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"Custom Special" Moveset Speculation 
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Joined: Thu Jul 24, 2014 10:15 am
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Fine, but I was just having a little fun. The ones I'll remove are Homing Arrows, Slow Boomerang, Giant a** Bomb and Spin Attack Negative.

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Mon Mar 23, 2015 4:42 pm
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Rift of the Nova wrote:
Fine, but I was just having a little fun. The ones I'll remove are Homing Arrows, Slow Boomerang, Giant a** Bomb and Spin Attack Negative.


Why would you tbh?

This is a speculation topic, feel free to speculate as much special moves as you want. The rest has absolutely no business telling you you speculate to much or that you should only speculate 2 variations.

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Tue Mar 24, 2015 2:10 pm
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I like reading a lot of ideas anyway
leaves me something interesting to read

too many ideas is never a bad thing imo


Tue Mar 24, 2015 2:58 pm
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Thanks, I'll use it for further reference and will keep on editing Link.

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Wed Mar 25, 2015 9:59 pm
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Bomberman
Uspec: Jetpack
-Custom 1: Instant Jetpack.
Bomberman instantly jetpacks, but the explosion is smaller and vertical distance decreased slightly
-Custom 2: Explosive Jetpack
Bigger explosion and blasts Bomberman higher than normal but cause recoil damage.

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Thu Mar 26, 2015 3:36 am
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MGN Username: Blaxorus
Currently Playing: Super Smash Flash 2
Sonic:
Neutral Special: Homing Attack

Custom 1:Homing Attack +: Travels a lot further than a fully charged normal homing attack, but after using it, you're left helpless, and can't be charged. On hit, it can be cancelled into an aerial, but the area where you can lock on is a lot shorter.

Custom 2:Homing Attack -: Can't be charged, but can be used multiple times in air (Maximum is 5 times) Doesn't send you as far, but the area where you can lock onto opponents is bigger.
If the attack button( if you're using default, P) is pressed during this, he'll do a quick surprise attack, that doesn't home in, but instead goes diagonally downwards. Normal one does a lot of shield damage, and surprise one deals a lot of knock-back. Can be done out of shield without needing to jump.

Side Special: Light Dash Attack

Custom 1: Light Dash-:Functions similar to the Light Dash in 9a, except it'll no longer travel across the stage, and it still doesn't leave you helpless, but you can't use u-special after it. If fully charged, it'll turn into Light Dash Attack, but straight forward a far distance.

Custom 2: Crystal Ring Light Dash Attack: No longer charges up at the beginning, and has the same power, however the hitbox is no longer disjointed.

Down Special: Spindash and Bounce Bracelet(or Bounce Attack)

Custom 1: Flame Ring: His Spindash now has fire around it, can now short-hop and full-hop depending on how you press it, deals more damage. But, he goes as slow as his walking animation. When doing the aerial version, he now plummets a lot faster, but his ledge grab size is increased.


Custom 2: Drilling Dash: Spindash is now multi-hit, but the jump is a lot shorter. Now a normal spindash, like in beta if used in the air.


Up Special: Spring Jump

Explosive Spring Jump: After doing the jump, the spring explodes upon contact with the ground. Really strong, but doesn't send Sonic as far.
Pulls enemies towards you.
When doing it on the ground, it becomes an active hitbox for 5 seconds or until someone runs into it. Pulls enemies towards you, and only three can be out on the field.


Eggman Trap Spring: Sends Sonic really far, and can be used in all 8 directions, but you're left helpless after it, unless doing it grounded.
When doing it grounded, it's the same as the normal spring, however it deals damage upon touching it.

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Last edited by Chaos0 on Sun Apr 12, 2015 12:57 pm, edited 1 time in total.



Sat Apr 04, 2015 9:40 pm
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Ness
Nspec: PK Flash
-Custom 1: PK Freeze
It freezes foes. That's all.
-Custom 2: PK Rockin'
Slow and takes time to explode, but it's stronger and if fully charged, can instant kill.
(The ball and explosion also have PK Rockin's graphics.)

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Sat Apr 11, 2015 2:34 am
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Goku:
Down Special: Should allow kaioken to charge up to kaioken times 20, but you take a lot damage for 5 seconds
Up Special: Charges in mid air and blast up or any direction
Side Special: Energy Wave Barrage shorter range less damage more shots and quickly
Regular Special: Kamehameha to charge longer into Super Kamehameha very powerful.

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Tue Apr 14, 2015 11:30 am
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Tails:Using Airlift as Side B

Neutral Special 1: Napalm Bomb - Tails throws a Napalm Bomb (SURPRISE!) at his foes. Can be angled in all directions. Bombs are hella slow, but potent killing is their strength. Throwing the NB down allows you to pick it up and throw it, but the timer is set to two seconds once you pick it up.
Neutral Special 2: Ring Bomb - Tails throws three fake rings in front of him which then explode in a blast. Rings can stick to walls for some wicked edgeguard (breaks). Foes that run into the rings will get stunned before recieving the full attack to the face. Great range, but meh kill move. Reach can be altered between short, normal and far by pressing back, forward or nothing before the rings come out.


Side Special 1: Rythm Twist Badge :wee: - Nuff said.
Side Special 2: Lifting Leap - Tails uses his regular Airlift, but if the move connects, Tails will fly straight upwards until the two of them die or he gets rid of his enemie by pressing an attack button. Thrown foes will get thrown into the air and spin once, allowing for a followup. You cannot control the flight path.


Up Special 1: Thunder Shoot - Tails kicks himself upwards a distance before losing his momentum and entering special fall. Hit foes suffer outstanding 1% and get turned around, but take no KB at all.
Up Special 2: Whirlwind - Tails spins around rapidly to create a bigger version of his default Up B with kill potential at the first frame. However, distance gets halved and startup doubles.

