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

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

Make Your Move 4

Status
Not open for further replies.

Scyphozoa

Smash Cadet
Joined
Feb 11, 2009
Messages
65
Location
Back from the grave.
Ah, Porygon ay? Intresting, as one of my favourite pokemon is Porygon Z, and thought of an mechanic that has something to do with the Download ability he has, so that he copies an opponent mechanic if they have one, and will some moves will get nerfed for the sake of fairness (such as copying Ice Climbers or Lucario)

Good luck, I say!
:bee:
I'm going to do something along those lines. Thanks for the ideas.

Warlord! How could you copy such greatness as my moveset! Shame on you!
It's an awesome moveset, though. I like it.

Sorry, Hyper_Ridley. I did it for the lulz.
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
Screw Kirby! GO KONAMI! TWINBEE joins the fray!



Stats

Size: 3/10 Twinbee is around the same size as Kirby, making him a small little target that’s hard to combo.
Weight: 4/10 Twinbee is without a doubt on the lighter side of the spectrum due to his size, but his gear prevents him from being knocked around too easily.
Walking Speed: 5/10 Nothing special.
Running Speed: 5/10 Twinbee is somewhat like Captain Falcon with awkward running speed that doesn’t match his other statistics. Yes, his run is faster then his walk.
Traction: 3/10 The guy skids a bit due to that jetpack on his back making movement more awkward.
Power: 3/10 Twinbee has very few moves with any possibility of KOing, being one of the weakest characters in the game. Twinbee relies on his gimping to finish his foes for the most part.
Attack Speed: 6.5/10 Twinbee is above average speed, but he still has his fair share of laggy attacks.
Range: 3.5/10 Twinbee’s range is generally very poor except in the attacks where he zooms about with his jetpack, but these attacks last very briefly and require charging thus can’t be taken advantage of.
Priority: 6/10 Twinbee has a good share of disjointed hitboxes, but his moves that don’t use them are on the lower end of the spectrum. It evens out for the most part.
First Jump: 4/10 Below average due to his size.
Second Jump: You can’t really rate this statistic as it depends on how charged up Twinbee is. See the full explanation of the second jump for details.
Hover: No.
Fall Speed: 2/10 Twinbee is extremely floaty, on the same level as the aerials gods as Wario and Melee Jigglypuff.
Crouch: Yes.
Crawl: No.
Wall Jump: No.
Wall Cling: No.
Gliding: No.

Not so basic actions (You should actually read this one):

Jump 2: Blue flames emit from Twinbee’s jetpack to propell him upwards. Twinbee’s second jump functions somewhat more like a hover in that you have to hold the button down to go higher, although you can gain vertical distance with this, thankfully. If anything, this goes more vertical then horizontal, sending you upwards at high speeds while giving you limited horizontal DI.

Now, the important catch. You can only keep shooting up as long as you have your jets charged. However long you charged your neutral special is exactly how long you can hover in the air, so don’t use the extra charge any more then necessary. Twinbee’s recovery with a full charge is astounding, but when he comes back to the stage after recovering he’ll be helpless and have no way to recover if he’s sent flying back out again by another big hit.


Special Attacks:

[]
[]
[]
[]
V
READ THIS


B – Charge Up: Twinbee hunches over and his jet starts charging up fuel. You can charge for a maximum of 5 seconds (Which is far longer then you’d think in Smash Bros., around twice that of DK’s neutral B), and you can hold the charge like the neutral specials of DK and Samus. Twinbee will flash white slightly to indicate when he’s fully charged, just like in the Kirby games. Pressing this button input when fully charged causes Twinbee’s fuel tanks to explode and leave him with some black soot on his face, dealing 5% damage and destroying his charge. So what use is this move then? Nearly all of Twinbee’s essentials moves use up jet fuel, so you’re gonna be charging up very regularly. You need the charge for pretty much everything, so always charge at every possible interval. You’ll want every last ounce of fuel you can get.

READ THIS
^
[]
[]
[]
[]



B Side – Jet Charge: No, this isn’t a alternate means of charging your fuel, instead Twinbee charges forwards with his jet. This move will use half a charge worth of fuel or all of it if you have less then that. The actual attack is that Twinbee hunches over like in his neutral special, but then rockets forwards at high speeds, that of Sonic’s run. Twinbee’s whole body is a hitbox during this time, dealing 8% damage and average knockback. At the end of the charge, Twinbee kicks forwards, doing 14% damage and above average knockback, albeit this is hard to sweet spot. If you have no charge, Twinbee will only do the kick forwards. This has no starting lag but slight ending lag, and this ending lag is increased the smaller your charge. With a half full fuel tank, Twinbee goes half of Battlefield, the lower the amount of fuel making him go less far. A good way to recover is to use half of your fuel to go up with Twinbee’s second jump, then use this for some good horizontal recovery.

B Up – Emergency Back-Up Fuel: This move has a charge that’s nearly identical to the Wario Waft, Wario’s down special. After 2 minutes it will be fully charged, although you aren’t given any indication that it is. When you input the move, Twinbee takes out a small canister of fuel and pours it into his jetpack then throws it away, the move having virtually no lag at all. If one minute has passed, you’ll gain 50% fuel, if 30 seconds have passed, 25% fuel, and so on. If you go over 100% with this, the same thing will happen as if you try to charge up with maxxed fuel, so be careful. You’ll prefer to play stock matches with a timer on just so you can see when this move is fully charged, more likely then not.

