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"Expansion Character" Moveset Speculation V2 
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SPONGEBOB SQUAREPANTS: show
Source game: Spongebob Squarepants, Battle for Bikini Bottom for the Nintendo Game Cube

Description: SpongeBob SquarePants is an energetic and optimistic sea sponge who lives in a submerged pineapple and loves his job as a fry cook at the Krusty Krab. He has a pet snail, Gary, who meows like a cat. Living two houses down from SpongeBob is his best friend Patrick Star, a dim-witted yet friendly pink starfish who lives under a rock.

Competitive Analysis: Spongebob is a rather...interesting character, with excellent recovery options, a diverse moveset of melee attacks and ranged projectiles, speedy attacks and above-average aerial game! However, Being a...Sponge, he is rather Lightweight, has few KO options, has a low damage output, and has little Horizontal recovery his Combo Game is also slightly Below Average.

Entrance: Similar to how a scene changes in the show, a wave of bubbles appears, and he is shown once the bubbles disappear.

Idle: Spongebob Tightens his tie, Gives a thumbs-up, and reverts to normal

Mid-Air Dodge: Spongebob Does a Spin Mid-air

Dashing: When Dashing, Spongebob Puts his Karate Gloves on, and rushes forward with still hands.

Shield: Spongebob Creates a Bubble around him, which gets smaller the longer he uses it. It pops when it breaks, and Spongebob is stunned Temporarily.

Roll: Similar to His Midair Dodge

Side step: Spongebob leans back, almost falling over, then rebalances himself quickly

Stats!
Weight: Light (Similar to :kirby: )
Height: Medium (A tad bit shorter than :mario: )
Walk Speed: Medium (Around :gameandwatch: 's Speed)
Dash Speed: Slow (Similar to :wario: 's)
Stage Jump: High
Midair Jump: Short
Fall Speed: Slow
Air Speed: Medium

Basic Attacks!
Jab 1: Chop
Range: Short
Damage: 2%
Knockback: none
Sponge Don’s his signature red Karate Gloves and delivers a punishing chop.

Jab 2: Slap
Range: Medium
Damage: 1%
Knockback: Low
Sponge Slaps his opponent with his red gloves!

Jab 3: The Boot
Range: Medium
Damage: 5%
Knockback: Medium
Sponge Stamps his foot on his opponent, making that strange noise his shoes do if the attack lands.

Dash Attack: Sponge Ball
Range: Low
Damage: 5%
Knockback: Medium
Spongebob curls up into a ball and shoots himself at his opponents. Will Keep Rolling in one direction until Button is released. Can bounce off of enemies!

Tilts!
Forward Tilt: Fishing
Range: Medium
Damage 5%
Knockback: High
Sponge whips out Old Reliable and attempts to catch some Jellyfish!

Up Tilt: Krabby Flip
Range: Medium
Damage: 3%
Knockback: Low
Sponge Flips a Krabby Patty into the air. The Patty has Medium Knockback, and can bounce off of enemies and hit up to two times!

Down tilt: Slide Kick
Range: Medium
Damage: 7%
Knockback: Medium
Sponge bends down and kicks at his opponent. Has a sweet spot, and will launch opponents diagonally slightly if done right.

Smash Attacks!
Forward Smash: Karate Practice
Damage: 6%-12%
Knockback: Medium
Similar to :link: 's FSmash, Spongebob Strikes twice with his Karate Gloves. Has High Knockback if second hit is landed.

Up Smash: I’m Ready!
Damage: 20%
Knockback: High
Sponge Enthusiastically holds up his Jellyfishing net and Spatula, thrusting them into the air. This move can hit from the sides at the start of the attack, as he rises them up. As the attack is charging, Spongebob says “I’m..” for as long as the attack is charging, and shouts “READY!” when it is initiated. Strong, but obvious if charging it. Very Low Startup Lag, but high ending lag.

