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"Expansion Character" Moveset Speculation V2 
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Joined: Fri Apr 17, 2015 10:29 pm
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Lv. 1 CPU wrote:
pokerninja2 wrote:
Petey Piranha: show
Series: Mario
First Appearance: Super Mario Sunshine (GameCube)
Description: A large, mutated Piranha Plant, Petey Piranha has been a recurring boss in the Mario series since his debut in Super Mario Sunshine, and has even made a few playable appearances in spin-offs, often being cast as the series' typical "wildcard" character. Though he looks like a Piranha Plant, he differs starkly from a normal one. For one, unlike his pipe-dwelling cousins, he has legs that allow him to walk. He additionally has two, leaf-like arms that double as wings. He also has a unique ability of sorts to upchuck goop. He also possesses phenomenal physical strength that rivals or even surpasses that of Bowser's.

Basic Playstyle: As he is typically categorized in spin-off games he has a playable appearance in, Petey Piranha is a large, heavyweight character much like Bowser and Donkey Kong. Unlike either of them however, his leaf-like arms provide him four midair jumps that he can use to his advantage. This, coupled with actually being heavier than Bowser, makes him extremely difficult to KO unless you know how to edgeguard well. However, unlike other heavyweights, Petey's attacks are rather short-ranged and for the most part don't deal a lot of damage. His air game is good compared to others in his weight class however, and his smash attacks can be potential KO moves if landed correctly. Furthermore, his special attacks make him an excellent character for stage control if used correctly.

Ground Attacks
Jab: A spinning jab with his leaf-like hand, followed by another jab. The third attack has him spin the other way, knocking opponents away.
Ftilt: A side kick.
Fsmash: A lunge forward, chomping. Has a very brief hitbox just as he chomps that, if hit, can deal major damage.
Utilt: Faces upward and bites.
Usmash: Jumps upward and bites. Like his fsmash, it has a brief, yet powerful hitbox.
Dtilt: A clap close to the ground.
Dsmash: A headbutt, which while powerful has a lot of endlag. Based off of his headbutt attack in Super Mario Sunshine.
Dash: Dives forward, chomping opponents. Somewhat based on his Piranha Catch technique from Mario Super Sluggers.

Aerial Attacks
Nair: A somersault. Acts as a sex kick.
Fair: A downwards headbutt, which has a chance of meteor smashing opponents if timed correctly. Comparable to Donkey Kong's fair.
Bair: A backwards kick.
Uair: A chomp upwards, like his utilt.
Dair: Dives straight downward towards the ground headfirst, meteor smashing opponents he hits, albeit he won't stop until he hits the ground. Comparable to Wario's former dair.

Grabs
Grab: Bites forward, grabs an opponent with his mouth.
Pummel: Chomps on the opponent.
Fthrow: Spits the opponent forward.
Bthrow: Spits the opponent backward.
Uthrow: Spits the opponent upward.
Dthrow: Spits the opponent at the ground.

Others
Ledge: Swings his leaf-like hand around as he gets up.
100% Ledge: Spins around with both leaf-like hands as he gets up.
Floor: Spins around as he gets up.

Special Moves

Neutral Special - Goop: Similar to Wario's Chomp, Petey Piranha opens his mouth. The mouth can be held open by holding the special button. This doesn't really have an effect otherwise, though if a projectile is fired into his mouth, he will eat it. After five projectiles have been eaten (sometimes less if one of them is as powerful as Samus' fully-charged Charge Beam), he will begin glowing brown for a few seconds. In this state and only in this state, he is able to spit goop around the stage by pressing the special button. Each glob of goop damages opponents as it travels through the air, though will gradually damage them while on the ground. Goobies will begin appearing on the stage if enough goop is spit out, who will jump at opponents, popping on them for further damage. In some cases, a Polluted Piranha may also appear, who will spit goop projectiles at opponents. Once Petey stops flashing brown, he cannot spit goop anymore.

Side Special - Tweester: Petey Piranha spins around and causes a Tweester to appear, much like his battle in Super Mario Sunshine. It will travel forward a short distance and capture opponents, taking them back to Petey. This can be used to effectively capture them in a dsmash or fsmash, sometimes securing a KO.

