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"Expansion Character" Moveset Speculation V2 
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Sorry about double posting but here's a better explanation of my opinions:
I'm of the opinion that the Mario cast and Zelda cast are badly represented in the Smash series. Smash's Ganondorf is a good Smash character, but a terrible Ganondorf. I know that Ganondorf has a sword now, but that took WAY too long, and he still can't use dead man's volley.
I know I'm not the only one who thinks this, thanks to the existence of Project Ganondorf, the fact that :wario: in SSF2 has his pummel, side special, and down smash (and in 9b his down air, forward smash, and dash attack) changed to actual things that Wario has done, the old and new versions of :megaman:, and the designs of :blackmage:, :sora:, :tails:, :luffy:, :naruto:, :goku:, :ichigo:, and :chibirobo:.
I know I go WAY overboard with my opinions, but it's just cause I'm passionate about character representation, and because this is only of the only times and places I can tell the devs my thoughts.


Thu May 30, 2019 6:01 am
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what if Kirby's Side-B in the air was changed to the Melee hammer twirl except actually good?


Thu Jun 06, 2019 8:25 am
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Ever see MagicScrumpy?
He has a balance mod and OP mod for Kirby


Thu Jun 06, 2019 9:13 am
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"The Universe Is Balanced." - RIP Thanos (2018 - 2019)

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Mains: :kirby: :rayman: :blackmage:
Secondaries: :sonic: :mario: :captainfalcon: :simon:
Dragon Ball Z: Cooler's Revenge is the best anime film of all time. Admit it.
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Thu Jun 06, 2019 10:09 am
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Just dropping this here~
MonHun: show
Monster Hunter
Source: MH4U, MHG, MHGU,MHS (3DS)

A hunter from a far away land full of monsters, now hoping to seek fame in the cast of Super Smash Bros.?! (Turns out she accidentally got dropped off the airship while heading to a mission...)

Default costume is Rathalos, alternates include Kirin, Nargacuga, etc.

Entrance - Carted, nuff said.
Idle - Starts dozing off, then suddenly shakes her head.

Walkspeed is same as Captain Falcon
Running is as slow as Ganondorf
A bit heavier than Bowser

Taunts:
N - Drinks a random potion (cold/hot) and flexes.
S - Pointing gesture
D - Sitting down

Movesets:
Jab - Switch to S&S, Shield bash->Knee->Slash downwards (total 10%), good for combo starter
F-Tilt - Switch to IG, Thrust forward->Pull back (total 12%), chasing and combo
D-Tilt - Switch to LS, Slash upward (7%), can be a combo starter
U-Tilt - Switch to LBG, Shoot 45 degrees (8%), weak knockback, good for combos
DA - Switch to Lance, and starts running through the enemy (8%), good combo starter

F-Smash - Switch to GS, charging animation is the charging animation, you know what. (15% no charge - 20% full charge) can spike, shield breaking is weak, good combo finisher
D-Smash - Switches to HH, charging animation has the Hunter hold the handle, releasing the charge will have the hunter pull out the Horn, if it manages to hit somebody, it command grabs, if not it will still continue, then the horn releases sonic waves. (10% without the horn grab, 15% w/ the horn grab no charge - 14%,19% full charge)
U-Smash - Switch to GL, and plants it on the ground, aiming upwards (10% no charge, smaller - 16% full charge, which becomes Wyvern's Fire, range also becomes bigger.)

Grab - grabs with the SA Sword mode (good range, good startup, bad endlag)
Pummel - chainsawing the opponent grabbed (1% per hit)
F-Throw - Discharge (10%) good kill move
B-Throw - Turns, slams the opponent downwards, switches to Axe and homerun the opponent (12%) also good kill move
D-Throw - Thrusts the opponent into the ground, chainsaws and discharge (6%) combo move
U-Throw - Discharges upwards (10%) slightly lower knockback than F-Throw

Aerial
N-Air - Switches to DB, and does MHG/MHGU's Aerial Dual Blade move (the one where the hunter jumps at the monster and spins) (9%) combo move
F-Air - Switches to CB, Charges phials and quickly spins and transform to Axe mode to deliver a downwards smash (11%) good combo finisher
B-Air - Switches to Hammer, turns around and slams downward, will bounce if it manages to hit an opponent (6%)
D-Air - Switches to Hammer, raises Hammer overhead and slams downward, really hard (10%) spikes
U-Air - Switches to HBG, changes ammo to cluster and fires upward (9%) good for continuing combos

