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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
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<Cowabunga!!!!!!!>

Leonardo, of the Teenage Mutant Ninja Turtles, joins the Brawl. With his 2 katana blades and his ninja reflexes, he can take down almost anyone.




The Description:
Leonardo is the leader of 4 turtles that you and I should know as TMNT AKA Teenage Mutant Ninja Turtles. He was mutated by slime, that turn him and his brothers from regular turtles into what they are now. He is still quite popular, if you know him back than in the 1990s or right now. He's the most serious of the 4 turtles with his leadership and devoted into fighting for what's right. He gets along with his brothers pretty well, but is also fully capable for fighting for himself. He was taught under Master Splinter, a very intelligent rat. He has taken down enimies like the imfamous Shredder, Rozar, and Tokan, Baxter Stockmen and other sorts of enimies with his team. Today, he's going to enter the battlefield alone and he's going to do that...........with honor. Could he be one of the best fighters around?

Stats:
Power: 3 (He's well rounded in this stat. He attacks with 2 swords. He can take down opponents at 90-150% if use his more powerful attacks.)
Running speed: 3.5 (For a turtle, he runs pretty fast. Than again, he's a ninja so what do you expect? I would also be flamed by a thousand Tmnt fans if i didn't make him somewhat fast. He's "Marth" fast.)
Weight: 2 (For a turtle carrying a shell, he's pretty light. Because of this, he can be easily knocked out.)
Height: 3.5 (What do you expect? Look at the picture. He's going to fight in that pose. He's a bit smaller than Marth)
Falling speed: 2 (He's a ninja alright. He has a pretty impressive air game because of this. Use it wisely, as because of this, Leo could be an easy target)
Attack speed: 3.5 (Not bad at all. There are a couple of attacks that do have a slight bit of lag though,)
First Jump: 3 (He's a little hampered in this one, so to avoid being killed, he has ok recovery)
Second Jump: 2 (Whoa, a second jump lower from the first one. Maybe his Up B recovery will save him? We'll see.)
Range: 2.5 (Considering his katana's are kinda short, his range has to be small. You'll have to get pretty close to attack your opponent. Not bad though.)
Wall Climb: Yes (Ninjas HAVE to wall climb)
Wall Cling: Yes (Ninjas HAVE to wall cling)
Crawl: Yes (You can't sneak around if you couldn't)
Glide: No (Ninjas HAVE to gli- i mean, not fly)


Unlock message:
Master Splinter has taught you well. The honarable turtle joins the Brawl!

Wii Remote Message:
"I'll do it for honor."

Animation:
Standard: ^He poses like the pic i just showed.
Animation pose: He occasionally swings his right hand slowly and then he motions his left hand to look at his katana.
Dodge: He sidesteps out of the way.
Roll: He backflips.

Air Dodge: He puts his 2 swords together and moves towards the background.
First jump: Leonardo leaps into the air like a regular person.
Second jump: Leonardo Spins in the air to get another air jump.
Running: He dives in with his head, not caring what happens to him.
Shield: He puts his 2 swords together to block. Leonardo is struggling it seems.


Other Animations:
Sleeping: Leonardo sticks his 2 katanas into the ground sleeps quietly sitting down. Wow. He looks serious even when he's sleeping.
Dizzy: Leo spins his head around in pain while also hopelessly hands are down, so he can't exactly swing his sword to defend himself.


How to unlock:

1. Get him to join party in subspace emissary.
2. Beat 220 matches
3. Beat classic mode with ten characters where there has to be at least 3 of them sword users.


Play Style:
Leonardo is a fast turtle. He needs to rack up damage before K.O. someone. He needs to be all over the place confusing the opponent maybe, and act like a true ninja. Attacking head straight on is not wise. Use his quick attacks to surround the opponent, and after the damage is high enough, KNOCK HIM OUT!!! Using his projectiles and staying from afar also works.

Of course he needs to take care of himself too. Use Leo's fast movements to get around, avoiding a lot of the opponents attacks. This means dodging has to be a second nature for Leo. Use all of Leo's recovery options. It might just save your butt.

All i can say know is don't abuse ledge guarding TOO much, as you might not be able to recover safely. GOOD LUCK!!!! NEW YORK IS COUNTING ON YOU!!!


Basic A attacks:

Standard A: Booyah Heahbutt: Leonardo sends his head straight towards his opponent. Since his head is rather small, its really weak. This header does absolutely no knockback. The target has to be right in front of Leonardo in order to attack as Leo only uses his head to attack plus the range/hitbox is really short and small. It is really fast though. (3%) This attack is part of an "AAA" combo. (No pic is availible :()

AA: Shoulder punch: Its basically a punch to the chin. This attack has even SHORTER range/hitbox from the last attack. It means you must have landed the first hit in order to hit with this attack. It's also not exactly worth it as Leonardo's attack does very little knockback, regardless of the percentage of the opponent. It also excels in speed too, thus good for racking up damage. (4%) This attack is also part of an "AAA" combo. There should be a pic below:


AAA: Turtle stab: You all saw this coming now, didn't you? Leonardo stabs his opponent forward. He struggles a bit to pull his sword out, so Leo suffers from a slight bit of lag at the end of the combo. Luckly, if you failed to attack with the previous attacks, you can still attack with this one, as it has some very nice range (about a character and a half size.) The hitbox is where the sword stabbing is, so not below or above it (although, it can hit by the top or the bottem of the sword. This attack does little knockback and 5% damage. There should be a pic below:


Side Tilt: Sword upper: Why is Leo crouching for this attack? Its beyond me. Anyway, Leonardo attacks upward while crouching to avoid this attack from being an upwards attack. This attack starts off fast, but end with a slight bit of lag. The hitbox is where Leonardo's sword is tipping at and the sword's side as well. The range is pretty nice, but since he's attacking while crouching, Leo suffers from being unable to attack more sideways. The knockback is Ok while the damage is 6%. There should be a pic below:


Up Tilt: High Kick: Leonardo kicks his opponent by the face to the air. This is suprisingly one of Leonardo's stronger attacks as it does some decent damage. The knockback radius is little knockback and it sends you slightly upwards while the damage is (7%). Since it looks like Leo is kicking to the face rather than the side (see pic below), the hitbox is where Leo's leg and feet is. The range is about 7/8ths of a character. The downside to this attack is that Leo suffers from a bit of lag at the end (it has no trouble attacking from the beginning though). There should be a pic below:


Down Tilt: Leg sweeper: Leonardo obviously leg sweeps his opponent and he does it rather heavily too. This is Leonardo worst tilt in the game, but thats not saying its bad. In fact, its pretty useful. It has a very small slow startup and ends with a also very small lag at the end. The hitbox is practically where Leo sweeps is leg in, and it only attacks the ground. It's range is pretty nice (Like 3 fourths of a character). The knockback is very little and the damage overall is (5%). There should be a pic below:



Dash attack: Elegant spin: Leonardo attacks his opponent...by spinning? Actually he lets his katanas out in order to attack the opponent. This attack is a multiple hitter. It does 2% for each hit and Leonardo does 5 of them. There is small knockback on the last hit. The hitbox is the size and tip of Leonardo's sword. Range is kinda small, but since he moves around while doing this attack, it makes up for it. Attack stops after Leo moves for a small 2 seconds. Leo suffers a slight bit of lag at the end.


SMASHES:

Side Smash: Sword blast: Leonardo lets out a "Raining puddle!!" What th-? Is that a projectile? You can't have a projectile in a smash!! You can't!!!!!! ......And I don't care :bee: Seriously though, Leonardo tucks his sword to the side of him preparing to charge up for his smash attack (this is Leonardo's side smash charge). Leonardo then releases the attack, slashing with his 2 swords together, towards his opponent. If the opponent is directly in front of Leonardo when Leo does this attack, it does nice knockback uncharged (13%) and to good knockback fully charged (16%.) Since there is a small projectile that comes out, the blast does little knockback uncharged (7%) and ok knockback fully charged (10%). The projectile only goes as far as one fourth of the stage battlefield before fading out. So basically, it goes about 3 character spaces in front of Leo, the projectile does. The projectile can easily be stopped by having another projectile being intercept it. Bit of lag at the end. There should be a pic:


Up Smash: Leonardo katana spin kick: Personally my favourite smash attack. Leonardo sticks his katanas into the ground. Then he grabs on to the katana, starts moving with his katana and kicks all around him. Since his swords are stuck to the ground and Leonardo is using them to spin his body around, he is in the air. The hitbox are his legs and feet, around and on top of them. Since Leonardo's body is somewhat long, the range is pretty good. If this attack manages to hit the opponent, it does Ok knockback uncharged (10%) to nice knockback fully charged (14%). The downside to this attack is that Leonardo suffers from a bit of lag at the end of the smash.