Up Special - Piranha Spin: Petey Piranha spins around enough to propel himself upward. He can move left and right freely in this state, damaging opponents he makes contact with. After awhile, he will slow down and enter a helpless state.

Down Special - Piranha Sprout: Based on an attack in Mario & Luigi: Partners in Time where Petey Piranha would spit a Piranha Pest to attack Mario, Luigi, and their baby counterparts, Petey spits a Piranha Sprout from Yoshi's Story. It will walk around the stage, attacking nearby opponents it sees. However, it can be defeated in a few simple attacks. If left alone though, it will bury itself into the ground and either grow into a Piranha Plant, Fire Piranha Plant, or Ice Piranha Plant. Piranha Plants would chomp at nearby enemies, dealing damage, while Fire Piranha Plants and Ice Piranha Plants would spit fire and ice projectiles respectively. Like the Piranha Sprouts, they can be defeated with a few attacks. Up to two Piranha Sprouts can be on-stage at once.

Final Smash - Goopy Inferno: Petey Piranha roars and begins spitting goop everywhere. This eventually covers the entire stage in goop, making it a more extreme version of his neutral special. Goobies and Polluted Piranhas will still grow out of the goop, and it has the same effects. After awhile, it will eventually dry up.

I did my best to make this moveset different from the one he has in Crusade. Thoughts?

This moveset is pretty neat,but i have some notes:

I think that Neutral B should just work like it does in Crusade. His current Neutral B is useless against non-projectile users. His Goop attack in Crusade seemed a little too underdeveloped for SSF2 standards. His Final Smash in said game could summon a Polluted Piranha if he spit enough goop, so that was my mindset. I'd either revert it to the way it was in Crusade with the added Goobies/Polluted Piranha, or add in a small bite attack that can be used against non-projectile users, and I'm OK with either.
I love that Down B,but i'd get rid of the Fire/Ice Piranha Plants. They just make the move seem to overboard. Fair enough.
Why does Petey use so many kicks? His legs are tiny. Good point.
Also,this is just a suggestion. I've always seen Petey's headbutt from SMS as his FSmash and, considering that this is a Smash game, maybe he could swing the cages he had in SSE for his DSmash? That was my first thought, but it probably would have been too obscure for an attack and it'd feel a little contrived, so I decided against it.

Thanks for the feedback.


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sick moveset

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Oh yeah, Heres Another Moveset (Hate to Doubles Post)

GLASS JOE: show
First of all, Why Glass Joe? Little Mac's Not even in SSF2. Well, While it would be cool to have Little Mac in SSF2, I doubt it needs Glass Joe to Accompany Little Mac. I just like his Character Concept, and Think it would be cool to see him as at least a semi clone in the next Smash game!

Source game: Nearly every "Punch Out!!" Game (NES, Arcade Machine, Wii), Excluding "Super Punch out!!", Having Replaced him with Gabby Jay on the SNES, but hes Basically the same Character

Description: Glass Joe is usually seen as the easiest character to beat in any version of Punch-Out!! he is in. He has poor defensive skills and takes quite a while to mount any offense. Nicknamed "France's Glass Jaw", Glass Joe is by far the easiest opponent in all the games. He has lost 99 times and has won once. The intro theme for him in all games is La Marseillaise, the national anthem of France.

Competitive Analysis: Glass Joe May not be Able to take hits (Or Deal them! :luffy: ), and His Hitbox May be a bit big due to his height, but, Unlike Little Mac, He has a relatively High Recovery, and His Hurtboxes usually are quite Large. He is Also able to Delay some of his Attacks by double Tapping the Button for said Move, as reference to his Delayed Punches in the "Punch Out!!" Games!

PROS:
A very mobile character; can get to places with ease; both on the ground and in the air.
Range on most of his moves isn't bad.
Priority is very good.
Can play pretty defensively for such a rushdown character.
Has a solid set of specials.
Can deal some wonderful shield damage.
His moves are, for the most part, very fast.
Grab game isn't too bad...However

CONS:
...his grab game isn't very good, either.
Pummel barely deals 1%.
Damage output is very, very bad. He's in the Bottom 10.
His combo's are hurt by damage scaling, although they aren't ruined.
A rushdown character should be able to deal good damage.
Knockback on most of his moves is terrid.
Some of his more useful moves have pretty bad ending lag.

