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Make Your Move 4

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Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,291
Location
Hippo Island
Would you rather somebody besides me reviewed one of your sets? Or shall I take it again?
I'd prefer if SirKibble or K.Rool reviewed it, since they're the two who are most looking fowards to it.

Though you can feel free to take his boss for your SSE, I'm not entirley sure I'll use it myself, I mainly made it for fun. I almost wish I made a move set for it instead of Wheelie. :laugh:
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Like Disney characters were a while back?

DO IT.

I am anticipating that one too. It will probably be as epic as Jafar. Also, Grimer?
Oh, I'll do it, all right.

Kawasaki is looking very good from what I have so far, but like I said, work is slow. Sloooow.

And Grimer was to be my first MYM 4 moveset, I started working on it waaay back in MYM 3.0. Yeeeah, that never panned out. :urg:

And yeah, I would very much like to review Wheelie, I've been waiting for that thing forever. Although I'd say Kibble has priority, as I already got an opportunity to review a Kirby set (his own). So, if he asks for it, he's free to take it.

But if you really want to do it, Warlord, I wouldn't object... too much.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,440
What areas should I look for and review upon for Spade's moveset (originality, balance, ect.)?
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,291
Location
Hippo Island
What areas should I look for and review upon for Spade's moveset (originality, balance, ect.)?
My reviews (which I've pretty much stopped doing, lol) include:

-Relevance to Character

-Originality

-Balance

-Playability (Is the character too complex for its own good?)

-Appearence

-Extras
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,440
My reviews (which I've pretty much stopped doing, lol) include:

-Relevance to Character

-Originality

-Balance

-Playability (Is the character too complex for its own good?)

-Appearence

-Extras
K thx bai

mario luigi peach bowser donkey kong diddy kong yoshi wario samus link
(10chars)
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
Eh, I didn't want to do it that badly. I'll settle for Omega or something.

Rest assured I'll put your boss in my SSE, HR.

A marshmallow award to whoever can guess who I'm making a boss moveset for right now for my SSE. . .

And there's no way you're canceling Kawasaki, K. Rool. I had an epic role planned for him.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Eh, I didn't want to do it that badly. I'll settle for Omega or something.

Rest assured I'll put your boss in my SSE, HR.

A marshmallow award to whoever can guess who I'm making a boss moveset for right now for my SSE. . .

And there's no way you're canceling Kawasaki, K. Rool. I had an epic role planned for him.
HEY! Marshmallow Awards are copyrighted by K.Rool! Seriously, I have no idea.

And don't worry, I'm pretty sure I'm seeing this one through to the end. The stuff I have so far is too good to just throw away.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,291
Location
Hippo Island
Eh, I didn't want to do it that badly. I'll settle for Omega or something.

Rest assured I'll put your boss in my SSE, HR.

A marshmallow award to whoever can guess who I'm making a boss moveset for right now for my SSE. . .

And there's no way you're canceling Kawasaki, K. Rool. I had an epic role planned for him.
Goody, becuase he's got a grand total of twelve freaking attacks, so he easily makes full boss status. Only fitting for one of my fave Kirby bosses.

And you're making a Ridley boss aren't you?
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Rest assured I'll put your boss in my SSE, HR.

A marshmallow award to whoever can guess who I'm making a boss moveset for right now for my SSE. . .
Eh, either Master Hand with new attacks, because you said the next act would start where the last one left off, with the characters in the sea. Or, because of the detail you gave me earlier, Scar and/or Hyenas.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,440
Hai guise I'm making two new movesets:





Thay r goin 2 be rly gud cus pichu will hurt himself wiv evry atk and metaknight wil pwn u with his tornado atk. Thay will also hav Landmaster final smashes.​
 

Lord Sakurai

Smash Cadet
Joined
Oct 30, 2008
Messages
52
META KNIGHT JOINS THE MELEE!


Basic Attacks [BASIC]
------------------------------------------------------

Neutral A: Infinite Slash
Damage: 1%-2% (each slash)
-This move may look cool, but it really doesn't serve much purpose. Sure
you can hold down A and rack up a little damage, but after about a second your
opponent should break free and you'll be left flailing your sword at the air
like a lunatic while he proceeds to punish you. If you do find yourself using
it though, it's good for leading into a tilt attack of your choice or even a
down smash if you're quick about it, but you should try and avoid using it too
much since it detracts from your combos and overall pressure game.


Forward Tilt A: Triple Strike
Damage: 4% (first slash), 3% (second slash), 5% (third slash)
-This attack should see a lot of use. Press A three times while tilting
left or right to execute three very speedy sword strikes. It has a pretty
decent range to it and the last hit knocks your opponent away and upwards.
Perfect for setting up a Forward Aerial or Up B attack. Great no matter how
you look at it.


Up Tilt A: Spin Strike
Damage: 6-7%
-I don't much care for this move. It's a bit slow by MK's standards.
You're better off with an Up Smash (which isn't particularly great either).


Down Tilt A: Low Thrust
Damage: 4%
-Another really great tilt attack here. This one comes out VERY fast so
you can usually hit a few times in a row with it if you're lucky. It has a
great range and can sometimes poke underneath an opponent's shield. Great
for breaking up enemy attacks and pushing them away slightly. NOTE: MK inches
forward ever so slightly after he uses this move, making it a little easier to
hit multiple times.


Dash A: Rushing Kick
Damage: 6%
-As with a lot of other dash attacks, this one isn't anything special. It
pops your opponent in the air for an easy follow-up aerial, but it's just too
predictable to rely on. This move should be used in strict moderation and only
if you feel that you have a good chance at hitting with it.



------------------------------------------------------
Aerials [AIR]
------------------------------------------------------

Neutral A Air: Spinning Strike
Damage: 12% (first hit), 7% (second hit), 5% (third hit)
-Probably the least useful aerial move in Meta Knight's arsenal. Meta
Knight basically spins around wildly hitting in all directions around him. It
does decent damage and knockback, but it's not as viable for combos as the
other aerials are for a couple reasons: 1) it's kinda slow to complete itself
2) it's more difficult to control the direction of the knockback than other
aerials. However, it makes for a decent safety move since it hits all around
you and sends the opponent away without much thought. Note: the first hit of
this move 'usually' knocks the opponent away before the other hits can land.


Forward A Air: Triple Slash
Damage: 3% (first hit), 3% (second hit), 4% (third hit) 10% total
-This move, along with his Down Aerial is what makes Meta Knight stand out
as a truly great character. This attack consists of three hits. The first two
are designed to trap the opponent in hitstun, while the third hit knocks them
back a ways. Landing a few of these is an excellent way to rack up damage and
get KOs after you've chased your opponents off the edge. A great way to get
this move out is to dash towards your foe, do a short-hop, tag 'em with the
Forward Air and then repeat. You can also try setting up for a Forward Air by
hitting your opponent with a Forward Tilt or by using a Forward or Down Throw.
Really any time that you find yourself on the same level as your opponent
(while both in the air) would be a viable time to use this.


Back A Air: Reverse Triple Slash
Damage: 3% (first hit), 3% (second hit), 4% (third hit)
-This is basically the same thing as Forward Air. Just use this when the
enemy happens to be behind you in the air. Easy, huh?


Up A Air: Overhead Slash
Damage: 6%
-Meta Knight does a quick sword slash above his head in a wide arc. For me,
this move really only has one use; juggling. Basically you just hit 'em with
an Up Aerial while they're above you (obviously) then jump and repeat... and
repeat... and repeat... until you run out of jumps. Then, you can either
finish them off with an Up B or even Neutral B. Fun combo, and not too hard to
do either.


Down A Air: Downward Slash
Damage: 7%
-This is another move that should be abused heavily. It's much like the Up
Aerial but Meta Knight swings his sword underneath him instead of above him.
He does so in a nice wide arc covering a big area so it's pretty easy to hit
anyone underneath you or in front of you. It's important to learn to do this
out of a running short-hop for your approaches but it's even more important to
learn to gimp people with it as it's Meta Knight's main tool for chasing
people off the stage and keeping them there. If you hit your opponent
correctly (meaning that they are in front of you and also slightly below you)
the knockback sends them away from you and downward, which can obviously be
very detrimental to their efforts to get back to the stage. Depending on the
character (it helps if they have a poor recovery) usually two or three of these
hits while you're pursuing them off the stage means they won't be returning.
NOTE: you might notice that this move can often be used interchangeably with
Forward Air but keep in mind that the Down Air is quicker and can be done in
much more rapid succession. It also has a shallow downward knockback instead of
shallow upwards as seen in the Forward Air, making it better in most cases for
gimping.



------------------------------------------------------
Smashes [SMASH]
------------------------------------------------------

Forward Smash: Power Slash
Uncharged Damage: 14%
Charged Damage: 19%
-This is Meta Knight's strongest hitting move (excluding Final Smash) and
one of his few viable means at getting a KO. It is, however, very slow for
MK's standards and since it lacks good range, it can be very hard to hit with.
I personally try and stay away form this move since it's easily punishable.
You're better off with a Down Smash instead.