Down Smash: Tire Pressure
Damage: 10%
Knockback: Very High (Similar to :jigglypuff: 's Dsmash in SSB4, but only on one side)
Spongebob inhales deeply, inflates, and lets out the air quickly. Can knock enemies fairly far, but dangerous to use because of how big his hitbox gets and its Startup and Ending Lag.

Aerials!
Neutral Air: Puff up
Range: Medium
Damage: 6%
Knockback: Low
Spongebob puffs up and hits any opponents around him. The attack button can be held if the player wants Sponge to stay inflated. It lowers his falling speed a Small amount and gives him decent horizontal control, almost like :peach: 's floating ability.

Forward Air: Fry Time
Range: Medium
Damage: 5%
Knockback: Low
Spongebob Leans forward and swings his Spatula in a downward motion in front of him. This Move has a sweetspot, and will Meteor Smash Opponents if done Correctly (Similar to :mario: ’s Fsmash)

Back Air: Jelly Whack
Range: High
Damage: 10%
Knockback: Medium
Sponge Quickly whacks anything behind him with his Jellyfishing net. Comes out fast and is Disjointed, Making it a good combo-breaker and Combo Move

Up Air: Hello World!
Range: Low
Damage: 7%
Knockback: Medium
Spongebob, Donning his Karate Gloves, Waves one hand in the air enthusiastically, hitting anyone above him.

Down Air: Flattening Feet
Range: Medium
Damage 8%
Knockback: High
Spongebob Unleashes a Flurry of kicks underneath him, Making his signature strange show sound multiple times. It is a semi-Spike, and Halves Sponges’ falling speed when he does it.

Grabs and Throws!
Grab
: Preparation
Range: Short
Spongebob Grabs The opponent with one hand, and wears a Karate Glove in the other.

Pummel: Training
Damage: 3%
Spongebob Lets ‘em have it with a hard Chop

Forward Throw: Bubble Power!
Damage: 6%
Knockback: High
Spongebob Lightly Tosses the opponent, then, Quickly blows some bubbles at them, dealing damage and pushing them away a significant amount.

Back Throw: Best Friends!!
Damage: 7%
Knockback: Medium
Spongebob grabs his opponent’s hands and spins with them twice, each spin doing 3% of damage. Then, he throws them.

Up Throw: Do the Sponge
Damage: 6%
Knockback: Low
Well first he takes his leg and he sticks it in the air, and then he takes the other one and jams it right up there. He twists himself around and does a great big lunge, Throwing his Opponent downward.

Down Throw: Hi-Ya!
Damage: 9%
Knockback: Low
Spongebob Lays his opponent down like a log, and chops them up with both hands, letting out a determined “HI-YA’ as he does so.

Specials

Neutral Special:
Karate Combo
Range: Short
Damage: 18%/ 14%
Knockback: Low
Similarly to :marth: ’s Side B, Spongebob hits the opponent 2 times with his Karate Gloves. If Sponge can successfully land both chops he can either press the special button and up or down simultaneously. Pressing up at the end of the Combo with make Sponge Deliver a Flurry of Chops, Whereas Pressing down at the end of the combo will make spongebob Bury His Opponent for 1 and a half seconds. Can be done in the air to slow down his fall.

Side Special: Bubble Bowl
Range: High
Damage: 8%-16%
Knockback: Medium
Sponge creates a Bowling Ball out of bubbles, spins his arm, and rolls it at the opponent. This move can be charged. The longer charged the more Damage it does. If Done in Midair The ball Will Bounce in an Arc Twice Before Popping, Dealing 1% Damage and Low Knockback. If it reaches the end of a platform, it will ignore that platform and keep floating in one direction for a moment before falling downward.

