"Expansion" Character Moveset Speculation
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Jan_Solo
Joined: Fri Dec 18, 2015 9:53 am Posts: 649 Location: Either at home or at school Country:
Gender: N/A
Currently Playing: SSF2, Paladins, TF2, Skullgirls
Waifu: m'Lady Lyndis
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le bumpBlastoiseSource Game: Pokemon Fire Red / Leaf Green (Though, will be able to use moves from more recent Generations) Size: Same as Bowser Idle: Bends head down and scratches the back of his head Weight: 120 Dash speed: Same as Bowser Air attributes: Same as Wario Entrance: Comes out of a Pokeball like Jiggs and Pika Jumps: Same as DK Gains 10% knockback resistance when getting hit from the back (aka Shell) Crouching makes him use ‘Withdraw’ which grants him 20% knockback resistance Jab 1: Karate Chop – Brick Break – 6% 2: Headbutts – Headbutt – 5% F–Tilt – Power-Up Punch Blastoise’s fist glows orange and punches forward Damage – 10% Knockback – Low - Med U–Tilt – Ice Punch Does an uppercut with a light blue glowing fist. Can freeze foes. Damage – 8% Knockback – Low D–Tilt - Fling Blastoise “Flings” himself forwards while inside his Shell Damage – 5% Knockback – Low Dash Attack – Aqua Jet Blastoise dashes forward while being surrounded by water while spinning around. Has Mult-hit properties able to hit 5 times. Damage – 2% per hit Knockback – Low - Med F–Smash - Surf Charges and creates a huge Wave of Water when released. Blastoise will “Surf” on the wave for a short distance and the Wave disappears shortly after. Damage – 14 – 20% if Clean hit. 9 – 13% if Late hit. Knockback – Med – High U–Smash – Water Spout Charges and releases 2 spouts of water on his cannons. Has 2 hits with the second hit launching foes. Damage – 3 – 5% for initial hit, 9 – 12% for second hit Knockback – Med – High D–Smash – Rapid Spin Hides in his Shell and Spins in place rapidly. Hits 7 times with the last hit launching foes. Damage – 2 – 3% for initial hits, 8 – 10% for final hit Knockback – Med – High N–Air – Iron Defense A “sphere of Iron” forms around Blastoise and expands a bit before fading. Blastoise gains Super Armor while performing this move. Damage – 5% Knockback – Low F–Air – Water Gun Releases a jet of water from his mouth. Damage – 6% Knockback – Low B–Air – Smack Down Throws a Rock at a slightly Diagonally-downwards angle which deals low damage but spikes foes. Damage – 4% Knockback – Med U–Air – Flash Cannon Silver energy gathers around his cannons and releases a Beam of Silver afterwards. Decent range. Damage – 10% Knockback – Med D–Air – Giga Impact Gets inside shell and slams himself down to the ground. Damage – 15% Knockback – Med Grab Range - Med Pummel - Bite Bites the opponent Damage – 3% F–Throw – Bubble Releases foe and unleashes a barrage of bubbles on the said foe. Last hit launches the foe. Damage – 1% for 10 hits Knockback – Med U–Throw - Waterfall Slams foe onto the ground and makes a “pillar” of water appear in front of him/under the foe, which launches said foe upwards. Damage – 3% slam, 8% Waterfall Knockback – High B–Throw – Tail Whip Throws foe behind him and whips foe with his tail. Damage – 8% Knockback – Low D–Throw – Rain Dance Slams foe onto the ground, creates a rain cloud above said foe, and sprinkles foe with raindrops. Hits a lot of times. Damage – 1% for 20 hits Knockback – N/A Ledge Attack - Tackle Climbs up the ledge and quickly tackles. Damage – 5% Knockback – Low Getup Attack – Skull Bash Bashes head forwards dealing damage. Damage – 8% Knockback – Med Neutral Special – Hydro Cannon: Blastoise charges 2 Orbs of water on his cannons in which charge can be stored. If released before being fully-charged, will fire 2 orbs of water, one after the other. If released when fully charged will turn into a continuous flurry of water which deal great knockback at the final hit. Flurry of water can hit up to 10 times. Damage – Orbs: 2 - 10% per hit; Flurry of Water: 2% for initial 9 hits, 12% for final hit, up to 40% if all hits connect Knockback – Orbs: Med – Med-High; Flurry of water: High
Side–Special – Ice Beam: Blastoise will open his mouth and a white beam of sheer cold comes out which slowly fades over distance. Special button can be held infinitely to continuously release the Ice Beam and releasing it will freeze opponents depending on how close they are from the origin of the Beam. Opponents can move and attack while being hit by Ice Beam but they are slowed down 50%. Releasing the Beam will also cause knockback to opponents frozen. Damage – 1% per hit by the Ice Beam, 1 – 5% upon release of Ice Beam. Knockback – Low - Med
Up–Special – Aqua Tail: Blastoise retreats onto his shell and blasts water out of his tail, propelling him upwards. This move grants him as much vertical distance as Bomberman’s Jetpack but with better horizontal gain. There is a weak hitbox on Blastoise’s Shell but the Aqua Tail itself has a F.L.U.D.D.-like effect, only that it goes downwards. Damage – 2% per Shell Hit, 1% per Aqua Tail Hit Knockback – None for Shell, Same as Smash 4 F.L.U.D.D. for Aqua Tail
Down–Special – Protect: Blastoise will flash white and will take no damage and knockback when hit by any attack. Furthermore, he also counters when attacked while flashing white. There is quite a big counter window but the counter isn’t too powerful in terms of power but high knockback power. Damage – 1x the countered move Knockback – 1.5x the countered move : MEGA BLASTOISE
