• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Make Your Move 4

Status
Not open for further replies.

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Two awesome characters in, like, an hour!! 'Tis a good day to die for MYM!!

Excellent work, both of you!! :bee:
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
WALUIGI HAS JOINED THE BRAWL



Standard A button attacks
_____
A 3% AA 5% AAA 10% So, there's your standard A button combo that every character has. It should be noted that you don't ever have a reason to tap the A button only once or twice. If you're going to use this standard attack, then use the whole combo. This will benefit you anyway, as the whole 3 hit combo is very fast, and surprisingly enough the final hit has low but decent knockback. It's a quick, nifty way to get someone out of your face for second. If you're fast, after you've knocked someone away you can follow them with a Down B special, and deal some damage before they can recover.
_____
Dash Attack Individual hits 1% each Final hit 2% If you connect with the entire animation, you'll hit 7 times for a total of 8%. I've heard talk that this move is useless, but not really. Once caught in the flurry, a character can't escape the rush until the move is over, and the final hit has very low knockback (larger at higher percents), but it's enough to get people away for a brief moment. If you're in a Free for all battle, and you have multiple opponents in front of you, the move can catch all three of them at once. However, this is difficult to do, and it's not recommended. But the option is there. Be careful with this dash attack. You can use it, but do so sparingly; it's one of the moves that leaves Waluigi horribly vulnerable if it doesn't connect.
_____
Forward Tilt 10% Damage builder. Low knockback at higher percentages.

Up Tilt 9% Low knockback, but very good for setting up aerial combos. Send your opponents up and hammer with them with Waluigi's superior aerial ability.

Down Tilt 9% At low percents, this move will typically only cause your enemies to flinch. Occasionally, they may lose their footing and fall to ground, but it's a quick recovery from there and you really won't be able to take advantage of it. Around 90%, this'll start causing some very, very minor knockback. Use it to set up a quick smash attack.
_____
Aerial Attacks Aerials are one of Waluigi's greatest assets. His general floatiness and quick attacks make it simple to pound out two to three attacks in a single jump with time to spare. In two jumps, you can potentially hit with up to six attacks, and quickly build up the damage. Abuse fast falling while doing this (while falling, tap the control stick downto fall much faster) and with some quick reactions, you can combo your enemies to hell and back.

Neutral Air 14% This move has been strengthened since the last game. It comes out very quick, and at higher damages (around 100) it can actually be used as a reasonably effective kill move. This is a decent option for approaching an opponent from above, but don't rely on it too much. Out of all of Waluigi's aerial attacks, this one is the most laggy, meaning it takes much longer after using this for Waluigi to revert to "normal" and be able to use other attacks. It's not hard to do, but try to only use it when you're positive it will connect.

Up Air 13% Mid range knockback at higher percentages. It's best used for racking up damage during combos.

Down Air 11% Good for approach from above, and mid range knockback. Most often, when this move hits, your enemy will fly to the side of you. However, on occasion this move will count as a meteor smash, and can be used to spike your opponent down into oblivion. UPDATE: I was previously having problems getting the spike to work reliably, as the conditions seemed to have changed since Melee. However, my personal method was flawed. Thankfully, reader TheUnruly1 stepped in and helped me get my *** in gear. Here's what he had to say: "It actually needs to connect *above* his knees and up, or at least above the most useful, downward-reaching part of the move. And during the first couple of frames the attack is out." That's right as rain folks. This is harder to do than it was in Melee, and the window of oppurtunity seems to be shorter. The range he gives is accurate, but can be tough to actually manage. It almost makes it easier to do if you are rising up to meet someone falling towards you, and it may help to start out trying to use it that way so you'll get a sense of it's range. As for the timing, you'll want to start the attack the instant before it would connect. Practice this and get the timing down to an art, and you'll be able to pull off the Meteor Smash just about anytime you need it.

Forward Air 10% How disappointing. In melee, this was a very powerful kill move. It has been downgraded severely. The speed of the attack is as great as ever, with mid level knockback, but it will only KO at very high percents, nearing 150 even for lighter characters. You can use this move to get people the hell away from you, but do not try to rely on it for kills.

Back Air 12% Mid knockback. Fun to use when edge guarding, and more likely to kill than Forward Air.

______ Other attacks

Attacking when hanging from a ledge This is the move you use if you press the A button when hanging from a ledge. If your own damage is lower than 100%, then this attack will do 8% to your opponent. If your own damage is higher than 100%, then this attack will do 10% to your opponent.

Down Taunt 2% Waluigi was once the only character who could do damage with his taunt. Nowadays, Snake can as well (thanks to theblackbreath for alerting me to this fact). Waluigi's, however, is still more fun to use, heh. If you somehow manage to connect with this little kick, you'll do 2% damage and send your opponent straight up in the air. The knockback however, is set, and your opponent will fly the same distance whether their damage is 0% or 999%. An interesting bit though, is that if your enemy is hanging from a ledge, and you manage to kick them with this taunt while they are hanging, they will be instantly spiked straight down to their deaths, damage ignored and unable to recover. This is undeniably fun. Unfortunately, this move has no practical use. If you have the guts to attempt to use it as an attack during a heated fight, and you actually manage to connect with it, consider it a humiliation tactic.

Crawling Not really an attack, but it seemed the most appropriate place to put this. Waluigi is one of the handful of characters who is able to crawl. Personally, I haven't found much use for crawling, enough so that I often forget that it can be done at all. It is there though, and Waluigi can do it (rather humorously, he scooches along while crouched), so keep it in mind. Thanks to Kevin G. for pointing out that I forgot to add this.

------ Smash Attacks

Forward Smash Uncharged 14% Fully charged 19% This move is deadly. Use it for kills. The knockback is fantastic, and it can kill as low as 50-60% when fully charged, give about 10-15 for the heavier characters. For reference, Bowser, the heaviest character, will die from this attack at about 75%. Even the quick uncharged version of this smash will start killing in the 70% range. If you can sweetspot this smash and hit with the very tip of Waluigi's fingers, the knockback will be slightly greater. The added distance is moot, however, as by the time an opponent's damage is high enough for it to matter, the move will be capable of killing them anyway.

Up Smash Uncharged 12-15% Fully Charged 16-21% Mid range knockback. The uncharged version of this attack won't be useful for kills until much higher percents. The fully charged version will start to kill around 80-90%. Try to use this to hit people who may be on platforms above you. It can work pretty well as a surprise attack this way.

Down Smash Uncharged 16-18% Fully Charged 22-23% Mid knockback. A full charge will start to kill in the late 80s. If you're quick, this move is good for clearing space around you to create some breathing room.

------ B Special Moves

B - Fireball 6% This is a fairly short range projectile compared to others in the game. It's too slow to abuse it, but throwing fireballs during small breaks in the action can help to build up damage over time. Keep in mind that Waluigi's fireball is not affected by gravity, and will fly straight and true until it disappears.

Up B - Super Jump Punch/Fire Jump Punch Standard hit - 1% Perfect "Fire" hit - 25% Usable for Recovery As attacks go, this move is very dangerous to use, but the payoff is immense if you succeed. If you hit the opponent, but your aim is off, the move will do a measly 1% damage and leave you horribly vulnerable. However, if you get a perfect hit, it will ping, Waluigi's fist, and subsequently, his opponent's whole body will set on fire, and the enemy will be sent flying straight up at high speed. The perfect hit will do 25% damage. 3 Fire jump punches will rack up 75% damage, and will kill anyone, anywhere. The thing is, the speed and distance of the knockback for this move is ridiculous, and if you're good enough to hit somebody with it in the air, you can kill them at very low percentages. Make absolutely sure to use fastfalling (again, tap down on the control stick while falling to fall faster) after performing this move as an attack, especially if you miss. It takes a long time for Waluigi to hit the ground again, and you'll be wide open until he recovers. Out of all of Waluigi's moves, this technique has the highest payoff, but with the greatest risk. Be careful! As a recovery move, it's best for gaining height if you're trying to return from below the stage. Waluigi has become more mobile while falling after this move than he was in the last game, so you can use it a little bit farther away from the edge than you might think is safe. However, it depends on your distance and your height. Experiment so you can feel what the limits are.

