"Custom Special" Moveset Speculation
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TSF.Strife
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Lloyd: N-Special: Demon Fang Custom 1 - Demonic Chaos Always sends out five demon fangs, however they are weaker Custom 2 - Infernal Torrent Replaces the projectile with a flaming slash that has more knockback
S-Special: Sonic Thrust Custom 1 - Hurricane Thrust Comes out faster than Sonic Thrust, but deals less damage and knockback Custom 2 - Demonic Thrust Has more start-up than Sonic Thrust, but adds a projectile to the mix
U-Special: Custom 1 - Tiger Rage Works like Dancing Blade. The first hit is as normal, the second hit propels Lloyd forwards, and the third hit meteor smashes Custom 2 - Rising Tempest Charges upwards with a sword similar to D-Air. Works like his recovery before v0.6a
D-Special - Grave Blade Custom 1 - Fierce Demon Fang This lacks the upwards hit, however does more damage and causes a shockwave to appear similar to demon fang Custom 2 - Guardian This works like it does in versions before v0.8, however it momentum stalls.
Last edited by TSF.Strife on Thu Jan 22, 2015 12:48 pm, edited 1 time in total.
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Thu Jan 22, 2015 12:21 pm |
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TSF.Strife
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Currently Playing: Fire Emblem Fates: Birthright, SSF2, SSB4, League of Legends.
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I'll build upon that. Fox N-Spec 1: Impact Blaster - A clone of Falco's Blaster N Spec 2: Combat Blaster - A clone of Wolf's Blaster S-Spec 1: Barrel Roll - Drills into the opponent going the same distance as Falco Phantasm S-Spec 2: Fox Flash - A clone of Wolf Flash U-Spec 1: Jet Boots - Longer Range, no damage U-Spec 2: Star Fox - A clone of Star Wolf (A more appropriate name for Fire Wolf) D-Spec 1: Long Range Reflector - A clone of Falco's Brawl Reflector. D-Spec 2: Amplifying Reflector - A clone of Wolf's Reflector.
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Thu Jan 22, 2015 12:48 pm |
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warriorman222
Joined: Mon Jul 28, 2014 6:01 pm Posts: 62 Country:
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Mega Man: Weapon Use: Custom 1: Power Arsenal: Mega Buster is now a much faster charging and stronger Charge Shot, but until it's fully charged, shooting does a 1% pellet for no histstun... If Down-B is Napalm Grab, the charge is even faster. Wheel Cutter is now Bubble lead, a much stronger, bigger and slower bubble that explodes on contact or 10 seconds and turns directions on walls, but cannot be redeployed until it disappears, nor can you change when it's in action. Crash Bomb becomes 3 Quick Boomerangs, shooting at angles then returning, dealing 8% each whiled hitting them towards you. Black Hole Bomb Becomes Speed Arrow, which deploys an fast arrow that cannot be angled, does 7% with little knockback, but Mega Man can move and despawn the arrow at the press of a button. Super Arm is Napalm Bomb, doing 20% and killing at 90%, but shielding it reflects it, it moves VERY slow and falls very slow, and has 30 frames of startup and another 30 of endlag.
Utility Arsenal: All weapons have limited uses except Mega Buster, and refill upon death, however the weapons are better and have seperate energy meters, and. Mega Busters Final 2 forms are unusable, but the pellets are at SSB4 speed, can shoot up to 10 at once with a 2 second cooldown, have ridiculous hitstun but no flinch(AKA it makes victims move like Tough Guy but slightly slower). Is Down-B is Napalm Grab, this increases to 15.
Wheel Cutter becomes Metal Blade, drags enemies along with it doing 1% extremely quick, has priority superior to clones and Getsuga, and gets stuck in walls instead of rolling on them, can be shot in 8 directions and can only be picked up by you. But you have an energy bar of 100 (like all others) and use up 5 per OP sawblade thrown. 1% damage done or taken fills it up by 1.
Crash Bomb becomes Thunder Wool, the lightning bolt does 15% and kills at 100%, and the wool rises up similar to Danger Wrap with better horizontal movement. 100 energy, 20 per use, 2 damage taken and 1 done fills it by 1.
