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Make Your Move 3.0: It's over, it's done, moving on.

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IvoryFlame

Smash Journeyman
Joined
Jun 2, 2008
Messages
234
Location
Salem
Okay, I'm sort of having trouble coming up with Sylar's recovery.

Help?

Oh, and Warlord, your use of Joe Perry was worthy of the Rock N' Roll Hall of Fame. Thank you. :D
 

darkserenade

Smash Ace
Joined
Aug 1, 2008
Messages
793
Location
SoCal
THE PAST, PRESENT, AND BRAWL

Tree of Time- The tree that keeps Smash's time flowing. This tree is seen as a sacred one.

Prolouge
A dark mist is surronding an overgrown tree, the Tree of Time. A robed figure is seen, tampering with the tree's healthy roots. Suddenly, Mia appears, and attempts to slash at the figure. He dodges this, but his hood falls off, and is revealed to be Xemnas. A battle ensues.

Play as: Mia
Against: Xemnas

The first boss battle (and level:bee:). Xemnas will often teleport from place to place, and mainly uses projectiles. After his health is about 2/3 down, he will create a mirage of himself to aid him. He's actually kinda tough for a first boss, but everybody loves a good challenge, amirite?! Anyways, it's prior that you use Mia's speed and aerial prowess to your advantage.
After you win (or lose), a cutscene starts.

Both are tired, panting and wounded. Xemnas whispers, in an angry voice, "I don't have time for this...", and leaves through a portal. Mia figures that she must do something about the catastrophe, and seeks aid from other warriors. She starts walking through this sacred forest.

Play as: Mia
This is generally what you would expect from a serene forest. There is calm music in the background, as well as really weak enemies. It really is just a way to get used to the game's controls, and you can't lose a life. After getting through this huge forest, the real first level begins. Before you start, though, a nice cutscene to get ya in the mood to kick enemy butt, and a new character, too!

Who seems to be Phoenix Wright is doing his best (when I say best for him, I mean really crappy:bee:) to defend himself. Mia then ambushes the enemies, and a mini-boss follows.

Play as: Mia, Phoenix Wright (whoever you don't play as, a computer or 2P does)
This isn't that hard. All of em are alloys with a dark aura around them. After all of them are finished off, another cutscene commences.

Phoenix ruffles the back of his head, with a nervous smile. Mia innocently asks "So, are you coming are what?". Phoenix immeadiately shouts "WHOA, WHOA, WHOA! I'm supposed to be in court, not in battle!" Mia replies "Yeah? I guess that explains why you were fighting.." Phoenix then gets that one sweaty look like in the game, and decides to follow along slowly. He thinks to himself "Just like Von Karma...."

This was off the bat, so sorry if it's bad.... ANYWAY, COMMENTS!
 

TWILTHERO

Smash Lord
Joined
Aug 19, 2007
Messages
1,880
Location
Canada
Suhweet!!! Mia's the leading character!!!! Looks good so far!!!! Needs moar Linkin Park.

That said, I'm making a SSE too.
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
Might as well post some more of my SSE.


Chapter 5: The War Begins

Level 1- The Fortress

Part1- Moving Out

Soonafter their conversation, the knight group decided that it was time to move out. They would need a way to the Subspace Realm. They decide to head for the fortress first.

On the way to the fortress, the group is assaulted by knights. Chris recognizes them immediately as members of Ashencroft's human army.

Useable Characters- Chris Lionheart, Ike, Mia, Zelos Wilder, Shinon, Link, Metaknight, Marth (Pick 4)
Objectives- Destroy the Barbarous Legion Knights (100 in all)
Notes-
These enemies are divided into sword, spear, and axe specialists, with some bow enemies scattered throughout. Individually they aren't hard defeat. You definitely want to take advantage of the FE character's counters.

After that fight it become evident that the group was close to their destination. Chris Lionheart was the first to realize this, as his thoughts have been only on finding Ashencroft and Ryann this whole time. He charges ahead, leaving the rest of the group to catch up.

Chris was interrupted by a horrifying sight. A subspace bomb blew up the fortress and took much of the surrounding area with it. It would have taken Chris as well, had MK not flown in and taken him from harm's way.

"Woah... what just happened?" asked Chris.

Link was the first to answer.... "SKRAHHH!!!!"

The entire group was impressed at Link's amazing fluency and could only reply with "......"

"Maybe I should explain," said Marth, "That explosion was the result of a Subspace Bomb. When one of those things goes off, everything in the explosion's path is pulled into the realm of Subspace, another realm ruled by Tabuu, the leader of the Subspace Army."

"I see... and what happens to those caught in the blast?" asked Chris.

"We don't really know... we assume that they are unharmed and are pulled into Subspace just like everything else."

"So, thats where I'll find my friend?" Chris inquired.

Zelos laughs at this. "Come on everybody. Lets head for the Subspace Realm with haste for loverboy here."

Chris is once again angered by his new friends impudence. Once again, his fist finds it way to Zelos's face.

The group then heads towards the deserts, hoping to find an entrance to subspace there.

Level 2- The Mines of Moria

Part 1- Western Moria
A Gondorian knight known as Berethor leads his odd group, The Third Agers, to fight Sauron, who has also joined Tabuu's alliance. They head through the Mines of Moria, located deep in the mountains.

Useable Characters- The Third Agers

The first part of the level will be a maze, just like any other side-scrolling SSE level. This level features pits, Dwarven Traps (such as fire spouts), and other hazards. The enemies featured here are all goblins or wargs, which come in several types:
Goblin Chieftan- A staff wielding Goblin that can use fire magic and heal other Goblins. They have the lowest health.
Goblin Archer- A bow wielding Goblin that fires arrows.
Goblin Warrior- A sword wielding Goblin that is fast and weak.
Goblin Veteran- A more stout Goblin warrior with dual swords. Its attacks are stronger than its weaker cousin.
Warg- A large and fierce wolf-life creature.