Up Smash: Overhead Triple Slash
Uncharged Damage: 3% (first slash), 2% (second slash), 4% (third slash)
Charged Damage: 4% (first slash), 3% (second slash), 5% (third slash)
-Another sub-par smash attack. It's nice when you can connect with all
three hits, but when you don't you usually end up being punished since only the
last of the three has any real knockback to it. The best use for this move is
while rushing your opponent. If you execute this attack while running towards
your opponent, you will actually keep your momentum and continue forward while
doing the attack (usually helps if you charge it up a bit too). This is risky
and a bit situational, but no more so than a standard dash attack.


Down Smash: Double Slash
Uncharged Damage: 11% (front), 13% (back)
Charged Damage: 15% (front), 18% (back)
-Ahhh... now here's a real smash attack. This attack is FAST. I mean...
seriously... it's nearly instant. I highly recommend using using the C-stick
to ensure that it comes out at fast as possible (or if you're using the
Wiimote+nunchuck you can set your down d-pad input to do a Down Smash... which
is what I do and it works great). Aside from the being insanely quick, this
move hits both in front of you and then behind which helps control those
opponents who like to roll around you too much. And with its great knockback
it's arguably MK's best KO move aside from his Up B. Use it liberally.



------------------------------------------------------
Grabs [GRAB]
------------------------------------------------------

Grab Attack: Wing Stab
Damage: 3%
-Just your standard grab attack. Your opponent will likely be struggling to
break free of your grab so you obviously shouldn't do too many of these or else
you won't get your throw off. You can do more attacks when the opponent is at
higher %'s.


Front Throw: Flipping Kick
Damage: 9%
-This is MK's best throw in terms of where is leaves the opponent after
throwing them. They'll usually be (depending on percentage) in good range for
you to follow up with a Forward Air or perhaps Up B.


Back Throw: Dimension Strike
Damage: 10%
-To be honest... there really isn't much point to using this throw as
opposed to the any of the others.


Up Throw: Suplex Slam
Damage: 12%
-Basically the same as Kirby's famous Up Throw (you know the one). This is
MK's most damaging throw, but I would still opt for a Forward or Down Throw
since they're easier to follow up with Aerials.


Down Throw: Kicking Slam
Damage: 1% (each hit) (11% max)
-Looks cool and leaves your opponent in a decent place for an aerial. Just
don't use this in a free-for-all match or your likely to get hit before you get
the throw off.



------------------------------------------------------
Special Attacks [SPEC]
------------------------------------------------------

Neutral B: Mach Tornado
Damage: 1% (each hit) ~23% (max)
-Ahh... the good old Neutral B Mach Tornado... Meta Knight spins around
creating a bright orange tornado, this can hit multiple times, each hit doing
1%, up to a maximum of about 23% damage. You can move yourself left and right
with the control stick and repeatedly tap B to increase the duration of the
attack. Tapping the B button fast enough will lift the tornado off the ground
a bit. This attack is a spammers best friend, and with good reason too. Using
this allows you to completely absorb most projectiles and is pretty hard for
opponents to dodge or punish if used with some rhyme and reason rather than
just spamming the hell out of it. I would advise using this move sparingly as
it can get rather predictable. It can be used as a recovery (along with all
other of MK's specials) but be advised that you will enter fallspecial (meaning
you can't attack or jump) if you end this move while in the air. The main use
for this move is to cancel out projectile attacks and allow you to sweep in and
damage your opponent while he/she is busy spamming their lasers, arrows, etc...
It can also be rather deadly if you catch your opponent in the tornado while
near the top of the stage; the Mach Tornado has a decent upwards knockback on
the last hit, so you can expect to get a few "Star KO's" if you use it high
enough. In free-for-all battles with 3 or 4 people, this move becomes much
more viable since you can easily activate it and sweep across the stage
damaging everyone who gets in your path.


Forward B: Drill Rush
Damage: 1% (each hit), 3% (final hit) ~13% (max)
-Another multi-hit special that involves Meta Knight spinning around like a
madman? That's right! There really isn't anything special about this one
though. You'll rarely be able to connect with every hit and even so, the
damage is pretty sad (around 10% average) considering how easy it is for
enemies to dodge it and punish you. It can be useful if you are in need of
vertical recovery however, as you can 'aim' the direction of the attack with
the control stick.


Up B: Shuttle Loop
Damage: 9% (rising strike) 12% (gliding attack)
-Meta Knight does a rising upper slash, then flips around into a glide.
This is Meta Knight's best recovery move, but can leave him vulnerable to edge
guarders unless you time your glide attack well (press A while gliding). Both
the hit from the initial rising slash as well as the glide attack have great KO
potential and will likely be responsible for a large portion of your kills.
It's also important to note that you can choose the direction in which you do
your shuttle loop. Lets say you chase an enemy to the right edge of a level
and have used all your jumps. Even though your momentum is taking you to the
right and even though you are also facing to the right, you can hit left on the
control stick immediately after pressing Up+B to then shuttle loop to the left
and glide safely back to the stage. Also, when gliding, you can lean the
control stick forward to descend and back to ascend. You CANNOT start an ascend
without first gaining speed by descending or else you will enter fallspecial.


Down B: Dimensional Cape
Damage: 14%
-Meta Knight covers himself with his cape and teleports a short distance in
whichever direction you choose by using the control stick. You can also hold
either attack button to execute an attack when you reappear, but the attack is
fairly weak, and in most cases, absolutely worthless. The only use this move
has is in regard to edgehogging. Lets say your opponent is about to attempt to
grab the right edge on Final Destination. You're in the middle of the stage
and run to the right about halfway to the edge, do a shorthop, then while in
the air you do your Down B and aim for the ledge. If done correctly, you'll
reappear, nick the edge of the level and then grab on to the ledge just before
you opponent does, thus KO'ing him because he can't grab the ledge if you're on
it. Now this is, of course, very risky. If you overshoot the Dimensional Cape
you end up falling right off the stage. The timing is pretty tricky but once
you get it down it can be very rewarding.



------------------------------------------------------
Final Smash: Galaxia Darkness [FINAL]
------------------------------------------------------

Meta Knight executes his Final Smash by throwing his cape out in front of him a
fair distance. Whether or not your opponent takes any effect from this Final
Smash depends on how close they are in proximity to the MK's cape as he throws
it in front of him. Simply put, you have to make sure you foe's are very close
by in order for "Galaxia Darkness" to take effect. Assuming that you did in
fact "catch" one or more persons in your cape, the entire stage goes black for
a moment and then MK slashes through the darkness delivering 40% damage to
those in which he "caught" as well as 18% damage to others nearby. The
knockback is significant, but it does not guarantee a KO. That being said, it
is obviously very unwise to waste this move on an opponent that is sitting at
0-20% especially if they are a heavyweight character. Just remember that for
lighter characters (like Mr. Game and Watch or Jigglypuff) make sure they're
at 20% or higher before hitting them with this. Heavyweight characters (like
DK or Bowser) should be around 40% when using this move.

When compared to other final smashes, Meta Knight's seems a bit lackluster.
It's not like Olimar's or Dedede's where they just press the B button and
everyone gets affected. And it's not like Marth's where it's an instant KO if
you connect with it. Meta Knight players have a bit more work to do to get
KO's out of their final smashes, but that's okay because MK's players should
have a distinct advantage when it comes to actually "breaking" the smash ball
in the first place. Here are a couple strategies I employ when the mad dash
for the smash ball ensues:

1) Stand back a bit as the other character(s) get the first hit or two on the
ball, then run in close and use Up B to break the ball and damage anyone in
the way.

2) Position your self underneath the ball (not too close... leave a little room
in between you and it) and proceed to mash B. Your tornado should take care of
anyone nearby and should do more than enough damage to destroy the smash ball
if you get a good, clean connection. Remember that the faster you mash B, the
higher you go. So do you best to time your B mashing and stay in contact with
the ball.
 

Mardyke

Smash Journeyman
Joined
Sep 8, 2008
Messages
289
Location
Ireland
Amazing moveset, Lord Sakurai. Christ, how'd you think up the Neutral B?

I'm voting for this to win the contest.
 

~Cruxis~

Smash Ace
Joined
Nov 27, 2008
Messages
768
Location
In a timeless world
@Lord Sakurai: Wow, Metaknight is awesome. A little bit lacking on the organization and colors, but the moveset itself is unique, and could be more broken than the Metal Sonic entry. Nice job
 

Hyper_Ridley

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


WHEELIE



Game of Origin: Kirby Superstar

Wheelie is a sentient tire that is normally found as an enemy of the pink puffball. When Kirby swallows him, he gains the “wheel” ability. The one in this move set is the good, helper Wheelie, distinguished from his evil brethren by having a helmet on his top. A memorable feature of Wheelie is that Kirby could actually ride him like a bike and would gain a new attack by doing so.

OVERVIEW

Wheelie is a very mobile character. In addition to his fast movement and attack speed, his actual attacks affect his momentum, allowing Wheelie to dance around the battlefield, confusing opponents with constant movement. In order to master Wheelie, one must learn how each of his moves affect his position on the stage, and try to build up speed for his main KO method.

