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Make Your Move 3.0-Starts Soon

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RWB

Smash Ace
Joined
Jan 28, 2006
Messages
969
Go you! You were first- Go ahead. I'll give my views, both good and bad on your work!
 

Collective of Bears

King of Hug Style
Joined
Nov 10, 2007
Messages
6,507
Location
North Carolina
NNID
Gark430
3DS FC
1805-3069-0371
oh PLEASE! i only took ur help to humor you.
yuor dingodile moveset beats the **** out of this one!
You forgot a final smash, your specials were the same attack in different directions, and even more stupid of you, you copied the whole e-mail and posted the moveset twice, which you didn't even fix right the first time. Your moveset sucked without my help.
 

El_Duderino

Smash Apprentice
Joined
Nov 9, 2007
Messages
160
Location
NE
Whoa whoa whoa. If you guys want to say someone's moveset sucked, please do it with your votes at the end of the contest. So far this contest and its predecessor have lacked unconstructive criticism, which made them pleasantly unique. Please don't change that.
 

Collective of Bears

King of Hug Style
Joined
Nov 10, 2007
Messages
6,507
Location
North Carolina
NNID
Gark430
3DS FC
1805-3069-0371
Whoa whoa whoa. If you guys want to say someone's moveset sucked, please do it with your votes at the end of the contest. So far this contest and its predecessor have lacked unconstructive criticism, which made them pleasantly unique. Please don't change that.
The winners aren't determined by popular vote this time.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Go you! You were first- Go ahead. I'll give my views, both good and bad on your work!
Thanks! I'll do my best to make it a worthy moveset. :) I'm sure I'll have to get creative at parts, since she's yet to actually be playable in any game (64's mini-games don't count), but I should be able to work something out.
 

Collective of Bears

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

Mr. Monopoly joins the Brawl! He'll take your money and your pride all in one fell swoop!

Symbol:

Stats (Out of 5)
Power: Basic Attacks: 3. Specials depends on circumstances and chance.
Speed: 3.5
Weight: 2.5
Size: 3.5
Jump: 3
Range: 3

The riskiest character in existence, Mr. Monopoly's game depends on getting lucky shots and waiting for the perfect time to strike. However, he can still hold his own in battle, utilising his cane, Monopoly Tokens, and other things from the famous game.

Tilts
A: Two quick slaps
Forward Tilt: Hits with his cane
Up Tilt: Tosses his hat into the air
Down Tilt: Swings the hook of his cane under him, tripping the foe.

Smashes
Forward Smash: Mr. Monopoly pulls out the Iron and swings it in front of him.
Up Smash: Uses the Cannon and fires a cannonball upward.
Down Smash: A House appears and drops on Mr. Monopoly. Not only does it deal damage, it also blocks projectiles. The house then rises off him and dissapears.

Aerials
Neutral Air: Spins around calmly.
Forward Air: Spins his cane in his hand, similar to how Pit does in his Side B.
Back Air: Spins around and smacks hard.
Up Air: Mr. Monopoly tosses his cane into the air and catches it.
Down Air: Mr. Monopoly jumps into the Thimble and slams down to the ground.

Throws
Grab A: Hits the foe with his cane
Forward Throw: sets the opponent down, then strikes them with his cane like a golf club, sending the enemy flying.
Back Throw: Hooks the enemy with his cane, then slings them back.
Up Throw: Mr. Monopoly shoves the foe into the Cannon, which shoots them up.
Down Throw: Mr. Monopoly jumps into the car and runs over the enemy.

Specials

B: Dice
Mr. Monopoly rolls two dice at the opponent. The damage is determined by the face of them that hit the enemy, so this attack can deal anywhere from 2% (Snake Eyes) to 12% (Two 6's) damage.

Side B: Income Tax
Mr. Monopoly holds a bill in front of him. If he is attacked while holding the paper, the enemy is stunned, taking 1/2 the damage that Monopoly would have taken.

Up B: Get Out of Jail Free
Mr. Monopoly dons his jailbird stripes and is locked in a cage. And he then... Sprouts wings? Right! Mr. Monopoly gets out of jail free! He bursts out of the cage, which sends little pieces of metal around him. Mr. Monopoly then flies to the edge. However, this attack doesn't last as long as R.O.B. or Pit's Up B, so use the time wisely.

Down B: Collect the Rent
Mr. Monopoly holds out his hand and collects the enemy's rent. The power is based on how much damage you both have. If Mr. Monopoly has much more strength than the enemy, this attack does about 5%. But this attack peaks when Mr. Monopoly is far weaker than the opponent. In this situation, this attack can deal up to 30%. However, as the move gets more powerful, the attack gets slower and has more lag.

Final Smash: Railroad
Mr. Monopoly dons his conductor's hat and hops onto a giant train! He plows across the field, knocking oncoming enemies off the screen almost instantly. Similar to Ganon's FS, but the train is longer and is a bit smaller than Ganon.

Other

Entrance: Appears out of a Monopoly board.