Black Hole Bomb-> A thrown slow moving, unangleable beehive that releases 10 Hornet Trackers(?) upon contact with ground, player doing 15%, a set distanceor on special press, that track down items and players. It does 5% to players per touch, has stamina of 20, and when picking up an item, slow down according to item but are fox's dash speed unencumbered, and 25% Jiggly's Dash speed with a Smash Ball everywhere in between. When a held item reaches you you grab it automatically, or use it if it's food or starman or something like that.. Containers, held items while one is being held, and explosives will be dropped onto players. If a Smash Ball reaches you, prepare to Final Smash. Each beehive takes up a halfof your energy bar, 3% done or taken fills 1, and fills up halfway per respawn. Bees can stack onto an item to increase delivery The heavier an item is, the more priority goes into getting it, although a Smash Ball is on the same level as a Player, only up to half will go onto a Smash Ball(which at that point puts their speed to normal), while up to 10 can go for a player in 1v1, 5 in 3-for-alls, and 4 in free-4-alls.
Super Arm-> Black Hole: Suck in everyone in a powerful circular windbox just above you which is 75% of FD's size in diameter, and Yoshi airspeed in power. Autohrows on energy depletion. Enemies caught in the vortex can no longer escape and take 1% per second. upon throw, enemies take an extra 5% until it reaches the ground and implodes, doing 20% with massive knockback, Megaman's best kill move by far. you use up 10 energy simply initiating the move, another 9 per second sustained Black Hole (AKA in simple G9 math: 9x+10=e, e≤100 where x is seconds, e is energy), requires 30 energy to be usable, and 6% dealt or 10% taken fills it up by 2, and fills up by 40 per spawn.
Dspec: Weapon Chaos: Random weapon is selected, you only find out what it is on use. Utility Arsenal becomes twice as forgiving, and Power Arsenal has no drawbacks. Weapon Use is now identicla to power Arsenal with the drawbakcs taken, making Utility Arsenal the only unique one due to a lack of creativity on the devs my part.
Napalm Grab: Mega Man uses a stationary Grab Buster, sucking in enemies. let go to plant a napalm Bomb that immediately explodes. 5%, pitiful knockback, can be detonated as fast as 5 frames, only allows Mega Buster to be used but powers it up. does not stall in air, but still cancels momentum.
Uspec: Rush Coil: Screw creativity here, Mega man needs good recovery. identical to ssb4 coil assuming Mega Man was the same size in both and the stages were not, but startup is a whopping 50 frames during which fall speed is halfened. I'm serious. He doesn't keep 1 tap=X_X, unless that goes away on beat, in which case it would become 20 frames. When hit in air, reusable after 20 frames, whether or not 1 tap kill goes away.
Item 3: Loses 1 tap kill, spawns an elevator with 15%, on destruction won't respawn that can recover from Chaos Shrine height and no more, VERY SLOWLY. Slower than Balloon Trip slow. The drawbacks for these customs are so ehavy because the 1 tap kill drawback is a worse exclusive detriment to any character in any game ever with Smash fighting system. Don't count snake, he has infinite bomb recovery and armor to make for it, not to mention the rest of his arsenal.
Spec: Item 2: Looks just like Item 3 with a 2 on it. Zoom straight forward, hitting people away. Only reflects projectiles at the end or when cancelled, he raises the item to screech it, during which the bottom reflects stuff. Bottom reflects projectiles from bottom just to troll. While the shield is worst weapons middle recovery, best reflector, this is best recovery, worst reflector, middle weapon. Silver Tomohawk: 3 hit combo. slashes twice for 10% each, then throws the tomohawk for another 10%. SDI multiplier is 3. Reflects during slashes. The best weapon, but middling relfecting and no recovery(won't change momentum).
Ima guess that like all my other customs ideas, these are too OP. If they are, throw balance to the wind. IF they aren't, throw balance to the wind. How unique are they? Throwing balance to the wind, would you use these customs in SSB4 for their effects?
