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"Custom Special" Moveset Speculation 
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Joined: Sun Aug 30, 2015 4:38 pm
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Location: The deeps of the internet
Country: Brazil (br)
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MGN Username: mikael_fernandes
I'm liking your guys ideas!
Here are some ideas: (don't kill me if somebody already said it :sweat: )
Mega Man:
N-B :Bullet Machine Buster
Instead of charging,mega man shoots 5 quick bullets. they are weaker,but are good for racking up damage.
U-B Rush Jet
Rush comes and lets mega man travels at any angle (so it would have better horizontal recovey than beat),but it last shorter.
D-B Quick Change
Mega Man quickly changes to a special weapon,but can't choose the order. (it would not be random though)

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Mains: :zelda: :sheik: :donkeykong: (maybe :gameandwatch: )
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Tue Sep 29, 2015 5:57 pm
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Joined: Fri Aug 07, 2015 5:42 pm
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Location: "It's a Secret to Everyone"
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MGN Username: Yoshiblaze
Currently Playing: Pokemon Ultra Sun, Kid Icarus: Uprising
I'll give this a try for my main:

:kirby: KIRBY:

Neutral-
Regular: Inhale
Custom 1: Yawn- A low range non-damaging move that puts the opponent to sleep
Custom 2: Super Inhale (from Kirby: Triple Deluxe)- Has immense start up, and pretty long endlag, but, if it gets off, has MASSIVE range and still Copies abilities. If the opponent is spit out, it becomes a high percent kill move (like ~200%; 100% if someone gets hit by the star)

Side-
Regular: Hammer Flip
Custom 1: Burning Hammer- His regular Sm4sh Side Special
Custom 2: Wack-a-Mole - A weaker multi-hit move. 3 hits on the ground, 5 in the air

Up-
Regular: Final Cutter
Custom 1: Arching Cutter- This move goes in an arch. Goes slightly higher, and due to the arch, you won't SD if you miss the ledge (at least not immediately). Can still spike, and has freefall
Custom 2: Diamond Cutter- Typical stronger but goes lower custom

Down-

Regular: Stone
Custom 1: Pillow- Very weak, but floats upwards instead of downwards
Custom 2: Stop, Weight a Minute- Stronger, but takes longer to form and deform. Also, if you are grabbed while in the stone, the subsequent throw will do Regular Damage + 1.75%

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Mains: :kirby: :jigglypuff:
Secondaries: :gameandwatch: :pit: :yoshi:
Smash Ultimate Mains: :pikachu: :yoshi:
Sm4sh Main: :pit:
Brawl Main: :kirby:
Melee Main: Image
Fav Video Game Character: :yoshi:


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Thu Oct 01, 2015 7:02 pm
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Joined: Wed Aug 21, 2013 1:14 pm
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Currently Playing: 0.9
Goku:

Side Special: Meteor Combo (not like his 0.7 one)

Works somewhat like C Falc's Side but it has less distance, knockback and more damage.

Side Special 2 (Possibly in kaio-ken?): Instant Transmission Kick: This works like Black Mages, where Goku "focuses" his ki for a short time while a small hitbox snakes out, leading Goku to teleport behind them and kick them backwards. This should have a small hitbox in order to prevent unfair recovery moves

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Woah, slow down there, dude!

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Sat Oct 17, 2015 5:00 pm
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Joined: Fri Oct 02, 2015 3:34 pm
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Country: Ireland (ie)
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MGN Username: colm016
kirby :kirby:
final smash : he eats everything in front of him (with an increased suck range) spits everyone out as a star dealing massive damage but no knockback and stealing 1 neutral special from a random victim

side special : he slams down his hammer dealing damage and sending his opponents flying down

:luigi:
grab : he can grab his poltergust suck up an enemy :kirby: :kirby: :kirby: and for his pummel shake the poltergust and his throws would just be shooting the enemy away from the poltergust

up special : on ground he does a backflip and spins around towards the ground and can be controlled by the player if he hits a player it deals damage to the opponent and shoots luigi upwards again like in super Mario 64 DS. If luigi is I the air does a up special it just launches him up and he starts spinning


Mon Nov 16, 2015 4:41 pm
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Joined: Thu Jul 21, 2011 3:15 pm
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Location: Leafless Canada
Country: Peru (pe)
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Waifu: zero suit wario
I'm sure only special moves count, so I'm sure Finaal Smashes nor grabs count

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Mon Nov 16, 2015 5:03 pm
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Currently Playing: SSF2, Crash Tag Team Racing, Dragon Ball Budokai 2
:naruto:

Neutral-B:
Running Rasengan - As the name says, you can run after release the special button. However it has the half of the power, but deal more hits (can also be Side-B).

