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

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KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Voldo is very nicely done. The level of detail is just right. Nice job, MasterWarlord.

Lots of good movesets in the past few days; I especially enjoyed Treecko, though Pursuit does indeed seem broken.

This thread grows at an ungodly pace, actually. It's kind of scary.

I've got a big moveset almost done, I'll be posting it in the next couple of minutes, after I iron out the details.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
The following moveset stems from my belief that every franchise in Brawl deserves more than one character. This time, it's Pit who gets a villain.

This is my most detailed moveset, and took an awfully long time. It may sound complicated at first, but bear with my explanations.

GRIM REAPER



This is the Grim Reaper at rest.



In these images from the game, Pit faces two Grim Reapers. The one on bottom (no longer there due to a broken link) is in an eye-popping frenzy, which means that he just summoned four of those little flying mini-Reaper, or Reaplings. These are Reaper's only two animations, so you're going to have to imagine what he would look like as updated as Pit is.

Actually, why am I showing you all these pictures? Go play the game yourself, HERE. The Grim Reaper is one of the first baddies you'll encounter. Go see him in action, then come back.

OVERVIEW

Idle Stance --- Grim Reaper is slightly hunched, picking at his scythe and gazing around dolefully.
Walk --- The Reaper has a shuffling gait, one foot before another, slow and deliberate. Very slow, in fact.
Run --- Grim Reaper bends forward, spreading his arms out to either side to improve his balance, and dashes. Not the quickest of runs, comparable to the Ice Climbers. That's okay, though; this character has no need to chase foes.
Dizzy Stance --- Reaper's eyes bug out, as seen above (and referred to as "frenzy" from here on), and he doubles over, gasping. Looks like he's gonna throw up.
Asleep Stance --- Reaper bows his head so that we can only see his cloak. Looks sinister.
Crouch --- Nope!
Wall Jump/Cling --- Definitely not.


Height --- Slightly stooped though he is, Grim Reaper is a bit taller than Mario. However, he's also narrow, making him somewhat like Luigi in proportions ad how easy he is to hit.
Weight --- Heavy Reaper. All those bones and that heavy metal scythe seem to slow him down! About the weight of Ganondorf.
First Jump --- As he's so stiff and immobile, the Reaper's first jump is a simple vertical leap. He spreads his arms and his scythe skyward to extend it. Short jump.
Second Jump --- Dark forces conspire to shove Grim Reaper further up. In other words, a Reapling appears beneath him and shoves him. This one is pretty decent, having the distance of Mario's second jump.
Power --- Grim Reaper is not the strongest of characters! Shocking, right? Despite his heavyweight status and how slow he is, his power is fairly negligable. I could compare it to a slightly watered-down Game and Watch; or, if you want, a slightly powered-up Mewtwo.
Traction --- Finally, something that isn't a weakness! Grim Reaper has excellent traction, stiff ad bony as he is, and hardly ever trips or slides.
Fall Speed --- Grim Reaper is straddling the line between fast-faller and regular faller. He's very close to being a fast-faller.
Range --- Reaper's biggest advantage. Thanks to his scythe, Reaper can quite ably keep most foes away. Factor in the Reaplings, and you have an all-around decent character.


B ATTACKS

Neutral Special --- Call Reaplings --- I'm gonna go ahead and assume that you've all played enough Brawl to recognize the Reaper's theme. For those who need their memories refreshed, here it is. When Reaper uses this attack, his eyes bug out, and that motif plays ONCE. Only once. This takes about four seconds, which means that your opponent has four seconds to punish you.

However, punished or not, four Reaplings materialize on the stage as soon as you hit that button. These little buggers (with suitably updated graphics) float around the stage together (again, refer to my above link to the game itself to see them in action) quite arbitrarily.

Now, Reaplings will require some explanation. If they bump into a foe - which they probably will - they deal about five damage, knock that foe to the ground, and carry on flying around the stage. Since they always fly in their group of four, this means that an inattentive player can be hit by four Reaplings in a row for a devastating 20% and the promise of more to come.

To balance this potential, they CAN be killed. And easily. Any attack - any at all, barring grabs - will knock them out, or make them disappear. However, if you knock them out with any physical attack - any attack that uses fists, feet, bodies, heads, teeth, claws, swords, axes, scythes, swung Pikmin, etc, - you will be dealt 3%. BUT! Any projectile can knock them out, and without any detriment to the user. What this means is that a Fox, a ROB, a Pit, and others can snipe all four Reaplings off without the slightest problem.

To the Reaper player, Reaplings should be used carefully. B should only be used when you're certain that the foe cannot punish you; for instance, on a large stage or after knocking the foe away. It's also obviously most useful against foes like DK, Marth, and Falcon, who have no projectiles to get rid of Reaplings safely.

Grim Reaper can only have four Reaplings at a time, and they all must be killed before he can summon four more.


Forward Special --- Converge, Reaplings --- Grim Reaper points and goes into a brief frenzy. This attack takes only one second, so it's a bit quicker than calling the Reaplings. When this attack is used, every Reapling, wherever he is, heads towards the foe - or a random foe, in multiplayer - and smashes into him, self-destructing. Each one does 3% before dying. This is an easy way to get rid of a few lingering Reaplings to summon up a new batch. Now this can also be shielded, but two Reaplings are enough to shatter a shield, leaving the remaining two to attack successfully.

More importantly, this attack opens a whole new level of strategy. The best time to activate it is when all the Reaplings are passing over or under a foe - this will cause them all to attack from different side at once. As for running from them, well, Reapling can't keep up with Fox or Sonic, but they CAN go through walls and platforms, and they're persistent.


Up Special --- Spine Tether/Reapling Booster --- An interesting double attack. If you have no Reaplings, this is a tether recovery with a long bone - looks like a backbone. If it hits a foe, it does about 9% and decent knockback. However, it has all the flaws of an ordinary tether recovery.

If you do have Reaplings, though, as soon as Grim Reaper uses this lagless attack, every Reapling suddenly speeds up, wherever he is, and heads towards him. They'll go through anything to reach him, even foes, making this a tricky attack to use when Reapling are on the other side of the foe. When they reach the Reaper, they'll grab him and lift him up quite some ways in an easily controllable recovery. Quite often, you can sweetspot the ledge with this. Sadly, this recovery does no damage.

