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"Custom Special" Moveset Speculation 
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DK:

Nspecial 1 (Heavy Giant Punch): Much slower to come out (more than Falcon Punch) but even more knockback, still requires charging for most damage. Like a charged Falcon Punch that OHKO's.
Nspecial 2: (Charging Giant Punch): Huge horizontal momentum shift forward but less damage.

Sspecial 1 (Head Slam): When in the air a stall-then-fall that meteors powerfully and kills.
Sspecial 2 (Heavy Head Butt): Charges but does more damage and stuns for a lot longer (level IV Stop).

Dspecial 1 (Mega Hand Slap): Much more startup (similar to Grave Blade), but a KO move and does more damage.
Dspecial 2 (Aerial Hand Slap): Animation similar to fsmash in the air (does nothing when grounded) and speed similar to nair that has knockback and range similar to bair.

Uspecial 1 (Turbo Spinning Kong): Much faster, initial hitbox and SA removed, can sweetspot the ledge, vertical range of arms lessened.
Uspecial 2 (Heavy Spinning Kong): Increased startup, SA lasts for twice as long, initial hitbox a kill move.


Superbuff!

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Mon May 18, 2015 5:53 pm
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Sonic

Spin Charge 1: Super Peel Out: deals more damage, goes faster, and has less startlag, at the cost of all attacks transcending it in priority.
Spin Charge 2: Bounce: Sonic hops very slightly if on the ground, then uses Sonic's aerial Dspec. (this would significantly hinder Sonic's mobility needed for his (arguable) punishing and defending playstyle but it would increase Sonic's viability as a Rushdown character.)

Light Dash 1: Blue Tornado: deals significantly more knockback (now a potential KO move), but has significantly less range and doesn't give as much vertical distance, even comparatively. Also lacks a helpless state.
Light Dash 2: Humming Top: Sonic hops off the ground if he's on it, but after that it's a purely horizontal move where Sonic charges forward, only stopping either if hit hard enough, by a transcending priority move, or if he touches the ground. Sonic remains solid throughout the attack, and it deals more knockback and damage.

Spring Jump 1: Bouncing Spring: the leftover spring works on ground as if it was in the air. However, it deals less damage %.
Spring Jump 2: Pogo Stick: if used on ground it allows you to bounce about on it, like the item in Sonic Triple Trouble, which you can jump off any time. If used in the air Sonic is sprung upwards as usual, but it becomes a projectile a la Wario Bike wheels. Competitively this is a stupid idea but it could be fun.

Homing Attack 1: Insta-Shield: short-range attack which reflects projectiles and deals 5% damage (low knockback).
Homing Attack 2: Boost: gives Sonic a sudden start, when held sends him across the screen quickly. Like a faster Shoulder Bash, you can still fall while using it, but unlike Shoulder Bash it can be cancelled instantly (although with endlag preventing you from doing else for a second; you still stop though). Also a stupid competitive idea, unless you're on Yoshi's Island or Sky Sanctuary.

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Tue May 19, 2015 10:50 am
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:wario:

Chomp
Custom 1: Crunch -> No grabbing hitbox while used, but the longer the Special Button is held, the more knockback and % the biting hitbox will cause. It deals a minimum of 14% to a maximum of 24%.
Custom 2: Suction -> Gains windbox that propels victims towards Wario's mouth, similar to Kirby's Inhale. However, the biting hitbox is gone, and Wario cannot chew.


Shoulder Bash
Custom 1: Shoulder Charge -> Now chargeable, and deals more knockback overall. Uncharged goes only half the distance of regular Shoulder Bash, Fullcharged goes the same distance as regular Shoulder Bash. Takes 1 second to fully charge.
Custom 2: Shoulder Leap -> Upon use on the ground, Wario will always jump a split second after the startup, and only goes half the distance regular jumping Shoulder Bash does. The aerial version makes Wario do an extra midair jump as soon as the hitbox appears, and the move only lasts as long as a quarter of the duration of regular Shoulder Bash, and Wario becomes helpless afterwards. The aerial version doesn't take away any momentum.


Corkscrew
Custom 1: Screwdriver -> Increase in vertical height, deals 16% when all hits connect, and the final hit deals twice as much knockback. However, Wario can only go straight up with this move.
Custom 2: Twister -> Much more freedom of angling the direction, but has its hitboxes removed. Small windboxes are placed by Wario's sides and above him.