Special
N-Special - Switches to Bow, similar to Link's N-special, chargable but goes down much quicker, can be aimed (5% no charge - 10% full charge)
S-Special - Fires a sling, can be used to either grab opponents/items/ledges, can be aimed 45 degrees (2%) hitting an opponent will allow you to be pulled to him/her, but hitting an item will only have it be pulled to you,length is the same as a Yoshi's Story platform.
D-Special - Switches to Lance and counters(10% poke damage)
U-Special - Rides a Rathalos (MHS-sized) to fly! Nearly as high as Pit's flight, can control it a little as well. (hitting opponents will deal 2% damage and small knockbacks to them)

Final Smash: Throws a sleeping bait at the opponent, then all flagship monsters starts ganging up on him/her trying to take a bite at the bait, which starts with the Rathalos, and ends with Nergigante psyche it's actually the Valfalk comet crashing, an army of palicos throws numerous large barrel bombs at them not yet exploding, which ends with the Hunter throwing a rock at one of the bombs, causing all of it to explode. (60%)

Edit: kinda forgot about dash attack there...

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black keys will be removed in the future anyways

*sniff*


Last edited by Gudako's Insanity on Thu Jun 20, 2019 7:53 pm, edited 1 time in total.



Sat Jun 15, 2019 5:44 pm
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Gudako's Insanity wrote:
Just dropping this here~
MonHun: show
Monster Hunter
Source: MH4U, MHG, MHGU,MHS (3DS)

A hunter from a far away land full of monsters, now hoping to seek fame in the cast of Super Smash Bros.?! (Turns out she accidentally got dropped off the airship while heading to a mission...)

Default costume is Rathalos, alternates include Kirin, Nargacuga, etc.

Entrance - Carted, nuff said.
Idle - Starts dozing off, then suddenly shakes her head.

Walkspeed is same as Captain Falcon
Running is as slow as Ganondorf
A bit heavier than Bowser

Taunts:
N - Drinks a random potion (cold/hot) and flexes.
S - Pointing gesture
D - Sitting down

Movesets:
Jab - Switch to S&S, Shield bash->Knee->Slash downwards (total 10%), good for combo starter
F-Tilt - Switch to IG, Thrust forward->Pull back (total 12%), chasing and combo
D-Tilt - Switch to LS, Slash upward (7%), can be a combo starter
U-Tilt - Switch to LBG, Shoot 45 degrees (8%), weak knockback, good for combos

F-Smash - Switch to GS, charging animation is the charging animation, you know what. (15% no charge - 20% full charge) can spike, shield breaking is weak, good combo finisher
D-Smash - Switches to HH, charging animation has the Hunter hold the handle, releasing the charge will have the hunter pull out the Horn, if it manages to hit somebody, it command grabs, if not it will still continue, then the horn releases sonic waves. (10% without the horn grab, 15% w/ the horn grab no charge - 14%,19% full charge)
U-Smash - Switch to GL, and plants it on the ground, aiming upwards (10% no charge, smaller - 16% full charge, which becomes Wyvern's Fire, range also becomes bigger.)

Grab - grabs with the SA Sword mode (good range, good startup, bad endlag)
Pummel - chainsawing the opponent grabbed (1% per hit)
F-Throw - Discharge (10%) good kill move
B-Throw - Turns, slams the opponent downwards, switches to Axe and homerun the opponent (12%) also good kill move
D-Throw - Thrusts the opponent into the ground, chainsaws and discharge (6%) combo move
U-Throw - Discharges upwards (10%) slightly lower knockback than F-Throw

Aerial
N-Air - Switches to DB, and does MHG/MHGU's Aerial Dual Blade move (the one where the hunter jumps at the monster and spins) (9%) combo move
F-Air - Switches to CB, Charges phials and quickly spins and transform to Axe mode to deliver a downwards smash (11%) good combo finisher
B-Air - Switches to Hammer, turns around and slams downward, will bounce if it manages to hit an opponent (6%)
D-Air - Switches to Hammer, raises Hammer overhead and slams downward, really hard (10%) spikes
U-Air - Switches to HBG, changes ammo to cluster and fires upward (9%) good for continuing combos

