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Make Your Move 4

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aeolous

Smash Apprentice
Joined
May 31, 2008
Messages
87
Location
the library, in the fantasy section
OK, now I know that background thing is way OP, because you can attack out of it while remaining invincible.

In other news, I'm working on tweaking Rukia a bit. I'm not going to put a whole lot of effort into it (effort better spent on getting Ikkaku worked out) but I did fix the smash damage and am putting a little more detail into some of the moves, the a section especially.
 

Pelikinesis

Smash Journeyman
Joined
Nov 11, 2008
Messages
365
Location
Somewhere in Nevada...
SOS Girls' moveset COMPLETE.

I can haz new page so it won't be overlooked?

Because sometimes, I want attenshunz.

SOMETIMES.

And how do I know when the next post will be on the next page, anyways?
 

goldwyvern

Smash Ace
Joined
Nov 25, 2008
Messages
519
Location
Holy keys locked in the jet, Batman!
OK, now I know that background thing is way OP, because you can attack out of it while remaining invincible.
i tweaked the mechanic a bit so he can only be there for 12 seconds and if he goes longer, he is placed back on the foreground and cannot go back for 6 seconds. also, if he is idle too long he explodes and he has a very small arsenal of attacks in the background, many of which do very little more damage than the foreground version. he is balanced.

#11
 

aeolous

Smash Apprentice
Joined
May 31, 2008
Messages
87
Location
the library, in the fantasy section
i tweaked the mechanic a bit so he can only be there for 12 seconds and if he goes longer, he is placed back on the foreground and cannot go back for 6 seconds. also, if he is idle too long he explodes and he has a very small arsenal of attacks in the background, many of which do very little more damage than the foreground version. he is balanced.

#11
Aah. Still.
Edit: So what you do then is stay out for 11 seconds, pop back in, attack, then pop back out for another 11 seconds.

Edit 2: And nobody say that you can't possibly time it that exactly. You get the point.

#14. One more and you're good to go.
 

Pelikinesis

Smash Journeyman
Joined
Nov 11, 2008
Messages
365
Location
Somewhere in Nevada...
Majesticass.

The Girls of the SOS Brigade have joined the Brawl, and there's NOTHING you can do about it!!!



If you haven't watched the anime, do it NOW. I'll provide some background info, but I'll parcel it out strategically and irritatingly throughout the moveset so that sooner or later you'll be fed up, watch all fourteen episodes in one shot, and see a drastic improvement in all areas of your life.To put it succinctly, Haruhi is a hyperactive, multi-talented girl with tastes ranging from eclectic to esoteric, and she's among other things the origin of a massive timequake, the potential secret to evolution, and possibly the Creator (and probable Destroyer) of reality. And she has NO idea.

She also made a club in her high school, comprised of the three types of people she wants to meet most: The archetypical moe-girl Mikuru Asahina (archetypical, except for that whole Time-Traveling bit), the taciturn, book-obsessed Yuki Nagato (an artificial humanoid interface created and working under an Integrated Data Entity from space; in other words, an alien robot), and the amiable Itsuki Koizumi, who also happens to be an esper.She has no idea about what they truly are, either.

Oh, and there's this completely normal guy named Kyon, who provides a voice of reason (and frequent pessimism) throughout the show. He's the only one that all members of the SOS Brigade can confide to, and he saved all of reality with a kiss. He's also indirectly responsible for the creation of the SOS Brigade.

Haruhi, Mikuru, and Yuki are all controllable in this moveset. They move together and different attacks involve one or more girls. They share a damage bar and all receive knockback even if only one gets hit.

Their attacks rely on Haruhi's athletic prowess, Mikuru's clumsiness, and Yuki's data-manipulation powers most of the time, but Haruhi's boundless reserves of enthusiasm and energy can be tapped into as well. That, or her reality-altering powers. Your pick. Find out more as you read. But first:

Stats


Size: 4.5/10: The girls' are roughly Link's size, but slightly skinnier. While standing, Yuki and Mikuru are next to Haruhi in the sense that they are partially in the foreground and background in relation to her, meaning that their horizontal size is not much greater than that of a single girl. The same applies while they are jumping. Running, however, has them spreading out more.

Weight: 3/10:
They're skinny Asian girls. They're light.

Power: 6/10:
Haruhi is usually an incredibly hyper girl, and Yuki has superpowers. They hit rather hard considering how light and fast they are.

Walk Speed: 6/10:
Haruhi walks forward at a decent pace, and the other two keep up.

Run Speed: 7/10:
Haruhi runs very fast, being very athletic and eager for adventure, and crushing her opposition to boot. The girls are somewhat more spread out while running, however.

Air speed: 7/10: Equal to her running speed.

Fall Speed: 6/10: They fall faster than average, which is unusual for such light characters.

Traction: 5/10: Haruhi can stop on a dime and Yuki ignores things like the Laws of Physics when she needs to, but they have to both catch Mikuru to stop her. It balances out.

Shield: 6/10:
The shield surrounds all three girls comfortably.

Dodge: 7/10

Roll: 7/10

No crawl, glide, etc.

Can Wall Jump.


Special Mechanic: Mood

Haruhi is a girl of extremes. She jumps from one end of the rainbow to the other, completely ignoring everything in between. This fact is made manifest every second of her existence, unless she falls into a comatose or something. However, this is most significant when it comes to her moods, because her moods are what cause Closed Space when she is angry or bored, and what cause weird crap to happen when she's happy or a bit detached from reality. This applies directly to Brawl.

Yes, much as an extraterrestrial artificial lifeform, a time traveler, an esper, and a completely ordinary if cynical high school student have to monitor and manipulate the mood of a volatile and omnipotent girl, the player audacious enough to pick Haruhi will have to do the exact same thing.

Haruhi has two Moods (not counting Neutral) that you need to concern yourself with: Hyper and Dissatisfied.

Hyper: This Mood can be reached if you use lots of Mikuru-based attacks. Haruhi likes to harass and molest Mikuru when she is bored, so this makes her happy. How sadistic. But since they're both girls it's not misogynistic; it's hot. Anyways, doing around seven Mikuru-based attacks in a row (this is merely an example or a rule of thumb) will get her into Hyper Mood, although this depends on how strong the attack is.

When Haruhi is in Hyper Mood, all attacks are unaffected by Stale-Move Negation; in addition, all Haruhi-based attacks have a few frames less startup and/or ending lag, and do slightly more knockback and a percent or two more damage (imagine the effects of Stale-Move Negation but in the opposite direction).
Her speed is increased slightly; Her run speed will go from Zamus fast to nearly Captain Falcon fast, for example.

Generally, Mikuru-based Special Moves become more powerful or are only usable when Haruhi is in Hyper Mood.

Hyper Mood fades away if the girls take 15% damage within a short frame of time (5 seconds or so), or if an Up-B recovery is used.


Dissatisfied:
Whenever Haruhi gets bored or angry or depressed, Yuki tends to work behind the scenes to make everything better. In Smash, casuality is broken and a distended chain of logic dictates that when one uses Yuki-based attacks, Haruhi will lean towards Dissatisfaction at the same rate that Mikuru attacks induce Hyper Mood.

When Haruhi is Dissatisfied, her run slows down to only slightly faster than Link, although her Walk remains the same. Her Jump animation has a few more frames in it, enough to noticeably hamper her aerial follow-up potential. All normal attacks perform as if severely affected by Stale-Move Negation to the maximum amount. However, any attack where Haruhi hits the opponent will cause the victim to take a couple extra percentage points of damage over time depending on how strong the attack is (Tilt: 2%, Smash: 4%) which is indicated visually by the opponent flashing and bluish flames run over them (similar to Lucario's aura visual effects, but it is essentially a limited poison).

Dissatisfaction fades away if you hit an opponent a fair distance from the stage (either vertical or horizontal, equal to the distance Bowser reaches from the ground when using his Down B before dropping) or if you deal out 20% damage within a short frame of time (5 seconds).

The general rule of thumb with Mood is this: use either Mikuru or Yuki-centered moves more than others, and eventually you'll reach the Mood you were going for. Of course, you'll have to refrain from using the other character's moves because that will cancel out. Haruhi's Mood swings do not occur gradually; either she's one thing or the other, suddenly, or neither.

Animations:

NOTE: Mood causes Haruhi's appearance to change. When Hyperactive, she has a wide smile on her face and has a spring in her step. When Dissatisfied, she has a stormy frown and stomps around. While neutral, she manages to look confident and satisfied, occasionally restless or bored.


Idle: Haruhi fidgets a bit, shifting her weight. She usually has a hand on her hip, and occasionally plays around with her hair, and sometimes with Mikuru's. Mikuru looks either uncertain or afraid, keeping her hands together and trying to make herself as small a target as possible, sometimes wringing her skirt in apprehension. Yuki reads a book while idle, seemingly oblivious to the events conspiring around her.

Walking:
Haruhi strides forward confidently/happily/sullenly as Mikuru and Yuki keep up with her.

Running: Haruhi takes off quickly, grabbing Mikuru by the arm and dragging her along as she does so. Yuki follows up behind a step or two away with her arms down to her sides as if pumping her arms while running was inefficient, somehow.

Jump 1:
Haruhi leaps up high in an athletic manner, Mikuru follows and seems afraid of things like wind and velocity, while Yuki follows effortlessly.

Jump 2: Haruhi does an acrobatic flip in the air, althoug this time Yuki's is more impressive, while Mikuru does a spin while jumping higher.

Shield: Yuki mutters something as she and Mikuru squeeze in even tighter around Haruhi, while a standard-issue Smash shield appears. However, this one is big enough to cover all three of them comfortably. Haruhi puts her hands on the foreground or background part of the shield, looking entranced, while Mikuru cowers even lower.