Wario Waft
Custom 1: Wario Gust -> Level system is slightly altered; You start and are capped at Level 5, and go down 1 Level each time you use this move, until you get to Level 1. The charging process is still the same. However, the hitboxes are removed, and are replaced with windboxes that deal set pushback for all Levels.
Custom 2: Wario Surge -> The higher Level this move is at, the faster Wario's moves will execute, and the more % all of Wario's moves will deal. Each Level higher than Level 1 gives Wario a 2% damage increase and a 5% speed increase in all of his moves. However, the knockback of this move is heavily scaled down, and each time you are KOed, this move restarts back to Level 1.

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Last edited by Doof on Wed May 20, 2015 11:18 pm, edited 3 times in total.



Wed May 20, 2015 1:23 pm
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Mario

Neutral B 2: Thunderball Throws out LightningBalls that stun enemies, but has a lot more endlag compared to the fireballs. Deals less damage.
Neutral B 3: FireOrb Press B to charge the fireball. It deals 20% fully charged, and 3% uncharged. Moves slowly

Side B 2: Wind Cape Whips out a cape that throws out some wind. Does not reflect projectiles.
Side B 3: Giga Cape A cape that comes out much slower, that doesn't help for recovery, but reflected projectiles are 2.25x stronger.

Up B 2: Green Super Jump Punch The uppercut is extra powerful at the start. Hit goes vertical, and hits only once.
Up B 3: Meteor Jump Punch A powerful punch that hits 3 times when rising, and goes down quickly while meteor smashing the opponent.

Down B 2: Green Star Spin A spin that hits only once, and rises slightly higher than usual. However, it has less kill power
Down B 3: F.L.U.U.D A move that can charge up water. Press B to release the water. Pushes your opponents away..

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Wed May 20, 2015 5:29 pm

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Peach

Down B1: Stun Turnips(Self explanatory)
Down B2: Mr Saturn ( ͡° ͜ʖ ͡°)
Up B1: Super Parasol(Goes Higher than normal parasol and goes faster too.)
Up B2: Launch Parasol(Basically works like rosalina's up B in sm4sh)

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Thu May 21, 2015 4:05 pm
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this was a dumb post please excuse me

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Mon Jun 08, 2015 12:45 pm
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I wanna make a peach moveset too :p
Neutral
Toad Headbutt: Peach pulls out a toad, instead of countering opponents the toad headbutts anything in his way. This attack has super armor and doesn't rise in the air. Toad has decent KO potential (120%).

Hungry Toad: Instead of being a counter this Toad can absorb and eat both physical and energy projectiles. Healing Peach (don't ask how that works.), this toad DOESN'T counter attacks, will rise in the air, and has a slight windbox similar to Ness's PSI Magnet.

Side
Fire Bomber: A slower, more powerful Peach Bomber. Deals 18% , can KO around 100% and bounces off shields. Has more lag on whiff though.

Flash Bomber: An electric variant that stuns opponents on a successful hit, deals 5% damage. Shorter range than the standard.

Up
Super Jump Parasol: Similar to Mario's UpB this Parasol rises in a diagnol angle. The hitboxes are slightly stronger and the open parasol falls faster than normal.

Rising Parasol: (Similar Peach's Custom from SSB4, except better.) Peach has a very low rise at start but every time she opens her Parasol she gains vertical altitude(basically the equivalent of having more jumps.), she can reopen her parasol 5 times before she becomes helpless. Both sides of Peach can grab the ledge, has more landing lag.

Down
Super Vegetable: These turnips fly faster, have more range, and bounce off opponents higher for easier regrabbing & combos. But you can only pluck 3 per stock.

Terror Vegetable: Every turnip pulled has a stitch face on it. Except not every turnip pulled will be a literal "stitch face". The odds of pulling an actual stitch are slightly lowered. You can't pull items.

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Sun Jul 05, 2015 10:24 pm
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Goku's neutral special:
Custom 1: Taiyō-Ken/Solar Flare - Charge and release to stun enemies, much like Black Mage's stop.
Custom 2: Kienzan/Destructo Disc - Charge and release to throw an energy razor that deals one hit but can pass through opponents. Can also be thrown in any direction.

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Fri Jul 17, 2015 10:42 pm
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Zero Suit Samus
Up Special-Plasma Wire
Plasma Jump: Similar to her custom side special in SSB4, ZSS spins her paralyzer gun into the air jumping a decent height and creating a red-ish aura around her. The attack has multiple hits when rising and has a strong hit at it's apex. Great for killing off the top after Uair strings. Also provides a very different recovery if you're tired of being ledgehogged.
Plasma Wire-ZAP: ZSS swings a tether into the air. Instead of consisting of multiple hits and metoer smashing at the tip, anyone who touches the tether is sent at a horizontal angle. The tether range is shorter.

