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

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TWILTHERO

Smash Lord
Joined
Aug 19, 2007
Messages
1,880
Location
Canada


The Ex-knight now turned fisher man joins the assault. That's right, he uses a paddle, but if you know any better, you would stay away from him. He's a walking powerhouse.
Description:
Gibari hails from the Baten Kaitos franchise. He is a incredible fisherman. (Note: from this point on contains minor spoilers)
Gibari is the 3rd character you get to play as. He helps Kalas and Xelha to cross the lesser celestreal river. He is well trusted by the king. He helps Kalas and company fight the empire and much later on, the dark god. He's the most powerful character in the game.
Universe:
Baten Kaitos

How to unlock:
1. Play 679 matches.
2. Joins subspace party.
3. Beat classic mode with Kalas


Unlock message:
The paddling fisherman joins the (*insert name of smash here*)

Wii remote message:

"Let's bust some heads!!"

Weapon:
A paddle. Duh

Entrance pose:
Looks like Gibari is travelling in his boat

Costumes: (Note: I realize that they suck. I wish i could do better, but i can't.


Stats: (out of 5)
Power: 4: Obviously because of his muscle size, hes pretty strong.
Running speed: 1.5: One of the slowest characters in the game. His muscle drags him down and that heavy paddle too.
First Jump: 2: A fairly average jump. Gubari basically does a hop upward.
Second Jump: 2.5: A slightly better jump than last time.
Falling speed: 3.5: Hes a pretty fast faller, but hes one of the more, floaty heavyweights.
Attack speed: 2: His attacks are kinda laggy. He had brute force by his side, but lag makes him suffer.
Height: 4.5 A pretty tall guy. He can get hit my almost any attack. He's a bit difficult to dodge with because of this.
Weight: 4: Pretty heavy. All i got to say.
Wall jump: no
Wall cling: no
Crawl: no
Glide: no


PROS AND CONS:

Pros:
A powerhouse
has 2 projectiles
Heavyweight
He's cool
Side B is effective for traveling distances
Up B racks up damage fast

Cons:
Very Sluggish running speed.
Lag in many attacks
Recovery is pretty bad
Falls down kinda fast


Playstyle:
He's a heavy weight alright. Almost as heavy as Snake. His smashes are major blows, but rather slow. This is why you have to relay on his B attacks. There Gibari's better attacks. Since Gibari has a bad time staying in the air, he makes up for it by having power aeriels too, but some of them are slow though.

Note:

Some of Gibari's attacks will be referenced in this video (minus the flashy effects): http://www.youtube.com/watch?v=0tyZO5Kppu4 (Gibari doesn't appear till later in the vid though) I'll update this moveset (one day >.>) with pics for people who don't understand.

Things i don't have a category for:

Dodge: Gibari moves his head and body back.

Roll: Gibari miraculously rolls away. Its rather slow though.

Get up: Gibari swings his paddle on both sides. Very little knockback. little range. (5%)

Ledge (under 100%):
Gibari does the Fox slide kick. Its rather slow. Very little knockback. Good range. (2%)
Ledge (Over 100%):
Gibari slowly gets up and swings teh paddle. Ok knockback. Little range. (5%)


Basic A attacks:
Standard A: A multiple stabber!!!!! Gibari viciously stabs away with his paddle using the tip of it all. Gibari goes crazy on this attack and the stabbing looks rather fast. This attacks any thing in front of him and since his paddle is rather long, he can reach far distances as well. It does not cover anything else besides that though when it comes to attacking range. This of course one of Gibari's fastest moves. This attack is a multiple hitter with little frontal knockback at the end if you're caught in the frenzy for more than 3 seconds. After the seconds have past, the opponent should have (12%)

Side Tilt: Head smash!!! Gibari attacks with a huge headbutt. It has a small starting lag, and also a small ending lag. This bashing attack has nice knockback. Its rather hard to hit with as it only hits with the top of Gibari's head. This attack can be dodged easily by crouching by a few characters. While Gibari is doing this, he sends his whole body forward besides his legs and feet. While its intended that this is Gibari's strongest tilt attack, it can also be considered his worst due to bad landing position and slow startup. (12%) (Note: This is a reference to Gibari's "Pendulium blast" ability in Baten Kaitos.)


Up Tilt: Upwards stabber!!!!!!! Gibari straight up sends his paddle upward and spins in it in the air. He uses both his arms for this attack. It only attacks straight upwards as opponents can take advantage of his vurnability to the side or below him. This is one of Gibari's faster startups because as soon as you put in up tilt, he attacks upwards immediately. This does have very slight ending lag though. The attack sends your opponent upwards and has some of knockback if it hits by the side of the paddle and nice knockback if it hits directly by the tip. This attack does (6%) damage if its by the side of the paddle and (11%) if it hits on the tip.

Down Tilt: Downwards sweep!!!! Gibari crouches downward and sweeps the floor with his paddle! He is crouching alright, but he's still a big target. It obviously attacks downwards and thanks to the paddle's length, it can reach rather far distances. It can't be used to attack in front of him besides below him as it ONLY covers the ground. This is most argubly the best of Gibari's tilts due to its quick speed and no lag at the end of the attack. It does little knockback and can dish out (8%) damage. For balencing issues, it can easily be short hopped of course.

Dash attack: Gibari charges in with a shoulder shove. He tries to push his eneimes. Obviously, it attacks only in front of him. The shove tactic does little knockback. Range is kinda bad. (6%)

Smash Attacks:
Side Smash: Bit of a launching lag here. Gibari swing feriously swing his paddle forward resulting in good knockback uncharged to great knockback fully charged. He also lets out a huge "Die!!!!" or "Hit!!!!!" This attack also hit everything in front of Gibari. Bit of a lag at the end as well as long startup. He swings with his body besides the Feet and legs and his arms are swinging pretty heavily.This is Gibari's most powerful Smash attack knockbackwise. (18%-25%) (Note: This is a reference to Gibari's "Whirlwind hit" skill.)


Up Smash:
Gibari shouts out a quick, but loud, "Uppercut!!!"Gibari hits with the paddle's tip feriously upwards. This upwards attack does some nice knockback upward uncharged to good knockback upwards direction. This practically hits only in front to upwards direction only. This attack can be dodged by crouching only by short people only (no offense to anyone) Slight bit of lag at the end and at the beginning. It is an a good upwards finisher though its not exactly good for juggling though. (15%-20%) (Note: This is a reference to Gibari's "Dragon uppercut" skill.)


Down Smash:
Gibari lets out a huge, "AARRRGGGHHHH!!!!" Gibari crouches a bit and spins fastly attacking anyone in front, back and anyone shorter than him. Gibari spins like a maniac when he does this attack. However, this does not attack upwards at all. This attacker is a multiple hiter (2% a hit). Gibari suffers a bit of lag at the end. This is a good damage racker, so think twice if you want to charge it. Last hit is ok knockback uncharged, nice knockback fully charged, and at if all the hits together, its (16%).

Grabs:
Beat down: Gibari uses his head to hit the opponent. He's like bashing his head towards his opponent, not caring what happens to him, and its rather fast.

Forward:
Gibari swings the paddle forward to hit his opponent forward. This forward attacker does some little knockback. Gibari swings both his arms for this, but nothing else. (10%) .