STATS

Movement Speed: 10/10 (Just barely beat out by Sonic)
Traction: 1/10 (Yeah, don’t ever try to turn around while dashing with this guy. Though this does make a sliding USmash very helpful for his play style)
Attack Speed: 7/10
Attack Strength: 3/10
Range: 7/10 (While he has no true projectiles, many of his moves actually propel him around, enabling him to hit from good distances despite having no limbs)
Priority: 5/10 (basically average all around, with the occasional disjointed move)
Weight: Same as Meta Knight. What would you expect from what is essentially a living tire?
Jump Strength: 5/10 (both jumps have the same strength)
Fall Speed: 4/10
Size: Around Kirby’s size

SPECIAL ABILITIES

No Limbs: Since Wheelie has no appendages whatsoever, this obviously affects Wheelie’s ability to grab things. Or should I say, his lack of said ability. Wheelie cannot grab edges nor does he have a traditional grab function. His special grab will be explained in the move set. Due to his unique body structure, he also only has one get-up attack.

Pros:
Insane movement speed
Good attack speed
Excellent recovery special
Many attacks allow Wheelie to either move around or manipulate his momentum
Small Target

Cons:
Low power
Abysmal traction
Few KO moves
Light
Cannot grab edges, which harms both his recovery and his edge guarding
Many attacks have specific hit boxes

MOVE SET

Standard Attacks

A: “Burning Rubber”: Wheelie revs in place, his tire starting to catch fire as the rubber scrapes against the ground. The fire spreads outwards a slight distance from the tire, but only covers the exposed portion that you can see, so Wheelie is vulnerable from the top as you perform this move. Wheelie revs in place as long as you hold A. The fire is disjointed and deals 4% with low knockback. Virtually no startup lag with below average end lag.

>A: “Skid Attack”: Wheelie turns slightly and leans so that his bottom end is pointing forwards as he skids about 1/3 of battlefield. Only his tire can damage foes, though it does a respectable 6%, but with below average knockback. It is possible for him to skid off the edge. The attack has virtually no startup lag, with below average end lag and average priority.

VA: “Tire Bounce”: As a note for this move, Wheelie’s crouch has his tire deflating a little to lower his body. From this position, pressing the attack button causes the tire to suddenly reinflate, and the force causes Wheelie to be popped into the air a little, about the height of Dedede. Hitting the top of Wheelie (his helmet) will deal 7% with below average knockback. Wheelie will then fall back down to the ground, and if the ground under his “feet” is no longer there (i.e. moving platform) he will be recontrollable after he reaches where his starting height would be. The move has virtually no startup lag but average end lag as Wheelie cannot damage enemies as he falls back to normal position and the move has average priority

^A: “Popping’ a Wheelie”: Wheelie lifts his front slightly off the ground as he zooms forwards 1/3 of battlefield. Before you say “clone of >A”, let me explain the differences. First, this time the hit box is the entire front of Wheelie, making it easier to hit enemies. This move also does average knockback instead of below average, and it does 8% instead of 6. The downsides to this move over >A are that this move has bad priority and that this one has some startup lag, still below average, but it is there, The end lag is exactly the same as >A.

Dash Attack: “No, Hit the Breaks!”: Wheelie somehow slams on his “brakes”, causing him to move forwards 1/2 of battlefield as he skids to a stop. As he does this, several small rocks are lifted off the ground in front him, and travel a short distance forwards on a low arc. Each rock has average priority and do 2% with small knockback. Additionally, the friction causes a small stream of fire to shoot out behind him, that travels ¼ of battlefield along the ground and deals 7% with below average knockback. The fire is disjointed. Wheelie will stop if he reaches the edge of the platform, to go with the theme of the move. Virtually no startup lag, with average end lag.

Smash Attacks

FSmash: “Spike Ram”: Spikes extend out of Wheelie’s tire and he charges forwards at a good speed, and anyone who gets in his way takes 10% (17% charged) and average knockback. The spikes are actually not disjointed due to being a part of Wheelie’s body, but they still have decent priority. In addition to damage increasing, charging this move also increases the distance Wheelie moves forwards, from 1/3 of battlefield to being able to traverse the entire main platform. If Wheelie hits a wall as he’s attacking, the spikes will dig into the wall and Wheelie will move up the wall, ending the move in midair if need be. If he reaches an edge he simply ends up driving off the edge. The hit box of the move is always only in the spikes, leaving Wheelie vulnerable to attack from above. Average startup lag and end lag.

DSmash: “Peel Out”: Wheelie starts to spin around as if he’s lost control of himself. As he spins around, you may move him left and right with the control stick and he moves as quickly as a Luigi Cyclone, but you can’t rise with the B button. He spins from 1 to 2 seconds, depending on how long you charge. When he hits a foe (and his entire body is a hot box), they take 4% with small knockback but will most likely be hit several times if Wheelie pursues. There is no final stronger hit. The attack has low startup lag, average end lag, and average priority.

USmash: “Smokescreen Lunge”: Wheelie jumps and spins around through the air like Sonic doing a spin dash. He rises enough to be just under a battlefield platform and goes forwards depending on his momentum (so if he does it in place he just goes straight up, but if he does it while dashing he can clear some gaps with this move alone). If anyone hits him while he’s doing this, they take 9% (16& charged) and average knockback. As an additional twist, Wheelie’s engine emits black exhaust fumes that linger in the air for 2 seconds. These fumes deal 5% a second for every second an opponent’s head is in the clouds (like they can’t breathe). Average startup lag with virtually no end lag.

Aerial Attacks

Nair: “Speed Bump”: A speed bump appears directly in front of Wheelie. Oh come on, what do we need to slow down for in the air! So anyways, since Wheelie doesn’t slow down, he pops up a short distance higher than he initially was, though he can’t hurt enemies with himself. He also ends up losing some momentum, since that’s what speed bumps do. The speed bump itself can harm foes when it appears, dealing 7% and below average knockback, and it is disjointed. The move has virtually no startup or end lag, but the move only damages at the beginning of the move and it lasts for a few moments until Wheelie reaches his new height, and then the speed bump disappears, signifying that the move is finished.

Fair: “Sonic Boom”: Wheelie lunges forwards a short distance, causing a screen effect like the screen in front of Wheelie is shattering. Granted, this is only a graphical effect, but it should give you a hint as to the power contained in this move. If Wheelie himself rams into a foe, they take more damage and knockback the faster Wheelie was moving prior to using this move, which also causes the sonic boom to increase in size (but again, it’s just for show). At the lowest level (i.e. jump straight up and c-stick this move), it does a meager 4% and low knockback, with a microscopic boom. At max power without items (Dashing USmash followed by this move), the opponent is blown away with 16% and high knockback, making this Wheelie’s primary KO strategy with a sonic boom the size of a mushroom Bowser. If you perform this tactic with Wheelie’s final smash and a bunny hood, the game “freezes” for a second before going to the “no contest” screen. Virtually no startup lag, but a lot of end lag as Wheelie winds down. The move has average priority.

Bair: “Exhaust Flames”: Energy starts to build up in Wheelie’s engine pipes before finally the pipes let loose with a burst of flames that propels Wheelie forwards about 1/3 of battlefield. The fire is the length of Dedede’s hammer and is disjointed. Normally, it deals 7% and below average knockback. However, if the enemy touches the blue colored core of the fire just behind wheelie’s engine, they take 15% and high knockback. Above average startup lag, but a low amount of end lag.

Uair: “Loop-de-loop”: A strange pair of translucent rails will instantly form in front of Wheelie that create a loop shape. The loops has the radius for Wheelie to circle Bowser without touching him. Wheelie will dash through this strange loop, and anyone who hits him while he’s doing so will take 9% with average knockback and Wheelie’s body has average priority. The rails that form the loop do not affect opponents in any way, they are just there for show and so Wheelie can do this move. Virtually no startup lag, with below average end lag.

Dair: “Spike Poke”: The spikes from Wheelie’s FSmash once again extend out of the tire, but for some reason the middle spike that would point straight down doesn’t come out. This gives the move a rather strange hit box as an enemy cannot be directly underneath wheelie to be hit. The spikes do 6% with below average knockback.

If you press A a second time, the middle spike will now extend. When this happens, Wheelie’s aerial momentum is momentarily halted. If an enemy hits the middle spike, they take 7% and average knockback downwards (or, dare I say it, they are spiked!). The entire move has very little startup lag, but average end lag. Like in the FSmash, the spikes have decent priority, but are not disjointed.

Special Moves

B: “High Beams”: Wheelie’s eye (eyes?) glow yellow for a moment before a short range yellow beam of light fires out of it that covers a slightly larger area than ROB’s FSmash. Anyone who looks directly at wheelie while he fires the light will be dazed like from a deku nut for 1 second from being blinded by Wheelie’s inconsiderate high beam usage (use the low beams in traffic people!). So basically this is Mewtwo’s Disable but you can actually follow it up with other attacks. Another difference between this and Disable is that Wheelie has to charge this move like ROBs laser. It takes 10 seconds to charge in between uses, and Wheelie’s eye will brighten a little when it’s ready. Below average startup lag with low end lag.