Taunt 1: Spins his cane in his hand
Taunt 2: Strokes his mustache and smiles
Taunt 3: Pulls out a bag of coins and jingles it.

Victory Pose 1: Does donuts in the car.
Victory Pose 2: Strikes a pose while riding the Horse.
Victory Pose 3: Pulls out his wallet and opens it. Money goes spewing everywhere.

Alt. Costumes
 

BronzeBlade7

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

Mr. Monopoly joins the Brawl! He'll take your money and your pride all in one fell swoop!

Symbol:

Stats (Out of 5)
Power: Basic Attacks: 3. Specials depends on circumstances and chance.
Speed: 3.5
Weight: 2.5
Size: 3.5
Jump: 3
Range: 3

The riskiest character in existence, Mr. Monopoly's game depends on getting lucky shots and waiting for the perfect time to strike. However, he can still hold his own in battle, utilising his cane, Monopoly Tokens, and other things from the famous game.

Tilts
A: Two quick slaps
Forward Tilt: Hits with his cane
Up Tilt: Tosses his hat into the air
Down Tilt: Swings the hook of his cane under him, tripping the foe.

Smashes
Forward Smash: Mr. Monopoly pulls out the Iron and swings it in front of him.
Up Smash: Uses the Cannon and fires a cannonball upward.
Down Smash: A House appears and drops on Mr. Monopoly. Not only does it deal damage, it also blocks projectiles. The house then rises off him and dissapears.

Aerials
Neutral Air: Spins around calmly.
Forward Air: Spins his cane in his hand, similar to how Pit does in his Side B.
Back Air: Spins around and smacks hard.
Up Air: Mr. Monopoly tosses his cane into the air and catches it.
Down Air: Mr. Monopoly jumps into the Thimble and slams down to the ground.

Throws
Grab A: Hits the foe with his cane
Forward Throw: sets the opponent down, then strikes them with his cane like a golf club, sending the enemy flying.
Back Throw: Hooks the enemy with his cane, then slings them back.
Up Throw: Mr. Monopoly shoves the foe into the Cannon, which shoots them up.
Down Throw: Mr. Monopoly jumps into the car and runs over the enemy.

Specials

B: Dice
Mr. Monopoly rolls two dice at the opponent. The damage is determined by the face of them that hit the enemy, so this attack can deal anywhere from 2% (Snake Eyes) to 12% (Two 6's) damage.

Side B: Income Tax
Mr. Monopoly holds a bill in front of him. If he is attacked while holding the paper, the enemy is stunned, taking 1/2 the damage that Monopoly would have taken.

Up B: Get Out of Jail Free
Mr. Monopoly dons his jailbird stripes and is locked in a cage. And he then... Sprouts wings? Right! Mr. Monopoly gets out of jail free! He bursts out of the cage, which sends little pieces of metal around him. Mr. Monopoly then flies to the edge. However, this attack doesn't last as long as R.O.B. or Pit's Up B, so use the time wisely.

Down B: Collect the Rent
Mr. Monopoly holds out his hand and collects the enemy's rent. The power is based on how much damage you both have. If Mr. Monopoly has much more strength than the enemy, this attack does about 5%. But this attack peaks when Mr. Monopoly is far weaker than the opponent. In this situation, this attack can deal up to 30%. However, as the move gets more powerful, the attack gets slower and has more lag.

Final Smash: Railroad
Mr. Monopoly dons his conductor's hat and hops onto a giant train! He plows across the field, knocking oncoming enemies off the screen almost instantly. Similar to Ganon's FS, but the train is longer and is a bit smaller than Ganon.

Other

Entrance: Appears out of a Monopoly board.

Taunt 1: Spins his cane in his hand
Taunt 2: Strokes his mustache and smiles
Taunt 3: Pulls out a bag of coins and jingles it.

Victory Pose 1: Does donuts in the car.
Victory Pose 2: Strikes a pose while riding the Horse.
Victory Pose 3: Pulls out his wallet and opens it. Money goes spewing everywhere.

well its a lot better than some of your movesets. in my opinion, if you do win, it will be because of this one.
 

Evilgidgit

Smash Apprentice
Joined
Oct 10, 2007
Messages
166
Location
England
It is about time I entered this fray. I intended on joining in the first ten pages but I kept forgetting too and was held back by other things. But now I am goint to start contributing.

