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"Expansion" Character Moveset Speculation 
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Joined: Mon Feb 02, 2015 12:22 am
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Country: United States (us)
I know about that rule but I noticed two people did their own take on Waluigi with different and that was allowed so I thought it meant as long as everyone is not doing the same like five times it's fine. Plus the other move set wasn't even complete it was half a moveset so I thought I could post my own complete one... If I have to I will delete and if I knew how... Again just thought Luffy should have a complete move set you know...

And I have to say even though it's off topic of how well ssf2 grew I started playing it when only Mario, Ichigo, Kirby, and I believe Llyod were only playable with those test stages playable and now look at it......


Mon Feb 02, 2015 6:39 pm
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V-mon X wrote:
I know about that rule but I noticed two people did their own take on Waluigi with different and that was allowed so I thought it meant as long as everyone is not doing the same like five times it's fine. Plus the other move set wasn't even complete it was half a moveset so I thought I could post my own complete one... If I have to I will delete and if I knew how... Again just thought Luffy should have a complete move set you know...

And I have to say even though it's off topic of how well ssf2 grew I started playing it when only Mario, Ichigo, Kirby, and I believe Llyod were only playable with those test stages playable and now look at it......


y'know if you wanted to give some feedback about my moveset you can. I choose not to add entrances or taunts, and I haven't checked in a long time, but other than that I set Damage/Range/Speed/Knockback for him and did his Aerials, Specials, Tilts, and Smash attacks. Other than stats and what i mentioned above, what about my moveset is incomplete?

EDIT: I'm reserving Falco.

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Mon Feb 02, 2015 9:40 pm

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Man first couple of posts and I'm already starting to get into trouble.... You were missing final smash and throws. Sorry about this whole thing I got carried away and starting writing when I shouldn't... It's a problem I do in real life a lot.... I didn't know if you were going to finish it and I wanted to change and add to it... You can have him back and I wish luck on Falco make him awesome!!


Mon Feb 02, 2015 10:00 pm
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The autism flows again. Movelists and other concepts not final.

Giygas or Giegue if youre a weeaboo
Game: Mother/Earthbound

Image

Based on his appearance in Mother 1 / Earthbound Zero, Giygas' moveset takes influence primarily from Ness and Mewtwo, while adding in a few unique things of his own

Stats
Light-Mid Weight, Tall, and Floaty, with High Jumps, average ground speed and airspeed, and pretty good air mobility.
However, he does possess the ability to Double Jump Cancel, and unlike PM Mewtwo he can also choose to jump normally while attacking like Ness/Yoshi.
His spot dodge, get up/tech moves, and ledge options are identical to Mewtwo, and although his Roll has the same distance it is much slower.

Jab - PK Thunder Spark - Summons a spark in front of him with a simple handwave, dealing 5% and low knockback

Ftilt - Tail Smash - Appearance is similar to Mewtwo's Dthrow. Deals moderate 40 degree knockback and 10% damage if hit with the tip of the tail, and mild-moderate 50 degree knockback and 7% otherwise

Dtilt - Tail Sweep - Mewtwo's PM Dtilt

Utilt - PSI Darkness - Similar to Zelda's 0.9b Utilt, however he doesn't bring his hand all the way behind him and has less knockback scaling, dealing 12% Has a dark fire effect.

Fsmash - PK Fire Blast - Arms spread out to the sides of his body facing forward during charge, then he throws his hands forward like Mewtwo's Fsmash, unleashing a blast of flame. Sweetspot is the flame on the first frame of the active attack, dealing 18% uncharged and somewhat high mostly horizontal knockback. The sourspot is his arms and also the flame after frame 1, dealing 12% uncharged and moderate more vertical knockback. The flame hitbox lingers for a bit, but the flame is shrinking immediately after frame 1. During this time is arm doesnt have a hitbox anymore.

Dsmash - PK Ground - During charge he levitates in place with his knees bent. Then stomps down on the ground with both legs, sending out a shockwave thats aesthetically similar to DK's Dspec. However the attack's properties are identical to Wario's Dsmash, but with slightly longer range, in exchange for having more start up lag.

Usmash - PSI Rockin - Has Lucas's PM Usmash appearance and hitboxes, but less knockback scaling

Dash Attack - PSI Brainshock - A copy of Ness' Melee Dash Attack in function, although the sparks are set off by a backhand motion instead of a 2 handed push.

Nair - PK Thunder Storm - Animation is very similar to Mewtwo's Nair, with the same distance. However, the animation and the hitbox are much shorter, the attack's properties are functionally identical to Ness's Nair

Fair - Flying PSI Brainshock - Functionally identical to Ness, although performed with one hand and less of a free fall motion and more of a leisurely reclining. As such, Fair's hitbox is relatively downward compared to his body

Bair - Tail Whip - Mewtwo's PM Bair

Dair - Devil's Talon - Is a meteor similar to Ness's, although there is no lingering sourspot, instead the sour spot is the parts of his lower body that isnt his foot. Both the sourspot and sweetspot have the same trajectory and percent values of Ness's dair, but have lower knockback

Uair - Tail Spiral - A front flip tail attack doing 10% damage on the tip of the tail, 8% otherwise. The move functions very similarly to Pikachu's 0.9b Uair, but has slightly slower start up and can only semi-spike if hit with tipper directly in front of Giygas.

Grab - Devil's Claw - Grabs out with 1 hand thats glowing. During the grab, he holds his foe Darth Vader force choke style.

Pummel - PK Magnet Similar to Ivysaur's Pummel, deals 2% damage and also heals Giygas for 1%

Fthrow - PK Freeze While the foe is still suspended in the air, he freezes the foe in a block of ice, dealing 4%. Afterwards, he turns around and snaps his finger, which blows up the ice block dealing another 7% and sending the foe flying at a 30 degree angle (im using complete horizontal as my 0) with moderate-high knockback (the move also has notably high hitlag). If Giygas is hit out of the attack for whatever reason while the opponent is frozen, they will immediately break out of the move similar to Sora's 0.9b Bthrow.

Bthrow - PSI Farewell - Similar to Ness' 0.9b Bthrow, but with a good amount less knockback scaling.

