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"Custom Special" Moveset Speculation 
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Joined: Sun Aug 03, 2014 11:08 pm
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Hey everyone, this thread is to share your ideas on what custom special attacks the SSF2 Cast would have if a "Custom" mode was ever implemented into SSF2!

Rules:
•Try not to copy and paste every special from SSB4 into your suggestions. It's understandable if you have a hard time coming up with a variant of a complicated special. This is a thread about your ideas, so be creative!
•There's no reason to flame, criticize, or debate anyone over their ideas for custom specials.
•If the character you had ideas for has already been posted by another person, feel free to post for that character anyway!
•Atleast include 2 variants of atleast 1 special move of a character of your choice.
•Do not post character ideas, take those to the Expansion Character thread.

Example:

Black Mage
Neutral Special 1: Pulse: This move has a hitbox in place of the stun. The longer it's charged the more power and knockback it has.
Neutral Special 2: Counter Stop: This move acts like a counter rather than a charge-able attack. When absorbing a hit Black Mage hard stuns the attacker.

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Last edited by Shine-chan on Mon Sep 28, 2015 2:30 pm, edited 1 time in total.



Thu Jan 15, 2015 9:35 pm
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Sora:
Neutral Special 1: Tornado Strike: Sora throws his Keyblade like normal, except this one is covered with a tornado. Attracts nearby opponents and sends them upward with Medium Knockback
Neutral Special 2: Firaga: Sora Swings his Keyblade sideways while it launches an orb made of flames.
(I haven't played Kingdom Hearts yet, but I tought of these two moves)

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Thu Jan 15, 2015 10:07 pm
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I can't see the devs doing this, but posting seems like fin anyway.

Goku
  • Neutral (Kamehameha)
    • Full-Power Energy Wave: A very basic Ki attack. Shoots out fast, but not nearly as tough.
    • Kamehameha Drone: A trick attack used against Frieza. The energy ball hangs in midair and fires a short time later.
  • Side (Ki Blasts)
    • Charge Blast: A single, powerful shot that's held for a bit.
    • Pressure Wave: Used against Chi-Chi in the Piccolo Jr. arc. No damage, but an easy-to-use windbox.
  • Up (Instant Transmission)
    • Instantaneous Movement: Skip the kick, but move farther.
    • Afterimage: Ready yourself to Counter, then teleport a short distance.
  • Down (Kaio-Ken)
    • Kaio-Ken x20: The power boost is massive... but don't count on surviving the next hit.
    • Explosive Wave: A burst of energy - an effective "get off of me" attack.

Zelda/Shiek
  • Down (Transform)
    • Quick-Change: The transformation is shorter, but you're not invulnerable.
    • Magic Veil: Transforming is disabled in exchange for an easy-to-use invincibility stance.