Yes, this move is not a recovery of any way, shape, or form, but Twinbee needs no up special recovery with his ridiculous second jump.

B Down – Rising Gas Prices: Twinbee takes out two canister of fuel, one quality, one a cheap alternate brand. Twinbee throws the canister he was using previously away and pockets the new one instead. By default, Twinbee uses the quality fuel. What’s the difference? With the cheap fuel Twinbee’s jet charge time is reduced to 3 seconds from it’s previous 5, but there’s a 20% chance that whenever you do any attack that uses the fuel (Or your second jump) your jetpack will explode in your face, destroying your charge and doing 5% damage to you, putting you into your helpless state if you were in the air. Only use this if you’re desperate.

Basic Attacks:

A - 180 Spin: Twinbee spins around to hit his enemies with his jetpack. 2% damage with a brief flinch. Horrible range, tiny lag.

AA – Pack Whack: Twinbee takes his jetpack off his back and whacks his enemies with it for 3% with a brief flinch as he turns around to face them from his position of facing away from them in the previous part of the combo. Look out Banjo, you’ve got some competition! The jetpack is disjointed and has decent range for such a small character and it has slight starting lag, though will always hit if the first part of the combo hit.

AAA – Fuel Shower: Holding his jetpack up in front of him from the previous attack, he turns it upside down and shakes it for as long as you hold/mash A. You can do this for twice as long as you have charged up your fuel (10 seconds with a full charge), it using up a half a second’s worth of charged up fuel a second. Each second five droplets of fuel come out of the pack which each do 1% damage and a slight stun. This is powerful for a neutral combo and has good range, but wastes your precious fuel.

Forward Tilt – Jet Lock: Twinbee leaps forwards about the width of Bowser, and if he connects with anyone during this time, he’ll grab them with his fists, it counting as a standard grab. Both characters must then try to push each other over by mashing A, and the loser gets knocked down with a brief hit stun that could be followed up with another attack and 8% damage. The thing is Twinbee has to button mash harder since he has a handicap against him. . .Without fuel, that is. With fuel, Twinbee will use his jetpack to push forward harder, making the handicap in his favor. Every small nugget of time you’re in the lock takes away from your fuel, it going down at the same rate it goes up when you charge it.

Up Tilt – Inhuman Jet Fighter: Twinbee shakes a bit to cause a bit of fuel from his jet to spring up out of his jetpack. If it hits anyone during this time, it does 2% damage and tiny set knockback. Twinbee opens his mouth as the drop falls back down and catches it in his mouth, healing him for 2% (The guy ain’t human!). He above average start lag and slight ending lag as Twinbee rubs his tummy from drinking the fuel. This takes up a half a second’s charge worth of fuel. With no fuel, it does absolutely nothing, Twinbee just shaking his jetpack for nothing to come out.

Down Tilt – Pack Crush: Twinbee falls overbackwards to crush enemies with his jetpack for 11-12% and above average knockback, having impressive power for a tilt. Has above average end lag as Twinbee moves flails his limbs about like a flipped over turtle then gets up, but no starting lag. This causes a second’s worth of fuel to spill out accidentally as an additional penalty when Twinbee smacks it down. However, due to not actually using the fuel, Twinbee can still use this move with no penalty when he has no fuel.

Dashing Attack – Fuel Slide: Twinbee jumps very slightly and spins around in midair, then falls onto the ground and slides along it slightly, his body briefly being a hitbox. Twinbee goes his body length forwards, giving the move bad range, and it has average start up and ending lag as he jumps/pulls himself back up. What’s the point of this attack? If you have fuel, some of it will spill out of Twinbee's backpack as he falls to the ground (A half a second’s worth of charge) and it’ll make him slide forward the length of a batltefield platform at a high speed. Getting hit by Twinbee as he falls down to the ground does brief set downward knockback (Which hits them into the sliding part) and 6% while getting hit by Twinbee as he slides does another 6% and below average knockback. This can be used as a defensive measure as Twinbee has high priority as he falls to the ground, and is an okay damage racker.

Misc. Attacks:

Rising Attack (Front) - Wild Take-off: Twinbee ignites his jet and he flies forwards across the stage at a decent speed, sliding on his belly. He keeps going until he either reaches the edge of the platform he’s on or he hits a wall. If he goes off a platform, he will actually take off like an airplane and fly upwards at a 30 degree angle for 1 second. If he hits a wall, he will bounce off it a short distance and return to his standing position. Hitting Twinbee's body at any point during the move results in 6% with average knockback, and his body has low priority to offset its potentially absurd range. The move drains fuel at the rate of 5% a second. The fire from his thrusters is just a graphical effect and does not inflict any damage.

Rising Attack (Back) - Break-Dance Thruster: Twinbee spins around like a break-dancer on his back while firing his thruster, sweeping it to both sides 4 times, and the flames reach as far as Mario is tall. Each hit by the flames deals 2% and the final one deals low knockback, and the flame is disjointed. The move uses up 7% fuel.

