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"Expansion" Character Moveset Speculation 
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Joined: Sun Aug 03, 2014 11:08 pm
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Yoshiblaze wrote:
Also, how did you guys get the palatte swaps?

You take a picture or sprite of a character you're making an expansion moveset for and edit its hue, tint, contrast, and saturation.

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Thu Sep 03, 2015 6:28 pm
YIM
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Shine wrote:
Yoshiblaze wrote:
Also, how did you guys get the palatte swaps?

You take a picture or sprite of a character you're making an expansion moveset for and edit its hue, tint, contrast, and saturation.


Got it, but in what program/application?

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Thu Sep 03, 2015 6:34 pm
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Yoshiblaze wrote:
Shine wrote:
Yoshiblaze wrote:
Also, how did you guys get the palatte swaps?

You take a picture or sprite of a character you're making an expansion moveset for and edit its hue, tint, contrast, and saturation.


Got it, but in what program/application?

I make palettes on my phone so idk if ur using a cpu

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Thu Sep 03, 2015 6:37 pm
YIM
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Shine wrote:
Yoshiblaze wrote:
Shine wrote:
Yoshiblaze wrote:
Also, how did you guys get the palatte swaps?

You take a picture or sprite of a character you're making an expansion moveset for and edit its hue, tint, contrast, and saturation.


Got it, but in what program/application?

I make palettes on my phone so idk if ur using a cpu


I'm on a computer

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Thu Sep 03, 2015 6:38 pm
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Use GIMP

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Thu Sep 03, 2015 7:08 pm
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RespectThePixel wrote:
Use GIMP

Okay
Is this the right one? http://www.gimp.org/downloads/

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Thu Sep 03, 2015 7:53 pm
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Yes indeedy

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Thu Sep 03, 2015 8:14 pm
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Well heres agumon. And the new poll http://strawpoll.me/5394767
------------------Agumon---------------------------------------
Since digi has devolving as well as so many different digivolutions each game, i'll be taking some moves from those varations as well.
-----------------Normals----------------------------------------
Jab - Mach Jab Combo - Similar to to little mac from sm4sh, agumon unleashes a flurry of quick punches in front of him.
F-Tilt - Agumon does a 2 hit slashing claw combo.
D-Tilt - Agumon does a low bite attack.
U-Tilt - Agumon does a uppercut.
Dash - Agumon does a running headbutt.

------------------Smash Attacks--------------------------------
F-Smash - Fire Wall - Agumon spits out a fireball on the ground that quickly bursts in a giant wall of fire in front of him, can block projectiles.
D-Smash - Megaburst - Agumon charges up flames in his mouth and faces the screen and fires in front of him, which engulf a area around him in inferno.
U-Smash - Agumon does a powerful upward forward claw slash.

------------------Aerials-----------------------------------------
n-Air - Agumon spins with both claws extended twice.
F-Air - Agumon does a 2 handed swing forward, meteors.
B-Air - Agumon does a dropkick behind him.
U-Air - Agumon does a aerial uppercut.
D-Air - Agumon spits a small fireball below him.

-----------------Specials------------------------------------------
N-Spec - Pepper Breath/Burner - Agumon spits a spiraling fireball forward, can be charge up to make it more damaging and larger, if down in air it goes diagonally downward.
S-Spec - Fire Dash - Similar to the fox illusion but instead goes a short distance and leaves a trail of fire that muti-hits.
D-Spec - Fire Rocket - Agumon coats itself in fire and lunges forward like a rocket, similar to luigi rocket, but cannot be charged.
U-Spec - Slash Claw - Agumon air dashes upwards while slashing with his claw, similar to marios in how it travels, but higher.

--------------------------Grabs and Throws-----------------------
Grab - One Handed
Pummel - Gatling Punch - Fast like smash 4 ness/lucas, though just as weak as theirs.
F-Throw - Dino Kick - Agumon does a fearsome dropkick.
B-Throw - Agumon turns the foe behind him and bites.
D-Throw - Agumon throws the foe down and stomps on him/her.
U-Throw - Agumon Uppercuts the foe.

-----------------------------Final Smash--------------------------
Not sure what to put in here.

