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

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SirKibble

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I don't blame you... That really sucks, though, as I was very much looking forward to that moveset.
 

Shadow5567

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Hmmmm, while I appreciate both ideas, I think you two somehow gave me a better idea, dont really know how its connected but I'm pretty much gonna use his will for a lot of attacks. (If you've played recently you may know what I'm talking about.)
 

ungulateman

Smash Journeyman
Joined
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Messages
241
I don't have epic skills at designing, but can I do the Hoenn & Sinnoh PTs?

Hoenn
Blaziken
Grovyle
Mudkip

Interestingly, these = same evolution stages as the PT in Brawl.

**twilight zone music**

Sinnoh:
Piplup
Monferno
Torterra

W00t?
 

SirKibble

Smash Champion
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Messages
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You certainly can. There's no rule against it. Just make sure you put some good work into it! :)
 

Hyper_Ridley

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Can Fire Emblem characters really do anything though besides swing a weapon? It would get old if you just gave him firey eruption powers for half his moves.
 

SirKibble

Smash Champion
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Messages
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Can Fire Emblem characters really do anything though besides swing a weapon? It would get old if you just gave him firey eruption powers for half his moves.
I'm pretty sure it would actually be freaking awesome.

Neutral B: ERUPTION!!
Up B: Aether ERUPTION!!
Side B: Quick ERUPTION!!
Down B: CountERUPTION!!
Final Smash: GrUPTION!!
 

Red Arremer

Smash Legend
Joined
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I'm pretty sure it would actually be freaking awesome.

Neutral B: ERUPTION!!
Up B: Aether ERUPTION!!
Side B: Quick ERUPTION!!
Down B: CountERUPTION!!
Final Smash: GrUPTION!!
I chuckled at that. XD

And Hyper_Ridley obviously doesn't want to marry me because I <3 for making Extreme Dinosaur characters ;-;
 

TWILTHERO

Smash Lord
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You better do a good job with Ike Chris. If you don't make him better on the tier list, i'm going to kick ur butt :bee:

Not really, but still good luck to you on that.
 

BKupa666

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Cranky Kong



Watch out, all you cheeky young whipperSmashers, Cranky Kong has joined the Brawl!

STATS

Power: 6/10: Cranky packs a punch, with above average power.

Walking Speed: 2/10: A slow amble, Cranky slowly moves forward, all hunched over.

Dash Speed: 2.5 - 9/10: Pumping his arms vigorously, Cranky slowly jogs forward at about 4/10, but slows down drastically over time (about 10 seconds of running). However, he becomes quite fast under a certain circumstance.

Weight: 5.5/10: Although slightly above average, it doesn't take much to KO Cranky.

Range: 7/10: With all of his unique attacks, Cranky overcomes his short limbs with good long range attacks.

Projectile Distance: 6/10: His thrown projectile can travel good distances.

Fall Speed: 4/10: Cranky is kind of floaty.

Size: 5.5/10: He stays hunched over most of the time, so he's not that large.

First Jump: 3.5/10: This is a low vertical jump.

Second Jump: 6/10: Grabbing a classic DKC life balloon, Cranky rises upwards rapidly, before the balloon vanishes and Cranky begins falling.


Crouch: 3/10: Poor, Cranky simply bows his head, but cannot bend due to his bad back.

Traction: 9.5/10: He rarely ever slides, due to low speed and great control.

Combo: 7.5/10: Being quite a mentally skilled Smasher, Cranky has plenty of mindgames in store for his opponents.

Wall Jump: Yes, surprisingly

Wall Cling: No

Crawling: No

Glide: Yes, on a special condition.

Tether: Yes, on a special condition.

BASIC

A: Cane Bash: Taking out his classic wooden walking cane, Cranky gives nearby foes one solid bash on the head. This does no knockback, being only a basic attack, but comes out quickly, and can be used to start easy combos. 3%

AA: Cane Jab: After his first attack, Cranky pulls his cane back horizontally, then jabs it forward powerfully, to knock away foes. This has slight ending lag, as Cranky holds out the cane after jabbing with it, but has decent knockback for a basic attack. 6%

TILTS

Side A: Gramophone Crank: Cranky pulls out his gramophone from the opening of DKC and cranks it rapidly three times, causing three red notes to come out at a horizontal angle. This does three light hits on foes at average range; the last one doing low knockback. This is a quick move, but has low priority. 2-7%

Down A: Literature Lash: Taking out a heavy book, Cranky leans up slightly, then brings it down over his head, slamming foes nearby. This has the best knockback of his tilts, but is still not that great. This has slight ending lag, as he holds the book out a bit before stowing it. 7-8%

