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Location: *sends Sundance text message on Pioneer Day, asking for tape recorders*
Posts: 2,333
Protoman
If nobody minds, I'm gonna do another.
Since Megaman is obviously a favorite for inclusion, I thought someone should tag along with him. Despite many options, I concluded that the best (or at least my) choice would be:
PROTOMAN
New-school Protoman (a little fuzzy, I know, but this one's got the sword)
Old-school Protoman (mainly so you can see his Proto Shield, carried on his back when not in use)
I'm thinking of a combined look of these two. Take the sword from the first, as well as his general build. Throw in the Proto Shield and the yellow cape/cloth from the second, and you'll be looking at the same thing I am.
Protoman has made appearances in many Megaman games, first as Break Man in Megaman 3, where he was said to have been an early prototype of Megaman. However, depending which series we're talking about, he has a different backstory like Megaman. He originally had an arm cannon like Megaman, but recent games have shown a beam-like sword arm as his primary weapon. In Smash, he is fast and agile, and also fairly strong, but, attacking entirely with physical hits and his sword, his biggest weakness is obviously his lack of range.
Stats
Size: Mid-Large ~ About Samus's size, possibly a little smaller
Weight: Mid
Jump1: Mid
Jump2: Mid
FallSpeed: Mid
Speed: Mid-Fast
Power: Mid ~ I'd give him more, but I feel that might make him a little too good
Jumps: 2
Wall-Kick: Yes
Wall-Cling: No
Glide: No
Crawl: No
Standard Attacks
Standing A -- Kick-Slash -- Protoman first performs a medium-short range kick. After the kick, Protoman swings his sword arm downward on the opponent. 2% damage for the kick, 4% for the slash.
Side-Tilt A -- Horizontal Slash -- Protoman slashes horizontally. Medium range. 5% damage.
Up-Tilt A -- Up Slice -- Protoman casually throws his blade over his shoulder, damaging enemies above him. Medium-short range. 5% damage.
Down-Tilt A -- Thrust -- Protoman thrusts his sword arm forward along the ground. Medium range. 6% damage.
Running A -- Spin Slash -- Protoman kicks quickly and slashes forward to complete the attack. Short range for the kick, medium for the slash. 2% damage for the kick, 6% for the slash.
Smash Attacks
Side Smash -- Long Thrust -- Protoman stabs directly forward. Length about like Marth's shield breaker. 10% damage uncharged. 22% charged.
Up Smash -- Double Slash -- Protoman slashes twice above his head; once backward, then forward to return his sword arm to the front. About like Link's range, but only two slashes. 5% for the first slash, 8% for the second if uncharged. When fully charged, 10% for the first, 14% for the second.
Down Smash -- Wave Slash -- Protoman jumps lightly and slashes beneath himself, hitting both the front and back areas, about the distance of most down smashes. 9% damage uncharged. 17% charged.
Air Attacks
Neutral Air -- Slow Spin -- Protoman spins slowly horizontally with his blade outstretched, hitting enemies behind and in front of him. Medium range. 7% damage.
Up Air -- Flip Slash -- Protoman backflips, slashing his sword above his head in the process. Short range. 9% damage.
Down Air -- Double Kick -- Protoman kicks downward once with each leg. Medium-short range. 4% damage per hit.
Forward Air -- Jab -- Protoman thrusts his sword forward, similar to his Side Smash. Medium range. 6% damage.
Backward Air -- Double Spin Slash -- Spinning rapidly, Protoman slashes twice behind himself, once lightly, then hard the second time. First is short-range, the second medium-range. 4% damage for the first slash, 8% for the second.
Grab/Throw Attacks
Grab: Normal -- Grabs directly in front of him, no extension
Hold Punch: Knee -- Similar to Marth, Protoman jabs his knee into the opponent. 2% damage per hit.
Backward Throw -- Back Toss -- Same as his forward throw, but backward. 5% damage.
Up Throw -- Skewer -- Protoman tosses his enemy upward, then stabs hard straight up. 8% damage.
Down Throw -- Crush -- Protoman drops his opponent to the ground, then jumps on them, similar to Ike's down throw. 7% damage.
Ledge Moves
Get Up (Under 100%): Protoman climbs up quickly.
Get Up (Over 100%): Protoman puts one arm slowly onto the stage, then pulls the rest of himself up.
Attack (Under 100%): Protoman jumps up quickly, and slashes his sword.
Attack (Over 100%): Protoman crawls up, stabbing his sword low in the process.
Dodge (Under 100%): Protoman hops up and dashes quickly forward.
Dodge (Over 100%): Protoman gets up slowly and rolls forward before standing.
Jump (Under 100%): Protoman throws himself high into the air from the ledge.
Jump (Over 100%): Protoman hops onto the stage, then into the air.
Miscellaneous Animations
Dizzy: Protoman holds his non-sword arm over his face, swaying side to side.
Sleep: Protoman falls on one knee, resting his non-sword arm on the knee with his head hanging.
Sidestep Dodge: Protoman ducks to the side, then returns.
Forward Rolling Dodge: Protoman somersaults forward, and turns around.
Backward Rolling Dodge: Protoman jumps low backward.
Air Dodge: Protoman spins to the side, avoiding incoming attacks.
Special Attacks
Standard B -- Slash -- Similar to Marth's Shield Breaker, Protoman charges up a slash and then releases it. However, the attack's damage is set, and charging it up more instead lengthens the sword and the horizontal reach of the attack. At base length, it goes about as far as Ness's bat, but at full charge (which takes about 3 seconds) it is as long as a fully charged and smashed beam sword. Set at 10% damage.
Side B -- Vanisher -- Protoman dissolves quickly into thin air, then reappears a distance in front of him and slashes immediately. As long as an opponent is within its range, he will appear in a position where he can slash them. Somewhat like Meta Knight's dimensional cape, but about twice the range, homes in on the first target within that range, and only goes forward. 8% damage.
Up B -- Air Dash -- Protoman pauses briefly, then dashes in the direction of the control stick. By default, it is executed upward, and it can only be angled up to 90 degrees either way from the vertical (meaning you can't move downward at all with it). At the end of the dash, Protoman will slash his sword, but up to that point, the move does no damage. Distance is about the same as Lucario's. 10% damage for the slash.
Down B -- Proto Shield -- Protoman holds up the Proto Shield in front of him. Any attacks that contact the Proto Shield will be nullified, but Protoman is still vulnerable from the back, as well as from above and below. He can also walk with it, similar to how characters walk while holding a Cracker Launcher, and can be turned around by tapping the control stick the opposite direction as well. In addition, if the player controlling Protoman double-taps in the direction he's facing, Protoman will rush forward about 1/3 FD length, still holding the Proto Shield out. This will not damage opponents, but will knock them off their feet, and push them back as far as Protoman travels.
