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

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KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Sorry for my abscene, I was playing the Smash World trivia. . .And I actually won. By a land slide. Guess most people can't type or don't know answers to obvious questions.

*Is going to have Mario Kart Wii shipped*
Very nice! I probably would have participated, but I already own the game. Enjoy it, it's a ton of fun, and there's lots of stuff to unlock, too.

Report, report, report.
 

LUVTOY77-ROGUE WIREFRAME

Smash Champion
Joined
Jul 26, 2006
Messages
2,372
Shade

"The Twilight Cage has been re-opened! Shade joins the Brawl!"_Unlock message.



Character Info

A member of the legendary Nocturnus echidna clan, this female echidna has been living for thousands of years sealed in another realm known as the Twilight Cage. Her clan's corrupted leader, Ix (for short) stole the Chaos Emeralds after managing to escape the Twilight Cage using advanced technology. She joins Sonic and co. in Sonic Chronicles for the Nintendo DS when she discovers Ix wants to conquer Sonic's world.

Animations

Idle: Shade takes a boxing-esque stance, moving her arms in a defensive manner while slightly hopping foot to foot.

Walking: Shade steps forwards cautiously, fists raised in front of her.

Running: Shade folds her arms back (similar to Sonic's run) as she speeds forward, her locks flapping in the air a bit.

Dizzy/Stunned: Shade stands with her hands at her sides, and her head tilted back slightly, small white stars "exploding" near her head (visual touch-up only).

Crouching: Shade sticks one leg out while bending on the other, with one hand resting on her knee and the other supporing her on the ground.

Rolling: Shade curls up similar to Sonic's spindash and rolls across the ground, quickly unfolding into her stance.

Shielding: Shade puts one foot back as if to brace herself as she folds her arms across her chest and tilts her head forward.

Side-Step: Shade leans into the background, her arms flailing as if she is about to fall of an edge; similar in a way to R.O.B.'s. She stands on one leg, the other kicking backwards and then stepping back onto the arena.

Air-Dodge: The echidna curls up momentarily, trying to make herself harder to hit.

Ledge-Grab: Shade grabs the ledge momentarily, then punches the side to firmly encamp her fist in the wall. Her other hand hands freely, and her feet are firmly against the wall (resembles a wall-cling).

Climb-Up (from ledge): The ex-nocturnus cartwheels from the ledge onto the stage, a quiet crack sounding when she yanks her hand free from the wall.

Ledge-Roll: Shade leaps into the air slightly, then forward rolls onto the stage.

Ledge-Jump: Shade leaps upwards, one knee brought up, while her arms and other leg are trailing.

Poses

Victory Pose 1: Shade stands facing away from the camera, hand on one hip, the other grasping a devlish looking blade, her laughter resonating quietly in the background.

Victory Pose 2: Shade looks at the other contenders, then looks at the camera, then yawns while she scratches her head.

Victory Pose 3: Shade jumps up, spinning completely around once while in the air, with her fist in the air as she does so. When she lands, she throws her palm forward (resembling Mario's Forward Smash, but without fire), her other hand curling into a fist.

Losing Pose: Shade stands head-up and respectively, clapping quickly for the victor.

Alt. Costumes

Alt. Costume 1: What parts of her costume are hued yellow; black is changed to white.

Alt. Costume 2: Shade's white parts are red, her eyes dark red, and her black is a deep purple.

Alt. Costume 3: Shade's black is blue, and white is grey.

Alt. Costum 4: Shade's black is brown, and the white is lime green, almost glowing. Her eyes are a dark, glowing green.

Miscellaneous

Leech Blade: Shade has a special attribute, and that is her main weapon of choice, the Leech Blade. Any time she uses it in an attack, she does damage to her opponent, while decreasing hers. Note she does NOT gain much health/lose much damage this way.

Stats
*1 being worst, ten being best

Walking Speed: 3/10

Running Speed: 4/10

Primary Jump: 6/10

Secondary (double) Jump: 5/10

Size: 5/10

Range: 6/10

Weight: 5/10

Power: 5/10

Final Smash: 8/10

Abilities

Footstool Jump: Yes

Wall Jump: Yes

Wall Cling: Yes

Crouch: Yes

Crawl: Yes

Specials

Neutral Special: Blade Drop

Shade is propelled forward around 3 stage builder blocks (SBB's), slashing horizontally with her Leech Blade when she enters the last SBB-length of her attack. This move has just above average priority, usually making it safe to use as a reliable approach.

