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Make Your Move 3.0: It's over, it's done, moving on.

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MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
~~~~~ DK Crew ~~~~~


Back-Story

A group consisting of the main monkey Donkey Kong himself and many of his friends.

Donkey Kong: Donkey Kong's the leader of the group and the one who freed all of the other Kong's from K. Rool's evil grasp. Having tangled with the manic lizard on numerous occassions, DK fights to protect his friends and home from getting destroyed by K. Rool and his evil schemes.

Tiny: The only female in the group, Tiny uses her speed and size to her advantage. Being able to shrink in size, Tiny can go places most of the Kong's can't. Armed with her feather bow and saxaphone, Tiny's ready to cause some trouble to K. Rool's army!

Lanky: The oddball of the Kong family and that's putting it lightly, Lanky's a crazy Kong with numerous skills up his sleeves. With super long arms and the ability to walk on his hands, Lanky can climb terrain that most Kong's can't. Like the other Kong's, Lanky loves causing havoc upon K. Rool's troops.

Diddy: Everyone's favorite monkey, Diddy returns, his attitude in tact. Diddy is DK's nephew as well as his best friend and sidekick. Diddy is the first member of the Kong family rescued by DK and of course, Diddy's mad...so using his rocket barrel jetpack and peanut popguns, Diddy aims to wreck the Kremling army along with the rest of his friends.

Chunky: The powerhouse of the group and oddly enough the most cowardly, Chunky would be just as happy sitting at home eating bananas instead of fighting...but he also has a heart of gold meaning that even though he's scared, Chunky's going to fight to defend his home. Armed with sheer power, a pineapple launcher and a 400+ pound frame, Chunky's going to reluctantly save the day...hopefully...

~~~~ DK ~~~~


He's the leader of the bunch, you know him well! He's finally back, to kick some tail! His coconut gun can fire in spurts, if he shoots ya, it's gonna hurt! He's bigger, faster and stronger too, he's the first member, of the DK Crew! (Huh!)

Stats

Size: Large
Weight: Heavy
Jump: Medium
Second Jump: Medium
Speed: Slow/Medium
Strength: Medium/Strong
Glide: No
Fall Speed: Medium/Fast
Wall-Kick: No
Wall-Cling: No
Crawl: Yes

Pros

- Powerful smash attacks.
- Hard to knock around.
- Decent recovery.
- Has a projectile.
- Decent speed for a heavier character.
- Has access to four other movesets.
- Can crawl.

Cons

- Some attacks are rather slow.
- Large target.
- Player must learn the movesets of four other characters too.
- Enters a freefall after using his Up B.
- Only mediocre speed.

Standard Attacks

A- DK swings his right arm horizontally left.
A,A- DK swings his right arm left, and then right.
A,A,A- DK swings his right arm left, then right, then slaps both hands downward.

Up-tilt- DK swings his hand over his head.
Down-tilt- DK swings his hand along the ground.
Side-tilt- DK punches forward with both hands.

Dash Attack- DK plants his knuckles into the ground while running and kicks through

Smash Attacks

Up Smash- DK places his bongos on the ground and jumps up onto them, throwing his arms out.
Down Smash- DK swings his arms around him and then slams them downwards.
Side Smash- DK swings forward with his Coconut Gun.

Aerials

Nair- DK flails his arms at his side as if he just long jumped.
Uair- DK swings over his head with one hand.
Fair- DK brings his forcefully down before him, spikes easily.
Bair- DK curls into a ball and kicks backwards with both legs.
Dair- DK kicks downwards, same as in Brawl.

Grabs

Grab- DK grabs his opponent and lifts them over his head while still standing upright.
Grab Attack- DK shakes his foe.
Up Throw- DK pulls his opponent down to face level, then hurls them upwards.
Forward Throw- DK throws his foe like a barrel.
Back Throw- DK swings his foe around behind him and tosses them.
Down Throw- DK plows the foe into the ground, head first.

Ledge Attacks

Get Up (Under 100%)- DK pulls himself up very quickly.
Get Up (Over 100%)- DK struggles to pull himself up.

Attack (Under 100%)- DK slides onto the stage backwards, hitting foes with his butt.
Attack (Over 100%)- DK slowly pulls himself up then swings his right arm along the stage before climbing up all the way

Rising Attack- DK swipes to his right, then his left with his right arm.

Random

Dizzy- DK clutches his head while rocking back and forth.
Sleep- DK falls onto his back and rocks as if in a cradle.
Sidestep Dodge- DK raises his hands and moves lifts the leg closest to the camera while dodging back.
Forward Roll- Basic forward roll.
Backward Roll- DK slides backwards, his hands scraping the ground.
Air Dodge- DK's air dodge is similar to his sidestep dodge.
Crawl- DK's crawl reduces his height by about half.

Specials

Neutral B: Coconut Gun- Yes, it DOES fire in spurts and if he shoots you, it certainly WILL hurt. DK pulls out his coconut gun and says, "Yeaaah..." Pressing the B button again causes DK to shoot a coconut forward. Unlike DK64, DK can't move while shooting coconuts. Coconuts have decent knockback and cause about 7-8% when they hit, the rate of fire however is decent at best.

Side B: DK Roll- DK tucks his arms underneath him as he rolls forward quite a ways. Unlike Jiggly's Rollout, he only can roll a certain distance and it can't be charged. The distance of the roll is a little less than half of FD. This attack however is rather quick and has decent knockback.

Up B: Barrel Cannon- DK hops into a barrel cannon and shoots diagonally upwards, has very good vertical recovery and alright horizontal recovery, but causes DK to freefall after use.

Down B: Buddy Barrel- A buddy barrel appears over DK's head. DK jumps into it and our pops...Tiny Kong! Basically it's like Pokemon Change, it takes about a second and a half to switch characters and there's a bit of end lag to watch out for...

Taunts

Up Taunt- A fly buzzes around DK who takes a few swings at it.
Side Taunt- DK gives a thumbs up and says, "Okay!"
Down Taunt- DK's classic Smash Bros. taunt.

Win Poses

Win Pose 1- DK raises his hands above his head, his hands clasped.
Win Pose 2- DK does his "got a golden banana" celebration from DK64.
Win Pose 3- DK dances a little.

Lose Pose- DK does large, over-exagerated claps.

~ Tiny ~


This Kong's got style, so listen up dudes! She can shrink in size, to suit her mood, she's quick and nimble when she needs to be, she can float through the air and climb up trees! If you choose her, you'll not choose wrong, with a skip and hop she's one cool Kong! (Huh!)

Stats

Size: Small (obviously xD)
Weight: Light
Jump: Medium
Second Jump: Strong
Speed: Medium/Fast
Strength: Weak/Medium
Glide: Yes
Fall Speed: Slow
Wall-Kick: No
Wall-Cling: No
Crawl: No

Pros

- Fast ground wise and attack wise.
- Has a spammable projectile.
- Side B stuns opponents.
- Can glide using her pigtails.
- Can easily rack up damage.
- Is a small target.
- Has access to four other movesets.

Cons

- Weak Smashes.
- Very light-weight.
- Player must learn the movesets of four other characters too.
- Up B provides very little vertical recovery.
- Side B has short range.

Standard Attacks

A- Tiny swings her left pony tail forward.
A,A- Tiny swings her left pony tail forward, then her right.
A,A,A- Tiny swings her left pony tail, then her right, then does a backflip kick.

Up-tilt- Tiny spins in place, her pony tails acting like helicopter blades.
Down-tilt- Tiny kicks at the ground before her, has a chance to make the opponent slip.
Side-tilt- Tiny kicks forward with her right leg.

Dash Attack- Tiny slides forward with her right leg extended. She hops slightly before using this attack so it can hit opponents who are slightly off the ground as well.

Smash Attacks

Up Smash- Tiny shrinks momentarily and then leaps upwards, returning to her full size and knocking foes upwards.
Down Smash- Tiny ducks down and spins in place, extending her pony tails outwards.
Side Smash- Tiny pulls out her saxaphone and spins around whilst playing it, only being hit by the saxaphone does damage/knockback.

Aerials

Nair-Tiny does a forward while staying in place, her right leg extended slightly.
Uair- Tiny's pony tails spin like a helicopter's blades, strikes foe repeatedly.
Fair- Tiny does a backflip kick in mid-air.
Bair- Tiny whips her head back, snapping foes with her pony tails.
Dair- Tiny kicks downwards with both legs.

Grabs

Grab- Tiny grabs her opponent with her pigtails, similar to how Dixie grabs them with her hair excep they're held before Tiny instead of above.
Grab Attack- Tiny swings her head forward and headbutts the foe.
Up Throw- Tiny tosses the foe upwards, then jumps into them, knocking them higher with her pony tails.
Forward Throw- Tiny backflips and kicks her foe away.
Back Throw- Tiny grabs her foe's arms with her hands, jumps into the air and does her pony tail twirl. She then lets go and tosses them backwards.
Down Throw- Tiny jumps on the opponent's head, knocking them down.

Ledge Attacks

Get Up (Under 100%)- Tiny pulls herself up with her pony tails.
Get Up (Over 100%)- Tiny pulls herself up with her arms very slowly.

Attack (Under 100%)- Tiny strikes forward with her pony tails as she grabs the stage with her hands and pulls herself up.
Attack (Over 100%)- Tiny punches forward once she's stepped onto the stage.

Rising Attack- Tiny kicks around her as she rises.

Random

Dizzy- Tiny sits on the ground, rocking slowly.
Sleep- Similar to her dizzy stance except with bubbles floating away from her slowly.
Sidestep Dodge- Tiny dodges back and blocks her face with her pigtails.
Forward Roll- Tiny dives forward, basic somersault.
Backward Roll- Tiny slides backwards.
Air Dodge- Tiny pulls herself backwards and throws her arms back.
Glide- Tiny glides using her pony tails.

Specials

Neutral B: Feather Bow- Tiny pulls out her feather bow! How does this differ from DK's projectile though? Let me explain...Tiny's feather bow is a lot lighter than DK's coconut gun, this allows Tiny to shoot while moving. Tiny's feathers however a considerably weaker than DK's coconuts, so they only do about 1-3% when they hit, however with their relatively quick rate of fire, they can easily be used to rack up some good damage on a foe.

Side B: Banana Fairy Camera- Tiny whips out the camera that the Banana Fairy gave her, but what does it do? Emits a blinding flash of course! When next to a foe and you use your Side-B, Tiny snaps a photo of them, making them enter a stunned state. This is similar to Mewtwo's Disable from Melee but has slightly longer range to actually make it useful...but of course, the opponent actually has to be facing Tiny for this move to work properly. There's also a bit of ending lag, so don't spam this move or you're going to get smashed away...

Up B: Pony Tail Twirl- Tiny's (and Dixie's for that matter) signature move, the Pony Tail Twirl! Tiny starts spinning sideways quickly by twirlling her pony tails in a circle. Has excellent horizontal recovery but very poor vertical recovery.

Down B: Buddy Barrel- Tiny hops into the Buddy Barrel and out comes the next Kong....Lanky!

Taunts

Up Taunt- Tiny pulls out an orange grenade and bounces it around while saying "Tadah! Tadah!"
Side Taunt- Tiny puts her hand on her hips and looks at the camera.
Down Taunt- Tiny puts her hands behind her back, giggles and waves.

Win Poses

Win Pose 1- Tiny plays on her saxaphone and then poses once she's done.
Win Pose 2- Tiny looks to her right, then her left and giggles.
Win Pose 3- Tiny dances a little.

