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Make Your Move 4

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kitsuneko345

Smash Ace
Joined
Dec 20, 2007
Messages
562
Location
*sending Sundance lots of apple pies on Pi Day, as
Aw, ****.

Do I really act that emo all the time? :ohwell:
You didn't know of the conversation, huh?:laugh: I was looking for newcomers here, I got angry, yada yada yada, and yeah.

BTW, I'm trying to remember a site my friend showed me on thanksgiving. It had the rules that you needed to typed the answer in the address and some of the answers were e, optimist, and nt. Do you guys know what I'm talking about?
 

kitsuneko345

Smash Ace
Joined
Dec 20, 2007
Messages
562
Location
*sending Sundance lots of apple pies on Pi Day, as
I'd like if there was less spam and more movesets (and related stuff).
The above stuff is related!! The first paragraph was about a conversation in the thread about the names of the newcomers, while the second part is so I won't get bored with the ridiculous spam.

Edit:@ Tanookie: How did you...? Why would...? What were you...? (no comment)

And Sundance is now the Green Ranger.
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
I'd like if there was less spam and more movesets (and related stuff).
I'm working on it...

Now, for some shameless advertising!

The next part of my SSE is nearing completion. New characters include Rock and Roll, L, Wispa, and Megaman, but are not limited to those four.
 
D

Deleted member

Guest
Oh...We're talking SSE's, eh? Well, this is the list characters to be introduced in Chapter 2 of my SSE:

  • Donkey Kong
  • King K.Rool
  • Breloom
  • Snorlax
  • The Joker
  • Tails Doll
  • Doggy & Bear
  • YouTube Toilet
  • Guntz
  • Mach Rider
  • Captain Falcon
  • Metal Sonic
  • Cortex & Tiny
  • Apollo Justice

:evil:
 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
3,306
Location
K Rool Avenue
I'm reporting you for spamming, MasterWarlord.

Super serially.

Garland has come little ways today, but I'm going to try and get further with him tonight. Probably about a quarter of the way through his moveset.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
I'm reporting you for spamming, MasterWarlord.

Super serially.

Garland has come little ways today, but I'm going to try and get further with him tonight. Probably about a quarter of the way through his moveset.
Reported.

Lol?

Just thought you guys might like to know, but there's gonna be a pretty bad snowstorm here tonight. Odds are I'll lose power and won't be here for a couple of days.
 
D

Deleted member

Guest


Babe joins the Brawl!

== Basic Attacks ==

Ground Attacks:

AN: Jab-Jab-Knee - 3%-2%-6%
Babe punches whatever is in front of him. It's pretty basic,
and nothing special, with next to no knockback and no KO
potential. If you press it twice, Babe will punch with his
other hand, and three times, he'll knee his enemy.
There's nothing special to note about this move, other than it
combos into Combo Punch VERY easily.

AN extended: Combo Punch - 2%
Hold down AN and do the Jab-Jab-Knee to start punching furiously
in front of you: Babe will punch three times in front of him
at very high speeds, and continue until you release A.
This move is of little value: it leaves you open (you can't move
or shield out of it until it's over), deals little damage and is
easy to escape from, and has zero KO potential.

AF while walking: Kick - 10%
Babe kicks anything in front of him. Flashy.
This has surprising range and decent damage (little knockback,
though), but you probably won't be taking advantage of it very
often because it relies on you walking, something Babe should
never be doing. Sorry, Kick. You're just kind of inconvenient to
pull off.

AF while running: Shoulder Bash - 8%
Babe uses his shoulder and his momentum to crash into his
enemy, sending him flying. After the attack, he's sligthly
vulnerable for a moment as he regains his footing.
This is a good, solid move: it comes out almost instantly, it
takes advantage of Babe's incredible speed, and it has a decent
amount of knockback (there's no realistic chance of KOing someone
with this, however). I'd get used to using it if I were you,
because against agile enemies like Pikachu, Babe needs all the
fast attacks he has.

AD: Ground Kick - 10%
Ah, here we get to useful moves. While crouching, press A to
kick in front of you (it will NOT hit behind you) to kick about
the length of Babe's body along the ground. It won't hit
anything in the air, but if your enemy is on the ground, he'll be
hit. Or rather, kicked.
This move is pretty valuable. It deals respectable damage, is
easy to connect with (coming out pretty fast), and has more range
than it really should have. It has a fair amount of knockback,
but has no realistic chance of KOing an opponent except at
extremely high damage (300%+). Still, if you need a fast damage-
dealing attack and your enemy isn't in the air, this is a good
attack.

AU: 180 Degree Kick - 13%
Babe kicks everything in front of him, from over his head to
right beneath his ankle, in a 180 degree arc.
I'll be honest: this is not his best move. It's hard to connect,
being slightly slow, and doesn't deal enough damage to be worth
the effort. In addition, it's a non-smash AU attack, making it
somewhat irritating to even use. It's entirely possible you'll
forget you even HAVE it.

AFS: Elbow Bash - 19%-26% (Fire)
Babe takes his arms, and uses them to put his right elbow in
the enemy's face.
Babe has one of the best forward smashes in the game.
It's not very fast, but it hits HARD, has nice range, and has a
ton of of knockback. This is an excellent attack you'll need to
learn the ins and outs of. It's also useful for edge-guarding.
This is one of Babe's best finishing moves because of its
excellent knockback: hit a high-damage enemy with THIS, and he's
gone.

