Omniscient X
Smash Journeyman
- Joined
- Mar 6, 2010
- Messages
- 326
Well I've had an account here for awhile I figured it's about time I clone my KC:MM thread over to here to gather more feedback and response to my hacks. For Ares, Zeus or Thor you'll have to wait until the Brawl Vault is resurrected Sceptile is near completion, but for now my main focus is Nidoking over Bowser. I digress here is the current moveset:
Playstyle: Nidoking is a heavyweight character being faster and more agile than Bowser but suffering many of the shortcomings. He lacks the weight Bowser had and the pure physical strength, though he can still bash enemies in close quarters. His specials focus on giving him attacks that provide range (Ice Beam/Thunder), recovery (Earth Launch/Rock Thrusters) and spacing (Earth Power/Earthquake). His ground attacks are quick and effective, dealing good damage and knockback without allowing opponents to easily punish Nidoking. His aerials also give him an edge though their hard to use due to his massive weight and falling rate.
"Ground-Type"- When Nidoking lands normally (not from a special move) he cracks the ground and slightly pushes opponents away from him.
Here's the moveset (so far):
Neutral Special: Ice Beam, Nidoking quickly charges a ball of glowing energy and blue bolts shoot from the orb traveling a fair distance inflicting 7% ice damage and consistently freezing opponents. Does not suffer from too much startup or end lag.
(Move Switch to Thunder): Nidoking charges electricity in his body before sending a massive, albeit slow bolt of lightning forward, the bolt deals 25% electrical damage and very weak forward knock back but suffers from heavy ending lag.
By pressing the joystick forward during the startup of Thunder/Ice Beam you activate: Horn Drill, Nidoking charges along the ground with its head lowered and horn covered in energy as long as the B-button is held with the horn doing a constant 1% every couple frames and randomly (about every 20 frames) inflicting strong forward knock back and 7% damage. Nidoking is also equip with immense amounts of super armor that protects it up to around 25% damage, it takes quite the move to overwhelm Horn Drill.
Side Special: Deleted still up for debate and suggestions on this one.
Up Special: Earth Launch (Grounded), Nidoking braces himself as a large pillar of earth erupts from the ground launching him into the air. The pillar is a spike that will toss opponents into the air while inflicting 8% damage.
(Aerial) Rock Thrusters: a maelstrom of swirling rock lifts Nidoking through the air with good horizontal range but only average vertical recovery.
Down Special: Earth Power, Nidoking charges power while glowing yellow, there are 3 charge levels each will emit a *ding* and a small blue flash around his eyes when they've been reached. The charge can be canceled and held, and then used at a later time. Once the B button is released from charging Nidoking will smash his hand into the ground causing large spikes of earth to erupt in front of him in a line. The charges determine how far it will travel at 1 charge it goes about a stage builder block, at 2 it goes around 2 SBBs and at 3 of course it travels 3 SBBs. The 1st set of spikes will deal 6% damage and weak knockback but buries grounded opponents, while the 2nd set simply deals 9% damage and medium knockback and the 3rd set deals 14% damage and strong knockback. With a Sheer Force point available the move is automatically fully charged and unleashes pillars of lave from beneath the stage.
(Air) Earthquake: In the air Nidoking will plunge downward dealing 6% damage and meteor smashing opponents then when it makes contact with the ground it will use Earthquake unleashing a wave of rock in both directions that buries opponents and inflicts 10% damage. Note that the wave can only hit grounded opponents.
Standard Attacks:
Neutral Combo: Shred, an almost identical version of Bowser's twofold claw swipes, simply because it allows for a good melee setup.
Upward Tilt: Poison Sting, Nidoking fires a large glowing purple spike from his horn dealing 7% poison/flower damage and medium upward knockback. It's short range functioning like one of Samus's Charge Shot custom moves and it'll look like this:
Forward Tilt: Fire/Ice/ThunderPunch, Nidoking throws a quick right hook that has a 33% chance of being either Fire, Ice or Thunder Punch. The flame version deals 6% and medium-strong knockback, the ice version freezes opponents but doesn't knock them back very far with 10% damage, and the thunder version paralyzes the opponent very briefly before sending them flying with 8% damage and medium knockback. (This move may change to Poison Jab.)