Semi-Final Form
Jab: Bubble – Shoots out a single fast moving bubble, can be held infinitely. 5% per hit Aerial Attack: Flail – Flails in the air. 15% Neutral-B: Water Pulse – Shoots a pulse of water from one of his Wrist Cannons. 10% Side-B: Muddy Water - Shoots Spiraling Muddy Water out of his Back Cannon that goes through foes and terrain which allows multiple hits. 2% per hit. Up-B: Dragon Pulse – Becomes surrounded by a Dragon-shaped Aura which allows him to gain vertical distance and deal damage when colliding with foes. 15% Down-B: Dark Pulse – Roars and a Dark ring appears and expands. Does a lot of hitstun to foes hit. 7%
_________________Mains: ; ; Secondaries: ; For Fun: ; ; ; ; ; Hopefuls: Lyn(FE); Ike(FE); Zero(MM); Andy(AW); Gilgamesh(FF) tmanex2013 made the wonderful lyn sprite I used for
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Tue Apr 19, 2016 5:23 am |
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RagnorokX
Joined: Fri Aug 14, 2015 11:44 am Posts: 115 Location: California Country:
Gender: Male
MGN Username: RagnorokX
Currently Playing: ssf2, ssb4
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Im working on Mario Maker. BREATHE MORE LIFE INTO THE THREAD
_________________ I think I'm gonna main luffy and isaac.
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Fri Apr 22, 2016 6:23 pm |
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Jan_Solo
Joined: Fri Dec 18, 2015 9:53 am Posts: 649 Location: Either at home or at school Country:
Gender: N/A
Currently Playing: SSF2, Paladins, TF2, Skullgirls
Waifu: m'Lady Lyndis
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Where is Everyone actually...
_________________Mains: ; ; Secondaries: ; For Fun: ; ; ; ; ; Hopefuls: Lyn(FE); Ike(FE); Zero(MM); Andy(AW); Gilgamesh(FF) tmanex2013 made the wonderful lyn sprite I used for
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Fri Apr 22, 2016 11:55 pm |
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Jan_Solo
Joined: Fri Dec 18, 2015 9:53 am Posts: 649 Location: Either at home or at school Country:
Gender: N/A
Currently Playing: SSF2, Paladins, TF2, Skullgirls
Waifu: m'Lady Lyndis
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Surprise Moveset YAY!!! Bill RizerSource Game: Contra Series Size: Idle: Weight: Dash speed: Air attributes: Entrance: Jumps: When crouching, will lay down on his chest while holding his gun in front of him Can crawl in which he does the “Soldier Crawl” or whatever Jab Hold the Jab button to fire bullets forward at the rate of Mega Man’s Neutral-B Bullets travel at the same speed as Mega Man’s Lemon shots, deal 2% damage, and has a bit of hitstun Can be angled 45 ⁰ up or down F–Tilt Same as Jab except he walks while shooting Can be angled 45 ⁰ up or down U–Tilt - Same as Jab except he fires upwards D–Tilt - Same as Jab except he fires forward while crouching Can be angled 45 ⁰ up Dash Attack Shoulder Tackle Damage – 8% Knockback – Low F–Smash Thrusts his gun Forwards, decent horizontal finisher Damage – 15 – 22% Knockback – Med - High U–Smash Overhead gun swing, decent vertical finisher Damage – 14 – 21% Knockback – Med - High D–Smash Swipes with his gun in front and behind him, good ‘get off me’ move Damage – 13 – 20% Knockback – Med - High N–Air Same as Jab except in the air Can be used while moving forwards or backwards on the air Can also be angled 45 ⁰ up or down F–Air Fires 3 swirling bullets forward which deals fire damage Must be performed like a Smash attack Damage – 2% per hit, 6% if all hits connect Knockback – Low B–Air Fires 3 swirling bullets backward which deals fire damage Must be performed like a Smash attack Damage – 2% per hit, 6% if all hits connect Knockback – Low U–Air Same as U-tilt except in the air Must be performed like a Smash attack D–Air Downwards swing of his gun, spikes if hit at the right time and/or angle Damage – 10% Knockback – Med Grab Extends his robotic arm which can also act as a tether Can also be angled like Chibi-Robo’s Grab` Pummel Hits opponents with the butt of his gun Damage – 2% F–Throw - Throws opponent diagonally-forward and fires swirling bullets like his F-Air and B-Air Damage – 9% Knockback – Med U–Throw - Throws opponent upwards and fires 3 shots while they’re in the air, basically Fox’s U-Throw Damage – 12% Knockback – Med B–Throw - Throws opponent behind him and fires a Laser towards them Damage – 10% Knockback – Med D–Throw - Slams opponent to the ground, jumps, and throws a grenade at the opponent which explodes on contact Damage – 11% Knockback – Low Neutral Special – Spread Shot: Fires 5 bigger bullets at once which slightly deviate from each other at angles 45⁰, 22.5⁰, 0⁰, -22.5⁰, and -45⁰ Can be used while moving Can be angled 45⁰ up and down Can kill early at point blank It has a 1-2 second cooldown though Damage – 5% per bullet, 25% if all hits connect Knockback – Low – High
