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Make Your Move 4

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UnSaxon51

Smash Journeyman
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Mar 3, 2008
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UnSaxon51
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Don't get caught in his iron grip!

SCIZOR

is ready to make the cut!!!

National Dex No: 212
Height: 5'11"
Weight: 260.1 lbs
Type: Bug/Steel
Classification: Pincer Pokemon (also called the Scissors Pokemon)

Pokedex Entry: Scizor has a body with the hardness of steel. It is not easily fazed by ordinary sorts of attacks. This Pokemon flaps its wings to regulate its body temperature. It swings its eye-patterned pincers up to scare its foes. This makes it look like it has three heads. These pincers, which contain steel, can crush any hard object it gets a hold of to bits.

SUMMARY
(Scale of 1-10)
Size: 7
~ Scizor is pretty tall, about the same as Link.
Power: 9 ~ Scizor is renowned for its high attack stat, making it one of the strongest characters in the game.
Attack Reach: 7 ~ His claws give him some extra reach, but not too far.
Attack Speed: 4 ~
Walk Speed: 2 ~ Um... he's made of steel. He don't walk fast.
Dash Speed: 5 ~ But he does have wings, which gives him a moderate run speed.
Air Speed: 4 ~ Not terrible, but certainly not great.
Fall Speed: 8 ~ Yeah... he falls like a rock... made out of metal.
Weight: 8 ~ He flies about as far as one too.
Floatiness: 3 ~ Yup. Still steel.
Ground jump height: 3 ~ His jump is pretty bad due to his weight.
Air jump height: 4 ~ His wings help a little in the air, but not by much.
Traction: 9 ~ His heavy weight and low speed allow him to start, stop, and turn very quickly.

Glide: no
Crawl: no
Wall Jump: no
Wall Cling: no
Tether: no

Character Portrait:

Universe Symbol:


POKEMON SKILLS

PROS


  • Very powerful
  • Many high priority attacks
  • Good reach with nearly all attacks
  • Aerial attacks are excellent damage dealers
  • Hard to knock off
  • Up Special cannot be interrupted
  • Neutral Special is immensely strong at full power
  • Ground hugging projectile
CONS

  • Slow movement both on ground and in air
  • Poor jumping ability
  • Easy to combo because of weight
  • Noticeable start-up time on multiple attacks
  • Most deadly attacks have significant recovery lag
  • Up Special does not auto-sweetspot ledge
  • Neutral Special requires multiple hits to be effective
  • Avoidable, non-spammable projectile

BATTLE STRATEGY
Coming Soon

BATTLE SCENE

On-Screen Entrance: A rectangular hedge appears on stage. A slash mark goes from bottom-right to top-left, followed by another going from bottom-left to top-right. The hedge then falls to pieces and disappears, revealing Scizor in a battle pose.
Oh snap! Didn't expect that for a Pokemon entry, did you?

Standard: Scizor bobs up and down in place every second or so. His right pincer is in front of him just below his face, and the other is held lower and to the left. They are both angled upwards in the direction he is facing, and he snaps them impatiently every once in a while. His open wings also flit occasionally.

Idle pose 1: Looks at his right claw (the one he holds in front) and examines it to make sure it's still sharp. Satisfied, he snaps it shut.

Idle pose 2: Scizor's wings retract, he takes a breath as if overheating, and then flutters them quickly to cool down.

Crouch: Scizor kneels on his left knee with pincers ready to attack in front of his torso. Cuts his height roughly in half.


Walk: At slow speeds, Scizor inches forward with his pincers in a slightly defensive pose in front of him. At standard walking speed, he moves with a heavy metallic gait, pincers at his side.

Run: Claws pulled back and pointed forward, Scizor glides along the ground with wings buzzing.


Jump: Bends his knees and then pushes off the ground with his legs and a single flap of his wings.

Air Jump: Flutters his wings several times and "jumps" from his left leg, with the right one bent in front of him. Claws are held out to the side and slightly behind him.


Ascending Pose: He faces diagonally up, elbows at his sides, claws facing "palm up", wings spread wide.

Descending Pose: Looking downward, both knees slightly bent, claws held in front of him, wings pointing straight back.


Shield: Folds in his wings and then places his claws in front of at chest height, forming the shield bubble around himself. He holds the right claw above the left one, using them to defend oncoming blows.

Forward Roll: Buzzes wings and slides forward while turning around. (like Mewtwo's except slower and only travels about half the distance)


Backward Roll: Closes wings and takes two small hops backwards.

Sidestep: Takes a small step to his right while leaning in the same direction and twisting slightly clockwise. His wings remain closed during the dodge.


Air Dodge: Turns to the side with his claws pulled close to his shoulders.

Ledge Hang: Grips the ledge with his right claw as the left hangs at his side. Wings are folded while hanging.

Ledge Roll: In one fluid motion: pulls himself up by his one arm, then buzzes his wings to hover forward as he stands up.

Ledge Roll (100%+): Grabs with the other claw, pulls himself up to chest height, folds his wings, and then tumble rolls once before standing.

Asleep: Scizor's wings fold in as he bends at the waist with his pincers hanging limply in front of him.

