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"Expansion" Character Moveset Speculation 
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Joined: Thu Mar 02, 2017 12:09 pm
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Country: United States (us)
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 jumps, and a jumpsquat of 3. Its aerial speed is quite high, but its aerial acceleration is low and aerial deceleration quite high. It has a weight of 110 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 flips over telekinetically, sweeping above with its tail while withdrawing its body. 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, it is designed to contest aerial opponents with hitboxes, stuffing attacks with a counterpoke or trading favorably with them. It deals 14% up close, 13% in the middle, and 12% at the tip, with 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 2% damage and hit opponents slightly upward, while the last hit deals 10% damage and has very high vertical knockback, capable of KOing at 100%. Has slightly increased shield stun. 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 shield pressure.

DSmash: Mewtwo extends its arm downwards and shoots a blast of dark energy onto the ground. Deals 15% 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 the last which deals 4%. All hitboxes are autolink. Hitboxes have very short range, requiring Mewtwo to overlap the opponent to hit them. Mewtwo maintains aerial control all throughout the move, and the move has no 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 swings its tail 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 flips over 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 blase 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 range, but higher than usual startup and endlag.

Dash Grab: Mewtwo lunges forward and tries to grab the opponent. Even better range and reach, but even higher startup.

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

FThrow: Mewtwo shoots a shadow ball into the opponent, launching them. Does 15% damage with decent diagonal knockback.

BThrow: Mewtwo telekinetically 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 the opponent into the ground with its tail. Deals 12% damage, and is a weak meteor smash. A tech chase throw.

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% damage.

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 and position, 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. If Mewtwo catches the opponent, it spins the opponent around, dealing 10%, then does a fixed-knockback weak meteor smash on the opponent. If the opponent lands on ground during the final stage, knockdown is forced on them. Otherwise, the opponent is left in tumble while still moving down. Projectiles caught in the move are also thrown, but projectiles have their ownership reassigned to Mewtwo and are sent back to their sender back with 1.6* damage and 1.5* speed instead of being sent down. The move stalls in the air. Moderate endlag.

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 only a few frames of 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 several 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 turbo mode properties, allowing it to cancel any move on hit. In addition, Disable is replaced with Future Sight, which summons a trap in front of Mewtwo that deals 12% damage to victims on contact with very strong vertical knockback, and does not disappear unless triggered or Mewtwo's final smash ends, and Shadow Ball is replaced with Psystrike, a move that has similar properties to Shadow Ball, but charges in 1.5 seconds, deals 2% each hit with its looping hitbox, travels more quickly, and can KO at 90%.


Last edited by eaglgenes101 on Mon Mar 06, 2017 1:08 am, edited 1 time in total.



Thu Mar 02, 2017 4:00 pm
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eaglgenes101 wrote:
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 jumps, and a jumpsquat of 3. Its aerial speed is quite high, but its aerial acceleration is low and aerial deceleration quite high. It has a weight of 110 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 flips over telekinetically, sweeping above with its tail while withdrawing its body. 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, it is designed to contest aerial opponents with hitboxes, stuffing attacks with a counterpoke or trading favorably with them. It deals 14% up close, 13% in the middle, and 12% at the tip, with 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 2% damage and hit opponents slightly upward, while the last hit deals 10% damage and has very high vertical knockback, capable of KOing at 100%. Has slightly increased shield stun. 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 shield pressure.

DSmash: Mewtwo extends its arm downwards and shoots a blast of dark energy onto the ground. Deals 15% 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 the last which deals 4%. All hitboxes are autolink. Mewtwo maintains aerial control all throughout the move, and the move has no 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 swings its tail 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 flips over 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 blase 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 range, but higher than usual startup and endlag.

Dash Grab: Mewtwo lunges forward and tries to grab the opponent. Even better range and reach, but even higher startup.

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

FThrow: Mewtwo shoots a shadow ball into the opponent, launching them. Uses and depletes the current charge of Shadow Ball, which means the attack can range from a weak resetting throw that does 4% to a potent throw that does 25% damage and has considerable knockback. The thrown shadow ball as the same properties as a shadow ball thrown with neutral special.

BThrow: Mewtwo telekinetically 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 the opponent into the ground with its tail. Deals 12% damage, and is a weak meteor smash. A tech chase throw.

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% damage.

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 and position, 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. If Mewtwo catches the opponent, it spins the opponent around, dealing 10%, then does a fixed-knockback weak meteor smash on the opponent. If the opponent lands on ground during the final stage, knockdown is forced on them. Otherwise, the opponent is left in tumble while still moving down. Projectiles caught in the move are also thrown, but projectiles have their ownership reassigned to Mewtwo and are sent back to their sender back with 1.6* damage and 1.5* speed instead of being sent down. The move stalls in the air. Moderate endlag.