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Thu Sep 03, 2015 8:20 pm
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Welp, time to do the "2nd place" of my poll, Blade!
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Attributes n Stuff: show
Universe: McLeodGaming
Game: Super Smash Flash (Web Browser)
Victory Theme: A remixed excerpt of Super Smash Flash 2's Main Theme used since v0.9a
Victory Posed, Taunts, and Idle Animations: IDEAS NEEDED
Fun Fact: Many of his attributes from SSF1 are used here, such as his electric effects
The following will use values from SSF2:
Weight: (Mario: 100) 95, tied with :sonic:
Height: A little Taller than :sonic:
Speed: 12.6, a little faster than :pikachu:
Falling Speed-
Regular: (Mario: 13) 15, slightly slower than :bomberman:
Fast: (Mario: 16) 17, tied with :wario: and :sonic:
Jump-
Regular: Average
Short: Avergae
Running: AMAZING
[box=Color Swaps]
http://imgur.com/a/FiDXX



Standard: show
Jab 1: Smash the opponent with the hilt of his sword; only jab
Side Tilt: A slash
Side Smash: Jumps forward while unleashing a powerful slash, electric effect
Up Tilt: Upward Slash, similar to :link: 's Up Tilt. Good for Combos, aesthetic electric effect
Up Smash: Raises his sword and spins it around a couple times, Electric effect
Down Tilt: Punches at the ground with his free hand
Down Smash: Extends spikes and does his "trademark" Spin Dash (a.k.a. He has one like Sonic). 4 weak hits and 1 strong hit.
Dash Attack: Running Slash, similar animation to Ike's Quick Draw


Aerials and Grabs: show
NAir: Spins around, spikes extended
FAir: Pokes at the air in front of him with his sword. Strongest at the tip, and electric effects
BAir: Similar to :naruto: 's FAir, but his sword is used at the back of his body, instead of front. Decent meteor
UAir: Aerial Upward Slash, electric effects
DAir: Down Slash from SSF1. Meteors, and has electric effect

GRAB:
Type: No tether, one hand
Pummel: Hits the opponent with hilt of the sword
FThrow: Simply tosses the opponent forward
UThrow: Throws opponent up, then does a Jumping Spin Dash and extends spikes. 3 hits. Kill throw
BThrow: Turns around and slams down the opponent. 2nd best Kill throw
DThrow: Slams opponent down, then jumps with his sword below his feet and stomps on the opponent. 2 separate hitboxes (Feet, weak and Sword, strong)


Specials: show
Neutral Special: Shockwave- Swings his blade in front of him, which a weak, fast shockwave coming out. Chargeable, but can't KO for awhile. Electric Effects
Side Special: ElectroSpin- A chargeable horizontal twirl with his sword doing damage. Does move damage grounded, but doesn't go as far horizontally as in the air. Electric Effects
Up Special: Sword Jump- Blade thrusts his sword into the air and moves high into the air. Low damage and knockback. Free Fall effect
Down Special: Spin Dash- Also used in SSF1, it's similar to :sonic: 's Spin Dash, but you do not need to mash button for it to work

FINAL SMASH: (Better ideas needed) Classic Mode- Blade tranforms into his old SSF1 sprite and sends out many Fighting Shadow Clones to attack the opponents.

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Thu Sep 03, 2015 9:02 pm
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I like that you gave him an electric-based design. Maybe Blue could use fire?

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Thu Sep 03, 2015 9:13 pm
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Polling Ended
Winner
HATSUNE MIKU!

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Last edited by Shine-chan on Mon Sep 07, 2015 11:46 am, edited 1 time in total.



Sun Sep 06, 2015 6:55 pm
YIM
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For the record, I did start writing this after my stream, but I had to go out to dinner before I finished. Then I didn't really get to use my computer until now because I went to a smash tourney today >_>

Not very familiar with this character, but I'll tell you what I think Shine.

