Welp, let's try to revive this place with a few more reviews:
i am here to make some things lemme tell ya
(not super good at making colors please excuse)
Source Game: Touhou Kobuto V: Burst Battle (Nintendo Switch)
Who the hell?: Main protagonist of the Touhou series https://en.touhouwiki.net/wiki/Reimu_Hakurei
Ofuda = those cards she throws
Gohei = her purification rod (the stick she's always holding)
Playstyle: Note that Reimu in a Smash game would play differently than Reimu in, say, a Touhou Smash game. Reimu's playstyle will represent the entirety of Touhou; as such, she is a fast-paced projectile character with a strong aerial game. Reimu will have mediocre movement on the ground, excelling in air mobility.
Height: Medium, about same as Luigi
Walk Speed: Same as Mario
Run Speed: 10.1, slightly faster than Mario
Air Speed: Average
Jump Height: Medium
Fall Speed: Rather floaty
mouseover for damage of each attack
Standard Attacks -
Jab: A punch
, another punch
, and then shoots 5 short-ranged ofuda at once.
Forward Tilt: Stabs
forward with her gohei.
Up Tilt: Swipes
in an arc upward with her gohei. (think Toon Link)
Down Tilt: Low kicks.
Dash attack: Punches forward
, releasing a short sphere of energy
Smash Attacks -
Forward Smash: Holds her palm
out, releasing a large sphere of energy
Up Smash: Flip kicks
in front of her with a slight jump.
Down Smash: Sweeps
the floor with a kick on both sides.
Aerial Attacks -
Neutral Air: Spins slowly and attacks
with her gohei. (think Lucario)
Forward Air: Kicks forward
twice, slowing her forward momentum.
Back Air: Powerful kick
backwards. (think Isaac)
Up Air: Swings
her gohei above her.
Down Air: Stomps
with one energy-powered
Pummel: A punch
Forward Throw: Throws, then shoots several ofuda
. (think Mewtwo)
Back Throw: Kicks
Up Throw: Spin kicks.
Down Throw: Throws
the opponent down to the ground.
Special Moves -
Neutral Special: Hakurei Amulet - Shoots 2 simultaneous amulet bullets
that home in on opponents.
Side Special: Air Dash - Reimu dashes forward for a short bit, dealing no damage, but allowing her to "graze" projectiles by dashing through them. The speed isn't much different from her normal dash speed, so the only real reason to use it on the ground is for grazing. This can be used in the air and can be angled up or down. This will not send you into free fall, but you can only use it one time in the air. Air Dashing is very important for Reimu's aerial mobility.
Up Special: Dimensional Rift - Reimu teleports a decent distance in the direction of choice. After teleporting, you can press the attack button to swiftly kick
Down Special: Hakurei Barrier - Reimu creates a wall some distance in front of her to reflect projectiles and block opponents. If spaced right, this attack has a powerful sweetspot
right as the barrier appears.
Final Smash: Fantasy Seal - Reimu's signature spell card. Lets loose several large energy bullets
that home in on opponents.
Entrance: Reimu flies in on Genjii (her pet turtle) and arrives on stage.
Idle animation: Spins her gohei
Taunt: Spins around and disappears, then reappears.
Victory animation: Throws her ofuda, spins her gohei, and smiles.
Victory theme: A short orchestral remix of Theme of Eastern Story (Touhou main theme).
Really like what you've done here, how her stats represent the entirety of Touhou and whatnot, and you've managed to sneak in a good amount of references to the source games (e.g how her U-Smash, U-Tilt and F-Throw represent her moves in HRtP). I think maybe a few more moves involving projectiles would be nice (e.g U-Air, B-Throw) and perhaps have N-Special chargeable, but other than that it's a really well done and thought out moveset. Great job!