AUS: Double Upper Kick: 8%-11%, 13%-19%
Babe kicks upward, and then, just to be a jerk, kicks upward
again.
You'll notice this seems a bit weaker than other smashes, I hope.
It's not true. His first kick will hit for 8%-11%, and his
follow-up kick will deal the 13%-19% and the knockback. Don't
worry: no matter how damaged the enemy is, the first hit has
almost no knockback and will try to trap him for the second kick.
Notably, the first kick has SLIGHTLY greater range than the
second one, so it's possible you'll only hit for the weaker
damage and deal no knockback.
This is a great move. The second kick has knockback that is just
absolutely insane, and if your enemy is damaged enough, it WILL
launch them into the stars. If you can predict where an enemy
will land, this is a killer move. You'll be getting used to using
this particular smash, I assure you.

ADS: Double Ground Kick - 18%-25%, 16%-22%
Babe stands on one leg, and uses the other to kick in front of
him, then behind him a moment later.
This is another excellent smash. Really, when it comes to
smashes, Babe got lucky. It deals a nice bit of damage, and
once you learn how it hits (it's hard to explain) the enemy,
it'll be one of your best finishers. Because of its low blow, it
makes an excellent edge-guarding move.
It's possible to trap a lightly damaged enemy in both kicks,
dealing nearly double the damage, but it's hard to pull off and
relies on what your enemy does when he's hit.
Note that the "18%-25%" refers to the first kick, and the "16%-
22%" the second kick. The first kick is obviously slightly
stronger.

A while hanging on an edge: Recovery Kick - 10%
Press A while hanging an edge to kick in front of you as you get
back onto the stage. Every character has this.
It's nothing special. It has some knockback, but not enough to KO
someone. It's only useful for getting your enemy out of your way
as you get back up.

A while laying on the ground: Wake-up Kick - 6%
While getting up, Babe kicks in front of him, then kicks all
around him in 360 degrees.
This is a weak, "get-away-from-me" move that knocks your enemy
back JUST enough for you to get up without being killed. Really,
it's better to just roll away, this deals so little damage and so
little knockback.

Aerial Attacks:

AN: Aerial Double Kick - 4%, 6%
Babe kicks in front of him while falling, then kicks a
second time. Notably, the first kick has greater range than the
second kick.
This is not one of his better moves. Though it comes out fast, it
just lacks damage and knockback. Additionally, the first hit can
knock your enemy out of range of the second. It's also kind of
hard to hit your enemy with.
Really, this is not a move you'll be using very often except to
regain your balance in the air if you're knocked back.

AF: Knee of Justice - 3% or 19%
Babe knees the air in front of him, dealing damage to anything
directly in front of him. If you barely hit with it, you'll deal
3% damage with no knockback. If you hit directly with the knee so
it connects INSIDE the enemy, it'll deal 19% damage with much
more knockback.
Aw yeeeeeeeeaaaaah. Also known as "The Knee" and "Babe Knee",
this is one of the single best moves in the game. For real Babe
players, this move is as iconic as Babe Punch.
Despite the fact that it was nerfed from its Melee form, the Knee
of Justice is still probably the single best aerial killer in the
game. I love this move, and if you play Babe, so will
you.
Its high damage alone would make this a good move, but it has one
of the highest horizontal knockbacks in the game, period. I've
seen this KO mediumweights as low as 70%, this is just a
ridiculous move. Because its hitbox for the high damage+knockback
is kind of small, you'll have to practice to get it every time.
This is basically one of your main finishing moves.

This move, by the way, is easier to land against larger opponents
(Bowser, DK, Ganondorf), but kind of difficult against smaller
ones (Pikachu, Kirby). It's an INSANE boss killer.

AB: Reverse Punch - 14%
Babe looks behind him and punches, knocking away
anyone trying to take advantage of his vulnerable position.
Another good move, this is basically an inferior version of Knee
of Justice, with all its aspects toned down a bit: less damage,
less knockback, less range. However, it has no "crappy" version
(if you don't hit head-on with Knee of Justice, it'll deal little
damage, with this it doesn't matter), and it's not like you can
knee backwards anyway. You'll want to get used to this move,
because floaty characters like Kirby LOVE trying to attack the
backs of characters who fall kind of slowly like Babe.
This can KO someone, but don't count on it to do so, it's really
meant as a defensive attack.

AU: Crescent Kick - 13%-10%
Babe kicks in a half-circle around himself, dealing
damage to anything that gets in his legs' way. The beginning of
the kick deals more damage than the end.
This is a solid move. It hits anything above or in front of you
and has some knockback. Its knockback is enough to push away
someone trying to attack you, but not enough to KO anyone who
isn't heavily damaged. Its real advantage IS its underwhelming
knockback: wait for someone to fall, Crescent Kick him, double-
jump, and Crescent Kick him again, and if you're lucky, AGAIN.
Crescent Kick's strength is in dealing damage, not KOing people.

AD: Babe Stomp - 14%
Babe takes a second, and then kicks anything directly
below him down to the ground. It leaves him slightly vulnerable
for a moment.
Another great aerial move, this is one of the game's best meteor
smashes. For those unfamiliar with the term, a meteor smash
knocks it target directly downward, making them ideal for KOing
enemies foolish enough to be over pits (of the non-Angelic
variety). Really, this is a great move: it's not a fast meteor
smash, but it's a powerful one. One problem with it is that when
you use this move, you ARE going down with your enemy, so you'll
have to be prepared to recover or you'll lose a life.