Downward Tilt: Tail Whip, Nidoking whips his tail in front of him tripping any grounded opponents and dealing 4% damage, good range with the tail.
Dash Attack: Double Kick, Nidoking takes a step then leaps kicking with his right foot before slamming opponents with his tail, the kick deals 5% damage and no knockback by pulling you into the tail attack with thumps opponents with 9% damage and strong knockback.
Aerials:
Neutral Aerial: ???
Forward Aerial: Shadow Claw, Nidoking's right hand becomes enveloped in a dark aura that forms a set of claws and he befores a forward slash dealing 7% darkness damage and medium forward knockback.
Upward Aerial: ???
Backward Aerial: Poison Tail, Nidoking flashes purple before doing a quick twist and reaching backward with his tail which slams enemies with 8% poison damage and medium backward knockback.
Downward Aerial: Drill Rush, Nidoking starts up Horn Drill and plummets downward, the sweetspot of the attack is the horn which will drag enemies with it dealing 3% damage per second in the air and upon impact with the ground 7% damage and buries opponents, Nidoking suffers very long lag pulling his horn from the ground.
Smash Attacks:
Up Smash: Megahorn, Nidoking's horn glows and enlarges before it slices the air with it dealing 13% damage and strong upward knock back.
Move Swap to Shard Storm: Nidoking unleashes a torrent of small rock shards from his mouth, reaches a good 2 stage builder blocks above him, and can deal damage from 1%-20% depending on how long enemies are caught in the line of fire. The downside is that the shards are very easy to DI out of once hit so most opponents will escape with only around 5-8% damage, all the same it makes an excellent tool for repelling aerial assaults and juggling opponents.
Forward Smash: Mega Punch, Nidoking throws a punch imbued with glowing energy that deals 17% damage and powerful forward knockback. If the punch connects a blast of air is generated from the immense force of the impact flinging nearby enemies and items away.
(Move Swap to Surf): Nidoking charges a sphere of water in his palm before slamming it into the ground unleashing a large wave that pushes opponents away with tremendous force but no damage.
Down Smash: Iron Tail, Nidoking uses its tail to slam down behind it burying opponents and dealing 12% damage before swiping in front of it dealing strong forward knock back and 15% damage.
(Move Swap to Stone Edge): Nidoking rips 4 large stones from the ground which orbit around him once before flying off in separate directions. The stones deal 3% damage and very weak knock back while they're orbiting and 9% damage and weak knock back when they're actually thrown.
Grabs:
Pummel: Nidoking slams the enemy with his tail dealing 7% damage but takes a while to complete the attack
Forward Throw: Nidoking smashes the enemy into the ground in front of him then behind him (Like Hulk vs Loki) then tosses him forward. Each smash does 5% damage (grippy flags) and the throw at the end does 5% as well.
Upward Throw: Nidoking tosses the opponent up and then intercepts them with a Horn Drill dealing 1% damage at a ridiculous pace (adds up to 13%) before the opponent is flung upwards off his horn.
Downward Throw: (Superpower) Nidoking punches the enemy diagonally into the ground sending them flying through the earth for a short distance before getting knocked out with medium knock back.
Sheer Force Counter: Every time you use Down Taunt and complete it successfully you activate Nidoking's Sheer Force ability. This augments the next 2 grounded moves you use that are physical (includes: Mega Punch, Megahorn, Iron Tail, etc.)
Final Smash: ???
(Model in screenshots is only temporary.)
(X/Y Model is being rigged by Tabuu, who has my eternal gratitude.)
(X/Y Model is being rigged by Tabuu, who has my eternal gratitude.)