Dizzy: Rocks slowly from one side to the other, apparently being pulled down on each side by the weight of his claws.

Trip: Scizor's eyes grow large in surprise as he waves his claws to the sides and then falls flat on his face.

Topple: Scizor stands with his "toes" on the ledge. His heavy claws start to drag him forward until he reaches a 45-degree angle. He then buzzes his wings to bring him back to standing upright. Repeat.


BATTLE TERMINOLOGY

Damage: How much damage the attack does

Knockback: How far the opponent flies when hit
  • Very Low: almost no knockback at all; cannot KO
  • Low: very little knockback; KOs at >200%
  • Medium: average knockback; begins to KO around 140%
  • High: a lot of knockback; KOs at around 100%
  • Very High: amazing knockback; KOs under 80%

Range: How far the attack reaches
  • Very Low: Jigglypuff Jab
  • Low: Lucario Jab
  • Medium: Zelda Down Tilt
  • High: Ike Up Smash
  • Very High: Dedede Forward Tilt
Priority: How important the attack is compared to an opponent's
  • Very Low: cancelled by pretty much anything
  • Low: cancelled by a lot moves
  • Medium: average; beats some moves, loses to others
  • High: cancels a lot of moves
  • Very High: cancels or beats almost everything

BATTLE MOVES
~STANDARD ATTACKS~


Neutral Combo 1 - False Swipe
Scizor backhands the opponent with his right claw.
This move has low startup time and almost zero recovery time. However, the range is bad (only hits immediately in front of Scizor) and it has terrible damage. It does however, have fairly good hitstun.
Damage: 1% / Knockback: very low / Range: low / Priority: low

Neutral Combo 2 - Bullet Punch
Scizor follows up his pathetic tap with a fast and powerful jab from his left claw. Accompanied by a ricochet sound.
This is an excellent follow-up to False Swipe. It comes out just as fast but has significantly more damage and knockback. Range is slightly better, but not great. The recovery is a little laggy, but not terrible.
Damage: 5% / Knockback: medium / Range: medium / Priority: medium

Dash Attack - Double-Edge
Scizor puts his claws (pointed upwards) in front of his body with the tops of them facing the opponent. He then closes his wings and leaps forward in a full-on body tackle, landing on top of the claws and sliding forward slightly. He then slowly gets to his feet.
This attack is powerful, but is also a commitment. It has excellent damage and knockback, and the sliding frames have an additional hit box, but it has a noticeable startup animation, a long duration, and a long recovery time.
Damage: 11% (tackle), 4% (slide) / Knockback: high (tackle), low (slide) / Range: medium / Priority: medium (tackle), low (slide)

Forward Tilt - Iron Head
Scizor leans down into a lower stance and gives a very short charge leading with his head. His wings are closed and his claws are at his sides during the attack. After finishing, he shakes his head once and returns to standard pose.
The move has the slight start up animation of the initial crouch as well as a very small hitbox (his head); there's also a minor cooldown when he shakes his head. However, he has super-armor frames during the actual charge, and the move will go through pretty much anything that isn't a disjointed hitbox.
Damage: 9% / Knockback: medium / Range: low / Priority: very high

Down Tilt - Vacuum Wave
While kneeling, Scizor opens his claws horizontally and begins to draw the opponent closer like a vacuum. After approximate 3/4 of a second, he thrusts both claws forward and snaps shut, then pulls back to his crouch.
Yes, I know this is nothing like how Vacuum Wave works in the games. No, I don't care. Anyway, the draw-in effect works pretty much the same as Ganon's up-tilt, although it has shorter range and a shorter delay before release. The actual attack is pretty fast and the recovery time isn't that bad either. It has decent knockback, but won't kill until higher percentages.
Damage: 10% / Knockback: medium / Range: low (vacuum range is medium) / Priority: medium

Up Tilt - Air Slash
Pulls his claws to his chest and vibrates his wings rapidly for a moment, then bends over so the wings are pointed upward. He then flaps the wings once, causing a blade of wind (about as wide as Scizor) to shoot straight up about 3/4 of his own height. He then returns to his upright position.
This move only hits directly above Scizor, not to the sides. The windup time for this move is pretty bad, especially considering the relatively poor damage and knockback. The recovery isn't too bad, but unless the opponent was hit or really far away, it's still pretty punishable.
Damage: 7% / Knockback: low / Range: high / Priority: low

~SMASH ATTACKS~

Forward Smash - Night Slash
Scizor lifts his right claw back and holds it close to his left shoulder. He then leans forward and slashes horizontally in front of him. The vicious strike leaves a dark, purplish trail behind it. As the streak fades, he snaps the claw and returns to normal stance.
The draw back is where he starts charging the attack. The longer it charges, the darker the purple streak is, which also increases knockback. Fully charged it is Scizor's second strongest KO move (after max-power Fury Cutter). The pull back to his shoulder is somewhat slow, making this move very telegraphed. Fairly low cooldown on the move, though.
Damage: 15-22% / Knockback: medium-very high / Range: medium / Priority: high