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Thu Jan 15, 2015 10:16 pm
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Captain Falcon
  • Neutral Special: Falcon Punch
    • Blue Falcon Punch: Falcon utilizes the 457 km/h force of his signature vehicle, charges up for longer and releases a blue flamed punch with an afterimage of his racer. The sound clip for the announcement of this move is a combination of his final smash and the classic falcon punch startup. This move has several mini hitboxes that trap the hit opponent inside to feel the full brunt of the attack. The final hit is the strongest of course, but if you get hit by all hits there will be 3 small hits before the final 4th hit.
    • Falcon Uppercut: Similar startup time compared to normal, but the main hit is an arc in front of him. It hits higher above him, but doesn't reach forward as far. The KB angle is also vertical, which in some cases means it will kill earlier.
  • Side Special: Raptor Boost
    • Light Raptor Boost: Slightly reduced damage and knock back (most noticeable on aerial version), goes farther mid air and on the ground. If he lands a hit midair, Falcon does not go into helpless but may not do another side special.
    • Blue Flame Boost: Startup is a little longer. Falcon becomes enveloped in blue flames and charges forward. His whole body becomes a multihitting trapping hitbox. The very last hit is the uppercut hit. On hit in the air, Falcon will go into helpless.
  • Down Special: Falcon Kick
    • Meteor Kick: Falcon calls upon the power of meteors to pull off this move. Falcon charges forward faster and with more power on the ground, but with more end lag. When done in the air, it lasts slightly longer and has more end lag as well (reducing its use for recovery), As well as more land lag. If Falcon hits an opponent with this with the grounded version, it is a strong horizontal hit. The aerial version hits with a meteor smash, and the landing hitboxes (did I forget to mention those? :P) is not a kill move but can catch someone off guard with its high base knock back.
    • Cobalt Fire Kick: When Falcon starts moving, he has a strong Hitbox behind him (large flames fly behind him as he shoots forward). Otherwise, this move has multi-hitting trapping hitboxes throughout the move ending in a final hit. The aerial version has multiple trapping hitboxes as well, a strong reverse Hitbox on startup (just like the grounded version), and a decent strength final hit. Let's not forget the main colour is blue on the flames!
  • Up Special: Falcon Dive
    • Azure Dive: Recall that one demo where if Falcon grabbed his opponent during the initial frames of his up-spec he would fly up with them. I wish to return that feature to this move, but it applies during the whole move. If he grabs them at the beginning, he flies up with them to max height of the move (he jumps off with a signature catchphrase). If he grabs near the end of the active frames, he doesn't fly up much higher but still has the same total height as if he grabbed them near the beginning. This attack deals more damage the earlier into the attack Falcon grabs, as while he flies up with them the blue flames he is engulfed in damage his victim.
    • Lightning Dive: Falcon crackles with electricity, and flies upward. He loses the grab hitbox, but instead his body is covered with bolts of lightning. This shocks all who come in contact with him, and Falcon's recovery moves farther and more quickly than before. The Lightning doesn't have high priority though, think of it similar to Snake's recovery in PM.

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Men that are trapped by the chains of "maybe" can never reach their dreams!
The weak are washed away by the tides of fate. The strong drink it up.
No matter the man, we all wear masks. Whether it be over our faces or over our hearts.

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Fri Jan 16, 2015 1:41 pm
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Mario:
  • Down Special Move: Star Spin
    • F.L.U.D.D. Tornado: Works the same as Star Spin except that he propels himself in the air automatically. Goes as high as Super Jump Punch. Leaves Mario Helpless.
    • Firewall Star Spin: Works the same as Star Spin, except that Mario's arms are engulfed in fire. Mario cannot propel himself upwards but can hover in the air like in previous versions. Mario deals the Final Blow with his fists exploding. Deals more damage than the Star Spin, but also has more ending lag. Can only be used once in the air, but it will not leave Mario Helpless.
Tails:
  • Side Special Move: Rhythm Twister
    • Chu2 Bomb: Tails summons a Chu2 Bomb (a Mouse Shaped Machine). The Chu2 starts dashing forward the moment is summoned and will inmediatly explode after 5 seconds or touching any foe. Can Bounce off walls and be grabbed. Tails can summon up to 3 of these mice. The explosion deals 6-7% damage.
    • Tail Swipe: Tails spins himself swinging his two tails forward. Can reflect projectiles, but leaves him vulnerable from the back and above.

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Fri Jan 16, 2015 1:49 pm

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Saikyoshi wrote:
I can't see the devs doing this, but posting seems like fin anyway.

Goku
  • Neutral (Kamehameha)
    • Full-Power Energy Wave: A very basic Ki attack. Shoots out fast, but not nearly as tough.
    • Kamehameha Drone: A trick attack used against Frieza. The energy ball hangs in midair and fires a short time later.
  • Side (Ki Blasts)
    • Charge Blast: A single, powerful shot that's held for a bit.
    • Pressure Wave: Used against Chi-Chi in the Piccolo Jr. arc. No damage, but an easy-to-use windbox.
  • Up (Instant Transmission)
    • Instantaneous Movement: Skip the kick, but move farther.
    • Afterimage: Ready yourself to Counter, then teleport a short distance.
  • Down (Kaio-Ken)
    • Kaio-Ken x20: The power boost is massive... but don't count on surviving the next hit.
    • Explosive Wave: A burst of energy - an effective "get off of me" attack.