At the end of this level, the group opens a hidden door, enchanted with dwarven magic and enters the more perillous eastern half of Moria.

Part 2- Indiana Jones

When the group enters Eastern Moria, they are surrounded by Goblins, but are "rescued" when the Balrog of Morgoth burns many of the Goblins. They immediately find shelter and wait for the demon to pass.

After the demon leaves the room, another person is seen running towards it. Indiana Jones

Berethor's group catches up to Indy and starts talking to him.

"You, what is your name and what is your business here?" asked Berethor.

"My name is Indiana Jones. I was here hunting down an ancient artifact when that ****ed creature came out of nowhere and nearly roasted me!"

"I wish that thing had burned you!" said Hadhod. "How dare you go treasure hunting in the tomb of my kin! I should have your head for that!"

Berethor stops the Dwarf's attack.

"We need all the help we can get if we're up against a Balrog. Come with us, and we might all make it through these mountains."

Indy agrees and joins the group.

Part 3- Eastern Moria

With their new ally, the Third Agers head through Eastern Moria, hoping not to fight the Balrog. Eastern Moria is much like Western Moria but it is larger and more dangerous. Fire Traps are even more common and a new trap, spike pits have been added. The Goblins in these parts are much stouter than their Western cousins and have higher hp.

Useable Characters- The Third Agers, Indiana Jones

This level can be divided into several sections.

Section 1- Really straitforward. This takes up most of the level. You just head forward, head down a pit occassionally and fight lots of Goblins.
Section 2- You head into a drum room where many Goblins are. This is where the most intense fighting against common enemies will happen.
Section 3- Head across narrow wooden bridges and down the huge stairs near the exit of Moria.

After getting through the dungeon, the Balrog shows up behind your group. Everyone agrees that it is time to get the hell out of there and they manage to escape the Balrog's grasp.

Part 4- Demons of Fire
Little did they know, another demon stalked the halls, seeking the Balrog. It was none other than Ashencroft, the fire demon from Earth. Tabuu sent the Blade Demon in with a mission to recruit the Balrog. Ashencroft saw the stupidity in this.... the Balrog would never fight for him. Tabuu knew this to, so he had Sauron accompany him.

Seeing Sauron, the Balrog attacks him and a battle begins.

Useable Characters- Sauron
Ally- Ashencroft
Enemy- The Balrog of Morgoth

The Balrog uses the following attacks:
Whip of Fire- A very far reach whip. He swings it over his head before lashing out. Low->High knockback. 10->25%

Flaming Sword- The Flames of Udun form a sword. This is powerful but doesn't have great range or speed in comparison to Whip of Fire. He slams the sword into the ground.
Medium->Very High Knockback. 15-30%

Roaring Inferno- The Balrog unleashes a torrent of flaming breath. Long range in front of him. Deals 5->10% per second that you are in it. No flinching. No knockback.

Pillar of Wrath- The Balrog flies into the air and slams into the ground in the center of the stage, releasing fire everywhere. This must be side-stepped or aerial dodged to be properly avoided. Can OHKO in intense. 20->50%

(The number after the arrow is the intense percentage)

Size- Same as Galleom
Mobile- Somewhat
Health- Same as Galleom
Difficulty- 3-4/5 (If you can dodge Pillar of Wrath, if not its OVER 9000!!!!!)

After defeating the Balrog, Sauron speaks to it.

"Fight for me..." Sauron commanded it.

The creature couldn't speak, but it obeyed its conqueror, becoming Sauron's powerful pet.

Cutscene-
Berethor's group has headed some distance from Moria, but they are still surprised at what happens next.

A subspace bomb strikes the Mountains of Moria, pulling it into the Subspace Realm. Berethor and friends are safely out of its range.

Hope you enjoyed this chapter.
 

TWILTHERO

Smash Lord
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Ty and TDO for your SSE, TH.
Ok sweet. Wow a nomination already. Hope i get more XD.

@Christopher: The new chapter looks and is good (even though no dialouge from my characters XP.) It just seems kinda shorter than the previous chapters is all. Overall, well done.
 

Chris Lionheart

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Make Your Move
Ok sweet. Wow a nomination already. Hope i get more XD.

@Christopher: The new chapter looks and is good (even though no dialouge from my characters XP.) It just seems kinda shorter than the previous chapters is all. Overall, well done.
The entry itself is a bit shorter than my previous chapters, but the levels (Western Moria and Eastern Moria) would make the actual gameplay length of this chapter the longest out of all of the chapters I've made thus far.

And I put in a boss fight for extra fun. :)

It was really meant to be more of a way to introduce Indiana Jones, Sauron, The Balrog, and The Third Agers... what better place than the dungeons of Moria!

And lol @Christopher
 

TWILTHERO

Smash Lord
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ATTENTION!!! PREPARE YOURSELF FOR MOAR SSEs!!!!!!

Imma making an SSE stated early. I need at least 20-30 characters for this to work. You can choose one of your movesets to be in, but i might also pick another one without permission. I'll PM you for permission of course. I'll start making the list later on tonight.
 

woopyfrood

Smash Lord
Joined
Apr 23, 2008
Messages
1,062
Here's an idea for MEWTWO's codec call:

SNAKE: What is this...thing? And why do I get the feeling it wants to kill me?!
OTACON: That's MEWTWO, a clone of the Psychic Pokemon "Mew", and he's been altered to be even more powerful than his legendary predecessor!
SNAKE: A..POKEMON?! I never knew a Pokemon could give off that kind of ruthless attitude! He must be pretty annoyed that he's a clone...
OTACON: Well, seeing as his creators treated him as a weapon rather than a living thing, I'd say so...
SNAKE: His creators must've not been too wise. You know, it sounds like him and me are really similar...
OTACON: The keyword is "Psychic", snake. Keep on your toes.
SNAKE: ...
 

