"Expansion" Character Moveset Speculation
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ikke471
Joined: Tue Jul 22, 2014 4:27 pm Posts: 2 Country:
Gender: Anime Girl
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Rayman (recently appeared in Rayman Origins for 3ds and wii and Rayman legends for wiiU) would use either the custom sprites also used in smash bros crusade or Rayman Raving Rabbids gba sprites or even the sprites from the original rayman game on psx, jaguar, dsi etc. his taunt would be his grimace Neutrals: Jab: 3 hit punch combo with the 3rd one being the most powerful Ftilt: a simple kick Utilt: uppercut Dtilt: sweep kick that sends opponents airborne so Rayman can combo out of that move Upsmash: uppercut with charge and further range than Utilt Fsmash: Rayman shoots one of his Lum projectiles (seen in Rayman 2 and Raving rabbids ds) this attack gets bigger knockback,range, and hit a bigger hitbox when charged (there are 3 levels: white, blue and yellow) Dsmash: Rayman places his hands on the ground and sends both his feet flying in both directions. anyone hit is knocked into the air Dash Attack: Rayman tornado from the origins and legends games
Aerials: Nair: a basic kick Bair: a backwards kick Dair: a ground pound from the origins and legends games Fair: Rayman uses both his hands to attack. he throws and overhead punch. this attack is a meteor smash when sweetspotted (think mario but a little more powerful with more recovery) Uair: an upwards kick with huge range but a laughable amount of damage
Specials: Neutral Special: Rayman wind up fist (think donkey kong's neutral special but with more range) Side Special: Rayman's Lockjaw attack (grabs enemies from far range and pulls them closer and deals minor damage) Down Special: Rotating blade hair (Rayman activates his helicopter hair while standing on the ground this attack is aimable and deals great damage on hit but also has this air current thing that pushes other players away from him going on so it's fairly hard to pull off. this would combo really well with his side special) Up Special: Rayman helicopter (basically the same as pit's recovery in brawl but his hair turns into a helicopter that makes him fly and you can control him while he does so)
Throws: Grab: Rayman throws one of his hands away to grab people (hilarious long range grab but balanced out by fairly weak throws) Pummel: Rayman kicks the caught opponent Fthrow: Rayman kicks the opponent away like you would with a football Bthrow: Rayman spins around and throws the opponent (think Mario's backthrow) Dthrow: Rayman slam dunks his enemy on the ground and slams both fist down at the opponent sending him flying Upthrow: Rayman throws his opponent up into the air and catches it in his helicopter hair. this doesn't do to much damage but the knockback is quite high due to his hair blowing the air upwards
FINAL SMASH: Mosquito ride Rayman whistles to call in Mosquito and jumps on his back to be able to shoot projectiles for a limited time with the A button (regular attacks and smashes. The B button is used to suck up opponents like Kirby (only one opponent at a time) and shoot them back out out other opponents with the A button dealing great damage to both the bullet and the target. While on Mosquito, Rayman is invincible. (kinda like Yoshi's Final smash)
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Wed Aug 13, 2014 12:31 pm |
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FriendAlias
SSF2 Developer
Joined: Wed Nov 24, 2010 11:11 pm Posts: 201 Location: Here. Country:
MGN Username: spid3y916
Currently Playing: SSF2
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| | | | T.testLP wrote: This seems interesting.
Crimson Viper (appeared on SSFIV3DS)
C. Viper, like her traditional fighter incarnation, is a highly technical character that specializes in rushdown. Her moves let her deal a lot of pressure to her opponent, as well as giving her plenty of mobility with a variety of cancels.
* Neutral Special - Focus Attack: C. Viper does a twirling elbow strike after some startup. She can charge the move by holding down the Special button, during which she has heavy armor to absorb blows. On hit, it deals no knockback and above average hitstun based on how long the move is charged. The move also does heavy shield damage, and a fully-charged FA is a guaranteed shield break. The move can be dash-cancelled during startup, and it can be cancelled from Viper's other specials when on the ground, letting C. Viper put on continuous pressure. * Side Special - Burning Kick: C. Viper does a spinning kick with her legs engulfed in fire. She goes airborne for the move, letting her dodge low attacks. Hitting an opponent launches them upward with weak knockback to be followed up with an aerial. Can be used as a horizontal recovery tool, although it makes C. Viper lose attitude faster for its duration. This move is mostly used for combos. * Up Special - Thunder Knuckle: C. Viper touches her glove, during which the player must quickly input a direction, then charges in the chosen direction. By default, she charges forward on the ground and diagonally upward in the air. Viper's main recovery move, although it doesn't have a lot of distance. * Down Special - Seismic Hammer: C. Viper slams at the ground, launching nearby characters upward. Can be jump-cancelled. Unusable in midair. A good launcher for grounded characters due to its large hitbox.