Side Special-Plasma Whip
Plasma Fan: ZSS twirls her in a rotisserie motion, causing the wire to come out in a spinning-fan shape. The whip has no sweetspot instead it has a windbox. The hitboxes on the whip push you out into the windbox. Good at punishing misspaced recoveries near the ledge. Can tether to ledge.
Plasma Dash: Identical to it's SSB4 counterpart. Can't grab the ledge.

Neutral Special-Paralyzer
Laser Blaster: A weak yet high priority laser projectile, has very weak meteor smash properties. Good for trying to mind game opponents to fumble recoveries.
Paralyzer Orb: You shoot out a small orb that travels slowly and doesn't go far. But it stays in place after reaching max distance and starts to paralyze. The active hitboxes can't be reflected back at you, unless you run into it.

Down Special-Flip Jump
Super Flip Jump: Has longer immunity at the start, and travels farther. But can only be used once midair and has a little more landing lag.
Leaping Flip Jump: Travels in a very low arc(think Monkey Flip), can only be used once midair. Great at traveling horizontally.

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Sat Jul 18, 2015 3:17 pm
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For fun, let's try a broken moveset for Fox.

Neutral Special 1: Stun Laser

Like Falco's laser in Melee. Stuns the opponent briefly, but can only be SHL'd instead of SHDL'd.

Neutral Special 2: Vulcan Laser

Has large startup (10 frames), but if you hold the special button you keep firing at a ridiculous rate, causing roughly 30% a second until the move stops assuming all hits connect.

Side Special 1: Hyper Illusion

No hitbox, but travels twice as far.

Side Special 2: Wavedash!!!!

Makes Fox slide a small distance diagonally downward in the chosen direction, sliding along the ground if it hits the ground, and not putting Fox into helpless in the air (although it can't be used more than once in the air without landing or touching the edge)

Down Special 1: 20XX EZ Mode

Has a startup of 8 frames, but does 10 frame-perfect turnaround multishines in a row when released.

Down Special 2: Shine Spike

Trajectory changed to 300 and deals knockback equivalent to Giant Punch, but cannot be jumped out of and has a 5 frame startup.

Up Special 1: Chrome

Twice as fast as the normal version, but deals less knockback.

Up Special 2: Internet Explorer

Takes three times as long to start up, but makes the opponent deal with ten frames of lag for the next sixty frames (i.e., it will stop in seventy frames because the input on the sixtieth frame will take ten frames to input)

Final Smash Custom: Top Tier 4 Life

Fox transforms into a Melee Fox skin. Up throw -> uair now always works against every character and the second hit of uair now has twice the knockback of Rest, although uthrow can now be DI'd. Usmash has double the knockback. Jumpstart is halved. Lasers now do quintuple damage. Jab now inescapably combos every floaty into usmash at every percent. You can just hold a direction while in Shine to do a frame-perfect turnaround waveshine (that has now been adjusted to work on every character) and by pressing the C-stick you can finish with a smash attack (gee, I wonder which one).

This Final Form lasts until you take 20%.

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Mon Jul 20, 2015 12:43 am
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Kyo Tanaka wrote:
Saikyoshi wrote:
I can't see the devs doing this, but posting seems like fin anyway.

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

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

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

Naruto

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

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

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

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

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


Name is Naruto Rendan.

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Mon Sep 28, 2015 10:28 am
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Sonic:

Down Special-Charge Spin Dash : Automatically , the Spin Dash will be charged but it will have a weaker hitbox. It can also be cancelled by pressing the special button.

Up-Special-Spring Headbutt : Works like in SSB4 but with more height and a sweet spot at the top of his head....Has a hitbox similar to Super Sonic's Up-B.

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Mon Sep 28, 2015 11:21 am
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:mario:

Neutral B 1: Ice Flower - Mario throws an Ice Ball instead of a Fire Ball. Distance is halved, but the move has notably more hitstun. 8% on hit. Move has a 15% change to freeze a target, which deals 15% on hit.

Neutral B 2: Bob-Omb - Mario throws a Bob-Omb forward that blows up after it hits something. Range is two Marios standing next to each other. Pretty laggy, but a viable kill move at 110%+. Deals 10% if it hits. Great range on the explosion.