== Special Attacks ==

B: Babe Punch - 27%-28% (Fire)
Babe prepares himself for a full second, then punches
whatever is in front of him with an epic falcon made of fire. He
also yells out "BABE PAWNCH!" as he does this. The punch is
powerful and has extreme knockback.
If you press the opposite direction of where you're facing at the
beginning of this move, while charging Babe will turn around
and perform a Reverse Babe Punch. It's marginally more powerful
than the normal version.
Babe's signature move: the Babe Punch. One of the
game's most powerful moves, newbies often assume it's useless
because of its slow speed. It's true that Babe Punch is slow,
but it as as powerful as moves get, easily capable of KOing even
medium damaged enemies with its knockback.
However, it takes strategy to use this move correctly. Simply
going up to an enemy and trying to Babe Punch him will get you
killed.
The best way to use this move is while falling: jump towards your
enemy (preferably while he's doing something: grabbing an item,
beating up another player, ect.) and punch while in the air.
Falcon will wind up in the air but punch on the ground, and
hopefully the move will connect.

B-side: Pig Boost - 7% (Fire)
On the ground: Babe runs forward and performs a fiery uppercut,
sending his enemies upwards.
In the air: Babe launches himself forward (but not upward), and
punches his enemy directly downward. He also "leapfrogs" over
him, moving further forward and allowing Babe to perform
another move.
Pig Boost may not be as flashy as Babe's other moves, but
it's no less useful. Unlike his other moves (which have
horizontal knockback), Pig Boost has vertical knockback,
though it's not powerful enough to KO an enemy by itself.
If used in the air, it instead knocks the enemy downward, acting
as one of Babe's two meteor smashes. If you use this for
recovery, it'll put Babe into helpless falling mode once it's
over UNLESS you hit someone with it, whereupon Babe will be
ready for another move (preferably Babe Dive).
Pig Boost doesn't get the respect it deserves. It's not a
KOer, it's meant for setting up enemies for air combos and
killing computer teams (both of which it does quite well).
Note that Pig Boost has strangely high priority: if you
connect with another move, more than likely it's going through.
Pig Boost will reflect most projectiles if you hit one with
it, such as Link's arrows, but not the stronger ones, like a
charge shot from Samus.
This move is notable for the lack of speech: it's Babe's only
special move that doesn't involve yelling out SOMETHING.

B-up: Babe Dive - 5%, 12% (None, Fire)
Babe dives upward (in the future, we don't need
physics). He tries to grab an enemy in the air. If he succeeds,
a moment after grabbing the target he causes an explosion that
sends his target flying while Babe jumps away.
If Babe succeeds in performing the move, he can use another
move, if he doesn't connect with anyone (say, by using it as a
recovery move) then he's put into helpless falling mode.
The grabbing part deals 5% damage, and the explosion deals 12%
fire damage. If he succeeds in the move, he yells out "Yes!"
Meet Babe's recovery move. It's nothing particularly
special as a recovery move, and indeed, there are many better
ones (freaking Pit and his freaking flying). Babe Dive is a
completely average move for recovery purposes, and there's
nothing special to say about it at all. It's not even flashy.
As an attack, it is equally lackluster. Falcon takes a moment to
actually USE the move, making it hard to hit with, and the damage
is not impressive, nor is the knockback. You might not even ever
use this as an attack.
Notably, if you use this move on something that can't be grabbed
(bosses in single-player mode), the 5% grabbing damage will be
dealt, but not the 12% fire damage.

B-down: Babe Kick - 12%-14% (Fire)
On the ground: Babe takes a moment, and charges forward with a
fiery kick while yelling out "BABE KICK!". This has some
serious ending lag.
In the air: Babe takes a moment, and charges downward with a
fiery kick while yelling out "BABE KICK!". This has some
serious landing lag if you reach the ground, otherwise you finish
the move in midair.
Babe Kick, the "other" obnoxious Babe move. It'll
place you in the direction you're looking, and deal some damage
to anything in between you and the point you stop, but not enough
to KO anyone. Babe Kick is strictly a damage-dealing move, and
not even Babe's best one. It does, however, have absolutely
insane priority: this will go through almost any other move.
EXTREMELY IMPORTANT NOTE: It is no longer possible to use the
Babe Kick-Double Jump trick like it was in Melee. Don't try,
you'll get yourself killed.

Final Smash: Blue Babe - 10%, 20%, 10%
Babe calls his racecar, the Blue Babe. It flies in
front of him, and anyone directly in front of Babe is dragged
onto it. They're then deposited onto a racetrack, and run over by
Babe at very high speeds. They are THEN launched and
killed in an overly elaborate manner.
Most Final Smashes don't meet instant death: Samus' FS, while
damaging, won't NECESSARILY kill you. Babe's will. If
you get hit by that initial 10% damage, you. Are. Dead. Period.
It doesn't matter how much you're damaged, it means death. It
might be possible to survive if you hit a wall, but I've never
seen that happen, and I play as Babe a lot.
It should be noted that nothing else happens while Babe
does this move: it's like a movie: he runs over the enemies he
hit with the Blue Babe, and the stage disappears until it's
over. It's the only one of its kind.

== Throws ==

Z: Grab
Babe grabs anyone directly in front of him. He does not have a
long grab like Samus or Link. It deals no damage by itself, but
sets up an enemy for a throw.

Z or A while grabbing someone: Knee - 2%
Babe knees the person he's grabbed for 2% damage. It's possible
to get as many as four attacks on your enemy before he escapes,
though more likely he'll escape by mashing buttons before you get
all four hits.

F while grabbing someone: Forward Throw - 4%, 5%
Babe punches the person he's holding, knocking them forwards.
The punch deals 4% damage, the letting go 5%. It knocks the enemy
back forwards.
B while grabbing someone: Backward Throw - 8%, 1%
Babe kicks the enemy he's holding backward, launching him
backwards. The kick deals 8% damage, then almost immediately 1%
more damage.
U while grabbing someone: Upward Throw - 4%, 3%
Babe uppercuts his victim, launching him upwards. It deals 4%
damage, then another 3%.
D while grabbing someone: Downward Slam - 7%
Babe slams the enemy onto the ground, knocking them forwards.
It deals some damage and some knockback, but not a lot.