Final Smash
Final Smash -- Proto Strike -- Protoman performs a quick radar sweep around him, locking onto as many opponents as are within about one Smart Bomb's radius from him. Opponents, if there are multiple, are assigned buttons (A, B, and Z), which are shown lightly over their damage meters. For about a 5-second period, the player controlling Protoman may input the desired order of the strikes, which will not be shown on the screen, so the other players aren't aware. After a random time between 5 and 7, Protoman will appear in front of each opponent, slashing them each once in rapid succession, remaining where he is after the last strike. For an idea how it might look, see the Protoman chip in the Megaman: Battle Network games. 30% damage to each opponent hit, with very high knockback.
Taunts
Up Taunt -- Protoman fades briefly, as if about to dissolve, and mutters, "You're no match for me."
Down Taunt -- Protoman turns his back to the screen, then turns his head to face forward and grunts, "Hmph!"
Side Taunt -- Protoman withdraws his sword casually, folds his arms impatiently, and says, "Let me know when you give up," then draws his sword again.
Items
None.
Stage
The Undernet -- Featured in the MMBN games, the Undernet is crime central, and place where all the baddies like to hang out. Consequently, Protoman and his operator, Chaud, are often there fighting to get rid of the evil-doers. The Undernet is a completely flat area, with walk-off edges. However, at random times during the battle, holes of random numbers and sizes appear in the flooring, extending endlessly downward, sometimes leaving most of the floor intact and sometimes leaving only about enought room for 4 characters to stand. After awhile, the stage always repairs itself before taking floor damage again.
-----[Unlocks after winning 20 standard battles with Protoman]-----
Victory/Loss Poses
Up Victory Pose -- Protoman stands looking backward, and somewhat upward, at a diagonal angle, the wind blowing in his face. He appears very thoughtful.
Side Victory Pose -- Protoman stands sideways, folds his arms, then turns his face away from the screen and mutters, "Pathetic..."
Down Victory Pose -- Protoman vanishes, then reappears and slashes his sword, which is then held at his side.
Loss Pose -- Protoman stands still, with his arms folded as if impressed.
Extras
Symbol:
(Megaman symbol from the Battle Network games, used for my later Megaman.exe entry as well)
Kirby Hat: Kirby gains Protoman's helmet and visor.
Entrance: Protoman appears in a reverse-dissolve, holds his sword straight in front of himself briefly, and says, "Let's begin..."
Colors: Red (default), Blue, Green, White, Black, Yellow/Orange.
Wii Remote Sound: Protoman mutters, "You don't stand a chance..."
SSE Role: Protoman does not play a role in SSE, but after its completion, a hidden door appears on the Battleship Halberd Exterior. Entering this door will start a battle with Protoman.
To Unlock: Beat Classic with Megaman on Hard difficulty or higher.
Unlock Message: "Protoman, cyber-swordsman supreme, has joined the brawl!"
Solid Snake Codec Conversation
Snake: Colonel, who is this guy? He looks sort of like Megaman.
Colonel: That’s Protoman, Snake, also known by the names Blues and Break Man. He was an early prototype for Megaman, hence the name Protoman. Lately he's also assumed the role of Megaman's rival.
Snake: An early prototype... So I can expect similar attacks from him?
Colonel: Not exactly. Protoman’s attacks are mostly close-combat. Unlike Megaman’s arm cannon, he has a sort of virtual sword that he uses.
Snake: Got it… A short-range fighter, huh… Too bad he’s so quick; I’d love to take a few long-range shots at him…
Colonel: Just do your best to keep your distance, Snake. Get too close and things could get ugly…
Last edited by SirKibble; 08-02-2008 at 04:09 PM.
Reason: finishing
Firemario please do not be impatient this is a lot of work and I have asked people not to repost movesets. Also like Fawriel said a few pages back theres really no need to reserve space. Also STILL NEED PHOTOSHOPERS
Sorry about that, I do photoshop a bit...
Anyway
Character: Mag Launcher Bio: A 16 year old adventurer who uses a Hand Cyframe, which has all types of gadgets, in battle. He battled the 8th Imperial Army in order to save, Linear, a quiet girl who came to the Launcher Family front door with a letter from Astroc Launcher, Mag’s Father who has been missing for 3 years. Game of Origin: Evolution Worlds Costumes: Normal Cyframe, Yellow Cyframe, Red Cyframe, Blue Cyframe Soundtrack: Surprise Attack, Normal Battle, 8th Imperial Army Stage: 8th Imperial Assault (Fighting on the Sea Otter Seaplane, players are attacked by the 8th imperial army’s assault ships while flying in the open sea.)
Height: Normal
Weight: Middle heavy weight
Speed: Moderate
Jump: Low
Power: Strong
A Button Attacks
Standard A: Punch, Follow-up Punch, Cyframe Punch
Up + A: Giant Knuckle (A Basic Punch Upward with his Cyframe)
Side + A: Magna Punch (A Punch used with his Cyframe.)
Down + A: Magna Snap (While crouching down, Mag flicks his finger with his Cyframe and damages the opponent.)
Running + A: Magna Reverse (While running, Mag spins with his Cyframe and causes minor damage. He cannot be hurt from standard or strong attacks when spinning .)
Aerial Attacks
Standard A: Standard Kick (While in midair, Mag performs a normal kick.)
Forward + A: Brain Twister ( Mag loosens the gears in his Cyframe and lets the hand spin forward.)
Up + A: Damage Voice (While in midair, Mag takes out his microphone and yells, the noise damages any foe above.)
Back + A: Double Slap(While in midair, Mag spins twice with his Cyframe outward.)
Down + A: Dive Punch (While in midair, Mag charges down in a downward Cyframe Punch.)
Throws
Grab: Cyframe Grab (Mag uses his Cyframe to grab the foe, leaving his other hands ready for attack.)
In Grip: Punch (A normal punch with his normal hands.)
Down Throw: Down Thrust (Mag throws the foe down and slaps down with his Cyframe.)
Up Throw: Startle Voice (Mag tosses the foe up with his Cyframe and yells with his microphone.)
Forward Throw: Single Blow Spray (Mag throws the foe forward and spray’s a strange spray and temporally stuns the foe.)
Backward Throw: Echo Voice (Mag throws the foe back and uses his microphone in his Cyframe to make damage, if another foe is close, they take damage too.)
Smash Attacks
Up + A: Crash Hammer (Mag charges his hammer from his Cyframe, and releases it with a deadly swing to above.)
Side + A: Sledgehammer (Mag charges his hammer out of his Cyframe, then unleashes with a small earthquake.)
Down + A: Trip Hammer (Mag charges his hammer downward and swings it both sides.)
Special Moves
Standard B: Cycle Bomb (Mag drops a timed bomb that gradually gets bigger (Similar to the Smart Bomb but smaller.), holding down “B” will let the bomb evolve into the Ultimate Bomb, which has almost as much power as a Electode .)
Side + B: Mach Punch (Mag punch’s so fast that he is carried away by his Cyframe and is launched to the side, can be used to recover.)
Down + B: Mirror Ball (Using the power of his Cyframe, Mag creates a ball of light that can reflect projectiles.)
Up + B: Magna Charge (Mag does a final jump upward with his Cyframe upward, similar to Mario’s Up + B.)
Misc.
Grapple: (While falling, Mag can use his Cyframe to grab ledges)
Cyframe Defense: (When under a shield, Mag covers himself with his Cyframe.)