Up A: Banana Cream Pie: Cranky whips out a pie (with banana pieces on top) and thrusts it upwards. If it connects with a foe, a pleasant 'sploosh' sound is heard, as the foe takes light knockback. Otherwise, Cranky will simply pull the pie back down, where it will disappear. This can be effective for juggling, but won't kill until very high damage levels. 6-7%

SMASHES

Side Smash: TNT Barrel: Just like in the opening of DKC, Cranky takes out a single TNT barrel and tosses it forward (except only horizontally, not vertically like in the opening). Since he has low arm strength, the barrel only lands in front of him before detonating. Foes hit with the explosion take moderate damage and knockback, but surprisingly not too much. Foes take the most knockback and damage if they are hit with the barrel as it is thrown, but they can still be hit walking into the radius of the blast. 7-20%

Down Smash: Take it To the Fridge!: Just like in the DK Rap, Cranky takes out a crate record player with two records on top, and spins them back and forth, creating cool rap noises. Depending on the charge, Cranky can do up to four back and forth spins of the records. The first and last hits do the best knockback. The crate also has a hitbox as it comes out. Out of all of his Smashes, this has the most range. Foes are trapped in the hits if they touch the crate or records, although they can easily escape via Smash DI. 4-23%

Up Smash: Sideshow Swagger: Cranky pulls out three white balls, as seen in this video, and juggles them slowly, laughing. He only juggles them in a rotation three times, dropping them with an angry face after that. This is the quickest of his Smashes, but the weakest. This has high priority against foes about him, but Cranky is quite vulnerable from either side. This has decent range as well, the balls going a bit over Cranky's head. 3-18%

AERIALS

Air A: Banana Bash: Cranky takes out a Golden Banana from DK64, holds it by the thin end, and spins 360 around, holding out the banana to hit foes. This has surprising priority, as the banana is golden, but leaves him open from below for the duration of the move. This doesn't knock foes back far unless they have high damage, but is a good combo move for Cranky to use. 7-11%


Forward Air A: Kung-Fu Kong: Cranky leans onto his back, feet forward, and kicks four times rapidly. The third hit does the most knockback to foes. This has good range as well, but its priority is negligible. This also has virtually no startup lag, as the first kick comes as Cranky leans back for the rest. However, if Cranky lands before at least two kicks are finished, he lags a lot. 3-14%

Back Air A: Game & Watch Wallop: Cranky takes out a Game & Watch (which he claims have great graphics), a fire one, and slams it down behind him. This move does some of the best knockback of his aerials. This has noticeable startup lag when Cranky first pulls out the Game & Watch, but is still useful out of shorthops. If foes are hit as the Game & Watch is coming down, they are weakly spiked. 5-7%

Up Air A: Cane Pivot: Cranky takes his cane, holds it so the crook end is pointing up, and spins it, trapping foes in multiple hits. The hitbox is the upper half of the cane; foes are knocked back when they are hit with the crook part. If they aren't hit with the crook, they are trapped in the remaining hits without knockback (although you can Smash DI out). The crook has okay priority, but the rest does not. A useful property of this move is the fact that Cranky surprisingly has no lag if he lands before the move is finished. This can make it useful for juggling close to the ground. The cane has below average range. 2-15%

Down Air A: Kannonball Krush: Cranky grabs a Kannonball with a haughty face (believing he can hold it), but the weight is too much for him, and he plummets to the ground. This does the best knockback of Cranky's aerials, but is not really powerful. The Kannonball knocks foes away to the side, but does NOT spike them. If Cranky hits a foe once with the Kannonball, he can bounce and hit them a second time (but no more). The Kannonball lags when it hits the ground, but bounces so as to not lag Cranky too much. This move plummets at just under the speed of Toon Link's D-Air. The range is below average, but isn't too shabby, as Cranky holds the Kannonball under his body as he falls, his arms being too weak to lift it. 8-14%



OTHER ATTACKS

Downed A: Cane Stab: With an angry grunt, Cranky slowly gets to his feet, stabbing his can back then forward to prevent foes from approaching while he recovers his balance. 3-7%

Flipped A: Whirling Kicks: Cranky spins once on his bent back, kicking foes 360 degrees around him before he bounds unstably to his feet. 4-5%

Ledge A: Banana Medal: As he recovers, Cranky takes out a collectible Banana Medal from DK64 and swings it in front of him, to knock away nearby attackers. 6%

Ledge A (over 100%): Senior Slam: Struggling onto the stage, Cranky tries to do a simple Hand Slap, like DK, but cannot bend over completely. Because of this, he does not touch the ground, and simply weakly slaps in front of him with both hands. 4-5%