Odama Rasengan - Takes the place of Rasenshuriken, is a multi-hit. Uncharged rasengan is one-hit.
------------------------
Up-B:
Substitution Jutsu - Naruto use Substitution Jutsu to teleport upward, it has less range and can be followed up with a laggy meteor smash (Faerial like). Also has SA while Naruto is teleporting. No clones.

Fuma Shuriken - Naruto makes a clone, who transforms into a Fuma Shuriken and is thrown by Naruto, after that, Naruto switch places with the clone and transforms into Naruto again (the thrown clone is now original Naruto, and Naruto is now clone), the clone falls and is now a mine.
------------------------
Down-B:
Shadow Clone Kick - Naruto summons a clone that deals a low-kick, has more knockback (it's a horizontal knockback), deals half of damage and can KO at 118% (normal KO at 135% more or less...)
Kyubi Chakra - Like Goku's v0.7 Kaio-ken, Naruto starts charging Chakra, when it is finished, press down special again to have Chakra of Kyubi (Red eyes, no tails), Naruto has more endlag attacks, less startup. Rasengan charges faster, Running Rasengan can run more distance.

Multi-Rasengan (air) - Naruto summons a clone that makes a downward rasengan (like 2nd hit of Naruto's "down tilt" of NUN5 for PS2). Need Neutral-B charge. If Neutral-B isn't charged, it will be normal Aerial Shadow Clone Summon. You can still use Rasenshuriken after that, but can't use Multi-Rasengan again until you've taken more 50% damage (if you use it with 50% damage, you need to be 100% damage to use again). Strong Spike (3 times knockback of Faerial, surely OHKO). Helpless attack

.

:goku:

Side-B:
Ki Blasts (change the name of original one to Ki Blast, in singular) - Goku shoots multiple blasts. No knockback, each Blast has 3% damage and can shoot 6 per freshness (Goku need to use that attack, then do more 8 different attacks to use again).

Dragon Dash: Same thing as Kaio-ken attack, but Goku is in a "headbutt position" (you can see it somewhere in that sheet: http://otakugokussj001.deviantart.com/a ... -574368486), it travels 1,5x as farther, but does no damage or knockback, helpless attack. It also is similar to Kaio-ken slide (when you use S+O to slide and recover, but without transforming into Kaio-ken)
-----------------
Up-B:
Multi-image attack: Goku teleports as normal, starting kick skipped, but can follow up with an attack in the end.

Kaio-ken dash: Normal Instant Transmission... But, if connected, Goku will make a kick, then teleport to the desired direction, then make another kick, then make the same thing, but now a upward kick, then make the same thing again, but a faerial, then do the same thing again, but now a back aerial (then repeat all again). Each hit give 5% damage, it lasts for 6 seconds, but the recoil damage for Goku is 36% (thrice as normal). Grab attack. Helpless attack.

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RIP Forums. Hope you're having a good day, though! Unless you main Marth /s.


Sun Dec 13, 2015 3:07 pm
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Currently Playing: Smash Flash 2, Sonic Runners, Sm4sh 3ds
Goku:
Neutral B: Kaioken-Kamehameha: stronger version of kamehameha, but you take recoil damage from using it
Down-B: Power-Up Kaioken- if you are in kaioken form, you can use it again to increase it by X5. Max power is x20 kaioken. Each powerup lasts shorter but does more damage, and also deals more damage to goku(auto-damage)
Side-B: meteor combination: goku charges forward and if it connects, does a series of punches and kicks, and can follow up to kamehameha.