Taunts
Up Taunt: Jumps up and says “Yeah, I’m Powered Up!”
Side Taunt: Mag cover’s his mouth and yawns; his Cyframe copies the movement
Down Taunt: Mag plays a quick tune with his ocarina
Final Smash: Angel Light
Unleashing the full power of his Cyframe, Mag jumps up to the top of the screen where ever he is standing and lets loose a giant beam of white light. This covers about 50% of the Battlefield stage. At the end of the Final Smash, Mag charges down with his Cyframe Fist in the direction of the beam and lands with an enormous explosion.
Aggron randomly pops out of a Poke Ball when it's thrown. When released, it'll use Iron Head to attack your opponents. The attack tends to do up to 20% damage.
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Poke Ball: Darkrai
Darkrai randomly pops out of a Poke Ball when it's thrown. When released, it'll use Dark Void to put your foes to sleep. Sleeping targets will take 1% damage for each second they stay asleep. Hits all foes, but doesn't affect teammates (unless team attacks are ON).
Darkrai does not appear until after the Subspace Emissary has been cleared.
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Poke Ball: Flygon
Flygon randomly pops out of a Poke Ball when it's thrown. When released, it'll use Sandstorm to damage your foes. The Sandstorm does 1% damage per second it stays in effect.
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Assist Trophy: Raphael Raven
Raphael Raven randomly pops out of an Assist Trophy when picked up. He attacks by stomping the ground, releasing sparks. The sparks do up to 12% damage, but the knockback is fairly strong.
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Assist Trophy: Daroach
Daroach randomly pops out of an Assist Trophy when picked up. He attacks by hurling bombs at your foes. Bombs vary in power and size.
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Assist Trophy: GIM
GIM randomly pops out of an Assist Trophy when picked up. He attacks by throwing his yo-yo at your opponents. It does up to 8% damage, but at times the damage will build up.
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Poke Ball: Garchomp
Garchomp randomly pops out of a Poke Ball when it's thrown. When released, it'll use Dragon Rush to attack your opponents. The impact of the attack can deal up to 20% damage, but the knockback is quite strong.
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Assist Trophy: Moblin (Wind Waker)
The Moblin randomly pops out of an Assist Trophy when picked up. He attacks by striking foes with his spear. He may also strike with his fist since he is bulky. The spear does up to 8% damage, but the fist can do up to 15% damage.
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Assist Trophy: ReDead
The ReDead randomly pops out of an Assist Trophy when picked up. It attacks by grabbing the closest target and then absorbing its energy. It can be attacked by opponents however, and it doesn't paralyze foes like it does in the Zelda games.
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Poke Ball: Cranidos
Cranidos randomly pops out of a Poke Ball when it's thrown. When released, it'll use Head Smash to attack. Despite its size, that attack packs a lot of power, and can KO at low damage. Attack can deal up to 26% damage.
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Poke Ball: Croagunk
Croagunk randomly pops out of a Poke Ball when it's thrown. When released, it'll use Poison Jab on an opponent. It leaves the opponent poisoned for awhile. The attack does 15% damage, plus 1% damage for each second the poison lingers.
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Assist Trophy: General Guy
General Guy randomly pops out of an Assist Trophy when picked up. He attacks by firing electricity from his tank. The electricity does minimal damage, but the damage can rack up quickly.
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Assist Trophy: Congazuma
Congazuma randomly pops out of an Assist Trophy when picked up. It attacks by jumping and stomping the ground. Anyone caught in the attack will take damage and get buried into the ground for awhile. Attack does up to 18% damage.
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Poke Ball: Magikarp / Gyarados
Magikarp randomly pops out of a Poke Ball when it's thrown. When released, it'll use Splash and just flop around. It can't hurt anyone, but your opponents can attack it. After taking enough beatings, it'll evolve into Gyarados.
After evolving, Gyarados will attack the last opponent who damaged it with Hyper Beam. The attack does up to 30% damage, and the knockback is quite strong.
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__________________
Last edited by Mario_and_Sonic_Guy; 05-30-2008 at 09:56 AM.
Reason: Updating the message
Location: Rigging the enemy base with explosives, which is located in Albany, NY
Brawl FC: 3866-7686-1070
Posts: 1,675
Yeah guys just letting you know I'm still alive. Also don't worry about it Firemario its OK you didn't know. Mario and Sonic Guy...Just keep doin what your doin. I'll probably add a lot of those items, stages, ect. you made to the site. Also I've decided for now to limit people from making more than 5 submissions. One more this is deciding when this will end and voting will start. If I'm not mistaken the previous contest lasted 4 or 5 months. However I want people's opinions on what month it should end in.
Location: *sends Sundance text message on Pioneer Day, asking for tape recorders*
Posts: 2,333
Knuckle Joe
All I know is I want to have 5 submissions in before it ends. I love doing this.
Dissatisfied with his role as an Assist Trophy, the lightweight hard-hitting KO king from Dreamland emerges as a playable character! That's right, it's...
KNUCKLE JOE
Knuckle Joe has been featured as an enemy in various Kirby games, always granting Kirby the Fighter ability when swallowed. He was also the Fighter-based Helper character in Kirby Super Star. In Smash Bros., this little powerhouse makes up for his small size with some powerful blows. He's quick, too, but a rather light character, and easy to knock around. The majority of his moves also have very short range, given his physical fighting tactics and short arms and legs.
Stats
Size: Small ~ About the same size he is in the Assist Trophy
Weight: Light
Jump1: Mid-High
Jump2: Mid-Low
FallSpeed: Mid
RunSpeed: Mid-Fast
Power: Strong
Crouch: Mid-High ~ Joe's so short already, he doesn't lose a lot of height by crouching.
Jumps: 2
Wall-Kick: Yes
Wall-Cling: No
Glide: No
Crawl: No
Standard Attacks
Standing A -- Vulcan Jab -- The move used in his assist trophy, similar to Kirby's repeated A, but automatic like Meta Knight's. Damage depends on duration of hold, similar to MK's.
Side-Tilt A -- Spin Kick -- Knuckle Joe spins and kicks forward. Short range. 5% damage.
Up-Tilt A -- Flip Kick -- Knuckle Joe flips quickly, kicking above his head. Short range. 6% damage.
Down-Tilt A -- Slide -- Knuckle Joe slides forward on the ground, like Kirby does in his games. Slides pretty far, but does little damage (about 3%).
Running A -- Dive -- Knuckle Joe dives forward, somewhat like Dedede, but without the lag before, and, since he's smaller, without Dedede's range. 4% damage.
Smash Attacks
Side Smash -- Triple Kick -- Joe spins and kicks three times. The first two blows are weak, the third is strong (like Link's Up Smash). Medium-short range. 3% damage for the first two kicks, 10% for the last one, uncharged. The first two are unaffected by charging, but fully charged, the last hit does 20% damage.
Up Smash -- Uppercut -- Joe performs a quick uppercut, damaging opponents above and in front of him. Medium-short range. 12% damage uncharged. 22% charged.