Dthrow - [redacted] - Raises the opponent slightly more off the ground, flips them over, and slams them head first into the ground, dealing 10% Starts combos at low percents, with a somewhat outward trajectory

Uthrow - PSI BrainCyclone - Animation is the same as Mewtwo, but knockback and damage values are the same as Ness's Uthrow

Neutral Spec: PK Beam - A 2 part move.
Part 1 - Giygas places a circular glyph in the air in front of him. If used in the air, his vertical and horizontal momentum are halted completely. This glyph is completely intangible. The move will fail is used directly in front of a wall, but can still be place inside of a drop through platform. If Giygas loses a stock the glyph will automatically disappear. If there is a glyph currently present, then Giygas will instead perform Part 2.
Part 2 - After a brief pointing animation from Giygas, a ROB-Esque laser will then fire from the glyph in the direction that he is pointing (either directly left or right). The strength and size of the laser will increase the longer that the glyph is out (5 seconds is normal beam, while 25 seconds is super beam.) The glyph will then disappear after the laser is fired. The glyph will also disappear without firing a laser if Giygas is hit during his pointing animation. The beauty of the attack is that Giygas can be anywhere while the lazer fires from it's own location.

The glyph's color changes to indicate it's charge level:
Under 5 seconds - Blue
5-25 Seconds - Green
25+ Seconds - Red (also has a bit more kill power than Rob's lazer)


Side Spec: PSI Defense Down - The animation and hitboxes are identical to Mewtwo's Disable, however it has a very different function. Deals 4% damage and has a high base knockback but really low knockback scaling horizontal trajectory. If the attack is successful, the foe is inflicted with DefenseDown status. While afflicted with this status the next hit that the foe suffers will have a 1.5 multiplier on the percent damage of the move, along with a 1.1x multiplier on the knockback value, and also attacks on the opponent's shield have a 1.5x multiplier on shield damage. The status is removed when the opponent is either hit by an attack, or the foe lands a hit on someone else, or loses a stock. Shielded attacks (outside of shield damage), grabs/pummels (throws are affected however), and hitting a counter (although the counter's own retaliation hitbox is still affected) have no interaction with this status.

Down Spec: PSI 4th Dimensional Slip - A counter attack with a unique twist (that isnt at all ripped off from Juri.) During 4th D Slip's active frames, when Giygas is attacked, he will quickly move a set distance either forward, backward, upward, or (if he is in the air or on a non solid platform) downward, depending on the direction that is held down (if down is held and the down option isnt available, or if no direction is held, the move defaults to forward). There is very little end lag, and during the movement Giygas is completely intangible. Notably, projectiles will not be destroyed on counter (so Giygas players probably shouldnt use the backward option against a charge shot for instance.) As an added bonus, the attacking character's animation will be frozen until the teleport segment of 4th D Slip is over.

Up Spec: PSI Teleport - Identical to Mewtwo's PM teleport, although he can grab the ledge backwards, in exchange for having higher start-up lag.

Final Smash: Inexplicable Attack -
Attack effects - Unleashes a psychic wave of energy in all directions for a decent distance which deals 45% damage, high knockback, and ignores shields, however has a good ammount of start and end lag. Then, for 20 seconds, everyone but Giygas in the stage will move 50% slower, and also have both the Special and Shield buttons completely disabled.
Aesthetic effects - When the move first begins, the background of the stage fades to black, and the BGM fades completely. When the initial wave attack is unleashed, the back ground flashes, and his Earthbound/Mother 2 appearance takes over the background, and the BGM is changes to a very low pitched droning noise. Around the last 5 seconds of the attack, the background will be flashing TV static and white noise, the last static lasting for a full second, and then without any fading, the regular stage background and the BGM are abruptly brought back into existence.


Obviously this character's concept isnt as complicated as Mach Rider, but still manages to have unique properties to his moveset that are not yet seen in a Smash game

A rundown of the sources of the attack names
This one is for all the moves labeled PK or PSI. Many of you have only played Earthbound (aka Mother 2) so some of the names of these moves seem a little fishy. However, they all have a source PSI attack in the Mother series as the basis of their names:

In General - Thunder, Fire, Brainshock, Freeze, Defense Down, Teleport
Mother 1 exclusive - Darkness, Farewell, BrainCyclone, Beam, 4th D Slip, Inexplicable Attack
Mother 2 exclusive - Rockin
Mother 3 exclusive - Ground



There are a handful of other moves that aren't PSI related. The tail attack names are self-explanatory, and his Dair and Grab names are references to the Devil's Machine in Mother 2

And that is that as far as name sources are coming from

Random Thought: Due to the character's rather basic color scheme, Flash's palette issue really isnt so much of an issue with this one :D

Plus, SSF2 Needs another Earthbound/Mother rep :D

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Last edited by goml on Sun Aug 14, 2016 9:11 am, edited 36 times in total.



Mon Feb 02, 2015 10:43 pm
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This thread intrigued me at the time, but for now, I'm going to reserve Viewtiful Joe.

Progress is 55% completed. I'll probably post it within the span of 48 hours.


Mon Feb 02, 2015 11:18 pm
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I'm posting the finished moveset for Luffy.


Game:Jump Superstars

Note: Due to Luffys stretching abilities, some attacks have a Sweetspot(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
Sweetspot- 7% per hit
Knockback- low
Speed- medium

Side Smash- Gum Gum Pistol
Range- medium to high
Damage- 10%-17%
Sweetspot- 14%-22%
Knockback- medium to high
Speed- medium
Chargeable- Increasing range, damage, and Knockback

Down Smash- Gum Gum Whip
Range- low
Damage- 5%-15%
Sweetspot- 8%-18%
Knockback- low
Speed- medium
Chargeable- Increasing damage and Knockback
Note: Hitting in front and then behind, Sweetspot launches opponents in the direction hit in with higher knockback

Up Smash- Gum Gum Volcano
Range- medium
Damage- 11%
Sweetspot- 15%
Knockback- medium
Speed- low
Note: has slight end lag and some start lag.

Up Tilt- Gum Gum Bell
Range- Low
Damage- 1st-8% 2nd-10%
Sweetspot- 1st-10% 2nd 12%
Knockback- medium
Speed- high
Note:Hitting above and behind then swinging back to hit above and forward. Sweetspotting with the back of Luffy's head has low knockback, Sweetspotting 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
Sweetspot- 11% per hit
Knockback- medium
Speed- low-medium

Down Tilt- Gum Gum Stamp
Range- low
Damage- 9%
Sweetspot- 13%
Knockback- low
Speed- medium
Note: Buries opponents, meteor smashes opponents in air

Dash Attack- Gum Gum Sickle
Range- High
Damage- 7%
Sweetspot- 10%
Knockback- low-medium
Speed- high
Note: Sweetspot with Luffy's fist also increases knockback, has slight end lag

Pummel-
Damage- 1% per hit

Throws- Gum Gum Windmill
Range- high
Damage- 7%-10(down throw)
Note: similar to Goku's back throw. Luffy starts in a bridged position when he swings the opponent, twisting his body, then releasing himself and throwing the opponent in the designated direction.