Down Smash - Double Hit
Scizor lowers his stance and pulls his left pincer back, open and ready to strike. He then snaps at the ground to his right, followed by attacking the opposite side with his right pincer.
The charging animation is with his left claw pulled back, opening wider as the charge continues. The hit box is deceptive; even though he snaps at the ground, the area immediately surrounding his claws also counts as a hit. The start up and ending lag are about the same, neither of which is too terrible.
Damage: 12-17% to each side / Knockback: low / Range: medium / Priority: medium

Up Smash - Superpower
Scizor crouches down with his pincers just above his knees, then rises quickly, violently snapping each claw at a 45 degree angle. After a moment, he brings the two claws together, crushing the area above his head. He then lowers his arms and shakes his claws to recover from the power of the attack.
Scizor's most damaging smash. The outward strike and the upward crush are two distinct hits. The first hit has average knockback away from Scizor; the second has good knockback straight up and can hit from any point when he starts swinging the claws together. The damage potential if this move is staggering (theoretically up to 38%!!!), but the the knockback from the first hit makes hitting with both parts fairly difficult. The move has about a quarter-second of startup, a long duration (just over a second) and another half-second of ending lag, making it very punishable if it misses.
Damage: 13-18% (sides), 15-20% (above)/ Knockback: medium (sides), high (above)/ Range: medium / Priority: high

~AERIAL ATTACKS~

Neutral Air - Bug Buzz
Scizor draws his legs up and crosses his pincers in front of his face. He then vibrates his wings quickly, causing a green and yellow soundwave (complete with buzzing sound) to emanate from his center, surrounding his body. As the sound disperses, he lowers his legs and claws again.
Because it is sound based, this move has ridiculously high priority once it is out, but its range, damage, and knockback are all on the low side. However, it does completely cover his body, making it a nice aerial spacing move. It has the start up/recovery of Scizor scrunching up/stretching out, but it's minor.
Damage: 7% / Knockback: low / Range: very low / Priority: very high

Forward Air - Metal Claw
Scizor leans his whole body forward so that it is parallel with the stage (claws at his shoulders), then reaches out with both claws and mightily clamps them shut. He then pulls them back and returns to his standard aerial pose.
This is a very strong move (one of Scizor's best), but it has a fairly short duration and a very small hitbox. The only part of the attack that actually does damage is when the claws actually clamp shut. The start and end lag are about equal (about the same as Bowser's Up Air), though if Scizor hits the ground while performing the move, he lands face down and takes a lot of time to stand up again.
Damage: 13% / Knockback: high / Range: medium / Priority: medium

Back Air - Feint
Scizor starts the move almost identically to Metal Claw. As he comes parallel with the ground, he rotates to the left and twists sideways so that he is suddenly turned towards the opponent and strikes with an open right claw. As he pulls the claw back, he continues to rotate to an upright position, facing the opposite direction he started from.
The total start up time on this attack is pretty long, but since the beginning looks a lot like Forward Air, it acts like a fake-out maneuver. Unlike Metal Claw, the hitbox activates as soon as Scizor begins to extend his claw and lasts until he pulls it back. The recovery time is the same as Metal Claw, but without the extra landing lag.
Damage: 14% / Knockback: medium / Range: medium / Priority: medium

Down Air - Pursuit
Scizor raises his claws, folds his wings, and quickly drops straight down approximately two body lengths with one foot extended in a point. During the last fourth of the drop, his extended foot glows with dark energy. If he is still in the air when the move ends, he opens his wings and stops falling for a split second.
This is a fall-then-stall aerial. Deals normal damage during the falling animation, but if he connects once the darkness forms, he deals extra damage. Knockback is the same regardless. Hitting the ground at any point causes some short landing lag.
Damage: 7% (drop), 14% (end) / Knockback: low / Range: very high / Priority: low

Up Air - Wing Attack
Scizor withdraws his wings for a moment. He then leans forward a bit and pokes the area over his head by quickly extending the upper wings. He retracts them again and returns to standard pose.
The start and end recovery times have pretty much the same duration, and neither is very long. The entire wing is a hitbox, but the very tip does the most damage. This is the only aerial he has that auto-cancels if he hits the ground.
Damage: 8% (wing), 12% (tip) / Knockback: low (wing), medium (tip) / Range: medium / Priority: low

~SITUATIONAL ATTACKS~

Ledge Attack - Knock Off
0-99%: Grabs the ledge with both claws, then pops up onto the ledge delivering an upward kick on the way.
Damage: 7% / Knockback: low / Range: low / Priority: low
100%+: Climbs up about half way, then swats horizontally at the opponent with his left claw before finishing the climb.
Damage: 9% / Knockback: low / Range: low / Priority: medium


Prone Attack - Frustration
(face up): Rolls over part way and snaps horizontally towards his head side. Moves to one knee and snaps vertically at the other side, then stands up.
Damage: 9% each / Knockback: medium / Range: low / Priority: low
(face down): Flutters wings to bring him to his feet, punching to both sides as he does so.
Damage: 8% / Knockback: medium / Range: low / Priority: low