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Mon Jan 26, 2015 5:20 pm |
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goml
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FOX
N-Spec 2 - Bass Cannon - Shoots little cracked out MLP brand cannon balls N-Spec 3 - Syphilazer - Semi-Automatic PK Fire
S-Spec 2 - Barrel Roll - Goes flying horizontally spinning out of control, screaming. No hitbox, but is invincibible S-Spec 3 - Heavy Metal - Functionally identical to Cap Falcon's side b, but takes off his boot and slaps his foe with it
U-Spec 2 - Google Chrome - Flies farther, faster, but is always updated automatically so it tends to go in directions you didnt want U-Spec 3 - Identity Crisis - Attempts to fly with his tail and plummets almost instantly
D-Spec 2 - Flash - NO! D-spec 3 - 20XX - Automatically win
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Thu Jan 29, 2015 12:11 am |
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Kiki
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I don't know if this was an attempt to be funny...? Either way, it is foolishness, don't post it again. Carry on topic everyone~
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Thu Jan 29, 2015 4:24 pm |
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TSF.Strife
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Currently Playing: Fire Emblem Fates: Birthright, SSF2, SSB4, League of Legends.
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It's dumb, but it's funny.
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Click to expand thumbnailSSF2 Backroom Character Analyst and Labber Mains: :lucario:
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Sun Feb 01, 2015 11:09 am |
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TheRealHeroOfWinds
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Sun Feb 01, 2015 11:36 am |
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Vanilla
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TailsSspecial: Airlift -Custom 1: Airleap Removes the grabbing part. Tails simply leap forward. More horizontal distance but cause helplessness. -Custom 2: Leapfrog Once Tails hit someone, he'll "leapfrog" of the opponent and meteor smashing them. Tails also jumps a bit forward when the leapfrog is successful. (it's not leapfrog without it )
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Mon Feb 02, 2015 4:33 am |
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TSF.Strife
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Captain Falcon: N-Spec 1: Erupting Falcon Punch. Multihitting with less knockback.
N-Spec 2: Blue Falcon Punch Faster but with less knockback.
S-Spec 1: Raptor's Claw. Basically Flame Choke.
S-Spec 2: Raptor's Charge. Sacrifices the aerial meteor smash for more ground power.
U-Spec 1: Falcon Flight. Loses the grab but gains more height.
U-Spec 2: Heavy Falcon Dive. Possesses an uppercut at the end at the cost of recovery
D-Spec 1: Falcon Dropkick Goes further horizontal in mid-air, but with less power.
D-Spec 2: Falcon Drop Drops at a more vertical angle and adds a spike
_________________Follow me on Twitter here.Youtube channel.
Click to expand thumbnailSSF2 Backroom Character Analyst and Labber Mains: :lucario:
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Wed Feb 04, 2015 2:31 pm |
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Sonybubblemint
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Sora: Down Special(Command Deck)
Custom 1: Limit Deck Ars Arcanum: If Sora is close enough to the opponent he will start a combo that hits five times. Ragnarok : Sora jumps upward while swiping then fires five small beams in the direction of the opponent. Sonic Blade: Sora dashes forward super quickly, if the attack hit, opponent is stunned. Afterwards he appears in his original position.
Custom 2: Sleight Deck Stun Impact: Sora surrounds himself with a purple dome and stuns nearby opponents. Blitz: Sora covers himself in purple aura and lunges at the nearest opponent( if the opponent was in range) and does a downward strike. Zantetsuken: Sora teleports a few steps infront of his original position, if opponent is REALLY close to him they take extreme knockback and damage.
_________________ Main: Link Secondary: Sora Tertiary: Ness Training: Kirby
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Sat Feb 07, 2015 12:42 am |
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Vanilla
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Mr Game and Watch Dspec: Oil Panic -Custom 1: Reflecting Bucket. The bucket reflects projectiles instead of absorbing them. -Custom 2: Healing Bucket Each projectiles absorbed heals Mr G&W by 3% but the oil's damage and reach is reduced.
Isaac Nspec: Growth -Custom 1: Quick Growth Isaac summons vine faster at the cost of it's range and opponents can escape quicker. -Custom: Vine Whip (no, not that Pokemon move) Functions like ZSS's whip but has a normal+slash effect instead of zap+fire.