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Wed Dec 16, 2015 5:47 pm
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Joined: Fri Dec 18, 2015 9:53 am
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Currently Playing: SSF2, Paladins, TF2, Skullgirls
Waifu: m'Lady Lyndis
:megaman: Megaman:

Neutral-B: show
Mega Buster:

Default

Proto Buster:

Shoots a Bit faster
Charges 1.5x as fast

Different Charge Stages:
First Stage: Same as Mega Buster First Stage
Second Stage: Same as Mega Buster Second Stage
Third Stage: Same as Mega Buster Third Stage
Fourth Stage: Shoots 2 Third Stage Shots
Fifth Stage: Shoots 3 Third Stage Shots

Bass Buster:

Cannot be Charged
Hold to Rapid Fire
Shoots 2.5x as fast
Can be shot in 5 Directions on the ground
Con only be shot forwards and backwards in the air


Down-B: show
Weapon Change:

Default

Weapon Copy System:

Sucks enemies ala Kirby and copies their neutral special if Special is used again
Neutral Special becomes the copied Neutral Special
Using Down-B again will get rid of his copied Neutral Special
Attack will come from his Mega Buster
Instead of gaining a hat when copying, will switch to the enemies' color scheme

Jewel Satellite:

Creates a Jewel Satellite around Mega Man
4 Jewels will orbit him
Jewels reflect projectiles without consuming a Jewel
Mega Man cannot use specials while Shield is active
Pressing the special button again will throw the Jewels
Jewels deal 4% Damage for each Jewel on contact with enemy


Side-B: show
Water Wave:

Default

Proto Shield:

Same as 0.9b Proto Shield as it will be replaced with Water Wave in Beta

Ice Wall:

Creates an Ice Wall in Front of Mega Man
Can be pushed
Can be stood on top

_________________
Mains:
:megaman: ; :lloyd: ; Image

Secondaries:
:bomberman: ; :wario:

For Fun:
:chibirobo: ; :blackmage: ; :ichigo: ; Image ; :isaac: ; :jigglypuff:

Hopefuls:
Lyn(FE); Ike(FE); Zero(MM); Andy(AW); Gilgamesh(FF)

tmanex2013 made the wonderful lyn sprite I used for Image


Sat Dec 26, 2015 11:42 pm
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MGN Username: MGoku9
Currently Playing: SSF2, Crash Tag Team Racing, Dragon Ball Budokai 2
Mega Man's Neutral aerial will be Jewel Satellite...

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I am the base for Event #11: Laagggggg



== SSF2 ==
Image
Flash Card #10


RIP Forums. Hope you're having a good day, though! Unless you main Marth /s.


Wed Jan 13, 2016 12:09 pm
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Joined: Tue Jul 29, 2014 2:58 pm
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Location: Everywhere and Nowhere
Country: United Kingdom (uk)
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Currently Playing: Fire Emblem Fates: Birthright, SSF2, SSB4, League of Legends.
Gregory Goku wrote:
Mega Man's Neutral aerial will be Jewel Satellite...

Remember that's still unconfirmed.

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Mains: :lucario: :simon:


Wed Jan 13, 2016 12:57 pm
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Joined: Sun Sep 27, 2015 12:21 pm
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MGN Username: Blue Starlight
Skype: CyanLaser7791
Currently Playing: Super Smash Flash 2
Waifu: Star Butterfly
Don't mind me, I'm just here to spread my cancer

January 25th, 2016

Ideas for new Colors-inspired Sonic moves in SSF2

Up-B: Orange Rocket

has some delay kinda like bomberman's and can be horizontally controlled
Can't go diagonal
Damages opponents if hit while in rocket form and going up
Helpless state after use

Side B: Boost/Air Boost

Great horizontal recovery and up b can be used afterwards if in the air

If done on the ground and you go off the stage, you'll go helpless and fall to your death like flowmotion

Certain parts of boost can damage opponents, it will not hurt at the end

Final Smash: Purple Frenzy

Works kinda like Pac-Man as you can eat people

You recover 2% damage for every hit you can get with it

Lasts for 25-30 seconds


~(no cyan laser 0/10)~

January 26th, 2016: THE CYAN LASER EDIT

Neutral B: Cyan Laser ~(7791)~

Basically the same as the homing attack, only differences is that Sonic now glows in the #00FFFF hexadecimal color and the move itself has no startup time. It also has 40% more range and speed but the nerf here is that it can only go one direction at a time before making contact with a fighter. When it does, it can change into a different direction if needed

