• 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 5

Status
Not open for further replies.

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
The awesome little dude known as Paint Roller from Kirby's Adventure has a good chance of being posted later today.
 

dancingfrogman

Smash Ace
Joined
Jan 3, 2008
Messages
862
Location
United Kingdom, Birmingham
Switch FC
3133 8842 3910
All the past sets are great, My comments would be the same as the others, I love how Ashe uses all the forms, and it's really creative, makes good use of all the forms, and Animal Crosser was busting with originality, although the balance worries still always apply to the set as always kibble :laugh:

Bowsers going on great, as usual, as I always say, you'll judge for yourselfs when it's completed ay?

*pants* not so much spam now, phew, not in the bad nooks now.

Ridley was removed due to legal reasons
 

kitsuneko345

Smash Ace
Joined
Dec 20, 2007
Messages
562
Location
*sending Sundance lots of apple pies on Pi Day, as


Gliding and Digging toward victory!
Gligar has come to fight.

Overview:


Gligar is a small, purple, bat-like Pokémon. It has blue wings like a flying squirrel. Gligar has scorpion claws and a tail with a stinger on the end. Gligar has long, pointed ears and triangle-shaped eyes. Gligar could be considered a cousin of Skorupi due to its scorpion-like traits; however, it shares some bat-like traits as well, making it similar to Zubat. In this case, the Gligar is male, as a female Gligar has a smaller stinger.

Gligar knows a small handful of poisonous attacks, such as Poison Sting and the rarely known Cross Poison. Gligar can also use a few Bug-type moves, like Fury Cutter and U-turn. While Gligar can learn Ground and Rock-type moves typical to a Ground-type Pokémon, its abilities as a Flying-type are limited. Most notable is the fact that Gligar cannot learn Fly.

Also, Gligar and its evolved form Gliscor are the only two Pokémon that are both Flying and Ground, which gives them a unique immunity to both Electric-type and Ground moves. This trait is shared only with Vibrava, Flygon, Baltoy, and Claydol due to the Levitate ability. This is reflected in Brawl, but instead Gligar will take 10% less damage from electric attacks (a 20% electrical attack will give 18% instead).

Gligar can emit sound waves to detect obstacles and fly around them. Gligar live in mountainous regions, making their nests along cliff sides. It also prefers hot arid environments, but doesn't mind forests either.


Gligar's

Stats:



Height: 3.5-4.5/10
Gligar in his idle stance will let him seem Olimar-sized, but he gains height because of his tail while walking or running.
Weight: 7.5/10
Gligar weighs at 142.9 lb, although it should be lower due to his evolved form weighing less. Still, he is strangely heavy.
First Jump: 5-6.5/10
Gligar would have less oomph in his jump through the feet, but being on his tail will give more leverage for the jump.
2nd-4th Jump: 3/10
Sadly, Gligar's weight doesn't give much in the second jump area, with him only flapping three times with small height.
Walking Speed: 4.5/10
Gligar will jump onto his tail and hop around propelling himself forward for this average walk.
Running Speed: 5.5/10
Gligar, thinking he has the hang of it, will alternate between gliding for a second and hopping on his tail for his run.
Attack Speed: 7/10
Despite his strange weight issues, Gligar doesn't lag that much his attacks, instead merely attacking repeatedly.
Attack Power: 3.5/10
However, the attacks are also somewhat weak in terms of power, but they can KO at good percentages.
Range: 6/10
Gligar has a wide range in his attacks, from attacking through energy to physically using his claws and stinger.
Priority: 6.5/10
Some moves are good in certain situations, while others are all around. Still, he does have a good amount of options.
Traction: 7.5/10
Turning is so hard do with Gligar because of his tail, that it is suggested you jump backwards instead because of its uses.
Wall Jump: Yes
Gligar are known to jump off of dangerous cliffs, so this is do be expected from Gligar in the dangers of Smash.
Wall Cling: Yes
Extreme heights, violent winds, 90 degree cliffs... this is the life of the average Gligar, so clinging to walls is natural to them.
Crawl: No
Crawling don't seem natural for pokemon like Gligar. Even then, crawling won't do much help with his raised stinger up.
Glide: Yes
Gligar is half flying pokemon, so what did you expect? However, he only glides in high winds through the UpB and Nair.


Attacks:



Specials:

Neutral Special: Cross Poison
Gligar's claws will glow a light purple while charging this manual release move by by letting his arms form the cross position. You can charge this for a maximum of two seconds before it glows between a white and lavender color. Letting go of the B button will let Gligar swing the crossed arms forward in a swift manner, releasing a X-shaped energy (it'll look more like a > or a < in fixed camera mode) that will deal 5% at the lowest and 12% at the highest. The lower extreme of the attack gives slight knockback and with the distance of 1/2 of FD, has bad priority for a projectile, and will poison the hit opponent 1% every second for three seconds. The higher extreme gives good knockback and speed with the distance of 3/5 of FD, has good priority, and has the same poison effect but for five seconds instead of three. You can also aim it in one of eight directions (horizontally, vertically, and the basic diagonals) prior to releasing, giving this move some good attributes against moving characters. If this move hits the ground, it'll give a small blast that ranges from 6% to 12% depending on the charge. This move is not to quick, but it's versatile enough to be of good use through edgeguarding or spacing.

Sideways Special: Guillotine
Gligar's right claw will glow bright white, which will continue while going the distance of about 1/2 of FD, hoping that an opponent will get in the way. Once an opponent gets in Gligar's way, he will grab the opponent with the glowing arm and dive downwards to the ground. Gligar will then give three consecutive squeezes from his claw, dealing 8% each, letting you go afterwards. You can get out of the grab by button mashing, although Gligar can let go of you by pressing B while crushing you with his claws. In the air, once Gligar grabs his enemy, he is able to gives his clutches in midair during the dive by pressing A as well as letting go through the B button. You can also commit "Glicide", but since you can escape at any time, this isn't recommended. Gligar can only go into helpless mode if he couldn't get any opponent at all. This move has notable lag at the end if Gligar didn't capture anybody, and the priority is good for a physical attack.

Upwards Special: Wing Attack
Gligar flaps his wings two different times, creating two mini-tornadoes in the process. The whirlwinds will go at a 45 degree angle downward in the air normally or stay on the ground, both going about 3 SB Blocks far. You can angle the tornadoes either by facing down, where they go at a 60 degree angle downwards, or facing the direction Gligar is, which will make the tornadoes go 30 degrees downwards. The whirlwind do 1% damage about every 5 frames with small knockback, giving at most 20% for anyone with bad dodging skills. Gligar will then glide around, being able to move up and down at a reasonable speed and use his Glide Air. The whirlwinds can act as good projectiles despite their low priority and can be Gligar's most damaging Special with certain conditions applied.

Downward Special: Dig
This move has two different attributes depending if you are on solid ground or a platform. When you are on an area that can break (the entire field in SkyWorld, the middle part of Green Hill Zone, Etc.), those areas will just break now matter what. This move can only be used as a ground attack like DK's. The order goes as follows:

Solid Ground:

On any type of ground, whether it's made of steel or earth, Gligar will dig about one SB block downwards taking about 1/5 of a second. He can stay underground for a maximum of five seconds, moving from left to right at the rate of Link's running speed. You can find out where Gligar is by looking at the ground: standing will show a small indent on the ground verifying that someone has dug or is under there, while moving underground will leave a small trail that will stay for one second before coming back down. If you get off from the edge of the stage, you will literally get off, so it's advised not to do that too often.

