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"Expansion" Character Moveset Speculation 
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Joined: Mon Jul 28, 2014 12:53 pm
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New challenger approaching:
Ryu Hayabusa
Games: Ninja Gaiden Trilogy (NES/SNES), Ninja Gaiden: Dragon Sword (DS), Dead or Alive: Dimensions (3DS), Ninja Gaiden 3: Razor's Edge (Wii U)
Ninja Gaiden was a popular and well-received game on the NES that spawned two sequels on the system. The series rebooted on the Xbox in 2004 in a very bloody way and two installments have been on Nintendo systems since then. Ryu Hayabusa also appears in the Dead or Alive fighting game series (:D) and he appears in DOA Dimensions on the 3DS.

Weight: 100 (Ichigo's and Mario's)
Dashing speed: Equal to Naruto's
Height: Around Marth's
Air speed: 1.67 (Same as Captain Falcon)
Falling speed: Same as Marth's/ZSS's

Hayabusa carries his Dragon Sword on his back and with use it in some moves
Jab 1: Straight punch with little to no knockback (2%)
Jab 2: High kick with little knockback (3%)
Jab 3: High kick with the other leg; decent-good knockback (All based off of Hayabusa's PKK string in DOA) (5%)
Down Tilt: Low sweep (Based off of down H+K in DOA) (7%)
Side Tilt: Slashes forward with sword (10%)
Up Tilt: Does a handstand kick that launches and juggles opponents (8%)
Down Smash: Slashes downwards across his body; like Meta Knight's (16% uncharged, 22% charged)
Side Smash: Does a spinning kick (like in the kick part of his ->PK) (14% uncharged, 20% charged)
Up Smash: Slashes upwards in an arc (15% uncharged, 21% charged)
Dash Attack: Does a rolling kick (Based off of his Ongoyin ->K) (10%)

Neutral Aerial: Three horizontal kicks; the last one has decent knockback (Based off of H+KKK) (5% + 4% + 8%)
Side Aerial: Slashes forward twice; good knockback on second (8% + 9%)
Back Aerial: Does a backward slash with sword (14%)
Up Aerial: Swings sword upwards (12%)
Down Aerial: Divekick (11%)
Air throw: Izuna drop; Grabs opponent and spirals down; good knockback (13%)

Pummel: Punches
Forward throw: Does a mini, sideways Izuna drop (9%)
Back throw: Goes back and lands on the opponent, similarly to Kirby; Busacide is not possible (<-T in DOA) (8%)
Up throw: Does the first part of the Izuna Otoshi; throws upwards (5%)
Down throw: Down T in DOA; like Sheik's down throw (7%)

Neutral special: Fiend's Bane Bow - shoots a two-pronged arrow straight forward; cannot charge (4%) (http://img2.wikia.nocookie.net/__cb2010 ... earrow.jpg)
Side special: Helicopter Kick - Does a series of 6 kicks that launch Hayabusa forward (2% per hit) (while rising H+K/Gunro Bangoku-Kyaku in DOA5 Ultimate)
Up special: Teleport - disappears and reappears in a cloud of smoke, like in Sheik's Vanish, but without the explosion. He can follow up with either a divekick or a Guillotine throw air grab (a.ka. up T in DOA). (divekick- 11%, throw- 12%)
Down special: Izuna Otoshi/Drop - Throws opponent into the air, teleports up and spirals downwards powerfully; command grab (15%)
Final smash: Ninpo - shoots a large blast of dark blue ninpo magic like in his DOA5 power blow

Palette swaps/costumes:
[*]Signature Legendary Black Falcon costume: http://img2.wikia.nocookie.net/__cb2013 ... Render.png
[*]White version of default: http://img1.wikia.nocookie.net/__cb2013 ... ume_03.jpg
[*]Costume from original Ninja Gaiden; blue shozuku: http://img4.wikia.nocookie.net/__cb2013 ... ume_02.jpg
[*]Red recolor of Ninja Gaiden 1 costume
[*]Unmasked outfit with black and silver ninja armor; shows hair in ponytail: http://img2.wikia.nocookie.net/__cb2013 ... Screen.jpg
[*]White version of above: http://img3.wikia.nocookie.net/__cb2010 ... _cos03.jpg

Move reference: https://www.youtube.com/watch?v=A3bm_AImIiE
Jab combo: 0:51
Side smash: 1:00
Side special: 2:02
Neutral aerial: 2:53
Low tilt: 3:00
Out of teleport throw: 3:04
Back throw: 3:09
Down throw: 3:11
Down special/air grab/up throw: 3:32
Down aerial/Out of teleport attack: 4:43
Dash attack: 4:46
Final Smash (1:01): https://www.youtube.com/watch?feature=p ... d40fjEL1gI

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Last edited by Jaguar3600 on Sun Nov 02, 2014 11:31 am, edited 1 time in total.



Wed Oct 29, 2014 7:01 pm
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Double posting because no one has posted in 3 days and my previous post would be too long with this one combined.
Greninja
Games: Pokemon X & Y, Super Smash Bros. for 3DS & Wii U
Since the roster was likely finalized before Greninja was revealed with Pokemon X & Y's release, it is probably unlikely that the SSF2 devs will include the frog in the roster. Because of this, I find Greninja to be a great fit for an expansion character, should the feature become available in a future SSF2 release.

Weight: 84 (Ten points lower than in Sm4ash; Lloyd's weight)
Dash speed: About as fast as Pikachu
Height: About Black Mage's due to the crouched stance that Greninja has
Air Speed: 1.9 (Equal to Fox/Chibi)
Falling Speed: Around Mario/Naruto/Yoshi

Ground attacks and aerials remain the same as in Sm4sh other than u-air:
Jab: 3 hit jab combo with water splashes or infinite if attack button is held
Down Tilt: Low Kick. Good for setting up combos
Side Tilt: Kicks straight forward
Up Tilt: Licks upward with tongue scarf. Good for combos
Down Smash: Strikes at downward angles with two water katanas.
Side Smash: Slashes with a water katana
Up Smash: Slashes with 2 water katanas in an arc.
Dash Attack: Low Sweep.

Neutral aerial: Emits a pulse of water around him.
Side Aerial: Slashes with water katana
Back Aerial: Does three kicks behind him.
Up Aerial: Does a drill kick that hits five times. Can no longer spike.
Back Aerial: Bounce - divekicks to the ground and bounces off of enemies in the way.

Grab: Summons a whirlpool which traps the opponent. Same as in Sm4sh.
Pummel: Squeezes opponent with the whirlpool. Same as in Sm4sh.
Forward throw: Flips over an does an overhand throw. Good knockback.
Back throw: Flings opponent through his legs behind him. Same as in Sm4sh.
Up throw: Throws opponents upward swiftly. Same as in Sm4sh.
Down throw: Spins into the whirlpool with the opponent and slams him/her/it downward.