Side–Special – Laser: Shoots a Laser that actually is 4 short lasers side-by-side each dealing low damage and knockback with transcended priority But you don’t want to use that as a kill move anyway, each 1/4 laser deals 1/5 shield damage Must be performed like a Smash Attack Can be angled 45⁰ up and down Laser goes through soft platforms Only 1 laser of your ownership can be on screen at a time, which means the whole laser must hit/disappear/reflected/absorbed before Bill can use Laser again Damage – 3% per 1/4 laser, up to 12% if the whole laser connects Knockback – Low
Up–Special – Somersault: Jumps up and curls up like Samus’ Screw Attack but without a hitbox like Samus’ Screw Attack, Bill fires a bullet in each direction twice with more hitstun than his Jab but less damage Damage – 1% per bullet Knockback – N/A
Down–Special – Homing Missiles: Kind of like Samus’ Side-B except they travel faster, turn faster, lasts longer, and stronger Damage – 10% Knockback – Med Smart Bomb
Stage - Wide
Bill raises his hand up and the Falcon power-up from the original Contra game appears on his hand. He then ‘crushes’ the power-up which causes a huge explosion behind him with a range of the full Battlefield Reviews of my Blastoise and/or Bill Rizer moveset would be greatly appreciated On another note... why is no one in this thread anymore?
_________________Mains: ; ; Secondaries: ; For Fun: ; ; ; ; ; Hopefuls: Lyn(FE); Ike(FE); Zero(MM); Andy(AW); Gilgamesh(FF) tmanex2013 made the wonderful lyn sprite I used for
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Sun May 01, 2016 9:24 am |
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dragonballhero
Joined: Sat May 14, 2016 9:56 pm Posts: 376 Country:
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Roll (Mega Man)
Source: Mega Man Mega Man's "little sister" has joined the battle! In SSF2, Roll has access to a multitude of weapons to help her in battle. However, due to the fact to she was not necessarily built for combat, some of her attacks may seem a bit...underwhelming at first glance. I should mention a few of her moves will be borrowed from Mega Man, but she is not a clone of him. As a matter of fact, her moveset is mostly a mix of her movesets in both Marvel vs. Capcom 1&2 and Tatsunoko vs. Capcom, with a few added moves from neither games here and there. That being said, here we go! Size - About Mega Man's height, if not a bit shorter. Idle - Shuffles a little bit after standing for so long. Weight - About as light as Tails Walk speed - About as fast as Chibi-Robo Dash speed - About as fast as Kirby Air attributes - Due to her skirt, she doesn't fall as fast as most characters. Overall, her air game is comparable to Black Mage Jump - About as good as Black Mage. Jab - A simple jab. Nothing more, nothing less. Her weak punch in MvC 1&2. S-Tilt - A slightly more forceful punch. Her medium punch in MvC 1&2. U-Tilt - Roll kicks upwards. If the move is sweetspotted, her foot her opponent will be sent upwards, allowing her to follow up with an aerial attack. D-Tilt - Roll performs a Slide Kick. S-Smash - Swings her broom at her opponents, with a dust cloud spawning from the swing. The swung broom will do more knockback and damage, while the dust cloud will do damage, but it will only stun opponents. U-Smash - Swings her broom above her in an arc. D-Smash - Sweeps her broom rapidly on each side of her. The properties that apply to her SSmash also apply here, but this time, she sweeps so furiously, that fire is formed from the sweeping, giving her a great defense. Dash Attack - Roll utilizes the Break Dash weapon from Mega Man V and strikes opponents with a shoulder tackle. Think of Wario's side special move in SSF2, but with its KO potential seriously nerfed. N-Air - Roll swings her broom around her rapidly while doing a flip. Think of Kirby's midair Hammer in Super Smash Bros. Melee. F-Air - Roll swings her broom in a downwards pattern. This serves as a Meteor Smash if sweetspotted at the broom itself. B-Air - Roll swats at opponents behind her in an arc. Think of King Dedede's BAir in Smash 4. U-Air - Roll tosses a bucket of water above her head. D-Air - Roll tosses a bucket of water downwards. This time, the bucket is also tossed by Roll, which can gimp recoveries. N-Special - Roll Buster - Roll fires a chargeable shot from her Roll Buster. Here's a list of differences from Mega Man's Mega Buster: ---------------------------------------------------------------------------------------------------------- Unlike Mega Man and his Mega Buster, Roll cannot move around when charging her Roll Buster. The Roll Buster can also only hit one opponent at a time, similar to all of the Mega Buster's charges, save for the highest charge. However, it can score multiple hits on the one opponent when fully charged, where as a fully-charged Mega Buster hits once and can travel through multiple opponents. Roll also only has two charges for her Roll Buster, whereas the Mega Buster has 4-5 charges. If fully charged, Roll can use the move as a "Stall-then-Fall". ---------------------------------------------------------------------------------------------------------- S-Special - Exploding Bouquet - Roll tosses a bouquet of flowers with a bomb hidden inside it. Not too useful outside of gimping recoveries. U-Special - Tornado Hold - A massive fan suddenly appears underneath Roll, and quickly lifts her up. AMAZING vertical recovery, but AWFUL horizontal recovery. D-Special - Down Time - Roll gets down in a