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 only a few frames of 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 several 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 turbo mode properties, allowing it to cancel any move on hit. In addition, Disable is replaced with Future Sight, which summons a trap in front of Mewtwo that deals 12% damage to victims on contact with very strong vertical knockback, and does not disappear unless triggered or Mewtwo's final smash ends, and Shadow Ball is replaced with Psystrike, a move that travels very quickly the screen and does 28% damage, and is capable of KOing foes at 80%.


This is quite possibly the greatest first post ever posted on this site, the moveset looks pretty good, and I love how in-depth you went.

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Fri Mar 03, 2017 9:56 pm
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Princess Daisy. Not a Peach clone. Yeah, I already posted this moveset on that Daisy thread... But...

Walk speed: Slightly slower than Goku's.
Dash speed: Slightly faster than Goku's.
Air speed n' falling speed: Slightly higher than ZSS'.
Weight: 1 weight unit heavier than Peach

---------------------------------------------------------

Jab: Punch, punch and a frontflip, with a arc-kick in the end (similarily as Sonic Eagle).
Side tilt: Summons a Piranha Plant (in a pot) and points it forward, while it bites many times. Has a 1/20 chance of Summoning a Piranha Plant that can shot fireballs that act like Luigi's (almost as frequent as Ness' SMASH!!! forward-smash).
Up tilt: Punches upwards while spinning.
Down tilt: Does a spinning low-kick.
Forward smash: A soccer ball falls from the sky, and Daisy proceeds to kick it on a frontal-upward angle. Charge it for more power. The soccer ball will damage anyone who comes in contact with it, even during the falling animation.
Up smash: Picks a volleyball ball from her dress and takes out it forwards. Low damage and knockback. High knockback growth.
Down smash: Similar to how it worked in Mario Strikers, the Crystal Smash surrounds the ground beneath Daisy with sharp crystals that knock the opponent backwards.

---------------------------------------------------------

Neutral aerial: Spins around vertically in the air with both legs and arms wide-open.
Forward aerial: Takes her crown and swings it forward in an arc. Will meteor smash.
Down aerial: Shoots crystals downwards. Will weakly meteor smash.
Up aerial: Similarily to Mario, does a kick while backfliping.
Back aerial: Does a back spinning kick.

---------------------------------------------------------

Grab: Grabs forward with both hands.
Pummel: Knees the opponent.
Forward throw: With her racket, hits the opponent forward. Low knockback. Can start combos.
Down throw: Slams opponent in the ground.
Up throw: Punches the opponent upwards.
Back throw: Following the Mario series' tradition, will spin around 4 times and then throw the opponent backwards.
Floor attack: Makes a breakdance kick, and then summons flowers that lift Daisy.
Ledge attack: Climbs the ledge and makes a spinning back kick.
100% ledge attack: Climbs up the ledge and does a kick with both legs while in the air. Very slow.

---------------------------------------------------------

Neutral-B (Superball): Throws a Superball. It goes in a forward-downward angle and isn't affected by gravity. It will usually bounce in a "V" motion. The more it bounces, the stronger it is.
Side-B (Flower Power): Daisy extends her arms causing flower petals to fly out. Think Bowser's fire breath except thinner and in a straight line. The more it's charged, the more distance it covers.
Down-B (IDK): Makes some vines appear in front of her. The longer it is charged, the more vines will appear. High hitlag.
Up-B (Petal Barrage): Disappears in a flurry of cherry blossom petals and reappears somewhere else depending on which direction you're holding.

---------------------------------------------------------

Final Smash (IDK). Made two versions because... If Ryu can have two final smashes, why Daisy couldn't? Anyways, it probably wouldn't be possible, so maybe only the grounded version:
Grounded version: Makes many vines appear from the platform she is on, starting from both sides. Position yourself close to her to evade the attack.

Aerial version: Makes a flower rain, that when on contact, will stun the opponent and give the flower effect.

-------------------------------------------------------

Didn't post the taunts because I don't really know Daisy that much. I'd put something like: Swings her baseball bat and says some taunt thing like: "Easy, piece of cake", "I'm way better than you", "That's easy". Or some Meta Knight thing: Disappears in a flurry of flower petals, and reappears after some seconds.

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Last edited by MedK on Thu Mar 09, 2017 8:01 pm, edited 6 times in total.



Sun Mar 05, 2017 11:19 am
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Uh... not sure if putting a move being just "same as ___" is really the best option.