* Final Smash - Ultimate Burst Time: C. Viper hits the ground with a massive shockwave, meteor smashing airborne opponents and knocking down grounded foes. Then, she makes huge burning cartwheels upward, trapping opponents in the inferno and launching them skyward with the final hit. | | | | |
How long would the neutral take to be fully charged? Since the move has armor it might be a bit tricky getting through. ...I can't tell if you are being serious or not. Granted if you are, then it's pretty creative and would be hilarious to see. | | | | ikke471 wrote: Rayman (recently appeared in Rayman Origins for 3ds and wii and Rayman legends for wiiU) would use either the custom sprites also used in smash bros crusade or Rayman Raving Rabbids gba sprites or even the sprites from the original rayman game on psx, jaguar, dsi etc. his taunt would be his grimace Neutrals: Jab: 3 hit punch combo with the 3rd one being the most powerful Ftilt: a simple kick Utilt: uppercut Dtilt: sweep kick that sends opponents airborne so Rayman can combo out of that move Upsmash: uppercut with charge and further range than Utilt Fsmash: Rayman shoots one of his Lum projectiles (seen in Rayman 2 and Raving rabbids ds) this attack gets bigger knockback,range, and hit a bigger hitbox when charged (there are 3 levels: white, blue and yellow) Dsmash: Rayman places his hands on the ground and sends both his feet flying in both directions. anyone hit is knocked into the air Dash Attack: Rayman tornado from the origins and legends games
Aerials: Nair: a basic kick Bair: a backwards kick Dair: a ground pound from the origins and legends games Fair: Rayman uses both his hands to attack. he throws and overhead punch. this attack is a meteor smash when sweetspotted (think mario but a little more powerful with more recovery) Uair: an upwards kick with huge range but a laughable amount of damage
Specials: Neutral Special: Rayman wind up fist (think donkey kong's neutral special but with more range) Side Special: Rayman's Lockjaw attack (grabs enemies from far range and pulls them closer and deals minor damage) Down Special: Rotating blade hair (Rayman activates his helicopter hair while standing on the ground this attack is aimable and deals great damage on hit but also has this air current thing that pushes other players away from him going on so it's fairly hard to pull off. this would combo really well with his side special) Up Special: Rayman helicopter (basically the same as pit's recovery in brawl but his hair turns into a helicopter that makes him fly and you can control him while he does so)
Throws: Grab: Rayman throws one of his hands away to grab people (hilarious long range grab but balanced out by fairly weak throws) Pummel: Rayman kicks the caught opponent Fthrow: Rayman kicks the opponent away like you would with a football Bthrow: Rayman spins around and throws the opponent (think Mario's backthrow) Dthrow: Rayman slam dunks his enemy on the ground and slams both fist down at the opponent sending him flying Upthrow: Rayman throws his opponent up into the air and catches it in his helicopter hair. this doesn't do to much damage but the knockback is quite high due to his hair blowing the air upwards
FINAL SMASH: Mosquito ride Rayman whistles to call in Mosquito and jumps on his back to be able to shoot projectiles for a limited time with the A button (regular attacks and smashes. The B button is used to suck up opponents like Kirby (only one opponent at a time) and shoot them back out out other opponents with the A button dealing great damage to both the bullet and the target. While on Mosquito, Rayman is invincible. (kinda like Yoshi's Final smash) | | | | |
So would Rrayman be a rush-in character, a spacing character, or just balance?
