJ does a straight martial arts kick straight upward similar to Snake's uptilt but with less range and priority. (12) Medium-high knockback. Quite powerful, same knockback as Snake's up-tilt.

down tilt: CJ does a 'breakdance' like manouver and when it hits, it has a 50% to induce tripping. (10) Low-Medium knockback.

Smashes:

Fsmash: CJ pulls out a shotgun and shoots. The prelag isn't very long, but the afterlag is punishable. It shoots out 5 pellets that cause 4 damage each, and they all come out at the same time. The knockback varies to the number of pellets that hit you, but they are short range (only going as far as Wolf's Fsmash) and close spread so most likely you'll always be hit by all of them. It causes tremendous knockback, slightly weaker than Ike's Fsmash.

Usmash: CJ pulls out a chainsaw and stabs it upwards. It comes out quickly but as with Fsmash, the afterlag is punishable. It is a long lasting attack, and has little horizontal range so only if you're close to CJ will it hit you. But CJ stays for a full 3/4th second with the chainsaw up, and if you're caught up in it, it causes an effect similar to Zelda's Usmash. You get caught up in it and cut up repeatedly then knockback occurs. (2, 2, 2, 2, 2, 2, 2, 2, 2) tremendous knockback, but slightly lower than Ike's Usmash.

Dsmash: CJ pulls out a Tec9 and shoots it at a 45 degree angle downwards and sprays first forward then in back of him while he does it. This attack has less afterlag than the other two smashes. He sprays the bullets downward and it is not a long range attack. You recieve full damage and knockback when you get hit by one bullet, and cannot be hit by another bullet from the same attack. It causes 14 damage when you get hit and causes strong knockback.

Air moves:

Nair: CJ gets a crowbar and spins with it a full 360 degree in the air with it extended. It has quite far range and has good defensive applications against shorter ranged mid air attacks. (11) Medium knockback.

Fair: He does a martial arts sex kick similar to how he does when he does a running attack using the SF martial arts training. This is a very fast attack to execute, and this particular air moves is autocancelled when he lands with this attack. Causes medium-low knockback. Useful for inflicting damage really, not so much for KOing. (12)

Bair: He pulls out a police nightstick and does a midair twist and smacks it downward. It isn't a long range as Fair or Nair but still gets the job done. When you hit it right at a certain spot, it causes a hardhitting spike that is weaker than Falco's spike. If it doesn't cause the spike, it causes medium-low knockback. (11 damage)

Dair: CJ dives with a knife similar to regular Link's attack. However, it lack's Link's Dair priority. If you're hit with the knife, it causes 13 damage and causes high knockback that can KO.

Grabs:

A button: CJ punches the guy while holding him. (2)

Fthrow: He kicks them twice in the nuts then hits his elbow on their head. This is seen when CJ learns the LV 'dirty fighting' technique. Takes quite long time to do but worth it for building damage. (4, 4, 4). Low knockback.

Dthrow: CJ jumps on them and proceeds to beat them with his fists for three punches. (4, 4, 4) Low knockback.

Bthrow: He whips them in back of him and pulls out a Desert Eagle and shoots them once. (11) Medium-low knockback.

Uthrow: He punches a foe upwards with an upper cut (10) Low knockback.

Taunts:

-CJ says "The name's CJ. Remember it"
-CJ says "Nobody messes with CJ"
-CJ does some type of gangsta handsign or other sign

B specials:

Nspecial: CJ pulls out a AK47 and shoots. This is a physical projectile and it causes a slight knockback effect similar to Falco's laser, but the bullets go much faster. The rate of fire is the almost the same but slightly lower as Falco's laser though. It does 3 damage per bullet. Pulling out the AK has slight pre-lag, putting it away is slow so it can be punished. A good CJ player will anticipate before they come, and it they press the A button, CJ performs a somewhat slow moving butt of the rifle causing 9 damage and medium-low knockback. After that hit, CJ puts his rifle away faster than if he just let the B button go, and then CJ can proceed to counter-attack an approacher with other moves.

Fspecial: CJ's Fspecial is similar to Wario's motorbike, but he instead uses a PCJ 9000 (is that the name of it) and rides on it fast. It can be used for a very fast verticle recovery, then press the A button to jump off in a backflip and if the bike hits you, the bike causes 10 damage and medium knockback. It goes faster than Wario's bike. The bike can be destroyed, and if CJ is on it, he has some super armor frames for light knockback attacks, but can be knocked off the bike with heavy attacks.