Ledge Attack <100% - Letting Go: Twinbee lets go of the edge and leans back so that his legs are facing the platform. He then ignites his thruster and propels himself away from the edge for about 1/3 of battlefield’s distance before doing a half front flip and rocketing towards the platform at a fast speed, skidding to a stop at just the correct height to be back on solid ground. Hitting his body at any point during the move deals 8% with above average knockback, and the fire deals no damage, and the move has average priority. The move drains 8% fuel, and as you’d expect it should mainly be used for edge guarding considering he mainly covers space off the edge.

Ledge Attack 100% - Oh Shi…: Twinbee starts to perform the attack listed above, but as he goes to turn around to come back to the stage, his engine stalls and stops working. Twinbee starts to flail his arms around comically before falling off into the abyss. While this does in fact SD him, anybody he hits on the way down is spiked with 15% damage (and his falling body has great priority), making this essentially a Twinbeecide move, though one that is hard to pull off correctly. Hitting his body as he does the beginning portion of the move deals the same damage and knockback as the “weaker” ledge attack. This move only costs 4% fuel, but why would it matter when 90% of the time you’ll end up KOing yourself? Unless of course your enemy is a moron and saves you.

Smash Attacks:​

Forward Smash – Black Gold: Twinbee takes out a pickaxe and lifts it over his head as you charge the smash attack, then swings it down in front of him when you release it. This does 8% damage with average knockback no matter what the charge, being rather weak. What’s the point of this move then? He wasn’t trying to hit you with the pickaxe, he was mining for fuel! Those oil prices are FAR too high.

After 3 seconds, the point on the ground Twinbee hit with the pickaxe will have oil shoot up out of it, doing 15% and above average knockback, being as tall and wide as Ganondorf. This is obviously disjointed. If Twinbee stands over the point he hit when the oil sprouts up, he’ll take off his jetpack to catch the oil in it as it sprays up out of the ground, increasing his fuel by 30%, but not being usable as an attack.


Up Smash – Remote Jetpack: Twinbee takes off his jetpack and takes out a remote control as it rockets about without him! You then control the jetpack directly in a fashion like Snake’s missiles in his side B, although you have far more control over the jet pack then Snake’s missiles, it having easy handeling. The jet pack lasts for as long as you had the fuel in it charged up. Contact with the jet pack causes it to explode in a radius the size of Wario for 13-18% damage and above-average-high knockback. This is one of Twinbee’s main KO moves, but the catch is that unlike Snake’s you can’t end the move early, it leaving you horribly vulnerable. Twinbee takes out a new jetpack and straps it on after the attack is complete, giving it some ending lag, one just magically appearing on his back if he’s hit out of the move early. The safest time to use this move by far is to gimp enemies while you have your feet planted safely on the stage.

Down Smash – Fuel Tank Empty: Twinbee takes his jetpack off his back as he charges the smash attack and holds it upside down, shaking it to empty it of it’s fuel, and when you release the charge, absolutely nothing happens, Twinbee putting back on his jetpack. What the hell?!?

The actual effects of the move happen while you’re “charging” it. The fuel (Which looks like some sort of green liquid) poured out onto the ground can cause enemies to trip, and Twinbee pours out more and more fuel as you “charge” the attack. The percentage of time you “charge” the smash attack is the percentage of likelihood one will trip over the spot when they pass over it. A full “charge” will completely empty your fuel tank. . .Seems like sort of a waste for what’s essentially a long start up lag version of Diddy’s down special.

This would be true, but Twinbee's slippery spot covers three times as much ground as Diddy’s banana peel, is completely invisible so your enemy will likely forget of it’s existence, and you can make as many of them as you want. The slippery spots last a good long 30 seconds, although if the timer expires and nobody has tripped over it, they’ll continue to live on until they trip up at least one victim. This may sound slightly overpowered, but considering it takes a full charge of both the neutral b and the dsmash for this, this will be used rarely, and is only recommended for those who are master players of Twinbee.


Aerial Attacks:

Neutral Aerial – Suicide Bomber: You can hold down the button to delay the attack as long as you like, but instead of having DI to move about, you instead angle about which angle Twinbee is facing which is the direction he’ll shoot out when you release the button, so get into position. When the button is released, Twinbee will blast forward using up all of his fuel at the speed of Sonic’s run, him going farther depending on how much fuel he has. A full tank of fuel will make Twinbee go the entire length of Battlefield. If Twinbee runs into anyone, he’ll grab them and then go straight down with any of his remaining fuel, changing his course, it all happening in the blink of an eye. Once his fuel runs out, Twinbee will let his grip on the target go and go into a helpless state, although if he’s already brought the foe low enough with him they’ll still get KOd anyway. If you crash into the ground with a foe like this, they’ll take 15-16% damage and above average knockback. This move is a decent idea for Twinbeecides, but nothing else is worth mentioning as far as uses go, as it’s rather hard to use and uses up a full fuel tank.

