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MG Official Moveset Creation Topic 
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Joined: Fri Jul 16, 2010 12:51 pm
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I saw Rei one was locked, and I totally think this does not fit into the Smash Bros general topic.

Lemme do my point ; this is not a fan speculation, it's more of an... kind of art. Trying to represent a character's whole potential and abilities in a single 4 attacks-and-a-final-smash moveset if usually pretty hard, and even more to make it look representative, unique and playable. Characters that I will post movesets here are neither spéculations I do for SSB4 of SSF2, I just do them for the fact that I'm doing them. Geno, you were the one that locked the topic last time, or I would like to hear your point of view of this situation.

Additionnally, the last place where this was possible, to actually exange on this mix or writing and interpretation was the EF, which is now down. MG seems the best place after this to do so.

Now, without further adieu, lemme posts my firsts movesets...

Banjo and Kazooie: show
The bird and the bear, what a beautiful duo. They have bought a plehora of moves and ammunitions to the battlefield, and they're ready to make good use of them!

N-Special - Blue Eggs : Nothing too fabulous here, Kazooie will shoot an egg in front of her. The egg travel in a straight path. It can be fired quickly, however, the eggs are weak, and the attack can't be used if there is already three blue egg at once on the screen. The basic long-range fighting ability for both of the N64 games, about entirely re-taken from the original game. I don't think there is anything more to say...

S-Special - Beak Barge : Banjo and Kazooie will ready, before doing a slight dash foward. While slow and impratical, this attack can do major damage to shield, and knock enemies away at a very low angle. An often under-used attack in Banjo Kazooie, it's still a move that really shows of how those two work as a team. Maybe not the first choice to put there, put else it would have had way too much egg attacks.

U-Special - Flight : On the ground, using this attack for the first time will send him and Kazooie up high in the air, damaging anyone in their path, then putting them into gliding state. If used in the air, be it after doing it on the ground or trying to recover, the pair will do a small hop while Kazooie flaps her wings, letting them rise a bit. Additionnaly, a red feather can be seen flying when they flap their wings. It can be only used three times before having to land to refill on Red Feathers. They now can use that ability without a Flight Pad! The move follows the game's limitations almost perfectly, and is a novel recovery move. Check!

D-Special - Clockwork Kazooie : When used, Kazooie release a large spotted egg that will crack open and release a clockwork miniature version of Kazooie. The move can be only used on the ground, and whe n the bomb is released, the player can't move, being now controlling the bomb. The bomb can only jump and walk around, and will detonate if it hits someone or something, similar to Link's bombs, when Banjo is hurt, or after 10 seconds. It can also be manually detonated (cancelling the move) by pressing the special button again. My only direct reference to Banjo-Tooie, but it's still a good move. It adds a little twist to the fighting style!

Final Smash - Wonderwing : Banjo and Kazooie have bought a really good supply of Gold Feathers! The pair will activate the Wonderwing ability, which gives them a couple useful advantages ; they damage enemies on contact, and they are imprevious to all attacks! However, you can only walk and jump, and the move is limited to 20 seconds, so you must act fast and ram your enemies quickly. Works like in the game, up to the duration of the attack (Ten Gold Feathers in store, ready to attack!) It makes a beatiful Final Smash to a character like Banjo.

Little Mac: show
The little boxer from the Bronx, Little Mac, is back to the ring! Weighting 107 lbs and sporting a 4'8" height, he's more than ready to fight for the WVBA championship title!

N-Special : Dizzy Strike - Little Mac throws a fast hook in front of him. If it makes contact on a grounded opponent, he is dazed, but receive no knockback. Hitting an aerial opponent with it spikes him toward the ground, to keep him from fleeing. If used in the air, the attack neither has the spiking or dazing abilities of his grounded version, but it can see the opponent flying foward at a good strenght. It also feature a very slight boost foward. In both variations, the attack feature little start-up, and will have little end lag if it connects, but a miss will leave you open for counter attack. It actually have a supported origin, in the fact that punches you land during certain occations will leave your opponent dazed and open.

S-Special : One-Two Punches - Little Mac is ready to chain a few punches! He start giving jabs and hooks rapidly, trapping the opponent. He gives up to 4 punches in total. If used in the air, Little Mac is boosted foward a bit, and can drag the opponent in his punches. It does not render him unable to attack after, but he can only use it once per flight, much like his Up-Special. This move is a continuation of the N-Special. After dazing your opponent in game, he is able to land a couple of punches real fast, before the enemiy regain their focus.

D-Special : Counter Cross - Little Mac does a step backward, getting him quickly out of reach of an opponent blow, and strike back with a quick but strong cross. It is used as a way to counter the opponent, so the punch is not mean to be made into comboes, making it a slow-endind attack, even when it hits. It can't be used in the air. Also support a revelent origin! Mac can quickly backstep in the real game to dodge punches, and he can often then retaliate with a counter punch of his own.