Neutral Special: Water Shuriken - Same as in Sm4sh.
Side Special: Shadow Sneak - Either same as in Sm4sh or like the Speedy Shadow Sneak custom move.
Up Special: Hydro Pump - No longer renders opponents helpless if hit, but flips them around and does damage like Mario's Cape.
Down Special: Substitute - Counter is faster and less laggy than in Sm4sh, but slightly weaker in damage and knockback. Still has good K.O. potential with SSF2's smaller blast zones.
Final Smash: Mat Block - Flips a nearby opponent with a red mat and launches him/her/it into a sky for a deadly barrage of ninja strikes, finishing off with a final blow.

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Sun Nov 02, 2014 11:24 am
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yoh wrote:
DarkSwiftN wrote:
Kratos (Tales of Symphonia):

Kratos fights with a slowish speed with long range.

Jab - Three hits Change this to Six hits.
S-Tilt - Thrust with sword.
U-Tilt - Upwards Slash with sword held diagonally should just be a half circle slash.
D-Tilt - Downward 'poke' with sword Low slash would be best imo
Dash Attack - Fast Slash

Grab Range: Medium-High
Pummel - Sword Thrust
F-Throw - Stone Blast: Throw with two stones as a projectile
B-Throw - Throw similar to Lloyds
U-Throw - Slash followed by Upwards Slash. Does not chain throw.
D-Throw - Down Slash with minor horizontal knockback. Good Chain Throw.

S-Smash - Sonic Thrust: Similar to Lloyds, but with less start-up and damage+knockback
U-Smash - Light Spear Cannon: Slash followed by a multi-hit. Has similar knockback to Wario's final smash.
D-Smash - Guardian Field: (Similar to Ichigo's D-Smash)

N-Air - Twin Slash similar to Marth's N-Air (similar to a slash from his Up Special) What? That's a bad idea tbh it should be multiple slashes that make him hover in the air ever so slightly sorta like Versus, somewhat like his normal 6 hit combo.
F-Air - Forward Slash like Lloyd's F-Air
B-Air - Backwards slash
U-Air - Upwards slash in a forwards direction.
D-Air - Downwards slash that meteor smashes (like Marth's)

Neutral Special: Fierce Demon Fang - Chargeable with much more power than Lloyd's Demon Fang, but with less range. You might wanna give it a rocks effects to add onto extra range.
Side Special: Lightning Blade - Two hits, one with no knockback (can't be broken free from), and another causes knockback similar to Sora's Thundaga. tbh I think it would be best to just make the second hit add stun so you can combo afterwards but you can only cause the lighting stun effect once in a combo.
Up Special: Light Spear/Victory Light Spear - A move which involves him spinning in the air quickly that propels him higher than Link's Spin Attack. If the special/attack button is pressed, he will extend the move with a final hit.
Down Special: Judgement - Chargeable move that summons multiple beams of light, the number increase the longer it is charged.
Final Smash: Shining Bind: Traps the enemies and inflicts repeating damage (see this video http://www.youtube.com/watch?v=rKRZHElsTgw)

Taunts:
Up - Says "Blame your fate"
Down - Says "Too Slow"
Side - Starts casting a spell, and then cancels it.

You might wanna go play Tales of versus for reference, since a lot of these sound hella awkward for Smash use.
My comments in bold.


Thank you for your feedback.

I haven't played Tales of Vs, but I thought that was Japan-only.
I will alter accordingly, but I thought 6 was a bit excessive.

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Sun Nov 23, 2014 1:24 pm
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I speculate: Pichu! (since Pokémon Gold/Silver)

Size:

As big as Jigglypuff, maybe a bit smaller.

Weight:

If Marios Weight is 100, I´d say 75.

Speed:

Dash Speed/Walking Speed: Faster than Pikachu, but slower than Falcon/Sonic
Air Speed: Again, faster than Pikachu. Maybe as fast as old Samus?
Fall Speed: Just like in Melee.

Moveset:

A: Headbutt - Similar to Pikachus, but faster and weaker. 1% per hit.
Dash attack: Tackle - Pichu jumps ahead with head first. Nothing special. A bit too much of End Lag to be that useful. 6% per hit.



FTilt: Double Kick - Pichu kicks with both legs in front of him. Hits twice; once directly at his feet and the second time a bit further away. Good combo starter and range. 3% for first hit, 2% for second.
UTilt: Electric Jolt - Pichu Shoots a tiny spark upwards. At mid-high percents a semi-decent combo starter. 4% per hit.
DTilt: Tail Sweep - Pichu swings his tiny tail in front of him. Good for pushing opponents back, but bad range. 5% per hit.



FSmash: Spark - Pichu emmits a electric spark in front of him, hitting multiple times. 1% for first three hits. 7% for last hit if uncharged, 11 if fully charged. Great knockback, but can be SDId very easily. Huge Hitbox.

UpSmash: Electric Spin Jump - Pichu jumps and makes a summersault, surrounded by electricity. Shoots opponents upwards. Excellent for juggling at lower percentages and killing at higher ones. Decent hitstun. 9% if uncharged, 15% when fully charged.

DSmash: Iron Tail - Pichu swing his tail at both side of him. Great range, but bad knockback. Can be used as a Combo Starter at low percentages. 10% if uncharged, 19 when fully charged.

BNeutral: Thunder Jolt - Pichu shoots a small, jumping ball of electricity in front of him. If used in the air, slowly goes down in a 45° angle until it hits the ground, then acts normally. Unlike Pikachus Thunder Jolt, Pichus goes over edges of olatforms and then "flies" straight, but if the B-Button is hold down, it acts like Pikachus Thunder Jolt.

BSide: Agility - Pichu dashes forward and is invincible for 1 frame. In the air, the move brings you down similar to Project M Lucarios DownB. Does no damage, but can be used as a suprise approach with little start up and ending lag and as an quick escape. You can also use this to extend combos by reacing opponents who would be out of rqnge otherwise. Pichu can attack out of Agility, but this cancels the move instantly and stops all monumentum mid-air.

BUp: Volt Tackle - Pichu gets surrounded by electricity and charges full speed ahead in any direction. If it connects, Pichu will stop right away, take 7% recoil damage, but he wont go into helpless state. Can be stored mid-air and released at any moment. Pichu doesnt fall mid-air, but after six second of stalling, Pichu falls straight down, helpless. Great kill power. 17% percent per hit. Goes about 3/4 of FD, regardless of Stroage Level.

BDown: Thunder - Similar to his evoled forms one, yet diferent. The higher up the bolt hits, the higher the damage. Can go through 1 platform, but under the platform the bolt becomes pretty much useless in terms of power. No spike. Good for Thunderspiking. Damage between 5% and 15%, depending of the bolts hitbox. If under a platform, the move does just 1%, but stuns for 2 frames if the victim touches Pichu. Weak Hitbox ist Pichus body.