== Taunts ==

L/RD-Pad: Come on!
Babe faces forward, does a hand gesture, and yells "Come on!",
presumably asking his enemies to attack him.
UD-Pad: Fiery Babe
Babe ignites fire in himself (?) and makes a "Grrrr" sound. It
lacks his signature.... coolness. Don't use this taunt.
DD-Pad: Show me your moves!
Babe faces the screen, salutes, and requests that his enemies
show him their moves.


LOL, though seriously, a moveset for Babe would be interesting, to say the least.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
<<< PROTO MAN >>>



Note: This Proto Man moveset combines elements of the classic Proto Man (from the original Mega Man games) and ProtoMan.EXE (from the Mega Man: Battle Network games). His build and design are that of classic Proto Man, seen above. His arsenal includes the Proto Buster (similar to Mega Man’s Mega Buster) and the Proto Shield (on his back) that classic Proto Man is equipped with, as well as ProtoMan.EXE’s beam-like cyber-sword. He also possesses ProtoMan.EXE’s ability to disappear quickly and reappear nearby.​


BACKSTORIES
- Classic Proto Man
- ProtoMan.EXE

COOL MUSIC YOU CAN LISTEN TO WHILE READING THIS MOVESET
- Proto Man’s Whistle
- Proto Man’s Whistle (Non-8-Bit Remix)
- Shadow Man’s Theme
- Snake Man’s Theme
- We’re the Robots


<<< STATS >>>

Size: Mid-Large – Proto Man’s roughly Link’s size.
Weight: Mid-Light
Power: Mid-Weak
Jumps: 2
Jump (1): Mid
Jump (2): Mid
Speed (Walk): Mid
Speed (Run): Mid
Traction: Mid
Speed (Attack): Mid-Fast
Speed (Falling): Mid
Range: Mid
Crouch: Mid
Crawl: No
Wall-Kick: Yes
Wall-Cling: No
Glide: No


<<< SPECIAL MECHANIC: WEAPON SWITCH >>>

Proto Man has two basic pieces of weaponry. The first is his Proto Buster, and the second is his cyber-sword (which, unfortunately, lacks a cool name, as far as I’m aware). Proto Man uses both of these with his left arm, so he can only have one equipped at a time. Some of Proto Man’s attacks will force him to equip and use one or the other, while others have different uses depending on which is currently equipped. In this moveset, attacks that switch you to the Proto Buster will have a [Buster] tag after them, and ones that switch you to the cyber-sword will have a [Sword] tag after them. Attacks that function differently based on your current weapon will have a [Double] tag after the attack names, and will then be described separately. Attacks without a tag function the same no matter which weapon is equipped, and will not affect your current equipment.

Proto Man starts the match with his Buster equipped by default, but you can start with the Sword by holding the Shield button during character selection, just like you do to start a match as Zero Suit Samus.


<<< STANDARD ATTACKS >>>

Standard Combo – Buster Barrage – Proto Man begins this combo by punching forward with his right arm (the one that doesn’t use a weapon). This punch is similar to the one Samus does for the first part of her Standard Combo, and does only 2% damage, with flinching knockback. He follows this up with a kick from his left leg that reaches slightly farther, and does 4% damage. Knockback is decent, directly horizontal, and the lag on this is similar to the second part of Samus’ Standard Combo, where she swings her arm downward. This is all of the combo that will automatically be performed by holding the Attack button. However, if you press the button rapidly enough (think Pit’s Standard Combo now, or the way Link’s was previously), Proto Man will follow the kick up with five rapid-fire shots from his Buster that go directly forward. They travel about as fast as one of Pit’s arrows, but are small and hard to see, like Sheik’s Needles. They travel for about half the length of Final Destination, each one dealing 1% damage, for a total of 5% as long as you’re not interrupted, with flinching knockback. If you complete this final part of the Combo, Proto Man will equip his Buster.
[2% + 4% + 1% to 5%, Buster]

Forward Tilt – Flash Back – Proto Man dashes forward a short distance (about one Stage Builder block), then vanishes and quickly reappears at the spot you used the move from. This entire move takes about a second to perform. As Proto Man dashes, he does 5% damage with weak knockback to anyone he contacts. He has surprisingly high priority while he’s dashing, but he is vulnerable while he reappears, taking about half a second, making this move punishable if you miss.
[5%]

Up Tilt – Lightning Slash – Proto Man slashes his sword over his head twice, very quickly (like the time between the two slashes of Meta Knight’s Down Smash). The range is similar to Marth’s Up Tilt for both slashes. This move has almost no ending lag, and little startup lag, but suffers as far as knockback goes. The first sword slash does 3% damage, with absolutely no knockback at all. The second does an additional 5% damage, with only flinching knockback. To say the least, this move won’t get you any breathing room.
[3% + 5%, Sword]

Down Tilt – Splash Blast – Proto Man fires his buster toward the ground in front of him, and sparks fly up, covering a fair distance in front of him and stunning enemies. Lag is comparable to Samus’ Down Tilt on both ends. The sparks cover a distance about like a Fire Flower’s flames do, and do no damage. They will, however, stun enemies for about two-thirds as long as Zero Suit Samus’ fully charged Paralyzer, just long enough to get an attack in.
[0%, Stun, Buster]

