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[Official SSB4 Discussion] --- Nintendo announces 2 new Smash games!

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Chief Mendez

Smash Master
Joined
Mar 25, 2007
Messages
3,161
Location
Somewhere
Gah!

People, please--there's a place for movesets already. Nobody here I think needs to see another K. Rool moveset to know how sure he is for SSB4, or another Master Chief 'set to know how unlikely he is.

Though if you are going to do the right thing follow my advice, just remember: "If you make a character that has been already done in either 1, 2, OR 3, make sure the movesets are not too similar. Movesets that are eeriely similar to the point where one might think they were copied will not be accepted.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Here's my roster of 60 :

* = unlockable

Super Mario Bros. (7)
Mario
Luigi - change his specials a bit, Poltergust as down B (shoots out fire, water, or ice in balls), change neutral from fire to electricity)*
Bowser
Peach
Bowser Jr./Shadow Mario*
Paper Mario*

Pokemon (7)
Pikachu
Jigglypuff*
Mewtwo (new forward and down B)*
Pokemon Trainer (Squirtle, Ivysaur, Charizard)
Lucario OR Most Popular Pokemon from Current Gen.

Legend of Zelda (6)
Link
Zelda/Sheik
Ganondorf (w/ sword attacks for specials and smashes)*
Toon Link (entirely new specials and final smash)*
Vaati OR New Reoccurring Villain*

Star Fox (4)
Fox
Falco (new specials and final smash)*
Wolf (new final smash)*
Krystal*

Donkey Kong (3)
Donkey Kong
Diddy Kong (new side B: Chimpy Charge: Charge a running headbutt (from DK64). New down B: Guitar Gazzump: Hold down B to refrain from playing a chord, release to play a chord in a star-shape. Spam too much and a string will break, making the move useless until Diddy uses enough other moves, or is KOed. This plays during his final smash.
King K.Rool*

Fire Emblem (3)
Ike OR New Popular Lord who can take his moveset easily
Marth*
Micaiah OR New Female who doesn't use a sword*

Kirby (3)
Kirby
Meta Knight
King Dedede

Metroid (3)
Samus/Zero Suit Samus
Ridley*

Mother (3)
Ness
Lucas
Claus*

F-Zero (2)
Captain Falcon
Samurai Goroh*

Animal Crossing (1)
Tom Nook OR Animal Crosser

Balloon Fighter (1)
Balloon Fighter

Custom Robo (1)
Ray 01

Game and Watch (1)
Mr. Game & Watch

Golden Sun (1)
Isaac

Gyromite (1)
R.O.B.

Ice Climber (1)
Ice Climbers

Joy Mech Fight (1)
Sukapon

Kid Icarus (1)
Pit

Megaman (1)
Megaman

Metal Gear (1)
Snake

Nazo no Murasamejo (1)
Takumaru

Pikmin (1)
Olimar

Punch Out!! (1)
Little Mac

Sonic the Hedgehog (1)
Sonic

WarioWare (1)
Wario

Yoshi (1)
Yoshi

New Franchise (possibly Captain Rainbow) (1)
Captain Rainbow OR New Popular Franchise w/ a stand-out character
 

Kiyosuki

Smash Journeyman
Joined
Feb 23, 2008
Messages
367
Yes please give Ganondorf a unique moveset. I know it's been said a 1000 times but it should be said 1000 times more.

I think a nice middle way for him as opposed to just using his fists or just using a sword would be that he uses his fists and sheer dark power most of the time, but for certain moves he uses a sword. It would distinctify him from Link and Zelda/Shiek and I think that kind of style is very him.
 

BKupa666

Barnacled Boss
Moderator
Joined
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Messages
7,788
Location
Toxic Tower
Survivor: Make Your Move


While one might say a regular game of Smash against Meta Knight is similar to a Survivor competition, .

K L O B B E R


Anyone who has completed even just the first level of Donkey Kong Country 2 should remember the feeling of approaching an ordinary barrel, just for this guy to pop out at the last second. Klobber pursues nearby opponents with mindless determination, wearing a barrel over his torso with which to clobber dat dere Diddy. Although Klobber cannot actually damage the Kong, he can push him into dangerous obstacles or off platforms. However, oftentimes, Klobber gets so caught up with this task that he dashes right to his doom himself. If bopped on the head, Klobber retreats into his barrel; his own protection may be turned against him as it can be tossed away as usual. Different species of Klobber steal items from Diddy upon contact, and also appear in exploding barrels or simply chuck explosives from a distance (in DKC3).

S T A T I S T I C S

Fall Speed: 9
Movement: 8.5
Aerial Movement: 8
Weight: 8
Size: 7
Jumps: 2
Traction: 0.5

I spy with my bloodshot twitching eye...an interesting little traction stat down there, as well as a surprisingly fast dash. Quite a treacherous combo for sure; true to his enemy appearance, Klobber skids around quite a bit onstage as he sprints around, making tire-squealing noises all the while. Otherwise, Klobber operates as you would expect a true Kremling to: pure heavyweight insanity. His barrel does lend him a few unique attributes, however. Klobber takes no damage from any attacks that hit his barrel, although he is not invulnerable to knockback. His head and feet are regular hurtboxes, as they bulge from his barrel in a more exaggerated manner than in DKC2. However, by crouching, Klobber ducks into his barrel, completely hiding his hurtboxes.

If attacked by a move dealing more than 5% while crouching, Klobber rolls across the ground at a speed proportional to the attack he is hit with (a 10% attack will launch him at Mario's dash speed, for example). Klobber can shield himself from a majority of weak projectiles from a distance, although if he takes more than 10% in one crouch, he suffers a second and a half of lag, as he dizzily emerges from his barrel (he automatically comes up after ten seconds or 15%).

If opponents refuse to approach Klobber as he tanks, he has an he has an alternate tactic to use. By dashing forward and ducking while skidding, Klobber transitions smoothly into rolling at the same (fast) speed. While rolling, Klobber's barrel has the same properties as it does while he crouches; however, when attacked, Klobber simply returns to his normal dash with his momentum, rather than being rolled backward. This allows him to essentially take a free, painless hit from a stronger projectile or trap while getting in an opponent's face, where he wants to be.


S P E C I A L S

NEUTRAL SPECIAL - KOLLISION
Klobber's feet begin spinning rapidly for .45 second, with a familiar cartoon Roadrunner effect. During this time, the player may angle Klobber's charge in any direction, before he lets loose. And when I say let loose, I'm not kidding around. Klobber charges a Battlefield platform in one direction, reaching this distance just barely slower than a space animal Side Special. Characters who come into contact with Klobber's barrel take a set 5% and are knocked back the same distance Klobber dashed, remaining stunned for .1 for each 10% they have. If a character hits Klobber's barrel with an attack that deals more than 5%, he is knocked back to where he initiated the charge, albeit taking no damage.

Of course, Klobber loves to play around with this move in order to do what he does best...push foes around, preferably right off the stage. Fortunately for him, Klobber suffers very little ending lag, allowing him to use this move multiple times to push a foe around like a woman...or a shopping cart. He finds this useful for both damage-racking and KOing. Of course, just like before, Klobber's pushiness comes with a price: the psychotic guy is supremely reckless while attempting to body-slam opponents. If opponents dodge just one body-slam and Klobber falls offstage, he falls to his doom in a helpless state. When Klobber gets close to the edge and goes for a gimp, he must ensure his foes are unable to dodge the final few slams. In many cases, he must also follow them offstage and use aerials to ensure they are smashed to their doom. Should you care? Hell yes. Does Klobber? Not in the slightest...this is all business for this crazy crocodile.


SIDE SPECIAL - BOMB CHUCK
Klobber reaches into his barrel with one tap of B, throwing a Pokeball-sized yellow grenade on a second press. He lobs the explosive in a Ganondorf-high arc half of Battlefield forward over .55 second. While reaching into his barrel, Klobber can tap A to add additional grenades to his barrage; the grenades spread out upon landing, spaced a nice half-character width apart. The grenade (or grenades) explodes .5 second after landing, creating a Wario-sized explosion of particles. These blast bits deal multiple hits of 1%, totaling up to 12%, and remain onstage for an additional .5 second. These trapping hits are easy for Klobber to knock into opponents from, so opponents will want to make it a priority to dodge.

Now, this is a priority actually worth talking about...spot-dodging grenades won't help much, attacking the grenades is futile, and shields are eaten up like the victims in Kupa's fantasies. Foes must roll or jump in either direction to stand much chance of dodging these babies. If an opponent is forced to jump off an edge, an opening is made for Klobber to gimp them, while if they move toward him, they are in a position to be Kollided with. Although the grenades are no substitute for Klobber's direct physical attacking or gimping, due to the time before they explode, he can use them as a valuable asset in priming foes to be body-slammed to their doom. He's ready to have a bomb (no pun intended).


DOWN SPECIAL - KA-BOOM
Klobber cackles maniacally, as TNT appears on the front of his barrel with .25 second startup lag. His barrel begins flashing with increasing frequency over the course of seven seconds, after which it detonates in a Bowser-sized blast, damaging nearby opponents as well as Klobber (he can't cancel the explosion...beware!). Klobber can explode on command by simply tapping B, although this is only advisable offstage, when the explosion will refresh Klobber's jumps. The TNT barrel also explodes on the slightest contact with an opponent, or any attack (including projectiles). The damage and knockback of the move is variable, depending on how far Klobber dashed prior to detonating; he is able to blow himself up out of a dash without hesitation. If Klobber is attacked while standing still, the blast deals 7% and KOs at 170%; for every Battlefield platform Klobber dashes before blowing, 7% is added to the damage dealt, and subtracted from the KO percent. After detonating, a regular barrel reappears around Klobber's body, hiding his elusive body from sight.

Klobber is taking a risk every time he straps himself to a TNT barrel. If an opponent attacks Klobber's barrel with a disjointed attack or projectile, he'll be the only one taking the damage (he can't even crouch to absorb projectiles without blasting off again). Klobber cannot simply charge into the fray wearing a TNT barrel expecting everything to come up smelling like roses. Instead, he must turn this risk into a calculated risk; if an opponent is stunned, buried, or otherwise incapacitated, Klobber can dash at them and explode, damaging himself but pushing the enemy closer to the edge in the process. Depending on his proximity to an edge, Klobber's blast can also push opponents offstage, or even to a KO if he explodes after dashing right off the stage himself (he must dash off in this scenario, as he loses all momentum by jumping). Although the move's damage is worrisome to Klobber, he suffers none of the move's knockback, instead taking the end lag of Dedede's canceled Up Special and gaining a cartoony black tint. Such a move is the epitome of Klobber's insanity, which can work either for or against him, depending on how he puts his aggressiveness to use.