Down Smash: Double slasher: Leonardo feriously slashes once straight forward, and then again a second time very powerfully. Leonardo is crouching when he does this attack. The hitbox is pretty small this time around as the katana, as mentioned before, are pretty short (though not dagger short). Therefore, the opponent has to be right in front of Leonardo for this attack to work (like in the size of 7 eighths of a character). The first slash this attack does is no knockback what so ever, but 10% uncharged and 12% fully charged. The second slash of this attack does OK knockback with 8% damage uncharged and Nice knockback with 10% fully charged. The range is about a whole character size. Use it to rack up damage. There should be a pic:



Aerials:

Neutral: Cresent slash: Leonardo slashes at his opponent apprantly attacking downwards. The range is pretty short as the sword is practically near and next to him. The hitbox is where his sword is. The knockback detail is little, where as the direction forces the opponent to go forward, and it does 6%. Try using it to send opponents forward and KOing them. There should be a pic:


Forward: Leonardo Swing: A swing forward from his sword to you. One of Leonardo's attacks that do have good range. It sends you forward with some ok knockback and 8%. The hitbox is where Leo is swinging his sword. The downside to this aerial is that it suffers a bit of lag at the end. Not to mention Lag from the beginning as well. This is one of Leo's "Meh, its not bad" aerials. Pic is down below:


Backwards: Suprise slash: It looks like Leonardo was going to slice and dice forward, but he feints and quickly turns around to attack his opponent with the mighty katanas. It does some Ok knockback, sending the opponent backwards and it does about 8%. There is a very slight bit of lag at the beginning, but no end lag. Arguble one of Leonardo's best aerials. The hitbox is where the sword lands. The range is not bad at all. There is a pic below, but ignore the flashy effects.


Downwards: Party Kick: Leonardo kicks his opponent downwards to the ground. This attack can meteor the opponent, HOWEVER, the attack has to be sweetspotted before using this attack. If this kicker touches by the side or otherwise known as NOT on the foot, this attack does 4% and very little knockback. If this attack is sweet spotted, it instead does 7% and the opponent has a hard time to escape from the meteor. There is a slight bit of lag at the end, but no lag at the beginning.


Upwards: Cresent spin: Leonardo lets out a "HYAH!!!," when he does this attack. Leonardo spins upwards in the air, attacking upwards with his katanas. The range is rather short though (not that short however). It's really quick and covers all around Leonardo, but its only highly effective a top of the spin. Anywhere other than that, it only does very little knockback and 3% damage. If it does right on the top however, it does nice knockback and 8% damage. My vote for Leonardo's best Aerial. Abuse and use it.


Grabs:
Beat down: Leonardo uses the hilt/handle of one of his swords to beat the opponent down. It goes at regular speed.

Forward: Turtle's headsmash: Leonardo lets goes of his opponent for a second and then goes straight in for a huge headbutt. Arguble the best of Leonardo's throws as it does nice knockback, sending the opponent forward obviously, and and it does a nice (8%) damage. Leonardo lets out a "HYAH!!!!," when he does this throw.

Backwards: Lay down throw: Leonardo is not going to use his swords for this attack. Instead, he throws his opponent while laying down on his back and kicking the opponent backwards. This attack has some little knockback backwards and does (7%) damage. Leonardo quickly recovers to avoid from getting hit from other attackers. He quickly pulls out his katanas again.

Downwards: Spare your life: Leonardo throws his opponent to the ground. Leonardo was going to finish his opponent off, but he has a sense of honor with him. Instead, he spares his opponent and lets them rest on the ground. Not one of Leonardo's wisest decisions, but still noble though. This unique down throw does absolutely no knockback what so ever other than throw his opponent to the floor, but it does 9% damage.

Upwards: Turtle Barrage:
Leonardo throws his opponent in the air. As the opponent falls down, Leonardo dashes and throws in a barrage of punches towards his opponent. Leonardo then finishes his opponent off with a huge uppercut. The barrage is a multiple hitter, and when all the punches land, they do 1% each and Leonardo does 9% of them. All the punches should land on the opponent. The uppercut at the end also does 1% damage, for a grand total of 10% damage, but the knockback is nice upwards. Coolest throwing attack ever. Leonardo suffers a bit of lag at the end. Uppercut pic is not availible :urg:




B ATTACKS:

Standard B: Shuriken thrower: An obvious, but must have in a ninja's arsenal. Leonardo throws one shuriken towards you. He suffers from a bit of lag at the end (like a slight second, but thats about it). If it hits, the opponent will suffer, very, very little knockback and 4% damage. The distance on how far the Shuriken goes is about half of the stage known as battle field before fading away. The shuriken, of course, is very small, so the hitbox is rather small.
However, this attack is chargable. If you decide to charge this, Leonardo will be in a ready position to throw the shuriken. It takes about 3 seconds to get it fully charged up. If Leonardo throws the charged up shuriken, the hitbox is bigger than before, making it a bit harder to get away from. This time though, it absolutle does no knockback, and it only does 6% damage. Instead of knockback, it stuns the opponent temporaly for 2 seconds, letting Leonardo go in for the kill. The range this time is doubled from the original range.

Now here's a twist!!!! Leonardo may occasionally throw fire or thunder shruiken!!!!! It doesn't matter if you charge it or leave it uncharged, the effects are still the same. If Leonardo throws fire shuriken, it does nice knockback and 7% damage!!!! It also leaves a fiery effect. If Leonardo throws thunder shuriken, it does okay knockback and 5% damage. The chances of these unique shuriken happening however is a very mesely 2 percent chance for each.

Side B: Brotherly assistance: Leonardo calls upon, on one of 3 of his brothers. He'll say, "Brothers, i need you!!!!" While Leonardo is calling his brothers, he must wait for 3 seconds, before his brothers come. If he is interrupted while doing this procedure, Leonardo must wait another 20 seconds before doing this attack again. There is a 25% chance to call one of his 3 brothers, so he has a 75% chance that a brother will come out to help Leonardo. There is a 25% however, where absolutely nothing happens and Leonardo is left defenseless. The brother calling are the following:

Rapheal!!!!!! The hot head of his brothers. Leonardo will use Rapheal as a projectile and throw him towards his opponent. He swings Rapheal around a bit to charge up (Leonardo has super armor when he does this), and throws Rapheal away. Rapheal travels pretty fast, so it makes him hard to avoid. If Rapheal hits you, he'll do some good knockback and 13% damage. Since Rapheal only travels in where Leo was facing when he called for his brothers, It makes this attack pretty hard to land. The hit box is the entire body of Rapheal. Rapheal charges straight forward, exiting the screen. There should be a pic:


Michealangelo!!!!!!!! The clown (and coolest ;)) of his brothers. Leonardo will swing Michealangelo around and around and around, hitting anyone who dare comes near Leonardo. This attack lasts for about 10 seconds before Michealangelo dissapears. Leonardo can not jump when doing this attack, and he doesn't exactly travel fast (He's like "Ike" fast when he's doing this attack). However, Leonardo has super armor when this attack is performed. Range is pretty far, thanks to Mikey's rather long body. If Leonardo manages to hit you with Mikey, he does little knockback and 7% damage. The hitbox is Mikey's entire body.

Donetello!!!!! He's the brains of his brothers and the last of Leonardo's pontential attacks. Donetello spins his staff, charging up energy, while Leonardo stabs his 2 katanas to the ground, collecting the energy from Donetello, and lets out a huge burst of lightening, attacking anyone who is near. The range is about pretty far as 3/4ths of battle field. You get caught in the lightening, and you roast damage with 15%. This attack has no knockback however, other than stopping the opponent when they are caught in the strike. If Donetello and Leonardo fail to get anyone in range, they stop this attack after 3 seconds. WARNING!!!! THE FOLLOWING CONTAINS THE WORST PICTURE EDITED KNOWN TO MANKIND. YOU HAVE BEEN WARNED..........


Down B: Shockwave boom: Prepare yourself!!!! Leonardo brings his 2 Katana, swings them up them up in the air, knocking away anyone on top of him (by the way, it does 6% damage and little knockback upwards) and brings them both away, all the way to the ground, stabbing the ground for a short explosion. The range is about 2 character spaces away from Leonardo when the boom happens. If any one is near this attack when Leonardo does this attack, they suffer 14% damage and Nice knockback. Leonardo suffers from a bit of lag at the end, while trying to pull his swords out of the ground. This attack can also take down most projectiles (except for charged blast like Samus' fully charged blast.) If this attack is done on a platform, this attack can meteor anyone below the platform, but its very difficult to do.


Up B: Brotherly throw:
I know another brother attack, but just wait listen for a second. Obviously, one of Leonardo's brothers, will throw Leonardo upwards towards the sky. It's Leonardo's chance of recovery. It's about as good as Ike's aether, but only SLIGHTLY better. If Leonardo is thrown to a wall and something is blocking Leonardo from going upwards, this attack is cancelled and Leonardo falls straight down. This time however, the brother who throws Leonardo isn't random. Leonardo's recovery can be interruped. The order goes like this: Michealangelo---------->Rapheal---------->Donetello. Here's a pic:


Michealangelo is the well rounded recovery option of the three brothers as it goes about as far Ike's aether, only slightly better. Michealangelo then magically dissapears. This can also beused as a attack. Since Mikey is the one throwing Leonardo, Leo is the projectile. If Leo hits some one, it does 8% damage, with some Ok knockback. The hitbox is Leonardo's entire body.

Rapheal is the more powerful of Leonardo's brothers. The recovery option is now a little shorter now (like the recovery of Falco's but only slightly shorter), but a bit more damaging. If this attack his you, It will do good knockback and 13% damage. Rapheal also magically dissapears. :ohwell: The hitbox is Leonardo's entire body.

Donetello has the highest recovering throw. It goes about as far as Zelda's up B recovery. Man that's pretty darn good, but there's a catch though. It absolutely does no damage or knockback. Use this move only if your desperate to recover. The hitbox is Leonardo's entire body.