Dash Attack – Turnaround Shot / Vanisher [Double]
Buster Attack – Turnaround Shot – Proto Man charges his Proto Buster while sliding forward along the ground. Over the process of about a second, he covers about two Stage Builder blocks’ distance. Anyone he hits while sliding will be tripped, but receive no damage. As he finishes sliding, he points his buster behind him and fires. The shot is about the size of Samus’ halfway-charged Charge Shot, and travels about two Stage Builder blocks’ distance back, doing flinching knockback and 10% damage to anyone it hits. It will pass through opponents after it hits them, so it’s not hard to hit multiple opponents with this. Proto Man starts and stops this move with little downtime, but his extremely low priority while sliding makes this move far from spammable.
[10%]

Sword Attack – Vanisher – Proto Man vanishes into thin air where you press the button, similar in both appearance and lag time to Meta Knight’s Dimensional Cape. He reappears quickly, about two Stage Builder blocks’ distance further the direction he was going, then slides another Stage Builder block’s distance while unleashing a powerful horizontal sword slash. He will completely avoid any damaging obstacles in the space he bypasses. As he slashes, he has considerably high priority, and deals 10% damage, with moderately strong knockback. As he finishes the slide (and the slash), he pauses and is vulnerable for about half a second, as if getting his bearings again after his reappearance. The trick to this move is to calculate the distance right, so you’re sure to hit your opponent.
[10%]


<<< SMASH ATTACKS >>>

Forward Smash – Blank Shot – Proto Man puts his Buster in front of him, preparing to fire a shot. When you release the button, a small explosion emits from the end of his Buster, dealing 10-15% damage and moderately strong knockback to anyone it hits. The range of this attack is similar to Mario’s Forward Smash. The lag is average on both ends (before starting to charge and after using the attack), though the lag between releasing the button and Proto Man’s attack is minimal.
[10% to 15%, Buster]

Up Smash – Triple Shot / Skewer Combo [Double]
Buster Attack – Triple Shot – Proto Man points his Buster skyward and fires three shots straight up. All three shots fire off within the space of about one second. They travel extremely fast, and go about four Stage Builder blocks directly upward before disappearing. They’re also extremely small and difficult to see, similar to Sheik’s Needles. The shots do 1-4% damage each, depending on the charge, and cause only flinching knockback. The hitstun is such that if an opponent is hit by one shot, all subsequent shots will hit them. Proto Man suffers moderate lag on both ends of this attack.
[1 to 12%]

Sword Attack – Skewer Combo – Proto Man thrusts his sword into the air, similar in appearance to Marth’s Up Smash. The range is about the same as Marth’s as well. If Proto Man hits an opponent, they’ll remain in place, stunned, and he will then jump up and sweep his leg down vertically to kick them to the ground (sort of like Snake’s Forward Air, but faster). The sword hit deals 3-6% damage, while the kick deals 5-10%. Proto Man ends this Up Smash in the air (if he hits), and can be controlled from there. The startup lag on this move is reminiscent of Ike, but the execution time (if you miss) and ending lag are virtually nonexistent. He’s quick to get his sword up and then back down again, is what I’m saying. Once you release, unless you hit, you’re pretty much free to move again. If Proto Man lands the sword hit, the kick takes about a quarter-second to perform. Proto Man has super armor from the time he leaves the ground to the time he finishes the kick, but you’ve got to land that sword hit first!
[8 to 16%]

Down Smash – Spark Spray – Proto Man brushes his sword along the ground in a wide arc, shooting up sparks all around him. This takes about half a second to do, and sparks are shooting up the whole time. Opponents who are in very close to Proto Man can receive 5-10% damage from the sword, with minimal knockback, but the main use of this attack is the stunning sparks that shoot out. The sparks cover an area about Bowser’s size around Proto Man, and the stun time for them depends on the charge, similar to Zero Suit Samus’ Down Smash. Proto Man suffers a fair amount of lag at the startup of this move, but the ending lag is minimal, making it easy to combo from.
[5% to 10%, Sword]


<<< AERIALS >>>

Neutral Air – Slow Spin – Proto Man spins horizontally with his sword outstretched. He starts at the front and makes only a single rotation, taking about half a second to do so. His range to each side is comparable to that of Toon Link’s Neutral Air. Enemies he hits take 5% damage and moderately weak horizontal knockback. The redeeming qualities of this move are that it has almost no lag on either end, and it has a surprisingly high priority for such a seemingly weak move.
[5%, Sword]

Forward Air – Shield Shove – Proto Man takes his Proto Shield and pushes forward with it. It’s range is nothing spectacular, and the shield does only 5% damage, with fairly weak horizontal knockback. It will, however, reflect all projectiles that hit it, and can block a good number of melee attacks as well. Lag is average on both the startup and the finish.
[5%]

Backward Air – Reversal – This move serves mainly as an extension of Proto Man’s Forward Air. Proto Man spins around almost instantaneously, now facing the opposite direction. Since the Forward Air only blocks/reflects to the front, this move gives you the ability to do so to either direction. It’s lightning-fast, so tilting the opposite direction you’re facing and then double-tapping the Attack button will almost always get you a Forward Air in the other direction. It does no damage.
[0%]

Up Air – Grounder – Proto Man fires a buster shot upward that propels him downward. The shot, about as big as Samus’ uncharged Charge Shot, goes about one Stage Builder block’s distance, doing 5% damage and weak upward knockback. Proto Man, being propelled downward by the blast, travels downward about 3 Stage Builder blocks’ distance, doing 8% damage to anyone he hits, with moderate knockback, straight down. There are considerable amounts of lag on both the front and back ends of this move.
[5% or 8%, Buster]