Dash A: Vine Barrel: As he's dashing, Cranky gains his pair of rocket barrels from DK Barrel Blast, as uses his dashing momentum to glide forward a bit. Despite being useful, with almost no startup lag, Cranky's dash speed rapidly declines as he uses stamina, so this move can glide for a few feet, or almost no where. Cranky and the barrels have different hitboxes; Cranky knocks foes back farther, but the barrels do better fire damage. 4-11%

Back A: Karate Punch: This attack is triggered when the control stick is lightly held back (not enough to turn Cranky around) and the A button is pressed. Just like a kung-fu master, Cranky pulls back one fist and punches behind him, letting out a loud battle cry as he does so. His fist does not go behind his head, making this move quite useless unless a foe is off guard. However, if it connects, foes get decent damage and knockback. This is mainly there just for kicks and giggles, despite having uses. 8-9%

GRAB

Leaning forward slightly with an angry grimace, Cranky sticks out one hand and tries to grab the foe by the scruff of the neck, like an adult punishing a child. This has below average range, but has little ending lag. Cranky has the most range from a standstill.​

Z: Facepalm: Extending the hand that he is not holding the foe with, Cranky groans and smacks the victim in the face, facepalm-style. This is a fairly quick grab attack. 2%

Side Throw: Old Man's Rage: With a yell of fury, Cranky takes out his cane, and swings it wildly at the trapped foe, screaming whenever he connects. Foes can escape Cranky after the first three hits by wiggling the Control Stick. If foes are trapped until the last hit, they take good knockback. 3-16%

Back Throw: Senior Slamma: Cranky leans back, and tries to do a 'Giant Punch' like Donkey Kong, but does do it very powerfully at all. This gives okay knockback, but low damage. Cranky also lags a bit as he recovers his balance, so this is not that great of a grab. 6%

Down Throw: Spanking: Cranky lowers the foe, extends a hand, and gives them a big spank on the butt. This causes low knockback, leading to a handy, but not at all broken, chaingrab of sorts. 5-6%

Up Throw: Crotch Punt: Just like his star days as a soccer player (from DKC cartoon :laugh:), Cranky holds the foe up a bit, then gives them a big punt between the legs. This does the best knockback of his grabs, above average, and can lead to decent combos from the air. 8%

SPECIALS

B: Animal Buddy: A primitive wooden crate appears in front of Cranky, who watches it carefully, but cannot see what Animal Buddy is inside, as the animal face stamped on it is shuffling quite rapidly through some animals, roulette style. By pressing B once, the 'crate-roulette' is activated. By pressing B while the 'roulette' is shuffling, you select one Animal Buddy's face, which is shown to you, as the crate blows up. From here, you have one new special ability to use, granted by one of four Animal Buddies. You can use this power twice per each animal. You can only have one animal out at a time. If this move is spammed, the crate will vanish, and Cranky must use 10 unique moves or be KOed before the crate is at full potential again. Here are the four Animal Buddies and their effects:

Rambi: The most famous of the Animal Buddies is a rhino named Rambi. In Smash, Rambi gives Cranky something new called a 'Smash B'. By smashing the Control Stick and the B button, this move is charged. When charging, Cranky hops onto Rambi's back with a chuckle, and Rambi begins trotting in place, lowing his head slightly. When the charge is released, Rambi dashes forward, mowing through foes with his sharp horn. The charge time increases the distance of the charge, to up to half of Final Destination. Cranky cannot be attacked off of Rambi by anything less than a Final Smash, but if he is hit during the dash, when the dash stops, Cranky lags as he falls off Rambi. Rambi's dash gives foes good vertical knockback. 11-17%

Expresso: A large ostrich that wears running sneakers. Expresso is without a doubt the fastest Animal Buddy. In Smash, Expresso brings his top racing speed, and assists Cranky with his dash. Whenever Cranky dashes under Expresso's influence, he rides the ostrich to drastically speed him up. Unlike the other three Animal Buddies, Expresso's power can be used many times, to a point. Each of the two times he can be used counts as the dashing distance of Final Destination. With Cranky's new dash, he gains a new Dash Attack as well.

Dash A (2): Ostrich Shoes: Slowing his top speed down a lot, Expresso leans back, Cranky riding him, and kicks up and down three times, doing three hits. This has surprising priority for his skinny legs. The last hit does the most knockback. 3-9%

Squawks: A green parrot who gave up carrying a flashlight to assist in carrying the Kongs to new heights. When summoned in Smash, Cranky now has the ability to glide. Whenever the glide input is pressed, Squawks appears from the sky and Cranky grabs his talons. You are then free to glide. You can glide more than twice if you cancel the move, then glide again; each of the two glides counts as one only if you hit the ground. With his new glide, Cranky gains a Glide Attack.