Is it better when you have Reaplings? Usually. Not always, sometimes you prefer the tether. It's nuances like these that make Grim Reaper a difficult character to master.


Down Special --- Reapling Bodyguards --- Reaper goes into a frenzy and calls all Reaplings to him. They drift around him, surrounding him from both sides and from above. The goal of this attack is to make it difficult for foes to attack Reaper without taking Reaplings damage. There are also certain attacks that are improved if you have a Reapling floating nearby. However, bear in mind that it's still just as easy to kill the Reaplings when they're near him, especially with projectiles.

While they're surrounding you, it's easy to activate Up Special and save yourself, or Forward Special to put the foe on the defensive. However, they're easier to pick off, all lined up like that instead of drifting.


Due to the complicated nature of the Reapling mechanics, I feel I should include a Pros and Cons list for them;

PROS

-Potential to deal upwards of 15% with a single attack.
-Improved recovery.
-Very difficult to handle for characters without projectiles.
-Mindgames!
-Side B gives a useful quasi-projectile that can't be deflected.
-Improved attacks.

CONS

-Projectile users can easily dispose of all four.
-Long lag to summoning is easily punished.
-Reaplings move at random and aren't always where you'd want them to be.
-Reaplings are easily killed, in one shot.
-Tether recovery is occasionally preferable to Reapling Booster.


MOVESET

A --- Sickle Stick --- Grim Reaper goes into a frenzy, swinging his scythe back-handed in front of him. Nice range, reaching about as far as Ganondorf's Forward Tilt. Does about 4% and surprising knockback for such a quick attack. Quite handy.

Dash Attack --- Femur Rush --- Grim Reaper sticks his scythe out in front of it, butting its head into opponents. Terrific range, like most of his attacks, but horrendously slow to execute. Decent knockback doesn't cancel out low damage, around 6%.


Forward Tilt --- Execution by Scythe --- Grim Reaper raises his scythe high, eyes popping, and pounds it down before him. A slow, two-part attack. The first part - raising the scythe - can knock away foes who are above at higher percentages. At lower, it just makes them flinch - doing about 4% - and then pulls them down into the second hit, which does about 6% and has 45 degree angle knockback. Slow but handy in certain situations, especially given its huge range, but has blindspots during its two parts.

Up Tilt --- Hopping Mad --- Reaper goes into a frenzy again for this attack, and hops up slightly, headbutting foes directly above him. Small range, about 5% damage, and negligable knockback make this attack one of his weaker ones. Reapling bonus! --- If you've got Reaplings guarding you, instead of just a headbutt, this move makes two Reaplings (or one if that's all you have) hover above and on either side of Reaper as he hops, sort of guarding him and giving the attack range and extra damage - 8%. Note that during an attack bonus, Reaplings have super armor, and can't be killed.

Down tilt --- Facepalm --- Reaper pops his eyes and grins, pushing out to both sides with splayed hands. This attack hits behind and in front, but has short range due to his stubby arms. It's quickly executed, though, and makes up for its bad knockback with respectable damage - for a tilt. Reapling Bonus! --- With Reaplings, his hands each puch a Reapling out towards foes on either side. Improved range and damage, again.


Forward Smash --- Untimely Harvest --- In this beastly attack, Grim Reaper brandishes his scythe, swinging it sideways at a terrific speed. Think of it as a strike to cut off the foe's head and you'll be more or less there in terms of appearance. This attack has long, long reach, but only does good damage and knockback on the head of the scythe. By good, though, read excellent. An amazing KO attack that also does about 20%. It's executed at a surprisingly decent speed, though it's not lightning-quick, but has lots of wind-down lag as Reaper struggles to stop his momentum.

Up Smash --- Rising Knucklebone --- Grim Reaper thrusts his fist directly above him. Not the best attack ever, only doing 12% and with pretty short vertical knockback, and short range. Reapling Bonus! --- Reaper chucks a Reapling up into the air with an underhanded toss. This Reapling hits the air, shrieks and whirls, and drops back down. On the way up, he catches foes, then whirls for multiple hits, and then knocks them away with a vicious final hit. Good range. The final hit alone does 13%, and if everything hits, a total of 22%. Slow, though, with wind-up lag.

Down Smash --- Fleeting Frenzy --- Reaper's eyes bug out in a frenzy, and he dashes suddenly a short way forward, then a short way back to behind his original position. A sudden, wacky attack. The opponent has a second's warning with the bugged-out eyes, but the execution itself is sudden, and Reaper's whole body is a hitbox. Good for spacing and putting the scythe in charge again, and does about 15%. Unable to KO except at very high percentages.


Neutral Aerial --- Whirling Will-o-Wisp --- Reaper's eyes bug and four fireballs sprout around Reaper. They spin around him suddenly, making a ring of fire, and then disappear. Consider this your typical heavyweight attack. Great fiery knockback and decent - 16% - damage, but slow to start up, which, combined with Reaper's limited aerial mobility, makes it not so great. Reapling Bonus! --- The Reaplings actually take the place of the flames. Since they don't need to be created and are already around Reaper, this move can be activated much more suddenly, and has the same properties with less lag.

Forward Aerial --- Crescent Cut --- Grim Reaper whirls his scythe from below, chopping foes before him and launching them up. Another attack with big range, comparable to Ike's Neutral Aerial. Also another one that's slow, but does 16% and can KO foes off the top of the screen.

Back Aerial --- Reaper's Tongue --- Reaper jabs the back of his scythe under his elbow and behind him, thwacking foes at a diagonal angle. If you hit in the very bottom of the scythe, this is a slightly tilted spike, and very handy. Otherwise, it still does 14% and unpredictable knockback, and is quickly executed to boot. Must be mastered to properly wield Reaper.

Up Aerial --- Dark Applause --- Reaper quickly and suddenly claps in the air above him. From between his clapped hands emerges a dark flame, which burns above him in multiple hits for a second, then flickers away. Nice, fast execution, a handy attack for racking up damage if Reaplings won't suffice. The last hit does knock them away, but can't really KO. Does 17% if all hits connect.

Down Aerial --- Dance of the Dead --- In this Zelda-esque attack, a few flames dart around beneath Reaper's feet as he stops his vertical momentum. They don't do much damage or knockback, and this attack is pretty slow to use. Reapling Bonus! --- Obviously, it's the Reaplings that dance if you have them. The attack is equally slow, but now has much bigger range and does more damage, up to 20% with multiple Reapling hits, though 16% is a much more common result.