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Wed Aug 13, 2014 1:10 pm |
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ikke471
Joined: Tue Jul 22, 2014 4:27 pm Posts: 2 Country:
Gender: Anime Girl
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| | | | spid3y916 wrote: | | | | ikke471 wrote: Rayman (recently appeared in Rayman Origins for 3ds and wii and Rayman legends for wiiU) would use either the custom sprites also used in smash bros crusade or Rayman Raving Rabbids gba sprites or even the sprites from the original rayman game on psx, jaguar, dsi etc. his taunt would be his grimace Neutrals: Jab: 3 hit punch combo with the 3rd one being the most powerful Ftilt: a simple kick Utilt: uppercut Dtilt: sweep kick that sends opponents airborne so Rayman can combo out of that move Upsmash: uppercut with charge and further range than Utilt Fsmash: Rayman shoots one of his Lum projectiles (seen in Rayman 2 and Raving rabbids ds) this attack gets bigger knockback,range, and hit a bigger hitbox when charged (there are 3 levels: white, blue and yellow) Dsmash: Rayman places his hands on the ground and sends both his feet flying in both directions. anyone hit is knocked into the air Dash Attack: Rayman tornado from the origins and legends games
Aerials: Nair: a basic kick Bair: a backwards kick Dair: a ground pound from the origins and legends games Fair: Rayman uses both his hands to attack. he throws and overhead punch. this attack is a meteor smash when sweetspotted (think mario but a little more powerful with more recovery) Uair: an upwards kick with huge range but a laughable amount of damage
Specials: Neutral Special: Rayman wind up fist (think donkey kong's neutral special but with more range) Side Special: Rayman's Lockjaw attack (grabs enemies from far range and pulls them closer and deals minor damage) Down Special: Rotating blade hair (Rayman activates his helicopter hair while standing on the ground this attack is aimable and deals great damage on hit but also has this air current thing that pushes other players away from him going on so it's fairly hard to pull off. this would combo really well with his side special) Up Special: Rayman helicopter (basically the same as pit's recovery in brawl but his hair turns into a helicopter that makes him fly and you can control him while he does so)
Throws: Grab: Rayman throws one of his hands away to grab people (hilarious long range grab but balanced out by fairly weak throws) Pummel: Rayman kicks the caught opponent Fthrow: Rayman kicks the opponent away like you would with a football Bthrow: Rayman spins around and throws the opponent (think Mario's backthrow) Dthrow: Rayman slam dunks his enemy on the ground and slams both fist down at the opponent sending him flying Upthrow: Rayman throws his opponent up into the air and catches it in his helicopter hair. this doesn't do to much damage but the knockback is quite high due to his hair blowing the air upwards
FINAL SMASH: Mosquito ride Rayman whistles to call in Mosquito and jumps on his back to be able to shoot projectiles for a limited time with the A button (regular attacks and smashes. The B button is used to suck up opponents like Kirby (only one opponent at a time) and shoot them back out out other opponents with the A button dealing great damage to both the bullet and the target. While on Mosquito, Rayman is invincible. (kinda like Yoshi's Final smash) | | | | |
So would Rrayman be a rush-in character, a spacing character, or just balance? | | | | |
I think he's a bit of a blanced character with quite a lot of spacing moves but can aslo put out enough damage up close to be able to rush in like he can in his games
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Wed Aug 13, 2014 1:15 pm |
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blackking1700
Joined: Mon Aug 12, 2013 9:31 pm Posts: 664 Country:
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Barbie, Its a dying franchise, but I think Barbie would be considered 4th party. Other than that, a little bit more recognition would be good for the poor girl.
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Last edited by blackking1700 on Wed Aug 13, 2014 2:42 pm, edited 1 time in total.
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Wed Aug 13, 2014 2:15 pm |
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Shine-chan
Joined: Sun Aug 03, 2014 11:08 pm Posts: 1082 Location: Fuck 12 Country:
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MGN Username: Shine!
Currently Playing: Minecraft Bedrock & Roblox
Waifu: All guys from Free!
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...I can't tell if you are being serious or not. Granted if you are, then it's pretty creative and would be hilarious to see.
I was being serious lol, Barbie is so underrated as a character.
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Wed Aug 13, 2014 2:18 pm |
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Starkiller
SSF2 Developer
Joined: Tue Dec 11, 2012 6:47 pm Posts: 2316 Location: BC Country:
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Currently Playing: Complacency breeds weakness. My opponents won't stop getting stronger, neither will I.