>B: “Turn Signal”: This attack can only be used on the ground. Wheelie turns his back to the camera as a small green arrow appears over his head pointing in the direction you pushed the control stick. It flickers on and off four times, and then a car zooms onto the screen from the foreground heading directly towards Wheelie but it goes around him in the OPPOSITE direction the arrow is pointing. So for example if the arrow is pointing right the car moves around him on his left side (like Wheelie’s trying to make a right turn and the car is passing him since it just wants to go farther ahead on the road). If someone hits the car, which is disjointed and the same size as an F-Zero Car, they take 17% and high vertical knockback.

While the move has virtually no startup lag, it takes some time for the car to appear since the arrow has to flick four times beforehand, and it takes about as long as Warlock Punch’s startup lag for this to happen. Fortunately all of the cars that go to pas Wheelie are typical American drivers, so they pass by at the speed of the Blue Falcon in Captain Falcon’s final smash, though this still doesn’t forgive the horrendous time before it shows up in the first place. Another nice trick Wheelie can perform is that until the four arrow flickers are finished, you can press the control stick either left or right and the arrow will instantly point to that direction, giving this move some decent mind games. The move has average end lag as Wheelie waits for a moment before returning to his normal position.

^B: “Xtreme Sports Ramp”: A large wooden ramp about twice the height of Bowser appears in front of Wheelie and he begins to dash across it. The ramp is rather steep, like the hill on Yoshi’s Island Melee, so it isn’t that long horizontally, though it’s still big. If opponents are hit by the ramp as it appears, they take 10% but below average knockback, and the ramp is of course disjointed. Hitting Wheelie as he dashes on the ramp deals 7% with below average knockback, and he has average priority. Opponents are able to walk on the ramp throughout the duration of this move.

As Wheelie is jumping off the ramp, a ring of fire the size of Kirby appears in front of Wheelie that he dashes through, taking 5% but no other effects (what a brave little guy!) If anyone else touches the fire ring, they take 5% and also below average knockback. The fire is disjointed. Wheelie goes the height of Aether upwards as he launches from the ramp, and he goes as far as a 12% charged Green Missile, and when you add that to the height gained from just going up the ramp, this is an excellent recovery technique distance-wise, to make up for Wheelie’s inability to grab edges. Virtually no startup or end lag, though Wheelie waits for a few moments before going up the ramp, and if he’s damaged at any time before he launches from it, the ramp splinters apart, which does not harm foes but it shows that the move has been canceled.

VB: “Road Trap”: Wheelie’s engine opens up and shoots out a small spike that lands a small distance behind himself. If any characters hit the spike they trip and take 2%. If a wheel based character like Wheelie or Mach Rider hit the spike, they take 5% due to their tire getting punctured. Vehicles that are a part of a move (such as Wario’s or Guntz’s bikes or Landmaster) are not affected by the spike and just run it over, destroying it. The spike stays on the screen for 3 seconds, and Wheelie can have up to 4 at once. Below average startup and end lag.

Final Smash

“Overdrive”: Wheelie’s engine roars as his entire body is enveloped in flames. For the next 16 seconds, Wheelie’s speed doubles. This includes his movement speed as well as halving his attack lag, giving him a near Meta Knight level of offense. While Wheelie is not invincible, anyone who touches his flaming body will take slight hit stun and 2%, allowing Wheelie to rack up damage just by inching his way forwards on an enemy. Since his speed doubles, his Sonic Boom can now deal up to 32% with the sliding USmash, and it deals the knockback of a Warlock Punch. Of course, Wheelie’s traction is still just as bad as ever, and considering how fast you’re moving now, good luck trying to control him!

Misc Attacks

Grab/Throw: “Drunken Wheelie”: Wheelie has a special “grab” move. When you press grab, Wheelie will hop forwards on a low trajectory about 1/5 of battlefield forwards. If he connects with someone, he proceeds to run over their face while knocking them down, dealing 7%. After doing this he drives forwards a short distance so that he isn’t still laying on the new road-kill in the area. If he hits an opponent in the air, they are sent straight downwards and regain control after falling a short distance, and Wheelie will also fall that same distance. Considering its range, this grab has a slight amount of startup lag, not a lot, but it is noticeable.

Get-up Attack: “Gyroscope”: Oh no! Wheelie has fallen over! How’s he supposed to get back up with no limbs? Never fear, as he has a built-in gyroscope to help him out. Wheelie will start to spin around as his body starts tilting back upright. He spins ten times before finishing, and each spin deals 1% with the final one dealing below average knockback. Yay, we won’t have to euthanize Wheelie like all those poor cows that degenerate kids push over fall over!

STRATEGY GUIDE

Wheelie is a character who has a very unique advantage on the battlefield, being able to move while attacking. At first, your opponents will probably SD just because they can’t understand how a small tire is hitting them from far away without any true projectiles. After the initial shock leaves, you’ll have to play more strategically.

One of Wheelie’s main problems to work around is hits specific hit boxes. VA, FSmash, and A all hit only on the bottom of Wheelie where his tire is exposed, so you should never use these against an airborne foe. On the other hand, those three moves all give you good distance, so if your opponent IS on the ground, don’t be afraid to try them out. In the air, Uair at first seems like an amazing ranged move, but see, since Wheelie can circle Bowser without touching him, all anyone else has to do is stand in the middle of the loop and they’ve got a free hit on Wheelie.

Anyways, Wheelie really needs to learn when to slow down and when to speed up. Besides using his Bair and Usmash to shift your position, you can also use Dash Attack and Dair to come to a stop, allowing you to fake out an opponent waiting for you with a charged smash attack.

When it comes to KOing, Wheelie’s in trouble. His only really strong moves are Bair’s sweetspot (pitifully small sweetspot) and a powered up Fair (which requires you to perform a sliding USmash beforehand and not knock your opponent away with the Usmash and still get out the Fair before they recognize what you’re up to) Granted, if you do connect with either of these, you’ll probably get your KO, but still, good luck. If you’re the one recovering, fortunately, Wheelie’s got average jumps with below average fall speed and an awesome recovery special, but not being able to grab the edge really sucks. It also makes edge guarding near impossible for him, considering he needs to remain above the stage at all costs.

OTHER

Idle: He stands there motionless. LOL
Crouch: As stated in the VA description, his tire deflates slightly which lowers him closer to the ground
Dizzy: Wheelie’s engine stalls
Wiimote Noise: The sound of a race car taking off
Kirby Hat: Kirby gets Wheelie’s helmet with a headlight attached so that he can perform High-Beam
Logo: Kirby’s
Win Music: Kirby’s
Credit’s Theme: Kirby Super Star: Credits[URL]

Special Animations

Taunt1: Wheelie drive around in a tight circle
Taunt2: Wheelie backs up slightly while making the noise trucks make when they back up (BEEEEP BEEEEP) This could theoretically allow you to dodge some attacks
Taunt3: Wheelie revs in place and kicks up some dust
Win1: Wheelie zooms past the screen twice and then comes back to the center of the screen and looks at the camera
Win2: Similar to Win1, but instead of returning to the screen you hear a crashing noise and some dust starts flying in from the side Wheelie left the screen from
Win3: A wooden ramp is seen far in the distance and Wheelie drives up, flying all the way to the winner’s position on the results screen and he makes a clean landing
Special Win Note: If Wheelie is teamed up with Kirby and they win, Kirby is seen riding Wheelie for one of Wheelie’s win poses. Kirby will not perform his own in this case

Alt Colors

1) Default (red team)
2) Blue Helmet (blue team)
3) Green Helmet (>_>)
4) Purple Helmet
5) Yellow Helmet
6) Black Helmet

Alt Costume



It has the same color schemes as normal Wheelie, the green and red helmets are just swapped.



Like Wheelie Scooter, it has the same set of helmet colors, but in this case the black one is default. Note that Rex Wheelie is resized in Brawl to be the same size as normal Wheelie instead of being 3X his size like in Air Ride

Snake Codec

Snake: Mei Ling, I think I’ve finally gone insane. I think there’s a tire attacking me.
Mei Ling: Actually, Snake, you are fighting a tire. His name’s Wheelie, like the infamous biker stunt.
Snake: So I guess this thing’s a real speed demon, huh?
Mei Ling: Most definitely Snake. He has mastered how to control his unique body, and can shift his momentum around to help him attack.
Snake: Well then I’ll just have to get out the police barricades, give him a speeding ticket, and plant a c4 on him while he’s busy sulking.
Mei Ling: That’s cruel Snake!
Snake: All’s fair in love and war, Mei Ling, and this definitely counts as war.

Unlock Info

How to Unlock: Travel over 9 total miles of dash distance
Unlock Message: “Wheelie, the friendly tire, has joined the Brawl!”
Alternate Unlock Message: “Oh great, another Kirby character who is probably intentionally made over powered by Sakurai. Wheelie joins the Brawl!”