Grab --- Grim Reaper reaches out, snapping up foes and pulling them in close. Reapling Bonus! --- With a Reapling on hand guarding him, the grab's range increases substantially, with the Reaper behaving somewhat like a Pikmin, going out and grabbing the foe for you.

Forward Throw --- Berserker Rush --- In frenzy mode, Grim Reaper runs forward slightly, still holding the foe, then launches him with the momentum he's gotten. Low damage - 7% - but good horizontal knockback.

Back Throw --- Rickety Shove --- As the name indicated, this weak toss sees Reaper spinning the foe behind him and then pushing him away with one bony hand. Does only 4% and almost no knockback. Reapling Bonus! --- After Reaper puts the foe behind him, the Reaplings take over, grabbing him, draining his life a bit, and then tossing him collectively. This doesn't much improve the move's knockback, but boosts the damage up to an amazing 15%.

Up Throw --- Scythe Boost --- Reaper speedily deliver the top of his scythe into the foe's chin, launching him straight up. This does about 8% and has relatively small knockback, making it easy to follow up with a Neutral or Up Aerial.

Down Throw --- Hatred Stomp --- Frenzying, Reaper drops the foe, then stomps on him angrily, eyes popping maniacally. This has the potential to becomes a chaingrab if not properly DI'ed. Does only 6% but knocks the foe away enough that you can follow with a ranged scythe attack.


Final Smash --- Reapling Swarm --- Yeah, it's obvious. However, unlike Pit's army, you have to be near a foe for this attack to work. Once you activate it, Reaper goes into a frenzy and a cloud of Reaplings - about 12 - flood the screen. Now, these behave like ordinary Reaplings, drifting around aimlessly, and can be used for the same purposes - Forward B for a large army attacking the foe directly, Up B to recover, or Down B to have a cloud of guardians. Whatever you do, do it quickly - they disappear after about 20 seconds. Forward B is probably preferable - the first two break the shield, and the remaining ten swarm in for 30%. Bear in mind, though, that Reaplings ARE affected by Diminishing Returns, and unless this attack is used near the start of a match, it's totally likely that they'll only do 20% instead. Good projectiles, however, foil this plan just as they do ordinary Reaplings.

TAUNTS AND POSES

Up Taunt --- Grim Reaper makes his cry from the game and pops his eyes out. The obligatory, uncreative taunt.

Side Taunt --- Grim Reaper doubles over and coughs, and a Reapling mysteriously rises out of his hood. Reaper watches for a second, but it suddenly bursts like a bubble.

Down Taunt --- Reaper thwacks the ground with his staff once, cackling in a creepy, mechanical voice. Why mechanical? Because he looks mechanical. So there.


Victory Pose 1 --- The Reaper, in a frenzy, runs back and forth, finding nowhere to run, and ends up just staring at the screen with popped eyes.

Victory Pose 2 --- The Grim Reaper stands beside a lone Reapling, looking surly, then slices it in half, cackling slowly.

Victory Pose 3 --- Grim Reaper is chased onto the scene by... four angry Reaplings! Sick of him taking all the praise for their skills, they overrun him and knock him to the ground, then pose around his slumped body.

Losing Pose --- Grim Reaper and his four Reaplings appear on screen, gaping at the victor. Angrily, in a frenzy, Reaper cuts down his four Reaplings, one by one.


ALTERNATE COSTUMES

Red Team --- Quite simply, Reaper gets a bright red robe.



Blue Team --- Since his robe is already blue, for this costume, his bones themselves become blue, looking like they're forged from stones from the moon. Looks ancient.



Green Team --- Along with the obligatory green robe, Reaper's bones become green and slightly mossy.



Dark Reaper --- The robe becomes totally black and his eyes become black pits instead of red slits. Looks like the conventional, traditional Grim Reaper.



Golden Reaper --- The robe becomes a kind of dull yellow, but the bones themselves become golden and shiny. Regal looking, as regal as this guy can be.



Don't forget, when looking at my mock-ups, that Grim Reaper would look suitably updated and fancy, just as Pit does, and so not at all like the horrendous, flat images above. This is just to give you an idea of the colour scheme in general.

SNAKE'S CODEC

Snake - Well, Mei Ling, it looks like Death has finally come for me.
Mei Ling - No, Snake! That's a Grim Reaper.
Snake - Yeah, I know.
Mei Ling - No, I don't think you understand. He's actually quite easily defeated, as long as you beat his Reaplings first.
Snake - His what? Face it, Mei Ling. It's my time. Well, I'm not going with him without a fight!
Mei Ling - Ummm... yeah, all right. Whatever works for you.


MISC

Entrance --- Grim Reaper materializes in a puff of black smoke.

Kirby Hat --- Kirby gains the dark cowl, looking quite funny. He actually steals the power to spit up one Reapling at a time. This Reapling has all the same properties as the Reaper's, but Kirby lacks any way to use him properly.

Symbol --- Pit's bow and arrow. That was actually the whole basis for the moveset.

Victory Theme --- Well, it's just gotta be the Grim Reaper's theme linked above. I'll put it here again.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
The music scared the living daylights out of me xD
Mission accomplished, yet again. Lol. It makes things feel more dramatic. Plus it makes me feel important and stuff.

Thanks for the review of Lil' Slugger, I edited it (last night admittedly) so that it's a dark green instead of black because I was getting complaints about the color from others too : )
Yeah, I did that review yesterday... Hmm... Well, fix up anything else you feel like fixing, then you can request a reevaluation. I'd just do it anyway, but I want to maintain fairness. Everyone's got to use the reevaluation form if they want me to look at their moveset again.
 
D

Deleted member

Guest
VERY nice Grim Reaper moveset, KingK.Rool.:)

Also, I added damage percentages to Chosen One (Pg. 1), Teen Girl Squad (Pg. 9), This Game's Winner (Pg. 20), and Mama Luigi (Pg. 35).
 

Chief Mendez

Smash Master
Joined
Mar 25, 2007
Messages
3,161
Location
Somewhere
What Sonic the Baron said.

I think the Reapling Call could use some fine tuning, but even as is, it's a really cool evolution of Olimar's Pikmin.