UP SPECIAL - HOOP HELICOPTER
Klobber begins spinning rapidly in place, causing the three metal hoops of his barrel to grow slightly after .3 second, surrounding his barrel and spinning along with him to hold him airborne. This continues until B is pressed a second time, or until Klobber hits solid ground. That's not to say Klobber is propelled upward...he's far too heavy for that. Instead, his descent speed is quartered, allowing him to drift slowly downward, moving side to side with quite a bit of maneuverability. If Klobber is high enough above the ledge, he can easily reach it safely; he can even get ahold of it if he drifts below a bit, due to holding his arms up stupidly while spinning. The hoops deal 6% and put opponents in a footstool effect, putting them in prime range of Klobber's aerials.

Like Down Special, Klobber can use Up Special immediately out of a dash; if he is attempting to hurry after an offstage opponent before they recover, this tactic can prove quite beneficial. Klobber can ensure a KO by sacrificing himself, as he slowly hovers down in front of a recovering victim, blocking them with his high-priority hoops; this is an ideal KO option, as Klobber will never die first because of his floaty state. He can also dash offstage with a TNT barrel and hover at a foe using his hoops. The spinning hoops allow him to "suicide-bomb" opponents with force from his dash momentum, which he would not retain if he simply jumped offstage. He also has increased mobility from the hoops, allowing him to pursue offstage opponents more effectively than if he simply dashed offstage. Unless he wants an ensured KO, Klobber can even recover from most of these crazed attacks, as he can either hover back to the stage, or use his refreshed jumps after detonating.

Onstage, Klobber can use the input the same way, except he spins comically on the ground, becoming unable to jump and moving side to side at half his regular speed. Ordinarily, he ends his grounded spin with .4 second end lag, but if he spins longer than three seconds, he gets dizzy and trips (not a problem in the air, due to no ground for clumsy feet to slip on). Although the effects that were so useful offstage are nullified by ground, Klobber's hoops create a moderate wind effect, allowing him to push opponents and items (including his own grenades) around. In addition, Klobber's ability to reflect most projectiles with his hoops while spinning becomes more prominent; although spinning to reflect projectiles is laggier than absorbing them with a crouch, hoops can defend against projectiles that would stun Klobber if he tried to crouch to tank them.


S T A N D A R D S

JAB - FLAIL
Klobber waves his claws madly a short distance in front of him, with little lag on either end. By tapping this input, he flails for half a second, although he is able to hold it out as long as he wishes. Each hit deals 2%, and can trap nearby opponents, allowing for Klobber to build damage aggressively. Adding to his insanity, Klobber can tap A during the startup lag of Kollision to flail as he charges forward. His scratching will damage opponents for half a second, before pushing them back as usual. If Klobber needs to damage an opponent a bit more in order to stun them longer when Kolliding with them, he can flail before bumping them back to do so. Although he's likely not doing this strategically...this is mere primal bloodlust from Klobber.

DASH ATTACK - SKID
Klobber's feet begin spinning rapidly, as he turns his head around, seemingly preparing to dash in the opposite direction. This animation is identical to the one Klobber uses when he turns around, plagued by his terrible traction. Instead of doing so, however, Klobber simply continues moving forward, kicking back opponents in his path with his clawed feet. His fast-moving feet deal one solid hit of 9% and knockback that KOs at 155%. Klobber has minimal lag on either end of this move, and is able to hold it out for as long as he wishes. It becomes obvious after around a second that Klobber is using this move, seeing as how he is able to turn around after this time, even with his slippery dash. Even so, if an opponent attempts to punish Klobber as he dashes around madly, he can pull a fast one (literally) on his enemy, often pushing them back into a range where they can be Kollided with effectively.

FORWARD TILT - BOUNCE
Klobber pops into his barrel and turns horizontally onto the ground, over the course of .35 second. Immediately afterward, he rolls forward a Battlefield platform, hoping to slam into a victim. If he does so, he rolls back to his original location and pops out with minimal lag; if he misses, however, Klobber does this much more slowly, not having the momentum of an opponent to push him. Victims take a run-of-the-mill 8% and are bounced back a Battlefield platform in a brief stunned state. While this may seem like little more than a Brawl tilt in flashy lipstick, the move proves to be highly useful for Klobber as he attempts to Kollide with opponents. You see, Klobber charges a Battlefield platform's distance with Neutral Special, and the further back a foe is in this range, the further back they are pushed by Klobber. Couple that with the slight stun the move inflicts on opponents, and Klobber is well-prepared to knock his opponent back the maximum range (although it is unlikely he can alternate F-Tilt and Neutral Special for this effect every time).

DOWN TILT - BOP
Klobber enters his barrel and flips forward, landing on the top of the barrel a character width in front of him, over .65 second. Somehow, his head pops back out the top afterward, after .4 second ending lag. However, during this time, the input can be pressed again for Klobber to remain in his barrel and perform an identical motion, flipping over and over to progress forward. Coming into contact with the front of Klobber's barrel does a simple 6% and knockback that KOs at 160%. Getting stomped on by the underside of the barrel buries opponents rather than launching them. If Klobber uses Neutral Special on a buried opponent, they will suffer the combined stun from all the times he Kollided with them upon escaping. This is a great defensive mechanism, as well as a set-up tool.

UP TILT - DROP THE BOMB
Klobber jumps upward Ganondorf's height over .45 second, tucking in his feet, but dropping a row of tree Pokeball-sized grenades beneath him at the apex of his jump. His head is a weak hitbox of 5% that pops opponents up lightly, while the grenades' explosions deal 12% and horizontal knockback that KOs around 110%. These explode if an opponent touches them, or when Klobber returns to the ground. After Klobber reaches his peak height, he gains free aerial movement; he is able to control the direction of his jump during his start-up lag. Klobber is able to leap at opponents and use aerials, although opponents will have trouble approaching, considering Klobber has a row of bombs beneath him to provide defense. He is not harmed by his own bombs, so he is able to land among them after using an aerial, using their explosions to defend himself from opponents who would punish the landing lag that follows his aerials. The grenades also ensure that oponents will have trouble intercepting Klobber out of his aerials at close range.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Gah!

People, please--there's a place for movesets already. Nobody here I think needs to see another K. Rool moveset to know how sure he is for SSB4, or another Master Chief 'set to know how unlikely he is.

Though if you are going to do the right thing follow my advice, just remember: "If you make a character that has been already done in either 1, 2, OR 3, make sure the movesets are not too similar. Movesets that are eeriely similar to the point where one might think they were copied will not be accepted.
This X 5738947832487.3492

Follow his advice, seriously. Do the right thing. That thread is awesome, anyway, you know you want to go there. Your life will be forever changed.

Kirby (3)
Much sadness ensues for SirKibble. :(

I give cookies to people who make it four on their rosters. :)
 

NinjaFoxX

Banned via Warnings
Joined
Nov 16, 2005
Messages
6,035
Location
Small hole, looks nice though~
Here's my edited roster of 60 :

* = unlockable

Super Mario Bros. (7)
Mario
Luigi - change his specials a bit, Poltergust as down B (shoots out fire, water, or ice in balls), change neutral from fire to electricity)*
Bowser
Peach
Bowser Jr./Shadow Mario*
Paper Mario*

Pokemon (7)
Pikachu
Jigglypuff*
Mewtwo (new forward and down B)*
Pokemon Trainer (Squirtle, Ivysaur, Charizard)
Lucario
Mudkip

Legend of Zelda (6)
Link
Zelda/Sheik
Ganondorf (w/ sword attacks for specials and smashes)*
Toon Link (entirely new specials and final smash)*
Vaati not gonna happen
Midna

Star Fox (4)
Fox
Falco (new specials and final smash)*
Wolf (new final smash)*
Krystal*

Donkey Kong (3)
Donkey Kong
Diddy Kong (new side B: Chimpy Charge: Charge a running headbutt (from DK64). New down B: Guitar Gazzump: Hold down B to refrain from playing a chord, release to play a chord in a star-shape. Spam too much and a string will break, making the move useless until Diddy uses enough other moves, or is KOed. This plays during his final smash.
King K.Rool*
Any other Kong

Fire Emblem (3)
Ike OR New Popular Lord who can take his moveset easily
Marth*
Micaiah OR New Female who doesn't use a sword*
Roy
Lyn

Kirby (3)
Kirby
Meta Knight
King Dedede

Metroid (3)
Samus/Zero Suit Samus
Ridley*
Sylux

Mother (3)
Ness
Lucas
Claus*

F-Zero (2)
Captain Falcon
Samurai Goroh*

Animal Crossing (1)
Tom Nook OR Animal Crosser

Balloon Fighter (1)
Balloon Fighter

Custom Robo (1)
Ray 01
Rahu III

Game and Watch (1)
Mr. Game & Watch

Golden Sun (1)
Isaac

Gyromite (1)
R.O.B.

Ice Climber (1)
Ice Climbers

Joy Mech Fight (1)
Sukapon

Kid Icarus (1)
Pit

Megaman (1)
Megaman
Roll or Bass

Metal Gear (1)
Snake
Gray fox

Nazo no Murasamejo (1)
Takumaru

Pikmin (1)
Olimar

Punch Out!! (1)
Little Mac

Sonic the Hedgehog (1)
Sonic
Tails
Kunckles

WarioWare (1)
Wario
Ashley

Yoshi (1)
Yoshi

New Franchise (possibly Captain Rainbow) (1)
Captain Rainbow and the guy from No more heros
moar edits,dont be so closed minded with these lists,o.o,i cant really think of a 4th char for Kirby,o.o
 

Chief Mendez

Smash Master
Joined
Mar 25, 2007
Messages
3,161
Location
Somewhere
mc-killa said:
moar edits,dont be so closed minded with these lists,o.o,i cant really think of a 4th char for Kirby,o.o
Got ya' covered...