Forward Aerial – Loop De Loop: Twinbee puts his arms to his side and glides forward with his jet, doing a loop de loop. During this time, Twinbee is being propelled by his jetpack, blue flames coming out of it. Contact with these flames does 5-6% damage and a flinch, while contact with Twinbee himself does 8-9% damage and below average knockback. This his a wide hitbox and Twinbee travels very fast, making this a good multi purpose move. This uses up a third of Twinbee’s fuel. If you have less, Twinbee stops the attack early, not completing the loop de loop. If you have no fuel, the attack does nothing and forces Twinbee into his helpless state as you hear his jetpack go “Ka-put”.

Back Aerial – Fuel Splatter: Twinbee suddenly goes on his back in midair in a fashion nearly identical to Wario’s bair. His body is briefly a hitbox during this time that does 7% with below average knockback, and the move is slightly laggy, more then Wario’s bair, while being weaker at the same time. What’s the point of it then?

If you have fuel, it’ll splatter out the jetpack behind Twinbee. The move will use up to half of a full charge, using all your fuel if you have less then that. At a half charge, the amount of fuel that spills out is equal to that of Mario’s FLUDD, it becoming lower and lower with less fuel. This can be used to gimp foes away and push them away with knockback like FLUDD.


Up Aerial – Wild Pack: Twinbee’s jetpack rockets off his back directly upwards, doing 14-15% damage and above average knockback to anything it connects with. The more fuel the jetpack has, the farther the jetpack will go, it going up the height of 4 Ganondorfs with a full tank of fuel. Twinbee takes out another jetpack and equips it the moment he launches off his old one with no fuel in it. The wild pack is disjointed. This is one of Twinbee's better KO moves. With no fuel, the move does nothing, just giving Twinbee some annoying to deal with lag.

Down Aerial – Stall then Rise: Kind of ironic, isn’t it? Upon pressing this button input and holding it down, Twinbee will start charging up fuel, although he won’t be in his normal charging position, instead facing the camera and looking upwards. It takes twice as long to charge up in this fashion and you’ll still get the usual 5% penalty if you overcharge. The main point of this is to keep your enemies guessing as to when you’ll release A and do the attack.

Once you release A, Twinbee rockets upwards, going up the height of 3 Ganondorfs at full charge. This uses up all of Twinbee’s fuel. The hitbox is Twinbee’s body as he rockets up and a slight radius around him as a blast comes out of his jetpack when he first shoots up, somewhat like Wario’s fart as he rockets upwards. This does 15% damage and above average upward knockback to anyone hit, and Twinbee goes up at the same speed as Wario’s fully charged fart. This attack leaves Twinbee in a helpless state once used. This is a good move for gimping enemies with high percents if you can KO them off the top with this, but otherwise you’re just helping them recover.


Grabs and Throws:​

Grab: Twinbee reaches out with both of his stubby little arms. Bad range and laggy for a grab. Twinbee doesn’t have a notable grab game.

Pummel - Bite: Twinbee opens up his jaw of sorts and bites the enemy, dealing 2% damage. Average pummel speed.

Forward Throw - Hitchhike: The foe regains control of their character as Twinbee hops onto the character’s back and latches on, biting at them once every half a second for 2% damage. They have to do an attack that hits around their body to knock Twinbee off, although he’ll take no damage from this attack, just knockback. This is Twinbee’s only throw that has no reliance on his fuel.

Back Throw – Fuel Choke: Twinbee reaches into his jetpack to get it covered in fuel, then forces it down the enemy’s throat for 5% damage. Twinbee then runs around to the opposite side of the enemy while they’re stunned and kicks them away for another 6% and decent knockback for a throw. This uses up a second of fuel charge, and if you have less then that, Twinbee will look shocked as he takes his hand out of his jetpack to see it normal, freeing the enemy from the grab and enabling them to punish him.

Down Throw – Living Fuel: Twinbee keeps his hold on his enemy with one hand and takes off his jet pack with the other, emptying it. Twinbee then stuffs his foe into his jetpack! You can do any attacks as if you had full fuel with the enemy characters in the jetpack, them taking 2% damage per second while inside. They can escape the jetpack through button mashing in the same way as a grab, so if your enemy has any competence you won’t be using them as a fuel source for long.

Up Throw – Extermination Pack: The throw works like Twinbee’s down throw at first, but instead of using them as fuel Twinbee takes out a remote like in his up smash and can move the pack around with the same controls with the foe in it, them once again taking 2% damage per second while inside. You won’t be able to move them far while they’re inside, but if they’re at a high percentage you might be able to take the jetpack under the stage before they can bust out so they can’t recover. Once the throw is complete, Twinbee takes out another jetpack and equips it.

Final Smash – Jet Booster:​

Twinbee’s jetpack turns gold and he smacks his fists together, smirking. For the next 30 seconds, you have a completely full tank to use at your leisure, it never emptying. Anything that would normally charge it won’t blow up in your face either. Unlike the average final smash, this doesn’t make you invulnerable, so some actual thought is required to make good use of this. Abuse your second jump heavily to dodge attacks and use your more powerful ones that require bigger charges to good effect, and your enemies will start cowering from you like any other final smash and wish they could deal with Giga Bowser rather then your mad jet skills.

Overall Play Style – Jet Fighter:​

Newcomers may be slightly scared by Twinbee due to his awkward specials (Only one being an actual attack) and heavy reliance on his fuel, but those who stick him out will have an excellent aerial combatant at their disposal.