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Wed Jan 27, 2016 9:43 pm
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Location: Talking to the Primidorial Majin in the Cocoon
Country: Philippines (ph)
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Skype: I don't have skype lel.
Currently Playing: Smash Flash 2, Sonic Runners, Sm4sh 3ds
K that gave me an idea

Sonic (black knight, secret rings combined)

Neutral B: Homing Slash Attack
Basically a homing attack but sonic is swinging his sword too. It does damage during the charge.
Side B: Speed Break
Sonic does a short charge, and then goes across the stage really fast. The dash can be controlled and can hurt people along the way.
Up B: Spring
Down B: Time Break
Essentially Bayonettas witch time in smash 4

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Been with McleodGaming since Smash Flash. Played ssf2 since v.05.
Mains: :blackmage: :naruto: :sora:
I suggest joining the SSF2 Screenshot RPG! viewtopic.php?f=25&t=36971


Tue Feb 09, 2016 6:14 pm

Joined: Thu Nov 20, 2008 2:34 pm
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Here's some custom special move ideas for Neo Mega Man. :megaman:

Custom neutral special #1: Proto Strike
Charge and release for an extremely powerful close-range shot.

Custom neutral special #2: Bass Buster
Hold down the button to perform a rapid-fore barrage. Mega Man can't move while firi g but he can aim in any direction

Custom side special # 1: Metal Blade

Custom side special # 2: Ice Slasher

Custom up special #1: Rush Coil

Custom up special #2: Rush Jet
Mega Man rides on Rush's jet form and moves forward, able to move up and down.

Custom down special #1: Leaf Shield

Custom down special #2: Mega Ball
Press down and B once to drop a soccer ball on the ground and press down and B again to kick it. Kicking the ball sends it flying at a 45-degree angle and the kick itself can be used to damage opponents, behaving like Mega Man's down tilt in earlier versions.

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Tue Jun 21, 2016 7:55 pm
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Location: Either at home or at school
Country: Philippines (ph)
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Currently Playing: SSF2, Paladins, TF2, Skullgirls
Waifu: m'Lady Lyndis
Black Mage

Neutral Special: show
Default Special: Stop
Custom Special 1: Hold – Instead of Hitstun, opponents hit will be trapped in Chains like Isaac’s Growth. The longer the charge, the longer the trapped time is. Opponents trapped can still try to shake out of the chains, and will still get harder the higher the percent. Charges 1.5x as long as default Stop. Aesthetic: Instead of the 2 circles circling around BM while charging, 2 chains will circle around BM instead.
Custom Special 2: Sleep – Kinda Self-explanatory, makes opponents sleep. Longer charge, longer sleep time. Only affects grounded opponents though. Aesthetic: The color scheme of the Circles circling Around BM is the light blue-white-light yellow.


Side Special: show
Default Special: Haste
Custom Special 1: Temper – Instead of Multiple hits with multiple weapons and a final blow, will instead attack the opponent ‘grabbed’ with a magic sword dealing 15% damage and more KB. Aesthetic: Sword is the same sword in the Temper cast animation from FF: Dawn of Souls.
Custom Special 2: Invis – Does the regular Haste animation but BM becomes slightly transparent. This move no longer automatically “grabs” and enemy but becomes a Counter move where if he is attacked at the “vanish” part of the move, he “grabs” the opponent that attacked him and does the final hit of Haste but with a 1.25x damage multiplier to the countered move.


Up Special: show
Default Special: Warp
Custom Special 1: Exit – ‘Ring’ travels 1.5x the distance, but there is a bigger delay before teleporting to the ‘ring’.
Custom Special 2: Teleport – ‘Ring’ travels 2x faster but only at half the distance.