Specials

Neutral Special- 2nd Gear
Note: increases speed and all attacks do 5% more damage. has a limit similar to final forms
10sec charge before being active, can tap directional buttons to roll out but cancels charge

Side Special- Gum Gum Bazooka
Range- medium
Damage- 14%
Sweetspot- 18%
Knockback- medium-high
Speed- medium

Down Special- Gum Gum Balloon
Note: Reflects projectiles and cuts damage from melee attacks, has a 3 second llimit, has some end lag

Up Special- Gum Gum Storm
Range- high
Damage- 12%-25% if all attacks hit
Sweetspot- 17%-30% if all attacks hit
Knockback- Medium
Speed- medium (launch)-high(attack)
Note: Luffy falls helplessly after attack, similar to Bomberman's interms of start time

Air Attacks

Neutral Air- Gum Gum Fireworks
Range- medium
Damage- 8% per hit
Sweetspot- 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%
Sweetspot- 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 the opponent hits the stage. Similar to Naruto's FA.

Back Air- Gum Gum Whip
Range- medium
Damage- 6%
Sweetspot- 12%
Knockback- low-medium
Speed- high

Down Air- Gum Gum Spear
Range- Medium
Damage- 8%
Sweetspot- 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%
Sweetspot- 17%
Knockback- medium
Speed- low(charge up)-high
Note: aimable, sweetpotting 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 sweetspot hit, has end lag

Final Smash- Giant Bazooka

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Tue Feb 03, 2015 12:49 am
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Id like to note that I have made some pretty significant updates to my Mach Rider movelist

viewtopic.php?f=96&t=39656&p=1364032#p1364032 to check it out.


Also what's the fun of designing movesets for characters that are already in Smash? Broaden your horizons, and try to give your character some sort of quality that makes them stand out.

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Tue Feb 03, 2015 2:03 am

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I kind of have agree it might hard to do something on Falco but it's not impossible really... He has multiple Star Fox games and you could make a new moveset off of that.

I would like to suggest a final smash for him. Just a suggestion I'm not taking him over or anything... Sorry about that again, for his final smash I would suggest using the Arwing maybe it could be like Tails' final and cover the front of the screen. He could have two attacks in it one would be his A button attack and he shoots a cluster bomb on the stage [forgive me if I get the name wrong haven't played star fox since assault ] this could be used as an attack to rack up damage and acts like does in Brawl and there could be the rare chance of shooting a golden cluster bomb.
His percent gauge could gain an air boost gauge and his special button could be he dashes in on the enemy like a Dragoon doing fast, deadly hits but needs to wait for his gauge to be fully filled in order to another dash.
Again just a suggestion for a final smash to make him more unique.


Tue Feb 03, 2015 12:21 pm
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DucKi wrote:
Id like to note that I have made some pretty significant updates to my Mach Rider movelist

viewtopic.php?f=96&t=39656&p=1364032#p1364032 to check it out.


Also what's the fun of designing movesets for characters that are already in Smash? Broaden your horizons, and try to give your character some sort of quality that makes them stand out.


Actually because he's a clone of Fox, I was gonna make a completely new moveset for him.

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Tue Feb 03, 2015 2:10 pm
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Currently Playing: Fire Emblem Fates: Birthright, SSF2, SSB4, League of Legends.
On page ten, there's an updated Triforce Ganondorf moveset.
PM your opinions to me.

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Tue Feb 03, 2015 5:22 pm
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Revamping a moveset I made a while ago:
Adeleine
Game: Kirby 64
Image

General Approximate Stats:

Size: Same as Megaman's.
Speed: Walking speed is the same as Megaman. Runs as fast as Kirby.
Air: Air Speed is pretty Average, kind of the same as Mario. Falling speed matches that of Marth's.
Jump: First jump has the same height as Kirby's, while Second Jump is pretty much the same as Robin's (Smash 4)
Weight: Light-Medium

Note: Most of her attacks use her paintbrush to make direct attacks, most of these attacks have two different hitboxes: One in the handle and the other in the brush itself. Differences:
-Handle is a sourspot, this means that if the opponent gets hit ONLY by the handle, damage will be minor and won't take as much damage and knockback.
-The brush isn't exactly a sweetspot, but mainly a special hitbox. If the opponent get hit by the brush, they will take "Paint damage". This means that the attack will show a special effect if it connects: a paint splash. Has pretty much Darkness properties, except with colors. It also deals more damage and knockback than the handle.

Moveset)

Neutral A - One-Two-Combo Punches with her left hand (2%), then a knee (2%) and a Paintbrush swing forwards (3%) After this, she is able to perform an infinite combo were Adeleine quickly swings her Paintbrush multiple times (1% each). (If Finishing moves get in the game) She finishes the attack with a strong swing (4%) with small-medium knockback.
Range of each attack:
1- Short
2- Short
3- Medium
Infinite- Short-Medium
Finisher- Medium

F Tilt - Painbtrush Swing - Swings her Paintbrush forwards like this: https://www.youtube.com/watch?v=X8-5w8texOY (1:30)
Deals 12% with Medium Knockback. Has High startup lag and low-medium ending lag. Has Medium-High Range.

U Tilt - Upwards Swing - Swings her Paintbrush upwards like this: https://www.youtube.com/watch?v=X8-5w8texOY (1:36) She only swings the Painbrush once, unlike the video. Very Low Startup and Ending Lag. High Ranged attack with Short-Medium.
Deals 8%

D Tilt - Clean Sweep - Adeleine sweepes the floor with a cloth and cleans any opponent in her way. The attack will leave bubbles even if it misses the opponents pretty much Like Chibi Robo. Has Low-Medium Startup lag and low ending lag. Can be used to pseudo-crawl. Has short-medium range, but considering she moves forward at the same time she sweepes, it's still a pretty effective move. Deals 7% damage and has short-medium vertical knockback.
Based on Nago's Clean Ability.