Down Special: Bubble Bounce
Range: Low
Damage: 14%
Knockback: Low
Spongebob Form’s Bubbles in the shape of Feet. He Quickly Rises into the air, and comes crashing down on any opponents below him, similar to :yoshi: 's Down B. If he hits an enemy, he then Bounces Again in an arc Motion, Giving him a small amount of Horizontal Movement. The Feet also Pop at the end of the attack, with can deal 2% of Damage and Low Knockback. If done in midair Sponge gets a small bit of a jump up before crashing down. Can be used as a small recovery is bounce is cancelled in mid-air before flying down.

Up Special: Bubble Bash
Range: High
Damage: 9%
Knockback: Medium
Spongebob Dons a viking helmet made of bubbles and rises into the air, Similar to Roy's UpB, but with less Horizontal Movement. A good Recovery Option. However. If he hit's someone on his way upwards, The opponent will deal 9% damage, the Move will cancel and he'll fall helplessly.

Final Smash: Rock Wizard
Range: Very Long
Damage: 30%
Knockback: High
Spongebob, Donning His Wizard CLoak, Begins Ripping a sick Electric Guitar Solo, as he does at the end of the first Spongebob Movie. His guitar Shoots Lightning Bolts in a solid stream that pushes enemies back. Similar to Ness’ Final smash, But horizontal.

Taunts and other animations

Regular Taunt
: Spongebob Lets out his signature Laugh

Up Taunt: Spongebob PLays his nose like a flute, like he does in the end of the Show's Intro

Down Taunt: Spongebob runs in place, saying "I'm Ready!" To himself a few times.

Star-KO: Spongebob Screams as he is Launched into the heavens

Screen-KO: Spongebob, Wearing His Karate Gloves and Helmet, Faceplants on the screen and slides down.

Victory Pose: Spongebob Laughs happily, with his hands on his pants.
The song Playing is a remix of the ending of the Spongebob Squarepants Intro sequence, where he is playing his nose like a flute.

Losing Animation: Spongebob, with a slight look of disappointment, claps with his Karate gloves slowly.


This Moveset took a while, but Battle for Bikini Bottom was my favorite childhood game!

Edit: FINALLY IN A BOX :oops:

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Last edited by gosh_dang_doodles on Tue Sep 19, 2017 2:31 pm, edited 11 times in total.



Tue Sep 12, 2017 8:53 am
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hey dude: show
USE A HECKIN' BOX, LIKE SO.


please and thank you

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Tue Sep 12, 2017 12:53 pm
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snidbert64 wrote:
hey dude: show
USE A HECKIN' BOX, LIKE SO.


please and thank you


I DONT KNOW HOW TO IM SORRY I TRIED TO PUT IN A BOX BUT AAA
:gameandwatch:

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Tue Sep 12, 2017 1:21 pm
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gosh_dang_doodles wrote:
I DONT KNOW HOW TO IM SORRY I TRIED TO PUT IN A BOX BUT AAA
:gameandwatch:

just put [box=] before the text and [/box] after it

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Tue Sep 12, 2017 3:05 pm
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Lv. 1 CPU wrote:
gosh_dang_doodles wrote:
I DONT KNOW HOW TO IM SORRY I TRIED TO PUT IN A BOX BUT AAA
:gameandwatch:

just put [box=] before the text and [/box] after it



Okay Thank Youuuuuu

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Tue Sep 12, 2017 4:39 pm
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aight now i look dumb
you gotta put the title (SPONGEBOB SQUAREPANTS) in [box=]
so [box=SPONGEBOB SQUAREPANTS]

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Tue Sep 12, 2017 5:28 pm
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Lv. 1 CPU wrote:
aight now i look dumb
you gotta put the title (SPONGEBOB SQUAREPANTS) in [box=]
so [box=SPONGEBOB SQUAREPANTS]


Oh! Sorry, I didnt Know you has to get rid of one of the Brackets!. I think i got it now thank you so much Btw :sweat: :mrgreen:

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A revision of my first expansion moveset (and my first post on these forums):

Mewtwo: show
Mewtwo (First appeared in Pokemon Red and Blue)

Concept: Instead of the glass cannon builds that the mainline Smash series has rendered him, I decided to go with Mewtwo as an unconventional heavyweight. Mewtwo has a wide variety of pokes and a number of damage and kill tools, and is well-rounded in its tools, with favorable buttons to go with it. On the other hand, its attacks extend its hurtbox, leave Mewtwo briefly open for punishment, or both, making Mewtwo surprisingly vulnerable if read or baited into any particular move, and it has difficulty escaping pressure.