Entrance: Hops over the Ropes of a Boxing ring, and Holds his Hands up Triumphantly.

Idle: Shakes his glove and Makes a Painful face, almost as if his gloves are too tight

Mid-Air Dodge: Dips a Little into the background by arching his back to avoid attack

Dashing: Clumsily Dashes Forward, His Back Straight up and his Gloves at his sides, Moving as he runs.

Shield: Covers his Face with his Gloves in fear, his Knees Buckling as he does this

Roll: Quickly rolls to the left or right, Almost looking like he's taking a hit

Stats!
Weight: Around :sonic: Weight
Height: Around :link: Height
Walk Speed: Similar to :naruto:
Dash Speed: Slightly more than :bomberman:
Stage Jump: Slightly less than :wario:
Midair Jump: Just About :sheik:
Fall Speed: Near :lloyd:
Air Speed: About :ichigo:

Basic Attacks!
Jab 1: 1-2 Punch (1)
Range: Medium
Damage: 3%
Knockback: Low
GJ Punches the Opponent with a Weak Left Swing

Jap 2: 1-2 Punch (2)
Range: Medium
Damage: 4%
Knockback: Medium
GJ Attacks with a Right Uppercut, Sending Foes Diagonally upward (Weakly)

Dash Attack: Quick Jab
Range: Medium
Damage: 5%
Knockback: Low
GJ Dashes Forward with 1 fist and Punches Downward. Has a Low Low chance (2%) of Burying Opponents for a Hot Half-Second.

Tilts!
Forward Tilt: Fakeout Jab
Range: Medium
Damage: 6% (Fake Out is 8%)
Knockback: Medium (Fake out is High)
Joe steps back, and punches the opponent. Can be faked out. While it's very good for mind games, the startup is very costly for the fakeout. If you opt to use the original move, it will deal a little less damage; however, it comes out nice and fast. Both have their advantages and should be used when necessary.

Up Tilt: Uppercut
Range: Medium
Damage: 7%
Knockback: Medium
Glass Joe jabs the opponent upward. A 2-hit move, very quick and low damage dealing. Works well for combo's, but doesn't have much use out of it. Also a very good link into Usmash; depending on your opponent's health you may be able to link 2 Utilts into each other (and then Usmash, again depending on the opponent's health). Can Be Faked Out as Well.

Down tilt: Trip Punch
Range: Low
Damage: 8%
Knockback: Low
A Decent Tilt Move GJ has that Also has a Chance Of Burying Opponents (1% this time), But also has a chance of Tripping Opponents (10% chance) No Faking Out This One

Smash Attacks!
Forward Smash: Long Live France
Range: Medium (Fake out: High)
Damage: 16% (21% Charged)
Knockback: High
Joe punches forward with all his might. After he uses this, he pants for one second. Obviously, it's a punishable move, but it's also Joe's best finishing option (aside from Final Smashes). The knockback is the best Joe is gonna get. It also has good priority and range, so really, the only problem is the ending lag. Can Be Faked Out

Up Smash: Glass Flurry
Range: Medium
Damage: 2% (FInal hit 6%/) Max 14%
Knockback: Medium (Charged High)
Joe punches upward four times, finishing with a fairly powerful punch. Well, powerful for Joe, anyway. Linking this from a Utilt or two is an easy way to get relatively high damage. Really, that's the main use for this move. It's also a decent anti-air, although its uses outside of that are varied. The damage doesn't change when charged. This can't be Faked out

Down Smash: Spin out
Range: High
Damage: 12% (16% Charged)
Knockback: Medium
GJ punches downward in both directions. The move has some Crazy range for a smash attack, and while the damage and knockback have room for improvement, the range certainly makes it a move that you can pull as a punisher. It's no projectile but it's an overall safe move to use. It's not impossible to punish this, though, so be careful. Can't be Faked out

Aerials!
Neutral Air: Star Spread
Range: Medium
Damage: 9%
Knockback: Medium
GJ punches in both directions, arms stretched out. Another move with very good range and poor damage. Despite appearence, this move does not have sex kick properties, so the damage does not change. To say the least, it's a good move because of that.