Backward
: Gibari back kicks the opponent with his 2 legs. He does this by falling down, but very swiftly getting up. This kicker does very little frontal knockback. (10%)

Upward:
Gibari throws his opponent into the air. He uses all his might in one arm to throw his opponent. Upwarding throw is little upwards knockback. (10%)

Downward:
Gibari slams his opponent downward to the ground. He also does this with only one hand. Since it does some nice knockback, it can't be used for chaingrabbing. (12%)

Aeriel combat:


Neutral: Gibari spins around in the air with his paddle. Its looks like he's become a big circle with his paddle sticking out. This attack is rather slow to attack on all around him. Not bad range. This neutral attack does very little knockback. It can be used for keeping opponents away from him. (8%)

Forward:
Gibari swings his paddle forward. His legs are sent back forward and his arms as well. Its rather slow to get Gibari to swing his paddle all the way down. If Gibari does mange to land however this attack, it deals some nice knockback. This covers any thing in front and somewhat below him as well, other wise known as nice range. (10%)

Backward:
Gibari kicks to the side with his 2 feet. Gibari looks like hes a statue with this attack. It attacks only at the foot and leg area only. Its an excellent suprise back attack. This footer does some ok knockback if it hits by the side (legs) and nice knockback if it hits to the feet. (9% if by the legs and 12% if it hits by the foot)

Upward: Gibari spins his paddle in the air. It looks like Gibari is in a jumping pose and spinning his paddle in the air. It attack only where the paddle is in motion. This spinning sticker is a good multiple hitter. (2% for each hit). Rather hard to get all hits to hit though. Last hit is nice knockback. A great damage racker. (14% it all hits connect)

Downward: Gibari swings his paddle downward. Gibari struggles to attack downward as he is hitting it rather fast. This attack does very Little Knockback if it simply hits by the paddle and ok knockback if its sweetspoted. Can meteor if sweet spotted, but meteor knockback is low though. Argubly the worst of Gibari's aeriels. You should use it only when you know that its going to hit. (7%, but its does 12% if it is sweetspoted.)

B attacks:

[Crystal Shot] Standard B: Gibari lets out a "Crystal shot!!!!" A random huge block of ice appears and Gibari uses all his might to break it. He does with swing his paddle with all his might. This is a projectile attack. Blocks of Ice are sent flying at the opponent and if they hit, they do little knockback and 5%. 8 blocks of Ice come out for each shot (they are slow and can cover any distance). Anyone standing right in front of Gibari when he does this attack, it does good knockback and 12% when he crushes the Ice block. Slow start up and lag at the end. Gibaris attack doesn't cover behind him, so hes most vunerable there. This attack can be averted by simply blocking (but your pushed a bit) or attempting to destroy the blocks. Don't worry, as soon as Gibari launches the blocks, they are one shot-a-ble.

[Smash tackle] Side B: Gibari lets out a "SMASH TACKLE!!!!!" Gibari charges up for huge slam. A torch is on top of Gibari when he does this attack. Uncharged (and also note that Gibari can instantly attack with it), it does little knockback and 12%. Fully charged (takes about 6 seconds), it does good knockback and 20%. Fiery effect. Range is half of battle field uncharged, and all of battle field charged. Also can work as a side recovery. It can be avoided by sinply blocking (but your pushed heavily far) or by simpily staying out of the way. Here's a pic:


[Explosive paddle/Nemesis fall] Down B:
2 different attacks on the ground and in the air. If this is done on the ground, then Gibari uses "Explosive paddle." He lets out a "Explosive paddle!!!!!" Gibari slams his paddle downward and its sent into the air. Anyone who touches it, it will explode. The explosion will cover all around the paddle. When it explodes, it causes some nice knockback and 12%. It instantly falls down into Gibari's hands when it explodes. Gibari can't do anything while its out of his hands and he wide open. Paddle falls back into his hands after 2 seconds.

If this attack is done in the air, Gibari uses "Nemesis fall." He lets out a "Nemesis fall!!!" Starting lag. Rocks come out of nowhere and Gibari sends them downwards towards his opponent. He uses the full strength of his arms to do this attack. A hit with a rock and opponent suffers 12% and nice knockback. 3 Rocks are sent down and and they are rather slow. They are sent instantly downwards. This attack might meteor if the rocks were sweet spotted, but thats about it. Rocks are destroyable, but unlike the ice blocks, they require at least 12% damage of hitting on them.

[Spiraling gale] Up B:
Storm attack anyone? But seriously its a powerful move for a up B. Obviously Gibari's chance of recovery. The recovery can only be done in the air though. On the ground, Gibari is surrounded with wind, spins around, and can move around when doing this attack. This covers basically all around him besides on top. If it hits someone, it does 5 hits and 3% for each of them and Ok knockback at the end. Can be charged up to last even longer. It lasts 4 seconds uncharged and 7 seconds charged. If this attacks is blocked, it will push the opponent a bit with every hit.

In the air, it does the same damage and knockback detail as the ground does, but can't be charged and it sends opponents upward instead of to the side. (And of course it hits on top this time :p) It's similar to Dk's up B, but its more up like Links. Bad range though as it only last for 4 seconds and its slow (this goes for the ground too.)

Final Smash: [ULTIMATE GEYSER]
Gibari says, "Ultimate technique: Ultimate Geyser!!!!!!!!!!!!!!!!!!"
Gibari feriously spins around and water surrounds him. Final smash lasts for about 20 seconds. This attack may drag anyone in range into contact. It covers all around him besides the top as well (But much harder to avoid) If it makes contact with anyone, Gibari spin attacks feriously doing a multiple hitter (5% for each it and there are 7 hits in all) and the last hit is great knockback. Attack can only be done 2 times before Gibari goes back to normal. Don't worry about Gibari falling down or being knocked out, as he can be instantly be sent upward with the up button and hes invinceble when doing this FS. Gibari moves about as fast as a 4/5 on the score board.


Taunts:
Up: Gibari gets into a battle ready pose and says "Destructive power!!!"
Side: Gibari poses with his paddle behind him and says "Is that it??"
Down: Gibari sets his paddle down and says "I'll show you what a man of the sky can do!!!!!"


Victory:
Victory music (just the beginning of it): http://www.youtube.com/watch?v=U3Tx3DWeQcU
Classic mode victory: http://www.youtube.com/watch?v=1c2hN0YCqls
Victory pose 1: Gibari spins the paddle around his body and says "Huh? Over already?"
Victory pose 2: Gibari sets the paddle down and says "Pretty pathetic!!!"
Victory pose 3: Gibari sits down and says, "Phew, that was a tough battle!!"
Lose pose:
He puts his paddle down and sits and claps.

Subspace role: Link, Lucas and Pokemon Trainer need a ride across the river, but no one helps them till Gibari shows up and helps them with his boat. All 4 travel together in Gibari's boat, beating down sea monsters and subspace baddies all together. Later on, they come across Toon Link's ship with Kirby, Mario, and Pit on board. They assume that there both enemies and its 4 vs 4 battle. Which ever team wins reanimates the other team and then they travel together.

Boss battle:
MALPERCIO

Oh boy........the dark god appears to threaten the party, and he's pretty powerful. We can take him though.:bee:

Movement:
It flys around to move.

Attacks:
1. Hand whip. The bosses primary attack. He uses his large hands to knoock you out of the battle field. If he hits you, you're sent with some nice knockback and 10%. He does this four times in a row, but its pretty slow. After you take down his health down to half, he attacks 8 times.

2. Soul drain. This is a no knockback attack. Malpercio tries to suck energy from you! If it hits, he will recover about 1/12 of his health and you suffer 10%. He attacks from a distance, and he leaves himself wide open. Use that avantage.

3. Dark arrow. Whoa is this powerful!!!. It deals great knockback and 30%. It's slow, but its rather large. Malpercio is left wide open for 5 seconds after this attack. Do your best to avoid him.

4. FIre Blast. Malpercio changes his element to a fire status. A fiery attack. He summons fire to his hand and launches it towards you. Its Nice knockback and 10%. Avoid and and you should be fine. He is now supper effective by water based attacks, like Squirtle's water gun (yes it causes damage) or Mario's fludd. He looks like he's giving out a fiery ember.

