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"Expansion Character" Moveset Speculation V2 
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Joined: Sat Oct 13, 2018 7:39 pm
Posts: 140
Country: United States (us)
Sorry about double posting but here's a better explanation of my opinions:
I'm of the opinion that the Mario cast and Zelda cast are badly represented in the Smash series. Smash's Ganondorf is a good Smash character, but a terrible Ganondorf. I know that Ganondorf has a sword now, but that took WAY too long, and he still can't use dead man's volley.
I know I'm not the only one who thinks this, thanks to the existence of Project Ganondorf, the fact that :wario: in SSF2 has his pummel, side special, and down smash (and in 9b his down air, forward smash, and dash attack) changed to actual things that Wario has done, the old and new versions of :megaman:, and the designs of :blackmage:, :sora:, :tails:, :luffy:, :naruto:, :goku:, :ichigo:, and :chibirobo:.
I know I go WAY overboard with my opinions, but it's just cause I'm passionate about character representation, and because this is only of the only times and places I can tell the devs my thoughts.


Thu May 30, 2019 6:01 am
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Joined: Sat Apr 21, 2018 2:10 pm
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Country: United States (us)
what if Kirby's Side-B in the air was changed to the Melee hammer twirl except actually good?


Thu Jun 06, 2019 8:25 am
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Joined: Sat Oct 13, 2018 7:39 pm
Posts: 140
Country: United States (us)
Ever see MagicScrumpy?
He has a balance mod and OP mod for Kirby


Thu Jun 06, 2019 9:13 am
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Joined: Tue Aug 14, 2018 2:02 pm
Posts: 1042
Location: An unknown cave island in Japan
Country: United States (us)
Gender: Male
Currently Playing: SSF2, Roblox, Kirby Star Allies, Sonic Mania Plus, Super Smash Bros. Ultimate, Pokemon Emerald, Leauge Of Legends
Waifu: Rera (SSVI)
"The Universe Is Balanced." - RIP Thanos (2018 - 2019)

_________________
Mains: :kirby: :rayman: :blackmage:
Secondaries: :sonic: :mario: :captainfalcon: :simon:
Dragon Ball Z: Cooler's Revenge is the best anime film of all time. Admit it.
YouTube Video:


Thu Jun 06, 2019 10:09 am
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Joined: Wed Feb 08, 2017 6:51 am
Posts: 647
Location: Smug Island, with all Smug Anime characters
Gender: Anime Girl
MGN Username: moGi
Skype: Skype ID
Currently Playing: MGR:R, GE3, etc MHXX
Waifu: Lancer Arthuria P.
Just dropping this here~
MonHun: show
Monster Hunter
Source: MH4U, MHG, MHGU,MHS (3DS)

A hunter from a far away land full of monsters, now hoping to seek fame in the cast of Super Smash Bros.?! (Turns out she accidentally got dropped off the airship while heading to a mission...)

Default costume is Rathalos, alternates include Kirin, Nargacuga, etc.

Entrance - Carted, nuff said.
Idle - Starts dozing off, then suddenly shakes her head.

Walkspeed is same as Captain Falcon
Running is as slow as Ganondorf
A bit heavier than Bowser

Taunts:
N - Drinks a random potion (cold/hot) and flexes.
S - Pointing gesture
D - Sitting down

Movesets:
Jab - Switch to S&S, Shield bash->Knee->Slash downwards (total 10%), good for combo starter
F-Tilt - Switch to IG, Thrust forward->Pull back (total 12%), chasing and combo
D-Tilt - Switch to LS, Slash upward (7%), can be a combo starter
U-Tilt - Switch to LBG, Shoot 45 degrees (8%), weak knockback, good for combos
DA - Switch to Lance, and starts running through the enemy (8%), good combo starter

F-Smash - Switch to GS, charging animation is the charging animation, you know what. (15% no charge - 20% full charge) can spike, shield breaking is weak, good combo finisher
D-Smash - Switches to HH, charging animation has the Hunter hold the handle, releasing the charge will have the hunter pull out the Horn, if it manages to hit somebody, it command grabs, if not it will still continue, then the horn releases sonic waves. (10% without the horn grab, 15% w/ the horn grab no charge - 14%,19% full charge)
U-Smash - Switch to GL, and plants it on the ground, aiming upwards (10% no charge, smaller - 16% full charge, which becomes Wyvern's Fire, range also becomes bigger.)

Grab - grabs with the SA Sword mode (good range, good startup, bad endlag)
Pummel - chainsawing the opponent grabbed (1% per hit)
F-Throw - Discharge (10%) good kill move
B-Throw - Turns, slams the opponent downwards, switches to Axe and homerun the opponent (12%) also good kill move
D-Throw - Thrusts the opponent into the ground, chainsaws and discharge (6%) combo move
U-Throw - Discharges upwards (10%) slightly lower knockback than F-Throw

Aerial
N-Air - Switches to DB, and does MHG/MHGU's Aerial Dual Blade move (the one where the hunter jumps at the monster and spins) (9%) combo move
F-Air - Switches to CB, Charges phials and quickly spins and transform to Axe mode to deliver a downwards smash (11%) good combo finisher
B-Air - Switches to Hammer, turns around and slams downward, will bounce if it manages to hit an opponent (6%)
D-Air - Switches to Hammer, raises Hammer overhead and slams downward, really hard (10%) spikes
U-Air - Switches to HBG, changes ammo to cluster and fires upward (9%) good for continuing combos