Forward Air: Spike Punch
Range: Low
Damage: 8%
Knockback: High
Joe punches the opponent in a forward-downward direction. It's similar to Mario's Fair, but it's much quicker and weaker. It still has functions of a (Weak) spike, and it's actually pretty useful. It isn't a move that should be used whenever, but it can be put into combos. This means you can get a stock off of your opponent nice and early

Back Air: Charge Jab
Range: Medium
Damage: 11%
Knockback: High
GJ turns his head around and performs a backwards punch. There's a small amount of startup to this move, but otherwise there's nothing to it that really makes it useless. The damage isn't that bad; it's great for Glass Joe. Probably Joe's best aerial attack, and one you'll want to use often. Deals 11%.

Up Air: Headbutt
Range: Low
Damage: 9%
Knockback: Medium
GJ head butts the opponent upward, with an Audible "Ow!", from hitting his head. Joe has better anti-air options than this, but this still isn't bad. It's a decent move to use as a mix-up, to say the least.

Down Air: Stamp
Range: Medium
Damage: 9%
Knockback: More Depending on enemy %
GJ kicks the opponent downward. Despite the appearance of the move, this is actually a meteor smash. It's a very weak one, and at lower percentages it's very ineffective. It becomes useful at around 70% against Mario. Obviously it varies against other characters, but Joe has better moves to use in the air.

Grabs and Throws!
Grab: Venez ici!
Range: Medium
GJ Reaches out for someone. Has high end Lag if Failed, Making it VERY Punishable

Pummel: Flick
Damage: 1%
GJ punches the opponent. This is insanely quick; you can easily get 6 pummels in. However, the attack is extremely weak, even for GJ standards

Forward Throw: Lancer
Damage: 6%
Knockback: High
GJ throws the opponent forward. Joe must have one really good throwing arm; the damage isn't that great but the knockback is.

Back Throw: Sortez
Damage: 7%
Knockback: Low
GJ chucks the opponent backwards and performs a quick, crouching punch. You can follow this up with a move that hits a grounded opponent, but Joe doesn't have many of those.

Up Throw: Fusée Sky
Damage: 6%
Knockback: Medium
GJ jumps up and throws the opponent upward. This is actually a good KO method on high locations, and even on middle terrain it can work if your opponent has a high enough %

Down Throw: Timbre
Damage: 10%
Knockback: Low
GJ throws his opponent to the ground. He then steps on them twice. You can't follow this up, but the damage is very good, namely for Joe himself

Specials

Neutral Special: Briser le verre (Charging Glass Shatter)
Range: High
Damage: Varies
Knockback: Medium
GJ leans back, preparing a punch. By pressing the Speical button, you can determine how long Glass Joe charges his punch. After about two seconds, Glass Joe's boxing glove catches fire. If you hold it for another two seconds, he glares at his hand and (in pain) wipe his hand back and forth, getting the fire off. If you release by that point, you can release his punch. This is a unique special in that it's similar to other moves, yet it's totally different. It's still a standard punch, no doubt. The longer Joe holds the punch, the more damage the attack does. Not charging at all is what you'll mainly use for combo's; although if you can charge the maximum amount of time (4 seconds) and land the hit, it's an instant Shield Breaker. At minimum charge, the attack deals 6%. There's not much lag to it and it has bad priority. Releasing before the two second mark, the attack deals 9%. Same as first. Releasing when Joe's hand sets aflame deals 10%. More lag but better priority. At maximum charge, the attack deals 14%. There's a LOT of ending lag to it but amazing priority. Travels the exact length of Final Destination. Will put you in a helpless state if you wind up going offstage. This is a very important move for Glass Joe, and will likely determine how he plays overall. It's not a game changer, but it's a move to look out for.

