"Expansion" Character Moveset Speculation
Author |
Message |
goml
BR Member
Joined: Sat Aug 23, 2014 12:22 pm Posts: 1448
Gender: Female
|
Id say there should be like a 20 second timer after the bike is destroyed.
Which you can also blow up yourself. EB's a bit of a daredevil and loves explosions and high stakes.
Specials (Dismounted) Neutral B - Wrench Toss (also bike's neutral B), helmet special is wrench throw) - Functions like the helmet toss idea, but doesnt have to worry about the helmet somehow teleporting back on his face (and also saves a lot on sprite count)
Side B - Bike Chain - Throws a bike chain out horizontally. 3% and small knock back, but also fuctions similar to other character's Z-air in that while airborn it can be used as a long range poke, as well as a tether ledge grab.
Up B - Explosion - Remote detonates the bomb for about 16% or so. Is a kill move, but pretty high risk seeing as your bike is gone. There's a catch: you can also get hit by the explosion.
Down B (bike out) - Mount - When on top of the bike, you get back on the bike. Also works when the bike is airborne, in which case you keep whatever momentum you had when you used the move, although there's a few frames of lag before you can act out of it again. Yeah.
Down B (bike gone) - Whistle - When cooldown on bike respawn is over, using this will call a new bike to teleport to a bit above your position. It has a 6% hitbox with minor horizontal knockback when falling, but once it hit's the ground it becomes inactive. (Imagine using this off the ledge, and then immediately blowing the bike up again for some sort of wicked edgeguard)
The chain is his only recovery move while off his bike. He likes taking huge risks but doesn't always think things through.
EB would be a high risk, high reward character, being super hype and also hard to use properly. A character for those trying to look cool, not trying to play it safe.
I can poop out a whole moveset for this guy in a bit, but im kinda busy at the moment.
Edit so the movelist is kinda complicated so it might take a while before i post results.
|
Wed Dec 03, 2014 4:58 pm |
|
|
goml
BR Member
Joined: Sat Aug 23, 2014 12:22 pm Posts: 1448
Gender: Female
|
The Daredevil Hero
Mach Rider Game: Mach Rider
General Approximate Stats:
(On Bike) Speed: Walk Speed and Run speed are identical to Fox. Lacks a dash dance. Pivot dash is slower than most. Dash start up is also fairly low. Friction is EXTREMELY low. Air: Has pretty bad air mobility, but REALLY carries his momentum. Jump: FJ is a bit higher than Samus´s SH. SH is the same as Samus's SH. Double Jump is same as Sora's. Jump squat is surprisingly long, lasting about as long as Melee Ganondorf. Weight: Heavy
(Off Bike) Speed: Walk speed identical to MegaMan, Run speed is just slightly slower than Mario. Dash dance/turn/startup are pretty average. Air: Air speed matches his walk and run. Fall speed/Fast Fall speed similar to Ichigo's. Has average Air control. Jump: Comparable to Mega-Man Weight: Medium-Heavy
(Universal) Average rolls and spot dodge, yet abnormally fast getup/tech rolls and spot tech
Ride System: Mach Rider starts off the round without his Bike, but can summon it with the use of his. While on or off his bike he has access to vastly different movesets. In general, he's much more mobile and has more kill power on his bike than off, and also can recover better on his bike than off, although may have to resort to ditching the bike as a last resort, and he lacks defensive abilities: aside from Air Dodge and Teching, Mach Rider has no access to shield related skills.
There are a couple ways to get knocked off the bike. 1) Some moves will dismount the Rider on will. 2) Running into a wall/ledge will dismount the bike, which has a low knockback hitbox when falling 3) Getting grabbed will dismount the rider 4) Missing a ground tech. 5) Some moves will force a dismount if you land wrong.
While the bike will carry it's momentum and will either eventually stop and fall over, or fall off a ledge, where it will either fall off the blast zone, or crash and while carrying some of it's momentum if it hits a solid surface solid surface. In most cases (which the exception of some dismount canceled specials) the bike will not have a hitbox, but it does have a hurtbox. While the bike itself is immune to grabs, it will ignore low priority projectiles, but will crash when colliding with high priority projectiles. Physical attacks with more than a slight ammount of knockback will also crash the bike. Furthermore, contact will a wall will crash it on the spot, and it will fall straight down if applicable.
When the bike has a hitbox and the Rider is not on it (such as dismount-cancelled specials or stage 3 specials) it counts as a projectile. While it cannot be destroyed in the same way as other projectiles, it can be hit back with high priority attacks, in which it will fly back but lose it's hitbox. When it is reflected by certain specials or powershield, Rider will not be able to mount the bike until the hitbox is inactive. Rider can still use Explosion on the bike when it is reflected, and it will work as normal.
Regarding Chibi Robo's Down B Hilariously, Chibi Robo can catch and store the bike, and the bike will not count as being destroyed. As with reflects, when Chibi Robo throws the bike Rider will not be able to mount it until the hitbox is inactive. The Rider can still use Explosion on the bike when Chibi Robo has it stored, which will destroy the bike, but it will not damage Chibi Robo. It will however play a muffled explosion sound (as if blown up in a closed metal barrel) and Chibi Robo's Down B will reset. Explosion will still work as normal when Chibi Robo throws the bike, even during the throwing animation.
Whenever the bike is destroyed, it will take 20 seconds for it to be able to respawn.
Moveset (On Bike)
Neutral A - Chain Whip A indefinate yet not rapid attack similar to Marth's jab in function, a vertical chain whip forward.
F Tilt - Stoppie Whip - A tailspin attack, doing a 360 pivoting on the front wheel. 12% with moderate horizontal knockback, and a 8% sourspot towards the center of the pivot with less knockback. Long range, but fairly long end lag.
U Tilt - Bunny Hop - A tiny hop in place with the bike. The bike has a 10% hitbbox with a mostly vertical angle, while the rider has a 8% hitbox with a straight up angle. Will have an extra ground hitbox at the end, dealing 3% and minor but very low trajectory knockback.
D Tilt - Broken Donut - 270 semi circle ground sweep using the bike, dealing 9 damage and minor-moderate 45 degree knockback, backwards. Also, Mach Rider will turn around when using this move.
F Smash - Iron Horse - Rider does a 360 wheelie in place, holding the wheel up after the spin up high while the move charges. Then slams the wheel down hard, doing high knock back and 18-29%. This attack has super armor on the underside of the bike ONLY while charging.Very slow but very powerful kill move.
U Smash - Flash Kick- During the charge, Mach Rider props a foot on his seat. Then, he does a backflip kick off the bike at about a body length from the seat, dealing 17-22 damage and moderate-high mostly vertical knockback. This move forces dismount if he doesn't land back on the bike, and any momentum the bike had when usmash is performed will be halved on the rider. If applicable, he will land on a platform, but will have minor landing lag in these cases. If he lands at the same altitude as he was when he started the move he only has regular normal jump landing lag.
D Smash - Cyclone - A most likely physically impossible 900 donut, with the rider's foot placed on the ground as pivot running the motorcycle in a circle. 5 possible hits, functioning like peach's down smash but with a disjoint and slower start up/end lag. 7-9% per hit. Moderate knockback.
Dash Attack - Powerslide - Slides the bike horizontally doing base-10% damage, with moderate mostly horizontal knockback. This attack has sex kick properties.
Nair - Front Flip - Do a front flip with the bike. 15% Damage and moderate knockback (direction depending on timing of hit), hitting a 270 arc from back to front. If you don't land the bike clean on the ground you crash the bike, dealing 4% self damage and untechable fall, in which case leads to forced dismount, so you better have some air before using this. There is a 3% ground hitbox with minor knockback if landed right at the end
Fair - Nac Nac - Turn bike side ways while kicking forward with both legs, doing moderate diagonal knockback and 9% damage.
Bair - Superman Seat Grab - Grabs the back of the seat with legs fully extended backwards. Very slow start up and narrow hitbox. Sweetspot is in the feet, sour spot in legs. Sourspot does 7% damage and minor knockback, while sweetspot does 12% and has moderate-high knockback. A difficult to land but potent kill move.
Uair - Heart Attack - Tilting the bike downwards, Rider does a upward handstand kick with both feet while holding on to the handle bars.. 10% damage and moderate, purely vertical knockback.
Dair - Spin Attack - 540 horizontal spin with the bike, using a jet booster. Potential 3 hits with low knockback doing 5% each. Will reverse the direction that the user is facing. The direction the move ends in can also be different depending on when Mach Rider lands during the attack.
Neutral B - Machine Gun - Machine guns are fired from the front of the bike, dealing 1% damage per hit with no hitstun or knockback. The move will continue going as the button is held down, the offshoot being that there is a bit of start-up required and that no other attacks can be used until the button is let go. However, aside from this the player still has full movement control over the character. The visual attacks only produce gunshot flare - there is no actual projectile, and the range of the move extends a bit further than the flare effect. Transcendant priority.
Side B - Wheely(Ground) - a charge up special that allows you to basically go full force high speed ram with the bike. Charge levels effect damage, speed, and duration. The attack part of the move will involve the actual wheely, but after a bit the front end of the bike will fall back to the ground, transitioning to a regular dash. The sweet spot is in front of the bike which will launch at a somewhat upwards angle, while the sourspot is on top and slightly behind will knock at a 80 degree angle backwards with minimal knockback, and has lower priority. During the animation where the front in falls back down the sweet spot will semi spike airial targets, while simply launching at a lower angle for grounded targets. There are 3 stages of charge: The stage 1 results in standard dash speed 6% sourspot, 9% standard, and 12% sweetspot, while stage 2 results in Sonic dash speed levels and somewhat higher knockback with 8% sourspot, 11% standard, and 15% sweetspot, and super armor on the underside of the bike during the initial frames. Stage 3 is unique however, in that instead of charging forward, the Rider will lose control and fall of his bike, resulting in {techable}knockdown and 2% self damage if the tech is missed, while the bike goes flipping of at an upwards angle, which will deal 12% damage and moderate diagonally upward knockback. Stage 3 will always lead to the Rider being off his bike. If you are still in wheelie animation when you reach the end of a platform, you will go flying off the platform and the animation and hitbox will continue as normal until it ends, even if you land on another platform.
