"Expansion" Character Moveset Speculation
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dragonballhero
Joined: Sat May 14, 2016 9:56 pm Posts: 376 Country:
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| | | | Yoshiblaze wrote: I'M BAAAAAAAAAAAAAAAAAAAAAACK! With a new moveset! Also, if you remember, I held a strawpoll ages ago and never did a moveset for the winner. After this set, I WILL do that character next. Without further ado: [ Image ] [ Image ] Plusle and Minun!Universe: Pokemon Origin: Pokemon Ruby/Sapphire Victory Theme: Two excerpts from the Main Theme of Pokemon Red/Blue/Yellow [ https://www.youtube.com/watch?v=uuDugt9d5po ] Victory Pose: Plusle and Minun dance together Losing Animation: Plusle and Minun both sit down. Plusle cries and Minun frowns while clapping Crouch: Same as 's [The following use values from SSF2] Weight: (Mario: 100) Both 78.5 Height - Both: A little shorter than Dash Speed - Both: 12.8777778 (This is reference to how Plusle's and Minun's Speed stats in the Pokemon games are exactly 1.05555555556 times higher than Pikachu's) Fall Speeds- Normal: (Mario: 13) 14 (Plusle), 14.2 (Minun) Fast Fall: 17 (Plusle), 17.3 (Minun) Jump- Normal: Great Running: Amazing Short Hop: (in terms of lowness to the ground) Bad Color Swaps: Coming soonBaton Pass: As they are two Pokemon on a team, Plusle and Minun decided to use a move that lets them work as a team: Baton Pass. When the game starts, you will only see Plusle on stage and Minun will be in the background, cheering Plusle on. But, by using Plusle's or Minun's Down Specials, they will swap places. You can only use Baton Pass again after Plusle or Minun has been on stage for 30 seconds. If Plusle or Minun are effected by a power boost/debuff, status, or speed boost/debuff, they are passed on to their teammate. Percent is also passed
Plus and Minus: Plusle and Minun's abilities, Plus and Minus, activate when you switch Plusle and Minun using Baton Pass. After switching, for 10 seconds, Plusle and Minun's attacks do more damage and have more knockback.
Select: While selecting Plusle/Minun, if you hold down the Special button, you will start as Minun Jab - Both: Plusle/Minun do a low range kick Jab Finisher - Both: Plusle/Minun do a headbutt. Forward Tilt - Both: Plusle/Minun spin and use Iron Tail. Their tails also extend slightly Forward Smash- Plusle: Plusle unleashes a powerful Spark from its head. Very strong Minun: Minun also uses Spark, but it has more range then just its head. More similar to 's FSmash Up Tilt - Both: Plusle/Minun do a backflip, with their tails being the hitbox. Combo starter Up Smash- Plusle: Plusle does a hand stand and kicks the air with electrified feet. Minun: Minun jumps and headbutts the opponent. Weak, but has little and endlag. Down Tilt: Plusle/Minun quickly takes out a card and uses Trump Card and by swinging it down. Decent kill move. Down Smash- Plusle: Plusle uses Discharge. It's similar to 's Down Smash. Strong Minun: Minun uses Round in front of him. It has a weak windbox and decent damage and knockback. Dash Attack: Plusle/Minun do a slide tackle NAir: Plusle/Minun use a weak Discharge that surrounds them. FAir: Plusle/Minun Use a baton to slap the opponent BAir- Plusle: Plusle does a two-legged kick behind it. Minun: Minun shoots an electric current backwards. It sends the opponent up, however, it has low knockback UAir: Both Plusle and Minun do a flip kick. Plusle's does more damage and has an electric effect, while Minun's is a comb move DAir: Plusle/Minun use Shock Wave below them. The hitboxes are Plusle/Minun's body, the path of Shock Wave and the center of it. Visual:
Click to expand thumbnailType: Two hands Range: Low Pummel: Same as Forward Throw: Plusle/Minun do a backflip, sending the opponent flying a short distance Back Throw: Plusle/Minun turn around and zap the opponent, sending them flying. Plusle's is a kill throw. Up Throw: Plusle/Minun call upon the other. The one that's currently active tosses the opponent up and the the other one shocks them with an upwards Shock Wave, sending the opponent up. The teammate then runs back to the background. If Plusle uses Shock Wave, it's a weak Kill throw. If Minun uses Shock Wave, it's a combo starter. Down Throw: Plusle/Minun lets go of the opponent and then zaps them. If near the edge of the stage, it's a weak spike. Otherwise, it's a combo starter, as the spike will make the opponent hit the stage and then send them up Neutral Special: Plusle: Thunder Shock - Plusle shoots a small, but fast, electrical current out at the opponent. It ignores gravity. Minun: Toxic - Minun shoots a small purple ball of poison that will poison anyone it hits.
Side Special: Plusle: Wild Charge - Plusle charges at the opponent, with electricity all around it. It does a lot of damage and knockback, but causes 10% recoil if it hits. Minun: Helping Hand - Minun claps. This does a very low amount of damage and knockback, but, when Plusle is switched in using Baton Pass, it's attacks will do slightly more damage for 15 seconds. This does stack with Plus.
Up Special: Plusle: Volt Switch - Plusle shoots an electric whip and flies to where ever the end is. It can tether the ledge and be aimed in any direction. Minun: Magnet Rise - Minun levitates up a good distance. If used on the ground, it will slightly boost Minun's speed for 10 seconds.
Down Special - Baton Pass: See "Special Attributes"
Final Smash: Nasty Plot/Thunder - Plusle/Minun calls upon the other. When they are both on onstage, Minun holds Plusle's hand and uses Nasty Plot. Then, both them use a massive Thunder, which falls directly in the center of the stage, causing massive damage and knockback. | | | | |
I LOVE this moveset you made! If Pichu won't be appearing in SSF2, which is looking possible, I'd want these two to be playable in SSF2. They were even part of my most wanted for Super Smash Bros. 4. Also, great creative use of their tag-team mechanic!
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Thu Jun 16, 2016 3:47 pm |
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Jan_Solo
Joined: Fri Dec 18, 2015 9:53 am Posts: 649 Location: Either at home or at school Country:
Gender: N/A
Currently Playing: SSF2, Paladins, TF2, Skullgirls
Waifu: m'Lady Lyndis
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Can anyone Review my Bill Rizer/Blastoise moveset?
_________________Mains: ; ; Secondaries: ; For Fun: ; ; ; ; ; Hopefuls: Lyn(FE); Ike(FE); Zero(MM); Andy(AW); Gilgamesh(FF) tmanex2013 made the wonderful lyn sprite I used for
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Sat Jun 18, 2016 2:58 am |
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dragonballhero
Joined: Sat May 14, 2016 9:56 pm Posts: 376 Country:
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I'm pretty sure I reviewed your Blastoise moveset...didn't I?
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Sat Jun 18, 2016 8:28 am |
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Jan_Solo
Joined: Fri Dec 18, 2015 9:53 am Posts: 649 Location: Either at home or at school Country:
Gender: N/A
Currently Playing: SSF2, Paladins, TF2, Skullgirls
Waifu: m'Lady Lyndis
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Yeah you did, sorry I kinda forgot considering it was a while since anyone actually posted other stuff Bill RIzer reviews anyone?