_________________
Mains:
:megaman: ; :lloyd: ; Image

Secondaries:
:bomberman: ; :wario:

For Fun:
:chibirobo: ; :blackmage: ; :ichigo: ; Image ; :isaac: ; :jigglypuff:

Hopefuls:
Lyn(FE); Ike(FE); Zero(MM); Andy(AW); Gilgamesh(FF)

tmanex2013 made the wonderful lyn sprite I used for Image


Tue Jun 21, 2016 9:09 pm
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Country: United States (us)
Gender: Male
MGN Username: Vega
Currently Playing: The Beta
:link:
Neutral Special:

Custom 1 - Instant Bomb Arrow: At the expense of lower damage, Link can pull out a Bomb Arrow and let it strike the opponent. Deals only 6% damage and does less knockback.
Custom 2 - Fire Arrows: Link shoots arrows that have significantly higher gravity, but deal even more damage and can even burn opponents when it lands. Deals 12% damage, good horizontal knockback and stays out for 2 seconds, dealing 3% damage per second with no knockback.
Custom 3 - Ice Arrows: Link shoots arrows that will instantly freeze the opponent. The arrows deal only 8% damage fully charged, but the more the charge, the more powerful the freeze. If they land on the ground, they make the ground have less traction on opponents.
Custom 4 - Rapid Fire Arrows: Similar to Link's rapid fire in LCT, Link can shoot arrows at an amazingly fast rate when holding down the button, only dealing 1% damage per arrow, of course. No knockback.
Custom 5 - Aiming Arrows: Link can point his bow upwards, downwards or in the other direction now, at the expense of damage on the arrows. Fully charged and pointed down, the arrow can meteor, though it's a weak meteor. Deals only 10% damage fully charged anywhere.

Side Special:

Custom 1 - Dragging Boomerang: Link throws a Gale Boomerang that has an incredible amount of wind put to it. So much so that opponents can easily be taken away with it regardless of what they do. The range is short and there's no hitbox, meaning no damage.

Custom 2 - Giant Boomerang: Link throws a gigantic Boomerang that is extremely slow and has short range. The boomerang deals 18% damage coming out, 12% when it keeps flying and 10% coming back, having somewhat heavy knockback.

Custom 3 - Shield Bash: Link doesn't throw a Boomerang, but instead, gains the ability to reflect opponents' projectiles with the attack. Reflection is 1.3x in damage and 1.45x in projectile speed.

Up Special:

Custom 1 - Flaming Spin Attack: Link slowly charges his Spin Attack and similar to Soul Calibur 2, he lands multiple hits while sending himself forward. The first two hits deal 3% damage and the last deals 5% uncharged and isn't a flame attack, but when fully charged, Link deals 5% damage for the first 3 hits and 8% on the last hit. The aerial version of the attack has less vertical range, but high horizontal range to compensate and deals the same damage and hits as the uncharged attack.

Custom 2 - Meteor Spin: On the ground, Link buries opponents if they come into contact with the attack, but they will meteor if hit from mid-air. In the air, Link actually stalls himself mid-air as he will meteor the opponent. Of course, Link can still recover vertically. Grounded blows deal 13% damage while aerial blows deal 10% damage, with the vertical hit dealing 15%.

Down Special:

Custom 1 - Cucco Egg Toss: Link pulls out an egg and can throw it. Most of the time, the egg has nothing in it and deals 6% damage per hit with vertical knockback, easy for combos. However, the egg has the chance to explode (dealing 20% damage), bring out a Pokeball/Master Ball, Fan, Beam Sword and even a Smash Ball. Link also has a chance to pull out his own Stitch Face and, as a little joke, a Chain Chomp and a Thwomp.

Custom 2 - Rupee: Link pulls out a Rupee and throws it. The amount of hits depend on the Rupee pulled (sometimes).
Green Rupees deal 1 hit of 5% damage.
Blue Rupees deal 5 hits of 2% damage.
Yellow Rupees deal 10 hits of 1.5% damage.
Red Rupees deal 20 hits of 1% damage.
Purple Rupees deal 50 hits of 0.5% damage.
Orange Rupees deal 1 hit of 50% damage.

Custom 3 - Potions: Another RNG, but this time, has the chance of healing or hurting Link. Link can pull out Potions or drinks to heal damage or hurt him.
Milk heals 10% damage.
Superb Soup heals 20% damage.
Poe Soul heals 20% damage or makes Link deal 10% damage to himself.
Nasty Soup hurts Link and deals 20% damage to him.
Red Potion heals 50% damage to Link.
Blue Potion heals all damage dealt to Link.

Bleh...I'm done here. I've had my fun.

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MGN Username: Vega
Mains: :link: :lloyd: :sora:
Secondaries: :goku: :megaman: :ichigo:


Sun Aug 21, 2016 5:42 am
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