Side B - Missile Boost(Air) - Similar to Wheelie, a chargeable horizontal ride move. There is also a hit box from the jet boosters in the back of the bike that will semispike with moderate knockback, dealing 10% stage 1, 12% stage 2 [gaining super armor for the initial frames for the front of the bike, but not Mach Rider], and 15% stage 3 [during which, the bike will zoom off without him, functioning as a projectile. While there is no tire sweet spot, there is a standard hitbox in front of the bike, and a sour spot else where, and the knockback and damage is identical to Wheelie. The attack will end prematurely when you land, but you will keep your momentum. Will leave you in special fall unless dismount canceled or stage 3 dismount is used.
Up B - Torpedo Boost - Propels the bike upward diagonally with rocket boosters from the back. The start up is pretty slow but will also slow falling when used in the air. Can be charged for 10 frames longer for a little bit of distance increase and damage increase. There is also a sweet spot from the jet engine that will meteor. Will leave you in special fall unless dismount canceled
Down B - Dismount - Jump off the bike, which will then apply the same effect to the bike as if Rider was grabbed. Further more, Wheelie, Missle Boost, and Rocket Boost can be dismounted, during which time the bike will act as a projectile, and their effects are listed as such:
Wheelie will collide with the target for 9% and minimal-moderate knockback, and will flip and bounce backwards and then crash, but the hitbox is only active until the bike level's itself back out, in which case it will ride on harmless.
Missile Boost will do the same ammount of damage as it would have with the Rider, but it will crash once it hits the ground. Unlike other crashes, there will be a minor 6% damage hitbox for a little bit while the bike is sliding on the ground.
Rocket Booster will launch up at a high angle, then right before the apex start flipping over, arching and falling downwards. Before is starts flipping out of control it will do the same damage as it would have with the rider, but while flipping will have minor-moderate upward diagonal knockback with 10% damage.
Moveset (Off Bike)
Neutral A-A-A - 2 jabs (front hand then back hand), dealing 2%, then 3%. 3rd hit is a side kick with lowish knockback and 5% damage at tip, with a 3% sourspot on upper leg that has a higher angled knockback.
F Tilt - Sobat - A jumping sobat kick with slight horizontal movement. Somewhat slow startup, dealing 11%. The attack doesn't actually put Mach Rider in an air state.
Utilt - After Burn - Fires torch straight upwards. Multihit move, all connect 9%-13%, although the linking is mediocre, and final hit doing mild upwards knockback with fairly long hitstun.
D Tilt - Slide Kick - Slide forward a bit with leg sticking out with some start up lag. Has small vertical knockback and is useful as a combo starter, but is notably unsafe unless perfectly spaced. 6%
F Smash - Wrench Smash - Twirls the wrench in his hand during the charge up, and then swings the wrench in a wide arch downwards for moderate-high knockback and 16-21% and high endlag. Has a 12-17% sourspot on arm.
U Smash - Wrench Swat - Swings the wrench in a fairly wide arch over his head front to back with moderate mostly vertical knockback and 14-17% and has moderate endlag. Great anti-air and pretty good in low percent combos.
D Smash - Wild Wrench - More or less a shorter ranged version of Marth's dsmash without a tipper. The damage is identical, but the knockback is a little more on the horizontal side.
Dash Attack - Cold Shoulder - Your generic Captain Falcon shoulder ram
Nair - Flying Squirrel - Bellyflop. Works as a standard, moderate knockback sex kick, but with long range. 8%~4%
Fair - Wrench Bash - A wide, forward wrench hit with moderate-high knockback and relatively slow start up. Can be used as a kill move at high percents. 12%
Bair - Drop Kick - A drop kick behind with moderate knockback. 10% Noticable landing lag
Uair - Sky Flare - Upward multihit torch attack, totalling 9% damage, with last hit doing moderate upwards knockback.
Dair - Stomping - 3 down ward kicks with alternating legs, dealing4%, 4% then 6%. Small hitbox, first 2 hits do minor damage. 3rd hit is a meteor at the tip of the foot but a minor pop up on leg, potentially useful in combos.
Zair - Bike Chain - Throws a bike chain out horizontally. 4% and small knock back, typical zair.
Neutral B - Explosion - Pull out a remote and detonates the bike for about 25% or so. Is a kill move averaging around 90%. The bike will of course be destroyed, and there's a catch: you can also get hit by the explosion. Have fun with that. It is highly telegraphed and has fairly large start up lag so it can hard to set up, and also has pretty high ending lag too.
Side B- Tire Iron - Mach Rider throws an X-Shaped tire iron forwards, with the angle and distance varying depending on direction [up/down] and whether the input was smashed or tilted. Will bounce of the ground once, afterwards will despawn when making contact with ground again. The iron will bounce higher depending on how high it was thrown from, but horizontal velocity will be cut in half once it bounced. Will do 7% damage before hitting the ground, 10% if smashed, with moderate knockback (with very little scaling) at about 50 degrees upwards. After hitting the ground, will do 2% damage, with minimal hitstun and knockback. The move has a relatively high amount of endlag, and only one can be on the field at one time. [Possible: Perhaps the tire iron can be considered an item?]
Up B - Rising Chain - A move semi cloned from ZSS Up B, but with different hit, instead only dealing minor vertical knockback which slightly increases with a sweetspot at the tip. The chain is notably shorter than plasma whip. Will leave helpless if used in the air.
Down B (bike out) - Mount - When on top of the bike, you get back on the bike. Also works when the bike is airborne, in which case you keep whatever momentum you had when you used the move, although there's a few frames of lag before you can act out of it again.
Down B (bike gone) - Whistle - When cooldown on bike respawn is over, using this will call a new bike to materialize to a bit above your position and will automatically be mounted. The move has about a .75 second start up, and fall speed is greatly reduced during this time. Furthermore, the bike will not start moving on it's own - to get a significant boost, Mach Rider has to use one of his specials.
Grab Uses the chain for a tether grab
Pummel - 2% Elbow Strike, although is pretty fast
F Throw - Headbutt - Does a headbutt, dealing 11% damage, with moderate knockback. Helmets are pretty hard.
B Throw - Irish Whip - Slings opponent behind, dealing mild-moderate horizontal knockback and 8% damage
U Throw - Wrench Uppercut - Uppercuts with wrench -.- Setting up follow ups at low percents but afterwards sending too far to do much out of. 8%
D Throw - Overheat - Throw target to ground, dealing 3% damage, followed by torch multihit dealing 5%, last hit dealing minor knockback. Functionally similar to Ness dthrow.
Moveset (Universal)
Final Smash - Mach Rider - Engulf the bike in flames and go light speed horizontally across the screen, dealing 60% and high vertical knockback. (note that being dismounted will spawn a bike for EB Rider regardless of cooldown status). It is implyed the he goes around the entire planet, and will land back when he started.
Final Smash? - Evel Knievel - If you hold the taunt button while performing the Final Smash, instead of going around the world, you instead zoom straight off the blast zone, taking your own stock along with anyone that may have been hit.
Ledge Attack > 100% - Rolls forward into a forward torch, dealing 7% multihit damage.
Ledge Attack < 100% - Slowly gets on stage before clumsily falling over, dealing 10% damage and mild-moderate knockback, but also leaves Mach Rider in a knockdown state
While on his bike, EB Rider is a potent and overwhelming offensive force, with great speed and power, and even a large disjoint on many of his moves, yet he is also hard to control, and a good read could potential shut down is offense for a while. In order to thrive he must keep his pressure high and his adrenaline higher. His off stage and edge guarding game is potentially very deadly, but also very risky. While his recovery can be hard to thwart, sometimes he will be forced to ditch his bike in order to cover his way back to the stage.
When off his bike, EB Rider has to play a bit more conservatively, as he is not quite the champion hand to hand master he thinks he is. His offensive pressure is lost, but he's far from helpless. While he loses out on the kill power he had while riding his motorcycle, he can still hit fairly hard in the right circumstances, and is better at playing defensive on stage. His combo game is a little sketchy but still present, and he proves a bit easier to control. Plus the change of pace will confuse opponents. Edge guarding is easier overall but not as strong as when he's riding. But when he's the one being edge guarded, there's a pretty good possibility that he isnt going to make it back without some luck, due to a lack of recovery moves outside of his psuedo-tether.
Dismount and mount are powerful mixup tools, allowing him to change his character's entire composition at will. Dismount cancelling allows the bike to become a threatening projectile covering his on-foot approach, limiting his opponent's options while taking the risk of losing some of his own. Even when the bike isnt moving, if the player is clever enough he can set up his opponent into Explosion, and if he's feeling like a dare devil, can even go super high risk and use Explosion offstage to either do some unorthodox recovery or sacrifice a stock for the chance to take one from his opponent by surprise. In fact he has more than a few ways to pull off unorthodox suicide kills, although unlike other characters it can sometimes take a bit of finesse to die in the coolest way possible
The risk taking and self damaging "bail" moves are fun and completely in character (atleast if you suck at excite bike like me) Overall he's the pinnacle of high risk, high reward, who is really awkward yet fun to use, to fight, and to watch, having to deal with 2 different move sets which can be switched in a moment's notice, and tactics that are lethal to himself and everyone around him. You can dominate your opponent, but if you 4 stock you are playing him wrong.
Dismount Cancelling (from another post)
Well the original intention was that dismount canceling would only work on his side B and Up B, I think being able to dismount cancel his normals would end up being way too broken sadly.
However dismount cancelling will let you do basically any of his off bike moves afterwards, so if you like you could dismount cancel wheelie, then Wrench Throw from a distance, or when up close attack a character's shield again with an airial, and try to cross up with Dair or something (or wait until you land and go for a grab/whatever).
And you can dismount cancel as long as the front end of the bike is still up, so you could wheelie past a shielding character, the dismount cancel and follow up with a bair or just apply pressure in general.
Dismount canceling missile boost or rocket boost can also be used for edgeguards, as you have what basically ammounts to a wieird projecctile covering and area while you attack from another.
Dismounting without a cancel can still allow you to mix up because you could be going full speed in the air, and then suddenly jump off your bike backwards and do whatever then. You could potentially go for some insane (yet possibly suicidal) edgeguards doing this too.