EDIT - Dracula now has a super cool animation for his crouch.
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
Yeah, I did that review yesterday... Hmm... Well, fix up anything else you feel like fixing, then you can request a reevaluation. I'd just do it anyway, but I want to maintain fairness. Everyone's got to use the reevaluation form if they want me to look at their moveset again.
It's all good, I feel as though I have a lot of fine tuning to do with that moveset (and my others) when it comes to range/damage/priority/etc. so it'll give me a chance to work on that : )
 

TVTMaster

Smash Apprentice
Joined
Mar 7, 2008
Messages
124
Fixed up Treecko's moveset and added an SSE role for him. Link in sig.

Anyway, I really liked the GR moveset. The reaplings add an interesting mechanic, and his aerials are well thought out. Doot doodoo doo doodoodoo! Doot doodoo doo DOOT DOOT!
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
I've decided to set up one of these rating blogs, too, though I'll take my time... don't expect anything before weekend (though I maybe start out sooner).
 

smashbot226

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

sCREW EVERYTHING THAT HAS BEEN DONE BEFORE AND LATER ON THAT I'VE SAID.

Reserved for:



CEL-LINK: A.K.A. Toon Link remastered!

"EYAHH!!!"

Unlock Message: The sailor of the Great Sea, Cel Link, has joined the Brawl!

Wait, don't we already have him?

ALAS, No. Not the REAL one anyway.

Instead of being a waste of space clone, we've rebuilt him to be more original. He'll have moves incorporated from Wind Waker, Minish Cap, Phantom Hourglass, and Four Swords, giving him a wide range of possible attacks. He'll still be fast, weak; he'll still be the same old Toon Link, statwise. Prepare to be shocked; Here There Be Cel Link!

STRENGTH: 2- Cel Link hasn't changed much from the strength department. He's still got his Master Sword.

SPEED: 4- He's also JUST as fast, making him one of the swifter competitors.

JUMP: 3- Toon Link's jump height should've gone to Regular Link. NERFED.

SIZE: 2- Being a head taller than Kirby, Cel Link is a small fry.

WEIGHT: 2.5- Toon Link was WAY to light for my liking. CT will be mid-low.

FALL SPEED: 2- Cel Link won't fall back to Earth very quickly. Another returning Toon Link quality.

PRIORITY: 4- Toon Link had high priority, right? So will Cel Link.

RANGE: 4- Ce Link has new equipment; say goodbye to that gay little Boomerang!

TRACTION: 3- Cel Link is an average tractioneer. YES I MADE UP A WORD, SCREW YOU.

GLIDE: Using the Roc's Cape, yes.

CRAWL: Uh- DUH. Of course he'll have it, although it'll be SLOW.
-----------

A & TILTS:

A,A,A,A- CL slashes his sword from right to left twice, then left to right, then finally slashes downwards across the foe's stomach. Each individual slash does small damage, causing up to 11% total and the last slash dealing small knockback. However, the range on the slashes are decent enough. (PS This move is based on WW 4 Slash Combo.)

A>- CL smashes his shield into the foe's face with a horizontal swipe, dealing a large amount of damage (13%) but also stunning the foe. This move also has low starting lag and ending lag, but the range is short and the priority is lame.

A^- CL swipes upwards with his Mole Mitts from Minish Cap , dealing medium (8%) damage but causing high knockback. Quick move, albeit with small range, and has high priority.

AV- CL quickly opens up his Jar of Winds from Minish Cap as a gust shoots out from leg level, dealing small damage (4%) but trips the foe or at LEAST deals high knockback. The gust range is great as well, and has the hidden effect of blowing away slow or medium moving projectiles, but has large ending lag, as CL would need to quickly plug the jar.
SMASHES & DASH:
Dash: CL performs a forward roll, dealing 7%, then ends with a quick stab, doing 6% damage and covering quite the range for a petty blade, as well as having high knockback.

Fsmash: CL crouches down, as he jumps forward and performs a giant slash. This is his Jump Attack from most Zelda games, which Link strangely doesn't have. Does the largest damage in CL's moveset (Other than his Final Smash, of course.), dealing 22% uncharged, and covers a long range, with the initial leap covering a whole character distance, and the blade covering one more. Keep in mind the leap does no damage nor knockback, but instead pushes the foe back for the actual attack. Has large ending lag, however, but large knockback.

Usmash: CL spins his Fire Rod from Four Swords into the air clockwise, while leaving a trail of fire in its path. Deals multiple shots of small damage, but overall, its rather average (13%) as well as dealing fire damage and has good vertical knockback. However, CL takes a BIT too much time to put away his rod... wherever he keeps his things.

Dsmash: CL shoots his Hookshot at the ground diagonally, dealing medium damage (16%) and having small knockback. However, this attack covers a lot of range, two character spaces, and has enough priority to beat out a few projectile moves. However, the Hookshot will go UNDER projectiles if used far away enough.

AAERIALS:

Nair: CL performs a spin attack in midair as he falls. HAs the same properties as Toon Link's Spin Attack. This move also sends you slightly into the air.

Fair: CL pulls out a cannon from Phantom Hourglass and fires it in front of him, dealing medium damage (14%) while doing amazing knockback, killing at 100%. However, it's hard to land as it has a narrow range and the ending lag is horrid if you land on the ground mid-attack.

Bair: CL swipes his Wind Wand downwards behind him to push enemies and small projectiles away with a gust of wind. This attack is great due to very low starting/ending lag, the ability to spike with a large range, and can "block" projectiles. What more do you need? Unfortunately, this move deals only 2% damage.

Uair: CL releases and swings his Grappling Hook in a wide arc before returning it to Link's Bottomless Tool Bag. This move deals light damage (7%) but has unusually high knockback for such a move. The range on both axis are good too.

Dair: CL performs his aerial downward slash with his Roc's Cape. Basically the same move as Toon Link's Dair, although CL falls to earth MUCH less faste

GRAB GAME:

Grab: CL traps his wind with a quick Command Melody, encasing them in a "Wind Prison".

Pummel: CL spins the foe around in his little trap for 4% damage.

Fthrow: CL keeps spinning the foe rapidly in the air as he pulls out his Deku Leaf and whacks some air at the foe, knocking him back. Deals small damage (6%) but deals amazing knockback, killing at 80%.