kneeling position and summons a energy droplet from out of nowhere that heals her. The more you use this move, the less damage will be healed. However, the longest you go without using this move, the droplet will heal about 15-20% of her damage. Grab - Roll grabs an opponent. Pummel - Roll slaps her opponent. F-Throw - Roll judo-throws her opponent forward. B-Throw - Roll tosses her opponent behind her, this time with an Exploding Bouquet as a going-away present to them as well. U-Throw - Roll smacks her opponent upwards with her broom. D-Throw - Roll slams on her opponent with the butt. Think of Luigi and Princess Peach's DThrows. FINAL SMASH - Hyper Roll - Her strongest Hyper Combo Finish in the Marvel vs. Capcom games. Roll combines with Rush, Eddie and Beat to transform and attacks by releasing electricity from her antennae, large missiles from her breasts, and energy projectiles shaped like Beat, Rush and Eddie from her abdomen and legs. Roll is better off activating her FS off-stage, as opponents can easily get behind her when this move is about to be used. U-Taunt - Adjusts and tightens the green bow in her hair. S-Taunt - Roll puts one arm on her other arm, while fist-pumping. D-Taunt - Roll instantly changes the outfit she's wearing into a Japanese schoolgirl's outfit for a second, and then changes back to her original look. Victory animation 1 - Roll bends down to pick up a bouquet of flowers from Eddie. Victory animation 2 - Roll talks to a hologram of Dr. Light, who congratulates her on her victory. Victory animation 3 - Roll tosses her broom into the air, jumps, and lands on her broom while it's still flying. So what do you all think everyone? I really tried to make this work. Also, I'll take criticisms and suggestions, but NO flaming will acknowledged. Thank you.
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Mon May 23, 2016 6:18 pm |
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Jan_Solo
Joined: Fri Dec 18, 2015 9:53 am Posts: 649 Location: Either at home or at school Country:
Gender: N/A
Currently Playing: SSF2, Paladins, TF2, Skullgirls
Waifu: m'Lady Lyndis
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| | | | dragonballhero wrote: Roll (Mega Man)
[ Image ] Source: Mega Man Mega Man's "little sister" has joined the battle! In SSF2, Roll has access to a multitude of weapons to help her in battle. However, due to the fact to she was not necessarily built for combat, some of her attacks may seem a bit...underwhelming at first glance. I should mention a few of her moves will be borrowed from Mega Man, but she is not a clone of him. As a matter of fact, her moveset is mostly a mix of her movesets in both Marvel vs. Capcom 1&2 and Tatsunoko vs. Capcom, with a few added moves from neither games here and there. That being said, here we go! Size - About Mega Man's height, if not a bit shorter. Idle - Shuffles a little bit after standing for so long. Weight - About as light as Tails Walk speed - About as fast as Chibi-Robo Dash speed - About as fast as Kirby Air attributes - Due to her skirt, she doesn't fall as fast as most characters. Overall, her air game is comparable to Black Mage Jump - About as good as Black Mage. Jab - A simple jab. Nothing more, nothing less. Her weak punch in MvC 1&2. S-Tilt - A slightly more forceful punch. Her medium punch in MvC 1&2. U-Tilt - Roll kicks upwards. If the move is sweetspotted, her foot her opponent will be sent upwards, allowing her to follow up with an aerial attack. D-Tilt - Roll performs a Slide Kick. S-Smash - Swings her broom at her opponents, with a dust cloud spawning from the swing. The swung broom will do more knockback and damage, while the dust cloud will do damage, but it will only stun opponents. U-Smash - Swings her broom above her in an arc. D-Smash - Sweeps her broom rapidly on each side of her. The properties that apply to her SSmash also apply here, but this time, she sweeps so furiously, that fire is formed from the sweeping, giving her a great defense. Dash Attack - Roll utilizes the Break Dash weapon from Mega Man V and strikes opponents with a shoulder tackle. Think of Wario's side special move in SSF2, but with its KO potential seriously nerfed. N-Air - Roll swings her broom around her rapidly while doing a flip. Think of Kirby's midair Hammer in Super Smash Bros. Melee. F-Air - Roll swings her broom in a downwards pattern. This serves as a Meteor Smash if sweetspotted at the broom itself. B-Air - Roll swats at opponents behind her in an arc. Think of King Dedede's BAir in Smash 4. U-Air - Roll tosses a bucket of water above her head. D-Air - Roll tosses a bucket of water downwards. This time, the bucket is also tossed by Roll, which can gimp recoveries. N-Special - Roll Buster - Roll fires a chargeable shot from her Roll Buster. Here's a list of differences from Mega Man's Mega Buster: ---------------------------------------------------------------------------------------------------------- Unlike Mega Man and his Mega Buster, Roll cannot move around when charging her Roll Buster. The Roll Buster can also only hit one opponent at a time, similar to all of the Mega Buster's charges, save for the highest charge. However, it can score multiple hits on the one opponent when fully charged, where as a fully-charged Mega Buster hits