Going deep for an edgeguard is basically suicidal, but at the same time you can also cover a lot of area with dismount canceled specials, in which case something is bound to hit and probably kill your target. If you set it up will a hard read, you can potentiall dismount cancel a special, have the bike hit your target, and then mount the bike in midair to help your recovery and make you look awesome, although you might have to dismount again to make it back on stage depending on how far you are. Keep in mind that whenever you are dismounted from the bike, your recovery is easily the worst in the game so be careful. Or not. YOLO.
(also dismount is basically another jump, but it will not restore your double jump if used, so if for some strange reason you intend to actually make it back after you go that deep, which you probably wont, it would be a good idea to save your double jump.)
Another thing to remember with edgeguarding and recovery is that if you are on your bike and you grab the ledge, the bike will drop straight down into the blast zone. Because of this its important to try to get both you and your bike back to the stage, and dismount is the main way to do this if it looks like you cant just hop back on. However you can still use the bike drop on ledge to screw up some really low recoveries, similar to the gimping abilities of Sonic's Spring Jump, but with much more sacrifice in that you lose half of your moveset among other options in doing so. (or if your opponent is really low and you are feeling daring, you can drop the bike at the ledge, then jump off the ledge and use Explosion. You can do similar tricks with this using dismount cancels at the right time, but keep in mind that Explosion has substantial start up lag so it might take a pretty good read to do this)
Holy s*** I really want this to happen why did I have to put this much thought into it.
Last edited by goml on Sat Jun 25, 2016 4:38 pm, edited 50 times in total.
|
Wed Dec 03, 2014 11:49 pm |
|
|
TSF|Cookies
BR Member
Joined: Fri Sep 26, 2014 1:33 pm Posts: 2002 Country:
Gender: Male
MGN Username: TSF|Cookies
Currently Playing: PM, Melee, Ultimate, Hollow Knight
|
| | | | FedoraTheExplorer wrote: Went full autism mode an actually did this...
Excite Bike Rider.
General Approximate Stats:
(On Bike) Speed: Walk Speed and Run speed are identical to Fox. Dash dance is fairly long.around in dash is slower than most. Dash start up is also fairly low. Air: Typically around Fox speed, except when jumping from a charged up Side B. Fall speed, Fast Fall Speed, and Air Mobility match Captain Falcons roughly. Jump: Low. FJ is a bit higher than Samus´s SH. SH is half the height. Double Jump is same as Samus's. Jump squat is surprisingly long, lasting about as long as Melee Ganondorf. Weight: Heavy
(Off Bike) Speed: Walk speed identical to MegaMan, Run speed is just slightly slower than Mario. Dash dance/turn/startup are pretty average. Air: Air speed matches his walk and run. Fall speed/Fast Fall speed similar to Ichigo's. Has Mario's Air control. Jump: All jump stats identical to Megaman Weight: Medium-Heavy
(Universal) Average rolls and spot dodge, yet abnormally fast getup/tech rolls and spot tech
Ride System: EB Rider starts of the round on his Bike, but can get off his bike on will. While on or off his bike he has access to vastly different movesets. In general, he's much more mobile and has more kill power on his bike than off, and also can recover better on his bike than off, although may have to resort to ditching the bike as a last resort.
There are a couple ways to get knocked off the bike. 1) Some moves will dismount the Rider on will. 2) Rolling or spotdodging will dismount 3) Grabbing the ledge will drop the bike straight down, although the bike will have a 6% damage hitbox with light knockback. 4) Grabbing a character will dismount (however the bike will be propped up on a kickstand) 5) Getting grabbed will dismount the rider 6) Missing a ground tech.
While the bike will carry it's momentum and will either eventually stop and fallover, or fall off a ledge, where it will either fall off the blast zone, or crash and while carrying some of it's momentum if it hits a solid surface solid surface. In most cases (which the exception of some dismount canceled specials) the bike will not have a hitbox, but it does have a hurtbox. While the bike itself is immune to grabs, it will ignore low priority projectiles, but will crash when colliding with a high priority projectiles. Physical attacks with more than a slight ammount of knockback will also crash the bike. Furthermore, contact will a wall will crash it on the spot, and it will fall straight down if applicable.
Whenever the bike is destroyed, it will take 30 seconds for it to be able to respawn.
Uniquely, any momentum from a jump will carry on when you hit the ground, unless you were in the middle of an air attack when landed, in which case you will only slide very briefly.
Moveset (On Bike)
Neutral A - Blow Torch - Shoot a blowtorch in front of the bike, doing 3% damage and minor-moderate knockback, mostly enough to knock the enemy away.
F Tilt - Stoppie Whip - A tailspin attack, doing a 360 pivoting on the front wheel. 8% with moderate horizontal knockback. Long range, but fairly long end lag.
U Tilt - Bunny Hop - A tiny hop in place, doing 6% and knocking it's target straight up in the air. High priorirty, hitbox is on rider's body. Kinda slow start up.
D Tilt - Bike Sweep - 270 semi circle ground sweep using the bike, dealing 7 damage and minor-moderate 45 degree knockback.
F Smash - Iron Horse - Rider does a 360 wheelie in place, holding the wheel up after the spin up high while the move charges. Then slams the wheel down hard, doing high knock back and 18-29%. Very slow but very powerful kill move.
U Smash - Wrench Smash - Swings a wrench in a arch above his head, dealing 13-22% and moderate-high mostly vertical knockback.
D Smash - Cyclone - A most likely physically impossible 900 donut, with the rider's foot placed on the ground as pivot running the motorcycle in a circle. 5 possible hits, functioning like peach's down smash but with a disjoint and slower start up/end lag. 6-8% per hit. Moderate knockback.
Dash Attack - Powerslide - Slides the bike horizontally doing 7% damage, with moderate mostly horizontal knockback. The only normal that can be dismount canceled.
Nair - Front Flip - Do a front flip with the bike. 12% Damage and moderate knockback (direction depending on timing of hit), hitting a 270 arc from back to front. If you don't land the bike clean on the ground you crash the bike, dealing 4% self damage and untechable fall, in which case leads to Dismount, so you better have some air before using this.
Fair - Nac Nac - Turn bike side ways while kicking forward with both legs, doing moderate diagonal knockback and 9% damage.
Bair - Superman Seat Grab - Grabs the back of the seat with legs fully extended backwards. Very slow start up and narrow hitbox. Sweetspot is in the feet, sour spot in legs. Sourspot does 7% damage and minor knockback, while sweetspot does 12% and has moderate-high knockback. A difficult to land but potent kill move.
Uair - Heart Attack - Tilting the bike downwards, Rider does a upward handstand kick with both feet. 10% damage and moderate, purely vertical knockback.
Dair - Spin Attack - 540 horizontal spin with the bike, using a jet booster. Potential 3 hits with low knockback doing 5% each. Will reverse the direction that the user is facing.
Neutral B- Wrench Throw - EBDriver throws a wrench in front of him with a slight upwards angle before arching downward. Will bounce of the ground once, afterwards will despawn when making contact with ground again. The wrench will bounce higher depending on how high it was thrown from, but horizontal velocity will be cut in half once it bounced. Will do 7% damage before hitting the ground, with moderate knockback (with very little scaling) at about 50 degrees upwards. After hitting the ground, will do 2% damage, with minimal hitstun and knockback.
Side B - Wheely(Ground) - a charge up special that allows you to basically go full force high speed ram with the bike. Charge levels effect damage, speed, and duration. The attack part of the move will involve the actual wheely, but after a bit the front end of the bike will fall back to the ground, transitioning to a regular dash. The sweet spot is in front of the bike which will launch at a somewhat upwards angle, while the sourspot is on top and slightly behind will knock at a 80 degree angle backwards with minimal knockback, and has lower priority. During the animation where the front in falls back down the sweet spot will semi spike airial targets, while simply launching at a lower angle for grounded targets. There are 3 stages of charge: The stage 1 results in standard dash speed 4% sourspot, 8% standard, and 12% sweetspot, while stage 2 results in Sonic dash speed levels and somewhat higher knockback with 6% sourspot, 11% standard, and 14% sweetspot. Stage 3 is unique however, in that instead of charging forward, the Rider will lose control and fall of his bike, resulting in untechable knockdown and 1% self damage, while the bike goes flipping of at an upwards angle, which will deal 12% damage and moderate diagonally upward knockback. Stage 3 will always lead to the Rider being off his bike.
Side B - Missle Boost(Air) - Similar to Wheelie, a chargeable horizontal ride move. There is also a hit box from the jet boosters in the back of the bike that will semispike with moderate knockback, dealing 8% stage 1, 12% stage 2, and 15% stage 3. While there is no tire sweet spot, there is a standard hitbox in front of the bike, and a sour spot else where, and the knockback and damage is identical to Wheelie.
Up B - Rocket Boost - Propels the bike upward diagonally with rocket boosters from the back. The start up is pretty slow but will also slow falling when used in the air. Can be charged for 10 frames longer for a little bit of distance increase and damage increase. There is also a sweet spot from the jet engine that will meteor.
Down B - Dismount - Jump off the bike, which will then apply the same effect to the bike as if Rider was grabbed. Further more, Wheelie, Missle Boost, and Rocket Boost can be dismounted, during which time the bike will act as a projectile, and their effects are listed as such:
Wheelie will collide with the target for 6% and minimal-moderate knockback, and will flip and bounce backwards and then crash, but the hitbox is only active until the bike level's itself back out, in which case it will ride on harmless.
Missle Boost will do the same ammount of damage as it would have with the Rider, but it will crash once it hits the ground. Unlike other crashes, there will be a minor 6% damage hitbox for a little bit while the bike is sliding on the ground.
Rocket Booster will launch up at a high angle, then right before the apex start flipping over, arching and falling downwards. Before is starts flipping out of control it will do the same damage as it would have with the rider, but while flipping will have minor-moderate upward diagonal knockback with 8% damage.
Moveset (Off Bike)
Neutral A-A - 2 jabs (front hand then back hand), dealing 2%, then 3%. Small diagonal knockback.
F Tilt - More less Ness f-tilt but without the midget legs. 6%
U Tilt - Shoryuken[Citation Needed] - EB Rider attempts to do a move he saw in a video game. Does a 360 spin. Has little vertical knockback, used mainly as a combo starter/anti air. Fairly slow start up but lag is minimal. 8%
D Tilt - Slide Kick - Slide forward a bit with leg sticking out. A fairly long range poke with small horizontal knock back, 6%
F Smash - Wrench Smash - Twirl wrench in hand, then a wide vertical swing with the wrench in front of him, dealing 10-16% and mostly vertical knockback. Can follow up with another wide swing, this time upward, dealing 12-20%, with a comparatively more vertical knock back. While this is similar to Link's fsmash, the range isnt as great, and while the follow up is slower and only guaranteed at very low percents, the first hit is safe on block against anyone without a tether due to high shield knockback. The followup attack doesn't have this luxury however, but is still decent for mixups.