BKuppa (numbers go here) said:
Here's my edited roster of 60 :

Kirby (not being sarcastic at all)
Kirby
Meta Knight
King Dedede
Bronto Burt
Bronto Burt with sunglasses
Bronto Burt eating a salad
Bronto Burt wearing a Hat
Bronto Burt on a Bicycle
Bronto Burt on a Plane
Bronto Burt in a Plane
Bronto Burt on a Boat
Bronto Burt that looks like Kirby
Bronto Burt that looks like Meta-Knight
Bronto Burt that looks like the rest of the roster
Bronto Burt carrying a Waddle Dee
Zero Suit Bronto Burt
Bronto Burt wielding the Master Sword
Edits in Royal Blue.
 

Darkwashu

Smash Ace
Joined
Jul 17, 2008
Messages
555
Location
hi
Sora would get in because of the GBA game, and even though he's not the star of the DS game, he'll surely show up in in eventually.

Also Kingdom Hearts II is infinitely better than the first game.
Roxas is the star of the DS game though..

And KH2 sucks...I can provide reasons.:laugh:

Also,why would Midna make it,but not Vaati?

All Midna has over Vaati is being in the more recent LoZ,and Vaatia has been in more games.
 

NinjaFoxX

Banned via Warnings
Joined
Nov 16, 2005
Messages
6,035
Location
Small hole, looks nice though~
Roxas is the star of the DS game though..

And KH2 sucks...I can provide reasons.:laugh:

Also,why would Midna make it,but not Vaati?

All Midna has over Vaati is being in the more recent LoZ,and Vaatia has been in more games.
id prefer both,but vaati moreso.

what kind of downloadable content could smash have(besides stages and possibly characters)
 

Roihu

Smash Ace
Joined
Aug 7, 2008
Messages
541
Donkey Kong (3)
Donkey Kong
Diddy Kong (new side B: Chimpy Charge: Charge a running headbutt (from DK64). New down B: Guitar Gazzump: Hold down B to refrain from playing a chord, release to play a chord in a star-shape. Spam too much and a string will break, making the move useless until Diddy uses enough other moves, or is KOed. This plays during his final smash.
King K.Rool*
I like Diddy's down B. And I'm pretty sure it's part of his game. The running headbutt I don't know much about, though.
 

Chief Mendez

Smash Master
Joined
Mar 25, 2007
Messages
3,161
Location
Somewhere
Roxas is the star of the DS game though..
Chief Mendez the Magnificent said:
Sora would get in because of the GBA game, and even though he's not the star of the DS game, he'll surely show up in it eventually.
*ahem*

And KH2 sucks...I can provide reasons.:laugh:
So can I, but it was still funner to play than the first game, especially if we're talking FM+.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,902
Location
Not wasting countless hours on a 10 man community
Sorry, but when those other people posted B moves for K. Rool and nobody yelled at them, I assumed it was okay.

Anyway, there's no way SSB4 will have more then 50 characters. We thought SSBB would have 40 characters, we were wrong. There were 15 newcomers in SSBB and 20 veterans, and if there are 50 chars in SSB4 there will be 34-35 veterans and 15-16 newcomers. That's already more then SSBB had to do, and SSB4 will be on a console that's much more of a graphical leap then the gamecube then the wii. We'll be LUCKY if we get 50 characters, there's no way we're getting a single one more.

Sorry to rain on your parade.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower

The Fantasy Moveset Design Contest

Alright, all you Smash fans out there…take a minute to picture your favorite character.
Let their awesomeness permeate every fiber of your mind.


Do you not feel the slightest pang of longing to see your character represented in Super Smash Bros. Brawl?

Does the idea of your character using the Nintendo All-Stars (and "All-Stars") as punching bags make you salivate?

Would he or she have the baddest moves to show off since Casey Haynes?

I bet ideas are already starting to swarm to your mind, right? Excellent…you’re well on your way down the path to becoming a MYMer.

Make Your Move (MYM for short) provides users with an opportunity to turn their fantasies into reality, in the form of theoretical movesets for characters. Our members puzzle over designing movesets packed to the brim with innovative, original ideas never before seen in a Smash game.

What’s more, MYMers advocate Hakuna Matata principles; that is to say, we have no worries over whether or not a character is likely to appear in a future Smash installment, or even if their moves are possible on the Wii. We are about as welcoming of boundless creativity as can be.

Ready to show off your boundless creativity? Terrific!

Make Your Move is both a competition and a community. Our members assist each other by offering constructive commentary and contributing to the thread’s good-natured atmosphere. Conversely, each of us have the individual goal to design the proverbial “best” moveset, in both our eyes and those of the community. Simply put, MYM is a friendly competition.

So, in the words of Mr. Nintendo, let’s-a-go!​

Creating a Moveset
The basic dictionary definition of a moveset is a compilation of the moves a character possesses in Super Smash Bros. Linked [HERE] is a basic outline of what a moveset needs to be considered complete.

Below is a list of movesets many consider to be among the best MYM has produced. These sets are the cream of the crop; unlike half of the books on your summer reading list, these are actually highly recommended reads.

Bowser Jr.
Penny Gadget / Inspector Gadget
N. Brio
Pyro Jack
Spiritomb

One of our longtime MYMers, JOE, has put his vast knowledge to use and created a comprehensive set of lists in order to statistically compare existing Brawl characters to your own sets. This is an enjoyable and eye-opening read; be sure to take a nice, long look at it [HERE], like you would when you pass that fine chick wearing yoga pants.

Posting Movesets and Comments
Once you’ve finished your character’s moveset, post it in the thread for all to see. MYMers will be quick to eat your set up, pointing out the set’s delicious details while politely suggesting it might need a little more spice here or there to be more palatable.

But don’t shy away from sampling others’ sets yourself. Feel free to offer throw your hat into the ring and constructively praise or criticize other MYMers’ works. Comments can range from a few sentences of insight to several paragraphs; do not concern yourselves over length, however. As with movesets themselves, quality takes precedence over quantity by a long shot.

"MYmini" - Spotlight on Extras
While the main focus of MYM is the movesets, last contest saw the rise of a smaller, secondary contest centered around all extras bright and beautiful Brawl has to offer. Every week, one of our venerable leaders will post simple guidelines for your entries; one week, you may find yourselves designing an Assist Trophy for a movie villain, while another time, we may call for a stage based around a round base.

It's then up to all our loyal MYMers to design something that fills that request and post it in the thread. We had tons of fun branching out from our staple moveset-making last contest, and we hope to have just as much fun doing more of the same this time. You can find out more about MYmini's [HERE].

Deadline and End Date
Anyone may post movesets up until the deadline date, which has yet to be determined. Any moveset posted after this time will smirked at, but ignored during the vote, much like our friend Mr. Trump.

The Voting Process
The “climax” of the MYM experience happens after the contest has reached an end. We all get the opportunity to cast our votes for the movesets that we consider the best by our personal criteria. Believe me you, seeing your set high up there on the final vote list after others respect and vote for your hard work feels positively euphoric.

MYM has a nice, welcoming voting process, open for all newcomers wishing to participate. That said, we ask any prospective voter to read as many movesets as possible, comment often, and basically keep an eye on the contest. Oh, and fun fact: you can't vote for you own movesets.

The week immediately following the end of MYM's submission period is known as the advertising week. Just as it sounds, the advertising week is where everyone goes Billy Mays on the movesets that they liked during MYMX. In order to become a viable voter, you need to advertise at least 3 movesets during this week, though allowances may be made in exceptional circumstances. An "advertisement" consists of a post within this thread, promoting a moveset of your choice. In order to count, the advertiser cannot advertise their own moveset, and the advertisement must be of a generally complimentary nature.

After advertising week, the voting week begins. As you may have guessed, this is when the actual voting takes place. Every eligible voter has a total of 36 votes to cast, consisting of 6 Super Votes (SVs), 15 Votes (Vs) and 15 Weak Votes (WVs). Super Votes are worth more than Votes, which in turn are worth more than Weak Votes, so be sure to prioritize your favorite movesets based on your criteria of what makes the best set, and vote accordingly.

When you're all done, PM (Private Message) a list of your votes to SmashDaddy, who has agreed to take on the role of Vote Guru for MYMX. If you're lucky, he may even give you a sticker, like a creepy teacher. Now, all you have to do is wait for those coveted results...

The Top Movesets
This is a distinguished list of movesets that excel at their craft. We put together a new one every MYM by collecting votes from our MYMers. Getting on the list is a clear sign that your moveset is loved, so we all take this very seriously.

The size of the Top Moveset list will depend on the number of sets we receive. If we received a few crazed monkeys as participants and over nine thousand sets along with them, the regular Top 50 sets would be insufficient. If we only got 50 movesets on the other hand…yeah, I’ll leave you to to Google that one on your own.

The MYM Awards
These awards run alongside the Top Movesets list, and are handled by longtime MYMer half_silver28. They reward the contest superstars and set genres themselves by letting them vote for which MYMers they felt did well. There are plenty of categories to vote under:

• Best Moveset Designer
• Best New Designer
• Best One-Hit Wonder
• Best Pokemon Moveset
• Best Moveset Mechanic
• Best Playstyle
• Most Improved Designer
• Most Helpful MYMer
• Funniest MYMer
• Best Commenter

Hungry For More?
The Make Your Move community may appear to be confined to this thread. But the thread is simply where we post our movesets and comment on each other's work. MYM extends much further than that, kind of like…never mind, I won’t bore you with personal details. We recommend you bookmark/favorite all of these places:


For starters we have "The Stadium". This handy blog is home to an massive treasure trove of information, from handy links to every moveset ever made, right down to advice articles on MYM, moveset design and etiquette. We have over 400 articles (and growing) there, so it's really the one stop shop for everything MYM. We recommend you check The Stadium frequently.


In this ring over here, we have the MYM Social Group. In the past, this place has been somewhat, well, anti-social, but we're working on change you can (actually) believe in...starting now. If you head over there, you'll find all kinds of discussions about MYM, from the serious to the mundane. If you want to suggest any changes in the way that MYM is run, you should bring up your proposals in the Social Group.


Last, but certinaly not least on the MYM front, the MYM Chat is just as it sounds: a Collective Home for Awesome Thinkers. In here, MYMers can chill and just talk about whatever. We're all friends in MYM, so we use the Chat a lot. Sometimes it's just nice to kick back with your peers, right?


After MYM8, our community made a discovery the equivalent of digging up Ardi: we discovered another community that loves to make movesets. In contrast to our MYM, Smash Bros Mercurious accepts movesets that only have 4 Specials and a Final Smash. They also accept all sorts of assorted Smash doo-dads, like bosses and assist trophies. If you find MYM is not for you, or if you have an idea you don't think you can make a full moveset out of, we encourage you to try out Mercurious. Be warned, however; much like Ardi, they're not the most active folks on the planet...