Forward B - Purple Missile Anywhere from 5 to 26%, depending on the charge. Misfire will hit for 25% Usable for recovery This move is chargeable. Hold the B button to start the charge. When it's full, Waluigi will start flashing, but he won't be able to move. He'll still in the squatting, pre- launch position until you release the B button to fire. The higher you charge, the greater the resulting speed and distance that be reached when you release. There is a small chance that this move will "misfire". When this happens, Waluigi will explode, and fly very far, very fast. The distance and speed will vary depending on how much you charged before you released. When the misfire happens, Waluigi will catch fire, and any opponents he hits in the process will be sent flying, potentially to their deaths if the damage is high enough. There's no way to be sure when this will happen, but a misfire won't be able to screw you up nearly as bad as it could in Melee, so don't worry about it overmuch. The Purple Missile is Waluigi's best method for horizontal recovery. I somehow forgot to mention on interesting side effect of the Purple Missile, and thanks to romanshelton flamedtechno for reminding me. When the purple missile is about halfway and above to being fully charged, it is possible, if facing a wall when firing it, that Waluigi will get his head jammed into the wall. It's not a random effect, and you can do it reliably once you work out the point where the charge is great enough to put you through the wall. Mind you, it doesn't work on every surface. Unfortunately, this technique is just for kicks (and can leave you vulnerable if your opponent dodges and you get stuck in a wall behind them). As far as recovery goes, it can help you get closer to the ledge while getting a breather, but don't depend on it. Getting stuck will hold you to the wall for a few seconds, but it will NOT reset your jumps. In short, if you've already used your second jump and are too far below the stage's ledge for the Super Jump Punch to save you, then you're boned anyway. Sorry!

Down B - Waluigi Cyclone 5 hits First 4 - 2% each Final - 4% Usable for recovery. This move is incredibly versatile. When this hits, the opponent is sucked into the cyclone to take each hit. The first four build damage, and the final hit low to mid knockback. Use this on the ground and hold left or right, and will Waluigi will zip off in that direction while spinning. This is harder to control than it was in Melee (you can still move quickly back and forth, but the range is smaller) but it's still very effective. You can use this method for crowd control, combo setups, and as a very speedy way to close the distance with your opponent. Something special about the cyclone is that if you repeatedly and quickly tap B after activating it, you can use it gain height. This has a couple of different uses, but you need to remember how to use it properly. If you started the move on the ground and you start tapping, you quickly gain a good amount of height. This allows you to safely attack from below. If you started the move in the air and start tapping, the result depends on your inertia. If you were moving up, say out of a jump, the height gain is fantastic, and can be used for attacking and recovery. However, if you were falling at the time, the move will hold you in the air for the duration, but you won't gain any real height. Remember not to use it while falling if there isn't any ground beneath you! You can use the Cyclone for pursuit of an airborne enemy. This will be discussed further in the strategy section. As a recovery move, this is great for getting some height while far from the stage, and works wonders for catching the ledge from below the stage. Again, make sure you're moving up when you start tapping during the spin. If you're falling, you won't gain any height.

_____ Throws

Grab Attack - Headbutt 3%

Up Throw 8% Mid range. Use it to set up combos.

Forward Throw 9% Low range.

Back Throw 12% Very high range. This move has been beefed up again since Melee. At high percents, it is definitely capable of a KO, especially closer to the edge of a stage. Waluigi's grab range isn't real great though, so be careful when attempting to use this.

Down Throw 6% Will give your enemy some bounce! This can be used to chaingrab, but it's slow, and Waluigi's short grab range makes it difficult. It's not all that useful, but it can be done.

______ Final Smash

POSITIVE ZONE Damage Varies When Waluigi's Final Smash is activated, things get trippy, and Waluigi performs a strange dance that has a number of effects. Once the dance is complete, you'll be able to move and attack your disadvantaged enemies. The following list, referenced with thanks from smashbros.com, are the possible status effects that can happen to the enemies that are caught in range of the Negative Zone. Lowered attack power. Lighter weight. (Will fly farther when hit) Increased tripping. Low level, but constant, damage increase. Flower on head. Dizziness. (dazed and unable to move) Taunting. Sleeping. Slowed movement. (similar to the watch item) It won't cause all of these every time, but rather a varied mix of them each time. Negative Zone is far more effective than one might think. However, this Final Smash does have an area of effect. Don't hammer the B button the moment you get the smash ball, if your opponents aren't around you, they won't get caught in the circle, and the smash will be wasted. First thing to note is this, if you catch your enemies in the smash, but none of the side effects halt their ability to move, they will still be able to attack you. Thankfully, it doesn't matter, as Waluigi is entirely invincible until he completes the dance. Hopefully though, the smash will stop them in their tracks, and even if it doesn't, you'll be in a good position. You can now systematically visit each of your downed opponents, and nail them with a perfect Super Jump Punch, or alternatively, a fully charged forward smash. If you're in a free for all and you're quick, you can easily kill all three of your opponents this way. It seems I stand corrected about one thing. Thanks go to David M. and Jason J., who wrote in to tell me that you can in fact get more than one kill on the same opponent while this smash is active.

Playstyle:

Combo potential - Waluigi is a beast in the air. He falls slow enough and has fast enough attacks that it's easy to get out several standard aerial attacks in two jumps. Use this to your advantage to rack up the damage and control where your opponent flies. Learn the versatility of Waluigi