Down Special 1: Shieldbotthingy - Tails summons his... THING to create a temporarly barrier to protect him from attacks. Shield can take up to 10% and then breaks. Shield doesnt ignore attacks altoghether, but halves KB and % instead. Shield refreshes after 30 seconds. The startup to create the shield is really high tho, making this move easily punishable.
Down Special 2: Medibotthingy - Tails summons his other bot thing that heals him by 10%, 1% per each second. Can be cancelled via shielding, but getting hit out of the moves doubles damage, hitstun and KB. Move can be used for 10 secs at max per stock.

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Tue Apr 14, 2015 1:46 pm
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Samus:

Custom Neutral Special 1: Ice Beam.
Instead of dealing knockback, it freezes enemies depending on how long it was charged. It has less range and does less damage. As for aesthetics, it should be colored similar to the grapple beam and should leave an icy trail.

Custom Neutral Special 2: Plasma Beam.
This pierces through enemies and does more damage but it charges much slower and has higher ending lag. It should also be a greenish color.

Custom Down Special 1: Mega Bomb.
The same as the SSB4 one with maybe a few tweaks like more knockback.

Custom Down Special 2: Cluster Bomb
This lays 5 bombs. It can't be used again until all the bombs explode. The bombs do less damage and only cause flinching. Samus can only bomb jump with one of these bombs.

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Wed Apr 15, 2015 7:11 am
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Currently Playing: Smash Flash 2, Sonic Runners, Sm4sh 3ds
Sora:
Down Special: Thunder(ATM)
Sparkga: Sora summons two rings around him. Pros: when used in air, falling speed slows. Good range. Cons:Can be hit from above or below
Side Special: Flowmotion
Flowmotion bounce: Sora uses flowmotion to charge into an opponent, and jumps off them, doing damage. After bouncing off opponent, you can charge into another person again. Pros: can go far. Cons: Can't recover from it if you miss.

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Wed Apr 15, 2015 1:07 pm
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Sora
Nspec: Aerial recovery
-custom 1: Aerial Attack.
The circles around Sora is a multihit attack, but cannot cancel with another attack.
-custom 2: Smash Recovery
Stronger but its's a bit slow.

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Thu Apr 16, 2015 2:42 am
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Samus:

Neutral Special 1: Diffusion Beam - Charge time remains the same, but upon releasing this move covers small range before exploding in the blasts in front of Samus. Great kill move, but bad range and you cannont store a mid-charge, meaning you have to charge the full move at once.
Neutral Special 2: Phazon Enhancement Device - Samus uses the P.E.D. Hyper Mode to release a potent beam of Phazon that stays active as long as you hold the button. No charge, the beam comes out after some startup as, well, a beam. Hit foes will get trapped until Samus releases them (or they can escape), taking a more potent hit. Samus takes 1.5% for each second the move is used.

Side Special 1: Speedbooster - Samus dashes forward at insane speeds, ramming her poor victims off and away.
Side Special 2: Relentless Missiles - Samus´s Missiles get a huge range boost, but travel noticably slower. Super missiles have worse acceleration but better top speed, and homing missiles get a boosted homong effect. However, Missiles get nerfed in terms of power.

Up Special 1: Shinespark - Samus stops midair charging her boost before releasing and traveling in one of 5 directions (Up, Right, Left, Up Right and Up Left) for a decent recovery option. Power is meh, and Samus stops automatically if she hits a wall, but still can grab the ledge after the impact.
Up Special 2: Space Jump - This grants Samus five additional mid-air jumps which can be cancelled by any airial. Nothing more, nothing less. No hitbox.

Down Special 1: Morph Ball - Samus transforms into Morph Ball form and can be controlled on her way. Jumping is possible. Pressing A lays a bomb, allowing for Bomb Jumping, and B charges the Boost Ball with KO potential if fully charged. Using your shield stops the transformation.
Down Special 2: Bomp Spread - Samus curls into her Morph Ball, spreading five bombs around her Super metroid style. The bombs work just like normal bombs with bomb jumping and stuff, but you have to wait until all bombs are gone until you can use the move again.

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Thu Apr 16, 2015 9:05 am
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Mario
B - Ice Ball
Throwing ice ball that freeze the opponent 0.5 sec with no knockback. Takes 1.0 sec to throw the next ice ball. Does 3% damage.
DOWND B - Statue Mario
Just like Kirby's down b but fall down faster. Does 20-25% damage the longer he falls the more damage he does. High knockback.
SIDE B - Tail Whip
Mario turns into Raccoon Mario and use tail whip just like Tail's side b does. Does 2.5% damage each hit. Low knockback.
UP B - F.L.U.D.D
Mario use his F.L.U.D.D for recovery. Does 0% damage but push the opponent down.
Pikachu
B - Electro Ball
Pikachu throws Electro Ball from its tail. The longer Pikachu charge it the more damage it does. If the opponent get hit by it the opponent get stunned for 0.25 sec before they fly off. Does 3-17% damage. Mid knockback.
DOWN B - ...
...
SIDE B - volt tackle
Works like Wario's side b but the longer pikachu use is the faster he runs the more damages he does. Does 5-40% damage. High knockback.
UP B - ...
...

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Fri May 08, 2015 4:07 am
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Naruto
Sspec: Clone Toss
-custom 1: Shuriken
Naruto will lock on to an opponent and throws a small shuriken. There's a 1 second delay before being able to throw another one. Doesn't send the opponent to Naruto. Low power.
-custom 2: Explosive Clone
The clone will explode if it hit someone, touches wall/floor or didn't make contact with anything for a while. Also doesn't send the opponent to Naruto. Moderate power.

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Sat May 16, 2015 10:00 am
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