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Since Shadow's gameplay seems pretty self-evident and no questions have been raised (I like that though, asking questions about their idea), I will move on to the next character. I will be editing this post immediately, I'm just getting this down so no one steals it BANJO-KAZOOIE (from the N64) The thing I was thinking about was whether or not Banjo and Kazooie should be separate characters... Whats here is if they were one unit. Don't be afraid to give me suggestions/revisions even though I came up with everything, I'm totally open to change. Neutrals: Jab1: Banjo swings his right arm out (Claw Swipe) Jab2: Banjo steps forward while swinging his left arm out (Claw Swipe) Jab3: Banjo steps forward while swinging his right arm out (Claw Swipe) Dash Attack: Banjo curls into a ball and rolls briefly (Forward Roll) Ftilt: Kazooie swings out with her wings, hitting multiple times (Wing Whack) Utilt: Kazooie lunges out and pecks the area in front and above Banjo three times, each peck moving Banjo slightly forward. (Peck) Dtilt: Kazooie reaches out of the bag and pokes an area low in front of Banjo. This attack sends at a low trajectory. (Beak Barge) Fsmash: Banjo hoists Kazooie up by the legs, and smashes her down in front of him. This move has lots of endlag. (Breegull Bash) Upsmash: Banjo and Kazooie do a low backflip. (Flap Flip) Dsmash: Banjo swings his backpack around in a circle, hitting in front first then behind him. (Pack Whack)
Aerials: Nair: Kazooie flaps her wings trying to fly, hitting nearby enemies with her wings. This move also slows Banjo and Kazooie's falling speed, but they are quite vulnerable during this move. (Feathery Flap) Fair: Kazooie reaches out and pecks three times in front of Banjo. (Rat-a-tat Rap) Bair: Kazooie reaches out behind Banjo with a single peck. (Peck Sideways) Dair: A stall-then-fall move. Banjo curls into a ball and drops, meteor smashing opponents directly beneath him and otherwise knocking them back. This move also has landing hitboxes. If the attack button is held through the stalling animation, Kazooie pops out, the stalling is extended briefly while Banjo and Kazooie spin midair, and then they both drop downward. This variation not only has a larger meteor hitbox, but when hitting the ground it has multiple hitboxes while Kazooie drills the ground. This version is higher risk, higher reward. (Beak Buster; Bill Drill) Uair: Similar to their bair, Kazooie reaches out and pokes above Banjo. (Peck Sideways, but upwards ofc)
Specials: N-spec: Kazooie fires an egg out of her backside, sending it on an upward trajectory without much speed, causing it to not travel very far. It bounces when it hits the ground, and is treated as a projectile. This ability also follows with the extra types of eggs: High chance of getting Blue, Low chance of getting fire (extra damage) and ice (freezes based on percent), and a VERY low chance of getting grenade eggs (which have significantly higher knockback) or the Clockwork egg (which spawns a robotic Kazooie that chases an opponent and blows up on contact, while it also explodes after a timer). (Bounce Eggs) D-spec: Banjo pulls Kazooie out from his backpack into the Breegull Blaster position and then immediately swings Kazooie in front of him. Then he puts Kazooie back into his backpack. (Beak Bayonet) S-spec: Kazooie fires an egg in front of her, where it flies on a horizontal trajectory and disappears after a certain time. This move also shares the same statistics for egg spawn rates compared to their D-spec. (Fire Eggs) Up spec: A flight pad materializes underneath Banjo and Kazooie, which they use to leap high into the air. Two feathers appear as a HUD element above the pair. After reaching the apex of their jump they transition into a slow glide. If you press the neutral button (A) then you expend one feather to gain a little extra height. Pressing the special button makes the duo lunge forward like a missile at the cost of 2 feathers. If this move hits a wall the duo falls into helpless, although this move can grab edges. if this move hits the ground at any point (any point during the upb) Banjo and Kazooie are put into a lot of endlag. If you run out of feathers (after 2 jumps or using the Beak Buster) you go into helpless. You cannot control your horizontal speed, although you can turn around (albeit very slowly). (Flight)
Grabs: Grab: Banjo reaches out to grab his opponent in a bear hug. Pummel: Kazooie pecks the grabbed victim. Fthrow: Banjo leans back and punches his victim away. Bthrow: Banjo simply twirls and throws his victim behind him. Dthrow: Banjo and Kazooie ground pound their victim, sending them up and away. Upthrow: Banjo tosses the victim up so that Kazooie can poke them, sending them upward.