Cyclone - Use this to close the distance with your opponent quickly, and use it to clear crowds. The last hit has knockback, so use it to quickly surprise your opponent and send them up to set up combos. One useful thing about the Cyclone is pursuit. Quickly tapping the B button after starting the move will let you gain a lot of height. You can, for example, use an Up throw on an enemy, then chase them up with the cyclone and nail them before they can react. If you hit an opponent high enough straight up, quickly jump, and while you're still moving up, start tapping the cyclone. If you're quick and you time it right, you can interrupt their fall with your attack, and if their damage is high enough the final hit can score a KO. If you learn how to do this well, you can get a lot of vertical KOs. Finishing Moves - You're best finishers are as follows. Forward Smash - Charge it up if you can. Perfect (Fire) Super Jump Punch - Devastating. But be careful with it. Aerial Neutral A - This has surprising power. Experiment with it and you'll see what it can do. Back Throw - It has the power, just use it sparingly. Waluigi's grabs aren't the greatest, and you'll be vulnerable if you miss. Aerial Down A - It has the potential to spike. Use it often, especially while edge guarding. Don't be afraid to meet your opponent with this. Even if it doesn't spike, the sideways knockback is effective. Recovery - Waluigi has three different recovery moves, and can return from very far away if you use them properly. Here's an example. First off, when sent flying, immediately use directional influence (hold the control stick in the opposite direction of your flight) to slow yourself down. Once heading back towards the stage, start charging the purple missile. Charge time depends on your distance and height, so use your best judgment, just know that you'll rarely have time to charge it all the way. Once you've reached the length of your missile, use your double jump, and near the height of your jump, start up the Waluigi cyclone and tap to gain as much height as possible. This will put you close enough to either get back to safety, or put you in range to successfully recover with the Super Jump Punch. Mix things up, depending on where you've been sent, and eliminate unnecessary moves if you're close enough to not need them. One last note on the Cyclone. If you're returning to the stage from above and your opponent is waiting for you, use the Cyclone rather than an A attack. The priority is better, and you'll have a better chance of coming out on top after the clash. Team Battles - The most effective partners for Waluigi are those that make up for his weaknesses (range, projectiles,), and are strong enough to be able to cover him in return when he's vulnerable. Ness and Lucas are both good choices for coverage, strength, and range. Sonic and other speed characters are also effective to help set up kills. Rack up the damage and finish them off before they can blink. Waluigi can also effectively cover a primarily projectile user, providing the close range dominance while his partner builds up the damage while afar. Super Jump Punch Combo- Thanks to Booken The Blue and Daniel for writing to me on this subject. I added the comments, but the moves are all them. The gist of this combo is using the A standard attacks to set up the Fire Jump Punch. Booken's version (1 tap of the A button) and Daniel's (2 taps) can be equally effective based on the situation, but can be dangerous for you if you screw it up. In short, get up close, tap A once, or twice for a longer stun, and while the opponent flinches from the attack, quickly use the Super Jump Punch. It works pretty well, and is good for building damage provided you can hit with it, but it is kind of reckless. If you're slightly off on your aim, or the opponent is able to shield the jump itself, you'll be entirely vulnerable to an enemy that is in the perfect position to counterattack. Take note though, that while it can work on any character, it's much easier to use on larger slower characters. The faster your opponent, the more likely they'll be able to dodge this. You can probably spam it on the likes of Bowser, but use it sparingly on the likes of Fox. They'll punish you horribly if you miss. KamikaziCat wrote in with two combos he created. Here's what he had to say, copied directly from his email. "Screw Punch I have created a technique that Requires the use of an item, Grab a screw ball and run up to and enemy and quickly jump twice. Right as you finish your second jump use the up b and usually you will use the super Jump punch. The best thing is that they are already in the air so chances of killing are a lot higher. Waluigi's Gambit This one is only useful when you have an enemy who is charging a easily recognizable smash. Get just outside their smash range, and Roll towrds them. Immediatly do the up b. You have a good chance that it will do the super jump punch. The problem is that if you go too far you will fall into a medium to full charged smash.
 

Tanookie

Smash Journeyman
Joined
Nov 17, 2008
Messages
436
Location
*sends Sundance a leather harness on Dragon Apprec
@ BKupa: You win awesome points for doing Hades, and you did an excellent job at staying in character. My only quip is that the whole "evil overlord sitting in a chair for his crouch" kinda bugged me. But that's it; other than that, fantastic. Well his stats do seem over powered as well...might wanna look into that.

@ Kholdstare: Excellent job. Unfortunately I can't say much other than that due to the fact I'm not familiar with the Wiz. However, he does look like a great character to play as.

@ Warlord: I assume this is a reposting of one of your (or someone else's) earlier movesets, correct?
 

kitsuneko345

Smash Ace
Joined
Dec 20, 2007
Messages
562
Location
*sending Sundance lots of apple pies on Pi Day, as
Can you find the Hidden Link...?


Prosecuting and rocking his own way, Klavier Gavin has joined the Brawl.


Musical Stats:

Height: 4/5
Weight: 3/5
First Jump: 4/5
Second Jump: 1/5
Walking Speed: 2/5
Running Speed: 3/5
Wall Jump: No
Wall Cling: No
Crawl: No
Glide: No


Musical Ability: Adaptation

In the game that he participated in, Apollo Jusice: Ace Attorney, Klavier Gavin is a prosecutor/part of "The Gavinners" as a singer and guitarist. Therefore, I decided on having Gavin have 3main "weapons" in his arsenal. You can change each item my using different moves, but be forewarned: they have different properties after a certain amout of time. The properties will be cancelled after 5 seconds of not using any move that involves the item.

Microphone:
This simple microphone is a great weapon in Gavin's arsenal. This small voice amplifier has a small stereo at the far end, increasing the range of the attack via the power of sound. However, using these kind of moves with Gavin five times in 15 seconds will break the the microphone, rendering the moves with the microphone useless. The properties will be cancelled after 5 seconds of not using any move that involves the item.

Acoustic Guitar:
The Guitar is a greater weapon that the microphone itself. Using this instrument gives you the power to hit your opponent at a farther reach (about the width of a platform in Battlefield) using music and the guitar itself. However the guitar has a shorter life expectancy, breaking and burning (giving anyone near you and you yourself 3%) when used 4 times in 10 seconds. The properties will be cancelled after 5 seconds of not using any move that involves the item.

Guitar Case:
The Case is a weapon the should be used often in Klavier's playstle. With this guitar case, you have a great range of power at your disposal. Using this case five times in 15 sconds will open the case, dropping and breaking the guitar and microphone, but giving you greater range despite the lack of damage and knockback. The properties will negate after ten seconds after the last used atttack.

A note about the moves. At the end of each despiction of the moves is a phrase that will indicate a mental reminder of the last move you've made. Here are the words:

Free Hand: The last move made leaves you with a free left hand.
Microfphone: The last move that was given involved your microphone, which stays on that hand.
Acoustic Guitar: Your last move was guitar-centric, leaving you holding your guitar by the botom of the neck.
Guitar Case: Your last move use the Guitar case that you use in trial, with you holding the case with the handle.
No Change: The last move given doesn't change the indicator, likely because it was not involved in any way. There are expections, though.


Musical Attacks:

Musical Basics:

A/AA/AAA Combo: Checks and Stand Ins
Klavier pulls out his favorite Microphone as well as a stand to hold it in place. He then taps the top of the microphone, creating a small wave coming below his knees at a sharp angle coming downwards, giving 2% and no knockback. Pressing A a second time will make him then kick the bottom of the stand, and with the force of gravity, will give 5% and very low knockback. If you end with the second move, the stand will fly around at an arc and will appear as a normal battering item(i.e. a non exendable, weaker beam sword). If you instead press the A button a third time, Klavier will grab the stand and will parry it as if it were a sword, dealing 3%. Using this when the microphone is at its limit will make the microfone function poorly and give Gavin 1%. You can have three stands out per Gavin; if you exceed that limit, Gavin will not be able to use the second and third parts. Why? There's no Stand! (Microphone, Free Hand, Free Hnd)

Dash Attack: Sliding Back
For this move, Klavier will do one the most famous actions a guitarist will do. Pressing that A Button while he's running will cause him to slide on his knees (1% damage with a 50% chance of tripping) while playing his guitar. the guitars sound waves (3 of them) will push your opponent about 1/4 of FD's distance. The move is good for spacing out our opponent, especially in multiplayer due to the waves space them out evenly. Doing this move while the Guitar at it's limit will make theinstrumnt burn from the inside, and those big sound waves will become fire waves with 3% each (9% total), but gives Klavier 3% and a burned hand in the process. Using the dash with the guitar burned will just make Klavier slide on his knees. (Acoustic Guitar)

Musical Tilts:

Forward Tilt: Case Thrust
When you use the first part of this jab, Klavier will punch with a swing of his right arm from the side, giving 4% and small knockback. Using the second part of the jab will make him take out his Briefcase (actually a guitar case), and thrust the longer part of the case into the opponent (8%) for better knockback all around. Using the case to its limit will open it, dropping and breaking the other two impractical weapons for 10% more damage but givin Klavier 2% for being so close. The move is worse when use it too much.(Free Hand, Guitar Case)