The MYM Leadership Panel
We might not look it from first glance, but MYM is a big complex machine. Right now, we have 5 brilliant minds working behind the curtains to keep MYM up like the sun and running like a Jamaican. These kings of awesome are:


BKupa666 (That's me, myself and I!)
I'm the head honcho of MYMX...if any accusations of indecency arise, I'm the one who gets chewed out.


MasterWarlord
Warlord is undeniably one of the biggest names in MYM; he holds a lot of weight in (and allegedly out of) our community.


Junahu
One of our more artistically-inclined members, it's only fitting he's been "framed" for creating some of the prettiest movesets to date.


Smash Daddy
Although his humor may have you shaking your head "no", by the time you see his better sets, you'll be screaming "Yes, Dad! Yes!"


n88_2004
This guy is the "new kid on the block" in leadership...to date, it's hard to say which has more mindless minions: his moveset list, or the actual boy band "New Kids on the Block."

Fine Print
When posting in this thread, or the Social board, please observe the Terms of Service rules (ToS) of our host site; the Smash World Forums. Read them [HERE], and help keep MYM a friendly home for all the budding ten-year-olds who follow our proceedings.

Now stop asking questions, and get back to work!

 

Roihu

Smash Ace
Joined
Aug 7, 2008
Messages
541
No it isn't, but the Chimpy Charge is one of his main moves in DK64; he can charge it and use it to push switches.

And yeah, 60 is a bit much I know, some of the characters I have, especially some of the retro ones, I can't really see. And about the 50 characters thing, Brawl has 35 (not counting transformations), so I can see Sakurai setting the next limit at 50-55, a nice balanced number.

Although I like Midna better, I can't see another TP character getting in over a much more reoccurring villain. Although if a more important villain shows up, he will take Vaati's place.
The next Smash game will probably add from 5- 13-ish new characters. Probably some of them will be clones.
Cause really, most of Nintendo's franchises are represented as ATs, and some of them wouldn't work as PCs, while some of them would.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Donkey Kong Country Returns...?

http://speeddemosarchive.com/gfx/DonkeyKongCountry_1.jpg

Let's give this a bit of history, yes?

Background

Donkey Kong Country, developed by Rare Ltd., was released in 1994 on the Super Nintendo Entertainment System. The game was widely acclaimed for its stellar graphics, orgasmic music, hilarious cast of characters, and unique gameplay. As a result of its success, Donkey Kong Country went from a game to a trilogy. Although the new games didn't sell as well as the original, they introduced new characters and gameplay mechanics, many of which became fan-favorites.

In 1999, however, one Shigeru Miyamoto began to...how to put this..."get all up in Rare's grill." Jealous of Rare's success, he slapped characters from Star Fox onto Rare's own game, Dinosaur Planet. Due to the game not being focused on aerial combat, as the adored Star Fox 64 was, the game was bashed for being an inferior Zelda clone. Rare simply threw up their collective hands and left Nintendo for Microsoft.

This caused two occurrences; first, the miracle workers who developed the Country franchise left Rare, leaving them with a bunch of monkeys who fap to Wii Sports. Second, Miyamoto's hatred for the DKC franchise came out in full force; he gave the DK series to Nintendo EAD Tokyo and instructed them to remove everything remotely DKC-related. The result was an unimpressive game with tacked-on controls; although reviews enjoyed the game, it become widely ignored over the years. Not wanting to see his creation suffer, Miyamoto handed the series to Paon. While Paon brought back the franchise characters, they added gimmick after gimmick to their games. This mountain of gorilla dung was topped off by Donkey Kong Barrel Blast. Due to poor sales and advertising, the DK series went for years without so much as a reference. It seemed as if the Country franchise was dead and buried.


















































Until...






























Out of nowhere, at E3 2010, a game was announced. A game was announced that caused the media to collectively **** in their pants. A game was announced that sent the crowds into tumultuous rounds of applause. What was this game, you may ask? Donkey. Kong. Country. Returns. We were teased over the summer and fall with videos of vine-swinging, barrel-blasting, and a Cranky who was, you know, actually cranky, and not the generic nice old man Paon pulled out of their arses.







THE WINTER WARLOCK



Every one of you all were likely scared shitless of this guy as a young child when he cackled at you onscreen. The Winter Warlock hides away in a frozen palace on the Mountain of the Whispering Winds in the 1970 stop-motion classic, Santa Claus is Coming to Town. He doesn't often leave his icy abode, preferring to practice his dark (white) magic in utter solitude. As a result, he has a variety of magic traps set up to kill off any trespassers who interrupt his peace and quiet. Although he secretly wants to become a sociable and kind warlock, Winter's evil cold heart is quite solid, as a result of being left out in the cold so long. Turns out you'll be the one helping him warm up and show some Christmas spirit, although it won't be nearly as easy as simply putting one foot in front of the other...

THE BOSS STAGE

You fight the Winter Warlock on a steeply-sloped snowy stage in the middle of a snow storm. There is a flat portion of stage at the top of the slope the length of Final Destination, while on either side, the stage slants down severely another Final Destination length to a walkoff blast zone. Characters who simply stand on these inclines slide down the icy mountain at a rapid rate, so you'll want to stay on center stage at all times, if possible. In the center stage background, you can see two seemingly-immobile dead trees, as well as the Warlock's palace and a wooden sign warning trespassers to stay the fuck away. To the left, you can make out the rainbow river of the Elves' Valley, while to the right, you can make out a few rooftops of Somber Town, as well as the occasional pillar of smoke rising from the sky as the Burgermeister turns all the little kids' dreams into ashes.

Of note, every fifteen seconds, a single random toy blows across the stage at Mario's dash speed. Santa must have dropped it on his way by or something. Toys serve as an generic throwing items, and although they neither deals actual damage to the Warlock nor heals your character's damage, they are of vital importance to the match. More on that later...


THE BOSS FIGHT

The Winter Warlock hovers back and forth close to the ground over the center portion of the mountain at Ganondorf's dash speed, harnessing the winter winds to carry him around, as he considers it beneath him to travel by foot. The Warlock is slightly wider and taller than Ganondorf, due to his white robes billowing in the wind and his pointed hat. Don't let appearances fool you, though...the Winter Warlock possesses enough ranged magic to turn Ganondorf green...er, white with envy.


The Winter Warlock has infinite HP; he cannot be KOed traditionally, ever. However, by dealing a set amount of damage to him, you can temporarily knock some sense into him, and turn him into a decently nice guy and stops attacking (although various attacks of his still remain onstage and potent)...for a while. The Winter Warlock only stays 'nice' for around five seconds, before his heart freezes over again and he resumes attacking. While the Warlock is considering making a change for the better, you must chuck three of the toys that have blown across the stage at him, to make him see the light with your 'selflessness', therefore 'defeating' him. That said, you'll have to actually catch the toys while the Warlock is attempting to keep you from them or keep them from you...

On Normal difficulty, it takes 400% to knock sense into the Warlock; this percentage is raised or lowered 100% for each successive higher or lower difficulty level. Players have two stocks with which to fight the Warlock. This sweet Christmas tune serenades you during the battle...don't get too caught up listening to it, though; its epicness might blow you away before the Warlock even gets a chance to do so himself.


THE BOSS ATTACKS

Winter Winds
The Winter Warlock points either left or right, then claps his hands, causing the mountain winds to begin blowing in that direction with double the force of Dedede's Inhale. This deals 2% every half second to characters, and lasts for three seconds, during which the Warlock can perform his other attacks. After you've hit the Warlock with two toys, he'll begin trying to mindgame you by pointing in one direction, but blowing the wind in the opposite direction; if you run too far in one direction trying to go against the flow of the wind, the Warlock's trick may result in you being blown to the point of no return.

Speaking of the toys, while toys regularly blow across the stage at a moderately slow pace, as soon as it passes by the Warlock, he'll hold this move out to double the speed the toy blows out of his sight. He doesn't want its garish colors ruining the dreary white of his evil kingdom, of course. This is essentially a big annoyance to you, as if you miss a toy, you'll have to wait around fifteen more seconds for another one to blow by. That's fifteen seconds more you'll have to avoid the Warlock's magical attacks.


Magic Snowball
The Winter Warlock uses magic to roll up a Bowser-sized snowball on the middle of the stage, then rolls it in your direction at Ganondorf's dash speed. The snowball picks up snow as it rolls; it is the size of two Bowsers by the time it reaches the slope, and the size of Giga Bowser before it finally disappears off the blast zone. Characters hit by the snowball get rolled into it, taking 3% per second, and must break free with grab difficulty.

It might be a good idea to escape before the ball gains speed down the incline, increasing the likelihood of your death immensely. The snowball cannot be shielded, and is too big to roll through or spot-dodge; characters must jump over the ball as it rolls by. Be aware that the Warlock likes to use Winter Winds while you're in the air and cannot run against its momentum at all. In addition, once you've hit him with one or two toys, the Warlock sends out two, then three snowballs in a row, increasing the challenge in dodging them unscathed immensely. Snowballs also pick up any toys they roll into, preventing you from stealing them away; if you are holding a toy while you're caught, you lose the toy as well. Be aggressive in picking up and throwing toys at the Warlock to prevent him from succeeding at his game of keep-away.


Tree Monsters
The Winter Warlock whistles, causing the two trees in the background to reach down with little warning with their branches and grab characters. Their branches cover the entirety of the center stage, forcing characters to run to the incline to avoid the trees. Although the trees deal no damage to opponents, the Warlock will always follow this grab up with Magic Snowball, whether or not you actually get grabbed. And if you get grabbed, there's no escape; you're getting hit by that damn snowball.

Players with trouble dodging attacks may want to get grabbed so they're at least on center stage when the Warlock tries pushing them offstage. Players with superior skills will generally opt to stay on the slope and dodge the attack, as they know what's coming and wish to prevent the damage of the attack. If the trees grab you while you have a toy, they steal it from you and play with it stupidly in the background, tossing it from branch to branch for fifteen seconds; although the Warlock cannot use this move while the toys are playing, a new toy will not respawn until the old one vanishes.