Attributes: Mewtwo has fairly high walk and run speed, but a slow initial dash and low traction, making it fast but somewhat hard to maneuver. It has high full jumps and low short hops, but its jumps are constrained by a rather long jumpsquat. Its aerial speed is quite high, but its aerial acceleration is low and aerial deceleration quite high. It has high weight, comparable to Samus, and is quite floaty, making it resilient, but is big-bodied.

Its double jump is delayed, just as in Smash games, stalling Mewtwo in the air while jump is held, for up to 2 seconds, for a float-like effect, then lifts Mewtwo high in the air, and can be cancelled or continued into a rising aerial, suiting its high pressure mixup style. Its airdodge, rolls, and spotdodges all have Mewtwo disappear before reappearing, and their startup is indistinguishable from the startup of its teleport, but start later than usual, making them more of a mixup tool than a pressure escape tool.

Jab 1: Mewtwo extends its arm slightly, and creates a dark pulse around its waist level. Deals 4%, and has moderate fixed vertical knockback, lifting smaller characters into subsequent hits.

Jab 2: Mewtwo lifts its arm up, repeatedly pulsing dark energy into the space in front of it for as long as attack is held, dealing 1% each hit with slight diagonal knockback. Once the attack button is released, it thrusts its arm forward and creates a larger dark pulse, dealing mild high-diagonal knockback, which, depending on opponent attributes and the opponent's height above the ground, can set up for tech chases, grounded combos, or aerial combos, and does 2%. Has rather high endlag for a jab.

FTilt: Mewtwo swings its tail forward. Has rather long range and starts and ends quickly for a ranged attack, but extends its hurtbox. Deals 12% near the base, 11% in the middle, and 10% at the tip, hitting foes at a strong, slightly upward-angled semi-spike, but with very little knockback growth. A good spacing tool and combo finisher, and can force tech situations.

UTilt: Mewtwo backflips telekinetically, sweeping above with its tail while keeping its body low. The tip of the tail leads the movement, being lifted up first on startup, being in front of the rest of the tail as it is rising, and hooking over to hit opponents from above near the end of its active frames. Unlike most other anti-airs, it is not upper invincible, instead aiming to trade favorably with aerials. It does 15% at the base of its tail, 14% in the middle, and 13% at its tip, with any hit doing moderate vertical knockback.

Dtilt: Mewtwo sweeps the ground in front of it with its tail. Deals 10% up close, 9% in its middle, and 8% at the tip. Grounded opponents are semi-spiked and are forced into knockdown, while aerial opponents are hit with moderate diagonal knockback.

Dash Attack: Mewtwo thrusts forward with its arms extended. If it hits right in front, it deals 12% if landed within the first few frames, and 10% otherwise. If it hits with Mewtwo's arms, it deals 10% early, and 8% late. Deals strong diagonal knockback, capable of KOing foes at 130%.

FSmash: Mewtwo thrusts both of its arms forward and shoots a very short-ranged blast of dark energy. Rather low endlag, but high startup. Deals 22% at the blast, and 19% at its arms, dealing diagonal knockback, and capable of KOing at 100%.

USmash: Mewtwo thrusts one of its arms up and emits a vortex of dark energy, followed by a dark blast. The first 6 hits, covering Mewtwo's arm as well as the vortex deal 3% damage and hit opponents slightly upward, while the last hit deals 10% damage and has very high vertical knockback, capable of KOing at 100%. Last hit does increased shieldstun. Because of its nature, the attack is rather easy to SDI out of if Mewtwo is not centered on the opponent, making it better for catching options and pressuring shields.