Pressing the A button while underground will let Gligar get off the the ground with noticeable lag and swing himself 360 degrees counterclockwise starting from the bottom when facing right, the swing taking 1/2 a second. His tail will extend and become a hitbox, dealing 15% with very good knockback and stopping when it hits an opponent, and his body has superarmor until hitbox hits an opponent or is finished completly. Hitting an opponent will get Gligar ready to attack once again, but not hitting anything will result in Gligar crying both in pain from the tail and the fact he didn't hit anybody. He will keep crying for a maximum of two seconds (depending on how long you stayed underground), but you can reduce the time it takes for him to get over it with button mashing. Pressing B while underground will just let Gligar go back up with no effects except for some slight lag.


Platform:

On any type of thin platform, whether it is you can go through it downwards or not, Gligar will do a similar animation he did while digging on solid ground. However you will dig a thin hole out from the platform with just a 1/4 second slash towards the ground (takes about 1/10 of a second) he is on instead of the former hole. That part of the platform will disappear, with its remnants becoming a disjointed hitbox of dirt that will hit in the direction you are facing beforehand, dealing 7% with no knockback. Gligar will then fall downwards with all his jumps intact.

The hole you created will stay like that for 20 seconds, so anyone that would walk on that part of the platform originally will now fall through that part. If you use this on the tip of a grab-able platform's ledge, like on Norfair's outer ledges, the end will disappear, making the ledge "move" farther away from recovering opponents. You can have a maximum of two of the thinner holes at anytime.


Basic Attacks:

Jab Combo: Sand Attack
Gligar's left claw will touch the ground on top of him, then scrape it out in front of him, giving out sand in the way. This Jab strangely has two hitboxes during this time: the claw coming forward, which gives 5% and small knockback but a small time frame (3 frames), and the sand that came out during the from the scrape, giving a longer attack frame (12 frames) but only 3% and slight knockback. Pressing A for a second will make him give the same animation overall from the first part only with the right claw instead. Pressing A for a third time will make use his tail instead of any of his claws. The tail deals more damage both physically (6%) and through the sand (4%). This move has low priority through the claw and medium priority through the sand, but this is your best bet to rank up damage.

Dash Attack: U-Turn
Gligar will do a backwards flip while running, using his claws to help him. He extends his tail during this time, giving 7% with good knockback and good priority and speed. If he hits anyone during his extended tail time, he will push the opponent forward and get back to the position to where he started the dash. If he misses, he gets a little punishment by getting about 10 frames of lag afterwards. This move is good for spacing in one-on-one battles, but it's harder to accomplish that feat during a free for all.

Tilts:

Forward Tilt: Screech
Gligar will give out an irritating screech from his mouth that can be held for a maximum of five seconds. During this time, green open circles that go about one SBB far will come out from his mouth. Anyone touching the circles will get 6% and small knockback. If Gligar holds it for the full five seconds, the circles will disappear. You will have to wait 5 more seconds to to get the maximum time limit, but you still can use the tilt (just not for the maximum amount of time).

Upward Tilt: Swift
Gligar will look up towards the sky and open his mouth, which is now glowing with a white energy inside. Then three stars will will come out of that energy, one going straight while the others go 30 degrees to the left and the right of the straight lined one (\|/, if anyone has a hard time visualizing), going to the top platform of Battlefield in one second. If the stars hit anybody, they will do 4% damage each with not much knockback. However, the stars act as a homing device after one second, acting similar to Samus's own homing missile attack, in that if a character is near the star's themselves, the stars will locked to that target. Therefore, the maximum damage to this attack would be 12% unless succesfully dodged. this move doesn't have any lag, but you have to wait 2 seconds or when the stars disappear to use this move again.

Downward Tilt: Stealth Rock
For this move, Gligar throws a small amount of pointy pebbles in front of him about one SB block away, but the rocks strangely don't do any damage. However if someone ( were to walk or jump on top of the thrown rocks, they would receive 4% while walking with no knock back or 6% from jumping and small set knockback upwards. Once someone was walked/jumped on top of the rocks and the damage is inflicted, the rocks will disappear. You can use this up to three times before the move cancels out the others one by one. If you were to pile the pebbles atop one another, the first one will only take affect for balance issues.

Smash Attacks:

Forward Smash: X-Scissor
Gligar's claws will glow a light green while charging this move. You can charge this for a maximum of one second before it glows between a white and lime-green color. Letting go of the B button will let Gligar swing the crossed arms forward in a swift manner, releasing a X-shaped energy (it'll look more like a > or a < in fixed camera mode) that will deal 10% at the lowest and 15% at the highest. The lower extreme of the attack gives slight knockback go the distance of 1/2 of FD, and has average priority for a projectile. The higher extreme gives good knockback, speed that goes the distance of 3/5 of FD, and has better priority. This move is not very quick, but it is very good in terms of spacing.

Upward Smash: Sludge Bomb
Gligar charges by looking up with his tail up and mouth closing and concocting something inside his mouth. Once fully charged, he will spit out a dark purplish ball that goes at the same arc as Snake's Up Smash. However, instead of bursting into flames when hit in the air, the ball will explode with a poisonous liquid that will deal 9-13% and gives out a "Flower" Effect for 3 to 5 seconds. When it hits the ground, it gives out an ooze about one Bowser wide that will stay on the field for five seconds; Anyone, including you, that walks or runs on top the ooze will have an increased likelihood of slipping during battle.

Downward Smash: Earthquake
Gligar will charge this attack by hopping slightly 1-3 times on his tail and rubbing his claws together, facing the direction he was before the attack. Once it fully charges, Gligar will give a leap about the height of Bowser's short hop, then swing his arms downward until it hits the ground. If anyone gets hits from the claws, they will get 14-17% and high knockback. Once the claws hit the ground, two white shock waves will form where the claws hit and will go about 1-1&1/2 SB Blocks away on both sides. Any opponent on the ground and inside those two shockwaves will get 8-12% and upwards knockback. This move has not much in starting lag, but the ending lag takes half a second, which is noticeable in Brawl.

Aerial Attacks:

Neutral Aerial: Steel Wing
This would probably be considered one of Gligar's "down to earth" move (pun intended?). For this move, Gligar will extend his arms, showing that his wings now have a steel color in them. This can be used as a sex kick which be held for 3/4s of a seconds and would give 7% with small knockback and no lag at the end. However, moving left or right would make Gligar do a nonstopping cartwheel for 3/4 seconds clockwise or counterclockwise, respective when facing left. The cartwheeling part has its own perks (gives 2% more damage and slightly more knockback) but it also has a downsides that might not make this worthwhile (1/6 more lag).