Zelda/Shiek
  • Down (Transform)
    • Quick-Change: The transformation is shorter, but you're not invulnerable.
    • Magic Veil: Transforming is disabled in exchange for an easy-to-use invincibility stance.

Why not make the drone fly the next time Goku presses B, or explode at a set time if unused which also hits Goku?

Naruto

UpB:
Uzumaki Stair: Spawns three clones, hopping on each of them, giving him an effective boost in recovery but with no attack and adds predictability
Uzumaki Slam (Forgot what he called it): Kicks upward in air like his Usmash, and jumps straight up if it misses with about the current Sora's UpB height. If hits, he spawns several clones to kick the target upward, and with help of a clone, he sends himself up with a kick that'll send the enemy directly to the floor. Used against Kiba on the Chojin(?) tournament.

SideB:
Clone Shuriken: Throws a large shuriken in front of him with no hitstun, which is actually a clone that will also throw a real large shuriken in the opposite direction he was thrown in with weaker damage. Used against the guy with the giant sword in the first arc.
Large Shuriken: Throws a large shuriken in front of him, causing multiple hits.

NeutB:
Giant Rasengen: Fully charged will send out a Giant Rasengen instead of Rasen Shuriken. Requires for the enemy to touch the ball for it to actually send out still.
Rasengen Bomb: Naruto will throw a rasengen at the enemy, with it exploding instead of the multihit part, sending them straight upward. Based on Mecha-Naruto's Rocket Rasengen on the game Naruto Ultimate Ninja Storm. No charge with a delayed throw.

DownB:
Clone Mine: Ground, secretly place a clone in the ground that'll grab the enemy who steps on a certain spot. Smaller Hitbox, completely invisible. Air, the clone takes Naruto's place, making him fall down helplessly, and shortly after he'll reappear where he spawned the clone in a helpless state. Remove the UpB clone spawn with this as a replacement for it.
Counter: Naruto will hold his hand together with the chakra sound effect. If hit during this animation after the chakra sound, a log will appear in his place and he returns with an attack to punish the enemy.

probably spent more time than I should but this will make Naruto more about mindgames imo.


Fri Jan 16, 2015 4:24 pm
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Sonic
Neutral Special - Homing Attack
  • Jump Dash - Homing Attack that can be aimed similarly to Fire Fox, but in 16 directions rather than 8. It will render Sonic helpless if he fails to hit his target.
  • Homing Shot - Sonic does a quick, weak Homing Attack that can't be charged.
Side Special - Light Speed Dash
  • Sonic Boost - Sonic charges forward quickly with a blue aura around him. Has kill power at higher percents, but lots of cooldown and will render Sonic helpless in the air.
  • Light Speed Trail - Sonic sends out a path of rings in front of him and dashes forward strongly in a burst of light. Rends Sonic helpless.
Up Special - Spring Jump
  • Dash Ring - Colorful ring sends Sonic high in the air, but with no hitbox. It has a small windbox, however.
  • Double Spring - Sends out two springs, but doesn't send Sonic as high.
Down Special - Spin Dash/Bounce
  • Sonic Tornado - Sonic spins around starting a whirlwind dealing some damage.
  • Spin Attack - No charge and no bounce in the air. Weaker than Spin Dash.

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Testing: Yoshi, Sonic, Bowser, Mr. G&W, Marth, Luigi, everyone else lol


Last edited by Jaguar3600 on Sat Jan 17, 2015 5:12 pm, edited 1 time in total.



Fri Jan 16, 2015 9:44 pm
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Mario
SSpecial: Cape
-Custom 1: Cape Glide
Moves Mario forward as if he's "cape gliding". If used on air, the distance decreases every use until he touches the ground (which resets the distance).
-Custom 2: Golden Cape
The cape grants knockback and lifts Mario up into the air. It does more damage but slightly slower.