Dspecial: CJ crounches on the ground and pulls out a PSG-1 sniper rifle. It has a 'laser sight' and can be aimed anywhere with the movement stick while he crouches, and good for edge guarding. If you do it, you must press the A button or shield button to put away the rifle. Press the B button to shoot the rifle. The afterlag is slow, so be careful when using this move. The laser sight helps you see where CJ is gonna shoot. It can be fired at a slower rate than the AK47. It does 5 damage a shot at a slow rate of fire since it is semi-auto. It causes medium-low knockback per shot. Overall, if a foe is straight forward, you do more damage over all faster shooting them with an AK47 than with a PSG-1.

Uspecial: CJ puts on his jetback and flies with it like ROB's recovery. He cannot shoot or do anything when he is on the jetback. It flies fast vertically, but not so much horizontally, so it sometimes is better to use the Fspecial for long horizontal recoveries. When he is on the jetback, he could be knocked off but weak attacks no (just like Snake's cypher).

FS: CJ calls his homies on a cell phone and says "I need backup homies!" then a car comes out from the side then it stops. Four gangsters shoot Tec 9s out their windows shooting everywhere at enemies. It causes a lot of damage really fast and everytime you get hit, it causes you to be stunned and once they're done machinegunning you, knockback is occured that can KO you. Generally, being above the car you can avoid damage. Standing on the car, you can also avoid being shot, but then a gangmember might pop up and try to hit you with his Tec 9. On the sides and diagonal upward from their position in the middle of the stage though, you're vulnerable to being shot. The car will disappear about 2 seconds shorter than the time it takes for a character who got KOed to remain on the invincible floating stationary platform if they wait the whole time until it automatically disappears and their invincibility frames go away.

Snake codec:

S: Cornel, who is this gangbanger wanna be?
C: That is Carl Johnson, Snake. Goes by the name CJ.
S: Hmm. Some young punk think he wants to be all tough and ganster like.
C: This thug is quite smart and dangerous, Snake. It wouldn't be a good idea to underestimate him.
S: Why not?
C: CJ is one of the most notorious gangsters in all of San Andreas. He took over many businesses in Las Venturas, San Fierro, and Los Santos. He is a big crime lord Snake. Because of this, you should take his punk down. He is armed with a variety of dangerous guns at his disposal.
S: Will do cornel. I'll help clean up the world of this gangster scum.
C: No, Snake. Show some restraint. While he may be a criminal, we aren't cops. CJ has taken out other numerous crime lords and helped take down corrupt cops as well. While he isn't a saint, he still has brought peace to the cities. If anything, this is the job of cops to take him down. Not us.
S: Hmm. Ok, I see you're point. But I'm not going to go easy on him. I'll beat him up good to teach this kid a lesson that you don't mess with civilized society.
C: That's the spirit Snake. Maybe if you rough him up a bit, he'll learn to change his thuggish ways towards something more productive.

Stages:

I think a good idea would be in the middle cul-de-sac of Grove Street. Alternatively, a good stage perhaps would be on top of a casino in the middle of Las Venturas.

Costumes:

CJ should have several alternate costumes to choose from.
-His first form in the very beginning of the game
-His more 'gangsta' like form with a bandana on his head and full of bling bling necklaces.
-His expensive suit where he is in a $5000 suit and that top hat so he looks like he is either a rich gangsta or a pimp.
-He should have a scary costume with a ski mask on.

Music:

Most of the music would be from copyrighted music that is in the game. Perhaps he'll have winning theme music that happens from when you win a mission in San Andreas, that little toon. For the stage music, it would have to be some custom long song that isn't from a real band but made specifically for GTA: San Andreas that's specific just to it.

Symbol: His symbol perhaps would be a symbol of a Tec 9 SMG.
 

Kiki52

Smash Journeyman
Joined
Dec 9, 2007
Messages
418
I'd love to see CJ fight against Jigglypuff.

And could I get some feedback on Link Cable? http://smashboards.com/showpost.php?p=4790491&postcount=671
It'd be full of win to see CJ getting pwned by Jiggs. That'd be some of the best Youtube videos ever.