DSmash: Mewtwo extends its arm downwards and shoots a blast of dark energy onto the ground. Deals 17% with very high vertical knockback, can KO at 90%.

Nair: Mewtwo discharges electricity off of itself. The attack consists of 9 hits, the first eight of which deal 1.5% each and autolink (though is escapable with DI/SDI or if Mewtwo moves too abruptly), and the last which deals 4% with moderate vertical knockback. Additionally, if landed before the last hitbox comes out, the move has a landing hitbox dealing 3% with the same range dealing moderate vertical knockback. Hitboxes have very short range, requiring Mewtwo to overlap the opponent to land hits. Mewtwo maintains aerial control all throughout the move, and the move has minimal landing lag.

Fair: Mewtwo swipes forward with dark energy. Deals 14%, and does high sakurai-angle knockback, capable of KOing at 100% near the ledge. A strong air-to-air, but requires some setup or a read to land against short opponents. Autocancels out of a short hop, but incurs moderate landing lag otherwise.

Bair: Mewtwo swipes upward with its tail at its back. Deals 13% at its base, 12% in the middle, and 11% at the tip, and deals moderate low-diagonal knockback. Its favorable knockback and good frame data let it follow up into itself repeatedly, potentially letting Mewtwo perform walls of pain. Has slight landing lag.

Uair: Mewtwo backflips and strikes with its tail above, sweeping a large arc, with its tail leading, much like its up tilt. Deals 15% at its base, 14% in the middle, and 13% at the tip, with moderate vertical knockback. At low percents, it easily leads into itself with the help of double jump cancelling, while at higher percents, it can effectively knock launched enemies into the blast zone. Low landing lag.

Dair: Mewtwo faces downward and blasts dark energy downwards. Deals 14%, and meteor smashes rather strongly. High startup, but low endlag and landing lag.

Grab: Mewtwo tries to psychokinetically grab the opponent. Good reach, but has rather long startup, though this is partially made up for by Mewtwo's grab animation, resembling a jab.

Dash Grab: Mewtwo lunges forward and tries to psychokinetically grab the opponent. Even better reach, but incurs even worse startup, though again, this is compensated for by the move's animation, resembling a dash attack.

Pummel: Mewtwo surges electricity into the opponent. 2%, fairly fast.

FThrow: Mewtwo crushes its opponent into a shadow ball, then toses them forward. Does 14% with strong diagonal knockback, capable of KOing at 100% near the ledge.

BThrow: Mewtwo quickly flings the opponent back. Does 10% damage, and semi-spikes the opponent, setting up tech chases and edgeguards.

UThrow: Mewtwo telekinetically flings the opponent upwards. Does 13% damage, and is a very strong throw, capable of KOing at 100%.

DThrow: Mewtwo whips its tail down to strike the opponent against the ground. Does 5% damage, and has low vertical knockback, with properties comparable to NSTC Melee Sheik's infamous down throw. The move's enemy placement and Mewtwo's own low traction limits its chaingrab potential, but it still sets up into other options very well.

Floor Attack: Mewtwo sweeps both sides of the floor with its tail. Though lacking invulnerability and extending Mewtwo's hurtbox, the move is far-reaching and ends quickly, and does 10% damage and trips.

Ledge Attack: Mewtwo slaps the ledge with its tail. Lacks invulnerability and extends Mewtwo's hurtbox, but does 12% damage, is quick, and can KO foes above 130% damage.

100% Ledge Attack: Mewtwo swings off from the ledge while surging dark energy forward. Lacks invulnerability and extends Mewtwo's hurtbox, but does 18% damage, and can KO foes above 100%.