Here is my first entry:

Sakura Kinomoto

Description: Sakura Kinomoto is the main protagonist of Cardcaptor Sakura. 10 years old, Sakura lives in Tomoeda, Japan, with her father Fujitaka and older brother Toya. Her mother, Nadeshiko, died when Sakura was younger. Sakura attends Tomoeda Elementary School with her friends, including Tomoyo Daidouji, who loves recording Sakura on her camcorder. Shortly after Sakura's 10th birthday in April, she came across a mysterious book in her father's study called the Clow. She unintentionally broke the book's seal and opened it to find the magical Clow Cards. Reading the title of the first card, The Windy, Sakura accidentally summons a whirlwind which blows all the cards away. Sakura is then enlisted by Cerberus/Keroberos (also known as Kero-chan), a guardian of the cards to recapture them as the Cardcaptor. Sakura is a cheerful and energetic girl who is a great athlete, being a member of her school's cheerleading squad (although she tends to mess up her performances, such as dropping her baton on her head). At times, Sakura is naive, clumsy and extremeley clueless, not realising for a long time that her friend and rival Syaoran Li has a crush on her until he personally reveals it too her. She is also very friendly and befriends mostly everyone she meets. For the first part of her time as Cardcaptor, Sakura struggles to master her magical skills but nevertheless succeeds in capturing and sealing all 52 of the Clow Cards. However, she later has too transform the cards into Sakura Cards using the power of her very own star, growing quite weary as her powers are absorbed by the transformed cards. She manages to grow in strength and transforms all the cards, around this time is when Syaoran confesses his feelings for her. Sakura is left for four months trying to figure out her feelings towards Syaoran and eventually returns them while trying to capture the renegade 53rd Clow Card, the Nothing, which is sealed and formed with 54rd nameless card into the Hope. Sakura battles using the Clow Cards, the sealing staff and help from her friends.

Costumes:
1. Default Costume: Sakura wears a pink costume, yellow buttons on chest, short pink skirt, long pink tailcoats at the back of the costume, shoulder-length pink gloves, pink shorts under skirt, pink boots, pink sailor-like hat on head.
2. Jester Costume: White and blue costume with frilly white strands forming a skirt, blue shoulder-length gloves, white hat with long blue jester accessories, blue elf-like shoes, bells cover the hat, dress and shoes.

3. Golden Costume: Red costume under yellow jacket, white cape, large yellow boots, golden sailor-like hat on head.

4. Cat Costume: Black jumper and trousers covered by a frilly pink rubber apron-like dress, pink and black boots, golden bell on costumes front, a cat-ear headband on head.

5. School Costume: Black jumper with white tie, frilly white skirt, white sailor-like hat, red and white rollerskates, red safety gear on arms and legs.


Stats
Height: 3 (the same height as Pit).
Weight: 2
Movement Speed: Varies with what costume she is wearing. Costumes one to four have her speed at 4 while her fifth costume, involving rollerskates, has her speed at 5.
Jump: 5 (Sakura uses the Jump Card, which has the jump capability of a Bunny Hood).
Fall Speed: 3

Entrance
Sakura has three entrances:
1. Sakura flies in on the staff using the Fly Card, a pair of wings grow from the staff's head. She lands, and the staff's wings shrink.
2. Sakura flies in using the Fly Card, this time the wings growing from her back. She lands, the wings vanish and she twirls her staff around.
3. Sakura, if wearing the school costume, skates into the arena, nearly slipping over as she brakes.

Moveset
Note: Some attacks may change if Sakura is wearing her school costume.
A: Sakura bops an opponent over the head with her staff.
A,A,A: Sakura bops an opponent twice and then strikes them with a sideward blow with her staff.
Dash Attack: Sakura runs forward and strikes the opponent with the staff, a blast of magic adding extra effect. If wearing her school costume, Sakura skates forwards and then spins smacking an opponent with the wheeled end of one her rollerskates.
Side A: Sakura spins the staff like a buzzsaw and smacks into an opponent. If wearing her school costume, Sakura does a spin move and kicks an opponent with her left leg.
Up A: Sakura knocks her opponent into the air using the staff. If wearing her school costume, she backflips onto her hands briefly and kicks the opponent skyward.
Down A: Sakura sweeps the ground with the staff, tripping up an opponent. The attack is identical if she wears her school outwit, only that the attack is done using her skates instead.

Side Smash: Sakura swings her staff and sends out a wave of magic which sends the opponent(s) into the air.
Up Smash: The staff briefly transforms into the Sword Card and Sakura spins upwards, catching an opponent on the sword and sending them into the air. The sword reverts back to the staff, unless the down smash move is used straight after.
Down Smash: Sakura swings the staff downwards. If the Up Smash has been moved, then the move will be performed using the Sword Card.

Aerial Attack: Sakura in midair performs a spinning kick to perform a two-pronged attack, so to speak.
Side Aerial: Sakura holds up the staff and its wings grow suddenly, buffering an opponent backwards. The wings shrink again.
Back Aerial: Sakura kicks from behind at an opponent.
Up Aerial: Sakura flips either way in midair and kicks an opponent as she performs a full aerial spin.
Down Aerial: Sakura does a pencil dive downwards, smashing an opponent onto the ground using her legs.

Grab Attack: Sakura grabs an opponent and shakes them violently.
Forward Throw: Sakura shoves the opponent away.
Backward Throw: Sakura manages to lift the opponent off the ground and toss them backwards over her head.
Up Throw: Sakura throws an opponent into the air, using the staff as an extra support to achieve this.
Down Throw: Sakura tosses the opponent to the ground and stomps on them multiple times.