_________________Mains: ; ; Secondaries: ; For Fun: ; ; ; ; ; Hopefuls: Lyn(FE); Ike(FE); Zero(MM); Andy(AW); Gilgamesh(FF) tmanex2013 made the wonderful lyn sprite I used for
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Sun Jun 19, 2016 7:48 pm |
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goml
BR Member
Joined: Sat Aug 23, 2014 12:22 pm Posts: 1448
Gender: Female
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I have updated the Mach Rider concept. Warning: super gimmickry is afoot. 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 start up is slower than most, but reaches full speed almost immediately. 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[bike hit] - Above-Average [MachRider Hit] ala Bowser Jr. Dodge: Cannot use shield related skills aside from teching, which is fairly slow, given he is on a vehicle, and air dodging, which has an unusually large amount of end lag.
(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: Above-Average Dodge: Relatively average roll, air dodge, and spot dodge stats in all respects, pretty good distance and speed on teching and get up moves.
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 in terms of sheer distance, although he may have to resort to ditching the bike as a last resort in recovery, and he lacks defensive abilities: aside from Air Dodge and Teching, Mach Rider has no access to shield related skills. Unmounted, Mach Rider is easier to control and has full access to cast wide mechanics that he lacked while mounted. The player is encouraged to use both in different situations.
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.
Movement follows some slightly different rules while mounted. While mounted, Mach Rider does not possess a traditional dash dance, making him speedy but hard to control. His pivot dash however is interesting in that while the initial animation is pretty slow, afterwards max speed is hit almost immediately, which can help his lack of dash dance. The effects of crouching are extremely minimal [not much height difference] and when moving functions as a brake, slowing to a stop [at an ok speed] instead of immediately canceling the dash. Possibly the biggest restriction is that while Mach Rider is mounted he cannot drop through platforms. All of this does come with trade offs: dismount [and by extension dismount canceling, explained later] when properly utilized can allow Mach Rider to briefly control 2 different places at once, offer some unexpected movement and pressure opportunities, and can have some strange yet effect movement based mixup options on account of being able to mount a bike that is in midair. Many of Mach Riders specials while mounted can also have serious effects on his velocity. While situational, dair can also be used to change direction in the air without altering momentum, with the potential slightly expanded if followed up by a dismount.
When dismounting [raw], 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. In most cases (which the exception of some dismount canceled specials) the bike will not have a hitbox, but it does have a hurtbox. The bike in this state is considered by the engine to be a projectile, but it cannot be directly destroyed. When the move is trumped or clashes with a melee attack/projectile, it will suffer an appropriate ammount of knockback from the attack. The bike can not be directly destroyed by an opponent, and will lose it's hitbox while crashing, but will still interact with projectiles and physical attacks. Furthermore, contact will a wall or an enemy's hurtbox will crash it on the spot, giving it a little vertical bounce. When the bike is reflected, Mach Rider will lose the ability to dismount the bike until the hitbox becomes inactive. Worth a note: the bike when in a projectile state will have a slightly smaller hitbox than the bike appears. The bike is NON-INTERACTABLE once it stops moving aside from Mach Rider's Mount/Explosion.
Whenever the bike is destroyed [either before Explosion or being launched into the blast zone], it will take 16 seconds for it to be able to respawn.
[I've had to clarify this in chat: Unlike Wario's canon Smash bike, you don't have a hitbox from simply driving around.]
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. When the bike is in a normally non-interactable state, Chibi cannot catch it.
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 25 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 moderate 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 attack will bounce off of walls, which will set the damage and knockback somewhere between raw and ground bounced tire iron. The tire iron will rest on the ground briefly the second time it makes contact. While the tire iron can be destroyed by projectiles, it will bounce off of an opponent or any projectile it outprioritizes, losing its hitbox in the mean time. The move has a relatively high amount of endlag, and only one can be on the field at a time.
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 against fast fallers 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, but with higher knockback scaling.
Moveset (Universal)
Final Smash - Evel Knievel - 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.
Ledge Attack > 100% - A simple rising kick.
Ledge Attack < 100% - Slowly get up while drawing and then swinging the wrench.
Getup Attack - Mostly resuse dsmash animation, but with lower stats of course.
In respect to the previous version, both styles [mounted and unmounted] have been rebalanced to give the player more reason to use both. Sadly, the older post has been edited with most of the changes here, so you won't be able to view the differences. In general, the mounted state has decreased defensive capabilities and loses it's ability to grab, along with losing the Tire Iron move [which is now ONLY availabe unmounted.] The recommended damage levels have slightly increased overall to compensate, along with gaining a few sparse armor options. As for the unmounted state, recovery capabilities have been made better, although without bike Mach Rider still has relative poor recovery options. Mach Rider also gained some increased offensive capabilities so as to a) not be defenseless when the bike is unavailable and b) have better follow-up options from a Dismount. This including better disjoint capabilities with a new Zair and Up B, and an improved Tire Iron, allowing the character to better play the spacing game but not quite being able to effectly zone. Mach Rider also gained a tether grab [Zair existed in a different form as Side B before inputs were switched] with a more mundane throw game.
I would like to note that if someone was to take up this character, it would most likely be a seriously challenge to properly implement due to it's complexity. For some, this might be a positive.
Complementing this, I think that Mach Rider would also be a very interesting character to observe interacting with the default cast, as the properties and complexities behind this character's gimmick could lead to an absurdly high skill cap along with a lower than average skill floor, in theory.
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Sat Jun 25, 2016 4:39 pm |
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dragonballhero
Joined: Sat May 14, 2016 9:56 pm Posts: 376 Country:
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| | | | Fed2Ex wrote: I have updated the Mach Rider concept. Warning: super gimmickry is afoot. 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 start up is slower than most, but reaches full speed almost immediately. 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[bike hit] - Above-Average [MachRider Hit] ala Bowser Jr. Dodge: Cannot use shield related skills aside from teching, which is fairly slow, given he is on a vehicle, and air dodging, which has an unusually large amount of end lag.
(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: Above-Average Dodge: Relatively average roll, air dodge, and spot dodge stats in all respects, pretty good distance and speed on teching and get up moves.
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 in terms of sheer distance, although he may have to resort to ditching the bike as a last resort in recovery, and he lacks defensive abilities: aside from Air Dodge and Teching, Mach Rider has no access to shield related skills. Unmounted, Mach Rider is easier to control and has full access to cast wide mechanics that he lacked while mounted. The player is encouraged to use both in different situations.
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.
Movement follows some slightly different rules while mounted. While mounted, Mach Rider does not possess a traditional dash dance, making him speedy but hard to control. His pivot dash however is interesting in that while the initial animation is pretty slow, afterwards max speed is hit almost immediately, which can help his lack of dash dance. The effects of crouching are extremely minimal [not much height difference] and when moving functions as a brake, slowing to a stop [at an ok speed] instead of immediately canceling the dash. Possibly the biggest restriction is that while Mach Rider is mounted he cannot drop through platforms. All of this does come with trade offs: dismount [and by extension dismount canceling, explained later] when properly utilized can allow Mach Rider to briefly control 2 different places at once, offer some unexpected movement and pressure opportunities, and can have some strange yet effect movement based mixup options on account of being able to mount a bike that is in midair. Many of Mach Riders specials while mounted can also have serious effects on his velocity. While situational, dair can also be used to change direction in the air without altering momentum, with the potential slightly expanded if followed up by a dismount.
When dismounting [raw], 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. In most cases (which the exception of some dismount canceled specials) the bike will not have a hitbox, but it does have a hurtbox. The bike in this state is considered by the engine to be a projectile, but it cannot be directly destroyed. When the move is trumped or clashes with a melee attack/projectile, it will suffer an appropriate amount of knockback from the attack. The bike can not be directly destroyed by an opponent, and will lose it's hitbox while crashing, but will still interact with projectiles and physical attacks. Furthermore, contact will a wall or an enemy's hurtbox will crash it on the spot, giving it a little vertical bounce. When the bike is reflected, Mach Rider will lose the ability to dismount the bike until the hitbox becomes inactive. Worth a note: the bike when in a projectile state will have a slightly smaller hitbox than the bike appears. The bike is NON-INTERACTABLE once it stops moving aside from Mach Rider's Mount/Explosion.