Playstyle: Nidoking is a heavyweight character being faster and more agile than Bowser but suffering many of the shortcomings. He lacks the weight Bowser had and the pure physical strength, though he can still bash enemies in close quarters. His specials focus on giving him attacks that provide range (Ice Beam/Thunder), recovery (Earth Launch/Rock Thrusters) and spacing (Earth Power/Earthquake). His ground attacks are quick and effective, dealing good damage and knockback without allowing opponents to easily punish Nidoking. His aerials also give him an edge though their hard to use due to his massive weight and falling rate.
Special Attributes:
"Move Swap"- a concept controlled by his Up and Side taunts allowing you to switch out moves in the middle of battle and use a variation or completely different move. I incorporated this into Nidoking to give an edge to all playstyles Thunder and Nidoking's regular smash attacks are brutally strong though suffer from low range and speed, while his "Move Swapped" smash attacks offer more range and defensive capabilities at the cost of damage and knockback but allows you to instead focus on gimping recoveries and controlling the stage. Each move will be assigned to one of the taunts allowing you to mix and match them to your liking, the assignments are not finalized as for now I've simply coded them to the Up Taunt for testing purposes."Ground-Type"- When Nidoking lands normally (not from a special move) he cracks the ground and slightly pushes opponents away from him.
Here's the moveset (so far):
Neutral Special: Ice Beam, Nidoking quickly charges a ball of glowing energy and blue bolts shoot from the orb traveling a fair distance inflicting 7% ice damage and consistently freezing opponents. Does not suffer from too much startup or end lag.
(Move Switch to Thunder): Nidoking charges electricity in his body before sending a massive, albeit slow bolt of lightning forward, the bolt deals 25% electrical damage and very weak forward knock back but suffers from heavy ending lag.
By pressing the joystick forward during the startup of Thunder/Ice Beam you activate: Horn Drill, Nidoking charges along the ground with its head lowered and horn covered in energy as long as the B-button is held with the horn doing a constant 1% every couple frames and randomly (about every 20 frames) inflicting strong forward knock back and 7% damage. Nidoking is also equip with immense amounts of super armor that protects it up to around 25% damage, it takes quite the move to overwhelm Horn Drill.
Side Special: Deleted still up for debate and suggestions on this one.
Up Special: Earth Launch (Grounded), Nidoking braces himself as a large pillar of earth erupts from the ground launching him into the air. The pillar is a spike that will toss opponents into the air while inflicting 8% damage.
(Aerial) Rock Thrusters: a maelstrom of swirling rock lifts Nidoking through the air with good horizontal range but only average vertical recovery.
Down Special: Earth Power, Nidoking charges power while glowing yellow, there are 3 charge levels each will emit a *ding* and a small blue flash around his eyes when they've been reached. The charge can be canceled and held, and then used at a later time. Once the B button is released from charging Nidoking will smash his hand into the ground causing large spikes of earth to erupt in front of him in a line. The charges determine how far it will travel at 1 charge it goes about a stage builder block, at 2 it goes around 2 SBBs and at 3 of course it travels 3 SBBs. The 1st set of spikes will deal 6% damage and weak knockback but buries grounded opponents, while the 2nd set simply deals 9% damage and medium knockback and the 3rd set deals 14% damage and strong knockback. With a Sheer Force point available the move is automatically fully charged and unleashes pillars of lave from beneath the stage.
(Air) Earthquake: In the air Nidoking will plunge downward dealing 6% damage and meteor smashing opponents then when it makes contact with the ground it will use Earthquake unleashing a wave of rock in both directions that buries opponents and inflicts 10% damage. Note that the wave can only hit grounded opponents.
Standard Attacks:
Neutral Combo: Shred, an almost identical version of Bowser's twofold claw swipes, simply because it allows for a good melee setup.