Upward Tilt: Swing to the Heavens
Klavier will simply take out the guitar case he would carry on stage, holding it by the neck. He will then swing the wider part of the case over his head once from the left to the right side of his body, dealing 10% will moderate knockback. However, it's best not to use this as the fifth case move, because the case will break halfway, dropping the microphone and guitar, giving 10% to Klavier and anyone in the way. This move will extend the hitbox if you exceeded the limit. (Guitar Case)

Downward Tilt: Angry German Kid
Klavier will Punch the Ground with a cletched fist very hard (probably from one of his angty moments) dealing 2% and low knockback. If it sounds unoriginal, you are wrong. If you have the microphone on you, Klavier will break the microphone during the punch, giving out sparks and dealing an extra 2% but giving Klavier 1% every time you use this with the microphone in play. Have the Guitar will produce similar effects, but the Guitar will burn instead, deal 4% more damage, and give Klavier 2% more damage.(No change)

Musical Smashes:

Forward Smash: Feedback
Klavier will charge this move by amplifying the volume of is microphone up to eleven. When the Smash is finished getting charged, Klavier will do a simple right hand handed punch that will gives at 5-7% will small knockback. If you hit with this move, 2 soundwaves will come out of the microphone that will go 1/5 of FD and deal 7% damage each with medium knockback. If you don't hit with this move however, no soundwaves will appear. When you exceed the limit, you gives out an extra 2% from each sound wave, but you will recieve 3% from the sparks, even if you didn't hit anyone. However, The move only counts if you hit someone. (Microphone)

Upward Smash: Lean on Me
Klavier will charge this move by plucking a few strings from his acoustic guitar. The Move starts when Klavier lean on his knees and plays a chord on his chord, similar to his Dash attack. The Guitar will give out 2-5 sound waves from above that give out 4% each. As usual, playing the guitar to its maximum limit will give make it get on fire as well as give 2% more damage per soundwave, but gives Klavier 5% for playing the burnig instrument.(Guitar)

Downward Smash: Guitar's Reach
Klavier will Charge by crouchng and taking out his favorite guitar, the perfect and suave acoustic from Borginia. With this, he will hold that guitar by its neck and swing it near the ground to deal 14% damage and great knockback. If you use this as Klavier's third move, the guitar willl burn from the inside, dealing 20% damage instead of the usual, but affecting Klavier with 4%. Using this move if the guitar's busted up will instead make Klavier use his down tilt instead.(Guitar)

Musical Aerials:

Neutral Aerial: Turning this Case Around
Klavier will Grab ahold onto his guitar case by the middle. He will then turn around twice, clockwise if your facing to the right and vice versa. The thinner part of the case (on the left side) will give out 3%, while the thicker part will give out 5%. If used to the limit, the case will open, droping the other two instruments of Gavin to their doom. Getting hit by them will give 5% to the microphone and 7% for the guitar case. (Guitar Case)

Forward Aerial: Guitar Smash
Klavier will grab the neck of the Guitar for this move. With this He's will swing the Guitar from over his head down to between his legs, giving 10%. If Klavier is too close to solid ground, The Guitar will break, rendering it as as a broken Guitar. If you use this while the guitar's at its limit, the guitar will burn as usual and if used afterwards, the Burns give Klavier 3% while the others get 12%.(Guitar)

Backward Aerial: Listen Here
Klavier will give a huge right-handed punch from behind, hard enough to make a noice when hit on wood but not enough to destroy it. The Punch gives out 7% and moderate knockback. Stangely, If you have the Microphone out, you give out 2% more due to soudwaves, but this doesn't count as microphone phone and wouldn't hurt you in any way.(No Change)

Upward Aerial: High Kick
Klavier will perform a kick that will reach up to his face, similar to what other Guitarists Do. This Kick delivers 7% and good knockback all around. Starngely using this move with a Guitar out will cause some notes to come out of guiar, adding an extra 2%, but this doesn't count as a Guitar move and won't hurt you. In Fact, This is one of Klavier's few normal noves. (No Change)

Downward Aerial: Give It Up
Klavier needs to have an personal item in his hand in order for this to work. If he holds either the Microphone or the Guitar, he'll throw it at the ground very hard until it reaches the ground, the microphone dealing 8% while the Guitar gives out 10%. If you have the Guitar Case instead, The items drop will be the guitar and the microphone, giving the same percentage points. Either way, the items will be in their special mode afterwards(Free Hand)

Turnabout Grabs:

Pummel: Head Banging
Klavier normally grabs with one hand, holding the opponent with both hands open. When he attacks, Klavier Bangs his head like a true rockstar would, giving 2%. (Free Hand)

Forward Throw: Music Blasting
Klavier gives the opponent a Stereo to carry. Little does the opponent now that the speaker is plugged to his Guitar, which he plays afterwards. The opponent will be pushed back 1/4, giving 2% to them and 4% for anyone in the way. If the guitar is at its limit, You should know what happens by now! The Burns give Klavier 3% and opponent 5%, yadda(Guitar)

Backward Throw: Punch Back
Klavier Tosses back the opponent he has in hand. He will then give an action similar to his Back aerial (the backwards punch), giving 5%. (No Change)

Upward Throw: Acsending VIA Music
Klavier does the same techinique as his forward throw except the stereo is held upside down and Gavin uses a microphone. All the effects are still the same.(Micropone)

Downward Throw: Suitcase Check
Klavier puts the opponent down forcefully, giving a mere 1%. However, he will then take out his Guitar case on top of the opponent (checking for important papers), giving the opponent 5% more before knocking backwards. If you at the limit, Klvier's anger get's into him and he throws the Guitar and Microphone to find the papers.(Guitar Case)

Turnabout Specials:

Neutral Special: OBJECTION!
Klavier yells out an all-knowing "OBJECTION!" loud enough for people to hear. During this time, a large Objection bubble will appear out of nowhere. However, unlike Apollo's Objection, the players won't be paralyzed as long and you can't control the timing of the move, as you will automatically point your finger with a great swing, giving 17% damage. Sounds pathetic right now, huh? Not if you have a microphone on your hand! When used with that amplifier, Klavier will not point his finger, but instead will yell his objection to the microphone, making the range 1.3x as long. Anyone caught in the bubble will have medium knockback and 20% damage, while those close to the bubble (about 1/5 of FD) will be paralyzed for 3 seconds with 4%. This move counts as three moves with the microphone. When using this at the Microphone's ending point, The Microphone will glitch halfway through and sparks will come out, damaging Gavin with 5%. (No Change)

Side Special: Motorcycling
Klavier Gavin dons his helmet on top of his head ("Safety First" so that way he can be a good role model to all the fan girls' kids, if they have any at all) and rides his suddenly appearing violet motorcycle into the sunset (you get the idea). When he is on the motorcycle, he can do most of the attacks Wario can do, but with different damages counters (Ramming will give 8%, while Wheelieing will make 6%). Klavier can go at a fast speed, but he will have less control turning because of that. Pressing the A button while on the bike will make him throw the helmet as an item for 6%. That helmet will stay in play as a normal item attack, the best description being a weaker, non-moving Green shell. Klavier does gain much speed when used in the air, but you can still jump of the bike easily and gain some height. Speaking about getting off, the bike will automatically disappear when you leave and it touches the ground or the end zone. It can't be used as a item, and can't be conjured up for 5 seconds after you got off the bike. (Free Hand)