once and can travel through multiple opponents. Roll also only has two charges for her Roll Buster, whereas the Mega Buster has 4-5 charges. If fully charged, Roll can use the move as a "Stall-then-Fall". ---------------------------------------------------------------------------------------------------------- S-Special - Exploding Bouquet - Roll tosses a bouquet of flowers with a bomb hidden inside it. Not too useful outside of gimping recoveries. U-Special - Tornado Hold - A massive fan suddenly appears underneath Roll, and quickly lifts her up. AMAZING vertical recovery, but AWFUL horizontal recovery. D-Special - Down Time - Roll gets down in a kneeling position and summons a energy droplet from out of nowhere that heals her. The more you use this move, the less damage will be healed. However, the longest you go without using this move, the droplet will heal about 15-20% of her damage. Grab - Roll grabs an opponent. Pummel - Roll slaps her opponent. F-Throw - Roll judo-throws her opponent forward. B-Throw - Roll tosses her opponent behind her, this time with an Exploding Bouquet as a going-away present to them as well. U-Throw - Roll smacks her opponent upwards with her broom. D-Throw - Roll slams on her opponent with the butt. Think of Luigi and Princess Peach's DThrows. FINAL SMASH - Hyper Roll - Her strongest Hyper Combo Finish in the Marvel vs. Capcom games. Roll combines with Rush, Eddie and Beat to transform and attacks by releasing electricity from her antennae, large missiles from her breasts, and energy projectiles shaped like Beat, Rush and Eddie from her abdomen and legs. Roll is better off activating her FS off-stage, as opponents can easily get behind her when this move is about to be used. U-Taunt - Adjusts and tightens the green bow in her hair. S-Taunt - Roll puts one arm on her other arm, while fist-pumping. D-Taunt - Roll instantly changes the outfit she's wearing into a Japanese schoolgirl's outfit for a second, and then changes back to her original look. Victory animation 1 - Roll bends down to pick up a bouquet of flowers from Eddie. Victory animation 2 - Roll talks to a hologram of Dr. Light, who congratulates her on her victory. Victory animation 3 - Roll tosses her broom into the air, jumps, and lands on her broom while it's still flying. So what do you all think everyone? I really tried to make this work. Also, I'll take criticisms and suggestions, but NO flaming will acknowledged. Thank you. | | | | |
The way you made Roll is nice as it does capture the fact that she is not made as a Combat Robot, thus not having that much combat capability, but she has nice survivability and has a lot of ways in securing Stocks. She doesn't seem to have that much Combo capability, but she has ways of setup into her high KB moves and possibly finish off her opponents with her Edgeguarding game. B-Throw to Exploding Bouquet seems to be a good combo for her. Her aerials seem to serve different uses but are all good in their own ways. Overall, she could work like a semi-joke character with good potential but hard to use. Edit: Can someone review my Bill Rizer and/or Blastoise moveset?
_________________Mains: ; ; Secondaries: ; For Fun: ; ; ; ; ; Hopefuls: Lyn(FE); Ike(FE); Zero(MM); Andy(AW); Gilgamesh(FF) tmanex2013 made the wonderful lyn sprite I used for
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Tue May 24, 2016 11:46 pm |
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dragonballhero
Joined: Sat May 14, 2016 9:56 pm Posts: 376 Country:
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| | | | Jan_Solo wrote: | | | | dragonballhero wrote: Roll (Mega Man)
[ Image ] Source: Mega Man Mega Man's "little sister" has joined the battle! In SSF2, Roll has access to a multitude of weapons to help her in battle. However, due to the fact to she was not necessarily built for combat, some of her attacks may seem a bit...underwhelming at first glance. I should mention a few of her moves will be borrowed from Mega Man, but she is not a clone of him. As a matter of fact, her moveset is mostly a mix of her movesets in both Marvel vs. Capcom 1&2 and Tatsunoko vs. Capcom, with a few added moves from neither games here and there. That being said, here we go! Size - About Mega Man's height, if not a bit shorter. Idle - Shuffles a little bit after standing for so long. Weight - About as light as Tails Walk speed - About as fast as Chibi-Robo Dash speed - About as fast as Kirby Air attributes - Due to her skirt, she doesn't fall as fast as most characters. Overall, her air game is comparable to Black Mage Jump - About as good as Black Mage. Jab - A simple jab. Nothing more, nothing less. Her weak punch in MvC 1&2. S-Tilt - A slightly more forceful punch. Her medium punch in MvC 1&2. U-Tilt - Roll kicks upwards. If the move is sweetspotted, her foot her opponent will be sent upwards, allowing her to follow up with an aerial attack. D-Tilt - Roll performs a Slide Kick. S-Smash - Swings her broom at her opponents, with a dust cloud spawning from the swing. The swung broom will do more knockback and damage, while the dust cloud will do damage, but it will only stun opponents. U-Smash - Swings her broom above her in an arc. D-Smash - Sweeps her broom rapidly on each side of her. The properties that apply to her