Lose Pose- Tiny claps normally.

~~~ Lanky ~~~


He has no style, he has no grace, this Kong has a funny face! He can handstand, when he needs to and stretch his arms out, just for you! Inflate himself, just like a balloon! This crazy Kong just digs this tune! (Huh!)

Stats

Size: Medium
Weight: Medium
Jump: Medium
Second Jump: Strong
Speed: Medium
Strength: Medium
Glide: No
Fall Speed: Medium
Wall-Kick: No
Wall-Cling: Yes
Crawl: Yes

Pros

- Incredibly long range.
- Has two projectiles.
- Has access to four other movesets.
- Up B has great horizontal/vertical recovery.
- Most attacks are very fast.
- Isn't particularly bad in any areas, speed, power, recovery etc. are all average or better.
- Random factor.
- Fast falling dair.
- Tether recovery.


Cons

- Player must learn the movesets of four other characters too.
- Up B can easily be gimped.
- Smash Attacks are fairly slow.
- Projectiles can't be spammed/are slow.

Standard Attacks

A- Lanky punches forward with his right arm.
A,A- Lanky punches forward with his right arm, then his left.
A,A,A- Lanky punches forward with his right arm, then his left, then both at once. All of these punches have incredible range because his arms stretch out.

Up-tilt- Lanky claps his hands above him.
Down-tilt- Lanky slaps towards the ground with both hands, first his left then his right. Hits twice.
Side-tilt- Lanky swings his arms in front of him.

Dash Attack- Lanky spins around in a circle while running, his arms fully extended. Hits both in front of him and behind him.

Smash Attacks

Up Smash- Lanky flips onto his hands, curls his legs up and then kicks upwards.
Down Smash- Lanky flips onto his head and spins around, his arms fully extended.
Side Smash- Lanky pulls out his trombone and blows into it, smacking the foe away with the slide.

Aerials

Nair- Lanky clasps his hands together and then spins his arms around his body.
Uair- Lanky claps his hands above his head.
Fair- Lanky extends his right arm diagonally downwards
Bair- Lanky spins forward and then kicks backwards with both legs.
Dair- Lanky flips upside down and then fast falls towards the ground, his arms extended before him.

Grabs

Grab- Lanky has a ranged grab and grabs his foe with both hands, can also be used as a tether recovery but is slow to grab.
Grab Attack- Lanky hops off the ground and kicks the foe with both feet.
Up Throw- Lanky tosses the foe up, flips onto his hands and then juggles the opponent on his feet before kicking them up.
Foward Throw- Lanky leaps over his foe while still holding them, lands and then throws them forward with great force.
Back Throw- Lanky leaps over his foe again, plants his feet on the back of their head and kicks them backwards.
Down Throw- Lanky jumps upwards, pulls his foe up with him and then both of them fall to the stage, Lanky riding his foe downwards.

Ledge Attacks

Get Up (Under 100%)- Lanky pulls himself up using his long arms.
Get Up (Over 100%)- Lanky crawls back onto the stage.

Attack (Under 100%)- Lanky slaps forward with his left arm.
Attack (Under 100%)- Lanky pulls himself up then feebly swings his right arm out.

Rising Attack- Lanky spins on his head as he rises, his arms extended.

Random

Dizzy- Lanky waves his hands around in the air while rocking back and forth.
Sleep- Lanky falls onto his back, his arms and legs sprawled.
Sidestep Dodge- Lanky spreads his arms at his sides and dodges back
Forward Roll- Lanky curls his arms around him and rolls forward.
Backward Roll- Lanky covers his face and tumbles backwards.
Crawl- Lanky's crawl is very low to the ground, making some projectiles (such as Link's arrows) pass over him.

Specials

Neutral B: Grape Shooter- Lanky pulls out his grape shooter, this may have worked well against the Kremlings, but how does it fair in Smash? Quite well actually! The grapes Lanky shoots deal about 5-6% damage but have a rather slow rate of fire considering Lanky has to blow into the gun each time he wants to fire. They give little to no knockback and can't be fired while moving, but when they hit an opponent, the grapes make them flinch like Falco's laser.

Side B: Orange Grenade- Whoa! Lanky's got a seemingly endless supply of orange grenades! When you press Side B, Lanky ducks down and throws an orange grenade before him. These grenades explode on contact with a foe, or if they don't hit anyone, they bounce for about two seconds before detonating. These do about the same damage/knockback as Link's bombs but has a little less start up lag. It does however have a bit of ending lag so you can't just spam oranges...

Up B: Baboon Balloon- Yep, you read the song right, Lanky inflates himself just like a balloon. While you can cover a good amount of vertical and horizontal distance with this attack, Lanky moves rather slowly while doing it. Lasts about as long as Pit's Wings of Icarus and like that move, can't be used again if hit until Lanky touches the ground...however, if hit, Lanky has once more trick up his sleeve...he deflates and shoots in a random direction! This can either be a live saver or a huge pain, of course if you're over a platform you want to land on, just press B again and Lanky will drop to the ground without floating away.

Down B: Buddy Barrel- Lanky hops into the Buddy Barrel and...it's Diddy!

Taunts

Up Taunt- Lanky pulls out several orange grenades, tosses them up and balances them on his nose.
Side Taunt- Lanky waves his arms out as his side.
Down Taunt- Lanky flips onto his hands and runs around in a small circle.

Win Poses

Win Pose 1- Lanky uses his Orangsprint (walking on his hands very quickly) and runs around the screen before falling over and scratching his head.
Win Pose 2- Lanky pulls out his grape shooter and shoots the camera with it, knocking on its side. He then runs over and tries to fix it but fails.
Win Pose 3- Lanky does a little dance.

Lose Pose- Lanky claps, his hands over his head.

~~~~~ Diddy ~~~~~


He's back again, and about time too and this time, he's in the mood! He can fly real high with his jetpack on, with his pistols out, he's one tough Kong! He'll make you smile when he plays his tune but Kremlings beware 'cause he's after you! (Huh!)

Stats

Size: Small/Medium
Weight: Light/Medium
Jump: Medium
Second Jump: Medium
Speed: Medium/Fast
Strength: Low/Medium
Glide: No
Fall Speed: Slow/Medium
Wall-Kick: No
Wall-Cling: Yes
Crawl: Yes

Pros

- Has access to four other movesets.
- Has a projectile.
- Up B recovery is good for gaining vertical and/or horizontal distance.
- Very fast attack speed.
- Fast ground speed and good airgame.
- Side B is a good KO move.
- Small target.

Cons

- Light-weight.
- Not many good KO moves, hard to KO off the top of the stage.
- Player must learn the movesets of four other characters too.
- While a good KO move, Diddy's Side B has some bad start up lag.

Standard Attacks

A- Diddy swings to the left with his tail.
A,A- Diddy swings to the left with his tail, then to the right.
A,A,A- Diddy swings to the left with his tail, then to the right, then spins around with his tail extended. Tail spin has a little less range than Lanky's punches.

Up-tilt- Diddy leans forward and swings his tail over his head.
Down-tilt- Diddy jabs at the ground with his right arm.
Side-tilt- Diddy jabs both fists forward.

Dash Attack- Diddy's signature cartwheel attack.

Smash Attacks

Up Smash- Diddy uses his tail as a spring to shoot himself up a small ways.
Down Smash- Diddy ducks down and then spins in a circle, striking foes with his tail.
Side Smash- Diddy whips out his guitar and jabs a foe with the neck of it while strumming a chord.

Aerials

Nair- Diddy spins in place, his tail outstretched
Uair- Diddy jabs his tail upwards.
Fair- Diddy kicks forward with his right leg.
Bair- Diddy kicks backwards with both legs.
Dair- Diddy swings his fists between his legs like his Brawl dair.

Grabs

Grab- Diddy grabs the foe with both hands by their shoulders.
Grab Attack- Diddy kicks the opponent in the stomach.
Up Throw- Diddy tosses the foe up and uses his tail to spring him into the foe.
Forward Throw- Diddy leaps on his foe, smacks them repeatedly in the head then pushes them away.
Back Throw- Diddy simply throws his foe behind him.
Down Throw- Diddy leaps over the foe while kicking them backwards, same as his Brawl down throw.

Ledge Attacks

Get Up (Under 100%)- Diddy leaps quickly back onto the stage.
Get Up (Over 100%)- Diddy slowly pulls himself up and staggers slightly.

Attack (Under 100%)- Diddy sweeps his tail along the stage.
Attack (Over 100%)- Diddy punches forward with his right arm while climbing up.

Rising Attack- Diddy spins on his back.

Random

Dizzy- Diddy clutches his head with both hands while rocking.
Sleep- Diddy curls up on the ground.
Sidestep Dodge- Diddy dodges back, his arms, legs and tail spread out.
Forward Roll- Basic forward roll.
Backward Roll- Diddy slides backwards.
Air Dodge- Same as his side step dodge.
Crawl- Diddy's short anyway, so his crawl doesn't do a whole lot.

Specials

Neutral B: Peanut Popguns- Diddy pulls out his peanut popguns, however his popguns act differently than they do in Brawl. First of all, Diddy can't charge his popguns, but because there's two of them, he fires twice as fast as the other members of the DK Crew. Doing about 2-3%, the peanuts that Diddy fires are best used for causing additional damage from a distance as they don't stun.

Side B: Chimpy Charge- Diddy ducks down holds his head and runs in place before dashing forward head first. Once Diddy hits an opponent, he falls backwards. This attack his considerable knockback and is best used when Diddy is able to knock his foe away a considerable distance, otherwise they can easily punish him during the end lag.

Up B: Rocket Barrels- Of course, the rocket barrels return! Diddy straps on his rocket barrels and can boost himself in any direction, same as in Brawl.

Down B: Buddy Barrel- Diddy hops into the Buddy Barrel and...out pops Chunky!

Taunts

Up Taunt- Diddy crosses his arms and looks at the camera.
Side Taunt- Diddy pulls out his guitar, strums a chord then puts it away.
Down Taunt- Diddy does his clapping taunt from Brawl.

Win Poses

Win Pose 1- Diddy flies in on his rocket barrel, and spins in place while shooting peanuts, he then lands and folds his arms.
Win Pose 2- Diddy pulls out a boombox, sun glasses and turns his hat backwards and starts jamming (DKC reference =D)
Win Pose 3- Diddy does a little dance.

Lose Pose- Diddy claps with his feet.

~ Chunky ~


Finally, he's here for you! It's the last member of the DK Crew! This Kong's so strong, it isn't funny! Can make a Kremling cry out for mummy! Can pick up a boulder with relative ease! Make crushing rocks, seem such a breeze! He may move slow, he can't jump high but this Kong's one hell of a guy!! (Huh!)

Stats

Size: Large
Weight: Large
Jump: Weak
Second Jump: Weak/Medium
Speed: Slow
Strength: Very Strong
Glide: No
Fall Speed: Fast
Wall-Kick: No
Wall-Cling: No
Crawl: Yes

Pros

- Very powerful.
- Hard to knock around.
- Has a projectile.
- Side B can be a one hit KO on lighter foes.
- Can crawl.
- Smash Attacks have good range.
- Has access to four other movesets.

Cons

- Very slow.
- Very big target.
- Poor recovery.
- Has some very slow moves.
- Side B is easily stopped.
- Player must learn the movesets of four other characters too.

Standard Attacks

A- Chunky punches with his right arm.
A,A- Chunky punches with his right arm, then his left.
A,A,A- Chunky punches with his right arm, then his left, then his right again.

Up-tilt- Chunky ducks cowardly and throws his arms up, striking foes above him.
Down-tilt- Chunky swings forward with his right arm along the ground.
Side-tilt- Chunky looks behind him, swinging his arm around to strike the foe in front of him, he then looks back realizing he accidentally (but fortunately) hit the foe before him.

Dash Attack- Chunky throws out his arms and spins in a circle.

Smash Attacks

Up Smash- Chunky hurls an orange grenade above him and ducks, covering his head. The grenade explodes a short ways above him.
Down Smash- Chunky turns into Hunky Chunky for a moment, growing huge before swinging to both sides. He then shrinks again.
Side Smash- Chunky covers his mouth and then unleashes a burp, causing shockwaves to fly out a short ways and knock foes away.

Aerials

Nair- Chunky curls up into a ball and spins in place.
Uair- Chunky flails his arms above his head.
Fair- Chunky punches fiercely foward.
Bair- Chunky seems to stumble in mid-air and kicks backwards wildly trying to regain balance.
Dair- Chunky falls quickly downwards with his elbow extended.

Grabs

Grab- Chunky grabs his foe by their arm and lifts them slightly off the ground. (Yeah, he's the powerhouse for a reason.)
Grab Attack- Chunky jabs his foe in the stomach.
Up Throw- Chunky hurls the opponent upwards with tremendous force.
Forward Throw- Chunky pulls the opponent over his back, then throws forward.
Back Throw- Chunky swings his opponent around in a circle before tossing them backwards.
Down Throw- Chunky hurls his foe at the ground with tremendous force, has a 1/9 chance of lodging the foe in the ground.

Ledge Attacks

Get Up (Under/Over 100%)- Because he's so big, Chunky has a hard time climbing back onto the stage regardless of health, and as such, climbs very slowly upwards.

Attack (Under/Over 100%)- Chunky sweeps his right arm along the stage.

Rising Attack- Chunky spreads his arms out while rising.

Random

Dizzy- Chunky holds his hands over his face, shivering.
Sleep- Chunky, like DK falls on his back asleep, however Chunky sucks his thumb.
Sidestep Dodge- Chunky's body goes rigid, his arms at his side as he pulls himself back.
Forward Roll- A clumsy roll foward, he is rather large after all.
Backward Roll- Chunky suffles backwards quickly.
Air Dodge- Chunky flails about as he pulls himself backwards.
Crawl- Chunky crawls like Luigi, his hands over his head.

Specials

Neutral B: Pineapple Launcher- Chunky brings out the biggest gun of any of the DK Crew, his massive pineapple launcher! Chunky's pineapples have the slowest rate of fire, but also the best knockback and damage doing about 8-10% damage for each hit. Chunky however is a sitting duck as he fires off these slow moving fruits, best used as a short range attack to get some breathing room if the enemy is breathing down Chunky's neck.

Side B: Primate Punch- Taking lessons from Captain Falcon (Okay not really...) Chunky has a massive punch of his own. Chunky's Primate Punch is a slow, slow move, about the same speed as a Falcon Punch but without the cool flame effects. If a light-weight is hit by this, they may be kissing one of their stocks goodbye in one hit. If a medium or heavy-weight gets hit however, they should be able to recover...this move however is easily punishable if Chunky misses, just like the Falcon Punch.