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Sun Mar 05, 2017 12:20 pm
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Like, 1/10 of her moves is "Same as _____'s" and this is the only thing people notice?
Okay... Gonna edit it.

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Sun Mar 05, 2017 1:21 pm
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That was the only thing I mentioned because the rest was spot-on.

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Tbh, Side B should be renamed and work like thr Super Ball (?) power up from that mario game where daisy first appeared. Maybe gaining power the more it bounces?

Also, just my opinion, change the D Spec. IDK, it just sounds slightly weird for Daisy to use vines instead of her iconic flowers

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Mon Mar 06, 2017 7:50 am
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Jan_Solo wrote:
Tbh, Side B should be renamed and work like thr Super Ball (?) power up from that mario game where daisy first appeared. Maybe gaining power the more it bounces?

Well, sounds like a nice idea. Maybe I can make Superball as Neutral-B and current Neutral-B becomes Side-B... Gonna edit that.

Jan_Solo wrote:
Also, just my opinion, change the D Spec. IDK, it just sounds slightly weird for Daisy to use vines instead of her iconic flowers

I used vines because it sounded like... Too many flowers. Maybe I can change to some crystal thing, but IDK which crystal thing, since I don't know much about Daisy...

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Mon Mar 06, 2017 9:06 am
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Rate the moveset preez, ppl :/

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Thu Mar 09, 2017 8:02 pm
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9/10

Should've been crystals as down-b
Represents her first appearance with the Super Ball from that one Mario Game I forgot the name of
Also represents the sports series
I like her Jab for some reason... And D-air too
realmemoryman would be proud

The main reason why I think she shouldn't use vines is because Vines are more of Waluigi's thing... And I'm making a Waluigi moveset, along with a Zero, Gilgamesh, Steve, and Simon Belmont moveset. Which one do you guys eant to see first?

_________________
Mains:
:megaman: ; :lloyd: ; Image

Secondaries:
:bomberman: ; :wario:

For Fun:
:chibirobo: ; :blackmage: ; :ichigo: ; Image ; :isaac: ; :jigglypuff:

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

tmanex2013 made the wonderful lyn sprite I used for Image


Fri Mar 10, 2017 1:34 am
User avatar

Joined: Thu Jul 21, 2011 3:15 pm
Posts: 6217
Location: Leafless Canada
Country: Peru (pe)
Gender: Male
Skype: Kirb-Star
Waifu: zero suit wario
Simon Belmont please
I'm a sucker for classic Castlevania games :chibirobo:

_________________


Fri Mar 10, 2017 2:17 pm
User avatar

Joined: Fri Jun 17, 2011 4:12 am
Posts: 2932
Location: The Schwarzwelt
Country: New Zealand (nz)
Gender: Male
MGN Username: ;Danny;
Skype: N/A
Currently Playing: Poker
Waifu: Gwyndolin
Simon, coz I wanna prove that just because he has a whip doesn't mean he'll be a male Zamus.

_________________
Image

Pochiman wrote:
Frank stretches his dick to the other side and asks his son to grab it. Then he ties his balls into a rock, and after that he cuts off his dick with his knife. Then he crosses by his dick.


Fri Mar 10, 2017 5:01 pm
WWW
User avatar

Joined: Thu Jul 21, 2011 3:15 pm
Posts: 6217
Location: Leafless Canada
Country: Peru (pe)
Gender: Male
Skype: Kirb-Star
Waifu: zero suit wario
Besides he even has a great array of weapons from his series (daggers, crosses, holy water, etc)

_________________


Fri Mar 10, 2017 5:09 pm
User avatar

Joined: Fri Dec 18, 2015 9:53 am
Posts: 649
Location: Either at home or at school
Country: Philippines (ph)
Gender: N/A
Currently Playing: SSF2, Paladins, TF2, Skullgirls
Waifu: m'Lady Lyndis
Any suggestions for normals? He's actually the one which I made least progress on...

But he's basically like 0.9b megaman specials but the sub-weapon switch is either n-spec or s-spec since I'm planning on d-spec to be stopwatch which is basically a less OP witch time by adding a cooldown when missed and no bat within.

My only idea for U-spec though is an amalgamation of Marth and ZSS u-specs

_________________
Mains:
:megaman: ; :lloyd: ; Image

Secondaries:
:bomberman: ; :wario:

For Fun:
:chibirobo: ; :blackmage: ; :ichigo: ; Image ; :isaac: ; :jigglypuff:

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

tmanex2013 made the wonderful lyn sprite I used for Image


Sat Mar 11, 2017 4:01 am
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