FINAL SMASH: THE SWORD OF TENGU =O


Best sword blade evar. Leonardo puts on the glove of protection, to prevent his hands from getting burnt. Then Leonardo whips out the sword of tengu. Electric energy surround Leonardo when doing this attack. Leonardo is invincible when he holds the blade, so opponents can't really do anything. Leonardo now gets an all new moveset. No matter what button you press however, A or B button, the attacks will exactly be the same. His grabs and aerials are all the same as Leonardo's old moveset. (although they got a bit stronger knockback wise and the attacks get 5% plus.) The final smash lasts for 25 seconds total. The sword will explode in Leonardo's hand when the final smash is over, so he suffers 15% damage when its over. Here's we go:

Standard: Energy blade: Leonardo stabs the opponent right in the gut. Leonardo's strongest Tengu blade attack. If this attack hits the opponent, this attack does great knockback and 18% damage. The range is rather short though considering how short the tengu blade is. The hit box is the blade of the sword. Leonardo has to be right in front of his opponent for this attack to even hit. It has a 2 second lag at the beginning and ends with a 0.8 second lag.

Side B/A: Tengu blast: Leonardo motions the sword a bit (this by the way, is a slight bit of lag). Leonardo then quickly swipes his sword at the opponent to release a huge electric shook towards his opponent. This travels all the way off the screen, although it can only go forward where Leonardo is facing. If anyone is hit by the energy wave, the attack deals with Nice knockback and 12% damage. The shockwave is about as big as Zelda's Dins fire. This attack is chargeble however. It takes about 4 seconds to charge it all the way in order to release the attack. If this charged shook wave hits, it deals with good knockback and 18% damage. The shockwave now is as big as a fully charged Samus blast.

Down B/A: Energy wave: Leonardo uses the sword of tengu to stab the ground, releasing large amounts of electric shooks. It covers pretty much everywhere on the platform Leonardo is standing on (You are screwed if the stage is final destination :bee:). If this electric shook hits you, the damage to the opponent will be 20% damage and Ok knockback. Leonardo suffers a slight bit of lag at the end, but he's invinceble, so who cares? :p. To avoid this attack from being spammed, you must only use this attack once. If you use it more than once, Leonardo will suffer 10% damage, due to the electric shook towards his arm.

Upwards B/A: Energy uppercut: Leonardo's chance to recover in his final smash if you accidently mess up and start falling towards your doom. Leonardo swings his sword upwards and he follows the sword, sending him upwards. There is an electric current surrounding it. It goes about as far as Marth's Up B. This can also be used as an attack of course. This attack is a multiple hitter. There are 10 hits in all and they all do 2% damage. So thats 20% in all with the very last hit resulting in good knockback. You should use this attack as an easy damage racker.


Taunts:
Up taunt: Leonardo puts his katanas away for a second, and then randomly pulls out from his pocket.......a PIZZA!!!!
Side taunt: Leonardo acts all confused and stuff.

Down taunt: Leonardo points his sword forward and say, "I want a fair fight."


Victory
Victory music (like at the very end of it): http://www.youtube.com/watch?v=eik4qeEtEE8
Classic mode victory: http://www.youtube.com/watch?v=90Tueundpyk
Victory pose 1: Leonardo swings his swords around him and puts them in front of him only to say, "You need to get a lot better."
Victory pose 2: Leonardo sheathes his swords and poses towards the background.
Victory pose 3: Leonardo points his sword in front of him and says, "I did it for honor."
Lose pose: Leonardo sits down and claps, but he's not angry. He's smiling that he got to fight an honarable fight. Weird.


Snake Codec:
Snake: Hey colonel, who's the freak in the costume?
Colonel: He's not wearing one Snake. That's Leonardo, the leader of TMNT.
Snake: Well if's hes not wearing a costume, what is he?
Colonel: He's a mutated turtle Snake. He was taught by Master Splinter along with his 3 younger brothers.
Snake: Well he doesn't look like much.
Colonel: Don't underestimate him Snake. Show some respect for him. He's not attacking you right now.
Snake: Why is that? He has a perfect opportunity to take me down.
Colonel: That's because he fights with honor. He would never do a dirty tactic like you would.
Snake: HEY!!


Subspace role: Diddy Kong was just recently blasted away by Donkey Kong. Diddy Kong seemed injured. Leonardo then comes out of nowhere, to assist Diddy Kong in his time of need. Leonardo and Diddy Kong then team up to get through the forest.

Once they reach the lake, Rayquaza will obviously attack Diddy Kong, like he did last time. He grabs Diddy Kong, and Diddy is absolutely helpless. Leonardo brings his 2 katanas out, but Leonardo won't be able to make in time to reach Diddy. Then Fox does the usually save on Diddy Kong and all 3 of them will fight Rayquaza. After they defeat him, they all traval together.

They were all walking when suddenly a blast comes out of nowhere to trophizize Diddy Kong. It was Bowser that did the blast!!!! He then shadow corrupts Diddy Kong, and then makes a giant replica Diddy Kong. Fox then turns around to get ready to fight the monster and Leonardo runs towards Bowser. Bowser blocks Leonardo's kick. Then Falco come in to the save the day, destroying the trophy machine and the restore Diddy. Bowser tries to escape, But Leonardo chases after him, leaving Fox, Falco and Diddy.

Leonardo then is found on top of a moutain top, looking at the Metaknight ship. He sees Metaknight and Lucario below him. Metaknight then assumes Leonardos an enemy and challenges him. After Leonardo defeats Metaknight, Lucario says they should all work together. So all 3 of them enter the battleship.

They then run towards a hallway, seeing a Box that Snake is in. Lucario discovers Snake and all 4 of them work together. They all rescue the princesses, and head outside. While Lucario, Metaknight, Snake, Peach, Fox, and Zelda are on one side of the ship, Leonardo is on the other side, defending the ship from loads of subspace baddies, with himself and Falco. After they finish protecting the Metaknight ship, they enter the subspace world.

Everything continues as normal from here on
.

Trophies:

Leonardo: "The leader of the Teenage Mutant Ninja Turtles. He was raised by a wise rat known as 'Master Splinter.' He's the most quicking thinking of his 3 brothers, and the most well trained of them all, but he takes care of all of them and leads them with smart leadership. He has lead them to take down numerous foes." [Pose: Leonardo has his 2 katanas out posing]


Leonardo (Sword of Tengu): "Leonardo's final smash. This sword gives Leonardo amazing power of energy waves, but it comes with a price. Leonardo's arm will have stress and hurt Leonardo the longer he uses it. In the TV show, Leonardo uses it to finish off his enemy known as the 'Shredder.'" [Pose: Leonardo is holding the sword of Tengu up]
*See Final smash pic*

Rapheal: "The most arrogent of the 4 turtles. He prefers to fight his own way and not listen to reason. His anger is his weakness, all 3 of his brothers tell Raph. However, Rapheal cares all about his 3 brothers and he fights like a true family with them....when he listens. [Pose: Rapheal's jumping, ready to attack his opponent.]


Michealangelo: "The wise cracking funny guy of the 4 brothers. He is the most laid back of them, doing the most fun stuff, like skateboarding, eating junk 24 hours a day, and all the stuff you regularly do. He, of course, however cares about his 3 brothers as well, and will defend any of them." [Pose: Michealangelo is getting ready to attack with his nunchaku.]


Donetello: The smart one of the four turtles. He can usally be found in his lab, working on new inventions that will assist his brothers. He does get a bit tired of fixing his brothers stupidity actions all the time though. He, of course, will die for his 3 brothers, if he needs to, in order to care for all of them." [Pose: Donetello is using his staff to attack his enemies.]


Spilinter: The teacher of Leonardo and his four brothers. Master Splinter has taught the turtles all he knows so far. However, since the turtles are just beginning to mature, Master Splinter believes that they are not ready to live off on there own. He cares about his family that he bonded with since the turtles where still little, and will stop at nothing to take care of all of them. [Pose: Master Splinter is on his standing stick smiling.]



Assist Trophy:
VANILLA ICE

Go Ninja!! Go Ninja Go!!!!!! Vanilla Ice makes a appearence in "Teenage Mutant Ninja Turtles 2: the secret of the ooze" and he's here to make an appearence here. He's in the background, so you or the opponent can't really attack him. This effects mostly the opponents, but strangely effects you too!!! If Vanilla Ice comes out to the fray, he sings the "Ninja rap" and causes everyone to dance in there own unique way as long at there just standing there doing nothing. You AND the opponent (imagine a dancing Marth:laugh:). What makes it effect the opponent is that the opponent is mezmorized by the music, there attacks are a little slower. This does not effect the opponents running speed or any other move or stat. Use that to your advantage. The assist trophy ends after 30 seconds when Michealangelo comes out of nowhere and kicks Vanilla Ice off the stage in the background. This assist trophy works no matter where you are. It continues to work till it ends. Here's the song that he'll be performing: http://www.youtube.com/watch?v=PDU7HsdCotE

There, i'm officially done :p

Reviews:
Chris Lionheart: 113%
Chief Mendez: 27/40
Warlord: "Easily above average and just barely below the top movesets in this contest."
 