During the first SBB's of this attack, Shade's body is the only hitbox, doing 4 to 9% damage with minimal knockback. However, when Shade reaches the 3rd SBB, she draws her sword, capable of doing 6 to 11% damage. The swords knockback is mediocre, not great but K.O.'able on Mario at around 110% damage.

If Shade uses Blade Drop while airborn, she will propel 6 SBB's downwards, drawing her sword at the 3rd SBB and sheithing it at the end of the 5th SBB, so the end of her attack does not involve the Leech Sword (when airborn). This move does NOT render Shade invulnerable after used in the air.

While on the ground, if Shade happens to be close and facing a ledge when she uses this move, she WILL fall of the edge, but will be able to recover.

Blade Drop has .5 seconds of start-up lag, but virtually no ending lag. While airborn, if you press forwards during that start-up time, when Shade performs the move you'll be propelled forwards instead of downwards. Shade only moves 3 SBB's forwards in the air instead of 6 SBB's downwards.

As stated earlier, this move has above good priority, making it a noteworthy approaching move. The near laggless ending helps bunches as well, however it evens out in that teh beginning of the move has a slight amount of lag, making the move predictable.

Leech Blade: Shade's Leech Blade drains energy from her opponent and transfers it to her. The Leech Blade, however, drains less and less energy from every attack you use it, just like the stale move system.

In Blade Drop, the Leech Blade will restore/decrease 0 to 4% health/damage. Every two attacks, it's effectiveness is lowered by 1%. Every 30 seconds it isn't used it's effectiveness is restored by 1%.

Side Special: Blade Rush

Shade remains stationary, and slashes her Leech Blade up to 5 times very quickly.

An individual slash does 3 to 5% damage, but for every cosecutive slash 1% is added. That makes the damage totals out to be 7 to 9% damage total. The 2nd slash has K.O. potential on Mario at around 132% damage, while the 5th slash has K.O. potential on the same plumber at around 119% damage. The other strikes do not have real K.O. potential, with minimal knockback.

You activate consecutive slashes by tapping B after executing the first slash. This is similar to Marth's side special, except no further directional imput is necessary (as the attack doesn't have alternate directional slashes), and comes out much faster. If you press B + left/right, Shade will slash once; if you hold B (left/right isn't required), and then release after Shade glows yellow-ish, she will execute a strong 2nd slash, capable of K.O.'ing Mario at around 115% and dealing 3 to 6% damage. Note that consecutive slashes can NOT be added after this strong 2nd slash.

The 2nd and 5th slashes have good priority, while the 1st slash has mediocre priority, and the 3rd and 4th slashes have bad prioriy. As fast as you can tap the B button is as fast as Shade will execute the slashes, and there is a .5 time limit between slashes. You have up to .5 seconds to execute the next slash; if you fail to do so, the move ends prematurely.

All slashes come out practically immediately, except the first slash, which has about .5 seconds of start-up lag. When Shade uses this move in the air, she will spin around very fast in the same motion Kirby's Hammer side-special from Melee. In the air this move does 5 to 11% damage with medium priority.

Now for the Leech Blade: The Leech Blade absorbs 0 to 1% damage on contact for the 1st, 3rd, and 4th slashes. For the 2nd and 5th slashes, it absorbs 0 to 3% damage; every three slashes, the value decreases by 1%, and every 20 seconds it is restored by 1%.

Up Special: Echidna Rush

Shade freezes in the air, then teleports around 4 SBB's ahead in whichever direction you tilt the control stick. An after image remains where she was, then after images zoom up to her. This happens very quickly, with 1 second of start-up lag.

Shade's Echidna Rush does 4 to 9% damage as she teleports (the after image and her appearing both cause damage), and when her after images rush forward towards it, 3 to 7% damage can be caused. Knockback is low, and K.O.'ing with this move isn't likely, so I won't give a percentage.

Echidna Rush has 1 second of start-up lag, as well as a predictable nature; although it happens quickly, once Shade appears opponents will know not to go, and as her after images move towards her she is incapable of moving, not even D.I.'ing. The good thing is Shade's after images catch up to her pretty quick, so it's not TOO big of an issue.

This is a fair recovery, it can travel 4 SBB's in any direction, the if you opponent is dumb enough, they might go for the after image Shade leaves behind when she teleports. Shade herself only has a hitbox as she reappears, and the hitbox is her body. She doesn't have good knockback, and neither do the after images, although the after images will freeze an opponent in place until they have all past (which still goes by pretty quickly).