Homing Hailstorm
The Winter Warlock points at your character, causing a Wario-sized spinning spiral of ice to appear and begin following your character side-to-side from above at Ganondorf's dash speed. Every second for ten seconds, the spiral will shoot a Pokeball-sized clump of ice at your character. These ice balls pierce shields and have amazing priority; you must time spot-dodges or air-dodges to avoid the hailstones.

Each ball deals 15% and knockback that KOs around 105% to whoever they hit. However, if a character is trapped in a Magic Snowball, the hailstones will not knock you out of the ball, increasing your difficulty of escaping, as damage does with regular grabs. If a hailstone hits you while you're carrying a toy, the toy shatters into hundreds of tiny wooden pieces. Play safe!


Frosty Reception
The Winter Warlock's eyes flash white for a split second, causing nothing to happen...yet. He can perform this 'attack' at any time during the fight, even during the execution of other attacks. For fifteen seconds after his eyes flash, if he is attacked by any non-projectile move, the Warlock will surround himself in a spinning vortex of snow and ice, trapping your character.

The ice storm deals 25% to characters over the course of three seconds, after which the Warlock launches the victim vertically, with the potential to KO opponents upward of 90%. How do you prevent this? Simple: don't attack the Warlock during the fifteen seconds following his eyes flashing. This may be easier said than done for some characters, considering you'll want to pay attention to your own character while they're dodging the Warlock's attacks, and there is no sound effect to indicate the flash. On the subject of toys, if any are thrown at the Warlock during these fifteen seconds, they too will meet an icy, swirly end.


Falling Icicles
This attack is only used after the Warlock has been hit by one toy, replacing the regular Tree Monsters attack. Whenever a character passes under a tree, icicles grow on their branches and fall to the ground in .5 second. The icicles deal 20% upon impact and bury opponents into the ground, dealing 1% per second. The icicles can be escaped from with double grab difficulty. As with Tree Monsters, the Warlock follows this up by using Magic Snowball; however, when you're in the snowball after being impaled, you still take the icicle's damage along with the ball's damage until you escape...which after the beating you've just taken, won't be easy at all. Foes carrying toys who get impaled lose their toy, of course. You didn't think this would be easy, did you?

Icy Prison
The Winter Warlock only uses this and the following attack after being hit by two toys. The Warlock points at two locations on the stage at random. A split second later, the area a Battlefield platform within the locations he pointed at become deadly traps. Characters who walk over these areas take 23-24% and are frozen in a block of solid ice for a whopping three seconds, taking 3% per second during their confinement.

There is no mashing out of this chilly debacle; you've got to pinpoint where the Warlock set his traps and stay the hell away until they vanish after fifteen seconds. It doesn't help matters much that the Warlock spams Winter Winds and the following attack before and after this move. He also has an affinity for using Winter Winds to blow your ice block down the slope and off the blast zone while you're caught in it. Although you don't lose a toy if you're carrying one and get frozen, you're unlikely to get out alive to begin with, and you don't respawn with toys, so...


Blizzard
If you didn't see a blizzard attack coming at some point or another, you're likely a cyborg. The Warlock saves this devastating attack until after he's been hit by two toys. He cackles wickedly, before holding up his hands and causing a storm of ice and snow to flow across the entire stage. Although this doesn't blow foes around like Winter Winds, it deals 5% for each of the three seconds it is out, and obscures ninety-percent of the playing field at random. During this time, the Warlock can still attack, and has a nasty tendency to use Icy Confinement during this time. Now, you have no way of knowing where he set his traps, or even if a toy blew by during that time. Stay on your toes and don't back down!

Kaptain K. Rool



Kaptain K. Rool is King K. Rool's pirate brother, who appears in Donkey Kong Country 2.

*laughs*

. . . . .

*shoots Sakurai*

Let's try this again, shall we? After being humiliated by a mildly-******** gorilla and his little buddy, K. Rool fled back to his homeland and developed dual personality disorder. Some time later, he returned in a pirate captain costume and kidnapped that useless landlubber Donkey Kong, demanding the Kongs to give him their bananas in exchange for DK's return. If one is afraid they've got something to lose, they'll do what you tell them to do, yes?

Unfortunately, this principle of fear didn't apply to the Kongs, who ventured to Crocodile Isle and eventually rescued their impressively overrated ruler. However, Kaptain K. Rool didn't go out without a bang...he put up quite a fight not once, but twice in the game, utilizing his personal blunderbuss to pulverize the Kongs over and over before finally succumbing. As with pretty much everything in DKC2, including music, Kaptain is often regarded as the fan favorite K. Rool costume in the trilogy.


~ ~ ~ Statistics ~ ~ ~


Size: 10
Weight: 10
Fall Speed: 9
Aerial Movement: 4
Traction: 3
Jumps: 2
Movement: 2

I want anyone who's surprised about these statistics to raise their hand. No one? Precisely what I envisioned. K. Rool sacrificed his royal agility when he adopted his Kaptain persona; he's much slower in both attack and movement speed than he was as a King. What, did you expect him to have "comboing prowess" and "an amazing follow-up game"? Come on...I may have been born at night, but I wasn't born last night. On the contrary, K. Rool has absolutely no means of approaching opponents due to his sluggishness, but this doesn't faze him in the slightest. All he has to do is get his opponents to approach him...whether they want to or not.

~ ~ ~ Specials ~ ~ ~


Neutral Special - Blunderbuss Shot
If you didn't see this coming a mile away, you live under a rock, deep in a cave in Africa. K. Rool launches a Soccer Ball-sized sphere of awesomeness off the blast zone at Captain Falcon's dash speed. K. Rool has .4 second startup and end lag when firing; during the startup, K. Rool can angle his big black balls in any direction. By holding the input, K. Rool can fire consecutive shots, spaced fairly close together. Opponents will have to time spot dodges to avoid a barrage of kannonballs, as they put quite a dent in shields. Individual kannonballs deal a decent 9% and moderate set vertical knockback upon contact.

Side Special - Icy Cloud
Oh, but you knew K. Rool isn't limited to kannonballs, of course. Here, K. Rool launches a blue cloud, with size identical to that of a kannonball, but a slightly faster movement speed. If K. Rool shoots a cloud after a cannonball in a barrage of projectiles, opponents will have trouble dodging them both. Firing off a cloud takes as long as launching a kannonball; K. Rool can angle these blue beauties as well.

Characters hit by the cloud take 5% and turn a blue tint, as they're frozen in place for a second (or longer, if they fail to button-mash their way to mobility). They take full damage from attacks, but no knockback, as they're stuck in place. You probably didn't need me to tell you all that...However, it may interest you to know that if a cloud hits a character's shield, they are frozen in the shielding position...with their shield still out and slowly deteriorating. Add a couple of shield-breaking kannonballs into the equation, and K. Rool's got a mighty prone target to suck right up to him. Oh, I'm getting ahead of myself...


Down Special - Suction
K. Rool fires up his blunderbuss, creating a suction effect in a thin straight line, extending off the nearest blast zone. He can hold the suction however long he wishes. The suction pulls opponents toward the gun at a speed slightly slower than Dedede's Inhale. Foes running against the suction are barely slowed down at all (although they are pulled in while spot dodging or shielding). K. Rool can angle his suction in any direction while holding it out; if a character is on a platform above him, K. Rool has the ability to suck them off.

Although this is one of K. Rool's fastest moves, with minimal lag on either end, it isn't an attack at all. The suction doesn't pull foes into the gun or anything really tacky like that. Foes are just pulled right up to K. Rool himself. Since K. Rool can't approach for the life of him, he can right back on his arse and pull foes into his range before attacking...too bad his attacks aren't actually competent at melee combat. It -might- be a good idea to break their shield so you can actually get something done when you pull them to you. Merely pulling in opponents who are spot-dodging cannonballs or shielding will only land K. Rool in deep swamp water.


Up Special - Rocket Gun
K. Rool points his blunderbuss down after .45 second and fires a thick stream of flame, propelling him upward at Mario's dash speed. He has up to three seconds of controllable flight time before he starts to fall. K. Rool can either let it out all at once, or hold it in and release it in short spurts. While in flight, K. Rool can cancel the move into his aerials, before starting the rocket again and using its remaining fuel; considering many of his aerials are traps, he may well need this move to get up there and set up, as his jumps are laughable at best. He may also use the rocket to flee to a new part of the stage if necessary. Touching the gun's flame deals 8-9% and spikes foes lightly.

~ ~ ~ Grab-Game ~ ~ ~


Grab - Bullet
K. Rool fires out a Deku Nut-sized metal pellet with .35 second startup lag. His bullet travels across the stage at the speed of Fox's lasers, dealing 3% and variable stun to characters it hits. At 0%, characters take .25 second of stun, while at 100%, they lag for a full second. The lag, no matter how long or short, leaves them open to a projectile barrage to some degree. The bullet damages shields rather nicely, but not as well as the heftier kannonballs. That said, opponents do not want to shield these pellets; rolling or spot-dodging is preferable, although if K. Rool sends out some black balls or clouds while they do so, you may be in trouble.

~ ~ ~ Standards ~ ~ ~


Jab - Particle Blast
K. Rool fires a Wario-sized cloud of particles two Bowsers forward at Captain Falcon's dash speed, after .4 second (angle during this time). It deals 17 stunning hits of 1% to characters it hits, the last of which puts characters in their dizzy state. Due to the cloud's pathetic movement speed, characters cannot spot dodge it; if they try, they'll just get caught up in the later hits of the move. You know what that means, right? For the mechanically-challenged among you, opponents must shield, before spot-dodging to clear the cloud.

They could try shielding the entirety of the cloud, but the multiple hits of the move eat away at shields nicely, making K. Rool's job in shattering the shield even easier. He can still pull this off on a character who shields and dodges, but it'll take longer to do so. If you have this move launched at you, you'll want to make it a priority to dodge; it's damaging, and the last hit allows K. Rool to pull in victims easily.


Dash Attack - Emergency Jet
K. Rool points his gun backward and propels himself forward at Mario's dash speed with his flame jet, after .55 second startup. Characters who collide with K. Rool take 10% and knockback that KOs around 150%. He'll be using this move most often to jet to a safe new position from which to continue camping, seeing as how his regular dash will never be sufficient at doing so. K. Rool can jet as long as he wishes, stopping at edges automatically; cancel the move early by dodging or trying to turn around.