May as well put in a character myself
First Appearance: Super Mario World 2: Yoshi's Island (SNES)
Description: Kamek is Bowser's adviser, caretaker, and the strongest Magikoopa in his army. He's the "main antagonist" of the Yoshi series alongside Baby Bowser, and is also Yoshi's biggest rival. He kidnaps Baby Luigi in his debut in an attempt to stop the Mario Bros. from bringing doom to the Koopa Troop, and later time-traveled with regular Bowser to kidnap the Star Children, which would give them unlimited power. In most of his encounters with Yoshi, he uses his magic to make regular enemies stronger to stand in Yoshi's way, though has also been seen battling him directly. He's also appeared in a few other games outside the Yoshi games, including the later Paper Mario games, the Mario & Luigi games, and has been playable in spin-offs on some occasions.
Basic Playstyle: Being a Magikoopa, Kamek's abilities revolve around the use of magic. We already have a similar character - Black Mage - but Kamek's moves would revolve around more comedic and less-serious magic attacks. He uses a magic scepter in battle, which he would use to cast his spells and whack opponents. He'd be a light, floaty character with some good recovery, but would need to hit opponents with proper timing in his aerial attacks to use them to their full edgeguarding potential like Zelda. His special moves are quite unique as well, and most more or less revolve around using status ailments and other odd properties rather than actual attacking. As such, these moves could be used to give himself the edge he needs to land his attacks.
Jab: A simple wand swat, which causes a magical blast. Comparable to Zelda's jab.
Ftilt: Swipes his wand to the side, releasing a magical trail that damages multiple times.
Fsmash: Twirls his wand while charging, releasing a magical blast that flies forward. Similar to Mega Man's Fsmash in SSB4.
Utilt: Sways his wand above himself, releasing a magical trail damaging opponents multiple times.
Usmash: Thrusts his wand upward, releasing a magical blast.
Dtilt: Slams his wand on the ground in front of himself.
Dsmash: Spins around, creating a large magical field around himself that damages multiple times.
Dash: Swings his wand forward, similar to his dtilt, but creates a magical blast with it.
Nair: Creates a magical field around himself with his wand. Acts as a sex kick.
Fair: Swings his wand forward, creating a magical blast. Has a sweetspot comparable to Zelda's fair.
Bair: Creates a magical blast with his wand, sending him backward.
Uair: Creates a magical blast with his wand facing upward. has a sweetspot comparable to Zelda's uair.
Dair: Creates a magical blast downward with his wand. This will send him upward a bit, like Mega Man's dair. Also has a sweetspot like Zelda's dair.
Grab: Grabs an opponent with his wand, holding them upward with it.
Pummel: Blasts the opponent.
Fthrow: Swings his wand forward, sending the opponent away. Somehwat similar to Ness' fthrow.
Bthrow: Swings his wand backward, sending the opponent away.
Uthrow: Swings his wand downward, sending the opponent straight into the ground. Similar to the piledriver uthrows.
Dthrow: Casts a spell on them with his wand, putting the opponent to sleep, then strikes with a blast that sends them upward. Somewhat similar to Lucas' dthrow in Brawl and SSB4.
Ledge: Swings his wand forward as he gets up.
100% Ledge: Creates a magic blast as he gets up.
Floor: Creates a magic blast as he gets up.
Neutral Special - Spell: Kamek fires a magic blast from his wand, which travels in a manner similar to the way he fires spells in Super Mario World 2: Yoshi's Island before the final encounter with Baby Bowser. The spell does minimal damage, and deals less damage the further it travels, but can have different effects when it hits. At one point, opponents can be frozen if the attack connects, and at another they can be poisoned like Black Mage's dthrow. The effect is random. Also, like Bowser's Fire Breath, it can be aimed upward and downward. If the spell directly hits the ground, it will become a fireball and move across the ground, a reference to the Magikoopa's abilities to do this in Super Mario Galaxy.
Side Special - Lightning Bolt: Kamek fires a lightning bolt from his wand. Under normal circumstances, the bolt doesn't travel very far, and if an opponent is near it will target them, damaging them multiple times before launching. What's interesting about this move is that the range increases depending on the surroundings. If an item is in range, the Lightning Bolt will travel to it directly, and add to the bolt's range. This also applies to projectiles - when Kamek uses the move after Mario throws two Fireballs, it will travel through them, destroying the projectiles and attack Mario if he is in range. This attack also connects with multiple opponents.