Side Special: Lunging Joe
Range: High
Damage: 6%
Knockback: Medium
GJ leans back quickly and lunges forward with a punch. If Joe misses, it'll be costly; he'll be open to attack for about half of a second, which is more than enough time to start some devastating combos, and the like. If he hits, though, he can instantly cancel into a Charging Glass Shatter. With a nicely timed Shield Break you can get max charge out of that. The attack deals the same as the above, minus 3% on each of them. Ok overall, But Probably GJ's worst Special.

Down Special: Spinning Jow
Range: Low
Damage: 11%
Knockback: Low
GJ leans down and starts spinning rapidly. He quickly forms a mini-tornado, which doesn't last very long. He then stops, dizzy (takes about half a second to recover) and then returns to a neutral stance. A relatively humorous attack, although it isn't very useful... aside from one major point.The attack may not be very useful for dealing damage, combos, and the like, but it does deal wonderful shield damage. Unlike his other moves, this can literally break a shield from scratch. The range on this move is poor so you'll have to use it wisely or you'll get punished. Not very powerful; but good for some maddening shield breaks.

Up Special: Copter Joe
Range: High
Damage:
Knockback: Medium
GJ Performs a Spinning Upward Punch, Similar to Little Macs Up Special. While it doesn't Hit as Hard, and The Knockback is Lower, It Travels Much Farther, and the Horizontal Direction can be controlled (Weakly). As a recovery move, it's very good. Despite the oddities of it, it really isn't that bad. It covers nice distance in a decent amount of time. You can use your aerials at will, so he isn't defenseless. A very good move to get Joe where he needs to go. Easily a move Joe users will want to use. In the right hands it can get Joe out of any situation. Sadly there aren't invincibility frames to it, but overall it's still a great move.

Final Smash: Headgear
Range: none
Damage: none
Knockback: none
Glass Joe reaches into his pocket and... pulls out his headgear from the Wii version of Punch-Out!. He places it on his head and taunts the opponent. While the headgear is on, any attacks dealt to Glass Joe's face deal no damage. Joes Movements Slow down when Attacked, but no damage is dealt. After a certain amount of attacks, which vary on strength and priority, the gear will come right off. Some attacks, like Mac's Star Punch (Or something Similar to 3 Half Charged Bowser Drop Kicks), knock the headgear right off. This is a very good Final Smash, as it basically protects Glass Joe's entire face from attacks. That's larger than you'd initially think. There are seriously some attacks that can be downright cheap that are useless against this. Even Final Smashes like Yoshi's are negated by the headgear (To an Extent).

Taunts and other animations

Neutral Taunt: Says "Viva Le France!!" And Shoots his hand Upward

Up Taunt: Cheers for himself, walking around with his hands up, but Trips Halfway through, Returning to neutral

Down Taunt: Gently Rubs his Jaw, then adjusts his gloves

Star-KO: Glass Joe, in a star form, Spins into the Background

Screen-KO: GJ's Face gets planted on the screen and he slowly Descends

Victory Pose: Glass Joe Flexes his Scrawny Body while Saying "J'ai gagné!"

Losing Animation: Glass Jow Waves a White Flag, Looking Bruised and Beat up.


HERES A PICTURE OF THE FRENCH LOSER: show
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Feel Free to give me some feedback, By reviewing this one or my other two on Spongebob and Primid :D

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Dragonborn: show
Dragonborn / Dovahkiin

Game: The Elder Scrolls V: Skyrim (Switch)
Series icon: The dragon emblem
Appearance: As he appears in promotional materials

Height: Close to C. Falcon
Weight: Moderately heavy
Walk speed: High
Dash speed: Below average

Able to crawl (the animation is sneaking).

Pros:
• Nearly all attacks are disjointed.
• Racks up a lot of damage very quickly.
• Heavy with decent recovery.

Cons:
• Most attacks have very low knockback.
• KO moves very difficult to land.
• Vulnerable from behind.
• His only real projectile is an item, which limits his standard attacks.

Overall, his playstyle can be compared to Shulk permanently in Buster mode and, to a limited extent, Project M Mewtwo.