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Sat Feb 07, 2015 6:04 am |
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warriorman222
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Isaac
Growth: Wild Growth: The move has incresed range and size. You take damage while trapped, 2% a second. It is harder to escape. Larger startup and endlag, and on hit you are disabled for 2 seconds, and if they escape before you're done, you get another 3 seconds. The move has a lot of aesthetic thorns. Mad Growth: The vines are literally covered aesthetic spikes. Does 10%, kills at 100%. Does not grab. Is a Tether.
Move: Grip: No pushback, hand is harmless. Pressing any direction uses grip in that direction to grab soemone. The B-throw is one of the game's strongest, the f-throw is just as strong, and the d-throw and u-throw have little set knockback but extra hitstun. The command grabs have less range than a Move finisher. Slap: Hand Stays still. Press in one of 8 directions to use a command slap with more range and power. the forward slap is a very long tether.
Lift: Sonic Slash: Multi-hitting Elwind attacks below. Doesn't automatically go forward, and vertical height is reduced. Hover: Can go in 3 directions: Forward, Up, and in between. Slight increase in range. Much slower.
Gaia: Condemm: Very fast, precise spell circle appears. On click, command grab the opponent. Does 5% per second stuck in, and if caught for over 3 seconds while above 66%, get thrown out and die at 90%. Grand Gaia: An extremely slow, bigger, obvious spell circle is placed. When set, takes 2 seconds for the ground to explode: Intial explosion does 20% and kills at 70%, and Steam emanating does 5% per second stuck in it. After 7-10 seconds of steam, a huge spire appears, ending the move with an attack jthat does 3%, but kills at 50%(It's random, and slow. Just stay away).
Mario:
Fireball: Superball: Lower Startup, no endlag. These things do 1% with identical knockback. They only disappear on 5 hits, 15 bounces, or at the blastlines. They bounce off walls at the angle they should. they can be hit to modify the angle. Golden Fireball: Higher Endlag.Have a blast radius. 5%, ehh knockback. Wrecks shields, destroying in 3 hits and doing lots of shieldstun and KB. Releases 5 coins on impact.
Cape: Spin Around: Identical to Spin attack in animation. Flips enemies around and pushes them both sides, being a stronger Gust Cape.. Stall goes higher, making him fall almost not at all. Does 1%, just to avoid no dmg glitches. Does not reflect. Cat Claws: Harder reflection. in air, goes at a 330 angle. Does 15%, Kills at 100%.
SJP: Leapfrog: Goes a little higher for no damage during propulsion. If someone if within ledge sweetspot range of you, grab them and meteor them to go Power Of Flight height(in any 10-90 angle). Super Spring: Goes vertical, much higher. Cna hit people away.
Mario Tornado: Red Spin: Pure recovery. Increased duration and airsped. Mashing has a far better effect. Spin Attack: Does a small hop, at the peak do finisher. end lag is so that after it's over, you've gained no height. initial hit does 10% and draw people in similar to Kong Cyclone. Finishing hit does very high knokcback and 15%. Heavy Armor to 10%.
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Sat Feb 07, 2015 2:51 pm |
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Cherry
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Ice ball for Mario. Nuff said
_________________ One through two. Less than three 1-2 <3
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Wed Feb 18, 2015 11:16 pm |
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Psalmist
Joined: Tue Nov 01, 2011 7:36 pm Posts: 933 Location: Sinnoh Route 228 Country:
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This. I'm surprised Pika hasn't been discussed yet. Neutral Special: Thunder Jolt #1: ThunderShock. Chargeable, and charge can be kept like with Samus. Creates a short horizontal blast (1/2 FD at full charge) that has good priority and pretty high knockback. It's basically a weak version of Pika's F-Smash. #2: Electro Ball. Slow-moving ball of elecricity that is over twice the size of Thunder Jolt and is multi-hitting. Similar to some N-Special variations in SSB4.
Side-Special: Skull Bash #1: Wild Charge. Pika pauses for a sec and then launches a set distance (1/3 FD). Deals recoil damage of 10% if it connects, but has really high knockback. Funtions almost exactly like Charizard's Flare Blitz in SSB4, except that it won't hurt Pika if Pika misses. #2: Surf. Based on the special Pikachu available from some event(s). Pikachu creates water around itself and rushes across the stage, riding a surf board the whole time. Pika can turn around while doing this, like Yoshi's Egg Roll. It is hard to DI out of, and if used properly, it turns into a suicide move since Pika will Surf off of the stage and to the bottom blast line if he does not turn around.