Up Special - Broom: Kamek summons his broom, which he hops onto and rides upward. It is similar to Marth's Dolphin Slash in that it travels in an outward arc, but it travels farther and is slower. While on the broom, Kamek can launch opponents. Using the attack button also allows Kamek to fire magic blasts like Mega Man's Beat Call. When he reaches the peak of the arc, the broom disappears, leaving him helpless.
Down Special - Dark Magic: Kamek casts a short-ranged blast from his wand. While this does no damage, Kamek is able to pull in opponents and items towards him. If this is used near a projectile, it will be destroyed. This is similar to Rosalina & Luma's Gravitational Pull in SSB4, but has the added buff of pulling in opponents as well.
Final Smash - Baby Bowser: Kamek summons his broom as Baby Bowser falls from the sky in front of him. After Kamek uses his magic in a similar way to the boss battles in the Yoshi games, Baby Bowser jumps through the top of the screen, appearing in the background in a similar size to the final battle in Super Mario World 2: Yoshi's Island and Yoshi's New Island. From here, Baby Bowser can shoot large, difficult-to-dodge fireballs at the opponents. Pressing the attack button will also make Kamek fly through the sky on his broom, shooting blasts from his wand similar to his up special. After a bit, Baby Bowser shrinks in size and falls only to be caught by Kamek, who makes him disappear and resumes fighting.
I would like some opinions on this.
Again, another well done moveset, especially considering the lack of moves to base things of on. I'm especially fond of that Final Smash. My one nitpick would be to have a little more variety in his magic blasts; give them some effects and unique properties. But I imagine that's what you were thinking anyway.
Source: Of Legend of Zelda infamy, dating back to the first game, The Legend of Zelda. And Smash Bros infamy.
Concept: Ganondorf retains the heavyset build that makes him infamous in all Smash Bros incarnations he appears in, but with an augmented moveset that gives him some more range and utility to his moves. Also, Ganondorf is the epitome of having an easy time killing once he gets going: his hard-hitting attacks rack up percentage quickly, and his whole moveset is designed such that every move either kills at mid-high percents, or easily sets up into such a move if it hits. Satisfaction and easy money guaranteed, or your money back.
Attributes: Ganondorf is heavy, rivalling Donkey Kong for launch resistance, and a very high gravity and mid-high fall speed give him good launch and juggle resistance while not hampering his recovery too much. His walk, run, and aerial acceleration are good, but are coupled with low maximum speeds. His full hop is high, but so is his short hop, and his midair jump is rather low.
Jab: A quick electrical palm strike. Deals 8% at body, 7% at arm and palm, and low knockback lets it confirm easily into a number of Ganondorf's other options. Surprisingly fast startup, but longer than normal endlag.
Ftilt: A front kick, sparta style. Does 13%, and deals very strong horizontal knockback-- an opponent hit with it off an edge is very likely to die at 90%.
Utilt: Bizzarro Flame's signature move, but with more utility and less lag. At the beginning of the move, Ganondorf lifts his leg up, and in front of him, creates a very strong vacuum towards the sweetspot which extends slightly past footsies range. Ganondorf is front invincible at this point, so trying to contest the move from the front is not an option. 2/3 of a second later later, Ganondorf lands his foot down with an explosion. Opponents caught in the move are dealt 30% with vertical knockback, with some additional shield damage to make the move an instant shield break, and above 60%, are KOed.
Dtilt: From a kneeling position, Ganondorf kicks forward. Does 14%, and props opponents right up for aerial combos at low percents. Can kill circa 100%.
Dash Attack: The Gerudo Dragon. Ganondorf rushes forward with dark energy, during which he is lightly armored, then thrusts upwards. The first hit deals 10% and leads directly into the upward thrust, which does 7% and sends opponents right up to be hit with aerials at any percent.