5. Water wave. Malpercio tries to go below you and attack. He creates a water based ground attack and covers the entire ground. It attempts to push you off the stage. Jump to avoid this attack. He's super effective against Fire attacks like flamethrower. He looks like hes covered with water.

6. Wind blast. A gust of wind comes to Malpercio's hand and he launches it. It attempts to push you off the stage. Just crouch to avoid this attack as it only effects the air. He is now supereffective against purple/blue misted based attacks like Ganondorf's warlock punch or Lucario's aura sphere. He looks like he's surrounded with wind.

7. Chaotic attack. Malpercio attempts to cover the ground with toxic attacks. It does no knockback what so ever, in fact you don't even flinch, but if it does manage to hit you, you slowly suffer damage and its practically in curable. Just dodge this attack by jumping as it effects only the ground. Malpercio is now super effective against wind based attacks like Link's gale bommerang. He looks like he's surrounded, with.......purple stuff.

No matter what type change Malpercio has gone through, he will change back to normal after 20 seconds.

Music that plays while fighting boss: Violent Storm http://www.youtube.com/watch?v=3lB0b0fHbAY

Health:
Easy: 200
Normal: 250
Hard: 350
Very hard: 400
Intense: 500

Snake Codec:
Snake: Colonel, who's the man with the paddle stick?
Colonel: That's Gibari Snake. You should be careful.
Snake: ...of a paddle?
Colonel: Don't underestimate him Snake. He's a powerful warrior. He's rather slow though, and you should take advantage of that.
Snake: Colonel, hes just an old man.
Colonel: Look who your talking to Snake!! Watch your mouth!!!!
Snake: ..Ugh.........


Can i please have some feedback now? I did this on a hot stove with some confidence.:chuckle:
 

smashbot226

Smash Master
Joined
Sep 1, 2007
Messages
3,027
Location
Waiting for you to slip up.
Click It ---> Super Secret Message <-- Click It
So what? We've seen them before.

I actually might make my old Blue Dungeon into a player.

COMING SOON:

TEAM SAVIORS!

STARRING:


The Brain, Mack "The Bone."


The Brawn, Edgar "Shell Shock."


The Beauty, Lira "Mind-Game."

Together, they are Team Saviors!

Let's start with Mack!



You call THAT an attack? BONEMERANG!!!

Mack was found on a beach by Edgar, both in Baby Form, and soon after, the amnesiac Cubone joined with Ed and formed a Rescue Team! They traveled everywhere and anywhere, always looking for adventure- and a nice reward and treasure, of course. Mack remains the leader of a large yet unified rescue team.

It'd be difficult to make the brains of the group what kind of fighter he'd be- so I decided to make him a lithe, quick, and hard to catch. He's the swift player, and he's even got range on some of his moves. Look out- here comes Mack!

STRENGTH: 2- Bones don't hurt THAT badly...

SPEED: 4- Small and light, Mack runs circles around the foe.

JUMP: 3- Even though he's a ground type, Mack is an average jumper.

RANGE: 2- Mack is primarily a close range fighter, but his Bonemerang is a good projectile attack.

SIZE: 1- Marowak's aren't that big. He's slightly taller than Kirby.

WEIGHT: 1- Nor are they heavy.

FALLSPEED: 3- Mack falls through the sky at a medium pace.

TRACTION: 5- Mack has the best traction in the GAME.

ATTACKSPEED: 3- His bone is kind of hefty for a small Pokemon, so he wields it with average velocity.

Crawl: No.

Wall Cling: No.

Wall Jump: Yes.

-------

A, A, A: Mack swings his club at the foe's head with one hand, then at their feet with both hands, then finally slams his bone on the foe's head. Light damage (3% 3% 5%.) with minimal knockback, but has good range for a basic combo.
 
D

Deleted member

Guest
Hey, do you think I should take Lucky Day out of the contest? I was thinking of editing his moveset to add to Historical Dudes, specifically Billy the Kid.
 

KoJ

Smash Journeyman
Joined
Aug 16, 2008
Messages
317
ridly

ridlys so awesome i mad a mveset of him hes vry uniqe how do u lke him?:)

a ridley slashes
aside ridly slashes but its bettar
aup ridley slashes up
adown ridley slashes down
side smash ridley slashes 2 tims
donw smash ridley jump up and dwn
up smash ridly slases up twice
b ridly shoots a firebal
b side ridly shoots a biger firebal
bup ridly flys up while shoting firebals
b down ridly does sumthing invulving a firebal
Fnal Smmashh: ridley tuns into mete ridly and pwns eveyone.

ridley's vry unique i spent huors n ths moveset

---------

I think my brain exploded.

Now, getting back on topic, I believe Chief Mendez reviews are good, mainly because his reviews usually look at the bad things about a moveset, allowing you to change them. He's harsh, but it's better that way.

Now who should I MAKE A MOVESET OF next?
 

KoJ

Smash Journeyman
Joined
Aug 16, 2008
Messages
317
Whoops, I made a bit of an error. Ridley's mindnumbing stupidity does that to you.

I'm sorry, but I'm not reviewing. You'll just have to wait your turn for when the others get here.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
That Ridley moveset made me think of Pikafan.

Review... Um... Yeah, I don't know. Review whoever the heck you want.

EDIT: Never mind...
 

TWILTHERO

Smash Lord
Joined
Aug 19, 2007
Messages
1,880
Location
Canada
I work my butt off for a moveset and then a bunch of people advertise and i get neglected. Why is that?
 

KoJ

Smash Journeyman
Joined
Aug 16, 2008
Messages
317
People, I made a mistake. I meant to say make a moveset of, not review. I'm not a reviewer, so please stop acting like I'm one.

Gibari's pretty awesome, although his moveset has way too much white text and has a generic side-special. Otherwise, can't think of much to add. What game is he from?
 

Eternal Smasher

Smash Ace
Joined
Jan 24, 2006
Messages
604
Location
Bronx, NY
@SirKibble: Tell me about it...

@Gibari: Makes me wanna play Baten Kaitos again. Only things I would really change are spacing out the first few attacks (as was done with the specials) and fix some grammar/spelling errors.
 
D

Deleted member

Guest
I just added Billy the Kid to the Historical Dudes; He's similar to Lucky Day, but without a horse.

And yes, I will be taking Lucky Day out of the contest.

Also, I need a neutral B for Napoleon and a side-B for Billy the Kid.
 

TWILTHERO

Smash Lord
Joined
Aug 19, 2007
Messages
1,880
Location
Canada
People, I made a mistake. I meant to say make a moveset of, not review. I'm not a reviewer, so please stop acting like I'm one.

Gibari's pretty awesome, although his moveset has way too much white text and has a generic side-special. Otherwise, can't think of much to add. What game is he from?
Thank you and hes from Baten Kaitos.

Edit: thanks to you too Eternal Smasher
 

Eternal Smasher

Smash Ace
Joined
Jan 24, 2006
Messages
604
Location
Bronx, NY
Oh, and by "Tell me about it" I meant
STOP IGNORING TOKU. YOU'RE HURTING THE KID'S FEELINGS. YOU INSENSITIVE B@STARDS.

lol jk, link in sig
 

killori

Smash Cadet
Joined
Aug 3, 2008
Messages
35
Location
Over there
Scizor the coolest pokemon ever.*
*=non legendary to avoid Lucario

The only non pokemon thing is he uses his wings to fly and cool himself down and one of his moves.

Stats
Speed: CF speed
Power: Good
Attack Speed: Good
Air Speed: Good

Features
Crawl: No
Wall Jump: No
Wall Cling: No
Glide: Yes
Tether: Yes, length of clawshot

Due to the fact that he has clamps Scizor can't grab ledges and his tether can't aid recovery.

