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"Custom Special" Moveset Speculation 
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Joined: Thu Sep 03, 2015 6:26 pm
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Currently Playing: the game called "the struggle of life."
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:sonic:
My Version Of Custom Specials

Side B – Another version of the Light Speed Attack. Sonic must charge up for about 4 or 5 seconds. This charge is shield and dodge cancellable but the charge cannot be stored so if you do cancel it, you have to charge for the full 4 or 5 seconds again. Once it is very close to fully charging, Sonic will say “Come on!” and finish the charge. Press Side B again to boost forward at super speeds. The initial hitbox is his strongest killing move. It is also able to be jump cancelled at the latter half of the move. If you don’t jump cancel it in the air, you will fall into a helpless state. 15% with sweetspot, 8% sourspot.

Down B - The Blue Tornado. Sonic spins around, creating a small tornado that will move in a straight direction. The projectile travels slowly, dealing multiple hits that deal 2% each. 8% if all hits connect.

Up B - SSB4's Spring Headbutt. This will cause Sonic to spin straight up and deal a headbutt to anyone he hits, but the spring will not remain on the stage. 7%

Nuetral B -

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Evil is a source of moral intelligence in the sense that we need to learn from our shadow, from our dark side, in order to be good.
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Thu Aug 25, 2016 12:48 pm
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Joined: Sat Sep 20, 2008 12:40 pm
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I'm bringing this topic back since someone bumping a different thread got me thinking about this again.

:sora:
  • Neutral (Strike Raid):
    • Wisdom Shot: Quicker, more straightforward projectile. Slight homing properties.
    • Brave Shot: A single hit that forgoes range in exchange for KO potential.
  • Side (FlowMotion):
    • Sonic Rave: Faster, but movement direction cannot be controlled. Uses dash attack's animation.
    • Superglide: Exchanges the combo at the end for the ability to cancel into any normal attacks.
  • Up (Aerial Recovery):
    • Aerora: The magic flash reflects projectiles and deals slight damage. Cannot be cancelled into attacks.
    • Magnet Burst: Sucks nearby enemies in during the leap to make them vulnerable to a followup.
  • Down (Command Deck):
    • Firaga: The attacks do not cycle.
    • Showtime: The attacks are randomized instead of in a set order. The command menu does not appear.


:isaac:
  • Neutral (Growth):
    • Briar: The vines are thorned, so they strike instead of ensnare.
    • Bind: A full projectile instead of being tied to Isaac.
  • Side (Move):
    • Force: Deals damage and the knockback is more powerful, but cannot be adjusted like Move can.
    • Ward: The hand can absorb damage from attacks, but does not travel as far.
  • Up (Lift):
    • Death Plunge: Strikes powerfully downward at the end of the leap.
    • Retreat: Would have been Isaac's up special in Project M.
  • Down (Gaia):
    • Quake: Cannot be moved and strikes in the immediate area around Isaac.
    • Frost: Freezes the opponent instead of knocking them away.


:megaman:
  • Neutral (Mega Buster):
    • X Buster: SSF1 Mega Man's side attack. Has a fixed strength and cannot be charged.
    • Metal Blade: SSB4.
  • Side (Crash Bomb):
    • Ice Slasher: SSB4.
    • Black Hole Bomb: Demo.
  • Up (Beat Call):
    • Rush Coil: SSB4.
    • Tornado Hold: SSB4.
  • Down (Water Wave):
    • Wheel Cutter: Demo.
    • Super Arm: Demo.

:goku: (Already posted before, but for the sake of completeness)
  • Neutral (Kamehameha)
    • Full-Power Energy Wave: A very basic Ki attack. Shoots out fast, but not nearly as tough.
    • Kamehameha Drone: A trick attack used against Frieza. The energy ball hangs in midair and fires a short time later.
  • Side (Ki Blasts)
    • Charge Blast: A single, powerful shot that's held for a bit.
    • Pressure Wave: Used against Chi-Chi in the Piccolo Jr. arc. No damage, but an easy-to-use windbox.
  • Side!! (Kaio-Ken Attack)
    • Meteor Crash: Smashes into the opponent and stops rather than going through. Paired with Charge Blast.
    • Dragon Dash: Not an attack in itself, but can follow up into one. Paired with Pressure Wave.
  • Up (Instant Transmission)
    • Instantaneous Movement: Skip the kick, but move farther.
    • Afterimage: Ready yourself to Counter, then teleport a short distance.
  • Down (Kaio-Ken)
    • Kaio-Ken x20: The power boost is massive... but don't count on surviving the next hit.
    • Explosive Wave: The burst of energy without transforming is powered up into an effective "get off of me" attack.