Special
N-Special - Switches to Bow, similar to Link's N-special, chargable but goes down much quicker, can be aimed (5% no charge - 10% full charge)
S-Special - Fires a sling, can be used to either grab opponents/items/ledges, can be aimed 45 degrees (2%) hitting an opponent will allow you to be pulled to him/her, but hitting an item will only have it be pulled to you,length is the same as a Yoshi's Story platform.
D-Special - Switches to Lance and counters(10% poke damage)
U-Special - Rides a Rathalos (MHS-sized) to fly! Nearly as high as Pit's flight, can control it a little as well. (hitting opponents will deal 2% damage and small knockbacks to them)

Final Smash: Throws a sleeping bait at the opponent, then all flagship monsters starts ganging up on him/her trying to take a bite at the bait, which starts with the Rathalos, and ends with Nergigante psyche it's actually the Valfalk comet crashing, an army of palicos throws numerous large barrel bombs at them not yet exploding, which ends with the Hunter throwing a rock at one of the bombs, causing all of it to explode. (60%)

So for which Monster Hunter, do you have in mind this unlikely team of two?
Attachment:
Monster Hunter Duo.JPG
Monster Hunter Duo.JPG [ 15.34 KiB | Viewed 297 times ]

_________________
Mains: :kirby: :rayman: :blackmage:
Secondaries: :sonic: :mario: :captainfalcon: :simon:
Dragon Ball Z: Cooler's Revenge is the best anime film of all time. Admit it.
YouTube Video:


Sat Jun 15, 2019 8:56 pm
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The Super Saiyan Son Goku wrote:
Gudako's Insanity wrote:
Just dropping this here~
MonHun: show
Monster Hunter
Source: MH4U, MHG, MHGU,MHS (3DS)

A hunter from a far away land full of monsters, now hoping to seek fame in the cast of Super Smash Bros.?! (Turns out she accidentally got dropped off the airship while heading to a mission...)

Default costume is Rathalos, alternates include Kirin, Nargacuga, etc.

Entrance - Carted, nuff said.
Idle - Starts dozing off, then suddenly shakes her head.

Walkspeed is same as Captain Falcon
Running is as slow as Ganondorf
A bit heavier than Bowser

Taunts:
N - Drinks a random potion (cold/hot) and flexes.
S - Pointing gesture
D - Sitting down

Movesets:
Jab - Switch to S&S, Shield bash->Knee->Slash downwards (total 10%), good for combo starter
F-Tilt - Switch to IG, Thrust forward->Pull back (total 12%), chasing and combo
D-Tilt - Switch to LS, Slash upward (7%), can be a combo starter
U-Tilt - Switch to LBG, Shoot 45 degrees (8%), weak knockback, good for combos

F-Smash - Switch to GS, charging animation is the charging animation, you know what. (15% no charge - 20% full charge) can spike, shield breaking is weak, good combo finisher
D-Smash - Switches to HH, charging animation has the Hunter hold the handle, releasing the charge will have the hunter pull out the Horn, if it manages to hit somebody, it command grabs, if not it will still continue, then the horn releases sonic waves. (10% without the horn grab, 15% w/ the horn grab no charge - 14%,19% full charge)
U-Smash - Switch to GL, and plants it on the ground, aiming upwards (10% no charge, smaller - 16% full charge, which becomes Wyvern's Fire, range also becomes bigger.)

Grab - grabs with the SA Sword mode (good range, good startup, bad endlag)
Pummel - chainsawing the opponent grabbed (1% per hit)
F-Throw - Discharge (10%) good kill move
B-Throw - Turns, slams the opponent downwards, switches to Axe and homerun the opponent (12%) also good kill move
D-Throw - Thrusts the opponent into the ground, chainsaws and discharge (6%) combo move
U-Throw - Discharges upwards (10%) slightly lower knockback than F-Throw

Aerial
N-Air - Switches to DB, and does MHG/MHGU's Aerial Dual Blade move (the one where the hunter jumps at the monster and spins) (9%) combo move
F-Air - Switches to CB, Charges phials and quickly spins and transform to Axe mode to deliver a downwards smash (11%) good combo finisher
B-Air - Switches to Hammer, turns around and slams downward, will bounce if it manages to hit an opponent (6%)
D-Air - Switches to Hammer, raises Hammer overhead and slams downward, really hard (10%) spikes
U-Air - Switches to HBG, changes ammo to cluster and fires upward (9%) good for continuing combos