U-Special : Star Uppercut - Little Mac does his signature upward uppercut, the Star Uppercut! The punch has some starting lag, but hitting with it is so satifying it worth it. It sends flying the opponent upward to great heights, and is a great combo ender. In the air, the uppercut actually make Little Mac rises a bit, and does not render him to helpless state, although you can only use it once before touching the ground. Mac's signature move, adapted completely and entirely to the Smash Bros universe. It's note Worthing that the NSpecial, S-Special and U-Special chain really effectively one into the other.

Final Smash : Punch-Out!! - Get ready to show your opponent what you're made of! While activating this, Little Mac's gloves turn light blue and shines, while three stars appear over his head. For 15 seconds, you can move all around the place, being invulnerable and having infinite double jumps. Hitting the attack button makes you throw a flurry of jabs that traps, while the Special attack let you swing a Superstar Uppercut, consuming a star in the process. You've missed the punch? Don't worry, you've still two other stars left. And there I go, complete Sakurai mode... Move adapted from the max star limitation of the Wii version of the game, and the pure strenght of the Uppercut in SSBB.

Pichu: show
Pichu is, at start, a faster, smaller, nimbler and lighter Pikachu. This time around, his electric attacks now don't damage him - at least at start. His attacks falls into two categories : his regular attacks, and his electric ones. The electric attacks are easily seen, as the emit lightning and sparks. Doing a regular attack, or just walking and jumping, create static electricity. Storing a good amount of electricity builds a charge, with a maximum of three charges at the time. While doing an electric attack, if you have a charge, it gets spent, and it inflicts a good amount of additionnal damage. However, it also inflicts a bit of damage to Pichu. Doing it with no charges does not damage Pichu. Knowing how to spend those charges is the key to master this new Pichu, along with the same strategies that made Pikachu a strong warrior. I actually got the inspiration of this ability while playing League of Legends, more specifically with the item called Statikk Shiv. Whatever floats your boat it semms...

N-Special : Thunder Wave - The only not partly cloned move of the moveset, Thunder wave is a simple move. It sends waves of electricity that stuns opponents cold. It has however a small reach, so be careful about missing and being punished. Although it is an electric attack, it does not spend charges, nor does he build any. It's a special attack. Because Thunder Jolt is Pikachu only, because Thunder wave is such a classic Eletric-type move and because Pichu could use a stun to not spend charges for no reasons.

S-Special : Headbutt - Similar, but not like Skull Bash. Pichu quickly lowers his head and leap foward a bit to ram the foe. It features an incredibly high priority, enough to easily cancel a fully charged Getsua Tenshou. It's a regualr attacks that can create statis. I still want to PARTLY clone that moveset, similar to Luigi in SSBM and SSBB. So moves will do seems similar one to the other through the moveset.

U-Special : Volt Switch - Again, similar to Pikachu's Quick Attack, but is not the same. Pichu dash around up to twice, covered in electricity. He does not suffer the 38° limitation his evolved self has, but the window of time to hit the buttons a second time is cut to a mere instant. It is an electric attack that will spend one charge for both dashes. Now we have a reason why his U-Special will damage him...

D-Special : Thunderbolt - ... What? Yes, it works about perfectly like Pikachu's version, except it does multi-hit damage for the duration of the Thunderbolt, instead of a single hit, at the cost of killing power. Getting hit however by the spark produced when the bolt hits Pichu causes a good blast to the foe. This attack always spend the charges, but will only inflict damage to Pichu if the bolt itself makes contact with the tiny mouse. BECAUSE THUNDER! ... It's still the famous, cliché Electric-type attack, so we're gonna use it. Al beilt at a slightly different sauce.

Final Smash : Wild Charge - A move based on both Volt Tackle and the weaker, TM version, Wild Charge. Pichu start running before turning into a over-charged electric-covered battling ram! Pichu runs all over the place, dragging along any enemies he makes contact with. Also, if he decide to turn, he send a huge electric shockwave, blasting any enemies in front of him, and anyone he was pushing around. He change direction on a dime and and even shock-dance (Similar to dash dance), and he can jump, but he's unable to stop until he completed his attack, for about 10 seconds. This attack is not counted as an electric attak, so it won't spend your charge. But it also won't produce any. Closer to Pikachu's depiction of Volt Tackle in the anime that it was in Brawl. Oh, and name switch, because I can, and because people will now not mix them up.


Wed May 29, 2013 12:23 am

Joined: Sun Feb 12, 2012 9:51 pm
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Dr. Geno wrote:
Keep this kind of stuff in the general smash bros thread please


So you decide to go against this simple request?
The smash bros topic is the perfect place to discuss this.

In any other section, it's just ridiculous.


Wed May 29, 2013 12:35 am
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Kiddragon wrote:
this is not a fan speculation, it's more of an... kind of art

Wow, I didn't know we let people with actual brain problems in here.
Lucina wrote:
The smash bros topic is the perfect place to discuss this.

In any other section, it's just ridiculous.

It's just ridiculous in there too, though.

The Smash Bros. topic should be for talking about the Smash Bros. games.

Not for people who are really f*** proud of themselves because they thought up five whole moves.


Wed May 29, 2013 5:29 am
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Wow.


Wed May 29, 2013 10:54 am
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