TheSundanceKid

Smash Lord
Joined
Jun 8, 2008
Messages
1,636
Location
The Secret Kingdom
<Cowabunga!!!!!!!>

Leonardo, of the Teenage Mutant Ninja Turtles, joins the Brawl. With his 2 katana blades and his ninja reflexes, he can take down almost anyone.




The Description:
Leonardo is the leader of 4 turtles that you and I should know as TMNT AKA Teenage Mutant Ninja Turtles. He was mutated by slime, that turn him and his brothers from regular turtles into what they are now. He is still quite popular, if you know him back than in the 1990s or right now. He's the most serious of the 4 turtles with his leadership and devoted into fighting for what's right. He gets along with his brothers pretty well, but is also fully capable for fighting for himself. He was taught under Master Splinter, a very intelligent rat. He has taken down enimies like the imfamous Shredder, Rozar, and Tokan, Baxter Stockmen and other sorts of enimies with his team. Today, he's going to enter the battlefield alone and he's going to do that...........with honor. Could he be one of the best fighters around?

Stats:
Power: 3 (He's well rounded in this stat. He attacks with 2 swords. He can take down opponents at 90-150% if use his more powerful attacks.)
Running speed: 3.5 (For a turtle, he runs pretty fast. Than again, he's a ninja so what do you expect? I would also be flamed by a thousand Tmnt fans if i didn't make him somewhat fast. He's "Marth" fast.)
Weight: 2 (For a turtle carrying a shell, he's pretty light. Because of this, he can be easily knocked out.)
Height: 3.5 (What do you expect? Look at the picture. He's going to fight in that pose. He's a bit smaller than Marth)
Falling speed: 2 (He's a ninja alright. He has a pretty impressive air game because of this. Use it wisely, as because of this, Leo could be an easy target)
Attack speed: 3.5 (Not bad at all. There are a couple of attacks that do have a slight bit of lag though,)
First Jump: 3 (He's a little hampered in this one, so to avoid being killed, he has ok recovery)
Second Jump: 2 (Whoa, a second jump lower from the first one. Maybe his Up B recovery will save him? We'll see.)
Range: 2 (Considering his katana's are short, his range has to be small. You'll have to get pretty close to attack your opponent)
Wall Climb: Yes (Ninjas HAVE to wall climb)
Wall Cling: Yes (Ninjas HAVE to wall cling)
Crawl: Yes (You can't sneak around if you couldn't)
Glide: No (Ninjas HAVE to gli- i mean, not fly)


Unlock message:
Master Splinter has taught you well. The honarable turtle joins the Brawl!

Wii Remote Message:
"I'll do it for honor."

Animation:
Standard: ^He poses like the pic i just showed.
Animation pose: He occasionally swings his right hand slowly and then he motions his left hand to look at his katana.
Dodge: He sidesteps out of the way.
Roll: He backflips.

Air Dodge: He puts his 2 swords together and moves towards the background.
First jump: Leonardo leaps into the air like a regular person.
Second jump: Leonardo Spins in the air to get another air jump.
Running: He dives in with his head, not caring what happens to him.
Shield: He puts his 2 swords together to block. Leonardo is struggling it seems.


Other Animations:
Sleeping: Leonardo sticks his 2 katanas into the ground sleeps quietly sitting down. Wow. He looks serious even when he's sleeping.
Dizzy: Leo spins his head around in pain while also hopelessly hands are down, so he can't exactly swing his sword to defend himself.


How to unlock:

1. Get him to join party in subspace emissary.
2. Beat 220 matches
3. Beat classic mode with ten characters where there has to be at least 3 of them sword users.


Play Style:
Leonardo is a fast turtle. He needs to rack up damage before K.O. someone. He needs to be all over the place confusing the opponent maybe, and act like a true ninja. Attacking head straight on is not wise. Use his quick attacks to surround the opponent, and after the damage is high enough, KNOCK HIM OUT!!! Using his projectiles and staying from afar also works.

Of course he needs to take care of himself too. Use Leo's fast movements to get around, avoiding a lot of the opponents attacks. This means dodging has to be a second nature for Leo. Use all of Leo's recovery options. It might just save your butt.

All i can say know is don't abuse ledge guarding TOO much, as you might not be able to recover safely. GOOD LUCK!!!! NEW YORK IS COUNTING ON YOU!!!


Basic A attacks:

Standard A: Booyah Heahbutt: Leonardo sends his head straight towards his opponent. Since his head is rather small, its really weak. This header does absolutely no knockback. The target has to be right in front of Leonardo in order to attack as Leo only uses his head to attack plus the range/hitbox is really short and small. It is really fast though. (3%) This attack is part of an "AAA" combo. (No pic is availible :()

AA: Shoulder punch: Its basically a punch to the chin. This attack has even SHORTER range/hitbox from the last attack. It means you must have landed the first hit in order to hit with this attack. It's also not exactly worth it as Leonardo's attack does very little knockback, regardless of the percentage of the opponent. It also excels in speed too, thus good for racking up damage. (4%) This attack is also part of an "AAA" combo. There should be a pic below:


AAA: Turtle stab: You all saw this coming now, didn't you? Leonardo stabs his opponent forward. He struggles a bit to pull his sword out, so Leo suffers from a slight bit of lag at the end of the combo. Luckly, if you failed to attack with the previous attacks, you can still attack with this one, as it has some very nice range (about a character and a half size.) The hitbox is where the sword stabbing is, so not below or above it (although, it can hit by the top or the bottem of the sword. This attack does little knockback and 5% damage. There should be a pic below:


Side Tilt: Sword upper: Why is Leo crouching for this attack? Its beyond me. Anyway, Leonardo attacks upward while crouching to avoid this attack from being an upwards attack. This attack starts off fast, but end with a slight bit of lag. The hitbox is where Leonardo's sword is tipping at and the sword's side as well. The range is pretty nice, but since he's attacking while crouching, Leo suffers from being unable to attack more sideways. The knockback is Ok while the damage is 6%. There should be a pic below:


Up Tilt: High Kick: Leonardo kicks his opponent by the face to the air. This is suprisingly one of Leonardo's stronger attacks as it does some decent damage. The knockback radius is little knockback and it sends you slightly upwards while the damage is (5%). Since it looks like Leo is kicking to the face rather than the side (see pic below), the hitbox is where Leo's leg and feet is. The range is about 7/8ths of a character. The downside to this attack is that Leo suffers from a bit of lag at the end (it has no trouble attacking from the beginning though). There should be a pic below:


Down Tilt: Leg sweeper: Leonardo obviously leg sweeps his opponent and he does it rather heavily too. This is Leonardo worst tilt in the game, but thats not saying its bad. In fact, its pretty useful. It has a very small slow startup and ends with a also very small lag at the end. The hitbox is practically where Leo sweeps is leg in, and it only attacks the ground. It's range is pretty nice (Like 3 fourths of a character). The knockback is very little and the damage overall is (5%). There should be a pic below:



Dash attack: Elegant spin: Leonardo attacks his opponent...by spinning? Actually he lets his katanas out in order to attack the opponent. This attack is a multiple hitter. It does 2% for each hit and Leonardo does 5 of them. There is small knockback on the last hit. The hitbox is the size and tip of Leonardo's sword. Range is kinda small, but since he moves around while doing this attack, it makes up for it. Attack stops after Leo moves for a small 2 seconds.


SMASHES:

Side Smash: Sword blast: Leonardo lets out a "Raining puddle!!" What th-? Is that a projectile? You can't have a projectile in a smash!! You can't!!!!!! ......And I don't care :bee: Seriously though, Leonardo tucks his sword to the side of him preparing to charge up for his smash attack (this is Leonardo's side smash charge). Leonardo then releases the attack, slashing with his 2 swords together, towards his opponent. If the opponent is directly in front of Leonardo when Leo does this attack, it does nice knockback uncharged (13%) and to good knockback fully charged (16%.) Since there is a small projectile that comes out, the blast does little knockback uncharged (7%) and ok knockback fully charged (10%). The projectile only goes as far as one fourth of the stage battlefield before fading out. So basically, it goes about 3 character spaces in front of Leo, the projectile does. The projectile can easily be stopped by having another projectile being intercept it. There should be a pic:


Up Smash: Leonardo katana spin kick: Personally my favourite smash attack. Leonardo sticks his katanas into the ground. Then he grabs on to the katana, starts moving with his katana and kicks all around him. Since his swords are stuck to the ground and Leonardo is using them to spin his body around, he is in the air. The hitbox are his legs and feet, around and on top of them. Since Leonardo's body is somewhat long, the range is pretty good. If this attack manages to hit the opponent, it does Ok knockback uncharged (10%) to nice knockback fully charged (14%). The downside to this attack is that Leonardo suffers from a bit of lag at the end of the smash. Unfortunately, i don't have a pic of this attack:urg:

Down Smash: Double slasher: Leonardo feriously slashes once straight forward, and then again a second time very powerfully. Leonardo is crouching when he does this attack. The hitbox is pretty small this time around as the katana, as mentioned before, are pretty small. Therefore, the opponent has to be right in front of Leonardo for this attack to work. The first slash this attack does is no knockback what so ever, but 10% uncharged and 12% fully charged. The second slash of this attack does OK knockback with 8% damage uncharged and Nice knockback with 10% fully charged. The range is about a whole character size. Use it to rack up damage. There should be a pic:



NOTE: THIS IS NOT DONE YET!!!! I'LL EDIT THE POST WHEN IT IS!!!!!! I WANT TO SEE HOW GOOD IT LOOKS SO FAR!!!!!!>.>

WOW. I have a friend who would love this...he is a BIG turtle fanatic! I don't care for them though....lol
 

xX Boezy Xx

Smash Journeyman
Joined
Mar 25, 2008
Messages
378
Location
Syracuse, New York
I get the feeling I've caused this argument about competetion. I apologize.