U Smash - After Burn - Fires torch straight upwards. Multihit move, all connect 14%-19%, final hit doing moderate upwards knock back with long hitstun.
D Smash - Wild Wrench - More or less a shorter ranged version of Marth's dsmash without a tipper. The damage is identical, but the knockback is a little more on the horizontal side.
Dash Attack - Stunt Dive - Dives headfirst straight forward while spinning, dealing multiple hits with moderate knockback, dealing 12% total possible damage. Has rather high shield knockback. User can actually go off stage/platforms with this attack, flipping forward, after which he can act with any airial attack. If user lands too early in the move (including using it on a perfectly flat surface) he will be forced into knockdown, and will deal 2% to yourself.
Nair - Flying Squirrel - Bellyflop. Works as a standard, moderate knockback sex kick, but with long range. 7%~3%
Fair - Wrench Bash - A wide, forward wrench hit with moderate-high knockback and relatively slow start up. Can be used as a kill move at higher percents. 11%
Bair - Drop Kick - A drop kick behind with moderate knockback. 8%
Uair - Sky Flare - Upward multihit torch attack, totalling 9% damage, with last hit doing moderate upwards knockback.
Dair - Stomping - 3 down ward kicks with alternating legs, dealing 3%, 3% then 6%. Small hitbox, first 2 hits do minor damage but 3rd hit meteors, albeit not quite as hard as most.
Neutral B - Wrench Toss - Identical to On Bike Wrench Toss.
Side B - Bike Chain - Throws a bike chain out horizontally. 3% and small knock back, but also fuctions similar to other characters' Z-air in that while airborne it can be used as a long range poke, as well as a tether ledge grab.
Up B - Explosion - Remote detonates the bomb for about 16% or so. Is a kill move averaging around 90%. The bike will of course be destroyed, and there's a catch: you can also get hit by the explosion. Have fun with that.
Down B (bike out) - Mount - When on top of the bike, you get back on the bike. Also works when the bike is airborne, in which case you keep whatever momentum you had when you used the move, although there's a few frames of lag before you can act out of it again.
Down B (bike gone) - Whistle - When cooldown on bike respawn is over, using this will call a new bike to teleport to a bit above your position. It has a 6% hitbox with minor horizontal knockback when falling, but once it hit's the ground it becomes inactive. (Imagine using this off the ledge, and then immediately blowing the bike up again for some sort of wicked edgeguard)
Moveset (Universal)
Pummel - 2% Elbow Strike
F Throw - Headbutt - Does a headbutt, dealing 10% damage, with moderate knockback. Helmets are pretty hard.
B Throw - Irish Whip - Slings opponent behind, dealing mild-moderate purely horizontal knockback and 7% damage
U Throw - Wrench Uppercut - Uppercuts with wrench -.- Setting up follow ups at low percents but afterwards sending too far to do much out of. 8%
D Throw - Overheat - Throw target to ground, dealing 3% damage, followed by torch multihit dealing 5%, and then the torch overheats, exploding dealing another 8% and moderate-high knockback, while Rider himself is blown backwards, taking 8% his self as he goes flying the opposite direction. This is a kill throw, but you can just as easily kill yourself with it too if you use it at the wrong (or right) time.
Final Smash - Mach Rider - Engulf the bike in flames and go light speed horizontally across the screen, dealing 60% and high vertical knockback. (note that being dismounted will spawn a bike for EB Rider regardless of cooldown status)
Ledge Attack > 100% - Rolls forward into a forward torch, dealing 7% multihit damage.
Ledge Attack < 100% - Slowly gets on stage before clumsily swinging with a wrench, dealing 8% and fairly high set knockback
While on his bike, EB Rider is a potent and overwhelming offensive force, with great speed and power, and even a large disjoint on many of his moves, yet he is also hard to control, and a good read could potential shut down is offense for a while. In order to thrive he must keep his pressure high and his adrenaline higher. His off stage and edge guarding game is potentially very deadly, but also very risky. While his recovery can be hard to thwart, sometimes he will be forced to ditch his bike in order to cover his way back to the stage.
When off his bike, EB Rider has to play a bit more conservatively, as he is not quite the champion hand to hand master he thinks he is. His offensive pressure is lost, but he's far from helpless. While he loses out on the kill power he had while riding his motorcycle, he can still hit fairly hard in the right circumstances, and is better at playing defensive on stage. His combo game is a little sketchy but still present, and he proves a bit easier to control. Plus the change of pace will confuse opponents. Edge guarding is easier overall but not as strong as when he's riding. But when he's the one being edge guarded, there's a pretty good possibility that he isnt going to make it back without some luck, due to a lack of recovery moves outside of his psuedo-tether.
Dismount and mount are powerful mixup tools, allowing him to change his character's entire composition at will. Dismount cancelling allows the bike to become a threatening projectile covering his on-foot approach, limiting his opponent's options while taking the risk of losing some of his own. Even when the bike isnt moving, if the player is clever enough he can set up his opponent into Explosion, and if he's feeling like a dare devil, can even go super high risk and use Explosion offstage to either do some unorthodox recovery or sacrifice a stock for the chance to take one from his opponent by surprise. In fact he has more than a few ways to pull off unorthodox suicide kills, although like other characters it can sometimes take a bit of finesse to die in the coolest way possible
The risk taking and self damaging "bail" moves are fun and completely in character (atleast if you suck at excite bike like me) Overall he's the pinnacle of high risk, high reward, who is really awkward yet fun to use, to fight, and to watch, having to deal with 2 different move sets which can be switched in a moment's notice, and tactics that are lethal to himself and everyone around him. You can dominate your opponent, but if you 4 stock you are playing him wrong.
Holy s#%$& I really want this to happen why did I have to put this much thought into it. | | | | |
Awesome. One question, does his grab range change when Mounted/Dismounted? And will using Overheat Dismount or throw the bike with the driver? Ok, made two questions now. I would actually start maining this guy^^
|
Thu Dec 04, 2014 10:11 am |
|
|
goml
BR Member
Joined: Sat Aug 23, 2014 12:22 pm Posts: 1448
Gender: Female
|
The grab range is the same relative to the rider, however the bike is a bit in the way so in general it can be harder to land when idle. Dash grab would have the same range but seeing as you are much faster on the bike it would be much easier to land. Dash grab on bike is also a little strange, in that when you land the grab, you will swing behind the opponent along with the bike, and you would be facing the opposite direction of where you grabbed afterwards. (i should post this in there too its something i kinda forgot about) As for D Throw, I haven't really thought of that but it sounds awesome. With that at certain percents you could grab the bike while it's flying off in the air on your way back to the stage to help with recovery and score some cool points. Granted that would be very situational, but still. Gonna go ahead and add these. This would be a pretty gimmicky character but i wouldn't really call him bad lol.
|
Thu Dec 04, 2014 10:24 am |
|
|
Starkiller
SSF2 Developer
Joined: Tue Dec 11, 2012 6:47 pm Posts: 2316 Location: BC Country:
Gender: Male
Currently Playing: Complacency breeds weakness. My opponents won't stop getting stronger, neither will I.
|
Is "dismount canceling" hopping off the bike in the middle of a move to make a ground-based follow up possible? For instance, could I hit them with dsmash, cancel it by dismounting, and then I could grab my opponent while they are still in hitstun? If so, this gives him crazy mixup potential on shields.
_________________Men that are trapped by the chains of "maybe" can never reach their dreams! The weak are washed away by the tides of fate. The strong drink it up. No matter the man, we all wear masks. Whether it be over our faces or over our hearts.Youtube: NinjaLobsterStudios Stream: twitch.tv/ninjalobster
Click to expand thumbnail
|
Thu Dec 04, 2014 10:29 am |
|
|
goml
BR Member
Joined: Sat Aug 23, 2014 12:22 pm Posts: 1448
Gender: Female
|
Well the original intention was that dismount canceling would only work on his side B and Up B, I think being able to dismount cancel his normals would end up being way too broken sadly. However dismount cancelling will let you do basically any of his off bike moves afterwards, so if you like you could dismount cancel wheelie, then Wrench Throw from a distance, or when up close attack a character's shield again with an airial, and try to cross up with Dair or something (or wait until you land and go for a grab/whatever). And you can dismount cancel as long as the front end of the bike is still up, so you could wheelie past a shielding character, the dismount cancel and follow up with a bair or just apply pressure in general. Dismount canceling missle boost or rocket boost can also be used for edgeguards, as you have what basically ammounts to a wieird projecctile covering and area while you attack from another. Dismounting without a cancel can still allow you to mix up because you could be going full speed in the air, and then suddenly jump off your bike backwards and do whatever then. You could potentially go for some insane (yet possibly suicidal) edgeguards doing this too. Going deep for an edgeguard is basically suicidal, but at the same time you can also cover a lot of area with dismount canceled specials, in which case something is bound to hit and probably kill your target. If you set it up will a hard read, you can potentiall dismount cancel a special, have the bike hit your target, and then mount the bike in midair to help your recovery and make you look awesome, although you might have to dismount again to make it back on stage depending on how far you are. Keep in mind that whenever you are dismounted from the bike, your recovery is easily the worst in the game so be careful. Or not. YOLO. (also dismount is basically another jump, but it will not restore your double jump if used, so if for some strange reason you intend to actually make it back after you go that deep, which you probably wont, it would be a good idea to save your double jump.) Another thing to remember with edgeguarding and recovery is that if you are on your bike and you grab the ledge, the bike will drop straight down into the blast zone. Because of this its important to try to get both you and your bike back to the stage, and dismount is the main way to do this if it looks like you cant just hop back on. However you can still use the bike drop on ledge to screw up some really low recoveries, similar to the gimping abilities of Sonic's Spring Jump, but with much more sacrifice in that you lose half of your moveset among other options in doing so. (or if your opponent is really low and you are feeling daring, you can drop the bike at the ledge, then jump off the ledge and use Explosion. You can do similar tricks with this using dismount cancels at the right time, but keep in mind that Explosion has substantial start up lag so it might take a pretty good read to do this) If this character was to somehow come into existance, I'd imagine it being one of those characters with a very low skill floor and a very high skill ceiling. A character that scurbs will themselves constantly with, and one that pros will also kill themselves constantly with, but with style. A character's who's main purpose is to be as hype as possible. So I added a few more details in the post, including special fall status on some specials and the bike's projectile properties. And also how Chibi Robo's Down B will effect it.