Forward Tilt - Sluggish Cloud
K. Rool fires a red cloud with statistics identical to his icy cloud. Opponents who hit this cloud take 3%, and move in slow motion for three seconds, as if they were screwed by a Timer. Along with temporarily removing the option to combo K. Rool with fast moves, the cloud forces characters to hold their shield out longer, by increasing the ending lag of dropping their shield. If they try dodging, say, your jab, they'll avoid the hits alright, but it'll take around a second for their shield to dematerialize. This gives K. Rool plenty of time to spam Neutral Special, or use an icy cloud to lock their shield in place even further.

Down Tilt - Dust Wave
K. Rool uses his gun as a rocket to propel himself up a minute distance for .45 second (gaining brief super armor), before slamming down and sending a flat Squirtle-sized shockwave of dust along the ground. The dust travels half of Battlefield at Diddy's dash speed, slowing down as it reaches maximum range before vanishing. K. Rool can tap A after the initial input to slam down again, with slightly less lag, to send out consecutive waves. Characters who hit the dust take 10% and are knocked back a fair set distance.

This move won't KO until extreme damage levels, but it still serves K. Rool well by spacing characters away from him nicely. As you know, he can't build any damage whatsoever at close range, and must rely on projectiles to get the job done. If an enemy is in your face and lacks the damage to be KOed, K. Rool can pull this on them to knock them back into kannonball range. At a distance, characters can easily spot dodge the waves; however, after a shield has been whittled down so as to not cover a character's lower half, K. Rool can blast them regardless of their defense, due to the low hitbox of the dust.


Up Tilt - Mystery Mist
K. Rool expels a white cloud the size of two Bowsers above him after .35 second. He controls both the cloud's vertical and horizontal movement. After being fired, the cloud travels up at Ganondorf's walk speed. K. Rool can tap left or right on the control stick to stop the cloud's ascent and move it horizontally in that direction at the same speed. K. Rool can move his cloud virtually anywhere on the stage without moving anywhere himself, although he is vulnerable until he stops the cloud.

K. Rool can press A to stop the cloud at any time while it is out; this causes it to become an obscuring obstacle for thirty seconds. K. Rool has various traps he can place in the air to move foes to where he wants them; obscuring them is generally helpful so they are clueless as to how to react. He has no limit to the number of clouds he can place onstage; placing multiple mist clouds next to each other causes them to merge into a single cloud.


~ ~ ~ Smashes ~ ~ ~


Forward Smash - Gun Butt
K. Rool brings the muzzle of his gun back for .75 second, before slamming it forward with stunning force. His ending lag is comparable to Dedede's U-Smash; this is the last move you'll want to throw out on a whim. You'll only really want to use it to KO opponents at close range. Yeah, K. Rool's melee range is nothing to sneeze about. However, his KO potential sure is; this Smash deals 26-29% and knockback that KOs foes around 95-80%. Be sure to shatter a shield before sucking your victim to you and F-Smashing them out of the park. K. Rool can usually shatter a shield in one clean hit with F-Smash, but foes are much more likely to break free before he actually attacks than if he uses a kannonball.

Down Smash - TNT Barrel
K. Rool fires a TNT barrel to the ground a character width in front of him, with .5 second startup lag. This creates an explosion hitbox double Bowser's size; this deals 23-27% and knockback that can KO from 105-90%. Although not as powerful as F-Smash, this is a faster choice that retains a great deal of KO power. Along with blasting opponents forward, the force of the explosion pushes K. Rool back half of Battlefield (not damaging him) over .3 second. Characters who hit his sliding body take 10% and knockback that KOs at 150%. K. Rool can blast back an opponent whose shield he's broken, then slide back and place mist clouds in a new location...or space from attackers in an FFA.

Up Smash - Mist Eruption
K. Rool points his gun to the skies, blasting three white clouds upward at the same time, in an arc the length of two Bowsers. These clouds travel upward three Ganondorfs before vanishing, expanding in their arc as they go. K. Rool has minimal startup lag here, but must wait until the clouds vanish before becoming mobile...unless he presses A to stop the clouds in place for thirty seconds. The clouds' size depends on charge time; they vary in size from that of Bowser to that of 2.5 Bowsers. K. Rool can use these clouds in tandem with those from his U-Tilt to create a misty menace in the sky. Characters have no way of telling what he's left up there for them to discover.

~ ~ ~ Aerials ~ ~ ~


Neutral Air - Reverse Gas
K. Rool expels a Bowser-sized cloud of purple gas around him with .45 second startup lag. The cloud hovers around K. Rool for a split second before vanishing. Characters who come into contact with K. Rool are pushed in the reverse direction of their momentum at the instance of contact with a slight footstool effect. Should a character shorthops into the cloud, they'll leap up about 1.5 times their regular jump height, while if they jump regularly, they'll fall back toward the ground. If they are moving in from the left or right, they'll be pushed back in the opposite direction.

K. Rool can force opponents away from him in any direction while fleeing with Up Special. More importantly, if he unleashes his reverse gas into a cloud of mist, the mist absorbs the gas, causing the whole cloud to take on its effect. Characters will now have to stay on the ground, lest they leave themselves vulnerable to K. Rool's projectiles. And this is just the tip of the iceberg in what K. Rool can do to his mist clouds.


Forward Air - Wind Storm
K. Rool fires a stream of wind the size of a crouching Dedede in front of him with .45 second startup lag. The stream stays onstage for fifteen seconds before fizzling out; characters who enter the gust are blown forward at the speed of Dedede's Inhale. K. Rool can situate himself in front of a stream of wind to take advantage of any characters who jump into it. That said, make sure you place the wind inside a mist cloud so characters -actually- jump into it. Two streams of wind can be onstage at a time.

Back Air - Arctic Gas
K. Rool turns around and fires a bit of arctic gas, with .45 startup lag. The mist deals 5% and freezes characters mid-animation, identically to Side Special, but at a very close range. K. Rool won't actually want to use this as a melee attack, though; if he fires the cold stuff into a mist cloud, it mixes into the hazy blur. Characters who jump into an arctic cloud of mist take 3% per half second, and have a 25% chance of freezing each time they enter it. If K. Rool has a large quantity of mist concealing both reverse and arctic gas, any character who shorthops into the gas and is propelled up high takes some nice damage and has a chance of falling back down, vulnerable to projectiles.

Up Air - Flickering Gas
K. Rool shoots a flickering Wario-sized cloud of gas upward with .45 second startup lag, dealing 5% and pushing opponents up a set distance. He can space from opponents in the air whenever he's rocketing around up there. K. Rool can also shoot the flickering gas into a cloud; if the cloud contains reverse or arctic gas at the time of impact, the effect will begin flickering in and out every second. For every additional U-Air K. Rool fires into the mist, this interval will be halved. There is no visual cue to the effect going in and out, which can prove to be a major thorn in opponents' sides. Not even taking D-Air into consideration, that is. . .

Down Air - Gas Blast
K. Rool expels a Wario-sized cloud of gas that hovers beneath him for half a second. Characters who come into contact with this cloud take no damage, but are pushed back with 1.5 times FLUDD's force. The move itself isn't that noteworthy, but that's not to say the move is unimportant as a whole.

Although this cloud doesn't stay onstage, this move has identical lag and the same sound effect as all of K. Rool's other gas-based aerials...if he unleashes this in a misty area, opponents may be fooled into thinking he actually placed a cloud in the mist, and stay on the ground as a precaution. If K. Rool uses an aerial in his mist, they have no way of knowing unless they jump up to find out. Oh, and at close range, when K. Rool is trying to escape with Up Special, he can stop rocketing for a second, push away interfering enemies with D-Air, then continue fleeing. Just be sure not to fall victim to that -awful- landing lag.


~ ~ ~ Final Smash ~ ~ ~


Final Smash - Kerozene



K. Rool fires a signal into the air, before rocketing off the screen top, Up Special style. A split second later, up from the bottom blast line rises Kerozene, a monstrous dragon Kremling 1.5 times Giga Bowser's height, with an armspan the distance of Final Destination. He resides in the background, and wreaks quite a bit of havoc on the fight.

By tapping B, Kerozene breathes a controllable infinite stream of fire down to the ground, dealing many, many hits of 2-3% to characters. The fire racks plenty of damage on victims, and also drags characters down to the stage to keep them out of the air. Tap A for Kleever for pull out a Kleever sword from below the blast line and slice it across the stage instantaneously, dealing 25% and knockback that KOs around 75% to anyone sliced down. Finally, by tapping Down B, Kerozene pounds his massive fists on the stage, dealing 10% and a second of stun to any grounded character, as well as 30% and knockback that KOs around 65% to anyone who comes into contact with his actual fists. After fifteen seconds of madness, a shot is fired offstage by K. Rool, calling the beast away, as his master rockets back down to continue fighting.


~ ~ ~ Playstyle ~ ~ ~


Now, you may be thinking that K. Rool can just function as a normal heavyweight. K. Rool can still bash foes around just fine, but for damage-building, he must use his comboing prowess...

Oh, sorry, just got caught up in nostalgia there a little. Now, onto the real playstyle. K. Rool absolutely cannot fight at melee range. His only non-projectile melee moves that aren't invalidated by lag are his D-Tilt and his aerials, which -can- become too laggy if K. Rool lands mid-move. Regardless, it is essential that K. Rool fight from a range. Fortunately for him, he has all the necessary tools to build damage and KO without even getting off his arse. Typical heavyweight male antagonist...

That said, K. Rool's KO moves are all laggy in the extreme. It is of utmost importance that his opponent is immobile before K. Rool lands the finishing blow. That said, K. Rool is equipped with plenty of stunning, shield-breaking material. By combining these with his damage-building projectiles, K. Rool can easily overwhelm opponents in the blink of an eye...er, maybe a bit longer than that, considering the lag he has on his projectiles. Although K. Rool is potent with his projectiles, they are not unbeatable by opponents. There may come times in which opponents break through your barrage, and you'll be required to rocket to a safe location, as you're fairly limited in spacing options.

This may not always be a bad thing, however; while making an aerial-escape, K. Rool can make the skies a living hell for his enemies. While sitting in place, K. Rool can place a cornucopia of mist clouds into the sky fairly quickly with U-Tilt and U-Smash, preferably all next to each other so they meld into one cloud. As he flees, K. Rool can use his aerials to place a variety of effects on the cloud(s) he's made. While mist is already troublesome enough on its own, all the effects he adds can easily convince opponents to stay grounded and in the range of his projectiles. If K. Rool sets up his N-Air, F-Air and B-Air traps properly, opponents will either fall back toward the ground or K. Rool in a stunned state, or push themselves back up into the air, taking damage from the arctic mist. After setting up traps, he can even use D-Air alone a few times, keeping opponents grounded out of their own fear.