Up B: Chunkysault- Chunky does a little sumersault in mid-air, doesn't have much vertical or horizontal recovery, but if you just need that little extra boost the Chunkysault will do in a pinch, this is based off of his high jump which, funny enough wasn't a very high jump...

Down B: Buddy Barrel- Chunky leaps into the Buddy Barrel and...DK jumps out, ready to roll! The Kong circulation is complete!

Taunts

Up Taunt- Chunky looks around nervously and points behind him saying "Him..."
Side Taunt- Chunky stands rigidly, shaking in place.
Down Taunt- Chunky drops to the ground and begins bowing down to his foe, c'mon Chunky! Get up and fight!

Win Poses

Win Pose 1- Chunky looks around nervously, surprised he won.
Win Pose 2- Chunky bows a few times.
Win Pose 3- Chunky dances, complete with his disco attire and 'fro.

Lose Pose- Chunky claps, happy he didn't get hurt.

Final Smash

DK Rap: http://www.youtube.com/watch?v=RcP91tQ4ZSM Oh yeah, THIS is the Final Smash you've been waiting for! Cranky Kong drops down onto the stage with his turntable and begins to play the DK Rap. You were wondering why all of the characters had the Win Pose of dancing a bit, no? This is why. Cranky starts the song at the "C'MON CRANKY! TAKE IT TO THE FRIDGE!" part, causing all the Kongs to start dancing. Massive sound waves blast foes away while the dancing Kongs themselves also do damage. After a while, Klump (the big pink guy) tosses an orange grenade into the mix, abruptly ending the dancing and causing one last big bang before the player regains control of their current Kong.

Snake Codec Conversation

Snake: DK...Donkey Kong, he's the leader of the bu-...
Mei Ling: Snake, are you singing?
Snake: Wh-...? Of course not!
Mei Ling: Yes you were! You were singing the DK Rap!
Snake: Well it's not my fault, it just got in my head ya know?
Mei Ling: Well that's good and all, but get it out of your head, you've got the entire DK Crew to fight here!
Snake: His coconut gun...can fire in spu-...yeah, alright, I'll focus.
Mei Ling: ...good luck Snake.
Snake: ...member of the DK Crew, huh!

Trophies

DK
Tiny
Lanky
Diddy
Chunky
DK Rap
Buddy Barrel
Funky's Weapons
Candy's Instruments
Rambi
King K. Rool
Kremlings

Stickers

DK
Tiny
Lanky
Diddy
Chunky
Cranky
Wrinkly
Rambi
DK Crew
Coconut Gun
K. Rool
Kremling
Enguarde
Barrel Cannon
Buddy Barrel
Orange Grenade

Many more I'm sure.


Misc.

Entrance: DK jumps out of the Buddy Barrel and says, "Okay!"

Win Theme: http://www.youtube.com/watch?v=O8LoXrivCUo&feature=related

Symbol


Kirby Hats
DK: Fully body suit of DK, like in Brawl. Gets his coconut gun.
Tiny: Gains Tiny's pigtails, hat and her feather bow.
Lanky: Gains orange fur and his clothes as well as his grape shooter.
Diddy: Gains Diddy's hat and tail and his peanut popguns.
Chunky: Gains Chunky's hat and his pineapple launcher.

Wii Remote Sound: A voice says, "DK! Donkey Kong!"
Crowd Chant: The crowd chants, "Donkey, Donkey, Donkey Kong!!" the noise made when a golden banana is collected.

SSE Role: Uh oh! DK gets zapped by Bowser's trophy gun just as he punches Diddy away. Diddy winds up at the lake, but instead of meeting up with Fox, he meets up with Tiny. The two of them then take on Rayquaza and after a while, Diddy and Tiny come across Bowser again, who turns Diddy into a trophy! However...Lanky Kong sneaks up behind the big Koopa, startling him into dropping his gun which Lanky plays with and of course, breaks. Diddy, Tiny and Lanky then team up to fight giant Diddy. Later on, after freeing DK from the Subspace skiff, the team of Captain Falcon, Olimar and the DK Crew find Chunky caged up in the Subspace Bomb Factory...poor Chunky...just in the wrong place at the wrong time...the Kong's free him and he rejoins the DK Crew!

Unlock Method- DK Crew would be a default character since it has DK and Diddy, two major characters playable characters from previous Smash games.

Colors
Like DK 64, all of the characters have the same colors, so to save some time, I'm just going to generalize...

Normal
Blue
Green
Red
White
All of the Kongs would then have costumes in that color.

Assist Trophy
~ Rambi ~


Yay, Rambi makes an appearence in Smash! When summoned into battle, Rambi does what he does best, smash things! Instantly, Rambi will start rampaging around the screen in a fit of rage, knocking away all foes with his sharp horn! After a while, he tires out and slides to a halt.

Boss
~ King K. Rool ~


The boss for the DK Crew is none other than K. Rool himself! He appears with his DKC1 costume...

Attacks

1. Throws his crown forward.
2. Tries to land on you from above.
3. Summons Kremlings into the battle.
4. Drops cannonballs from above.

After defeating him, K. Rool becomes playable because we ALL know that he SHOULD be playable...


______________________________________
After two days of hard work and lots of Donkey Kong 64 playing, my DK Crew moveset is FINALLY finished and I'm REALLY happy with it. If anyone actually reads that whole moveset, you officially rock : )

Note: I'm pretty much done with this moveset although I probably will add a stage at a later date.
 

smashbot226

Smash Master
Joined
Sep 1, 2007
Messages
3,027
Location
Waiting for you to slip up.
FINISHED SOL BADGUY ON PAGE 70 and FINISHED SHADOWRUNNER ON AN EARLIER PAGE.

Forgot which, though.

COMMENT ON BOTH, IF YOU WILL.

EDIT: NVM, SR is on 65.

EDIT EDIT:

DK Krew- Oh my God. I just **** myself.

EDIT EDIT EDIT: VIEWTIFUL JOE?

Will judge.

EDIT EDIT EDIT EDIT: A bit broken, if you ask me.

TO GCM:

Can I be in your moveset? SOMEWHERE?

I'll be sure to say this:

GCM = God.
 

Crystanium

Smash Hero
Joined
Apr 28, 2008
Messages
5,921
Location
California
Nice, MarthTrinity. I wanted to make Dixie Kong, but perhaps you'd do better at creating her as a character in Super Smash Bros. I'd give her gl-air (glide air), since she has the Helicopter Spin.

I noticed in one of Swanky Kong's games in Donkey Kong Country 2: Diddy Kong's Quest, that he mentions the name "Chunky" when asking the name of the Kong who responsible for the airlines.
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
@Smashbot226: Sol rocks, especially the Final Smash because any insta-destroy FS is good in my book.

@Dryn: thanks for the compliments, I think DK Crew is all the DK I can handle so if you want to go ahead with Dixie. As for the Chunky thing in DKC2, I'm sure it's just because it sounds like "Funky...." unless of course Rare was planning Chunky's existance from back then which would be pretty awesome!

And I understand that it's almost 1:00 in the morning (here at least), but any feedback on DK Crew? xD
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
Dude.
DK Crew was amazing.
How much time did that take you, MarthTrinity?
Two days and a whole lot of Coca Cola...I'll check out Joe in a minute : )
EDIT: Took a look at Viewtiful Joe and I'm liking it a lot, of course you had the "Henshin a go-go baby!" in there which offically rocks. Random Note: My favorite boss in VJ is Another Joe just because of his "Henshin a go-go baby...henshin a bye-bye!" line. xD

DK crew was awesome
Why thank you : )
 

smashbot226

Smash Master
Joined
Sep 1, 2007
Messages
3,027
Location
Waiting for you to slip up.
DK Crew- I **** myself. Like I said.

Viewtiful Joe- A bit broken. Needs moar lag and a bit less power.

Also, why is nearly nobody commenting on Shadowrunner (65) or Sol Badass Badguy (70)?

BTW:
I'm making an OC called Godtier.
 

BlueYoshiPinkShoes

Smash Apprentice
Joined
Dec 6, 2007
Messages
120
Location
Flint
DK Crew- I **** myself. Like I said.

Viewtiful Joe- A bit broken. Needs moar lag and a bit less power.

Also, why is nearly nobody commenting on Shadowrunner (65) or Sol Badass Badguy (70)?

BTW:
I'm making an OC called Godtier.
Agreed.
Thanks for the input, a few of his moves have more lag. Namely, his Dsmash. Didn't realize how very broken it was.

Can't wait for Godtier, and Stranger should be up late tonight or early tomorrow.
 

darkserenade

Smash Ace
Joined
Aug 1, 2008
Messages
793
Location
SoCal
The kong rap was win, which already earned you bonus points. Another great moveset by you, but Light and Ryuk are still my favorites. They were all great, though. You got a second cookie!
 

BlueYoshiPinkShoes

Smash Apprentice
Joined
Dec 6, 2007
Messages
120
Location
Flint
The Stranger​

Make Your Move 3.0 is going to get a little stranger, because The famous, nameless Bounty Hunter, Stranger, is joining the fray! Armed with feral rage, and a semi-automatic, double-barreled, high-tension bow with optional sniper scope, The Stranger is more than a match for the rest of the competitors. Get ready, cause here he comes!

"Never did like guns"



The Basics:
Tether: No
Crawl: Yes
Glide: No
Wall Cling: No
Wall Jump: Yes

Stats:
Power: 4/5
Speed: 5/5
Range: 2/5
Projectile Range: 5/5
Drop Speed: 2/5
Weight: 2/5
1st Jump: 2/5
2nd Jump: 3/5
Traction: 3/5
Priority: 5/5

Standard [A] Attacks:
Neutral A Combo: Stranger takes his crossbow, and bashes the opponent with it. First vertically, then horizontally twice.

FTilt: The Stranger jabs fiercely with the crossbow. 8%, decent knockback

Dtilt: Stranger swings his crossbow by the handle in a low arc. 9%, mediocre knockback

UTilt: Stranger swings his right fist in a wide arc above him. Fantastic priority. 6%, low knockback.

Dash attack: When Stranger gets running, he starts sprinting on all fours. Stranger has a unique dash attack. He lowers his head and bashes with his shoulder, but he doesn't quit his dash animation when he does this. Please note that Stranger cannot pivot, and once he is sprinting, must slow to a stop, which takes about a full second. If he hits with the shoulder, it deals 8%, and good knockback.

Smashes

FSmash: Boombat Jab- Stranger loads up one of the barrels with a boombat, an explosive critter, and jabs it at the foe. The boombat waits a second, looks around, then explodes. This attack has massive execution lag, but if it hits, the effect is devastating. 20% with great knockback when uncharged. 29% with fantastic knockback when charged.

DSmash: Stranger reels back, Crossbow hanging lip at his side, and aims a low Kick in a swirling motion. The animation is similar to Zelda's DSmash, but it takes longer to come out, and it is stronger. Uncharged, 15%, good knockback. Charged, 22%, great knockback.

USmash: Stranger reaches into his ammo pouch, and grabs a Chippunk and a Fuzzle, tossing them into the air. First, the Chippunk taunts and jeers, reeling any nearby enemies close. After that, the Fuzzle latches on fiercely to the enemy, dealing Damage over time. Uncharged, 16% over 5 seconds. Charged 26% over 8 seconds. CANNOT BE SHAKEN OFF.

Aerials:

Uair: Stranger jabs upward with his crossbow. 7%, decent knockback.

Fair: Stranger swings his crossbow in front of him with all his might. Slow, but satisfying. 10%, good knockback

Dair: Stranger pulls his legs up, and stomps down with all of his strength. A good meteor. 8%, good knockback.

Bair: Stranger's strongest aerial. Stranger throws all his weight into a spin, holding the crossbow by the handle, and hitting everyone around him. 10%, great knockback.

Nair: Stranger sticks his Crossbow out, curls into a tight ball, and spins. 6%, weak knockback.

Specials:

Neutral B: Fire Damaging Ammo [See Quirks/Miscellaneous Animations]

Forward B: Fire Support Ammo [See Quirks/Miscellaneous Animations]

Down B: Shake off- Stranger starts shaking off an damage he has accumulated. It takes 1 Second to start up, and each second after that, Stranger shakes off 5% of his damage. 1 second of cooldown. Although this move heals his wounds, it is easily punished.

Up B: Boombat Propulsion- Stranger drops a boombat under him, dealing 5% to himself and propelling him upwards about as far as half the distance of Final Destination. if this attack connects with a foe, it deals good knockback, and it acts as a devastating Meteor.

Gosh, Sorry guys.
This one's harder than I thought.
Edit again tomorrow.
 

smashbot226

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

Make Your Move 3.0 is going to get a little stranger, because The famous, nameless Bounty Hunter, Stranger, is joining the fray! Armed with feral rage, and a semi-automatic, double-barreled, high-tension bow with optional sniper scope, The Stranger is more than a match for the rest of the competitors. Get ready, cause here he comes!