Glide A: Walnut Hack: With a loud coughing noise, Squawks uses his trademark DKC attack: hacking up a single walnut at foes. The walnut falls a few feet below Cranky and Squawks, unless it hits a foe, before disappearing. It does decent knockback, but has a small hitbox. Unlike existing Glide Attacks, this does not cancel the glide (R or L to Air Dodge does). 4-5%

Parry: A parallel bird (???) from DKC3. In that game, Parry flew above the Kongs, cutting through weak foes and collecting items up high. He jumped and ducked whenever the Kongs did, remaining 'parallel' to them. In Smash, Parry works as a short, but aimable tether recovery. If the Z (for Grab) button is pressed in midair, Parry will appear next to Cranky. From there, you can use the C stick to aim the direction Parry tethers in. To tether, Parry grabs the edge with his beak, pulling Cranky up with his tail feathers. You can use this tether ability twice per summon. Parry does light, multiple hits to nearby foes, and tethers you from the distance of about 3.5 Pikmin in a Pikmin Chain. 1-6%

Side B: Potioneer's Brew: Cranky pulls out a potion flask (like in DK64) and begins adding various unappetizing ingredients, such as several herbs and yo yos. You can charge the move in this form as long as you want, although the effects stop powering up after 3 seconds. When the charge is released, Cranky holds up the filled up potion flask. When he's brewing, the potion has a clear sheen. However, after three seconds of Cranky holding the potion (if you hold it more than 5 seconds, it explodes, dealing 10% and moderate knockback to Cranky), it can turn one of three colors, indicating what it can do.

Red: Growth: This potion acts as a growth stimulant to whoever it hits (it increases weight and power, but only about 3/4 as much as a Super Mushroom would do). This lasts 5 seconds on foes or Cranky (who you will want to hit, by throwing the flask up and having it hit Cranky). Foes take 5% from hitting this flask, but no knockback.

Yellow: Invisibility: This potion acts like the Cloaking Device: you take no damage for 7 seconds, but still get the knockback of the attacks hit with. Foes take 7% from hitting the flask, and low knockback.

Green: Shrinkage: The last potion enables whoever it hits to shrink in proportions. They shrink to just a bit larger than if you take a Poison Mushroom. This lasts for 9 seconds on foes. The flask does 9% and moderate knockback to foes.

Down B: Dojo Deflection: In the DKC3 GBA port, Cranky claimed to be a karate master. Watch this video (from 1:53 - 3:46) to see him in action. Here, he uses his skills as an effective counter move. When the input is entered, Cranky takes out his 'DK' shield from the video and holds it in front of him. If you hit the shield (and the shield only) during the first 1/2 of the 1.25 seconds he keeps it out, Cranky will block the attack. A spiky hedgehog (known as Bristles) will then fly over Cranky's head in an arc to counter the foe, at 1.15 the damage that the attack would've done. This does lower damage than existing counters, but can be used a lot more easily, due to a longer counter time.

Up B: Crystal Hologram: Cranky takes out the famed and mystical Crystal Coconut and holds it above his head. A magical flash appears around Cranky and the coconut for a split second, then Cranky turns into a crystal blue hologram and vanishes with the coconut. From here, you can control the direction Cranky reappears in. In this respect, it is a bit like Farore's Wind. However, Cranky travels in a much more curving manner, leaving sparkling dust behind him. This has decent range, but can get trapped under stage edges. Once Cranky reappears, he stows the coconut in his jacket as he enters a freefall. The flash at the start and the in flight dust damage foes lightly, the flash dealing low knockback. 1-8%

FINAL SMASH

The Good Ol' Days: A ladder appears several feet in front of Cranky. Foes who are hit with the ladder are caught in the whole Final Smash (the ladder extends farther than the Blue Falcon, but not that far). If a foe(s) are caught, they land on a 25m stage. With a classic Donkey Kong chime, young Cranky crashes onto the top of the stage. He looks like normal Donkey Kong, just bigger, no tie, and a lot more feral and aggressive. Foes can move, fight, and try to dodge what happens next, but at the rate Cranky can send them down, it can be quite difficult. Cranky gets a new set of specials when on this stage; although he cannot move, they are not difficult to hit foes with. If a foe miraculously makes it to the top, Cranky is invincible, as well. This Final Smash lasts 15 seconds, and generally does not KO foes, but instead builds up great damage.

B: Barrel Roll: The classic DK arcade move; he rolls a large wooden barrel down the structure. There is little room to Air Dodge, so foes are best off attempting a well-timed Spot Dodge. These do about 15% per barrel, and can be sent down at a rate of about 1 barrel per second.