Bthrow: CL, with a quick Wind's Requiem, spins the foe to the opposite position he was in, as CL quickly draws his Megaton Hammer from WW, and smacks the foe for huge damage (17%) but HIGH ending lag and only medium knockback.

Uthrow: CL tosses the foe into the air as CL tosses his Bait Bag into the air, causing seagulls to ram into the tossed foe for the bag, causing him to fly up higher.

Dthrow: CL swipes at the foe using the Cane of Pacci, which flips the foe onto the ground for small damage.

SPECIALS (AKA THE REASON EVERYONE IS READING THIS):

B: Fire Rod Lvl. 2- For those that have played Four Swords, let us rejoice: CL summons a large red block that can be carried like a crate, thrown like a crate, and can be split into four separate fireballs each going STRAIGHT into a different direction; left, right, down, and up. Each fireball does 15% damage and deals relatively high knockback. It'll also explode if it makes contact with a foe or a damage dealing item.

B^: Deku Leaf- The one that has been hankering for a spot, yesh? CL pulls out his Deku Leaf as a convenient northern wind blows by, shooting CL upwards for about the same distance as Peach's second jump in Melee combined with her second jump in Brawl. Anyone in the leaf's way is battered aside for light damage (4%) and is given high knockback; wind and all...

BV: Hammer- The one from Phantom Hourglass, much to everyone' chagrin, because I want EQUAL representation. CL summons a hammer that floats over his head and pounds enemies for heavy damage (15%). You can charge this hammer for more range and power (25%), but the starting lag and actual animation of attack is sluggish, but the hit is tremendous. It can kill at 50% fully charged.

B>: Pegasus Boots- An old faithful in Minish Cap, eh? CL begins to sprint in place, as he shoots forward across small gaps and pits for three seconds, before coming to a stop. The startup is slow and easy to see coming, but he'll run as fast as Sonic with those boots. Also, anybody in this guy's warpath is knocked aside and given 17% damage and medium knockback. You can cancel this attack mid-move by pressing B, but you cannot change direction afterwards. This move can traverse ALL of Final Destination in one attack, from edge to edge.

FINAL SMASH: Ballad of Gales- Yes, the most popular Celda game is represented as the great Ballad of Gales!

CL pulls out his Wind Wand as he plays his four notes, as Cyclos hovers down to the stage chuckling like the (now) jovial frog god he is, and allows you to summon massive winds that carry the foes rapidly left, right, up, or down, often causing kills in three gusts out of the eight usable. The gusts push the enemies with TREMENDOUS knockback in random directions, so on open or smaller stages like New Pork City or Final Destination, they're deathtraps. This continues for eight gusts in total or fifteen seconds before Cyclos floats back up to the skies and leaves Link to fend for himself once more. You control which way the winds blow by pressing that corresponding direction on the Control Stick, but don't overdo it; ONLY EIGHT WINDS YOU HAVE; USE THEM WISELY.

TAUNTS/POST-VICTORY ANIMATIONS:

Taunt 1: CL pulls out his Telescope and looks left, then right, then to the screen, then puts it away.

Taunt 2: CL performs a quick melody with his wand, then puts it away as the Selection Sound from WW chimes.

Taunt 3: CL's cap turns to life as the Minish Cap chirps, "You're no match for US!" As an annoyed CL pushes the cap down.

Victory 1: CL runs around trying to catch a pig, WW style.

Victory 2: CL is jumping for joy when Linebeck's ship bursts in, knocking CL over as a confused Linebeck climbs out of the ship and looks around, confused.

Victory 3: CL pumps a fist into the air, as the Four Sword hovers above CL's head, as he teleports away.

Loss: CL keeps Toon Link's loss style.

ALT COSTUMES:

CL keeps Toon Link's Alternate costumes, but trades Dark Toon Link for Early WW Link's Sleeping Outfit. He'll still keep the hat...

SSE Role:

Unfortunately, CL will still keep Toon Link's role of doing ABSOLUTELY NOTHING.

ETC:

Wiimote Noise: A quick gust of wind is heard, as CL yells, "HYA-SKRAA!!!"

Entrance: The King of Red Lions lies by on wind, as CL hops off of him and King flies away.

Symbol: The King of Red Lions.

CODEC:
Snake: Pffft great, Toon Link again?

Otacon: That's not Toon Link! That's Cel Link! He's completely different from TOON Link! He's got aa completely new set.

Snake: Huh, so it's a new kid eh? Points for originality...

Otacon: Good Luck Snake!
-------

Aaaaaaand... done.
GODTIER HAS BEEN CANCELED DUE TO BEING TOO BROKEN. AND SINCE THE RARItY OF ******* IN THIS THREAD WOULDN'T CARE TO NOTICE, THEY'LL COMPLAIN.

Instead:


RESERVED FOR:



Kite, from the .Hack Universe! He's really an avatar of a real life player in a MMORPG called, "The World." Kite, with his friends such as BlackRose and Balmung, saved this world from a hidden ultimatum. Afterwards, he was Haseo's enemy throughout most of the sequel series.

In Brawl, Kite is a speedy player, due to his two daggers leaving him with enough to speed to be considered quick enough to rival Pikachu. However, he doesn't just depend on what strength he has; he's also a patron of the magic arts, using Fire, Water, Earth, and other magics.

However, Kite isn't without downfalls; he's rather weak, has small range, and is light. However, he'll make up for this in the form of quick attack speed, low ending lags, making his moveset safe, and highly agile. And his Final Smash is probably the best in the game.

Strength: 2- ONLY TWO DAGGERS AND LOW-LEVEL MAGIC PEOPLE.

Speed: 4- He doesn't have too much to lug around, so he's pretty quick.

Range: 2- He only has two daggers. His saving grace is his magic, which save him from being a range-hobo.

Size: 3- Kite isn't that big nor small.

Weight: 2- Like in Speed, he doesn't carry much, so he's pretty light.

Attack Speed: 5- With two daggers and magic, he's a VERY quick attacker.
------------
A & TILTS:
A: Kite slashes the foe with his left dagger with a backhand slice. Does small damage (3%) and knockback, but its insanely fast and a great poke for such a short range attack.

A,A: Kite follows up with an upper slice with his right dagger. Again, small damage (4%) and knockback, but improved range.

A,A,A: Kite finishes his combo by turning and stabbing the foe with a Quick Thrust. A small damage combo ender (7%) with medium range and knockback.