Anyways, let's touch on that projectile game a bit. K. Rool's go-to projectile is obviously his kannonballs. Neutral Special builds damage reliably and fairly quickly, and is a great shield-breaker to boot. The fact they can be aimed aids in landing them immensely, and if K. Rool needs to, he can stun opponents with a 'grab' bullet before firing away. If you scare opponents onto the ground with your aerial traps, they will nearly always spot-dodge to clear kannonballs; in a barrage, the projectiles break shields quickly, and opponents cannot roll to dodge a kannonball without being hit by another. K. Rool can throw an icy cloud into the mix with Side Special; due to the cloud moving at a faster pace than kannonballs, opponents will often be unable to spot-dodge a kannonball and a cloud back-to-back.

Freezing an opponent is your best option with which to build damage. Once an opponent is immobile from Side Special (or B-Air mist they've stupidly jumped into), spam kannonballs to rack up that damage without even knocking your opponent away. Once they break free, you can repeat the process as you see fit. When you're ready for the KO, start aiming for that shield-break. Send out a cloud of particles with your jab; opponents cannot spot-dodge the long-lasting, damaging cloud, and must shield before spot-dodging to clear the whole cloud. This is your cue to send out Side Special and F-Tilt clouds, to both slow the rate they drop their shield and freeze it in place. Once they're stuck shielding, blast away with kannonballs to shatter their defense mechanism.

Now is the time to whip out that Down Special. Suck opponents dizzy from the shield-break up to you, then put to use F-Smash or D-Smash, which finally become viable on stunned characters. Breaking opponents' shields is by far K. Rool's best option to put to use prior to KOing; shield-broken opponents stay stunned quite a bit longer than frozen opponents, and are also actually knocked back by attacks. K. Rool will want to build enough damage prior to executing this tactic, to ensure his opponents don't become mobile while they're in death's jaws. Remember, K. Rool cannot fight at close range. As long as he keeps opponents grounded with fear-mongering tactics, before forcing them to bow to him with projectile ruthlessness, K. Rool can overcome his shortcomings without too much exertion. Once again, typical heavyweight male antagonist...


~ ~ ~ Match-Ups ~ ~ ~


Against Victreebel - 65/35
The difference between character preferences is clear right off the bat in this match-up; K. Rool can only play from a range, while Victreebel wants opponents right up next to him so they can get in his belleh...er, wrong set...belly, as soon as possible. What's problematic for Victreebel is that K. Rool doesn't mind lazing around on a small, secluded portion of the stage for long periods of time. The voracious plant's various stunning traps are less effective against the Kremling Kaptain as a result. Victreebel's best bet is to enlarge himself early on, then devour K. Rool as he comes down from his aerial set-up. However, Victreebel's growth just makes him a bigger target for K. Rool's various projectiles.

Against Toxicroak - 35/65
Toxicroak is best off at forcing opponents to play at melee range, something K. Rool absolutely loathes. Using his great jumping abilities and aerial approaching methods, Toxicroak can get in K. Rool's face before he can lay out his aerial traps, and pepper him with fast attacks, getting a lead with poison damage before K. Rool can do so much as blink. K. Rool can try aiming a projectile upward to knock Toxicroak toward the ground before starting a barrage, or stun him early on with Side Special or grab. However, he has trouble keeping space between himself and Toxicroak, and the poison damage he may take doesn't help matters. K. Rool has trouble placing aerial traps against Toxicroak, and therefore cannot keep him on the ground, where his projectiles work best. To stand a chance at winning, K. Rool must immobilize Toxicroak as soon as possible and not slip up during his damage-building or KOing phases, which is easier said than done.

~ ~ ~ Extras ~ ~ ~


Up Taunt - Polish
K. Rool pulls a rag out of his coat and polishes the muzzle of his blunderbuss.

Side Taunt - Golden Belly
K. Rool opens his coat a little more, exposing his golden belly, before pulling it shut again.

Down Taunt - Dress Up
K. Rool pulls his golden crown from DKC1 out of his pocket, removes his pirate hat, and places the crown on his head. After eying it for a split second, he tosses the crown away carelessly, and returns the pirate hat to its rightful place.

Entrance - Invasion
A pirate anchor drops from the sky, presumably lowered from one of K. Rool's airships. The Kaptain slides down the anchor, holding his blunderbuss in one hand. He shakes the stage upon landing, as the anchor is pulled off the top blast zone.

Victory Pose #1 - Soot Shot
K. Rool tries firing off his blunderbuss in celebration, but it ends up back-firing, just like in his boss fight, covering him in black soot with only his eyes blinking out.

Victory Pose #2 - Weapon Whirl
K. Rool spins his blunderbuss around twice, laughing evilly, before slamming its muzzle into the ground and gazing at the screen.

Victory Pose #3 - Costume Change
K. Rool laughs about his victory for a while, before becoming bored of his pirate attire. He runs offscreen, and his pirate clothes are seen being tossed onscreen as he sheds them for his next disguise. What might it be?

Victory Theme - Duel Death
The unused hero death music is played whenever K. Rool overcomes a lightweight female protagonist, or a less awesome villain.

Loss Pose - Unimpressed
K. Rool leans against his blunderbuss, clapping sarcastically and rolling his good eye from time to time.


Cranky Kong


Filler background info, Cranky is the only Kong worth caring about, yadda yadda.

"You're only reading this because you're bored! You're lucky I'm here to brighten up this pathetic so-called moveset. That is, if you have the attention span of a two-year-old and read the whole thing..."

Statistics

Weight: 10
Size: 9.5
Fall Speed: 9
Jumps: 4
Aerial Movement: 3
Traction: 3
Movement: 2

Specials

Neutral Special - Rant
Cranky takes a deep breath for half a second, before letting loose a furious barrage of complaints about the mediocrity of modern times, as well as a few well-placed insults about his opponents. After inputting B, Cranky is able to amble around the stage while ranting, in addition to using his main moveset. Cranky can rant for up to five seconds, before keeling over in exhaustion and becoming vulnerable for as long as Super Dedede Jump, canceled right before landing. Press B before this time to cancel the rant without nearly as much end lag.

So what does the rant actually do? Opponents aren't damaging by the biting sarcasm of Cranky's comments...instead, they're lulled right to sleep! Characters who remain within a Battlefield platform of Cranky (on his level) while he's ranting for one second fall asleep out of sheer boredom. Of course, your opponents aren't just going to sit there and let Cranky put them to sleep; he'll have to make use of his assortment of stunning attacks to keep them in his range until they start to nod. Once they're out like a light, Cranky can actually make use of certain otherwise-useless attacks of his, specifically his grab-game...


Grab - Snatch
Cranky reaches a gnarled hand out as far as the Ice Climbers' grab (worst grab range in the game), but with much more absurdly exaggerated lag. He has triple their startup lag, and double their ending lag; you don't need us to tell you this isn't a grab you can just casually throw out there. To have any chance at all of landing this grab, Cranky must put his opponent to sleep first, then walk up and grab them before they wake up and flee. Learning to do so is integral to playing Cranky, as the entire rest of his game stems from his throws.
 

MasterWarlord

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I could potetionally see us with as low as 45 characters, seeing Brawl is only an increase of 10 over Melee. If we get 45, it won't be cause there's not enough newcomers though, it's more likely some veterans would get cut. Toon Link and either the trainer or Lucario are on thin ice.

Oh, and by the way, Mother doesn't deserve a 3rd character. There will never be a fourth game, it's officially confirmed, it's lucky it has two characters.

Edit: Bkupa, F-Zero deserves a second character long before Starfox gets a fourth. Black Shadow would be able to inherit Ganondorf's old moveset, thus allowing Ganon to get a new one. Other then that and the 3rd mother character, your list is decent enough.
 

Big-Cat

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Songs,game modes,items,and SSE stages?:embarrass
Alt. costumes, alt. characters, and maybe patches too.

Oh, and by the way, Mother doesn't deserve a 3rd character. There will never be a fourth game, it's officially confirmed, it's lucky it has two characters.
It has never been said that there won't be a MOTHER 4. Itoi said he had no plans for one, but he wouldn't mind it if someone wanted to make a MOTHER 4. Therefore, the series isn't dead, but not alive at the same time.
 

BKupa666

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Although I'm not a supporter of Claus, I think that representation of Kirby, Star Fox, Pokemon, Fire Emblem, and Mother rely on popularity of characters, not popularity of the series or sales or game numbers.

Otherwise, Mario would have tons more reps, and DK would have at least 3.
 

MasterWarlord

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Patches should be free and required, but I can see alt costumes/characters costing wii points. Other small things could be more stage builder parts, new assist trophies/pokeball pokemon, or perhaps a special temporary update for a holiday that gives the characters, say, christmas (red and green) alt colors?
 

Darkwashu

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hi
*ahem*

So can I, but it was still funner to play than the first game, especially if we're talking FM+.
Drugs are fun also,but that doesnt mean its right.:ohwell:

Alt. costumes, alt. characters, and maybe patches too.



It has never been said that there won't be a MOTHER 4. Itoi said he had no plans for one, but he wouldn't mind it if someone wanted to make a MOTHER 4. Therefore, the series isn't dead, but not alive at the same time.
Sorry to break it to you,no MOTHER 4
 

SirKibble

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moar edits,dont be so closed minded with these lists,o.o,i cant really think of a 4th char for Kirby,o.o
It seems that few people can.

Got ya' covered...
I approve this roster expansion. Except you forgot Bronto Burt carrying a Waddle Dee, Zero Suit Bronto Burt and Bronto Burt with the Master Sword.
 

Chief Mendez

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Sorry, but when those other people posted B moves for K. Rool and nobody yelled at them, I assumed it was okay.
A quick and dirty list of Special Moves is one thing, but you threw up a total, complete moveset, which is what I took issue with.

Though the moveset is pretty awesome. This just isn't the place for it.

Also, those other people who posted those little movesets...we usually just ignore them.