IvoryFlame

Smash Journeyman
Joined
Jun 2, 2008
Messages
234
Location
Salem
ATTENTION!!! PREPARE YOURSELF FOR MOAR SSEs!!!!!!

Imma making an SSE stated early. I need at least 20-30 characters for this to work. You can choose one of your movesets to be in, but i might also pick another one without permission. I'll PM you for permission of course. I'll start making the list later on tonight.

Well, after much thought and much, MUCH drinking, I've decided I want Bag-man to become a cult sensation, on an "All your base are belong to us" scale.

So, to anyone making an SSE, Bag-man is available. :)

And Thor is a close second. :chuckle:
 

Chris Lionheart

Smash Champion
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Make Your Move
ATTENTION!!! PREPARE YOURSELF FOR MOAR SSEs!!!!!!

Imma making an SSE stated early. I need at least 20-30 characters for this to work. You can choose one of your movesets to be in, but i might also pick another one without permission. I'll PM you for permission of course. I'll start making the list later on tonight.
Like I've told others, use whoever you want.


We might as well have a seperate contest just for SSE's now.
 

Smasherk808

Smash Journeyman
Joined
Jul 12, 2008
Messages
231
ATTENTION!!! PREPARE YOURSELF FOR MOAR SSEs!!!!!!

Imma making an SSE stated early. I need at least 20-30 characters for this to work. You can choose one of your movesets to be in, but i might also pick another one without permission. I'll PM you for permission of course. I'll start making the list later on tonight.
Use one of my characters pleez! i dont care which one i just want one of mine in a sse story :-)
 

MasterWarlord

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The dialougue is pretty cheesy in your SSE. . .That's generally the main reason why you want to avoid having it. It also ends up giving some characters little to no dialougue, so when you do it you have to make sure to give everybody a fair share of lines.

I thought we already agreed on holding an SSE contest?

DarkSerenade. . .Some humor out of format is good, but you sort of did overkill. It was hard to concentrate on the SSE with your constant semi humurous commentary.

Use any of my characters you want for your SSEs. This should go for pretty much everybody in the topic. I'd normally say Cervy first, but he's in every single SSE in the topic, so IDC who you pick, take whichever ones you feel would fit best.

Oh, right, new page.

BLITZKRIEG, CHECK YOUR PMs.
 

Chris Lionheart

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Make Your Move
The dialougue is pretty cheesy in your SSE. . .That's generally the main reason why you want to avoid having it. It also ends up giving some characters little to no dialougue, so when you do it you have to make sure to give everybody a fair share of lines.

I thought we already agreed on holding an SSE contest?

DarkSerenade. . .Some humor out of format is good, but you sort of did overkill. It was hard to concentrate on the SSE with your constant semi humurous commentary.

Use any of my characters you want for your SSEs. This should go for pretty much everybody in the topic. I'd normally say Cervy first, but he's in every single SSE in the topic, so IDC who you pick, take whichever ones you feel would fit best.

Oh, right, new page.

BLITZKRIEG, CHECK YOUR PMs.
Cheesy? That isn't the first time you've come of as a jerk for telling me that....
I don't really care for such criticism for something that you don't even use at all.

Really? I don't remember hearing anything official.

And Cervy isn't in my SSE I picked Nightmare, remember?
 
D

Deleted member

Guest
ATTENTION!!! PREPARE YOURSELF FOR MOAR SSEs!!!!!!

Imma making an SSE stated early. I need at least 20-30 characters for this to work. You can choose one of your movesets to be in, but i might also pick another one without permission. I'll PM you for permission of course. I'll start making the list later on tonight.
Roger Rabbit.

NAO!
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
This again. . .

Don't ask for your characters to be included in here, guys. And I'd really rather we try to avoid this SSE conflict deal. It can't end well, and you're both well-aware of that.
 

TWILTHERO

Smash Lord
Joined
Aug 19, 2007
Messages
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Canada
*Sigh* fine. I got most of the list done anyway. For anyone who wants to add someone just PM me. Don't reply in the thread, PM me.

IMMA post the list in the social group.
 

Chris Lionheart

Smash Champion
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Make Your Move
This again. . .

Don't ask for your characters to be included in here, guys. And I'd really rather we try to avoid this SSE conflict deal. It can't end well, and you're both well-aware of that.
Conflict?

I've given every chapter he's written praise. The only insults have come from his side, and for no particular reason except that he finds my dialogue bad (and if it is... well that just means I read one to many Middle Ages themed novel.)
 

SirKibble

Smash Champion
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Messages
2,400
Conflict?

I've given every chapter he's written praise. The only insults have come from his side, and for no particular reason except that he finds my dialogue bad (and if it is... well that just means I read one to many Middle Ages themed novel.)
I'm not in any way saying you didn't do a good job. I like your SSE. My point is, there is no point in arguing over it, because neither of you is in a position where you're gonna give the other an inch of space. You're both extremely reputable members of this circle, and therefore both have a reputation to uphold, and I'd venture a guess neither of you wants to lose an argument with the other. All in all, it comes down to that everybody just needs to take what anyone says with a grain of salt. Not everyone's got to like your SSE, just like not everyone has to like anyone else's movesets.
 

Chris Lionheart

Smash Champion
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I'm not in any way saying you didn't do a good job. I like your SSE. My point is, there is no point in arguing over it, because neither of you is in a position where you're gonna give the other an inch of space. You're both extremely reputable members of this circle, and therefore both have a reputation to uphold, and I'd venture a guess neither of you wants to lose an argument with the other. All in all, it comes down to that everybody just needs to take what anyone says with a grain of salt. Not everyone's got to like your SSE, just like not everyone has to like anyone else's movesets.
I don't feel like an argument of any sort. But when someone tells me that there is something wrong with my writing and doesn't even bother to give me specifics, then it ceases to be constructive criticism.