Shade does NOT use her Leech Blade for this attack, so no point in talking about it here.

Down Special: Cloak

The in-game description of this attack states Shade activates her cloaking device, making her faster and hardy to hit in combat. So that's what happens here. When you activate her Cloak, she kneels down, and waits one second, then she partially fades into the background. When you deactivate the cloak, shade does not kneel over, she just becomes [easily] visible.

Shade's Cloak does no damage... to her opponent. Every second you remain cloaked, 1% damage is piled onto Shade. Shade's Leech Blade is essentual to keeping your damage down, as this move will come in handy.

when Shade is idle, she is almost invicible, her outline "flashing" on different parts of her body constantly, giving a small signal Shade is there. When shade walks, she'll be a bit easier to see, but also walks faster than when uncloaked. When she dashes she'll be easier yet to spot, but dashes much faster than usual. Think of this as a toned-down version of the cloaking device from Melee. The cloak will automatically turn off after 15 seconds, and will need to charge for 5 before it can be used again.

The cloaking device is necessary for Shade; with her normally slow movements and mediocre to low priority PLUS start-up lag, Shade finds it a bit difficult to approach an enemy. The Cloak allows her to persue her enemy.

It is necessary for Shade to score hits when she activates the cloaking device. Every second that passes, Shade recieves 1% damage, so consecutive strikes from her Leech Blade are necessary to keep her in fighting condition. It'll take some practice/skill in order to balance out her Leech Blade attacks with her Cloak, and to know when to use the Cloak as well.

If you never use the cloak and constantly attack with the Leech Blade, you'll find that you're gaining more damage than losing. The Leech Blade only works for so long, and Shade has poor approaches, so you're in for a struggle if you choose not to utilize the Cloak.

It is mentionable that Shade's movements in the air are not affected by the Cloak, as in she will not move through the air faster than normal, or drop faster. Only her grounded movements (and NOT attacks) are sped up.

Walking Speed changes to: 5/10
Running Speed changes to: 6/10

Standard Attacks

Standard A: Shade swipes through the air in a diagonal manner with her Leech Blade.

This swipe has mediocre priority, nothing to brag about, and can be easily side-stepped, as it isn't the quickest standard around, and a slight amount of start-up lag makes it somewhat predictable. Just a tad of ending lag ensues, making Shade's Standard A punishable with a bit of effort put into it.

Shade's standard A does not have any combos like Ct. Falcon's or Kirby's, and does 3 to 7% damage.

Leech Blade: For her standard attack, Shade's Leech Blade restores/decreases 0 to 2% health/damage. Every two attacks, the % decreases by 1; every 20 seconds, the amount is restored by 1%.

Tilts

Forward Tilt: Chao Aid-Ghise
*Chao aid is when a Chao is used to attack.

Ghise is an elemental Chao, it's specialty being water. As you activate this attack, a water bubble splashes upwards and forwards slightly at about one SBB block upwards (from the ground), and twists into Ghise. This happens very quickly.

As soon as Ghis appears, he twists back into the water bubble which then vanishes. There is some start-up lag as usual, and the attack does 2 to 6% water damage.

Shade's forward tilt has low priority, some start-up lag, and low knockback, but does double the damage against fire-based enemies such as Charizard. Ghise also eliminates fire hazards produced by characters, such as Mario's fire ball, and Bowser's flame breath.

While Ghise has the edge over fire, electricity shuts it down, as in the attack will do half the damage it normally does against something like Pikachu, and in the case Ghise is hit by Pikachu's thunder jolt, double the damage will be transfered over to shade. Be careful with this!

Down Tilt: Shade-Shot

Very quickly, Shade drops to her crouching shot and delivers a punch; OW FOR THE GUYS!!! She packages her punch in a sweeping motion, causing characters to fall/trip at low percentages.

Trip PercentagesLight: Trip at 2 to 18%
Middle: Trip at 5 to 14%
Heavy: Trip at 8 to 13%

Shade's down tilt does 3 to 7% damage, with good priority for a d-tilt. It executes fast with less start-up lag than most of her attacks. If this move doesn't trip, it will knock the opponent into the air and away from Shade, but not very far. This move has relatively low knockback.