"Never did like guns"



The Basics:
Tether: No
Crawl: Yes
Glide: No
Wall Cling: No
Wall Jump: Yes

Stats:
Power: 4/5
Speed: 5/5
Range: 2/5
Projectile Range: 5/5
Drop Speed: 2/5
Weight: 2/5
1st Jump: 2/5
2nd Jump: 3/5
Traction: 3/5
Priority: 5/5

Standard [A] Attacks:
Neutral A Combo: Stranger takes his crossbow, and bashes the opponent with it. First vertically, then horizontally twice.

FTilt: The Stranger jabs fiercely with the crossbow. 8%, decent knockback

Dtilt: Stranger swings his crossbow by the handle in a low arc. 9%, mediocre knockback

UTilt: Stranger swings his right fist in a wide arc above him. Fantastic priority. 6%, low knockback.

Dash attack: When Stranger gets running, he starts sprinting on all fours. Stranger has a unique dash attack. He lowers his head and bashes with his shoulder, but he doesn't quit his dash animation when he does this. Please note that Stranger cannot pivot, and once he is sprinting, must slow to a stop, which takes about a full second. If he hits with the shoulder, it deals 8%, and good knockback.

Smashes:

FSmash: Boombat Jab- Stranger loads up one of the barrels with a boombat, an explosive critter, and jabs it at the foe. The boombat waits a second, looks around, then explodes. This attack has massive execution lag, but if it hits, the effect is devastating. 20% with great knockback when uncharged. 29% with fantastic knockback when charged.

DSmash:

I'll finish up tomorrow, folks.
;_;

I think I love you.
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
Whoa at Sol and DK Crew. Awesome stuff you guys made there. Props.

Now for a very very fun character whom I really adore. He's soooo awesome... <3
Also, my last planned moveset, yay.

Other Movesets by Spadefox:
Lip the Flower Fairy (Panel de Pon/Tetris Attack)
Gilius Thunderhead (Golden Axe series)
Rouge the Bat (Sonic series)
Stanislav "Spade" Serkov (Original Character)
Silver the Hedgehog (Sonic series)
Blaze the Cat (Sonic series)
Chaos (Sonic series)
Gemini Spark (Megaman Starforce)
Shadow the Hedgehog (Sonic series)
Sandbag (Super Smash Bros. series)
Dr. Ivo "Eggman" Robotnik (Cooperation with KoJ, Sonic series)
Kovomaka Students (Magical Starsign)




10101 NUMBERMAN.EXE 10101




Numberman.EXE finally makes his stand. The loyal Navi to the Chip Collector Higsby (in Japan Higure Yamitarou) first appeared in Megaman Battle Network as first Navi not based on any other Megaman series (mainly the classic Robot Masters), Numberman made appearances as boss, trader, or even playable in practically every Battle Network game since then. He's very frowned upon because of his odd looks and his crappy powers. Numberman's attacks are based on, well, you guess it, numbers, random effects and some are based around school.

Numberman is my favourite Battle Network character, though, since I think he looks pretty awesome, can kick a lot of butt as a boss (except for the first game), and his and Higsby's cowardish and nerdy behaviour are simply hilarious. He's pretty awesome in the random factor, too, which gives a huge plus in my book.

Numberman's moveset is 50/50 based on what he does in the games, either just by moving or his real attacks, and what he could do with these things. The spike in his head is completely made up, though, but I think it perfectly fits to Numberman's other moves. His attacks are quick, but weak, and he's slow and light, but he has an extremely good second jump - no recovery move, though. The Number Tembou is taken out of the anime, by the way, but I thought it would fit well with the rest of the moveset.

Stats
Screen Name: Numberman
Size: 5/10 - He's pretty tall, but has a bit of a "humpback" poise
Weight: 3/10
(Running) Speed: 4/10
Power: 4/10
First Jump: 6/10 - Numberman jumps up...
Second Jump: 10/10 - ...and jets in his feet make him go further, yay. His second jump basically works like ROB's Up-B. He has fuel as well on that one.
Fall Speed: 5/10
Crouch: Yes. - Numberman kneels down and shivers
Crawl: No.
Wall Jump: No.
Wall Cling: No
Gliding: No.

ATTACKS
Legend:
Attack: Attack Name - Description with damage indicator

Standard Attacks
A, A, A: Leave me alone! D: Numberman bats his hands down onto the opponent like a little child, it's an infinite move. Damage: 1% each hit
Ftilt: Arm Sweep - Numberman quickly stretches out his arm and sweeps it backwards. Medium knockback. Damage: 6-8%
Utilt: Brain Sting - You can't see it on that picture, but on the top of Numberman's head, there's the logo of him. A small circle. If this attack is used, a spike comes out from that logo. You have to be precise with that one - although the spike has a good range, it's still not really thick. Medium knockback, damage: 7-10%
Dtilt : I'll trip you up! X( - While crouching, Numberman sweeps the floor with his hand. It trips the enemy with little knockback. Damage: 5-8%

Smash Attacks
Fsmash: Headbutt - Wouldn't you also fear that huge bowl he has if he would headbutt you? Yeah? Well, he does. It's probably one of his strongest moves. Headbutt! Incredible knockback. Damage: 21-25%
Usmash: Rotor Punch - Numberman sticks up his arm and rotates the green part of it, making the attack continueing. He ends with batting the enemy upwards. Damage: each hit 3-4% with 5 hits, punch: 4-6%
Dsmash: Number Trap - I know I stole this from Snake... Err, yeah. Numberman hides a proximity mine in the ground. The "charging" does not change however the damage or the size of the explosion, but only how far the enemy will fly. Below average to incredible knockback. It can also hit Numberman himself. Damage: 20-22%

Aerial Attacks
Nair: Star Attack - Similar to Kirby, Numberman stretches out arms and feet and rotates sidewards, becoming a star wheel of d00m. Low knockback, damage: 6-8%
Fair: Number Rocket - The attack looks similar to Luigi's Green Missile, however, does not charge and just let's Numberman fly forward a little, head first, and rotating around his axis. Medium knockback, damage: 8-10%
Bair: Jet Kick - Numberman kicks back his feet, hitting the enemy with the jets built in. Medium knockback, damage: 7-9%
Uair: Calculation Drill - Numberman rotates himself, aiming upwards. Below average knockback, damage: 7-9%
Dair: Eraser Drop - Numberman gets out a mansized blackboard eraser from who knows where and lets himself drop down. It meteor smashed, however, makes Numberman fall faster (like Link's D Air), and if he lands on the ground, he has to get up from the attack. Damage: 15-17%

Situational Attacks
Dash Attack: Tripping - Heh. Numberman stumbles when running and slides into the enemy. Medium knockback, damage: 7-9%
Ledge Sweep (under 100%) - Numberman quickly pulls out a Number Tembou, slaps anyone near and puts the tembou back again.
Ledge Sweep (over 100%) - Numberman crawls up and rams his head into anyone standing close.
Get up Attack (under 100%) - Batting around himself with his Tembou, Numberman gets back up.
Get up Attack (over 100%) - Punching in each direction while getting up, Numberman comes back to his feet.

Specials
B: Dice Bomb - Numberman throws a cube. It flies like a normal throwing item. The dice then gets a particular number of dots on it. Depending on this, the effect looks like this:
1 - The dice just disappears in a cloud of smoke.
2 - The dice creates a small explosion, doing little knockback. No harm for Numberman. Damage: 4-5%
3 - The dice shoots out laser beams in this pattern _\|/_ . The beams flinch enemies like Falco's laser gun, and do virtually no knockback. Damage: 6-8%
4 - The dice spits out a few foods and then disappears.
5 - The dice blasts up in a blueish white cloud of smoke and freezes all enemies surrounding. Only knocking upwards. Damage: 9-13%
6 - The dice acts exactly like a Smart Bomb, and also can harm Numberman himself.

B side: Ruler Blade - Numberman sends out a triangle shaped ruler. It travels along the ground and walls and hits any enemy touching it. It does practically no knockback. There can be 4 rulers on the stage at a time. Damage: 7-8%

B up: Number Tembou - Numberman takes out a fighting staff. It works and looks like a baseball bat, just without the huge knockback, and a little faster. There can only be one Tembou for each Numberman at the stage. It can be thrown or punched out of Numberman's hands, and basically works all like an item. Numberman cannot use this move until the first Tembou disappeared. When Numberman tries to pull out one although there's one on the stage, he just looks left and right for the staff.

B down: Number Ball - Next to Dice Bomb, this is Numberman's other trademark move. He sends out a ball, which travels across the floor. Depending on the digit displayed on the ball does damage or knockback. The higher the digit, the higher the damage and the less the knockback and the other way round. You gotta keep out for those displaying 1. :p
The numbers can reach from 1-20. The 20-ball does not even disrupt you, much like Fox' blaster.


Grabs, Throws
Grab and Pummel - With one hand Numberman holds the enemy, the other one he sticks in the victim's face, rotating it and so multipliedly slaps him with his huge fingers. Damage: 2-3% each hit.
F throw - Numberman headbutts the enemy away. Ow. Above average distance. Damage: 10-12%
B throw - Numberman rotates his torso backwards (must look creepy, mang), and throws the enemy back, then changes back to normal. Above average distance. Damage: 8-10%
U throw - Numberman lifts the victim up and spikes them upwards. Ow, again. Mediocre distance. Damage: 8-10%
D throw - Numberman lets the enemy fall and then drops the Eraser Drop attack onto him. Urk. Damage: 13-16%

Misc. Animations
Sleeping - Numberman sits on the floor, snoring in his robotic voice
Dizzy - Numberman holds his head, the panels on it blinking randomly.

Final Smash
Program Advance: Poison Pharaoh
Numberman pulls out three battlechips and throws them up. The screen becomes darker and you can see this guy falling down onto the stage. Poison Pharaoh then creates a purple sphere, approximately the size of Negative Zone, and extremely fast racks up your damage (except Numberman's, 'fcourse). If you are in there from the start till the end, you easily can get up to 100%. The PA lasts for 20 seconds.

Taunts
Up - This stance
Side - Numberman randomly bats around himself with his tembou.
Down - Numberman waves at the player.

Entrance
Numberman falls down from above and crashes into the floor, getting up while shaking himself.

Alternative costumes
- Main Colours Green and Yellow, Orange Highlights, Default, Green Team
- Main Colours Lilac and Pale Green, Pink Highlights, Blue Team, Numberman DS (Pic)
- Main Colours Red and Gray, Black Highlights, Red Team
- Main Colours Black and White, Silver Highlights
- Main Colours White and Blue, Green Highlights
- Main Colours All Golden, Black Highlights

Victory Poses
Up - This stance again, but this time while exclaiming "Just as calculated."
Down - Numberman salutes, stating "I did what I had to."
Side - Numberman stands on one foot, spinning around himself for a few times, the apruptly stops, standing normally, saying "All done, Higsby!"

Additional Stuff~

Codec Converation
Snake: So, who is that strange guy here?
Mei Ling: This is Numberman. He is a Net Navi, a artificial intelligence from a virtual world.
Snake: So, what is he doing here? This is the real world, isn't it?
Mei Ling: Eh... Yeah. Hehe. The real world. Anyway, Numberman may look weak, but he has some very powerful attacks, so take care.
Snake: You mean we aren't...? Uh... okay, got you... I now have this weird feeling that I am the Chosen One to wake up in reality and end the reign of the machines...
Mei Ling: Just get back to the mission, Mr. Anderson.
Snake: Huh...?!

Kirby Hat
Numberman's huge head. And Kirby's eyes go glowing yellow. Hurhur.

Wii Remote Sound
You hear Numberman saying "Processing..."

Unlock Message
Numberman.EXE, the digital master of calculating, has joined the fight!

Role in Subspace Emissary
Unlock this secret character in a hidden door.

Logo
This.


Victory Theme
Megaman Battle Network 5 DS: Twin Leaders - Shortened Victory Jingle.

THIS MOVESET IS FINISHED. IF YOU LIKED IT, PLEASE COMMENT! THANKS!

Stage
Cyber World

See Gemini Spark's moveset for stage.

Also Homestage to
Gemini Spark
 

darkserenade

Smash Ace
Joined
Aug 1, 2008
Messages
793
Location
SoCal
Nice moveset,Spadefox. I've decided that my next moveset will be.....

GIR!


Edit: I see someone did him in the first one.... that stinks D=
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
Heh, thanks... effing 10 movesets in a couple days, jeez. xD

I've put in Stage Musics for Cyber World (in Gemini Spark's moveset), however, I still have no good idea for a stage, just a few thoughts swirling around.
 

Iron Thorn

Smash Lord
Joined
Jun 26, 2008
Messages
1,097
Location
Going to Gamelon. I'm taking the Triforce of Spag
YESSS On pidgeotto. One of my favorite first gen Pokemon. And I think today I'll work on Zelda with Sword while whipping up Teigen's reference picture. And for my MYM attack, I'm not sure. I want to see what you come up with.