A>: Kite performs a spin kick at the foe's head, which knocks him away a decent distance and does small damage (9%). This move is also one of his three Good Range moves, covering 1 and a half character distances. However, to compensate, this move has bad ending lag, a rarity in Kite's moveset.

A^: Kite slices in a crescent formation above his head with his left dagger, dealing small damage (7%) and knockback. However, this attack's deceptive horizontal range keeps the foe guessing, and due to its incredible priority, it'll beat out most aerial approaches.

AV: Kite slashes with both his daggers in a fanning pattern. This move has small range and performs little damage (3%), but its real strength is that its only five frames; not just the attack, but the WHOLE animation itself. It'll also go under projectiles, due to Kite leaning on one knee. and nearly lying prone.

SMASHES & DASH:

Fsmash: Kite slashes the foe once with his right dagger, then spins and finishes off the foe with a strong vertical slice with his left dagger, dealing 14% damage. Overall, this move is quick, and has slightly below average range, reaching 3/4 of a character distance. Also, this move is Kite's ONLY dependable ground kill move, due to its good knockback and quick lags.

Usmash: Kite says, "PhGan Don!" as boulder launches from underneath Kite into the sky, crushing foes directly above Kite's head. This attack is one of Kite's slower ones, but also one of his stronger ones, dealing 17% uncharged.

Dsmash: Kite yells, "Flame Wheel!" as he spins around daggers outstretched, blades enveloped in flames. This move covers both sides, making this move a good crowd control attack when surrounded, as tis move's knockback is acceptable. Damage, however, could be better, at 13%.

Dash A: Kite frontflips and kicks the foe's face mid-flip. Knocks the foe back, but for tiny damage (2%). Luckily, this move has super armor and cannot be interrupted. Also has range, but not one of Kite's three range masters.

AERIALS:

Nair: Kite spins diagonally in the air, blades outstretched in a short range and hitting for four times. Each slice does 2-3% damage.

Fair: Kite performs an X-Slash in front of his position. This is Kite's Second Range move, reaching up to TWO character spaces. Also does decent knockback, but small damage (9%).

Bair: Flipping his daggers around behind him, Kite ends the spinning with a kick after half a second. Does small damage (11%), but good knockback, and is the last of Kite's three Range moves, reaching up to one and a half character spaces.

Uair: Kite performs a high kick while in midair. The horizontal range of this move is horrific, while its vertical range is acceptable. Vertical knockback is astounding and damage is actually GOOD (15%), so this is your go-to vertical KO move. Also good for catching airborne foes.

Dair: Kite thrusts his boots downwards, dealing medium damage (13%), but also spikes opponents over 50%. This move has deceptive range, as the area AROUND the boots can ALSO spike.

GRABS:

Grab A: Kite, gripping the foe's shirt/collar/fur/etc, headbutts them. 2% damage.

Fthrow: Kite pushes the foe back as he kicks them in the stomach, making them cringe, as he performs another flip kick to knock them away. A good way to punish a foe for a whiff, as well as dealing decent damage (9%.)

Bthrow: Kite jumps on the foe's head, then leaps forward off the foe's head, pushing them backwards. Other than looking foolish, this attack deals 7% damage and doesn't push the foe back much. However, it DOES keep the strong closer range fighters away from Kite.

Uthrow: Kite tosses the foe into the air as Kite yells, "PhAni Kruz!" and a bunch of dark skulls collide upon the foe, knocking them further upwards. The skulls HURt, dealing 16% damage, but leaving Kite wide open after the attack.

Dthrow: Kite tosses the foe down and performs an Elbow Drop on their head. A rather basic weak attack (7%), having little knockback. Two words: Chain Grab.

TAUNTS:

Taunt 1: Kite flips his daggers around in his hands, then gets back into a fighting stance.

Taunt 2: Kite looks at his wrist, as the Data Bracelet faintly appears and disappears.

Taunt 3: Kite points a dagger forward and says, "I'm not gonna lose!"

SPECIALS:

B: Ol Repth- Kite says, "Ol Repth!" and performs a complex series of movements with his hands for fiv seconds, and if uninterrupted, he heals 10% damage. IF interrupted, however, the move will be canceled altogether.

B^: GiVak Rom- Kite yells, "GiVak Rom!" as he becomes surrounded in fire, and shoots upwards. This move can be charged for up to four seconds; the longer you hold it, the farther upwards you'll go and the higher damaging (11-23% damage.) it'll be. A fully charged GiVak Rom can make the Reverse Hyrule Jump. Similar to Diddy Kong's, you can ALSO aim the trajectory of the path.

BV: Tiger Claws- Kite outs up a parrying dagger. If he is hit during the parry, then he performs five slashes, all doing small damage (4% per slash.), the last knocking the foe away. This move is difficult to predict coming, although Kite IS interruptable while in the animation. If he isn't hit, he'll quickly sheathe the dagger.

B>: Staccato- Kite performs a rapid series of slashes for about five seconds. This move can be MUCH more interactive, if you wish. Depending on which direction you hold the control stick, Kite can either rush forward with an offensive, use jumping shots to keep foe's off guard, trip the foe's feet, or cancel the attack altogether. Keep in mind this move has LOOOONG ending lag, so you're open to attack. Unfortunately, even the slashes are weak- a WHOLE combo does 20% damage, but makes up for it for high knockback.

FINAL SMASH- DATA DRAIN:

Kite begins to glow with energy, as he releases a flare from his body about three character distances ALL around him. Whoever is caught in this starting flare is transported to a cutscene, where they're floating in middair in a White World as Kite appears to be struggling with his Data Drain Bracelet. However, when it works, he aims it at the foes and fires a Data Drain, not only dealing immense damage (63%.) but also transfers your damage (Half of current damage.) to the foe's meter. After the cutscene, they return to the battlefield as the foe is knocked FAR away and Kite takes out his daggers.

POST-VICTORY ANIMATIONS:

Victory 1: Kite performs three quick slices and says, "I'm not gonna lose to you!"

Victory 2: Kite says, "Pha Repth!" and is surrounded in healing light.

Victory 3: Kite says, "So long," and exits out of the screen using the Gate Leave.

Loss: Kite looks around, then suddenly disappears as in his place, it says, "GAME OVER."

Alt Costumes:

Blue- Kite's clothing and cap takes a shade of blue.