Upward Tilt: Poison Sting, Nidoking fires a large glowing purple spike from his horn dealing 7% poison/flower damage and medium upward knockback. It's short range functioning like one of Samus's Charge Shot custom moves and it'll look like this:
Forward Tilt: Fire/Ice/ThunderPunch, Nidoking throws a quick right hook that has a 33% chance of being either Fire, Ice or Thunder Punch. The flame version deals 6% and medium-strong knockback, the ice version freezes opponents but doesn't knock them back very far with 10% damage, and the thunder version paralyzes the opponent very briefly before sending them flying with 8% damage and medium knockback. (This move may change to Poison Jab.)
Downward Tilt: Tail Whip, Nidoking whips his tail in front of him tripping any grounded opponents and dealing 4% damage, good range with the tail.
Dash Attack: Double Kick, Nidoking takes a step then leaps kicking with his right foot before slamming opponents with his tail, the kick deals 5% damage and no knockback by pulling you into the tail attack with thumps opponents with 9% damage and strong knockback.
Aerials:
Neutral Aerial: ???
Forward Aerial: Shadow Claw, Nidoking's right hand becomes enveloped in a dark aura that forms a set of claws and he befores a forward slash dealing 7% darkness damage and medium forward knockback.
Upward Aerial: ???
Backward Aerial: Poison Tail, Nidoking flashes purple before doing a quick twist and reaching backward with his tail which slams enemies with 8% poison damage and medium backward knockback.
Downward Aerial: Drill Rush, Nidoking starts up Horn Drill and plummets downward, the sweetspot of the attack is the horn which will drag enemies with it dealing 3% damage per second in the air and upon impact with the ground 7% damage and buries opponents, Nidoking suffers very long lag pulling his horn from the ground.
Smash Attacks:
Up Smash: Megahorn, Nidoking's horn glows and enlarges before it slices the air with it dealing 13% damage and strong upward knock back.
Move Swap to Shard Storm: Nidoking unleashes a torrent of small rock shards from his mouth, reaches a good 2 stage builder blocks above him, and can deal damage from 1%-20% depending on how long enemies are caught in the line of fire. The downside is that the shards are very easy to DI out of once hit so most opponents will escape with only around 5-8% damage, all the same it makes an excellent tool for repelling aerial assaults and juggling opponents.
Forward Smash: Mega Punch, Nidoking throws a punch imbued with glowing energy that deals 17% damage and powerful forward knockback. If the punch connects a blast of air is generated from the immense force of the impact flinging nearby enemies and items away.
(Move Swap to Surf): Nidoking charges a sphere of water in his palm before slamming it into the ground unleashing a large wave that pushes opponents away with tremendous force but no damage.
Down Smash: Iron Tail, Nidoking uses its tail to slam down behind it burying opponents and dealing 12% damage before swiping in front of it dealing strong forward knock back and 15% damage.
(Move Swap to Stone Edge): Nidoking rips 4 large stones from the ground which orbit around him once before flying off in separate directions. The stones deal 3% damage and very weak knock back while they're orbiting and 9% damage and weak knock back when they're actually thrown.
Grabs:
Pummel: Nidoking slams the enemy with his tail dealing 7% damage but takes a while to complete the attack
Forward Throw: Nidoking smashes the enemy into the ground in front of him then behind him (Like Hulk vs Loki) then tosses him forward. Each smash does 5% damage (grippy flags) and the throw at the end does 5% as well.
Upward Throw: Nidoking tosses the opponent up and then intercepts them with a Horn Drill dealing 1% damage at a ridiculous pace (adds up to 13%) before the opponent is flung upwards off his horn.
Downward Throw: (Superpower) Nidoking punches the enemy diagonally into the ground sending them flying through the earth for a short distance before getting knocked out with medium knock back.
Sheer Force Counter: Every time you use Down Taunt and complete it successfully you activate Nidoking's Sheer Force ability. This augments the next 2 grounded moves you use that are physical (includes: Mega Punch, Megahorn, Iron Tail, etc.)
Final Smash: ???
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