PS. Great Monkey composed of Clay, If you so desire I'll PM you Eru's movesets and some quotes to choose from, you know, for the Dojo. Also, dudes, what's Zelda's sword hand?
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,288
Location
Hippo Island
I've gotten hold of the computer for a few minutes, and I just wanted to say that I've made some changes to Omega Ridley:

1) Attack Speed has been nerfed. Now a 4/10 (Below Average). I realized that Omega Ridley DOES somewhat telegraph his attacks in Corruption, so this makes him more balanced and is still true to the character.

2)Weight has been increased. Omega Ridley is now the Third Heaviest Character in game (Looks like you win Dryn).

3) Side-B has been nerfed. Now has slighly less knockback than a Falcon Punch, and Omega Ridley has to rest for a full second afterwards (previously half a second).

Unfortunatley, I don't have time to read DK Crew or Numberman, but I will say that I look fowards to it. =)
 

Dark Paladin X

Smash Journeyman
Joined
Feb 22, 2008
Messages
277
Flippy (Happy Tree Friends)



Flippy, the Vietnam War bear veteran from Happy Tree Friends, has joined Super Smash Bros (The picture shown as his alternate colors, the one on the left is the original Flippy). He is well known for his sadistic killing sprees and the use of the bowie knife (he'll be using TWO here).

Stats
Weight: 3.2/10
(Attk) Speed: 8.3/10
(Running) Speed: 5.2/10
Falling Speed: 2.7/10
Strength: 4.1/10
Wall jump: YES!
Wall cling: YES!
Crawl: YES!

Gave Flippy these kind of characteristics of wall cling and crawl due to his stealthy nature of killing people like Snake.

Tilts
Dash: Flippy slash his both knives upward.
Forward: Flippy stabs with his right knife and then slash upward.
Up: Flippy makes a small arc with his left hand (left knife), GREAT for juggling.
Down: Flippy spins lying on the ground and kicks, then does a small quick slash with his right knife.
Neutral combo: spins around multiple times while slashing with both of his knives.

Smash attacks
Forward: Flippy rams forward with his body in a similar manner like Wario, decent knockback.
Up: Flippy stabs with both of his knives upward and then slashes open by moving both of his knives apart (thus making an 180 arch)
Down: Flippy slashes upward with his right knife, then stabs someone behind with his left knife.

Aerials
Neutral: Spins around in place.
Up: Does a small arching slash with both knives above him
Down: Stabs downward, a powerful spike
Back: Sex kick, Flippy kicks his right leg behind him.
Forward: Slashes his knives horizontally.

Grabs
Pummel: Slashes throat (if victim has one)
Back: Throws behind then Kicks opponent at the same time.
Up: throws opponent upward and slashes.
Down: Places opponent on the ground, stabs multiple times, and slams the opponent down.
Forward: Pushes opponent away from him.

Specials:

Grenade (neutral B): In Happy Tree Friends, Flippy sometimes uses grenades to kill random characters. This has similar properties like Snake's grenade, only the fact that it is more cartoonish, deals less damage, larger explosion, can throw up to four grenades, and Flippy can't hurt himself when one of his explodes (go figures).

Parachute (Up B): Flippy's recovery move, Flippy leaps up in great height, and then parachute pops up which makes him float down slowly. Unlike Mr. G&W, cancelling the floating down part via attack or pressing down with cause Flippy to enter helpless state and fast fall.

Barbed Trap (Down B): Flippy will kneel down and sets up a barbed trap that when the foes pass through, he/she trips and takes some damage. Keep in mind that it takes 3 seconds for Flippy to set up a trap and can be interrupted easily with just a single attack. On the other hand, Flippy cannot initiate the trap when he passes through. Not to mention it, there is no visible sign of the trap, unlike Snake's down smash.

Rope Knife (side B) Flippy throws one of his knifes toward the foe with a rope attach at the handle, then quickly retracts it. This can serve as a tether recovery as well meteor smashing someone grabbing the hedge.

Final Smash: Mutilation

Ok, Happy Tree Friends is very bloody show, literally, so when Flippy initiates this final Smash, you'll get this picture:



Basically, it lasts (and picture) for 5 seconds, each second dealing 20% damage and at the last second is an instant KO. Flippy will be healed 25% damage after it ended (1% he will be healed fully). As the name applies, Flippy will severely mutilate, or disfigure, his opponent (Yeah, the reason for the heal is that he eats the body parts and the internal organs). However, there will be a 50% chance this move will fail (if successful, you'll see a blood splatter on the picture, otherwise you get the words "FATALITY FAILED" on the picture).

You really do not want to know the mutilation process of Flippy.
 

peeup

Smash Lord
Joined
Sep 3, 2007
Messages
1,618
Location
Hartford/Mass
Holy cow, I was gone for about 9 hours, and the thread grew 4 pages...
Anyway...
@Nova: How did you get so much info about StarCraft: Ghost? Were those all made up, and you got the speicals from StarCraft? Just curious. On topic, though, excellent, especially for a first-time-poster.
@Gomo Intro: Gomo wins. You win for making Gomo.
@Flippy: I lol'd when I saw you were doing Flippy. Him, the Mole, Lumpy, and Handy are the most memorable Happy Tree Friends, you should make movesets for them. However, you should make him start out the match being ridiculously UP (cute and smiley), then when he deals enough damage, he goes into a frenzy and starts doing more damage and knockback (after he has seen stuff resembling war).
 

Iron Thorn

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


I'm not quite sure how to do Sworlda (shut up, it's an awesome portmanteau), but My idea is that she be a functionally different alternate costume set for Zelda. She retains the ability to turn into Sheik, but most of her A attacks are very different. Not sure on the specials though, I think I might change one or two completely, or adjust them all a bit. Dang, this is harder than I thought...Any input?
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
I'm not quite sure how to do Sworlda (shut up, it's an awesome portmanteau), but My idea is that she be a functionally different alternate costume set for Zelda. She retains the ability to turn into Sheik, but most of her A attacks are very different. Not sure on the specials though, I think I might change one or two completely, or adjust them all a bit. Dang, this is harder than I thought...Any input?
Well, alternate costume for Zelda? Are you sure? Because, no alternative costume completely changes a character's moveset.
Especially considering that Zelda is slow but insanely powerful and has deadly range with her attacks, while Sheik is fast, but not so powerful. They balance out each other perfectly.
Sword Zelda would probably be kind of a fast sword wielder like Marth, so that would make Sheik unnecessary.

You could make her specials similar to normal Zelda's. Sure, you would have to come up with a Final Smash (if you don't take Light Arrow, omgz) and a Down Special, but I do think you can pull it off. I mean you DID make the Nintendogs moveset, right? I think you will be able to come up with something good.

Also, I can has feedbackz on stages, Gemini Spark and Numberman, plox?
 

Iron Thorn

Smash Lord
Joined
Jun 26, 2008
Messages
1,097
Location
Going to Gamelon. I'm taking the Triforce of Spag
Thanks for your input. I think she'll be a bit more balanced with her attacks, combining Zelda, Sheik, and a bit of Marth (you must admit, that is a girly sword). "This game's winner is...Sword Zelda!" sounds more than somewhat awkward, as does having separate slots for Zelda and Sworlda. The best thing I can come up with is having her be in between Zelda and Sheik on the character select screen, and you pick here there, whilst knowing you're stuck as her for the rest of the battle.

Or I could call her Twilight Zelda instead of Sword Zelda. After all, the sword IS from Twilight Princess, and it sounds more elegant than Sword Zelda.

And one thing's for sure: She's gonna have the mourning cloak as one of her alts X3
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
Yeah, Twilight Zelda sounds good.

As said, I imagine Zelda being Marth-ish in her sword(wo)manship, and still have some magic to go with. A magical swords(wo)man. Sounds appealing.
Also yay for Mourning Coat.
 

Iron Thorn

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


Twilight Zelda, the beloved matriarch of Hyrule, brings her sword to the Brawl!

Stats:
Height: Same as Zelda
Weight: Barely heavier than Zelda
Speed: About as fast as R.O.B.
Power: 6/10 overall, magic attacks 7.5/10, sword attacks 4.5/10
Attack Speed: 8/10
Fall Speed: 4/10
Jump: 3/10
Crouch: 2/10 Similar to Zelda's crouch, except TwZ is more upright in order to hold her sword with its point against the ground.
Number of Jumps: 2
Wall Jump: No
Wall Cling: Yes
Crawl: No
Glide: No


A Attacks:


Neutral A: Poke - Zelda stabs the enemy with the tip of her sword. Low power and knockback, but nice long range.

Forward Tilt: Thunder Blade - Zelda charges her sword with lightning and swipes across quickly. Long reach, medium damage, medium-low knockback. it has very little lag on either end.

Up Tilt: Sword Swipe - Zelda laces her sword with some weakish magic and swipes it above her head as in normal Zelda's up tilt. The mediocre damage and poor knockback are compensted for by the CRAZY range and large, disjointed hitbox.

Down Tilt: Angled Sword Plant - She stabs her sword outward at a 45-degree angle downward. The sword's sweetspot is the outermost 10% of its length (i.e. from the tip). If it sweetspots, electric sparks fly, impressive damage is done, and the enemy goes flying! If it doesn't, it's weak and nothing special. The attack is quick to execute, but this is a mixed blessing; it means it takes more practice to sweetspot it with any consistency.

Forward Smash: Din's Thrust - Take Marth's Shield Breaker, power it down a bit by drastically reducing the time it can be charged, remove the sweetspot. Then add t3h phire. Ta-da! You've got Twilight Zelda's forward smash attack, with a hint of Roy for those Melee fanboys out there. The attack is laggy to start but quick to recover from, and it's quite powerful. A staple move for Twilight Zelda.

Up Smash: Double-Handed Air Slash - Zelda picks up her sword with both hands and swipes it twice in the air. Like normal Zelda's up smash, it has a (powered down) electrical burst that juggles enemies. The powered down magic and the damage of the sword make this attack like normal Zelda's Up-Smash; however, it has lower priority to offset the longer range.

Down Smash: Shockwave - Twilight Zelda jams her sword into the ground, causing medium-low electric damage anf high knockback to everyone within two Marios of her. IF and ONLY IF the attack is fully charged, there's a 15% chance to trip.

Neutral Air: Spinning Sword - Zelda uses both hands to grasp her sword and spin it around without any magic in mid-air. Nothing, save from the disjointed hitbox, is very noteworthy about it.

Forward Air: Lightning Kick - Jesus Foot, roflboot, whatever you may call it, this is the only forward aerial that comes close to being as celebrated as the renowned Knee of Justice. The only real difference between this and the original Lightning Kick is a visual quirk: Sword Zelda holds out her sword behind her to help keep balance.

Back Air: Reverse Blazing Kick - The backwards version of the Lightning Kick, this attack has once big difference - instead of shocking opponents, it scorches them! However, there is no dramatic pause upon sweetspotting it, but rather, that nice, satisfying sound made when KOing an enemy in the Subspace Emsissary.

Up Air: Fire Vortex - Zelda holds her blade straight up in the air, and fire swirls around it. It does low damage and knockback with each hit, but it can hit multiple times and has a disjointed hitbox; Fire Vortex is its name, and auto-juggling is its game. It starts up in a flash, but is laggy to recover from.

Down Air: Magic Crescent - Zelda swipes her sword below her three times for non-elemental magic damage. Incapable of spiking and not a dramatic finisher, but it does good damage and decent knockback; it only KOs upward of 125%, so use it to build up damage.


Throws


Grab: Twilight Zelda only uses one hand to magic-grab her opponent, the other one quite occupied by her sword.

Grab attack: She gingerly pokes the enemy with the electrified tip of her sword.

Up Throw: Twirling Toss - Zelda magicks her enemy to the blade of her sword, spins it a few times causing magic damage, them swipes it straight up. Best for building up damage, but can KO at high percents.

Forward Throw: Levitation Launch: One-handed version of normal Zelda's throw of the same name, thus making it significantly weaker.

Back Throw: Backstab - Zelda stabs the opponent backwards with her sword. This throw is all knockback and almost no damage, so use it when your opponent is close to death anyway.

Down Throw: Triple Thunder - Zelda levitates, as in normal Zelda's down throw, but instead of doing magic she stabs downward three times with an electrified blade. Mostly for building up damage.

Specials

B: Nayru's Love - As before, this reflects projectiles and somewhat clears the area of enemies. As a more offensive character, Twilight Zelda does more knockback and damage with her crystalline blue shield, but it doesn't last as long, making spacing even more important.

B Forward: Din's Fire - Telekinetically controlled fireballs are always good. This is to the normal Zelda's fire what Toon Link's spin attack is to that of his older counterpart; it has a smaller hitbox but juggles the opponent if it connects.

B Up: Farore's Wind - Twilight Zelda's magical teleport has been nerfed compared to the original. It's the averaged distance of the normal Farore's Wind and Sheik's Vanish. Therefore it's 1.25x the distance of Vanish or .75x the distance of the original Farore's Wind, depending on whether you're a pessimist or an optimist.