B: Clow Card Summon: This unique attack allows Sakura to randomly summon a Clow Card and use its ability. Sakura cannot use this attack again until the effects of the current ability is finished. Some cards have the abilities of items. Below is a list of the cards and their effects:
*Arrow: Sakura's staff forms an arrow which is shot across the stage.
*Big: Sakura doubles in size and her attacks increase for a limited time before she reverts back to her original size.
*Bubbles: Sakura fires a stream of bubbles, which do no damage other than paralyzing opponents.
*Change: Change swaps Sakura with another character, similar to Manaphy's power.
*Cloud: A large cloud appears above Sakura's head for ten seconds, attacking opponents who come near.
*Create: Create magically summons random items onto the stage.
*Dark and Light: Sakura uses the Dark and Light Cards to fire a black and white energy blast across the stage.
*Dash: Dash increased Sakura's speed briefly and allows her to use a dash attack across the stage.
*Dream: Dream puts all opponents in the battle too sleep for ten seconds.
*Earthy: A small rock fissure rises out of the ground on a random spot on the stage.
*Erase: Erase allows Sakura to automatically KO an opponent. This is a very rare card used.
*Fight: Fight allows Sakura's battle strength to be doubled for a full minute, making her A attacks stronger.
*Firey: The Firey shoots a blast of flames across the stage. Practically a miniature version of Mario's Final Smash.
*Float: Gravity becomes lighter for fifteen seconds, allowing Sakura and the other fighters to stay in the air longer.
*Flower: Flower summons either a Fire Flower or a Lip's Stick.
*Freeze: The Freeze makes all opponents freeze briefly.
*Glow: A ball of glowing green light appears above Sakura and flashes, paralyzing all other opponents.
*Illusion: Illusion summons a crate, barrel or party ball that contain items that are actually disguised explosives.
*Little: Sakura shrinks in size and returns to normal after a limited time.
*Mirror: Mirror briefly creates a double of Sakura which runs around attacking each opponent once before vanishing.
*Rain: A raincloud appears above a random opponent and they are bombarded with a blast of water.
*Sand: Sand forms underneath an opponent and drags them into a hole which they become stuck in for a limited time.
*Shadow: Shadow attacks an opponent, paralyzing them so they can be attacked without response.
*Shot: Shot releases a pink electrical spark which follows a random opponent and attacks them continuously.
*Storm: A small tornado is formed which can trap opponents in its interior for thirty seconds before vanishing.
*Sweet: This card produces food items onto the stage.
*Sword: The staff properly becomes the Sword Card for a minute, and Sakura's A attacks become various swiping attacks.
*Thunder: A blast of electricity shoots across the stage. Similar to Raikou's ability.
*Time: A rare card to use, Time slows down the movements of the opponents and maybe Sakura.
*Watery: A wave of water shoots over the stage, washing opponents off the edge.
*Wood: A whip made of wood shoots out of nowhere, picks up an opponent and throws them away.
B Side: Windy: Sakura summons the Windy Card which shoots out a powerful sideward blast of wind which can blow opponents into the air.
B Up: Fly: Sakura or her staff sprouts wings and she flies high into the air, used best as a recovery move.
B Down: Shield Card: A powerful energy barrier surrounds Sakura and repels projectile weapons.

Final Smash: Clow Release
Sakura raises the staff to the air and the Clow Symbol appears underneath her. The 53 Clow Cards appears and spiral up to the staff and form a brilliant white light. Sakura shouts "Release!" and the cards shoot out in speedy light rays across the stage, bombarding opponents until they are likely smashed off the screen.

Shield: Sakura uses a weaker version of her B Down attack, this version cannot deflect projectiles.

Taunts
Taunt 1 (Up): Sakura leaps into the air joyfully shouting "Yatta!"
Taunt 2 (Side): Sakura twirls the staff around and poses with it.
Taunt 3 (Down): Sakura stands, staff behind her back, looking rather embarrased.

Victory Poses
Pose 1: Sakura spins the staff and tosses it into the air, posing for victory, before the staff falls back down and bonks her on the head.
Pose 2: Sakura stands daydreaming, small hearts sprouting from the Clow Card she holds.
Pose 3: Sakura spins on her heel and holds the staff at arm's length.
Losing Pose: Sakura stands scratching her cheek in embarrasement, a small squeak of her trademark "Hoe?" is heard.

Kirby Hat: Kirby gains Sakura's hairstyle and hat, a small pair of wings appear on his back.

Next should come Sakura's partner, Syaoran Li.
 

kitsuneko345

Smash Ace
Joined
Dec 20, 2007
Messages
562
Location
*sending Sundance lots of apple pies on Pi Day, as
Updated Skarmory a little bit, Give comments on his current attacks:

http://www.smashboards.com/showpost.php?p=4789992&postcount=664

Also, my cousin asking me to do Dimentio from Super Paper Mario, so i'll reserve him here.


Dimentio




Description: Dimentio is a magical jester and a major antagonist in the game Super Paper Mario. Dimentio is a powerful magician capable of several feats, such as teleportation, duplication, and invisibility, which are all usually accompanied by a snap of his fingers. Strangely, he is never seen walking, opting to float instead.