Usmash: Ganondorf roundhouse kicks upwards once, then if attack is pressed again within a small timeframe, kicks a second time, somewhat like Link's forward smash. The first kick deals 13% high and 8% low. The high hitbox deals very strong vertical knockback, capable of KOing at 90%, while the low hitbox props opponents right up for the second hit, or for aerial combos. The second hit does 12%, and has similarly strong vertical knockback, able to KO at 80%.
Fsmash: Ganondorf pulls out a sword, then swings it forward. The sword deals 15% damage, while Ganondorf's arm deals 20%, and either hitbox deals very strong low-diagonal knockback, enough to seal stocks at 80% near a ledge.
Dsmash: Ganondorf punches the ground and create a brief energy plume that reaches a fair distance upwards. The punch does 10% and meteor smashes right into the energy plume, which does 12% and has very high vertical knockback, able to KO at 80%.
Nair: Ganondorf kicks forward twice. The first kick does 8%, while the second kick does 10%. Both hits do low-diagonal knockback, and are good for combos. Autocancels out of a short hop.
Fair: Ganondorf punches overhead. At a one-frame window when Ganondorf's fist is moving the fastest, the move has increased hitlag, does 26%, and diagonally spikes extremely hard, virtually guaranteeing KOs on offstage opponents even at low percents. Otherwise, the move does 13% with moderate high-diagonal knockback, ready to be followed up with another aerial (after double jumping). Autocancels out of a short hop, though does have high endlag (but low landing lag).
Bair: Ganondorf does a backhand sword swing. The sword does 14%, while Ganondorf's hand and arm do 17%. Either hit deals powerful horizontal knockback, capable of KOing at 90% near a ledge. Good startup, but moderate landing lag and requires a short hop duration to autocancel.
Uair: Ganondorf does an overhead flip kick, similar to Captain Falcon's up air. Throughout the move, Ganondorf's foot does 13%, while his leg does 10%. Hitting early in the move does vertical knockback, hitting in the middle does diagonal knockback, and hitting near the end semi-spikes. All are good for combos. Low landing lag.
Dair: Ganondorf performs an aerial flip and stomps downward at an angle, like M. Bison's EX scissor kick. It hits 3 times, the first 2 being early hits of 5% at the front, low-knockback diagonal spikes designed to connect to the third hit, which deals 10% and powerfully spikes. The angle is 301 degrees, right outside the meteor cancel window and, unlike similar moves, has considerable offstage killpower even at low percents. If landed before the third hit, the move has noticeable landing lag, but creates a large landing hitbox that meteor smashes nearby opponents for 8%.
Grab: Ganondorf reaches out for an opponent. The hitbox is right at Ganondorf's hand, but as the move progresses, Ganondorf leans forward, giving the move good overall range.
Dash Grab: Ganondorf lunges forward and attempts to grab the opponent. Ganondorf reaches out far, extending his range but also his hurtbox.
Pummel: Ganondorf surges dark energy into his opponent. 4%, moderate speed.
Fthrow: Ganondorf punches the opponent forward. Deals 15%, and semi-spikes, leading to tech chases.
Bthrow: Ganondorf turns around and kicks the opponent back. Deals 16% with good diagonal knockback.
Uthrow: Ganondorf tosses the opponent upwards, then blasts a large amount of dark energy upwards into the opponent. The throw does 5%, while the blast does 10%, with strong vertical knockback. At low percents, the move can chaingrab fastfallers and lead into aerial combos, while being able to consistently KO at 110%.
Dthrow: Ganondorf crushes the opponent into the ground, burying them. Deals 22%, and inflicts the bury status.
Getup attack: Ganondorf punches both sides while getting up. Does 10%, and semi-spikes hard, but is impractical for KOs.
Ledge attack: Ganondorf punches forward as he gets up. Does 10%, and semi-spikes.