SSmash also apply here, but this time, she sweeps so furiously, that fire is formed from the sweeping, giving her a great defense. Dash Attack - Roll utilizes the Break Dash weapon from Mega Man V and strikes opponents with a shoulder tackle. Think of Wario's side special move in SSF2, but with its KO potential seriously nerfed. N-Air - Roll swings her broom around her rapidly while doing a flip. Think of Kirby's midair Hammer in Super Smash Bros. Melee. F-Air - Roll swings her broom in a downwards pattern. This serves as a Meteor Smash if sweetspotted at the broom itself. B-Air - Roll swats at opponents behind her in an arc. Think of King Dedede's BAir in Smash 4. U-Air - Roll tosses a bucket of water above her head. D-Air - Roll tosses a bucket of water downwards. This time, the bucket is also tossed by Roll, which can gimp recoveries. N-Special - Roll Buster - Roll fires a chargeable shot from her Roll Buster. Here's a list of differences from Mega Man's Mega Buster: ---------------------------------------------------------------------------------------------------------- Unlike Mega Man and his Mega Buster, Roll cannot move around when charging her Roll Buster. The Roll Buster can also only hit one opponent at a time, similar to all of the Mega Buster's charges, save for the highest charge. However, it can score multiple hits on the one opponent when fully charged, where as a fully-charged Mega Buster hits once and can travel through multiple opponents. Roll also only has two charges for her Roll Buster, whereas the Mega Buster has 4-5 charges. If fully charged, Roll can use the move as a "Stall-then-Fall". ---------------------------------------------------------------------------------------------------------- S-Special - Exploding Bouquet - Roll tosses a bouquet of flowers with a bomb hidden inside it. Not too useful outside of gimping recoveries. U-Special - Tornado Hold - A massive fan suddenly appears underneath Roll, and quickly lifts her up. AMAZING vertical recovery, but AWFUL horizontal recovery. D-Special - Down Time - Roll gets down in a kneeling position and summons a energy droplet from out of nowhere that heals her. The more you use this move, the less damage will be healed. However, the longest you go without using this move, the droplet will heal about 15-20% of her damage. Grab - Roll grabs an opponent. Pummel - Roll slaps her opponent. F-Throw - Roll judo-throws her opponent forward. B-Throw - Roll tosses her opponent behind her, this time with an Exploding Bouquet as a going-away present to them as well. U-Throw - Roll smacks her opponent upwards with her broom. D-Throw - Roll slams on her opponent with the butt. Think of Luigi and Princess Peach's DThrows. FINAL SMASH - Hyper Roll - Her strongest Hyper Combo Finish in the Marvel vs. Capcom games. Roll combines with Rush, Eddie and Beat to transform and attacks by releasing electricity from her antennae, large missiles from her breasts, and energy projectiles shaped like Beat, Rush and Eddie from her abdomen and legs. Roll is better off activating her FS off-stage, as opponents can easily get behind her when this move is about to be used. U-Taunt - Adjusts and tightens the green bow in her hair. S-Taunt - Roll puts one arm on her other arm, while fist-pumping. D-Taunt - Roll instantly changes the outfit she's wearing into a Japanese schoolgirl's outfit for a second, and then changes back to her original look. Victory animation 1 - Roll bends down to pick up a bouquet of flowers from Eddie. Victory animation 2 - Roll talks to a hologram of Dr. Light, who congratulates her on her victory. Victory animation 3 - Roll tosses her broom into the air, jumps, and lands on her broom while it's still flying. So what do you all think everyone? I really tried to make this work. Also, I'll take criticisms and suggestions, but NO flaming will acknowledged. Thank you. | | | | |
The way you made Roll is nice as it does capture the fact that she is not made as a Combat Robot, thus not having that much combat capability, but she has nice survivability and has a lot of ways in securing Stocks. She doesn't seem to have that much Combo capability, but she has ways of setup into her high KB moves and possibly finish off her opponents with her Edgeguarding game. B-Throw to Exploding Bouquet seems to be a good combo for her. Her aerials seem to serve different uses but are all good in their own ways. Overall, she could work like a semi-joke character with good potential but hard to use. Edit: Can someone review my Bill Rizer and/or Blastoise moveset? | | | | |
Thank you for the feedback! I really appreciate it! Essentially, I wanted to really reference the fact that Roll isn't much of a fighter, but she would still hold her own. I should also mention, I LOVE your Blastoise moveset! It really encompasses his heavy, hard-hitting nature. Overall, he feels like a "super effective" version of Squirtle. Also, nice job including moves like Protect. It feels more..."logical" than what Squirtle had in Brawl. I believe it was Withdraw... BTW, do you think the devs of SSF2 will look at this thread, and select characters from here for their future "Official Expansions"? (Downloadable characters, I mean.) Also, is there any way my moveset for Roll can be added to the first page?