Grab: Grab - A normal grab. Duh. A bit longer than Marios and comes out super fast.


Pummel: Electric Shock - Pichu electrifies his victim. Slow, but does 3% per hit.

FThrow: Electric Throw - Pichu engulfs his victim in electricity. Similar to Pikachus FThrow, but allows better comboing afterwards. 6% per hit.

BThrow: Slam - Pichu slams his opponent behind him, causing great knockback. KB between Zeldas and Back Mages BThrow. 9% per hit.

UpThrow: Iron Head - Pichu throws his opponent on his head and headbutts them, allowing for followups. 8% per hit.

DThrow: Electric Emission - Pichu slams his enemy on the ground and shocks them with his electric emission. Does very little Knockback, but has great Hitstun. Can chaingrab. 9% per hit, but does 4% recoil damage.


Nair: Spin - Just a simple spin, same as in Melee. 3% per hit. Can be used multiple times in a row due to being super fast.

Fair: Shockwave - Pichu creates a spark in front of him, similar to his UpTilt, but overall better. Good Combo Potential and Hitstun. Big Hitbox. 7% per hit.

Bair: Kick - Pikachus Bair from SSB64. Good kill move, but hard to land due to lack of range. 9% per hit.

Dair: Stomp - Pichu stomps downwards with his feet, standing straight in the air. Long ending lag. Powerful spike if sweetspotted, puts victim above him when sourspotted. Sweetspot is right at and a bit under his feet and does 7% damage. Sourspot is around Pichus body and does 3% damage per hit.

UAir: Spark Arc - Pichu moves his head in a 180° arc, beginning at the side he is looking at. Has little Startup, but big Ending Lag. Big Hitbox. Does 12% per hit.


Taunt: Pichu jumps while shouting "Pichu! Pichu!" at the crowd.
Side taunt: Does a Headspin. "Pi!"
Down Taunt: Spins on the floor with arms and legs streched out. "Piiiiichuuuuu!" Gives Diabetes by just looking at him.


Final Smash: Shining Shockwave - Pichu spawns in the middle of the screen, charging. When done, Pichu releases three Shockwaves similar to Tabuus Subwave Attack, but with less Knockback of course. 39% per hit. Opponents can only get hurt once. Very hard to Spotdoge/Roll Dodge.

Alternative Final Smash: Electric Storm - Pichu spawns in the middle of the Stage and summons a big electric field. Once fully charged, Pichu releases the electricity to create a barrage of thunders apperaing randomly around the stage. 27% per Thunderbolt. Lasts 10-15 seconds.



Thats it, hope you guys like it :-)

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Last edited by TSF|Cookies on Wed Feb 11, 2015 1:46 pm, edited 3 times in total.



Tue Nov 25, 2014 12:32 pm
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Skailler wrote:
I speculate: Pichu! (since Pokémon Gold/Silver)

Size:

As big as Jigglypuff, maybe a bit smaller.

Weight:

If Marios Weight is 100, I´d say 75.

Speed:

Dash Speed/Walking Speed: Faster than Pikachu, but slower than Falcon/Sonic
Air Speed: Again, faster than Pikachu. Maybe as fast as old Samus?
Fall Speed: Medium, maybe being floatier than Mario by a noticable point(?)

Moveset:

A: Headbutt - Similar to Pikachus, but faster and weaker. 1% per hit.
Dash attack: Tackle - Pichu jumps ahead with head first. Nothing special. A bit too much of End Lag to be that useful. 6% per hit.



FTilt: Double Kick - Pichu kicks with both legs in front of him. Hits twice; once directly at his feet and the second time a bit further away. Good combo starter and range. 3% for first hit, 2% for second.
UTilt: Electric Jolt - Pichu Shoots a tiny spark upwards. At mid-high percents a semi-decent combo starter. 4% per hit.
DTilt: Tail Sweep - Pichu swings his tiny tail in front of him. Good for pushing opponents back, but bad range. 5% per hit.



FSmash: Spark - Pichu emmits a electric spark in front of him, hitting multiple times. 1% for first three hits. 7% for last hit if uncharged, 11 if fully charged. Great knockback, but can be SDId very easily. Huge Hitbox.

UpSmash: Electric Spin Jump - Pichu jumps and makes a summersault, surrounded by electricity. Shoots opponents upwards. Excellent for juggling at lower percentages and killing at higher ones. Decent hitstun. 9% if uncharged, 15% when fully charged.

DSmash: Iron Tail - Pichu swing his tail at both side of him. Great range, but bad knockback. Can be used as a Combo Starter at low percentages. 10% if uncharged, 19 when fully charged.

BNeutral: Thunder Jolt - Pichu shoots a small, jumping ball of electricity in front of him. If used in the air, slowly goes down in a 45° angle until it hits the ground, then acts normally. Unlike Pikachus Thunder Jolt, Pichus goes over edges of olatforms and then "flies" straight, but if the B-Button is hold down, it acts like Pikachus Thunder Jolt.

BSide: Agility - Pichu dashes forward and is invincible for 1 frame. In the air, the move brings you down similar to Project M Lucarios DownB. Does no damage, but can be used as a suprise approach with little start up and ending lag and as an quick escape. You can also use this to extend combos by reacing opponents who would be out of rqnge otherwise. Pichu can attack out of Agility, but this cancels the move instantly and stops all monumentum mid-air. 3% per hit; does nothing special. No ledgesweetspot.

BUp: Volt Tackle - Pichu gets surrounded by electricity and charges full speed ahead in any direction. If it connects, Pichu will stop right away, take 7% recoil damage, but he wont go into helpless state. Can be stored mid-air and released at any moment. Pichu doesnt fall mid-air, but after six second of stalling, Pichu falls straight down, helpless. Fully charged after 2 seconds. Great kill power. 17% percent per hit. Goes about 3/4 of FD, regardless of Stroage Level.

BDown: Thunder - Similar to his evoled forms one, yet diferent. The higher up the bolt hits, the higher the damage. Can go through 1 platform, but under the platform the bolt becomes pretty much useless in terms of power. No spike. Good for Thunderspiking. Damage between 5% and 15%, depending of the bolts hitbox. If under a platform, the move does just 1%, but stuns for 2 frames if the victim touches Pichu. Weak Hitbox ist Pichus body.


Grab: Grab - A normal grab. Duh. A bit longer than Marios and comes out super fast.


Pummel: Electric Shock - Pichu electrifies his victim. Slow, but does 3% per hit.

FThrow: Electric Throw - Pichu engulfs his victim in electricity. Similar to Pikachus FThrow, but allows better comboing afterwards. 6% per hit.

BThrow: Slam - Pichu slams his opponent behind him, causing great knockback. KB between Zeldas and Back Mages BThrow. 9% per hit.