Whenever the bike is destroyed [either before Explosion or being launched into the blast zone], it will take 16 seconds for it to be able to respawn.
[I've had to clarify this in chat: Unlike Wario's canon Smash bike, you don't have a hitbox from simply driving around.]
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. When the bike is in a normally non-interactable state, Chibi cannot catch it.
Moveset (On Bike)
Neutral A - Chain Whip A indefinite 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. Transcendent 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 aerial 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 25 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, Missile 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 amount 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, totaling 9% damage, with last hit doing moderate upwards knockback.
Dair - Stomping - 3 down ward kicks with alternating legs, dealing 4%, 4% then 6%. Small hitbox, first 2 hits do minor damage. 3rd hit is a moderate 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 attack will bounce off of walls, which will set the damage and knockback somewhere between raw and ground bounced tire iron. The tire iron will rest on the ground briefly the second time it makes contact. While the tire iron can be destroyed by projectiles, it will bounce off of an opponent or any projectile it outprioritizes, losing its hitbox in the mean time. The move has a relatively high amount of endlag, and only one can be on the field at a time.
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 against fast fallers 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, but with higher knockback scaling.
Moveset (Universal)
Final Smash - Evel Knievel - 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 implied the he goes around the entire planet, and will land back when he started.
Ledge Attack > 100% - A simple rising kick.
Ledge Attack < 100% - Slowly get up while drawing and then swinging the wrench.
Getup Attack - Mostly reuse dsmash animation, but with lower stats of course.
In respect to the previous version, both styles [mounted and unmounted] have been rebalanced to give the player more reason to use both. Sadly, the older post has been edited with most of the changes here, so you won't be able to view the differences. In general, the mounted state has decreased defensive capabilities and loses it's ability to grab, along with losing the Tire Iron move [which is now ONLY available unmounted.] The recommended damage levels have slightly increased overall to compensate, along with gaining a few sparse armor options. As for the unmounted state, recovery capabilities have been made better, although without bike Mach Rider still has relative poor recovery options. Mach Rider also gained some increased offensive capabilities so as to a) not be defenseless when the bike is unavailable and b) have better follow-up options from a Dismount. This including better disjoint capabilities with a new Zair and Up B, and an improved Tire Iron, allowing the character to better play the spacing game but not quite being able to effectively zone. Mach Rider also gained a tether grab [Zair existed in a different form as Side B before inputs were switched] with a more mundane throw game.
I would like to note that if someone was to take up this character, it would most likely be a seriously challenge to properly implement due to it's complexity. For some, this might be a positive.
Complementing this, I think that Mach Rider would also be a very interesting character to observe interacting with the default cast, as the properties and complexities behind this character's gimmick could lead to an absurdly high skill cap along with a lower than average skill floor, in theory. | | | | |
This is so creative! The moveset really fits with Mach Rider's gimmick of switching between normal fighting and using his motorcycle! I love it! In he was in SSF2 with this moveset, it'd be the most work the devs ever did!
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Tue Jul 05, 2016 5:59 pm |
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Goku2500
Joined: Fri Aug 29, 2014 5:10 am Posts: 422 Location: Top Secret Country:
Gender: Male
Currently Playing: Assassin's Creed: Odyssey
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| | | | dragonballhero wrote: | | | | Fed2Ex wrote: I have updated the Mach Rider concept. Warning: super gimmickry is afoot. 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 start up is slower than most, but reaches full speed almost immediately. 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[bike hit] - Above-Average [MachRider Hit] ala Bowser Jr. Dodge: Cannot use shield related skills aside from teching, which is fairly slow, given he is on a vehicle, and air dodging, which has an unusually large amount of end lag.
(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: Above-Average Dodge: Relatively average roll, air dodge, and spot dodge stats in all respects, pretty good distance and speed on teching and get up moves.
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 in terms of sheer distance, although he may have to resort to ditching the bike as a last resort in recovery, and he lacks defensive abilities: aside from Air Dodge and Teching, Mach Rider has no access to shield related skills. Unmounted, Mach Rider is easier to control and has full access to cast wide mechanics that he lacked while mounted. The player is encouraged to use both in different situations.
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.
Movement follows some slightly different rules while mounted. While mounted, Mach Rider does not possess a traditional dash dance, making him speedy but hard to control. His pivot dash however is interesting in that while the initial animation is pretty slow, afterwards max speed is hit almost immediately, which can help his lack of dash dance. The effects of crouching are extremely minimal [not much height difference] and when moving functions as a brake, slowing to a stop [at an ok speed] instead of immediately canceling the dash. Possibly the biggest restriction is that while Mach Rider is mounted he cannot drop through platforms. All of this does come with trade offs: dismount [and by extension dismount canceling, explained later] when properly utilized can allow Mach Rider to briefly control 2 different places at once, offer some unexpected movement and pressure opportunities, and can have some strange yet effect movement based mixup options on account of being able to mount a bike that is in midair. Many of Mach Riders specials while mounted can also have serious effects on his velocity. While situational, dair can also be used to change direction in the air without altering momentum, with the potential slightly expanded if followed up by a dismount.
When dismounting [raw], 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. In most cases (which the exception of some dismount canceled specials) the bike will not have a hitbox, but it does have a hurtbox. The bike in this state is considered by the engine to be a projectile, but it cannot be directly destroyed. When the move is trumped or clashes with a melee attack/projectile, it will suffer an appropriate amount of knockback from the attack. The bike can not be directly destroyed by an opponent, and will lose it's hitbox while crashing, but will still interact with projectiles and physical attacks. Furthermore, contact will a wall or an enemy's hurtbox will crash it on the spot, giving it a little vertical bounce. When the bike is reflected, Mach Rider will lose the ability to dismount the bike until the hitbox becomes inactive. Worth a note: the bike when in a projectile state will have a slightly smaller hitbox than the bike appears. The bike is NON-INTERACTABLE once it stops moving aside from Mach Rider's Mount/Explosion.
Whenever the bike is destroyed [either before Explosion or being launched into the blast zone], it will take 16 seconds for it to be able to respawn.
[I've had to clarify this in chat: Unlike Wario's canon Smash bike, you don't have a hitbox from simply driving around.]
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. When the bike is in a normally non-interactable state, Chibi cannot catch it.
Moveset (On Bike)
Neutral A - Chain Whip A indefinite 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. Transcendent 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 aerial 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 25 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, Missile 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 amount 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, totaling 9% damage, with last hit doing moderate upwards knockback.
Dair - Stomping - 3 down ward kicks with alternating legs, dealing 4%, 4% then 6%. Small hitbox, first 2 hits do minor damage. 3rd hit is a moderate 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 attack will bounce off of walls, which will set the damage and knockback somewhere between raw and ground bounced tire iron. The tire iron will rest on the ground briefly the second time it makes contact. While the tire iron can be destroyed by projectiles, it will bounce off of an opponent or any projectile it outprioritizes, losing its hitbox in the mean time. The move has a relatively high amount of endlag, and only one can be on the field at a time.
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 against fast fallers 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, but with higher knockback scaling.
Moveset (Universal)
Final Smash - Evel Knievel - 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 implied the he goes around the entire planet, and will land back when he started.
Ledge Attack > 100% - A simple rising kick.
Ledge Attack < 100% - Slowly get up while drawing and then swinging the wrench.
Getup Attack - Mostly reuse dsmash animation, but with lower stats of course.