B Down: Arcane Slash -Twilight Zelda can't transform into Sheik; however, she does have another trick up her sleeve (metal pauldron?) using her sword. She makes a BIG slash forward with her sword. If just used, there is no magic in the attack, making it rather pathetic. However, if you hold B and down, she'll begin infusing the sword with magic! The charge can be saved for later with Z, but you can only store a full charge which takes a while to get. When fully charged, the attack does wicked damage of varying elemental type: 45% chance fire, 45% chance lightning. 10% of the time you'll get ice - Zelda's only attack of that kind, with slightly lower damage than the others but a significant chance of freezing. If the attack is not fully charged, ice can't be produced: below half charge, it will always be lightning. From half to full charge, there's a 50/50 chance of fire and lightning.

Final Smash:
Elemental Arrow Barrage - Zelda strings her bow - but wait! Why didn't that arrow OHKO me? Instead of the hit-or-miss bolt, Zelda fires out Fire, Ice, and Light arrows at warp speed with a press of the B button, button-mashing resulting in a near-continuous stream of deadly missiles of flame, frost, and light. Each arrow has the strength of a fully charged R.O.B. laser, but with twice the knockback. Ice arrows will always freeze the enemy if they connect; however, they're a bit rarer than fire and light arrows. The Final Smash lasts about as long as Wario-Man, Giga Bowser, or any of those other "IMMA GOIN SUPA SAIYAJIN" Final Smashes.

Miscellaneous Crap:

Franchise Logo: Triforce.

Stage Entrance: Warps herself onto stage magically.

Kirby Hat: Kirby receives Zelda's blue-gemmed tiara.

Alternate Costumes (unless otherwise specified, it's the same as the normal Zelda):

Default
Red

Blue

Green

Periwinkle/White - based on the alt costume from Melee, no blonde hair though. She is wearing heeled boots.

Cloak - In mourning, Zelda dons her black cloak.


Wii Mote Sound: Clang of her blade, then "En Garde!"

To Unlock: Get 50 beam sword 50s in Classic, All-Star, Subspace Emissary, or Versus Matches with Zelda.

Taunts:

Up: Holds sword out in front of her, blade facing skyward, with her eyes closed and head solemnly bowed.
Down: Places her hand over her heart (like Marth's idle pose) and sighs.
Side: Holds out her sword, which glows golden with magic.

End-battle poses:

Win Pose 1: Rests her sword on the ground in front of her, both hands on it, and bows.
Win Pose 2: Uses her sword to "draw" a Triforce with magic.
Win Pose 3: Twirls her sword a bit before raising her head.
Loss Pose: She can't really clap since her sword is in one hand, so her head and upper back are bowed in respect for the winner.

Victory Tune: Legend of Zelda tune.

Subspace Emissary Role: Twilight Zelda herself has no role in Subspace Emissary; she is represented by the normal Zelda, and thus has Zelda's role. However, she can be fought in the forest behind a secret door, and then becomes playable in a way; to get Twilight Zelda, one holds the shield button whilst picking Zelda, as if choosing Zero Suit Samus. Both Zeldas share the same sticker base, so choose your stickers wisely!

Snake Codec:

Snake: Princess wielding swords? I like this. I like it a lot.

Mei Ling: Yes, it seems Zelda has brought her sword to the fight this time.

Snake: I'm surprised she didn't think of it earlier. Wouldn't it help?
Mei Ling: Actually, her sword weighs her down and makes it harder for her to jump. Also, she likes to have both hands free for spellcasting.

Snake: Then why use one hand to hold a sword?
Mei Ling: Zelda's now got a completely different fighting style, Snake. She's faster and has longer range, with different moves. Be careful!

Snake: I wonder if I could convince Samus to take up swordplay...

Mei Ling: Snake, may I suggest a singles' club to you?
 

cheap_josh

Smash Ace
Joined
Mar 24, 2008
Messages
914
Location
Northern Virginia
Well I think you should make her jump worse than Zelda since she's heavier and more powerful. Maybe she should fall more too, she seems kinda floaty.
 

Darkurai

Smash Master
Joined
Aug 20, 2007
Messages
3,012
Sword Zelda reminds me.
There's someone else that needs to be done.




COMING SOON



GANON WITH SWORD
 

Snowstalker

Smash Ace
Joined
Jan 25, 2008
Messages
813
BOWSER JR.

Pic:

------------------
Stats:

Weight: 4/10 (below average)
Speed: 8/10 (pretty fast, but no Sonic)
Power: 5/10 (average)
Size: 4/10 (slightly below average)
Attack speed: 7/10 (somewhat fast)
Fall speed: 6/10 (above average)
Crawl: Yes
Wall jump: No
Wall cling: Yes
Glide: No
Tether: No
------------------

A: Claws at opponent
AA: Claws, then kicks
AAA: Claws, kicks, then punches hard with both hands
Utilt: Hops up and does an uppercut
Ftilt: Bites down, doing a good amount of damage if connected well
Dtilt: Spins around in place inside shell. Looks like Bowser's Dsmash, but acts nothing like it
Running A: Dashes forward while biting everything in front of him
------------------

Usmash: Goes into a clawing fury while looking up
Fsmash: Whacks with a red Koopa shell
Dsmash: Smashes the ground with his fist
------------------

Uair: Raises his hand, then slashes
Fair: Puts both hands together, raises them, then thrusts them down. A meteor smash if opponent is caught below the fists
Bair: His tail somehow elongates, and strikes out like a spear.
Dair: Goes into his shell and drops down
Nair: Spins around twice
------------------

Grab: Puts both arms around the opponent, and holds
Pummel: Beats on top of the opponents head with his left hand
Fthrow: Pulls back a tiny bit, then lets go and rams
Uthrow: Shakes, then releases, making the opponent fly upwards
Dthrow: Jumps up and down on top of the enemy, then kicks up
Bthrow: Throws onto the floor, then turns around and spits out several fireballs
-----------------

Ledge attack (below 100%): Crawls up, then attempts to slide into the opponent on his belly
Ledge attack (above 100%): Crawls up, then punches
-----------------

B: Spits out a fireball. Similar to Falco's laser, but without the laser lock
^B: Paints a trampoline with the magic paintbrush, then uses it to bounce up
>B: Thrusts up with the paintbrush, then goes down, releasing some electric goop that can stun opponents, but does little damage
vB: Goes into shell, and can charge up to launch and do damage. Be careful not to suicide!

Final Smash: Airship.

Junior hops into an airship, which floats around the top of the stage. The player can press the attack button to shoot out Bullet Bills, fireballs, and Bob-ombs. However, when it's over, it leaves Jr in a helpless freefall, making him an easy target.
-----------------

^Taunt: Pulls out a soccer ball from Mario Strikers Charged, and tries to balance it on his head, failing miserably at doing so.
>Taunt: Hops up and down, laughing hysterically.
vTaunt: Paints a happy face on his forehead
-----------------

Alternate costumes:

Default: His regular coloration
Blue: Black shell, light blue skin, purple forehead
SMS: A blue bib with a moustache drawn on it, like in Super Mario Sunshine
Red: Red shell, orange skin, no bib, yellow forehead
-----------------

Victory Poses:

1: Paints doodles all over the screen. After 30 seconds or so, a Koopa Troopa wipes it off
2: Says "Papa was right. You're easy!"
3: Pulls out the paintbrush, then spins around until he disappears after a little while
----------------

Kirby hat: Kirby gains Junior's pony tail and horns
Standing pose: Stands around, turning to face the screen every so often, and waving
Entrance: Hops out of an airship
To Unlock: Have him join you in the SSE, play 500 vs. matches, or clear Classic mode with Bowser on Normal or higher.
Victory theme: Same as the other Mario characters, nothing new.
---------------

SSE role:

Appears to the side whenever Bowser is shown, acting as his dad's little helper. When Ganondorf turns Bowser into a trophy, Junior runs off. He eventually finds his revived father with Dedede, Luigi, and Ness, and decides to join them.
--------------

Snake Codec:

Snake: Otacon, I got a reptile kid here, and he's wearing a bib.
Otacon: That's Bowser Jr, Bowser's son and heir to the Koopa throne
Snake: Are you sure that a kid should be fighting here?
Otacon: He's more than capable of fighting. He isn't quite as strong as his father, but he's a lot faster.
Snake: He looks oddly similar to his dad. Are you sure he isn't a clone or something?
Otacon: *sighs* Yes, I'm sure. Best of luck, Snake.
------------------------------------
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
Sword Zelda reminds me.
There's someone else that needs to be done.

GANON WITH SWORD
We had already Sword Ganon. At Page 40-something.

@Iron Thorn:
The stats seems rather well, though I agree with cheap_josh on the Fall Speed. The rest is good.

@All:
I've finished the CYBER WORLD-Stage. Please, check it out. It's in the last part of Gemini Spark's moveset.
Generally I would like to have some feedback on the stages I brought with the movesets of Spade, Chaos, Gemini Spark and Shadow.

I'll probably do some ATs for the characters whom I first thought of movesetting, as well. \o/
 
D

Deleted member

Guest

Master Betty joins the Brawl!

Master Pain's story begans when he enters a wooden shack, searching for the Chosen One. However, after being humiliated by the infant, he sets the house on fire, believing his job is done.

Many years later, he finds out that the Chosen One is still alive. After changing his name to Betty, he fought and beat the crap out of Chosen One. Later, after finding out that Chosen One survived, Betty threw a tiny net on him and severly injured Master Tang, Ling, and Dog. They finally met again at a Temple, were Betty was defeated, thanks to Chosen One's tongue.

Stats (Out of 5):
Power: 5/5
Walking Speed: 1/5
Dash speed: 2/5
Range: 5/5
Projectile distance: 5/5
Drop speed/weight: 4/5
Size: 4/5
1st jump: 1/5
2nd Jump: 2/5
Crouch: 3/5
Traction: 3/5
Combo: 4/5
Wall jump: Yes
Wall cling: no
Crawling: no
Glide: no
Tether: Yes

Pros
Very strong
Projectiles have a longer range than most
Tether recovery

Cons
Very slow
Low jumps

A Attacks

A: A simple punch; Low power, low knockback, short range

A Combo: Straight foward punch-punch-kick combo; Low power, low knockback, medium range

Side A: Far kick; Low power, medium knockback, medium range

Up A: Punch upwards; Low power, low knockback, short range

Down A: Staff on both side; Low power, low knockback, short range

Smash Attacks

Side Smash: Hits opponent with iron claw; High power, low knockback, short range

Up Smash: Raises his staff above his head and spins it around; Medium power, medium knockback, medium range

Down Smash: Roundhouse kick on the ground; High power, high knockback, medium range

Air Attacks

Neutral Air: Punches foward; Medium power, medium knockback, short range

Foward Air: Iron Claw foward; High power, low knockback, medium range

Back Air: Backwards kick; Medium power, medium knockback, medium range

Up Air: Spins upside down and kicks above self; High power, high knockback, medium range

Down Air: Kicks anyone below self; Low power, medium knockback, short range

Situational Attacks

Dash: Slashes with his iron claw; Medium power, low knockback, short range

Get-Up: Sweeps around himself with his staff, then gets up; Low power, low knockback, medium range

Ledge: Sweeps ahead of himself with his staff, the climbs up; Low powrer, low knockback, medium range

Grab and Throws

Grab A: Iron claw to the victim's face; Medium power, no knockback

Foward Throw: Swings iron claw and opponent foward, iron claw lets go of opponent; Medium power, high knockback

Back Throw: Claws opponent's face, then mildly tosses them behind; High power, low knockback

Up Throw: Tosses opponent upwards and releases them from iron claw; Low power, medium knockback

Down Throw: Drops opponent on the ground, then kicks them in the face; Medium power, low knockback

Special Moves

B--The Paralyzer: Punches opponent, stunning them; Low power, no knockback, short range

Side B--Eye of the Tie-gah: Rushes foward, slashes iron claw; High power, medium knockback, long range

Up B--Iron Claw: Swings iron claw foward; f it grabs someone, it will pull them towards Betty; High power, reversed knockback, long range

Down B--Crane Sweep: Spins staff around himself; Low power, high knockback, medium range

FINAL SMASH--The Evil Council: A UFO for the Evil Council appears overhead, powering Betty up. Betty will be invincible during this time, and his power doubles. When the UFO leaves, so do Betty's power. Lasts about ten seconds.

Taunts:
1: Holds up the Chosen One's baby shoes.
2: "At least cover your mouth, we're all gonna catch it"
3: "Shirt ripper!"

Victories:
1: Swings his iron claws aboce his head, singing, "Swinging a chain..."
2: Holds up the Chosen One's baby shoes.
3: Says, "I am a great magician. Your clothes are red!" Immediately, one of the opponents' outfits turns red.

Loss: Covers his hands over his head in shame.

Kirby Hat:


Entrance: Walks onto the stage casually.
Wiimote sound: "Nya-HA!"
Crowd: "Betty!"

Alt colors:
Default: See image at top.
Red Team: Top turns red, and the spikes on his chest turn gold.
Blue Team: Top turns blue.
Green Team: Top turns green.