Dodge: Haruhi drags Mikuru with her to the side while Yuki simply leans away.

Roll: Haruhi cartwheels, while Yuki grabs Mikuru and dashes in the same direction.

Dazed: Haruhi stumbles around a bit, holding her head, while Mikuru falls over and holds onto her for balance. Yuki twitches a bit.

Sleeping: Haruhi uses Mikuru as a pillow while sleeping, and Yuki kneels down next to them, her head and arms hanging limply.

Tripping: Mikuru trips while running which drags Haruhi down with her. Yuki stops and then sits down next to them.


Ground


A: Haruhi leans forward a bit and does a swift and painful-looking backhand. Low knockback, sets up rest of combo. (3%).

AA:[/B] Yuki steps forward and pokes at the opponent. Low knockback. (2%).

AAA: Haruhi grabs Mikuru by the arm and shoves her forward a bit. Mikuru stumbles forward with her arms out in an unbalanced fashion. Enough knockback to let them finish the combo safely, but not much more. (3%)

*NOTE*All of the jabs have negligible startup and ending lag.

Dash Attack: Haruhi throws Mikuru forward who frantically attempts to avoid face-planting and fails spectacularly. Low knockback and startup, somewhat longer ranged and fairly fast, lots of ending lag. (6%)

Ftilt: Haruhi grabs the book from out of Yuki's hands and does a vicious overhead swing with it at the enemy's head, then returns it to Yuki without looking. Yuki continues reading as if nothing happened. Has an overhead arc and disjointed hitbox. Has a bit of ending lag when the book is being returned, but the startup is quite fast. Knockback is low but with a nearly horizontal trajectory.(8%)

Utilt: Yuki pulls out a baseball, muttering and staring at it while holding it in her open palm, facing up. The ball rotates rapidly and shoots upward in a rather unparabolic curve before coming back down. Yuki puts the ball away afterwards. However, if you press A when the ball first starts rotating, the ball will fly forward in a regular pitching arc for about a Battlefield platform-length before curving impossibly towards the ground and back to Yuki's hand. The first version has some startup lag but it has better vertical range than Marth's Fsmash. The second version has less startup but more ending lag due to the return curve of the ball. Low knockback, but is essentially a projectile with a variable arc. (7%)

Dtilt: Mikuru pulls out a large assault-rifle replica, complete with realistic recoil. She pulls it out in an awkward manner to a firing-from-the-hip position, giving it a low arc from the ground up to parallel with the ground. The startup is a little slow and knockback is fairly weak. However, if you press and hold the A button during this attack, Mikuru will press and hold the trigger of the gun causing it to make a realistic recoil motion, the rifle to buck back and forth in her arms as she panics with it. The rifle does light damage and little knockback but rapid hits if used in this manner. The rifle is also a disjointed hitbox, and the ending lag increases the longer you hold down A beforehand, as Mikuru sighs and bows her head in relief once it stops. Low knockback with initial hit, negligible knockback with A button held (5% initial hit, 1% for each recoil hit).

Fsmash: Haruhi's legendary (or perhaps merely infamous) dropkick. She leaps at the enemy, twisting her body so that it is parallel with the ground and facing either foreground or background and slams bodily into the enemy with both feet. The dropkick travels nearly the distance of a battlefield platform, but not quite. If she misses, she will fall to the ground before getting back up, causing quite a bit of ending lag. If she hits an enemy, she will flip off of them which reduces the lag significantly. Knockback is high, and largely lateral. (15%)

Usmash: Haruhi apparently has been giving Mikuru extra cheerleading lessons, as she lifts Mikuru up by her waist, who pulls out pom-poms, sticking one above her head and uses the other one to keep her skirt as modest as possible. This has a bit of startup, but even more range than Marth's Usmash. The sweetspot is at the pom-pom, which deals slightly more damage and knockback. Knockback is moderate, high when sweetspotted. The trajectory is mostly vertical. At the end of the move, Mikuru nearly loses her balance but Yuki stabilizes her descent with one hand without really looking. (12% regular, 16% sweetspotted)

Dsmash: All three girls face front while Yuki and Mikuru go a step and a half away from Haruhi quite fast, bent low to the ground with their feet spread slightly wider than shoulder-length. This by itself is a fairly lagless smash attack which hits both sides, does very little damage, and causes only a slight bit of vertical knockback. However, charging it causes the girls to do the initial animation, then they slowly straighten from the waist with one hand thrust out open and forward. Once the button is released, the girls all flash white for a moment. The vertical knockback from the initial move sends the enemy upward weakly, but with a twirling animation as if you had spiked a standing opponent into the ground, creating a sort of prolonged hitstun or helpless state. When the girls flash white there is another hitbox, so to use this move optimally one must connect with the initial hit and hold down the button until the helpless enemy falls back onto the girls so the flash will hit them as well. The larger the damage of the enemy, the higher they will go, and the longer you must hold down the button before releasing to hit with the second part. The knockback of the second hit can reach very high and the trajectory is mostly vertical. (4% for initial hit, 5-14% for second hit depending on charge)


Aerials

Nair:
Haruhi does a cheerleader-style split kick with the properties of a sex kick. Mikuru does her own, significantly more awkward pose in front and Yuki kind of takes space behind Haruhi (this does not affect the attack but does prevent you from getting a free look. This is a Nintendo game, remember?). Better range on both sides than most sex kicks, however the priority is not nearly as good. Knockback is moderate with initial hit and quite low otherwise. (11% initial, 3% lingering)

Fair: Haruhi pulls out a closed laptop from behind her and thrusts it forward while opening it facing outward, mimicking a Hadouken motion. Out of the computer, the SOS Brigade symbol shoots out forward a distance equal to a Battlefield Platform. The computer itself has a fairly weak hitbox that will knock an enemy into the symbol itself, which starts out a size smaller than the girls' hands and grows to half the size of one of them entirely, and deals shadow damage with low knockback. Knockback is straightforward for both hits. (Laptop: 3%, Symbol: 7%)


Bair: Haruhi takes a hold of Yuki from behind by the shoulders and rotates around, thrusting Yuki forward a bit once she is facing behind. Yuki is holding a crystal ball in her hands and also thrusts it forward at the same time. There is an invisible hitbox surrounding the ball, about an in-game foot radius. This attack has low knockback with a mostly horizontal trajectory and with an electric effect and lots of stun (Yuki's fortune telling is devastatingly accurate). (12%)

Uair: Haruhi will thrust her arm into the air while rising above the other two somehow, now holding her armband that signifies that she is the Brigade Chief, before swinging it downwrd with her thumb out to her eye level. The initial hitbox is the thrust upward, which does moderate vertical knockback. The knockback trajectory during the swing depends on the direction her arm is pointing when it connects. If it hits at the very end, the enemy is spiked downward at a moderate pace. (9%)

Dair: Mikuru will pull out a pot of tea a little too fast, causing her to tip over towards the screen and spill all the tea in a widening spray below her. Haruhi and Yuki catch her in time to keep her from tumbling during this animation. This causes a fire effect (the tea is hot) and does multiple, weak knockback hits downward. (4# + 3% = 12% total)

Throws


Grab: Haruhi reaches out to grab the opponent's arm (or rough equivalent) and starts pulling it towards the vicinity of Mikuru's chest, while pushing Mikuru forward. I don't care how evil the opponent character is, they don't want to look like they are molesting her and they try to get away. Grab is fairly fast but short-ranged.

Running Grab: Longer range, longer ending lag.

Pummel: Haruhi....."connects" the opponent's hand with Mikuru's chest. Haruhi then pulls out a camera and takes a picture of the opponent in a comprimising situation with Mikuru. This does 3% damage, presumably because blackmail hurts people physically in Smash. Cannot be done rapidly.

Fthrow:
Haruhi again causes the opponent to touch Mikuru, who lets out a fearful shriek which throws them back at a near 45 degree angle with fairly high knockback. (8%)

Bthrow: Haruhi attempts to drag the opponent into Mikuru but Mikuru manages to get out of the way this time (poor girl). The opponent stumbles past her into Yuki, who isn't the type of girl/superpowered robot alien who would take kindly to that kind of treatment. Therefore she grabs the opponent by the face with one hand and slams them behind her in a manner that is only as effortless as it is brutal. This causes a small explosion when the opponent hits the ground and they are sent away at a low angle with medium knockback. (10%)

Uthrow: Haruhi lets go of both the opponent and Mikuru, who then assists Yuki in pulling out a school desk from out of nowhere while Haruhi grabs the opponent by the back of his collar (or equivalent) and slams him down into it so hard that the opponent is sent flying upward. The opponent goes fairly high but this move has little vertical KO capability, and the ending lag does not allow for much in the way of followup. (9%)

Dthrow: Haruhi spins and hits the back of the opponent's head with an axekick. As they catch themselves to avoid falling on their face, she finishes the throw by stomp-kicking them away. Low knockback. (6% for Axekick, 5% for StompKick)


Specials


Neutral Special: Mikuru Beam/Shinjin Aura

If Haruhi is Hyperactive, inputting this move causes Mikuru to spin around and strike an awkward pose with her hand in a peace sign at her eye. During the spin, Mikuru's clothes change to her "Fighting Maid from the Future" costume and her open eye turns blue (it's a contact). Once this animation is complete, a large blue-white beam shoots out of Mikuru's eye, who is then tackled by Yuki who is trying to get the altered contact out. The beam itself reaches full screen but cannot be angled, and is wider than R.O.B.'s but the hitbox does not linger as long. The beam does fairly high knockback but once again must be timed well due to the short duration. This version has a bit of startup due to the spin and pose, equal to the startup of Lucario's Force Palm, and the ending lag is much more, equal to the landing from a Bowser Bomb, due to Yuki taking out Mikuru's contact. Haruhi pulls out a camcorder and films the proceedings of this move, and falls over when the beam shoots out. (12%)

If Haruhi is Dissatisfied, pressing and holding B will cause Haruhi to turn around, cross her arms, and pout. This can be charged for up to 3 seconds, but the charge cannot be held if you shield or roll. As soon as you let go of the B button, Haruhi stomps at the floor petulantly, which is a powerful spike if used in the air, but has no horizontal range so does not hit on the ground. How long you charged determines how long Haruhi is affected by the move. It's a 1-3 ration, so holding down for 1 second will affect her for 3 seconds, and charging for the full 3 seconds will have her affected for 9 seconds. When she is affected by the move (which starts as soon as she stomps), she will glow with a ghostly bluish-whitish aura, and all Haruhi-based attacks will feature this aura expanding around her hitboxes, adding a flame-like effect, a bit of extra range (both similar to many of Lucario's attacks) and more importantly, makes the hitboxes disjointed. In addition, the enemy receives a Poison-like effect (still with a blue-white visual, 5% per tilt/aerial, 8% per Smash attack over time).