Special
N-Special - Switches to Bow, similar to Link's N-special, chargable but goes down much quicker, can be aimed (5% no charge - 10% full charge)
S-Special - Fires a sling, can be used to either grab opponents/items/ledges, can be aimed 45 degrees (2%) hitting an opponent will allow you to be pulled to him/her, but hitting an item will only have it be pulled to you,length is the same as a Yoshi's Story platform.
D-Special - Switches to Lance and counters(10% poke damage)
U-Special - Rides a Rathalos (MHS-sized) to fly! Nearly as high as Pit's flight, can control it a little as well. (hitting opponents will deal 2% damage and small knockbacks to them)

Final Smash: Throws a sleeping bait at the opponent, then all flagship monsters starts ganging up on him/her trying to take a bite at the bait, which starts with the Rathalos, and ends with Nergigante psyche it's actually the Valfalk comet crashing, an army of palicos throws numerous large barrel bombs at them not yet exploding, which ends with the Hunter throwing a rock at one of the bombs, causing all of it to explode. (60%)

Edit: kinda forgot about dash attack there...

_________________
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black keys will be removed in the future anyways

*sniff*


Last edited by Gudako's Insanity on Thu Jun 20, 2019 7:53 pm, edited 1 time in total.



Sat Jun 15, 2019 5:44 pm
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Location: An unknown cave island in Japan
Country: United States (us)
Gender: Male
Currently Playing: SSF2, Roblox, Kirby Star Allies, Sonic Mania Plus, Super Smash Bros. Ultimate, Pokemon Emerald, Leauge Of Legends
Waifu: Rera (SSVI)
Gudako's Insanity wrote:
Just dropping this here~
MonHun: show
Monster Hunter
Source: MH4U, MHG, MHGU,MHS (3DS)

A hunter from a far away land full of monsters, now hoping to seek fame in the cast of Super Smash Bros.?! (Turns out she accidentally got dropped off the airship while heading to a mission...)

Default costume is Rathalos, alternates include Kirin, Nargacuga, etc.

Entrance - Carted, nuff said.
Idle - Starts dozing off, then suddenly shakes her head.

Walkspeed is same as Captain Falcon
Running is as slow as Ganondorf
A bit heavier than Bowser

Taunts:
N - Drinks a random potion (cold/hot) and flexes.
S - Pointing gesture
D - Sitting down

Movesets:
Jab - Switch to S&S, Shield bash->Knee->Slash downwards (total 10%), good for combo starter
F-Tilt - Switch to IG, Thrust forward->Pull back (total 12%), chasing and combo
D-Tilt - Switch to LS, Slash upward (7%), can be a combo starter
U-Tilt - Switch to LBG, Shoot 45 degrees (8%), weak knockback, good for combos

F-Smash - Switch to GS, charging animation is the charging animation, you know what. (15% no charge - 20% full charge) can spike, shield breaking is weak, good combo finisher
D-Smash - Switches to HH, charging animation has the Hunter hold the handle, releasing the charge will have the hunter pull out the Horn, if it manages to hit somebody, it command grabs, if not it will still continue, then the horn releases sonic waves. (10% without the horn grab, 15% w/ the horn grab no charge - 14%,19% full charge)
U-Smash - Switch to GL, and plants it on the ground, aiming upwards (10% no charge, smaller - 16% full charge, which becomes Wyvern's Fire, range also becomes bigger.)

Grab - grabs with the SA Sword mode (good range, good startup, bad endlag)
Pummel - chainsawing the opponent grabbed (1% per hit)
F-Throw - Discharge (10%) good kill move
B-Throw - Turns, slams the opponent downwards, switches to Axe and homerun the opponent (12%) also good kill move
D-Throw - Thrusts the opponent into the ground, chainsaws and discharge (6%) combo move
U-Throw - Discharges upwards (10%) slightly lower knockback than F-Throw

Aerial
N-Air - Switches to DB, and does MHG/MHGU's Aerial Dual Blade move (the one where the hunter jumps at the monster and spins) (9%) combo move
F-Air - Switches to CB, Charges phials and quickly spins and transform to Axe mode to deliver a downwards smash (11%) good combo finisher
B-Air - Switches to Hammer, turns around and slams downward, will bounce if it manages to hit an opponent (6%)
D-Air - Switches to Hammer, raises Hammer overhead and slams downward, really hard (10%) spikes
U-Air - Switches to HBG, changes ammo to cluster and fires upward (9%) good for continuing combos

Special
N-Special - Switches to Bow, similar to Link's N-special, chargable but goes down much quicker, can be aimed (5% no charge - 10% full charge)
S-Special - Fires a sling, can be used to either grab opponents/items/ledges, can be aimed 45 degrees (2%) hitting an opponent will allow you to be pulled to him/her, but hitting an item will only have it be pulled to you,length is the same as a Yoshi's Story platform.
D-Special - Switches to Lance and counters(10% poke damage)
U-Special - Rides a Rathalos (MHS-sized) to fly! Nearly as high as Pit's flight, can control it a little as well. (hitting opponents will deal 2% damage and small knockbacks to them)