Down Air – Snipe / Tornado Slash [Double]
Buster Attack – Snipe – Proto Man spreads his legs and fires a Buster shot downward. This propels him about half a Stage Builder block’s distance upward, but the lag at the end makes it not useful for recovery purposes. The shot goes directly downward, indefinitely. It will pass through opponents it hits, doing 7% damage and moderately weak horizontal knockback. Aside from the ending lag, there is also a fair amount of lag at the beginning of this move.
[7%]

Sword Attack – Tornado Slash – Proto Man turns over to his side, then spins rapidly with his sword outstretched. He slashes four times downward, within the space of about a second. The slashes have a pretty bad horizontal reach, but reach down vertically a good distance. The first three slashes do 2% damage each, with flinching knockback, while the last one does 4% damage, accompanied by moderately weak upward knockback. The lag at the beginning of this move is slightly less than average, with ending lag slightly more than average.
[2% + 2% + 2% + 4%]


<<< SPECIAL ATTACKS >>>

Neutral Special – Proto Strike / Slasher [Double]
Buster Attack – Proto Strike – This is a chargeable move that can only be used at full charge. Proto Man charges his Buster while the B button is pressed down. During this time, he can run, jump, and perform all his other abilities as normal. The only things he cannot do are use other Special Moves (obviously), or use any Sword moves. The Buster needs to charge for 3 seconds before the Proto Strike can be fired. The shot is almost the size of Samus’ fully-charged Charge Shot, and travels slightly faster, covering a total distance about the length of Final Destination. The lag for it is also similar. The shot bursts upon impact with anything, with a moderately-sized blast radius, causing 15% damage with weak upward knockback. If you release the button while you are unable to shoot (like while you’re being held by a grab or while you’re experiencing hitstun), Proto Man will lose the charge. At any other time, he will fire. Chaining this together with other moves can be very effective for combos, so long as you don’t accidentally release the B button at the wrong time.
[15%]

Sword Attack – Slasher – This is another move that must be at full charge before it can be used. Hold B to make Proto Man begin charging, at which point he becomes immobile, and also takes 1.5X damage and knockback from any attacks that hit him. You can cancel at any time by releasing the button. After one second of charging, this move can be used. Tap the control stick in any of the four cardinal directions (while still holding B, because you can still release it to cancel) to make Proto Man dash quickly in that direction, unleashing a powerful sword strike as he does. He travels about two Stage Builder blocks’ distance, doing 15% damage and good knockback to anyone he hits, but suffers considerable lag afterward. He slashes horizontally if you move left or right, and vertically if you move up or down (you can’t execute the move down unless you’re in the air), so he reaches pretty far to the direction you press.
[15%]

Side Special – Shield Dash – Proto Man places his Proto Shield in front of him and dashes forward for about one-third the length of Final Destination. He takes about half a second to do this. The lag on both ends of this move is slightly less than average. Opponents he hits will be tripped, but receive no damage. If used in the air, opponents hit will flinch, but still receive no damage. The fronting Proto Shield has good priority, however, so it can be used to stop a powerful attack, and it also reflects projectiles back at twice their previous speed. If used in the air, this move puts Proto Man in a freefall.
[0%]

Up Special – Beam Up / Cutting Edge [Double]
Buster Attack – Beam Up – Despite being a “Buster Attack,” this move actually doesn’t use the Proto Buster. This is simply Proto Man’s recovery without his sword. Proto Man beams up, classic style, turning into a thin red pillar of light and then shooting up. However, since he’s not making an exit, but simply trying to recover to the stage, he only beams up about a Stage Builder block’s length, where he then sits as a small red orb of light, and becomes horizontally controllable. He can move left and right about as fast as Sonic can run, and has about a second and a half to do so before he will beam back down, shooting straight down from the orb until he hits solid ground, where he’ll materialize again, becoming vulnerable for about a quarter second as he does. You can press B a second time to beam down early if you’d like to. All in all, this makes for a phenomenal horizontal recovery, but it’s a pretty crappy vertical one. Also, while in orb state, Proto Man will not flinch, but receives 1.5X the normal damage he would from attacks that hit him.
[0%]

Sword Attack – Cutting Edge – Proto Man stalls in midair, and a faint red glowing ball emits from his center. You can then move the glowing energy, which is similar in speed and maneuverability to Pit while he’s using the Wings of Icarus. Proto Man remains suspended where he used the move while this happens, and is completely vulnerable. The energy burst leaves behind a faint red trail as it is moved, and will stop moving after A) it has traveled the distance of about six Stage Builder block’s, B) three seconds have elapsed since the move was started, or C) the B button is released. When any of these three conditions is met, Proto Man will dash along the path created by the glowing energy at an extremely fast speed, slashing his sword furiously as he does and dealing 10% damage with moderate upward knockback to anyone he contacts as he does. An average amount of lag pervades the completion of this move. He enters a freefall state if he’s in the air when the move ends.
[10%]

Down Special – Hidden Blade – Proto Man enters a counterstrike state with a duration similar to Marth’s. However, if hit during this time, he does not automatically attack back. Rather, Proto Man laughs and a swirling red mist quickly engulfs him, having a push effect on nearby opponents similar to Mario’s F.L.U.D.D. or Squirtle’s Water Gun. After about half a second of this, Proto Man emerges from the mist semi-transparent. He remains in this mode for 15 seconds, during which A) Proto Man takes half the normal damage from moves that hit him, but still normal knockback, B) Proto Man is limited to non-Buster attacks, and C) all of Proto Man’s sword attacks have reduced lag, both startup and ending. After returning to normal, Proto Man cannot properly use this move for another 15 seconds. If you use it before he’s ready, he will perform the “counter,” but there will be no effect except the evasion of damage, with lag enough to make a follow-up hit from your opponent almost inevitable.
[0%, Sword]