If Haruhi is in a Neutral Mood, the animation for the Mikuru Beam occurs, except no beam comes out, Yuki doesn't tackle Mikuru, and Haruhi simply puts the camcorder away, satisfied. Less lag than the Hyperactive version, but no attack comes out.

Side Special: The Boredom of Haruhi Suzumiya


One of the girls steps forward and swings a baseball bat as if trying to hit a ball. Which girl does the attack is dependant on the last attack used before this move; If it was a Mikuru-based attack, then Mikuru will swing the bat, etc. If all three girls are part of the attack, Haruhi will swing.

Haruhi: Haruhi steps forward a great deal more than the other two, and swings the bat skillfully. Haruhi's has the most range and least amount of lag both ways, being little more than that of a tilt. It also does the most damage, and the knockback is decent, with a mostly horizontal trajectory and nearly as powerful as a smash attack. If she hits a projectile with the bat, the projectile will be deflected, but at the same trajectory as a character would be hit. (12%)

Yuki: Yuki steps forward, less than Haruhi, and swings the bat in an inexpert motion without putting much effort into it. However, she is muttering a Homing Mode incantation on the bat as she does so, and if she connects the opponent is sent flying at a 45 degree angle with Smash-like knockback but low damage. Also, if she connects, the bat is bent out of shape, and she stares at it for a second, making it fix itself. A slight bit more startup lag than Haruhi's but the same ending lag if she misses. If she hits, it is nearly a full second for her to fix the bat. Also deflects projectiles, straight at the nearest enemy. (6%)

Mikuru: Mikuru hunches forward, head averted from in front of her, clearly afraid that a ball or something is going to hit her. Haruhi impatiently pokes Mikuru in the side, who then squeals a little and swings wildly forward. The startup is the longest, about 0.75 seconds, but halfway through the swing she lets go of the bat, and it flies forward in the same arc as one of Tlink's arrows, but reaches up to half of FD and obviously has a larger hitbox as the bat is twirling in the air. It disappears in a poof upon landing, and cannot be caught or used as an item. Haruhi yells a little at Mikuru afterwards, adding onto ending lag. The swing itself does weak damage and knockback, but the bat as a projectile is nearly as strong as an uncharged top from R.O.B. (4% with swing, 8% as a projectile). Will cancel, but not deflect projectiles.

Down Special: Repulsion Field/Fumoffu

In either Hyperactive or Neutral, using this move will cause Yuki to suddenly flip forward to just in front of the other two girls and create a forcefield right in front of her, which looks kind of like watery static but with random flashes of color. It is in the shape of a half-dome that covers the girls' front and most of above and below them and stays out for half a second. Startup is quick, end lag is about the same as the average Counter. However, the effects of the force field are not those of the average Counter.

When a character, item, projectile, etc. comes in contact with the repulsion field, they will bounce off at an equal velocity. Note that even if a character simply runs or jumps into the forcefield, they will bounce off. In all cases, no damage is dealt, and character's can still walk or roll through the repulsion field. In the case of an attack, the knockback of that attack is dealt to the character instead.

Damage is never dealt directly through the forcefield; however, it can be used as an interesting gimp kill move in addition to its powerful defensive properties.

If the current Mood is Dissatisfied, Itsuki will appear momentarily, materializing from a small pinkish ball of energy. He will then shout "Fumoffu!" and toss a roughly volleyball-shaped orb of pink esper energy up into the air, a little lower than an uncharged Mortar from Snake, and the speed of the projectile is roughly equal. Once the ball appears, Haruhi goes into a volleyball stance, and as long as she does not walk, run, shield, roll, or dodge, she will remain in this pose.

While she is in this pose, several options are available to her. She can simply stay still until the sphere falls back down to her, in which case she will bump it back up with her forearms. This can be done three times in a row, as each bump of the ball makes it bounce back up a little bit less each time. The third time it will disappear as soon as it reaches the apex. Alternately, pressing the jump button will make her hop up a bit and set the ball, making it go a little bit higher, although this cannot be done more than once per ball. If she presses A or B, she will jump up and hit the ball, and she will hit it differently depending on the button.

Pressing "A" will make her hit Topspin, which means that the ball will follow a normal arc before dipping towards the ground a little more steeply than would be expected. Pressing "B" will cause her to do a Floater, which means that the orb will move slightly erratically during the arc (Think Mewtwo's Shadow Ball, but affected by gravity like Mario's Fireballs). Either way, the orb can be angled a bit, to either straight forward (before heading gravitywise), at a shallow angle to the ground, or a little higher than straight down. When the sphere hits the ground, a small explosion occurs. Topspin projectiles go about as fast as a Charged Shot, while Floaters go a little slower than an Aura Sphere.

If you go out of the volleyball pose, attempting to hit or move into the ball will trigger the explosion and hurt you. Haruhi can only interact with the orb in the above manners if she does not cancel her Volleyball mode. Knockback is high, although the startup is long enough for you to rely on being tricky with the multiple options so that you can actually hit.
(14%)

Up Special: Chronoport/Data Tether/Haruhyuken

Pressing Up B once will make the girls all flash momentarily (as in glow white for a split-second). During the flash, you can press either A, B, or nothing.

Pressing nothing will activate the Chronoport, which causes Mikuru to gesture below her, causing a flat image of a clock (with a radius large enough for all three to stand on) to appear right below them, and another to appear in the space where you last used a Mikuru-based attack. The girls will sink into the first clock and reappear from the second clock, effectively being a teleport. This teleport is rather slow at startup, and can either make for excellent recovery or a self-destruct situation depending on how careful the player is.

Pressing B will trigger Yuki's Data Tether, in which she holds out an upturned hand and a stream of Data energy shoots out at a 35 degree angle (although it homes in on ledges). This tether is a bit shorter ranged than Ivysaur's, and if it hits an enemy it pulls them right towards Yuki, who will step aside and do a spinning kick to the back of their knee (or equivalent) sending them away with low knockback and at a 35 degree angle below ground level. (4% for grab, 5% for kick)

Pressing A will cause Haruhi to suddenly jump upward at an angle with her fist out and spinning, much like a Shoryuken. The range is similar to Mario's Super Jump Punch, but the main difference is that if Haruhi connects with an opponent, she will grab them by the front of their shirt (or equivalent. DK, for example, will be grabbed by the tie), spin around with them, then plant a foot on their face and kick off. This will act as a damaging footstool that sends her up and backward (in the direction she was facing prior to using this move) and send them down moderately. (5%)

Using the Haruhyuken when Haruhi is Hyperactive will cause her arc to reach the distance of Sonic's Spring Jump, but still puts her into helpless. This version deals slightly more damage (8%)

Using the move when Haruhi is Dissatisfied will cause her to go up the same distance as when she is Neutral, but slower, and her fist is overlapped with a Shinjin fist which grants more priority, a slight bit more range, and causes her to actually uppercut the opponent for powerful knockback at a mostly vertical angle. (13%)


Final Smash: ENOZ Concert/Itsuki Summon/Part 6








Yes, 3 Final Smash Options, all dependant on Haruhi's Mood.

Neutral: Itsuki Summon


When this Final Smash is activated, an ever-widening sphere expands from Haruhi outward infinitely, who disappears along with the other two girls. This causes the entire level to be shaded slightly bluish-gray. Itsuki materializes, and this time you can control him directly. He can fly, and pressing the jump button along with a direction will make him fly faster in that direction while being surrounded by a field of pink energy (and deal damage much like a Quick Attack).

Pressing A causes him to shout out "Second Raid!" and makes him fling a bolt of psychic energy in the direction you point, and the trajectory will always be straight. He can throw these out as fast as Falco can fire his Blaster but without the lag afterwards caused by rapid fire.

Pressing B will cause Itsuki to yell "Fumoffu!" and he will toss another fireball into the air which will semi-home at the nearest enemy but they will always curve. Pressing B repeatedly will cause him to toss out multiple Fumoffus, and the previous ones will freeze in place (the maximum is four). Once he finishes tossing fireballs, they will all together start their dangerous arcs.

His attacks will kill a medium-weight character at past 120%, although it is much more efficient for him to chase after an opponent and repeatedly blast him in midair until he passes the blast line, or to try to hit with multiple Fumoffus.

Each blast will do about 13% damage and 1.5X the knockback of Lucas's PK Fire. This Final Smash has a duration of 18 Seconds.