The Link Cable is a great idea as a joke character. A lot of imagination can be put in it if it were made by a fan made Make Your Move SSE story.

I have question for GreatClayMonkey. Is it ok that I can redo a moveset for my own character who already has been give a score?

The character I got graded had 4 stars, and thus since it is not below 3 stars I cannot redo the moveset for resubmission? I was hoping I could redo the Paula moveset because I got more experience making movesets, so Paula's wasn't as good as I'd liked because I rethought of different B specials and taunts and other things that would make her 100% different than Ness or Lucas.
 

Collective of Bears

King of Hug Style
Joined
Nov 10, 2007
Messages
6,507
Location
North Carolina
NNID
Gark430
3DS FC
1805-3069-0371
PLEASE GIVE FEEDBACK


Norm Abram, star of This Old House and The New Yankee Workshop, joins the fray! He uses all manners of hardware to cut opponents down to size!

Stats (Out of 5)
Size: 3
Power: No real average, since he uses so many different tools, you can't really average them.
Weight: 3.5
Speed: 2.5 (He's old)
Jump: 3
Range: See Power.

Tilts
A: Standard 3-punch combo
Forward Tilt: Pulls out a hammer and swings it
Up Tilt: Pulls out a Screwdriver and stabs up
Down Tilt: Norm pulls out a piece of wood and a saw. He saws the wood in half. It then falls on the enemy.
Dashing A: Pulls out a Power Drill and runs, pointing it forward.

Smashes
Forward Smash: Norm pulls out a hammer and slams it on the ground. A piece of the floor flips up like a plank of wood when he does this.
Up Smash: Norm gets out a cinder block and tosses it up.
Down Smash: Norm gets on a Jackhammer and turns it on. Creates shock waves around him.

Aerials
Neutral Air: Norm pulls out a Tape Measurer and swings it around him. The tape does damage, but if you hit it with the actual measurer, it does more damage.
Forward Air: Norm pulls out a hatchet and swings it.
Back Air: Pulls out a drill and turns it on behind him.
Up Air: Norm pulls out a chainsaw and turns it on. He swings it over him.
Down Air: Pulls out a big rock. He slams to the ground, grabbing on to the rock.

Grabs
Grab A: Hits them with a hammer
Forward Throw: Hits them with a mallet
Back Throw: Same thing, but backwards
Up Throw: Pulls out a roll of insulation. Norm slams them onto it, and they bounce up.
Down Throw: Slams them down, then drops a cinder block on them.

Specials

B: Nailgun
Norm pulls out a nailgun and fires 3 nails. They do very little knockback, but they do about 5% damage each. There is a little lag between each nail.

Side B: Wheelbarrel
Norm pulls out a Wheelbarrel and starts to run. If he hits an enemy, they fall into it. When Norm reaches an edge, gets hit, or you stop the attack, he pulls it up and the enemies get flung out.

Up B: Electric Cord
Tether Recovery. He pulls out a live wire and flings it up. If it his an enemy, it does very little damage. However, if you hit them with the end of the cord, it zaps them many times, like Ganondorf's Up B. With the end of the cord, it can do about 15-20% damage.

Down B: Insulation
Norm pulls out a roll of pink insulation and holds it in front of him. If he is attacked, the enemy bounces off as though they hit a Bumper. Very useful move.

Final Smash: This Old House.
Begins to glow. He says, "Welcome to THIS OLD HOUSE!!!" A giant house shoots up from the ground and sends enemies flying. Think Dr. Wright AT, but bigger.

Other

Entrance: An old antique door is on the field. Norm walks through it and the door dissapears.

Taunt 1: Says, "Until next time, I'm Norm Abram."
Taunt 2: Says, "One mistake can screw up your whole project!"
Taunt 3: Drinks a cup of coffee

Victory Pose 1: Says, "See you next time." He then walks away.
Victory Pose 2: Is hammering a nail into a piece of wood.
Victory Pose 3: Is cutting a big log with a power saw.
Victory Pose: A piece of the "This Old House" theme song.

Assist Trophy


Roy Underhill
Roy Underhill, star of The Woodwright Shop! He runs around and pounds enemies with his hammer.
 