When did I say anything about you insulting me? I'm pretty sure the only thing you did was be the peacekeeper.
 

SirKibble

Smash Champion
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Messages
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I don't feel like an argument of any sort. But when someone tells me that there is something wrong with my writing and doesn't even bother to give me specifics, then it ceases to be constructive criticism.

When did I say anything about you insulting me? I'm pretty sure the only thing you did was be the peacekeeper.
Well, you didn't actually say anything, it just sounded a little like you were taking offense to my comments, so I thought I'd make sure. Apologies for my misunderstanding.

It's gonna happen, though, and there are a lot of reasons for it to. Sometimes people just don't have time to go into the specifics, and sometimes they just don't have the motivation. Sometimes people just feel like venting, and somebody ends up as their target. Anybody who denies that they've fallen to that vice before is a self-righteous liar. I'm not saying that's what it was, but a lot of possibilities exist. Like I said, just take things with a grain of salt. People are allowed opinions, whether they be appropriately backed or not.
 

Chris Lionheart

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Well, you didn't actually say anything, it just sounded a little like you were taking offense to my comments, so I thought I'd make sure. Apologies for my misunderstanding.

It's gonna happen, though, and there are a lot of reasons for it to. Sometimes people just don't have time to go into the specifics, and sometimes they just don't have the motivation. Sometimes people just feel like venting, and somebody ends up as their target. Anybody who denies that they've fallen to that vice before is a self-righteous liar. I'm not saying that's what it was, but a lot of possibilities exist. Like I said, just take things with a grain of salt. People are allowed opinions, whether they be appropriately backed or not.
If this were the Pool Room then I would completely understand that. What is wrong with those Democrats? Lets just say I'm not the most welcome person in that part of the forum. :laugh:
 

MasterWarlord

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Guh. . .Enough complaints. I'm sorry for having started it. I HAVE used dialougue in my OTHER sse. People complained about it, so I stopped using it. Check the supreme realm in my sig. It's a much larger scale project then this little SSE. . .It only has over 120 levels. 20 6 level chapters and 2 more afterwards. Anyway, I included dialougue in it, and it came off as rather cheesy. Sorry for coming off as an ***.

I've been reviewing the Ashencroft moveset early. I've got to go now, but expect it up later tonight.
 

Chris Lionheart

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Guh. . .Enough complaints. I'm sorry for having started it. I HAVE used dialougue in my OTHER sse. People complained about it, so I stopped using it. Check the supreme realm in my sig. It's a much larger scale project then this little SSE. . .It only has over 120 levels. 20 6 level chapters and 2 more afterwards. Anyway, I included dialougue in it, and it came off as rather cheesy. Sorry for coming off as an ***.

I've been reviewing the Ashencroft moveset early. I've got to go now, but expect it up later tonight.
Ah... I'm sorry for continuing it. At any rate, we both came off as ***es (and I probably shouldn't have been listening to Disturbed while I typed :laugh:.) The thing is... I don't care if dialogue can have negative consequences... I like to use it because it gives an SSE the personality that defines each character. And while yes... you can fail at it, you can always ask for advice from people who may know the character better.

Well have a good one....
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
The SSB4 thread has inspired my next moveset (whenever the crap I finally get around to doing another one). I just have to revamp two of my old movesets, make two new ones, combine them, and voila, I'll blow you all away.
 

MasterWarlord

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^SmashBrosMike has to be in it. I DEMAND IT. I'll be looking forward to it.

Anyway Chris, Ashencroft review is up.

If you'd like to me to do a long detailed review of your SSE thus far, I could take that in place of reviewing a moveset for a day. I was just really rushed when I posted comments on your SSE. Sorry, I normally would've given more reason.

If you have criticism on what I could improve in on my SSE, I'd be more then open to hearing it. (Besides kicking people in the crotch. XD)
 

Chris Lionheart

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The SSB4 thread has inspired my next moveset (whenever the crap I finally get around to doing another one). I just have to revamp two of my old movesets, make two new ones, combine them, and voila, I'll blow you all away.
Sounds like it will be interesting. Good luck.


I've come up with some awesome SSE ideas today to use near the end of my SSE, so expect it to be kick ***.

I hope the new SSE's (TWIL and Dark Serenade) turn out well to.


Edit:
Thats odd.... I didn't think I was making anything overpowered... Even Ike has speedy attacks (his tilts) and powerful finishers (his smashes). The speed of his Tilts would only be about as fast as Ike's, maybe faster because they don't have the KO potential that Ike's do. You were half right about the Down Special. The first half would be similar to Ike's Down Smash, but Ike's down smash is 2 seperate hits downwards, whereas Ashencroft's Down Special is one hit in the middle and one hit upwards (to hit aerial opponents).

The stage doesn't have walk-off edges (I should have been a little more attentive to its descriptions.)

The Final Smash has been tweaked up and the Down Special received a slight description tweak to help clarify. Parry received some additional weaknesses (added to the end) to make it more balanced. I changed a considerable number of things in response to the review (one of the biggest changes being his Bair becoming much less bland.)

Well thanks for the feedback.
 

majora_787

Smash Hero
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Jun 23, 2007
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I haven't checked in like a week. Has anyone rated any of my movesets except for Skull Kid? I've been waiting for a long time now to see if I've done well in this contest.
 

MasterWarlord

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I've secretly been holding this moveset back while I was doing my SSE. I'm confident it's a big improvement over Cervantes, and there's no doubt in my mind this one WILL win the contest.

Blood Falcon is here, and it's about bloody time too! Blood Falcon joins the brawl!