Side B: Spring Toss: Just like the Brawl item that appears on 75m, Cranky tosses a bouncing jack down the structure. They do about 13-16% per jack, and can be thrown at a rate of about 1 per second. The most effective way to avoid these are Roll Dodging.

Down B: Gorilla Rage: With a fearsome gorilla roar, Cranky jumps up and slams down on his feet, stunning all foes in place who didn't jump to avoid the shockwave. This is by far the easiest attack to dodge, but can be deadly in combination with his other attacks.

Up B: Greenhouse Swarm: Pulling out a beehive from Donkey Kong 3, Cranky calls upon a swarm of insects from the same game to swarm down the structure in a tornado. This is the hardest to dodge, but can only be used once every five seconds. This is basically Meta Knight's Mach Tornado, with two times the damage, and it cannot hover around foes (it just continues down the structure). There is a 1/2 chance that this will give foes poison damage for 3 seconds. 7-43% (if you DI into the entire attack for its entire duration).

Of course, this catchy little beat plays in the background as a BGM.

When the Final Smash ends, all foes and Cranky appear back on the original stage. Foes take no knockback (but keep the damage), while Cranky stamps his foot, angry at being back to his old self (he is invincible as he does this). The battle then continues.
 

KingK.Rool

Smash Lord
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Interesting attacks so far. You know, I've never seen a good Cranky moveset, by which I mean, one that wasn't a joke set or just really sloppy. Should be fun.
 

Chris Lionheart

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Can Fire Emblem characters really do anything though besides swing a weapon? It would get old if you just gave him firey eruption powers for half his moves.
Idiot
.....


Sakurai's moveset for Ike doesn't capture Ike in any way...... There are things he can do that weren't even included in that moveset (sword waves for example.)

Fire was never one of Ike's abilities.... (in fact he has the earth affinity).
 

Junahu

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Sakurai's moveset for Ike doesn't capture Ike in any way...... There are things he can do that weren't even included in that moveset (sword waves for example.)

Fire was never one of Ike's abilities.... (in fact he has the earth affinity).
Don't forget that, as a ranger, Ike couldn't wield Ragnell or use Aether...

Brawl Ike has more in common with a jam sandwich, abeit a jam sandwich that can use Aether.
 

Chris Lionheart

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Don't forget that, as a ranger, Ike couldn't wield Ragnell or use Aether...

Brawl Ike has more in common with a jam sandwich, abeit a jam sandwich that can use Aether.
Lol now that you mention it... that is pretty funny. Ike doesn't gain either of those 2 abilities until he hits the Lord class.

And in Radiant Dawn he doesn't get Ragnell until nearly hitting 3rd tier.... and he doesn't use Aether until becoming a Vanguard.
 

Hyper_Ridley

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And Hyper_Ridley obviously doesn't want to marry me because I <3 for making Extreme Dinosaur characters ;-;
Oh, sorry, I didn't know you had responded. *Hands Spadefox a Cookie*



Chris Lionheart said:
Sakurai's moveset for Ike doesn't capture Ike in any way...... There are things he can do that weren't even included in that moveset (sword waves for example.)

Fire was never one of Ike's abilities.... (in fact he has the earth affinity)
Sakuraiiiiiiiii!

So Aether is the only thing Sakurai got right?
 

Chris Lionheart

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Oh, sorry, I didn't know you had responded. *Hands Spadefox a Cookie*





Sakuraiiiiiiiii!

So Aether is the only thing Sakurai got right?
Yeah..... that and him wielding the Ragnell (which I don't recall being a 2 handed sword, though it does have a weight of 20, which is really heavy for an FE sword.)

And even those two things he only got half right.

Sakurai only used Ike's Ranger costume (and Ike doesn't possess Ragnell or the ability to use Aether as a ranger).
 

BKupa666

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Wow, I wonder a lot about how Sakurai pulled that kind of crap out of his @$$...

Seriously, don't brag that you decide everything that goes in Brawl, and have been "successful" for three games straight when you are screwing up every thing from all series' that isn't stamped with a Warpstar logo.
 

Chris Lionheart

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:laugh: Poor Ike.


So is Marth accurate?
I don't know..... FE:SD hasn't come to America yet (and won't until the first half of next year).

I would assume that he isn't accurate... (though Marth is probably a lot less distinct than Ike is...)


And thats a funny way to put it BKupa.

Though Powers Kirby>Sakurai's Kirby
 

BKupa666

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And thats a funny way to put it BKupa.

Though Powers Kirby>Sakurai's Kirby
Heck yeah, although I'm going by accuracy, not originality; I remember someone posted a breakdown of Meta Knight's moveset, most of which consisted of slashing, stabbing, flipping, vanishing, spinning, or copying a grab from Kirby.

I'm starting to wish SirKibble took Sakurai's spot as Kirby and Smash creator...
 