Kiki52

Smash Journeyman
Joined
Dec 9, 2007
Messages
418
I'm thinking of something guys. I am thinking of, if there are pictures of characters as seen on HeoandReo's post by GreatClayMonkey on the first page, would you like to see me draw pictures of them fighting against other characters from this contest? I cannot draw super good so don't expect super top AAA quality characters, but still it seems fun if I upload those pictures unto Photobucket.

These pictures won't be super elaborate in detail so as I can do many of them of many 'battle' scenes of many different characters. I will try to do many if I can, and get around to do it, but I cannot promise to do every single character sorry :(

Please by all means if you want to make your own pictures, do so too. That saves me a lot of work :)

That way, you'll see something similar to Norm Abram vs Ginny Weasly (sp?) vs Altair vs Stephen Cobert in a picture. They'll usually be fighting each other, and their percents and name at the bottom too. They'll mostly be fighting in a very simply drawn Final Destination type stage.

It will look very amaturish I am sure, but hey still at least it'd look cool.

What do you think?

I just hope I can be able to do it for many characters. Maybe a few times a week until the contest is done. Or I hope to inspire others to do it as well.
 

peeup

Smash Lord
Joined
Sep 3, 2007
Messages
1,618
Location
Hartford/Mass
Mr. Bill:


Tilts:
A combo: slaps with either hand, then headbutts
F-Tilt: Leans forward and slaps the opponent. If this attack is met with another attack, rather than being cancelled, Mr. Bill's arm falls off and he must pick it up again to to any attacks using it. (Picking up bodyparts is the same as picking up items.) He can, however, use his other arm (unless it is also off.)
U-Tilt: His neck extends and he does an upward headbutt. The U-Tilt same effect as his F-Tilt, except he loses his head instead. To save time for me writing this, this effect is now called "Recoil".
D-Tilt: Crouches and kicks with his leg. This attack has Recoil on his leg. NOTE: If Mr. Bill has only 1 leg, he has an increased chance to trip and his movement is slowed. If he has 0 legs, he never trips, but moves very slowly.
Dash Attack: The same as Luigi's. This attack has Recoil on both of his arms.

Smashes:
F-Smash: Similar to DK's. This attack has Recoil on both of his arms.
U-Smash: He makes a small leap into the air and thrusts his head upward. This attack has recoil on his head.
D-Smash: He does a split, similar to Fox's. This attack has Recoil on whichever leg is hit.

Arials:
N-Air: He does a cartwheel in midair. This attack has recoil on whatever limb/head is hit.
F-Air: Similar to Mario's. This attack has recoil on his arm.
B-Air: Similar to Squirtle. This attack has recoil on both of his legs.
U-Air: His head detaches from his body and flies upward half the length of his body, and then falls back down to his body. This attack has Recoil on his head.
D-Air: His legs fly downward half the length of his body. This attack has Recoil on both of his legs.

Specials:
N-Special: Mr. Hand: Mr. Hand walks across the stage (similar to how Master Hand does) and knockes whoever he hits down and doing damage. Mr. Bill can be knocked down, but he takes no damage.
F-Special: Hand Bit: Mr. Bill's arms fly toward the nearest enemy and start beating them sensless until they are attacked. Once they are attacked, his arms have Recoil.
D-Special: Wayne's World: Mr. Bill's buddies from Wayne's World (Wayne and Garth) dash out from either side of him. They keep going until they run off the edge of the stage or run into a wall. They have similar effects as Piplup.
U-Special: Mr. Hand Tries to Help: Mr. Hand grabs Mr. Bill and throws him upward. If Mr. Bill grabs the ledge, nothing happens. If he lands on the stage, he has Recoil on all of his bodyparts.
Final Smash: SNL: Anybody who has ever hosted or been part of the cast of SNL runs onto the stage and starts to destroy everybody, including Mr. Bill. This attack has Recoil on all bodyparts.

Notes:
Whenever Mr. Bill dies, gets Recoil, or trips, you hear a faint "Ohhhh, noooo!"
 

BronzeBlade7

Smash Apprentice
Joined
Nov 21, 2007
Messages
128
Location
Who me..y'know...that place. with the people. wher
I LOVE THIS MOVESET!!!!