Anyway, there's no way SSB4 will have more then 50 characters. We thought SSBB would have 40 characters, we were wrong. There were 15 newcomers in SSBB and 20 veterans, and if there are 50 chars in SSB4 there will be 34-35 veterans and 15-16 newcomers. That's already more then SSBB had to do, and SSB4 will be on a console that's much more of a graphical leap then the gamecube then the wii. We'll be LUCKY if we get 50 characters, there's no way we're getting a single one more.
Second'd.

SirKibble said:
I approve this roster expansion. Except you forgot Bronto Burt carrying a Waddle Dee, Zero Suit Bronto Burt and Bronto Burt with the Master Sword.
I am relapse in my duties. Fix'd for great justice.

EDIT - Also, this Mother 4 thing is new to me, and makes me sad.
 

Roihu

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Edit: Bkupa, F-Zero deserves a second character long before Starfox gets a fourth. Black Shadow would be able to inherit Ganondorf's old moveset, thus allowing Ganon to get a new one. Other then that and the 3rd mother character, your list is decent enough.
The hell it does!
F-Zero's been deserving a new rep for 2 GAMES ALREADY! Starfox has been getting a new one for EVERY SINGLE GAME ALREADY.
 

Chief Mendez

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The hell it does!
F-Zero's been deserving a new rep for 2 GAMES ALREADY! Starfox has been getting a new one for EVERY SINGLE GAME ALREADY.
I don't know about that.

Before Melee, the series had, what, two games to it's name? One of which wasn't even that good.

And before Brawl...well, there should have been another F-ZERO rep in Brawl, after the amazing GX and AX, as well as the GBA games, which weren't bad.
 

MasterWarlord

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F-Zero didn't deserve a character in Melee, not before Dedede, Meta Knight, Wario and Diddy Kong, Brawl, though, is another story. Black Shadow/Goroh could've come before Ridley in Melee due to Metroid being a dead series at that time, as Metroid hadn't had a new game in an enternity.
 

flyinfilipino

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Edit: Bkupa, F-Zero deserves a second character long before Starfox gets a fourth.
Although I'm not a supporter of Claus, I think that representation of Kirby, Star Fox, Pokemon, Fire Emblem, and Mother rely on popularity of characters, not popularity of the series or sales or game numbers.

Otherwise, Mario would have tons more reps, and DK would have at least 3.
Why does F-Zero deserve a new character? The term "deserves" is used kinda loosely around here. What makes a character "deserving" to be in Smash? Even then, MasterWarlord, it sounds like you only want a new F-Zero rep to "unclone" Ganondorf (a noble cause).

Yesm BKupa, I think you're right.
 

LUVTOY77-ROGUE WIREFRAME

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There's nothing wrong posting a moveset here and there every once and a while.. as long as this doesn't turn into make your move....

But hmmm I think K. Rool should definately get in! He diserves it!
 

MasterWarlord

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As far as Ganon is concerned, in all honesty, I don't see Ganondorf getting his own moveset for the sake of getting his own moveset. If Sakurai did that, people would be saying Sakurai just did what he should of done in the first place. However; if Ganondorf's old moveset got passed down, this would allow for a free newcomer with minimal work as well as cause people to stop complaining about Ganon, much more appealing from his perspective.

F-Zero mainly warrants another character because it has far more games then Mother, and the fact Captain Falcon has gone solo for three games now. IMO, F-Zero doesn't deserve a unique moveset, but Black Shadow wouldn't require that.
 

flyinfilipino

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As far as Ganon is concerned, in all honesty, I don't see Ganondorf getting his own moveset for the sake of getting his own moveset. If Sakurai did that, people would be saying Sakurai just did what he should of done in the first place. However; if Ganondorf's old moveset got passed down, this would allow for a free newcomer with minimal work as well as cause people to stop complaining about Ganon, much more appealing from his perspective.

F-Zero mainly warrants another character because it has far more games then Mother, and the fact Captain Falcon has gone solo for three games now. IMO, F-Zero doesn't deserve a unique moveset, but Black Shadow wouldn't require that.
I don't see Ganondorf changing too much, just a few moves here and there. Unless someone else takes the helm of Smash, I think Ganondorf might be stuck in his niche.

So does Mario's series deserve more reps because it has wayyyyy more games than F-Zero?
 

Ilex

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This X 5738947832487.3492

Follow his advice, seriously. Do the right thing. That thread is awesome, anyway, you know you want to go there. Your life will be forever changed.



Much sadness ensues for SirKibble. :(

I give cookies to people who make it four on their rosters. :)
I would, but I don't like having to go past 100 pages of another thread just to get to the active part of the thread. Tell the OP to make a new thread for MYM 3 because it looks really chaotic and disorganized.
 

Chief Mendez

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I would, but I don't like having to go past 100 pages of another thread just to get to the active part of the thread.
Says the man posting on a thread with 379 pages. :laugh:

...Unless you mean that you'd want to post movesets there, but you don't want to search through the entire thing to make sure nobody else has made one for your character yet. In which case, that's not an issue: just post the 'set. They'll only reject it if it looks like it's been cloned from an already-made moveset.

But if you hadn't looked through them, that's not going to happen.

...Unless you're really unlucky.
 

akkon888

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More F-Zero characters like Samurai Goroh and Black Shadow, Dark Samus, Dark ZSS, Black Knight from Fire Emblem, as well as a more complex stage builder, that allows you to edit graphics as well as impact areas. The songs are already good, possibly better graphics, but this can all come in Wii 2 or something. Maybe put Ridley and Meta Ridley as well as other tough bosses available in some just for fun mode. Finally, add a Mega Mushroom as well as these following items:
-Power Bomb from Metroid
-Changing Item from Super Mario World
-Morph Ball from Metroid
-Hi Jump from Metroid
-Koopa Shell from Mario Bros. (They only have it in Mario Bros. Stage as of now)
-Space Jump from Metroid
This is what I think I would get in a perfect world, not ALL of it has to be done.
 

darkserenade

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This gets me thinking.... Since countless posters here want Sakurai not in charge(I'm neutral on this subject), does anyone have any ideas? It isn't as easy as you might think it is.
 

MasterWarlord

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LITERAL GOD TIER
Father
Hohenheim

GOD TIER
Kimblee
Mustang

TOP TIER
Pride
Gluttony
Sloth

HIGH TIER
Alphonse
Lust
Wrath
Armstrong
Envy
Izumi

MIDDLE TIER
Scar
Lingreed
Greed
Edward
Marcoh

LOW TIER
Ling
Slicer
Wrath (Anime)
Barry the Chopper
(Boar Chimera)
Heinkel (Lion Chimera)
Darius (Gorilla Chimera)
Roa (Bull Chimera)
Tucker
Olivia
Dorochette (Dog Chimera)
Martel (Snake Chimera)
Cornello
Riza Hawkeye
Bido (Lizard Chimera)

Blaziken, Borutorosu, Breloom, Burungeru, Cloyster, Ditto, Doryuuzu, Dragonite, Erufuun, Garchomp, Gengar, Genosekuto, Gliscor, Gyarados, Heatran, Hippowdon, Kerudio, Kingdra, Nattorei, Ninetales, Ononokusu, Politoed, Randorosu, Roobushin, Salamence, Sazandora, Scizor, Shandera, Starmie, Skarmory, Tyranitar, Urugamosu, Zapdos, Zoroaaku, Zuruzukin

Additions:
Tentacruel
Terakion
Porygon 2
Blissey
Chansey
Machamp
Jirachi
Smeargle
Deoxys S
Deoxys N
Archeos
Abagoora
Wobbuffet
Latios
Latias
Suicune
Kerudio
Metagross
 

flyinfilipino

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This gets me thinking.... Since countless posters here want Sakurai not in charge(I'm neutral on this subject), does anyone have any ideas? It isn't as easy as you might think it is.
Definitely. What is it about Smash that we like and what about it do we dislike? Everything we've seen so far has come from Sakurai.

EDIT:

Smash Brothers is the single most important game Nintendo has
What makes you say that?
 

LUVTOY77-ROGUE WIREFRAME

Smash Champion
Joined
Jul 26, 2006
Messages
2,372
^^But then that character would be a clone and Sakurai would becriticized for ONCE AGAIN creating a clone, out of an already-cloned moveset... (I used someone elses layout kinda)
*=unlockable
My Dream Roster (I migh forget a few characters):

Mario Bros.
Mario (Paper form as alt. costume)
Luigi (Poltergust Vacuume as B down; Mr. L as an alt. costume)
Peach (Super Strikers costume)
Bowser (Dry Bowser costume, super strikers costume)
Geno (don't know anything about him but eh, I'd like to see some new Mario reps.)
Waluigi (possibly...? I don't really care)*

Yoshi's Story/Island
Yoshi (White and Black as color variants)
Baby Bowser*

The Legend of Zelda
Link
Zelda/Shiek
Ganondorf (COMPLETELY new moveset, excluding Final Smash)*
Midna (with OUT Wolf Link)*

Pokemon
Pikachu
Pokemon Trainer
Jigglypuff* (unlockable after 50 vs. matches or after you complete classic mode for the first time... just like back then!)
Mewtwo* (with B specials: Reflect, Future Sight, Psychic, and Teleport)
Giovanni* (Nidoking, and two others from more current gens; works like PT)
^^To replace Giovanni, a mor recent, cool character.. haha...

Metroid Prime
Samus/Zero Suit Samus
Ridley (Meta Ridly, alt. costume)
Sylux
Spire* (would prefer Trace, but sniper in hand-to-hand combat= :ohwell:)

Donkey Kong
Donkey Kong
Diddy Kong
King K. Rool*
Dixie Kong*
Lanky Kong*

Wario Series
Wario

Animal Crossing
Tom Nook

Mother/Earthbound
Ness
Lucas*

F-Zero
Captain Falcon
Samurai Goroh (don't know anything about this series so eh?)

Star Fox
Fox
Falco*
Wolf*
Krystal*

Fire Emblem
Marth
Ike*
Roy* (un-cloned)

Metal Gear
Snake

Sonic the Hedgehog
Sonic
Tails*
Knuckles*
Shadow*
Eggman*

Pikmin
Captain Olimar
Louie*

Banjo-Kazooie
Banjo & Kazooie
Gruntilda Winkybunion*
Mumbo Jumbo*
Klungo*

Conker's Bad Fur Day
Conker the Squirrel
Rodent*

Retro Characters
Ice Climbers
Pit
Mr. Game and Watch*
R.O.B.*
Mac/Little Mac (don't care much for him but he looks cool as an AT so eh, why not?)*
 
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