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Wed May 25, 2016 9:49 am |
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Nonya
Joined: Sun Aug 03, 2014 1:33 pm Posts: 1744 Location: the beach Country:
Gender: Male
Currently Playing: bye bye MG
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Alinivar, the Mook from Mother: Cognitive Dissonance joins the battle with his fellow Applechasers, Colonel Saturn, Larice, Zarbol, and Niiue. Size: A bit shorter than Falcon. Weight: About the same as Samus. Walk Speed: Slow. Run Speed: Also slow. Jab: Two hit whack with his tentacles. Side Tilt: Bashes an enemy with his guitar. Down tilt: Slaps with a tentacle. Up tilt: Tentacle shoryuken. Side Smash: A forceful jab with a tentacle. Down Smash: Same as Peach's, but with tentacles instead of a dress. Up Smash: Same as Donkey Kong's, but with tentacles. Dash Attack: Larice appears behind Alinivar and uses his teleportation engine to give Alinivar a boost. Up Air: Twirls his guitar above his head. Like Ike's up air. Neutral Air: Spin in place. Down Air: Similar to Ike's down air, but with a guitar. Back air: Kicks with all his legs at once. Forward air: Like Ganondorf's. Neutral B: PK Freeze. No points for guessing what this move does. Side B: Riff. Alinivar plays his guitar. Enemies caught in the sound wave may take damage, become dizzy, or get a flower on their head (If flowers aren't ever implemented, poison instead). On very ( very) rare occasions, it may heal 20 damage to Alinivar. Down B: PSI Shield. Larice appears and uses PSI Shield, summoning a gray sphere which reflects projectiles and causes damage to anyone touching it. Up B: UFO Sidekick. Zarbol appears and gives Alinivar a lift, similar to Beat Call. This move cannot be cancelled, leaving Alinivar open to attack. Grab: Fairly long, given his noodle arms. Pummel: Slaps with his tentacles. F Throw: Throws the enemy. Colonel Saturn appears by his side to shoot them with his pistols as they fly. D Throw: Throws the enemy on the ground. Colonel Saturn appears and them on the head. B Throw: Same as F Throw, but backwards. U Throw: Zarbol lifts the enemy up... then slams them into the ground. Ledge Attack: Gets up and slaps the enemy. 100% Ledge Attack: Gets up and slaps with both arms. Getup Attack: Spins around, knocking away enemies on both sides. Final Smash: Niiue appears and attacks trapped enemies with an incomprehensible attack. Taunt 1: Waves at the camera. Taunt 2: Plays one of the Eight Melodies. Each time the taunt is used, he advances farther in the song. Taunt 3: Picks a flower from the ground. Victory Theme: Same as Ness. Victory Pose: Same as picture above. Lose Animation: Claps while looking down.
Last edited by Nonya on Sat Jun 11, 2016 6:19 pm, edited 3 times in total.
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Tue Jun 07, 2016 12:14 pm |
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Mage
Joined: Thu Oct 17, 2013 11:28 pm Posts: 900 Location: Dystopia and the "Expansion" Speculation forums. Country:
Gender: Anime Girl
MGN Username: gamingmage
Currently Playing: ao2
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I guess i should get back into this, ill start a review on recent ones soon.
_________________Discord ID: #6110 (If you want to question something about me more quickly then on the forums, or if you have beef with me) Mains: Secondaries: Awesome Images in Sig and avatar made by Ssf2 Dev Steven
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Thu Jun 09, 2016 11:55 am |
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dragonballhero
Joined: Sat May 14, 2016 9:56 pm Posts: 376 Country:
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Could you review my Roll moveset? If there's something you don't like, I kindly ask that you do not flame, please.
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Mon Jun 13, 2016 8:39 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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Updated with Bill Rizer and Roll. Alinivar was denied for being a fan character.
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Mon Jun 13, 2016 9:19 pm |
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Nonya
Joined: Sun Aug 03, 2014 1:33 pm Posts: 1744 Location: the beach Country:
Gender: Male
Currently Playing: bye bye MG
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Aww.
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Mon Jun 13, 2016 9:19 pm |
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dragonballhero
Joined: Sat May 14, 2016 9:56 pm Posts: 376 Country:
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Thank you very much! BTW, if you could critique my Roll moveset, it would be appreciated.
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Mon Jun 13, 2016 9:28 pm |
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TSF.Strife
BR Member
Joined: Tue Jul 29, 2014 2:58 pm Posts: 1838 Location: Everywhere and Nowhere Country:
Gender: Male
MGN Username: CSWooly
Skype: CSWooly
Currently Playing: Fire Emblem Fates: Birthright, SSF2, SSB4, League of Legends.
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Reserving this post for my next character. Also Spid3y, you missed out Lucina and Dark Pit. viewtopic.php?f=96&t=39656&p=1406896#p1406896