Up-Special: Quick Attack #1: Iron Tail. Pika thrusts his tail (encased in steel) upward and then down again. It looks like Kirby's Final Cutter but goes a little further (both vertically and horizontally) and buries the foe if timed right. It also has a meteor effect of course. #2: Fly. Based on another special Pikachu. Balloons appear and carry Pikachu around. While the balloons can be popped and make Pika helpless (coughvillagercough), you can press the special button again and Pika will dive down, meteor smashing the foe and giving Pika invincibility 'til Pika lands.
Down-Special: Thunder #1: Double Team. A countering move. Functions like Lucario's Double Team in Brawl/SSB4 (without the Aura obviously), and deals KB based on foe's attack. #2: Charge. After a few seconds of charging up, Pika's electricity-using attacks will double in power for the next 10 seconds. Cannot be used again for another 10 seconds. If interrupted before the Charge animation finishes, Pika will not get a boost and will have to wait 10 seconds to use it again. I would do Jigglypuff too but...oh okay I will. Neutral Special: Rollout#1: Shadow Ball. Functions just like Mewtwo's in Melee. I think Jiggs deserves a projectile right? #2: Double-Edge. Functions like its regular N-Special Rollout, only slower, takes less long to charge, and has much more knockback. Does recoil damage of 10% if it hits. Side-Special: Pound#1: Hidden Power Jiggs will launch a short blast of grayish energy (1/4 FD). The blast chooses a random Type. The Type (a.k.a. "element" for non-Pokéfans) shows its name in a text box above Jiggs (and keeps the in-game Type sprite from games before X/Y/ORAS). A sound effect plays depending on what Type was chosen (i.e. a gust effect for Flying, a fiery effect for Fire, etc.). The knockback done correlates with the Type, and the Type may create an additional effect. The move overall is inspired by G&W's Judge, though at no point does it hurt Jiggs. ---Bug: Shortest KB of all besides Normal, and does the least damage besides Normal (only 2%). It does break down Shields fairly well though. ---Dark: Creates a "darkness" effect like in Brawl and SSB4 (think: Ganondorf). Deals meteor-smashing KB. ---Dragon: A roaring sound is heard. It is essentially a "9" in G&W terms. ---Electric: No KB, but stuns opponent just like a fully-charged blast from ZSS. ---Fairy: Launches foe straight up, but with little KB. Same as Normal-type. ---Fighting: Foe is hit with the second-most KB of all the Types. Deals the most damage overall, too (10%), and will break the opponent's shield without fail. ---Fire: Foe receives a burning effect like with Mario's Fireball. Deals 8% and decent, diagonal KB. ---Flying: Deals 5% damage and pushes the foe away. ---Ghost: Deals 5%. Foe becomes dizzied. ---Grass: Weak damage (4%), but pretty high KB. ---Ground: Foe receives 7% damage and is buried/meteor smashed. ---Ice: 5%. Foe is frozen (duh). ---Normal: Does absolutely nothing but a Mr. Saturn sound effect. It does nothing because there's no such thing as a Normal-type Hidden Power. ---Poison: Foe receives only 3% damage but gets a poisoning effect like Black Mage's D-throw (the one he has before Beta). ---Psychic: Foe is launched behind Jiggs. Deals 7% damage. ---Rock: Same as with Ground, but deals only 4%. The meteor effect is stronger though. ---Steel: Foe receives 5% and is spiked -- hard. Probably the strongest spike out of all current characters, too. ---Water: Foe is pushed away while receiving 3% damage. Stronger of a push effect than with Flying, but it has less damage. Hidden Power may be a decent edgeguarding tool (if you're feeling lucky). #2: Brick Break Jiggs pauses and then strikes, appearing similar to its regular S-Special of Pound. Jiggs can charge this in place if desired, but the charge cannot be kept. Has Shield-breaking power akin to Marf. Up-Special: Sing#1: Bounce Functions just like Dedede's Up-Special in SSB4, yet with roughly half the height. #2: Uproar. A Countering move. Jiggs will blast the foe with sound waves twice the length of Jiggs' regular Up-Special Sing. Down-Special: Rest#1: Protect. Creates a light-blue field around itself blindingly quick. Functions just like Fox's D-Special (including the ATs that come with it), and does 1% damage at the initial startup. #2: Defense Curl. Functions just like Pika's Charge mentioned earlier, only it cuts the knockback Jiggs receives by 1/3 for the 10 second time period. Oh, and there is a hitbox akin to Rest's that has almost as much knockback as Rest does.