A: He swipes his clamp for 3%
AA: He swipes the other clamp doing 4%
AAA: Pin missile: Rapidly shoots pins doing 2% each

Aerials
Nair, spins with his clamps doing 5% and good knockback
Uair, does a backflip doing 7% and little knockback
Fair, jabs a clamp forward for 6% and ok knockback
Dair, brins a leg up and kicks it down doing 9% and spikes
Bair, kicks back for 7% and big knockback

Tilts
Up, Does a backflip doing 6%
Side, headbutts doing 7%
Down, does sweeping motion with legs for 6%

Smashes
Up, String Shot, shoots string from his mouth upwards for 9-17%, with no lag, and goes about he range of two Ganondorf's. If it hits it latches on to the enemy and pulls him/her/it down,
Side, Crabhammer, hits clamp in front of him for 17-39% and has ok startup lag.
Down, Hyper Beam, hits down with an orange beam at a 45 degree angle on both sides of him, range goes until it hits something or someone, and does 24-46% with bad startup lag.

Specials

Neutral, X scisor, hits clamps in front of him in an X formation, if it hits it stuns the opponent and has diagonal knockback but is immediately followed by a hyber beam unstunning the opponent and giving Scizor temporary super armor frames, and all together doing 17%. If it doesn't hit it lets out a small shockwave doing 4% and no knocback.

Up, Aerial Ace, flies around doing 4% to anybody who gets touched by him, and lasting 1.2 times as long as Wings of Icarus. Aside from the charging part it works like R.O.B.'s up b.

Side, double team, 5 Scizor's appear and the real one is in a spot somewhere in them. The fakes die when they're hit by something. Here are the level chances:

1=26%
2=21%
3=14%
4=11%
5=10%
6=9%
7=5%*
8=3%**
9=1%**

*=8 Scizor's for that level
**=10 Scizor's for that level

Down, Harden, a white glint goes down Scizor's body in .5 seconds, and after that he stands there for another second. If hit while it has the white glint makes a ball with wavy lines encircle Scizor. The ball reflects projectiles and stuns any one who comes inside it. Scizor can move around in the circle, (or leave it). It is as high as two stacked Ganondorf and the width of two dedede's lying down, it is kind of lke counter.
 

KoJ

Smash Journeyman
Joined
Aug 16, 2008
Messages
317
Okay, this is going to be a tough moveset, but my next one will be...



Dangit, he'll be difficult. I now hate Doppelman. Also, Oz will be ridiculously hard to implement without making him a final smash (I'm saving it for Asguard).
 

Stroupes

Smash Lord
Joined
Jun 2, 2008
Messages
1,810
Location
Tennessee
If you guys like Gibari(which was well done), check out my Kalas. :D


And while you're at it, check out my other movesets. They have gotten 2% attention D:
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
Hey guys, I've put a lot of work into this moveset. I'm hoping to compete with Mendez's Dracula, I've gone all out on this one. On a side note, it's my seventeenth birthday today, I completed it just in time so that I could go into the festivities. This moveset's exceptionally good and very detailed in most moves, so I hope you enjoy it.

Though he's spineless, this merciless mummy is far from a coward. Vicious Voldo fearlessly joins the Brawl!



Voldo's Profile

Stats:

Size: Average human size, around Marth's height.
Weight: 3.5/10 - Voldo is very light for his size, most of his body having decayed away in his endless days of guarding the money pit. Having broken and taken out his spine among other bones causing problems for his fighting style, he gets launched away very easily.
Walking Speed: 6/10 - Slightly above average.
Running Speed: 7.5/10 - Voldo's one of the faster characters in the game, having had much experience in assassanation.
Traction: 10/10 - If Voldo's dashing when you turn the control stick in the opposite direction, he'll run backwards, not turning around, at the same speed, not having any delay in doing so at all. To make him turn in the other direction you have to do so when he's walking or running.
Power: 3/10 - Voldo's isn't too powerful, as he relies on his speed and his hard to predict attacks. He isn't nearly as strong as he is fast.
Attack Speed: 8.5/10 - Voldo is extremely agile and flexible, seemingly not having a single bone in his body, thus able to bend his body to ridiculous positions. Most of his moves come out very fast with little starting or ending lag.
Range: 6/10 Voldo's range is slightly above average due to him stretching his limbs out as far as possible for the attacks with his insane flexibility.
First Jump: 6/10 - Slightly above average.
Second Jump: 4/10 - On the contary, his second jump is slightly -below- average.
Hover: No
Fall Speed: 6/10 - Voldo falls down slightly quickly, ready to assassante his enemies.
Crouch: Yes.
Crawl: Yes.
Wall Jump: Yes.
Wall Cling: No.
Gliding: No.

Basic actions:

Basic pose: His basic pose from the Soul Calibur series, Voldo moves his legs back and forth in place, as well as moving him his arms. A rather creepy looking standard stance.
Walking: Looks like his basic pose for the most part, but in motion and slightly slower.
Running: Voldo goes up to the same speed his limbs move in his basic pose.
Dashing: Voldo actually tries to run, not having such exaggerated strokes with his arms and heading to his target quickly.
Crouching: The mummy gets on all fours like an animal, although keeping his body high above the ground. However, Voldo flips his body around so that it's facing upwards rather down to the ground. Looks very awkward, one of his moves in the Soul Calibur series. Unlike other crouches, you don't have to hold down to stay in the crouch, and must press up on the control stick to come out of it.
Crawling: Once in the crouch position, move the control left and right for Voldo to crawl while in the awkward spider position.
Jump 1: The assassin leaps off the ground with both feet with impressive agility, almost looking slightly graceful.
Jump 2: Voldo leaps forward into the air with one leg, the other one going forward, being in a position somewhat like Captain Falcon's aerial forward. Once again, has awkward contrast with his appearance due to the motion being graceful.
Shield: Voldo covers his face with his claws, his Soul Calibur guard pose.
Sidestep: Voldo bends his entire body into the background, leaving only his feet on the playing field, then springs back up once his invincibility frames are over.
Rolling: Voldo bends his entire body into the background just like his sidestep, but then jumps in the direction you "rolled" into, getting up afterwards to resume fighting. Around twice as fast as the average roll, although has below average range for a roll. Due to it's speed, it helps you mix up being behind or in front of the enemy, further adding to Voldo's unpredictable nature.
Wall Jump: Voldo springs forward off the walls with both legs, sending him forward with good speed although not sending him much higer.

Basic Attacks:

A - Stretch Swing: Voldo brings one arm above his head and the other down to his feet, strechting them out as far as possible, then brings them both together quickly. The hitboxes are his arms as he's not trying to slash the enemy. Does tiny knockback and 3-4% damage.

AA - Stretch Slash: Voldo stretches both arms out forward as far as he can and slashes with the claws, them already being together and in front of him from the previous move. the hitboxes being the actual claws this time. Does below average knockback and 3-4% damage.

AAA - Swirling Slashes: Voldo keeps his arms in the position from the previous attack and the blades start swirling around as long as you hold down the button. The swirling blades cause you to flinch but do knockback, and every half of a second you're in the blades you take 1-2% damage.

Ftilt - Double Kick: Voldo kicks his leg up in the air, you being able to be hit any time during the kick, then kicks back down, hastily putting the leg back into position for his fighting stance. While this is a multi hit attack, if they're hit by the first kick the knockback from it will send them too high up, saving them from the second more powerful kick. Regardless, this move has very little leg in it's execution, so using this is a good way to guarantee you get a hit in at all, racking up the enemy's damage. The first kick does small upward knockback and 4-5% damage while the second kick does 5-6% damage and below average forward knockback.

Btilt - Backwards Body Swing: Yes, Voldo's the only character in the game to make his own classification of a type of move, as he's known for attacking enemies while not facing them in the Soul Calibur series, many of his moves only able to be done when he's facing in the opposite direction they are. For the move, Voldo keeps his lower half in the standard position, but gets his upper half in a limbo like position, swinging it back behind him, doing 7-8% damage and average knockback for a tilt. While not as fast as his other moves, it has decent range, priority and power.