BAHHHH! ALFRED MOLINA'S CLASSIC CHARCATER JOINS THE FRAY!​

Stats (*/5)
Size: 4
Power: 5
Speed: 3
Jump: 3
Range: 5
Weight: 4

Tilts
A- Smacks you with claw
Side A- Spins, hitting you several times with claws
Up A- Head butts up
Down A- Smacks the air with claws
Dashing A: Spins around, swinging his claws


Smashes
Forward: Punches numerous times, then "BAAHHs" (Fires Lazer)
Upward: Stabs upward with one concentrated strike
Down: Stomps while sweeping the floor with his claws


Aerials
Neutral: Head butts
Forward: Spins, landing numerous hits with claws
Back: Thrusts all his claws behind him
Up: Chomps the air above him
Down: Rockets down to the ground (will also grab the edge)


Throws (DR. O can grab numerous foes)
Grab: Snatches foes with claw (extends like Samus/link's grab)
Forward Throw: toss's foes, then "BAAHHs" (fires lazer) in that direction (like falco)
Back Throw: Same but in reverse
Up throw: Flings foes into the air, then "BAAHHs" (fires Lazer) in that direction
Down Throw: Slams foes to the ground, and stomps on them


Specials
B: Lazah
Dr. Octogonapus fires his lazah! It is chargeable, for obvious reasons.

Side B: Claw Thrasher
Dr. Octogonapus flings his claws in all different directions. If he comes in contats with and enemy, he grabs them and BAAHHHs them.

Up B: BAAAHHH Rocket
Fires his lazah downward, propelling him upward.

Down B: Lazah Flame
Dr. Octogonapus fires his lazah at the ground, creating fire on either side of him.

Final Smash: Dr. Octogonapus BAAAAAAAAAAAHHHHHHHHHH!!!!!!!!!
Dr. Octogonapus flies to the side of the screen, and yells, "DR. OCTOGONAPUS BAAAAAAHHHHHH!!!!" It obliterates nearly everything on the field. It works similarly to Lucario's Aura Storm, but it has far more range and is much faster.

Other
Entrance: Quickly appears from the side of the screen saying: "DR. OCTOGONAAPUS!"

Taunt 1: He says: "DR. OCTOGONAPUS!"
Taunt 2: Stabs claws into the ground and "BAAHHs" (fires lazer) the air
Taunt 3: A voice will randomly say: "OH MY GOD, ITS ALRED MOLINA!"

Victory Pose 1: He appears from the side and says: "DR. OCTOGONAPUS" then "BAAHHS" (fires lazer)
Victory Pose 2: "BAAHHs" (fires lazer) all around
Victory Pose 3: Toon Spiderman is standing there, then suddenly gets stomps on by DR. O after saying his name

Stage Music: http://youtube.com/watch?v=N7Of7rqFKlY (Credit goes to RWB!)

Snake Codec:
Colonel: Here you are Snake. You have a letter from your Uncle.
Snake: Oh great! *opens* .....
Dr. Octogonapus: DR. OCTOGONAPUS! BAAAHHHH!!!
~later~
Colonel: Snake, I cannot find my phone!
Snake: Oh, um..It's Charging. ....
Dr. Octogonapus: DR. OCTOGONAPUS! BAHHHHH!!!!
~Later~
Colonel: Hey, Snake, there is somthing in the sink. Go check it out
Snake: (on stretcher) OH GOD!! OH MY GOD!! BAAAAHHHHH!!!
 

RWB

Smash Ace
Joined
Jan 28, 2006
Messages
969
Kumatora




CREDIT TO THIS ARTIST FOR ALL IMAGES USED IN THIS POST: http://toran.jp/gallery.html

Lucas ally, and the true starstormer of Mother 3!




Backstory:


[table of content goes here]


Stats:

Strength:
9/10
Kumatora is a tomboy, and won't let just anyone outshine her in strength, and to add to that, she has powerful Psi... Need I say more?

Size:
6/10 -
A bit into her teens, she's bigger than the Mother boys, but she's neither tall nor very wide.

Weight:
6/10
She's quite a bit older and bigger than the two earlier Mother characters. as such, even though she's a girl, she's heavier than them.

Attack speed:
7/10

Kumatora isn't a blindingly fast character, and thus her moves aren't super fast. She's far from being slow, though.

Range:
6.5/10
While her Psi give her a bit longer reach, she is a rather small person, and as such don't reach all that far.

Ground speed:
7/10
Kumatora leans forward, and runs slightly crouched. She's pretty quick, but not a crazy runner.