Chris Lionheart

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Heck yeah, although I'm going by accuracy, not originality; I remember someone posted a breakdown of Meta Knight's moveset, most of which consisted of slashing, stabbing, flipping, vanishing, spinning, or copying a grab from Kirby.

I'm starting to wish SirKibble took Sakurai's spot as Kirby and Smash creator...
I think there needs to be a whole panel of creators for Smash (one expert of each series)...

Each would only be responsible for his own:

Sakurai (or preferably SirKibble)- Kirby
Someone from Intelligent Systems (or a really diehard FE fan)- Fire Emblem

You pretty much fill in the blank from there.
 

TWILTHERO

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Ugh...plz don't turn this into a Sakurai fest. I come this thread to avoid that kind of crap, not hear more of it. :urg:

..............................

My new chapter is going to be posted up tomorrow hopefully. It's a pain the *** to fit in characters without anyone getting pissed off. I pretty muched used most of the characters that i'm a die hard fan for the previous chapters.

The chapter is going to be pretty weak.
 

BKupa666

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I think there needs to be a whole panel of creators for Smash (one expert of each series)...

Each would only be responsible for his own:

Sakurai (or preferably SirKibble)- Kirby
Someone from Intelligent Systems (or a really diehard FE fan)- Fire Emblem

You pretty much fill in the blank from there.
I'd love to be the DK series creator; it's my fav series of all time (at least the DKC and DK64 part)

To keep this from being a Sakurai fest, as TWILTHERO says, here is some more work on Cranky

http://www.smashboards.com/showpost.php?p=5529626&postcount=5857
 

Chris Lionheart

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Ugh...plz don't turn this into a Sakurai fest. I come this thread to avoid that kind of crap, not hear more of it. :urg:

..............................

My new chapter is going to be posted up tomorrow hopefully. It's a pain the *** to fit in characters without anyone getting pissed off. I pretty muched used most of the characters that i'm a die hard fan for the previous chapters.

The chapter is going to be pretty weak.
There is going to be anti or pro-Sakurai debates anywhere you go in this forum....


Sad to hear that your new chapter is going to be weak...

Anyway I'll probably post a chapter tomorrow as well.
 

Meadow

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While finishing up most of Goombella's other attacks, it's her specials that I have the most trouble with. I have the ideas and everything down pat, but there are a few kinks that I have to work out, such as balance issues, damage, etc.

Any help? I'm pretty satisfied with how Light Beam and Headbonk came out, but Rally Wink and Tattle both in my opinion need a lot of fixing. Thanks in advance, and have fun reading.

Neutral B : Tattle – One of Goombella's main and most unique moves in Paper Mario : The Thousand-Year Door, of course Tattle will make an appearance in Brawl. Instead of just finding information about the opponent however, it'll damage them as well. Tattle is a flexible and viable move, and can be used in almost any situation. It has a lengthy start up time though, so be careful when you use it. You can use it in mid-air too, but it is suggested you use it on the ground.

Goombella will take out her green book that seems to be a infinite trove of information, and checks up the player on the screen. The range has no vertical range, but has a moderately large horizontal range. The range covers a distance about as long as Fox's lasers, and as long as no obstacles are in the way, Goombella can attack with Tattle from almost anywhere. A small piece of paper that is so thin that you can barely see it on stages with gray/white backgrounds, will fly out at the opponent as a projectile against the opponent. Not to mention that the paper comes out remarkably quick, it usually just takes reflex to block the attack. Goombella then glances back down to her book, then up again, and once more to her book. If the paper manages to hit the opponent, then the screen will freeze for one second, deterring all movement on the stage and graying the background. The crumpled sheet of paper will enlargen and fit the opponent's character, and implode on them, causing some major damage. The paper projectile itself will do 4% damage, and the explosion will do another 10% damage, but causes no knockback at all. The paper explodes into tiny fragments, all of them rushing toward's Goombella's Tattle Log, recording the thing in there.

Another effect of Tattle is that the player using Goombella will see a small health bar at the top right corner of the screen, showing her health and the opponent's health. Each character will have a specific amount of health points that if Goombella lands the hit that brings their health bar down to zero, they will be shot into Goombella's green book and crumpled up and shot out in a random direction, effectively KOing them. This makes Tattle a deadly tool, as you can KO opponents easily by letting the others do the work for you. Lighter characters tend to have less health points than others, while the bigger characters have higher health points. You will see their health bar flash as their health goes below 10%.