_________________Follow me on Twitter here.Youtube channel.
Click to expand thumbnailSSF2 Backroom Character Analyst and Labber Mains: :lucario:
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Tue Jun 14, 2016 1:26 am |
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Yoshiblaze
Joined: Fri Aug 07, 2015 5:42 pm Posts: 453 Location: "It's a Secret to Everyone" Country:
Gender: Male
MGN Username: Yoshiblaze
Currently Playing: Pokemon Ultra Sun, Kid Icarus: Uprising
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I'M BAAAAAAAAAAAAAAAAAAAAAACK! With a new moveset! Also, if you remember, I held a strawpoll ages ago and never did a moveset for the winner. After this set, I WILL do that character next. Without further ado: Plusle and Minun!Universe: Pokemon Origin: Pokemon Ruby/Sapphire Victory Theme: Two excerpts from the Main Theme of Pokemon Red/Blue/Yellow Victory Pose: Plusle and Minun dance together Losing Animation: Plusle and Minun both sit down. Plusle cries and Minun frowns while clapping Crouch: Same as 's [The following use values from SSF2] Weight: (Mario: 100) Both 78.5 Height - Both: A little shorter than Dash Speed - Both: 12.8777778 (This is reference to how Plusle's and Minun's Speed stats in the Pokemon games are exactly 1.05555555556 times higher than Pikachu's) Fall Speeds- Normal: (Mario: 13) 14 (Plusle), 14.2 (Minun) Fast Fall: 17 (Plusle), 17.3 (Minun) Jump- Normal: Great Running: Amazing Short Hop: (in terms of lowness to the ground) Bad Color Swaps: Coming soonBaton Pass: As they are two Pokemon on a team, Plusle and Minun decided to use a move that lets them work as a team: Baton Pass. When the game starts, you will only see Plusle on stage and Minun will be in the background, cheering Plusle on. But, by using Plusle's or Minun's Down Specials, they will swap places. You can only use Baton Pass again after Plusle or Minun has been on stage for 30 seconds. If Plusle or Minun are effected by a power boost/debuff, status, or speed boost/debuff, they are passed on to their teammate. Percent is also passed
Plus and Minus: Plusle and Minun's abilities, Plus and Minus, activate when you switch Plusle and Minun using Baton Pass. After switching, for 10 seconds, Plusle and Minun's attacks do more damage and have more knockback.
Select: While selecting Plusle/Minun, if you hold down the Special button, you will start as Minun Jab - Both: Plusle/Minun do a low range kick Jab Finisher - Both: Plusle/Minun do a headbutt. Forward Tilt - Both: Plusle/Minun spin and use Iron Tail. Their tails also extend slightly Forward Smash- Plusle: Plusle unleashes a powerful Spark from its head. Very strong Minun: Minun also uses Spark, but it has more range then just its head. More similar to 's FSmash Up Tilt - Both: Plusle/Minun do a backflip, with their tails being the hitbox. Combo starter Up Smash- Plusle: Plusle does a hand stand and kicks the air with electrified feet. Minun: Minun jumps and headbutts the opponent. Weak, but has little and endlag. Down Tilt: Plusle/Minun quickly takes out a card and uses Trump Card and by swinging it down. Decent kill move. Down Smash- Plusle: Plusle uses Discharge. It's similar to 's Down Smash. Strong Minun: Minun uses Round in front of him. It has a weak windbox and decent damage and knockback. Dash Attack: Plusle/Minun do a slide tackle NAir: Plusle/Minun use a weak Discharge that surrounds them. FAir: Plusle/Minun Use a baton to slap the opponent BAir- Plusle: Plusle does a two-legged kick behind it. Minun: Minun shoots an electric current backwards. It sends the opponent up, however, it has low knockback UAir: Both Plusle and Minun do a flip kick. Plusle's does more damage and has an electric effect, while Minun's is a comb move DAir: Plusle/Minun use Shock Wave below them. The hitboxes are Plusle/Minun's body, the path of Shock Wave and the center of it. Visual:
Click to expand thumbnailType: Two hands Range: Low Pummel: Same as Forward Throw: Plusle/Minun do a backflip, sending the opponent flying a short distance Back Throw: Plusle/Minun turn around and zap the opponent, sending them flying. Plusle's is a kill throw. Up Throw: Plusle/Minun call upon the other. The one that's currently active tosses the opponent up and the the other one shocks them with an upwards Shock Wave, sending the opponent up. The teammate then runs back to the background. If Plusle uses Shock Wave, it's a weak Kill throw. If Minun uses Shock Wave, it's a combo starter. Down Throw: Plusle/Minun lets go of the opponent and then zaps them. If near the edge of the stage, it's a weak spike. Otherwise, it's a combo starter, as the spike will make the opponent hit the stage and then send them up Neutral Special: Plusle: Thunder Shock - Plusle shoots a small, but fast, electrical current out at the opponent. It ignores gravity. Minun: Toxic - Minun shoots a small purple ball of poison that will poison anyone it hits.
Side Special: Plusle: Wild Charge - Plusle charges at the opponent, with electricity all around it. It does a lot of damage and knockback, but causes 10% recoil if it hits. Minun: Helping Hand - Minun claps. This does a very low amount of damage and knockback, but, when Plusle is switched in using Baton Pass, it's attacks will do slightly more damage for 15 seconds. This does stack with Plus.
Up Special: Plusle: Volt Switch - Plusle shoots an electric whip and flies to where ever the end is. It can tether the ledge and be aimed in any direction. Minun: Magnet Rise - Minun levitates up a good distance. If used on the ground, it will slightly boost Minun's speed for 10 seconds.
Down Special - Baton Pass: See "Special Attributes"
Final Smash: Nasty Plot/Thunder - Plusle/Minun calls upon the other. When they are both on onstage, Minun holds Plusle's hand and uses Nasty Plot. Then, both them use a massive Thunder, which falls directly in the center of the stage, causing massive damage and knockback.
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Thu Jun 16, 2016 11:44 am |
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