100% Ledge attack: Ganondorf uses his hand to crush the ledge as he gets up. Does 18%, and inflicts the bury status.
Neutral Special: Warlock Punch / Dead Man's Volley. Ganondorf reels his hand back, and winds up a punch. Once the special button is released (or 4 seconds has passed), Ganondorf releases his punch, causing 3 effects. First, the fist does damage, starting at 10% for a weak punch (which nevertheless does respectable knockback), up to 50% for an ubercharged punch that is a guaranteed one-hit KO (with knockback to spare, rendering it an OHKO even across a stage and even on heavyweights) and instant shield break. Second, the fist also reflects projectiles, starting at 1.1* damage and velocity up to 3.1* damage and velocity at full charge. Third, a horizontally moving dark energy projectile is released, doing the same damage and knockback as the punch, and having speed dependent on charge: uncharged, it is a slow-moving projectile, while at full charge it is faster than Fox's lasers and nigh-impossible to reflect on reaction.
Forward Special: Flame Choke. Ganondorf charges forward and tries to grab an opponent, during which he ignores projectiles. On the ground, Ganondorf immediately forces the opponent to the ground, leaving them knocked down and open to attacks. In the air, Ganondorf sends both himself and the opponent hurtling downwards, and if they touch the ground, Ganondorf is free to act on the downed opponent. Neither impact can be teched. If unsuccessful, Ganondorf is rendered helpless. The grounded version does 13%, while the aerial version does 17%. Can be used to grab ledges all through the move.
Up Special: Dark Dive. Ganondorf performs a jump upwards and sweeps forward and overhead, trying to catch an opponent. If he is successful, he surges dark energy into them, then diagonally spikes them while he jumps, and can continue acting. Otherwise, he enters helplessness. The grab consists of 4 electric blasts that each do 2%, and a launch that does 10%. Good knockback, but does not operate as an offstage killing move until mid-percents. Can grab ledges during the second half of the move.
Down Special: Wizard Drift Kick. Ganondorf kicks downward. Unlike in the mainline games, the move continues on indefinitely as long as the special button is held, and is highly directable: the move is B-reversible on startup, and depending on the vertical position of the controls during startup, the move can be directed to go in one of 3 trajectories (thereafter called low, medium, and high). In the air, directing low causes Ganondorf to descend at 55 degrees below the horizontal, middle 40 degrees, and high 25 degrees. On the ground, directing low causes Ganondorf to ascend and then kick diagonally downwards at 50 degrees, middle causes Ganondorf to ascend and then kick at an angle of 25 degrees, and high causes Ganondorf to proceed kick horizontally along the ground. When the move ends, either naturally or early by hitting a floor or wall, creates a damaging dark blast, and if the move continues long enough, Ganondorf also regains his midair jump. In any case, the kick does a single lasting strong hit of 8% with a continuous loop of 1% hitboxes, all hitting in Ganondorf's current travelling direction (though escapable over distance with good DI and SDI), while the blast does 8% and does strong diagonal knockback, KOing at 100%. Additionally, Ganondorf will continue the move even if the hitboxes are clanked against, as long as Ganondorf himself is not struck.
Final Smash: Beast Ganon. Ganondorf deals 10% and paralyzes everyone in play, then transforms into Beast Ganon. Afterwards, Beast Ganon waits on standby for a direction to move, and as soon as the stick assumes a horizontal position, the beast runs off in the indicated direction. (If a direction is not selected quickly enough, opponents will exit paralysis and can strike Beast Ganon to interrupt the move and hit the final smash ball out of him.) From there, Beast Ganon continuously runs forward until it invariably hits a wall or blastzone, but can be directed to perform jumps (including an unlimited number of midair jumps) by pressing jump, or to fastfall and fall through platforms by pressing down. Enemies that contact Beast Ganon while running suffer 40% and are one-hit KOed. Once Beast Ganon can't continue moving forward, Ganondorf transforms back and assumes his original position.