But if people can't say without a second thought that our movesets blow away the stuff in 2.0, I don't know why I care about your opinions on my movesets at all. Having just finished reading Koj's Gecko Moria, I can safely say that would've won the 2.0 contest by a land slide.

Why do I question whether or not people think that nightmare moveset's better? The fact it was brought up so quickly and because it placed in the top 50 at all, it's apparantely better then mine which pretty much out does it in every front. Even as far as ease on the eyes is concerned, mine's easier to go through and read due to good coloring, even if it is massively longer.

Would you like me to simply leave this so called "competetion"? As clearly I'm not allowed to actually try to make good movesets.
What crawled up your *** and died? I take a break from making movesets only to come back and find that someone took one of my favorite movesets (even if it wasn't too good) and re-did it. I'll say yours is a great moveset, and I'm sure it's better than mine, but why blatantly express this? Do you have some sort of superiority complex? Also, you have to keep in mind that MYM2 and MYM3 are two different competitions. What was good in MYM2 is different from what's good in this competition. I was surprised as hell that my moveset made the top 50. It was my only one in the competition and I merely did it fun. Not to win, but for fun.

And about this argument. I think some of you are taking this little "contest" too seriously. When this thread degrades into argument, you can tell people are straying from MYM's original intention. No wonder I took a break...
 
D

Deleted member

Guest
I'm currently typing up my secret omitted Brawl character. You won't see who exactly is coming, that's for sure.
 
D

Deleted member

Guest
ARWING joins the Brawl!



What do you mean he wasn't omitted? Sure he was--He should have been Falco's Final Smash.:p

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

Notes: Unlike in the Star Fox games, Arwing will hover a little above the ground most of the time. Arwing follows the laws of most other characters.

Standards and Tilts

A: Tilts its nose slightly upwards; Low knockback, short range; 2%

A Combo: Faces the screen and barrel rolls as long as the button is held; Low knockback, short range; 3% per hit

Side Tilt: Strikes opponent with its wing; Low knockback, medium range; 3%

Up Tilt: Points its nose up towards the sky; Low knockback, short range; 3%

Down Tilt: Points its nose to the ground in front of itself; Low knockback, short range; 2%

Dash Attack: Boosts foward briefly; Low knockback, medium range

Smash Attacks

Side Smash: Boosts a little fowards, then comes back into place; Medium knockback, medium range; 6%

Up Smash: Turns upside down and hits any opponent above self with boost rockets; High knockback, short range; 12%

Down Smash: Hits opponents with boost rockets on both sides; High knockback, short range; 11% per hit

Air Attacks

Neutral Air: Barrel rolls; Low knockback, short range; 3%

Foward Air: Tilts its nose slightly downwards and opens the hatch to the cockpit; Low knockback, short range; 4%

Back Air: Fires the boost rockets for a split second; Slightly propels Arwing foward; Medium knockback, short range; 8%

Up Air: Tilts nose slightly upwards and opens hatch to the cockpit; Low knockback, short range; 4%

Down Air: Fires boosts downwards; Meteor smash; High knockback, short range; 9%

Situational Attacks

Get-Up: Fires boost rockets, the recovers; Low knockback, short range; 3%

Ledge: Climbs back up, then boosts fowards; Low knockback, short range; 2%

Grab and Throws

Grab Attack: Crunches hatch on victim; 3% per hit

Foward Throw: Boosts foward, opponent getting launched away in the process; Medium knockback; 7%

Back Throw: Tosses opponent backwards, then fires the boost rockets; Medium knockback; 7%

Up Throw: Tosses opponent upwards, the fires a laser at them; Low knockback; 4%

Down Throw: Flips upside down, lands on ground, and release opponent; High knockback; 8%

Special Moves

B: Fires a laser; No knockback, long range; 2% per hit

Side B: Barrel rolls foward; Can reflect projectiles; Low knockback, medium range; 6%

Up B: Flies upwards, then performs a somersalt, which ends about halfway down; Arwing can then glide

Down B: Fires a smart bomb in a foward arc; When the smart bomb lands, it makes an explsoion roughly the size of DK that lasts three seconds; Low knockback, long range; 3% per second caught in explosion

FINAL SMASH--ALL-RANGE MODE: The Arwing goes into All-Range Mode, allowing it to fly freely around the stage. Pressing B can fire a laser that deals 6% damage per hit. Ends after ten seconds.

Taunts:
1. Does a barrel roll.
2. Shows off its boost rockets.
3. Open its hatch, and closes.

Victories:
1. Flies around the screen, then stops and fires two lasers at the camera.
2. Continually barrel rolls.
3. Tries a somersalt, then stops at the bottom.

Loss: Shown on the ground, burning.

Entrance: Flies onto the stage.
WiiMote: Do a barrel roll!
Crowd! Ar-WING!

Alt colors:
Default/Blue Team: See image at top of post.
Red Team: Blue parts turn red.
Green Team: Blue parts turn green.
Pink: Blue parts turn pink.
Yellow: Blue parts turn yellow.

Codec:
Snake: Something's not right...
Colonel: What's wrong, Snake?
Snake: It's just this Arwing, flying around on its own--
Colonel: Indeed, it has much experience on the field of battle. But, then again, so have you.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Lol, awesome. After the Final Smash, it should turn into Zero Suit Arwing, A.K.A. FALCO!!
 

The_Great_Panda

Smash Apprentice
Joined
Apr 19, 2008
Messages
82
Location
Flint, Michigan
'Tis I!!!!! I LIVE!!!!!! WE SHALL SHANK ALL THE POSERS!!!!!!!!!!!!!!!!!!!!!!!

>.> I make a 5 character in one and now they're everywhere>.> buncha posers!!!!!!!
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,291
Location
Hippo Island
BASS.EXE



Game of origin: Mega man Battle Network
This is the Battle Network saga’s version of the classic Mega man character Bass. He is an artificial intelligence known as a Navi. He was created by Dr. Cossack as a free thinking Navi, but the other scientists tried to delete him, leaving Bass.EXE with a grudge against humans.

OVERVIEW

Bass.EXE (hereafter referred to simply as Bass) has an extremely good projectile game. He has a variety of ways to inflict pain from a distance, which do decent damage and move at a decent speed. Unfortunately, when it comes time for a KO, Bass has to move up close, and his KO moves, while strong, are on the slow side, making it difficult for him to outright KO his opponents. In addition, Bass’s moves that aren’t disjointed tend to have low priority.

Bass’s best method of scoring a KO is through his edge guarding capabilities. Besides using his bevy of projectile weapons to damage his recovering opponent, several moves are specifically designed to gimp recovery attempts. Bass’s own recovery, in turn, is not too difficult to stop.

Bass’s most interesting move is his grab attack, which doesn’t directly damage the opponent, but instead gives Bass a power-up! On the other hand, his grab is harder than normal to pull off.

STATS
Movement Speed: 5/10
Attack Speed: 5/10 (For the most part, his projectiles move fast enough to keep up the range game, but Bass’s KO moves tend to have lag on both ends of the attack.)
Attack Strength: 4/10 (Projectiles aren’t very strong, but his KO moves are stronger than average, with his USmash being very powerful)
Range: 9/10 (He’s got a bunch of projectiles, after all)
Priority: 3/10 (On the low end, but not as abysmal as Captain Falcon)
Weight: a little heavier than Samus
Jump Strength: 7/10
Second Jump Strength: 4/10 (not very good, but it's better than nothing)
Fall Speed: 2/10 (VERY floaty)
Size: Same as Ike

SPECIAL ABILITIES

Bass does not have any latent abilities, but he does have a special grab attack. See the move set for more details

Pros:
Great projectile game
Great edge guarding capabilities
Decent aerial game
floatiness helps recovery from long distances
Grab attack provides an inherent boost in combat

Cons:
Has trouble KOing outright
Easy to gimp recovery
Attacks that aren’t disjointed tend to have low priority
Grab is slower than normal and does not have very good range

MOVE SET

Standard Attacks

A: “Bass Buster”: Bass points his arms forward as they turn into buster guns and then proceeds to rapidly fire 3 rounds of his main weapon. The shots travel so fast that their end point simply appears as a small gust of wind on the ground. The shots reach 1/5 of Final Destination. Each shot does 2% with no knockback. There is a little bit of end lag when Bass is done firing.

>A: “Shadow Punch”: Bass does a strong right hook while purple flames emit from his forearm. This move is more like a smash attack in terms of its speed/power ratio. 10% above average knockback, with the damage having a darkness attribute. This move has low priority.

VA: “Wind Push”: Bass thrusts forwards his left palm while small green flames emit from it. Hitting his palm results in 4% damage with small knockback. In addition, the force from his palm causes a gust of wind that move forwards about 1 character distance in front of Bass that pushes enemies back. This move is good for gimping characters that rely on vertical recoveries. The palm strike has low priority and the wind gust is disjointed

^A: “Anti-air Gun”: Bass raises his right arm, and fires a quick, small, orange energy pellet straight upwards that reaches a little bit higher than the top platform of battlefield. 3% low knockback with low priority. There is a little bit of end lag after firing.