Neutral B 3: Hammer Suit - Mario starts spamming hammers just like everyones favorite enemy from the original NES game. It is possible to jump, but thats it. Once the move is initiated, there is no way of canceling this move other than getting hit or waiting 5 seconds. Very weak KB and Brawl hitstun, but the angle is horrible to recover against. Hammers fly in an arc and deal 6% each.


Side B 1: F.L.U.D.D. Turbo Nozzle - The Flash Liquidizer Ultra Dousing Device makes a return! This move allows Mario to boost forward using Fludd from Super Mario Sunshine as long as you hold B. Needs one second to charge. Has armor and is pretty fast. Hit foes suffer 7% and get knocked away behind Mario with high KB. Mario can jump during this move. Low endlag. Can be cancelled with any airial (No specials tho). If used mid-air, travel speed is halved and the move has Warlock Punch endlag. Can be turned around, but has a 50% chance of Mario tripping and falling falt on his face. Move ends on its own after 10 seconds.

Side B 2: Boomerang Flower - Kinda like the Hammer Suit, but with boomerangs instead. You can throw one boomerang at a time which traps foes in weak multi-hit 1% attacks, up to 12% in total - & on the way out and another 6 on return. Can be angled slightly.

Side B 3: Tanooki Suit - Allows Mario to do a quick spin with the suits tail. Turns foes around just like cape, but deals KB. Excellent combo starter, but lacks range and kill power. 5% per hit.


Up B 1: F.L.U.D.D. Rocket Nozzle - This allows you to boost yourself upwards quite a lot. Huge vertical range. As you go up, you suck in foes for up to ten 1% attacks, the final one deals a bit more KB.

Up B 2: Cloud Flower - With this power-up, you can create up to 3 clouds as platforms under your feet. Jumping from a cloud increases jump height and makes you a bit more floaty as well. Clouds refill on landing. Grabbing the ledge leaves you with one cloud if you ran out of them. Clouds disappear after 4 seconds, this decreases by one second for every character that touches a cloud.

Up B 3: Red Star - Mario gains the power to fly into the sky for 5 seconds. Rather slow travel speed, but full 360° control over Mario. Holding B makes you stop mid-air, but does not prolong the flight. You can press A to perform a spin attack that deals 9% and is quite powerful and also grants a small speed boost, but you enter special fall afterwards.



Down B 1: Statue Leaf - Mario turns into a statue (check SMB3 or SM3DLand for reference) and falls down like the rock he is in this state. Potent vertical kill move. You can actually stay in stone form as long as you hold B and are invicible, but supectible to grabs. You can first cancel the move 3 seconds after initating it or instantly after hitting someone.

Down B 2: F.L.U.D.D. Squirt Nozzle - You can charge up water by pressing B. This also allows wavebouncing for some neat movement tricks. You can cancel the charge by pressing Shield, Grab, rolling or spotdodging. Charging takes 3.5 seconds to complete. Pressing B again after the charge is done (or during charging) causes Mario to spray a huge amount of water depending on how long he has charged beforehand. Basically a windbox with no damage, but high pushback and range. On the ground, Mario takes a few steps backwards, but in the air, the recoil boosts him 1/3 of FD into the direction he is not looking at, making this also great for recovery.

Down B 3: Spin Drill - Mario equips with a Spin Drill and boosts forwards. Decent travel speed and covers 1/3 of FD. Deals eight multihitting 2% attacks, resulting in up to 16% if you arent capable of SDI. However, this move suffers from endlag and non-existant kill power. This move has insanely high shield pushback and can easily drag a shielding foe for the full duration of the movee, resulting in a broken Shield. In the air, Mario goes straight downwards and can actually drill through anything that isnt solid ground like the ground of BF. Platforms are passable tho. Meteor effect with high landing lag, low endlag otherwise and the same damage output. Landing with Spin Drill on solid ground breaks the drill (this has no effect whatsoever).

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Mon Sep 28, 2015 12:43 pm
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Keeping with Smash4's idea alts of having the same animations, but with different properties

:goku:
Goku: show
Neutral Special

Special 2 - Bending Kamehameha
Same as his current Kamehameha but doesn't charge and can be controlled.

Special 3 - Instant Kamehameha
The same as a fully charged Kamehameha, but has less range and does considerably less dmg and kb.

Side Special

Special 2 - Homing Ki Blast
Fires a single Ki Blasts, the Ki blast then targets and follows opponents for a set distance.

Special 3 - Twin Dragon Shot
Fires two spheres forward that spens into an upward arc, the spheres travel farther faster and deal more dmg, but is harder to land hits with.