Up Tilt: Chao Aid-Zimba

Shade lifts her arm above her head, and a tiny grey Chao appears in her outstretched palm; the Chao emits a spark of electricity as it appears, and then disappears in a flash. The electric Chao is Zimba.

Once again, Shade has some start-up lag when using this move. Zimba remains in her palm for only about .5 seconds, and then the move is over. Zimba creates an "orb" of electricity around itself, which shrinks as soon as it appears. When it gets to small to contain teh Chao, he'll disappear as it shrinks into nothingness. Virtually no ending lag is evident in this attack.

Even though it's surrounded by electricity, Zimba has low priority, and to make matters worse for Shade, she is open to attack from landlubbing enemies, as almost the entire hitbox is above her head. The electricity does 4 to 8% damage, with little knockback, and no K.O. potential.

Shade's Up Tilt does twice as much damage to water-based characters such as Squirtle, and stops water projectiles in their tracks. Zimba (Shade's Chao Aid for this move, remember) does 1.5 as much damage to drenched opponents, meaning if they just jumped out of water, Zimba will do more damage than normally.


Smash Attacks




Aerials




Final Smash



*More on the way, let me know how you think!
 

Iron Thorn

Smash Lord
Joined
Jun 26, 2008
Messages
1,097
Location
Going to Gamelon. I'm taking the Triforce of Spag
yesterday I went to my friend's house and watched them play Odin Sphere. I REALLY wish I could play that game, because all the main characters are ballin' (well, Oswald is just okay) and I want to make movesets for Gwendolyn and Mercedes D;

Eru is pretty much done, Teigen is next to be revamp'd.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
As awesome as the idea is, I can't help but think making every attack heal her, Shade will be too good. And that's not the worst of it. Shade doesn't have a single bad stat. Not to mention that she has a wall jump, wall cling, AND a crawl, with a good Final Smash to boot.

It's a great concept, so just tone down the power of her attacks and stats to make the inclusion of a self-healing mechanism justifiable. Imagine Mewtwo with such a mechanism. Now imagine Meta Knight healing on all his attacks. Not really a fun comparison, is it?
 

-DXH-

Smash Cadet
Joined
Jul 16, 2008
Messages
29
Location
Sweden, Gothenburg
Meowth, V.2​

Again, first one, spare with me :]


Unlock Messege: 'Meowth from the Pokemon series is here to cause havoc! Be prepared!'

I've always thaught that Meowth made more sense than Jigglypuff to be included, so I decided to try and make one of these :]
Spare with me tho, this is my first time.

Stats:

Power: 4/10
Walking Speed: 6/10
Dash speed: 8.2/10
Range: 4.3/10
Projectile distance: 5.2/10
Drop speed/weight: 3.6/10
Size: 4.1/10
1st jump: 6.6/10:
2nd Jump: 7.7/10:
Crouch: 6/10
Wall jump: Yes
Wall cling: No
Crawling: Yes 3.4/10

Standard:

Neutral A: Meowth scratches twice. Has short range and big ending lag, but almost no start-up lag at all. Knockback is minimum. (4%)

Hold down A: Repeats his neutral A, lag included.

F-tilt: Does a small kick. Has medium range, high start-up lag and low ending lag. Knockback is great on high-percentage, but it still has a hard time to manage a KO. (6%)

F-smash: Meowth charges and then leap into a headbutt. BIG start-up and ending lag, but great KO potential. (10%)

U-tilt: Does a small uppercut. Similiar to Jigglypuffs U-tilt. (4%)

Up-smash: Throws out a bunch of bottlecaps into the air. The more you charge, the better the range. Every cap does !% of damage. If every cap hits the damage becomes a total of 10%, fully charged, and 5% not charged at all. Has a little bit of start-up lag, but no almost ending lag at all. Has no KO potential at all tho. The caps hit similiar to Mario up-B, without the final punch. Meowth either says "Here we go!" or "Look at this!" while doing this move.

D-tilt: Does a quick sweep with his tail. Does minimum damage, has medium start-up AND ending lag. Has a high chance of causing tripping, but this goes down with the Stale Moves punishment. (5%)

D-smash: Hits with both paws close to the ground, like Lucario. This is Meowths' best KO-move, as it is fast and has good Knockback. (10%)

Dash attack: Hits with his head for 7% of damage. Similiar to Jigglypuffs dash-attack in Melee. Knockback is ok. Has a bit of start-up lag, but low ending lag.