Dash Attack: “Dark Shove”: Bass thrusts forwards his right arm while small purple flames emit from his hand. 5% average knockback, with a darkness attribute, and below average priority


Smash Attacks

FSmash: “Bass Supreme Buster”: Bass’s arms once again turn into busters as he fires a spread of 5 green energy pellets in front of him. Unlike the normal buster gun, these pellets have priority (below average at that), can be seen while traveling (the shots travel about as fast as Wolf’s blaster), and have much more range (the entire length of final destination). Each pellet does 3% damage (6% charged) with average knockback. If you’re right up in an enemy’s face while using this, you can do a respectable 15% damage (30% charged!), but the knockback will not stack (meaning that if multiple pellets hit your opponent at once it still has the knockback of a single pellet). Like his other projectiles so far, there is a brief delay after Bass fires his guns, and there is also some startup lag as he prepares to fire. In order to offset the insane damage potential, it takes 25% longer for this move to fully charge.

DSmash: “Hell’s Rolling Wheels”: Bass fires a small buzz saw into the ground in front of him, which will then start to slowly travel along the ground like a Hothead. The saw lasts for 4 seconds and does 8% damage (12% charged) with average knockback. Only one saw can be on the field at once. The saw is disjointed. There is a fair amount of startup lag but virtually no end lag for this move.

USmash: “Darkness Overload”: Bass lifts his arms over his head, and after a brief delay, forms a large (about the size of Samus’s charge shot) sphere of purple energy above himself. Touching this results in 12% damage (17% charged) with high knockback. After holding the sphere for 2 seconds, Bass quickly spreads his arms apart, causing the sphere to split into 4 small projectiles that spread upwards and do 6% damage (10% charged) with below average knockback, and go almost off the screen on battlefield at a high speed. Bass’s body is vulnerable for the duration of the move. The large sphere is disjointed, but the smaller spheres have low priority. The attack has a darkness attribute. There is a little bit of startup lag for this move, but a fair amount of end lag.


Aerial Attacks

Nair: “Shadow Shrapnel”: Bass points his arms to each side of himself and fires two small pellets of dark energy to each side that travel moderately fast. These pellets 3% with small knockback and low priority, and Bass can usually use this move 2-4 times before landing. Each pellet goes 1/2 of battlefield, so because Bass shoots to each side, this attack can reach across battlefield.

Fair: “Cloak of Sin”: Bass pulls his cloak over the left side of his body, and then quickly swings it forwards. Hitting his cloak results in 4% damage with small knockback, and it can reflect weaker projectiles like Fox’s blaster. He cannot turn around his opponent with his cloak (sorry Mario fans). This move has very little end lag and virtually no end lag, and it also has more priority than most of Bass’s moves, having overall average priority.

Bair: “The Eternal Burn”: Bass turns around and releases a blast of fire from his right arm. Hitting the fire just as Bass shoots results in 12% damage with high knockback; otherwise it does 6% damage with average knockback. The fire is disjointed. This move propels Bass a small distance in the direction he was facing, but he is turned around after using this move. It’s best used to KO a recovering opponent. Virtually no startup lag, with above average end lag.

Uair: “Double Sword Swing”: Bass’s left arm turns into a yellow beam sword as he swings it twice above him. Each hit does 8% damage with average knockback. Despite being a sword move, the swords are not disjointed and have low priority. Not much startup or end lag.

Dair: “Giga Freeze”: Bass thrusts his left palm downwards while ice emits from it. If an opponent hits his palm just as he’s extended it the full length, he or she will be frozen within an ice block that will float in mid-air if need be. The block can be stood on and be grabbed like a platform. Hitting the ice block with any attack will damage the opponent while freeing him or her. The block will shatter on its own in two seconds. This is a great way to set up for other attacks, but be warned that there is a somewhat high amount of end lag on this move should you miss.


Special Attacks

B: “Earthbreaker Fist”: Bass raises his right arm and charges it with orange energy. After about one second, Bass slams the ground, causing a few medium sized pieces of rubble to erupt from the ground and travel in front of him up to three character lengths away. Hitting a piece of rubble results in 10% damage with above average knockback. The rubble has below average priority. There is a small amount of end lag on this move. If done in the air, Bass will drop straight down to ground at a high speed after charging.

>B: “Breath of Gregar”: Bass releases a large stream of fire in front of him out of his right hand that reaches twice as far as Bowser’s fire breath, but cannot be aimed and has notably more startup and end lag. The fire is disjointed and does 4% damage per second of being caught in the flame.

^B: “Falzar Storm”: Bass points his left arm downwards and fires a tornado downwards. Opponents who are hit by this tornado are pushed downwards (Good for gimping horizontal recoveries). Bass is pushed upwards a short distance while using this move (a little bit more than Yoshi’s up-B). The tornado is disjointed, and there is isn’t a lot of lag on either end of the move, but because Bass can’t damage enemies with it, and it only works below him, means that that it shouldn’t be too difficult to get above him and attack him.

VB: “Life Aura”: This move can only be done after being hit by an attack (expect for specials and grabs). Bass does a motion similar to Captain Falcon’s up-taunt, and when he is finished, he will be surrounded in a Pink aurora. While this is active , Bass can only be harmed by attacks (any attack this time) that do at least the same amount of damage as the move Bass was hit by prior to using this attack, in which case the aurora will be dispelled along with Bass taking damage. Using any smash attacks, special attacks, or grabs will cancel the aurora. Note that only the fresh damage value of a move is looked at when using this, so if, say, Ike hits Bass with a FSmash before Bass activates this move, Ike will not need to refresh his FSmash’s damage before it can dispel the aurora.


Final Smash

“Banishing World”: Bass jumps into and floats int the background, and says, “I didn’t think I’d need this…” and holds out his right arm as it begins to form into a large metallic Lion-like head (Mega Man Battle Network fans will recognize it as Gospel from the second game). A tareting recitlce will appear in the center of the screen that can be moved around at a decent speed. After about 6 seconds (Bass's cannon will glow blue just before it fires) Bass will fire a huge laser (the size of Halberd's laser) at the screen. Any opponents that get caught in it will take up to 60% damage and be launched upwards with high knockback. The laser lasts for 4 seconds.

Grabs

Grab Animation: Bass holds his opponent with his left hand while his right arm is raised with blue flames emitting from it. Bass’s grab doesn’t have much range, and it’s slower than normal.

Grab Attack: “Get Ability”: Bass’s signature power! Bass will grab his opponent with his right arm and electricity will channel from the opponent to Bass. Afterwards, Bass will toss his opponent aside (no damage), and will have acquired some type of power from his foe. This can be anything from a new down tilt to a stat boost, depending on the character. Bass can have one power at a time, and will lose it when he uses this move on a different foe, taunts, or is KO’d. See the “Get Ability list” at the end of this move set for a listing of the abilities Bass can acquire.

Fthrow: “Judgment Fist”: Bass punches his opponent with his right arm. 10% above average knockback

Bthrow: “Back Stab”: Bass tosses the opponent behind him and then quickly slashes his opponent with the same sword used in his Uair. 8% average knockback

Uthrow: “Raise Hell”: Bass tosses his opponent a small distance upwards, and then brings his right arm downwards and front of him, and then slowly raises it. While raising his arm, a small pillar of fire is erupting from the ground that burns his opponent. 10% above average knockback.

Dthrow: “Shoot ‘im down!”: Bass throws his opponent to the ground and then starts to pummel him with buster bullets. 12% below average knockback.


Other Attacks

Lying down front: “Buster Shot”: Bass shoots one pellet forwards like the one in his up-tilt.

Lying down back: “Shadow-port”: Bass disappears behind a purple cloud, and then quickly reappears upright. Hitting the cloud does no damage, but reverses the opponent’s movement for two seconds. The cloud lasts until Bass reappears.

Ledge attack <100%: “Beam Rapier”: Bass thrusts forwards with his beam sword. 8% average knockback

Ledge attack 100%: “Earthbreaker Jab”: Bass pounds the ground, sending a small piece of rubble a short distance in front of him. 7% average knockback. The rubble has low priority.


STRATEGY GUIDE

Bass’s best tools are of course, his projectiles. You’ll mainly focus on his FSmash, DSmash, and Jab. Try to always have a DSmash saw on the field, as it can help you screw with your opponent’s spacing as well as set up for other projectiles. The one you’ll use the most will probably be FSmash for its spread shot capabilities, but remember that it isn’t very strong at long ranges, and it spreads enough so that clever opponents can jump in between the shots. While FSmash has absurdly high damage potential up close, it has enough start and end lag to usually make shot gunning this move a bad idea (let’s not forget the longer than normal charge time for this move). When an opponent is busy in their own attack lag, try using Bass’s jab to continuously inflict damage without ending your enemy’s move. However, remember that its absence of knockback means that a fast character could simply run through the shots and grab you before you can move again, so try to avoid using it when your enemy is mobile.

Fighting an aerial combatant? FSmash can still be used due to its spread, but it would probably be a better idea to try up-tilt and Nair for damage. Up-tilt let’s you hit enemies directly above you, and Nair has some spread capabilities, and it can be moderately repeated, so it will help keep those Meta Knights and Jigglypuffs away from you. Of course, both up-tilt and Nair are rather weak damage-wise, and have below average priority, but the sheer range advantage you have will allow you to keep up offensive pressure. Just don’t let your opponent break through your arsenal.