Up Special: Platform Rise
As Klavier falls to his doom (assuming you are doing just that) he pressses a button from a switch in his pocket and... nothing? Actully a platform about 1/4 of FD held onto by steel bars will rise at a normal pace from under Klavier. That platform will rise until it reachs its destination (usually at the same height of the lowest platform of a stage) or when any player lands on top, which will make the platform fall down. Gavin can double jump back to the stage, but since only one platform can be out per Gavin, it's unlikely that you can use the Up Special a second time. When Gavin is on top of a hard platform, however, the platform will rise on the hard ground instead. The platform will rise to about the height from the bottom platform to the top in Battlefield and will come back down after five seconds. This move gives no damage whatsoever. (Free Hand)

Down Special: Guitar Solo
Klavier will bend his back slighlty then will play an air guitar for five seconds, complete with sound. This badass move starts with 5% damage once started, then will give a great deal of playing 20 0-1% (in that pattern) notes before dealing his final note, a 10% killer note with average knockback, giving a possible 25% damage. The move has very little starting lag, but has a high amount of lag at the end. The move has similar properties to Zelda's Forward smash, so it can be easy to escape from. The range of the move is similar to his other guitar playing moves. Speaking of guitars, when you use this move while you hold your own guitar, you deal double the damage at the last note of the move (35%), but have the aftereffect of counting this as two moves using the Guitar. Using this with the guitar out while having used two guitar moves beforehand will burn the guitar halfway through, giving Gavin 5% for being so near it.(No Change)

Final Smash: Horde of Fangirls
As Klavier flips his long beautiful hair with the orange aura seeping through him, a group of girls will appear out of nowhere from behind him. By their screaming ahhs, reaching arms, and the clothing consisted of "Gavinners Gear", the chances are that they're rabid fangirls. Those girls will follow Gavin a few feet behind him (he needs his breathing space) and will stop only when Gavin turns around. Klavier can use these fans as a platform by jumping on top of them, but can't go through by running into the crowd. Two different outcomes can happen depending on who you play. (Acoustic Guitar)

Female (includes Shiek, Jigglypuff, Ivysaur, and Nana):
These girls seems to realize that they are fighting against a (presumed) rock god, so they join the group of rapid fangirls. Those girls get damaged every second with 2% because of the overcrowding of screamers. At the end (about 10 seconds), Gavin will play a high pitched note to the girls dealng 15% damage but no knockback. How do those girls attack Gavin afterwards, you might ask? The high pitched note that Gavin played seems to have hypnotized the people, making them forget about Klavier and get along with their lives.

Male/Unknown Gender:

The Guys and indeterminates don't have much to say about Klavier's Wannabe Lovers, but this does not reflact on the other side. Those girls believe that anyone in the way is a threat that must be killed, so they will attack them via a stamede of 15% damage and medium-high knockback. Thankfully this can be avoided by just dodging both Klavier and the crowd, but it's harder that it looks.


Musical Extras:

Musical Playstyle: Composing the Perfect Song

Klavier would probably be best known to noobs as a cooler, heavier Pichu of MYM. This reason is due to the fact that after a certain amount of time spamming moves, the items that he has in his hand affect him as well as others. To Moderates, They will ulitize more of the Guitar case moves that other, hoping the extended reach will help despite the loss of other items. However, Experts will note that the best strategy for Klavier is to use as many varied items movs as often as possible. Klavier doesn't have that great of an air game, but each and every move of his is unique in everyway possible. Try to utilize his strength and power before you make crucial mistakes.

Musical Victory Tune And Music:

Victory Music
Guilty Love
Guitar's Serenade (English and Japanese)
Steel Samurai (Japanese)

Musical Costumes:

Original: See Above for Reference.
Red: Klavier wears Miles Edgeworth's original costume.
Blue: Klavier wears Manfred Von Karma's get-up.
Green: Klavier wears Godot's work clothing.
Young Original: Klavier wears his original Get-up, a darker version of his own suit, sunglasses, and shorter hair.
Young Red: Klavier wears Edgeworth's Old Clothing, sunglasses, and shorter, silverish hair.
Young Blue: Klavier wears Franziska Von Karma's Outfit (don't ask), sunglasses, and shorter, light-blueish hair.
Young Green: Klavier wears Winston Payne's old work clothing, sunglasses, and shorter, blackish hair.

Musical Codec:

Snake: Mei Ling, There is a Guy here that thinks he's all that or something.
Mei Ling: This is important, Snake. Does his weapons consist of a guitar, microphone and guitar case?
Snake: Yeah. What is his...
Mei Ling:*Very High Squeak*
Snake: AH! I think I'm losing transmission. I'm going in...
Mei Ling: Wait, Snake. His name is Klavier Gavin, a prosecutor/rock star and the hottest man around ever. So... can you capture him, but not hurt him for me...?
Snake: Now you getting really out of character here, Mei Ling, so I don't think you deserve this "Gavin" guy. Over and out....








Welcome back to reality!
We've been waiting for you.

 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,440
@ BKupa: You win awesome points for doing Hades, and you did an excellent job at staying in character. My only quip is that the whole "evil overlord sitting in a chair for his crouch" kinda bugged me. But that's it; other than that, fantastic. Well his stats do seem over powered as well...might wanna look into that.

@ Kholdstare: Excellent job. Unfortunately I can't say much other than that due to the fact I'm not familiar with the Wiz. However, he does look like a great character to play as.
Thanks! I wanted to make him have a fun playstyle. If he was in Brawl, he'd probably be overused. Since K.Rool loves both Kirby characters and wacky playstyles, maybe he'll be doubly pleased!

EDIT: Wow, that looks great, Kits! I like the BB code and layout, and the AGK reference.
 
D

Deleted member

Guest
Waluigi was obviously an edited version Luigi. Way to rip off Babe, Warlord. :mad:
 

Meadow

Smash Apprentice
Joined
May 4, 2008
Messages
197
Location
Herndon, VA
Ivysaur's a girl?

Really?

Nice moveset btw although some moves are overpowered. (Microphone Neutral-B?, 20%????)
Yup. Although Ivysaur may sound like a male in the U.S. version of Brawl, in the original Japanese version of Brawl, Ivysaur's voice actor, or rather, actress, is obviously a female. Charizard and Squirtle are males though, I believe.

And all of the movesets look nice at a glance, I'll have to read more about them later; I particularly enjoyed Wiz, seeing as that was the only moveset I recognized (Sorry, any Hercules/Phoenix Wright fans.).
 

kitsuneko345

Smash Ace
Joined
Dec 20, 2007
Messages
562
Location
*sending Sundance lots of apple pies on Pi Day, as
EDIT: Wow, that looks great, Kits! I like the BB code and layout, and the AGK reference.
All of that BBCode took a while to plan carefully; if you noticed, the colors are of Klavier's Jacket, Skin, and Hair. AGK was one of the first moves thought of, but the name was there purely for lulz.

i c wut u did thar


GAH!! Too many good movesets so quickly!! All I can give you right now is a skim, Kits, but it looks very good at that!
i kno rite? Anyway, The other movesets look good, But this took 1 month to finish and plan effectively.

Ivysaur's a girl?

Really?

Nice moveset btw although some moves are overpowered. (Microphone Neutral-B?, 20%????)
Yes.. Really, Ivysaur look's more like an "indeterminate" to me, but any Japan gamer would think of ivysaur as the "Japanese Birdo" or something. And if you think about it, The Neutral B is Balanced, due to repeating the move twice will cause the Microphone to Glitch.