Stats:

Height: 4
Weight: 3
Walk: 5
Run: 8
Range: 7
Power: 3
1st Jump: 4
2nd Jump: 5
Lag: 7
Glide: no
Crawl: no
Wall jump: no
Wall Cling: no

Attacks:

Normal Attacks:


A: Dimentio headbutts his opponent, dealing 5% per hit.
Dash Attack: Dimentio teleports a short distance and reappears with a kick (8%).

F-tilt: Dimentio does two consecutive kicks (4% and 3%, respectively)
U-Tilt: Dimentio does "dimension flip" (see below) above his head (6%)
D-tilt: Dimentio slides his hands in front of him (5%). Similar to Wario's d-tilt.

F-smash: Dementio charges by crouching and attacks giving two consecutive kicks followed by a head butt (6%, 6%, and 7%, respectively)
U-smash: Dimentio charges by summons energy over his head and attacks with a energy sphere (again, see below) above him. (17%)
D-smash: Dimentio charges by creating a clone and attacks by spinning the clone by his legs (14% front, 12% back)

Grab attack: Dimentio uses his "dimension flip" to his opponent. (3%)
F-throw: Dimentio pushes the opponent with magic. (7%)
B-throw: Dimentio turns around then throws the opponent. (8%)
U-throw: Dimentio dimension flips the opponent to the air and shoots a small energy sphere. (3% if the shot misses, 15% if the shot connects)
D-throw: Dimentio levitates slightly higher than usual and throws his opponent downward. (10%)

N-air: Dimentio start the animation of his teleport, but stays in the same place (6%).
F-air: Dimentio does a midair right kick (10%).
B-air: Dimentio kicks behind without turning around (4%)
U-air: Dimentio snaps his fingers above him (9%).
D-air: Dimentio does a downward snap in his amusement. (4% unspiked, 16% spiked).

Special Attacks:

B: Energy sphere: Dimentio summons a energy sphere in front of him (Charged fully: 19%, Uncharged: 12%)

Side B: Dimension Flip: Dimentio traps an opponent by flipping dimensions next to him and flips him/her around, like Mario's cape. If it doesn't connect, the attack will reflect projectiles at .9x damage. (no damage)

Up B: Teleport: Dimentio flips dimensions and reappears in any direction. Similar to Mewtwo's Up B.

Down B: Invisibility: Dimentio turns invisible at will. Same strengths and weaknesses to the cloaking device in SSBM.

Final Smash: Super Dimentio:


Dimentio gains the Chaos Heart and becomes Super Dimentio. This heavy character is so large, he's he is unable to walk. His head however can in any direction in a limited space (because of the chain). His head gives 20% damage for every time a player touches it. His body is very vulnerable to attacks, but like Giga Bowser, he receives no knockback from said attacks.

Other Useful Tidbits:

Unlock message: Master of dimensions, pleaser of crowds... Dimentio joins the brawl.
Entrance: Dimentio flips onto the stage.
Up Taunt: Dimentio takes off his hat, then quickly puts it back on.
Side Taunt: He "Dimension Flips" himself a couple of times.
Down taunt: Dimentio dances and snaps his fingers.
Victory pose 1: Dimentio teleports from the left side to the right, then teleports again to the center in an idle position.
Victory pose 2: A bird's eye view shows three Dimentios waving at the camera. The camera then goes back to the regular position and now one Dimentio appears. (The others teleported to a secret location.)
Victory pose 3: Shoots energy spheres high upon the sky.
Losing pose: Claps his Hands.
Kirby Hat: Kirby acquires the Jester hat.

Codec message:
Snake: Mei Ling, why is there a clown here? Is this supposed to be funny.
Mei Ling: *static* What, Snake? I can't here you.
S: Mei Ling! Are you there?
Dimentio*: No, Snake. Don't worry, she's alive. You just lost her signal.
S: Who are you?
D: Well, since you asked so nicely... I'm Dimentio, Master of Dimensions and Pleaser of Crowds.
S: So, you're the clown. Well then, mind if you tell me about youself.
D: Isn't the introduction good enough for you?
S: No, it isn't. *sigh* Guess I have to learn myself.

Alternate Colors:
Original
Black and white
Blue and Teal
Green and Lime
Red and Sienna

Unlockable by: Using Mario, Luigi, Peach, and Bowser in any order in classic mode, of Finishing Subspace Emissary.

Stage: Dimension D



In this stage, Dimentio's attack strength increases 256 times... in Super Paper Mario. But in this game, Dimentio decided to play fair for the other players. Dimension D is a walk-off stage with an indestructible ceiling, so only side KOs are possible in this stage. The Ceiling is is about 9 stage builder blocks tall.
 

HeoandReo

Smash Apprentice
Joined
May 16, 2008
Messages
157
Sakura Kinomoto

Not bad. My gal loves this series,(Albeit more Tsubasa than this) and the localized edition I used to have, Cardcaptors, wasn't too bad, either. It's a very detailed moveset, and I have a few observations and questions.