|
Thu Dec 04, 2014 10:33 am |
|
|
TSF|Cookies
BR Member
Joined: Fri Sep 26, 2014 1:33 pm Posts: 2002 Country:
Gender: Male
MGN Username: TSF|Cookies
Currently Playing: PM, Melee, Ultimate, Hollow Knight
|
Ok, I just had another idea, hope this one is better! And yeah, I highly doubt this will happen with the same mechanics as it propably would be too much for a Flash Game, but I thought it would be interesting to have it like this. Lucario (since Pokémon Diamond/Perl on the DS) General Information:Aura Meter System:Lucario´s Aura (and thus his power) grows with the damage he deals. He has to deal 100% do fully charge his Aura, 1% damage equal one point of his Aura Meter. The AM goes from 0 points until 100 points, and having high Aura brings a lot of advantages. For 50 points and 100 points Aura, Lucario gets a small boost in power (1% more extra damage for 50 points, 2% more if you reach 100 points) and speed. This brings noticable differences. Furthermore, for 50% and 100% storage, Lucario gets access to the "Aura Specials", which are special in that they are basically a powered up version of his normal specials. If the charge isn´t enough when you attempt to use an Aura Special, nothing will happen but Lucario going on his knees for two seconds on the ground or being helpless for two seconds in the air. If Lucario gets killed, his AM is reset to 0 points. Lucario does not change his appearance if his Aura grows, but a look at your foe´s damage counter will help with that. You can unleash Aura Specials by pressing the special attack button, holding it and pressing A while still holding B. Aura Specials deplete Lucario´s Aura at different rates, but some of his normals do so too. Any move that uses Aura to work will not get any boost from the Aura Meter System, keep that in mind. Entrance: Same as Brawl. Size: As big as Megaman. Weight: Medium-heavy. Speed: About Kirby´s speed. 50 points of Aura: As fast as Sora. 100 points of Aura: As fast as Pikachu. Air speed: Bad. Very bad air mobility. 50 points of Aura: Average, both speed and mobility. 100 points of Aura: Great air speed and mobility. Fall speed: A bit above average. Jump height: A tad above Average. Roll: Lucario flashes and makes a small step to the side using ExtremeSpeed. Moveset:Standard A: Bone Rush - Lucario summons two bones in his hands and does a 3-hit combo. 1st hit: Horizontal strike with left bone, 3% per hit. 2nd hit: Stab with right bone, pulling victims in for the final hit. 2% per hit. 3rd hit: Lucario slams his bones together in a fashion similar to Tails´s FSmash, but dealing less knockback and hitstun of course. The bones break in the process, but this has no effect. 5% per hit. Cannot be followed up safely due to little hitstun, more used to get some space to breathe if your opponent is up close. FTilt: Metal Claw - Lucario pierces forward with both hands and slices his victim with his claws. 7% per hit. High ending lag, but moderate Knockback and a surprising kill move at high (and I mean really high) percentages. Decent range. UpTilt: Close Combat(?) - Lucario does a flip while kicking with one of his feet. Animation just like in Brawl. Great juggler and combo starter. 2% per hit, but can be followed up by itself at lower percentages and by any airial at higher ones. DTilt: Bone Rush - Lucario uses his bones to stab in font of him and behind him at the same time. Pokes the edge just like Marths´s DTilt. 4% per hit. Good range, but little Hitstun and KB. FSmash: Aura Flare - Lucario imitates his side taunt from Project M and releases a small Aura Burst in front of him. Range increases with charge. This is a very powerful attack and his best kill move by far, but is very punishable due to very high ending lag and bad startup. Bad Shield-Knockback. The move halves Lucario´s Aura Meter regardless of charge and does 5% recoil damage. If the Aura Meter is under 60, Lucario won´t attack, but become dizzy for a small while, just like his shield was broken, lose all his Aura and deal 10% recoil damage. 17% if uncharged, 26% if fully charged. If fully charged, this move has a huge hitbox, but also higher startup, and even higher ending lag. If the attack misses, Lucario´s Aura still decreases, but loses only 15 points and gets no recoil. Hitting a shield counts as missing the attack. Aura Meter System does not apply. UpSmash: Shoryuken/Sky Uppercut - Basically a rip-off from Project M Lucario. Deals multiple hits. Two weak hits deal 3% regardless of charge and Aura, but third hit is a bit more powerful strike and does 5% if uncharged, 9% if fully charged. Can be SDI´ed out of pretty easy. Little kill power, but is useful to start combos into itself or Airials. DSmash : Dark Pulse - Lucario´s animation for this move is just like his Brawl´s DSmash, but works somewhat different. Lucario summons a Dark Aura on his sides, pulling opponents in. 8% if uncharged, 17% if fully charged. Good knockback, but little to none hitstun. One of Lucario´s best spacing tools due to great range, but the move is fairly slow in use. Nair: Aura Spin. Lucario spins around once, using his Aura Charged fists for the damage output. Range is very small, but increases with Aura Charge. Max range is a disjoint. Sweetspot is on Frame 1, dealing 12% damage and making it a potent kill move. Sourspot is Frame 2 and onwards, dealing 7% per hit and making it a viable combo starter. Has noticable startup. Fair: Aura Kick - The Aura Pokémon kicks forward with his right foot, causing moderate knockback and dealing 6% per hit. Decent combo finisher, but lacks power in terms of Knockback. A bit slower than Dair. Bair: Aura Release - Lucario uses his Aura to emmit a small burst of Aura behind him. Depletes Aura Meter by five points. If no Aura or not enough Aura was stored, this move becomes a total joke, dealing 1% on hit and no knockback, leaving Lucario wide open. Otherwise, this move is somewhat of a kill move and deals 9% per hit. Decent range, but also with ending lag giving plenty of time to punish of missed. Aura Meter System does not apply. Lucario´s slowest air move. UpAir: Aura Flip - Lucario does a backflip mid-air, kicking his foe with his left foot. Works like his UpTilt. 4% per hit. Great combo starter and extender. Very little KB, but moderate Hitstun. As fast as Fair. Dair: Aura Feet - Lucario stomps three times under him, using Aura emitting from his feet to extend the range of this attack. 2% per hit, hitting foes upwards with little Knockback. If Aura is above 50 points, the power increases to 3% per hit, sending opponents downwards as a very weak spike. If his Aura Meter is full, this move becomes even stronger, dealing 4% per hit and sending his enemy to his side, allowing to escape and/or follow up due to decent hitstun. Great hitbox. Stops all monumentum and is his fastest Airial. Neutral B: Aura Sphere - This one is obvious. The Sphere gets more power if his Aura Meter reaches 50 points/100 points, increasing range and size of the blue orb by 25% repectively. 4% if uncharged, 12% if fully charged with Aura Meter under 50 points. Can be charged mid-air. To stop charging, use your shield, roll away by pressing Left/Right or Airdodge. The direction of Aura Sphere can be altered similar to Smash4 Mega Man´s Metal Blade. Max range covers 2/3 of FD, smallest range barely gets any distance before disappearing. Aura Sphere is a great kill move if fully charged. If Aura Meter is full, Aura Sphere gets a small homing bonus. Great KB and hitsun. Speed is about Wario´s Shoulder Bash. If you hold B, you can control it´s path, but Lucario won´t be able to move until he gets hit or you release B. Controlling he Aura Sphere depletes your Aura Meter by 15 points, and any Knockback done to Lucario meanwhile gets doubled, so be careful! Aura Special Version:Aura Bomb - Lucario uses 50 points of his Aura Meter to create a huge Aura Sphere with great power, range and very slow travel speed. Powershielding is hard to time due to a small zigzag course, but it will stop the Orb without turning it around, same goes for any reflecting move, making it a good counter against Lucarios that approach right behind the Aura Bomb. If reflected, everyone can be hurt by it except the one who reflected it, obviously. Deals 25% if it connects. Opponent can be grabbed and pummeled to have them hit the Aura Bomb directly, or thrown into it to be more stylish. Foes can even be hurt by this move if Lucario grabbed them right before the AB connects. Side-B: Force Palm - Same as Project M. 9% per hit, sends victims straight down mid-air. Aura Special Version:Aura Palm - Lucario summons a huge Force Palm in front of him, dealing very little KB and only 3% damage. If a foe is grabbed however, Lucario will deal 15% on hit, sending opponents away with high KB and at a semi spike angle. This move depletes The Aura Meter by 50 points. Great kill move. Up-B: Psychic - Lucario glows in a strange Aura and hovers upwards. Similar to Pit´s Up-B in Brawl. Gives armor for moves that deal 9% damage or lower, regardless of Knockback. If he gets knocked out of the move, he can use Psychic again after 1.5 sceonds. Doesn´t make Lucario helpless. The Aura Pokémon can hover for three seconds straight without landing in any direction. Good air control and high speed. Can be cancelled by any airial, but Lucario loses his double jump and can´t use Psychic again until he lands, grabs a ledge or gets hit afterwards. Grabbing a ledge sets the Hover Timer to one second, being hit gives you two more Flight Seconds and landing gives you your full Psychic Power back. No damage. If no Double Jump is left, this move will make Lucario helpless no matter what. You can´t use your DJ aftwerwards. High landing lag if Psychic ends mid-air, but no lag if he lands on the ground directly, giving him a chance to followup. Aura Special Version: Aura Flight - Works just like Psychic, but is even faster, lasts five seconds and gives super armor for the whole duration of the move, meaning you take damage, but no Knockback. Cannot be cancelled. Depletes Aura Meter completely, regardless of Aura stored beforehand. Aura Meter has to at 75 points or higher to use this move. Lucario deals damage on contact, delivering a small 1% hit and pushing foes away from him. Down-B: Nasty Plot - Lucario powers himself up by going into having a spawning above his head before it turns into a and disappears. This move is somehat similar to Lucas´s Offense Up in Project M. However, only his Aura Sphere gets a boost, increasing Knockback and power by 50% of the original damage output, but also firing a fully charged Aura Sphere right away without having to charge one beforehand. Homing effect is included. Size is 50% bigger than a normal fully charged Aura Sphere. The Charge time is 75 frames. Depletes Aura Meter by 50 points. Nasty Plot cannot be combined with Spirit Bomb. If Aura Sphere misses, the charge is gone nonetheless. Hitting with Aura Sphere also lets the charge disappear. You can´t use Nasty Plot againg without firing an Aura Sphere, it will actually lower the next one´s power by 50% if you do so. If boosted, Lucario´s hands glow in a blue Aura. If you cancel the charge by shielding, the power won´t be stored until you reach the max charge and you have to start charging from zero again. Aura Special Version:Swords Dance - Lucario powers himself up again by having two swords flying circles above him. Charge time is 100 frames. This time, the next Smash Attack will deal 10% extra damage and give more Knockback. However, the hitbox gets smaller in an exchange. Example: Aura Flare can deal 27%-36% damage if Swords Dance is used before and gives insane Knockback, but loses some of its range. The charge disappers regardless of your Smash hitting or missing. Uses 50 points of Aura. If boosted, Lucario´s hands glow in a bright white light as a indicator. Charge stop works just like Nasty plot. Can be combined with Nasty Plot, but Nasty Plot has to be executed first. If NP and SD are combined, Lucario´s whole body will glow in a small blue Aura. Grab: Reaches out with left hand. Good range, but slow. Pummel: Lucario uses the spike on his right hand to slowly stab opponents, dealing 3% each. Throws and Pummels do not affect the Aura Meter System, nor are they affected by it. FThrow: Lucario throws his foe in front of him. Useless for any type of followup and his worst throw. 3% per hit. BThrow: Lucario holds his victim behind him and uses Metal Claw on him. Good Knockback and a reliable kill move near the edge. 9% on hit. UpThrow: Throws opponent up and throws a bone after them, dealing extra damage. Get-Off-Me-Move. 3% for throw, 8% for the bone. Bone can be escaped by floaty characters. DThrow: Slams the foe onto the ground, causing them to bounce. The throw itself does no damage, but the impact does 8% damage. Untechable. Decent combo starter. Ledge Attack: Lucario swings back on the stage with a bone extended. Very fast, dealing 3% on hit. >100% Ledge Attack: Lucario slowly gets up before using Metal Claw to slice his foe. Very slow, 7% per hit. Taunt: Up Taunt from Project M. Side Taunt: Lucario "speaks" and says: "The Aura is with me." Down Taunt: Lucario does his Double Team Animation from Brawl. Final Smash: Aura Storm. No explanation needed here.