Dissatisfied: Part 6

Upon activation, Mikuru and Yuki disappear, and Haruhi appears, sleeping (she is invulnerable the entire time). Kyon also appears, sleeping next to her. She wakes up, and wakes up Kyon as a Shinjin materializes at full size (slightly taller than Giga Bowser, but almost half as wide) behind them. As it does so, a strong vacuum effect kicks up pointing to the center of the Shinjin, affecting all other players, items, etc. She looks up in wonder as it starts pounding and sweeping the ground with its long arms. After about ten seconds, Kyon kisses her, causing the Shinjin to be absorbed back into Haruhi. Kyon disappears, Mikuru and Yuki reappear, and Haruhi wakes up again, looking kind of disturbed.

The Shinjin attacks around 6-7 times in the 10 seconds it is summoned, and it has arms long enough to reach to the end of Final Destination, and each attack does about 18% damage or so and Falcon Punch-esque knockback. The sweeping attacks do less knockback and multiple, weaker hits (about 5% each).



Hyperactive: ENOZ Concert


When activated, curtains appear out of nowhere from both sides of Haruhi (nearly as far apart from each other as the main platform of Battlefield, and two Captain Falcons high) and close around the girls quickly, trapping any opponents within the area. After a second or so, the curtains part just as rapidly and disappear, flinging all opponents trapped previously into the air in a tumbling, helpless state. At the same time, a stage is revealed along with Haruhi (in a bunny girl costume and holding an electric guitar), Yuki (In her evil alien wizard costume, similarly wielding an electric guitar), and the two uninjured members of ENOZ.

As the curtains part, a bunch of high school students rush in from the background and start cheering the band on, which forcibly crowd-surfs any enemies nearby, for 1% damage per up-and-down motion as characters are flung up and down in a helpless state. The band starts playing, and a Guitar Hero-esque display shows up superimposed over the screen (although retrofitted for the Wii. For example, to strum guitar strings you wiggle the control stick back and forth, and the trigger buttons are for the frets). You don't actually have to play along with the song, although the Star Power icons you can hit for extra damage to occur.

Strumming in time with Yuki during some of the Star Power icons will cause huge bolts of lightning to shoot out from Yuki's guitar (she is THE Guitar Hero) to home in on opponents, doing massive damage and knockback. Pressing A and B in time with Haruhi's singing will case colorful shockwaves to shoot out of her mouth and the giant speakers which surround the stage. These things happen anyways, but playing along with them causes them to be stronger and is more fun. They play either God Bless, or that other one I can't remember that sounds more happy and has less Yuki-majesticass-guitar, but they aren't too different for input.

Damage: Expect around 70% to be dealt out in total by this Final Smash. Maybe 90%, if inputted correctly. It isn't broken, it's AWESOME.

http://www.youtube.com/watch?v=_Q4tQBAPRmo




Taunts:

Up: Haruhi fixes her hair up into a ponytail, thoughtfully. Yuki materializes glasses and cleans them for a second, before dematerializing them. Mikuru looks under her shirt at her mole (no, you can't see it) for a moment.

Side: Haruhi pulls out a random costume on a hangar and looks at Mikuru mischieviously, who looks apprehensive. Yuki seems to lose her place in the book she is reading and tries to find it again.

Down:
The girls do the part of the Hare Hare Yukai Dance where Haruhi propels Yuki into the background as Mikuru does her little solo.

Victory Poses

1) Haruhi again pulls out a costume and now chases after Mikuru with it, attempting to dress her. The screen is surrounded as if the camera is looking through a book-filled locker, to which Yuki goes to switch books. )

2) The girls do the ending of the Hare Hare Yukai Dance.

3) All three girls pull one of their eyelids down with a finger and stick their tongue out. Haruhi looks mocking, Mikuru looks cute, Yuki manages to look emotionless while doing her funny face.



Playstyle

Honestly, I don't know. You have to think alot about the moves you are doing, because previous moves determine the outcome of special moves, and of Mood, which also determines a lot of stuff. Hopefully, your opponent will be as confused as you are.

Uh.....they have lots of projectiles? A fair amount of kill moves as well. Honestly, a lot of their moves are really good, you just need to keep up mentally.

Their recovery has three completely different options, but can be interupted easier than most.

Hyperactive Mood is simpler and is powerful and uncomplicated, but it is easier for opponents to reset the Mood.

Dissatisfied Mood is a lot more complicated and disadvantageous if the player isn't smart, but a lot of moves change and it's possible to be even more deadly with this Mood.

The main disadvantages are that they are light, you have to think alot to use them properly, they have a steep learning curve, and attempting to take advantage of Mood or such will limit your options.

EXTRAS:

Costumes:

All three can be bunnygirls, or their casual clothes from their murder-investigtion trip, or cheerleaders, or the costumes they wear during the PS2 game version of the Hare Hare Yukai dance. The fact of the matter is, I'm not posting up any pictures of them in any of these costumes up here because I'm lazy and many of them border on NSFW, at least in my mind. I wouldn't want to corrupt the minds of the younger MYM-goers, now would I?


BOSS: Ryoko Asakura


A classmate of Haruhi and Kyon, Ryoko Asakura is a nice, friendly, intelligent, beautiful, athletic, and involved student who also happens to be an artificial humanoid interference and the backup of Yuki. However, she becomes dissatisfied with the status quo and happens to be a homicidal maniac by human standards to boot, so she decides that killing Kyon is a good idea.

Size: Ryoko is the same size as any of the SOS Brigade girls.

Movement: Ryoko is incredibly fast and moves around a lot. She can also levitate and do impossible acrobatics. Her movement can be compared to Fox in Melee when used with wavedashing, L-canceling, and similar air speed, although her two jumps can each cover as much distance as Mewtwo's second jump but faster. She can airdash in any of the 8 directions as many times as she wants as well, up to a distance of 1/4 FD and can utilize moves out of it.

Attack: She can have crazy range and multiple hits, and will use projectiles as the fight goes on. She starts off using a combat knife, but as the fight progresses she will morph her hands at the wrists into flexible beams of light and fire metal shrapnel at characters. And yes, the entire time she has a totally benign smile on her face. It would look quite sweet if she wasn't trying to kill people.

HP: Depends. I have two ideas for how the boss fight will go. One is a simple fight to the death. With the other one, the player must protect Kyon, who has a significantly lower amount of HP and isn't very fast, for a certain length of time. With this one, Ryoko takes reduced knockback but will flinch when attacked, and actually depleting her HP to zero is a hard task but will probably have some kind of reward. Otherwise, as long as Kyon doesn't run out of HP before the time limit is reached, her data link will be nullified and she will be deleted.


Stage:

One walk-off leveled platform, about the size of the main Halbred platform. It looks similar to any high school classroom, however, the desks are all turned over and can be picked up and thrown for 10% damage. Also, the space surrounding the classroom looks like watery static, but will occasionally form other images. With the "Protect Kyon" version, Kyon will occasionally stop running or diving desperately away and throw a desk at Ryoko. However the desk can hit you as well, so watch out for him. You can't hurt him, luckily, and he can protect himself okay from Ryoko's initial attacks. Youtube link: http://www.youtube.com/watch?v=GC1BIcqxqHM&feature=related

^will help you visualize Ryoko's attacks, Kyon's manuevers, and the background is simply indescribable. ^

Attacks:

(At start of battle)


Smiling Assasin: Ryoko smiles sweetly and then dashes forward a little past 1/2 the distance of FD with her knife out in a stabbing lunge position. This is a little faster both in startup, ending lag, and travel speed than Wolf's Fsmash but for all extents and purposes can be thought of in the same way. Except she can use it in the air, and the knockback is diagonal and will kill at around 70%.
(18%)

A++: Ryoko stops in place and does a flury of slashes with her knife which hit mostly forward but covers all sides of her as well. In front of her, the hitbox extends to the range of Ike's Fsmash. Last hit has mostly forward knockback, kills around 130%.
(26% with all hits)

Repulsion Field: Occasionally, Ryoko, will lower the knife and flash white for a second while a multicolored bubble, transparent bubble appears around her with an in-game three-foot radius around her. This will last nearly a full second, and she can move immediately afterwards. If the bubble is hit by anything during this move, it will burst and a shockwave and rays of electricity will be emitted from it with a radius of a Smart Bomb blast, automatically hitting anyone who directly attacked the bubble. This will result in that character being affected by moderate vertical knockback in a corckscrewing animation. In the event that this occurs, Ryoko will most likely chase them to hit with an A++.
(no direct damage)

Tsukuekinesis: Ryoko lowers her knife. At the same time the desks in the room around her with the range of DK's ground pound will suddenly rise quickly into the air and hang for a second, before they are all hurled forward in different arcs. It is easy to spotdodge or airdodge because the desks move quite fast, but hard to get under or over if there are a lot of desks affected. During the chair lift, if a character is standing in the area around Ryoko, the character will be lifted up with the chairs but can DI before the chairs are hurled to avoid damage, although Ryoko can follow up with another attack before they land. Desks will generally not kill. (10% each desk).


(at 75% HP or after 1/5 time limit has elapsed)

If I don't want to?: Ryoko will thrust her arm out and a white light will emerge from it, forming into a spike-shape about the size of her arm and hurl it forward slightly faster than a Falco Blaster shot. Knockback is mostly of the flinching type, although it does push back. She can fire them in a wide spray covering the width of a Zero Laser shot, the projectiles as fast as Fox's blaster shots. She will fire continuously for up to 1.5 seconds and can angle the shots.
(3% each)

Cease Functioning: Ryoko will teleport up to two character-length's away from her current position in a discolored-TV fashion. Think like the Ring, but the girl is perfectly groomed, cheerful, and smiling. But she'll kill you all the same. She can do up to 5 in a row with very little lag in between each.
(no damage, but a disturbingly effective way to close the distance without relying on speed)


(at 50% HP or after 1/2 time limit has elapsed)

No extra moves; however, Ryoko can now use Tsukuekinesis up to the chair lift part, and then commence usual movement and attacking while the desks are still in hang time so she can set them up and then combo off the desks.