Bomberman
NSpecial: Bomb
-Custom 1: Ice Bomb
The bombs have an icy explosion and freezes anyone near.
-Custom 2: Thunder Bomb
The bombs have a shocking explosion and electrifies anyone near.

Naruto
DSpecial: Shadow Clone Jutsu
-Custom 1: Shadow Clone Counter
Changes the move into a counterattack. A clone will appear uppercutting the attacker from the ground when the counter is successful.
-Custom 2: Shadow Clone Smash
A clone will appear next to Naruto and explodes at that spot. Can't use the move again until a few seconds later. Naruto will glow blue briefly to indicate that he can use the move again.

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Fri Jan 16, 2015 10:01 pm
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Currently Playing: Complacency breeds weakness. My opponents won't stop getting stronger, neither will I.
@Jaguar3600 to properly list things using [*], make sure you insert these into list blocks. Not list= blocks, list blocks. Like:
Code:
[list]
[*]Muhahahahahaha
[/list]

Which results in:
  • Muhahahahahaha
-----------------
Anyways, in regards to your first Sonic custom, how do you aim in one of the other 8 directions on a keyboard?

_________________
Men that are trapped by the chains of "maybe" can never reach their dreams!
The weak are washed away by the tides of fate. The strong drink it up.
No matter the man, we all wear masks. Whether it be over our faces or over our hearts.

Youtube: NinjaLobsterStudios
Stream: twitch.tv/ninjalobster

Click to expand thumbnail


Sat Jan 17, 2015 1:12 am
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Sora

N-Spec
Custom 1 - Fire Raid
Sora will throw his Keyblade, it does multiple hits (1% each hit) then a stronger burst of flame, which will cause quite a bit of knockback. This cannot be angled.
Custom 2 - Blizzard Raid
Sora throws his Keyblade, each hit of Blizzard Raid has quite a bit of Hit Stun, so there are only two hits in the end. The second hit will freeze the opponent if they are at a high percentage. This cannot be angled.

S-Spec
Custom 1 - Sonic Blade
Sora quickly lunges forward with his Keyblade in front of him, this is a longer range attack than Flowmotion, but it only goes straight forward.
Custom 2 - Blitz
Sora slams his Keyblade onto the ground, this can be used as a combo like Marth's S-Spec. It goes up to three hits.

D-Spec
Custom 1 - Thunder
Sora uses a very small lightning strike. This is a stronger Thundaga, but barely any knockback.
Custom 2 - Magnega
Sora summons a medium-sized black hole like attack above him, this is a lot like Mega Man's Black Hole Bomb.

U-Spec
Custom 1 - Finishing Leap
Sora shoots himself up with a shockwave he puts into the ground. He goes barely anywhere upward, but it has amazing knockback power!
Custom 2 - Hurricane Blast
Sora spins his keyblade (like his F-Air) bringing him at a strong 45 degree angle.

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Sat Jan 17, 2015 4:21 pm
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Well, this thread seems like fun, so maybe I'll pitch in!

Megan Fox Man:

Since N-spec is the weapon using attack, I thought we could change the weapons options for the D-spec. Therefore his customs would be different from the SSB4 format.

Custom 1:
Thunder Beam (MM1)
Undeniably one of the best weapons in MM1. This tri-directional (Up, Forward and Down) beam will definitely be one rage inducing move! The damage dealt would be the similar to that of a 2/4 charged Mega Buster. The knockback would vary depending on the hitboxes.

Custom 2:
Gemini Laser (MM3)
IMMA FIRIN MAH LAZOR! This would be a slowed down version of Fox's laser gun, but it deals knockback and more damage, at the cost of slower projectile speed.

This idea is not perfect nor is it complete, so feel free to suggest for improvements!

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Sat Jan 17, 2015 5:00 pm
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Phoenix Wright wrote:
@Jaguar3600 to properly list things using [*], make sure you insert these into list blocks. Not list= blocks, list blocks. Like:
Code:
[list]
[*]Muhahahahahaha
[/list]

Which results in:
  • Muhahahahahaha
-----------------
Anyways, in regards to your first Sonic custom, how do you aim in one of the other 8 directions on a keyboard?