Utilt - Handstand Kicks: Voldo first takes a quick slash up with one claw, doing 3-4% damage, then flips over very quickly to do a handstand and kick upwards with one leg while he kicks in the opposite direction he was facing with the other. The first slash does just enough upwards knockback so that the enemy will go up slightly then come down to be hit by the upwards kick. The kicks both do 6-7% damage with average knockback. There is slight ending lag in the end of the move as Voldo gets back up in his standard position, and he gets up facing the opposite direction he was when he started the move.

Dashing Attack - Undead Dive: Voldo leaps forward, claws first, with exceptional speed. His claws spin around as he does the dive, doing 2-3% damage every second you're in them and causing you to flinch. The rest of his body doesn't damage during the attack though, and is perfectly vulnerable. Upon landing from the dive forward, Voldo lays on the ground on his stomach as if gotting hit by an attack. If you performed the dash attack while running backwards, it still functions the same, but at the end you'll be laying on your back as oppossed to your stomach.

Rising Attack (On stomach) - Ferocious Flail: The undead assassin flails forward with his claws like a fish out of water, the move coming out quickly with little to no lag, doing small knockback and 3-4% damage. Unlike the standard rising attack, this move won't get you back up into your standard position, and to do so you must tilt the control stick left or right to get back into a normal stance.

Rising Attack (On back) - Sudden Spring: Voldo springs up from the ground, jumping up in his crouch pose. His torso is the hitbox, and it does decent upward knockback and 4-5% damage. Upon finishing this attack, Voldo will be in his crouching position.

Dtilt - Creepy Crawler Catapult: Voldo puffs out his torso while in the crawling position, doing below average upwards knockback and 8-9% damage, being one of his less fast moves, taking some time to do it with. A decent move to start juggling the enemy with, although hard to hit with if the enemy isn't above you.

Crawling Dashing Attack - Crabwalk Charge: A purple glow comes from Voldo's torso and surges all around his body and increases Voldo's speed as he crawls along the ground, causing him to do damage to any foes he touches for a brief period of time, dealing mediocre knockback and 5-6% damage. Doesn't have ending lag, but cannot be spammed, you having to wait two seconds before letting out another charge. Voldo's regular crawl is decently fast, so if you crawl along the ground, using this attack whenever you can (Which is much faster then running), it's a faster means of transportation then running.

Crawling ftilt/btilt - Forward/Backward Mantis Flip: Voldo flips forwards very quickly, getting up then falling down on all fours in a more standard position (Like an animal, his torso facing downwards, not upwards.). As he's falling into the position, he does 4-5% damage and slight knockback. All the crawling attacks work the same when he's crawling like an animal as oppossed to a freak, although he uses his back for his dtilt instead of his stomach area and he moves slower while moving and during the crawling dashing attack. To revert to crawling with your torso facing upwards, come up out of the crawling position and go into it again or do another crawling ftilt. This attack is very quick and can confuse your enemies, there being a large amount of attacks at your disposal, them having to be ready for anything. The btilt version is the same, but backwards, of course.

Ledge Attack (Under 100%) - Backwards Bound: Voldo turns around while hanging so that his back is facing the platform while he's holding it, then flips his entire body up onto the platform in one graceful motion. Does 5-6% damage as his body comes down with slight knockback.

Ledge Attack (Over 100%) - Slight Struggle: Voldo brings his claws first up onto the platform and has them swirl around like his AAA, doing 5-10% damage total and hopefully stunning any enemies waiting on the platform to attack him. After the attack with his claws, Voldo struggles to pull himself up limb by limb, looking like a fat person pulling themselves out of a swimming pool in the clumsy fashion he does so. The attack is rather damaging for a ledge attack, but there is good ending lag as Voldo pulls himself up.

Smash Attacks:

Fsmash - Raging Blade Rush: Voldo puts his blades up behind his head as he charges the smash, then upon releasing the charge he does a slash at the ground and a small step forward, then repeats the process two times, alternating arms and legs as he does so. Each slash does 5-6%/9-10% depending on the charge, and the first two slashes have set knockback, pushing the enemy forward to be hit by the next slash. The last slash does 2% extra damage and does average knockback.

Bsmash - Claw Clap: Voldo claps his claws behind him three times, then finishes by hastily turning around and doing a motion like Falco's fsmash to anybody who got caught in the clapping of his claws. The first three claw claps cause flinching but no knockback, and they happen just fast enough so that they come into effect before the flinch from the last clap is over. The first three claps do 4-5%/8-9% while the Falco fsmash does 9-10%/13-14% damage with knockback only slightly lower then Falco's fsmash. If you're using directional influence to go in the opposite direction of Voldo for the entire attack from the start, it's possible to escape the attack, especially if you're a character who has good aerial control, like Wario. Upon finishing the attack, you'll be facing the opposite direction you were when you started it.

Usmash - Handstand Clap Kick: Voldo curls into a ball on the ground as he charges the smash, his arms over his legs, nearly wrapped perfectly into ball. Upon releasing the charge, Voldo does a handstand, holding himself as high up as he can with his arms, and kicks his legs together. This works somewhat like Wolf's usmash, but Voldo is a taller character and holds himself up much higher, thus the hitbox is much higher. There's also no first hitbox that sucks them into the attack, instead only one hitbox as Voldo claps his legs together. The kick does 13-14% uncharge and 18-19% fully charged doing large directly upwards knockback. This is one of Voldo's few viable killing moves, although it can only be used to effectively finish an enemy if they're a good ways above the undead assassin when he stares the moves.

Dsmash - Mummy Mauler: The merciless mummy puts his hands upwards against his sides as he charges, then upon releasing he keeps the lower half of his body in place but spins around his upper torso. Each swing has set knockback that knock the enemy to the opposite side of Voldo, causing them to get hit by the next part of the attack, with the exception of the final swing which has slightly above average knockback. Voldo makes three total rotations, meaning these are six chances where he can hit the enemy. The first five swings do 2-3%/5-6% depending on the charge, while the final hit does 4-5%/6-7%. While the damage totals are low, they have the potetional to be multipled up to six times, making the attack quite deadly. The attack has good range and can suck enemies in like Pikachu's dsmash.

Aerial Attacks:

Nair - Blungeoning Body: Voldo puts his arms up high against him and puts his legs together, then spins around in mid-air twice. Does 7-8% damage and decent knockback to anybody it touches, though far from a kill move. A good way to get some spacing done, giving Voldo breathing room in the air.

Fair - Split Kick: Voldo turns so that he's laying on his back and does the splits in the direction he was facing when he started the move. Does small knockback and 5-6% damage with okay range and virtually no lag whatsoever.

Bair - Seperate Swings: Voldo first swings his left claw behind him for 5-6% damage and slight knockback then swings his right claw behind him for another 6-7% damage and below average knockback. This is one of his few multi hit attacks where it's very hard to hit with both parts of the attack, and in general is strictly a defensive move.

Uair - Hellish Headbutt: The merciless mummy curls into a ball slightly, then suddenly springs up, his head enlarging slightly for the attack, being the hitbox. Has slight starting lag, but one of Voldo's few viable killing moves. Does 10-11% damage and slightly above average upwards knockback, having good potetional for star KOs.

Dair - Leg Clap: Voldo claps his legs together below him twice. The first leg clap causes a small flinch in the air but no real knockback, doing 5-6% damage, leaving the enemy vulneable for the second more powerful leg clap. The second part of the attack does 6-7% damage and slight knockback. Yes, Voldo sadly has no spike.