F Smash - Maw Bite - Adeleine quickly grabs an Enemy Card from Kirby 64, which summons Maw:
http://kirby.wikia.com/wiki/Maw
The instant it appears, Maw lunges forward in an attempt to bite his opponent. Has Medium-Large Range, has medium-high startup lag and has medium ending Lag. Has Medium Knockback.
Maw has two hitboxes:
One which starts in the exact moment Maw starts closing his mouth and ends in the first 2 frames when the bite ends. Deals 18% with Medium-High Knockback.
The second hitbox starts at the exact same moment the previous hitbox finishes, and ends when Maw fades out. Deals a painful 6% with very low knockback.

U Smash - Paint Out- Adeleine performs the same action as Kirby's Paint Ability in Kirby Super Star, except that she doesn't jump, doesn't damage the entire screen nor changes opponents's colors:
https://www.youtube.com/watch?v=_1SgUQ3pS9k
After Adeleine lifts her Paintbrush, several paint blobs cover the brush itself, making for a Multi-hit attack with a finishing shock at the end. Has Medium Startup lag and low ending Lag with Short-Medium range.
1st hit: 2%
2nd hit: 3%
3rd hit: 3%
4th hit: 2%
Finishing hit: 6% (In total 16%) Medium Knockback

D Smash - Ground Spike - Adeleine thrusts her paintbrush towards the ground and two spikes appear around her. Low Startup Lag and Medium Ending Lag with medium range, perfect for a surprise attack)
Each spike deals 13% and have low-medium knockback.
Based on one of Drawcia's attacks in Canvas Curse.

Dash Attack - Paint Roller - Quickly equips Paint Roller's roller skates while doing her signature attack:
https://www.youtube.com/watch?v=X8-5w8texOY 2:28
She dashes forward while she swings her paintbrush in an attempt to hit someone. Is strikingly similar to Luigi's Dash attack, except for the fact that it covers more distance.
She performs this attack for a whole second. Has low startup lag and low-medium ending lag. Each hit deals 1% with few range and very low knockback.

Nair - Spin swing - Adeleine quickly swings her paintbrush in a similar manner to the Double-Bladed Laser Sword from Kirby 64, except that hitbox is more similar to Link's Up Special.
http://kirby.wikia.com/wiki/Double-Bladed_Laser_Sword
She will quickly swing her sword in the air 4 times. Has medium starting and ending lag and short-medium range. Each swing deals 3%, making a total of 12%. Has Low knockback.

Fair - Falling Fight - Adeleine will summon a random enemy out of these three:
-Ghost Knight: Will swing its lance forward, damaging anyone in front of Adeleine. Deals 12% damage with low-Medium Knockback. Medium Range. Attack speed Medium.
-Waddle Doo: Will use a beam whip to attack the opponent with ulti-hit properties. Each hit deals 2% with low knockback, being able to deal up to 10% damage if all hits connect. Attack speed Medium-fast.
-Mumbies: Adeleine will grab it and perform and attack similar to Ganondorf's Fair. Deals 15% darkness damage with medium meteor smash properties. Attack speed slow-very slow.
Adeleine will always grab the monster when performing this, so all attacks are affectedd by gravity. Each attack has different speeds but the same startup (medium-high) and ending (medium) lag.

Bair - Air strike - Like above, Adeleine will summon a random enemy out of these three:
-Pteran: Quickly flies and attacks anyone behind Adeleine. Deals 11% with low-medium horizontal knockback. Medium range. Attack speed medium.
-Fishbone: Fishbone shoots its head, covering Adeleine's back. Deals 7% with low knockback. Head works as a projectile and isn't affected by gravity. High Range. Attack speed fast.
-Magoo: Adeleine grabs Magoo and directly hits anyone behind her. Deals 14% fire damage with medium-high knockback. Short Range. Attack speed slow.
Again, Each enemy has their own speed as listed above. Each attack shares the exact same startup lag (Medium) and Ending Lag (Medium-High)

Uair - Upper swing - Moves identical like this: https://www.youtube.com/watch?v=UFeg4lErim4
Has short range, low-medium startup lag and medium ending lag. Deals 12% damage and has medium-high knockback.

Dair - Bouncy steps - Summons a Bouncy under her:
http://kirby.wikia.com/wiki/Bouncy
After summoning her, Adeleine quickly rides on her. This will make both to fall faster. The only hitbox of the move is in the spring, which serves as a low knockback meteor smash. If the attack succeeds, the team will bounce and gain some height, while doing this, both can attack again if they cross another enemy. It's pretty much a combination of Link's and Greninja's down air attack.
Has low-medium starting lag and medium ending lag with short range. Deals 10% damage with a low knockback meteor smash.
Based on Nago's Parasol Ability.

Neutral Special: Assistance
Adeleine will take out a canvas and quickly draw and summon an enemy. If the B button is held, Adeleine will stay in a certain position, waiting for another command.
Different commands will trigger different enemies. Here are all of them:
-N-Z/Waddle Dee (Only B Button)
Starts running forward the moment it appears. Moves as fast as a running Jigglypuff. Faints on contact with a hitbox or wall. Deals 8% damage with medium knockback. Will not despawn until it hits something or falls off the stage.
Randomly swaps between N-Z and Waddle Dee, tough, both have the exact same properties.
-Togezo (Front Input) http://kirby.wikia.com/wiki/Togezo
Curls up in ball after appearing. After this, it will start to roll around forward, moving a bit faster as a running Marth. If it hits an opponent, the opponent will recieve multiple hits (6 hits in total, each deals 1%) and be sent flying with medium-high knockback with a finisher hit that deals 7% (Basically, 13% in total if all hits connect). After this the Togezo will instantly stop his roll, fall to the ground and fade out.
Has 15% stamina, tough, all attacks against him will only deal very low knockback. Best strategy against it is use a multi-hit attack such as Fox's infinite combo or Zelda's Side Smash, losing all stamina will trigger the same animation post-succesful attack. Will not despawn until it's defeated or falls off the stage. Can get stuck in walls.
-Bronto Burt (Up Input)
Starts flying upwards the moment it appears. It deals 3% damage with low knockback, altough it can drag opponents for a second and quickly release them with low knockback. Won't despawn until it hits something or reaches the stage's upper blast line.
-Galbo (Down Input) http://kirby.wikia.com/wiki/Galbo
Remains stationary the moment it appears. Will remain in the ground for 15 seconds. If an opponent reaches the Galbo from the front or the back the Galbo will start to breathe fire towards the opponent, has the same range as a Fire Flower, dealing a multi-hit attack that deals 17% damage in total. If it hasn't came into contact with any opponent, it will start to spit fireballs forward. Has long range, but only deals 6% damage with very low knockback. Can resist up to 25% damage until it fades out. Galbo only turns around when he attacks an enemy behind him.
Best strategy against him, is to make him begin to breathe fire, use a shield dodge to get past him and attack him as much times as possible to defeat him.
-Kapar (Back Input) http://kirby.wikia.com/wiki/Kapar
When it appears, he grabs his spiky hat, dashes forward (behind Adeleine) and swing the hat forwards like a sword. Has 7% stamina, so most attacks can take him out with one hit. He will instantly fade out after attacking, even when it misses or succeeds.
The attack can go past ledges, and it's affected by gravity if used in the air. Based on Cutter Kirby's Dash attack.
Notes:
-Number of inputs: No Input (Only B button), Front Input (B+ Front button), Back Input (B + Back Button), Up Input (B + Up Button), Down Input (B + Down Button)
-No inputs can be added if the B button isn't held. Letting off the B button + the Direction button will trigger the input.
-This move can be only used once in the air.
-Adeleine can summon up to two different monsters. This means that she can summon a N-Z and a Togezo at the same time. But she cannot summon two N-Zs.
-Dow tilt can be used to erase your own monsters, in case you want to summon a different monster.