Final Smash: Throws a sleeping bait at the opponent, then all flagship monsters starts ganging up on him/her trying to take a bite at the bait, which starts with the Rathalos, and ends with Nergigante psyche it's actually the Valfalk comet crashing, an army of palicos throws numerous large barrel bombs at them not yet exploding, which ends with the Hunter throwing a rock at one of the bombs, causing all of it to explode. (60%)

So for which Monster Hunter, do you have in mind this unlikely team of two?
Attachment:
Monster Hunter Duo.JPG
Monster Hunter Duo.JPG [ 15.34 KiB | Viewed 1462 times ]

_________________
Mains: :kirby: :rayman: :blackmage:
Secondaries: :sonic: :mario: :captainfalcon: :simon:
Dragon Ball Z: Cooler's Revenge is the best anime film of all time. Admit it.
YouTube Video:


Sat Jun 15, 2019 8:56 pm
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Joined: Wed Feb 08, 2017 6:51 am
Posts: 647
Location: Smug Island, with all Smug Anime characters
Gender: Anime Girl
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Skype: Skype ID
Currently Playing: MGR:R, GE3, etc MHXX
Waifu: Lancer Arthuria P.
The Super Saiyan Son Goku wrote:
Gudako's Insanity wrote:
Just dropping this here~
MonHun: show
Monster Hunter
Source: MH4U, MHG, MHGU,MHS (3DS)

A hunter from a far away land full of monsters, now hoping to seek fame in the cast of Super Smash Bros.?! (Turns out she accidentally got dropped off the airship while heading to a mission...)

Default costume is Rathalos, alternates include Kirin, Nargacuga, etc.

Entrance - Carted, nuff said.
Idle - Starts dozing off, then suddenly shakes her head.

Walkspeed is same as Captain Falcon
Running is as slow as Ganondorf
A bit heavier than Bowser

Taunts:
N - Drinks a random potion (cold/hot) and flexes.
S - Pointing gesture
D - Sitting down

Movesets:
Jab - Switch to S&S, Shield bash->Knee->Slash downwards (total 10%), good for combo starter
F-Tilt - Switch to IG, Thrust forward->Pull back (total 12%), chasing and combo
D-Tilt - Switch to LS, Slash upward (7%), can be a combo starter
U-Tilt - Switch to LBG, Shoot 45 degrees (8%), weak knockback, good for combos

F-Smash - Switch to GS, charging animation is the charging animation, you know what. (15% no charge - 20% full charge) can spike, shield breaking is weak, good combo finisher
D-Smash - Switches to HH, charging animation has the Hunter hold the handle, releasing the charge will have the hunter pull out the Horn, if it manages to hit somebody, it command grabs, if not it will still continue, then the horn releases sonic waves. (10% without the horn grab, 15% w/ the horn grab no charge - 14%,19% full charge)
U-Smash - Switch to GL, and plants it on the ground, aiming upwards (10% no charge, smaller - 16% full charge, which becomes Wyvern's Fire, range also becomes bigger.)

Grab - grabs with the SA Sword mode (good range, good startup, bad endlag)
Pummel - chainsawing the opponent grabbed (1% per hit)
F-Throw - Discharge (10%) good kill move
B-Throw - Turns, slams the opponent downwards, switches to Axe and homerun the opponent (12%) also good kill move
D-Throw - Thrusts the opponent into the ground, chainsaws and discharge (6%) combo move
U-Throw - Discharges upwards (10%) slightly lower knockback than F-Throw

Aerial
N-Air - Switches to DB, and does MHG/MHGU's Aerial Dual Blade move (the one where the hunter jumps at the monster and spins) (9%) combo move
F-Air - Switches to CB, Charges phials and quickly spins and transform to Axe mode to deliver a downwards smash (11%) good combo finisher
B-Air - Switches to Hammer, turns around and slams downward, will bounce if it manages to hit an opponent (6%)
D-Air - Switches to Hammer, raises Hammer overhead and slams downward, really hard (10%) spikes
U-Air - Switches to HBG, changes ammo to cluster and fires upward (9%) good for continuing combos

Special
N-Special - Switches to Bow, similar to Link's N-special, chargable but goes down much quicker, can be aimed (5% no charge - 10% full charge)
S-Special - Fires a sling, can be used to either grab opponents/items/ledges, can be aimed 45 degrees (2%) hitting an opponent will allow you to be pulled to him/her, but hitting an item will only have it be pulled to you,length is the same as a Yoshi's Story platform.
D-Special - Switches to Lance and counters(10% poke damage)
U-Special - Rides a Rathalos (MHS-sized) to fly! Nearly as high as Pit's flight, can control it a little as well. (hitting opponents will deal 2% damage and small knockbacks to them)

Final Smash: Throws a sleeping bait at the opponent, then all flagship monsters starts ganging up on him/her trying to take a bite at the bait, which starts with the Rathalos, and ends with Nergigante psyche it's actually the Valfalk comet crashing, an army of palicos throws numerous large barrel bombs at them not yet exploding, which ends with the Hunter throwing a rock at one of the bombs, causing all of it to explode. (60%)

So for which Monster Hunter, do you have in mind this unlikely team of two?
Attachment:
Monster Hunter Duo.JPG

MVCI MonHun, to be serious.

_________________
Image

black keys will be removed in the future anyways

*sniff*


Sat Jun 15, 2019 10:17 pm
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Mario
Powers Up!