Forward Aerial: Frustration
Gligar will simply swing his right claw like a warrior would unsheath a sword, ready for a fight. There's small, but noticeable lag on both ends and will turn turn you around, making you use the back aerial the next time. Are you wondering what the damage and knockback this move actually gives out? It would usually give out 10% with good knockback, unlike other moves, it doesn't go through stale move negotiation. Instead it goes by the formula 10*1.1^(X-Y), with Y being the number of times you hit your opponent with that move and your BAir (more will be explained when I mention that move), and X being the number of timed your opponent has dodged/shielded those two moves. There is a limit to the number (X-Y) could be: it cannot get below -7 or get above 7 at all; going below the former limit will get back to -7 and going above the latter will take it back to 7. Because of this, the maximum damage you can give would be 20% with medium-high knockback (more misses than hits) while the lowest amount of damage would be 5% with low knockback (more hits than misses).

Backward Aerial: Return
Gligar will simply swing his right claw from behind him, like a warrior protecting himself from behind. There's small, but noticeable lag on both ends and will turn turn you around, making you use the front aerial the next time. Are you wondering what the damage and knockback this move actually gives out? It would usually give out 10% with good knockback, unlike other moves, it doesn't go through stale move negotiation. Instead it goes by the formula 10*1.1^(Y-X), with Y being the number of times you hit your opponent with that move and your FAir (Are you experiencing déjà vu from this move yet?), and X being the number of timed your opponent has dodged/shielded those two moves. There is a limit to the number (Y-X) could be: it cannot get below -7 or get above 7 at all; going below the former limit will get back to -7 and going above the latter will take it back to 7. Because of this, the maximum damage you can give would be 20% with medium-high knockback (more hits than misses) while the lowest amount of damage would be 5% with low knockback (more misses than hits).

OK, this is a chart on what the damage counters for both the Forward Aerial and Backward Aerial would be like in comparison to the power:

Lowest (-7) iiiihttp://www.youtube.com/wat Base(0) ch?v=Lu_wNSlI64s&feature=related iiii Highest (7)
5% <- 5% <- 6% <- 6% <- 7% <- 8% <- 9% <- (10%) -> 11% -> 12% -> 13% -> 15% -> 16% -> 18% -> 20%​

Upward Aerial: Razor Wind
When this move is first used, the only noticable difference with Gligar will have his wings glow slightly white. The second you use the move in the air, he'll turn himself with his back toward the ground and two Gligar-sized glowing "boomerangs" will appear, going straight upward 2 SB blocks for about one second. Unlike Link's boomerang, this one won't come back, but it does good damage (9%) and knockback overall. The only thing that would interrupt Gligar from not using his crescent blades inbetween the two parts of the move would be to land at anytime; getting hit by any attacks will not make Gligar lose the white glow. This move also pushes him downward, so be careful when using this off the stage.

Downward Aerial: Roost
Gligar's lone Stall-then-fall, Gligar will give a small yawn before falling down about 5 SB blocks in one second. If he lands on firm ground he will go into a sleeping position, healing himself 3% every second until he is hit by an opponent. If he lands on top of a opponent, he will be in a grabbing position, this of his opponent as a pillow to hold onto and not letting go until the opponents hits Gligar. It isn't exactly a grab, as the opponent can can still attack at anytime, but the opponent's weight and falling speed stats will increase while their ground speed and jumps stats decrease. You can cancel this move after one second, but this can help kill your opponents via "Gliciding".

Gliding Aerial: Aerial Ace
Gligar glide attack would first show him flying straight, but he then quickly ascends straight up about 3 stage builder blocks high. Gligar will then be engulfed in white streaks of light, flying straight down onto a foe. If this hits any opponent, the attack will give 8% with good knockback and Gligar will go into helpless mode soon afterwards. If Gligar's lands on the ground, a blue streak similar to Kirby's Up Special when he lands on the ground will appear, giving out 6% and small knockback. This move can also be cancelled after one second, but since Gligar will go down an Fox's falling speed, this will be difficult to achieve.

Grabs:

Pummel: Poison Jab
When Gligar grabs standing still, he will jump up to what would supposedly be head height then extend his arms forward to grab, having a small delay at the beginning but also having no ending lag. While trying to grab while running, he would reach out and lean forward while jumping but would fall down on his head, giving no starting lag but notable ending lag. Once he grabs an opponent, you can use the Pummel to add damage. Gligar would sting the opponent with his tail at the bottom of his face, looking like... well, lets say something similar to Diddy's side B. Poison jab gives out 3% initially but would give out an extra 1% when the move is held off for one second before used again.

Forward Throw: Fury Cutter
Another "down to earth" move, Gligar will simply slash the opponent in front of him with a green tinted right claw. The claw will give 5% and small enough knockback to be used as chaingrab. The power of the attack will increase everytime you use this move, reaching a maximum of 9% and going back to 5% once KOed. However at 9%, the knockback will be greater as well, making it harder to chaingrab.

Backward Throw: Feint Attack
Gligar will go on top of the opponent's head then point to a direction that the opponent will looks towards. While the opponent is distracted trying to looking where Gligar is pointing to, Gligar will sting the back of the neck with his tail, dealing 5%. The opponent then go faint, similar to what happens while Snake uses his down throw.

Upward Throw: Metal Claw
Gligar will simply will throw the opponents upwards, giving out 7% and good knockback. This move is most normal out of any of Gligar's moves, with no special attributes at all. This moves is can be a good followup to other moves, though.

Downward Throw: Earth Power
The most complex out of all the throws, Gligar will push his opponent downwards to the ground, giving 3% and small forward knockback. Gligar will then punch his claw to the ground, making a small crack that will get to the opponent quickly. If the opponent can't get up quickly enough, an eruption from the crack will give the opponent 7% with great knockback.

Final Smash: Sandstorm
When Gligar gets a Smash Ball, Gligar's wings will glow oranges as well as his eyes. Once use Press B while in Final Smash form, There will be a close up of Gligar shouting his own name while [spinning his arms. The arms will then be replaced with two sideways tornadoes full of sand, reaching the distance of about one FD on both sides and going the height about 3/2 of a stage builder block high. The Tornadoes will act similar to Metaknight's Tornado, so Enemies in one of the tornadoes will get similar damage to that move. You can move up and down during this move to ensure getting as many opponents as possible, but you are unable to move left or right. This move will last 5 seconds and will give at most 40% with great knockback at the end before Gligar's arms will begin to tire from this charade.

Playstyle:


Gligar is best known for being more of a ground-based character than a aerial opponent. Because of this, it is necessary to know how to balance each and every move with another. Spacing for Gligar is somewhat easy for him to accomplish through his Forward Smash and Special. Other moves that can help him space well would be his dash attack and his Down Special. Luring a opponent is a difficult task for Gligar, so it's recommended if you approach with Gligar instead.

Gligar does have a few tricks up his sleeve, mainly his Down B and the Down Tilt. Digging onto ground can help you get of of troublesome opponents and try to lure them into the main attack, but it's hard to execute this in 1-on-1 matches. Digging on platforms can give you a better chance of KOing opponent, but the risk would be the same for you. Down Tilt is would probably be one of the more used moves, and it can give good damage and can be a great set-up for potential combos.