In respect to the previous version, both styles [mounted and unmounted] have been rebalanced to give the player more reason to use both. Sadly, the older post has been edited with most of the changes here, so you won't be able to view the differences. In general, the mounted state has decreased defensive capabilities and loses it's ability to grab, along with losing the Tire Iron move [which is now ONLY available unmounted.] The recommended damage levels have slightly increased overall to compensate, along with gaining a few sparse armor options. As for the unmounted state, recovery capabilities have been made better, although without bike Mach Rider still has relative poor recovery options. Mach Rider also gained some increased offensive capabilities so as to a) not be defenseless when the bike is unavailable and b) have better follow-up options from a Dismount. This including better disjoint capabilities with a new Zair and Up B, and an improved Tire Iron, allowing the character to better play the spacing game but not quite being able to effectively zone. Mach Rider also gained a tether grab [Zair existed in a different form as Side B before inputs were switched] with a more mundane throw game.
I would like to note that if someone was to take up this character, it would most likely be a seriously challenge to properly implement due to it's complexity. For some, this might be a positive.
Complementing this, I think that Mach Rider would also be a very interesting character to observe interacting with the default cast, as the properties and complexities behind this character's gimmick could lead to an absurdly high skill cap along with a lower than average skill floor, in theory. | | | | |
This is so creative! The moveset really fits with Mach Rider's gimmick of switching between normal fighting and using his motorcycle! I love it! In he was in SSF2 with this moveset, it'd be the most work the devs ever did! | | | | |
This is one of the most creative and in-depth movesets I have seen somebody make. I agree with dragonballhero that if the Devs decide to put Mach Rider in the game (Who I would main), this would take them a lot of work.
_________________ Young Justice Is Back!!
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Sun Jul 17, 2016 9:37 pm |
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dragonballhero
Joined: Sat May 14, 2016 9:56 pm Posts: 376 Country:
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| | | | Goku2500 wrote: | | | | dragonballhero wrote: | | | | Fed2Ex wrote: I have updated the Mach Rider concept. Warning: super gimmickry is afoot. 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 start up is slower than most, but reaches full speed almost immediately. 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[bike hit] - Above-Average [MachRider Hit] ala Bowser Jr. Dodge: Cannot use shield related skills aside from teching, which is fairly slow, given he is on a vehicle, and air dodging, which has an unusually large amount of end lag.
(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: Above-Average Dodge: Relatively average roll, air dodge, and spot dodge stats in all respects, pretty good distance and speed on teching and get up moves.
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 in terms of sheer distance, although he may have to resort to ditching the bike as a last resort in recovery, and he lacks defensive abilities: aside from Air Dodge and Teching, Mach Rider has no access to shield related skills. Unmounted, Mach Rider is easier to control and has full access to cast wide mechanics that he lacked while mounted. The player is encouraged to use both in different situations.
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.
Movement follows some slightly different rules while mounted. While mounted, Mach Rider does not possess a traditional dash dance, making him speedy but hard to control. His pivot dash however is interesting in that while the initial animation is pretty slow, afterwards max speed is hit almost immediately, which can help his lack of dash dance. The effects of crouching are extremely minimal [not much height difference] and when moving functions as a brake, slowing to a stop [at an ok speed] instead of immediately canceling the dash. Possibly the biggest restriction is that while Mach Rider is mounted he cannot drop through platforms. All of this does come with trade offs: dismount [and by extension dismount canceling, explained later] when properly utilized can allow Mach Rider to briefly control 2 different places at once, offer some unexpected movement and pressure opportunities, and can have some strange yet effect movement based mixup options on account of being able to mount a bike that is in midair. Many of Mach Riders specials while mounted can also have serious effects on his velocity. While situational, dair can also be used to change direction in the air without altering momentum, with the potential slightly expanded if followed up by a dismount.
When dismounting [raw], 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. In most cases (which the exception of some dismount canceled specials) the bike will not have a hitbox, but it does have a hurtbox. The bike in this state is considered by the engine to be a projectile, but it cannot be directly destroyed. When the move is trumped or clashes with a melee attack/projectile, it will suffer an appropriate amount of knockback from the attack. The bike can not be directly destroyed by an opponent, and will lose it's hitbox while crashing, but will still interact with projectiles and physical attacks. Furthermore, contact will a wall or an enemy's hurtbox will crash it on the spot, giving it a little vertical bounce. When the bike is reflected, Mach Rider will lose the ability to dismount the bike until the hitbox becomes inactive. Worth a note: the bike when in a projectile state will have a slightly smaller hitbox than the bike appears. The bike is NON-INTERACTABLE once it stops moving aside from Mach Rider's Mount/Explosion.
Whenever the bike is destroyed [either before Explosion or being launched into the blast zone], it will take 16 seconds for it to be able to respawn.
[I've had to clarify this in chat: Unlike Wario's canon Smash bike, you don't have a hitbox from simply driving around.]
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. When the bike is in a normally non-interactable state, Chibi cannot catch it.
Moveset (On Bike)
Neutral A - Chain Whip A indefinite 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. Transcendent 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 aerial 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 25 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, Missile 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 amount 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, totaling 9% damage, with last hit doing moderate upwards knockback.
Dair - Stomping - 3 down ward kicks with alternating legs, dealing 4%, 4% then 6%. Small hitbox, first 2 hits do minor damage. 3rd hit is a moderate 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 attack will bounce off of walls, which will set the damage and knockback somewhere between raw and ground bounced tire iron. The tire iron will rest on the ground briefly the second time it makes contact. While the tire iron can be destroyed by projectiles, it will bounce off of an opponent or any projectile it outprioritizes, losing its hitbox in the mean time. The move has a relatively high amount of endlag, and only one can be on the field at a time.
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 against fast fallers 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, but with higher knockback scaling.
Moveset (Universal)
Final Smash - Evel Knievel - 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 implied the he goes around the entire planet, and will land back when he started.
Ledge Attack > 100% - A simple rising kick.
Ledge Attack < 100% - Slowly get up while drawing and then swinging the wrench.
Getup Attack - Mostly reuse dsmash animation, but with lower stats of course.
In respect to the previous version, both styles [mounted and unmounted] have been rebalanced to give the player more reason to use both. Sadly, the older post has been edited with most of the changes here, so you won't be able to view the differences. In general, the mounted state has decreased defensive capabilities and loses it's ability to grab, along with losing the Tire Iron move [which is now ONLY available unmounted.] The recommended damage levels have slightly increased overall to compensate, along with gaining a few sparse armor options. As for the unmounted state, recovery capabilities have been made better, although without bike Mach Rider still has relative poor recovery options. Mach Rider also gained some increased offensive capabilities so as to a) not be defenseless when the bike is unavailable and b) have better follow-up options from a Dismount. This including better disjoint capabilities with a new Zair and Up B, and an improved Tire Iron, allowing the character to better play the spacing game but not quite being able to effectively zone. Mach Rider also gained a tether grab [Zair existed in a different form as Side B before inputs were switched] with a more mundane throw game.
I would like to note that if someone was to take up this character, it would most likely be a seriously challenge to properly implement due to it's complexity. For some, this might be a positive.
Complementing this, I think that Mach Rider would also be a very interesting character to observe interacting with the default cast, as the properties and complexities behind this character's gimmick could lead to an absurdly high skill cap along with a lower than average skill floor, in theory. | | | | |
This is so creative! The moveset really fits with Mach Rider's gimmick of switching between normal fighting and using his motorcycle! I love it! In he was in SSF2 with this moveset, it'd be the most work the devs ever did! | | | | |
This is one of the most creative and in-depth movesets I have seen somebody make. I agree with dragonballhero that if the Devs decide to put Mach Rider in the game (Who I would main), this would take them a lot of work. | | | | |
I know, right? BTW, did you ever read my moveset that I made on this thread for Roll from Mega Man?