Jump:
8/10

As any Mother character with Psi, she utilizes it to go higher.

Aerial mobility:
9/10

And, as any Mother character, she's very agile in the air.

Fall speed:
3/10

And like the Mother character she is, she falls slowly.

Dashing jump speed:
5/10

Kumatora doesn't carry over much of her running speed in her jumps.

Quirks:


Miscellaneous.

Symbol: The Earth that the other two Mother characters share.

Kirby Hat: Kirby gains a really nice pink haircut.

Wii Remote Sound: Kuma shout's "Bring it on!"

SSE Role: ????? as of yet.

To unlock her: Clear classic with all female characters, or get her in Subspace(far easier XD)

Entrance: One Starstorm energyball falls to the ground. When it strikes the earth, there is an explosion, and out comes Kumatora.

Idle pose: Kuma stands with her fists at the ready like a boxer, but occasionally punches her other hand and cracks her knuckles (like Ganondorfs taunt).

Taunts:
- Kumatora adopts a very cocky expression and pose, and states: "Bring it on, then!"
- Kumatora pulls her right lower eyelid down and sticks her tounge at the audience.
- Kumatora slouches a little, gets a furious look on her face and shouts: "Rat-*******!"

Victory tune:

Kumatora share Lucas victory tune.

Victory poses:
- Kumatora creates a ball of fire in her left hand. Then she clenches the hand, and fire streams out between her fingers. She smirks.
- Sits down on the ground, a bored expression on her face. She then says: "You talk the talk, but can't walk the walk, loser."
- Flexes her rather muscular right arm, and puts her left hand on the bicep. She says: "Who says women has to be weak?"

Losing pose:
- Ever seen daisy get angry in the Mario Football game for the Wii? Well, Kumatora takes the same pose and expression as Daisy has while walking, but stays stationary.

Video: http://youtube.com/watch?v=vMEErjBkt8U


Miscellaneous Animations

Dizzy:

Sleep:


Fighter Description:

Kumatora is a very powerful character, with a good game both in the air and on the ground, and an above average projectile game. She does not really excel THAT much in any of these, which means characters specialised in one or the other may throw her off-balance.


The moves:


Specials:

NEUTRAL B:
PK Thunder:
Damage: 7% per hit.
Hitbox: They are identical to Ness' Up Special.

This attack shoots a differing number of attacks depending on charge. Lowest is one, maximum is four. The charge is not stationary, but can be saved for later.

Kuma launches one to four lightning bolts (similar to the ones in Ness and Lucas up B attacks). Each of those has anaffect more like Ness than Lucas. At low percentages, She'll often score consecutive hits with this attack.

Kumas Comment/shout: "Crumble."


FORWARD B:
PK Brainshock:
Damage: 4%
Hitbox: It is sent out in front with a rather large hitbox (looks a little like the sound waves from DK's FS).

This is a very strange attack, which send strange waves at the enemy.
These waves causes groundborne characters to trip, and aerial characters to start spinning (robbing them of their second jump if they hadn't already used it.)
Also, this move has almost no afterlag at all, making it great for striking these unfortunate victims of the attack witth something else.

Kumas Comment/shout: "Falter."

DOWN B:
PK Starstorm:
Damage: 15%
Hitbox: the hitbox is the same size as those in Lucas FS.

If compared to any attack, it would be most similar to Pikachus Thunder. Kumatora makes one of the Starstorm attacks falls straight down to the spot she is standing on. It's faster but weaker than Thunder, but due to it's increased speed, a very effective move to deal with foes above you, as she can dish these out quite quickly.

Kumas Comment/shout: "This is it!"

UP B:
PK Freeze:
Damage: 11%
Hitbox: The hitbox is a perfectly round square 4 times the diameter of her fist.
Kumatoras fist gets a white aura as she rockets in the direction you direct this attack (do it fast, it is fired quick). Any and all foes hit by this attack is encased in ice. Kumatora doesn't stop on impact, she follows through until the entire momentum of the attack is done.

Kumas Comment/shout: "Outta mah way!"


A Moves:

JAB
PK Fire jabs:
Damage: 4% for the two first hits, and 6% for the last one.
Hitbox: The hitbox for the two first attacks are simply Kumatora's fists, which is used in a typical boxer one-two combo. The third hit has the entire arm and a bit ooutside of it be a hitbox. It's a straight punch.