Codec:
Snake: Octacon, there's a old Asian man calling himself "Betty".
Chosen One: Yeah, he's always like that.
Snake: Who the heck are you?!
Chosen One: I'm the Chosen One, and if I have to give any tips for beating Betty, avoid his iron claws.

Stage:

The Waterfall


This stage is the waterfall where Chosen One learned his valuable lesson about iron claws (They hurt like crap, man!).

Anyone, onto the the stage itself. The stage takes place on the shallow half (There's a deeper half that I'll explain later). The black outline surrounds the part of the stage where the fighting takes place. It's pretty straight-foward; Walk-off on one side, gap on the other.

Now for explanation of the other side. The other is much deeper because a whale sometimes passes through here. Yes, a blue whale. When you hear a whale cry, get on the rock on the right side before the whale arrives. Any contact with the whale's flipper will result in an instant KO.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Tiggah



He be enterin' dis fight fo sho! Straight from the 100 Acre Hood, Tiggah has joined the Brawl!

TROPHY DESCRIPTION

This guy puts the 'gay in gangstah', as his homey, Pooh says. Tiggah lives in the Hundred Acre Hood, much to the dismay of the local police. Decked out in bling, Tiggah Boi glasses, and a gangstah hoodie, Tiggah is a big hit with the piglets. If he hangs around them long enough, his "tail" gets hard enough for him to bounce on. Tiggah loves bootlegged honey and rapping. His pride and joy is his Tiggah Family Tree; even though he's the only living Tiggah on it, he hates any pollutants of it, especially his interracial brothers, the Orange Tiggers.

Tiggah is a fairly balanced character in terms of power. He uses many random, humorous gangstah items in his normal attacks, as well as doin' some moves, yo, with his fists and "tail". Tiggah is not particularly fast, but if you have the chance to use his Piglet (whether you are at far range, or you KO your foe first), he can very quickly become deadly. This should always be kept in mind for Tiggah players.


STATS

Power: 7/10: Although he does have his share of killing moves, many of his attacks are 'just fo messin' with ya'

Walking Speed: 4/10: Tiggah does a typical gangsta stroll

Dash Speed: 5.5-9.5/10: Tiggah smoothly transitions into bouncing on all fours. Speed is increased by using his B move.

Weight: 7.5/10: Tiggah's pretty heavy...

Range: 5/10: About average, Tiggah mainly fights at close(r) range

Projectile Distance: 0/10: Tiggah has no projectiles

Fall Speed: 5/10: Average, Tiggah is in no hurry to go down

Size: 7.5/10:
He's pretty tall (about as tall as Ike)

First Jump: 4-6/10: A normal spring off his "tail". Height is increased by using his B move.

Second Jump: 5-9/10: A second, stronger "tail" bounce. Height is increased by using his B move.

Crouch: 6.5/10: An above average crouch, he ducks down on all fours, as if stalking prey

Traction: 4/10: Tiggah tends to slide when bouncing

Combo: 8/10: His attacks that "mess with ya" really come fast

Wall Jump: Yes

Wall Cling: No

Crawl: Yes

Glide: No

Tether: Yes

BASIC

A: Punch: Although Tiggah varies his attacks up, he loves to start it off with a simple punch. It has no knockback and average range, with the hitbox on Tiggah's fist. 4%

AA: Report Card Slap: Tiggah does his punch, then pulls out a report card (with D's and F's) and slaps it to the opponent's face. There is still almost no knockback. Average range, with a hitbox on Tiggah's fist and the entire report card. 7% If the report card hits, Tiggah says, "Do yo work!"

AAA: Soopa Soak Dat: Tiggah does his first two moves, then pulls out a Super Soaker and fires it at the foe. Unlike Water Gun and FLUDD, the stream of water does damage. Since the hitbox is all of the water (more damage if you are closer to Tiggah), this move has above average range, and can kill at higher percents. 11-15% If the water hits, Tiggah will rap, "Super soak dat, OOOOOOO!"

TILTS

Side A: Doodoo Head Dummy: Tiggah takes a toilet and swings it forward, proclaiming, "You doodoo head dummy!". This has great damage and knockback for a tilt, and above average range. The hitbox is the entire front of the toilet. If Tiggah misses, he has slight ending lag. 10%

Down A: Booty Meat: Tiggah takes a ribeye steak and swings it 180 degrees in front of him, rapping, "Shake dat booty meat!". This has low knockback and only average range, but this leads to better combos. The hitbox is the entire steak. Tiggah has slight ending lag with this move. Has a 1/4 chance of causing the foe to trip. 8%

Up A: Swing: Tiggah takes an unattached playground swing, and swings it up by the chains, saying "Lemme see yo hips SWING!". This has the best range of his tilts. The knockback is only average, however; this is not a good killing move. This is another good combo move. The hitbox is the entire seat of the swing. 9%

SMASHES

Side Smash: Tiggah "Guns": Tiggah prides himself on his powerful "guns", or biceps. Tiggah pulls both his fists back, below his shoulders, charging. When released, Tiggah throws them both forward in a powerful punching move. This has above average range and good knockback. The hitbox is Tiggah's fists. He has average ending lag, but almost none starting up. While he's charging, Tiggah threatens, "I got GUNS!"15-25%

Down Smash: Whoopdeedoo Spin: Tiggah winds up, his body twisted around (like Tigger in the Tigger movie), charging. When he releases, he spins in place as a black and white tornado, with only his head peeking out of the center. This has below average range, so it's best to use to catch foes off guard. The tornado can catch people and trap them till the last hit (which gives good knockback), although it can be Smash DIed from. The hitbox is the entire tornado. While spinning, Tiggah cries, "HoohoohooHOOOOOO!" 14-28%

Up Smash: "Tail" Flip:
Tiggah gets down on all fours, charging. When he releases, he springs into a handstand, kicking foes with his feet and "tail", then springs back into standing position. This move is pretty quick, and has average range and knockback (sweetspot on the "tail"). The hitbox is Tiggah's feet and "tail". The power of the move is increased when Tiggah uses his B move. During this smash, Tiggah yells, "Dat be what Tiggahs do best!" 10-24%


AERIALS

Air A: Donk!: Tiggah simply sticks out a fist and hits the opponent on the head, saying, "DONK!". This move is a spike if you are close enough to Tiggah. Otherwise, it has average range and knockback. The hitbox is all of Tiggah's fist, and some of his wrist. 9-10%

Side Air A: Cookie: Tiggah yells screechily, "What'chu want?! A cookie!?", and thrusts a cookie in the foes face. Range is below average, but knockback is above average. The hitbox is the entire cookie. This is a great combo move. 11%

Back Air A: "Tail" Thrust: Tiggah jabs back with his "tail", saying, "R Dizzle Fo Shizzle ma Nizzle off da Hizzle!" This move has above average range and knockback. The hitbox is Tiggah's entire tail. The power is increased by using Tiggah's B move. 8-12%

Up Air A: Candyman: Tiggah takes a lollipop and swings it above his head. This has average range, and medium knockback. The hitbox is the head of the lollipop. Tiggah yells out, "I'm hittin' dat fo sho!" 8%

Down Air A: Rubba Band Man: Tiggah bends his entire body into a circle and spins three times as he falls, before uncoiling. This is a close range attack with low knockback. The hitbox is Tiggah's entire body. Can be strung into combos easily. Tiggah raps, "Watch me do it, watch me do it!" as he spins. 9-11%

OTHER ATTACKS

Downed A: "Tail" Lunge: Tiggah quickly bounces back, hitting people with his "tail", then lunges forward, kicking foes. This move has average range and low knockback. The hitbox is on Tiggah's "tail" and feet. Power increased by using Tiggah's B move. Tiggah says, "Yeaaah Boi!" as he does this. 6-10%

Flipped A: Whoopdeedoo Punch: Tiggah spins (not as fast and tornado-esque as his down smash) and punches foes 360 degrees around him. Only average range and knockback, but the quickest Faceup A in the game. The hitbox is Tiggah's fists. As he attacks, he yells, "Ge' outta ma face, h*!" 5-9%

Ledge A: Grillz Chomp: Tiggah springs up from the ledge on all fours and chomps the foe with his grillz. Close range and low knockback. The hitbox is the front of his mouth. After he bites, Tiggah declares, "Take dat, haterz!" 6%

Ledge A (over 100%): Bling Swing: Tiggah slowly thrusts himself onto the stage, swinging his 'Hunny Pot' chain necklace at foes. Very low knockback, and close range. The hitbox is the pot on the necklace. Tiggah declares, "Dat dat dat dat don't kill me, can only make me stronger!" 5%

Dash A: Tiggah Charge: This is similar to the real thing that the real Tigger does when he charges out the door. Tiggah leans his arms back in a flexing motion, tilts his head forward and charges in a sidestepping manner. Average knockback and range. The hitbox is the entire front of Tiggah's body. Tiggah has almost no lag after this attack, so this can be easily strung into combos. Tiggah grunts unnecessarily if the move hits. 9%


GRAB

Tiggah tosses out his tail, which wraps around foes and pulls them to Tiggah. Above average range, running and in place. Range increases by using his B move. Tiggah says, "Wassup, homey?!" as he reels in the victim. This is also a decent tether recovery.

Z: B-Nux Punch: Tiggah gets a pair of B-Nux (brass knuckles) as he punches the foe, grunting as he does so. 4%

Side Throw: Watermelon Smash: Tiggah smashes a watermelon onto the foes head, yelling, "Yo THIRSY?!" Average knockback. 7%

Back Throw: "Gun" Whack: Tiggah backarms the foe, and says, "Lemme get em', SHOOT!" Above average knockback. 11%

Down Throw: Trampoline: Tiggah pounces on the foe on all fours, rapping, "Watch me crank dat!". Low knockback. 10%

Up Throw: Rapper Blast: Tiggah holds a microphone to the foe. Out of the microphone comes "aaaaaaaaahhhh...YOOOOU!", blasting off the foe with soundwaves (although it is a lot faster than the above video). Average knockback. 11%

SPECIALS

B: Piglet: In the 100 Acre Hood, all Piglets are chicks(don't ask why). Tiggah is addicted to them almost as much as they are to him. For this move, Tiggah pulls one piglet out of nowhere and rubs it vigorously against his body, groaning. The piglet squeals, and anyone who touches it takes fire damage and moderate knockback. This move takes about 1 second per each use.

The special thing about this move is: every time Tiggah uses this move, his "tail" grows (can grow a maximum of five times). This means that Tiggah's running speed and jumping height are drastically increased, and his "tail" based attacks get stronger. Tiggah gets 1/10 faster each time he rubs, 1/10 higher each time he jumps, and a bit extra damage is added to one "tail" attack. Every time he jumps, runs, or does a "tail" attack while powered up, 1 bit of "rub power" gets taken away, until he's back to normal. Tiggah can have up to five bits of "rub power" at a time. The piglet only hits close range, but it has a hitbox on its entire body.

Side B: Soopa Tiggah: Tiggah starts doing the "Tiggah Boi" dance, as a simple, yet annoying beat plays in the background. He starts with a weak punch and a knee at the same time, in the direction the nearest foe is facing (5-8%, no knockback, close range, hitbox on his knee and fist) He then spreads him arms out like an airplane, hitting foes on either side (4-10%, small knockback, average range, hitbox on his arms). Tiggah then strikes a superhero flexing pose in the direction of the nearest foe, hitting with his flexed fist (7%, average knockback and range, hitbox on his flexing arm). Finally, he sticks both arms to the left and jumps three times left, then does the same thing to the right, then back left again! His arms hit people for moderate damage and knockback (7-21% per side, good knockback and range, hitbox on his arms). While he does this, he raps, "Crank Dat, Tiggah Boi!"

Down B: Tiggah Pounce: Tiggah gets down on all fours and growls in a cat-like manner, charging. When he releases the charge, he springs forward in a pounce. If he connects with a foe, he grabs them, and they both roll over and over. At the end, Tiggah lands on the top, pinning the foe and sending them flying backwards. The charge increases the range of the pounce (up to one third of Final Destination), and the number of rolls (and therefore the damage and knockback). If you hit Tiggah's front as he's pouncing, he'll grab you. As he's rolling, Tiggah declares, "I be Tiggah! T-I-Double Guh-AH!" 7-25%

Up B: "Tail" Spring: Tiggah starts springing rapidly on his "tail", charging up. When he releases, he springs upwards off his "tail" in a great recovery move. The height of the spring is drastically increased by Piglet-rubbing. Can be charged in midair as well as the ground. Foes are spiked if they hit the bottom of his "tail" (where the hitbox is) as he's springing. If foes on the ground are hit down there as he springs, they are buried in the ground. Decent range of the hitbox, but no knockback, except down. While charging, Tiggah announces, "Bouncin' be what Tiggahs do best!" 3-9%

FINAL SMASH

Black Tiggah Treatment: Tiggah beckons over one foe in his line of vision, with a calm, but deadly, "Commere, you!" The foe obliges (if you are hit, you can't escape). Tiggah grabs the foe and proceeds to slap them to the ground. Tiggah then sits on them for a few seconds, torturing the foe with a burning cigarette. He then bounces up and down on the foe three times, on all fours, punching as he goes down, yelling, "Take DAT, an DAT, an DAT too!" For the finale, Tiggah leans back, screaming, "An DIS ONE BE FO MA TIGGAH FAMILY TREE!", and socks the foe hard in the crotch. The foe is then sent flying, usually for a KO. The maximum range that Tiggah can connect with this move is the full length of Final Destination, and only to foes on the ground. However, since this move starts almost instantly, foes who keep jumping can be hit when they come down, if timed correctly. Spot dodging can be effective for dodging, but a good Tiggah player will make it hard to anticipate when he's going to use the final smash, so stay on you toes! After the final blow, Tiggah screams at the flying foe, "TTFE! Ta ta...FOREVER!"
90%


TAUNTS AND VICTORY / LOSS POSES

Up Taunt: Tiggah gives the finger to his foe(s)

Side Taunt: Tiggah takes his "tail" and rubs it, declaring, "Fo shizzle!"