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Sun Jul 17, 2016 11:31 pm |
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Goku2500
Joined: Fri Aug 29, 2014 5:10 am Posts: 422 Location: Top Secret Country:
Gender: Male
Currently Playing: Assassin's Creed: Odyssey
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| | | | dragonballhero wrote: | | | | Goku2500 wrote: | | | | dragonballhero wrote: | | | | Fed2Ex wrote: I have updated the Mach Rider concept. Warning: super gimmickry is afoot. 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 start up is slower than most, but reaches full speed almost immediately. 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[bike hit] - Above-Average [MachRider Hit] ala Bowser Jr. Dodge: Cannot use shield related skills aside from teching, which is fairly slow, given he is on a vehicle, and air dodging, which has an unusually large amount of end lag.
(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: Above-Average Dodge: Relatively average roll, air dodge, and spot dodge stats in all respects, pretty good distance and speed on teching and get up moves.
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 in terms of sheer distance, although he may have to resort to ditching the bike as a last resort in recovery, and he lacks defensive abilities: aside from Air Dodge and Teching, Mach Rider has no access to shield related skills. Unmounted, Mach Rider is easier to control and has full access to cast wide mechanics that he lacked while mounted. The player is encouraged to use both in different situations.
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.
Movement follows some slightly different rules while mounted. While mounted, Mach Rider does not possess a traditional dash dance, making him speedy but hard to control. His pivot dash however is interesting in that while the initial animation is pretty slow, afterwards max speed is hit almost immediately, which can help his lack of dash dance. The effects of crouching are extremely minimal [not much height difference] and when moving functions as a brake, slowing to a stop [at an ok speed] instead of immediately canceling the dash. Possibly the biggest restriction is that while Mach Rider is mounted he cannot drop through platforms. All of this does come with trade offs: dismount [and by extension dismount canceling, explained later] when properly utilized can allow Mach Rider to briefly control 2 different places at once, offer some unexpected movement and pressure opportunities, and can have some strange yet effect movement based mixup options on account of being able to mount a bike that is in midair. Many of Mach Riders specials while mounted can also have serious effects on his velocity. While situational, dair can also be used to change direction in the air without altering momentum, with the potential slightly expanded if followed up by a dismount.
When dismounting [raw], 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. In most cases (which the exception of some dismount canceled specials) the bike will not have a hitbox, but it does have a hurtbox. The bike in this state is considered by the engine to be a projectile, but it cannot be directly destroyed. When the move is trumped or clashes with a melee attack/projectile, it will suffer an appropriate amount of knockback from the attack. The bike can not be directly destroyed by an opponent, and will lose it's hitbox while crashing, but will still interact with projectiles and physical attacks. Furthermore, contact will a wall or an enemy's hurtbox will crash it on the spot, giving it a little vertical bounce. When the bike is reflected, Mach Rider will lose the ability to dismount the bike until the hitbox becomes inactive. Worth a note: the bike when in a projectile state will have a slightly smaller hitbox than the bike appears. The bike is NON-INTERACTABLE once it stops moving aside from Mach Rider's Mount/Explosion.
Whenever the bike is destroyed [either before Explosion or being launched into the blast zone], it will take 16 seconds for it to be able to respawn.
[I've had to clarify this in chat: Unlike Wario's canon Smash bike, you don't have a hitbox from simply driving around.]
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. When the bike is in a normally non-interactable state, Chibi cannot catch it.
Moveset (On Bike)
Neutral A - Chain Whip A indefinite 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. Transcendent 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 aerial 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 25 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, Missile 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 amount 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, totaling 9% damage, with last hit doing moderate upwards knockback.
Dair - Stomping - 3 down ward kicks with alternating legs, dealing 4%, 4% then 6%. Small hitbox, first 2 hits do minor damage. 3rd hit is a moderate 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 attack will bounce off of walls, which will set the damage and knockback somewhere between raw and ground bounced tire iron. The tire iron will rest on the ground briefly the second time it makes contact. While the tire iron can be destroyed by projectiles, it will bounce off of an opponent or any projectile it outprioritizes, losing its hitbox in the mean time. The move has a relatively high amount of endlag, and only one can be on the field at a time.
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 against fast fallers 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, but with higher knockback scaling.
Moveset (Universal)
Final Smash - Evel Knievel - 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 implied the he goes around the entire planet, and will land back when he started.
Ledge Attack > 100% - A simple rising kick.
Ledge Attack < 100% - Slowly get up while drawing and then swinging the wrench.
Getup Attack - Mostly reuse dsmash animation, but with lower stats of course.
In respect to the previous version, both styles [mounted and unmounted] have been rebalanced to give the player more reason to use both. Sadly, the older post has been edited with most of the changes here, so you won't be able to view the differences. In general, the mounted state has decreased defensive capabilities and loses it's ability to grab, along with losing the Tire Iron move [which is now ONLY available unmounted.] The recommended damage levels have slightly increased overall to compensate, along with gaining a few sparse armor options. As for the unmounted state, recovery capabilities have been made better, although without bike Mach Rider still has relative poor recovery options. Mach Rider also gained some increased offensive capabilities so as to a) not be defenseless when the bike is unavailable and b) have better follow-up options from a Dismount. This including better disjoint capabilities with a new Zair and Up B, and an improved Tire Iron, allowing the character to better play the spacing game but not quite being able to effectively zone. Mach Rider also gained a tether grab [Zair existed in a different form as Side B before inputs were switched] with a more mundane throw game.
I would like to note that if someone was to take up this character, it would most likely be a seriously challenge to properly implement due to it's complexity. For some, this might be a positive.
Complementing this, I think that Mach Rider would also be a very interesting character to observe interacting with the default cast, as the properties and complexities behind this character's gimmick could lead to an absurdly high skill cap along with a lower than average skill floor, in theory. | | | | |
This is so creative! The moveset really fits with Mach Rider's gimmick of switching between normal fighting and using his motorcycle! I love it! In he was in SSF2 with this moveset, it'd be the most work the devs ever did! | | | | |
This is one of the most creative and in-depth movesets I have seen somebody make. I agree with dragonballhero that if the Devs decide to put Mach Rider in the game (Who I would main), this would take them a lot of work. | | | | |
I know, right? BTW, did you ever read my moveset that I made on this thread for Roll from Mega Man? | | | | |
Yes. I read your moveset on Roll and I have to say she would make a great rep for Mega Man. The only characters stopping her are Zero and Bass.
_________________ Young Justice Is Back!!
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Mon Jul 18, 2016 9:53 am |
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Bedoop
Joined: Wed Apr 13, 2016 5:06 pm Posts: 1104 Location: Bedoop!#7875 Country:
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MGN Username: Bedoop
Currently Playing: Rayman Origins
Waifu: CLEOD-BOT
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Guys, please, you're breaking my scroll wheel here All this Mach Rider moveset is killing me more than these cameos
_________________Stay groovy, wherever your travels take you.
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Tue Jul 19, 2016 2:10 pm |
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Geno
Site Admin
Joined: Tue Jan 27, 2009 11:32 am Posts: 11709 Country:
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Currently Playing: Undertale
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C'mon fellas. Remember, the box tag is your friend.