Move Set: show
This is an edit to his move set that makes him a bit more source accurate (This move set is meant to be actually something that could be in smash).
It’s Mario. If you don’t know who he is, then welcome to Earth.

Entrance - warp pipe

Jab - Punch, Punch, Kick
His current jab

Side Tilt - Kick
His current side tilt

Up Tilt - Mega Fist Uppercut
His current uppercut, but without the spin and his fist gets bigger during the attack

Down Tilt - Breakdance Kick
His current down smash, but only hitting in front

Dash Attack - Slide Kick
His current dash attack

Neutral Air - Star Spin
Mario will quickly spin around
This move is not a multi hit, but rather hits away

Forward Air - Air Kick
Mario will kick forwards, his foot getting a little bigger during the attack

Back Air - Drop Kick
His current back air

Up Air - Flip Kick
His current up air

Down Air - Ground Pound
Mario will do a quick somersault, then drop downwards but first
After about 3/4 of a second Mario will stop the attack
This attack spikes on Mario’s butt

Side Smash - Hammer
Mario will swing his hammer forwards over his head
This attack does not spike, but rather hits away

Up Smash - Spin Jump
Mario will perform his spin jump
This is a multi hit, with the last hit hitting upwards

Down Smash - Hat Orbit
Mario will throw his hat around himself in a large circle
The hat will orbit Mario three times before returning to him

Neutral Special - Ultra Flame
Mario will shoot a fireball out of his hand
Charging this move will have more fireballs come out
Similar to Ridley’s Neutral Special

Side Special - Hat Toss
Mario will toss his hat forwards
The hat will return when it hits someone, or when it reaches its maximum distance
Holding special will cause the hat to spin in place when it reaches its maximum distance
When the hat is spinning like this anyone who lands on it or touches it will bounce up, working very similarly to Pac-Man’s trampoline

Up Special - Rocket Nozzle
Mario will briefly charge FLUDD’s rocket nozzle, then blast upwards
This goes a little forwards while rising
This move carries opponents hit by it
The water from this move pushes opponents down with a wind box

Down Special - Star Spin
Mario will perform a quick spin punch
This move turns opponents hit by it around and reflects projectiles on both sides
In the air you get a slightly vertical boost from this move

Grab - Grab with both hands

Pummel - Kick

Forward Throw - Kick
Mario kicks the opponent forwards like they’re a shell

Back Throw - Spin Throw
His current back throw

Up Throw - Kick
Mario kicks the opponent up like they’re a shell

Down Throw - Jump
Mario will slam the opponent on the ground, then jump up high and stomp on them, bouncing off them
This throw leaves Mario in the air, like Sandbag’s Down Throw

Neutral Taunt - Hat Flip
His current neutral taunt

Side Taunt - Peace Sign
Mario will hold up a peace sign

Vertical Taunt - Mushroom
His current vertical taunt

I have two main final smash ideas:
Final Smash - Super Star
Mario uses the super star and becomes invincible for a short time
In this state he will deal damage and knock back on contact with other players

Final Smash - DK Hammer
Mario pulls out his hammer from Donkey Kong
He will rush forwards, constantly pounding his hammer
Anyone hit gets caught in all hits that follow

Victory - Mario gets a star and holds up a peace sign (From Super Mario 64)

:chibirobo: can pocket - fireballs
:ness: and :gameandwatch: can absorb - fireballs
Can be reflected - fireballs, the hat thrown with side special


Fri Jun 21, 2019 4:12 pm
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Currently Playing: Fire Emblem Fates: Birthright, SSF2, SSB4, League of Legends.
Zael: show
Zael - The Last Story


Click to expand thumbnail

Attributes
Guard Counter: In a similar vein to the Parry mechanic in Smash Ultimate, pressing B when shielding right as an attack hits you will cause you to do a weak counterattack that causes lots of hitstun and allows you to get small damage off the move.

Archetype: Sacrificial/Support Swordsman

Weight: Zael is on the heavier side of the cast, sitting in around 103 (Goku's weight)
Walk: Zael walks relatively fast, clocking in at a walk of 5.6 (slightly above Samus' walk speed). With Accelerate, his walk speed increases by 1.25x to 7 (same as Sonic's)
Run: Zael has an above average run speed, clocking in at 10.1 (same as Falco), With Accelerate, his run speed increases by 1.25x to 12.6 (same as Sheik)
Air: Zael has a mediocre air speed, clocking in at 6. With Accelerate, the 1.25x increase puts it at 7.5.
Air Accel: Zael has mediocre air physics, giving him an air acceleration of 0.95. With Accelerate, the 1.25x increase puts it at 1.19.
Air Decel: Zael has mediocre air physics, giving him an air deceleration of -0.15. With Accelerate, the 1.25x increase puts it at -0.19.
Fall: Zael has an average fall speed, clocking in at 12. With Accelerate, the 1.25x increase puts it at 15.
Fast Fall: Zael has an average fast fall speed, clocking in at 16. With Accelerate, the 1.25x increase puts it at 20.