Special
N-Special - Switches to Bow, similar to Link's N-special, chargable but goes down much quicker, can be aimed (5% no charge - 10% full charge)
S-Special - Fires a sling, can be used to either grab opponents/items/ledges, can be aimed 45 degrees (2%) hitting an opponent will allow you to be pulled to him/her, but hitting an item will only have it be pulled to you,length is the same as a Yoshi's Story platform.
D-Special - Switches to Lance and counters(10% poke damage)
U-Special - Rides a Rathalos (MHS-sized) to fly! Nearly as high as Pit's flight, can control it a little as well. (hitting opponents will deal 2% damage and small knockbacks to them)

Final Smash: Throws a sleeping bait at the opponent, then all flagship monsters starts ganging up on him/her trying to take a bite at the bait, which starts with the Rathalos, and ends with Nergigante psyche it's actually the Valfalk comet crashing, an army of palicos throws numerous large barrel bombs at them not yet exploding, which ends with the Hunter throwing a rock at one of the bombs, causing all of it to explode. (60%)

So for which Monster Hunter, do you have in mind this unlikely team of two?
Attachment:
Monster Hunter Duo.JPG

MVCI MonHun, to be serious.

_________________
Image

black keys will be removed in the future anyways

*sniff*


Sat Jun 15, 2019 10:17 pm
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Mario
Powers Up!

Move Set: show
This is an edit to his move set that makes him a bit more source accurate (This move set is meant to be actually something that could be in smash).
It’s Mario. If you don’t know who he is, then welcome to Earth.

Entrance - warp pipe

Jab - Punch, Punch, Kick
His current jab

Side Tilt - Kick
His current side tilt

Up Tilt - Mega Fist Uppercut
His current uppercut, but without the spin and his fist gets bigger during the attack

Down Tilt - Breakdance Kick
His current down smash, but only hitting in front

Dash Attack - Slide Kick
His current dash attack

Neutral Air - Star Spin
Mario will quickly spin around
This move is not a multi hit, but rather hits away

Forward Air - Air Kick
Mario will kick forwards, his foot getting a little bigger during the attack

Back Air - Drop Kick
His current back air

Up Air - Flip Kick
His current up air

Down Air - Ground Pound
Mario will do a quick somersault, then drop downwards but first
After about 3/4 of a second Mario will stop the attack
This attack spikes on Mario’s butt

Side Smash - Hammer
Mario will swing his hammer forwards over his head
This attack does not spike, but rather hits away

Up Smash - Spin Jump
Mario will perform his spin jump
This is a multi hit, with the last hit hitting upwards

Down Smash - Hat Orbit
Mario will throw his hat around himself in a large circle
The hat will orbit Mario three times before returning to him

Neutral Special - Ultra Flame
Mario will shoot a fireball out of his hand
Charging this move will have more fireballs come out
Similar to Ridley’s Neutral Special

Side Special - Hat Toss
Mario will toss his hat forwards
The hat will return when it hits someone, or when it reaches its maximum distance
Holding special will cause the hat to spin in place when it reaches its maximum distance
When the hat is spinning like this anyone who lands on it or touches it will bounce up, working very similarly to Pac-Man’s trampoline

Up Special - Rocket Nozzle
Mario will briefly charge FLUDD’s rocket nozzle, then blast upwards
This goes a little forwards while rising
This move carries opponents hit by it
The water from this move pushes opponents down with a wind box

Down Special - Star Spin
Mario will perform a quick spin punch
This move turns opponents hit by it around and reflects projectiles on both sides
In the air you get a slightly vertical boost from this move

Grab - Grab with both hands

Pummel - Kick

Forward Throw - Kick
Mario kicks the opponent forwards like they’re a shell

Back Throw - Spin Throw
His current back throw

Up Throw - Kick
Mario kicks the opponent up like they’re a shell

Down Throw - Jump
Mario will slam the opponent on the ground, then jump up high and stomp on them, bouncing off them
This throw leaves Mario in the air, like Sandbag’s Down Throw