Sandbag
  • Neutral (Capsule)
    • Crate: Instead of a capsule... Sandbag pulls out a crate. More powerful and contains more items, but much, much less versatile as a projectile, especially in competitive play since movements are restricted and throwing it is highly telegraphed.
    • Dummy Capsule: Much easier and quicker to pull out, but does not contain any items even with the item switch turned on, and will never explode.
  • Side (Aerial Grab):
    • Airborne Assault: Sandbag strikes instead of grabbing.
    • Aerial Suplex: Sandbag throws the opponent behind him rather than forward.
  • Up (Bob-Omb):
    • Rocket Belt: A more conventional recovery. Does not deal damage, to either Sandbag or his opponent.
    • Pitfall: A double meteor smash that cannot be used to recover at all. Losing a stock is guaranteed if used offstage, but at the trade-off of definitely taking the opponent with you if successful.
  • Down (Wave Dodge):
    • Super Wave Dodge: Goes a much farther distance, but cannot cancel into attacks until a bit later and is more telegraphed as a result.
    • Wavedash: An immediate slide without delay. Less freedom of movement - can only go horizontally, and only on the ground - but also much quicker.

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Thu Dec 01, 2016 7:27 pm
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  • Neutral (Beam Whip/Wave Beam):
    • Cycle Beam: Bandana uses Beam Kirby's Dash Attack. Multi-hitting move without KO potential. Just works to stack up damage in close range.
    • Zig Zap: Uses Beam Robobot's Beam attack: Releases a ball of energy that bounces forwards. Can be charged for a bigger variant known as Big Zap.
  • Side (Spear Throw):
    • Burning Javelin: Throws a burning javelin that creates fire upon landing in the floor like Young Link. Based on Javelin Knight.
    • Axe Hack: Tosses an axe that goes in an arc. Unlike the spear, it only hits instead of piercing the opponent. Based on Axe Knight and the Lumberjack Waddle Dee class.
  • Up (Spear Copter):
    • Parasault: Dee quickly spins upwards while holding a parasol, similar to Coo's Parasol ability, after that Dee will slowly fall in his parasol. Unlike Spear Copter, he can let go of the Parasol which makes him fall faster and will release the Parasol upwards, like a projectile. He can also only float 5 seconds. Based on Parasol Robobot's main ability.
    • Balloon Flight: Inflates some balloons to float upwards. Goes higher than Spear Copter but can't deal any damage. It pretty much works like Villager's Up B except you can only do 3 flaps (although, very high). Based on the Balloon Waddle Dee class from Epic Yarn.
  • Down (Parasol Drill/Twirl):
    • Moon Drop: In the air, Dee flashes the spear and quickly twirls it like a drill while rapidly falling to the ground. Can spike. It's pretty dangerous to use in the air because you can't stop until you hit the ground. If used on the ground Dee will simply jump and use the move.
    • Megaton Punch: Bandana Dee rises his fist, charging a move similar to DK Punch. YOu can also save the charge by shielding. Unlike DK Punch if used on the ground, Dee will slam the ground causing a quick earthquake similar to Lloyd's Grave Blade but with a lot less range. It needs to be charged so it's not as spammable as Grave Blade. It will also bury any opponent who happens to be in the exact same position as Dee. In the air, Dee will just automatically use the move regardless of charge. It can meteor smash.

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Tue Jan 10, 2017 1:55 pm
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:megaman: woo it's the jumpy guy who also shoots sometimes
  • Neutral (Mega Buster):
    • Prototype Buster: Hey, you get a neat shield! You're protected from the front when you stand still whilst charging. But, you walk around slower and jump a bit lower. And getting hit whilst charging will hurt. A lot. So don't get hit, or else Mega Man 9 happens. :chibirobo:
    • Z-Sabre: Just mash the button and slash up to 5 times in quick succession, or charge that stuff up for a long-reaching dashy slash that pierces through opponents!...But not shields. Don't get too excited. :chibirobo:
  • Side (Crash Bomb):
    • Elec Beam: It's Elec Man's thing! You can shoot it and it goes Up, Forward and Downward. The forward blast doesn't go very far, but the Up and Down things travel quite a ways. Doesn't really do much knockback, but it definitely hurts. :chibirobo:
    • Guts Arm: Oh hey it's the thing from 0.9b where you throw bricks, the one that everyone loves to use but hates to get hit by :chibirobo:
  • Up (Beat):
    • Rush: Take a wild freaking guess on what it does
    • The Warp: Y'know, that thing Mega Man does constantly. You get 4 big zips, exactly like Pikachu's Quick Attack, but...you're forced to go directly downwards on the fourth zip. And you don't stop zipping downwards until you hit something, be it the Stage or the Blast Zone. So, be careful. And stuff. :chibirobo:
  • Down (I already forgot the name so :blackmage: ):
    • Black Hole Bomb: Y'know, the 0.9b one. You should know how it works :chibirobo:
    • Metal...Wheel...Gear...Thing: I forget it's name but it's that one from 0.9b, ya dig :chibirobo:

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Stay groovy, wherever your travels take you. :chibirobo:
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Tue Jan 10, 2017 4:16 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:

N-Spec (Lemons)

>Bass Buster
Shoots faster, less/no hitstun, no charging, hold to "rapid-fire", can aim in 7 directions (all but down) on the ground, can aim in 5 (Up, Forward, Down, yass) in the air.