~SPECIAL ATTACKS~

Neutral Special - Fury Cutter
Scizor places his right claw close to his left hip for a moment and then rapidly slashes diagonally upward in a samurai-esque motion and holds the pose for a moment. He then lowers his claw and returns to default stance.
The hitbox is an arc directly in front of Scizor from his waist to just above his head. This is a unique move in that it is the only move in the game that gets stronger the more it is used. Each time you successfully hit an opponent with this move, its damage and knockback double. However, if you don't actually hit the opponent, the move resets to base damage and knockback. The move also resets if you: lose a stock, attack a stage hazard, or hit with the full power attack. The initial pose gives a sign that the move is coming, but when I say the slash comes out fast, I mean like 2-frames fast. He holds the pose after striking for almost a second, though, so if he didn't connect (or if it's the first hit), he'll probably get punished.
Damage progression: 2%, 4%, 8%, 16%, 32%
Knockback progression: very low, low, medium, high, very high
Range: medium / Priority: low

Side Special - Brick Break
Scizor raises both claws over his head and then delivers a downward hammer-blow to the ground, causing small cracks where he strikes, though these are purely for looks. If used in the air, the animation begins the same but he then continues swinging downward and then flips to bring himself right-side up.
This causes massive shield damage (like Marth's Shield Breaker or DK's Headbutt). Hits the opponent straight down; this either bounces them off the ground or spikes them if they are in the air. It has a bout a half-second
of start-up time, and if he hits the ground, there is about another second of recovery. The lag in the air is fairly minimal because of the flip, but the aerial swing still only hits directly in front of Scizor.
Damage: 10% / Knockback: high (straight down) / Range: medium / Priority: medium

Down Special - Razor Wind
Scizor begins slashing rapidly at the ground in front of him, slowly creating a miniature tornado about half his own height. When he finishes, he spreads both claws outward, releasing the tornado in front of him. It travels along the ground at a constant speed, slashing at whomever it passes, until it dissipates.
This move is charged by holding the B button and released by letting go. The longer the button is pressed, the farther the tornado travels.
The charge animation always takes at least half of a second, while the full charge takes 2.5 seconds. It lasts for as long as it was charged, but disappears immediately at the end of a ledge or at a wall. It moves at about the same speed as Wolf's Blaster shot, but passes straight through characters, items, and projectiles, dealing a single hit of damage to each. The tornado does no damage until it is released.
Damage: 7% per hit / Knockback: flinch only / Range: medium-very high

Up Special - Steel Wing
Encasing himself in a layer of protective steel, Scizor begins buzzing his wings rapidly, granting him temporary flight. While flying, his legs are pulled up and his claws are held in front of him threateningly, though they deal no damage. When the move ends, he spreads his limbs out, shattering the steel skin, creating a burst of metal debris, and giving him one last upwards boost, albeit a small one.
Scizor's otherwise mediocre recovery is somewhat redeemed by this move, which lasts a maximum of 3 seconds. It can travel roughly 2/3 the distance of Wings of Icarus. As long as the metal is active, he takes damage but no knockback. He cannot grab the ledge while in this form. The metal explosion at the end is the only damaging part of the move, and after doing so he goes into freefall. You can end the move early by pressing an attack button.
Damage: 10% / Knockback: medium / Range: low / Priority: medium

~GRAB ATTACKS~

Grab - Vicegrip
Standard: Reaches straight forward with claws open vertically and then clamps them shut to grip the opponent. Very fast to come out, but if he misses, he has lag with both claws remaining shut in front of him (similar to the animation for Wario's Chomp).
Dashing: While running he pulls back a little with both and then reaches forward in a similar fashion to his normal grab. However, if he misses, his claws continue in a downward angle and close on the ground, causing even worse recovery lag.
Pivot: Turns and quickly swipes horizontally with his left claw open. The range is slightly longer than his standard grab, and the lag is significantly shorter than the other two.

Pummel - Crunch
Holds the opponent in between both claws and crushes them with a cracking sound (similar to sound made by Snake's pummel).
Scizor can attack three times every two seconds.
Damage: 3% per hit

Forward Throw - U-Turn
Scizor holds the opponent by the upper body. He quickly turns away, dashes a very short distance (pulling them with him), pivots, and moves back in the original direction at the same speed. He stops on a dime and heaves the opponent with an underhand toss, sending them at a mostly horizontal angle.
The opponent receives damage when Scizor performs the actual turn-around maneuver, caused by the rapid change of momentum.
Damage: 8% / Knockback: medium

Back Throw - Fling
Scizor gets a grip on the opponent, turns, and chucks them over his shoulder at an upward diagonal angle.
This throw only does minor damage to the target, but anyone else that is hit takes a set amount of damage based on the thrown opponent's weight class.
Target Damage: 6% / Knockback: medium
Deadweight Damage: 1% (very light/Jigglypuff-Meta Knight), 3% (light/Fox-Peach), 5% (middle/Toon Link-Ivysaur), 7% (heavy/Wolf-Samus), 10% (very heavy/Ganondorf-Bowser)