Her main attack pattern will be using Cease Functioning to teleport away to use If I don't want to?, or teleport closer to use her knife attacks.

And, inevitably, her attack frequency increases.


(at 25% HP or 3/4 time limit elapsed)

Now Die: This is not so much an attack as it is a seperate and Final mode for this boss. Ryoko's hands disappear at the wrist, being replaced by flexible, gravity-affected beams of coherent light about the size of her waist (which is not that wide, but wider than ROB's beam). These have a maximum range of slightly greater than 1/2 FD, and while flexible she will whip them around to do damage similar in effect to Lucas's PK Thunder (multiple weak hits). However, she will occasionally "crack" the beams, making them straight and doing a single knockback hit of variable direction that can kill at around 60%. The frequency with which she "cracks" this attack increases as she loses HP/as the timer counts down, and she will use the flexible version of the attack to render characters airborne in disadvantageous situation so she can finish them with the crack.
(Flexible: 2% per contact, Crack: 20%)

NOTE: Ryoko does not move much during this attack/state, but she can still use Tsukuekinesis although she makes no motion for it.

Death Animation: Ryoko starts to disintigrate into sparkly bright particles starting at the extremities and ending at the head. She smiles THE ENTIRE TIME. This is due either to inflicting enough damage, or Yuki working behind the scenes to nullify her data link, presumably.


NOTES:

Yeah, watch the Youtube link. It's entertaining and everything I described comes straight out of it.



|end moveset|

I revised this moveset ALOT. I worked on it ALOT. More than my other ones. If you hate it, I will cry.

Couple of things:

1) I tried googling up images for this moveset. A lot of them....i feel uncomfortable with putting up here. I mean, I was going to make a section about different costumes, but I wouldn't want to make this an 18+ thread or ruin anyone's innocence.

2) Yes, lots of colors. I tried putting up different colors for the different girls on moves that were variable, but i'm sure it looks horrible. I am welcome to suggestions.

3) I know I messed up somewhere. Please clue me in when you find it.

4) I tend to make complicated mechanics with bad explanations. Clue me in on the worst parts.


Uh....that's about it. I have a headache.
 

Tanookie

Smash Journeyman
Joined
Nov 17, 2008
Messages
436
Location
*sends Sundance a leather harness on Dragon Apprec
i tweaked the mechanic a bit so he can only be there for 12 seconds and if he goes longer, he is placed back on the foreground and cannot go back for 6 seconds. also, if he is idle too long he explodes and he has a very small arsenal of attacks in the background, many of which do very little more damage than the foreground version. he is balanced.
In your opinion.

What's stopping you from just running around for six seconds and then popping back into the foreground? Besides, you can just switch out and switch back in before twelve seconds is up, since the restriction apparently only applies if he stays in the background for more than twelve seconds. And what happens when he explodes? That whole idleness thing makes no sense...unless you mean if he's idle for too long in the background; in THAT case, you could just run around in the background, which would be better anyway since it means you can jump out at a different spot.

...I could go on, y'know. But I won't.

EDIT: Nice moveset, Pelil! Hyper anime girls FTW. ^_^
 

Lenus Altair

Smash Ace
Joined
Mar 7, 2008
Messages
518
Marry me. Now. No questions. :bee:
Hmmm.... I am rather shallow *******, so no. At least not untill you send me something... steamy :chuckle:.

Yeah, those pesky pacifists. Come on, Lenus, let's go start some wars and shoot some innocent children. <3
Really? I like running over children for points in my SUV, but shooting them is fun, so long as you start with the etremeties first. Makes it nice and slow. :bee:

Oh, and Hurray girl power Pelikenisis... *reads*
 

goldwyvern

Smash Ace
Joined
Nov 25, 2008
Messages
519
Location
Holy keys locked in the jet, Batman!
In your opinion.

What's stopping you from just running around for six seconds and then popping back into the foreground? Besides, you can just switch out and switch back in before twelve seconds is up, since the restriction apparently only applies if he stays in the background for more than twelve seconds. And what happens when he explodes? That whole idleness thing makes no sense...unless you mean if he's idle for too long in the background; in THAT case, you could just run around in the background, which would be better anyway since it means you can jump out at a different spot.

...I could go on, y'know. But I won't.

EDIT: Nice moveset, Pelil! Hyper anime girls FTW. ^_^
OK, i will have the 6 second restriction affect him anytime he goes back to the foreground. the idle thing is active all the time, because OO has a power system charged and ciculated by movement. if he stops for too long, he overloads and explodes, giving him extreme damage and knockback. this wont encourage running away as a strategy, as people would do that anyway, but it does discourage camping. also i might decrease the bakground time to 10 seconds if that's not enough for you. and again, OO will only have 5-7 different attacks in the background, which are weak, hard to hit or both.
 

The Trophy Master

Smash Journeyman
Joined
Dec 27, 2008
Messages
272
Location
*Sends Sundance an orange elephant on Chirstmas, a
This is my current SSE Roster, ( haven't started it yet )
I would like to have 53 characters. I currently have 23. 30 more! :)



Baby Donkey Kong – SonicBoom2
Breloom – Iron Thorn
Bowser - Nintendo
Bowser Jr. - goldwyvern
Chef Kawasaki – King K.Rool
Daroach – Hyper_Ridley
Death – Hyper_Ridley
Dimentio - MasterWarlord
Dr. Robotnik - dancingfrogman
Dyna Blade – Sir Kibble
Electrode – King K. Rool
Gaara - TWILTHERO
The Joker - MasterWarlord
Kiba and Akamaru – majora_787
Klump and Krusha – Bkupa666
Mr. Shine and Mr. Bright – Sir Kibble
O’Chunks - Cruxis
Overdrive Ostrich - goldwyvern
Pokey – The Trophy Master
Prof. Rowan – The Trophy Master
Spawn – Chris Lionheart
Quickman – agidius
Yami Yugi – Lenus Altair


Please give me suggestions with author's name
 

mythmonster2

Smash Rookie
Joined
Dec 29, 2008
Messages
10
Hey, just a newb here. Are submissions still allowed? I've been lurking in this thread and came up with an idea that I was rather surprised noone came up with. Someone from Soul Calibur, actually...
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Hey, just a newb here. Are submissions still allowed? I've been lurking in this thread and came up with an idea that I was rather surprised noone came up with. Someone from Soul Calibur, actually...
Hey there, welcome to MYM! Submissions are indeed still allowed, and will be for a few more months.
 

SonicBoom2

Smash Journeyman
Joined
Oct 12, 2008
Messages
480
Location
Florida
You'd rather not save a moveset for THAT post.

Just type the moveset on word, then when it's done, and no one is talking, post it.
 

goldwyvern

Smash Ace
Joined
Nov 25, 2008
Messages
519
Location
Holy keys locked in the jet, Batman!
This is my current SSE Roster, ( haven't started it yet )
I would like to have 53 characters. I currently have 23. 30 more! :)



Baby Donkey Kong – SonicBoom2
Breloom – Iron Thorn
Bowser - Nintendo
Bowser Jr. - goldwyvern
Chef Kawasaki – King K.Rool
Daroach – Hyper_Ridley
Death – Hyper_Ridley
Dimentio - MasterWarlord
Dr. Robotnik - dancingfrogman
Dyna Blade – Sir Kibble
Electrode – King K. Rool
Gaara - TWILTHERO
The Joker - MasterWarlord
Kiba and Akamaru – majora_787
Klump and Krusha – Bkupa666
Mr. Shine and Mr. Bright – Sir Kibble
O’Chunks - Cruxis
Overdrive Ostrich - goldwyvern
Pokey – The Trophy Master
Prof. Rowan – The Trophy Master
Spawn – Chris Lionheart
Quickman – agidius
Yami Yugi – Lenus Altair


Please give me suggestions with author's name
thanks for giving me 2 reps, but i think you should replace jr. with, or at least add, my scourge and/or james hetfield movesets, as jr. was horribly underdetailed (though is the first documented case of GWS [/revivinginsidejoke]). also, agidus(N), kibble(superstar helpers, protoman, butterfly LOL), cruxis(aladin), frogman(tails doll,E-123) and other newbies(espeon, black mage)(whole wave of 'em within 2-3 days!) need more reps. i am looking forward to pokey and rowan, due to being unthought of and hard to think of ideas for characters, a small relavance enemy and a scarcely seen NPC. but wheelie and prof. oak have taught us that movesets CAN be made for them.

offtopic, WORLDTOURROLL: http://ru.youtube.com/watch?v=4tvuDs1PlkY&feature=related
 

Pelikinesis

Smash Journeyman
Joined
Nov 11, 2008
Messages
365
Location
Somewhere in Nevada...
I just remembered that I wanted buttons for my movesets like all you cool kids. I have entered about....what.....five movesets now?

It'll make my sig look prettier. Anyone have excess time, inclination, and goodwill?
 