Down Smash -- Ground Slam -- Joe pounds the ground hard, causing damage to enemies on the ground near him (within about a body-length to either side). 10% damage uncharged. 18% charged.
Air Attacks
Neutral Air -- Double Kick -- Joe kicks to the front with one leg, then to the back with the other. Medium-short range for both kicks. 6% damage for front leg, 4% for back.
Up Air -- Sky Jab -- Joe jabs his fist skyward quickly. Short range. 6% damage.
Down Air -- Driving Kick -- A stall-then-fall, moving Joe slightly forward (like ZSS). Joe's outstretched leg damages on the way down. 8% damage.
Forward Air -- Flip Punch -- Joe throws his fist from above his head downward in front of him, thereby beginning a quick frontflip. Short range. 7% damage.
Backward Air -- Whip Punch -- Joe whips quickly around, waving his fist as he does. Short range. 8% damage.
Grab/Throw Attacks
Grab: Normal -- Grabs directly in front of him, no extension
Hold Punch: Punch -- Joe punches with his free arm. 3% damage.
Forward Throw -- Knee -- Joe knees his opponent's gut hard, sending them flying forward. 7% damage.
Backward Throw -- Fake-Out -- Joe jumps backward with his opponent, as if falling on his back, then just before hitting the ground, flips around so he lands on his victim. 8% damage.
Up Throw -- Sky Kick -- Joe kicks his opponent hard upward. 8% damage.
Down Throw -- Body Slam -- Joe drops his opponent, then jumps hard on them. 8% damage.
Ledge Moves
Get Up (Under 100%): Joe clambers up quickly.
Get Up (Over 100%): Joe slowly crawls up, fist over fist, before standing.
Attack (Under 100%): Joe flips up, similar to Kirby, kicking opponents.
Attack (Over 100%): Joe crawls up, performing a low punch with one fist before standing.
Dodge (Under 100%): Joe climbs up, staying low to the ground, and rolls forward.
Dodge (Over 100%): Joe climbs up slowly, then hops weakly 3 times forward.
Jump (Under 100%): Joe jumps up into a one-handed handstand, then flings himself into the air.
Jump (Over 100%): Joe crawls up to the tip of the ledge, almost falls backward, then jumps into the air.
Miscellaneous Animations
Dizzy: Joe holds the sides of his head with both arms, swaying back and forth.
Sleep: Joe's arms fall limp, he closes his eyes, and he looks relaxed, but he remains standing.
Sidestep Dodge: Joe spins quickly to the side.
Forward Rolling Dodge: Joe hops twice to the side, like Kirby but minus the handstand flip.
Backward Rolling Dodge: Joe jumps backward quickly.
Air Dodge: Joe throws his torso back, an arm in front of it, similar to Toon Link.
Special Attacks
Standard B -- Smash Punch -- Sometimes used in Joe's Assist Trophy. Similar to Falcon Punch, but has a short charge-up time of only about .5 seconds. However, Joe must recharge after using the move, and is completely vulnerable for approximately 2 seconds while doing so. Does about 25% damage and lots of knockback. Lacks the ability to be turned around like Falcon Punch.
Side B -- Vulcan Dash -- Joe dashes forward, using the Vulcan Jab as he goes. Lasts about as long as IC's Squall Hammer, and can be turned around similarly. The jabs have high priority, even over most projectiles, but Joe is still vulnerable from the back. Each jab does only minimal damage, but opponents caught in the full attack can receive about 15%.
Up B -- Rising Break -- Also sometimes used in Joe's Assist Trophy. A massive uppercut carries Joe skyward. Enemies caught in the uppercut will be held in it until it finishes. Carries Joe slightly higher than it does in the Assist Trophy. Does about 10% damage at finish and opponents caught from the beginning will get about 15%.
Down B -- Shockwave -- This is a chargeable move. The charge is auto-released at full capacity (takes about 3 seconds), like a Smash Attack. Joe lifts both fists, then pounds the ground, sending a shockwave forward that travels along the ground until it hits and edge or wall. The shockwave does not stop when it hits an opponent, and diminishes in power as it goes, with the initial power determined by how long the move is charged. When used in the air, it makes Joe drop quickly straight down, and he will pound the ground the instant he makes contact with it. In this case, the shockwave's initial power is determined by how high up Joe uses the move from. Fully charged (or from about the distance from the top-middle pass-through platform of New Pork City to the area with the breakable platform), the wave begins with about 10% damage riding on it, and loses 1% every .5 seconds, but obviously will not go below 1%.
Final Smash
Final Smash -- Fury Fighter -- Joe rushes forward, similar to Marth, until he strikes an opponent, the opponent he strikes he will continue to knock around only slightly as he continues to dash around him/her, making repeated punches and kicks to essentially juggle his victim in random directions. At the end of the move, the final blow (chosen to be a punch, kick, air-punch, air-kick, whatever fits best given Joe's opponent's position) is shown in slow-motion, and the opponent goes flying. Joe can only hit one opponent with this move, and Joe is invincible while performing it. Total damage is about 50%, with a high knockback at the end.
Taunts
Up Taunt -- Joe punches repeatedly, but without doing damage, yelling as he does in his Assist Trophy.
Down Taunt -- Joe's punches his fists together twice.
Side Taunt -- Joe jumps up and flips over into a one-handed handstand, then jumps upright again.
Items
There aren't really any items for him to bring, being a Kirby character and all.
Stage
Being a Kirby character, he has no particular need for a unique stage, and it's hard to give him one he could really call his own anyway.
Victory/Loss Poses
Up Victory Pose -- Joe hops twice into the air, then jumps very high and does multiple backflips before landing.
Side Victory Pose -- Joe Vulcan Jabs to the left, then to the right, then faces forward.
Down Victory Pose -- Joe jumps into the air, then falls and pounds the ground hard.
Loss Pose -- Joe stands and claps.
Extras
Symbol: Kirby star.
Kirby Hat: Kirby gains Joe's headband and spiky hair.
Entrance: Joe falls from the sky, and slams his fist to the ground when he hits it.
Colors: Blue (default), Red, Green, Black, White, Yellow, Purple, Brown.
Wii Remote Sound: Joe screams, "Hiiii-yah!"
SSE Role: Joe is seen in the background watching at the scene of every Subspace Bomb detonation, but appears too shy to approach the involved parties. Eventually, witnessing the Bomb Factory incident, Joe recognizes the need for him to help. This is when Joe is first shown close-up and his title is finally shown. After Kirby leaves his Warp Star to mount the Dragoon in order to take out the giant Subspace Cannon, Knuckle Joe boards the Warp Star and follows the heroes into Subspace, shown in a movie sequence right after everyone else enters Subspace.
To Unlock: Defeat at least 150 enemies in Endless Brawl.
Unlock Message: "Knuckle Joe, Dream Land's merciless boxer, has joined the brawl!"
Solid Snake Codec Conversation
Mei Ling: I see you’re fighting Knuckle Joe, Snake.
Snake: Knuckle Joe? You mean this little boxer thing?
Mei Ling: Yes. Knuckle Joe is a martial artist from Dream Land. He has a full arsenal of different melee attacks, and despite his size, he’s very strong.