Twinbee will want to keep charging at all times possible, and if by some miracle he has spare time he could be using his dsmash, so there’s generally always something he could be doing. You’ll want to use your fuel guzzling attacks more sparingly at the start when you’re just damaging your enemy to save it for when you need to recover or KO your enemy. Twinbee isn’t particularly exceptional in damaging or KOing, his KO options being quite scarce and his attacks not being particularly fast. While Twinbee's recovery is very good, at least if you’re at all decent with charging fuel, Twinbee requires precision to go with that much for the most part. Twinbee is a god at gimping with his insane DI, good gimping moves and, if used correctly, good recovery. This is how Twinbee will be getting most of his kills in higher level play.

Twinbee is a beast in free for alls and team matches where he’s not paid much attention, as then he can easily abuse his attacks that require a more heavy charge. In any case, just make sure you do indeed hit with your better attacks, as you generally don’t have that much shots to use them thanks to having to charge up. If you have trouble charging up, you can play more defensively. Use your fsmash to hit your enemy with the pickaxe to get them away, do some charging while you wait and dodge your foe more, then go over and pick the oil up when it shoots out of the ground. Playing with Twinbee requires that you don’t go all out and be reckless and actually think about each attack you use. While it’s not really a strategic playstyle, Twinbee requires considerable thought, and you’ll develop a play style of your own with him in how you decide which attacks are worth using fuel on.


Taunts:​

Up Taunt: Twinbee takes out a can of oil and a gold bar and looks between them, then throws the gold bar away and pockets the can of oil. Who needs that old fashioned gold anymore?

Side Taunt: Twinbee does a smug smile and does a “come on!” motion with his hand like Captain Falcon’s side taunt.

Down Taunt: Twinbee does the animation where his jetpack blows up in his face from where he overcharges, but it doesn’t hurt him or how much he’s charged up.

Entrance: Twinbee blasts in from the background in a dramatic entrance landing in a cool explosion. . .Using up all his fuel. Idiot.

Results Screen Poses:

Win 1: Twinbee hovers and waves to the camera then goes to fly off the top of the screen, but then runs out of fuel and falls on his rump. Twinbee takes off his jetpack and holds it over his head looking into it to try to see if any fuel is left in it, wondering why it’s not working for all the fuel to splatter over him.

Win 2: Twinbee uses the boost to get through a closing door in the background just as it closes, then does a barrel roll to avoid crashing into the losers. Looks like all Twinbee’s training with Peppy finally paid off!

Win 3: Twinbee smacks his pickaxe into the ground to dig for oil like in his fsmash, but the head goes flying off to hit one of the losers (at random) in the face, knocking them over and KOing them. Twinbee rubs the back of his head and shrugs to the camera.

Loss: Twinbee is sitting on his jet pack as a small chair and clapping.

Kirby Hat – Jet Kirby:​



Kirby gets the usual jet helmet that he gets when copying Capsule J2 in the games. When you press B, Kirby charges up, but he can’t hold the charge. When you release B, he’ll do Twinbee's side special without any hesitation.

Color Swaps: Blue (Standard), Green, Red, Gold, Silver, Bronze, Black, White

Snake Codec Conversation:

Mei Ling: That’s Agent T, Snake. He goes around with the other Elite Beat Agents to sing and dance people back into good spirits!
Snake: He doesn’t look like much of a dancer, Mei Ling. . .He looks more robotic. Are you sure you’re looking up the right guy?
Mei Ling: Oh. . .Sorry. Here’s the right one. That’s TB9, a teenage robot who tries to regularly save the world while-Snake: I don’t know what that thing is, but it’s not a robot. . .Got anything else?
Mei Ling: Uhhhh. . .Try this. Twinbee. He’s short’s and relies on his jets to move around, doing all sorts of fancy manuevers.
Snake: I guess that’d fit. . .What’s he look like?
Mei Ling: He’s short, round, blue, and has a green visor for a face. Fit the bill?
Snake: Just forget it. . .This guy is way too obscure.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,291
Location
Hippo Island
Next person to repost a move set is going on my ignore list until the submission period is over. I don't care who it is, it can be Sir Kibble, it can be K.Rool, it can be Warlord or Spade.

DO NOT TEST ME ON THIS!!!!
 

TheSundanceKid

Smash Lord
Joined
Jun 8, 2008
Messages
1,636
Location
The Secret Kingdom
Soup, guys! After a while, I'm back. Sadly, my computer crashed and I had to get a new one. That basically means that all my work on L is gone. I MAY finish him, but I highly doubt it...he may just have to wait for MYM 5.
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
@Sundance: WHAT?!

:(

And guys, stop reposting movesets! Oh and by the way...



Lord Dracula
"What is a man? A miserable little pile of secrets."​

*Dies*


Don't ignore me HR!
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
it can be K.Rool
Recognition is cool. :bee:

Seriously, though, I agree completely. All it does is occasionally fool the newbies.

Soup, guys! After a while, I'm back. Sadly, my computer crashed and I had to get a new one. That basically means that all my work on L is gone. I MAY finish him, but I highly doubt it...he may just have to wait for MYM 5.
Sundance, old droogy! You're back!