UpThrow: Iron Head - Pichu throws his opponent on his head and headbutts them, allowing for followups. 8% per hit.

DThrow: Electric Emission - Pichu slams his enemy on the ground and shocks them with his electric emission. Does very little Knockback, but has great Hitstun. Can chaingrab. 9% per hit, but does 2% recoil damage.


Nair: Spin - Just a simple spin, same as in Melee. 3% per hit. Can be used multiple times in a row due to being super fast.

Fair: Shockwave - Pichu creates a spark in front of him, similar to his UpTilt, but overall better. Good Combo Potential and Hitstun. Big Hitbox. 7% per hit.

Bair: Kick - Pikachus Bair from SSB64. Good kill move, but hard to land due to lack of range. 9% per hit.

Dair: Stomp - Pichu stomps downwards with his feet, standing straight in the air. Long ending lag. Powerful spike if sweetspotted, puts victim above him when sourspotted. Sweetspot is right at and a bit under his feet and does 7% damage. Sourspot is around Pichus body and does 3% damage per hit.

UAir: Spark Arc - Pichu moves his head in a 180° arc, beginning at the side he is looking at. Has little Startup, but big Ending Lag. Big Hitbox. Does 12% per hit.


Taunt: Pichu jumps while shouting "Pichu! Pichu!" at the crowd.
Side taunt: Does a Headspin. "Pi!"
Down Taunt: Spins on the floor with arms and legs streched out. "Piiiiichuuuuu!" Gives Diabetes by just looking at him.


Final Smash: Shining Shockwave - Pichu spawns in the middle of the screen, charging. When done, Pichu releases three Shockwaves similar to Tabuus Subwave Attack, but with less Knockback of course. 39% per hit. Opponents can only get hurt once. Very hard to Spotdoge/Roll Dodge.

Alternative Final Smash: Electric Storm - Pichu spawns in the middle of the Stage and summons a big electric field. Once fully charged, Pichu releases the electricity to create a barrage of thunders apperaing randomly around the stage. 27% per Thunderbolt. Lasts 10-15 seconds.



Thats it, hope you guys like it :-)

Quick question: does he receive recoil damage?

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spid3y916 wrote:
Skailler wrote:
I speculate: Pichu! (since Pokémon Gold/Silver)

Size:

As big as Jigglypuff, maybe a bit smaller.

Weight:

If Marios Weight is 100, I´d say 75.

Speed:

Dash Speed/Walking Speed: Faster than Pikachu, but slower than Falcon/Sonic
Air Speed: Again, faster than Pikachu. Maybe as fast as old Samus?
Fall Speed: Medium, maybe being floatier than Mario by a noticable point(?)

Moveset:

A: Headbutt - Similar to Pikachus, but faster and weaker. 1% per hit.
Dash attack: Tackle - Pichu jumps ahead with head first. Nothing special. A bit too much of End Lag to be that useful. 6% per hit.



FTilt: Double Kick - Pichu kicks with both legs in front of him. Hits twice; once directly at his feet and the second time a bit further away. Good combo starter and range. 3% for first hit, 2% for second.
UTilt: Electric Jolt - Pichu Shoots a tiny spark upwards. At mid-high percents a semi-decent combo starter. 4% per hit.
DTilt: Tail Sweep - Pichu swings his tiny tail in front of him. Good for pushing opponents back, but bad range. 5% per hit.



FSmash: Spark - Pichu emmits a electric spark in front of him, hitting multiple times. 1% for first three hits. 7% for last hit if uncharged, 11 if fully charged. Great knockback, but can be SDId very easily. Huge Hitbox.

UpSmash: Electric Spin Jump - Pichu jumps and makes a summersault, surrounded by electricity. Shoots opponents upwards. Excellent for juggling at lower percentages and killing at higher ones. Decent hitstun. 9% if uncharged, 15% when fully charged.

DSmash: Iron Tail - Pichu swing his tail at both side of him. Great range, but bad knockback. Can be used as a Combo Starter at low percentages. 10% if uncharged, 19 when fully charged.

BNeutral: Thunder Jolt - Pichu shoots a small, jumping ball of electricity in front of him. If used in the air, slowly goes down in a 45° angle until it hits the ground, then acts normally. Unlike Pikachus Thunder Jolt, Pichus goes over edges of olatforms and then "flies" straight, but if the B-Button is hold down, it acts like Pikachus Thunder Jolt.

BSide: Agility - Pichu dashes forward and is invincible for 1 frame. In the air, the move brings you down similar to Project M Lucarios DownB. Does no damage, but can be used as a suprise approach with little start up and ending lag and as an quick escape. You can also use this to extend combos by reacing opponents who would be out of rqnge otherwise. Pichu can attack out of Agility, but this cancels the move instantly and stops all monumentum mid-air. 3% per hit; does nothing special. No ledgesweetspot.

BUp: Volt Tackle - Pichu gets surrounded by electricity and charges full speed ahead in any direction. If it connects, Pichu will stop right away, take 7% recoil damage, but he wont go into helpless state. Can be stored mid-air and released at any moment, but storing the move neither increase damage or knockback. Pichu doesnt fall mid-air, but after six second of stalling, Pichu "explodes" in a field of electricity and falls straight down, helpless. Great kill power. 17% percent per hit. Goes about 3/4 of FD, regardless of Stroage Level.

BDown: Thunder - Similar to his evoled forms one, yet diferent. The higher up the bolt hits, the higher the damage. Can go through 1 platform, but under the platform the bolt becomes pretty much useless in terms of power. No spike. Good for Thunderspiking. Damage between 5% and 15%, depending of the bolts hitbox. If under a platform, the move does just 1%, but stuns for 2 frames if the victim touches Pichu. Weak Hitbox ist Pichus body.


Grab: Grab - A normal grab. Duh. A bit longer than Marios and comes out super fast.


Pummel: Electric Shock - Pichu electrifies his victim. Slow, but does 3% per hit.

FThrow: Electric Throw - Pichu engulfs his victim in electricity. Similar to Pikachus FThrow, but allows better comboing afterwards. 6% per hit.

BThrow: Slam - Pichu slams his opponent behind him, causing great knockback. KB between Zeldas and Back Mages BThrow. 9% per hit.

UpThrow: Iron Head - Pichu throws his opponent on his head and headbutts them, allowing for followups. 8% per hit.

DThrow: Electric Emission - Pichu slams his enemy on the ground and shocks them with his electric emission. Does very little Knockback, but has great Hitstun. Can chaingrab. 9% per hit, but does 2% recoil damage.


Nair: Spin - Just a simple spin, same as in Melee. 3% per hit. Can be used multiple times in a row due to being super fast.

Fair: Shockwave - Pichu creates a spark in front of him, similar to his UpTilt, but overall better. Good Combo Potential and Hitstun. Big Hitbox. 7% per hit.

Bair: Kick - Pikachus Bair from SSB64. Good kill move, but hard to land due to lack of range. 9% per hit.