Up Taunt: Brawl and SSB4 up taunt. Exerts a weak windbox on both sides that keeps opponents from bothering Ganondorf while he taunts. This can be used as an edgeguard, but like Luigi's down taunt, the utility of the move is quite limited.
Down Taunt: Brawl and SSB4 down taunt. Additionally, the taunt absorbs projectiles, though absorbing projectiles has no effect.
Side Taunt: Ganondorf unsheathes his sword like in his Melee taunt and Brawl and SSB4 down taunt, but instead of putting it back after looking at it, he holds it in a striking position, then swings it forward, and ends by wiping it off and putting it away. Betting struck by the sword does 40% damage and can OHKO. Side Taunt is outclassed by other moves in every numerical aspect, but no normal move can match the satisfaction of KOing your opponent with a taunt with 4 seconds of startup and 2 seconds of endlag.
Edit: lots of formatting attempts, hopefully I managed to get it down
Edit 2: Added a particular source game.
Now this is a moveset that should put the "how different Ganondorf should be from his Brawl/Sm4sh counterpart if he was in SSF2" argument to rest. An augmented version of his already established moveset (especially love how you incorporated Dead Man's Volley in his N-Special: his perfect shield animation better be him flinging out his cape like in OoT lol) along with some new moves involving more swords (B-Air, F-Smash), there's not much I can pick on honestly. The only things I'd say are that I'd like a few more instances of swords (a move involving the twin blades from WW would be cool), and that D-Smash is a little too powerful for a move that inflicts the bury status. Other than that, I'm loving it! Will be adding this to the list in the OP.
I wanna revew danny s young link first
I like the gimmick of the mirror shield and the detail of thing like when he runs, also I like most of the moves but my problems are on:
up and down air: they need to feel more thifferent than
down B: i think its better idea to let the player play the ocarina as his down b,and they can heal themselves, summon the statues or maybe stop the time.
they can play the song like in the zelda games and cancel the move with shield
zair: it also need to be shorter
and now I will make a king dedede moveset.....i will hive him more tools so he can be a better character
litle bit faster than smash 4Jab
smash 4 please add a end to all infinte jabsDash Attack:
this time with armorF-Tilt:
smash 4 but less end lagU-Smash:
brawl/PM the base of the hammer send your opponent horizontally but the tip send you upward so you can conect an up airB-Air:
smash 4 U-Air:
smash 4 D-Air:
smash 4 but start fasterF-Throw:
space tool B-Throw:
space tool U-Throw:
can kill at 150%D-Throw:
combo tool ...maybe he can chaingrabneutral b
he can suck fully charged projectiles and trow them back with the form of a star.
also he can suck people too Side B:
the brawl one but this time it works diferent
*they have a order and this is:[ Image
wadle dees are human shields they can receive 50% but they walk until they fall from the ledge
wadle doos walk 3 steps then shoot their laser that makes 15% total then they walk 3 steeps back and shoot their lasers. they repeat this 2 times then they desappear or they can take 30%
gordos can be throw like smash 4 with 3 different speeds, do more damage and they cant be reflected by punches,only with powershields.
you can only have 2 wadles at the same time and you can wadle dashUp B
smash 4Down B
smash 4 but now when he begins to take damage he gains super armorFinal Smash
same as brawl
also I hope he stills have his facial expression of smash 4
Pretty much what Smash 4 DDD should've been. I'm glad you fixed up his Dash-Attack and F-Smash, and I really like your upgrade on his Side-B. Nice one, dude.
EDIT: Just noticed the health percentages, I agree with Skylar that they're way too high.
As for my Young Link yea I agree with Z-Air and U-Air (I think I'll keep D-Air since its properties are different enough), and I mostly agree with Down-B as long as it doesn't rip off Sora's Down-B and the moves have a cooldown period (coz healing yourself 24/7 would be OP lol). Thanks for the feedback nonetheless, I'll add your DDD to the OP.
n**** it doesn't have to be good, just a brief acknowledgement is fine. You don't even have to suggest anything new.