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Tue Jul 19, 2016 11:01 pm |
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dragonballhero
Joined: Sat May 14, 2016 9:56 pm Posts: 376 Country:
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Mona (WarioWare)Source: WarioWare Mona, Wario's hardest working employee, and love interest joins the battle in SSF2! Mona uses many..."unusual" attacks in battle, keeping her opponents guessing and confusing any and all opposition. She has moveset potential based on her variety of jobs (pizza parlor waitress, cheerleader, dumpling stand salesgirl/saleswoman, artifact hunter, ice cream parlor waitress, rock star, detective, etc.) Many of which could take from her microgames from WarioWare itself, such as sniffing up snot, pulling a nose hair for a banana to fly out, directing people to the restroom in a hurry, a marionette deflecting watermelons by flailing its limbs, having a panda balance on a beach ball, a stickman defending himself from attacks with a crayon drawn shield, and many other crazy concepts. She could easily take inspiration from those microgames with the addition of attacks to represent her various jobs. That easily makes her on of the best options to represent WarioWare’s special kind of humor. So let's run down the list, shall we? Size - About Princess Peach or Princess Zelda's height, if not a bit shorter. Idle - Fluffs her large bright orange hair and fiddles with it a bit. Weight - About as average as it can be for an 13-20+(?) year old teenage girl. Maybe a bit heavier than Princess Peach, and somewhat lighter than Princess Zelda. Walk speed - As fast as Fox. Dash speed - About as fast as Ness. Air attributes - About as good as Wario, but Mona can't perform as many combos as him in the air. Jump - About as good as Fox. *By the way, Mona can wall jump.* Jab - Cupsy Daisy: Mona swings twice with a cup and ball toy with the final hit being a loopable combo. S-Tilt - Toilet Training: Mona points in both directions with a pair of light signals. U-Tilt - Balancing Act: Mona tilts her finger up while balancing an umbrella with it. Think of the Villager's U-Tilt in Smash 4. D-Tilt - Nighttime Allergies: She does a powerful sneeze towards the ground. If sweetspotted, the opponent will be stuck in enough hitstun for Mona to follow up with another attack. S-Smash - Twirling Stick Smash: Here she grabs her baton and smashes it. If fully charged, Mona will twirl the baton multiple times in front of her before ending the attack. Does great damage. U-Smash - Cheer Up!: Wears her gold pompoms and pops them upwards in a cheerleading fashion. D-Smash - Split Kick: Once again, in a cheerleading fashion, Mona performs a split kick. Basically, think of Jigglypuff's D-Smash with WAY more range and less knockback. Dash Attack - Sweeping Victory: Mona trips, causing her to fall onto her foe. Think of the Black Mage's dash attack in SSF2, or King Dedede's dash attack in the official Smash games, but with WAY less power. N-Air - Universal Marrionette: She faces the screen and flails all her limbs around. F-Air - Butterfingers: Mona swipes at her foe with a hot piece of toast. Nearly NO knockback is dealt, but the damage dealt is surprisingly high. B-Air - Fancy Footwork: Mona kicks backwards at an arc. U-Air - Boom Box: A white box appears above her. When exposed to a foe, it explodes just like when the firework gets in the box from the actual microgame. Does splash damage. D-Air - Barrel Roll: Mona does a barrel roll while facing downwards. N-Special - Hot Slice: Mona tosses a slice of pizza at her opponents at high speed. The toppings determine the damage. -------------------------------------------------------------- Cheese (60% chance)=Low damage Pepperoni (20% chance)=Medium damage Supreme (10% chance)=Heavy damage Hawaiian (5% chance)=Severe strike Anchovies (5% chance)=Poison effect -------------------------------------------------------------- S-Special - Moped Rush: Mona summons her scooter and rides it an any direction. The faster it moves, the more damage and knockback it will cause. She can hop on or off whenever she needs to. It will disappear after a while or be destroyed. It's slightly faster than Wario's bike, and cannot tank as many hits as it. U-Special - Monette Rope: Mona raises out her arm as a few Monettes (3) to reach out diagonally. If the last Monette grabs a ledge, Mona blows her whistle and her minions would pull her to the ledge. It is a tether recovery moves like Olimar's Pikmin Rope, but the number of Monettes appear at random to make it a risky move. Three would be 50%, two would be 35%, and one would be 15%. D-Special - Pet Summon: Mona blows on her whistle to summon at least one of her trusty pets to aide her in battle momentarily. Piggy (50%) would kick soccer balls at his foes. The elephant (35%) would squirt sludge to damage and shove his foes away in a large squirt. The Chimp (15%) would launch a banana peel to trip anyone in the way or who walks onto it. Each pet can only attack a few times until they disappear or die easily in one hit. Grab - Pyoro: She uses the infamous red bird to grab the foe with his long sticky tongue. Pummel - Hand Me Down: She whacks the foe with a leek. F-Throw - Crash Test Dummy: She inflates an airbag to knock the foe away. B-Throw - Paper Plane: Mona tosses her foe backwards with the addition of a paper airplane for more damage. U-Throw - Fan Boy: She tosses her opponent above her, making them float by fanning a large paper fan before striking him/her with it afterwards. D-Throw - Swap Team: Mona notices a fly on the foes face and smashes the his/her face with a flyswatter out of fear. FINAL SMASH - Rock Out!: Mona faces the player and takes out her guitar to rock out with her band members, the Hot Slices. This lasts for 15 seconds. Dodging isn’t easy. Each strum emits a large orange soundwave to shock near by players. The more she strums the bigger the waves get. When it's over Art and Decko would disappear and Mona would put away her guitar. U-Taunt - She twirls her baton and says: ‘’Let’s go!’’ S-Taunt - Mona pulls out her camera and snaps a few photos before putting it away. D-Taunt - She does her See ya! farewell pose. Victory animation 1 - She steps off her scooter and ‘’delivers’’ her pizza with a smile. No matter what kind of costume. She says while delivering: "Here's your Pizza!’’ Victory animation 2 - She twirls her Baton and throws it up. Then catches it and makes a Peace sign. One leg is lifted. No matter what kind of costume. Victory animation 3 - She jumps up and down and says: ‘’Yay! I won!’’ So, what do you all think?
Last edited by dragonballhero on Mon Sep 05, 2016 3:18 pm, edited 1 time in total.