Down Throw - Giga Impact
Scizor raises the opponent over his head with one claw and then slams them into the ground with screen-shaking force. Scizor actually hops a body distance away from the opponent and shakes his claw to recover from the concentrated power.
This throw automatically leaves the enemy in a prone position. Because of the moderate recovery time, Scizor cannot immediately follow-up with any other moves, but is out of distance of most get-up attacks.
Damage: 14% / Knockback: none

Up Throw - Aerial Ace
Scizor holds the opponent in his right claw and hovers up approximately one body-length. He then punches them with his left claw at a downward diagonal angle. The opponent flies towards the ground and bounces away a moment before Scizor lands where he started.
If Scizor is attacked by someone else while rising in the air, he takes damage but completes the throw. Scizor cannot perform any actions after finishing the throw until he touches the ground or is attacked.
Damage: 8% / Knockback: medium

~FINAL SMASH~

X-SCISSOR
When Scizor grabs the Smash Ball, he is ready to unleash his full power on his target. Upon activation, the camera zooms in on Scizor as he crouches forward, left leg bent, right leg straight back, pincers held down and behind him. He then launches forward at amazing speed (comparable with Sonic's dash) reaching about 2/3 the distance of Final Destination. Hitting a wall or ledge results in him stopping abruptly and losing the Final Smash.
Hitting an opponent holds them in place and triggers the attack portion of the move. Scizor violently slashes upwards with his right claw, creating a giant slash mark to appear on the screen from the bottom left to top right. He then slashes horizontally with his left claw as he moves past the opponent, holding his attack pose as a second slash mark appears on the screen, forming a giant X. Scizor makes a dismissive gesture and says "Scizor..." as the opponent is launched into the sky.
Each slash does 15% damage and will hit other opponents within two party ball lengths. The first causes stun, the second causes knockback. The target suffers a One Hit KO unless he hits a ceiling. Other enemies damaged by the second hit will be KO'd if they are at about 80% or higher (prior to taking damage).


RIBBONS

COLORS
Red Team: Default
Blue Team: Red turns to Royal Blue
Green Team: Red turns to Yellowish Green (shiny color)
Extra 1: Red and Black colors are reversed
Extra 2: Red becomes a white
Extra 3: Red becomes light-orange.

Taunts
Up Taunt: Raises both open pincers in the air, then snaps them both twice as he says "Zor!"
Side Taunt: Slides the inside blades of his claws against each other twice to sharpen them, then makes a "Come on" gesture with the right one.
Down Taunt: Bends into a partial sitting position with his pincers held at his sides and yells "Sciiiiiiz" as it buzzes its wings to create small gusts around it.

Victory Screen

Music: Pokemon Theme

Pose 1: Snaps to the left with his right claw, to the right with his left, and then thrusts his right open towards the camera. Open wings flit every few seconds.
Pose 2: Clicks pincers rapidly in front of him then raises them open above his head. As he is doing all this, he says "Sciiii-zor!"
Pose 3: Flits back and forth in the air, then an X-shaped slash is made across the screen. Cut to Scizor with one knee on the ground, pincers held out and back (as if he was the one who just slashed).

Loser Pose: Stands with back to the winner, wings closed, as he looks over his shoulder at the winner.
He can't really clap... he doesn't have hands!

Random

Kirby Hat

Kirby gains Scizor's 3-spiked crest. His Fury Cutter is much smaller than Scizor's (but has the same speed).

Codec
Snake: Colonel, there's some kind of giant bug out here.
Colonel: Careful Snake, that's no ordinary bug. That's Scizor, the Scissors Pokemon.
Snake: Scissors? What's it gonna do, give me a haircut?
Colonel: Don't get cocky, Snake. Its pincers are powerful cutting weapons and it wields them with expert skill. Not only that, but it also has a steel-hard exoskeleton that protects it from attacks.
Snake: So it's got both strong offense and defense, huh? Guess I'll need more than a fly swatter.
Colonel: That's right, but it has disadvantages, too. Even though it has wings, it can't stay in the air for very long because of its heavy weight. It also has a weakness to fire-based attacks.
Snake: Hm... Now I wish I hadn't left the flamethrower behind.
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
I'M SO EXCITED, SPADE!!!
SO AM I! But y'know, I won't post it too soon - even although I'm halfway through writing them. So better calm down. Otherwise you'll literally BURST in excitement. And we don't want that. :bee:

@Hyper_Ridley:
Yes, it's merely about the balance. Not the moves themself or anything or how they fit to the character (as I know by myself I'm always good in this section)... hence I'd even take out Specials and Final Smashes so not everything is spoiled.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,291
Location
Hippo Island
@Hyper_Ridley:
Yes, it's merely about the balance. Not the moves themself or anything or how they fit to the character (as I know by myself I'm always good in this section)... hence I'd even take out Specials and Final Smashes so not everything is spoiled.
Well if all you need is balance, then sign me up!
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
@half-silver: Deh-neh-neh-neh-neh-neh-neh-neh BAT-MAN!
Batman looks good at a glance, but his stats might need a little toning down. His only below average stat is movement speed, but's that not important.
1. Nuuuuuuuuuuuuuuu not 60's batman again!!! *passes out*
2. DON'T GLANCE, READ IT!!!!!!! ~ also, I don't see how he's that godly; his only truly good stats are his jumping, priority & crawl. Regardless, I made him a little lighter & dropped his range :ohwell:
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,291
Location
Hippo Island
1. Nuuuuuuuuuuuuuuu not 60's batman again!!! *passes out*
2. DON'T GLANCE, READ IT!!!!!!! ~ also, I don't see how he's that godly; his only truly good stats are his jumping, priority & crawl. Regardless, I made him a little lighter & dropped his range :ohwell:
But his other stats are all at least average as well. I'm just saying, my Nack got criticised for originally being like that stats-wise, so it might be something to consider.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
:

Or you could be super awesome like me and just type it in Word with the tags as you go.