SSE BOSS - HEAVY LOBSTER



Music - [URL=http://www.youtube.com/watch?v=j1tXUX6qUEk]Kirby 64 Boss Battle


HP - 450
-Heavy Lobster could be compared to Porkey. He’s a similar size, the arena is similarly sized and is also a flat walk off area, and Heavy Lobster also walks around, damaging you for 10% and below average knockback if he pushes you with his body.
-However, unlike Porky, Heavy Lobster faces sideways for the battle instead of facing the screen, so when he walks backwards, he really walks backwards. He only turns around when doing specific attacks. This is what makes him a unique boss, as some attacks he can only do from the front, and vice-versa

Attacks

1) Flamethrower - Heavy Lobster pauses, opens one of his claws, and spews from it a stream of fire that would cover 1/3 of Final Destination. It deals 17% and good knockback if it connects, which means that it will only hit once.

2) Light Lobster - Heavy Lobster once again stops to open a claw, and this time a little robot lobster comes out and darts along the ground. It has decent priority and deals 10% with average knockback if it connects, and it keeps going until it leaves the screen. Heavy Lobster will shoot two at a time when he’s below 50% HP.

3) Triple Jump - Heavy Lobster jumps up as high as a Super Dedede jump, then comes crashing back down. This all happens much quicker than that Dedede move however, making it harder to dodge the mechanical lobster. Hitting him at any point during the attack deals 20% and good knockback. He can jump either straight up or forwards or backwards ¼ of Final Destination. Like the name implies, he always jumps three times in a row, and he can do any combination of three jump trajectories. If he ends up jumping off screen, he will walk back onto the screen before doing any additional attacks.

4) Back Kick - Heavy Lobster simply shoves one of his feet backwards a short distance to ward off anyone who tries to hit him from behind. It deals 14% and above average knockback. This is a relatively quick move, so be cautious when approaching Heavy Lobster from the back.

5) Spin Reversal - Heavy Lobster crouches down and tucks in his limbs, turning into his “car mode”. He then spins around for 2 seconds, and anyone who is hit by this takes 18% and good knockback. This of course hits to both sides. He finishes the attack facing the opposite direction as he gets back up.

Attacks - Added at 60% HP

6) Run You Over - Heavy Lobster goes into car mode and the thrusters on his back/butt ignite, which causes him to quickly dash forwards across the stage and off the screen. This deals 22% and high knockback if he connects, though there is enough startup lag to this move for you to have a chance gaining enough height to clear him. He also goes fast enough that you might be able to spot dodge or air doge it with precision timing, so that’s something to look into for when you attempt Boss Battles on intense. After leaving the screen, a few moments later he will dash back onto the screen from the side that he left (this is still able to damage you), now facing the opposite side of the screen, though he doesn’t go far before he stops. He will then revert back to normal

7) Turnabout Jump - No, Heavy Lobster is not related to Apollo Justice. Heavy Lobster will leap very high into the air, almost leaving the screen. As he does this, he does an about-face in midair. He then comes crashing down with a massive thud that causes a dust graphical effect to erupt from the ground around him. Hitting him as he’s rising deals 15% and good knockback, but hitting him as he’s falling deals 26% and very high knockback. You’d best leave the robo-shrimp alone as he’s doing this attack.

8) Guillotine - Heavy Lobster opens wide one of his claws as a glint if light shines off of it. After a moment, the arm it’s on quickly extends towards the position you’re at when this happens. It can extend up to ½ of Final Destination in any direction, the claw simply being held upside down if it needs to attack someone behind himself. In co-op, it locks onto the higher damaged player if both are in range. When the claw reaches that spot, it snaps shut, auto-breaking shields and dealing 30% with Falcon Punch knockback if it’s a clean hit. Fortunately this attack is clearly telegraphed, giving you ample to time to react and dodge.

Attacks - Added at 100 HP on all difficulties

9) Force Field - The moment Heavy Lobster’s HP reaches 100, a small antennae will emerge from his back and create a green colored force field around Heavy Lobster. It follows the curves in his body and doesn’t extend far from his body, so it doesn’t interfere too much with you trying to stay out of his way. However, it never goes away, and it protects Heavy Lobster from ALL attacks, including counters, and the force field also covers the antennae so you can’t destroy the source. Heavy Lobster himself stops using his two projectile attacks since they can’t get through the force field, and he will also no longer use Guillotine since the force field would not be able to protect his hand as it extends that far. But how are you supposed to defeat him when he’s never vulnerable...

10) Slide Kick - As Heavy Lobster comes back onto the screen from attack 6, he will convert back to normal mode as he’s still dashing, causing him to slide an additional 1/3 if Final Destination in distance. This deals the same damage as the regular part of the dash, only he’s more difficult to dodge since he’s larger in regular mode. What makes this attack upgrade even more annoying is that because he’s already back in normal mode as he’s sliding, he can transition immediately into another attack if he wants. Who knew that a lobster would be the ultimate fighting robot?

11) Flying Shoulder Barge - Heavy Lobster will raise up into the air the distance of Ike’s height and hover in midair using jets on his feet. After a few moments, he will charge forwards with a motion that looks like a shoulder barge, hence the name. He goes about ½ of Final Destination before hovering again for a few moments before he lands. As you’d expect, this is very difficult to jump over considering he’s floating somewhat, so hopefully your character is able to duck under it. If you can’t you should either shield it (it does decent damage to shields, but never auto-breaks it even on intense) or try to spot dodge/roll/air dodge it. If he connects, he stops moving at that spot and you take 20% and good knockback. If you dodge it and Heavy Lobster goes past you, he turns around in the air before landing, so he’s still facing you when the move ends. Tricky little…

12) Suicide Bombs - After every two attacks, Heavy Lobster will pause, open one of his claws, and fire out a green colored robot like from attack 2. This is the one thing capable of going through the force field, and Heavy Lobster takes a few steps back after releasing it. Unlike the normal ones in attack 2, this one is actually a fully functional enemy, and it has 12 HP. It’s only attack is charge at you for 10% and below average knockback. However, this is where the fun begins. When it dies, it explodes, and the explosion deals set 25% and high knockback. If it dies from the throw, it explodes when the hit stun wears off. So remember when I said these can go through Heavy Lobster’s force field? Yeah, that’s right, if you throw one of these into Heavy Lobster and it dies from the throw, Heavy Lobster takes the 25% damage from the explosion. If you’ve done the math, that means that it takes four of these to finish off the robotic crustacean once and for all.
 

Lenus Altair

Smash Ace
Joined
Mar 7, 2008
Messages
518
Yami Yugi Moveset





Description:

Yami, the reincarnated personality of a pharaoh from ancient Egypt, long awaited adrift inside the fractured millennium puzzle for the one who would solve it and set him free. It turn out that a young boy, Yugi, would come to that fate and in doing so would share his mind with the benevolent ruler. However, the mystical powers that the pharaoh sealed long ago were to resurface along with him, and he would once again be forced to battle in his arts modern incarnation, Duel Monsters, to lock them away once again from those who would otherwise misuse them.

This moveset will be referencing Yami from the Battle City Story Arch, so themes from beyond that will be ignored.

Yami Strategy

Yami is a complicated character who thrives and fails based on momentum. His individual attacks are very weak, but combined with a monsters can be devastating, giving him damage potential few can match. While Yami can stand back and let his monsters do all the fighting, this would leave them vulnerable. He plays best defending his monsters in between there attacks and assisting them all out. Yami also needs to abuse his summon in order to replace monsters on the brink of defeat with stronger ones. Opponents will be doing the opposite doing there best to kill the monsters before that happens with the added bonus of damaging Yami. Yami varaible recovery options can end up being farily strong or horrendously weak making his below average weight a bad variable, and Yami is hardly half a character without a monster in play. With Yami you either win big or lose it all, and sometimes luck works against you even with his ability to manipulate his draws. Lastly Yami only has one effective kill move that is readily available, Mind Crush, making him predictable in finishing his foes. Overall Yami is a character who will abuse foes after mastering his complicated moveset or fall flat off the screen.

Stats:

Power: 5/10 (Yami own blows are very weak, but his summons attacks a quite strong. Has only one universal K.O. Option)
Walking Speed: 5/10 (Average body, average walk.)
Running Speed: 6/10 (He might run faster if it weren’t for all the extra belts, but besides those and his duel disk has little to slow him down. Slightly above average.)
Attack speed: 7/10 (His physical attack are quick, his specials, not as much )
Weight: 4/10 (Pit can compare)
Falling Speed: 7.5/10 (Those anime characters and their inherent ability to defy gravity)
First Jump: 5/10 (Average)
Second Jump: 4/10 (Doesn’t add a lot to the first)
Range: 3/10 (Yami relies on his monsters to do the brunt of the attacking, and his improvised attacks don’t offer much range.)
Wall Climb: No
Wall Cling: No
Crawl: Yes
Glide: No

Entrance:

Yami appears in midair slightly above the ground lading with his cape billowing slightly. He slams his deck into his duel disk which activates shooting out its holo emitters which rest in the background of the field and cries out “Its time to duel!”