Special Attacks:

B - Flesh Ball: Voldo grabs his feet with his hands and forms a very awkward looking ball. The move is chargeable, and while you can't hold the charge it's highly recommended that you do so. You can charge it up to go as fast as Jigglypuff's fully charged standard special, but Voldo won't stop if he runs into an enemy, he'll keep on rolling along, and you have much better control over Voldo then in Jigglypuff's standard B or Yoshi's side B. All enemies hit by the living ball of flesh will be dealt 9-10% damage and slightly below average knockback. You can also jump while in ball form and come out of it at any time by pressing A. You can use a single jump while in the air with this attack, and if you come out of it after using the jump you'll still have your second jump and up special left over, so this move's main purpose is recovery.

B forward - Blind Destiny: Voldo leaps forward at the enemy, his legs curled up, and if he hits an enemy he'll latch onto them, like with Diddy's side B. Once on the enemy, Voldo will piggyback on the enemy's head, using one claw to cover their eyes (Or the general area where their eyes would be), showing them what it's like to be blind, while using the other to attack them. If you press B while latched onto the enemy, voldo will slash the enemy in the rear with his free claw, causing them to take 3-4% damage and run forward in the direction they're facing. The enemy player must button mash to get Voldo off them, although they can't help but run forward a little bit before it's even possible to break out of the attack. This works just fine in the air and is very good for gimping. To get off the enemy early, press the A button to hop off of them upwards.

B backward - Sick Spin: The murderous mummy spins around on one leg like a girl in a pink tutu, having terribly awkward contrast with his appearance. Voldo uses one leg to spin around while having the other up in front of him, using it to kick anybody who gets close. Voldo spins around very quickly with this move, so it can be used to reflect projectiles. If an enemy is hit by the leg spinning around in mid-air, they're dealt 5-6% damage and knocked away, giving Voldo some breathing room. Has little to no lag and Voldo has good control over his movements while using this attack. Upon the move finishing, Voldo humorously takes a bow, giving the attack slight ending lag.

B up - Frantic Flail: Voldo frantically flails upward comically, doing a swimming like motion that moves him upwards very slightly, a cartoon like noise being heard to add humor. As a recovery, this is terrible, giving little height, but is a decent attack due to there being decently large hitboxes all around his body as he flails his limbs about. If you're hit by a limb, you're dealt 4-5% damage with knockback in a random direction. Voldo's main means of recovery is his standard special, the flesh ball.

B down - Feasting Frenzy: Voldo faces away from the screen and puts his arms out to his sides, then closes them in to him. If an enemy is caught by this, they are knocked down in front of Voldo, and Voldo throws off the cloth covering up his mouth and starts biting into them. The more you mash B, the more damage he'll deal until the enemy buttons mashes enough to get out of Voldo's feasting frenzy. The move deals 2-3% damage per press of B and 3-4% damage when the enemy is first taken into Voldo's grasp. This move has the possibility of doing up to seven presses of B if the enemy doesn't resist, resulting in a total of 17-25% damage. The start of the move is quite laggy and hard to catch enemies in, and also has notable ending lag while Voldo ties the cloth back around his mouth. How is this move more notable then Voldo's other damage dealers? This move can be used in the air with no problem to "Voldicide" with, both you and your enemy falling into the deep realm of the abyss as Voldo viciously bites into his enemy, enjoying a final meal of flesh.

Grabs and Throws:

Grab: Voldo reaches his claws forward to grab the enemy, average range.

Grab Attack - Cryptic Claws: Voldo sinks his claws into the enemy, doing 1-2% damage, though higly spammable.

Fthrow - Blood Drill: Voldo tosses the enemy to the ground, doing 2-3% damage, then leaps into the air and lands on them claws first, spinning around rapidly for 3 seconds, his claws doing 1% damage every third of a second until Voldo hops off the poor victim. Has no knockback, the enemy being a couple of feet away from Voldo at the end of the throw. This is strictly a damage dealing throw, doing 11-12% damage total.

Bthrow - Blinding Slash: Voldo keeps the enemy in his grasp and hastily sidesteps around to get behind them, then hops up to latch onto their head like with his side special. Voldo proceeds to slash both his claws into their eyes (Or general area their eyes are) for 2-3% damage, then as the enemies hold their eyes in pain Voldo springs up, hopping off their head for another 2-3% damage, falls in front of them, and while in the air does a kick backwards at the enemy for 3-4% damage and exceptional knockback for a throw. Does 7-10% damage total.

Uthrow - Spinning Umbrella: Voldo tosses the enemy into the air for 1-2% damage, then the enemy lands on his claw, Voldo somehow able to hold up their weight. Voldo hastily spins his claw around rapidly, machine whirring sound effects playing, them taking 1% damage every third of a second for 2 seconds, then throws them up for another 3-4% damage, having decent upward knockback for a throw. Deals 8-10% damage total.

Dthrow - Sly Snake: Voldo releases his enemy and flaily around under their legs, the enemy looking down curiously. Against smaller enemies like Kirby or ones without legs, Voldo will swimply swirl around the enemy in this fashion. Voldo goes too fast for them to keep their eyes on him and slashes them from behind, knocking them down and doing 6-7% damage. Does slight forward knockback.

Final Smash - Merchant of Death:

Voldo pulls off the cloth going around his head covering his eyes and mouth, revealing he has no eyeballs in his sockets, becoming invulnerable and immobile. Voldo lets out several cries of pain as green gas comes out from his eyes and mouth, going above him to form the massive spirit of his deceased master, the merchant of death, Vercci. Voldo turns his back to the camera to face his master and bows, still invulernable, and Vercci's voice echoes throughout the stage "You have done well, Voldo, now let us finish these pathetic fools together!". After the visual effects of the final smash, you regain control of Voldo, vulnerable again, but Vercci is now here to help you dispose of your enemies.

Vercci will lift ups both his hands to cause lightning to strike on both sides of Voldo every eight seconds, which deal 20% damage, have insane priority and pretty good knockback. Every nine seconds, Voldo's master causes a giant cleaver sword to fly accross the screen at a high speed, going along the ground of the stage, dealing 35% damage and massive knockback with insane priority to anything it hits. Every five seconds, the merchant of death snaps his fingers which summons a pillar of flame on top of all enemies. The pillar of flame works like Ness/Lucas's PK Fire, but enemies trapped in the fire take 10% damage per second. The pillar of flame can be dodged by perfectly timing a roll, although it's hard to get the timing down. The final smash lasts an impressive 35 seconds, even if Voldo dies it still continues. When 30 seconds go by, Vercci stops any current attacks and the lightning from his lightning attack strikes around the stage in mass randomly, still not affecting Voldo, and Vercci laughs maniacally. When the entire duration passes, Voldo stops in place, become immobile and invulnerable, taking off the cloth around his head covering his eyes and mouth in the same fashion as the start of the final smash. Vercci's spirit is sucked back inside Voldo and the final smash ends, the battle goign on as normal.

To get the most out of the final smash is to use grabs to hold enemies in front of you so they get hit by the lightning that strikes at your sides periodically and to attack foes with your more powerful smash attacks while they're caught in the pillars of flame. The cleaver is the rarest attack to actually successfully hit the enemy, but the most powerful.


Overall Play Style:

Voldo has many weak, fast, damage dealing moves, he'll never run out of ways to do that, however, unlike the imbalanced beast known as Meta Knight who shares this trait with him, Voldo has problems finishing off his enemies and recovering.

While Voldo does have good horizontal recovery, his vertical recovery is mediocre, even with a jump from the flesh ball, his second jump, and his up special, his recovery resembles DK's in that it's good horizontally while terrible vertically. Voldo's recovery is notably worse then DK's in that Voldo is much more light, and it requires much more skill to use well then DK's simple up B.