Seriously, who uses the up-top buttons and whatnot to format their posts?

If I want something in red, I type a tag just before it, and a closing tag when I'm past that part. Just as easily done in Word as in SmashBoards. I only use SmashBoards to give myself previews.


I use the up-top buttons! I'm not gonna manually stick in size change, bolding, and colour change for every attack name, "Notes" header, and "Uses" header, not to mention the multiple colour changes, size change, centering, bolding, and what-have-you in the section headers!

I guess it's all a matter of how much you mess around with the layout.

half_silver: Sigh... I really, really hate to be the one to have to tell you this, but we're not allowing redone MYM 3.0 movesets. It's too easy to simply resubmit a moveset that did really well, with a few minor changes, and do well again. And from there, it's a slippery slope of personal judgement... so we're not allowing any remakes whatsoever.

:urg:

Again, I'm really sorry about this, and I feel like a total jerk, but... And I'm pretty sure Warlord was joking when he put up Cervantes.
 

Akiak

Smash Ace
Joined
Jul 28, 2007
Messages
820
Location
In my secret laboratory.
Its a really fun site. All you do is type something in and there you go. I googled "objection" to find it.
Oh yeah I read the Snorlax moveset finally. Very fun moves. I especially love the F-smash. Very fun. Didn't read Munchlax yet.

Now seriously someone please rate that moveset.

Also I'm almost done with Deoxys. I'll then work on Dexter (the cartoon)
 

Mardyke

Smash Journeyman
Joined
Sep 8, 2008
Messages
289
Location
Ireland
Mardyke pretty nice moveset. Although he might be overpowered. Also the moves are a bit too "long". Long as in once you press the button (mostly in the specials) a preset thing will happen. Like his up-B on the ground. You do the move and then all you have to do is stand there and let the copter do its thing. I would have made it more personalizable and controllable. Its too "planned". Also the FS is not that creative. Its just a simple buff.
Thanks a bunch, that's very helpful. :) I suppose by "long" you mean pre-planned? That was the kind of character I had in mind when I was setting Ed up. I can see what you mean with overpowered: I was afraid of some of his ability being too strong. But my idea was that Ed fights in the field while being backed up by his specials, in contrast to Olimar who commands his troops. Think that's a flawed design in itself?

Though if I'm entitled to contest some criticism, technically the Final Smash is unique, despite its natural simplicity, seeing as most of the game's Final Smashes are either transformations or means to one-shot K.Os. I'd weighed adding more to New Era (like a tank) but I decided that, given Ed's character and attacks, a speed boost was actually enough for a dangerous Final Smash (seeing as his combo attacks ,specials, etc. are also given a speed boost).

Other than that pretty nice but not great. Is this your first moveset?
My second. In my first, I went for more originality, but in this one I went for more practicality. Maybe that was a problem on my part.


Anyway, I'm posting a direct link to my Stickman moveset so hopefully someone will rate it.;)
I saw it before. Very nice, if average. Some of his basics don't really feel that enticing in animation His Up-B is plenty unique though, if a bit hard to follow the way it was presented. It's one tether-recovery with a second tether that can be attached to another surface/enemy, right? If so, how does that fare on one-ledge stages like Final Destination out of clarity's sake?

Though his other attacks seem bland, his specials are quite creative and fine. I like it. :)
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Just cuz you commented on Snorlax, let me help you out: go to The Stadium, the link in my sig. Click on "Sandbag Review" at the top. Scroll way down and post a link to your moveset. One of us will get to it within the next few days, hopefully.

I skimmed Scizor. Neatly done. Fury Cutter is very well implemented. Go ask for a review and I'll be sure to give you more detailed critique. :bee:

*braces himself for complaint about Hyper_Ridley and Blitzkrieg*
 

Shake~

Smash Journeyman
Joined
May 29, 2008
Messages
332
Also I'm not freaking out about L4D like everyone else is, but the thought still intrigues me--did you say just Zoey, or all of them? Either way: needs more Bill.
mother o' mercee
I decided using all
but

Now I wanna do Frank West from Dead Rising.

Gah.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,291
Location
Hippo Island
Just cuz you commented on Snorlax, let me help you out: go to The Stadium, the link in my sig. Click on "Sandbag Review" at the top. Scroll way down and post a link to your moveset. One of us will get to it within the next few days, hopefully.