Aerials:

Nair: Spins around in a sumersault, facing the camera. Hits 5 times, and each hit deals 2% of damage. Opponents can't get stuck in it, and will simply bounce out from it. Has no start-up lag, but mediocre ending lag, since it has to spin 5 times.

Fair: Meowth scratches in front of him, dealing 8% of damage. Easy to WoP with this, since it has no lag at all, except for a little in the end.

Bair: Throws out a small kick. Has great KO potential, and again, it's easy to WoP with. Does 11% of damage, with the only lag being in the end.

Uair: Scratches above him with both paws. An easy move to juggle with. Only ending lag here aswell. (4%)

Dair: Does a piruette, like Marios' Dair. Hits 10 times, and each hit does 1%. Every hit has low knockback, but if every hit connects it has a medium knockback at the end. Has low start-up and ending lag.

Specials:

Neutral B: Payday: A close ranged projectile. Chargeable for further range and damage. Fully charged after 4 seconds. Fully charged has a range of half Final Destination, while non-charged has a range of a quarter of Final Destination. (5% non charged, 8% fully charged)

Forward B: Body Slam: Leaps forwards. Hits 3 times, each hit does 4% of damage. The hits hit in a period of 6 seconds, and doesn't start until the 2 second start-up frame leap is done. Can be interupted while doing the move by tapping the jump button, resulting in a leap upwards. This can only be done before the hits. Great horizontal AND vertical (if you interupt it) recovery. Says "C'mon!"

Up-B: Struggle: Seems to be struggling to get upwards, doing kicks and punches in the air. Bad vertical recovery, but nice horizontal recovery. Opponents gets stuck in it. Hits 8 times, while each hit does 2% of damage. Bad knockback. Screams out "Ahhh!!!" while doing this.

Down-B: Surprise Attack: Digs a hole in the ground. Like Snake's D-Smash in a way. Only 1 hole can be present at any time, and the holes are easy to see as they are revealed by a bunch of leaves and un-eaven dirt. If stepping on a hole you get stuck in the ground, and take 10% damage. Not really a KO move, as it has no Knockback. Great for controlling the ground tho, as it is Meowths weak side. The holes disappear after 1 minute. Has big start-up lag, but low ending lag.

Grabs:

Grab: Grabs the enemy with both paws.

Grab attack: Kicks them with his right foot. Each hit does 2% of damage, and is farely slow.

F-throw: Throws enemy first at the ground, followed by a kick to send them flying. Knockback is the same as Jiggs F-throw. (10%)

B-throw: Jumps and throws his enemy beneath him. Does 9% of damage and has medium knockback.

U-throw: Simply throws them upwards a small distance, and then headbutts them. Throw does 3%, while headbutt does 5%. Has a tiny knockback.

D-throw: Sits on his enemy and scratches his face with his claws rapidly. Does 12% of damage with low knockback.

Stuff:

Final Smash: Team Rocket appears in the backround, seated in a Meowth looking robot. They use quick claw arms (like the anime for those that remember that **** ;P) that fling out randomly at a few occasions. If you get hit by one of the arms you get stunned, like if you got hit by DKs' F-special, and take 10% of damage. Meowth can move and attack during the time this is in effect. Lasts for 20 seconds.

Edge Attack: Hits with his tail. (5%)

Recover Attack: Hits with his claws on both sides. (3%, 4% behind him)

Trip: Simply trips on his butt.

Taunts:

U-taunt: Takes his claws out (as seen in the picture) and says "Prepare for trouble!"

S-taunt: Scratches is the air, leaving a red "scratch mark" while saying "HaHa!"

D-taunt: Polishes his forhead coin.

Victory pose:

Eats nuddles and jumps up and down as he seems to have burned his tounge.

Lays on the ground with his arms behind his head, wearing sun glasses, yawns loudly, and says "Big deal..."

Makes the 'V' mark with his fingers while saying "Team Rocket"

Losing Pose:

Cries like the Ice Climbers.

Wii-mote Character Selection Sound:

Says "Double Trouble!"

Codec:

Snake: Otacon, what's up with this strange looking cat?
Otacon: That's Meowth Snake. He is a Pokemon, and a member of the evil organization Team Rocket.
Snake: Team Rocket? Sounds silly to me. Is he really a threat?
Otacon: Watch your back Snake. Team Rocket has a habit of stealing things. They might steal all your gear while your not looking.
Snake: But this is just a cat. Hmm...