-About the school outfit, will it be an entire alternate costume set, like Overalls Wario? It wouldn't be really fair for only one person to make use of that newer moveset.
-Clow Card Summon is quite a lot compared to the remainder of the set. I would never be able to imagine her being able to do all of those if she were in an actual fighter, but I like it.
-Sakura's much more acrobatic than I was led to believe.
 

Evilgidgit

Smash Apprentice
Joined
Oct 10, 2007
Messages
166
Location
England
My idea is a bit hollow in some places I admit. :dizzy:

The school uniform is like Wario's and it just has several different moves to make use of the rollerskates. The Clow Card Summon was the main reason why I made a moveset for Sakura, although I think I should have spread the attacks out a bit and not kept them to one attack. I used Sakura's athletic gymnastic skills combined with the power of the Jump Card's ability to make her a bit for acrobatic than she is. Thanks for the opinions HeoandReo (ha, nice name:laugh:). I intend on doing a moveset for Syaoran, and I did one for Kero-chan in the first version of this thread.
 

Sun-Wukong

Smash Journeyman
Joined
Nov 24, 2007
Messages
392
Location
Eastern Kentucky
I know I'm still working on Andy French, but I want to reserve this space for Stitch.


EDIT: Never mind, I've lost my mojo. And my funk. And pretty much everything else.
 

IvoryFlame

Smash Journeyman
Joined
Jun 2, 2008
Messages
234
Location
Salem
Egads!!!

This thread may soon die! I must save it!

I must say I'm looking forward to the Stitch moveset.
 

The_Great_Panda

Smash Apprentice
Joined
Apr 19, 2008
Messages
82
Location
Flint, Michigan
Levin (Wild Arms XF)

Levin


This is a link to see an image of Levin

http://www.gamefaqs.com/portable/psp/image/935425.html?gs=35

A’s

AAA- Levin will perform a 3 hit combo with his tonfas each doing 3%

Up A- Levin will swing the tonfa in his right hand upwards in front of him 4%

Up A Smash- Levin will swing the tonfa in his right hand upwards 2-4% and use the momentum to spin around and swing upward with the tonfa in his left hand 3-6%

Left/Right A- Levin will stab with the tonfa in his right hand in the pressed direction 6%

Left/Right A Smash- Levin will stab with the tonfa in his right hand 2-4% and use the momentum to spin around and swing both of his tonfas horizontally in front of him 3-6%

Down A- Levin will straighten his stance and stab downward at his sides with both tonfas (similar to Lucario’s Down A) doing 4% each

Down A Smash- Levin will spin on the ground with both of his tonfas extended, the attack will open in front of Levin 2-4% and carry the opponent behind him as Levin spins for the second hit 3-6%

Dash A- Levin will do an X-slash with his tonfas 5%

Ledge Attack 1- Levin will swing his right foot over the ledge and pull himself as he slashes with his left tonfa 6%

Ledge Attack 2- Levin will flip up from the ledge and onto the stage doing a downward flip kick in the air 10%

Get Back Up Attack- Levin starts to stand up off of the ground and does a mini spin slash with his tonfas and then stands and faces in the most recently pressed direction doing 6% to anyone hit.

B’s

B- Blast: Levin will start to charge Blast in front of him; Levin will go straight into a roll dodge while doing this by pressing Left or Right on the control stick, afterwards you can begin charging Blast from where you left off. Also you can wait untill Blast is done charging and you can move again 4-20%

Up B- Rising Rave: Levin will do a 6 hit tonfa combo moving upwards and slightly forward in the direction he is facing; the last hit of this combo has slightly high knock back. The first 5 hits push forward and do 2% each and the last one causes Levin to rise slightly and hits the opponent upward 4%

Left/Right B- Rushing Beat: Levin will do a 3 hit combo moving in the pressed direction; the first hit is a horizontal swing from Levin’s right tonfa 2%, the second hit is a horizontal swing from Levin’s left tonfa 2% and the final hit is a tightly swung X-slash with both of Levin’s tonfas 4%

Down B- Graviton: Levin will cast Graviton a distance of about 3 and a half Bowsers in front of him; Graviton is an attack that deals damage based on weight, lighter characters will receive 6%, medium weighted characters will receive 12%, heavy characters will receive 16%and all metal characters will receive 25% from it.

Aerials


Neutral A- Levin will spin with his tonfas extended straight out; there are 3 hits possible each doing 3%

Up A- Levin will do a flip kick in the air with semi-high knock back 8%

Forward A- Levin will swing two times horizontally in front of him; each hit doing 4%

Backward A- Levin will twist to turn around and do a semi-heavy vertical slash downwards; though it is more prone to send opponents flying horizontally it can work as a meteor smash if the opponent is too close 10%

Down A- Levin will reach out in front of him to grab the opponent (close ranged), if the opponent gets caught in the grab Levin will pull them in, flip the both of them upside down and plummet straight down. During this time the opponent can struggle free but if they don’t they will either hit the ground doing 24% to the opponent and 5% to Levin or they will fall off-screen and die.