Great job pulling that together Kit, looks great!

I was never one to believe that Ivysaur was female but...that's a slight nit-picking thing that doesn't matter at all, great job ^_^
Like I Said, TOOK 1 MONTH TO FINISH! Anywho, Really, If he somehow gets to SSB(insert number here) and Ivysaur's still around... Japan will be confused tremenously.

Excellent Job for Klavier Gavin !!! :)
Thanks! I loved Working on the Jab, Concept and Specials. They Were the best in my opinion.
 

majora_787

Smash Hero
Joined
Jun 23, 2007
Messages
6,122
Location
Texas
I'm getting closer. Here is a brief glimpse at my Ghor moveset.

Yes, this is the move Ghor uses
during the scuffle under the aurora unit.

>B: Plasma Stream
Ghor fires an orange beam from his plasma beam. The beam doesn’t fully leave his weapon, but instead it goes a distance almost equal to half of final destination and stops. The beam, when used, starts firing at a 45 degree angle before becoming parallel to the arena. Being a plasma beam, the attack does fire damage. When someone gets hit by the beam, two things can happen. At 110% or lower, the beam is a real weapon and stuns opponents at the tip, but otherwise holds them inside the beam. The attack can be held for 10 seconds before Ghor short-circuits and becomes vulnerable. When Ghor hits 111% or more, his attack goes the same distance, but if it hits an opponent it stops. The opponent who gets hit has their controls randomized for 10 seconds. The beam diffuses explosives, breaks containers, makes planted devices fall to the floor, and breaks spawning items like Pokeballs and Assist Trophies. The stream has a starup lag similar to Wolf’s blaster, but ends in a quick movement of Ghor’s arm.

I want to try to take the time to make the normal attacks more detailed like specials. That's why it's taking so long, I have to redo the specials a little.
 

Lemonwater

Smash Ace
Joined
Jan 9, 2009
Messages
664
Warning: Challenger Approaching! Robo-Ky II


Description: After the failed experiment Robo-Ky, Robo-Ky Mk. II was developed. Both were designed to impersonate, mimic, and destroy the famed French Swordsman Ky Kiske, who wields the blade Thunderseal. But despite the combat abilities of the Robo-Ky, it was eventually destroyed and thus failed its mission. Robo-Ky Mk. II is a much deadlier machine, capable of adapting and changing its attacks unlike its predecessor. With an array of deadly weapons, this robot is a much more difficult foe than the first Robo-Ky.

Costume Colors
- Available not just in red, but blue, green, black, gold/silver, and Subspace Emissary Emarald
Special Traits: In "The Vault" in single-player mode, there will be a Robo-Ky workshop in which you use earned coins to forge weapons (in the form of customized machines) for installing into your Robo-Ky II. These can be outfitted to change Robo-Ky II's Special attacks among other things (Will probably include stats and jumps, to a small degree). These changes are saved in the workshop and will upload to Robo-Ky whenever you choose him to fight, so he cannot change his special moves during battle, they will be set before he fights. Oh, and you have to unlock the character first before you can build machines to mimic their moves in the Robo Ky workshop. Of course, he has a set of his own default B moves which are free machines in the Robo-Ky workshop when you start out, but you'll see them later. Yes, and you save the changes on each controller (or you save the changes to certain player names), so four players playing as Robo-Ky II in your tiny living room can have completely different specials.

Here is the list of characters whose B attacks can be purchased and installed: Bowser, Captain Falcon, Charizard, Diddy Kong, Donkey Kong, Falco, Fox, Ganondorf, Ice Climbers, Ike, Ivysaur, King Dedede, Link, Lucas, Luigi, Mario, Marth, Metaknight, Mr. Game & Watch, Ness, Peach, Pikachu, Pit, Samus, Shiek, Snake, Squirtle, Toon Link, Wario, Wolf, Zelda, Zero Suit Samus
Here is a list of characters whose Forward + B attacks can be purchased and installed: Captain Falcon, Charizard, Donkey Kong, Ganondorf, Ivysaur, Jigglypuff, Kirby, Link, Lucas, Mario, Marth, Metaknight, Mr. Game & Watch, Ness, Pit, ROB, Samus, Shiek, Snake, Toon Link, Zero Suit Samus
Here is a list of characters whose Down + B attacks can be purchased and installed: Bowser, Captain Falcon, Donkey Kong, Fox, Ganondorf, Ike, King Dedede, Link, Lucas, Luigi, Mario, Marth, Ness, Pikachu, Pit, ROB, Snake, Toon Link, Wolf, Zero Suit Samus
Here is a list of characters whose Up + B attacks can be purchased and installed: Diddy Kong, Charizard, Donkey Kong, Falco, Ivysaur, Jigglypuff, King Dedede, Kirby, Link, Lucario, Luigi, Mario, Marth, Metaknight, Peach, Pit, ROB, Samus, Snake, Squirtle, Toon Link, Wario, Wolf, Yoshi, Zero Suit Samus

Now, I'd love to put descriptions of how he does each move, animation and sounds and all, since I can see it all now, but that would be ridiculous lol. Maybe later. There will probably be new trophies added of Robo Ky Mk. II performing each special move, and explanations in the workshop about why some character specials can't be copied.

Default Stats (out of 10)
Weight: 7
Size: 7
Fall Speed: 7
Run Speed: 6
Walk Speed: 6
Aerial Maneuverability: 5
Crouch: Yes
Crawl: No
Wall Jump: Yes
Wall Cling: No
Gliding: Depends
(He will have gliding and a 7% damage glide attack ONLY if he copies Metaknight's Up + B)

Jumps
First: About the same height as Wolf's first jump
Second: About the same height as Marth's second jump




Positives

- Extremely versatile B moves, can be unpredictable
- A fairly fleet of foot character with good weight and endurance and can potentially have a great recovery
- Easy to make him unique for each player who picks him up
- Fast grabs with moderate launch and good damage
- Funny/amusing attack animations
- Unorthodox projectile game can make it hard for enemy to approach
- Can have versatile recovery with specials
- Distinct, quick swiveling, jerking attack animations makes it hard to read his attack
- Can Jab cancel, and is the only character with a 4-hit jab that does not have an infinite-A combo


Negatives
- Weight and fallspeed make him easy to combo
- Crouch doesn't do much for him since he can't crawl and he doesn't crouch very low
- Mediocre roll and dodge
- Aerial maneuverability is sort of bad
- Doesn't always use his sword for attacks, so he has less range than he might seem to have
- Not many attacks with outstanding priority or speed (unless they are installed specials)
- Steep learning curve because of his sheer number of possibilities


Ground Attacks
A - Jab - Robo Ky 2 hits with his leading fist for 2% damage, then kicks at the opponent's ankle for 3% damage, then swings with his fist again for 2% damage, then brings the sword down for 5% damage. Low/moderate launch with the sword strike. (Total of 4 hits and 12% damage)

Forward Tilt (Forward + A) - Robo Ky 2 bends over so the top of his head is facing the opponent, then both his arms shoot out a short distance on springs while his hands become cinder blocks. Does 4% to 6% per hit, hits up to once with each arm. Has decent knockback. (Total of 2 hits for 8% to 12% damage)

Down Tilt (Down + A) - Robo Ky gets on his knees and shoots lasers from his eyes down a short distance in front of him. Can cause tripping. Fairly fast move. Hits opponent up with low launch at higher percents. 6% damage.

Up Tilt (Up + A) - Robo Ky 2 crouches, covers his ears, and a rocket shoots out of his kneecap going up at a 60 degree angle. It travels about the same distance as Snake's half-charged up smash before falling back down. Fairly fast with okay knockback. Deals 8% damage.