<<< FINAL SMASH >>>

Final Smash – Big Bang Blast / Delta Ray Edge [Double]
Buster Attack – Big Bang Blast – Proto Man points his Buster forward and fires off a powerful blast. This is about 1.5X the size of Samus’ fully-charged Charge Shot, and travels twice as fast. It deals 30% damage and pretty good knockback to anyone it hits. However, there is a drawback to this Final Smash. Unleashing such a powerful blast seriously shocks Proto Man’s system, dealing him 10% damage, stripping him of both his run and his mid-air jump for 5 seconds, and also making him unable to use any attacks for 5 seconds after the Final Smash ends. Luckily, it’s not very hard to connect with, and is pretty good at scoring KOs, too. Just be sure you don’t miss, as this Final Smash is quite punishable!
[30%]

Sword Attack – Delta Ray Edge – Proto Man stops and attempts to lock on to an enemy, who must be within about 2/3 of a Smart Bomb explosion radius to be caught. This can be spot-dodged. If Proto Man catches any opponents, he will cross his arms and disappear. During the next three seconds, at two random times, an unseen force will slash at all affected opponents, doing 12% damage with weak knockback on each slash. The slashes could come immediately or right before the end of the three seconds, or any time in between, and could be spaced out or immediately after each other. They are impossible to see coming, and will only be shown by a slash mark across you as you get hit, so you’ll probably find yourself spamming dodges to try to avoid them. Luckily, they don’t put the hurt on you too badly. At the end of the three seconds, one opponent (randomly selected) will be the victim of Proto Man’s finishing slash. This functions essentially the same way that Lyn’s Assist Trophy does. Proto Man appears next to the victim, slashing immediately. This slash does 20% damage and good knockback, but is a little easier to avoid, since it always comes at the same time. Just hope those earlier slashes don’t set you up for this one!
[12% + 12% + 20%]


<<< GRAB AND THROWS >>>

Grab – Normal – Proto Man reaches forward and grabs with his right hand. Range is similar to Marth’s.

Pummel – Proto Man jabs his knee into his opponent for 2% damage. It can be repeated slightly faster than Marth’s.

Forward Throw – Blade Driver – Proto Man stabs his sword forward into his opponent, dealing them 6% damage and pretty weak knockback. This throw’s single advantage is that it executes rather quickly.
[6%, Sword]

Backward Throw – Buster Bash – Proto Man tosses his opponent backward casually, then spins around and smacks them hard with his Buster for 7% damage. This has decent knockback for a Throw, and turns Proto Man around to face the opposite direction as well.
[7%, Buster]

Up Throw – Flock Shot – Proto Man throws his opponent into the air about 3 Stage Builder blocks (not affected by damage), dealing 3% damage. He then randomly fires off three random shots from his Proto Buster. The shots can go up to 45 degrees, and each is independent in its direction. The shots travel about as fast as Pit’s arrows, disappear on contact, and do 6% damage each. Hope he shoots the right direction! This Throw takes a little longer than average to execute.
[3% + 6%, Buster]

Down Throw – Finisher – Proto Man tosses his opponent to the ground, then drives his sword straight into them. 8% damage and weak knockback. No chain grab.
[8%, Sword]


<<< TAUNTS AND VICTORY POSES >>>

Up Taunt – Proto Man holds his sword skyward, where it briefly gleams. He then returns it to his side [Sword]

Side Taunt – Proto Man folds his arms and turns to face the background, his cape/scarf blowing in the wind. He holds this pose while he whistles his signature whistle, before returning himself to the battle.

Down Taunt – Proto Man drops down on one knee and points his Buster forward, looking around suspiciously as he does. [Buster]

Up Victory Pose – Proto Man materializes out of nowhere and slashes twice, lightning-quick, his sword outstretched as he finishes.

Side Victory Pose – Proto Man charges up his Buster, then fires it at the screen. He remains in that position, Buster trickling smoke, afterward.

Down Victory Pose – Proto Man stands facing the side of the screen, then turns his head to face away, crossing his arms. His cape/scarf blows in the wind.

Loss Pose – Proto Man stands with his arms folded as if impressed.


<<< EXTRAS >>>

Symbol – Mega Man Helmet

Entrance – Proto Man beams in, classic Mega Man style.

Alternate Costumes


(Default Costume is Red)

Wii Remote Sound – Proto Man whistles his signature tune.

Kirby Hat – Kirby gains Proto Man’s helmet with the visor. He also gains Proto Man’s current Neutral Special, depending on which weapon Proto Man has equipped when Kirby swallows him.


<<< SOLID SNAKE CODEC CONVERSATION >>>

SNAKE: Colonel, who is this guy?
COLONEL: That’s Proto Man, Snake, also known as Blues. He’s Dr. Light’s first created robot, now Mega Man’s brother and rival.
SNAKE: I’m guessing he was some kind of Mega Man prototype, then?
COLONEL:That’s correct.
SNAKE: So what’s the guy got against Mega Man now?
COLONEL: Proto Man seems to fight Mega Man more to test him than to defeat him. In many ways, he still seems to think of him as his brother. However, due to his unstable nuclear core, Proto Man works alone.
SNAKE: To protect his allies?
COLONEL: It would seem so, Snake. I’m afraid his relatively low profile doesn’t leave me very much to tell you. Just keep your guard up!