_________________ I can do all things through Christ who strengthens me. Philippians 4:13 Mains: SSB4: Pika, Mario, and Yyyoshiii! I also enjoy Captain Falcon Dittos (who doesn't?!) Pokkén Tournament: Weavile, Pikachu-Libre, Shadow Mewtwo Looking forward to playing as the Sandbag in SSF2. Time for some Revenge to be dished out. ~Formerly Goombario64~
Last edited by Psalmist on Sat Feb 21, 2015 8:49 pm, edited 2 times in total.
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Thu Feb 19, 2015 11:07 pm |
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Jaguar3600
Joined: Mon Jul 28, 2014 12:53 pm Posts: 164 Country:
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Currently Playing: SSF2 Beta, Pokemon Moon, SSB4, Mario Kart 7
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| | | | Goombario64 wrote: This. I'm surprised Pika hasn't been discussed yet. Neutral Special: Thunder Jolt #1: ThunderShock. Chargeable, and charge can be kept like with Samus. Creates a short horizontal blast (1/2 FD at full charge) that has good priority and pretty high knockback. It's basically a weak version of Pika's F-Smash. #2: Electro Ball. Slow-moving ball of elecricity that is over twice the size of Thunder Jolt and is multi-hitting. Similar to some N-Special variations in SSB4.
Side-Special: Skull Bash #1: Wild Charge. Pika pauses for a sec and then launches a set distance (1/3 FD). Deals recoil damage of 10% if it connects, but has really high knockback. Funtions almost exactly like Charizard's Flare Blitz in SSB4, except that it won't hurt Pika if Pika misses. #2: Surf. Based on the special Pikachu available from some event(s). Pikachu creates water around itself and rushes across the stage. Pika can turn around while doing this, like Yoshi's Egg Roll. It is hard to DI out of, and if used properly, it turns into a suicide move since PIka will Surf off of the stage and to the bottom blast line if he does not turn around.
Up-Special: Quick Attack #1: Iron Tail. Pika thrusts his tail (encased in steel) upward and then down again. It looks like Kirby's Final Cutter but goes a little further (both vertically and horizontally) and buries the foe if timed right. It also has a meteor effect of course. #2: Fly. Based on another special Pikachu. Balloons appear and carry Pikachu around. While the balloons can be popped and make Pika helpless (coughvillagercough), you can press the special button again and Pika will dive down, meteor smashing the foe and giving Pika invincibility 'til Pika lands.