Very Light Characters (Game & Watch, Jigglypuff, etc.) - 80 Health Points
Light Characters (Peach, Marth, etc.) - 100 Health Points
Middleweights (Mario, Luigi, etc.) - 120 Health Points
Heavyweights (Dedede, Snake, etc.) - 140 Health Points

If your opponent gets the hit that brings down the other opponent's health bar down to zero, then the bar will simply flash and disappear from your screen. If the opponent is already over the health point mark, then the health bar will not appear at all.

Tattle has two more uses that aren't really helpful, but fun to use. In any stage, if you use Tattle 3 times in a row, missing the opponent, then the next time you use Tattle, the screen will stop and instead of the paper shooting out, Goombella will give a brief description of the stage and its hazards, or make a snide comment about something happening in-game, such as 'This stage is called Final Destination. It's a fair and even stage that allows competitive play to exist in Brawl somewhat.' or something similar.

The other fun effect of Tattle is that you can actually maintain a Tattle Log, just like in the Paper Mario games. Once you Tattle something for the first time, that tattle will be in your Tattle Log forever (Can be found next to the Stickers menu.) unless you delete your game data. There are a multitude of things you can Tattle on, almost as much as the Trophy count (544, I believe.). You can Tattle characters, items, stage hazards, SSE enemies/bosses, and even other minor details such as the blocks on Yoshi's Island (Melee), the Shy Guys in the Mario Kart stage, and much more. However, in order to get a Tattle recorded into your Tattle log, you would have to use the same method as the '3 in a row' use as before, so make sure you time it right.

Rally Wink Effect : If you manage to land a Tattle on someone, then the sheet of paper surrounding them will contain two Goombas (One of them wearing a blue cap and another one wearing a pink helmet with a blond ponytail) with some hearts around the edges of the paper. Goombella will blush slightly when she uses Tattle. But other than that, nothing else is added, which is a bit of a shame.

When to Use : Whenever the opponent is vulnerable. Tattle is a fun and unique move, but it has a lengthy start-up time, so be wary of your surroundings when you use Tattle.

More to be added to Tattle

Forward B/Side B : Light Beam – Goombella puts on a determined expression on her face and will shoot a beam of light in front of her at the opponent using her pith helmet. The beam will do some minor damage and some minor knockback. It comes out instantly though, so you could use it for edgeguarding, blocking, and pretty much anything. The beam of light will also reflect energy based projectiles, such as Fireballs, Lasers, Aura Spheres, Energy Balls, PK Thunder, and etc. Against solid projectiles, such as Turnips, Waddle Doos/Dees, Gordos, Arrows, Bombs, and etc. however, the attack will just go through the light and damage Goombella. The attack has pretty moderate range. It does not give Goombella any movement while she's using it, but she does crouch a bit while using it, with her eyes tightly shut as she aims the light at the opponent. The attack comes out at frame 4, so you'll be safe when you use it. It has a bit of lag at the end when Goombella shuts off the light, so be careful not to get grabbed or attacked when the opponent recovers from the stun of the light. Make sure you don't use the attack in the air unless you're sure you can make it back to the stage, because you'll just float gently down and lose a lot of height if you do. The light beam has no attribute, despite sounding so electrifying. [10%] (Range : Very High. It covers about 2 and a half character spaces away from Goombella.) (Knockback : Average. Does not give much knockback, but it's still a good attack to use)

When to Use : As often as possible without staling it. The light beam comes out almost instantly, so it's a great choice for a counterattack, with the only downsides of it being sluggish at the end and only covering the side Goombella is facing.

Rally Wink Effect : Light Beam will reflect solid projectiles as well as healing Goombella by 1% if it hits an opponent directly.

Up B : Headbonk – The trademark move of all Goombas, what would a Goomba be without a headbonk attack? Goombella has her own headbonk attack, but it is not very different from other Goombas, except that it does slightly more damage due to her wearing a pith helmet. Once this move is used, Goombella will jump off of the ground and headbonk a set distance away from her. This can be considered an aerial attack. Goombella can alter the range by gently tilting the stick left or right depending on where you want Goombella to headbonk. Once Goombella headbonks an opponent, if the opponent sidesteps the attack, Goombella will land onto her tripping animation, giving the opponent a lot of time to counterattack. If Goombella lands on a shield, she'll bounce back as if she hit the opponent. If Goombella manages to land a hit on the opponent using Headbonk, Goombella will rebound and land a little more than halfway of the distance she jumped. Goombella can use an Nair aerial while she rebounds, so there are a lot of different uses for this move. You can sweetspot the ledge with it as well. The move has average vertical and horizontal recovery. However, like Peach/Kirby's Up B recoveries, you can't grab the ledge if you're facing away from the ledge, unless you press down and go into a falling state. That's one of it's major downfalls, and hinders Goombella's recovery greatly. Other than that, this is a pretty good move. [12%] (Range : Low to High. It depends on how much you tilt the control stick.) (Knockback : Low. The hitstun of the attack is quite long though, similar to being spiked from the air onto the ground.)