Grabs

Grab- Levin reaches out with his right hand and pulls the opponent in.

Neutral Grab- Levin will whack the opponent with his left tonfa 2%

Up Grab- Levin will do a flip kick sending the opponent upward 6%

Forward Grab- Levin will lift the opponent up and over his head and throw them forward 8%

Backward Grab- Levin will flip over the opponent keeping his hands on his or her shoulders to balance himself and spring off of their back sending them behind him and pushing Levin forward 8%

Down Grab- Levin will push down the opponent, jump up slightly and slam down on the opponent with on foot 12% (a low to the ground version of Sonic’s aerial down A)

Movement

Inactivity Stance 1- Levin will put both of his hands on the back of his head and rest his neck on them and eventually resume his battle stance.

Inactivity Stance 2- Levin will spin his right tonfa around his index finger and then pull his arm in once he’s done and resume his battle stance.

Dash- Levin will run dragging his arms behind him as he carries his tonfas.

Taunts

Taunt 1- Levin will straighten his stance and say, “I’ll have time to think about this later!”

Taunt 2- Levin will straighten his stance and extend his right arm and say, “Onward Chevalet Blanc!”

Taunt 3- Levin slightly straightens his stance and uses his left arm to scratch the back of his head as he says, “But Mrs. Wordsworth…”

Final Smash

“For Elesius!”- Levin shouts, “For Elesius!” and lunges forward to grab an opponent; if someone gets caught by this Levin will hit them a 4 hit super tonfa combo knocking the opponent back and forth across the screen, each hit doing 15%. Below is the pattern in which the opponent will be hit; starting at position 1 Levin will hit the opponent to position 2 and appear behind them as he hits them to position 3, from position 3 Levin will send the opponent flying to position 4 and appear behind them once again as he hits them in the direction of position 5 possibly knocking them off-screen.

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555-------444------------
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222-----------------------
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Extras

Battle Entry- Levin Walks onto the Stage and extends the arm facing the player forward and then assumes his battle stance.

Victory Pose 1- Levin will cross his arms still holding his tonfas and say, “I wonder if she noticed me…”

Victory Pose 2- Levin will smile as extend his right arm, fist clenched and then bend his elbow as he says, “It’s not just about jumping out there!”

Victory Pose 3- Levin will fall from the top of the screen and land with his arms out and then stand up with his right half forward as he looks upward at an angle.

Loss Pose- Levin will put his hands in his coat pockets and lower his head.

Kirby Hat- Kirby will get a mini version of Levin’s coat; the coat will always be white regardless of what color Levin you are using.

Special Abilities

Speed Boost

The already semi-fast Levin will gain speed as he takes damage; at 25% Levin will gain an additional 20% to his speed. At 50% Levin will receive another 20% addition to his speed, at 100% Levin will receive an additional 40% to his speed and finally at 150% Levin will receive another additional 40% to his speed totaling an additional 120% to his speed doubling his speed plus some.

Notes

Levin is a semi-fast character (before the boosts) and is also fairly light BUT his attacks have little lag making it easier to chain his attacks for more dangerous combos. Levin is intended to be one of the faster characters if not the fastest.​
 

Illusive

Smash Apprentice
Joined
Dec 20, 2007
Messages
119
My original idea was for a joke pokemon trainer that used crap pokemon. However the other 2 pokemon were already taken (metapod and magikarp) So, here’s magcargo, fully evolved and ready to fight.



Magcargo:



Basic info: Slow moving, but most moves are projectiles.
Power: 5/5
Speed: 1/5 (by far the slowest moving character in the game, though attacks can vary)
Range: 5/5 (best in the game due to projectiles, melee attacks are worst ranged in game)
Recovery: 3/5 (mostly due to up b, jumps are pathetic)
Size: Slightly smaller than pikachu
Weight: Same as Dedede

STANDARD MOVES

A: Ember
A tiny little flame burns in front of magcargo and travels foward quickly. By far magcargos quickest attack. Does 5 damage and almost no knockback.

Hold Down A: Flamethrower – Same as bowser and charizard, except it doesn’t decay (though is similar escapability to other neutral A moves). 8% per second, usually does about 12 unless against a wall, where it would do about

Forward Tilt: Heat Wave
Launches 2 heat waves in front of it very quickly via a headbutt. 15% damage and decent knockback at close range, each wave does 6%.

Up Tilt: Smog
Launches a poison cloud above it that travels upwards very slowly. 18% if hit during first (tiny) hitbox and powerful vertical killer/"combo" starter. Cloud does no stun or knockback, but slightly slows character down. 5% for every second in cloud (up to 10 seconds). Only 2 clouds on field at same time.