Approaching with Gligar isn't an easy task, but it isn't hard at all. Mixing both forward and backward aerials as well as adding the jab and the forward tilt can help you along the way of racking up damage. Although his throws are not very notable, giving out an "Poison-Jab-to-Fury-Cutter" combo and maintain that can work in low percents. REcovering options are vast (Up Special to Gliding aerial and Side Special) but can lead to suicide or just killing yourself if used improperly. If you want to know how to be a good Gligar player, you have to know how to use the Down aerial properly as either a healing mechanism or a daring attempt to kill your opponent. All in All, Gligar is an average gimping character that players need to know how to utilize properly.


Extras:



Alternate Costumes:

Original Purple: Gligar's normal coloration, having a light blue-violet skin and blue flaps for wings.
Fiery Red: Gligar dons now a red color for is armor-like skin, but the wings have a similar color to his normal skin.
Sickly Green: Gligar's skin turns into a bright dark green color with yellowish wings.
Jet Black: Gligar now shows his evil side with black skin and white wings
Bright White: Gligar shows a angelic side with the white skin and black wings.
Shiny Blue: Gligar's shiny color in Pokemon, Gligar now has blueish skin and light blue-violet wings.
Yoshi: THERE YOU GO, SUNDANCE!


Taunts and Poses:

Up Taunt: Gligar goes onto his tail facing the screen, then swings the tail left and right while raising his arms in a little cheer.
Side Taunt: Gligar face the camera, then stands back a little before coming back to scare the opponent with his tounge sticking out.
Down Taunt: Gligar stands on his right foot and raises his left leg in front of him while raising his arms.
Victory Pose #1: Gligar hops on one foot and swings one of his arms in a circular motion, like playing an air guitar.
Victory Pose #2: Gligar skips around in a circle, occasionally jumping is delight from his win.
Victory Pose #3: Gligar will glide through the air, then use his X-Scissor facing the screen.
Losing Pose: Gligar looks like he would be crying at anytime with his arms crossed in fear of getting hurt.


Codec:

Snake: Colonel, what is this bat doing here on the battlefield?
Colonel: That's Gligar, Snake. It says here, "It flies straight at its target's face then clamps down on the startled victim to inject poison." So be careful fighting this one.
Snake: So stay away from this poison pokemon, and I should be okay?
Colonel: Yes, but he is not a poison type, Snake. He's more of a Ground/Flying type.
Snake: Does that mean he can attack from the air AND underground.
Colonel: Yes. He that might even one of his strategies not that you mention it. Just don't caught in Gligar's way.
Snake: That should be easy enough to accomplish.


I startle my foes,
then jab them
with my Poison Stinger!
 

SparkZ

Smash Cadet
Joined
Nov 4, 2007
Messages
59
Location
Me like CHOCOLATE!
Gligar is really quite a good moveset, but doesn't exactly fall in the "Totally epic" category like Shellder, Chef Kawasaki, or Bass and Treble. Nice job though. It would also be a good idea to change the headers to something different than that pixel font. Also, I think you may have picked up my idea to put algebra formulas in a moveset, whether that was intentional or not.
In unrelated news, I am making some progress on Gardner Guy. The standards, tilts and smashes are all done now, and I think that it may be my best moveset yet. Expect an Espeon-length moveset. Coming in about 2 weeks.
 

kitsuneko345

Smash Ace
Joined
Dec 20, 2007
Messages
562
Location
*sending Sundance lots of apple pies on Pi Day, as
Gligar is really quite a good moveset, but doesn't exactly fall in the "Totally epic" category like Shellder, Chef Kawasaki, or Bass and Treble. Nice job though.
Did I ever say that that this moveset is epic? Last I checked, no. Still, thanks for the compliment.

It would also be a good idea to change the headers to something different than that pixel font.
You don't like this font? Deal with the fact I chose this then. I will change it if everyone agrees it doesn't fit the character.

Also, I think you may have picked up my idea to put algebra formulas in a moveset, whether that was intentional or not.
That was only for two moves out of what, 25? It's easy enough to understand though, so it should be ok.
 

majora_787

Smash Hero
Joined
Jun 23, 2007
Messages
6,122
Location
Texas
My ideas are fitting together well. "Equipo de Salvador" takes first priority simply out of bias, but my other three movesets are still happening...eventually. I just need to scrape together every past entry and take some notes.
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
Gligar is really quite a good moveset, but doesn't exactly fall in the "Totally epic" category like Shellder, Chef Kawasaki, or Bass and Treble.
I really don't like this type of comment. There are two problems with such a comment. 1) You are stating that this set isn't as good as those that have made MYM history. Isn't that kind of an obvious point. 2) You are again, adding to the huge amount of (over)hype that these movesets have already received.

When comparing a moveset to another one... don't compare it to "the best" unless it is one of "the best". Compare it to another one of the person's works if that.


Anyway, now that I'm done ranting, on to the comment.

The layout is pretty good. The pixel headers are a bit annoying, as Sparz said, but the nostalgia they bring in is well worth it.

The specials are rather bland, except for the great down special, which I expect to be one of the highlights of this set.

The neutral combo could be a bit rediculous. 2(5+3) + (6 + 4) is 26% on a Neutral A combo. The dash attack is much better, in my opinion, being balanced and not too bland either.

The Side Tilt wasn't bad, but it seems to be wasted potential to me. A screech could have some more interesting effects... atleast a stun... or perhaps make struck foes run back and forth in pain. Shouldn't the Up Tilt go through dodges? That is kind of what Swift is known for.
The Down Tilt is another one of the great moves in this set, though this could have been more interesting as a Smash. It certainly has some potential usefulness, though it might want a damage increase.

I was thinking Cross Poison when I saw the Side Smash, though thankfully you made it different. The Up Smash is another one of the move's highlights, combining multiple simple concepts into one rather unique package. The Down Smash is good, but it could be better. An earthquake certainly has a potential to cause struck foe(s) to trip or be pitfalled.

The Neutral Aerial is nice for the amount of versatility it has.


Anyway, that's all I have time for.

This is truly a good set, and your best work so far. It might have a shot at the top 50, though that can be said for a lot of sets this time around.
 

UserShadow7989

Smash Journeyman
Joined
Aug 13, 2007
Messages
306
Ashe: I have to wonder, did anyone else guess this right? Anywho, I got here late, so all I could've said has already been said. Kudos, man. I love how you managed to give her so many forms, but managed to keep it from being overly complicated. I think this is one of the top contenders here.

Gligar: Ah yes, Gligar is one of my favorite Pokémon from the second gen. I'm no good at giving solid advice in this type of deal, but I enjoyed this moveset greatly. The attacks are different from what we've seen so far, and they're balanced as far as I can tell. There's plenty of detail, so I could understand the set perfectly. Good Job.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Ashe: Very impressive indeed. I'd call it one of the most well-crafted moveset of its sort, with multiple transformations on a single character; the individual Specials for each form are uniformly interesting and give the character fantastic versatility. Like Plorf, I favor the classic Mega Man games, but I can respect this for its quality alone. I love the use of PNGs for the headers; it's been done before, but not this well since Mach Rider.