Taunts: The first time a taunt is used in a battle, Kazooie will appear in a textbox at the bottom of the screen. What she says is determined by her opponent, and in the case of multiple combatants she randomly picks one to joke at. Taunt1: Banjo and Kazooie pull out their namesake instruments and play a part of their main theme. Taunt2: Kazooie leaps out of the bag while Banjo takes a snooze. Kazooie pokes Banjo and wakes him up. Taunt3: Banjo and Kazooie collect a jinjo.
FINAL SMASH: The Mighty Jinjonator!
_________________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
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Last edited by Starkiller on Tue Feb 21, 2017 5:18 am, edited 2 times in total.
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Wed Aug 13, 2014 2:22 pm |
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FriendAlias
SSF2 Developer
Joined: Wed Nov 24, 2010 11:11 pm Posts: 201 Location: Here. Country:
MGN Username: spid3y916
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Thanks. Glad that you like the idea of questioning other about how their moveset would work. Though it seems no one has been really doing it. Can't wait to see Banjo-Kazooie! On an other note, on Friday I'm going to post a grade (A, B, C, D, or F) on the likely-hood of the characters presented could be in SSF2. I'll provide pros and cons on why I came to those conclusions. You are happy to fight for your side.
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Wed Aug 13, 2014 4:06 pm |
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blackking1700
Joined: Mon Aug 12, 2013 9:31 pm Posts: 664 Country:
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I have a question. Why no joke characters? Jigglypuff was initially a joke character. So why not?
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Wed Aug 13, 2014 4:22 pm |
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Starkiller
SSF2 Developer
Joined: Tue Dec 11, 2012 6:47 pm Posts: 2316 Location: BC Country:
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Currently Playing: Complacency breeds weakness. My opponents won't stop getting stronger, neither will I.
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Someone speculated Muslim Sonic, if that isn't a joke then I don't know what is But I think he wants it to stay more serious so that this thread doesn;t get trolled/spammed/derailed, which I totally agree with.
_________________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
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Wed Aug 13, 2014 4:37 pm |
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blackking1700
Joined: Mon Aug 12, 2013 9:31 pm Posts: 664 Country:
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MGN Username: blackking1700
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I understand that over the top characters(like Muslim sonic) shouldn't be allowed, but I'm talking about clearly unrealistic characters put here just for fun.
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Wed Aug 13, 2014 5:25 pm |
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FriendAlias
SSF2 Developer
Joined: Wed Nov 24, 2010 11:11 pm Posts: 201 Location: Here. Country:
MGN Username: spid3y916
Currently Playing: SSF2
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I should have been more clear on this. Personally I'm totally okay with joke character. I'm actually one of the few who would like to see Slippy enter Smash.
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Wed Aug 13, 2014 6:21 pm |
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Jason15877
Joined: Mon Oct 14, 2013 9:32 am Posts: 65 Location: Long Island NY Country:
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Currently Playing: SSF2, Final Fantasy 5
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Cleod9 (he doesn't need a game, he can do what he wants ) Jab1: Punch. Jab2: Another Punch. Jab3: Back-hand slap. Dash Attack: Tackle (like Snake in Brawl) Forward Smash: A heavy punch, and if the punch hits, the MG logo flashes instead of the usual hit effects. Down Smash: Stomps on the ground, and some C++ code rises from the floor. The code stuns people. The closer an opponent is, the longer they are stunned. Up Smash: Spinning uppercut. Forward tilt: Swings with a computer keyboard. Down tilt: Small kick. Up tilt: swings computer mouse over his head like a cowboy would with a rope. Neutral Special: Throws razor blades shaped like the MG logo. Side Special: Reflector shield shaped like the MG logo. Down Special: Counter Up Special: Frantically flaps arms like a bird, slowly flying upwards for 3 seconds. Final Smash: The lenses of his glasses shine, which causes a faint line to appear similar to Black Mage's Haste attack. Any foe trapped in the line is pulled into the attack, which is a cinematic one. The screen changes to the trapped opponents in a dimension made of nothing but darkness. From different angles, all the devs swoosh by, attacking the opponents in different ways. Cleod is the final attacker. Instant kill to any opponents trapped. (Based off of the Knights of the Round summon in Final Fantasy 7)
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Last edited by Jason15877 on Thu Aug 14, 2014 8:19 am, edited 1 time in total.