Down Special

Special 2 - Explosive Wave
Same as his current Dspec but doesn't turn into Kaio-Ken. Has more range and deals more damage

Special 3 - Healing
Goku charges his Ki, slowly healing him

Up Special

Special 2 - Meteor Combo
Kicks the opponent straight into the air, then teleports straight up and hits the opponent with a double axe handle. Travels farther but only goes straight up

Special 3 - Meteor Strike
Kicks the opponent then teleports towards them kicking them again. Has less range but allows consecutive use if the second hit hits. Teleport has homing properties


:naruto:
Naruto: show
Neutral Special

Special 2 - Big Ball Rasengan
Fires a big rasengan at the opponent. Deals more damage but has hitstun and knockback

Special 3 - One Handed Rasengan
Fires a rasengan with one hand, doesn't hit multiple time but does more dmg and high kb

Side Special

Special 2 - Naruto Throw!?
This time the clone throws you! Hits opponents forward. Can auto grab ledges and can cancel the attack with his up special

Special 3 - Kunai Throw
Throws a Kunai forward, similar to Shiek's Nspec

Down Special

Special 2 - Clone Counter
Summons a dummy clone, of hit, Naruto will appear and kicks the opponent

Special 3 - Sexy Jistu Stun Clone
Summons a clone that uses the sexy jistu to stun opponents

Up Special

Special 2
Summons two clones to throw Naruto upwards. Travels farther but deals less damage

Special 3
Summons a clone to throw him upward. Doesn't travel as far but can be used up to twice in midair. Does more damage but doesn't leave a clone on the stage.


:jigglypuff:
Jigglypuff: show
Neutral Special

Special 2 - Bounce
Leaps into the air then crashes down on opponents

Special 3 - Metronome
Releases a toxic gas that either poisons, stuns or puts the opponent to sleep

Side Special

Special 2 - Wake Up Slap
Similar to Jiggies pound attack but does double the dmg and kb to sleeping opponents and half the dmg and kb to woke opponents

Special 3 - Takedown
Does more dmg than pound, but Jiggy also takes half the dmg dealt

Down Special

Special 2 - Explosion
Has more range than Rest. Does high dmg and kb but also OHKO Jiggs so use it wisely

Special 3 - Healing Rest
Heals 30% of Jiggies damage at the cost of a much longer rest that takes more than a couple of hits to break

Up Special

Special 1 - Uproar
A move that gets stronger with every consecutive hit. Doesn't put opponents to sleep but does heavy damage

Special 2 - Melody of Oblivion
Has shorter range, deals massive damage to the opponent but if it misses you take the damage instead

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Mon Sep 28, 2015 4:06 pm
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:zelda:
Neutral Special 1: Nayru's Wisdom
When Zelda creates the blue diamond she doesn't create the shards. Meaning this move doesn't have a hitbox. Instead it provides invincibility frames and a constant semi-strong windbox. Has niche use for edgegaurding.

Neutral Special 2: Nayru's Wrath
Zelda doesn't create the a big blue diamond around herself. Instead there are more crystal shards. It has longer range than default Nayru's Love. This move doesn't reflect projectiles but deals 15%.
__________

Side Special 1: Din's Flame
Zelda will conjure a Din's Fire infront of her but rather than control it the Din's Fire will remain infront of Zelda and instead shoot out a flamethrower. Similar to Bowser's Fire Breath. Din's Flame deals more damage but wears out sooner.

Side Special 2: Din's Plasma
Zelda will conjure a Din's Plasma orb which is blue instead of red. Zelda can control Din's Plasma in the same way she can normal Din's Fire. Except rather than being a harmless orb that explodes on release Din's Plasma acts more like a normal projectile and has a constant hitbox. It doesn't explode and has less knockback. If Zelda lets go of the special button Din's Plasma will lose its hitbox and continue moving while dissipating. It's somewhat similar to PK Thunder1.
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Up Special 1: Faore's Whim
The hitboxes on Faore's Wind is removed. Instead the teleport is faster and has almost non-existent lag. Similar to Mewtwo's Teleport

Up Special 2: Faore's Tempest
Almost identical to Smash4 Faore's Wind. The reappearance explosion is very powerful, killing most of the cast around 70%. The disappearance ribbon also launches the opponents straight up into the KO explosion. Faore's Tempest however doesn't travel very far and has 30 frames of endlag.

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Tue Sep 29, 2015 3:12 am
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