It’s usually not a good idea to fight at close range with Bass, but you do have a few options. Your best bet is to attempt short-hopped Fairs and Bairs. Fair has better priority than most of Bass’s moves and has decent speed, but is rather weak. Bair is strong if sweet spotted, and is disjointed, but has enough end lag to make it rather easy for misused Bairs to be counter attacked. If your opponent jumps over you, you could try a Uair, but unlike other sword move, it is not disjointed, and has below average priority. The main problem with all of these is that Bass’s floatiness makes his short hops not that short, so in the end, instead of trying to actively engage in close combat, just concentrate on hitting your opponent far enough to return to your projectile game. While Breath of Gregar seems like a great move for close fighting due to its range and disjointedness, it has enough startup and end lag to give your opponent the chance to evade and counter attack.

When it comes time for a KO, don’t expect to outright kill your opponent from the stage. Bass’s side tilt is strong for a tilt but slow and has low priority. USmash is notably better, being very strong, disjointed, and having the projectile after-effect, but it can’t hit an opponent unless he or she is above Bass, and if you make this move’s use too obvious, all your opponent has to do is land while you start the attack, walk over to you, and deliver their own smash attack. Instead, concentrate on just getting your opponent off the stage, where you can use Bass’s great edge guarding capabilities. Breath of Gregar is now a viable tool, able to rack up damage while your recovering opponent has fewer options to evade it. Bair is a great way to send your opponent flying away if you sweet spot it, making it even harder for them to recover unscathed. But by far Bass’s edge game really shines when his opponent has no more midair jumps and is trying to recover from slightly higher to below the stage’s edge. Bass can now utilize Earthbreaker Fist to further damage his opponents from long range, can use DSmash to make the edge hazardous, and of course, can use down-tilt and Falzer Storm to gimp an opponent who cannot afford to have anymore distance between himself and the stage. And if your opponent tries to recover over you, well, that would be a good time to try USmash.

Oh crud. The enemy has broken through your projectiles (which isn’t absurdly hard to do in the first place), and has damaged you enough so that YOU are the one who’s trying to recover. Bass doesn't have a very good midair jump, but your floatiness should help you travel a good distance and you can always use Bair and Falzar Strom to get a little extra distance should you need it. Even so, Bass isn’t hard to gimp at all, as Falzer storm only protects the area underneath him, so any good player simply has to be at Bass’s horizontal level or higher to get virtually free hits, and once Bass’s air jump is gone, well, NOW you’re screwed. If you’re really lucky, your opponent might attempt to juggle you from underneath, in which case, you could use Dair to freeze your opponent in mid-air, giving you another platform from which to recover, and putting you in the edge guarding role. Of course, don’t expect a high level opponent to try such a thing.

Finally, I want to mention two moves that seem cheap, but really aren’t: Life Aurora and Get Ability. Life Aurora gives you full immunity to any attack weaker than the one that last hit you before using it. However, if you want to keep the Aurora, you can only use standard and aerial attacks, which means that your options are severely limited. Get Ability provides you with a free upgrade to your capabilities, but you lose it if you are KO’d, and it isn’t easy to grab with Bass either. Oh, and let’s not forget that grabbing requires that Bass be at close range, and I think I’ve well established that Bass doesn’t like to fight at close range.

OTHER
Entrance: Bass appears in a cloud of 1’s and 0’s.
Idle Animation: Bass floats just off of the ground with his arms crossed.
Crouch: Bass Kneels down
Walking: Bass floats forwards as his arms are in a more “battle ready” position
Dashing: Bass floats quickly forwards with his right arm raised, prepared for his dashing attack.
Jump: Bass rises up, with his arms slightly spread apart and his left knee jutting out slightly. His pose looks vaguely similar to the original Mega Man’s jumping pose.
Roll: Bass quickly moves along the ground while turning around. If he’s doing a backwards roll, he won’t turn around.
Sidestep: Bass briefly disappears in a small flash of light and then reappears.
Shield: Bass holds his cloak over his right side while a standard bubble shield forms around him.
Air Dodge: Bass does a quick spin in mid-air
Dizzy: Bass holds his head and emits a small groan.
Sleeping: Bass crouches down and starts snoring
Wiimote noise: “Battle program, execute!”
Kirby hat: looks like the top of Bass’s head
Logo: Mega Man’s helmet
Win music: the battle clear jingle from the first Battle Network game.


Special Animations

Taunt1: Bass adjusts his cloak
Taunt2: Bass cracks his knuckles
Taunt3: Bass partly raises a fist and says, “Don’t hold back!”
Win1: Bass throws back his head and laughs
Win2: Bass begins forming a Darkness Overload sphere but quickly cancels it as he notices a bug fly in front of his face, which he then crushes.
Win3: Bass crosses his arms and says, “Humph, puny life-forms!”
Lose: Bass slowly claps, reluctantly acknowledging that he’s not quite as good as his opponent.



Alt Colors

1) Default
2) Hiss yellow parts turn blue (blue team)
3) His yellow parts and cloak turn red, his body turns black (red team)
4) His yellow parts turn green (green team)
5) His body is all white and his cloak turns black
6) Inverted colors


Snake Codec

Snake: Colonial, there’s a robot wearing a cloak…
Colonel: That’s Bass. He’s… *Static*
Snake: Colonel, do you copy?
Bass: Hello Snake.
Snake: Oh great, another hacker. How did you do it?
Bass: Well I am a sentient computer program after all. It’s extremely easy for me to navigate the virtual world, find any connections.
Snake: Too bad computers are vulnerable to explosives.
Bass: A team of scientists tried to destroy me, and all I got was a scar. How’s one puny human supposed to stop me?
Snake: We’ll soon find out.


Unlock Info

How to unlock: Complete classic with 4 different characters on very hard mode or play 245 vs matches.
Unlock Message: “Bass.EXE, the ultimate Navi, has joined the Brawl!”


SSE ROLE

After completing the level “Halberd Bridge”:
We see Gannondorf examining his computer screen with a smug look on his face. The camera then cuts to the screen, which is presenting a schematic of the Subspace Gunship. Gannondorf then calls up Bowser on his monitor, and motions for him to return to prepare for the invasion. Shortly afterwards, an alarm sounds on the Gunship’s screen. Ganondorf quickly turns his attention to it, and it says that an unknown virus has been detected in the Gunship’s programming. Gannondorf inputs the command for the highest level of anti-virus defenses…

We now see the cyberspace that represents the inside of the program that controls the Subspace gunship. Suddenly, Bass appears as his name banner flashes on screen (it read the full “Bass.EXE”). He then blasts down a door, and proceeds to run through it as the level begins.

“Cyberspace”

Cyberspace looks like a large metallic fortress, but the background is a starry backdrop with electric charges occasionally flashing by. The enemies that are encountered here are digital versions of normal subspace enemies. The enemies have their basic shape formed out of ones and zeros.

After fighting through the anti-virus defenses of this program, Bass reaches the C: drive of Gannondorf’s computer. Unfortunately, Gannondorf is no stranger to computer security, and the doors to the core slam shut, as a large metallic eyeball with several tentacles floats downwards to confront Bass.

Boss: Norton

Norton spends most of the battle floating in the background, using its tentacles to whip Bass. It has two attacks at the start, slamming its tentacles on the floor at random points (16% above average knockback), and firing small beams out of its eye that shoot off the top of the screen and then come crashing down on Bass’s plane (12% average knockback). In order to damage Norton, Bass must attack its tentacles after it has slammed them on the ground (it takes about a second for the tentacles to retract).

After Norton reaches 65% health, it will swap out the tentacle slam attack for an attack in which it goes off the side of the screen and comes back on rolling at Bass from the side (20% high knockback). Norton cannot be jumped over, but damaging it during this attack slows it down, and if enough damage is done to it then Norton will stop the attack and return to the background.

When Norton is at 20% health, it will come into Bass’s plane and stay there, and it has an all new set of 3 attacks. It will release several small homing missiles at Bass (10% average knockback each, can be reflected), fire a thin laser across the screen (20% high knockback, but has a lot of startup lag), and will occasionally rise off the top of the screen and crash back down, sending a shockwave at Bass (hitting Norton does 30% high knockback, but the shockwave only does 6% with low knockback).

After defeating Norton, Bass charges up his busters, preparing to shut down the Subspace Gunship through explosive means. However, he suddenly disappears in a burst of white light, only to reappear next to Gannondorf in the real world! The scene ends before we see anything else.

The SSE continues as normal. The floating island is destroyed the Ancient Minister is reformed, the Subspace Gunship is defeated.

Later, in the level “Entrance to Subspace”:

Our heroes make their way through the level as normal, but at the end, something different happens. The characters see Gannondorf and Bowser and start pursuing them, but before they can close, Bass levitates downwards to confront all of the heroes at once! Pick your characters and prepare to brawl… sort of

Brawl: Bass

When you fight Bass here, he is covered in Black flames. Apparently Gannondorf must have converted him to the villain’s side (He’s more neutral in Battle Network than evil). Well, whatever spell Gannondorf used on him not only made him his servant, but has also made him invincible! Your goal in this battle is merely to survive for one minute.