Snake: All right, I’ll do what I can to not get hit. Any info on a weakness?
Mei Ling: Well, as you can see, he’s fairly small and light. Isn’t it incredible how he packs so much power into such a small body? It’s really something to marvel at…
Snake: Yeah, sure… He probably just hits the gym way too much…
I will reserve Bowser Jr., Gengar, and King K. Rool.
Someone did mention that making reserved posts is not a great idea. Also, I'm shocked that you're taking Bowser Jr. and K. Rool, because those were the guys I planned on doing too.
Location: Rigging the enemy base with explosives, which is located in Albany, NY
Brawl FC: 3866-7686-1070
Posts: 1,675
yeah Dream Land Works reserving isn't really worthwhile since people are not going to go back to see if you reserved a character. SirKibble you are being fairly thorough however remember that backstory counts and to add detail about range and damage and the like to all moves including those using the A button.
Location: *sends Sundance text message on Pioneer Day, asking for tape recorders*
Posts: 2,333
Quote:
Originally Posted by GreatClayMonkey
SirKibble you are being fairly thorough however remember that backstory counts and to add detail about range and damage and the like to all moves including those using the A button.
Alright, thanks. I did a little bit of touch-up, hopefully things are a little better now.
And I'm gonna do this, since it seems necessary after some changes I made to one of my other posts.
KRACKO
A boss who has made appearances in many Kirby games, Kracko is a cloud-like spiked opponent with multiple lightning-based attacks. A singular eye sits in the middle of his cloud body. For his SSE role, see my Bomberman post.
When not attacking, Kracko hovers above the floor of the area you fight him in (which is an area like the one you fight Rayquaza and Porky in, all flat, no edges), about one jump's height above the ground, moving randomly left and right.
Attacks
Triple Thunder -- One of Kracko's most commonly used moves. He floats across the top of the screen, starting at either edge, sending down a lightning bolt near each edge and directly in the middle, as he goes across. The bolts are quick to appear and disappear and may be dodges with a back dodge or air dodge. Damages for difficulties: 10%, 15%, 20%, 30%, 40%
Lightning Cage -- Kracko hovers in the middle of the screen, near the top. He shoots out multiple lightning bolts that curve to hit the edges of the screen. The lightning bolts slowly revolve, and move toward the center of the floor slowly. They do eventually reach the center, so a rolling dodge when they get near is the only way to avoid this move. Damages for difficulties: Same as Triple Thunder
Shock Shield -- Kracko envelopes himself in a shield of blue electricity. The shield reflects projectiles, and touching him results in a no-damage, high-knockback hit to you. He will perform one of his other moves after turning the shield on before it goes away.
Sweep -- Kracko will rise high into the air, then come down one side of the screen, sweep across the floor of the area, then rise up the other side before returning to his normal position. Damages for difficulties: 5%, 8%, 12%, 18%, 25%
Waddle Doo Drop -- Kracko will frequently drop Waddle Doos onto the floor. These Waddle Doos behave exactly like Dedede's, but can't be knocked away and require multiple hits before they will disappear. Waddle Doos always do 10% damage if they hit for the full duration of the Beam, but walk faster, target you more effectively, are harder to destroy, and shoot more frequently on higher difficulties.
Shock Blast -- Kracko hovers in the center at the top of the screen, then shoots down a lightning bolt that hits the center, but shocks the entire floor briefly. Jump as the bolt hits to avoid the move. Damages for difficulties: 7%, 8%, 10%, 13%, 17%
Double Beam -- Kracko lowers slightly, to get closer to the ground, then shoots out two short beams of lightning from his body, on opposite sides, that quickly revolve around his body for about 4-5 seconds before fading away. Damages for difficulties (per Beam hit): 5%, 7%, 10%, 15%, 20%
Originating from SMB3, Chain Chomp from the Mario series makes his arrival. This vicious predator is usually found bound to a heavy block or post, gnashing it’s razor sharp teeth, lunging at anything within range. It is large, spherical, and thought to be made of metal. Because of this, he is as heavy if not heavier than Bowser. He also falls the fastest in the game. Unlike in recent appearances, Chomp is chained to a block that he drags around.
Stats Size: 6/10 About the same height as Samus, but long due to chain + block. Weight: 10/10 Walk Speed: 1.7/10 Slower than Ganondorf, faster than Bowser. Dash Speed: 2.4/10 Not much faster than his walk speed. Screen slightly shakes as he bounds crazily. Power: 6/10 First Jump: 6.4/10 Surprisingly good for a heavy. Bounces up a bit and then leaps about the same height as Fox. (When Chomp lands the screen slightly shakes and a distinct “heavy iron ball hitting the ground” sound is heard.) Second Jump: 1.3/10 Kinda rolls in the air, not much vertical distance. Fall Speed: 10/10 Fastest in the game. Traction: 8/10 Priority: 5.8/10 Crouch: 0.5/10 Chomp, like Dedede, loses nearly no height when crouching. His crouching animation is him curled up, sleeping. A bubble comes from his nose.
Standard Attacks A - A single hit, like Ganon or Zelda. Chomp bites. Low damage and knockback as it is only a neutal A. Ftilt - Chomp whips his block-chain forward. Good range, low damage and knockback. Utilt - Chomp hops a small amount off the ground, headbutting the opponent. Low damage and knockback but extremely quick. Much like Squirtle’s Utilt. Dtilt - The cartoon-esque bubble from Chomp's nose (from when he crouches) pops. Very low damage and knockback, but a good disrupting move.
Fsmash - Chomp’s classic lunge from SMB3 and SM64. Chomp rears back, and lunges forward, barking, but stops abruptly, restricted by his block. Excellent range, knockback, and damage, but large beginning and ending lag. Usmash - Chomp rolls on his side, sweeping the air with his block in and arc-shape (like Ike’s Usmash.) High knockback, mid-damage, large, ending lag. Dsmash - Chomp spins, sweeping the ground around him. Mid-range, mid-knockback, mid-damage. Similar to IC’s Squall Hammer visually.
Aerials Nair - Chomp spins around in a circle, his block rotating with him. High range, mid-knockback, low damage. High landing lag. Fair - Chomp headbutts formard. Low range, high knockback, mid-damage. Laggy. Bair - Chomp sweeps behind him with his block. Mid-range, low knockback, low-damage. Uair - Chomp bites above him. Low range, knockback, and damage. Very fast. Dair - Chomp shoves his head downward. Low range, high knockback, mid-damage. High landing lag. Spikes.
Situational Attacks Dash Attack - Chomp lunges forward, then rolls a small distance. Ledge Sweep (under 100%) - Chomp gets up from the ledge quickly and shoves his head forward. Ledge Sweep (over 100%) - Chomp slowly gets up from the ledge and turns around, sweeping behind him with his chain-block. Get up Attack (under 100%) - Chomp leaps slightly and stomps the ground (well technically, he doesn't stomp due to his lack of feet, but he slams into the ground.) Similar to Charizard's Dsmash. Get up Attack (over 100%) - Chomp headbutts forward then tackles backward in quick progression.