Down-Special: Thunder #1: Double Team. A countering move. Functions like Lucario's Double Team in Brawl/SSB4 (without the Aura obviously), and deals KB based on foe's attack. #2: Charge. After a few seconds of charging up, Pika's electricity-using attacks will double in power for the next 10 seconds. Cannot be used again for another 10 seconds. If interrupted before the Charge animation finishes, Pika will not get a boost and will have to wait 10 seconds to use it again. I would do Jigglypuff too but...oh okay I will. Neutral Special: Rollout#1: Shadow Ball. Functions just like Mewtwo's in Melee. I think Jiggs deserves a projectile right? #2: Double-Edge. Functions like its regular N-Special Rollout, only slower, takes less long to charge, and has much more knockback. Does recoil damage of 10% if it hits. Side-Special: Pound#1: Hidden Power Jiggs will launch a short blast of grayish energy (1/4 FD). The blast chooses a random Type. The Type (a.k.a. "element" for non-Pokéfans) shows its name in a text box above Jiggs (and keeps the in-game Type sprite from games before X/Y/ORAS). A sound effect plays depending on what Type was chosen (i.e. a gust effect for Flying, a fiery effect for Fire, etc.). The knockback done correlates with the Type, and the Type may create an additional effect. The move overall is inspired by G&W's Judge, though at no point does it hurt Jiggs. ---Bug: Shortest KB of all besides Normal, and does the least damage besides Normal (only 2%). It does break down Shields fairly well though. ---Dark: Creates a "darkness" effect like in Brawl and SSB4 (think: Ganondorf). Deals meteor-smashing KB. ---Dragon: A roaring sound is heard. It is essentially a "9" in G&W terms. ---Electric: No KB, but stuns opponent just like a fully-charged blast from ZSS. ---Fairy: Launches foe straight up, but with little KB. ---Fighting: Foe is hit with the second-most KB of all the Types. Deals the most damage overall, too (10%), and will break the opponent's shield without fail. ---Fire: Foe receives a burning effect like with Mario's Fireball. Deals 8% and decent, diagonal KB. ---Flying: Deals 5% damage and pushes the foe away. ---Ghost: Deals 5%. Foe becomes dizzied. ---Grass: Weak damage (4%), but pretty high KB. ---Ground: Foe receives 7% damage and is buried/meteor smashed. ---Ice: 5%. Foe is frozen (duh). ---Normal: Does absolutely nothing but a Mr. Saturn sound effect. It does nothing because there's no such thing as a Normal-type Hidden Power. ---Poison: Foe receives only 3% damage but gets a poisoning effect like Black Mage's D-throw (the one he has before Beta). ---Psychic: Foe is launched behind Jiggs. Deals 7% damage. ---Rock: Same as with Ground, but deals only 4%. The meteor effect is stronger though. ---Steel: Foe receives 5% and is spiked -- hard. Probably the strongest spike out of all current characters, too. ---Water: Foe is pushed away while receiving 3% damage. Stronger of a push effect than with Flying, but it has less damage. Hidden Power may be a decent edgeguarding tool (if you're feeling lucky). #2: Brick Break Jiggs pauses and then strikes, appearing similar to its regular S-Special of Pound. Jiggs can charge this in place if desired, but the charge cannot be kept. Has Shield-breaking power akin to Marf. Up-Special: Sing#1: Bounce Functions just like Dedede's Up-Special in SSB4, yet with roughly half the height. #2: Uproar. A Countering move. Jiggs will blast the foe with sound waves twice the length of Jiggs' regular Up-Special Sing. Down-Special: Rest#1: Protect. Creates a light-blue field around itself blindingly quick. Functions just like Fox's D-Special (including the ATs that come with it), and does 1% damage at the initial startup. #2: Defense Curl. Functions just like Pika's Charge mentioned earlier, only it cuts the knockback Jiggs receives by 1/3 for the 10 second time period. Oh, and there is a hitbox akin to Rest's that has almost as much knockback as Rest does. | | | | |
Wow, those are good ideas for both, especially Pikachu. Liking the Skull Bash customs. BombermanNeutral Special: Bomb 1. Pass-through Bomb - Spiky bombs that cannot be charged are thrown and have a laser-like horizontal blast when activated. The more bombs there are on the same level, the great distance the blast goes. 2. Mine Bomb - Tiny bombs are planted into the ground and explode when passed over Side Special: Bomb Kick 1. Power Glove - Bombs are picked up after being thrown. This also functions as a command grab from which the opponent can be thrown upwards, forwards and downwards similarly to an item. 2. Boxing Glove - Bomberman punches powerfully and can move bombs this way. Up Special: Jetpack 1. Dangerous Bomb - Does not grant that much vertical height, but creates a big explosion beneath Bomberman. 2. Skate/Speed Up - Uses skates to go through the air at high speeds on a slightly controllable angle. Down Special: Bomb Detonate 1. Remote Control - Bombs activate in one at a time. 2. Full Fire - Bombs activate slower, but at 1.5 times the power.
_________________ SSF2 Mains: Sheik/Zelda Testing: Yoshi, Sonic, Bowser, Mr. G&W, Marth, Luigi, everyone else lol
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