Kumatora performs a quick jab combo ending with a stronger punch. All of the punches are done with fiery fists of fury! The final punch packs some good hitstun.

DASH ATTACK
PK Thunderpoke:
Damage: 12%
Hitbox: a spherical area around Kumatora's hand, thrice the diameter of the hand itself.

Kumatora comes to a quick halt and shoves her hand up in front of her, her index finger pointing at the foe, lightning gushing out of it. she then does a little push forward. At higher damages, an excellent KO move. It has pretty good hitstun.


Tilts:

FORWARD
PK Starpalm:
Damage: 14%
Hitbox: a spherical area around Kumatora's hand, twice the diameter of the hand itself.

Kumatora's hand glow with the same kind of light the Starstorm attacks does, and then she does a fast thrust with her hand. The attack has excellent hitstun, really good knockback for a strong attack- but it has much afterlag.


UP
Defense Downer:
Damage: 9%
Hitbox: a spherical area around Kumatora's hand, 1.5 times the size around the hand.

Kumatora performs a pretty quick uppercut. During this move, she glows blue. If she hits a shield, the weardown and shieldstun is much bigger than it would seem. It also opens the enemy up for combo's.
So pretty much the very incarnation of it's name!


DOWN
Lifeup punch:
Damage: 10%- May occasionally heal the enemy fully (one chance in three hundred)
Hitbox: a spherical area around Kumatora's hand, 1.5 times the size around the hand.

Kumatoras hand glows green as she punches in a downward arc. If she hits, she sends the enemy flying a set distance, as well as recovers 6%. If she misses, she recovers 1%. At rare times, hitting with it fully heals both you and the enemy. This extremely uncommon, though.

Smashes

FORWARD
PK Paralysis:
Damage: 14% uncharged- 22% fully charged.
Hitbox: It is sent out in front with a rather large hitbox (looks a little like the sound waves from DK's FS).

An extremely unusual f-smash. It's not very strong, and does not involve a hard punch. Instead, it resembles the forward B(sending waves at the enemy), but has more startup lag. Much like Zero Suit Samus' down smash, this attacks stuns the enemy, setting them up for another move.

UP
Angel Drill:
Damage: 24% uncharged- 40% fully charged.
Hitbox: a spherical area around Kumatora's hand, 1.5 times the size around the hand.

Kumatora performs an uppercut while twisting her hand around. She equips her ultimate gloves- the Angel Gloves. The attack looks like it is a drill attack, but it is one attack in damage dealing. Due to it's drill-like function, it is however supereffective at breaking smashballs, as well as wearing down shields. Nice hitstun, but the attacks afterlag is bad.
The Knockback on this move is mean- You could say it's her main KO-move, as it can KO even Bowser at about 80% level or even 70%.

DOWN
Offense Downer Smash
Damage: 22% uncharged- 38% fully charged.
Hitbox: a spherical area around Kumatora's hand, 1.5 times the size around the hand.

Kumatora winds up and then punches downward. She glows red for quite a part of the attack.
This move has some wind up, but also super armor(Explains the name, offenses doesn't work) during the time she glows red. It's pretty powerful. The afterlag it has is bad though.

AERIALS

NEUTRAL A
Angel Wings
Damage: 9%
Hitbox: An area slightly wider than Kumatora around her entire upper body.

Kuma strikes both her hands out, one in each direction. This attack has low knockback, but is fast.

FORWARD A
Defense up:
Damage: 12%
Hitbox: a cylindric area around Kumatora's leg, 1.2 times as wide as the leg itself.

She glows orange, and then, somewhat slow, her attack comes out. the knockback isn't great- but the attack has a lot of Super armor (but it does NOT last the entire attack)
The attack itself is an airborne Roundhouse kick (Kumatora Norris)!

UP A
Offense up:
Damage: 14%
Hitbox: a dropformed area around Kumatora's head, 1.5 times the size of the head.

This attack has a little wind up- but it's very strong. An orange aura engulfs Kuma's head while she performs this attack. A very good finishing move.
It's basically an upward headbutt, she curls up, then stretches out and hits!

BACK A
Thundering Backhand:
Damage: 10%
Hitbox: a cylindric area around Kumatora's arm(hand included), 1.2 times the width of the arm.