Animation:

Neutral: Yami stands confidently his duel disk up and level ready for him to play any card he might need, and his free hand holds his hand in between drawing.
Runing: Yami allows the duel disk to sway as he goes into a running jog, his coat waving behind him.
Long standing animation: Yami relaxes for but a moment, only to have his duel disk glitch for a second as if turning off. Startled, he quickly raises his arm back up just to see it fix itself as he resumes his neutral pose.
Spot Dodge: Yami ducks into the back ground holding the duel disk almost shield like as he draws a card. (*Special)
Roll: Dashes into a slide, going around the foe on one knee.
Jumps: Yami heaves the duel disk into the air as he jumps, holding it axe like at a near 90 degree angle.
Sheild: Turns away holding his hand over face and duel disk back behind him.
Dizzy: Yami’s arms go limp as he sways.
Sleepy: Yami drops his cards to the ground as he slumps to one knee only to shake his head and hurriedly pick them back up.

Specials:

Neutral B: (“I Summon”)

Yami dramatically selects a card from his hand and as he slams into the duel disk cries out “I Summon …” And the name of the monster he is ready to summon. The Monster Glimmers into existence after its name is called in front of Yami As the card appears and fades above his head. As you can imagine this give him a notable star up time. What does the monster do besides act like an assist trophy with stamina? Depends which one. How do you know what you’re summoning? There are a few quick rules:

*Yami can only summon low level monsters if no others are on the field.


Ok then so you start off playing low level monsters. That still doesn’t tell exactly whats going to summoned. In order to know, you’ll have to get used to the idea of looking next your damage percent, as a couple extra symbols reside their while playing Yami. The first and relevant one at the upper left shows a small headshot of what you are going to summon next should you uses this special. Easy right? Some other Rules.

*When masters take damage, they barely flinch (more of slowly down), but they aren’t always attacking leaving openings at times.
*Most Monster stay on the stage, but those with the ability to persue general have the ability to float on and off the stage.
*The Monster the he is summoning next is totally random except it can’t be one already in play.
*So long as Yami successfully summons a monster, he can’t use this special again for 10 seconds.
*In order to Summon his stronger monsters, he must already have other in play and be willing to sacrifice an appropriate number.


Don’t worry too much about that last one. Stronger monster will only appear when you can actually summon them. Yami can only have 2 monsters in play at a time. To play some you will be required to give up one or both monsters in play. You’ll just have to learn which require what. Also If you have 2 out but he only needs to sacrifice 1, he sacrifice the one that came into play first. Some of you may be deterred by the face that what you play next is random. That’s not entirely true! Whenever you spotdodge, you draw a new cards, randomly mixing up what you would summon next, and it guaranteed to be something that wasn’t their before. Another important note is Yami can only use this special on the ground.

One last thing…

*When your monsters are defeated, Yami immediately takes 10% damage causing him to flinch

Thankfully this damage will never cause knockback, but can otherwise interrupt him. A smart opponent will abuse this, going all out on unprotected monsters during there vulnerable states trying to finish off their stamina but since its not shown, the will have to try to keep track themselves (as will you).

Now that just leaves the monsters: Here they are!

(Low Levels)

Gazelle the King of Mythical Beasts:

Stamina: 25%
Gazella attacks quickly dashing across the field staying on the ground at the same speed as metaknight. He usually does a double claw attack with quick start up and cool down dealing 3% with each strike and having moderate reach and priority with low knockback on the second hit. His other main attack is to roar, having an invisible disjointed hit box around him with moderate range causing foes to flinch as they take 5%. Gazella does not persue opponents off the stage, but will take a single jump to get back on if uses as part of Yamis Up B as will most ofhis monsters..

Kuriboh

Stamina: 15%
Kurioh floats through the air slowly approaching his target. He only has the ability to self destruct on contact with a foe or when destroyed. The explosion has moderate reach and deals 9% fire with moderate diagonal knockback. If Kuriboh is used as part of Yami’s Up B recovery, he always is the second monster and will explode apon Yami touching him launching him higher then he would of otherwise recover, an extra character height!
Kuriboh will pursue enemies off the stage.

Beta the Magnet Warrior

Stamina: 20%
Beta charges and an average pace levitating in the air. His main attack is an electric punch with moderate range, start up, coold down, and moderate diagonal knock back dealing 6%. If he is struck by an electric attack, he reverberates an quick electric field encompassing his body causing foes to flinch and dealing 3%. Beta will not persue foes off the stage.

Queen's Knight

Stamina: 25%
She runs quickly across the ground at a speed link would trying to get in a dashing sword slash for 6% damage. The reach of her sword is fairly long, and the start up decent, but the cool down is not. The priority is moderate as is the diagonal knockback. She also wields her shield, sometimes stopping to block attacks from her front negating the damage she would otherwise take.

(Mid Levels: 1 Sacrifice)

Dark Magician Girl


Stamina: 30%
The Dark Magician Girl floats at a fairly quick pace, close to pits, occasionally stopping to use one of her two attacks. She’ll stop to wave here wand around her temporally giving her a energy field, Shocking foes with magic energy dealing 3% with low knockback for those who touch it. It only last for 4 seconds after the attack, and a disjointed hitbox/high priority projectile can pierce it striking her and interrupting it. Her last attack is an energy ball equal in size to a full charge from Samus. It has moderate range going half the length of final destination, but only moves at ganons run speed. It deals 8% with moderate diagonal knockback. The damage for both attacks will increase by 2% if the the Dark magician has been defeated during Yamis current stock. The Dark Magician Girl will pursue off the stage.

Summoned Skull


Stamina: 35%
Summon Skull is a scary brute that moves slow with a single attack. It charges up its claws with lightning as it strikes, having a moderate start up and cool down, long reach and deals 10% electric damage with moderate diagonal knockback. Summon skull does not flinch, nor pursue off the stage.

Beast of Gilfer

Stamina: 30%
Gilfer travels slowly, pausing to form a large fiery ball of energy larger then itself on its chest diagonally in the air. I deals 3%-3%-3% with the last hit having low diagonal knockback. If gilfer is defeated, the opponent responsible for it suffers a curse, causing their damage to be cut in half (minimum 1%) for the next 8 seconds. Gilfer does not pursue of the stage.

(High levels: 2 Sacrifices)

Dark Magician


Stamina: 40%
Dark Magician flies through the air at an average pace, swatting foes with it staff ot they get to closes with it large disjointed hitbox and rage dealing 8% and moderate diagonal knockback with the blow. When he reaches his hand forward he quickly charages and fires a large dark enegy bolt that covers the distance of final destination while being the size of a full charge shot. It deals 12%, draining shields badly with diagonal knockback. The Dark Magician will persue foes off the stage.

Buster Blader

Stamina: 45%
Buster blade travels at speed like Ikes, dilvering several deferent combinations of double slashes with large ranges and moderate start up and cool down times. Each slash does 5%-6% with the second dealing moderate diagonal knockback. Buster Blader does not flinch, and does not pursue off the stage.

Side B: (Mind Crush)

Yami extends his arm forward as his millennium puzzle glows. He calls out and seals his opponent fate. The attack has moderate start up time as Yami does the gesture, and the attack only has a range of ½ of Final Destination, however the closest foe within the range gets surrounded quickly by a psychic bubble. It glimmers for a fraction of a second then rapidly smashes in on the foe dealing its damage. It can be shielded or dodged of course since the attack is telegraphed, but if it hits it deals 10% of the of the target characters current damage (Minimum 1%). It has low vertical knockback and moderate priority if the damage would be 10% or less and can be broken with an appropriate attack. It has high vertical knockback and high priority if that damage would be more then 10% making it near impossible to break. The cool down for Yamis animation is moderate. This is Yami’s main KO move and is best used in conjuction with a monsters attack.

Down B: (Face Downs)


Yami’s down B functions similarly to his “I summon” special. He can only use this special once every 10 seconds so long as it wasn’t interrupted. There is a symbol representing what card he would play next under the Monsters symbol next to his percent. When he spotdodges he draws new cards switching what he would play next. There are no sacrifices here of course, and the effects each card have a generally instantaneous, however some cards only have a chance of appearing when certain monsters are in play. Finally he can only use this special on the ground. Here is the list of what can show up and what effects they have:

Diffusion Wave Motion

This card will only show up when the Dark Magician is out, and has a 33% chance of doing so. When activate the Dark Magician Pauses raising its staff into the air as a sphere of dark magic manifest at its tip. Within a second, energy shockwaves radiate out ward in all directions at seemingly the same time, the blast having a diameter of half of final destination. The Blast deals an unprecendented 15% and great diagonal knockback. The Dark magician resumes as normal afterward, but only has super armor during the attack, so can be defeated while using it (potentially interrupting it.) This card will only show up once with each Dark Magician appearance.

Dust Tornado

A translucent wind envelopes Yami traveling 2 characters height high and having a radius of Links Zair. It lingers for 2 second negating all status effects (taking away things like mushroom effects, metal boxes, etc) as well as destroying all items in general within it range. It does this for both allies and opponents.

Lightforce Sword


A traditional sword appears over Yami head, and targets a foe. After aiming for about a second, it sudden launches toward them at the speed of foxes laser acting as a physical projectile (though it does not pierce through stage obstacles.) On a successful hit, it deals 6% but only causes foes to flinch. More importantly though, opponents struck by the sword cannot use the A button (or basic attack rather for those who switch control setups) for the next 8 seconds.