Ground Attacks
Jab: A double slash move. Designed primarily as a get-off-me tool.
Forward Tilt: An outward horizontal slash. Excellent for creating space.
Up Tilt: A over-the-top slash above him, similar to Link's up tilt in Smash Ultimate. A great anti air.
Down Tilt: A back-stepping downwards slash from a low profile. A solid spacing tool.
Dash Attack: A dashing horizontal slash. Good for closing in the gap.
Forward Smash: A two handed overhead slash. One of Zael's better kill moves.
Up Smash:A jumping upwards slash that starts in front of him, similar to Isaac's up smash. A solid anti air kill move.
Down Smash: A spinning downwards slash that hits in front and then behind him, similar to Joker's down smash in Ultimate. Good at covering tech rolls.

Aerial Attacks
Neutral Aerial: A spinning attack using his sword in midair. A decent tool for crossing up and spacing.
Forward Aerial: An underarm slash at a verticalish angle. A solid tool for combos and spacing
Back Aerial: A downwards horizontal slash. A thinner hitbox, but with solid power behind the move.
Up Aerial: A bicycle kick upwards. Surprisingly quick and a good juggling move.
Down Aerial: A stall and fall downwards that looks somewhat similar to Ichigo's Gazan. Has a powerful landing hitbox which the falling hit confirms into. Surprisingly quick for a stall-then-fall.

Grabs and Throws
Forward Throw: Zael throws the opponent and slashes forwards, similar to Shulk's FThrow. It's exceptional for positioning and setting up team combos in doubles or edge guards and tech situations in singles.
Back Throw: Zael puts the opponent behind him and stabs them, similar to Shulk's BThrow. It's similarly good for positioning, and at higher percents can even kill opponents.
Up Throw: Zael uppercuts the opponent with his sword. Good combo potential.
Down Throw: Zael jumps and slashes in a halfmoon outwards. Decent combo potential with high scaling that can act as a kill throw.

Special Moves
Neutral Special - Gathering/Gathering Burst:
Aight, buckle up because this is gonna get complicated.

Zael activates the Power of the Outsider and creates a blue aura around his right hand. This lasts for around 15 seconds. Any foes within a specific range (around 3/4 of Final Destination) will have a line drawn to them from this blue aura. These foes are "gathered" and will be subjected to the following changes:
  • These foes will do an extra 1.2x damage to Zael (knockback not compensated)
  • These foes will do 0.7x damage to any of Zael's teammates (in doubles).
During the Gathering timer, Zael will be able to use the absorbed damage in a special attack called "Gathering Burst" by pressing the Special button, which will completely stop Gathering altogether. Depending on how much damage is stored, this will affect Gathering Burst's effects in a specific way.
  • The damage of Gathering Burst will increase to a maximum of 45% with a high amount of knockback.
  • Zael (and his teammates) will heal a specific amount of percentage relative to the percentage of damage he took. In the case of his teammates, this will be split according to who has taken more damage.

If Zael fails to use Gathering Burst when the time runs out, nothing will occur and any stored power will not carry over to the next activated Gathering. The move has a three second cooldown after the move runs out or is ended prematurely by Gathering Burst

Side Special - Crossbow:
Zael takes out his Crossbow. Zael will shoot directly in front of him and his fire rate will be relatively slow. The Crossbow can do significant damage and is exceptional for edge guarding, as it can be angled in a similar vein to Chibi-Blaster and Krystal's Sniper, albeit with much less freedom. Pressing the attack button during the firing animation will also cause Zael to crouch (or stand, if he's not already crouching) during the move, allowing for more options for angles.

Up Special - Gale:
Zael stops in place, before a disc appears beneath him (similar to Black Mage's Warp) which can be controlled freely to a new position. When the special button is released or the timer runs out, Zael will rush towards the opponent and slash outwards, creating a mini tornado around him. The tornado hitbox pushes opponents back and can reflect projectiles, as well as having a specific interaction with his down special (read below for more information on that), however, the distance isn't particularly special and it is extremely predictable as to where he'll end up.

Down Special - Accelerate
Zael creates a passive buff to himself which causes his running speed, jump height and fall speed to increase substantially (think Cloud's Limit buff). This will last for either 15 seconds or until Zael takes a specific amount of damage. If Zael is in a Team Battle, he can use Gale to half the remaining time of this buff and share it with his allies. This move has 5 seconds of cooldown once the buff runs out, in order to prevent it from being spammed and you cannot refresh the move during the buff.

Final Smash - Team Zael/Take Over
Upon activating the Final Smash, Zael will instruct his various party members to use a combination of attacks. These all happen in a sequence and will have minor overlap with each other:
  • Dagran uses Death Sentence, doing a jumping slash on the opponent.
  • Mirania uses Forest, summoning a large number of trees to attack the opponent with.
  • Syrenne uses Shadow Stitch, doing a second jumping slash on the opponent with both of her swords before unleashing a combo.
  • Lowell uses Glacier, creating a massive set of ice crystals which damage the opponent.
  • Yurick uses Big Bang, creating a massive explosion which causes colossal damage to the opponent
  • Calista casts Shining on Zael's sword, before Zael unleashes a powerful slash attack at the opponent, signalling the end of the combo.
This Final Smash looks insane and it'll do an insane amount of damage at the cost of being largely cinematic.

Taunts and Victory Poses:
Victory Theme: A remix of Toberu mono from The Last Story.

Victory Pose 1: Zael poses and says "By my honour, I shall do my best"
Victory Pose 2: Zael and Calista pose back to back and smile at the camera.
Victory Pose 3: Zael makes an aggressive stance with Calista behind him and says "You want some as well?"