Specials
Chomps specials are based on different breeds of chomps from Yoshi’s Island. B - Chomp rock -- A rock that looks like a chomp (duh) appears in front of Chomp. It does nothing, but if you attack it, it will roll along the ground at a speed based on the damage of the attack. If a rock is already on the field, you can’t summon another one. B side - Rampage -- Chomp barks, and charges forward at high speeds. He has full super armour frames during this attack. High knockback and damage to anyone who touches him. It lasts for a few seconds, with very high ending lag (Chomp is dizzy at the end.) B up - Bouncing Chomp -- Chomp faces the camera and jumps very high. Can be angled. Slight damage on the landing. Does not catch the edge. B down - Incoming Chomp -- Chomp faces the camera and drops like a rock. Like the Bowser Bomb, but falls slower. Spikes in the air. If hit on the ground, the opponent is buried like when a pitfall is stepped on.
Grabs, Throws Grab and Pummel - Chomp enstricts the opponent with his chain like a snake. He bites the opponent if A is pressed. Not ranged. F throw - Chomp pick up the opponent with his mouth and throws him forward. 12% B throw - Chomp drops the opponent behind him and swings his chain to hit him.13% U throw - Chomp picks up the opponent with his mouth and throws him up, and lunges up to headbutt him. 9% High killing power. D throw - Chomp tosses the opponent in front of him and he stomps on them. 11%
Misc. Animations Sidestep Dodge - Chomp quickly spins around in a complete circle, around his block. Rolling Dodge (forward) - Chomp rolls like a ball on his side. A very slow roll (though faster than Yoshi's.) Rolling Dodge (backward) - Chomp rolls backward. Again, slow. Air Dodge - Chomp spins in a complete circle. Sleeping - Same as his crouching animation. Dizzy - Same as his Down Taunt.
Final Smash - Chomp Shark -- Chain Chomp barks, and disappears. Offscreen, he transforms into the gigantic Chomp Shark from Yoshi’s Island. He rushes past the screen and knocks everything in his path away. About 50%, high knockback. Last only a few seconds. Almost guaranteed to kill. Slightly bigger than Beast Ganon.
Taunts Up - Chomp, facing the camera, bounces up and down, barking viciously. Side - Chomp runs around in a circle, trying to bite his “tail,” panting. Down - Chomp rears back, head slowly rotating, making whining noises like a dog. Chomp’s dizzy animation from the Mario Party series.
Entrance
Chain Chomp falls from the top of the screen like an Incoming Chomp.
Alt costumes
Black (default)
Blue
Red
Dark Green
Gold
Silver
Victory Poses Up - Chomp breaks his chain and runs around madly, barking. Down - Chomp is sleeping. Similar to Pikachu’s victory pose. Side - Chomp lunges forward but is caught by his block. Like his Fsmash.
Codec Converation Snake: Otacon, what the heck is that round thing? It's... barking at me... Otacon: That's a Chain Chomp, Snake, a creature from the Mushroom Kingdom. It's spherical and made of metal, and behaves similarly to a guard dog. They're usually found chained to blocks or posts, and will try to lunge visciously at passerbys. Some even travel in herds, and- Snake: Herds, huh? Like cattle? Now you've got me interested. How do you think I should catch one? Otacon: ...Snake, you're not thinking if eating one, are you? Snake: No? You're right, maybe I should cook it first... Otacon: Snake, Chain-Chomps are made of metal! Snake: Yeah, I bet it's high in iron; good for the body.
SSE
Slight changes are made to the existing SSE.
Samus and Pikachu escape the Research Facility. Samus spots the Subspace Bomb Factory far in the distance. You traverse through a small sidescroller called “The Island,” with only Primid as enemies. The pair reach the factory, but see it’s guarded by a Chain-Chomp; sleeping. They try to sneak past it, but it wakes up. It barks furiously, and as Samus and Pika prepare to fight it, Shadow Bugs from the factory engulf the Chomp turning it gigantic. You must fight a Giant Shadow (glowing purple) Chomp on a stage with walk-off edges.
When defeated, the bugs scatter and a Chomp trophy remains. Pika revives Chomp, and he joins them in the Factory.
Items
Chomp has no specific items.
Assist Trophies
Chomp has no specific Assist Trophies.
Stages Bob-Omb Battlefield (Note that it’s hard to explain this stage to someone who has not played Super Mario 64.)
Bob-Omb Battlefield is the only level in Super Mario 64 where the Chomp appeared. In this game he acquired his massive size and distinctive bark carried on to later games.
This level is ruled by the King Bob-Omb, who resides atop a mountain. Basic enemies like Goombas and Bob-Ombs are found here, and here a race with Koopa the Quick is hosted.
In Brawl, B-OB is a pseudo-sidescroller with walk-off edges. The level starts out where Mario does in SM64, a flat plane with a bridge going diagonally upward at the right. (The camera faces the brown dirt area. After awhile, the stage slowly scrolls to the right, up the bridge. When a turn is taken, the field does not actually chage, only the perspective of the camera.
The stage scrolls up the bridge and turns to the left, so the camera is viewing the rock-hill and floating island. This area is a completely flat field with a patch of flowers on the right, just for scenery. However, a large blue water balloon will occasionally fall from the sky, dealing moderate damage and knockback.
The stage scrolls to the left, not turning, to the area where the Chain Chomp resides. This area is also flat. A large Chain Chomp is in the background, bouncing and barking. Occasionlly it will stop bouncing and lunge at a random spot dealing great damage and knockback.
The stage scrolls to the left again, stopping briefly at the see-saw bridge. If you stand on one side of the bridge, it will dip and the other side will rise. You can fall of this bridge and die.
The stage scrolls for a long time after the bridge. It will scroll across a field, across a half-pipe ditch (where metal balls roll from the background to the field to the foreground, hitting whoever toughes them) and then up the winding path to the summit. This path is long and slightly diagonal. Metal balls will occasionally roll from the right side, which must be jumped over.
The stage stops again at the summit of the mountain. This is a grassy, flat plane, and King Bob-Omb resides in the background. He will occasionally lunge at someone and throw them if he gets them, or throw a Bob-Omb. The Bob-Omb he throws will act like the item Bob-Omb when they hit the ground.
A platform with one raised platform will come out of the ground and fly through the air for awhile, and then land back at the beginning of the stage. The cycle starts over.
Sometimes a camera-Lakitu will hover in the stage, hit it for items.
Coming from Pokemon Gold & Silver, it’s Hitmontop! This fighting-type Pokemon evolves from Tyrogue, and completes the Hitmon- Pokemon evolution line along with Hitmonchan and Hitmonlee. Hitmontop is a very dangerous fighter, balancing perfectly atop the point on it’s head. Spinning rapidly like a… well, top, Hitmontop unleashes a barrage of high-speed kicks to punish all opposition.