Magical Hats


Yami and all of his current monster become covet by giant magical top hats! They each have 10% stamina and are effected by enemy and allied attacks. The hold those inside in place, but protect them from attacks. When the staminia for a particular hat is gone it disappears. As an added effect when the hats appear there is a 50/50 chance that Yami and his monsters will randomly switch places. If a monster is in the air, it temporally becomes covered with a hat, switches places if triggered, and then the hat immediately disappears.

Magic Cylinder

This card only can appear when the Dark Magician or Dark Magician Girl is on the field having a 33% chance in doing so. When used both Yami and his monsters become surrounded in a purple field on energy for 2 seconds. If a projectile strikes the field, it negates the attack and disappears around all those who were affected. The Figure assaulted when then have A magical cylinder appear above their head, aim for a second and the nearest foe, and launch a retaliatory energy blast dealing twice the damage and having priority based on the damage it would deal. The shot is the same size as a half-way charged super scope blast and travels at a rate similar to falcos laser.

Mirror Force


Mirror Force work similarly to Magic Cylinder in how it starts incasing all of Yami’s monsters and himself in a purple field. When the field is struck however it immediately burst in an explosion of magical energy dealing 1.5 times the damage the blow would have done and have good range around the struck party member. It has decent diagonal knockback.

Monster Reborn

This card only appears if One of Yami Monsters has been defeated and he has space to summon a new one. It revives the last monster defeated with ful staminia. (Special note: this would be the only way to have Dark Magician and Buster Blade out at the same time.)

Multiply

This card only will appear when you have kuriboh in play and has a 33% chance in doing so. It splits one Kuriboh into 3, however you can’t summon any additional monsters until your back down to 2 total monsters.

Mystic Box

A Green field appears around one foe and one of Yami’s monsters or Yami if he has none. After a second a coffin looking box envelopes each character, causing them to switch places. Each coffin has a stamina of 10% and after they switch places a grouping of swords appears outside the coffin with your foe. Another second delay before they pierce the coffin dealing 10% and moderate vertical knockback though a foe can break the coffin and escape or simply shield/dodge appropriate.

Shift:

Yami can only draw this when he control a monster. If it is only him and one monster using it causes him to instantly switch places with them. If he controls monsters switch places.

Up B: (Summoned Stairs)

Yami makes a small leap as his monsters appear to give him a boost lining up as stairs. If he has 2 monsters, the both line up and he jumps from each gaining both solid vertical and horizontal distance, almost 2 character heights for both. 1 gives him a little less then a character height, and having zero only always Yami to make a small hop similar to Yoshi’s Up B. The Monsters move instantaneously into position and the start up for this move is quick. Besides being a recovery move it rallies his monsters nearby. Also his monsters can be damaged and defeated while being used as stairs, which if timed properly can disrupt his recovery. He can attack out of it though.

Regular A Attacks:

Neutral A: Yami swipes with the cards in his hand vertically. Quick start up and cool down, but low range a priority. 2%
Neutral AA: Yami spins around slashing his duel disk like and axe vertical. Quick follow up and moderate cool down. Moderate priority and low horizontal knockback. 3%

A small quick damage build thats safe and ecourages a follow up by you or your monster. Extremely weak as are all of Yami's attacks since he relies on his specials.

Dash Attack: Yami rips off one of his many belts and whips in front of him all just to quickly replace it around his waist in one motion. Moderate Range and priority, with a quick start up and bad cool down. 5% Moderate diagonal knockback

This simple move gives Yami a fairly quick way to get in a good lick on an opponenet knocking your opponent away from you monsters when they are otherwise vulnerable, since its moderate range combined with the dash animation gives it a solid reach amplified by its quick startup. A failed use almost garentees a good counter attack though, so its best used when predicting your opponents assualt during your monsters cool down.

Tilts:

Ftilt: Yami swipes fully outard with his hand cletched hand dealing an every growing number of paper cuts. Quick start up and cool down. Low priority, diagonal knockback and moderate range. 4%

Utilt: Yami does a windmill motion with his duel disk covering a good area above his head. Moderate vertical knockback and priority with bad startup and moderate cool down. 6%

Dtilt: Yami bends down grabbing his millennium puzzle and jabs it diagonal down in front of him in a toe stabbing strike. Moderate start up and priority with a quick cool down for its short reach. 5% with low horizontal knockback.

Aerials

Nair: Yami does a twirl as his cape bats away foes. Moderate reach with low diagonal knock back and priority. Quick to start up and cool down. 3%

Dair: Yami does a double kick downward as he countinues to float through the air. The first quick does only 2% with low priority and no knockback but with moderate reach. The second kick follows suit with a slightly higher priority and 4% damage and an impossibly weak spike that would have trouble killing at 100%...

Fair: Yami does a quick midair roundhouse of no real originality. Moderate knockback, start up, cool down, and reach. 6%

Uair: Yami does a back flip in the air though he holds his legs in close not trying to kick with them… however his millennium puzzle swings above his head delivering a pointed blow! The hit box is fairly small, though it has moderate range. The start up, cool down, and knock back are all moderate as well (diagonal knockback). 7%

Bair: Yami jams the back of his duel disk in a razor like poke, spinning with the momentum to deliver a follow up kick. The initial stab is quick with moderate range though the follow up is a bit slower. They both have moderate priority with the first hit doing 4% and no knockback and the kick doing 3%.

Smashes:

FSmash: Yami pull a card from a hidden poket that gleams like it were metal and slices with it! The start up and cool down is moderate as it the priority and range. Moderate diagonal knockback dealing 9% uncharged, max 14%

DSmash:
Yami jams the point of the duel disk into the ground, hard. This is his fastest smashe with only a few frames of start up, but has bad range. High priority and poor cool down dealing 8%, max 13%.

USmash: Yami raises his head up and shakes it like a rock star, but it his hair doesn’t move… it’s a solid object from all the gel! He swirls his head 3 times with the last hit having low vertical knockback. The attack has moderate priority, range, start up and cool down in typical Yami fashion. 2%-2%-4% with it being DI able.

Throws:

Yamis grab range is very close with moderate start up and bad cool down as he lunges forward grabing them with his duel disk hand. He knees his foes to do damage.

Fthrow: Yami shoves his opponent forward causing them spin round as he slashes their back with his duel disk. Low diagonal Knockback. 4%

Dthrow: Yami forces his opponent to the ground with a bounce. 3%

Uthrow: Yami launches his opponent upward after giving them a ride on the edge of his duel disk. 5% Low vertical knockback.

BThrow: Yami turns hurriedly as he muellenuim puzzle inadvertently swings into ther face and he lets go off them in surprise. 4% with low diagonal knockback.

Final Smash (Slifer the Sky Dragon):



Yami draws a card in his usual dramatic fashion and holds it up triumphantly! “Now you’ll have to face my Egyptian God Card! Slifer the Sky Dragon, Come Forth!” The sky becomes covered with storm clouds as lightning rains down and the dragon emerges entwined in the sky as it readies it assuals. It will alternate between several attacks during its stay. First, the lightning that strikes the field is not just ambiance. Coming down is strange branches, it deals 10% electric damage, and 2 or 3 bolts can strike in a second, though were the hit is random and not aimed at a particular character. Slifer will randomly uses one of his 3 main attacks. His first uses his alternate mouth as he rains down 6 large blue fire ball double the size of a fully charge super scope shot in a random over a cone like area. They cannot be blocked and travel at the speed of Samus charge shots dealing 20% and having great diagonal knock back. They also travel through the stage and platforms. The second attack has Slifer decend from the sky enveloping a part of the field as a snake would and quickly constricting those who fail to get out from between his coils before returning to the air. The start up is a bit slow, but the attack again cannot be blocked and deals 25% damage with amazing vertical knockback. The last attack has him charge up his most devastating attack with his primary mouth, shooting an electrical beam that partially tracks from the angle he spews it from the sky. It deals a total of 35% damage with the last hit having the great horizontal knockback. Each of his attack last about 3 seconds, with him taking 2 seconds inbetween. He stays for 30 seconds, meaning he will uses 5 or 6 attack each visit. Yami stays invincible and frozen the entire time in the spot where he activated, but the cool down after he loses the invulnerable is long enough for a free smash attack if you still nearby.

Taunts:

UTaunt: Yami draws his hand forward pointing dramatically “You lose ______” actually saying there name.
STaunt: Yami stands defiantly “With my friends and the heart of the cards, I can’t lose!”
DTaunt: Yami shuffles his deck in an overdone fashion.

Snake Chat:

Snake: This Japanese teen uses more hair gel then I thought possible!
Otacon: He may be in a teenagers body, but that’s Yami, the reincarnation of the Ancient Egyptian Pharaoh responsible for sealing magic away!
Snake: I think I like this kid, but I have to fight him?
Otacon: Yes he fights using monsters and spells through the holograms of his duel disk.
Snake: Well they're just holograms, so they can’t stop me.
Otacon: …well you see Yami uses his-
Snake: DON’T SAY IT!
 