Voldo will either have to rack his enemy up to insanely high percentages to finish them with ease with one of his fast moves, or take a chance and use one of his rare powerful moves, such as his Uair, Usmash or Uthrow. Yes, you are noticing a trend, most of Voldo's KOs end up being Star KOs due to his killing moves being upwards attacks, so when fighting him it's a good idea to not be above the guy. Voldo has no problems comboing enemies to get them above him, though, with his large array of fast attacks, he's quite unpredictable.

The mummy makes even Wario look like a predictable character when compared to him, what with his backwards attacks and his excellent crawl game. Once the Voldo player gets some damage on themselves, it's not exactly uncommon for him to go for Voldicide with the down special, and the move doesn't leave him helpless like Ganon's side B. Voldo can also try to gimp his enemies with the side B to take them out early if he so wishes, although he sadly lacks a spike or meteor smash.

Overall, Voldo's one of the hardest and most awkward characters in the game to learn, as even without gimmicks like Olimar's Pikmin, he really takes some getting used to, to play as him and to fight against him.


Taunts:

Up Taunt - Sharpen Slashers: Voldo sharpens one of his claws against the other, making sounds as if sharpening a knife.

Side Taunt - Flexible Fool: Voldo uses his insane flexibility to put both his decently long legs behind his head, then gets up out of the painful position.

Down Taunt - Mindless Mummy: Voldo puts both his hands forward and walks very slowly in place mindlessly, immitating a traditional mummy.

Entrance - Undead Rising: Voldo appears, laying on the ground motionless, then gets up slowly into his position, then starts doing his creepy idle pose.

Results Screen Poses:

Win 1 - Assassin's Bow: Voldo puts his claws in front of him and takes a bow for his "fans" after his "performance".

Win 2 - Voldo's Vicious Victory: The mummy puts one claw behind him and brings the other one forward in front of him to strike a pose.

Win 3 - Silly Swimming: Voldo flails about on the ground doing swimming motions, hissing as he does so. Slightly disturbing, but what about the guy isn't?

Loss - Clumsy Clapping: Voldo claps his claws together twice, then the third time they get stuck together. Voldo forcefully pulls them apart, struggling to do so, then resumes clapping, only to repeat the cycle endlessly.

Kirby Hat: Kirby gets two pieces of white cloth that go around him, one covering his eyes while the other goes over his mouth. Kirby simple spins in place like with Jigglypuff's standard B when trying to immitate Voldo's "flesh ball".

Alternate Colors:
Default
Voldo's outfit gets a general red color scheme, Voldo himself getting a slight red tint - Red Team
Voldo's outfit gets a very dark blue color scheme, Voldo himself getting a slight blue tint. Makes him look more zombie like. - Blue Team
Voldo's outfit gets a dark green color scheme, Voldo himself getting a slight green tint. Makes him look slightly like an alien due to how bizzare he is. - Green Team
Voldo's outfit gets a generally black color scheme, Voldo himself turning completely white. Makes him look more like a typical undead and can add to the creepy factor.
Voldo's skin turns black while his outfit gets a black color scheme. Helps Voldo look more powerful and intimidating, although doesn't add to his creepy factor that well.

Snake Codec Conversation:

Snake: So who's this freaky mummy?
Otacon: That's Voldo, Snake. He used to serve his master, the merchant of death, but he's now long dead. Voldo still goes on endlessly with carrying out his master's wishes, though, giving new meaning to the term "blind loyalty".
Snake: Well, he's got something over his eyes. . .How can it not be "blind" loyalty?
Otacon: Voldo's slowly gone insane as he's guarded his master's treasure over the years, but his will goes on. He's turned undead to continue guarding his master's treasure for all eternity.
Snake: Look at the guy and how he's bending his body, how can he not be insane and undead?!? Tell me something I don't know for once!
Otacon: Always have to cut to the chase, don't you Snake? Voldo has extreme agility and flexibility, but he's pretty light and weak. Just don't get caught in one of his flurries of attacks and use your explsoives to turn this guy into dust.
Snake: Sounds like a plan. I'll get right on it.

Stage - Money Pit:

Picture

The money pit is home to the treasures of Voldo's master, Vercci. Should foolish adventurers not be slain by the countless traps along the way, they'll have to deal with the guardian of the vault, none other then Voldo himself. A statue of Vercci himself and all his treasures lay in the background, awaiting anybody who can defeat the guardian of the money pit.

The playing field is a single long platform, although unlike Battlefield and Final Destination this platform isn't magically floating in the air, there's actual supports under it, keeping you from going under the stage. You can't KO foes off the left side of the stage, as that's blocked by the wooden bridge seen in the picture. Ocassionally the bridge come down, spiking enemies as it does so and giving more land to fight on. This also creates a wall which can on the left side of the arena which can be used for chaingrabbing and infinites, although it doesn't last long, as the bridge will come up after 15 seconds, crushing any players who were standing in the area, killing them instantly. The right side of the stage and star kos are always a viable killing option and there are no walk off edges, and the wall is only there for a short period of time, so the stage is tourney legal. This makes a good alternative to final destination, throwing in some interesting play mechanics while still giving a beautiful background with all of Vercci's treasure.


Assist Trophy - Cervantes:

Picture

Cervantes shoots out bullets from his sword with his sword with his deadly pirate powers, them going across the stage very quickly and dealing 15% damage, though only causing the enemy to flinch. Cervantes will run up to an enemy an do a series of rapid slashes to catch them in his grasp, doing 23-27% damage total, then puts both his swords in them and pulls them out for a deadly 28-35% damage though no knockback vanishing. Cervantes lasts 30 seconds or until he's able to perform the deadly last attack.

Trophies:

Voldo - A pose of Voldo doing his up throw, Wario being the victim.
Merchant of Death - Voldo's final smash trophy, he is still letting out his master in it, though it is almost complete so Vercci is for the most part visible.
Cervantes - Cervantes has his arms crossed with his swords impaled in the ground in a laughing pose.
Money Pit - A trophy of Voldo's stage, showing the detailed background and the playing field in front of it.
Vercci - Shows Voldo's master in his human form before death.
Nightmare - A trophy of the character on the project soul symbol in a fighting position.
Siegfried - A trophy of the co-star of the series alongside Nightmare, doing a leaping swing.
Yoshimitsu - Yoshimitsu is meditating, and the trophy's description mentions him also having been in Tekken.
Soul Edge - The mighty blade for which all the warriors fight blinks it's eye creepily in this trophy.
Soul Calibur - The only sword able to defeat Soul Edge, and the namesake of the series.
Astaroth - Astaroth, the only Soul Calibur character to get cameos in other Namco games (Pac-Man Party and Ridge Racer), beats his chest while his axe lays on the ground.
Ivy - Ivy, the famous sex icon of the series, is seen with her whip sword around a man's neck, ready to decapitate him.
Mitsurugi - The original character who Yoshimitsu's moveset is based off of has a trophy where he stands battle ready.
Raphael - The vampiric character lets out a noble pose with his rapier.
Taki - Taki does a roundhouse kick to a generic assassin.
Zasalamel - Zasalamel reaches out his hand while holding his scythe to the side, impaled in the ground, creepily staring at the camera with his golden eye that grants him his reincarnation powers.
Tira - Tira creepily lets out a huge smile for the camera with her spiked glaive weapon around her.
Algol - The wielder of Soul Edge and Soul Calibur sits on his throne in this trophy, the main new character introduced in Soul Calibur 4.

Item - Cat Claws:

Voldo's signature claws, wielding this item gives the wielder an AAA attack or turns it into Voldo's AAA with his claws. Cannot be unequipped, working like the bunny hood or franklin badge. A rather common weak item, tourney viable.