NSpecial: Mewtwo charges up a shadow ball, regardless of shadow ball charge, which will fully charge after 3 seconds. The shadow ball deals a continuously looping hit of 1% and slight diagonal knockback, that, depending on the opponent's attributes, position, and DI/SDI, might direct the opponent above or in front of Mewtwo. Mewtwo can then shield-cancel this charge, or press special again to shoot the shadow ball, and send Mewtwo recoiling back. The move has very low startup, and the shooting of the shadow ball has some startup, but very low endlag. The shadow ball itself deals from 4%, uncharged, to 25%, fully charged, and does sakurai-angle knockback. Full charge can KO at 90% near the ledge.

FSpecial: Mewtwo telekinetically tosses the area in front around, and the first object caught in the move is spun around in front, then thrown forward. However, the grab is broken if Mewtwo is interrupted, or the grab area passes through a stage surface. Opponents are dealt 5% in the spin, and 5% with moderate diagonal knockback in the throw, and are left in tumble if released, while projectiles are reassigned during the spin, and sent back and given 2* damage and velocity during the throw, and continue from their release point along their original trajectory if released. Stalls in the air.

USpecial: Mewtwo briefly disappears before reappearing in the direction indicated by the controls. The teleport is linear, and can be intercepted by platforms, stage surfaces, and ledges, but if not intercepted, Mewtwo will appear a moderate distance away (about 1/2 Final Destination length). Upon completion, Mewtwo is given momentum in the teleport direction, and experiences short endlag, letting Mewtwo use the move to mix up landings, pseudo-wavedash, and follow up in the air. Mewtwo only gets one teleport per airtime, but also restores it if hit or grabbed.

DSpecial: Mewtwo winds up slightly before shooting a short-ranged eye beam at a downward angle. Opponents that are hit by the beam and facing Mewtwo without defense take 1% and are stunned for a few seconds, leaving them open for followups.

Final Smash: Mewtwo mega evolves into Mega Mewtwo Y for 12 seconds. Mega Mewtwo Y is not invulnerable or super armored, and in fact has no defensive capability over unevolved Mewtwo, but has unlimited jumps and teleports, and its normals gain turbo-mode properties, cancelling into other moves on hit. In addition, Shadow Ball, Confusion, and Disable are replaced with Psystrike, Focus Blast, and Future Sight, respectively. They are described here:

Psystrike: Mewtwo charges a psychic blast, which charges, hits, and releases much like Shadow Ball. However, Psystrike charges in 1.5 seconds, deals 2% with its looping hitbox, travels more quickly, and has increased knockback growth, capable of KOing at 70% near the ledge.

Focus Blast: Mewtwo quickly generates an energy ball in its hands, then blasts the area directly in front with it. The move ignores shields, and deals 20% and strongly semi-spikes, capable of KOing at 70% near a ledge. In addition, the move also reflects, immediately returning projectiles for 3* damage and knockback.

Future Sight: Mewtwo places a stationary trap right low in front of it, placing the trap at its feet on the ground, and diagonally downwards in the air, and after two seconds, it activates for one second. Opponents touching it when it is active take 15% with very strong vertical knockback, capable of KOing at 80%. The trap cannot be interacted with before it activates.


Thu Sep 14, 2017 1:45 pm
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^
I nearly thought you left out Confusion for a second. Good job.

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Thu Sep 14, 2017 3:38 pm
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Oh god, so much movesets... I call dibs on the next moveset post!

Anyways, onto my reviews!