Standard Special: Unrelenting Force
A shout with three levels of charge, depending on how long the button is held. Deals very little damage, its primary purpose is hitstun and knockback, comparable to Smash 4 Cloud's Finishing Touch.
FUS: Tap the button. Short range. Blows the opponent back minimally. Comes out fast and is mainly to interrupt enemy attacks.
RO: Hold the button briefly and release it. Knocks opponents back farther and KOs at about 150%.
DAH: Hold the button all the way. Takes about the time of a Warlock Punch to use. His primary KO move. KOs at relatively low percentages mid-range.

Side Special: Frost
A novice-level Destruction spell that comes out in a small stream. Slows the opponent down and may freeze at high percentages, which can be used to set up into Unrelenting Force 3.

Up Special: Levitate
This Alteration spell does not appear in Skyrim, but his predecessors used it in Arena, Daggerfall, and Morrowind. He's able to freely fly for a short distance, Project M-style, marked by a purple disk under his feet.

Down Special: Bound Bow
A Conjuration spell that creates a projectile-class item. The Bound Bow can fire 10 Bound Arrows, which send the opponent vertically, until it runs out of ammo and must be thrown away.

Jab: A pair of dual-wielded sword strikes.
Side Tilt: A power attack with a mace, good at breaking shields.
Side Smash: A jumping slash with a Greatsword, used as a killing move against dragons. Sends the opponent towards the ground and can be a Meteor Smash if used at the ledge.
Up Tilt: A rising shield bash that knocks the opponent up a short distance.
Up Smash: Swings a Warhammer in a crescent. Slow, but his best way to get vertical knockback.
Down Tilt: Stabs with a dagger.
Down Smash: Casts Lightning Rune in front of himself, which explodes.

Dash Attack: A sprinting battleaxe swing.

Neutral Air: Immolates self with Flame Cloak. Multi-hit, comparable to Mewtwo's Neutral Air.
Forward Air: A simple, fast hook punch.
Back Air: A slow, roundhouse War Axe swing.
Up Air: Stabs upward with his horned helmet.
Down Air: Drops a heavy junk item (such as a kettle or metal ingot) directly below.

Grab: Casts Soul Trap. The range appears as a purple spark, and the opponent stands stunned surrounded by a purple glow.
Pummel: Slashes with a Dagger.

Forward Throw: Casts Firebolt point-blank, which blasts the opponent away.
Backward Throw: The Unarmed kill move, a suplex.
Down Throw: Swings at the opponent's legs with a Greatsword. Originally part of a kill move.
Up Throw: A strong downward swing with a Warhammer, which sends the opponent spinning into the air a fixed but absurd distance, as if they'd been hit with a giant's club. Can be used to set up other attacks if the opponent's flight isn't impeded by a platform, including Unrelenting Force 3.

Final Smash: Meteor Storm
The ultimate Shout, normally only available to Alduin. Calls down a rain of fast, lethal meteors around the stage.

Taunt 1: Takes out a piece of bread and a tankard.
Taunt 2: Casts Magelight, which goes out shortly afterward.
Taunt 3: Unsheathes and resheathes a sword.


It's pretty hard coming up with a coherent playstyle, and I'm not really sure how I did in that department. I tried to represent as many areas of gameplay as would be feasible while still sticking to the central theme.

Theoretically speaking, his best stage in competitive play would likely be Final Destination. Because his KO attacks would be so hard to hit with, he needs the opponent to have as few places to hide as possible. Furthermore, his few kill setups (Side special, Down special, Up throw) require that the opponent's vertical flight path be unimpeded by things such as platforms; otherwise, the opponent will land out of harm's way. In order to kill on a stage like, say, Yoshi's Story, he would either have to stay away from the main portion of the stage, which in turn leaves his back vulnerable to attacks from below, or rely on Back Air/Up Smash, which aren't as effective.

He would likely have a good matchup against characters such as Kirby (who would need to get in very close to attack, would have difficulty surviving at the high percentages Dragonborn would specialize in getting him to, and wouldn't benefit from copying Unrelenting Force). He would most likely have a bad matchup against characters such as Bomberman (whose traps can easily hit his weak points and would make his own setting up that much more difficult).