Tanookie

Smash Journeyman
Joined
Nov 17, 2008
Messages
436
Location
*sends Sundance a leather harness on Dragon Apprec
This is my current SSE Roster, ( haven't started it yet )
I would like to have 53 characters. I currently have 23. 30 more! :)



Baby Donkey Kong – SonicBoom2
Breloom – Iron Thorn
Bowser - Nintendo
Bowser Jr. - goldwyvern
Chef Kawasaki – King K.Rool
Daroach – Hyper_Ridley
Death – Hyper_Ridley
Dimentio - MasterWarlord
Dr. Robotnik - dancingfrogman
Dyna Blade – Sir Kibble
Electrode – King K. Rool
Gaara - TWILTHERO
The Joker - MasterWarlord
Kiba and Akamaru – majora_787
Klump and Krusha – Bkupa666
Mr. Shine and Mr. Bright – Sir Kibble
O’Chunks - Cruxis
Overdrive Ostrich - goldwyvern
Pokey – The Trophy Master
Prof. Rowan – The Trophy Master
Spawn – Chris Lionheart
Quickman – agidius
Yami Yugi – Lenus Altair


Please give me suggestions with author's name
Mega Man - Chief Mendez
Deoxys - Chief Mendez
Jonathan & Charlotte - Spadefox
Lyon - Spadefox
Guntz - Spadefox
Cornell - Spadefox
Ashencroft - Chris Lionheart
Maria Renard - Tanookie
Alucard - Tanookie
Fiona Belli & Hewie - Tanookie
Peter Pan - Tanookie (of course I'm biased ^-^)
Jafar - King K.Rool
Aladdin - ~Cruxis~
Sephiroth - ~Cruxis~
Ken - BKupa666
Hyper Ridley - Hyper_Ridley
Nack - Hyper_Ridley
Tails Doll - Dancingfrogman
Shanoa - MarthTrinity
Superstar Helpers - SirKibble
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
SPAMSPAMSPAM



King K. Rool:
Stats
Screen Name: K. Rool
Size: Very slightly larger then Bowser, Dedede and DK so that K. Rool is canonically correct in being bigger then DK.
Weight: 10/10 - K. Rool is slightly heavier then any of the current characters in Brawl.
(Running) Speed: 2/10 - K. Rool has problems keeping up with the rest of the cast, being as slow as Ganondorf.
Power: 10/10 - The most powerful character in the game, but not by much.
First Jump: 2/10 - Barely is able to get off the ground.
Second Jump: 2/10 - See above.
Hover: No
Fall Speed: 9/10 - He's really, REALLY heavy, especially with that breastplate armor he's got on, being one of if not the fastest fallers in the game.
Crouch: Yes.
Crawl: Yes.
Wall Jump: No.
Wall Cling: No
Gliding: No.

A: A simple swipe, indentical to Bowser's A.

AA: The second one of Bowser's swipes in his AA combo.

AAA: K. Rool does a headbutt and the spiked crown on his head rotates around somewhat like Dedede's AAA. K. Rool will stay in the position as long as you hold/mash A, doing 2% per second.

Ftilt: A strong fast punch forward, identical to Bowser's. Slightly slower then Bowser's, slightly more powerful.

Utilt: Tilts his head upward and bites for 7-8% damage.

Crouch/Crawl: K. Rool goes down to the ground and slowly goes forward/back on all fours, like Bowser.

Dtilt: The king comes up out of the crouch slightly, then falls back down to crush anybody coming up to attack him. Has impressive knockback as the enemy gets higher percentages, deals 10% damage.

Smash Attacks:

Fsmash: K. Rool does a headbutt, like Bowser's fsmash, but the crown sticks out a good deal more then that of Bowser's, increasing the hitbox. There's a sweetspot on the tip of the crown on the spikes, which if it hits will make the attack very deadly. If the blunt of the attack hits, where you'd normally have to get hit by Bowser (And where the attack most commonly connects), it's weaker then his, but if you hit with the sweetspot it's much stronger, having knockback higher then even Dedede's fsmash.

Usmash: An attack with multiple hits, K. Rool bites to the upper left of him, the upper right of him, then directly above him. The first two bites have set knockback, pushing the opponnent into the next bite, and the third one sends them flying. The first two bites deal 7% damage uncharged, while the finishing blow does 10% for a total of 24% if all the attacks hit. The total goes up to 32% if fully charged.

Dsmash: K. Rool slams down on his buttocks, letting out green shockwaves from Donkey Kong 64 that deal 17-18% damage. As you charge the move up, it doesn't do more damage, but increases how far the shockwaves from K. Rool will go out, much like Snake's usmash. Fully charged, the shockwaves would go about one fifth the length of final destination.

Aerial Attacks:

Nair: The crazed crocodile faces the camera and swipes both of his arms around on either side of his body rapidly, there being multiple hits in the attack. He does 5 swipes total, and the first four deal 2-3% while the last one does 6% and has more knockback.

Fair: K. Rool swipes with both claws and bites in the direction he's facing. He bites directly in front of him while his claws go above and under his mouth. If hit directly in the middle by the jaws, does 16% and more knockback, otherwise does 11%.

Bair: The king falls on his back in mid-air like Wario's bair, but there are two main hitboxes and it's a good deal slower. The crown and under K. Rool's buttocks, and his buttocks can spike. His rear end does 14% damage, the crown does 11%, and if you hit another portion of body it'll have less knockback and deal 9%.

Uair: The Kremling king's crown glitters and the spikes enlarge slightly, damaging anybody above the king for 12% damage. One of K. Rool's faster attacks.

Dair: K. Rool turns to face the camera, then does a summersault in midair, swiping and biting downwards. The hitbox doesn't stick around for long as K. Rool continues summersaulting so that he doesn't face downwards for much time, and that's the only time he makes a quick bite and swipe. 19% damage, spike.

Specials:

B - King's Krown: K. Rool throws his crown at his enemies, a little over half the distance of final destination. You can move around while you wait for the crown to come back to you, although there will be slight lag when the crown comes back to K. Rool as he puts it back on. Can be used to taunt cancel like the boomerangs of Link/Toon Link. The move has small knockback, but deals a decent 11% damage. Can be used to block enemy projectiles in the same fashion as Dedede's waddle dees.

B side - Kremling Klaw: Bowser's old side special from smash brothers Melee. K. Rool grabs the enemy with one hand and bites at them every time you press b until the enemy button mashes enough to escape, functioning basically just as it did in Melee, sort of like Wario's neutral special in Brawl as far as gameplay is concerned. Can be used to "Kroolcide" if you catch them with it in the air.

B up - Krusha Kollision: The helicopter pack from Donkey Kong Country 3 shows up on K. Rool's back, staying as long as FLUDD stays on Mario when you use his down special before vanishing into nothing once again. You have full control over him during the move, but the little pack on his back runs out of juice before long, letting out a few puffs and causing K. Rool to turn around to look at what's wrong with it comically. K. Rool then looks down and grins, slamming down onto the ground with his buttocks in a similiar fashion to Bowser's down B, but letting out green shockwaves from Donkey Kong 64 around him when he lands like the stars that come out from Dedede when he lands from his up special. Overall, the move works somewhat like Dedede's up special, but you have full control over K. Rool during the entire move, also being able to grab ledges. Overall, a superior version of Dedede's up special, but K. Rool only has two mediocre jumps compared to the large amount Dedede has, making his recovery far below that of the penguin king. When he's going up, the blades from K. Rool's helicopter pack will do a minimal 3% damage with tiny knockback if you bump into them, and the knockback/damage from the fall is the same as Dedede's.

B down - King's Kape: K. Rool swings his cape forward in a similiar fashion to how Meta Knight does during his final smash. If anybody is in front of him, K. Rool will capture them in his cape, taking it off his back and swirling it around them, then pounce on them for a whopping 20% damage, sending them flying and out of the cape. After the pounce, K. Rool has some more ending lag to his cape back on, making this move very dangerous to use in a free for all. If used in the air, K. Rool will pull the victim against himself, the victim unable to get out due to K. Rool having him in his grasp along with the cape, and then plummets straight down. The move has less start up lag in the air, and if you land it you only deal 15% damage as oppossed to the 20% of the normal attack. This attack is much better for Kroolcide then the side special. The cape also reflects projectiles, and while not as spammable as Mario's due to having more lag, it reflects virtually anything, including Wolf's blaster and even gordos from Dedede. This move is overall very multi purpose, being one of the king's best.

Grabs and throws:

Grab: K. Rool reaches out in front of him with both arms, having a decently long reach.

Grab attack: K. Rool bites the enemy, 2-3% damage.

Fthrow: K. Rool sinks his teeth into the enemy, dealing 3-4% damage, then hurls them forward out of his jaws which does another 3-4% damage.

Bthrow: K. Rool throws his opponent behind him, dealing 4-5% damage, then hastily follows up by throwing his crown at them (Which returns back to him shortly after), which deals an additional 2-3%.

Uthrow: The Kremling King sinks his teeth into his target and then hurls them upwards with his jaws for 6-7% damage.

Dthrow: K. Rool tosses the enemy on the ground and lets out a big bite at them, which pushes them away and does 7% damage.

Situational Attacks:

Dashing attack: A body splash like Dedede's, but it has less start up lag and more ending lag. K. Rool comically gets up, slightly dazed, and the body splash looks intentional as oppossed to a trip like Dedede's.

Ledge attack (Under 100%): K. Rool pulls himself up quickly, his head coming up in front of the rest of the body, there being a hitbox on his crown which does 5% damage.

Ledge attack (Over 100%): The crocodile king struggles to pull himself up onto the platform, slowly pulling himself up. When he first comes up, he slashes with his claws for 5%, then pulls up the rest of his body.

Getting up from ground attack: K. Rool gets up and kicks on either side of his body as he does so, the first kick doing 3% while the other does 5%.

Final Smash: Kaptain K. Rool

The camera zooms in on K. Rool and a flash occurs over him, and when he's visible again he's in his pirate costume, totally invulnerable. He holds his blunderbuss in his arms, which functions just like a cracker launcher though the gun looks different and the shots are turned into cannonballs. Giant cannonballs will also rain down from the sky while the final smash is active, doing 25% and massive knockback if they hit. Lasts 20 seconds.

Taunts:

Up taunt: Puts hands on his hips and lets out an evil laugh.