Stats Size: 4/10 Not very big, about the size of Wario. Weight: 4.5/10 Walk Speed: 7/10 Rather speedy Dash Speed: 8.7/10 Quite quick, about the same as Charizard Power: 3/10 Most moves don’t pack a large punch (or kick.) Most of Top’s moves focus on very quick multiple hits. First Jump: 6/10 Top is right-side up in the air. Second jump: 6.5/10 Actually jumps higher the second time. Fall Speed: 5.4/10 Traction: 6.2/10 Priority: 8/10 Crouch: 6/10 Hitmontop gets off of his head and crouches on all fours. Capable of crawling.
Hitmontop can wall-cling and wall-jump.
Standard Attacks A - Top kicks with his left foot. AA - Top kicks with his other foot. AAA - Top starts spinning rapidly while leaning forward. Traps. Decent damage builder, mid-range, very low knockback. Ftilt - Top gets off his head, supported by his arms. He faces opposite the opponent, and donkey kicks them. Good knockback, range, low damage. Utilt - Top does an upwards scissor kick. Low knockback, range, damage. Dtilt - Top sticks both feet on either side of him. Low damage, mid-knockback and range. Like Fox's Dsmash, upside-down.
Fsmash - Top leans back, sticking his *ss at the opponent, then launches forward at them with both feet. High damage, knockback, and range. Minimal startup lag, but some ending lag: Top lands on his back after the move and must get back on his head.Very useful killing tool. Usmash - Top flips to his feet and crouches, then launches upwards. Good knockback, mid-damage, low range. More powerful when sweetspotted (the spike of Top’s head.) Dsmash - Top does a breakdance nearly identical to Sonic’s taunt. Sends the opponent at a downwards-diagonal trajectory. Low range, damage, knockback, but due to the angle when hit, useful for edgeguarding.
Aerials
Top is right-side up in the air. Nair - Top levels out horizontally and spins. Low damage, range. About 8 hits, 1-2% per hit. Fair - Top kicks high with his right foot. Average everthing. Bair - Top sticks out his left foot out behind him. Good range. Average everything else. Uair - Top stiffens like a board. Sex kick without the kick, only the head has a hitbox. Same stats as previous two airs. Dair - Top flips upside-down quickly and back again. Hits while he’s upside down, semi-spike. Better damage than other airs.
All of Top’s aerials minus his Dair have some landing lag due to the time it takes Top to get back on his head.
Situational Attacks Dash Attack - Top spins. Very much like his AAA, and same in terms of stats. Ledge Sweep (under 100%) - Top gets up and spins forward but retracts back (like Bowser’s ledge sweep.) Ledge Sweep (over 100%) - Top gets off the ledge slowly and kicks the opponent while still on his feet. Get up Attack (under 100%) - Top pushes himself to his head and spins. Get up Attack (over 100%) - Top gets up to his feet and split-kicks.
Specials B - Triple Kick -- A chargeable move. Top unleashes 3 very strong kicks. The first two have low knockback, but the third has devastating killing power. When hit with the first kick, the opponent is usually trapped, but at high %s the last kick is not guarenteed to hit; rendering this move’s killing power useless. B side - Seismic Toss -- Top flips to his feet and lunges a short way horizontally. This move will autograb anyone Top touches. Visually similar to Kirby’s Uthrow, Top leaps high into the air with the opponent and crashes down. Very high damage, mid-knockback, causes about 10% to Top. B up - Hi Jump Kick -- Top flips to his feet and leaps very high, his right knee sticking out. This move covers great vertical and horizontal distance. If not holding a direction, travels straight up, can be angled. Good damage, mid-knockback, high landing lag. B down - Rapid Spin -- Top spins in place at high speeds. Very basic. If pressed once, Top will only spin once. If you mash the button (holding will not work) Top will stay spinning. Racks up damage quickly, traps easily, low knockback. However, when Top stops spinning he does a large, mid-knockback kick. Top can’t move while performing this technique. Reflects projectiles.
Grabs, Throws Grab and Pummel - Top grabs the opponent, nothing special. When Top is holding the opponent, he is still upside-down. If A is pressed, Top will kick the opponent. F throw - Top lets go of the opponent and spin-kicks him. 9% B throw - Top spins rapidly and lets the opponent go. 10%, high knockback U throw - Top throws the opponent up, flips to his feet and hits them with his head-spike. D throw - Top drops the opponent , jumps on them and drills his head-spike into them.
Misc. Animations Sidestep Dodge - Top spins rapidly on the spot. A very quick dodge. Rolling Dodge (forward) - Top spins forward. This is quick and covers much ground, making it a good dodge. Rolling Dodge (backward) - The same as his forward, but backward. Same speed and distance. Air Dodge - Top spins, but right-side up seeing as he is right-side up in the air. Sleeping - Top falls backward onto his back and curls up into a fetal poisition. Dizzy - Top sways precariously atop the point on its head, almost losing its balance a few times.
Final Smash - Close Combat -- Top unleashes a grand kick. Anyone caught is trapped and Top uses his uber-martial arts powers on their *sses. About 60%, almost guaranteed kill (like most Final Smashes.)
Taunts Up - Top spins rapidly while crying “Top! Top! Top!” (etc.) slowly rising off the ground, then stops abruptly. Side - Top flips to his feet, does a punch-punch-kick combo, and says “Hit…mon...top!” with each jab. Down - Top stiffens like a board, falls backward, but flows right to a standing position, still stiff. I think this was his Pokemon Colisseum faint animation…
Entrance
Hitmontop appears from a Pokeball and cries, “Hitmontop!”
Alt costumes
Blue and Peach (default)
Red and Peach
Brown and Yellow
Green and White
Pink and Silver (shiny)
Victory Poses Up - Top flips to his feet and punches upward in victory, crying “Hitmon!” Side - Top spins rapidly in a circle and abruptly stops in a kicking pose Down - Top spins rapidly, but gradually slows and loses balances, finally spinning out and falling to the floor.
Codec Conversation
SSE
Hitmontop is with Lucario at the edge of a mountain, honing their martial arts skillagez. Suddenly, Wario appears and turns Top into a trophy, and knocking Lucario unconscious.
Wario goes to the ruins and is turned into a trophy by Lucas. For the rest, see my Ephraim post.
Items
Hitmontop is a Pokemon. He has no specific items.
Assist Trophies
Hitmontop is a Pokemon. He has no specific ATs.
Stages
Hitmontop is a Pokemon. He has no specific stage.
Juggernaut from Marvel is ready to pound anyone and crush them to oblivion, Juggernauts all about strength, no speed, which drags him down, he maybe the biggest target, but his range will make you think twice about him(most moves have ending lag of about 0.3 secs).