Enjoy, and don't kill me because I "lolol omg sucked bullz duwde" or anything ;P
 

cheap_josh

Smash Ace
Joined
Mar 24, 2008
Messages
914
Location
Northern Virginia
I like that moveset, Meowth is good.
It could be more descriptive, but I got what I wanted to know out of it (others will probably disagree). However, I will say that your Neutral B tells itself like we already know what Pay Day does... you should elaborate on that as if we've never played Pokemon/SSB before. You might want elaborate on your dair, too.


I liked the layout too, very simple and easy to read. The big, cartoony font probably did that. You might want to add more color though.


Also, I think your stats are misleading. You say his power is 4/10 but he's got some Lucas-powerful attacks and quite a few of them are in the double digits.
 

Shadow5567

Smash Journeyman
Joined
Apr 11, 2008
Messages
223
Location
In your mom
Yeah, I have hard time believing that. Either your moves are the most amazing and complex move of all time, or you're typing up how to use each move on every single character in Brawl. And is this special project an OC or an already existing character?
Actaually, the attacks will only be as detailed as my Roxas (Yea, iz alot but still.....) and I'm toning him down, trust me, if I wanted to erase every fiber of life in me and spend a few months on it, I could have em to where Mendezes life story looks like a grain of sand on a beach. And yes this is a VERY populaer preexisting character that SHOULD have already been in Brawl, I'm pretty suprised and grateful that he has yet to be done.
 

LUVTOY77-ROGUE WIREFRAME

Smash Champion
Joined
Jul 26, 2006
Messages
2,372
As awesome as the idea is, I can't help but think making every attack heal her, Shade will be too good. And that's not the worst of it. Shade doesn't have a single bad stat. Not to mention that she has a wall jump, wall cling, AND a crawl, with a good Final Smash to boot.

It's a great concept, so just tone down the power of her attacks and stats to make the inclusion of a self-healing mechanism justifiable. Imagine Mewtwo with such a mechanism. Now imagine Meta Knight healing on all his attacks. Not really a fun comparison, is it?
Not all of her attacks heal her; only two of her specials do. And I'm planning on implementing a feature that really counters the healing, or makes the healing necessary if you want to use it.

And your right about the stats, maybe I SHOULD tone those down a bit. hanks for the constructive criticism (sp?).
 

Akiak

Smash Ace
Joined
Jul 28, 2007
Messages
820
Location
In my secret laboratory.
Pretty nice moveset although he has relatively low stats. And Meowth should have wall cling. But for the rest i like it. Especially his play style of staying in the air while controlling the ground with holes.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
Meowth didn't have enough changes to warrant reposting the entire moveset. . .You should've just edited it and linked us to it. That said, the few changes that are there are still nice.

As for Shade, looking great so far, looking forward to the full set. The two attacks themselves are rather generic although the healing mechanic sort of counters that, and they're both very detailed. Kudos to you.

(I'd be more likely to care if you told me what you changed, TBH. . .)
 

LUVTOY77-ROGUE WIREFRAME

Smash Champion
Joined
Jul 26, 2006
Messages
2,372
Slightly updated my Shade moveset with two more specials, and stats were modified. Check it out!

edit:

As for Shade, looking great so far, looking forward to the full set. The two attacks themselves are rather generic although the healing mechanic sort of counters that, and they're both very detailed. Kudos to you.

(I'd be more likely to care if you told me what you changed, TBH. . .)
I know they seem kind-of generic, but i pulled them from Sonic Chronicles, in which Blade Drop required the team work of Sonic. It was kinda wierd giving her the move without him but I think I managed. I have no excuse for the other one :p.

I've added the up and down specials as well now. The up special originally required the team work of Knuckles, so I completely changed the action that is performed for it.

Let me know what you think about the down special, if it needs work or ???.

Thanks!
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Not all of her attacks heal her; only two of her specials do. And I'm planning on implementing a feature that really counters the healing, or makes the healing necessary if you want to use it.

And your right about the stats, maybe I SHOULD tone those down a bit. hanks for the constructive criticism (sp?).
Okay, I see now. In that case, looking forward to the rest of the set.

And you're welcome.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
KING K. ROOL'S REVIEWS​

I wanted to call this place a den of mischief, but since it's actually just a post in the thread, that's really not applicable. Anyway, on with the reviews!