Side taunt: (If classic model with tail is used) Chase around his tail like a dog, then actually manages to catch it and bite it, yelling in pain.
Side taunt: (If modern model without tail is used) Brings up his cape, then looks at his buttocks where his tail would be and scratches his head questioningly.

Down taunt: K. Rool's classic play dead animation from the original Donkey Kong Country.

Entrance: A cannonball quickly falls from the sky then cracks open to reveal K. Rool inside, who's cape blows in the wind before settling behind him.

Alternate colors:
Default - Green team
Red body, gray breastplaste and crown - Red team
Teal body, red breastplate and crown - Blue team
Black body, white breastplate and crown
Orange body, brown breastplate and crown
Brown body, orange breastplate and crown

Results screen poses:

Win 1: K. Rool bows to the camera, taking off his crown.

Win 2: The king, folds his arms and laughs, his cape blowing in the wind.

Win 3: K. Rool tosses his crown up and it lands on his head, then he laughs.

Loss: K. Rool is seen in the background, stomping on his crown, then hops around on one foot in pain due to the spikes of his crown.

Kirby hat: Kirby gets K. Rool's crown, it being much larger then Peach's and easy to tell apart. The crown isn't reduced in size at all from K. Rool's, so it's rather big for Kirby.

ROLE IN THE SSE:

After Donkey Kong is captured by Wolf (In my SSE, anyway), a cutscene of Wolf delivering him to K. Rool is shown, K. Rool giving him a good sized bag of gold in return. After Wolf leaves, K. Rool is rather joyous at having his arch enemy no longer a threat, and goes up on the transportation ship that Donkey Kong is seen on when Captain Falcon, Olimar, and Diddy come to free him in the real SSE. He starts it up, and starts going to the Subspace Bomb Factory base to store DK away. Jigglypuff and the Ice Climbers see this, and a level where they chase after the fiend ensues (Not that K. Rool or his transportation ship is actually shown in the level, as when Mario’s group chases King Dedede for a few levels.).

At the end of the level, K. Rool finally notices the characters chasing after him, and a fight against him ensues. Upon the player defeating K. Rool, he is seen lying on the floor unconscious. Ice Climbers and Jigglypuff celebrate. . .Only for K. Rool to of been playing dead as in the original Donkey Kong Country. He rises up hastily and knocks them off his vehicle, gloating as he gets over a gorge with water below, Jigglypuff and the Ice Climbers unable to follow.

Jigglypuff goes off to find help, while the Ice Climbers leave in their own direction, not seen again until the point where they show up in the real version of the SSE where it is revealed they went back to their climbing of ice. Jigglypuff stumbles upon Diddy Kong and Fox before their second level and trys to get their attention, but they ignore the pudding Pokemon. Jigglypuff, angry at being ignored, sings, causing them to fall into slumber, proceeds to take out a marker and draw on their faces (Mewtwo in melee is clearly based off the version from the anime.) then slaps them awake. Now having the attention of Fox and Diddy, Jigglypuff motions off to the distance, telling them where Donkey Kong is, and they head off in that direction, starting the level. Jigglypuff stays with the group up until the end of the swamp level.

Jigglypuff joins Diddy to help free DK, being ejected from the arwing with him. However; Donkey Kong is not unguarded in this version of the SSE, K. Rool being right there, not letting the characters so easily free Donkey Kong from his bonds. However; K. Rool is still not eager to have a 4 vs 1 match, and so has the subspace enemies fight for him, and thus the fight against them goes on as in the real SSE. After the player defeats the subspace enemies, the group frees DK successfully. K. Rool gets backed up against a corner against the 5 other characters, things looking rather grim for the Kremling King. K. Rool motions to the other 4 characters at DK’s sides, laughing heartily, surprised that DK needs so much help just to take him down. The camera shows K. Rool’s eyes close up, his weird eye twitching slightly for comic effect, then the camera shows DK’s eyes close up, showing his anger. DK beats his chest and lets out a mighty roar, and a one on one fight between DK and K. Rool occurs. Upon K. Rool losing, he jumps off the transportation ship, the characters run over and look down where he went. . .Only for him to use the propeller from Donkey Kong Country 3 to fly away, successfully getting away. The 5 characters, unable to control where the transportation ship is going, are stuck going into the subspace bomb factory as in the real SSE.

K. Rool isn’t seen again until the great invasion cutscene, where he is up on the “Ganon cannon” alongside Bowser and Ganondorf. In the cutscene where Ganondorf betrays Bowser, K. Rool is also present. Ganondorf simply uses a regular attack on Bowser as opposed to the trophy gun while Bowser isn’t looking, and Ganondorf hastily moves behind K. Rool before Bowser turns around. Bowser sees K. Rool, thinking he was his attacker, and takes a slash back at him, causing K. Rool to be pissed and take a shot at Ganondorf. A free for all between the three villains follows, you getting to choose your character. After the free for all, the winner of the brawl (Whoever you picked) comes up before Master Hand as Ganondorf does in the real SSE, but Tabuu keeps on the strings controlling Master Hand and has him attack the villain. A boss fight against Master Hand follows, then the rest of the cutscene plays out as it does in the real SSE.

In the subspace levels where you play as Kirby, Dedede, Luigi, and Ness, you must save DK and Diddy in order to get K. Rool, in the same fashion as how you must get Link and Zelda for Ganondorf in the real SSE. The cutscene where K. Rool is saved basically follows the same format as the Link/Zelda/Ganon cutscene, K. Rool being very angry but ultimately willing to have to work with his greatest enemies for a more important cause. As a side note, the cutscene in which Bowser is attacking Ganondorf’s trophy also includes K. Rool, Bowser attacking his trophy angrily as well.

For anybody who was wondering about wolf's role in the SSE due to the previous all of text:

Instead of Bowser showing up with his trophy gun in the first DK/Diddy level, Wolf is the one who does so. He also shows up in the first Fox/Diddy Kong level, once again taking Bowser’s place, and is the shadow character you fight as well. He also takes Bowser's place again in the section where Falco appears and the giant shadow Diddy Kong is made.

(Note that the following cutscene is stating the illustration of how the two characters communicate, as in the typical style of the SSE cutscenes.)

Just before the cutscene where you see Falcon, Olimar, DK, and Diddy going into the base where Samus and Pikachu are, you see a cutscene of Wolf coming to report to Ganondorf, personally. Wolf looks taps his foot and rubs his fingers together rapidly, wanting his pay, and Ganondorf puts a bag of gold in front of his face. . .Only to snatch it away as soon as he tries to grab it. Wolf has a questioning exspression on his face, and Ganondorf shows Wolf the footage of Fox, Falco and Diddy defeating the giant shadow Diddy Kong in response. Ganondorf is most displeased with Wolf's failure to eliminate the other 3 characters, and refuses to pay him. Wolf demands his pay, putting his hand out and rapidly opening and closing it. Ganondorf just laughs, to which Wolf takes his blaster out.

Wolf flees the battle, Ganondorf summoning his subspace creatures to attack Wolf upon Ganon having lost.Wolf goes through a level where he flees out of the base, being chased by subspace creatures the level ending without him escaping yet. After this, the level where Falcon, Olimar, DK and Diddy enter the base occurs.

In the cutscene where Captain Falcon summons the Blue Falcon to escape from the base, there is no Blue Falcon. Instead, the group will encounter Wolf who is also escaping from the base getting into his Wolfen (Which is much more realistic, seeing Wolf’s vehicle wouldn’t be there completely randomly, seeing he was allowed to park inside the base.). The group will go onto the Wolfen, having no other choice, much to Wolf’s anger. However; before Wolf can do a barrel roll to force them off, Meta Ridley attacks. Wolf puts his Wolfen on auto-pilot and ejects himself out of the cockpit onto the plane to fight Meta Ridley with the other characters. (Note that the Wolfen could be enlarged so that the boss fight could actually be playable, nobody would particularly complain about it. Wolf would also be unlocked after the Meta Ridley fight.)

After the Meta Ridley fight, Wolf hastily drops off the other characters by Ike, Marth, Pokemon Trainer, Lucas, and the Ice Climbers. Wolf leaves them, probably going to look for more work. However; Wolf is shortly seen again in the great invasion cutscene, where he takes Kirby’s place and is the one to break the “Ganon cannon” (Which is obviously much more fitting and less random for Wolf.). He joins the rest of the characters in Subspace after this and gets no more personal cutscenes.

For anybody wondering about bowser's role in the SSE, seeing Wolf stole most of his screen time:

If you despise or otherwise detest this character, do not read and do not flame me based on his inclusion. I just simply see him fitting into it decently well, and he’s one of the most deserving characters who didn’t make it in. Add the fact that I actually know a good amount about this character and that he’d be easy to add back into Smash if Sakurai so choosed, and I can add him quite well (Better then most other characters) into the SSE.

Before we begin, you may have noticed that Bowser got a good chunk of his screen time stolen by Wolf. This section gives him back ample screen time to compensate. At the end of the cutscene “Bowser kidnaps Zelda/Peach” and gets in the Koopa Clown Car, Bowser can be seen going up to the halberd in it. Despite this, Bowser is never found by the many characters on the Halberd, making me believe that something was originally planned for Bowser there. I, however; actually intend make use of Bowser having gone up to the Halberd, as you will see.

The level Snake, Lucario, and Meta Knight share would be legenthed, around double the content in each half. This would be because I would split it into two levels. The first of the two levels ends when you get to the “lab” in the middle, with all the enemies in test tubes and the “mizzo” enemy, where a cutscene occurs. Bowser is shown at a computer, looking up at a test tube with Mewtwo in it and typing away. Snake, Meta Knight, and Lucario arrive, much to Bowser’s shock. Bowser hastily selects something on the computer and goes to flee, as Mewtwo’s test tube cracks and falls apart and Mewtwo opens his eyes as his names flashes across the bottom of the screen. Snake’s party fights Mewtwo, him having 3 stock.