-Side Special: ...
I tought of giving her Paint roller's roller skates and gaining a boost + attack combo similar to Captain Falcon's Side B, but I tought it was too uninspired.
I thinkI should use something from Canvas Curse or Rainbow Curse, but I can't come up with anything. Any ideas?

-Up Special: Pending name
I tought of 3 moves:

-Propeller: Adeleine summons a Propeller (http://kirby.wikia.com/wiki/Propeller) and hangs on it like Megaman's Up B. The propeller will have up to 5 random faces, tough neither differenciate from each other. Adeleine can get off the Propeller, making it fly upwards until it explodes or meets with an enemy (which makes it explode).
The propeller can explode will carrying Adeleine, only if both encounter with an enemy. In that case Adeleine will jump off the explosion, gaining extra height and falling helpless.

-Ribbon Lift: Ribbon appears and lends Adeleine a hand, carrying her for a short amount of time. The move deals no damage, but the move covers a lot of height.

-Keke flight: Keke (http://kirby.wikia.com/wiki/Keke) teleports into the stage and gives Adeleine a lift in her magic broom. Both fly upwards, dealing 12% damage with medium knockback. Covers some space, but not as much as Ribbon Lift.
Also, the bristles leave shiny sparkles, which rack up 3% extra damage each.

Which one should I use?

-Down Special: Item Roulette

Adeleine takes out a canvas, which wil display different items that can be thrown. It's pretty much a copy of Pac-man's Neutral Special, except that the items are completely different.
List of items (in order):
-Baseball: Deals 9% damage with low knockback when thrown. Loses speed when it bounces off a wall and can only damage one enemy at a time.
-Football: Deals 12% with low-medium knockback. It can bounce off opponents and walls, gaining power with each bounce, tough it doesn't last much time, so it's better to use it when there are enemies around you.
-Apple: Works the same as Green Greens's apples, except that it can heal opponents if they attempt to grab it. Heals 5-10% and deals 8% damage with medium knockback.
-Parasol: Works the same as Melee's Parasol, except that is has to be thrown first.
-Nimbus: Stuns opponents that come into contact with them. Deals 14% with no knockback.
-Balloon Box: A box that when thrown and left in the ground, it will release 3 balloons upwards. The balloons burst up when they come into contact with anything. Box deals 6%, while Balloons deal 4% each.
-Toy Car: A miniature car that runs as fast as a running Fox. Deals 12% damage with Medium Vertical knockback. Can get stuck in walls.
-Poisoned Apple: Same properties as the Apple, except that instead of healing when eaten , it poisons the opponent. The same happens when the opponent is hit. Apple deals 8% damage with Medium knockback. Poison deals a total of 16% damage.
-Bomb: Same properties as a Bob-omb.
Notes:
-All items (except Apple, Nimbus, the Balloons and the Poisoned Apple ) can be grabbed and used against Adeleine. In this state, Adeleine can't summon another object.
-Objects are selected via roulette, working similar to Kirby's Mix ability and Pac-man's Bonus Fruit.
-Adeleine can't summon two items at once.
-Again, Down tilt can be used to erase your own items. Doesn't work on grabbed items.
-All items are based on Paint Roller's and Wiz's objects, from Kirby's Adventure and Amazing Mirror.

Final Smash: Power Paintbrush

Adeleine grabs the Power Paintbrush and swings it forward. If it hits any opponent(s) a little cutscene appears:
First, Adeleine is shown drawing multiple monsters: Ice Dragon, Sweet Stuff, Mr Bright, Mr. Shine, Kracko and Dark Matter.
All the opponents go after the fighters trapped, attacking them. Each one goes in this order:
Ice Dragon: Moves quickly and rams against the opponents will attacking with a frosty breath. Ice Damage, 18%
Sweet Stuff: Shoots 3 bolts of electricty and rams the opponents along with a Squishy and a Flotzo. Bolts deal 5% each one, The Ramming deals 10%
Mr. Bright and Mr Shine: Both shoot two large beams towards the opponents. Bright's Beam deals fire damage (11%) while Shine's deals energy damage (10%)
Kracko: Shoots 5 Co-Krackos at the opponents, then strikes them with a lightning. Co-Krackos deal 3% damage each and the lightning deals electric damage with 13%
Dark Matter: Simply explodes, launching all opponents with 15% damage.
After the short cutscene, all caught opponents are launched with massive knockback.
Of course, it's not that easy to catch opponents in, mostly because the initial swing doesn't has as much range as other Final Smashes.
Grab attacks:

-Pummel: Paints on opponent's face. (Paint Splash animation). Based on Prank's paint attack from Kirby and the Amazing Mirror.
-Forward Throw: Places opponent in the ground and launches them with her Paiintbrush in a similar manner to a Golf Club. Medium Knockback with 12% with medium ending lag
Based on Pitch's Parasol Ability.
-Back Toss: Summons a Pengi, which freezes the opponent. Then, Adeleine kicks the opponent , launching him. Pengi's freezing attack deals a multi-damaging 5%, while Adeleine's kick deals 4% with low knockback.
Based on the Ice ability from the Kirby series (turns opponents into ice blocks which can be kicked to damage opponents).
-Up Toss: Summons a Doka, which uses its shovel to lift the opponent and throw him/her upwards. 11% with medium knockback
-Down Toss: Summons a Rocky, which she uses to smash the opponent. High knockback with 15% damage. High ending lag.