With an electric effect, it's a pretty fast and decently powerful attack. Kuma strikes behind her in a turning motion- this attack have her spin completely though, so it does not turn her around.

DOWN A
Faux Frying Pan:
Damage: 5%
Hitbox: an area around Kumatora's frying pan, although the box is decently big.

A slight wind-up, then Kumatora smashes downward with her faux frying pan in ice climber fair style. The attack is weak in damage, but is a pretty strong spike. Not recommended for anything but spiking, really.

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

Attack (Under 100%): Adeleine jumps up and slashes her brush horizontally.
Attack (Over 100%): Adeleine slowly crawls up, thrusting her brush forward in the process.

Dodge (Under 100%): Adeleine gets up quickly and somersaults forward.
Dodge (Over 100%): Adeleine gets up slowly and crawls forward before standing.

Jump (Under 100%): Adeleine jumps quickly from the ledge to the air.
Jump (Over 100%): Adeleine gets onto the stage, landing brush-first, then pushes off with it and propels herself into the air.

Evasion

SIDESTEP: Kuma just slides to the side by using psychic power, much like Mewtwo's sidestep from melee, but her is shorter.

FORWARD DODGE: Kuma rolls slightly tilted, her shoulder touching the ground rather than her head. A rather fast dodge.
Forward Rolling Dodge: Adeleine cartwheels forward.

BACKWARD DODGE: Kuma falls into a backward roll. An unusually short but VERY quick backward dodge.

AIR DODGE: Kuma becomes slightly transparent, but otherwise she just
straighten herself up a little.


Throws:

GRAB: Kuma raises her right hand and a slight glitter appears just in front of her hand. If she grabs you, she holds you with her psychic powers. She does damage by kicking you.


A attack: She does damage by kicking you. In the gut assuming you're of equal height with her.

Forward throw:
Damage: 11%
Kuma waves her hand, and the opponent falls asleep(incorporated Hypnosis, Yay!). She then punches them hard in the face with her free left hand. Knockback is medium level.

Up throw:
Damage: 13%
Kuma winds up for a kick, then kicks you upward hard- She hits the characters in the crotch, btw. Knockback is great for a throw.

Back throw:
Damage: 8%
Kuma flings the enemy backwards nonchalently with her psychic powers- Good distance/knockback, but not much damage.

Down throw:
Damage: 10%
Kuma does a downward motion with her hand, sending the enemy right into the floor and bouncing up. This sets up for combos.



FINAL SMASH:
PK Ground:

Kuma brings her unique ability, PK Ground into brawl.

She cries out "PK GROUND!" and the level starts to shake.
Soon giant pieces of earth starts shooting out from almost everywhere(they actually shoot into the air).
These things are big, has a bigger knockback and damage than the PK Starstorms of her Mother companions.
I don't have the stamina to describe hitboxes. Well, damage would be about 22% a hit. It's a very powerful FS.


Alt Colors:

http://toran.jp/gallery/mother_ysks_1.jpg


Blue: This is her normal color.

White: Kumatora's blue shirt whatever turns white(the white on it becomes a light grey), her shoes(the boots becomes shoes) turn Black, and her hair becomes black, and is worn in the Yoshi-Koshi style(see the red costume).

Black: Kumatora shirt turns all black, has no hoodie and is sleeveless. On the front, she now has a skull sign. She has a spiked bracelet and a choker. Her hair is jet black.

Red: She dons her Yoshi-Koshi outfit-



Green: This is the same as the red one, but all the Pink/Red is replaced with green, and her hair is back to normal too.


Stage: STILL TO BE DECIDED
??

Song:

Bein' Friends Vocals: http://www.youtube.com/watch?v=dhhy5sylSD8
Eight melodies Vocals: http://www.youtube.com/watch?v=wbuOWnbCyS8
All That I needed (Was You) Vocals: http://www.youtube.com/watch?v=dq74H69MlSI

All Mother 3 songs of interest were already in the game. So instead, I put in some official music from the first game.

[Unlockable songs]

Song:
I believe in you (Pollyana) Vocals: http://www.youtube.com/watch?v=eDpowHy2QPI
Wisdom of the World Vocals http://www.youtube.com/watch?v=yNyt7Sv-7b0
I believe in you- game: http://www.youtube.com/watch?v=mRaPaTMiwjc


SNAKE CODEC:

Still to come.
 
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