Dair: Stomp - Pichu stomps downwards with his feet, standing straight in the air. Long ending lag. Powerful spike if sweetspotted, puts victim above him when sourspotted. Sweetspot is right at and a bit under his feet and does 7% damage. Sourspot is around Pichus body and does 3% damage per hit.

UAir: Spark Arc - Pichu moves his head in a 180° arc, beginning at the side he is looking at. Has little Startup, but big Ending Lag. Big Hitbox. Does 12% per hit.


Taunt: Pichu jumps while shouting "Pichu! Pichu!" at the crowd.
Side taunt: Does a Headspin. "Pi!"
Down Taunt: Spins on the floor with arms and legs streched out. "Piiiiichuuuuu!" Gives Diabetes by just looking at him.


Final Smash: Shining Shockwave - Pichu spawns in the middle of the screen, charging. When done, Pichu releases three Shockwaves similar to Tabuus Subwave Attack, but with less Knockback of course. 39% per hit. Opponents can only get hurt once. Very hard to Spotdoge/Roll Dodge.

Alternative Final Smash: Electric Storm - Pichu spawns in the middle of the Stage and summons a big electric field. Once fully charged, Pichu releases the electricity to create a barrage of thunders apperaing randomly around the stage. 27% per Thunderbolt. Lasts 10-15 seconds.



Thats it, hope you guys like it :-)

Quick question: does he receive recoil damage?



Hell no. Only Volt Tackle and Electric Emmission do. I should have mentioned this, I guess :sweat: I also altered Volt Tackle a bit, I think it works better that way.

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Wed Nov 26, 2014 3:44 am
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Isn't Volt Tackle a Pikachu-exclusive move, and the final smash of Pikachu?

what's pichu doing with a move like that nerf now


Wed Nov 26, 2014 6:47 pm
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Kyo Tanaka wrote:
Isn't Volt Tackle a Pikachu-exclusive move, and the final smash of Pikachu?

what's pichu doing with a move like that nerf now

Actually Volt Tackle is a move that Pichu learn in Gen III when it hatch if one of the parent Pikachu was holding a Light Ball when breeding. While the move is Pikachu's Final Smash, you could say that Pichu's version is an untrained and weaker.

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Been a long time since I last posted in here, I was trying to make horribly animated gifs for this character but after getting halfway through I just couldn't handle it XD.

The character whose moveset I speculate is, my tag's namesake, Starkiller AKA Galen Marek. Appeared in Star Wars: The Force Unleashed for the Nintendo Wii.

Galen Marek is a swordsman (stay with me on this!) that will be geared towards a more technical style of play. Think about trying to play a swordsman like you would Fox! SSF2 already has a shift like this with Lloyd, but this character goes further in that direction. His moveset in this game is inspired by both Soul Calibur 4 and The Force Unleashed.

Physics & Stuff:
    Intro: Marek walks forward and draws his lightsaber while saying, "Don't make me hurt you."
    Size: Average, about Marth's size or so.
    Weight: Average, but on the heavier side of average (like Bomberman).
    Fall Speed: Very high, almost as fast as Fox.
    Walk Speed: Fast, like Marth.
    Run Speed: Fast, like Sheik.
    SH: Low, like Fox.
    Full Jump: Slightly shorter than Fox's.
    DJ: Large, especially compared to his first jump. Yes, he gets more height from his second jump than his first.
    Air Speed: About Falcon's air speed.

Neutrals:
    Jab1 2%: Marek swings his saber around horizontally in front of him.
    Jab2 2%: Marek punches with his free hand.
    Jab3 4%: A front kick, strong knockback compared to the first jab hits.
    Dash Attack 4% back, 8% front: Marek does one full spin, with his sword extended in a stab position. This move hits behind Marek first, but he leans forward on the second hit to give it more range to make up for its relatively high startup.
    Ftilt 8%: Marek lifts his saber up and stabs forward on a slight angle down. This hits a little higher than his jab (it cannot hit someone super low to the ground as a result) but reaches futher.
    Dtilt 6%: Marek crouches down and sweeps one of his legs and his saber around to hit his opponent very low to the ground.
    Utilt 9%: Marek swings his lightsaber in an arc from in front of him to above and slightly behind him.
    Fsmash 14% uncharged, 20% charged, 4% electricity: Marek charges his sword with lightning (gripping it in a more normal fashion with both hands), and slashes downward on his opponent. This move has a very strong initial hitbox and after that it crackles with electricity for an instant before Marek returns to an idle position.
    Dsmash 14% both versions: Marek slams his lightsaber into the ground, sending out a small burst of lightning in front of him. If this move is charged to completion, like Black Mage's dsmash it will create a projectile that crosses the whole stage for a limited time or when it hits an opponent. It is worth noting that this move only hits in front of Marek.
    Usmash 10% uncharged, 15% charged: A backflip. This smash is his weakest smash in terms of KO potential.

Aerials:
    Nair 5% each hit: A two-hit move that hits in the motion of a letter X. A good combo move, and based on his SH height he does not have problems hitting an average sized opponent with this. The hitbox reaches behind him a little bit when starting up the second hit.
    Fair 12%: Marek holds his lightsaber in a traditional 2-hand grip holding it over his head. He performs a somersault midair, hitting 270 degrees around him (starting at about 60 degrees and ending at about -210 degrees). This move becomes a kill move at around 100% with the strong front hitbox. The back hitbox is considerably weaker, but sends at a lower angle.
    Dair 8% total: Marek kicks twice beneath him. This is a pretty fast move, but because he extends his hurtbox on this move it isn't necessarily a good move to hit someone with when trying to avoid being juggled. Its default trajectory is 90 degrees, but naturally DI can influence it to in front of him or behind him. The first hit has set KB, and the second hit has high base KB but very low scaling to stay combo material for longer.
    Bair 8%: Marek naturally holds his lightsaber in the perfect grip to hit behind him, and quickly stabs behind him. This is his fastest aerial in terms of startup.
    Uair 10%: Similar to his utilt, Marek swings his sword in an arc above him. This is his laggiest aerial.