Last edited by TSF|Cookies on Wed Dec 10, 2014 11:46 am, edited 1 time in total.
|
Sat Dec 06, 2014 3:34 am |
|
|
Kirb-Star
Joined: Thu Jul 21, 2011 3:15 pm Posts: 6217 Location: Leafless Canada Country:
Gender: Male
Skype: Kirb-Star
Waifu: zero suit wario
|
That Excitebike rider, sounds like a neat Idea. I hope it becomes a reality. So, I wanted to try out this thread at least once and well, here's my character: Adeleine. First off,most of this moveset was created 2 years ago, so I know there are a lot of things that need to be changed. The problem is that I don't know which things have to be changed so, my apologies. The original intention when creating her moveset was to make a mix of a swordsman/Game & Watch styled character, mostly with elements like creating enemies, paint and other stuff. Now, let's begin: Note: Most of hPaintbrush attacks do more damage if the opponent is hit with the tip. This special "tip hit" animation shows a "paint splash" animation rather than the usual hit effect. Size: Same as Megaman's. Weight: If Mario's weight is 100, I would say 85. So, Light-Medium Speed: Running and Walking are identical to Sora's. Air: Has a medium air speed. Fall and Fast Fall speed matches Zelda's. Jump: First jump is the same height as Kirby's first jump. Second matches with Mario's 2nd jump. -Basic Combo: Adeleine swings her paintbrush forward, upwards and straight. Pretty much like Link's Basic Combo. First 2 have low knockback, 3rd has medium knocback. 1st attack: 3% (4% if the tip connects) 2nd attack: 4% (5% if the tip connects) 3rd attack: 5% (6% if the tip connects) -Forward Tilt: Swings her Paintbrush forwards like this: https://www.youtube.com/watch?v=X8-5w8texOY (1:30) Slow attack at the beginning, fast ending frames. Medium-high knockback. 7% (10% if the tip connects) -Up tilt: Swings her Paintbrush upwards like this: https://www.youtube.com/watch?v=X8-5w8texOY (1:36) She only swings the Painbrush once, unlike the video. Fast paced attack. Medium knockback. 6% (8% if the tip connects) -Down tilt: Pokes the ground while ducking. Only the tip will be able to hit, so it will show the paint splash animation. 5% (the tip always connects, so there's no bonus in this one) -Side Smash: Swings her Paintbrush straight, while the tip is covered in total Paint, therefore,only the tip has a hitbox. Has high knockback. 15% (only the tip has a hitbox, so no bonus) -Up Smash: Swings her Painbrush upwards, creating many shocks at the tip dealing multiple hits and a finishing shock that has high vertical knocback. Opponent can DI outside the barrage of shocks to avoid the finishing shock. 1st hit: 2% 2nd hit: 3% 3rd hit: 3% 4th hit: 2% Finishing hit: 6% (In total 16%. No tip bonus) -Down Smash: Holds a paint blob upwards and throws it downwards in the form of many "paint drops" around her. (Pratically a reduced version of Marx Soul's Paint attack) Every drop has very low knockback so it's a more useful to rack up damage. There's a total of 6 drops: 1st, 3rd and 5th hits: 2% 2nd, 4th and 6th hits: 3% (In total, 15% if the opponent is dumb enough to recieve all the damage) -Up Aerial: Swings her paintbrush upwards like this but in the air: https://www.youtube.com/watch?v=X8-5w8texOY (2:50) Medium Knockback. Can juggle characters over 120% 7% (9% if the tip connects) -Neutral Aerial: Swings a single rainbow colored cutter and swings it around her (360°) like this: https://www.youtube.com/watch?v=Rn1Ncc7URPg (4:23) Low Knockback. 6% (Note: A Paint splash effect appears but in the shape of a "Slash" attack) -Side Aerial: Swings her paintbrush forward, upward and finishes with a downward swing. This attacks moves Adeleine slightly forward, yet she doesn't floats when executing this move. First two swings are pretty weak, while the finisher has medium-high knockback. 1st hit: 3% 2nd hit: 4% 3rd hit: 6% (Finisher is a Meteor Smash. No tip bonus) -Back aerial: Grabs Keke's broom and swings it backwards. Medium-High Knocback. A soild 9% -Down aerial: Spins while kicking downwards. (like Mario's Down Aerial) Low knockback. All 6 hits: 2% (12% in total) -------------------------------- Special attacks; -Neutral Special: AssistanceAdeleine will summon a random enemy . This animation lasts 12 frames out of 24. She can only summon one enemy at a time, and when trying to summon a new one, the old one will dissapear. Every enemy dissapears after staying 15 seconds. All enemies will only flinch after being hit (if they don't die, of course), making them very vulnerable to attacks. They don't need to be launched away to be defeated, each has their own stamina. Choices: N-Z: Starts running forward the moment it appears. Moves as fast as a running Mario. It faints the moment it rams into someone or hits a wall. Can be defeated with 7% damage. Deals 7% damage with medium knockback. Bronto Burt: Starts flying in a ~ pattern the moment it appears. It faints with a single hit, but can damage as much times he wants. Deals 4% damage with low knockback. Bobo: Starts walking forward the moment it appears. Moves as fast as a walking Kirby. It faints with 6%, but can deal burning damage with a single touch, so it's better to use projectiles or a well-timed Smash attack. Will turn back if it hits a wall or a ledge. Deals 5% damage and has low vertical knockback. Bouncy: Starts bouncing forwards the moment it appears. Moves as fast as a running Link, but follows a hopping pattern. It faints with a single hit, but can bounce off Walls. However, it will throw itself if it finds a cliff. Deals 8% vertical damage (like a very weak meteor smash) Togezo: Starts walking the moment it appears. If it hits an opponent it will retreat in its shell and extend its spikes, and it will stay in this position for 5 seconds. It will faint after it recieves 17% damage. It will get stuck in walls or fall to its inminent doom if it finds a cliff. Deals 6% with a spike and deals low knockback. Galbo: It remains stationary after summoned. Will only attack if an opponent is near. Will only faint after receiving 25% damage. It deals 13% damage with fire breathing with only minor flinching. Mumbies: Starts flying in an erratic pattern the moment it appears. If it hits anyone, Mumbies will stun him/her for 2 seconds and then throwing them away with 7% damage. Will only faint after it receives 18% damage and deals medium knockback. Mariel: Starts running the moment it appears. Moves as fast as a running Kirby. The legs do not deal any damage, only the body. Small players can avoid the attack by crouching. It can be defeated after receiving 28%. The body deals 14% damage with medium-high knockback. Chances of appearing (out of 100%): N-Z: 35% Bronto Burt: 25% Bobo: 10% Bouncy: 10% Togezo: 5% Galbo: 5% Mumbies: 5% Mariel: 5% Side Special: Canvas ShieldAdeleine will create a rainbow colored barrier (in fact, a vertical line from Canvas Curse) which acts as a reflector. She can only hold it for 5 seconds and she can't move in the process. Any physical attack will damage the shield. The shield can resist up to 30% before it breaks. Up Special: I tought of two: Bronto Burt: She summons a Bronto Burt which makes her fly upwards for 2 seconds. Doesn't deals damage. Keke Flight: Adeleine calls Keke. Both go for a ride in Keke's Broom and fly off upwards quickly. Does 10% damage. Down Special: Item callAdeleine uses a canvas and draws a random object. This animation lasts 2 seconds. This move works more like Peach's Turnip, because the item appears in the player's hand. If you are quickly enough, you can grab these items before they vanish. List of items: -Baseball: Just deals 9% when thrown with medium knocback. -Football: Deals 11% and bounces if hits a wall or an opponent. Has medium knockback. -Balloon: Will fly off the instant Adeleine throws it, so it can only affect airbone or characters above you. If the Balloon hits a ceiling, it will pop up. It deals 4% damage with low vertical knocback. Can't be grabbed -Apple: It will fall to the ground after hitting someone, working as healing item. Deals 8% and heals 5%. -Parasol: Works the same as Melee's Parasol. -Mr. Saturn: Works the same as a Mr. Saturn. -Nimbus: Deals 14% damage + stunning. -Toy Car: Runs as fast as Fox's dash when thrown. Deals 12% damage with Medium Vertical knockback. Can get stuck in walls and can't be grabbed. -Poison Apple: Will poison any opponent that gets hit by or eats this fruit. Deals 3% with the hit and deals 15% with the poison. -Bomb: Explodes after being thrown. Explosion does 28% with high Knockback. Item Chances: -Baseball: 30% -Balloon: 15% -Football: 10% -Apple: 10% -Parasol: 10% -Mr. Saturn: 5% -Nimbus: 5% -Toy Car: 5% .Poison Apple: 5% -Bomb 5% Final Smash: Power PaintbrushAdeleine will swing the Power Paintbrush forward catching anyone in its range, like Meta Knight's or Captain Falcon's FS. Then, a little cutscene a-la Captain Falcon appears, which shows Adeleine drawing multiple enemies (Ice Dragon, Sweet Stuff, Mr. Bright, Mr. Shine, Kracko and Dark Matter) that go after the catched enemies attacking them and dealing massive damage. Back to real life, the catched opponents are thrown with high knockback a-la CF. ---------------------------------------- Grab attacks: (All with Medium knockback except for Pummel) -Pummel: Paints over the opponent 3% (Paint Splash animation). Like this:
Click to expand thumbnail-Forward Throw: Rams forward like this: https://www.youtube.com/watch?v=LnfEaGKEP8U (3:56) 10% -Back Toss: Calls a Kappar, which throws its cutter towards the opponent. 9% -Up Toss: Calls a Doka, which uses its shovel to lift the opponent and throw him/her upwards. 9% -Down Toss: Takes Prank's Paintbrush and paint's the opponent's face (Paint Splash Animation) 8% Ledge Attack: Swings her Paintbrush straight 100% Ledge Attack: Swings forward with Keke's Broom Getup Attack: Swings her Paintbrush straight and back while getting up. Now for something even more irrelevant: Taunts: Up Taunt: Hops twice like this (but with more expresion): https://www.youtube.com/watch?v=LnfEaGKEP8U (0:38) Side Taunt: Shows a Image. (In the following order, like Pacman's Taunt): A Cake, A Ring, A Game Boy Color and A Maxim Tomato. Down Taunt: High fives with Ribbon. Victory/Lose:Option 1: She holds a Number 1 above her head like this (but with more expresion): https://www.youtube.com/watch?v=LnfEaGKEP8UOption 2: Adeleine receives a medal from the Fairy Queen while Ribbon cheers for her. Option 3: Adeleine shows the Power Paintbrush in her hand. Lose: Claps Leave your tougths, what should be changed, what should stay, etc.