I skimmed Scizor. Neatly done. Fury Cutter is very well implemented. Go ask for a review and I'll be sure to give you more detailed critique. :bee:

*braces himself for complaint about Hyper_Ridley and Blitzkrieg*
Speaking of reviews, are you guys afraid of my prehistoric team or something? It only looks long becaue there's three characters in there, each individual is shorter than Black Doom or even Nack


And I don't see Scizor anywhere.
 

Chief Mendez

Smash Master
Joined
Mar 25, 2007
Messages
3,161
Location
Somewhere
Ye Olde Barrier of Writing

That was probably my favourite layout in a moveset so far Mendez.
It had better be, what with how long the darn thing took me to get right. :laugh:

HOW COME YOU ALWAYS MAKE SO AWESOME MOVESETS WHILE THEM NOT BEING SO EXTREMELY OVERBOARD AND ESPECIALLY ALWAYS HAVE SO AWESOME ORGANIZATION!! ...!!
Years of practice, my friend...

Guys, I gotta butt out of this contest. With my infrequent visits and the crazy progression of this thread (and my overall declining interest in Smash Bros), I can't keep up.
What Spade said.

First Naybewon, then Heartz, then leechaolan and now Iron Thorn. We are losing our female gamers
We need to be more feminine. C'mon people, girl it up a notch.

Up Tilt

Bible
Jonathan throws up a Bible. It starts to circle around above him for a 3 seconds and then disappears in a little holy blast. Jonathan is immobile while using this move. Anyone who is hit with the book will recieve continous damage with a few hits, the maximum being 12%. However, it is easy to dodge the attack. When the circling is finished, the enemies will recieve low knockback upwards from the blast. It's a great move to rack damage or escape an airborne enemy, but since it's easily punished, Jonathan should beware before using it. It's a disjointed hitbox, but easily broken through.

Tristan & Isolde
Charlotte holds her book in one hand similarily to her Forward Tilt, but aiming it a bit more above her. When the book opens, the spirit of a knight comes out quickly, his horse neighing (it's only part of the horse and the knight, tho...). The whole thing has the size of Meta Knight, so it's quite big. If someone is hit, they will recieve 5-7% damage, and average knockback diagonally upwards. Like all of Charlotte's Tilts, Tristan & Isolde has great priority, eating a lot of attacks - not to mention its disjoint. However, it has quite a bit of starting and horrible ending lag.
There's a 15% chance that, instead of Tristan & Isolde, Charlotte uses Don Quixote. This will, instead of the normal knight, summon a Spanish knight. The move then does above average knockback straight upwards, but doesn't change overall - except for cosmetic changes, of course.
The Bible sounds fine (even if three seconds is a really long time
and you wouldn't be able to keep all the CV 'sets in order by using it as an item
). Ditto for Charlotte's, though you should note that Don rides out on a braying donkey, and not a neighing horse.

Also assuming nobody else has, I totally volunteer to be your proof-reader.
:bee:

Freaking yes, man. I have been waiting and waiting and waiting for somebody to post a good Advance Wars 'set, and you have more than satisfied.

I haven't even played Days of Ruin and I love it.


-Mach Rider has a large lack of KO options, and has virtually no in-transit ones, limiting the use of the mechanic.
His Side Tilt and the back of his dash attack are both great KO options, and his Smashes are all...pretty standard in that area, so don't write those off entirely.

But yeah, that was intentional. A good Mach Rider player is basically going to be covering entire stages with Deadspin and Vertigo hitboxes by getting up into gear then short-hopping across the stage (or any other In-Transit move, like his F or Usmashes)...so giving those moves great knockback would be really cheap. As is, when you combine his heavy weight with his great speed, he can stay out of trouble long enough to rack up the damage needed (which he's great at doing, by the way) to deliver a KO with his medium-strength knockback.


-A 1% chance for the down special is basically a 0% chance. Make it higher. People would just use it then curse when it didn't work by some cruel act of fate.
Yeah I'm changing this. Thanks.

-Tourney legal stages would make the gears mechanic utterly useless.
Actually they could end up being better for him. On a wide, flat stage like FD, Mach Rider's huge In-Transit hitboxes make him really predictable, but on a stage like Battlefield, once he gets up to speed, he can pretty much hit all along the bottom of the stage and the bottom two platforms with a Fsmash.

He's only slightly faster than Sonic at 4th gear (which you probably wouldn't get to on Battlefield anyway), and Sonic doesn't have huge problems on smaller stages like that.


-Referencing non existant results screen poses, saying he gets off his bike for them.
It's already been fixed.

-Not enough extras in general. Wanna know what the moveset begs for? A stage that's somehow tourney legal but still gives Mach Rider enough room to ride. Mach Rider players would BEG for that.
Eh. I thought about it, but the ideal Mach Rider stage would just be a wide, flat plane with a few low-hanging platforms on it. Which is kind of boring.

Plus if I did go back and add a stage, I'd end up making myself draw one...T.T


-Too many attacks involving lifting up the front wheel, but. . .What else can you really do with this guy?
Really? I only saw two...unless you're counting attacks where he lifts it up, then slams it onto the ground or clubs it side to side.