Thanks. About my first Sonic custom, I didn't know if it was possible or not, so I just put in the 16 directions. I guess it could be coded so that if you hold in one direction and tap the other you would go moreso in the direction that you're holding instead of the tapped one, but I'm not sure if that's possible to code or not.

Sheik
Neutral - Needle Storm
  • Needle Tempest - Needles charge more quickly, but cannot be stored.
  • Paralyzing Needle (from Smash 4) - Sheik throws a single needle with more startup lag than Needle Storm but the needle paralyzes the target.
Side - Chain (let this thing tether grab please!)
  • Grapple chain - The chain functions as a command grab and does no other damage; more endlag than Chain.
  • Burst Grenade (from Smash 4) - Sheik pulls out a Grenade on a string the draws in opponents and explodes.
Up - Vanish
  • Wind Warp - Sheik teleports in a burst of wind; undamaging, but travels further than Vanish.
  • Deku Explosion - The explosion is more damaging and has higher knockback than Vanish, but it forces Sheik to go straight up.
Down - Transform
  • Rush Transform - The transformation is instant, but Zelda/Sheik takes 10% damage upon transforming.
  • Power Tranform - The transformation takes much longer and has some endlag, but Zelda/Sheik is protected by an aura while transforming and a blast of light damages opponents within a certain radius.

_________________
SSF2 Mains: Sheik/Zelda
Testing: Yoshi, Sonic, Bowser, Mr. G&W, Marth, Luigi, everyone else lol


Sat Jan 17, 2015 5:38 pm
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Fox: Add Falco and Wolf's respective specials as customs. done gg ez

_________________
Men that are trapped by the chains of "maybe" can never reach their dreams!
The weak are washed away by the tides of fate. The strong drink it up.
No matter the man, we all wear masks. Whether it be over our faces or over our hearts.

Youtube: NinjaLobsterStudios
Stream: twitch.tv/ninjalobster

Click to expand thumbnail


Sat Jan 17, 2015 7:18 pm
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Does anyone have thoughts on my ideas for Sora's customs?

Or anyway I could fix them up?

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Sat Jan 17, 2015 7:28 pm
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Zelda
    Up Special - Faore's Wind
  • Faore's Whim: Zelda teleports almost instantly but there's no hitboxes or windboxes.
  • Faore's Burst: A fast teleport (Not as fast as Faore's Whim). The hitbox on the ribbon is removed. The reappearance hitbox is a little bit larger and is very strong. Being able to KO at 80%. There's also massve endlag.

    Side Special - Din's Fire
  • Din's Conspire: Basically Project M(3.5) Din's. Zelda can summon and leave one Din's fireball on the field. It acts like a floating mine and explodes on enemy contact. It stays on the field for 5 seconds until it explodes on it's own. Zelda can press side B again to explode the fireball early. Also prematurely explodes if Zelda transforms.
  • Din's Spire: Basically acts like Robin's Arc Fire from SSB4. Zelda will summon a Din's orb, it's travels in an arc towards the ground, it will become a pillar of fire upon touching the ground or an enemy. The Din's orb dissapears on shields, Zelda can only have one Din's Spire out at a time, and she must wait for the previous one to end before reusing it.

    Neutral Special: Nayru's Love
  • Nayru's Rejection: The diamond shards are removed and this move has no hitbox. Instead it has a single windbox around Zelda. Still reflects projectiles.
  • Nayru's Passion: The giant diamond around Zelda is removed and she can't reflect projectiles. The shards are widened and deal more damage.

    Down Special - Transform(Applies to Shiek)
  • Triforce Counter: Zelda cloaks herself as if she's transforming to Shiek. Instead if she's hit during the light veil she explodes into a burst of light and counters the enemy. She doesn't transform into Shiek and vice versa.
  • Rush Transform(borrowed from Jaguar3600 because great idea.): Transformation is almost instantaneous but deals 10% damage to Zelda/Shiek.

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Sat Jan 17, 2015 8:16 pm
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