Gligar: Ah, kits. Back where you belong, I see; making those wonderful Pokemovesets you're so renowned for. The creativity on 90% of the attacks is palpable, and it's quite enjoyable to read, although a few of those moves could be split up into multiple paragraphs. On the surface, I kinda like the organization, but I gotta tell you, the headers for the attacks are a bit too big; they're the same as the attack section headers! Shrink them a size, please? For that matter, I prefer the text of the moveset's body to be in the default font, but I know you've been doing it like this for a while, so...

I love Dig and a bunch of other attacks, although I do feel the moveset suffers from a bit of the copy-and-paste-from-learnset syndrome Pokemovesets so often are afflicted with. Nonetheless, my favorite of your movesets since Delibird, and that's saying something. :bee:

Quite an influx of good sets lately... sigh
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Gligar is really quite a good moveset, but doesn't exactly fall in the "Totally epic" category like Shellder, Chef Kawasaki, or Bass and Treble
Don't catagorize movesets like that. We'll never have any real way to gauge moveset quality. Even our top 50s are highly subjective and, in the end, the "best" movesets are often just the ones we happened to like more at the time.

To quote Pk-ow (of all people) on the subject;
"And then we have votes, which lets us see which sets were the most appealing, whatever that meant that round."



Anyway, a lot of good movesets were posted without me noticing, I may as well start with Gligar for now;
I actually love it when a pokemon's learnset is used for its moves. In most cases it makes the moves themselves much easier to understand. I felt that some moves such as Stealth Rock were very well translated to Brawl.
I liked how the strength of Frustration was inversely proportional to the strength of Return.
I'm also glad Guillotine allows for Gligar-cide, its the only interpretation of that move that works.
Fury Cutter as chaingrab was pretty clever.
etc.
etc.
etc.

The biggest problem with this moveset though is how much detail you try to cram into a single sentence. Sometimes (and by that I mean, often) I had to re-read a sentence because I lost myself halfway through it.
And although I like the pixel fonts, I'll have to join the chorus of people who've already told you to get rid of them.

Gligar flaps his wings two different times
AKA "twice"
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,291
Location
Hippo Island
is this even a forum game anymore?
That depends on how you define a "forum game".

If you mean "we just post move sets for the lulz", then you will be dissapoitned. Most of the people in this thread take their move set making seriously and will try to make it as high-quality as possible. This is partially a contest after all.

However, at the same time, we wouldn't put in so much effort into these things if we weren't having fun doing so. In that regard, this is very much a game, as the main point of this thread is just that; to have fun adapting characters into Smash Bros.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
THE IMMORTAL EYE – CHAPTER 2: SONS OF LIBERTY – PART 1​

There’s a reason this chapter is being released in two parts. While I’m not done with it yet, it’s still gonna go on a while longer, and I wouldn’t want to drop an entire planet of text on you at once. Read the first half now while you can, lest you be buried beneath a planet of text.

Featuring movesets from:

-Lionheart
-SmashDaddy
-UserShadow7989
-SmashDaddy
-Kholdstare
-SmashDaddy
-MasterWarlord
-SmashDaddy
-Sakurai
-SmashDaddy
-TheSundanceKid
-SmashDaddy
-dancingfrogman
-SmashDaddy
 

kitsuneko345

Smash Ace
Joined
Dec 20, 2007
Messages
562
Location
*sending Sundance lots of apple pies on Pi Day, as
Gligar looks cool at a skim.

I'll save my full comments for the inevitable review. :bee:
Ah, so you will probably be reviewing Gligar... I see how that goes.
I really don't like this type of comment. There are two problems with such a comment. 1) You are stating that this set isn't as good as those that have made MYM history. Isn't that kind of an obvious point. 2) You are again, adding to the huge amount of (over)hype that these movesets have already received.

When comparing a moveset to another one... don't compare it to "the best" unless it is one of "the best". Compare it to another one of the person's works if that.
Lionheart, you are a great guy. Comparing movesets that aren't the best to others that everyone has heard of with good reason is not very healthy to do here. SparkZ, learn from the leaders of our past and present. You can't truly except perfection unless this is one that took time to find small flaws and fix them.
Anyway, now that I'm done ranting, on to the comment.

The layout is pretty good. The pixel headers are a bit annoying, as Sparz said, but the nostalgia they bring in is well worth it.

Layout to me seemed very important at the time I did that (which was at the very beginning). To me, I like how the headers seem to look like a regular pokemon battle.

The specials are rather bland, except for the great down special, which I expect to be one of the highlights of this set.

Down B is probably one of the few reasons why I did the set. This and that Gligar is one of the coolest pokemon around along with other movesets.

The neutral combo could be a bit reidiculous. 2(5+3) + (6 + 4) is 26% on a Neutral A combo. The dash attack is much better, in my opinion, being balanced and not too bland either.

I not sure if I worded the jab attack correctly. It more like with the frames and knockback so long and medium-sized, you would probably get at most 5 from the first attack + 3 from the second + 4 from the third = 12, respectable damage for a jab. U-turn was one of my favorite moves just because of its implement.

The Side Tilt wasn't bad, but it seems to be wasted potential to me. A screech could have some more interesting effects... atleast a stun... or perhaps make struck foes run back and forth in pain. Shouldn't the Up Tilt go through dodges? That is kind of what Swift is known for.
The Down Tilt is another one of the great moves in this set, though this could have been more interesting as a Smash. It certainly has some potential usefulness, though it might want a damage increase.

Know that you mention that, I guess the side tilt sort of does lack uniqueness. I'll probably add a dizzying effect if an opponent gets hit. As for Swift, I'll do the inability to dodge this. Stealth Rock was a great attack to with, but I understand your reasons for that change to a smash.

I was thinking Cross Poison when I saw the Side Smash, though thankfully you made it different. The Up Smash is another one of the move's highlights, combining multiple simple concepts into one rather unique package. The Down Smash is good, but it could be better. An earthquake certainly has a potential to cause struck foe(s) to trip or be pitfalled.

Wasn't Cross Poison the Neutral Special? And yes, Sludge Bomb was very interesting to write about. I don't know about pitfalling but I can implement tripping in the attack.

The Neutral Aerial is nice for the amount of versatility it has.
:bee: Where's the other comments about the other aerials?

Anyway, that's all I have time for.

( :urg: )

This is truly a good set, and your best work so far. It might have a shot at the top 50, though that can be said for a lot of sets this time around.

I like how you said that it might have a shot at the top 50. It gives me some understanding that this isn't the best set, but it isn't the worst also.
Comments in light purple.

Gligar: Ah yes, Gligar is one of my favorite Pokémon from the second gen. I'm no good at giving solid advice in this type of deal, but I enjoyed this moveset greatly. The attacks are different from what we've seen so far, and they're balanced as far as I can tell. There's plenty of detail, so I could understand the set perfectly. Good Job.
It's ok, I never really know what to truly say as well, and I been around here since MYM 2.0.

Gligar: Ah, kits. Back where you belong, I see; making those wonderful Pokemovesets you're so renowned for. The creativity on 90% of the attacks is palpable, and it's quite enjoyable to read, although a few of those moves could be split up into multiple paragraphs. On the surface, I kinda like the organization, but I gotta tell you, the headers for the attacks are a bit too big; they're the same as the attack section headers! Shrink them a size, please? For that matter, I prefer the text of the moveset's body to be in the default font, but I know you've been doing it like this for a while, so...