That's all I've got. Excellent moveset, Mendez.
Ditto. Excellent commentary, Warlord.

You spent 17 hours on the picture?!?
Probably. This was before I got a tablet, so drawing proper lineart and coloring everything with a mouse is really what took me forever.
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
half_silver: Sigh... I really, really hate to be the one to have to tell you this, but we're not allowing redone MYM 3.0 movesets. It's too easy to simply resubmit a moveset that did really well, with a few minor changes, and do well again. And from there, it's a slippery slope of personal judgement... so we're not allowing any remakes whatsoever.

:urg:

Again, I'm really sorry about this, and I feel like a total jerk, but... And I'm pretty sure Warlord was joking when he put up Cervantes.
well............ :urg:

I'm still going to keep him up, but I won't list him under my MYM 4 movesets.. & I'll add a big disclaimer to him saying 'THIS MOVESET IS NOT ELIGIBLE FOR VOTING' or something like that.

@warlord: WHY DO YOU ALWAYS LIE TO MEH!!!!!!!!!!????????????? *sobs*

anyhow, please list Batman as a MYM 3 guest on ur SSE thing. *goes to read the new chapter* :bee:
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Speaking of reviews, are you guys afraid of my prehistoric team or something? It only looks long becaue there's three characters in there, each individual is shorter than Black Doom or even Nack


And I don't see Scizor anywhere.
The momentary delay is because, apparently, none of the Sandbags are familiar with them. Of course, they're still gonna get done. And probably sometime soon. Right, Mendez?

Scizor's on the last page... right?

Edit: See? I knew I hadn't imagined it!
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
The Bible sounds fine (even if three seconds is a really long time
and you wouldn't be able to keep all the CV 'sets in order by using it as an item
). Ditto for Charlotte's, though you should note that Don rides out on a braying donkey, and not a neighing horse.
Right, forgot about the donkey. :p

I'll put it down to 2 seconds.

And about the Bible... I hardly use any other "general" CV stuff, only those I took from PoR directly. The Bible is the only thing which is a "general" CV item.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,291
Location
Hippo Island
Actually, it was Sancho that rode a donkey. Don just rode a horse that was sickly looking. I should know, I just read it for a school paper
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
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Make Your Move
Guys, I gotta butt out of this contest. With my infrequent visits and the crazy progression of this thread (and my overall declining interest in Smash Bros), I can't keep up.

It's not you, guys, it's me and my flaws. I think you guys are awesome beyond compare and the last thing I want to do is lose touch with you, so I'll make my email address publicly available

It is: iron.thorn@hotmail.com

And of course you can contact me on my deviantART.

I wish you guys Godspeed.
:(

There goes our female MYM'er.


@Mendez
Mach Rider was great. Its brilliance definitely lived up to the hype.
 

UnSaxon51

Smash Journeyman
Joined
Mar 3, 2008
Messages
285
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SoCal
NNID
UnSaxon51
3DS FC
0619-3482-4034
Switch FC
SW 1864 9526 0695
@K.Rool: Yeah, Fury Cutter is one of the things I'm most proud of in the set. I think it turned out really well. I'll be submitting a review request in the near future.

@HR: You can also use the link in my sig to jump to the post.

EDIT: *gasp!* Scizor was also my 200th post! Woohoo!
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,291
Location
Hippo Island
Scizor was a good move set, particularly how you were able to give him so much variety in all of those slashes. Looking fowards to whatever else you have in store for us.
 

Chief Mendez

Smash Master
Joined
Mar 25, 2007
Messages
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Somewhere
Speaking of reviews, are you guys afraid of my prehistoric team or something? It only looks long becaue there's three characters in there, each individual is shorter than Black Doom or even Nack.
Yeah I'm getting to it today. You really did pick an obscure character though...

And about the Bible... I hardly use any other "general" CV stuff, only those I took from PoR directly. The Bible is the only thing which is a "general" CV item.
Actually I was meaning that you won't be able to use the item I made for Simon and Dracula (and that Tanookie used for Maria and maybe Alucard) as an extra. Which was a Bible. But yeah not required or anything--just something I thought would be neat: if all the CV 'sets were linked together by some common elements.
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
Actually I was meaning that you won't be able to use the item I made for Simon and Dracula (and that Tanookie used for Maria and maybe Alucard) as an extra. Which was a Bible. But yeah not required or anything--just something I thought would be neat: if all the CV 'sets were linked together by some common elements.
Ohhh!! Well, I can change it to a Cross, tho... ^^"
 

Chris Lionheart

Smash Champion
Joined
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Messages
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lol

But really, while it is good, it is pretty freaking bad...
:confused:

I guess I'ld have to be in a relationship to understand one. :ohwell:


Looking back at the last few pages...

Scizor is a great moveset. One of my favorite Pokemon and you did it justice. The layout is very nice at a skim.
 

SmashBrosMike

Smash Ace
Joined
Aug 15, 2008
Messages
573
Newcomer.


Soulja Boy Tell'Em


Soulja Boy rules best singer ever. I would find it funny and cool if he had a moveset.
 
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