Unlocked message: This steroid freak is ready to crush anyone in its path, Juggernaut awaits you
Stats:
Power: 9.6/10 he is on steroids after all
walk Speed: 1.2/10 Juggernauts all brawl, no speed needed for him
Dash speed: 2.1/10
Range: 8.9/10 He is the biggest character out of the roster
Drop speed/weight: 8.8/10
Size: 8.9/10
1st jump: 3.1/10: this are just are standard jumps
2nd Jump: 3.5/10:
Crouch: 0.2/10
traction: 2/10
combo: 4/10
Wall jump: no
Wall cling: no
Crawling: no
Gliding: No
Specials:
B Power up: the longer you hold it, the stronger the next 3 moves will be (Tap = 3%)
(hold{which is for 4 seconds} = 11%),juggernauts glows red aswell, Knockback also greatly increases
Up-b Spinning Throw down: The recovery acts the same as Captain Falcon, but when Juggernaut catches you, he does that Throw-to-the-ground type move: damage 21%
Down-B Earthquake: he hits the ground and the platform infront of Juggy flips up like mr Game and watches Down Tilt (15%)
Side B Charge: Juggernaut Charges horizontly and goes 1.2 speed slow than Ikes quickdraw
the longer you hold it, the further he goes (every hit does 9%, at 0-30%, you can get about 3 hits in one go)
Standard moves:
A: a light jab (5%)
A,A: a light right hook (6%)
F-Tilt: a back chop like DK's (15%)
F-Smash: Juggernaut lunges his 2 arms forward (Not-charged= 27%, Charged = 35%) great range/knockback
U-Tilt: the upward back chop simular to Dk's Up-tilt (15%)
U-smash: Juggernaut does that giant uppercut which goes 1.5 higher above him, great range
(Not charged = 24% charged = 30%)
D-Tilt: a long grounded kick (14 %, chance of tripping)
D-Smash: That punch that digs into the ground (not-charged = 24% charged 32%) great knockback
Dash attack: the same as Samus's dash attack (16%)
Aerial:
N-air: streches his arms outwards (17 %)
F-air: a big punch that has the same animation as marios F-air just without the start-up lag (16%)
B-air: a back punch simular to captain Falcons b-air (14%)
U-air: an Giant up-ward clap (23%, a kill move)
D-air: a giant Stomp downwards (17%, a meteor smash)
Grab: he picks the foes up holding them with one-arm
Grab attack: an standard headbutt (6%)
F-throw: Slams them downwards and they go at an 30' angle horizontly (16%)
B-throw: simular to DK's B-throw (12%)
D-throw: throws the foe downwards and stomps on them once (14%)
U-throw: Slams the enemy on the floor then throws him upwards (15%)
Taunts:
Up: holds his head, looking angry
Down: stomps the ground vicously
Side: cracks his knuckles
Music: Juggernaut theme(x-men vs street fighter)
Juggernaut theme (Marvel Super heroes)
Children of the Atom OST - Juggernaut
Victory Taunts
1: folds his arms in and says "i'm juggernaut"
2: Does the power-up (also glowing red aswell) animation and says "I'm unstoppable"
3: picks up a boulder and smashes it with one punch
Final smash: Boulder rainfall
when Juggernaut activates this, anyone in the ground gets stuck in the floor (every time this happens the opponent gets hurt by 6%), and at the same time boulders are falling from the sky in any place simular to Pk starstorm, each time a boulder hits you it does 25% and does a ridiculous amont of knockback, this move is also affected by power-up so before you get the final smash ball, use power-up to make the boulders do 28% - 36%
other attacks:
edge 1: he punches the ground (9%)
edge 2: he back chops when he gets on (11%)
back on floor: stretches his arms out (8%)
belly on floor: same as above but stretches his arm out.
Entrance: Bends a giant piece of Building Works, then throws it
snake codec:
Snake: a giant man infront of me looks overly powered, who is he
Campbell: that juggernaut, he has the strength to break a wall with one punch
snake: ouch, I can't imagine how much pain he'll cause me
Campbell: Snake, believe in yourself, this person is armless, so you can take hom out from the far.
Snake: Still, when he gots close, thats a different story.
Pros:
his got out standing power
Cons
A big target
__________________
"MYM 4 can be considered the golden age of DFM" <----- That is sadly true, darn you MYM for moving forward! Must.... try.... different tings!
Last edited by dancingfrogman; 06-16-2008 at 05:10 PM.
Emperor Bulblax from the Pikmin series makes his appearance as a boss for the SSE! This fearsome predator is easily the largest of the grub-dog species (which happens to include the bulborb found on Distant Planet) and is usually found buried underground. Its massive hide is impenetrable and will negate all damage, while its long adhesive tongue is used to ensnare prey. In Pikmin 1, Emperor serves as the final boss, having swallowed a safe containing Olimar’s life savings. In Pikmin 2, there are many smaller Emperors serving as sub-bosses standing in Olimar’s way.
SSE
When Olimar returns to Hocotate after the events of Pikmin 2, he receives a distress signal from a nearby planet. Feeling it his duty as Captain, he goes to investigate.
Olimar lands upon a floating island, seemingly deserted. In the distance, he sees a group of Pikmin! Rushing to greet his former allies, Olimar notices a large, green, moss-covered rock protruding from the ground. Already having knowledge of this creature’s camoflage, he calls the Pikmin to his side and prepares to attack the Emperor Bulblax.
(After Emperor’s defeat, Olimar explores some more, and that’s when he finds the giagantic ROB and the other Captain. The distress signal was sent from the Ancient Minister in desparation.)
You fight Emperor Bulblax on a flat stage with walk-off edges. When not attacking, Bulblax is much like Galleom, sticking to one side of the stage. He will also slowly walk towards you, usually to go in and hit you with his tongue. Bulblax takes no damage when you hit his green backside. He is about the size of Porky.
Attacks
Emperor’s attacks don’t actually have names.
Tongue - Emperor’s maw gapes open for a few seconds, making a low yawning noise, and his purple tongue lashes out. He sweeps the ground with it, and licks his chops. If you are hit with the initial whip, you will take (7%, 12%, 17%, 22%, 32%) but if you are caught when he is sweeping the ground, he will trap you in his mouth. When you are trapped, you will constantly take damage until you break free by wiggling the control stick.
Jump - Emperor leaps high into the air, offscreen, and will quickly crash back down. Great knockback if hit by his sides, if dierctly underneath him, you will be buried. (15%, 20%, 25%, 35%, 50%)
Roar - Emperor will rear back, and unleash a fearsome battle-cry. If you are not dodging or shielding, you will be automatically hit by this attack. You become shield-stunned (for about half the time of a regular stun,) no damage taken. There is significant lag before this attack, and Emperor will growl before he roars, so you should know when it is coming.
Dig - Emperor will shove his face into the dirt and burrow underground. He will reemerge at a random spot on the field. Good knockback vertically. (5%, 10%, 15%, 25%, 40%)
As with many bosses, merely touching Emperor Bulblax will cause you to take damage (3%, 8%, 13%, 20%, 27%) with little knockback.
Location: *sends Sundance text message on Pioneer Day, asking for tape recorders*
Posts: 2,333
Quote:
Originally Posted by Chris Lionheart
Yeah, Protoman is ok, but Zero (a very similar character from the Megaman X series, who Protoman was probably based off of) is 10x better.
But I'ld still use him.
Believe me, I heavily considered Zero as well. It ended up as a debate between Zero and Protoman, and I really think either one would be awesome characters. The problem is, my Megaman X playing stopped at X3, because of the system jump, so I wouldn't be able to come up with a very extensive moveset for Zero, but Protoman was in the Battle Network games, so I'm more familiar with some of his move possibilities.