...And awwwwww. That sucks. :(
 

Pelikinesis

Smash Journeyman
Joined
Nov 11, 2008
Messages
365
Location
Somewhere in Nevada...
Who amongst you is familiar with Bomberman Hero?

For those who don't know, someone got it in their head back in the days of N64 that there should be a Bomberman platformer game. It was a horrible idea and a mediocre game. I mean, there's a couple of levels where Bomberman rides a snowboard. A SNOWBOARD. He doesn't even do anything bomb-related while he rides it. And there's this terrible half-butted story behind all of it.


Anyways, I was thinking of doing a moveset based on one of the obscure boss characters from the game. Why? I don't know. Why did I make a New Goblin set?

Well, for one it was a dumb idea I wanted to roll with, but for sure lots of people saw Spiderman 3. I'd like to know if anyone would recognize a one-shot character from one of the worst Bomberman games out there.

@half-silver: I only prematurely PMSd you because I'd forget to later during an appropriate time. And because I felt like it.
 

Scyphozoa

Smash Cadet
Joined
Feb 11, 2009
Messages
65
Location
Back from the grave.
Recognition is cool. :bee:

Seriously, though, I agree completely. All it does is occasionally fool the newbies.
Like me? I thought Knoll was a new moveset.

Sundance, who's L?

Pelikinesis, his proper name is Hobgoblin. At least, that's what he's always called in the comics. At least I actually read the Marvel Spiderman comics. Good moveset, BTW.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Who amongst you is familiar with Bomberman Hero?

For those who don't know, someone got it in their head back in the days of N64 that there should be a Bomberman platformer game. It was a horrible idea and a mediocre game. I mean, there's a couple of levels where Bomberman rides a snowboard. A SNOWBOARD. He doesn't even do anything bomb-related while he rides it. And there's this terrible half-butted story behind all of it.


Anyways, I was thinking of doing a moveset based on one of the obscure boss characters from the game. Why? I don't know. Why did I make a New Goblin set?

Well, for one it was a dumb idea I wanted to roll with, but for sure lots of people saw Spiderman 3. I'd like to know if anyone would recognize a one-shot character from one of the worst Bomberman games out there.
Now, now, Peli, let's not hate. I never played Bomberman Hero, but I can tell you that Bomberman 64 was totally awesome. Bomberman plus platforming does not equal a bad game. Besides, no one said Bomberman couldn't do stuff that wasn't bomb-related.

Anyway, concerning your question, no, I wouldn't recognize him, but I'd still like to see you do him.

<3 all things Bomberman.
 

Scyphozoa

Smash Cadet
Joined
Feb 11, 2009
Messages
65
Location
Back from the grave.
Just regular ol' Bomberman would be an awesome moveset. I only played one BM game, on the Playstation, but I can't remember the name of it. It was one of my favorite PS games.

I've decided Porygon will be my first moveset posted in MYM5.
 

Pelikinesis

Smash Journeyman
Joined
Nov 11, 2008
Messages
365
Location
Somewhere in Nevada...
I didn't mean to come across as hating the game. I mean, I own AND played the game over and over again. I recognize that it has little relevance to the Bomberman universe (which is hard to do because there's not a whole lot TO the bomberman universe) and doesn't have a whole lot in the way of originality (he has a mountable rabbit sidekick that's not like Yoshi AT ALL), but that doesn't stop me from liking the game.

I'll just throw in a Youtube video into the hypothetical moveset or something I guess.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
That's much more understandable. I never played the game, can't say much for it.

Regardless, I hope to see this moveset happen.
 

Twilight-Emblem

Smash Apprentice
Joined
Nov 28, 2008
Messages
114
Location
Alabama
Fat Man's Apprentice and Fresh Made Applesauce are DEFINITELY both going in the set.

I too am looking forward to both Crystal Shards Kirby and Hero Bomberman (BH was my favorite of the 2 I had for N64, mainly because I could never get the costume function on Bomberman 64 to work, and because the idea of Salt Bombs was so funny at the time.)

In case anyone missed the announcement a few pages back, Crono has pics, a more usable Dair, and a different Fair, because it just isn't the same without Lucca setting Crono's sword on fire (/poststealing)
 

Pelikinesis

Smash Journeyman
Joined
Nov 11, 2008
Messages
365
Location
Somewhere in Nevada...
You know, just for you reminding me of the existence of Salt Bombs, I'm going to do everything I can to put them somewhere in the pending moveset. Probably as a taunt. Or a Final Smash.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Fat Man's Apprentice and Fresh Made Applesauce are DEFINITELY both going in the set.
I'll PM you a few thoughts.

In case anyone missed the announcement a few pages back, Crono has pics, a more usable Dair, and a different Fair, because it just isn't the same without Lucca setting Crono's sword on fire (/poststealing)
I saw that. Let me tell you, that movesets looks a ton better just from the few adjustments it's undergone.
 

Salvo Fenris

Smash Apprentice
Joined
Oct 17, 2008
Messages
87
Location
Kentucky
I don't see any reason to be rude about that. It's perfectly understandable for someone to not know a certain character from a certain anime. Not everyone watches the exact same things.