<<< PLAYSTYLE SUMMARY >>>

Proto Man players can take a few different routes, depending on how they string their moves together. Proto Man can be very fast and weak fighter, or a strong, slow one. It all depends on how the player works his Weapon Switch.

A player who relies heavily on Buster moves will find that Proto Man’s Neutral Special is highly valuable. Since it can be charged during other moves, this will be a frequently-used move. The Standard Combo, Buster Up Smash, and the Side Special are all great tools for keeping your opponents occupied while you charge up the Proto Strike. If you’re sticking to Buster Attacks, you’ll be relying on the Forward Smash for a lot of your KOs, so it’s advisable to switch to Sword Attacks come KO time.

Proto Man’s Sword Attacks are built for comboing. His Sword Up Smash and Down Smash in particular are great ways to score multiple hits. His Down Special is useful for this as well, as it reduced the lag you’ll suffer on many of your attacks.

Proper use of defense is also one of Proto Man’s playstyle’s most key components. Because he can easily defend both on the ground (Side Special) and in the air (Forward Air and Side Special), it’s important to remember these moves in times of trouble.

All in all, Proto Man’s a very versatile fighter, and utilizing this is key to any type of success you’re going to have in playing as him!
 
D

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I don't got the time to read Proto Man! I have a Captain Babe to main:



:D
 

Smady

Smash Master
Joined
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Messages
3,306
Location
K Rool Avenue
You've really nailed Proto Man, Sir Kibble. I haven't read it all [perhaps obviously], but the layout and detail alone leaves me doubtless that it is excellent. I especially like your simplistic but effective styling. Thumbs up.
 

TWILTHERO

Smash Lord
Joined
Aug 19, 2007
Messages
1,880
Location
Canada
Sirkibble...

That Protoman moveset was awesome. One of my favourites in the contest :bee:

Anyway, for me, Kalas should be up by Monday, if i don't slack off, but if i do, Wednesday.

Maybe earlier than that, considering i'm on my holiday break now :bee:
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
You've really nailed Proto Man, Sir Kibble. I haven't read it all [perhaps obviously], but the layout and detail alone leaves me doubtless that it is excellent. I especially like your simplistic but effective styling. Thumbs up.
Thank you.

Sirkibble...

That Protoman moveset was awesome.
Why, thank you, Twil.

One of my favourites in the contest :bee:
I repeat myself: Thank you, Twil. :bee:

Protoman is excellent! The weapon mechanic was pretty cool
Thanks, I was hoping that would work out. I was sort of torn between whether the blend was a good or a bad idea, but I decided to go for it anyway.

and you even gave him a unique counter special.
Glad you commented on that. I figured we could take a break from "block attack, attack back" counters and have his counter block the hit and then allow him to power himself up for a while.

And excellent Proto Man, Kibble, I'll definitely read it when I have the time.
Thankee. :)
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
I'm really sorry, Kibble, but it's 2 AM here... mind if I read it after getting a bit of sleep? :bee:

By skimming over it, though, I saw that it'll be a great read. Hope you did him justice, otherwise I would need to let you feel my Forte Buster. :bee:
 

Smady

Smash Master
Joined
Apr 29, 2007
Messages
3,306
Location
K Rool Avenue
Okay, I finished reading all of Proto Man - great job, Kibble. You've helped me a little with my own movesets, specifically with linguistics. Aside from that, I feel nostalgic towards the character and you do him justice, specifically with the unique mechanic - an excellent addition to this splendid set.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
I'm really sorry, Kibble, but it's 2 AM here... mind if I read it after getting a bit of sleep? :bee:
Sleep is cool. Besides, I'm sure you'll appreciate it more if you're fully-functional. ;)

By skimming over it, though, I saw that it'll be a great read. Hope you did him justice, otherwise I would need to let you feel my Forte Buster. :bee:
I hope you'll enjoy it. But I want to see your Forte Buster either way. Perhaps not feel it, but definitely see it. :)

I want a Bass/Forte moveset.


EDIT:

@Smash Daddy: Thank you very much. Glad I could help out a little in the process. :)
 

~Cruxis~

Smash Ace
Joined
Nov 27, 2008
Messages
768
Location
In a timeless world
Proto Strike!!

Proto Strike!!

Proto Strike!!

Proto Strike!!

Proto Strike!!

Proto Strike!!

Proto Strike!!

Proto Strike!!


btw, capital moveset, Kibble. You did him some great justice with that.

Proto Strike!!

Proto Strike!!

Proto Strike!!

Proto Strike!!

Proto Strike!!

Proto Strike!!

Proto Strike!!

Proto Strike!!
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,439
no u

I don't care about canaries!

Ha.

In other news, Castform is coming along nicely. Here is a preview:

Sunny Day: A beam of sunlight shines from the sky, and fire surrounds Castform. The flames do low knockback and three damage. The area around Castform is distorted, and there is an orange glow. When the distortion ends after a second and a half, Castform is in his Sunny Form.
Cool. I didn't know you could start getting to work on something like that at the flip of a coin. You JUST finished Rosalina.

I'm posting a moveset for Hobo Santa on...

Take a guess when. ;)
World AIDS Day?

Reported.

Lol?

Just thought you guys might like to know, but there's gonna be a pretty bad snowstorm here tonight. Odds are I'll lose power and won't be here for a couple of days.
Thanks for the warning, don't let the door hit you on the way out.



Babe joins the Brawl!
TEH WALL OF TXT BLINDS ME

<<< PROTO MAN >>>


I love you so much right now. Protoman is the bomb.

I don't got the time to read Proto Man! I have a Captain Babe to main:



:D
Lulz.

Spam is canned meat. Right?​
 
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