Green- Kite's clothing and cap takes a shade of green.

Black- Kite's clothing and cap takes a pitch black color.

White- Kite's clothing and cap takes a pure white color.

Stage:


Area Name: Rebellious Enigmatic Dogma. R.E.D. for short.

A flat, grounded battlefield with players on Grunties running though every so often, tackling players. Basic stage, really.

MUSIC:

Deepest Memories: http://www.youtube.com/watch?v=cBiuzdhrJgc

Heart of Crimson: http://www.youtube.com/watch?v=l526_soSNMg

Forest of Pain: http://www.youtube.com/watch?v=WzMxfSf0Xhs&feature=related

Evil Machine: http://www.youtube.com/watch?v=VUu6bwgW4Y0&feature=related

SSE Role: None. However, after you beat SSE, you will randomly see a door with a computer on it at either Colosseum, Forest, or Plains. Enter it, and you'll fight Kite. Be aware you're more likely to find this door if you use another sword-wielder.

CODEC:
Snake: Grr, this guy is good.

Otacon: That's Kite. Although, I don't know how he came to the REAL world. He's supposed to be an MMORPG avatar with speed, power, and magic, although I don't know what happened!

Snake: What? You're telling me an internet person came to real life? What kind of sick game is this?!?

Otacon: Snake... stay in one piece.

------------
ETC

Kirby Hat: Kirby has Kite's red hat and blue hair, as well as Ol Repth magic.

Wii Sound: Three slashes and a, "HIYA!"

Entrance: Kite appears through a Portal Gate, steps forward, and turns to the foes in a fighting stance.

Symbol: A picture of the Data Bracelet.

Assist Trophies:


BlackRose, Kite's first and greatest friend. She befriended Kite the same time they joined, acting tough and gruff. Truth is, she was more of a newb than Kite. Afterwards, they became great friends and saved "The World."

When summoned, BlackRose brings her huge sword into play, casting a Freeze spell four character distances around her, and any foe caught in the sphere is frozen. BlackRose then chases after foes, preferably frozen ones for her, as she swats them away with her giant sword. Commonly, this thing will kill at 40% on a immobile target. Two strikes will really be ALL it takes for her to kill. After ten seconds, she swings the sword over her shoulder and says, "See you around!" and disappears.

Balmung has also joined the fray! He joined Kite under similar circumstances to BR, except... not as friendly as BR became.

As a member of the Azure Knights, Balmung is a master with blades; he runs around the arena slicing anyone in range to pieces, similar to Gray Fox, save the mindless slashing. A single combo will REALLY knock foes away, and after ten seconds of his summon, he crouches down, then leaps into the air and divebombs towards the nearest foe. If struck, the foe is given tremendous knockback and damage. However, the dive is wild and range-wise, poor. After the dive, he'll say, "I'll be back for you." Then disappears.
------------

PLZ RATE AND COMMENT.

These have gotten NO LOVE.

As with my last few movesets after Xigbar.

THEY ARE IN MY SIG AND YOU WILL BE MY GOD/GODDESS IF YOU LOOK AT THEM AND COMMENT.
 

Stroupes

Smash Lord
Joined
Jun 2, 2008
Messages
1,810
Location
Tennessee
Mizuti's awhaa?

D:
*life ends*

I never knew that, but I'm going to check into it.

Edit: Well the page I'm looking at now says that the sex is unknown. So I'm sticking with that :p
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Toadsworth's moveset is pretty good, Stroupes; I like your ideas for Down B and the ironic B. I also like the layout, and how you classed the knockback; makes it easy to understand and envision. A few attacks seem a bit repetitive, although most use the cane in interesting ways.

The only thing I could really suggest you add is an overview of the character's play style, strategy, etc. That's always fun to read, and useful when it comes to envisioning the character in action.

Still, nice job on that one. I think you conveyed the character well.

EDIT: Toon Link's moveset is really creative, smashbot, as a moveset around that character deserves to be (the Grab is ingenious). I feel that you have the right amount of detail without going overboard. However, the FAir seems a bit out of place and this kind of character. I also think you could have done more with the Final Smash. Maybe making the player input four buttons to use the Windwaker instead of it happening automatically?

Other than that, good job, a really fun moveset to read though.
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
I was hoping he'd have a tether recovery and lo and behold, he does. You certainly used a good amount from the show and even though I don't really like him that much (because I heard he fakes some of his stuff, like when he's not filming he sleeps in a base camp of sorts with the camera crew), you did a nice job with this moveset. Perhaps when the scorpion or snake it a foe, they could also take poison damage too like the White Pikmin??
 

smashbot226

Smash Master
Joined
Sep 1, 2007
Messages
3,027
Location
Waiting for you to slip up.
Toadsworth's moveset is pretty good, Stroupes; I like your ideas for Down B and the ironic B. I also like the layout, and how you classed the knockback; makes it easy to understand and envision. A few attacks seem a bit repetitive, although most use the cane in interesting ways.

The only thing I could really suggest you add is an overview of the character's play style, strategy, etc. That's always fun to read, and useful when it comes to envisioning the character in action.

Still, nice job on that one. I think you conveyed the character well.

EDIT: Toon Link's moveset is really creative, smashbot, as a moveset around that character deserves to be (the Grab is ingenious). I feel that you have the right amount of detail without going overboard. However, the FAir seems a bit out of place and this kind of character. I also think you could have done more with the Final Smash. Maybe making the player input four buttons to use the Windwaker instead of it happening automatically?

Other than that, good job, a really fun moveset to read though.
Thank you for the words, dude. I needed it.

--------

Toadsworth: A nifty character with an ironic B. Serves that blonde bimbo right. It COULD use some balancing, and I somewhat dislike his FS... Otherwise, good and all that and a bag of chips.

Toku: WHAT? TOKU GOT NUTTIN? That stuff was baller man!
 

Stroupes

Smash Lord
Joined
Jun 2, 2008
Messages
1,810
Location
Tennessee
Thanks for the suggestions, everyone. Keep them coming :p

I've updated Toadsworth and Bear with you guys' suggestions. And I changed Mizuti to an unknownsexual. XD
 

TWILTHERO

Smash Lord
Joined
Aug 19, 2007
Messages
1,880
Location
Canada
Mizuti's awhaa?

D:
*life ends*

I never knew that, but I'm going to check into it.