-If I played Ayumi, my favourite palette swap would be her red palette
-Is this ftilt a roundhouse kick or more like a front kick?
-So this utilt basically taps the opponent but is surprisingly hard to get through? Sounds like the kind of move to troll your opponent with (plus its paper lel)
-If her dtilt hits an airborne opponent, what does it do?
-I kinda like this dash attack, basically a Peach dash attack but sending away rather than up
-For smashes, perhaps you also want to include how much damage they do when fully charged. Also remember that KB also heavily scales with the amount of damage an attack does (recall that a sweetspot Knee of Justice does 17%, and Peach's stitchface does 36%), so keep this in mind when designing moves. It is possible for moves that deal low damage to have high enough KB to cause tumble (Pichu's uair does 4% but puts into tumble really early, compared to Fox's bair which does 15% and won't tumble until after a few hits). I look at the damage a move does to also determine its KB, and I design characters with this in mind.
-This upsmash sounds pretty gross to get hit by. A cool aesthetic might be to make it a multihitting move (like each piece of paper gives a cut)
-Heh heh, her nair really reminds me of the Pack Whack move from Banjo-Tooie :)
-The uair/bair sounds like the sorts of moves you would get pretty surprised by. It would be great if they also had a ton of hitlag, like Zelda's fair/dair.
-Is this sneeze a reference to Phoenix Wright?
-Eww, who would use a spoon to murder someone? Maybe I shouldn't even ask HOW they would have done it either...
-Ah, so she has to use build up the evidence in order to get an incredibly powerful move like Rest. May I also suggest, to further balance the move, that she loses all of her evidence on death? At the very least there needs to be some penalty for dying.
-I like this counter and the way it connects to her stacks of Evidence.
-I can easily picture these throws, and they look surprisingly painful.
-The overall gameplay theme and character theme is similar to Phoenix Wright, which cannot be helped I'm sure. However, many of her neutrals are focused on the use of her schoolbag rather than her pointer finger. In addition, how she uses the Evidence is different because she uses it to power up two of her moves rather than as the way to go Super Saiyan (or just a basic projectile).

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Sun Sep 06, 2015 11:33 pm
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Amazing that i started all these polls that other people are using, which is good. Will post the winner next day, it's sissel from ghost trick.

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Sun Sep 06, 2015 11:47 pm
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Godot wrote:
For the record, I did start writing this after my stream, but I had to go out to dinner before I finished. Then I didn't really get to use my computer until now because I went to a smash tourney today >_>

Not very familiar with this character, but I'll tell you what I think Shine.

-If I played Ayumi, my favourite palette swap would be her red paletteThanks! I'm redoing her palettes the I hope you'll still like them ^_^
-Is this ftilt a roundhouse kick or more like a front kick? It's a straight, soft kick. Ayumi's leg barely comes off the ground.
-So this utilt basically taps the opponent but is surprisingly hard to get through? Sounds like the kind of move to troll your opponent with (plus its paper lel)Think of it as a faster Peach utilt but less range. lel
-If her dtilt hits an airborne opponent, what does it do?It just pops them up. lel
-I kinda like this dash attack, basically a Peach dash attack but sending away rather than up
-For smashes, perhaps you also want to include how much damage they do when fully charged. Also remember that KB also heavily scales with the amount of damage an attack does (recall that a sweetspot Knee of Justice does 17%, and Peach's stitchface does 36%), so keep this in mind when designing moves. It is possible for moves that deal low damage to have high enough KB to cause tumble (Pichu's uair does 4% but puts into tumble really early, compared to Fox's bair which does 15% and won't tumble until after a few hits). I look at the damage a move does to also determine its KB, and I design characters with this in mind.Your right I should start including all damage values and not cut cornerners.
-This upsmash sounds pretty gross to get hit by. A cool aesthetic might be to make it a multihitting move (like each piece of paper gives a cut)The Usmash is meant to be a burst hitbox, not a lingering multi-hit lol :p
-Heh heh, her nair really reminds me of the Pack Whack move from Banjo-Tooie :)
-The uair/bair sounds like the sorts of moves you would get pretty surprised by. It would be great if they also had a ton of hitlag, like Zelda's fair/dair.Freeze frames do sound fitting lol especially since she's taking photos.
-Is this sneeze a reference to Phoenix Wright?It's not a reference as much as it's inspired by Pheonix. I wanted Ayumi's dair to be something different other than a schoolbag attack or a kick
-Eww, who would use a spoon to murder someone?lel finally someone notices the evidence Maybe I shouldn't even ask HOW they would have done it either...
-Ah, so she has to use build up the evidence in order to get an incredibly powerful move like Rest. May I also suggest, to further balance the move, that she loses all of her evidence on death? At the very least there needs to be some penalty for dying.Well Evidence takes 2 seconds to complete each use. Ayumi would have to hard commit to it each time and it can't be used midair. It would take over 10 seconds to reach 5 stacks. If you count having to stand and reinput neutral special again. Losing ALL evidence on death would be frustrating. Maybe losing 1 stack is fine though.
-I like this counter and the way it connects to her stacks of Evidence.
-I can easily picture these throws, and they look surprisingly painful. Yeah they deal good damage. Too bad she doesn't have a KO throw.
-The overall gameplay theme and character theme is similar to Phoenix Wright, which cannot be helped I'm sure. However, many of her neutrals are focused on the use of her schoolbag rather than her pointer finger. In addition, how she uses the Evidence is different because she uses it to power up two of her moves rather than as the way to go Super Saiyan (or just a basic projectile).