Up Taunt: Zael fistpumps and says "Yeah, get in!".
Side Taunt: Zael goes into a guarding stance and says "That won't work!"
Down Taunt: Zael makes a pose that resembles his trophy in Super Smash Bros 4.

Love this character so much and I now actually have an idea on how to make his moveset work.

_________________
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Youtube channel.

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SSF2 Backroom Character Analyst and Labber

Mains: :lucario: :simon:


Tue Jun 25, 2019 2:12 pm
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Cool and interesting move set
What’s he from?


Tue Jun 25, 2019 2:14 pm
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The Last Story on the Wii. One of the best JRPGs I've ever played

_________________
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Mains: :lucario: :simon:


Tue Jun 25, 2019 3:41 pm
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MGN Username: Knuckles for SSF2
Currently Playing: Super Smash Flash 2
Rick, Kine, and Coo: show
Origin: Kirby's Dream Land 2
Attributes:
Weight: :fox:
Ground Speed: :kirby:
Air Speed: :jigglypuff:
Fall: :kirby:
Jumps:6
Jab: Rick shoots fire out of his mouth. Is a multihit and deals 3% per hit.
Ftilt: Rick has a beam whip come out of his mouth. Deals 5% and is a primary combo starter.
UTilt: Rick balances a parasol on his nose. Deals 3% per hit and is a combo tool.
DTilt: Kine flops on the ground. Deals 2% and has decent knocback, making it a good get off me tool.
Dash Attack: Rick dashes forward and puts a broom in front of him. Deals 4%.
Nair: Coo spins around. Multihits, deals 4% per hit, and is a combo starter.
Fair: Coo throws three feathers in front of himself. Has good range and deals 5%.
Bair:Coo goes back and downwards as he catches on fire. Has a meteor effect and deals 8%.
Dair:Coo shoots lightning downwards, spiking opponents. Deals 10%, but has some endlag.
Uair:Coo spins a parasol above himself. Deals 5% per hit and has good knockback.
Grab:Kine summons a plunger from his mouth.
Pummel: Kine hits the opponent with ice projectiles. Deals 4% but is slow.
FThrow: Kine throws the opponent forward. Deals 12% and is a kill throw.
DThrow: Kine throws the opponent downwards. Deals 20%, but has little knockback or combo potential.
UThrow: Kine throws the opponent upwards. Deals 8% and is a combo throw.
BThrow: Kine throws the opponent backwards. Deals 14% and is a kill throw.
FSmash:Kine has a lightbulb appear in his mouth that then shocks the opponent. Deals 18% and good knockback.
DSmash:Kine freezes on place and icy projectiles spawn around him. The projectiles deal 5% and freeze and Kine's hitbox deals 14 percent and decent knockback.
USmash: Kine whacks a parasol upwarss, dealing 13% and being a great OOS option.
Neutral Special: Cutter: Rick throws a boomerang. Deals 6%.
Side Special: Fire: Kine shoots a chargeable fireball. At full charge it does 15% and good knockback.
Down Special:Stone: Rick turns into a boulder that controls very much like Yoshi's egg roll. Deals 12%.
Up Special: Parasol: Kine summons a parasol. Does absolutely nothing on the ground out in the air it acts like Peach's Parasol, letting you glide down.
Final Smash: Rainbow Sword: Rick summons the rainbow sword, and then for the second set his entire moveset replaced with a slash with the rainbow sword that has great range, deals 22%, and reflects all projectiles.
Idle: Rick sleeps.
Entrance: Rick, Kine, and Coo are summoned by the Dream Rod onto the battlefield.
Taunts:
Neutral: Rick turns into a snowman.
Up: Coo turns into a feather duster.
Sideways: Kine splashes up and down.
Victory animation: The three of them do the Kirby victory dance.

_________________
SSF2 Mains: :bandanadee: :luigi: :chibirobo: :blackmage: :lucario:
SSF2 Secondaries: Waluigi :pacman: :sheik: :sandbag: :rayman:
Ultimate Mains: :luigi: Snake Greninja :sonic: Olimar Vincent
Ultimate Secondaries: Toon Link, R.O.B. Richter, Roy, King K Rool, Lucas


Sat Aug 10, 2019 4:53 pm

Joined: Fri Aug 09, 2019 9:31 pm
Posts: 3
Country: United States (us)
Scarlet Witch: show
Source Game: Marvel Ultimate Alliance 3: The Black Order
Weight: 6/10
Height: 6/10
Walk Speed: 3/10
Dash Speed: 6/10
Air Speed: 7/10
Fall Speed: 4/10
Jump Height: 7/10