Edit: Well the page I'm looking at now says that the sex is unknown. So I'm sticking with that :p
He's a girl. You didn't know? :p

Edit: Awesomeness. 600 posts!!!!
 

KoJ

Smash Journeyman
Joined
Aug 16, 2008
Messages
317
Comment on Gray Fox: Why so little usage of sword? I looked back at the moveset, but it didn't really click with the actual character. He didn't use his sword enough. Remember the decapitation scene in the Hall Way?
 

smashbot226

Smash Master
Joined
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Messages
3,027
Location
Waiting for you to slip up.
Comment on Gray Fox: Why so little usage of sword? I looked back at the moveset, but it didn't really click with the actual character. He didn't use his sword enough. Remember the decapitation scene in the Hall Way?
They weren't Mario, Link, R.O.B, and every other famous Nintendo character.

They were useless lackeys.

And everyone, say hello to the new face of Smasbot226 on Page 36:

 

Chief Mendez

Smash Master
Joined
Mar 25, 2007
Messages
3,161
Location
Somewhere
Comment on Gray Fox: Why so little usage of sword? I looked back at the moveset, but it didn't really click with the actual character. He didn't use his sword enough. Remember the decapitation scene in the Hall Way?
He didn't use his sword at all in his fights with Solid Snake, which is why he's like that.

Both in Metal Gear 2 and Metal Gear Solid, it's all hand to hand: the basis of all combat. The most he does with his HF Blade is use it to reflect any weapons you fire at him (which is present visually in Shadow Draw and mechanically in Substitution).

Believe me, it would have been so much easier to just fill his standard attacks with sword slashes. I have my reasons though, and I stuck to them. :bee:
 

KoJ

Smash Journeyman
Joined
Aug 16, 2008
Messages
317
He didn't use his sword at all in his fights with Solid Snake, which is why he's like that.

Both in Metal Gear 2 and Metal Gear Solid, it's all hand to hand: the basis of all combat. The most he does with his HF Blade is use it to reflect any weapons you fire at him (which is present visually in Shadow Draw and mechanically in Substitution).

Believe me, it would have been so much easier to just fill his standard attacks with sword slashes. I have my reasons though, and I stuck to them. :bee:
Interesting. Why didn't he use his blade against Snake again?

EDIT: NEVERMIND.

Anyway, I think he would have been a lot scarier if he had actually used his sword.
 

MasterWarlord

Smash Champion
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Aug 24, 2008
Messages
2,902
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Not wasting countless hours on a 10 man community
Added the only remaining thoughts I forgot when I first made my masterpiece, giving him ledge attacks and alternate colors. I also gave the moveset more color. I balanced the final smash slightly with the amount of time the attacks come out at making it so they don't happen right after the other as often, while putting more emphasis on the fact that the sword rarely hits, thus isn't that much of a problem. With that 800 pound gorilla of an entry in, I won't make any movesets for a while, so that means I'm actually going to *gasp* read the movesets posted.

Thanks for the massive amount of positive feedback on the moveset. Looks like I've accomplished my goal. Dracula and Voldo are going to have a climatic battle for the title of winning entry.

I'm considering opening my own blog and started from the LAST page for all the people who are waiting so patiently to get rated, ignoring incomplete movesets, then upon getting to the front of the thread I'll rate any movesets on the pages I've done that were completed, then move on further into the topic from the page I started on. Considering how good that moveset was, I believe I have the qualifications to be a good judge. Due to me not knowing a lot of where these characters are from I won't be able to comment on if they're in character or not, so if not I'll just ignore that.
 

Chief Mendez

Smash Master
Joined
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Messages
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Somewhere
Anyway, I think he would have been a lot scarier if he had actually used his sword.
Man, he was freaky enough without the sword.

All those papers flying all over the place...random, giant dents appearing in the concrete walls...reinforced glass shattering as he calmly strolled past it...and whenever you attacked him as he just stood still, he'd pop up behind you and punch you for like, half your freaking health. :psycho:

MasterWarlord said:
I'm considering opening my own blog and started from the LAST page for all the people who are waiting so patiently to get rated, ignoring incomplete movesets, then upon getting to the front of the thread I'll rate any movesets on the pages I've done that were completed, then move on further into the topic from the page I started on. Considering how good that moveset was, I believe I have the qualifications to be a good judge. Due to me not knowing a lot of where these characters are from I won't be able to comment on if they're in character or not, so if not I'll just ignore that.
Whatever floats your boat man. :p

But if you're just going to ignore the "Fitting to Character" (as I put it) category for certain sets, then you shouldn't list it as a category for any character. I basically do nothing but play videogames in my spare time (well...not so much recently, but...), so it's not so much of a problem for me, but it still comes up, and when it does, I usually have to stop reviewing for a while so I can track down info, videos, articles, fansites, and so on.
 

majora_787

Smash Hero
Joined
Jun 23, 2007
Messages
6,122
Location
Texas
Man, he was freaky enough without the sword.

All those papers flying all over the place...random, giant dents appearing in the concrete walls...reinforced glass shattering as he calmly strolled past it...and whenever you attacked him as he just stood still, he'd pop up behind you and punch you for like, half your freaking health. :psycho:
I really want to see and maybe experience the gray fox fights...I hear they're a lot of fun.
 

Chief Mendez

Smash Master
Joined
Mar 25, 2007
Messages
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Somewhere
I really want to see and maybe experience the gray fox fights...I hear they're a lot of fun.
Link < - Is the best thing I could find on YouTube.

MasterWarlord said:
Dracula and Voldo are going to have a climatic battle for the title of winning entry.
Dude, no contest.

Dracula's crouch beats the crap out of Voldo's entire moveset. :lick:

Dracula said:
Crouch + A cobweb of shadowy material springs up from the ground, creating a makeshift throne for Dracula to recline on. If held for a while, Dracula will produce a delicate glass of blood-red wine from his breast pocket, sipping it occasionally. When he gets up, he tosses it to the floor, where it shatters.
 

KoJ

Smash Journeyman
Joined
Aug 16, 2008
Messages
317
I think you're being a bit too hasty... You still haven't seen Moria yet. :p

No really, he's pretty awesome, although it will take me literally forever to actually get him finished. Curse you, Doppelman and your balance issues!

Out of the two current winners... Dracula. Sorry, Master Warlord, but Dracula's crouch>All.
 
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