Specials:
    N-spec 3% stun then 1% per second: Force Lightning. Marek blasts the area in front of him with Force lightning. By holding the button, Marek keeps pouring out the lightning. If he hits with the initial hitbox, his opponent is stunned for about half a second. Opponents still in the lightning take damage over time but do not flinch. Marek can move on the ground while using lightning, but he keeps facing the direction he started and always stops moving during the endlag. If this move is done midair, it slows his fall speed and stops his horizontal movement (hey may fast fall this, and it cancels the normal endlag upon landing). It also will be aimed down on an angle, about 240 (or 300) degrees. In terms of usability, if Marek taps B to just use the initial stun hitbox, this isn't effective against low percent opponents because they will recover from the stun fast enough to hit him. His opponent does take more stun the higher their percent is, allowing for much more devastating followups at higher percents, and allowing for some crazy combos. Lightning stun doesn't stack.
    S-spec: Force Dash. This move does no damage, it is merely for mobility. This move can be jump canceled, which means that this move can lead to grabs/usmashes/utilts. The length that Marek travels cannot be lengthened, only shortened by jump canceling it. Naturally, aerials can also be done by jumping off the ground or midair if this move is done midair. Marek may only do this move once midair, but it does not put him into helpless. He may still u-spec as well.
    D-spec 10%: Force Repulse. Marek curls up, and makes a decent sized Force push all around him. This move has strong base knockback, but it doesn't scale very well. This move's purpose is to create space, but it is very risky as it has a lot of lag.
    U-spec 6% normal, 8% sweetspot: Force Push Launch. Marek projects the Force beneath him, sending him upward. The range on
    this move is short, as an attack it only hits just beneath him. Marek also has a weak hitbox that deals set knockback covering his body while he flies upwards. This move sends opponents downward if they are directly beneath (the sweetspot), sending them away from Marek if hit from the side and popping an enemy up if Marek hits them with his body's vertical momentum. Marek can aerial after using this move (like Lloyd) but will go into helpless afterwards (regardless of attacking or not).
Throws:
    Grab: Marek reaches forward and grabs his opponent.
    Pummel 1%: Marek jabs his opponent with the pommel of his saber.
    Fthrow 12%: Marek lifts his opponent up and in front of him using a Force Choke.
    Dthrow 10%: Marek puts his victim on the ground, and stabs them with his sword. He then slams a lightning infused fist on them, sending them upward.
    Bthrow 13%: Marek lifts his opponent up and behind him (turning as he does so). While they fly a small distance, he launches a large ball of lightning at them, dealing this move's source of knockback.
    Uthrow 6%: An interesting throw, Marek uses the Force to lift his opponent up above him. Using left and right the player chooses which direction to throw his opponent. The player is given an instant to prepare, then his opponent moves above him to either his left, right, or not at all. The angle that this throw sends on is based on the angle created between Marek and his victim. From 90 degrees (the default throw angle, straight up) Marek can move the opponent up to 45 degrees left or right (assuming the player holds exclusively left or right for every frame that input is read. The length of time a player has to input the direction is about two thirds of a second.

Taunts:
Taunt1: Marek clutches his head and regretfully says, "...the Dark side is all I have."
Taunt2: Marek flourishes his lightsaber, then chuckles.
Taunt3: Marek clenches his fists and is surrounded by an electrical aura. He also says,
"Not a bad time for a hunt."

FINAL SMASH:
Inspired by his lengthy cutscene-esque finishers from The Force Unleashed, Marek slashes forward with his lightsaber. This can hit multiple opponents. If he misses, he is left vulnerable while he retracts to his stance. If he lands the hit, all of the characters he hit go flying up into the air, high but at the middle point (like Ike's FS positioning). He follows them up, performing various aerials and utilizing the Force to hit them with lightning. The final move is his long charging Force Maelstrom, where his victims float around him once before being sent off at a completely horizontal angle left or right (determined by RNG). This sequence is incredibly awesome, but comes at a price. As is the case in TFU, the player must follow the quick-time events. It is very simple, they must press the button required (it will either be the attack button or the special button). The player has a no more than half a second to react to the on screen prompt showing which button to press. The FS has these stages, dealing a max of 89%:
Initial Hit: 5%
Free Followup Hits: 15%
--Press Special Key-- (20% so far)
Marek floats back and chucks 3 balls of electricity at his target(s): 15%
--Press Attack Key-- (35%)
Marek performs two vicious slashes: 20%
--Press Special Key--(55%)
Marek blasts his opponents with more lightning: 15%
--Mash Special Key--(70%)
Marek lunges in and begins charging Force Maelstrom. His victim(s) float around his orb of
pure Force energy once before being pulled in, then blasted out either left or right: Maximum 19% based on number of times Special was tapped.

Missing the timing will cause the victims to simply regain control of themselves and Marek enters a helpless state, ending the FS.

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Wed Nov 26, 2014 8:33 pm
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I WOULD post a moveset for Pac-Man but I think everybody knows his SSB4 moveset already, Plus I have a feeling someone is going to port him once the expansions are allowed, So.... Here's my own idea: Mr. Driller (Susumu Hori)

Intro: Mr. Driller falls from the sky and lands on his feet. Similar to how he does in his home series when the stage starts.

Idle Animation: Mr. Driller will eventually start lightly stomping his feet for a bit before leaning back on his drill looking up, or looking cautiously around his surroundings.

Walk animation: He waddles the same way he did in Mr. Driller 1.

Run Animation: Breaks out into a sprint with his big feet in an animation similar to that of Kirby’s run.

Dizzy Animation: Spins around all woozy with “+”es in his eyes.
Edge Grab: Holds onto the edge with one hand, still gripping his drill tightly in the other.

Basic Attacks
A,A,A: A quick drill attack combo. (1.swipe drill up, 2. swipe drill down, 3. then finish with a direct attack with the drill and then send enemy flying)
Forward+A: Lunges forward with his drill.
Down+A: Sweep kick. Decent range, but not much use for knockback purposes.
Up+A: Swings his drill over his head in a half-circle motion.
Dash+A: He continues running with his drill on, anyone who touches it will receive several hits.
Air+A: Sticks his feet out in front of him
Air Forward+A: Swings his drill.
Air Back + A: Kicks backward with his feet
Air Up+A: Thrusts his drill upward
Air Down+A: Thrusts his drill downward
Edge Attack: Does a small flip-kick
Smash Moves
Forward+A: Aggressively lunges with his drill
Up+A: Spins his drill facing upward
Down+A: Drills into the ground, causing a Mini-Earthquake.

Grabs
Neutral: Grabs the opponent with one hand.
Grab+punch: Headbutts the opponent.
Forwards+Throw: Spins them around and sends them flying
Down+Throw: Throws them onto the ground and drills into their body.
Back+Throw: Turns around and kicks strongly.
Up+Throw: Throw’s ‘em upward.

Special Moves

B : Block throw: Mr. Driller will throw a block. It hits hard but it’s rather slow and doesn’t fly too far.
B + Forwards : “Drill strike” Charge up and release to do some serious damage to your enemies.
B + Up : “Rising Drill” Spins upward, causing him to rise. Similiar to Wario’s Up B.
B + Down : “Hori Susumu” Mr. Driller drills himself underground, waits a few moments, and then pops back out into the sky, launching foes when he erupts. When underground, the player can control Mr. Driller’s left and right movements, and pushing an attack button makes him jump out early. As he moves underground, a trail of disturbed dirt forms above him to indicate his location.