Rally Wink Effect : Headbonk will gain an additional 3% damage and gain a little more knockback than usual.

When to Use :

Down B : Rally Wink – Goombella winks at a nearby opponent/teammate, a soft smile on her face and a spinning heart coming out next to her cheek. The Rally Wink is probably one of Goombella's most unique moves, aside from Tattle, that is. Rally Wink will have a different effect in a normal match and a team match, as you might have guessed by the 'Rally' part. Rally Wink comes out fairly quickly, and you won't be left as vulnerable as you are when you're using Headbonk/Tattle, so use Rally Wink as often as you can without being interrupted. The whole attack takes one second to use, though sometimes it can hardly be called as an attack, as it's used mostly for the effect purpose. If an opponent makes direct contact with the heart coming out of Goombella, they will take 4% damage and be knocked back a little.

In a Free-For All/1 vs. 1 match, if Goombella uses Rally Wink, special effects will effect most, if not all of her moves. This could include a boost of damage, knockback, cause stunning/tripping, and more, or even a combination of some of them. You won't know what kind of effect Rally Wink will have on you, so just use it and find out! Rally Wink lasts for 15 seconds in a Free-For-All/1 vs. 1 match. The cooldown time is 30 seconds, so be wary of when you're going to use it.

In a Team match, if Goombella uses Rally Wink, Rally Wink will not only effect Goombella, but her teammate(s) as well. The Rally Wink will give every move used by your teammate to heal Goombella and vice versa. The range of damage healed per hit is usually 1% if landed successfully, but if you land a special or fully charged smash attack, then it could go up as high as 3%. If you throw an item, the healing capabilities of Rally Wink will not take effect, besides Team Healers, Food/Maxim Tomatoes/Heart Container. Your teammate will gain ¼ of the health recovered while under the effect of Rally Wink, and will also have other effects, such as a small boost in power and etc. If your teammate uses an infinite A attack, then the damage healed will max out at 3% for that attack, if you manage to land that many hits. You will not be able to heal yourself unless the Rally Wink effect is healing or your teammate heals you by successfully landing an attack on an opponent. Rally Wink is very useful in Team Matches. Rally Wink lasts for 20 seconds in a Team Match. The cooldown time is 40 seconds, so be wary of when you're going to use it.

When to Use : One of the most important pieces of Goombella's playstyle, Rally Wink plays a major part in your game and should be used to its maximum potential. Once the Rally Wink runs out, try to find an opening when you can use Rally Wink again and regain the effects of this fantastic move.

Rally Wink Effect : Miscellaneous Effects – Include Healing (1 ~ 3% Maximum for one hit), Increased Damage (1 ~ 3% Maximum for one hit), Stunning (Maximum chance of increase is 20%), Tripping (Maximum chance of increase is 20%), Freezing (Maximum chance of increase is 5%),
 

Hyper_Ridley

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I think there needs to be a whole panel of creators for Smash (one expert of each series)...

Each would only be responsible for his own:

Sakurai (or preferably SirKibble)- Kirby
Someone from Intelligent Systems (or a really diehard FE fan)- Fire Emblem

You pretty much fill in the blank from there.
*Nominates self as Metroid expert*

But I do think that would be a cool idea IRL, for the actual series creators to supervise their own franchise's representation in Smash Bros (though Metroid would still be screwed considering its creator is currently residing in heaven).
 

Chief Mendez

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@Meadow: They're both fine like they are...but they're way too long. Nobody's going to read that entire thing. I shudder to think how long the full moveset is, if this is how much time it takes for you to explain two moves...

@Everyone Else: See, if you all had frequented the SSB4 thread (back when it was still worth the trip), you'd know why that idea wouldn't work, neat as it is.
 

Chris Lionheart

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*Nominates self as Metroid expert*

But I do think that would be a cool idea IRL, for the actual series creators to supervise their own franchise's representation in Smash Bros (though Metroid would still be screwed considering its creator is currently residing in heaven).
The new CEO could always do that job....


I don't see why this idea couldn't work....
 

Hyper_Ridley

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I'm assuming it's because all of the franchise guys would be trying to glorify their own character so in the end we'd end up with an incoherent mess.


@ChiefMendez: You mean not even MasterWarlord would want to sit through that?! That's... scary.
 

Chris Lionheart

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I'm assuming it's because all of the franchise guys would be trying to glorify their own character so in the end we'd end up with an incoherent mess.


@ChiefMendez: You mean not even MasterWarlord would want to sit through that?! That's... scary.
Then modify that a little.... give one person authority over all of them who isn't biased towards any series.
 
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