Jab 1: Throws three hex bolts a short distance in front of her. 2% each.
Jab 2: Moves back while throwing three more hex bolts. 2% each.
Jab 3: Spins around and fires three more hex bolts. 3% each.
Dash Attack: Holds out hands and pushes, with a hex bolt around her hands. 5%.
Forward Tilt: Creates a hex bolt in her hand, and expands it. 4%.
Up Tilt: Brings two hex bolts above her head, clapping. 7%.
Down Tilt: Shoots out a hex bolt a short distance from her. 5%.
Forward Smash: Creates a large hex bolt, that sets anyone who touches it on fire. 10% uncharged.
Up Smash: Holds a hex bolt in her hand, and shoots out five horizontal waves from it. The first wave does 1%, the second does 2%, the third does 3%, the fourth does 4%, and the fifth does 5% (all uncharged).
Down Smash: Blasts three big hex bolts down at an angle. 4% uncharged each.
Neutral Air: Creates a hex bolt in either hand and spins around. This has a large, deceptive hitbox around Scarlet Witch. 6% each hit.
Forward Air: Shoots a fast hex bolt a short distance while moving back a little. 5%.
Up Air: Swipes a hand above her, with a magical trail following it. 3%.
Back Air: Swipes her leg, with a magical trail following it. 6%.
Down Air: Prepares a large hex bolt, and shoots it down a short distance. Meteor smashes. 9%.
Grab: Creates a large hex bolt around her hand, allowing for a lot of grab range. Holds them with magic.
Pummel: Shoots a hex bolt. 2%.
Forward Throw: Magically throws them. 7%.
Up Throw: Magically throws them. 7%.
Back Throw: Magically throws them. 7%.
Down Throw: Magically lifts them up, then slams them down. 11%.

Standard Special: Hex Blast (Shoots a large magical beam that does 7-14 damage, depending on the charge. The charge goes by fast.)
Side Special: Deflection Hex (Holds out her hand and creates magic around it, that deflects projectiles, sending them diagonally up.)
Up Special: Flight (Can fly around anywhere for the next three seconds. Being hit makes her helpless.)
Down Special: Amplification Hex (Creates a large magical sphere in front of her that lasts nine seconds. Anyone can enter it, and anyone inside it will have their energy attacks get 8% stronger, as well as gaining more knockback. If someone leaves the sphere, they keep the boost, but only for three seconds. Two spheres can be out at once.)
Final Smash: Chaos Wave (Creates a huge magical oval around her for nine seconds. Touching it deals 18 damage with extreme knockback. Scarlet Witch can't move while the oval is out.)


Sat Aug 17, 2019 4:39 pm
User avatar

Joined: Fri Nov 30, 2018 9:55 am
Posts: 255
Location: The Universe
Country: Uruguay (uy)
Gender: Male
MGN Username: Unknown
Currently Playing: AoE II
Zero: show
Zero


Image


Universe: Megaman
Games: Megaman X and Zero

Moveset:

Entrance: Same as Megaman, but the light is red of course.

Movement:
Idle animation: Same as Megaman X4
Walk animation: Runs slowly, like in the original games.
Dash: Just like in the Megaman X games, Zero dashes by leaving an afterimage behind him. However, he can't dash infinitely, he only does for a second or so. To compensate this disadvantage, he maintains his dash speed if he jumps before stopping and he's able to change his direction in the air without slowing down.

Ground attacks
Jab: It's his 3 slashes from Megaman X4 onwards.
Side tilt: Juuhazan. Zero hits the ground after making a semicircular slash. (Megaman X8)
Up tilt: Denjin. He makes a slash while jumping with his saber which takes a lightning form. It moves Zero a little to the direction he's facing and he can double jump before falling to make a follow-up attack. (Megaman X5)
Down tilt: Slides extending his foot forward, just like Megaman.
Side smash: Raijingeki. Zero stabs the opponent with his sword which takes a lightning form. (Megaman X4)
Up Smash: Raijinshou. He jumps while making a slash and creates a small tornado around him. (Megaman X7)
Down Smash: Bakuenjin. Zero punches the ground and creates a fire wave that expands from that point. (Megaman X7)
Dash attack: Shippuuga. He makes a quick pink slash that has good knockback but its ending lag it's quite high. (Megaman X4)

Aerial attacks
Neutral aerial: Kuuenbu. Attacks with his saber while spinning. Just like Isaac but more slowly. (Megaman x4)
Forward aerial: Makes a very quick horizontal slash. It has barely any starting lag and ending lag. (Megaman X4)
Back aerial: Sentsuizan. Zero moves diagonally downwards while making a horizontal slash. This move won't be affected by Zero's momentum. (Megaman X6)
Up aerial: Zero makes a semicircular slash upwards.
Down aerial Hyouretsuzan. Places his saber below him and stabs his opponent, like Link. It's a multi-hit attack and the last one is a spike. The saber takes an ice form and also freezes the foe (the last hit doesn't). (Megaman X4)

Special attacks
Neutral Special: Uses his buster. It's less powerful than Megaman's and works differently. Once fully charged Zero will fire his most powerful beam and will also have another shot already charged. (Megaman X3)
Side Special: Hisuisho. He dashes forward while attacking with an ice barrier. It can be angled a little. (Megaman X5)
Up Special: Same as Marth but the saber takes a fire form and it's a multi-hit with the last one leaving high knockback. (Megaman X4)
Down Special: Shield Boomerang. Zero charges his boomerang while using is as a shield that protects him from projectiles. Once charged he finally throws it. The boomerang will always return to Zero so he can control it by moving around without touching it. (Megaman Zero)

Grabs
Pummel: Hits the enemy with his knee
Forward Throw: Stabs the opponent with his spear. (Megaman Zero)
Back Throw: Hadangeki. Tosses the foe in the opposite direction and throws a slash beam with his saber. (Megaman X7)
Up Throw: Shipuu. Zero throws the opponent upwards and creates an image of him that attacks the enemy in the air. (Megaman X5)
Down Throw: Danchien. Throws the opponent to the ground and stabs him with his saber which takes a fire form. It explodes on contact. (Megaman X5)

[Final Smash]: Rekkoha. Zero touches the ground and creates many massive energy beams that fall from above the stage. (Megaman X6).