I love Dig and a bunch of other attacks, although I do feel the moveset suffers from a bit of the copy-and-paste-from-learnset syndrome Pokemovesets so often are afflicted with. Nonetheless, my favorite of your movesets since Delibird, and that's saying something. :bee:

Quite an influx of good sets lately... sigh
I'll change the headers. But really I like that way the main headers look like a pokemon battle. As for the default font, what is it exactly? Because, I just put in the stylistic font at the top to the bottom then use Times New Roman for the descriptions. As for the copy and pasting, I did actually did that with some moves, but it's noticeable and comedic in one of them. I'm not fond of the compliment of this being your favorite moveset of mine since Delibird, but is understandable and very interesting to note, since Delibird did place in MYM 3.

Don't catagorize movesets like that. We'll never have any real way to gauge moveset quality. Even our top 50s are highly subjective and, in the end, the "best" movesets are often just the ones we happened to like more at the time.

To quote Pk-ow (of all people) on the subject;
"And then we have votes, which lets us see which sets were the most appealing, whatever that meant that round."

Read my answer to this in my comment from Chris's.

Anyway, a lot of good movesets were posted without me noticing, I may as well start with Gligar for now;
I actually love it when a pokemon's learnset is used for its moves. In most cases it makes the moves themselves much easier to understand. I felt that some moves such as Stealth Rock were very well translated to Brawl.
I liked how the strength of Frustration was inversely proportional to the strength of Return.
I'm also glad Guillotine allows for Gligar-cide, its the only interpretation of that move that works.
Fury Cutter as chaingrab was pretty clever.
etc.
etc.
etc.

So... much... good... and... not... enough... bad.... Seriously, I think giving the negatives now would help me prepare for the reviews.

The biggest problem with this moveset though is how much detail you try to cram into a single sentence. Sometimes (and by that I mean, often) I had to re-read a sentence because I lost myself halfway through it.
And although I like the pixel fonts, I'll have to join the chorus of people who've already told you to get rid of them.

I guess this is what people mean when they get confused somewhat with my movesets. And now, since the font is annoying to some people I'll change it.
Comments in Light Purple Again.

Gligar flaps his wings two different times
AKA "twice"
At first I was like...

But then...

I LOL'D
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
@Gligar: Another Pokemon moveset, yay! I'm not a huge fan of Gligar as a Pokemon, but he is a rather cool critter. I say you did a really good job with him! There were some creative attacks thrown in there, but the one I liked the most was the Down Aerial, Roost. I don't know why, but I just really like that move (in the games too)! You did use several moves from Gligar's in-game moveset, but for the most part, they didn't feel like much of a stretch. The writing is a bit of a struggle to read through sometimes, though. Great job overall, kits!
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
I'll change the headers. But really I like that way the main headers look like a pokemon battle. As for the default font, what is it exactly? Because, I just put in the stylistic font at the top to the bottom then use Times New Roman for the descriptions. As for the copy and pasting, I did actually did that with some moves, but it's noticeable and comedic in one of them. I'm not fond of the compliment of this being your favorite moveset of mine since Delibird, but is understandable and very interesting to note, since Delibird did place in MYM 3.
Dude... Delibird was, like, my #1 favorite MYM 3 moveset. I put it up there with many MYM 4 movesets. High praise indeed. :bee:

As for the default font, I really have no idea, and it's not a big deal in any case. Just a little thing I thought I'd note.
 

Plorf

Smash Apprentice
Joined
Jan 28, 2009
Messages
124
Location
Silver Spring, MD
So to anyone not aware, my next set is going to be Metal Man. Due to the recent trend of Mega Man 2 Robot Masters, I have made this decision. I already am running into a few difficulties, but I hope to get this done by this contest. I fear his Neutral Special (Metal Blade) may be a bit... broken, though.

K.Rool, how far along are you on Flash Man, and how goes the review of Heat Man?
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,291
Location
Hippo Island
Ridley your doing lemmy koopa!!! thats PWNAGE
Thanks for the support.:bee:

@Plorf: I think it would be very possible to balance Metal Blade. While it can aim in multiple directions, you could make it weak or have slow startup so he can't just spam it for quick damage racking.
 

Plorf

Smash Apprentice
Joined
Jan 28, 2009
Messages
124
Location
Silver Spring, MD
I suppose I could do that. I've thought of a bunch more moves, and I'm scavenging Heat Man's formatting, so this should be done fairly quickly. So far, all I can think of for Metal Blade is 1% damage, non-flinching, fast firing rate, aimable anywhere. I could make it have either big startup time to start firing, massive ending lag, or maybe even... ammo. :O

So uh... yeah. Expect this kind of soon.
I mainly need throws and a couple of specials... so I'm open to suggestion! :bee:
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
K.Rool, how far along are you on Flash Man, and how goes the review of Heat Man?
Not far and not well. :p

Seriously, I haven't started either. Reviews, I write all at once, you're probably going to be waiting until the weekend for that. Guaranteed quality, though. :cool:
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
So... You were using Cappy Holding Two Gordos and you got stuck using your Up Special?
Congratulations, you're now using a whole different character!

CAPPY HOLDING NO GORDOS



Cappy without his precious Gordos.

Statistics


Neutral Stat - Exist
Cappy thinks, therefore he is. This is kind of a crappy N-Stat, but it helps you ensure that you really exist.


Forward Stat - Low Velocity
Cappy doesn't have a lot of movement speed, being depressed at his lack of Gordos.


Backward Stat - Even Lower Velocity
Backward is no good.


Upward Stat - Meh
Jumping is not Cappy's forte.


Downward Stat - Crouch King
Crouching, however, is Cappy's finest forte! He pulls his mushroomy cap down over his whole body and shrinks down low! Too good!


Standards

Only Standard - Longing for Gordo
Cappy cries over his lost Gordos. By tilting the control stick or dashing, you can angle his tears, which is terribly manipulative of you, considering his genuine sadness. Jer.


Smashes

Diagonal Smash - Flip Off
No, he doesn't flip them off, you awful, awful person, you. He does a FLIP, and his mushroom cap comes OFF. Geez. This can be done in any diagonal direction.


Not Diagonal Smash - Flip On
Cappy extends Chef Kawasaki's extendable spoon (yeah, he's a little kleptomaniac), which he uses to grab his cap and retrieve it, since he lost it with his D-Smash (D =/= Down).


Aerials

Under 89% Aerial - Memories of Gordo
A transparent Gordo is superimposed over Cappy, dealing 10% damage to anyone who touches it.


Between 89% and 123% Aerial - Lolwut?
The numbers here are just so random! Cappy has to laugh.


Over 123% Aerial - The Pain!
By now, Cappy's hurting. He cries out in agony! Enemies feel sorry for him and can't attack for a little while.


Specials

Ground Special - Not-So-Megaton Slam
Cappy pounds the ground, as if with a Gordo, but without one, so this attack isn't very strong, but it does, oh... Maybe 3% damage or so?