Final Smash: Block Storm. Causes blocks to rain from the sky, Touching them will cause heavy damage to the opponents. Acts similiar to PK Starstorm, but they only fall straight down.

Taunts
1: Briefly turns to the screen and flashes a peace sign, while winking.
2: He looks around with a curious expression.
3: Hoists his drill up and smiles

Winposes
1: Mr. Driller falls down to a group of undergrounders who play the fanfare.
2: Mr. Driller pops out of the ground looking all confused.
3: Mr. Driller removes his helmet and gives a thumbs up.

Icon: The usual “Project Driller” logo

Victory Music: https://www.youtube.com/watch?v=qkXrTMLbU9Q

Kirby Hat: Kirby gains his helmet.

When Chosen: “Let’s Drill!”

Stage: Undergrounder Kingdom


Thu Nov 27, 2014 12:31 am
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spid3y916 wrote:
Kyo Tanaka wrote:
Isn't Volt Tackle a Pikachu-exclusive move, and the final smash of Pikachu?

what's pichu doing with a move like that nerf now

Actually Volt Tackle is a move that Pichu learn in Gen III when it hatch if one of the parent Pikachu was holding a Light Ball when breeding. While the move is Pikachu's Final Smash, you could say that Pichu's version is an untrained and weaker.


Actually, I just wanted VT to be closer to its game and anime incarnations :sweat:

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Luke Fon Fabre (Tales of the abyss):
I'm gonna say now, all of this is taken from Tales of The Abyss and not any of the spin-offs.
Some attacks will be taken from Kratos - Here is his idea:
viewtopic.php?f=96&t=39656&start=60#p1348959

FOF Mechanic:
Certain moves create an "area of effect". These will affect most of his specials, his throws and some of his smashes.
The list is as follows:
All Throws
Side-Special
Up-Special
Down-Special
Up-Smash
Down-Smash
They come in four elements - WIND, FIRE, EARTH and WATER.
On a move, the mechanic is noted like this
FOF Change - X:

EDIT: Just realized that this could lead to an unfair advantage with Luke, so the FOF's will affect all of the above moves on other characters, but with different affects.

WIND - Causes the move to be faster/gain more altitude.
EARTH - Meteor Smashes the opponent it hits.
FIRE - Causes the move to have fire effect and more damage.
WATER - Freezes opponents.

Jab:
His downward attack combo - double kick, two slashes, double kick.

Side-tilt:
Sonic Thrust - Faster and weaker than Lloyd's

Up-Tilt:
A upwards slash resembling the first hit of Marth's Jab

Down-Tilt:
Slag Assault - Creates an Earth FOF and meteor smashes foes weakly.

Dash Attack:
Lightning Blade - Like Kratos's, but weaker and the paralysis effect lasts barely anytime at all.

Side-Smash:
Sonic Blast - Jumps back and hits multiple times with the final hit doing knockback. Creates Wind FOF

Up-Smash:
Light Spear Cannon - Exactly like Kratos's.
FOF Change - WIND: Light Blast. (More power)

Down-Smash:
Guardian Field - Stolen from Kratos. Creates Water FOF
FOF Change - WATER: Guardian Frost. (Larger hitbox and freezes opponents)

N-Air:
Two slashes taken from Swallow Fury

U-Air:
His upwards air slash from the game

D-Air:
Resembles Lloyds F-Air, however it meteors and is slower.

F-Air:
Forwards crescent slash, like the final attack in Swallow fury

B-Air:
Double kick, like Swallow fury.

Before you criticize the unimaginativeness of this aerial moveset, in Abyss, Luke only has two aerial attacks.

Grab Range: Low-Medium
Pummel - A hit with the hilt of his sword.

F-Throw - Rending Thrust
Slash followed by uppercut. Chains into D-Throw
FOF Change - EARTH: Rending Quake. (The uppercut is replaced with a multi-hitting stalagmite)

B-Throw - Raging Blast
Blast the opponent away. Doesn't chain
FOF Change - WATER: Frigid Blast. (The blast freezes and then causes higher knockback)

U-Throw - Fang Blade
Set knockback, slash followed by rising slash. Doesn't chain.
FOF Change - WIND: Lightning Tiger Blade. (The original arte follows with a strike of lightning that stuns and a final falling slash).

D-Throw - Havoc Strike
Jumps and dives at the opponent using his sword.
FOF Change - FIRE: Burning Havoc. (The original arte now has a followup of a fire tornado that damages very low)

N-Special - Demon Fist
Exactly like Demon Fang, however it moves slower and Luke's fist has a hitbox.

S-Special - Devil's Inferno
Hit once with fist, and then flip and slash. Creates Fire FOF. High start-up makes FOF Change difficult.
FOF Change - EARTH: Devil's Maw. (The flip slash now has the stalagmite effect)

U-Special - Swallow Fury
Slash, Kick, Kick Slash upwards to recover. Does more damage from behind.
FOF Change - FIRE: Shadow Fury. (Darkness effect is added to the move)

D-Special - Steel
Temporarily powers up moves for 3 sec.
FOF Change - FIRE: Coil. (The time is doubled, and the effect has been boosted by 1.2x)

Final Smash - Radiant Howl + Ion/Lost Fon Drive:
His two MA's. Look at them and decide on the one you like best.7
https://www.youtube.com/watch?v=oEs55glUHU8

Taunts:
Standard - Crouches with his hands on his knees and says "Come on already"
Side - Sticks his sword into the ground, kicks, and puts his hands behind his head and says "That your best?"
Down - Goes into Overlimit, then cancels.

Intro:
Jumps off the Albiore.

Costumes:
His various costumes from Abyss, including Wild Saber, Berserker, Abyss Red, Viscount, Towel Boy, and something else...

ASCH:
No different, except his final smash and taunts change in this costume.

Final Smash: Rending Saber.
see this - https://www.youtube.com/watch?v=n3k1gu8sXzk

Standard - Puts his sword in his hand and says "You idiot!"
Side - Points his sword out and says "DIE REPLICA!"
Down - Goes into overlimit


Last edited by TSF.Strife on Thu Dec 04, 2014 11:07 am, edited 1 time in total.



Wed Dec 03, 2014 11:30 am
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Ok, heres another one, this time for the Excitebike and the driver! Credit goes to Clubby Bear and Kyo Tanaka who actually had the idea and inspired me to think of a moveset.

General Information:


Speed: To keep it fair, around Fox´s speed.

Air speed: High, but bad air mobility.

Fall speed: Fast. I mean, its a bike, after all.

Size: Around Ichigos size, with a very high crouch.

Entrance: Drives onto the stage in a smoke of dust. Obviously.

Jump height: Low. FJ is a bit higher than Samus´s SH. SH is half the height.





Moveset:

Dash Attack: Wheelie - EB does a wheelie, dealing one hit with good knockback and little ending lag. 4% per hit.

A-Attack: Wheel Attack - Spins around fornt wheel like crazy. Slow, and little knockback. 3% per hit.