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Tue Feb 06, 2018 10:39 pm
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Utah P. Teasdale (Harr) wrote:
Dragonborn: show
Dragonborn / Dovahkiin

Game: The Elder Scrolls V: Skyrim (Switch)
Series icon: The dragon emblem
Appearance: As he appears in promotional materials

Height: Close to C. Falcon
Weight: Moderately heavy
Walk speed: High
Dash speed: Below average

Able to crawl (the animation is sneaking).

Pros:
• Nearly all attacks are disjointed.
• Racks up a lot of damage very quickly.
• Heavy with decent recovery.

Cons:
• Most attacks have very low knockback.
• KO moves very difficult to land.
• Vulnerable from behind.
• His only real projectile is an item, which limits his standard attacks.

Overall, his playstyle can be compared to Shulk permanently in Buster mode and, to a limited extent, Project M Mewtwo.

Standard Special: Unrelenting Force
A shout with three levels of charge, depending on how long the button is held. Deals very little damage, its primary purpose is hitstun and knockback, comparable to Smash 4 Cloud's Finishing Touch.
FUS: Tap the button. Short range. Blows the opponent back minimally. Comes out fast and is mainly to interrupt enemy attacks.
RO: Hold the button briefly and release it. Knocks opponents back farther and KOs at about 150%.
DAH: Hold the button all the way. Takes about the time of a Warlock Punch to use. His primary KO move. KOs at relatively low percentages mid-range.

Side Special: Frost
A novice-level Destruction spell that comes out in a small stream. Slows the opponent down and may freeze at high percentages, which can be used to set up into Unrelenting Force 3.

Up Special: Levitate
This Alteration spell does not appear in Skyrim, but his predecessors used it in Arena, Daggerfall, and Morrowind. He's able to freely fly for a short distance, Project M-style, marked by a purple disk under his feet.

Down Special: Bound Bow
A Conjuration spell that creates a projectile-class item. The Bound Bow can fire 10 Bound Arrows, which send the opponent vertically, until it runs out of ammo and must be thrown away.

Jab: A pair of dual-wielded sword strikes.
Side Tilt: A power attack with a mace, good at breaking shields.
Side Smash: A jumping slash with a Greatsword, used as a killing move against dragons. Sends the opponent towards the ground and can be a Meteor Smash if used at the ledge.
Up Tilt: A rising shield bash that knocks the opponent up a short distance.
Up Smash: Swings a Warhammer in a crescent. Slow, but his best way to get vertical knockback.
Down Tilt: Stabs with a dagger.
Down Smash: Casts Lightning Rune in front of himself, which explodes.

Dash Attack: A sprinting battleaxe swing.

Neutral Air: Immolates self with Flame Cloak. Multi-hit, comparable to Mewtwo's Neutral Air.
Forward Air: A simple, fast hook punch.
Back Air: A slow, roundhouse War Axe swing.
Up Air: Stabs upward with his horned helmet.
Down Air: Drops a heavy junk item (such as a kettle or metal ingot) directly below.

Grab: Casts Soul Trap. The range appears as a purple spark, and the opponent stands stunned surrounded by a purple glow.
Pummel: Slashes with a Dagger.

Forward Throw: Casts Firebolt point-blank, which blasts the opponent away.
Backward Throw: The Unarmed kill move, a suplex.
Down Throw: Swings at the opponent's legs with a Greatsword. Originally part of a kill move.
Up Throw: A strong downward swing with a Warhammer, which sends the opponent spinning into the air a fixed but absurd distance, as if they'd been hit with a giant's club. Can be used to set up other attacks if the opponent's flight isn't impeded by a platform, including Unrelenting Force 3.

Final Smash: Meteor Storm
The ultimate Shout, normally only available to Alduin. Calls down a rain of fast, lethal meteors around the stage.

Taunt 1: Takes out a piece of bread and a tankard.
Taunt 2: Casts Magelight, which goes out shortly afterward.
Taunt 3: Unsheathes and resheathes a sword.