Aerial Special - Even-Less-Megaton Slam
Cappy slams the air, like in his G-Special. As you might have guessed, that doesn't do anything. He's kind of confused without his Gordos...


Ledge Special - Ledgeton Slam
Cappy punches the ledge he's hanging from, making it shake a little bit. This will stun opponents standing close to it, but also makes Cappy fall off and enter a helpless state.


Metal Special - Gordos?
This is the Special that will happen if Cappy has grabbed a Metal Box. Cappy sheds his metal skin, holding it in his hands, and shapes it into two Gordo-shaped chunks of metal. These will only last for as long as the Metal Box would normally last, but let you have CHTG's moveset while you have them.


Grab

If Cappy grabs anyone, he'll hold onto them for 10 seconds and use them as a substitute for one of his lost Gordos. He can't throw them.

Final Smash

Final Smash - Lord of the Gordos: Return of the Gordo
In a brilliant flash of light... Cappy gets his Gordos back!!! BEEE!!! :bee:
 

Plorf

Smash Apprentice
Joined
Jan 28, 2009
Messages
124
Location
Silver Spring, MD
That is a very nice SM, Warlord. I have to admit I didn't read every word, but even so, I still think it was a bit confusing, since I am more of a visual person than a wall-of-text person. :p Still though, it was well-written; I could almost imagine it being a movie! :bee:

The special mechanics to make it similar to Metal Gear Solid are interesting, and true to Brawl. It was a tad violent/curse-laden, but I suppose that's creative license at work. I'm looking forward to part two for sure. (HEAT MAN :p)

Edit: CHNG! Metal Special's amazing, some actual creative ideas, even in a joke set! BEEEE!!! :bee:
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Diagonal Smash - Flip Off
No, he doesn't flip them off, you awful, awful person, you.
I LOL'd hard at this.

In non-spamming related news, I'll be gone on a school trip for the next four days, so I might finish Paint Roller today but if I don't it'll be a while.
 

Jimnymebob

Smash Champion
Joined
Sep 26, 2008
Messages
2,020
NNID
Jimnymebob
Cappy holding no Gordo's ledge special was too good.
Your best joke set since SuperStar Helpers :p.
Only joking lol, your best since SSH:U XD.

!!!BEEE!!! :bee:

My moveset is going to feature one character, and two separate Luigi-fied clones, for the heck of it :laugh:.

I'd release them seperately, but they will share quite a few similar moves, just with a few differences, and different proerties/ lag etc, so I'll keep it all in one.
It'll make it look longer lol.
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
Kibble, that is amazing. AMAZING. I am soooo stealing the metal box idea.

Gilgar's good too. Dig is very nice.

*bad commentary resumes*

Jimny, your previous avy was sooooooooooooooooooooooo much better than that.
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
CHAPTER 1-1

I posted the first chapter of my story mode a few days ago but because I knew Kibble's set would totally outshine it, I erased the notice. Sooo...I'll post it again for anyone (most people) who missed it! ^_^

People Who Might Care Even Vaguely

-Spadefox
-Miyamoto
-Mario fans
-Fans of Mario dying.
-Fans of laundry and jets.
-Super Mario Galaxy fans.
-Fans of Maskie
-People who just wanna read something random.
-People who wanna hear a cool remix of the SMW castle theme.
 

INSANE CARZY GUY

Banned via Warnings
Joined
May 14, 2008
Messages
6,915
Location
Indianapolis
:034: It's Nidoking *****





Statistics


Nidoking is heavy very heavy but he has a poor jump height a little shorter than Fox's with a decent recovery.

He is a fast faller about roy/DK with a decent air speed and Wavedash
his shield is just aright can still be shield stabbed and has a good roll
His horn is like marth's tipper, all attacks have the horn's hitbox in it and it adds 2% damage and hit stun giving him better combos

His taunts are
1.he he looks up and roars like in the pokemon games
2.He beats on his chest yelling
3. He pops his neck and looks at you like chuck norris

He can be stiched up with Nidoqueen


Moves

Smashes

down- he swings his arm forward and swings his tail backwards. comes out very fast
forward uncharged 15%
backwards unchaeged 18%

forward charged 25%
Backwards charged 29%

Up smash slams his horn upwards. hard to land but has insane knockback
uncharged 17%
charged 28%

F-smash-Slams his whole body down elbow first. powerful with good range but slow and it you are close the body slam will throw them into his horn for more damage

uncharged 23%
charged 34%

Tilts

Up- does a bunny hop hiting anyone with his ears sets up a chain of upairs

12%

Down-kicks then swings tail around good for setting up fair

1st hit 4% 2nd hit adds 8%

Forward- swings tail and it can be aimed decent for f-tilt it can set-up a nair if you are fast and they don't di right

8%

B Moves

B- Poison sting, short range, comes out petty fast and there is a 30% chance they may be poisoned for a little bit. a solid move if you can land it

10% plus a% depending on their wieght and percent if poisoned and if they don't shake out
pichu would be 1% at 0% and 5% at 100%
bowser would be 3% at 0% and 25% at 100%



Side B- Horn drill, It's slow at first and weak but if you let it charge nidoking will go wild charging his foe giveing you an easy KO (think of pichu's side B)
uncharged-4%
fully charged-28%

Down B-Eartquake, slams the ground with his foot causeing a earthquake(can hit if they are close to the ground) that goes out as far as ness's side B, sets up a nice combo. In the air it spikes unless he hits the ground out of the air then you get a short range earthquake
Shortquake-10%
normalquake-2%-15%
In the air-18%

Up B- Hyper Beam, Nidoking slows his falling and begins chagring up Hyper beam and blast himself the other way a long distance and the beam has infinite range unless blocked. What's great about this move is when you spike someone off the stage and they try to come back hpyer beam just blows them away. The start-up lag is 1/2 a second

note, it's stonger in the air.
On the ground 19%
In the air 25% with more knock back
Air moves

Nair-He has a sex kick
11% to 5%

Bair- A powerful fast tail whip with cool down time
18%

fair- slaps them away with his arm
12%

dair-flips downwards and starts drilling if you hit with the horn you get a spike and more damage and if you don't you get a meteor smash, good for comboing (5 hits)
3% to 15%
with horn 5% to 20%

UPAIR- bounces up a little higher and headbutts them, good juggler. but can't help his recovery very much
9%

Other Moves

Dash attack- rams them and sends them upwards very good if you hit with the horn one of the few attacks when the horn adds noticeable knockback
9%

Jab- left hook right hook and finishs it with a headbutt
2% 3% 4%
F-throw-tosses them with just his right arm can't really combo with just decently fast knockback
8%

up throw- bouces them off his head. good for upair
6%

Down throw- throws them at the ground and kicks them( at the egde it's a weak meteor smash. one of the better throws
throw 4% kick 5%

B-throw-tosses them up and bouces them backwards with his back
3% for the throw then 7% for the stab

pummel-whips them with his tail

Final Smash calls in nidoqueen/nidoking for a double ****+ added attack power

How he plays

Nidoking is big and easy to combo and it's hard to get in if they spam lasers, but he has great range (not marth good) and he is a little slow just a little because he has a hard hiting game and focuses on getting a horn attack to set-up easier combos than are harder to break out of. H e can still combo decently without his horn but it's much harder. His air game is game is good thanks to dair and upair for on stage. but his fairs can lead into a spike or meteor smash and with his hyper beam recovery he can go out far and
double check they don't get back on the stage. He is easy to egde guard most of the time the only problems sre he flys thought the air very fast and if you get hit by the horn you will get thrown in to hyper beam or if he turns around and trys to use hyper beam on you


coolist and most bad*** pink thing ever
 

cjrocker

Smash Ace
Joined
Jul 28, 2008
Messages
564
Location
West Coast
As awesome as Nidoking is, that moveset needs an incredible amount of work, or else several people probably won't spare it a second glance.