Last edited by Kirb-Star on Sat Jan 24, 2015 5:13 pm, edited 2 times in total.
|
Mon Dec 08, 2014 1:23 am |
|
|
goml
BR Member
Joined: Sat Aug 23, 2014 12:22 pm Posts: 1448
Gender: Female
|
I hope Excite Bike ends up being a character but that's extremely unlikely, seeing all the time and effort that would go into making any character, let alone someone with that many moves and completely unique mechanics, and no pre existing sprites that could be used as a base.
Id have to say tho that out of every character in this thread he's probably the most unique in playstyle, and he would bring more to the table than fanservice while representing a fairly major yet underappreciated game, while not falling into any particular character archetype. So despite his difficulty in creation I'd say that he SHOULD be a likely candidate for an expansion character because of the variety he would bring to the main cast.
All those details I put into the post were basically pointless tho lol. Doubt this will become a thing.
That is unless someone is willing to sink some development time into the character...
(on the technical aspect, I think that the bike would not be a separate sprite from the Rider unless he isn't currentl0y riding on it. This would make him a bit easier to work with graphically, and reduce the possibility of lag on less powerful computers.
Also this might work better as a Mach Rider concept instead, but whatever lol. In which case Jab would probably be a infinite jab (like vulcan jab/fox's kicks) using the front mounted machine guns. I dont like Excite Bike's jab so this really is a better move.
|
Mon Dec 08, 2014 6:11 pm |
|
|
TSF|Cookies
BR Member
Joined: Fri Sep 26, 2014 1:33 pm Posts: 2002 Country:
Gender: Male
MGN Username: TSF|Cookies
Currently Playing: PM, Melee, Ultimate, Hollow Knight
|
I dont think EB as a character would be hard to program, at least his moveset alone. I mean, we have Shielda, and they work out pretty well. The sprite point is definetly the biggest problem, as you already said, there are no existing sprites. Anyway, two questions: Who/What are Mach Rider And Adeline? And how comes you havent destroyed my Lucario moveset yet? (Ok, the last one shouldnt be taken serious)
|
Wed Dec 10, 2014 11:17 am |
|
|
goml
BR Member
Joined: Sat Aug 23, 2014 12:22 pm Posts: 1448
Gender: Female
|
Well first of all the Shielda thing is ussually considered as 2 characters, and the way they change in battle is very simple and there's only one way to do it. In this case, there are many ways to switch between off and on bike, and the bike is still an active part of the fight even when you are off of it. Mach Rider is an old NES motorcycle driving game. Adeline is some Kirby character that no one really cares about. And I don't really care too much about Lucario, especially considering that he is already an official smash character so I honestly didn't care to even read that post lol.
|
Wed Dec 10, 2014 12:04 pm |
|
|
TSF|Cookies
BR Member
Joined: Fri Sep 26, 2014 1:33 pm Posts: 2002 Country:
Gender: Male
MGN Username: TSF|Cookies
Currently Playing: PM, Melee, Ultimate, Hollow Knight
|
Ok, good point. Thanks for the Adeline and Mach Rider answers, and an "Awww" to the last part
|
Wed Dec 10, 2014 12:20 pm |
|
|
Spoon300
Joined: Wed Nov 19, 2014 10:03 am Posts: 24 Country:
|
| | | | Shiver-Star wrote: That Excitebike rider, sounds like a neat Idea. I hope it becomes a reality. So, I wanted to try out this thread at least once and well, here's my character: Adeleine. First off,most of this moveset was created 2 years ago, so I know there are a lot of things that need to be changed. The problem is that I don't know which things have to be changed so, my apologies. The original intention when creating her moveset was to make a mix of a swordsman/Game & Watch styled character, mostly with elements like creating enemies, paint and other stuff. Now, let's begin: Note: Most of hPaintbrush attacks do more damage if the opponent is hit with the tip. This special "tip hit" animation shows a "paint splash" animation rather than the usual hit effect. Size: Same as Megaman's. Weight: If Mario's weight is 100, I would say 85. So, Light-Medium Speed: Running and Walking are identical to Sora's. Air: Has a medium air speed. Fall and Fast Fall speed matches Zelda's. Jump: First jump is the same height as Kirby's first jump. Second matches with Mario's 2nd jump. -Basic Combo: Adeleine swings her paintbrush forward, upwards and straight. Pretty much like Link's Basic Combo. First 2 have low knockback, 3rd has medium knocback. 1st attack: 3% (4% if the tip connects) 2nd attack: 4% (5% if the tip connects) 3rd attack: 5% (6% if the tip connects) -Forward Tilt: Swings her Paintbrush forwards like this: https://www.youtube.com/watch?v=X8-5w8texOY (1:30) Slow attack at the beginning, fast ending frames. Medium-high knockback. 7% (10% if the tip connects) -Up tilt: Swings her Paintbrush upwards like this: https://www.youtube.com/watch?v=X8-5w8texOY (1:36) She only swings the Painbrush once, unlike the video. Fast paced attack. Medium knockback. 6% (8% if the tip connects) -Down tilt: Pokes the ground while ducking. Only the tip will be able to hit, so it will show the paint splash animation. 5% (the tip always connects, so there's no bonus in this one) -Side Smash: Swings her Paintbrush straight, while the tip is covered in total Paint, therefore,only the tip has a hitbox. Has high knockback. 15% (only the tip has a hitbox, so no bonus) -Up Smash: Swings her Painbrush upwards, creating many shocks at the tip dealing multiple hits and a finishing shock that has high vertical knocback. Opponent can DI outside the barrage of shocks to avoid the finishing shock. 1st hit: 2% 2nd hit: 3% 3rd hit: 3% 4th hit: 2% Finishing hit: 6% (In total 16%. No tip bonus) -Down Smash: Holds a paint blob upwards and throws it downwards in the form of many "paint drops" around her. (Pratically a reduced version of Marx Soul's Paint attack) Every drop has very low knockback so it's a more useful to rack up damage. There's a total of 6 drops: 1st, 3rd and 5th hits: 2% 2nd, 4th and 6th hits: 3% (In total, 15% if the opponent is dumb enough to recieve all the damage) -Up Aerial: Swings her paintbrush upwards like this but in the air: https://www.youtube.com/watch?v=X8-5w8texOY (2:50) Medium Knockback. Can juggle characters over 120% 7% (9% if the tip connects) -Neutral Aerial: Swings a single rainbow colored cutter and swings it around her (360°) like this: https://www.youtube.com/watch?v=Rn1Ncc7URPg (4:23) Low Knockback. 6% (Note: A Paint splash effect appears but in the shape of a "Slash" attack) -Side Aerial: Swings her paintbrush forward, upward and finishes with a downward swing. This attacks moves Adeleine slightly forward, yet she doesn't floats when executing this move. First two swings are pretty weak, while the finisher has medium-high knockback. 1st hit: 3% 2nd hit: 4% 3rd hit: 6% (Finisher is a Meteor Smash. No tip bonus) -Back aerial: Grabs Keke's broom and swings it backwards. Medium-High Knocback. A soild 9% -Down aerial: Spins while kicking downwards. (like Mario's Down Aerial) Low knockback. All 6 hits: 2% (12% in total) -------------------------------- Special attacks; -Neutral Special: AssistanceAdeleine will summon a random enemy . This animation lasts 12 frames out of 24. She can only summon one enemy at a time, and when trying to summon a new one, the old one will dissapear. Every enemy dissapears after staying 15 seconds. All enemies will only flinch after being hit (if they don't die, of course), making them very vulnerable to attacks. They don't need to be launched away to be defeated, each has their own stamina. Choices: N-Z: Starts running forward the moment it appears. Moves as fast as a running Mario. It faints the moment it rams into someone or hits a wall. Can be defeated with 7% damage. Deals 7% damage with medium knockback. Bronto Burt: Starts flying in a ~ pattern the moment it appears. It faints with a single hit, but can damage as much times he wants. Deals 4% damage with low knockback. Bobo: Starts walking forward the moment it appears. Moves as fast as a walking Kirby. It faints with 6%, but can deal burning damage with a single touch, so it's better to use projectiles or a well-timed Smash attack. Will turn back if it hits a wall or a ledge. Deals 5% damage and has low vertical knockback. Bouncy: Starts bouncing forwards the moment it appears. Moves as fast as a running Link, but follows a hopping pattern. It faints with a single hit, but can bounce off Walls. However, it will throw itself if it finds a cliff. Deals 8% vertical damage (like a very weak meteor smash) Togezo: Starts walking the moment it appears. If it hits an opponent it will retreat in its shell and extend its spikes, and it will stay in this position for 5 seconds. It will faint after it recieves 17% damage. It will get stuck in walls or fall to its inminent doom if it finds a cliff. Deals 6% with a spike and deals low knockback. Galbo: It remains stationary after summoned. Will only attack if an opponent is near. Will only faint after receiving 