It's pretty hard coming up with a coherent playstyle, and I'm not really sure how I did in that department. I tried to represent as many areas of gameplay as would be feasible while still sticking to the central theme.

Theoretically speaking, his best stage in competitive play would likely be Final Destination. Because his KO attacks would be so hard to hit with, he needs the opponent to have as few places to hide as possible. Furthermore, his few kill setups (Side special, Down special, Up throw) require that the opponent's vertical flight path be unimpeded by things such as platforms; otherwise, the opponent will land out of harm's way. In order to kill on a stage like, say, Yoshi's Story, he would either have to stay away from the main portion of the stage, which in turn leaves his back vulnerable to attacks from below, or rely on Back Air/Up Smash, which aren't as effective.

He would likely have a good matchup against characters such as Kirby (who would need to get in very close to attack, would have difficulty surviving at the high percentages Dragonborn would specialize in getting him to, and wouldn't benefit from copying Unrelenting Force). He would most likely have a bad matchup against characters such as Bomberman (whose traps can easily hit his weak points and would make his own setting up that much more difficult).


I Like this one! Well written.


Well Played

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Wed Feb 07, 2018 11:48 pm
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MGN Username: gamingmage
Currently Playing: ao2
Been quite a while, guess i forgot about that other character, so let me just **Old forum topic locked**.
Well then.... Maybe i should try and recreate those 25 movesets again since they are now gone from existence.

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Mon Mar 12, 2018 2:17 am
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Mage wrote:
Been quite a while, guess i forgot about that other character, so let me just **Old forum topic locked**.
Well then.... Maybe i should try and recreate those 25 movesets again since they are now gone from existence.


Rest in RIP, M8 :chibirobo: :chibirobo:

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Thu Mar 29, 2018 10:29 am
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8-Bit Mario: show
Source Games: Mario Games in NES.
Universe: Super Mario

Height: :mario:
Weight: :mario:
Entrance: :mario:
Idle: Don't have Idle

Normal Attacks:
Jab: Punch with cookie.
Ftilt: Hits with Magic Wand.
Utilt: Pirahna Plant will get out of Mario's hat and go up.
Dtilt: Hits with golf club.
Dash Attack: Like Villager's dash attack but bomb instead of pot.

Smash attacks:
Fsmash: 8-bit Link appears and hits with sword.
Usmash: A ? block appears top of Mario. Mario jump to hit ? block.
Dsmash: Leaves a Goomba. If you charge it long Goomba walks long.

Aerials:
Nair: Toad jumps. In 1 second disappear.
Fair: Mario hits with whip. (Meteor Smash)
Bair: Mario throws a plate.
Uair: Like Rosalina's Up B. 8-Bit Kirby appears. Fly one time and throws Mario a little.
Dair: Like Yoshi's dair. But It's Luigi's Super Mario Bros. 2 jump legs.

Grabs:
Grab: Normal grab.
Pummel: Hits with hammer in Wrecking Crew.
Fthrow: Throw like throwing shell in Super Mario Bros. 3.
Bthrow: Mario puts enemy in time machine. Then enemy comes with time machine to Mario's back.
Uthrow: Pokey gets out from Mario's hat and hits enemy.
Dthrow: Mario turns into Tanooki Mario, turns to a statue and falls to enemy.

Special Moves:
Neutral B Fireball: Not same with ssb Mario's fireball. This fireball is faster and two fireball can appear in screen.
Side B Hammer: Hammer in Donkey Kong. You can't jump while using this. It can hit floor 2 times. If it hits someone attack stops.
Up B Racoon Mario: Mario turn into Racoon Mario and fly. Racoon Mario can hit someone. Racoon Mario can go left and right.
Down B Vegetable: Not same with ssb Peach's down B. You can get Vegetable, Shy Guy, Tweeter and POW block.

Final Smash Starman: This FS is so OP. If you touch an enemy. Enemy gone for FS's end.

Taunts:
1: Makes Dr. Mario game over screen Dr. Mario.
2: A picture appears that there's "Push Start" on it.
3: "Paused" on Mario.

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Mon Sep 24, 2018 10:00 am
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