@MT: indeed a cool remix
 

Jimnymebob

Smash Champion
Joined
Sep 26, 2008
Messages
2,020
NNID
Jimnymebob
First of all, that Nidokking set is good, but could use a lot of work, such as more detail, because up to now it seems to lulzy, especially with the 3rd taunt and Final Smash.
Some of the moves are interesting as well, but could use for more detail- how long does it take to charge Hyper Beam, for example?

Jimny, your previous avy was sooooooooooooooooooooooo much better than that.
But I <3 Ivysaur.....
Which one lol?
I've gone from Yoshi, the Dimentio picture I drew, Baby Daisy, and Ivysaur :laugh:.

I have also estimated my moveset will be around 22,500 words without the extras. I just need to keep all those words interesting :urg:.
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
@Jimny: Dimentio. Put it back nao. :p

@Insane Crazy Guy: Please visit the Abyss and look at other movesets. Try to work up to the level of those. That, or go to MYTF.
because you need a lot f work.
 

INSANE CARZY GUY

Banned via Warnings
Joined
May 14, 2008
Messages
6,915
Location
Indianapolis
Is this a little better?

:034: It's Nidoking *****





Statistics


Nidoking is heavy very heavy but he has a poor jump height a little shorter than Fox's with a decent recovery.

He is a fast faller about roy/DK with a decent air speed and Wavedash
his shield is just aright can still be shield stabbed and has a good roll
His horn is like marth's tipper, all attacks have the horn's hitbox in it and it adds 2% damage and hit stun giving him better combos

His taunts are
1.he he looks up and roars like in the pokemon games
2.He beats on his chest yelling
3. goes 2D pokemon yellow style

He can be swiched up with Nidoqueen


Moves

Smashes

down- he swings his arm forward and swings his tail backwards. comes out very fast
forward uncharged 15%
backwards unchaeged 18%

forward charged 25%
Backwards charged 29%

Up smash slams his horn upwards. hard to land but has insane knockback
uncharged 17%
charged 28%

F-smash-Slams his whole body down elbow first. powerful with good range but slow and it you are close the body slam will throw them into his horn for more damage

uncharged 23%
charged 33%

Tilts

Up- does a bunny hop hiting anyone with his ears sets up a chain of upairs

12%

Down-kicks then swings tail around good for setting up fair isn't good for CCing

1st hit 4% 2nd hit adds 8%

Forward- swings tail and it can be aimed

8%

B Moves

B- Poison sting, short range, comes out petty fast and there is a 30% chance they may be poisoned for a little bit. a solid move if you can land it

10% plus a% depending on their wieght and percent if poisoned and if they don't shake out
pichu would be 1% at 0% and 5% at 100%
bowser would be 3% at 0% and 25% at 100%



Side B- Horn drill, It's slow at first and weak but if you let it charge nidoking will go wild charging his foe giveing you an easy KO (think of pichu's side B)
uncharged-4%
fully charged-28%

Down B-Eartquake, slams the ground with his foot causeing a earthquake(can hit if they are close to the ground) that goes out as far as ness's side B, sets up a nice combo. In the air it spikes unless he hits the ground out of the air then you get a short range earthquake
Shortquake-10%
normalquake-2%-15%
In the air-17%

Up B- Hyper Beam, Nidoking slows his falling and begins chagring up Hyper beam and blast himself the other way a long distance and the beam has infinite range unless blocked. What's great about this move is when you spike someone off the stage and they try to come back hpyer beam just blows them away. The start-up lag is 1/2 a second goes about as far as 1 quick attack from pikachu a little shorter It's like samus's charge shot but you can't sto

note, it's stonger in the air.
On the ground 17%
In the air 23%
Air moves

Nair-He has a sex kick does really combo into anything
11% to 5%

Bair- A powerful fast tail whip with cool down time
17%

fair- slaps them away with his arm
12%

dair-flips downwards and starts drilling if you hit with the horn you get a spike and more damage and if you don't you get a meteor smash, good for comboing (5 hits)
3% to 15%
with horn 5% to 18%

UPAIR- bounces up a little higher and headbutts them, good juggler. but can't help his recovery very much
9%

Other Moves

Dash attack- rams them and sends them upwards very good if you hit with the horn one of the few attacks when the horn adds noticeable knockback
9%

Jab- punch, headbutt and finishs them with a tail whip
2% 3% 4%
F-throw-tosses them with just his right arm can't really combo with just decently fast knockback
8%

up throw- bouces them off his head. good for upair
6%

Down throw- throws them at the ground and kicks them( at the egde it's a very weak meteor smash. one of the better throws
throw 4% kick 5%

B-throw-tosses them up and bouces them backwards with his back
3% for the throw then 7% for the stab

pummel-whips them with his tail

Final Smash calls in nidoqueen/nidoking for a double ****
How he plays

Nidoking is big and easy to combo and it's hard to get in if they spam lasers, but he has great range (not marth good) and he is a little slow just a little because he has a hard hiting game and focuses on getting a horn attack to set-up easier combos than are harder to break out of. H e can still combo decently without his horn but it's much harder. His air game is game is good thanks to dair and upair for on stage. but his fairs can lead into a spike or meteor smash and with his hyper beam recovery he can go out far and
double check they don't get back on the stage. He is easy to egde guard most of the time the only problems sre he flys thought the air very fast and if you get hit by the horn you will get thrown in to hyper beam or if he turns around and trys to use hyper beam on you


coolist and most bad*** pink thing ever
 

Kris121

Smash Journeyman
Joined
Nov 26, 2008
Messages
263
Location
THE INTERWEB
Well first you have to edit out your other set. Then maybe it will be better also maybe a bit more originallity. Jab jab hook or jab jab headbutt aint gunna cut it
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
Reposting movesets is STRICTLY PROHIBITED as stated in the OP.

Movesets should not be reposted under any circumstances. If you have changed or updated your moveset, you are permitted to post a link to it in the thread, but do not repost the moveset.
 

cjrocker

Smash Ace
Joined
Jul 28, 2008
Messages
564
Location
West Coast
Yes, posting movesets twice is a bad thing. That said, you improved Nidoking quite a bit, but you still have some work to do. For example, some of his attacks are underpowered (namely the tilts,) while other attacks are downright broken (up special, 25%? That's unheard of.) And then there are issues besides balance; very short on detail, no extras. So keep improving. With enough effort, this guy has the potential to be great.
 
Status
Not open for further replies.
Top Bottom