Dash Attack - Robo Ky 2 holds his sword like a lance, while his legs transform to look like a hovering mechanical horse. He slides forward a good amount in this position, about 3/4th the distance of Snakes dash attack. Anybody who is hit by the 'lance' takes 10% damage and is launched at an angle. Anybody who is hit by the 'horse' takes 7% damage and is launched up weakly.

Forward Smash - Robo Ky 2 swings his sword from behind him upward and forward in a broad arc (just like his Dust Attack in Guilty Gear X2). A bit slower than, but comparable in speed to Link's f-smash. Launches at an angle like the tip of Ike's f-smash. If tipped, launches vertically and deals 2% more damage. Good knockback. (Uncharged 17% damage) (Fully charged 23% damage)

Down Smash - Robo Ky 2 sticks out a leg. A set of small wheels comes out of his back leg and boosters on his back activate to slide him across the ground. Goes about the same distance as Wolf's forward smash and launches opponents upward and over Robo Ky 2's head, like Roy's down tilt in Melee. Robo-Ky 2's fastest (and weakest smash attack). It hits in only one direction, but it protects him better than Lucas's down smash because it can move him away if it misses. (10% damage uncharged) (14% fully charged)

Up Smash - Robo Ky sticks out an arm (it extends). The hand transforms into a large mechanical claw (like in the stuffed animal catcher machines in arcades). It shoots upward (about same angle and a bit more range than C. Falcon's up smash) to grab an airborne enemy. It brings them down and Robo Ky channels electricity through his other arm and through the sword to zap the opponent. Relatively low launch for a smash attack, but deals massive damage. If it misses, the move ends at the extending arm animation after it retracts. Unlike other grabs, this one can grab many people at once. Grab deals no damage. The zap attack deals 2% damage per hit for 8 hits. (Uncharged 4% - 16% damage) (Fully charged 8% - 32% damage)

Grabs/Throws

Grab - Robo Ky 2's arm becomes a bit longer and turns into a chain and claw. He whips this out to grab the foe. If it connects, his arm turns back to normal and he holds the foe like a bully holding a guy up by the front of his shirt. This is about as long as Lucas's snake grab. It can be used in Z-air and as a tether, but it's very short for such uses. (Z-air deals 5%)
(If you tether with this move, though, you'll be able to move Robo Ky 2 up and down the chain by using the analog stick. The maximum distance he can go down is about the same as Zero Suit Samus's tether before reeling herself up. If you go up too far, there will be a clinking noise, his arm will revert to normal grabbing the ledge, and Robo Ky 2 will gain invincibility frames as if he just grabbed the ledge with no tether. If you go up that far, you'll have to retether to play around with the chain again. If you go down, he will stop automatically at the max length of the chain arm. His arm will only extend that long while doing the tether-rappel)

Pummel - Robo Ky 2 zaps his opponent with his laser vision, dealing 2% per zap. About the same cooldown as Link's pummel attack.

Forward Throw - Robo Ky 2 smashes his head against the enemy, sending them flying a fair distance. (9% damage)

Up Throw - Robo Ky 2 tosses the enemy upward, then transforms his arm into a huge hammer, which he uses to smash the foe upward. (11% damage)

Down Throw - Robo Ky 2 lays the opponent on the ground, then stabs down with his blade, shocking them. Deals almost no knockback. (12% damage)

Tether Attack, What?! - While latched on a ledge, Robo Ky 2 can ATTACK as long as he is hanging on tether-style with his chain arm. This is unique to him only. In addition to being able to rappel up and down his tether, he can swing his sword to hit nearby foes for 8% damage and mediocre knockback while hanging in this fashion. Control the way he is facing by pressing the analog stick in that direction. Press 'A' and he will do a quick swipe with his sword. This can be useful for stage spiking if utilized correctly.

Default Specials
Neutral B: Shockwave - Robo Ky 2's arm becomes a large gun barrel and he fires forward. The projectile is a heated shock wave, thus is almost invisible (like Shiek's needles) and deals 8% damage. Has more reach than Ness's PK fire and travels at about the same speed as Samus's homing missile. Has fair knockback but it a bit laggy. You can control the direction he shoots, both in the air and on the ground. It deals great damage to shields.

Forward B: Rewind - Robo Ky 2 hits downward with a spring-loaded arm as his hand turns into a cinder block, then follows up by swiveling his torso around while his other arm turns into a large metal ball connected directly to his torso and uses this to smash his opponent upward. First hit deals 4% damage with almost no knockback, second hit deals 15% damage with tremendous vertical knockback. Long lag time as the metal ball turns back into a normal arm, but as long as the metal ball is there, any attack that hits it is nullified.

Down B: System Cooldown - After standing up completely straight with his arms down at his sides,, Robo Ky 2 shifts gears and his face opens up in multiple areas to let out a cloud of hot steam in the direction he is facing. If charged enough, a small cloud will be released behind his head as well. Similar to Wario Waft except it charges as you land attacks and move, not as you wait. Stronger attacks will cause it to charge faster. You can tell how charged the attack is by Robo Ky 2's face. If it is a pulsating, bright red, the attack is charged fully. The 'charge meter' will be gone if Robo Ky's down B move is swapped out for another one. His face will only change colors as long as his down B is System Cooldown. Also, the steam cloud is not a projectile so it can't be bucketed or deflected.
Minimally charged: Deals 4% at a tiny range closer than the grab range. May trip the opponent. Otherwise it won't flinch at all.
Half charged: Deals 10% at a range about the same as his grab range. Knocks the opponent back like ROB's laser and has a brief burning effect and sound.
Fully charged: A massive steamcloud is released, scorching everything in its path. It deals 19% damage in an area similar to that if Ike's up smash in front of him, dealing good knockback and burning your foes. A small cloud is released behind your head as well, dealing 7% damage at grab-range with weak knockback and a burning effect.

Up + B: Robocoptor - Robo Ky 2 sprouts pedals and a handle. Helicoptor rotors come out of the top of his head. Hunched over, he looks like he is in position to pedal a bicycle, but as he pedals, the rotors spin. You press 'B' to spin the rotors once. The rotors spin up to 15 times during the duration of this move, and how fast you push 'B' determines how fast the rotors spin and how much lift you get. The rotors cover about as much area on top of Robo Ky 2's head as Ike's d-smash. Foes who are hit by the spinning rotors take 4% damage and are knocked horizontally a random direction, but if you press 'B' fast enough, it's possible to catch the opponent in up to four or five hits before they are flung away. Think Pit's up aerial. At best, it has around 3/4th the reach of Snakes Cypher (in ANY direction!)

Aerials
N - Air (Neutral Aerial) - Robo Ky 2 shortens his blade. Another blade appears in his other arm and he spins his arms around his body rapidly to deal damage. Has the properties of a sex kick. If landed in its initial frames, it deals 9% damage. It deals 6% damage at later frames.

F - Air (Forward Aerial) - Robo Ky 2 swings his sword from above his head down in front of him with both hands. As he does this, the sword fans out and sprouts multiple blades, so when this move ends, it looks like he has a giant metal fan in front of him. Then the blades retract into his 'real' sword. A fairly slow aerial (think Ike f-air). Opponents who are hit by the initial swing of the blade are dealt 11% damage and receive moderate knockback. Opponents who are hit by the still 'fan blades' are dealt 6% damage and receive almost no knockback. Enemies who are nicked by the retracting blades are dealt 3% damage with tiny knockback and hitstun. An aerial with only okay launch power, but it's hard to punish because it has hitboxes that last for so long.