UpTilt: Jump - The EBDriver jumps a little, hitting foes above him. Good combo starter and juggles into itself. 5% per hit.

FTilt: Spin - EB spins around quickly. Good hitbox and a decent spacing tool, but high ending lag. 7% per hit.

DTIlt: Fall - EB falls. Duh. Very high ending lag, little knockback and hitstun, but great range. 6% per hit.


FSmash: Dash - EB dashes forward and rams over his victim. Does one strong hit with decent knockback. Has a bit of startup, but little ending lag. 9% if uncharged, 15% when fully charged. Good finisher.

UpSmash: High Jump - A overall better version of his/its UpTilt. Better range and hitstun, but low knockback, but more startup and Cooldown. 8% if uncharged, 11% if fully charged.

DSmash: Spin - EB does three spins and flattens any opponent. Does multiple hits. Great spacing tool due to great range, but lack of KB and suffers from high ending lag. 10% uncharged, 17% fully charged.


Nair: Frontflip - EB does a frontflip. Similar to ROBs Nair in terms of startup. 12% on hit and great knockback. Propably EBs
best kill move.

Fair: Flying Fist -EBDriver punches ahead with a straight arm. Good range, can be used to space. Average hitstun, but KB is too high too to follow up and too small to combo afterwards. 7% per hit.

Bair: Double Kick - EB kicks behind him with both feet. Bad range and KB, but gives good hitstun. 8% per hit.

UpAir: Backflip - EB does a backflip. Works similar to Falcon UpAir. 6% per hit.

Dair: Out of Fuel/Fall of Doom - THis is a Stall-the-Fall: EB stops midair and falls straight down. Direction cant be influenced. Powerful spike with very high startup. Hit does not end the move. Cannot grab the ledge. 10% per hit. Little hitbox.




Neutral-B: Helmet - EBDriver throws his helmet in front of him. Jumps once on the ground, but the sweetspot is before it hits the ground at all. 7% if sweetspotted, 1% if sourspotted. Sweetspot is a good "Get-Off-Me-Move" with good hitstun which allows to escape or follow up with any move. Sourspot has no KB and no hitstun. Has a bit of startup and ending lag, regardless of Sweetspot/Sourspot.

Side-B: Flip - EBDriver leaves his bike, makes a summersault in the air and lands back on his bike while still driving at prevoius speed. Can be used mid-air, but will make EBDriver helpless as his bike falls down. Decent range, but stops all momumentum. Jump goes straighforward with a very small arc. EBDriver has no hitbox, but is invincible for the first frame mid-air. EB does 9% if it hits a foe.

Up-B: Escape - EBDriver leaves his bike in a hurry and jumps up. Does 1%, but deals up to three hits if anyone is near and gets sucked in. Doesnt cover that much distance, about as much as Dolphin Slash does. Bike falls straight down and spikes opponents. Deals 7% on hit.

Down-B: Reverse - EB turns around and dashes away. No damage, more of a tool for extending combos, tricking your opponent or just as an escape move. Not usable mid-air.



Final Smash: Bike Hype - Tons of Excitebikes spawn and randomly drive around the stage. Basically like Brawls Assist Trophy, but EBs can drive in the air and can hover for a while after driving off edges.


Taunt: Lets his wheels spin, causing a dust cloud to cover EB.

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Wed Dec 03, 2014 1:57 pm
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You know what would be interesting.

If the excite bike character could be on or off his bike similar to brawl wario, but the bike just gives him access to better mobility and a new moveset instead of straight up ramming into people. When you are off the bike, the bike itself will be destructable, and when destroyed you have a cooldown timer before you can get a new bike.

Obviously the bike moveset would be better overall than dismounted, but you can do some gimmicky combo/mixup stuff involving dismounting. The thought here is that for any move that makes EB get off his bike, the bike will still do damage while it is moving.



Thought 2: EB obviously wouldn't go to battle with just any old bike would he? Thing could be decked out with rocket boosters amongst other things and you could use moves involving that.

Combining that with the dismount idea you could revise his moveset a little bit

So for on bike specials you could have the following


Neutral B- Helmet (which is retained in his off bike moveset)
Side B - Wheely - a charge up special that allows you to basically go full force high speed ram with the bike
Up B - Rocket Boost - Propels the bike upward diagonally with rocket boosters
Down B - Dismount - Jump off the bike, and the bike itself carries it's momentum and briefly acts as a projectile. You can dismount during Wheely or Rocket Boost.

Now you had wheely as dash attack, but how about replace that with a Stoppie-Tailspin (basically you wheely with the front wheel and spin the bike 360 to hit the opponent with the back end of the bike)
scratch that, make that fsmash or ftilt. Instead, make dash attack a sliding horizontal stop with his bike


Now lets take some more creative liberties here, and have the excite bike character attack with various tools (wrenchs and such) while off the bike, because any good biker should have tools handy in case their bike breaks down.


more on that later

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Wed Dec 03, 2014 4:10 pm
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FedoraTheExplorer wrote:
You know what would be interesting.

If the excite bike character could be on or off his bike similar to brawl wario, but the bike just gives him access to better mobility and a new moveset instead of straight up ramming into people. When you are off the bike, the bike itself will be destructable, and when destroyed you have a cooldown timer before you can get a new bike.

Obviously the bike moveset would be better overall than dismounted, but you can do some gimmicky combo/mixup stuff involving dismounting. The thought here is that for any move that makes EB get off his bike, the bike will still do damage while it is moving.



Thought 2: EB obviously wouldn't go to battle with just any old bike would he? Thing could be decked out with rocket boosters amongst other things and you could use moves involving that.

Combining that with the dismount idea you could revise his moveset a little bit

So for on bike specials you could have the following


Neutral B- Helmet (which is retained in his off bike moveset)
Side B - Wheely - a charge up special that allows you to basically go full force high speed ram with the bike
Up B - Rocket Boost - Propels the bike upward diagonally with rocket boosters
Down B - Dismount - Jump off the bike, and the bike itself carries it's momentum and briefly acts as a projectile. You can dismount during Wheely or Rocket Boost.

Now you had wheely as dash attack, but how about replace that with a Stoppie-Tailspin (basically you wheely with the front wheel and spin the bike 360 to hit the opponent with the back end of the bike)
scratch that, make that fsmash or ftilt. Instead, make dash attack a sliding horizontal stop with his bike


Now lets take some more creative liberties here, and have the excite bike character attack with various tools (wrenchs and such) while off the bike, because any good biker should have tools handy in case their bike breaks down.


more on that later


Ok, Ill just leave the moveset to you^^ I didnt even think of using a "modern" bike, shows how creative I am. At least I used your Dismount as Side-B, althoug much less complex. How much would you put the timer until you get another bike?

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Wed Dec 03, 2014 4:38 pm
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