To unlock Blood Falcon as a playable character, you must do one
of three things:
- Play 500 Brawls
- Beat Classic Brawl Mode on the Intense difficulty setting or
greater in less than 7 minutes
- Get Blood Falcon to join your party in The Subspace Emissary.

Except for the Subspace Emissary method, you'll have to face
Blood Falcon in a duel to actually unlock him.

=== Pros ===
- Extremely fast.
Falcon is the second fastest character in the game, second only
to Sonic. He can outrun any character (save Sonic) easily, even
speedy ones like Fox and Sheik, allowing him to reach items and
avoid stage obstacles more easily.
- Strength.
Falcon is surprisingly strong considering his speed: he hits
harder than most mediumweights in the game, but not quite as hard
as the heavyweights. Nevertheless, he is extremely strong and can
KO an enemy at lower percentages than most other Brawlers.
Additionally, he many options for KOing an enemy, as opposed to
other speedy characters like Sonic and Meta Knight, who only have
a few finishers.
- Aerial game.
Although he has only two jumps of average height, Falcon
possesses a surprisingly strong aerial game, with two very
powerful and quick aerial moves (see below).
- Very fast rolling.
Falcon rolls faster than most other characters, allowing you to
place yourself in a better position for killing your enemies.
- Fairly heavy.


==== Basic Attacks ====


==Ground Attacks==

AN: Jab-Jab-Knee - 3%-2%-6%
Falcon punches whatever is in front of him. It's pretty basic,
and nothing special, with next to no knockback and no KO
potential. If you press it twice, Falcon will punch with his
other hand, and three times, he'll knee his enemy.

There's nothing special to note about this move, other than it
combos into Combo Punch VERY easily.

AN extended: Turbo Punch - 2%
Hold down AN and do the Jab-Jab-Knee to start punching furiously
in front of you: Falcon will punch three times in front of him
at very high speeds, and continue until you release A.

This move is of little value: it leaves you open (you can't move
or shield out of it until it's over), deals little damage and is
easy to escape from, and has zero KO potential. Even worse, it
doesn't trap an enemy in the punches at all, it actually pushes
them away.
One interesting fact about Turbo Punch is that it cancels most
projectiles if they connect.
See the Blood Falcon-specific Strategies for more information
on this.

AF while walking: Kick - 10%
Falcon kicks anything in front of him. Flashy.

This has surprising range and decent damage (little knockback,
though), but you probably won't be taking advantage of it very
often because it relies on you walking, something Falcon should
never be doing. Sorry, Kick. You're just kind of inconvenient to
pull off.

AF while running: Shoulder Bash - 8%
Falcon uses his shoulder and his momentum to tackle his enemy,
sending him flying. After this attack, he's sligthly vulnerable
for a moment as he regains his footing.

This is a good, solid move: it comes out almost instantly, it
takes advantage of Falcon's incredible speed, and it has a decent
amount of knockback (there's no realistic chance of KOing someone
with this, however). I'd get used to using it if I were you,
because against agile enemies like Pikachu, Falcon needs all the
fast attacks he has.
It's most useful for setting up an aerial combo because of its
strange knockback: it knocks an enemy into the air for some
reason, putting them in the ideal Crescent Kick position.

AD: Ground Kick - 10%
While crouching, press A to kick in front of you (it will NOT hit
behind you) to kick about the length of Falcon's body along the
ground. It won't hit anything in the air, but if your enemy is on
the ground, he'll be hit. Or rather, kicked.

This move is pretty valuable. It deals respectable damage, is
easy to connect with (coming out pretty fast), and has more range
than it really should have. It has a fair amount of knockback,
but has no real chance of KOing an opponent except at extremely
high damage (300%+). Still, if you need a fast damage-dealing
attack and your enemy isn't in the air, this is a good move.

AU: 180 Degree Kick - 13%
Falcon kicks everything in front of him, from over his head to
right beneath his ankle, in a 180 degree arc.

I'll be honest: this is not his best move. It's hard to connect,
being slightly slow, and doesn't deal enough damage to be worth
the effort. In addition, it's a non-smash AU attack, making it
somewhat irritating to even use. It's entirely possible you'll
forget you even HAVE it.

AU diagonal: Diagonal Upper Kick - 10%
Blood Falcon kicks at a 45 degree angle in front of him if 0
degrees is right above his head

Fear my incredible naming powers, mortals! Diagonal Upper Kick is
a quick move that might see some use, but has little damage and
knockback. Add to that that it's kind of hard to use in an
emergency (when it'd be most useful), and its usefulness
diminishes even more. This is really only useful for hitting an
enemy attacking you from the air at a very specific angle (like
another Blood Falcon's Knee of Justice
), but with its low
priority, many moves will go through it anyway.

AD diagonal: Diagonal Lower Kick - 10%
Blood Falcon kicks at a 75 degree if 0 degrees is right above
his head. The kick itself, I hate to admit, looks kind of girly.

Many Falcon players don't even know this move exists. In
countless brawls, I can think of maybe two times I used it (once
by accident). Seriously though, this move is garbage. The only
thing it can do that other moves can't is hit a fallen or
crawling enemy, and Ground Kick can do that too, but faster and
with more range.

AFS: Elbow of Judgment - 19%-26% (Fire)
Falcon takes his arms, and uses them to put his right elbow in
the enemy's face.

Blood Falcon has one of the best forward smashes in the game.
It's not very fast, but it hits HARD, has nice range, and has a
ton of of knockback. This is an excellent attack you'll need to
learn the ins and outs of. It's also useful for edge-guarding.
This is one of Falcon's best finishing moves because of its
excellent knockback: hit a high-damage enemy with this, and he's
gone.

AUS: Double Upper Kick: 8%-11%, 13%-19%
Falcon kicks upward, and then, just to be a jerk, kicks upward
again.