Neutral Taunt - Hat Flip
His current neutral taunt

Side Taunt - Peace Sign
Mario will hold up a peace sign

Vertical Taunt - Mushroom
His current vertical taunt

I have two main final smash ideas:
Final Smash - Super Star
Mario uses the super star and becomes invincible for a short time
In this state he will deal damage and knock back on contact with other players

Final Smash - DK Hammer
Mario pulls out his hammer from Donkey Kong
He will rush forwards, constantly pounding his hammer
Anyone hit gets caught in all hits that follow

Victory - Mario gets a star and holds up a peace sign (From Super Mario 64)

:chibirobo: can pocket - fireballs
:ness: and :gameandwatch: can absorb - fireballs
Can be reflected - fireballs, the hat thrown with side special


Fri Jun 21, 2019 4:12 pm
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Zael: show
Zael - The Last Story


Click to expand thumbnail

Attributes
Guard Counter: In a similar vein to the Parry mechanic in Smash Ultimate, pressing B when shielding right as an attack hits you will cause you to do a weak counterattack that causes lots of hitstun and allows you to get small damage off the move.

Archetype: Sacrificial/Support Swordsman

Weight: Zael is on the heavier side of the cast, sitting in around 103 (Goku's weight)
Walk: Zael walks relatively fast, clocking in at a walk of 5.6 (slightly above Samus' walk speed). With Accelerate, his walk speed increases by 1.25x to 7 (same as Sonic's)
Run: Zael has an above average run speed, clocking in at 10.1 (same as Falco), With Accelerate, his run speed increases by 1.25x to 12.6 (same as Sheik)
Air: Zael has a mediocre air speed, clocking in at 6. With Accelerate, the 1.25x increase puts it at 7.5.
Air Accel: Zael has mediocre air physics, giving him an air acceleration of 0.95. With Accelerate, the 1.25x increase puts it at 1.19.
Air Decel: Zael has mediocre air physics, giving him an air deceleration of -0.15. With Accelerate, the 1.25x increase puts it at -0.19.
Fall: Zael has an average fall speed, clocking in at 12. With Accelerate, the 1.25x increase puts it at 15.
Fast Fall: Zael has an average fast fall speed, clocking in at 16. With Accelerate, the 1.25x increase puts it at 20.

Ground Attacks
Jab: A double slash move. Designed primarily as a get-off-me tool.
Forward Tilt: An outward horizontal slash. Excellent for creating space.
Up Tilt: A over-the-top slash above him, similar to Link's up tilt in Smash Ultimate. A great anti air.
Down Tilt: A back-stepping downwards slash from a low profile. A solid spacing tool.
Dash Attack: A dashing horizontal slash. Good for closing in the gap.
Forward Smash: A two handed overhead slash. One of Zael's better kill moves.
Up Smash:A jumping upwards slash that starts in front of him, similar to Isaac's up smash. A solid anti air kill move.
Down Smash: A spinning downwards slash that hits in front and then behind him, similar to Joker's down smash in Ultimate. Good at covering tech rolls.

Aerial Attacks
Neutral Aerial: A spinning attack using his sword in midair. A decent tool for crossing up and spacing.
Forward Aerial: An underarm slash at a verticalish angle. A solid tool for combos and spacing
Back Aerial: A downwards horizontal slash. A thinner hitbox, but with solid power behind the move.
Up Aerial: A bicycle kick upwards. Surprisingly quick and a good juggling move.
Down Aerial: A stall and fall downwards that looks somewhat similar to Ichigo's Gazan. Has a powerful landing hitbox which the falling hit confirms into. Surprisingly quick for a stall-then-fall.

Grabs and Throws
Forward Throw: Zael throws the opponent and slashes forwards, similar to Shulk's FThrow. It's exceptional for positioning and setting up team combos in doubles or edge guards and tech situations in singles.
Back Throw: Zael puts the opponent behind him and stabs them, similar to Shulk's BThrow. It's similarly good for positioning, and at higher percents can even kill opponents.
Up Throw: Zael uppercuts the opponent with his sword. Good combo potential.
Down Throw: Zael jumps and slashes in a halfmoon outwards. Decent combo potential with high scaling that can act as a kill throw.