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Wed Jul 20, 2016 1:08 pm |
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Jan_Solo
Joined: Fri Dec 18, 2015 9:53 am Posts: 649 Location: Either at home or at school Country:
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Currently Playing: SSF2, Paladins, TF2, Skullgirls
Waifu: m'Lady Lyndis
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| | | | dragonballhero wrote: Mona (WarioWare)[ Image ] Source: WarioWare Mona, Wario's hardest working employee, and love interest joins the battle in SSF2! Mona uses many..."unusual" attacks in battle, keeping her opponents guessing and confusing any and all opposition. She has moveset potential based on her variety of jobs (pizza parlor waitress, cheerleader, dumpling stand salesgirl/saleswoman, artifact hunter, ice cream parlor waitress, rock star, detective, etc.) Many of which could take from her microgames from WarioWare itself, such as sniffing up snot, pulling a nose hair for a banana to fly out, directing people to the restroom in a hurry, a marionette deflecting watermelons by flailing its limbs, having a panda balance on a beach ball, a stickman defending himself from attacks with a crayon drawn shield, and many other crazy concepts. She could easily take inspiration from those microgames with the addition of attacks to represent her various jobs. That easily makes her on of the best options to represent WarioWare’s special kind of humor. So let's run down the list, shall we? Size - About Princess Peach or Princess Zelda's height, if not a bit shorter. Idle - Fluffs her large bright orange hair and fiddles with it a bit. Weight - About as average as it can be for an 13-20(?) year old teenage girl. Maybe a bit heavier than Princess Peach, and somewhat lighter than Princess Zelda. Walk speed - As fast as Fox. Dash speed - About as fast as Ness. Air attributes - About as good as Wario, but Mona can't perform as many combos as him in the air. Jump - About as good as Fox. *By the way, Mona can wall jump.* Jab - Cupsy Daisy: Mona swings twice with a cup and ball toy with the final hit being a loopable combo. S-Tilt - Toilet Training: Mona points in both directions with a pair of light signals. U-Tilt - Balancing Act: Mona tilts her finger up while balancing an umbrella with it. Think of the Villager's U-Tilt in Smash 4. D-Tilt - Nighttime Allergies: She does a powerful sneeze towards the ground. If sweetspotted, the opponent will be stuck in enough hitstun for Mona to follow up with another attack. S-Smash - Twirling Stick Smash: Here she grabs her baton and smashes it. If fully charged, Mona will twirl the baton multiple times in front of her before ending the attack. Does great damage. U-Smash - Cheer Up!: Wears her gold pompoms and pops them upwards in a cheerleading fashion. D-Smash - Split Kick: Once again, in a cheerleading fashion, Mona performs a split kick. Basically, think of Jigglypuff's D-Smash with WAY more range and less knockback. Dash Attack - Sweeping Victory: Mona trips, causing her to fall onto her foe. Think of the Black Mage's dash attack in SSF2, or King Dedede's dash attack in the official Smash games, but with WAY less power. N-Air - Universal Marrionette: She faces the screen and flails all her limbs around. F-Air - Butterfingers: Mona swipes at her foe with a hot piece of toast. Nearly NO knockback is dealt, but the damage dealt is surprisingly high. B-Air - Fancy Footwork: Mona kicks backwards at an arc. U-Air - Boom Box: A white box appears above her. When exposed to a foe, it explodes just like when the firework gets in the box from the actual microgame. Does splash damage. D-Air - Barrel Roll: Mona does a barrel roll while facing downwards. N-Special - Hot Slice: Mona tosses a slice of pizza at her opponents at high speed. The toppings determine the damage. -------------------------------------------------------------- Cheese (60% chance)=Low damage Pepperoni (20% chance)=Medium damage Supreme (10% chance)=Heavy damage Hawaiian (5% chance)=Severe strike Anchovies (5% chance)=Poison effect -------------------------------------------------------------- S-Special - Moped Rush: Mona summons her scooter and rides it an any direction. The faster it moves, the more damage and knockback it will cause. She can hop on or off whenever she needs to. It will disappear after a while or be destroyed. It's slightly faster than Wario's bike, and cannot tank as many hits as it. U-Special - Monette Rope: Mona raises out her arm as a few Monettes (3) to reach out diagonally. If the last Monette grabs a ledge, Mona blows her whistle and her minions would pull her to the ledge. It is a tether recovery moves like Olimar's Pikmin Rope, but the number of Monettes appear at random to make it a risky move. Three would be 50%, two would be 35%, and one would be 15%. D-Special - Pet Summon: Mona blows on her whistle to summon at least one of her trusty pets to aide her in battle momentarily. Piggy (50%) would kick soccer balls at his foes. The elephant (35%) would squirt sludge to damage and shove his foes away in a large squirt. The Chimp (15%) would launch a banana peel to trip anyone in the way or who walks onto it. Each pet can only attack a few times until they disappear or die easily in one hit. Grab - Pyoro: She uses the infamous red bird to grab the foe with his long sticky tongue. Pummel - Hand Me Down: She whacks the foe with a leek. F-Throw - Crash Test Dummy: She inflates an airbag to knock the foe away. B-Throw - Paper Plane: Mona tosses her foe backwards with the addition of a paper airplane for more damage. U-Throw - Fan Boy: She tosses her opponent above her, making them float by fanning a large paper fan before striking him/her with it afterwards. D-Throw - Swap Team: Mona notices a fly on the foes face and smashes the his/her face with a flyswatter out of fear. FINAL SMASH - Rock Out!: Mona faces the player and takes out her guitar to rock out with her band members, the Hot Slices. This lasts for 15 seconds. Dodging isn’t easy. Each strum emits a large orange soundwave to shock near by players. The more she strums the bigger the waves get. When it's over Art and Decko would disappear and Mona would put away her guitar. U-Taunt - She twirls her baton and says: ‘’Let’s go!’’ S-Taunt - Mona pulls out her camera and snaps a few photos before putting it away. D-Taunt - She does her See ya! farewell pose. Victory animation 1 - She steps off her scooter and ‘’delivers’’ her pizza with a smile. No matter what kind of costume. She says while delivering: "Here's your Pizza!’’ Victory animation 2 - She twirls her Baton and throws it up. Then catches it and makes a Peace sign. One leg is lifted. No matter what kind of costume. Victory animation 3 - She jumps up and down and says: ‘’Yay! I won!’’ So, what do you all think? | | | | |
Because of inactivity, Imma review this moveset. I only played the GBA Wario Games so I don't know much about her, brb... (*few minutes of mario wiki research about Mona later*)... Okay, I like how you not only referenced Mona in Warioware, you also referenced Mona's Games in Warioware. She seems to have good aerial game similar to Wario but just as you said, they don't seem to combo off of each other except for some F-air strings. 3 of her specials are luck-based, which I like since the microgames you play in Warioware are randomly selected for each character and you have to be ready for whatever appears since you don't have much time to react. It could be made further by making the Pizzas be thrown and launch foes at different angles so you have to be quick and creative with how to follow-up. I also like her Side-B, someone from the Warioware series with a bike Side-B. Throws seems to be a bit weird but seems useful nonetheless. Can the Pyoro be a Tether grab? and a Tether recovery too? About her FS, what if you can press attack to the beat and there will be bigger soundwaves like DK's official FS?