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Metal Knuckles
By dancingfrogman

REVIEW SERVICE COMPLETED. To be continued in MYM 4, where I'm a Sandbag and therefore have authority!
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
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Not wasting countless hours on a 10 man community
Shade's two new special moves are nothing special on their own still, but are still impressively detailed. What makes me interested in the moveset is how well the down special goes with the standard and side special, it's flowing together well so far. Keep on going man.

*Prays to the gods for decent ideas for aerial and standard attacks for moveset*
 

princesspeachluver13

Banned via Warnings
Joined
Nov 13, 2007
Messages
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Yep. I had it coming. Stupid apathy.



The Shadow Queen has joined the Smash!

--Playing Style--

Shadow Queen's play style is very similar, yet at the same time the polar opposite of Peach's. Peach is a very close-range fighter, and Shadow Queen is too. The main opposite is their options of Finishing moves. Peach only has her Golf Club(now her ONLY forward standard smash), her Up Standard, and her vegetable(if bob-omb is pulled). Shadow Queen has many choices. Those choices are listed after the damage and knockback(if any).


--Stats--

Walking Speed: 3/10

Running Speed: 6/10

Primary Jump: 5/10

Secondary (double) Jump: 6/10

Float: 9/10

Size: 6/10

Range: 7/10

Weight: 4/10

Power: 6/10

Final Smash: 8/10


--Abilities--

Footstool Jump: Yes

Wall Jump: No

Wall Cling: No

Crouch: Yes

Crawl: No


--Specials--

Neutral: Shadow Extension: Puts hand out and creates a short extension made of shadows-10%

Up: Wings of Shadow: Grows bats wings and flies upwards; similar to Pit's Up Special-2% if wings are touched

Front: Shadow Lance: Forms long lance of darkness from torso; long hitbox-10-12%, decent knockback, KO potential

Back: Shadow Paralysis: Turns around and paralyses the target with a pulse of darkness-7-10%

Down: Shadow Essence: Sinks into shadow-0%; rises very quickly-damage depends on how long Shadow Queen is in the shadow.


--Standard--

Once: Dark Slap-3%

Twice: Dark Slapx2-3%,3%

Thrice: Dark Slapx2-3%, 3%, Dark Punch-6%

Up: Creates shadow ball above her; 7hits-10-12% total w/ great vertical knockback; KO potential

Front: Creates Shadow Orb in front of her-12-14% great knockback; KO potential

Back: Flaps shadow wings-0%;extreme knockback; KO potential

Down: Spins with shadow infused hands-6-8%


--Air--

Nair: Spins with shadow-infused hands-7-8%

Fair: Strikes forward with Crown-10-14%w/ decent knockback

Bair: Hip check-5-7%

Uair: Kicks upward-8-10%

Dair: Makes 4 downward kicks; 1st 3-5%, 4th-7% w/ decent vertical knockback


--Crouch--

Kicks w/ great vertical knockback; KO potential


--Throws--

Fthrow: shadow-infused gut punch-14-16%, great knockback; KO potential

Bthrow: throws victim behind and slaps w/ wings-8-10%

Uthrow: Throws victim up and stabs w/ crown-12-14%; weak knockback

Dthrow: Throws victim on ground, and stomps thrice-16-18%; great vertical knockback; KO
potential


--Final Smash--

Demon Queen

Shadow Queen's True Form appears behind her and fires a dark beam that saps all of her evil energy from her and turns her back into Peach. It is similar to Zelda/Sheik's FS in terms of execution and damage.-1HKO for all hit by beam.


--Miscellaneous--

How to Choose: Press R+L while selecting Peach

Appearance: Slowly Rises from Shadows

Taunts:

Up: Says, "You shall pay!"

Down: Disappears, says, "Insolent Fools!" then reappears.

Side: Points forward and glares angrily.

Victory Sayings:

1. "I told you so..."

2. "Well, that was simple..."

3. "To be expected of my power..."

Losing Pose: Claps like Peach

Idle: Clenches fists, looks at orb of shadows created in front of her, or looks around suspiciously.

Wii-mote sound: "Wise Choice."

Extra Colors: Dark Red, Dark Green, Dark Blue, Black, and Gold.



Finally, I have completed my Shadow Queen Moveset! Please Compliment/Comment.
 

Gryphon

Smash Journeyman
Joined
Sep 3, 2008
Messages
368
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Where the games begin and end
True, true. And it really is a great way to organize your sets.
Sweet. We relate.