Ledge Attack: Rams forward like this: https://www.youtube.com/watch?v=LnfEaGKEP8U (3:56) 9% with medium knockback.
100% Ledge Attack: Swings her Paintbrush forward. 16% with medium-High knockback
Getup Attack:Quickly Spins once while swinging her paintbrush.

Additional Note: I wanted to make Ribbon (the fairy from Kirby 64) to follow her in the battle similar to Telly vision, mostly to give her more personality in her taunts and victories. Toughts?
I'm going to add Taunts and victories later, because I wanted to focus on her main moveset. Toughts?
(Credit to WelfareWednesday for some Special Moves ideas)

_________________


Wed Feb 04, 2015 6:56 pm
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Joined: Thu Oct 17, 2013 11:28 pm
Posts: 900
Location: Dystopia and the "Expansion" Speculation forums.
Country: United States (us)
Gender: Anime Girl
MGN Username: gamingmage
Currently Playing: ao2
Lets see who have i made a moveset for that isn't already in the topic.
Got it!
Edit: Is now finished and would like some advice and or ideas.
Image
Neku Sakuraba - The Word Ends With You (DS)
From the creators of kingdom hearts, this game feature a large amount of attacks through pins, i plan to use the ones i feel like it would best suit neku.
[b]Stats

Size - Slightly taller then sora.
Speed - About sora's, Run Speed, about sora's.(They are similar in structure.)
Weight - A little bit less then sora.
Air - Slightly faster then sora.
Jump - Like sora for both jumps.

Standard Attacks
Neutral Combo - Shockwave - He has a combo like meta knight, instead of a standard attack he will release a barrage of horizontal slashes in front of him, each one doing 2%.
Foward Tilt - Stellar Flurry - He will move forward slighty preform 4 quick muti-stabs, each one dealing 2%.
Dash Attack - Lance Lunge - Like his forward tilt, but he will wavedash a slightly longer distance and has better knockback, but some ending lag, 7%
Up Tilt - Ignition - He will thrust his palm diagonally upward and release a short burst of flames, dealing about 8%, has some startup lag though.
Down Tilt - Pyrokinesis - He will over a short downward range release a line of fire muti hitting about 4 times, each one doing 2%

Smash Attacks
Side Smash - Massive Hit - Neku charges up then hops slighty forward while slash with a giant blade. Uncharged 12%, Fully charged 24%.
Up Smash - Piercing Pillar - Neku will summon a pillar of ice in front of him freezing foes in ice, if fully charged 3 of them will spawn. Uncharged 9%, Fully Charged 14%
Down Smash - Vortex Saber - Neku will preform a spinning slash, spinning 2 times dealing damage to both sides. Uncharged 10%, Fully Charged 17%

Aerial Attacks
Aerial Neutral - Spark Core - Neku will spin around once with 3 orbs of lightning spinning around him rapidly, dealing 3% damage each, hitting up to 3 times.
Aerial Forward - Spear Strike - Neku Thrusts forward with a spear of light, dealing a muti hit of 3 2% hits followed by a finishing 4% attack.
Aerial Backwards - Lightning Arrester - Neku swings his hand behind him and releasing a small bolt, dealing a 8% single hit.
Aerial Upwards - Street Jam - Neku will quickly cross his arms over the other shoulders then release and shout upwards, dealing 7%
Aerial Downwards - Grave Marker - Neku will act sort of like ichigo's aerial forward, but teleports slightly downwards and stab downwards, meteors and does 8%

Special Attacks
Standard Special - Force Rounds - Neku will fire a burst of 3 energy shots, one going forward and the other two in upward and downward forward movements, each one dealing 3% damage.
Side Special - Patrol Rounds - Fires a short range energy boomerang that arcs and goes back but will instead goes a bit behind neku, attack from the other side as well, before despawning, can have up to 2 out at a time and each one does 5%
Upward Aerial - Vulcan Uppercut - Neku does a uppercut similar to kirby's Rising Break in his fighter form. Hits 3 times with the 3rd hit launching, does 4% per hit but has Captain Falcon's Falcon Dive startup lag.
Downward Special - Time Bomb - Neku spawns a small symbol that explodes after 5 seconds, has huge explode radius(About the size of bowser), but only does about 10%.

Grabs
Grapple - Entanglement - Neku will summon a chain out to grab other players with, it is also a tether with a length between samus's and link's, if used in air it deals 5%.
Pummel - Holy Light - Neku will release a light point on the grabbed foe doing damage rapidly much like ness's pummel. Does 1% each hit.
Side Throw - Velocity Crash - Neku will tackle into the foe, dealing 8% with decent knockback.
Back Throw - Force Rounds - Neku will throw the enemy behind him and fire several energy rounds at the foe, shooting 4 of them each one dealing 3%, very poor knockback.
Up Throw - Twister - Neku summons a whirlwind to lift the foe upwards dealing 10% with average knockback.
Down Throw - Apport - Neku slams the foe into the ground and drops 5 boulders on him(her), each once dealing 3% damage.

Final Smash - Ultimate Fusion Attack - Summons a cage of light in front of him(Similar to shulk's as it triggers a cutscene) then preforms the final attack he uses endgame. Does about 40% with decent knockback.

_________________
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Mains: :blackmage: :ichigo:
Secondaries: :sora: :chibirobo:
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Seriously, stop &$^#ing harassing me. I'm not some Terrible Evil Overlord Of The Forums you have to vanquish or anything like that.


Last edited by Mage on Tue Sep 15, 2015 10:36 am, edited 9 times in total.



Thu Feb 05, 2015 12:00 am
User avatar

Joined: Mon Nov 10, 2014 3:56 am
Posts: 29
Country: Australia (au)
Gender: Male
MGN Username: Hart Goodguy
Crocodile
Image
Games:
-One Piece: Unlimited Adventure (Wii)
-One Piece: Unlimited World Red (3DS)
-One Piece: Super Grand Battle! X (3DS)

Stats:
-Size: Tall.
-Speed: Walking is fairly slow. Dashing is medium, about the same as Mario.
-Aerial Speed: Moves easily through the air. Fall speed is fairly heavy, about the same as R.O.B.
-Jump Height: First jump has medium height, about the same as Mario. Double Jump has the same height as first jump.
-Weight: Medium to fairly heavy.