Paper Mario: show
Normally I don't like "summoning" movesets but I'll be as unbiased as possible when it comes to that style
Jab is some lady with a fan that rapidly slaps and is always a rapid jab, I'm assuming it only hits in front so making it similar to MK's jab is fine
Down tilt seems kinda strong tbh considering it puts opponents into a perfect state for a jab lock, make it techable or make it real slow
Windbox Downthrow, seems interesting for certain situations but I would just put it as a "situational throw" along with half the existing throws in game
Aerials are decent enough to add coherence for the character but not too complex that it would seem out of place in a smash game
F Smash is a really nice concept, similar to a Fully charged BM F Smash but it always release a projectile, I like it
HOW DOES ONE BELLY FLOP UPWARDS?!?!?!?!
Goombario and Goombella is a nice touch for a D Smash and makes sense

Neutral-B is a kinda generic "hold to charge" move but it's fine, I'm just 'ehh' about it
Side-B is finally a way to make those "ehhh Wario Bike is so gud, screw that garbage GO! bs" elitists shut up so I like it, also grants some mobility
Up-B is basically Olimar's so I don't have to say anything about it lol
Down-B + Stylish Mechanic... Hey it's another "KO Punch" charge move, I'd normally complain but since it doesn't do anything on it's own, I'm fine with it

Also, RIP Peach Beam


Kirby 2.0: show
Again, Kirby was made to be a simple fighter with simple moves that are easy for a beginner to use
This whole design is called "Kirbyism" and you can learn more from Alax's video that I linked before, but it's basically
Kirby games were designed simple and easy to play and that whole concept applies to Kirby himself, but enough with the bias

You replaced 'Fighter' moves, an iconic kirby copy ability, with other random abilities, the only ones I can forgive are:
Parasol F-Tilt, Rainbow U-Tilt, and Sword D-Smash

Breakdancer is fine since it could still work the same

You replaced 'Suplex' throws, really? They're basically Kirby's "Iconic" throws since 64

You replaced a canon attack with a move that does basically what inhaling BDee does

You replaced Inhale, a move that Kirby LITERALLY GETS AT THE START OF EVERY GAME WITH SOMETHING YOU CAN GET FROM INHALING Bomberman

Seriously, who remembers the ninja ability?
High Jump, really? Not a canon attack that already exists. Not the Jet Kirby that I liked playing with. Not an iconic copy ability. But a high jump

Okay, really? You replaced Stone? It's literally another one of Kirby's iconic copy abilities that you can get early in Kirby games than any Ice Abilities.

OUT OF ALL THE MOVES, NOT ULTRA SWORD, NOT ROBOBOT ARMOR, NOT FKING HYPERNOVA KIRBY, NOT EVEN ANY OTHER SUPER ABILITIES,
BUT CRASH?!


Mario, MD: show
I loved Doc in Melee, he was fun in casuals

I like the Jab being Punch Kick Palm over the standard Punch Punch Kick
Generic Mario Bro F-Tilt is Generic like you said
IDK Mario's weird Hitboxes on his D-Tilt in Melee so I can't comment on that
I like the U-Tilt being unique now, makes his Metal thingy more than just for decor

I like the throws, that's just it, they're simple and effective

Smashes can get some work, maybe there can be viruses put into play somewhere here? I mean, that's kinda a huge part of Doctor Mario's game and Jab already had the Palm so I'm thinking, what if Doc varies between the three viruses with each F Smash.
Starting with Fever, then Chill, then Weird, it would be akin to Peach having a cycle of 3 F Smashes. Fever would have the highest knockback horizontally, Chill sends diagonally but with more damage, Weird would have the highest damage and sends almost straight up but lacks in knockback in comparison to the other two F Smashes.

For aerials, my explanation for throws apply to this: simple yet effective

Specials, oh boy. I like the decloning of the moves and another Butt Stomp yay!

Also, finally! ACTUAL TAUNTS FOR DOCTOR MARIO!!!


Alteisen: show
Oh boy, the Ephraim concept of command grab normals...

Well, not much to say but I like the whole concept of both ammo management and command grab normals

My only suggestion is to have sourspots, similar to Bowser's Side B, where there's a hitbox for the command grabs. Weaker, sure, but it atleast gives more options

Also, I think it's best if some moves aren't Command Grabs but still use ammo, case in point being F Smash where you can change it so that the more you charge, the more bullets are shot.