B - Air (Back Aerial) - Robo Ky 2 turns one arm into a thick metal bar with a spiky steel ball for a head and swings this large weapon backward with so much force, the direction he is facing is switched! This is the only aerial that changes the direction your character is facing. Think a combination of Ike's b-air and Dedede's f-air. It has about the same startup lag as Samus's spike. Deals 13% damage.

U - Air (Up Aerial) - Robo Ky 2 merges both arms, turning them into a huge hammer, then swings upward. Laggy, but has tremendous vertical reach and launch. About the same reach as if Ike could do an f-smash straight up in the air. Sweetspot is at the head of the hammer. (Sweetspotted: 17%) (Not sweetspotted: 11%)

D - Air (Down Aerial) - Robo Ky 2 flips around punches downward with his arm, which turns into a missile launcher and fires a rocket. The punch deals 6% damage and spikes weakly, the missile deals 8% damage and launches the opponent upward at an angle. Total of 14% possible damage.


FINAL SMASH - Overdrive

Robo Ky twitches, begins sparking as electricity courses through him, and rushes forward, like Marth During his critical strike. When he makes contact with an opponent, the screen zooms in. Two extra arms extend out from under his normal ones. His sleeves burn off and you can see that all the arms and fists have thickened. He punches the opponent 24 times with blinding speed. During the middle of the punching sequence, a large ball of electricity builds up around him and damages himself for 15%. But the ball lingers and zaps the enemy up to 20 times. Each punch deals 3% damage and each zap deals 2%. Anybody who wanders into this vicious attack at any time will get sucked in too. It's a massive damage attack with no launch, but at the end, anybody who got hit by it will be put in a dazed state, as if they were hit by a Deku Nut, so you can finish them off. Sadly, it can't be used in the air. Possibly up to 122% damage!

Extras
U - Taunt: Robo Ky 2 throws a metal ring on the ground, then the center glows a bright blue. He steps in, stands inside and slouches a little. Heals him 1%. Only heals him if the taunt is completed. About the same duration as Young Link's incredibly long 'milk drink' taunt if y'all remember it.

Side Taunts: A throne-like chair deploys itself from Robo Ky 2's back. A compartment opens up in the side of the chair and puts away his sword. And he sits down cross-legged, looking bored. Then, the compartment opens, he takes the sword, sits up, and the chair folds up and retracts into the compartment on his back.

Down Taunt: Robo Ky pulls out a massive shoulder mounted missile launcher and fires, but no missile comes out, it only clicks. He opens the hatch where it gets reloaded and peers inside. He then puts the missile launcher away and does a face palm while shaking his head slowly, as if he forgot to load it.

Onstage appearance: A set of robotic legs drops down, then a torso, then the head flies down with helicoptor rotors and attaches itself. The whole body then comes back to life.

When attacked
: Whenever Robo Ky 2 is hit, he jerks back, and a few randomly flying nuts and bolts and cogs can be seen in the air around him.


Dazed: His body darkens and he slumps down and stops moving, as if shut down.

Special Change Animations (Neutral B)
Bowser/Charizard: Robo Ky 2 opens his mouth wide and spews fire.
Captain Falcon: Robo Ky 2's chest compartment opens up. There is a giant fist inside. It does the familiar sound of a charging Falcon Punch, then the fist shoots out in a large piston while flaming in the shape of a bird.
Diddy Kong: Robo Ky 2's hand turns into a big medieval cannon.....and launches a peanut.
Donkey Kong: Robo Ky reaches back, a lever appears on his back. He pumps the lever repeatedly until it's charged and a cloud appears over his head like DK. When he unleashes the attack, he pulls the lever. A large spring-loaded fist shoots out of his chest compartment and retracts.
Ganondorf: Same as C. Falcon except the fist is larger, glows purple, has more range, and is slower.
Falco/Fox/Wolf: Robo Ky 2 does a motion with his hand like shooting with a gun (hand is a fist except the thumb and the index finger, which has turned into a gun barrel) and shoots lasers. If it's set to Wolf's laser, he will have a bayonet at the end of the gun barrel.
Ice Climbers: Robo Ky 2 opens a fridge-like compartment in his chest, and it's cold so vapors are visible. He leans over a little. The ice cube slips out and slides forward.
Ike: Robo Ky 2's arm thickens and the hand becomes a large drilling machine. He holds this over his head while the attack charges. When he releases, the fiery drill slams into the earth and fire erupts forth.

I'll probably do more of these later and change some errors and stuff.
 

princesspeachluver13

Banned via Warnings
Joined
Nov 13, 2007
Messages
617
Location
Yep. I had it coming. Stupid apathy.
A fight to the death, I say!

En Garde!

You must use teh dual weilding!!! *gives Oathkeeper and Fenrir*
I shall help in your endeavor, Tornadith!!!* takes out Oblivion and Ultima weapon*

En Garde!!!

EDIT: @ moveset of character i do not know the name of: Congrats!! You have just won the oversized post award!!

But srsly, that is pretty good. I especially like the "purchase" thing you have going on there. How would that work in multiplayer mode? Y'know like, regular brawl mode?
 

Lemonwater

Smash Ace
Joined
Jan 9, 2009
Messages
664
It probably won't work in wifi, but in multiplayer, Robo Ky 2's special moveset will be saved as you edited it in the workshop. That's how it worked in Guilty Gear, so Brawl should be able to implement that as well. It'll probably be able to work in sync with the name and controller customization system. There will probably be something in the Robo Ky Workshop like the stage builder so you can see how the moves are before you save.

So basically, go to The Vault, choose Robo Ky Workshop -> Install Custom Weapons -> Save to a controller or name -> Go back to group battle with the controller you saved it to -> Fight with your new special moveset.

Of course, he can only have one neutral B, one side B, and one up B at a time.
 

majora_787

Smash Hero
Joined
Jun 23, 2007
Messages
6,122
Location
Texas
I can see already how my moveset will be reacted to. ^^"

Okay, so...I'm going to add a few names to my to-do list. I probably won't get to them until next round, but...

Galleom
Dogadon (I think that's his name...)
Krystal (Star Wolf version)
Cacturne

Yeh, I may prefer Leon, but I feel that I should voice the way I see krystal being playable.
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
Alright, I first noticed Bkupa666's moveset while reading through the posts I missed, but then I noted that a HUNDRED other movesets/previews were posted right after it. I'm gonna read through the rest of them more throughly another time, but I will say they all looked GREAT at a skim! (except for Warlord's)

Also, great job with Hades, Bkupa (because I happened to read all the way through yours)! I liked that movie, although I only remember the first half of it. :(

A few of the specials are a tad bit unclear, though, to me at least. And I'm a little bugged at the thestral reference (I thought they were HP only creatures?) (that's nitpicky though).
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,440
HOLY CRAP A GUILTY GEARS CHARACTER! FINALLY!

*reads*

Well, first off, I like the special trait. It makes him totally unique and unlike any other. However, there is a problem when doing something like this. I had the same concern with Castform and MM9:MM, and it's that it's like we're not even playing Smash Bros. anymore. This is a little different, as it only just gives him a new wide array of abilities, but still, you have to consider the game we're playing.

I like that you use BB code plentifully, and that's something most newcomers don't. I'm glad you did. I especially love that you make the damage stand out with green text.

Overall, this is a pretty awesome moveset. I hope to see more of your work in the future!

THAT IS ALL
 
Status
Not open for further replies.
Top Bottom