>Proto Buster
Charges faster, but only 3 stages of charging, reflects projectiles in front while charging, but he takes twice (?) or thrice (?) the KB when hit while charging

S-Spec (Gooey Bomb)

>Black Hole Bomb
The 0.9b thingy, but make it slightly better, idk

>Ice Slasher
The one from Smash WiiU/3DS... but improve something, idk

Up-B (Bird)

>Rush Coil
Smash 4

>That platform thingy from MM 2 (?)
The thingy he used in Super Smash Land

Down-B (Splash of Water)

>Leaf Shield
Sm4sh, but possibly better, like more damage, and/or better at blocking projectiles

>Metal Blade
Sm4sh, but he instead gets the item, akin to Link's Bombs...

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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 Jan 31, 2017 7:07 am
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Joined: Mon Nov 24, 2014 6:26 pm
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Currently Playing: SSF2TAS
Customs won't be in the game, so I'm doing this just for fun

:kirby:
Neutral special: inhale
Custom 1: Ice
It's his Ice Breath from Sm4sh but with more range.
Custom 2: Fire
It's his Fire Breath from Crusade. No buffs or nerfs necessary.
Side special: Hammer
Custom 1: Poison
It's his dash attack with the poison ability from Planet Robobot
Custom 2: Laser
It's his laser ability. It reflects off of slanted surfaces and deals slight hitstun.
Up special: Final Cutter
Custom 1: Hi-jump
It's his hi-jump ability. He can hit and launch anyone horizontally until slightly before the peak of his jump.
Custom 2: Rising Break
His Rising Break attack from the Fighter ability.
Down special: Stone
Custom 1: Spark
Creates a small low-priority no hitstun green ring around him and he cant move. If directional buttons are mashed, the ring can get bigger and have more priority, along with dealing hitstun. If at any given point the shield button is pressed, the attack will be cancelled, and a projectile will be stored depending on how much you mashed the directional buttons:
Plasma Needle: low hitstun, low range, low damage, lOW priority.
Plasma Arrow: decent hitstun, twice the range of plasma needle, low damage
Plasma Spark: large, slow moving stunbox that deals 8%. Less range than Arrow.
Plasma Laser: large, powerful arrow that has low hitstun/knockback, the same range as charge shot, and deals 11%
Plasma Wave: It's essentially a fully charged charge shot.
Custom 2: Bomb
Kirby pulls out a bomb that he can throw and aim that explodes on impact.

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Tue Jan 31, 2017 12:20 pm
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:bowser:

  • Neutral - Fire Breath (Or Fire Shot since it's now a Projectile):
    • Flamethrower: Similar to his Fire Breath in all Smash games, except that rather than being multiple angleable projectiles like in vanilla Smash, this move is one large hitbox in this shape. The flame becomes shorter the more time you keep it pressed, and can't be angled. Somewhat comparable to Fire Kirby's Fire Breath in Return to Dream Land.
    • Hammer Throw: His Hammer Throw from the original SMB1. He simply throws a Hammer in an arc. The attack is quick so you can sort of spam it.
  • Flying Slam/Koopa Klaw Hybrid:
    • Dash Slash: Dash Slash from SSB4. You quickly swipe forwards with the same animation as Flying Slam.
    • Sliding Punch: His Punch from Bowser's Inside Story. If you're not moving, Bowz will charge his Punch and you can release it at any time. Unlike DK's, you can't keep the charge and have to press the B button again to select the Punch. If you time it purrfectly you get a very good Punch. If you keep it charging for too long, Bowz will lose his balance and fall forwards. If the Move is used while moving, you Punch and slide across the stage. Not too strong but can help you move a bit faster.
  • Whirling Fortress:
    • Flying Fortress: Same as the custom move in Sm4sh.
    • Racoon Koopa: A puff of smoke surrounds him and he transforms into Racoon Koopa/Bowser. If you mash up Up-B he can fly and reach the other side of the rainbow. The tail does damage and you can attack with the tail if you press Attack. Based on the Bowser Impostors from SM3DLand and Racoon Koopa from the Super Koopa episode in the SMB3 Cartoon.
  • Bowser Bomb:
    • Spike Ball: His Spike Ball technique from Bowser's Inside Story. Using it yields you with armor and you can move abit to the sides, like Yoshi's Egg Roll. This move requires a cooldown of a whopping 5 seconds so use it wisely.
    • Chomp Throw: He winds up his Chomp from Super Mario RPG and throws it forwards like in the game. A regular sized projectile that hits hard but leaves Bowz vulnerable to attacks.

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Wed Mar 22, 2017 1:04 pm
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