Role in SSE:

After you defeat Meta Ridley, a cutscene will show Toon Link up on the high seas in his ship, heading for an island in the distance. Toon Link comes up on shore and enters the island, and upon seeing the name of the level it is revealed to be none other then the money pit. Mass traps are layed all over the level, there being few enemies and them not being a threat. The main challenge in the level is the puzzeles of the money pit. Upon getting to the end of the level, a cutscene shows Toon Link coming up to the part of the money pit seen in the VS stage and looking over it in awe, but Wolf slashes him out of the way, getting dollar signs for eyes. The two begin fighting, then Voldo suddenly comes into view in his flesh ball form onto the stage. He lets out a chuckling hiss at his enemies already fighting each other, what fools! You play as Voldo in a free for all between the three characters.

After defeating them, a cutscene show them both getting turned to trophies, and Voldo throws them both into his master's collection of gold. However; the subspace army arrives to add the money pit to Tabuu's collection of worlds, and Voldo springs into action against the foolish tresspassers. This part of the level is a battle against the enemies. After winning the battle, another cutscene shows yet more enemies arriving, knocking Voldo off the stage. His claws accidentally touch the bases of Toon Link and Wolf's trophies, reviving them, and they both hastily go to run out. Voldo, though, gets back onto the stage to fight. Some R.O.B.s set up a subspace bomb and Voldo frantically tries to stop them, but to no use. Toon Link grabs Voldo by the claw and starts pulling him away, and another level starts. You get to play as all three characters to escape the money pit, there being the traps from the first level with Toon Link but now also subspace enemies. There's a time limit ticking down, and if you fail to beat it you lose the level. Upon getting out, a cutscene shows Voldo boarding Toon Link's ship while Wolf gets in his Wolfen and flys away as the subspace bomb goes off behind them. Toon Link and Voldo show up when all the characters meet on the halberd, but Wolf doesn't show up again until the great invasion cutscene, where he replaces Kirby as breaks the "Ganon Cannon". The three characters get no more personnal cutscenes after this. In the great maze, there is an extra section towards the bottom of the map for the money pit, where shadow versions of Voldo, Toon Link, and Wolf are fought.
 

majora_787

Smash Hero
Joined
Jun 23, 2007
Messages
6,122
Location
Texas
Voldo? Seriously? Sweet. I would have made a moveset for him if I played soul calibur/\. But I havent so I didn't.
 

~rh

Smash Lord
Joined
Dec 1, 2006
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DMV
Took me 7 minutes to read that wall, but I must say, very impressive.
 

MasterWarlord

Smash Champion
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Aug 24, 2008
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Not wasting countless hours on a 10 man community
The rest of my moveset randomly got edited out of the post after I edited in the pictures after the first ones didn't work. It ended up the pictures were giant, so that's probably the cause of the glitch. This has destroyed a lot of work I made it spicing up the coloring and my computer's very slow right now, so this is very very frustrating.
 

cheap_josh

Smash Ace
Joined
Mar 24, 2008
Messages
914
Location
Northern Virginia
You should always type your work on a word processor first. Editing posts can easily mess things up (highlighting and accidently deleting a chunk etc)
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Click where it says "Last edited..."

You can look at stuff from previous versions of the post and at least copy it all from there.
 

Chief Mendez

Smash Master
Joined
Mar 25, 2007
Messages
3,161
Location
Somewhere
I did make it in a word processor, but I use notepad, which requires me to fix up the spacing, and I add the colors in in the post.
That's how I do things. It's a b*tch, but it beats messing with Word or Pages' formats.

Spadefox said:
Oh, no no... You know, I don't care what people think 'bout my movesets, especially if they don't know about the characters and why I chose to give them these or those moves (Rouge for example *hinthint*).
But as I'm a critic who wants to help the people getting better and removing their mistakes instead of just being a destructive nut (what most people think critics have to be), I want that kind of treatment in return.
Proof that my word is not law.

KoJ said:
a ridley slashes
aside ridly slashes but its bettar
aup ridley slashes up
adown ridley slashes down
side smash ridley slashes 2 tims
donw smash ridley jump up and dwn
up smash ridly slases up twice
b ridly shoots a firebal
b side ridly shoots a biger firebal
bup ridly flys up while shoting firebals
b down ridly does sumthing invulving a firebal
Fnal Smmashh: ridley tuns into mete ridly and pwns eveyone.

ridley's vry unique i spent huors n ths moveset
FINAL = 41/40
 

majora_787

Smash Hero
Joined
Jun 23, 2007
Messages
6,122
Location
Texas
I'm currently considering entering another custom character...

Koj, please don't joke about Ridley that way. It's because I feel bad enough for wasting time trying to make one. XD
 

Collective of Bears

King of Hug Style
Joined
Nov 10, 2007
Messages
6,507
Location
North Carolina
NNID
Gark430
3DS FC
1805-3069-0371
So then. . .Thoughts on Voldo? Now that it's up properly, it's a heck of a wall of text to read. I'm particularly eager to see what Mendez thinks. Does it stack up to Dracula? I went all out on this moveset.
O_o

I must say, that's the most detailed moveset I've ever read. Kudos to you!
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
So then. . .Thoughts on Voldo? Now that it's up properly, it's a heck of a wall of text to read. I'm particularly eager to see what Mendez thinks. Does it stack up to Dracula? I went all out on this moveset.
It's very nice, I always like movesets that take moves from the actual game (especially when given the real names) and you certainly included a whole bunch of them. I've never played as Voldo much and haven't played SCIV, so I'm not sure if his Down B is actually from the game or not, but either way, you did a very nice job. Oh, and good job not just using his Critical Finish from SCIV as his final smash : )

As for my next moveset....since my Dante moveset got such positive response last round...I'm gonna take a shot at the other son of Sparda, Vergil.
 

TWILTHERO

Smash Lord
Joined
Aug 19, 2007
Messages
1,880
Location
Canada
That Voldo moveset is extremely detailed and very good. You clearly thought of everything.

Also anymore feedback on Gibari? Link is in my sigg.
 

Chief Mendez

Smash Master
Joined
Mar 25, 2007
Messages
3,161
Location
Somewhere
So then. . .Thoughts on Voldo? Now that it's up properly, it's a heck of a wall of text to read. I'm particularly eager to see what Mendez thinks. Does it stack up to Dracula? I went all out on this moveset.
I'm generally trying to save myself for the MoS review (meaning I basically just skimmed through certain parts), but I did notice a few things:

1. Flesh Ball is basically Sonic's Side B Spin Dash, only with charging lag, innit?

2. His Up B is a bit on the weak side, though I can't really think of any Voldo move to replace it...

3. Merchant of Death is really neat, but from reading it, it sounds like the effects would stack, making for an almost constant barrage of attacks. Every 5 seconds = fire, 7 seconds = thunder, 10 seconds = sword.

So after 5 seconds pass, fire hits. Two more seconds, and thunder hits. Three more, and a sword as well as more fire hits. Four seconds later, thunder. One second more = fire. Then there's a bit of a lull, ended by fire and sword at 20 seconds, and thunder the next second.

...I know that seems kind of complicated, but do you see what I mean? Each attack by itself sounds fair, and even in a set order (like one every five seconds, or something) would be fine. But all three, within a second of each other? With how long it lasts, it's borderline broken.

I am looking forward to reviewing it now, though. :)

Spadefox said:
I <3 you now.
Oh thank God. The less bad blood around here, the better. :chuckle:
 

KoJ

Smash Journeyman
Joined
Aug 16, 2008
Messages
317
Master Warlord, you have just made my second favorite moveset this contest. CONGRATULATIONS!!! The amount of detailing there is astounding. Even things like the U-tilt are massively detailed. My main problem with the moveset is that you didn't use a better color than gray to separate moves, but other than that I love it.

[_|_]
|__|
:)

This is the second crown I've given out.

By the way, Mendez, is it okay if I pm you for help on my Moria moveset? I just want to see that it remains balanced, since it's very... Different. Almost all the moves are done by Doppelganger, who's invincible to damage, but leave Moria completely helpless.
 
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