Thanks for the review :3 I'll go make the according info changes!

I'll also conclude my Poll at 12PM EST

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Mon Sep 07, 2015 9:19 am
YIM
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Yoshiblaze wrote:
Welp, time to do the "2nd place" of my poll, Blade!
[ Image ]

Attributes n Stuff: show
Universe: McLeodGaming
Game: Super Smash Flash (Web Browser)
Victory Theme: A remixed excerpt of Super Smash Flash 2's Main Theme used since v0.9a
Victory Posed, Taunts, and Idle Animations: IDEAS NEEDED
Fun Fact: Many of his attributes from SSF1 are used here, such as his electric effects
The following will use values from SSF2:
Weight: (Mario: 100) 95, tied with :sonic:
Height: A little Taller than :sonic:
Speed: 12.6, a little faster than :pikachu:
Falling Speed-
Regular: (Mario: 13) 15, slightly slower than :bomberman:
Fast: (Mario: 16) 17, tied with :wario: and :sonic:
Jump-
Regular: Average
Short: Avergae
Running: AMAZING
[box=Color Swaps]
http://imgur.com/a/FiDXX



Standard: show
Jab 1: Smash the opponent with the hilt of his sword; only jab
Side Tilt: A slash
Side Smash: Jumps forward while unleashing a powerful slash, electric effect
Up Tilt: Upward Slash, similar to :link: 's Up Tilt. Good for Combos, aesthetic electric effect
Up Smash: Raises his sword and spins it around a couple times, Electric effect
Down Tilt: Punches at the ground with his free hand
Down Smash: Extends spikes and does his "trademark" Spin Dash (a.k.a. He has one like Sonic). 4 weak hits and 1 strong hit.
Dash Attack: Running Slash, similar animation to Ike's Quick Draw


Aerials and Grabs: show
NAir: Spins around, spikes extended
FAir: Pokes at the air in front of him with his sword. Strongest at the tip, and electric effects
BAir: Similar to :naruto: 's FAir, but his sword is used at the back of his body, instead of front. Decent meteor
UAir: Aerial Upward Slash, electric effects
DAir: Down Slash from SSF1. Meteors, and has electric effect

GRAB:
Type: No tether, one hand
Pummel: Hits the opponent with hilt of the sword
FThrow: Simply tosses the opponent forward
UThrow: Throws opponent up, then does a Jumping Spin Dash and extends spikes. 3 hits. Kill throw
BThrow: Turns around and slams down the opponent. 2nd best Kill throw
DThrow: Slams opponent down, then jumps with his sword below his feet and stomps on the opponent. 2 separate hitboxes (Feet, weak and Sword, strong)


Specials: show
Neutral Special: Shockwave- Swings his blade in front of him, which a weak, fast shockwave coming out. Chargeable, but can't KO for awhile. Electric Effects
Side Special: ElectroSpin- A chargeable horizontal twirl with his sword doing damage. Does move damage grounded, but doesn't go as far horizontally as in the air. Electric Effects
Up Special: Sword Jump- Blade thrusts his sword into the air and moves high into the air. Low damage and knockback. Free Fall effect
Down Special: Spin Dash- Also used in SSF1, it's similar to :sonic: 's Spin Dash, but you do not need to mash button for it to work

FINAL SMASH: (Better ideas needed) Classic Mode- Blade tranforms into his old SSF1 sprite and sends out many Fighting Shadow Clones to attack the opponents.


I really like this. I had planned to make a game involving Blade and Blue, so I may do a Blue moveset incorporating those ideas.

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Mon Sep 07, 2015 10:44 am
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