You might notice this seems a bit weaker than his other smashes.
It's not true. His first kick will hit for 8%-11%, and his
follow-up kick will deal the 13%-19% and the knockback. Don't
worry: no matter how damaged the enemy is, the first hit has
almost no knockback and will try to trap him for the second kick.
Notably, the first kick has SLIGHTLY greater range than the
second one, so it's possible you'll only hit for the weaker
damage and deal no knockback.

This is a great move. The second kick has knockback that is just
absolutely insane, and if your enemy is damaged enough, it WILL
launch them into the stars. If you can predict where an enemy
will land, this is a killer move. You'll be getting used to using
this particular smash, I assure you.

ADS: Double Ground Kick - 18%-25%, 16%-22%
Falcon stands on one leg, and uses the other to kick in front of
him, then behind him a moment later.

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

A while hanging on an edge: Recovery Kick - 10%
Press A while hanging an edge to kick in front of you as you get
back onto the stage. Every character has this.

It's nothing special. It has some knockback, but not enough to KO
someone. It's only useful for getting your enemy out of your way
as you get back up.

A while hanging on an edge over 100%: Uppercut - 10%
This replaces Recovery Kick. There's nothing to say: it's an
uppercut. Don't expect any KOs from this one: it's a defensive
move. One advantage this does have is higher priority: Wario's
chomp move will eat your Recovery Kick, but not your Uppercut.

A while laying on the ground: Wake-up Kick - 6%
While getting up, Falcon kicks in front of him, then kicks all
around him in 360 degrees.

This is a weak, "get-away-from-me" move that knocks your enemy
back JUST enough for you to get up without being killed. Really,
it's better to just roll away, this deals so little damage and so
little knockback.

There are two Recovery Kicks (one for face-up and one for face-
down), but they are functionally identical.


==Aerial Attacks==

AN: Aerial Double Kick - 4%, 6%
Blood Falcon kicks in front of him while falling, then kicks a
second time. Note: the first kick has greater range than the
second kick.

This is not one of his better moves. Though it comes out fast, it
just lacks damage and knockback. Additionally, the first hit can
knock your enemy out of range of the second. It's also kind of
hard to hit your enemy with.
Really, this is not a move you'll be using very often except to
regain your balance in the air if you're knocked back.

AF: Knee of Justice - 3% or 19%
Falcon knees the air in front of him, dealing damage to anything
directly in front of him. If you barely connect with it, you'll
deal 3% damage and no knockback. If you hit directly with it, so
it connects INSIDE the enemy, you'll deal 19% with significant
knockback.

Also known as "the Knee" and "Falcon Knee", this is one of the
single best moves in the game (in Melee, it may well have been
THE single best move). For real Falcon players, this is as iconic
as Falcon Punch.
Yes, Knee of Justice was nerfed from its godly Melee version, but
it's still a great move. It's probably the best aerial killer in
the game, even after the nerf. Its knockback is horizontal, not
vertical, so keep that in mind.
I've seen this KO mediumweights as low as 60%, so learn to use
this thing. Good Falcon players can use a low jump and connect
with this at almost ground level.
This move, by the way, is easier to land against larger opponents
(Bowser, DK, Ganondorf), but kind of difficult against smaller
ones (Pikachu, Kirby).

Okay, so it seems Nintendo has given this move the official name
of "Knee Smash", but screw that, "Knee of Justice" is a much more
fitting name.

AB: Backhand - 14%
Blood Falcon looks behind him and backhands his enemy, knocking
away anyone trying to take advantage of his vulnerable position.

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

AU: Crescent Kick - 13%-10%
Blood Falcon kicks in a half-circle around himself, dealing
damage to anything that gets in his legs' way. The beginning of
the kick deals more damage than the end.

This is a solid move. It hits anything above or in front of you
and has some knockback. Its knockback is enough to push away
someone trying to attack you, but not enough to KO anyone who
isn't heavily damaged. Its real advantage IS its underwhelming
knockback: wait for someone to fall, Crescent Kick him, double-
jump, and Crescent Kick him again, and if you're lucky, AGAIN.
Crescent Kick's strength is in dealing damage, not KOing people,
and in that, it excels.

AD: Falcon Stomp - 14%
Blood Falcon takes a second, and then kicks anything directly
below him down to the ground. It leaves him slightly vulnerable
for a moment.

Another great aerial move, this is one of the game's best meteor
smashes. For those unfamiliar with the term, a meteor smash
knocks its target directly downward, making them ideal for KOing
enemies foolish enough to be over pits (of the non-angelic
variety). Really, this is a great move: it's not a fast meteor
smash, but it's a powerful one. One problem with it is that when
you use this move, you ARE going down with your enemy, so you'll
have to be prepared to recover or you'll lose a life.


==== Special Attacks ====


B: Falcon Punch - 27%-28% (Fire)
Falcon takes a full second to prepare himself, then punches in
front of him with an epic falcon shape made of fire. He also
yells out "FALCON... PAWNCH!" as he does this. This punch is
powerful and has extremely high knockback.
If you press the opposite direction of where you're facing at the
beginning of this move, while charging his punch, Falcon will
turn around and perform a Reverse Falcon Punch. It's slightly
more powerful than the normal version.

Blood Falcon's signature move: the Falcon Punch. One of the
game's most powerful moves, newbies often assume it's useless
because of its slow speed. It's true that Falcon Punch is slow,
but it as as powerful as moves get, easily capable of KOing even
medium damaged enemies with its knockback.
However, it takes strategy to use this move correctly. Simply
going up to an enemy and trying to Falcon Punch him will get you
killed.
The best way to use this move is while falling: jump towards your
enemy (preferably while he's doing something: grabbing an item,
beating up another player, ect.) and punch while in the air.
Falcon will wind up in the air but punch on the ground, and
hopefully the move will connect.
Note: this is Falcon's single most powerful move, stronger even
than a fully-charging Elbow of Judgment or Knee of Justice.