25% damage. It deals 13% damage with fire breathing with only minor flinching. Mumbies: Starts flying in an erratic pattern the moment it appears. If it hits anyone, Mumbies will stun him/her for 2 seconds and then throwing them away with 7% damage. Will only faint after it receives 18% damage and deals medium knockback. Mariel: Starts running the moment it appears. Moves as fast as a running Kirby. The legs do not deal any damage, only the body. Small players can avoid the attack by crouching. It can be defeated after receiving 28%. The body deals 14% damage with medium-high knockback. Chances of appearing (out of 100%): N-Z: 35% Bronto Burt: 25% Bobo: 10% Bouncy: 10% Togezo: 5% Galbo: 5% Mumbies: 5% Mariel: 5% Side Special: Canvas ShieldAdeleine will create a rainbow colored barrier (in fact, a vertical line from Canvas Curse) which acts as a reflector. She can only hold it for 5 seconds and she can't move in the process. Any physical attack will damage the shield. The shield can resist up to 30% before it breaks. Up Special: I tought of two: Bronto Burt: She summons a Bronto Burt which makes her fly upwards for 2 seconds. Doesn't deals damage. Keke Flight: Adeleine calls Keke. Both go for a ride in Keke's Broom and fly off upwards quickly. Does 10% damage. Down Special: Item callAdeleine uses a canvas and draws a random object. This animation lasts 2 seconds. This move works more like Peach's Turnip, because the item appears in the player's hand. If you are quickly enough, you can grab these items before they vanish. List of items: -Baseball: Just deals 9% when thrown with medium knocback. -Football: Deals 11% and bounces if hits a wall or an opponent. Has medium knockback. -Balloon: Will fly off the instant Adeleine throws it, so it can only affect airbone or characters above you. If the Balloon hits a ceiling, it will pop up. It deals 4% damage with low vertical knocback. Can't be grabbed -Apple: It will fall to the ground after hitting someone, working as healing item. Deals 8% and heals 5%. -Parasol: Works the same as Melee's Parasol. -Mr. Saturn: Works the same as a Mr. Saturn. -Nimbus: Deals 14% damage + stunning. -Toy Car: Runs as fast as Fox's dash when thrown. Deals 12% damage with Medium Vertical knockback. Can get stuck in walls and can't be grabbed. -Poison Apple: Will poison any opponent that gets hit by or eats this fruit. Deals 3% with the hit and deals 15% with the poison. -Bomb: Explodes after being thrown. Explosion does 28% with high Knockback. Item Chances: -Baseball: 30% -Balloon: 15% -Football: 10% -Apple: 10% -Parasol: 10% -Mr. Saturn: 5% -Nimbus: 5% -Toy Car: 5% .Poison Apple: 5% -Bomb 5% Final Smash: Power PaintbrushAdeleine will swing the Power Paintbrush forward catching anyone in its range, like Meta Knight's or Captain Falcon's FS. Then, a little cutscene a-la Captain Falcon appears, which shows Adeleine drawing multiple enemies (Ice Dragon, Sweet Stuff, Mr. Bright, Mr. Shine, Kracko and Dark Matter) that go after the catched enemies attacking them and dealing massive damage. Back to real life, the catched opponents are thrown with high knockback a-la CF. ---------------------------------------- Grab attacks: (All with Medium knockback except for Pummel) -Pummel: Paints over the opponent 3% (Paint Splash animation). Like this:
Click to expand thumbnail-Forward Throw: Rams forward like this: https://www.youtube.com/watch?v=LnfEaGKEP8U (3:56) 10% -Back Toss: Calls a Kappar, which throws its cutter towards the opponent. 9% -Up Toss: Calls a Doka, which uses its shovel to lift the opponent and throw him/her upwards. 9% -Down Toss: Takes Prank's Paintbrush and paint's the opponent's face (Paint Splash Animation) 8% Ledge Attack: Swings her Paintbrush straight 100% Ledge Attack: Swings forward with Keke's Broom Getup Attack: Swings her Paintbrush straight and back while getting up. Now for something even more irrelevant: Taunts: Up Taunt: Hops twice like this (but with more expresion): https://www.youtube.com/watch?v=LnfEaGKEP8U (0:38) Side Taunt: Shows a Image. (In the following order, like Pacman's Taunt): A Cake, A Ring, A Game Boy Color and A Maxim Tomato. Down Taunt: High fives with Ribbon. Victory/Lose:Option 1: She holds a Number 1 above her head like this (but with more expresion): https://www.youtube.com/watch?v=LnfEaGKEP8UOption 2: Adeleine receives a medal from the Fairy Queen while Ribbon cheers for her. Option 3: Adeleine shows the Power Paintbrush in her hand. Lose: Claps Leave your tougths, what should be changed, what should stay, etc. | | | | |
I approve! Once she and Dedede make it on the game, It'll be a BitF Reunion!
|
Wed Dec 10, 2014 1:53 pm |
|
|
goml
BR Member
Joined: Sat Aug 23, 2014 12:22 pm Posts: 1448
Gender: Female
|
Oh my bad I didnt think you were doing a moveset for adeleine lol.
Seems kinda interesting, although it would be interesting if you could drop the reflector and leave it there to do its job while you go about you business to either flee or pressure. Good trade off for the limited percentage resistance and discourages your opponent to mindless shoot projectiles.
And Down B should probably only summon items that are dropped normally. The kind of character where those scrubby high item sessions might actually pay off.
And personally I think the summon monster gimmick on neutral B should be selectable in a way similar to MegaMan's Weapon Switch, but without the visual indicator. Of course this will lead to only 5 summons (or 4 if the left/right would summon the same), but having neutral AND down b being left entire up to chance would make it near imposible to play strategically. The summons can have fairly limited effectiveness but can be used to control space fairly well and force opponents to rethink approaches and cover your own. To balance it out,you wont be able to summon again until the first monster is either destroyed or disappears on it's own.
The character has potential with space control summons and an emphasis on item play not seen before competitively, but also has very lackluster normals and a weakness to rushdown. Could prove to be a very unique characters and odd but effective fit with the rest of the cast, although the character's obscurity and extra Kirby representation kinda downgrades the appeal sadly.
also those normals where only the tip has a hitbox is a bit crap, should give the rest of the brush a really bad sourspot instead. Encourages proper spacing but wont have as much reward as Marth's tippers.
My ideas as far as Down B and Neutral B are concerned: Neutral B MUST be grounded to work.
Down B can be performed in the air, and will stall momentum momentarily. It can not be used again until Adeleine lands on the ground.
Painted monsters will not instantly disappear when fainted, but will fall over and fade out. The same fading will occur if a creature has been out too long. Neutral B cannot be used again until a creature fades out completely.
Neutral B
No Input- N-Z Starts running forward the moment it appears. Moves as fast as a running Jigglypuff. Faints on contact with a hitbox. Deals 8% damage with medium knockback. Will not despawn until it hits something or falls off the stage.
Side Input- Galbo It remains stationary after summoned. Will die to any knockback hit box when first summoned, but will have super armor and absorb up to 20% from the moment it begins to breathe fire. After a second long startup, in will breathe fire in whatever direction it is facing for 4 seconds. The fire functions identical to a Fire Flower, but with longer distance.
Up Input- Bouncey Starts bouncing in place the moment it appears. Deals 9% damage with moderate upwards knockback on the way up (useful in combos), and 5% damage and minor horizontal knockback on the way down with little stun. (note, it will land on platforms above it, and will continue to jump from where it landed)
Down Input- Sparky Stays in place when summoned. After a brief windup, will surround itself in electricity for 2.5 seconds, which deals 18% damage and moderate-high knockback. The hitbox is small however. If hit with any knockback move during windup it will die, but while attacking it has transendant priority and super armor, and cannot be killed. The hitbox cannot hit someone below it, so it will not make contact with anyone on a ledge.
All these summons for Neutral B are meant to control space, but do so in different ways.
Down B Item Summon Chances:
25% Fan 25% Green Shell 20% Bumper 15% Pitfall 10% Mr Saturn 5% Star Rod
Not gonna lie tho, I find your normals pretty uninspired :/
|
Wed Dec 10, 2014 2:00 pm |
|
|
Kirb-Star
Joined: Thu Jul 21, 2011 3:15 pm Posts: 6217 Location: Leafless Canada Country:
Gender: Male
Skype: Kirb-Star
Waifu: zero suit wario
|
Correction: Arguably one of the most overrated characters in the Kirby fandom. As a fan of hers, I'm well aware she wasn't that much of a character in Kirby 64, but somehow she grew with a huge popularity among fans. The more you know.
|
Wed Dec 10, 2014 4:19 pm |
|
|
Who is online |
Users browsing this forum: No registered users and 1 guest |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum
|
|