Special Moves
Neutral Special - Gathering/Gathering Burst:
Aight, buckle up because this is gonna get complicated.

Zael activates the Power of the Outsider and creates a blue aura around his right hand. This lasts for around 15 seconds. Any foes within a specific range (around 3/4 of Final Destination) will have a line drawn to them from this blue aura. These foes are "gathered" and will be subjected to the following changes:
  • These foes will do an extra 1.2x damage to Zael (knockback not compensated)
  • These foes will do 0.7x damage to any of Zael's teammates (in doubles).
During the Gathering timer, Zael will be able to use the absorbed damage in a special attack called "Gathering Burst" by pressing the Special button, which will completely stop Gathering altogether. Depending on how much damage is stored, this will affect Gathering Burst's effects in a specific way.
  • The damage of Gathering Burst will increase to a maximum of 45% with a high amount of knockback.
  • Zael (and his teammates) will heal a specific amount of percentage relative to the percentage of damage he took. In the case of his teammates, this will be split according to who has taken more damage.

If Zael fails to use Gathering Burst when the time runs out, nothing will occur and any stored power will not carry over to the next activated Gathering. The move has a three second cooldown after the move runs out or is ended prematurely by Gathering Burst

Side Special - Crossbow:
Zael takes out his Crossbow. Zael will shoot directly in front of him and his fire rate will be relatively slow. The Crossbow can do significant damage and is exceptional for edge guarding, as it can be angled in a similar vein to Chibi-Blaster and Krystal's Sniper, albeit with much less freedom. Pressing the attack button during the firing animation will also cause Zael to crouch (or stand, if he's not already crouching) during the move, allowing for more options for angles.

Up Special - Gale:
Zael stops in place, before a disc appears beneath him (similar to Black Mage's Warp) which can be controlled freely to a new position. When the special button is released or the timer runs out, Zael will rush towards the opponent and slash outwards, creating a mini tornado around him. The tornado hitbox pushes opponents back and can reflect projectiles, as well as having a specific interaction with his down special (read below for more information on that), however, the distance isn't particularly special and it is extremely predictable as to where he'll end up.

Down Special - Accelerate
Zael creates a passive buff to himself which causes his running speed, jump height and fall speed to increase substantially (think Cloud's Limit buff). This will last for either 15 seconds or until Zael takes a specific amount of damage. If Zael is in a Team Battle, he can use Gale to half the remaining time of this buff and share it with his allies. This move has 5 seconds of cooldown once the buff runs out, in order to prevent it from being spammed and you cannot refresh the move during the buff.

Final Smash - Team Zael/Take Over
Upon activating the Final Smash, Zael will instruct his various party members to use a combination of attacks. These all happen in a sequence and will have minor overlap with each other:
  • Dagran uses Death Sentence, doing a jumping slash on the opponent.
  • Mirania uses Forest, summoning a large number of trees to attack the opponent with.
  • Syrenne uses Shadow Stitch, doing a second jumping slash on the opponent with both of her swords before unleashing a combo.
  • Lowell uses Glacier, creating a massive set of ice crystals which damage the opponent.
  • Yurick uses Big Bang, creating a massive explosion which causes colossal damage to the opponent
  • Calista casts Shining on Zael's sword, before Zael unleashes a powerful slash attack at the opponent, signalling the end of the combo.
This Final Smash looks insane and it'll do an insane amount of damage at the cost of being largely cinematic.

Taunts and Victory Poses:
Victory Theme: A remix of Toberu mono from The Last Story.

Victory Pose 1: Zael poses and says "By my honour, I shall do my best"
Victory Pose 2: Zael and Calista pose back to back and smile at the camera.
Victory Pose 3: Zael makes an aggressive stance with Calista behind him and says "You want some as well?"

Up Taunt: Zael fistpumps and says "Yeah, get in!".
Side Taunt: Zael goes into a guarding stance and says "That won't work!"
Down Taunt: Zael makes a pose that resembles his trophy in Super Smash Bros 4.

Love this character so much and I now actually have an idea on how to make his moveset work.

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Tue Jun 25, 2019 2:12 pm
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Cool and interesting move set
What’s he from?


Tue Jun 25, 2019 2:14 pm
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The Last Story on the Wii. One of the best JRPGs I've ever played

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Tue Jun 25, 2019 3:41 pm
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