~Cruxis~

Smash Ace
Joined
Nov 27, 2008
Messages
768
Location
In a timeless world
@Lenus: You win, dude. You win. The heart of the cards is all up in that set. That caught my eye.

@Wheelie: Sweet. I never thought a common Kirby baddie could be made so valiant. You did it some justice.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,440
META KNIGHT JOINS THE MELEE!

WHAT HAVE I DONE I HAVE CREATED A PARADOX

He's too broken, Sakurai.

Wow. Wow. That moveset is a BEAST.

Yami Yugi Moveset



Awesome moveset, and very true to character. YAY FOR BUSTER AND SUMMONED SKULL. Man, that brings back good memories.

I HAVE OPENED UP A FLOODGATE WITH MY UBER ANNOUNCEMENT ABOUT METAKNIGHT AND PICHU. I just hope Mendez or K.Rool don't post theirs...

Not
coming to MYM...

 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
:eek: 2 awesome movesets on one page???? this... this is madness!
this is sparta!

@ridley: great job on wheelie ~ it seems to be exactly how a living wheel would fight. I should mention that your description for his side B is a bit confusing... does the car drive past wheelie horizontally or does it come from the back of the screen? :confused:

@altair: believe it or not, I used to play yu-gi-oh a long time ago. You really did an awesome job bringing a very unique playstyle to brawl. However, most of his normal attacks are pretty bland (a flaw I'm seeing with most of your movesets). wouldn't it be awesome to include monsters in some of his normal attacks (I'm aware that it wouldn't really fit yugi's style of fighting as if it were a 'duel', but it would make the moveset a lot more interesting) ??
& no victory animations?? O_o

just a suggestion, your moveset is still great as is :)
 

Shake~

Smash Journeyman
Joined
May 29, 2008
Messages
332
captain underpaaaaants

@Hyper_Ridley: Seems good, I'll fully read it later.

@Lenus: Very nice work on the specials, but the standard attacks seem underwhelming. Nice job though.
 

Lenus Altair

Smash Ace
Joined
Mar 7, 2008
Messages
518
@altair: believe it or not, I used to play yu-gi-oh a long time ago. You really did an awesome job bringing a very unique playstyle to brawl. However, most of his normal attacks are pretty bland (a flaw I'm seeing with most of your movesets). wouldn't it be awesome to include monsters in some of his normal attacks (I'm aware that it wouldn't really fit yugi's style of fighting as if it were a 'duel', but it would make the moveset a lot more interesting) ??
& no victory animations?? O_o

just a suggestion, your moveset is still great as is :)
Thanks for the comments/cricitism. I agree that alot of times my normal attack are fairly bland, though this time It was done mostly on purpose minus a joke or two. Yami isn't suppose to be a fighter, and since I leaned towards him trying to be a duelist as opposed to a sorcerer I think having his monsters appear as part of his basic attacks would go against the style of the character as I otherwise presented it.

@Lenus: Very nice work on the specials, but the standard attacks seem underwhelming. Nice job though.
*Points up* But yes, thats not to say I can't improve apon them for sure.
 
D

Deleted member

Guest
I've been thinking....

I really need to enter a second moveset. And since it's the holiday season, I feel like announcing a special moveset...

HOBO SANTA!!

:D
 

TWILTHERO

Smash Lord
Joined
Aug 19, 2007
Messages
1,880
Location
Canada
Awesome Yami Yugi moveset Lenus. I used to like that show....but not anymore XD

Also, are you really going to be making Captain Underpants? I like the books, but no more books have come out for a long time now lol. I was thinking about making Captain Underpants, but i can't think of all the specials lol. I'm thinking about doing something random and making George and Harold though.....
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Lord Sakurai: Oh dear... technically, by the contest's rules, we have to count that as a serious entry, don't we? Oh well. Its blatant overpoweredness and lack of organization seem to outweight the handy descriptions for each attack and when to use them. It won't get any votes.

H_R: WHOOOO! I'm gonna put off reading it at the moment, although the suspense is killing me, because I may still end up reviewing it, and I like to read 'sets for the first time just before I do the review.

Lenus: VERY impressive. Yami's Specials, as has been said, are quite frankly great stuff. I haven't really read the regular attacks, but the specials already made the moveset for me.
 
D

Deleted member

Guest
Also, are you really going to be making Captain Underpants? I like the books, but no more books have come out for a long time now lol. I was thinking about making Captain Underpants, but i can't think of all the specials lol. I'm thinking about doing something random and making George and Harold though.....
I doubt it, despite its awesomeness. And don't forget the Wedgie Woman!
 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
3,307
Location
K Rool Avenue
Page 298 is epic. Well done, Lenus, and well done, H_R.

I especially like the use of the 'heart of the cards' in the Yugi moveset.
 

~Cruxis~

Smash Ace
Joined
Nov 27, 2008
Messages
768
Location
In a timeless world
Thanks for the comments/cricitism. I agree that alot of times my normal attack are fairly bland, though this time It was done mostly on purpose minus a joke or two. Yami isn't suppose to be a fighter, and since I leaned towards him trying to be a duelist as opposed to a sorcerer I think having his monsters appear as part of his basic attacks would go against the style of the character as I otherwise presented it.



*Points up* But yes, thats not to say I can't improve apon them for sure.
Yami = NOT supposed to be a FIGHTER??? Are you insane?? I'll MIND CRUSH your @$$.


jkjkjkkjkjkkkjkjjjkjkj
 

Chief Mendez

Smash Master
Joined
Mar 25, 2007
Messages
3,161
Location
Somewhere
I'd still rather play Clock Tower or Fatal Frame...but I ended up liking it. It's like...you can do no wrong, or something?

Like somebody else(?) said, one of the things I liked most was the "horror vibe" Fiona has. It would be pretty awesome for Smash to get some survival horror rep sometime in the future...


This was awesome. 10wins

Gah. Now I have to read two awesome movesets on one page. Thanks a lot, jerk. :mad:

Off the top of my head I think the Monster Summoning mechanic is broken. Just find an isolated spot, like the bottom "island" of Hyrule Temple or the right side of a Mountainous Pokemon Stadium, and camp away.

But there was also this:

Dash Attack: Yami rips off one of his many belts and whips in front of him all just to quickly replace it around his waist in one motion. Moderate Range and priority, with a quick start up and bad cool down. 5% Moderate diagonal knockback.
Okay so this is easily my favorite move in the 'set. I...well, maybe I'm barking up the wrong TWILTY here, but this really reminds me of something Yugi did in one of the commercial bumps for the show.

I'm probably reaching, but for some reason I found the notion hilarious--because it was so stupid in the show, and it's equally stupid here. But in a good way!


ANYWAY

For some reason I didn't quote Wheelie, so no quoted picture for you, HR. :(

So, first of all, that picture is poopy. I think there are much better options, if you dig a little. ;)
Also you need this as an alt costume...please?

The actual moveset: is pure, undiluted cool. I'm not even a Kirby fan, and I still loved the uh..."simple elegance" of the thing. Awesome job, man. :bee:
 

TWILTHERO

Smash Lord
Joined
Aug 19, 2007
Messages
1,880
Location
Canada
I...well, maybe I'm barking up the wrong TWILTY here,
:( No more tree jokes...please.....Don't i get bullied enough in school? :cry:

*goes emo into cutting himself*

*sings following song*

How could this happen to me?
I've made my mistakes
got nowhere to run
the night goes on
As I'm fadin' away
I'm sick of this life
I just wanna scream
How could this happen to me?

I've made my mistakes
got nowhere to run
the night goes on
as I'm fading away
I'm sick of this life
I just wanna scream
How could this happen to me?

*end of song*
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
*poof* Sorry I keep popping in and out of here...but because I've been having computer problems lately I haven't had as much time to get on...and I've had finals this week....but now it's winter break so expect Shanoa sometime VERY soon followed by Pyramid Head!
 

Jimnymebob

Smash Champion
Joined
Sep 26, 2008
Messages
2,020
NNID
Jimnymebob
Great movesets.
Wheelie was great, and Yami brought back memories of Yu Gi Oh, especially Summoned Skull- he was a beast :laugh:.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,440
:( No more tree jokes...please.....Don't i get bullied enough in school? :cry:

*goes emo into cutting himself*

*sings following song*

How could this happen to me?
I've made my mistakes
got nowhere to run
the night goes on
As I'm fadin' away
I'm sick of this life
I just wanna scream
How could this happen to me?

I've made my mistakes
got nowhere to run
the night goes on
as I'm fading away
I'm sick of this life
I just wanna scream
How could this happen to me?

*end of song*
This confirms my theory about Three Days Grace fans.
 

~Cruxis~

Smash Ace
Joined
Nov 27, 2008
Messages
768
Location
In a timeless world
*poof* Sorry I keep popping in and out of here...but because I've been having computer problems lately I haven't had as much time to get on...and I've had finals this week....but now it's winter break so expect Shanoa sometime VERY soon followed by Pyramid Head!
MarthTrinity = STOP HAVING COMPUTER PROBLEMS NAO
 
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