After Snake’s party defeats Mewtwo, Lucario motions off to Bowser just before Mewtwo gets in another strike. Mewtwo has a questioning expression then shrugs, not knowing that Bowser is the one who did it to him. Lucario puts his hands on Mewtwo’s head, them starting to glow, then closes his eyes. A flashback is seen of Bowser at the computer tinkering with Mewtwo, and then the screen snaps back to Snake’s party and Mewtwo. Mewtwo, very believing the fellow psychic, is very angered at Bowser and hastily goes off after him before the others have a chance to follow. A Mewtwo vs Bowser battle follows, Bowser fleeing his koopa clown car once again after losing. Mewtwo stays with Snake’s party for their other level, as well as getting to be in the Duon boss fight.

For the heck of it, I'm just going to post the rest as well.

SONIC AND TOON LINK IN SSE:
Firstly, Sonic may as well not be in the real version of the SSE any more then Jigglypuff, Wolf, or Toon Link,as he just gets a random cut scene throwing him in at the end with no relevance to the rest of the story. Secondly, I’m having Sonic be playable so early because in my version of Brawl, Sonic is a starter character. If you don’t see why Sonic and Snake should be starters, go watch zero puncuation’s Brawl review on the escapist, that is all.

Inserted in-between the plains Mario/Pit level and the Rayquaza boss fight, a cutscene will occur where Sonic will see a chilli-dog out in the open. However; Yoshi also sees said chilli-dog, and they rush for it, both desiring it strongly. Sonic arrives first, being the speedy hedgehog he is, and lets out his “You’re too slow!” taunt to Yoshi, taking a bite out of the chilli dog, much to Yoshi’s annoyance. Yoshi snatches the chilli dog away from Sonic with his tounge, much to Sonic’s shock. A fight ensues between Sonic and Yoshi, you getting to select your character.

After the fight, Wario will be whoosh by and pick up the loser on his cart, adding that character to his collection of trophies while giving a taunt to the winner. Sonic will come up hastily and save Yoshi/Yoshi will save Sonic with his tounge, and Wario will be angered and proceed to flee. A level playing as Sonic and Yoshi follows, chasing after Wario on the cart, both rather angry at him.

At the end of the level, Sonic and Yoshi will have a fight against Wario, but in the end Wario lucks out as a large amount of subspace enemies happen to come by, occuping Sonic and Yoshi as Wario gets away. Sonic and Yoshi have a fight against a horde of subspace enemies. Afterwards, the next cutscene Yoshi motions to where Wario went frantically, but Sonic shrugs, Wario not being that big of a deal to him. Sonic speeds off, leaving Yoshi by himself. Yoshi shrugs and decides to take a nap on a nearby tree stump, where he is later found by Link, as in the real SSE. After this scene, the Rayquaza boss fight happens as normal.

After the stage where you play as Marth but before the stage where you play as Link and Yoshi, there will be a cutscene of Sonic seeing Pikachu struggling to defend himself against a large amount of subspace enemies as he travels about, running freely. He decides to come over and help the electric rodent, Pikachu being in a rather dire condition. You’ll play as Sonic and Pikachu against a horde of subspace enemies, but afterwards another cutscene will occur where a over-whelming amount of them arrive. Sonic and Pikachu flee from the large group, but only Sonic gets away successfully due to his speed. Pikachu is captured by the subspace army, explaining how Pikachu got in captivity in the subspace bomb factory.

At the end of the “cave” level where Mario, Pit, Link, Yoshi, and Kirby are on their way to Dedede’s castle, a different cutscene will occur. The floor will give in underneath the characters at the end of the stage, and they’ll get split up and fall into separate parts. Mario and Yoshi will fall down into one section, Pit and Kirby into another, and Link into the remaining one. Pit and Kirby’s level plays first, being nothing particularly special.

After Pit and Kirby’s level, Mario and Yoshi will have a level, and at the end a cutscene will show Sonic running full speed into Mario, causing them to crash into each other. Mario assumes Sonic is hostile and sends a fireball at him, Sonic runs around it and comes over to smack Mario. A Mario vs Sonic battle follows, you getting to choose your character. After the battle, another cutscene will show Yoshi frantically coming over to the winner, telling them that the loser was his friend. This is illustrated by Yoshi rapidly flailing his arms letting out his noises, and a flashback will come on the screen in black and white. If Mario won, the flashback will show an earlier clip of Sonic and Yoshi teaming up against Wario. If Sonic won, the flashback will be an original clip showing Mario and Yoshi fighting against Bowser. The winner of the battle understands and revives the losing character, and the two of them shake hands. Sonic stays with Mario’s group for the rest of the SSE.

After the Mario vs Sonic brawl, Link will be face to face with Toon Link. They will be very shocked at each other, and Toon Link will cower slightly. Frantic, Toon Link attacks Link in fear, both being no familiar to doppelgangers (See: Dark Link). A brawl between the two Links follows, you getting to choose your character. Toon link will comes to his senses after the brawl and revive Link if he wins, while Link will shake his head reluctantly and revive the less competent version of himself if he wins. They’ll go through a level together, and then the group will be reunited and continue on to Dedede’s castle, that cutscene happening normally.

Opening cutscene:

Obviously, this would be included. For those who don’t know, Sakurai originally intended to include a cutscene where Dedede attacked Meta Knight on the halberd as the first cutscene for the adventure mode. After this, the subspace army would attack, Meta Knight too tired to defend himself due to having to of dealt with Dedede, having to flee his ship, explaining how the subspace army gained control of the halberd. I would include this, as the halberd belonging to the subspace army with no explanation is a rather large plot hole. I’d have a Meta Knight vs King Dedede fight, you being forced to play as Meta Knight. (Dedede is locked in my version of Brawl)

King Dedede’s backstory:

In the cutscene where Dedede’s timed badges revive Luigi, Ness, and Dedede himself (Dedede doesn't give the extra badges to the princess in my SSE), Luigi and Ness will get in fighting positions, ready to defend themselves against Dedede. After all, Dedede’s the one who got Luigi into this all in the first place, right? Dedede puts his hands up, telling them to stop, and starts to explain what happened, and his mouth starts moving as if talking. As opposed to the player hearing the words straight from his mouth, the screen illustrates, turning black and white and showing what he’s talking about.

The flashback shows Ganondorf, K. Rool, Bowser as well as Dedede all before Master Hand, revealing that Dedede was originally on Master Hand’s side. Master Hand points at each of the villains, one at a time, slowly, them kneeling before Master Hand as he points to them, pledging their loyalty. Master Hand points to Dedede last, but Dedede seems very worried to commit to this, illustrated by him sweating considerably. After a few moments at Dedede not kneeling, the other villains turn to look, shocked, and Master Hand repoints at Dedede, demanding that he kneel before him. Dedede refuses, and Master Hand blasts Dedede out of subspace forcefully, causing Master Hand and the other 3 villians to laugh. Dedede flies out of subspace and lands on the Halberd, explaining how he got there for the opening cutscene.

The flashback stops, Luigi and Ness no longer in their fighting positions, believing his story. The small remainder of the real SSE cutscene happens as normal, and they go out together to save the other characters.

R.O.B.’s identity:

We all know Rob fills Mr. Game and Watch’s role in Brawl, he’s a retro character important to Nintendo’s history that nobody in their right mind would expect. The role is perfectly suited to be the final unlockable character, but due to the story of subspace, this sadly did no come to pass. To counter him joining the team early in subspace, I would not have him not shed his Ancient Minister costume in the cutscene where he becomes playable, and he’d stay in it until the end of the game.

There would be one final cutscene before the latin lyrics are shown, where the characters get thrown out onto the cliff seen in the latin lyrics cutscene. The Ancient Minister’s concealing clothing falls off as he gets flown off the portal, showing his true identity. His name will flash across the bottom of the screen for the first time, and then he will skid to the end of the cliff where he will sadly watch the isle of ancients, the home of him and his friends, blowing up. A flashback of all the other robs sacrificing them will show up, and the playable Rob will look down at the ground, deeply saddened. Mr. Game & Watch comes over and pats his shoulder causing Rob to look up, feeling slightly better. The two of them will shake hands, Rob having “^ ^” eyes, and then the credits will roll.

Captain Falcon vs Captain Olimar battle:

In the cutscene where Falcon and Olimar meet, Captain Falcon kills a massive amount of Pikmin (Perhaps accidentally, perhaps not.). Olimar looks like he’s about to wet his pants, and the cutscene ends with spirits of Pikmin floating up into the air. The cut scene simply screamed that the two were going to battle, and I see it happening in all logic. Besides, who doesn’t want a battle of the captains? Seeing how little sense the Meta Knight vs Lucario fight made to this, it wouldn’t be too awkward seeing them making up afterwards and joining forces due to more subspace enemies or some such thing.

Unlocking of characters:

I for one was disappointed when I saw the roster, although it’s not truly the fault of the roster itself, but the fact that so many of our newcomers were on the starting roster. I’d put more surprises on the unlockable character list and put characters everybody knew would be on the starter roster. The full list of changes (Besides obvious ones, such as Wolf/Toon Link/Jigglypuff/characters I added):
-Captain Falcon and Olimar switch their unlockable status
-Marth and Ike switch their unlockable status
-Sonic and Snake are starters
-Ness is unlocked after you play as him in the Porky boss fight (After all, you only need 5 vs matches, why is he unlocked at the end?)
-King Dedede is an unlockable character, getting unlocked after you play as him.
 
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