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Wed Aug 13, 2014 10:18 pm |
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blackking1700
Joined: Mon Aug 12, 2013 9:31 pm Posts: 664 Country:
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[box=] Luffy's Moveset
Game:Jump Superstars
Note: Due to Luffys stretching abilities, some attacks have a "Direct Contact" damage ratio. This works similar to the tip of Marth's sword. Hits with the knuckles, palm or foot(heel, bottom, and toes for "speer") cause increase damage and knockback, and in some cases meteor smashes
Smash Attacks
Basic Combo -Jab Range- low Damage- 3% Knockback- none Speed- Medium
-2nd Jab Range- low Damage- 3% Knockback- none Speed- medium
-Gum Gum Gatling Range- medium Damage- 5% per hit Direct Contact- 7% Knockback- low Speed- medium
Side Smash -Gum Gum Pistol Range- medium to high Damage- 10%-17% Direct Contact- 14%-22% Knockback- medium to high Speed- medium Chargeable- Increasing range, damage, and Knockback Down Smash -Gum Gum Whip Range- low Damage- 5%-15% Direct Contact- 8%-18% Knockback- low Speed- medium Chargeable- Increasing damage and Knockback Note: Hitting in front and then behind, Direct Contact launches opponents in the direction hit in with higher knockback
Up Smash -Gum Gum Volcano Range- medium Damage- 11% Direct Contact- 15% Knockback- medium Speed- low Note: has slight end lag
Up Tilt -Gum Gum Bell Range- Low Damage- 1st-8% 2nd-10% Direct Contact- 1st-10% 2nd 12% Knockback- medium Speed- high Note:Hitting above and behind then swinging back to hit above and forward. Hitting Direct Contact with the back of Luffy's head has low knockback, Direct Contact with Luffy's forehead(during the second hit) hooks the opponent(s) throwing them forward Side Tilt -Gum Gum Shotgun Range- Medium Damage- 8% per hit Direct Contact- 11% per hit Knockback- medium Speed- low-medium
Down Tilt -Gum Gum Stamp Range- low Damage- 9% Direct Contact- 13% Knockback- low Speed- medium Note: Buries opponents, meteor smashes opponents in air
Dash Attack -Gum Gum Sickle Range- High Damage- 7% Direct Contact- 10% Knockback- low-medium Speed- high Note: Direct Contact with Luffy's fist also increases knockback, has slight end lag
Specials
Neutral Special -2nd Gear Note: increases speed and all attacks do 5% more damage. has a limit similar to final forms Chargeableknockback -10sec charge before being active, can tap directional buttons to roll out but cancels charge
Side Special -Gum Gum Bazooka Range- medium Damage- 14% Direct Contact- 18% Knockback- medium-high Speed- medium
Down Special -Gum Gum Balloon Note: Reflects projectiles and does reflect damage for melee attacks, has a 3 second llimit, has some end lag
Up Special -Gum Gum Storm Range- high Damage- 10%-23% if all attacks hit Direct Contact- 15%-28% if all attacks hit Knockback- Medium Speed- medium (launch)-high(attack) Note: Luffy falls helplessly after attack, Luffy can grab ledges
Air Attacks
Neutral Air -Gum Gum Fireworks Range- medium Damage- 8% per hit Direct Contact- 12% per hit Knockback- low Speed- medium Note: Luffy remains still while using this move, has slight end lag
Forward Air -Gum Gum Battle Axe Range- low-medium Damage- 14%-16% Direct Contact- 18%-20% Knockback- high Speed- medium Note: Meteor smashes if hit by the heel or bottom of Luffy's foot. Does 2% more damage if hits the stage
Back Air -Gum Gum Whip Range- medium Damage- 6% Direct Contact- 12% Knockback- low-medium Speed- high
Down Air -Gum Gum Spear Range- Medium Damage- 8% Direct Contact- 14% Knockback- medium Speed- low Note: meteor smashes if hit directly with Luffy's toes
Up Air -Gum Gum Rocket Range- medium-high Damage- 14% Direct Contact- 17% Knockback- medium Speed- low(charge up)-high Note: aimable, Direct Contact with Luffy's forehead causes higher knockback, Luffy grabs an opponent or the stage to shoot himself in the desired direction of he fails to grab anything he suffers from end lag, grabbing an opponent guarantees a "Direct Contact" hit, has end lag [/box]
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Thu Aug 14, 2014 12:09 am |
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Starkiller
SSF2 Developer
Joined: Tue Dec 11, 2012 6:47 pm Posts: 2316 Location: BC Country:
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Currently Playing: Complacency breeds weakness. My opponents won't stop getting stronger, neither will I.