B-side: Raptor Boost - 7% (Fire)
On the ground: Falcon runs forward and performs a fiery uppercut,
sending his enemies upwards. If he misses, he falls down and gets
up again.
In the air: Falcon launches himself forward (but not upward), and
punches his enemy directly downward. He also "leapfrogs" over
him, moving further forward and allowing Falcon to perform
another move. If he doesn't hit anything, he goes into helpless
falling mode.

Raptor Boost may not be as flashy as Falcon's other moves, but
it's no less useful. Unlike his other special moves (which have
horizontal knockback), Raptor Boost has vertical knockback,
though it's not powerful enough to KO an enemy by itself.

If used in the air, it instead knocks the enemy downward, acting
as one of Falcon's two meteor smashes. If you use this for
recovery, it'll put Falcon into helpless falling mode once it's
over UNLESS you hit someone with it, whereupon Falcon will be
ready for another move (preferably Falcon Dive).
Raptor Boost doesn't get the respect it deserves. It's not a
KOer, it's meant for setting up enemies for air combos and
killing computer teams (both of which it does quite well).
Note that Raptor Boost has strangely high priority: if you
connect with another move, more than likely this is going
through.
Raptor Boost will reflect most projectiles if you hit one with
it, such as Link's arrows, but not the stronger ones, like a
charge shot from Samus.
This move is notable for the lack of speech: it's Falcon's only
special move that doesn't involve yelling out SOMETHING.

B-up: Falcon Dive - 5% (None), 12% (Fire)
Blood Falcon dives upward (in the future, we don't need
physics). He tries to grab an enemy in the air. If he succeeds,
a moment after grabbing the target he causes an explosion that
sends him flying while Falcon deftly jumps away.
If Falcon succeeds in performing the move on an enemy, he can use
another move, if he doesn't connect with anyone (say, by using it
as a recovery move) then he's put into helpless falling mode.

The grabbing part deals 5% damage, and the explosion deals 12%
fire damage. If he succeeds in the move, he yells out "Yes!"
Meet Blood Falcon's recovery move. It's nothing particularly
special as a recovery move, and indeed, there are many better
ones (freaking Pit and his freaking flying). Falcon Dive is a
completely average move for recovery purposes, and there's
nothing special to say about it at all. It's not even flashy.
As an attack, it is equally lackluster. Falcon takes a moment to
actually USE the move, making it hard to hit with, and the damage
is not impressive, nor is the knockback. You might not ever even
use this as an attack.
Notably, if you use this move on something that can't be grabbed
(bosses in single-player mode), the 5% grabbing damage will be
dealt, but not the 12% fire damage.

B-down: Falcon Kick - 12%-14% (Fire)
On the ground: Falcon takes a moment, and charges forward with a
fiery kick while yelling out "FALCON KICK!". This has some
serious ending lag.
In the air: Falcon takes a moment, and charges downward with a
fiery kick while yelling out "FALCON KICK!". This has some
serious landing lag if you reach the ground, otherwise you finish
the move in midair.

Falcon Kick, the "other" obnoxious Blood Falcon move. It'll
place you in the direction you're looking, and deal some damage
to anything in between you and the point you stop, but not enough
to KO anyone. Falcon Kick is strictly a damage-dealing move, and
not even Falcon's best one. It does, however, have absolutely
insane priority: this will go through almost any other move.
Falcon Kick CAN KO someone at very high damage (200% or so), so
if you're fighting someone fast and damaged, and you can't quite
land a good smash attack, use this if you can.
EXTREMELY IMPORTANT NOTE: It is no longer possible to use the
Falcon Kick-Double Jump trick like it was in Melee. Don't try,
you'll get yourself killed.

Final Smash: Blue Falcon - 10%, 20%, 10%
Blood Falcon calls his F-Zero machine, the Blue Falcon. It
flies in front of him, and anyone directly in front of Falcon is
dragged onto it. They're then deposited onto a racetrack, and run
over by Blood Falcon at very high speeds. They are THEN
launched and killed in an overly elaborate manner. It's missing a
"FALCON RUN YOU OVER AT MACH 5!" if you ask me.

Blue Falcon will kill any target at almost any percent. I've seen
a few ways to survive: hitting a wall (Mushroomy Kingdom is not
your friend), having less than 20% damage as a heavyweight on a
large stage, and so on. But this will still kill almost any enemy
at almost any percentage on almost any stage.
It should be noted that nothing else happens while Blood Falcon
does this move: it's like a movie: he runs over the enemies he
hit with the Blue Falcon, and the stage disappears until it's
over. It's the only one of its kind.


==== Throws ====


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

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

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



==== Taunts ====


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


Section F: Blood Falcon-specific strategies [SatX]
In this section are strategies and tips about how to play as
Blood Falcon.


==== Techniques ====

- Increased Elbow of Judgment range
If you dash in the opposite direction you want to attack, then
hit the C-stick towards your target, Falcon will do a little jump
forward as he smashes, so it'll hit farther than a standing Elbow
of Judgment will.
Unfortunately, using this won't allow you to charge the attack,
but the extra range is (presumably) worth it.
NOTE: This actually works for all characters, but it works best
for Falcon and Sonic because their dashes are very fast. Using
this, your Elbow of Judgment will have almost double its
normal range.