Moveset)

Standard Attacks
-Standard Attack: Crocodile swings downward with his hook.
-Standard Combo: Crocodile swings downwards with his hook, swings upwards and finishes with a heavy horizontal swipe.
-Side Tilt: Crocodile performs a forward jab with his hook.
-Up Tilt: Crocodile swipes the air with his hook.
-Down Tilt: Crocodile performs an outward kick at his opponent's feet.
-Dash Attack: Crocodile puts his hand out in front of him and blasts some sand.

Aerial Attacks
-Front Air: Crocodile turns his arm into sand and jabs in front of him.
-Back Air: Crocodile swipes with sand behind him.
-Up Air: Crocodile swipes with sand above him.
-Down Air: Crocodile covers his legs with a small sand tornado.

Grabs and Throws
-Grab: Crocodile extends his arm by turning it into sand and attempts to grab an opponent. Can be used to grab onto ledges.
-Grab Attack: Crocodile dehydrates the opponent by sucking moisture out of them.
-Front Throw: Crocodile tosses the opponent in front of him and slashes them with sand.
-Back Throw: Crocodile swings the opponent around and throws them behind him.
-Up Throw: Crocodile places his opponent in a sand tornado which causes damage to them before sending them skyward.
-Down Throw: Crocodile removes the gold cover of his hook to expose the venom underneath and slashes the opponent with it, poisoning them.

Smash Attacks
-Side Smash: Crocodile slams the ground and creates a shockwave of sand that travels in front of him for a second before disappearing.
-Up Smash: Crocodile holds up his hand and creates a small sand tornado that damages opponents above him.
-Down Smash: Crocodile Stomps the ground and causes two spikes made out of sand to rise up from the ground at both sides of him.

Specials
-Neutral Special - Sables: A charged attack. When the special attack button is pressed, Crocodile will charge up a sand tornado. The more he charges it, the more it will grow. He will unleash the tornado once the button is pressed again and the tornado will move away from him, causing consecutive hits to any opponent it touches. Like Samus, he can store the move once it is fully charged.
-Side Special - Desert la Spada: Crocodile forms a giant claw using his sand and thrusts it in front of him, sending opponents flying.
-Up Special- Sandstorm: Crocodile covers himself in a large tornado made of sand. In this state, anyone who touches him will take damage and he can be moved around with the control pad. This move lasts up to a total of 3 seconds and can be used for recovery.
-Down Special - Desert Girasole: Crocodile creates a pit of quicksand on the ground in front of him. Anyone who touches it will slowly be sucked in towards the center, which renders players immobile. Once they are stunned they are free to be attacked afterwards.

Final Smash - Ground Death: Crocodile places his hand on the ground and sucks the moisture out of the area around him. Anyone caught in this area will receive consecutive damage until they are blown away when Crocodile finishes the move by blasting the dry area with a shockwave of sand.

Taunts
-Taunt 1: Laughs menacingly.
-Taunt 2: Creates a small sand tornado in his hand and looks at it.
-Taunt 3: Spreads his arms out and grunts.

Before Match
-Entrance: A sandstorm appears on the stage and Crocodile emerges from it before it disappears.

After Match
-Victory Animation: Gives off an evil laugh before disappearing in a sandstorm.
-Losing Animation: Claps by slapping his hook with his right hand and looks glum.
-Fanfare: Last part of Overtaken from One Piece OST.

_________________
Image


Last edited by Desert Croc on Thu Feb 05, 2015 8:54 pm, edited 2 times in total.



Thu Feb 05, 2015 3:24 am

Joined: Mon Feb 02, 2015 12:22 am
Posts: 51
Country: United States (us)
Desert Croc wrote:
Crocodile
[ Image ]
Games:
-One Piece: Unlimited Adventure (Wii)
-One Piece: Unlimited World Red (3DS)
-One Piece: Super Grand Battle! X (3DS)

Stats:
-Size: Tall.
-Speed: Walking is fairly slow. Dashing is medium, about the same as Mario.
-Aerial Speed: Moves easily through the air. Fall speed is fairly heavy, about the same as R.O.B.
-Jump Height: First jump has medium height, about the same as Mario. Double Jump has the same height as first jump.
-Weight: Medium to fairly heavy.

Moveset)

Standard Attacks
-Standard Attack: Crocodile swings downward with his hook.
-Standard Combo: Crocodile swings downwards with his hook, swings upwards and finishes with a heavy horizontal swipe.
-Side Tilt: Crocodile performs a forward jab with his hook.
-Up Tilt: Crocodile swipes the air with his hook.
-Down Tilt: Crocodile performs an outward kick at his opponent's feet.
-Dash Attack: Crocodile puts his hand out in front of him and blasts some sand.

Aerial Attacks
-Front Air: Crocodile turns his arm into sand and jabs in front of him.
-Back Air: Crocodile swipes with sand behind him.
-Up Air: Crocodile swipes with sand above him.
-Down Air: Crocodile covers his legs with a small sand tornado.

Grabs and Throws
-Grab: Crocodile extends his arm by turning it into sand and attempts to grab an opponent.
-Grab Attack: Crocodile dehydrates the opponent by sucking moisture out of them.
-Front Throw: Crocodile tosses the opponent in front of him and slashes them with sand.
-Back Throw: Crocodile swings the opponent around and throws them behind him.
-Up Throw: Crocodile places his opponent in a sand tornado which causes damage to them before sending them skyward.
-Down Throw: Crocodile places his opponent on the ground and blasts them with sand.

Smash Attacks
-Side Smash: Crocodile stomps the ground in front of him, sending up a cloud of sand that damages the opponent if they touch it.
-Up Smash: Crocodile holds up his hand and creates a small sand tornado that damages opponents above him.
-Down Smash: Crocodile places his hand on the ground and causes shockwaves of sand to appear all around him.

Specials
-Neutral Special - Sables: A charged attack. When the special attack button is pressed, Crocodile will charge up a sand tornado. The more he charges it, the more it will grow. He will unleash the tornado once the button is pressed again and the tornado will move away from him, causing consecutive hits to any opponent it touches. Like Samus, he can store the move once it is fully charged.
-Side Special - Ground Secco: Crocodile slams the ground and creates a shockwave of sand that can damage opponents on the ground in front of him which can be moved back or forth by using the control pad.
-Up Special- Sandstorm: Crocodile covers himself in a large tornado made of sand. In this state, anyone who touches him will take damage and he can be moved around with the control pad. This move lasts up to a total of 3 seconds and can be used for recovery.
-Down Special - Quicksand Pit: Crocodile creates a pit of quicksand on the ground in front of him. Anyone who touches it will slowly be sucked in towards the center, which renders players immobile. Once they are stunned they are free to be attacked afterwards.