Down Tilt: Land power
The ground shakes below it and it launches a fast travelling shockwave on both sides. Only damages grounded foes. 15% damage if close to magcargo, 8% from distance. Vertical knockback

Forward Smash: Fire blast
Charges and launches a tall, fast moving fire pillar forward. If fully charged behaves like mario finale, but they need to be trapped in the attack at close range first. Does around 25% damage, but disappears unless they are hit right in the middle of pillar. If that occurs, it does 5 damage, but they're trapped and will die unless they DI out of it (where they'll be hit with the 25% damage)

Up Smash: Rock slide
Launches up 5 rocks which come down later a la Snake’s Up Smash. Rocks do 20% damage and Lucas esque vertical knockback on way up, and rocks come down and do 15% damage each (though unless you're giant bowser with a super mushroom, no more than 1 rock will ever hit) across a range that widens when you charge it up.

Down Smash: Ancientpower
Throws 5 rocks in a circle pattern that are unaffected by gravity. Rocks do about 15% damage and travel much faster when charged.

Dash Attack: Rollout
Curls up in shell and rolls once. However his dash is slower than bowsers walk. Does 30% damage and KO's mario at 40%, but good luck actually hitting with it. Behaves like a shield in that magcargo can be grabbed while performing the move but no move outside a final smash has higher priority.

Ledge attack: Same as dash attack

Nair: Smokescreen
Surrounds in smoke which stays and gradually falls after the attack is done. Exactly the same as up tilt, in terms of the cloud. If hit in the initial frames, the character is stunned, making it essentially a spike.

Fair: Mud Slap
Lauches Forward a mud projectile. Attack does 12 damage, and the mud does 8 damage and no knockback, but if hit a character is much more likely to trip for 5 seconds.

Bair: Rock Throw
Drops a flaming boulder behind him. 18% damage, and the boulder remains on the ground for 4 seconds after it lands.

Uair: Spit Up
Spits 3 flaming chunks above him that come down. 10% damage on way up, 6 on way down, but fairly quick move.

Dair: Body slam
Stall then fall spike. Magcargo can't cancel this move, and falls straight down, and can't grab the ledge while performing this move. However, the move spikes with greater knockback at 0% than ganondorfs down air at 999%, doing 13% damage to an aerial foe. When magcargo lands, he does another 12% good knockback.

Grabs and throws

Grab: Exapands body a bit and retracts,
Pummel: Bulges a bit, does 3% fire damage.
Foward Throw: Slams head on ground 3 times. 15% damage.
Back throw: Does a pathetcally slow 360 degree turn, then drops the enemy right behind him. Does 20% damage in the process due to magcargos flame body.
Up Throw: Throws shell up, with enemy on it. Does 10% damage, but the enemy almost goes nowhere.
Dwn throw: Rolls on side and crushes the enemy. 15% damage.

Special Moves:

B: Hyper Beam
A long range beam. KOs mario at 8%, but has falcon punch esque-startup and rest esque cooldown. Does 150% damage (as a nod to the games), but can easily be jumped over by most characters.

Forward B: Yawn
Yawns forward a musical note that can be controlled a la dins fire. Magcargo's 2nd fastest move. Puts enemy to sleep, and does 5% damage. In order for the enemy to be asleep long enough to be hit by a hyper beam (for an average player), they need to be at 90% damage.

Up B: Lava Plume
Lava Flies up from under magcargo in a straight line. The line continues indefinitely, while it recovers magcargo up a fair distance. Does about 15% damage if magcargo is hit in the lava, and decent knockback. 6% damage for lava after it keeps going.

Down B: Defense Curl
Curls up into shell. Reflects all projectiles, and has a breaking point of 120% instead of 80%. Surrounded by fire, but low priority. Quick to get into, slower to get out.

Final Smash: Overheat
Gigantic Ball of fire expands from around magcargo. The further away you are, the weaker it is. Instant kill and 999% if magcargo is right next to you (ie as close as the the sweetspot for rest), but around 20% damage if you're at one end of final destination and he's in the middle.

Other battle info
Can wall cling
Can not fall over, thus no getting up attack.

Taunts:
Up: Does an incredibly acrobatic backflip.
Side: Looks at camera and winks
Down: Slides around extremely fast on the spot.

Victory Poses:
1. Looks at camera, shocked, then explodes
2. Looks up, melts away, then shell falls over.
3. Yells "magcargo", then bangs head against the ground with eyes half shut

Losing Pose:
Jumps up and down, ecstatically

Snake Codec
Snake: That magcargo sure looks terrible
Colonel: That's because it is snake. It's too slow to execute a special attack, and his above defenses don't save it from Water and Ground attacks. It's 4x weak to them you know.
Snake: Although, it can use hyper beam.
Colonel: IShe can use it in Pokemon Battles as well. Doesn't save her. Just jump over it and show her who's boss.
Snake: It's a girl?
Colonel: I sure hope so snake. I sure hope so.
 

Collective of Bears

King of Hug Style
Joined
Nov 10, 2007
Messages
6,507
Location
North Carolina
NNID
Gark430
3DS FC
1805-3069-0371
This space reserved for Ripper Roo, who will replace N. Brio. (I just cannot settle on my 2nd Crash rep, but I think I'm going to stay with this one.)
 
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