@Scypho: L is one of the main characters from Death Note, a particularly good (in my opinion) anime. He's the... ant... no, the pro... hmm.... he's the "good guy," but the main character is the "bad guy," so I'm not sure whether he'd be considered the Protagonist or the Antagonist. He's a genius detective of sorts, who doesn't normally show his face, and never uses his real name. I'm not the best person for describing this stuff; someone else might do a better job, or you might be able to look up the anime/character on Wikipedia, if you're interested enough. Or, if you have some time on your hands, you can find the full anime online. <.<
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
Did I start a repost-a-moveset-under-a-different-name fad?

Nah...it was Warlord.


@Twilight-Emblem:

Filipino Martial Arts
Find My Apron
Foolish Mortal Accusation
Forget My Argument
Fairly Mediocre Attack
Feeling Mighty Anxious
Free My Ancestors
Falling Meteorite Accident
Festive Marching Ants
Furiously Meticulous Artist
Forbidden Magic Art
Feeding My Armadillo
Fully Mechanized Assault
Feel My Armpit
 

Mardyke

Smash Journeyman
Joined
Sep 8, 2008
Messages
289
Location
Ireland
*sigh* this will probably be regarded as "one-liner spam" by spadefox, but i heard someplace that his real name is Ryuzaki. Is this True?
It probably would be regarded as such.

SPOILER:
His real name is L Lawliet, though it's never mentioned in the show itself.
 

Mardyke

Smash Journeyman
Joined
Sep 8, 2008
Messages
289
Location
Ireland
Reposting movesets really isn't all that funny. It is if it's done once in a blue moon, every 200 pages or so, but otherwise it's just a waste of space and not actually impressing anyone.

There's too much off-topic posting as it is. I know we're all friends, but it's as if there's too much socialising here. Know what I mean?

And yes, I am aware of the hypocrisy here.
 
D

Deleted member

Guest
Think there's too much spam now, you should have seen what it was like before the chatroom was here.

<_<

>_>

Out with the old and in with the new! Gary Moore has joined the fray!



Stats


Size: 3/10 Gary Moore is around the same size as Kirby, making him a small little target that’s hard to combo.
Weight: 4/10 Gary Moore is without a doubt on the lighter side of the spectrum due to his size, but his gear prevents him from being knocked around too easily.
Walking Speed: 5/10 Nothing special.
Running Speed: 5/10 Gary Moore is somewhat like Captain Falcon with awkward running speed that doesn’t match his other statistics. Yes, his run is faster then his walk.
Traction: 3/10 The guy skids a bit due to that jetpack on his back making movement more awkward.
Power: 3/10 J has very few moves with any possibility of KOing, being one of the weakest characters in the game. J relies on his gimping to finish his foes for the most part.
Attack Speed: 6.5/10 Gary is above average speed, but he still has his fair share of laggy attacks.
Range: 3.5/10 Gary’s range is generally very poor except in the attacks where he zooms about with his jetpack, but these attacks last very briefly and require charging thus can’t be taken advantage of.
Priority: 6/10 Gary has a good share of disjointed hitboxes, but his moves that don’t use them are on the lower end of the spectrum. It evens out for the most part.
First Jump: 4/10 Below average due to his size.
Second Jump: You can’t really rate this statistic as it depends on how charged up Gary is. See the full explanation of the second jump for details.
Hover: No.
Fall Speed: 2/10 Gary is extremely floaty, on the same level as the aerials gods as Wario and Melee Jigglypuff.
Crouch: Yes.
Crawl: No.
Wall Jump: No.
Wall Cling: No.
Gliding: No.

Not so basic actions (You should actually read this one):


Jump 2: Blue flames emit from Gary’s jetpack to propell him upwards. J’s second jump functions somewhat more like a hover in that you have to hold the button down to go higher, although you can gain vertical distance with this, thankfully. If anything, this goes more vertical then horizontal, sending you upwards at high speeds while giving you limited horizontal DI.

Now, the important catch. You can only keep shooting up as long as you have your jets charged. However long you charged your neutral special is exactly how long you can hover in the air, so don’t use the extra charge any more then necessary. Gary’s recovery with a full charge is astounding, but when he comes back to the stage after recovering he’ll be helpless and have no way to recover if he’s sent flying back out again by another big hit.

Special Attacks:


[]
[]
[]
[]
V
READ THIS

B – Charge Up: Gary Moore hunches over and his jet starts charging up fuel. You can charge for a maximum of 5 seconds (Which is far longer then you’d think in Smash Bros., around twice that of DK’s neutral B), and you can hold the charge like the neutral specials of DK and Samus. Gary will flash white slightly to indicate when he’s fully charged, just like in the Kirby games. Pressing this button input when fully charged causes Gary’s fuel tanks to explode and leave him with some black soot on his face, dealing 5% damage and destroying his charge. So what use is this move then? Nearly all of Gary’s essentials moves use up jet fuel, so you’re gonna be charging up very regularly. You need the charge for pretty much everything, so always charge at every possible interval. You’ll want every last ounce of fuel you can get.