Final Smash - Ground Death: Crocodile places his hand on the ground and sucks the moisture out of the area around him. Anyone caught in this area will receive consecutive damage until they are blown away when Crocodile finishes the move by blasting the dry area with a shockwave of sand.

Taunts
-Taunt 1: Laughs menacingly.
-Taunt 2: Creates a small sand tornado in his hand and looks at it.
-Taunt 3: Spreads his arms out and grunts.

Before Match
-Entrance: A sandstorm appears on the stage and Crocodile emerges from it before it disappears.

After Match
-Victory Animation: Gives off an evil laugh before disappearing in a sandstorm.
-Losing Animation: Claps by slapping his hook with his right hand and looks glum.
-Fanfare: Last part of Overtaken from One Piece OST.


I have a couple suggestions.
1. Maybe make his grab into a tether recovery since he can shoot out his arm.
2. Maybe you should include the hook more for attacks and give a poison effect to certain hook attacks cause I think he poisoned Luffy in his fight by stabbing him with a hook.
3. Maybe you could make his forward smash or side special Desert la Sparda it was an interesting move and he used it a decent amount so I feel it should be in there.
That's about it and feel free to deny these as they are only suggestions.


Thu Feb 05, 2015 12:21 pm
User avatar

Joined: Mon Nov 10, 2014 3:56 am
Posts: 29
Country: Australia (au)
Gender: Male
MGN Username: Hart Goodguy
V-mon X wrote:
Desert Croc wrote:
Crocodile
[ Image ]
Games:
-One Piece: Unlimited Adventure (Wii)
-One Piece: Unlimited World Red (3DS)
-One Piece: Super Grand Battle! X (3DS)

Stats:
-Size: Tall.
-Speed: Walking is fairly slow. Dashing is medium, about the same as Mario.
-Aerial Speed: Moves easily through the air. Fall speed is fairly heavy, about the same as R.O.B.
-Jump Height: First jump has medium height, about the same as Mario. Double Jump has the same height as first jump.
-Weight: Medium to fairly heavy.

Moveset)

Standard Attacks
-Standard Attack: Crocodile swings downward with his hook.
-Standard Combo: Crocodile swings downwards with his hook, swings upwards and finishes with a heavy horizontal swipe.
-Side Tilt: Crocodile performs a forward jab with his hook.
-Up Tilt: Crocodile swipes the air with his hook.
-Down Tilt: Crocodile performs an outward kick at his opponent's feet.
-Dash Attack: Crocodile puts his hand out in front of him and blasts some sand.

Aerial Attacks
-Front Air: Crocodile turns his arm into sand and jabs in front of him.
-Back Air: Crocodile swipes with sand behind him.
-Up Air: Crocodile swipes with sand above him.
-Down Air: Crocodile covers his legs with a small sand tornado.

Grabs and Throws
-Grab: Crocodile extends his arm by turning it into sand and attempts to grab an opponent.
-Grab Attack: Crocodile dehydrates the opponent by sucking moisture out of them.
-Front Throw: Crocodile tosses the opponent in front of him and slashes them with sand.
-Back Throw: Crocodile swings the opponent around and throws them behind him.
-Up Throw: Crocodile places his opponent in a sand tornado which causes damage to them before sending them skyward.
-Down Throw: Crocodile places his opponent on the ground and blasts them with sand.

Smash Attacks
-Side Smash: Crocodile stomps the ground in front of him, sending up a cloud of sand that damages the opponent if they touch it.
-Up Smash: Crocodile holds up his hand and creates a small sand tornado that damages opponents above him.
-Down Smash: Crocodile places his hand on the ground and causes shockwaves of sand to appear all around him.

Specials
-Neutral Special - Sables: A charged attack. When the special attack button is pressed, Crocodile will charge up a sand tornado. The more he charges it, the more it will grow. He will unleash the tornado once the button is pressed again and the tornado will move away from him, causing consecutive hits to any opponent it touches. Like Samus, he can store the move once it is fully charged.
-Side Special - Ground Secco: Crocodile slams the ground and creates a shockwave of sand that can damage opponents on the ground in front of him which can be moved back or forth by using the control pad.
-Up Special- Sandstorm: Crocodile covers himself in a large tornado made of sand. In this state, anyone who touches him will take damage and he can be moved around with the control pad. This move lasts up to a total of 3 seconds and can be used for recovery.
-Down Special - Quicksand Pit: Crocodile creates a pit of quicksand on the ground in front of him. Anyone who touches it will slowly be sucked in towards the center, which renders players immobile. Once they are stunned they are free to be attacked afterwards.

Final Smash - Ground Death: Crocodile places his hand on the ground and sucks the moisture out of the area around him. Anyone caught in this area will receive consecutive damage until they are blown away when Crocodile finishes the move by blasting the dry area with a shockwave of sand.

Taunts
-Taunt 1: Laughs menacingly.
-Taunt 2: Creates a small sand tornado in his hand and looks at it.
-Taunt 3: Spreads his arms out and grunts.

Before Match
-Entrance: A sandstorm appears on the stage and Crocodile emerges from it before it disappears.

After Match
-Victory Animation: Gives off an evil laugh before disappearing in a sandstorm.
-Losing Animation: Claps by slapping his hook with his right hand and looks glum.
-Fanfare: Last part of Overtaken from One Piece OST.


I have a couple suggestions.
1. Maybe make his grab into a tether recovery since he can shoot out his arm.
2. Maybe you should include the hook more for attacks and give a poison effect to certain hook attacks cause I think he poisoned Luffy in his fight by stabbing him with a hook.
3. Maybe you could make his forward smash or side special Desert la Sparda it was an interesting move and he used it a decent amount so I feel it should be in there.
That's about it and feel free to deny these as they are only suggestions.


1. Forgot about using tethers for recovery. Added it.
2. I was going to use the poison hook at some point but I didn't know where. Added it as his down throw because some characters use than for more than just slamming opponents on the ground. (Black Mage poisons the opponent, Goku uses Solar Flare ect.)
3. That's not a bad idea! Changed it.

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Thu Feb 05, 2015 8:41 pm
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