- Turbo Punch Projectile Canceling
Turbo Punch will cancel most projectiles if they connect. The
following projectiles will be destroyed if they touch Falcon's
Turbo Punch:
- Mario and Luigi's Fireballs
- Peach's Vegetables
- Yoshi's Egg Throw, but only at certain angles
- Diddy's Peanut Popgun unless they're fully charged, but
punching a banana will make you trip
- Link and Toon Link's Gale Boomerang and Boomerang and Hero's
Bow beneath half charged, but Bombs will still blow up
- Zelda's Din's Fire, but not Nayru's Love
- Sheik's Needle Storm, however it's fast enough and fully
charged has enough needles that some will hit you anywa
- Samus' Homing Missile, Super Missile, and Charge Shot beneath
half charged
- Zero Suit Samus' Stun Gun
- Pit's Palutena's Arrows (however, they're fast enough that they
can slip between punches)
- Ice Climbers' Ice Shots are REFLECTED
- R.O.B.'s Gyro, but not Robo Beam
- Olimar's Pikmin Throw (but not on Purple Pikmin)
- Pikachu's Thunder Jolt, but not Thunder
- Ivysaur's Razor Leaf and Charizard's Flamethrower, but not
Squirtle's Water Gun (I don't know if it works on Bullet Seed)
- Lucario's Aura Sphere beneath half charged
- Lucas' and Ness' PK Fire, but not PK Thunder, PK Flash, and
PK Freeze
- Mr. Game & Watch's bacon, but only at certain angles
- Snake's grenades (they don't blow up) and Nikita (they're
deflected)
I don't know about ALL projectiles (Waddle Dee Toss, for
instance), but it's a safe bet that weaker and non-explosive ones
won't go through, whereas stronger or explosive ones will.

- Short Hop Falcon Stomp without lag
Normally, if you try a Falcon Stomp with only one jump, you'll
have to suffer through Falcon's laggy landing animation. However,
there's a way around this: jump, then immediately after jumping
(without any hesitation at all) use down on the C-stick. If you
do it correctly, Falcon will do the stomp without a landing
animation, and will land standing up (ready for a Shoulder Bash,
no doubt).

- Autodashing
As you land from a lag-free aerial, if you press forward right
before you jump, Falcon will land running without having a
landing animation.

- Dash Grabs
Many characters can abuse throwing, and Blood Falcon is not one
to be left out. While he's no Dedede (the best thrower in the
game), Falcon can dash grab. That means that if you grab an
enemy on a flat surface, throw him down, dash towards the
direction you're facing immediately afterwards, you can grab him
again and throw him again for extra damage. Note that if the
enemy is too damaged or too lightweight, he might get out of your
range for a second throw: nothing you can do about it. This works
best on heavyweights.
This is a crucial strategy to Falcon's throwing game: learn how
to use it.

- Reverse Momentum
Dash forward, then turn around and immediately jump. This will
let you keep your momentum for the jump even though you didn't
run in the direction you're now going in. Most useful for landing
surprise aerials.

- Wall Jumping
Wall jumping will rarely decide a match, but, people rarely
expect you to bust it out. If you're on a stage with vertical
stuff instead of floating platforms (New Pork City instead of
Battlefield, ect.), you can use this for extra height. Wall
jumping is most useful for setting up a surprise Knee of Justice.
Falcon is only average by wall jumping standards, so keep that in
mind.

- Super Sliding Glitch
This is a glitch that won't really see much use in actual play,
but hey, it's worth mentioning.
Use a Reverse Falcon Punch (it has to be a reverse one) against
Mario or Pit, who must use the Cape or Mirror Shield (Pit is
easier to use for this glitch), and after the punch connects,
Falcon will slide away faster than Sonic can run. It will make
him slide further than the length of Final Destination, just so
you're aware.

- Reverse Reverse Falcon Punch
This tip is courtesy of naderjr@hotmail.com.

"well one technique id like you to share would be what i call the
Reverse Reverse Falcon punch.......sounds a little weird but is
like it sounds
First dash and jump (short hop or normal jump is o.k) then do a
"reverse airel rush" with the Falcon punch, if you don't know to
do a reverse airel rush all you do is flick the control stick in
the opposite direction of your characters jump momentum jump then
immediatly press any attack or special to turn in air and execute
an attack, in this case a Reverse falcon punch, what should
happen is Blood falcon doing a normal falcon punch backwards,
all in all it times with a short hop perfectly and catches a few
people, BUT to do a reverse reverse Falcon Punch you do a
reverse airel rush with Falcon punch then hold the control stick
the way Falcon is moving in air to reverse his Falcon Punch
again, thankfully when Falcon does his standard reverse Punch in
air he gains a significant boost in AM (air manipulation)
allowing you to move in awkward patterns that trick people all
the time, this takes a lot of practise but turns out great in the
end, i have hit tourny champs with this move over and over again
because of the double spin and air manipulation, you'll know when
you've done this right when falcon spins quite a bit, and takes
longer to do a falcon punch forward

is should look like this......

F=Falcon _____=stage >or< = direction

<F F>
__F>___F^___________F>_____"


==== Combos ====

- Raptor Boost-Crescent Kick-Crescent Kick-Knee of Justice
While standing (or running, whatever) Raptor Boost your enemy.
If he's taken any damage so far, he'll be in the air long enough
for you to take advantage of his predicament. Jump, Crescent
Kick, double jump, Crescent Kick again, and if there's time, use
a Knee of Justice to deal some more damage (don't bother if
you're not sure you can get to connect properly).
An alternative is replacing the Knee of Justice with a Falcon
Dive. I prefer the Knee, myself, but if you want, the Dive works
almost as well and is easier to connect with.

- Double Ground Kick-Crescent Kick
Not much to say here: if you can get your enemy in a Double
Ground Kick, he'll fly up. Take advantage of this and Crescent
Kick him for that much more damage.


Section G: Character-specific Strategies (ChaX)
In this section you will find tips on how to fight specific
characters.
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
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Make Your Move
Wow.... you just beat Fierce Diety Link...

But seriously... thanks for the good humor. What did you do? Copy the Captain Falcon wiki entry or something?
 
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