READ THIS
^
[]
[]
[]
[]


B Side – Jet Charge: No, this isn’t a alternate means of charging your fuel, instead Gary charges forwards with his jet. This move will use half a charge worth of fuel or all of it if you have less then that. The actual attack is that Gary hunches over like in his neutral special, but then rockets forwards at high speeds, that of Sonic’s run. Gary’s whole body is a hitbox during this time, dealing 8% damage and average knockback. At the end of the charge, Gary kicks forwards, doing 14% damage and above average knockback, albeit this is hard to sweet spot. If you have no charge, Gary will only do the kick forwards. This has no starting lag but slight ending lag, and this ending lag is increased the smaller your charge. With a half full fuel tank, Gary goes half of Battlefield, the lower the amount of fuel making him go less far. A good way to recover is to use half of your fuel to go up with Gary’s second jump, then use this for some good horizontal recovery.

B Up – Emergency Back-Up Fuel: This move has a charge that’s nearly identical to the Wario Waft, Wario’s down special. After 2 minutes it will be fully charged, although you aren’t given any indication that it is. When you input the move, Gary takes out a small canister of fuel and pours it into his jetpack then throws it away, the move having virtually no lag at all. If one minute has passed, you’ll gain 50% fuel, if 30 seconds have passed, 25% fuel, and so on. If you go over 100% with this, the same thing will happen as if you try to charge up with maxxed fuel, so be careful. You’ll prefer to play stock matches with a timer on just so you can see when this move is fully charged, more likely then not.

Yes, this move is not a recovery of any way, shape, or form, but Gary needs no up special recovery with his ridiculous second jump.

B Down – Rising Gas Prices: Gary takes out two canister of fuel, one quality, one a cheap alternate brand. Gary Moore throws the canister he was using previously away and pockets the new one instead. By default, Gary uses the quality fuel. What’s the difference? With the cheap fuel Gary’s jet charge time is reduced to 3 seconds from it’s previous 5, but there’s a 20% chance that whenever you do any attack that uses the fuel (Or your second jump) your jetpack will explode in your face, destroying your charge and doing 5% damage to you, putting you into your helpless state if you were in the air. Only use this if you’re desperate.


Nothing to see here!
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
I have my post count on 40 by default, so all this repeat moveset posting is like pain to the face. But, considering MYM4 is winding down now, this level of spam is about par with that of MYM3.0


It was a horrible idea and a mediocre game. I mean, there's a couple of levels where Bomberman rides a snowboard. A SNOWBOARD. He doesn't even do anything bomb-related while he rides it. And there's this terrible half-butted story behind all of it.
that sounds really familiar.

Sonic? Link?
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
I may be alone in this, but I like the occasional in-thread socializing. I mean, I do use the chat, but it's just not the same, y'know? Of course, this doesn't mean I like it when every post is spam, but I'm not necessarily against any and all social interactions.

And I also wouldn't say it's like back in MYM 3. Back then, there were, like, ten-page spam conversations about just about everything. Even movesets were passed over because of off-topic discussions. Now, the chat has kinda taken over that facet of MYM, which is, after all, a good thing.

JUNAHU! Is Team Rocket gonna be done by the end of MYM 4? I badly want to see that one.
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
Some movesets still are overshadowed by spam...

And yeah, the Toad brigade is almost done! The only thing left is.... The entirety of Toadette, Tripped/aquatic attacks for Yellow and purple toad respectively, a few aerials, and probably a lot more. What can I say, ti's a huge moveset.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Bah. Hardly any movesets go by with few comments, and next to none with no comments. I'm talking about a time when Enker, one of HR's MYM 3 best, received absolutely NO COMMENTS. That was a sick, twisted time, in its way.

And I'm pretty eager to see Toad Brigade... but wait, aquatic attacks? What is this?!?
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
Purple Toad has aquatic attacks. He can make water tanks, and then has to get opponents into the tank, and keep them under for a certain amount of time with his aquatic attacks. Once that happens, they receive 40 damage and very high knockback.
 

Tornadith

Smash Journeyman
Joined
Aug 12, 2008
Messages
374
Location
*Sends Sundance _______________ on __________ Day,
I have my post count on 40 by default, so all this repeat moveset posting is like pain to the face. But, considering MYM4 is winding down now, this level of spam is about par with that of MYM3.0


that sounds really familiar.

Sonic? Link?
Hey! I loved that part in Sonic Adventure where you ride on the snowboard. That was really fun and the music was awesome!

Also: Will Viola be done for MYM4?
 

majora_787

Smash Hero
Joined
Jun 23, 2007
Messages
6,122
Location
Texas
Okay, I'm not even sure. I think I'll put Capsule J on the list, but Capsule J2 and Twinbee.....Those were just reposted with different names.

I always thought it was funny that L was SERIOUSLY his first name. Since when is that done? :laugh:
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,291
Location
Hippo Island
Okay, I'm not even sure. I think I'll put Capsule J on the list, but Capsule J2 and Twinbee.....Those were just reposted with different names.

I always thought it was funny that L was SERIOUSLY his first name. Since when is that done? :laugh:
Capsule J2 is the REAL move set. Capsule J was a repost edit., J2 was a repost of the original, and Twinbee was another edit.

See people! Look! Now reposts are getting mixed up with the real things! Stop with the reposts!
 
Status
Not open for further replies.
Top Bottom