Overall, a concept that has definitely not been explored in smash... although it sounds like it would fit in an anime fighter...


I'm too tired right now to review the remaining two, Spongebob and Mewtwo, so I'll do them later
I am expecting replies from the moveset creators about my reviews on their movesets

AND I BETTER GET SOME REVIEWS ON MY MOVESETS! GIMME AT LEAST 2 DECENT, FULL REVIEWS PLEASE!

I'll post the moveset after the moveset creators have read my feedback

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Fri Sep 15, 2017 9:54 am
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Hi-Jump is canon. It was actually in KIRBY'S ADVENTURE, THE FIRST KIRBY GAME TO FEATURE COPY ABILITIES. Research, man.
Also, Ninja is one of my favorite abilities.

Furthermore, what do you mean by canon ability replaced by the ability from inhaling Bandana Dee?

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Fri Sep 15, 2017 3:01 pm
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Jan_Solo wrote:
Seriously, who remembers the ninja ability?

Apparently HAL Laboratories, since it's shown up in a lot of games (Even ones it has no business being in, like Fighters and Battle Royale)
Quote:
High Jump, really? Not a canon attack that already exists. Not an iconic copy ability. But a high jump

Hi--um, yeah
Excuse you
First of all; Image
It's been an ability since Adventure
Secondly
It was basically the only way to fight Butter Building's Boss (Kracko) since there was a phase where you had to use it to escape
And it was in Return to Dreamland, too.
Quote:
Okay, really? You replaced Stone? It's literally another one of Kirby's iconic copy abilities that you can get early in Kirby games than any Ice Abilities.

'Xcuse you
Ice has shown up in even more games than Stone (Infact Ice is actually the most occuring Copy Ability, Sword cry your heart out) and I dunno about you but Ice is a bit more iconic than Stone (Because the only reason like Stone so much is because Smash Bros. and in any Kirby Game ever it's only really used to sections where you slowly go down enemy-filled slopes which is kindof boring)
Quote:
OUT OF ALL THE MOVES, NOT ULTRA SWORD, NOT ROBOBOT ARMOR, NOT FKING HYPERNOVA KIRBY, NOT EVEN ANY OTHER SUPER ABILITIES,
BUT CRASH?!

Crash has always been the iconic screen nuke (Excluding Mic, but that's been nerfed to be Not-A-Total-Screen-Nuke as of recent Kirby games) and has been around since the beginning of the Copy Abilities
So... :sandbag:

Quote:
AND I BETTER GET SOME REVIEWS ON MY MOVESETS! GIMME AT LEAST 2 DECENT, FULL REVIEWS PLEASE!

Play a Kirby Game / 10 :chibirobo:

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Fri Sep 15, 2017 3:58 pm
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fine you make the reviews

i shouldn't really make reviews while stressed lmao

also, i only played the first 4 levels of amazing mirror, great game, but lost my copy of said game and is too lazy to get a rom

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Secondaries:
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Hopefuls:
Lyn(FE); Ike(FE); Zero(MM); Andy(AW); Gilgamesh(FF)

tmanex2013 made the wonderful lyn sprite I used for Image


Sat Sep 16, 2017 1:22 am
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Jan_Solo wrote:

fine you make the reviews

i shouldn't really make reviews while stressed !@#$%^&*

also, i only played the first 4 levels of amazing mirror, great game, but lost my copy of said game and is too lazy to get a rom[/color]

You can make reviews, just don't harp about Kirby canon if you don't know about Kirby canon.

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Sat Sep 16, 2017 1:55 am
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Jan_Solo wrote:

fine you make the reviews

i shouldn't really make reviews while stressed lmao

also, i only played the first 4 levels of amazing mirror, great game, but lost my copy of said game and is too lazy to get a rom

Image

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Sat Sep 16, 2017 11:22 am
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