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I don't want this thread to die ;_; These are all great ideas (except for the first one lol). Newcomer: Black Belt (FF1, SNES. Will update with this immediately, or at least will keep the edit page open). Honestly, I'd give BB a C+ or a B- at best. Out of the original classes (excluding Black Mage, of course), I could only see Red Mage and Black Belt be playable characters. White Mage doesn't fit well into a fighting game, Warrior is so generic, and not only are the Thief's stats and equipment choices outclassed by someone in the original, but his primary strength is his ability to RUN AWAY. At least Red Mage was an obvious jack-of-all-trades so he has variety in his moveset, and BB can use martial arts weapons and has incredible CQB, he is stronger without weapons Neutrals: Jab: A quick jab. Can jab reset. Jab2: A right cross. Jab3: An uppercut. Dash Attack: Black Belt slides forward while punching. Ftilt: BB does a front kick. Primarily a spacing move. Dtilt: BB does a leg height roundhouse kick. Low angle trajectory. Utilt: BB does an axe kick. Fsmash: BB leans back, to charge his punch (a back stance). He reaches out to punch in front of him, with a small stance shift to give extra range. An empowered punch has much greater knockback. Dsmash: BB pulls out his bo, and swipes the ground in front of him. The KB trajectory is straight up, and by pressing the "A" button again he will do an identical swipe behind him. An empowered bo strike has different KB, the first hit sends his opponent behind him with very little KB, allowing the second hit to connect (this second hit, even by itself, has more KB than an unempowered bo strike and sends on a trajectory similar to Samus' dsmash). *You might not perform the second hit in an attempt to follow up with a different move.* Up smash: BB performs a butterfly kick. The first hit has very little knockback, but the second hit is much stronger. An empowered butterfly kick has fire effects as well as greater damage and KB.
Aerials: Nair: BB sticks a leg out for a side kick. This move has sex kick properties. Fair: BB swings his Masamune horizontally in front of him (like Ichigo's fair, not Marth's) Dair: BB kicks beneath himself (think like a side kick). This kick knocks an opponent up with a lot of hitstun, but this move has some startup lag (like Sheik's dair in Melee). Bair: BB shoots his leg behind him in a midair back kick. Uair: BB uses his staff to poke above him. It is long and disjointed, but it has lag while BB puts it away.
Specials: N-spec: Meditate. Black Belt sits down and closes his eyes, controlling his breathing. When he has a full charge, he empowers his next smash or special. He can perform this move midair, and it slows his falling speed and acceleration. Using an empowered meditate is able to be held, does not provide empowerment, but allows BB to heal while he meditates. S-spec: Nage waza (Throw Technique). BB reaches forward with both hands and grabs. This range is greater than a normal grab, has similar startup but more endlag. Upon a successful grab, he takes his opponent down to the ground. Performing this move in midair will cause BB to jump off of his opponent, sending them in the direction he is facing and he gets extra horizontal distance. An empowered throw deals extra damage in the form of a finishing strike on his downed opponent. An empowered midair throw makes BB jump off of his opponent by pushing them straight down in a meteor, while he jumps upward gaining vertical distance. D-spec: Counter. BB feints and returns damage when attacked. An empowered counter has longer invincibility frames, as well as a proper 1.5x dmg and KB. U-spec: Rising Double Punch. BB jumps into the air, both fists out. This move is a single hit, but does not give any horizontal. An empowered double punch has greater knockback, and BB does not go into helpless (allowing for a second u-spec) but may not use any other special.
Grabs: Grab: BB grabs with one hand (the visual difference between this and his command grab). Pummel: A swift knee. Fthrow: BB pushes his opponent forward and front kicks them away. Dthrow: BB twists his opponent around (so their back is to BB) and suplexes them. Bthrow: BB pulls his opponent down with him, throwing them behind him with a somersault throw. Upthrow: BB leans down to adjust his grip, throwing his opponent above and behind him.