Down Taunt: Tiggah chugs some honey from a honey pot and says, "Yeah boi, dis be da stuff!"

Victory Pose #1: Tiggah holds up a piglet, says, "Now dat dat's done...", then lunges off the screen with the piglet. Their clothes fly back on screen, and groaning/squealing is heard.

Victory Pose #2:
Tiggah spins in a black and white tornado, Whoopdeedoo-style, then holds up a microphone and says, "Now dat's a true Tiggah fight, dere kids!"

Victory Pose #3: Tiggah bounces and does fancy acrobatics all around the area, doing springy back hand springs, bouncing on his head, bouncing on all fours, and spinning around, ending on one leg, saying, "I da only Tiggah, da DOMINANT Tiggah, unlike dem orange Tiggers!" After he talks, he sits in the middle of the screen, balancing and springing in place on his "tail"

Victory Theme: A remix of the end of the Tiggah Rap, which in turn is a rap version of this song.

Loss: Folds his arms, and shakes head at the ground, clearly pissed, occasionally adjusting his hood.

MISC.

Icon: A big letter 'T', with Tiggah's "tail", complete with bandana

Alt. Costumes: Normal, red hoodie, blue hoodie, yellow hoodie, green hoodie, black and pink hoodie, Orange Tigger

Entrance: Drives in, in a hot red car with three piglets inside, and hops out, saying to the piglets, "TTFN, ta ta fo now!". Upon seeing the opponents, the piglets squeal, "Oh d...d...d...d..dear!" and drive off.

Kirby Hat: Kirby gets a full body hoodie, plus the 'Hunny' bling necklace, Tiggah Boi shades, and teeth with grillz.

Wiimote Sound: "HoohoohooHOO!"

Unlocked By: Get Tiggah to join your team in SSE, play 600 vs. matches, jump a distance of 30,000 feet.

Shield: Tiggah turns sideways as he holds his shield (a garbage can lid) up; the lid gets dented as it takes blows

Idle Pose: Tiggah plays jump rope with his "tail"

Forwards Roll: Tiggah does a quick diving roll forwards

Back Roll: Tiggah does a quick back hand spring

Spot Dodge: Tiggah balances on his tail and leans back

Air Dodge: Tiggah spins around in midair

Dizzy: Tiggah stumbles around, his hand on his forehead

Sleep: Tiggah lies on his stomach holding his tail, groaning and making involuntary twitches in his sleep

Credits Theme: The Tiggah Rap (which is a rap version of this song)

CODEC

Snake: What the...what's this?

Colonel: Do you remember Winnie the Pooh's feline friend?

Snake: Of course, it's *Codec breaks up a bit* Tigger!

Colonel: Snake! That's a low blow!

Snake: Hey! I said Tigger, with a T!

Colonel: Anyways, this is Tiggah. He's about as gangstah as you can get.

Snake: Oh, please...

Colonel: He has an unorthodox fighting style that he picked up during his childhood on the streets. He's had almost as much experience roughing it as you!

Snake: ...

Colonel: Anyways, good luck, and watch out for his piglets They love to turn the heat up!

Snake: Piglet's....a girl?!

ASSIST TROPHY:

Pooh

In this world, Pooh is a black bear who is Tiggah's homey. He makes a living from bootlegging (importing illegally) honey from the Southeast Hood (the big city near the 100 Acre Hood). He lives in a tree, with a secret passage way to his Speakeasy (Illegal tavern), which can also be accessed through a manhole.

Here, Pooh can do one of four things:

1. Pooh comes out and gives a honey pot to the summoner (who automatically eats it), declaring, "Dis be da best **** in da hood!", before flying away on his blue balloon. The honey heals damage and adds power to your attacks, but also gives you less traction and an added chance of slipping. This lasts for 20 seconds. There is a 50% chance that this is the effect that you'll get.

2. Pooh gives an empty pot of honey to the summoner (who holds it), saying, "Dis be da best **** in da hood!" However, he sees that the pot is empty and says, "Oh botha!" before flying off on his balloon. The honey pot can catch three projectiles (like G&W's bucket), but doesn't count as an item (the pot comes out automatically when you are hit with a projectile; you can still hold other items). Once the pot holds three projectiles, it DOES come out and count as an item. The pot can then be thrown at foes for the amount of damage that all three projectiles add up to. Catch your opponents off guard with this to make sure they don't catch they pot! There is a 30% chance that this is the effect you'll get.

3. Pooh gives a beehive to the summoner (who holds it) and says, "I be off to da Black Tiggah Market, in da Southeast Hood!", before flying away on his balloon. The beehive does count as an item, but you cannot throw it. However, it doesn't interfere with your other attacks. When you are hit with an attack, bees come out and counter the attack (1.2X as much damage as the original attack), plus a few swarm around the attacker for poison damage. This can happen 5 times. There is a 15% chance that this is the effect you'll get.

4. Pooh comes out running and yelling, "Dem coppas found me sellin' ma honey!" Suddenly, a police car speeds across the stage, damaging foes (30%), and occasionally firing a gun (15% per shot) and yelling to Pooh, "Get yo *** back here!" Pooh will run and jump over walls, no matter how high, until he runs off the edge or side of the stage. The car will explode if it hits a wall (25%). There is a 5% chance that this is the effect you'll get.

STAGE:

Tiggah's Turf


(Sorry, no horizontal image)


Comparable to Bridge of Eldin, Tiggah's Turf is an urban walk-off stage in the middle of the 100 Acre Hood. The only hazard is occasionally a police car will speed by, causing 30% to whoever it hits. In the background (left to right), you can see the Orange Tigger Family Inn, Pooh's Thotful Spot, a parking lot, the Bee Tree, and Piglet's XXX Club.

MUSIC


Note: All Winnie the Pooh songs are remade to be hip-hop/rap. Also, some original versions are Finnish, because there are no English versions available. Sorry!

The Tiggah Rap

Crank Dat Tiggah Boi

How to be a Tiggah

The WhoopdeeDoo Bounce

Ma Tiggah Family Tree

Promiscuous / The Bad Touch
100 Acre Hood Theme (an instrumental-only remix of this song)
Pooh's Speakeasy Medley (an instrumental-only remix of this song and this one too)
Coppa Chase Song (fast-paced instrumental-only remix of this song, 5:06 - 5:28)

TROPHIES AND STICKERS


Trophies:

Tiggah
Black Tiggah Treatment
Pooh
Piglet
Rabbit
Eeyore
Orange Tigger
Policemen & Police Car
Honey Bear
Honey Pot
Balloon
Beehive
Tiggah Family Tree
Christopher
Barney (Tiggah's orange tigger rival, not the dinosaur)
Kids


Stickers:
Tiggah
Bouncing Tiggah
Tiggah w/ Piglet
Tiggah on Rabbit
Pooh
Running Pooh
8 Piglets
Rabbit
Eeyore
Rapping Tiggah
Rapping Barney
H.A.P.D. (Hundred Acre Police Department)
Christopher
Shaking Bed
Orange Tigger
Pooh on Balloon
Tiggah and Pooh w/ Honey
Honeybear and Honeypot
Tiggah in Ferrari
Wanted Poster


SSE ROLE

In the 100 Acre Hood, a shaking car is seen, with groaning and squealing noises coming out of it. A Halberd-shaped shadow suddenly appears over the car. Tiggah peers up out the window, and sees the Halberd dropping shadow bugs into the 100 Acre Hood. Soon, Primids are seen dazedly chasing after some piglets, who scream and run away in terror. Tiggah jumps out of the car, absolutely pissed at his interruption, and strikes a gangstah fighting pose. The Primids see Tiggah and come after him instead of the piglets. A mutliman fight ensues.

Tiggah poses at the Primids, who disintegrate into shadow bugs, which disappear. Tiggah then bounces after the Halberd to finish his revenge. An Orange Tigger sitting on a bench pulls back his newspaper that he was pretending to read, pulls out a cell phone and calls some more Orange Tiggers, then pulls out a handgun and follows Tiggah. There are Orange Tiggers as enemies now, in addition to Primids and Subspace Foes.

Tiggah enters a forest, over which the Halberd is flying low. Tiggah winds up and springs into the trees, WhoopdeeDoo-style. There are no Orange Tiggers here, but there are Jagulars instead. This is mainly a high-up platforming level.

Tiggah reaches the canopy and the end of the treetops, which the Halberd is flying very low over, cause the trees are so high up. Winding up, Tiggah springs up and down rapidly in place, then unwinds and does a WhoopdeeDoo Super Jump at the Halberd. He lands on a side platform, then bounds up into a window from there, stowing away.

Tiggah is next seen during the Meta Knight, Snake, and Lucario portion of the Halberd level. In a cutscene, the trio walk past a door, out of which groaning and squealing sounds are heard. The trio looks suspiciously at each other, then enters. Their eyes widen in shock and disgust (you see a shadow of Tiggah and a piglet on a wall). Suddenly, the shadow of Tiggah hops up. The real Tiggah is seen, hopping up and shooing away the piglet, enraged at yet another disturbance and ready to fight. Lucario closes his eyes and sees that Tiggah has red (bad) aura, then strikes a fighting pose, which Meta Knight and Snake follow. You choose one of them to fight Tiggah, both of you with one stock.

Tiggah's trophy is seen falling to the floor. The character you chose will hesitantly revive Tiggah, who looks at the reviver, then looks away, folding his arms, upset at his loss. Meta Knight and Snake turn and leave, Tiggah following in a sulky manner, both hands in his hoodie pocket. Lucario is the last to leave. As he does so, he checks Tiggah's aura again, and sees it change from red to blue (good). Content, Lucario leaves to catch up with his party.

Tiggah watches with Meta Knight and Lucario as Snake attacks the Game & Watches in the controls room. He also jumps down with Snake and Lucario to help fight against Duon. After that, he watches disgustedly as Peach plays with Game & Watch.

Tiggah is seen watching the Great Invasion with an angry look on his face.

Tiggah is also seen looking into Subspace with the other characters.

His trophy is seen falling when Tabuu uses the RROD.

*This cutscene only plays if Tiggah's trophy is rescued from Subspace, Level 2*
Bowser does his attacks on Ganondorf's trophy. When he finishes, a black and white blur that is Tiggah lunges out and lands on top of the trophy, rolling over and over, and landing on top of it, having recognized a main villain behind his troubles. Kirby watches in increasing shock, as Tiggah uses various attacks from simple punches, to slamming a toilet on Ganondorf's trophy until the toilet breakes, and smashing several cookies and watermelons on it. When Tiggah finally tires of the assault, he charges up, WhoopdeeDoo-style, and springs off up the stairs to the Great Maze, overtaking Bowser's slow walk in the same path.

ENEMIES

Orange Tigger: Orange Tiggers are basically the white businessmen of the 100 Acre Hood, who all hate Tiggah with a passion. Here, they attack with weak punches and tail whips, and sometimes pull out a handgun and shoot three weak shots (like Scope Primids). They have below average HP.

Jagular: A member of Tiggah's rival gang, the Jagular. These guys wait in the treetops offscreen (you can tell that they're there if the treetops shake as you draw near). When you walk under them, they drop on you and attack in a choking grab that gives you constant damage until you shake them off with the control stick. Once down, they can attack with scratches and tail whips just like Orange Tiggers, but stronger. They have above average HP.


PROS AND CONS

PROS:

  • Strong basic combo
  • Good tilts that can combo OR kill
  • Not a ton of lag on Smashes
  • Fast in the air
  • Great jumping capabilities that can be extended, plus a tether recovery
  • Down B is a good counter move (to use at foes who are using "rushing" attacks)
  • Piglet can strengthen "tail" attacks and increase speed and jumps

CONS:

  • Large target that can be comboed easily
  • His "tail" can be hit (like Mewtwo)
  • In 1 vs. 1 match between good players, it's rare that you'll get a chance to use Piglet, unless you use it when your opponent is in a Star KO
  • During Tiggah's Up B, he can be gimped under stage edges and attacked from it very easily
  • Can be chaingrabbed
 
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