_________________Mains: ; ; Secondaries: ; For Fun: ; ; ; ; ; Hopefuls: Lyn(FE); Ike(FE); Zero(MM); Andy(AW); Gilgamesh(FF) tmanex2013 made the wonderful lyn sprite I used for
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Sun Sep 04, 2016 12:42 am |
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dragonballhero
Joined: Sat May 14, 2016 9:56 pm Posts: 376 Country:
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| | | | Jan_Solo wrote: | | | | dragonballhero wrote: Mona (WarioWare)[ Image ] Source: WarioWare Mona, Wario's hardest working employee, and love interest joins the battle in SSF2! Mona uses many..."unusual" attacks in battle, keeping her opponents guessing and confusing any and all opposition. She has moveset potential based on her variety of jobs (pizza parlor waitress, cheerleader, dumpling stand salesgirl/saleswoman, artifact hunter, ice cream parlor waitress, rock star, detective, etc.) Many of which could take from her microgames from WarioWare itself, such as sniffing up snot, pulling a nose hair for a banana to fly out, directing people to the restroom in a hurry, a marionette deflecting watermelons by flailing its limbs, having a panda balance on a beach ball, a stickman defending himself from attacks with a crayon drawn shield, and many other crazy concepts. She could easily take inspiration from those microgames with the addition of attacks to represent her various jobs. That easily makes her on of the best options to represent WarioWare’s special kind of humor. So let's run down the list, shall we? Size - About Princess Peach or Princess Zelda's height, if not a bit shorter. Idle - Fluffs her large bright orange hair and fiddles with it a bit. Weight - About as average as it can be for an 13-20(?) year old teenage girl. Maybe a bit heavier than Princess Peach, and somewhat lighter than Princess Zelda. Walk speed - As fast as Fox. Dash speed - About as fast as Ness. Air attributes - About as good as Wario, but Mona can't perform as many combos as him in the air. Jump - About as good as Fox. *By the way, Mona can wall jump.* Jab - Cupsy Daisy: Mona swings twice with a cup and ball toy with the final hit being a loopable combo. S-Tilt - Toilet Training: Mona points in both directions with a pair of light signals. U-Tilt - Balancing Act: Mona tilts her finger up while balancing an umbrella with it. Think of the Villager's U-Tilt in Smash 4. D-Tilt - Nighttime Allergies: She does a powerful sneeze towards the ground. If sweetspotted, the opponent will be stuck in enough hitstun for Mona to follow up with another attack. S-Smash - Twirling Stick Smash: Here she grabs her baton and smashes it. If fully charged, Mona will twirl the baton multiple times in front of her before ending the attack. Does great damage. U-Smash - Cheer Up!: Wears her gold pompoms and pops them upwards in a cheerleading fashion. D-Smash - Split Kick: Once again, in a cheerleading fashion, Mona performs a split kick. Basically, think of Jigglypuff's D-Smash with WAY more range and less knockback. Dash Attack - Sweeping Victory: Mona trips, causing her to fall onto her foe. Think of the Black Mage's dash attack in SSF2, or King Dedede's dash attack in the official Smash games, but with WAY less power. N-Air - Universal Marrionette: She faces the screen and flails all her limbs around. F-Air - Butterfingers: Mona swipes at her foe with a hot piece of toast. Nearly NO knockback is dealt, but the damage dealt is surprisingly high. B-Air - Fancy Footwork: Mona kicks backwards at an arc. U-Air - Boom Box: A white box appears above her. When exposed to a foe, it explodes just like when the firework gets in the box from the actual microgame. Does splash damage. D-Air - Barrel Roll: Mona does a barrel roll while facing downwards. N-Special - Hot Slice: Mona tosses a slice of pizza at her opponents at high speed. The toppings determine the damage. -------------------------------------------------------------- Cheese (60% chance)=Low damage Pepperoni (20% chance)=Medium damage Supreme (10% chance)=Heavy damage Hawaiian (5% chance)=Severe strike Anchovies (5% chance)=Poison effect -------------------------------------------------------------- S-Special - Moped Rush: Mona summons her scooter and rides it an any direction. The faster it moves, the more damage and knockback it will cause. She can hop on or off whenever she needs to. It will disappear after a while or be destroyed. It's slightly faster than Wario's bike, and cannot tank as many hits as it. U-Special - Monette Rope: Mona raises out her arm as a few Monettes (3) to reach out diagonally. If the last Monette grabs a ledge, Mona blows her whistle and her minions would pull her to the ledge. It is a tether recovery moves like Olimar's Pikmin Rope, but the number of Monettes appear at random to make it a risky move. Three would be 50%, two would be 35%, and one would be 15%. D-Special - Pet Summon: Mona blows on her whistle to summon at least one of her trusty pets to aide her in battle momentarily. Piggy (50%) would kick soccer balls at his foes. The elephant (35%) would squirt sludge to damage and shove his foes away in a large squirt. The Chimp (15%) would launch a banana peel to trip anyone in the way or who walks onto it. Each pet can only attack a few times until they disappear or die easily in one hit. Grab - Pyoro: She uses the infamous red bird to grab the foe with his long sticky tongue. Pummel - Hand Me Down: She whacks the foe with a leek. F-Throw - Crash Test Dummy: She inflates an airbag to knock the foe away. B-Throw - Paper Plane: Mona tosses her foe backwards with the addition of a paper airplane for more damage. U-Throw - Fan Boy: She tosses her opponent above her, making them float by fanning a large paper fan before striking him/her with it afterwards. D-Throw - Swap Team: Mona notices a fly on the foes face and smashes the his/her face with a flyswatter out of fear. FINAL SMASH - Rock Out!: Mona faces the player and takes out her guitar to rock out with her band members, the Hot Slices. This lasts for 15 seconds. Dodging isn’t easy. Each strum emits a large orange soundwave to shock near by players. The more she strums the bigger the waves get. When it's over Art and Decko would disappear and Mona would put away her guitar. U-Taunt - She twirls her baton and says: ‘’Let’s go!’’ S-Taunt - Mona pulls out her camera and snaps a few photos before putting it away. D-Taunt - She does her See ya! farewell pose. Victory animation 1 - She steps off her scooter and ‘’delivers’’ her pizza with a smile. No matter what kind of costume. She says while delivering: "Here's your Pizza!’’ Victory animation 2 - She twirls her Baton and throws it up. Then catches it and makes a Peace sign. One leg is lifted. No matter what kind of costume. Victory animation 3 - She jumps up and down and says: ‘’Yay! I won!’’ So, what do you all think? | | | | |
Because of inactivity, Imma review this moveset. I only played the GBA Wario Games so I don't know much about her, brb... (*few minutes of mario wiki research about Mona later*)... Okay, I like how you not only referenced Mona in Warioware, you also referenced Mona's Games in Warioware. She seems to have good aerial game similar to Wario but just as you said, they don't seem to combo off of each other except for some F-air strings. 3 of her specials are luck-based, which I like since the microgames you play in Warioware are randomly selected for each character and you have to be ready for whatever appears since you don't have much time to react. It could be made further by making the Pizzas be thrown and launch foes at different angles so you have to be quick and creative with how to follow-up. I also like her Side-B, someone from the Warioware series with a bike Side-B. Throws seems to be a bit weird but seems useful nonetheless. Can the Pyoro be a Tether grab? and a Tether recovery too? About her FS, what if you can press attack to the beat and there will be bigger soundwaves like DK's official FS? | | | | |
Why, thank you for reviewing my move set! It's appreciated! I wanted to make Mona a character from WW that actually uses attacks taken from WW in her entire moveset, to help differentiate her from Wario. I'll admit, a bit of her moveset is luck-based, but as you've said that's a big part of what WW is, so it makes sense in retrospect. Considering how Wario seems to have lost his bike for good in SSF2, why not let Mona use hers? Well, WW is a weird series... Pyoro is a tether grab, but it cannot be used for recovery. I figured pressing buttons to make the attack bigger and powerful would only make sense.
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Sun Sep 04, 2016 10:17 am |
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pokerninja2
Joined: Fri Apr 17, 2015 10:29 pm Posts: 99 Country:
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Here's a Petey Piranha moveset, because why not?
Jab - A leaf slap followed by a headbutt. Ftilt - A spinning leaf slap. Utilt - Bites upward. Dtilt - Summons a Piranha Plant to bite opponents in front of him. Dash Attack - Same as Crusade. Nair - Does a somersault, similar to one of his attacks in Mario & Luigi: Partners in Time. Fair - Same as Crusade. Uair - Same as Crusade. Dair - Does a divebomb downward, similar to one of his attacks in Mario & Luigi: Partners in Time. Fsmash - Same as Crusade. Usmash - Same as Crusade. Dsmash - Spins in a circle with his cages from Brawl. Grab - Eats the opponent. Pummel - Chews. Throws - Spits the opponent in the desired direction. Nspecial - Goop Spit: Same as Crusade, only it can summon Goobles from Super Mario Sunshine. Sspecial - Tweester: Same as Crusade. Uspecial - Pipe Cannon: Same as Crusade. Dspecial - Piranha Pest: Spits out a Piranha Pest that patrols the area and eats nearby foes, similar to one of his attacks in Mario & Luigi: Partners in Time. Final Smash - Polluted Piranha: Spits goop that turns into a Polluted Piranha, which attacks foes with goop, Goobles, Piranhabons, and Glorpedoes from Super Mario Sunshine.
Thoughts?
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Sun Sep 04, 2016 12:35 pm |
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