Taunts: Taunt1: BB performs a Hadouken motion, no projectile comes out. Taunt2: A pile of boards appears in front of BB, which he quickly chops in half. Taunt3: BB performs a quick flourish with his hands, and drops into a horse stance yelling a kiai.
Bahamut the Dragon King appears and transforms BB into The Grandmaster. Gm is a transformation type of Final Smash where he is granted more speed in the air and on the ground:
_His 3 jab combo becomes a single palm strike. _His dash attack has afterimage effects and a longer slide (autocancels on ledges, he slides off of them). _Ftilt is now a jumping double front kick (weak first kick, strong second kick). _Dtilt is now a full sweep. _Utilt is a jumping axe kick (it has no hitbox that touches the ground, but it still can reach most crouched opponents). _Fsmash is a "Superman" punch, giving it a much higher hitbox and greater range. _Dsmash has tornado effects, visual and suction. _Usmash is now a single vertically angled side kick.
_Fair looks like his old nair, with the addition that he flies forward while using it. You can control his height a bit with this move, and it has wavedash physics if landing midmove. It has sex kick properties (but even the weakest frame still packs a punch). _Nair has Gm swing his nunchaku around him, with multiple hitboxes on both sides. He loses some fall speed as well. _Bair is now a powerful backfist, similar to Captain Falcon's but with power and startup. _Dair is a divekick (angled around -315 degrees). When it hits an opponent, they get knocked up slightly and Gm bounces up and away with very little endlag. Typically you can land more than one foot dive before you have to use something else. _Uair is now an upwards flip kick.
_Meditate now has energy waves coming out of it (these push back, not knock back). Meditate still charges and empowers. Empowered meditate does not heal, instead it gives armour on his next move that is not a special or a smash. _Nage waza has a grabbing animation that looks like a cartwheel. If it hits, Gm's legs grab his opponent's head with his legs and hurls them to the ground, using that momentum to stand up. Nage waza midair is the same as BB's empowered midair nage waza. Empowered nage waza on the ground is the same as unempowered, but with extra damage in the form of a finishing strike. Empowered nage waza midair looks like his unempowered version, but with a flip (to visually differentiate) and is a spike. _Counter can be jump canceled up until the invincibility frames end. Empowered counter has Gm vibrate, making his model become slightly harder to see (during the counterable window only). If he gets hit during this, he fades as they hit thin air, and he immediately appears behind them and kicks them away. This has more KB and damage than unempowered, and also has a mirrored knockback (instead of sending them forward, it sends them backward). _Double Rising Punch grants more height and does not cause helpless. He can also gain a small amount of horizontal with this. The empowered version has flame effects and has multiple hitboxes leading up to the final strong hit.
Grab and pummel look the same. His throws have some changes. _Fthrow has Gm lift his opponent up with one hand, then side kick them away. _Dthrow is a slam into the ground. _Bthrow is a pile driver. _Uthrow now makes Gm throw his opponent up. Gm performs a handstand, and when he extends his legs he strikes his opponent sending them flying upward.
_Taunt1: Same as BB's taunt1, but a Hadouken comes out. This projectile can damage, but it is very little. _Taunt2: Several cinder blocks spawn in front of Gm, which he smashes with his head. _Taunt3: Gm does three one-handed handstand pushups, launching himself back onto his feet with a chuckle.
When the transformation is over, Gm freezes as the four light orbs (which appear underneath his character onscreen as a timer) surround him, and in a flash he reverts back to BB as the timeline changes.
_________________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
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Last edited by Starkiller on Sun Aug 17, 2014 1:27 am, edited 2 times in total.
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Sat Aug 16, 2014 12:37 am |
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Shine-chan
Joined: Sun Aug 03, 2014 11:08 pm Posts: 1082 Location: Fuck 12 Country:
Gender: Female
MGN Username: Shine!
Currently Playing: Minecraft Bedrock & Roblox
Waifu: All guys from Free!
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Actually Barbie still brings in millions in profits for Mattel. Barbie is far from dying tbh, she has movies released like, every few months, A new TV show, a new Wii U game, and she has more games on Nintendo Systems than Pac-man. So I wouldn't technically call her 4th party. EDIT: Ya I agree with the guy above me. This thread is fun! Don't let it die!
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Sat Aug 16, 2014 10:03 pm |
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