Taunts
Neutral Taunt: Makes a thumbs up.
Side Taunt: Says "It's not over yet".
Down Taunt: Moves his saber around and puts it away.

Star KO: WHAT AM I FIGHTING FOOOOOOOOR

_________________
Image

Mains: Image :isaac: :blackmage: :bomberman: :luffy: :naruto: :tails: :pacman: :ichigo: :sandbag: :lloyd: :sora: :goku:


Sun Aug 18, 2019 10:02 pm
User avatar

Joined: Tue Aug 14, 2018 2:02 pm
Posts: 1042
Location: An unknown cave island in Japan
Country: United States (us)
Gender: Male
Currently Playing: SSF2, Roblox, Kirby Star Allies, Sonic Mania Plus, Super Smash Bros. Ultimate, Pokemon Emerald, Leauge Of Legends
Waifu: Rera (SSVI)
Meteor85 wrote:
Zero: show
Zero


[ Image ]


Universe: Megaman
Games: Megaman X and Zero

Moveset:

Entrance: Same as Megaman, but the light is red of course.

Movement:
Idle animation: Same as Megaman X4
Walk animation: Runs slowly, like in the original games.
Dash: Just like in the Megaman X games, Zero dashes by leaving an afterimage behind him. However, he can't dash infinitely, he only does for a second or so. To compensate this disadvantage, he maintains his dash speed if he jumps before stopping and he's able to change his direction in the air without slowing down.

Ground attacks
Jab: It's his 3 slashes from Megaman X4 onwards.
Side tilt: Juuhazan. Zero hits the ground after making a semicircular slash. (Megaman X8)
Up tilt: Denjin. He makes a slash while jumping with his saber which takes a lightning form. It moves Zero a little to the direction he's facing and he can double jump before falling to make a follow-up attack. (Megaman X5)
Down tilt: Slides extending his foot forward, just like Megaman.
Side smash: Raijingeki. Zero stabs the opponent with his sword which takes a lightning form. (Megaman X4)
Up Smash: Raijinshou. He jumps while making a slash and creates a small tornado around him. (Megaman X7)
Down Smash: Bakuenjin. Zero punches the ground and creates a fire wave that expands from that point. (Megaman X7)
Dash attack: Shippuuga. He makes a quick pink slash that has good knockback but its ending lag it's quite high. (Megaman X4)

Aerial attacks
Neutral aerial: Kuuenbu. Attacks with his saber while spinning. Just like Isaac but more slowly. (Megaman x4)
Forward aerial: Makes a very quick horizontal slash. It has barely any starting lag and ending lag. (Megaman X4)
Back aerial: Sentsuizan. Zero moves diagonally downwards while making a horizontal slash. This move won't be affected by Zero's momentum. (Megaman X6)
Up aerial: Zero makes a semicircular slash upwards.
Down aerial Hyouretsuzan. Places his saber below him and stabs his opponent, like Link. It's a multi-hit attack and the last one is a spike. The saber takes an ice form and also freezes the foe (the last hit doesn't). (Megaman X4)

Special attacks
Neutral Special: Uses his buster. It's less powerful than Megaman's and works differently. Once fully charged Zero will fire his most powerful beam and will also have another shot already charged. (Megaman X3)
Side Special: Hisuisho. He dashes forward while attacking with an ice barrier. It can be angled a little. (Megaman X5)
Up Special: Same as Marth but the saber takes a fire form and it's a multi-hit with the last one leaving high knockback. (Megaman X4)
Down Special: Shield Boomerang. Zero charges his boomerang while using is as a shield that protects him from projectiles. Once charged he finally throws it. The boomerang will always return to Zero so he can control it by moving around without touching it. (Megaman Zero)

Grabs
Pummel: Hits the enemy with his knee
Forward Throw: Stabs the opponent with his spear. (Megaman Zero)
Back Throw: Hadangeki. Tosses the foe in the opposite direction and throws a slash beam with his saber. (Megaman X7)
Up Throw: Shipuu. Zero throws the opponent upwards and creates an image of him that attacks the enemy in the air. (Megaman X5)
Down Throw: Danchien. Throws the opponent to the ground and stabs him with his saber which takes a fire form. It explodes on contact. (Megaman X5)

[Final Smash]: Rekkoha. Zero touches the ground and creates many massive energy beams that fall from above the stage. (Megaman X6).

Taunts
Neutral Taunt: Makes a thumbs up.
Side Taunt: Says "It's not over yet".
Down Taunt: Moves his saber around and puts it away.

Star KO: WHAT AM I FIGHTING FOOOOOOOOR

Great job, and I especially love the Star K.O. Brings back memories of the Mega Man X4th of July livestream ShadowRockZX did on YouTube.

_________________
Mains: :kirby: :rayman: :blackmage:
Secondaries: :sonic: :mario: :captainfalcon: :simon:
Dragon Ball Z: Cooler's Revenge is the best anime film of all time. Admit it.
YouTube Video:


Mon Aug 19, 2019 9:54 am
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