@Shadow Peach: it looks very promising, but with MasterWarLord being a detail nazi, it would be awesome if you added more elaborate details such as animation. Check mines out for a basic, decent moveset, at least Saki's. I dont go SUPER ALL-OUT, but I don't hold back too much either. But you did very well with organization, colors, and grammar
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
So, um... It's Peach, but infused with shadow, pretty much? A few changed attacks, and five Specials? Well, on the good side, it's pretty well-organized, and I admit it exceeded my expectations. But it could use a lot more detail, particularly in the Specials.
 

princesspeachluver13

Banned via Warnings
Joined
Nov 13, 2007
Messages
617
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Yep. I had it coming. Stupid apathy.
So, um... It's Peach, but infused with shadow, pretty much? A few changed attacks, and five Specials? Well, on the good side, it's pretty well-organized, and I admit it exceeded my expectations. But it could use a lot more detail, particularly in the Specials.
five specials is, i think something that could be included in the next SSB. Besides, a lot of people have been talking about that.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
five specials is, i think something that could be included in the next SSB. Besides, a lot of people have been talking about that.
Yes, yes, I'm well-aware of the idea and the discussion. But Make Your Move is for making a Brawl character, otherwise we'd have people coming up with all kinds of stuff such that the characters in the contest couldn't all work and fight against each other. It's best to stick to what Brawl gives us.
 

Gryphon

Smash Journeyman
Joined
Sep 3, 2008
Messages
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Where the games begin and end
five specials is, i think something that could be included in the next SSB. Besides, a lot of people have been talking about that.
You bring up a good point. I noticed that we all make our movesets based off of Brawl's. But we all know that each Smash successor had added mechanics to it, and at least altered ones if not. I think that is pretty unique, if I may say. We should be a bit more unique with our movesets, and add certain features that may sound cool in SSB4, at least one to avoid going overboard. This isn't an actual game dev brainstorming, it wont conflict with other movesets because it CANT.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Ahhh, that's why everyone should go check out what I have on Pidgeot so far. Five glide attacks FTW!

Another great example of innovation is MasterWarlord's Voldo; it has a bunch of crouch attacks AND back attacks, just like you're suggesting here. Really, it was the moveset that pushed me to go that extra mile of detail and thought in my movesets. Mendez's Dracula gets all the credit, and it WAS the first really good set, but Voldo dared to challenge it and not just give up in the face of tons of detail, and inspired others to try the same. Both great sets. Everyone should read them.
 

Gryphon

Smash Journeyman
Joined
Sep 3, 2008
Messages
368
Location
Where the games begin and end
Ahhh, that's why everyone should go check out what I have on Pidgeot so far. Five glide attacks FTW!

Another great example of innovation is MasterWarlord's Voldo; it has a bunch of crouch attacks AND back attacks, just like you're suggesting here. Really, it was the moveset that pushed me to go that extra mile of detail and thought in my movesets. Mendez's Dracula gets all the credit, and it WAS the first really good set, but Voldo dared to challenge it and not just give up in the face of tons of detail, and inspired others to try the same. Both great sets. Everyone should read them.
FIVE GLIDE ATTACKS!?!?! ARE YOU CRAZY!?!?! THAT'S AWESOME!!!!

I need to check them out
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
I don't agree with the Five Specials, though. As Kibble said, making everything different sure proves of creativity, however, takes out the chances to compare each moveset.

And Kibble still is a Commie, so his word weighs more, I'd say. :>
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
[Commicide]

Every moveset that introduces something new in this contest is met with everyone else following the pattern. If we let ourselves go crazy with new mechanics, our movesets will all end up twice as long. Backward Specials, Air Grabs and Throws, Underwater Attacks, Super Final Smashes, who really knows where it'll end. It's for that reason that I feel we should stick to Brawl mechanics and rules.

[/Commicide]
 

LUVTOY77-ROGUE WIREFRAME

Smash Champion
Joined
Jul 26, 2006
Messages
2,372
Shade's two new special moves are nothing special on their own still, but are still impressively detailed. What makes me interested in the moveset is how well the down special goes with the standard and side special, it's flowing together well so far. Keep on going man.

*Prays to the gods for decent ideas for aerial and standard attacks for moveset*
Thanks, and it's hard to keep standards non-generic with a character like shade, but she seems Ninja-like, so i think I'm going to start molding the moveset to that 'image'.

I was thinkng about using Chao in the moveset to keep it fresh, but I'm not sure about that.

Any suggestions, people?
 
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