Gannondorf has just finished betraying Bowser and is ready to meet Master Hand. But wait! What’s this? Tabuu was behind it all! Gannondorf tries to stop him but is killed instead. Not only does this break Master Hand’s chains, this also dispels Gannondorf’s control over Bass! After having his mind freed, Bass quickly stops his assault on the heroes, and decides to let them pass. We all know what happens to them next.

Dedede, Luigi, and Ness do their level as normal.

In Kirby’s subspace level, after examining the Dedede badge he spit up, Bass walks up to him. It seems that He did not accompany the heroes on their way to confront Tabuu, so he was not killed by the off-waves. Bass looks at the great maze with a concerned expression on his face. He and Kirby exchange glances, and head off into subspace together.

Kirby’s “Subspace” level is the same, only Bass can also be played.
After reaching the entrance to the great maze, Bass looks at Kirby for a moment, and then starts to quickly float over to the great maze. The rest of the Subspace Emissary happens as normal.

GET ABILITY LIST

Characters in Brawl

Bowser: Fire based attacks have increased damage and knockback
Captain Falcon: Neutral special is replaced with what else but FALCON PUNCH!
Diddy Kong: FSmash shoots out a single banana that will trip his opponent if it connects but will disappear when it hits anything.
Donkey Kong: Side tilt and forward throw have increased damage and knockback.
Falco: FSmash has increased damage
Fox: Side special is replaced with Fox illusion.
Gannondorf: Darkness attacks have slightly more damage
Ice Climbers: Dair has a little less end lag.
Ike: Neutral Special is replaced with Eruption.
Jigglypuff: Jump distance is increased a little.
King Dedede: All attacks have increased knockback.
Kirby: Uair releases a small energy wave upwards, like the one in Kirby’s up-special.
Link: DSmash replaced with Bomb.
Lucario: Neutral-special replaced with Aura Sphere. It retains the aura abilities of Lucario’s.
Lucas: Side-special replaced with PK Fire.
Luigi: Nair replaced with Luigi Cyclone.
Mario: Jab move replaced with Fireball.
Marth: Sword attacks have increased damage.
Meta Knight: Neutral-special replaced with Mach Tornado.
Mr.Game&Watch: Nair replaced with G&W’s Nair (I bet you expected the turtle).
Ness: Down-special replaced PSI Magnet.
Olimar: Instead of his normal FSmash, Bass will fire small energy orbs of various colors that function like Olimar’s FSmash.
Peach: Bass’s jumps now function like Peach’s (so now he has two jumps and can float on his second).
Pit: FSmash replaced with Palutena’s Arrow. Note that Bass cannot spam it as much as Pit can.
ROB: Neutral Special is replaced with Robo Beam.
Charizard: Fire attacks have increased damage
Ivysaur: Up tilt is replaced with bullet seed.
Squirtle: Jab functions like a quick-released water gun (the damaging water spray).
Samus: All projectiles have slightly increased speed.
Zero Suit Samus: FSmash replaced with Plasma Whip.
Snake: Side tilt has a disjointed hit box >_>
Sonic: Movement Speed is greatly increased to be just under Captain Falcon’s speed.
Toon Link: Dair replaced with Toon Link’s Dair. Bass uses his beam-sword arm to do the attack.
Wario: Side Special replaced with Wario’s FSmash.
Wolf: Jab replaced with Blaster.
Yoshi: Bass’s midair jump has super armor for the first few frames.
Zelda: Down Special is replaced with Nayru’s Love.
Sheik: Pressing grab in the air release a chain whip like in Sheik’s side-special. The chain can tether recover.


Make-Your-Move Characters

Bass.EXE ditto match: Bass recovers 5% and the enemy receives 5%.

Vulturon: Down Special is replaced with Sound Wave.
Knuckles: Side tilt and Neutral Special have increased damage and knockback.
Bad Mr. Frosty: Dair leaves the opponent frozen longer.
Shadow: Down tilt will instead have a small chaos spear be shot out of Bass’s hand instead of a wind gust. It does 5% damage with average knockback and has low priority.
Monkey D. Luffy: Side tilt gets doubled range due to Bass being able to extend his hand via a chain, but the damage is decreased.
Dracula: Darkness attacks have slightly more knockback.
Benjamin Franklin: Bass’s grab has him firing a metal snake at his opponent that has the same properties as Franklin’s grab. After grabbing the opponent, Bass’s throws function as normal.


 

mantlecore77

Smash Journeyman
Joined
Jul 17, 2008
Messages
440
Location
Ohio
HolycrapbreathoffireIImantlecoreiloveyoumarrymenow!
Hahahaha. Nice.

<Cowabunga!!!!!!!>

Leonardo, of the Teenage Mutant Ninja Turtles, joins the Brawl. With his 2 katana blades and his ninja reflexes, he can take down almost anyone.
TWILTHERO, you do Leonardo so much justice that I may just piss my pants.

Lol, awesome. After the Final Smash, it should turn into Zero Suit Arwing, A.K.A. FALCO!!
Hahaha indeed. Good work.
 

Smasherk808

Smash Journeyman
Joined
Jul 12, 2008
Messages
231
Ok i finally got amy's recolors good!!!! i no im not the best recolorer but... tell me if they look ok!
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
Somebody should make one for Turok. I think he would be a pretty cool character.
I would, because I like him, too, but I think I wouldn't do him judgement. Also, I still have to finish Kovomaka Students and E-123 Omega, and also go over all of my past movesets to look what could be improved. >_<
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
K. Rool, Big and Yoshimitsu are horrendous movesets compared to Voldo and Nightmare that lack their originality and detail. They aren't bad, but they don't go up to the level of greatness that Mendez, Koj, KingKRool (Or at least his grim reaper set), sirkibble, bkupa666 and a lot of other people I'm forgetting. They were early and decently rushed in comparison to those other two sets of mine, which I invested a lot of time into making good.
Glad to be tossed in there, but I hope to add another nice set to my repertoire before the day is out.

Let me add a few comments on my upcoming moveset:

It IS three characters, and has a ton of detail, so I don't suggest trying to read it all in one sitting. I'd suggest reading the PLAYSTYLE sections and skimming most moves instead, or taking it one third at a time.

Secondly, it's not the most exciting of characters, but don't let that turn you away. The moveset really is the best thing I've made up to now.

I've really put my all into this set, and it's taken me quite a while to complete, so I hope you all like it.
 

TWILTHERO

Smash Lord
Joined
Aug 19, 2007
Messages
1,880
Location
Canada
Yeah!!!!! 200 FRIGGING PAGES!!!!!!
Who wants to say Cowabunga with me to celebrate? Anyone? Fine i'll do it myself......

COWABUNGA!!!!!!!!!!
 

~rh

Smash Lord
Joined
Dec 1, 2006
Messages
1,202
Location
DMV
Somebody should make one for Turok. I think he would be a pretty cool character.
For some reason Turok reminds me of Thunder from Killer Instinct.

I would do both but I lack the creativity and time D:
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
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Vienna
It just came to my mind... I'll actually maybe do a Breath of Fire (or Breath of Fire II, I dunno yet) character, as well. Man, so many interesting things to do. I'll never be done and by January I'll have at least 30 movesets :(
 

mantlecore77

Smash Journeyman
Joined
Jul 17, 2008
Messages
440
Location
Ohio
It just came to my mind... I'll actually maybe do a Breath of Fire (or Breath of Fire II, I dunno yet) character, as well. Man, so many interesting things to do. I'll never be done and by January I'll have at least 30 movesets :(
Dude, I'm totally looking forward to a BOF character. I was shocked when I found that my Rand was the first to be done.

If you want my opinion, I think that you would make an amazing Nina... but I'm not sure what incarnation of her would be best.

Go for it.
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
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Since BoF2 Nina was the first I got to know, and is way more interesting than the other Ninas, I would take her, if I was doing a BoF-character. Right now I'm actually tending in between said Nina, Spar, Katt or Bo from BoF1. :O
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
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Hippo Island
It just came to my mind... I'll actually maybe do a Breath of Fire (or Breath of Fire II, I dunno yet) character, as well. Man, so many interesting things to do. I'll never be done and by January I'll have at least 30 movesets :(
Well, there's always Make-your-move 4.:)

Though I agree somewhat, there are other characters that I'd have a lot of fun making move sets for, but I don't exactly want to flunk out of College either. :laugh:
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
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Not wasting countless hours on a 10 man community
Ninja Turtles, Garet, and Bass were all godly. I'm amazed how much you've improved, Twilit Hero, that moveset is really exceptional, the sprites help a lot. Garet feels slightly underpowered, but he's still a very original play style. Bass. . .I'm thankful you didn't post that after my Nightmare moveset, it would've taken away the luster from mine slightly with another great moveset behind it.

I have a lengthy relating to the topic we all know well in the user group. I'm still going to keep doing movesets, but I'm taking down the number/letter grades. A label didn't help you improve your moveset, it was the text to the side of it. Some of my rankings aren't exactly the most fair anyway, as they're too biased towards detail. Then again. . .They are my reviews. In any case, it's constructive criticism, not a ranking system.

I'll do Cel Link next due to how much you've been ignored, Smashbot, but I have a nearly complete review for Gecko Moria waiting to be completed, so cel link will be the next one. Although I'd prefer to do Astaroth. . .Whatever.
 
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