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"Expansion" Character Moveset Speculation 
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Joined: Fri May 08, 2015 8:49 pm
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Country: Ecuador (ec)
I tink he still a semi clone i want a new moveset

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Sat Aug 15, 2015 10:53 am
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Joined: Thu Oct 17, 2013 11:28 pm
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Screw it i tried making a interesting moveset, i'm not here to explain what clones/semi clones are and that making a moveset shouldn't just be difference, you need to think about how this plays out, how it can work, how it works compared to other fighters, and if making a moveset for a old vetern, how players of the old moveset would feel or how you can improve it.

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kb wrote:
Seriously, stop &$^#ing harassing me. I'm not some Terrible Evil Overlord Of The Forums you have to vanquish or anything like that.


Sat Aug 15, 2015 1:16 pm
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Joined: Sun Aug 03, 2014 11:08 pm
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Elsa Lets it go!
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Palette Swaps: show
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Source Game: Disney Frozen: Olaf's Quest(DSi/3DS), Disney Infinity(Wii U)

Description: Elsa is the crowned Queen of Arendelle. She discovered she had ice magic at a young age and was taught to conceal them so she could be normal. On the day of her coronation she accidentally revealed her powers and ran away. Learning to accept herself for who she is, with the help of her sister they return to Arendelle and live happily ever after.

Stats
Weight: 90
Height: Tall
Dash Speed: Slow
Initial Jump: Average
Midair Jump: Above Average
Fall Speed: Slow
Air Speed: Slow

Standard Attacks
Jab: Burst of Chill
Damage: 5%
Knockback: Low
Range: Medium
Description: Elsa thrusts her arm out. Similar to Zelda's Jab, except it's overall faster. It has a single hitbox and less range making it not as good for challenging rolls or approaches. Although it's better for Jab related combos and followups.

Forward Tilt: Icy Wind
Damage: 9%
Knockback: Low
Range: Long
Description: Despite sharing a similar animation to Elsa's Jab. Ftilt sports a much longer range comparable to that of Marth's or DK's ftilts. It has similar cooldown to those moves as well.

Up Tilt: Up Wind
Damage: 10%
Knockback: High
Range: Long
Description: Similar to Peach's Utilt, Elsa points towards the sky and causes an elegant wind of snow that damages enemies. Like her Jab and Ftilt it's also disjointed but can't be combo'd into easily. It also has a bit of start up. Still a good anti-air, can also kill at high percents (130%)

Down Tilt: Low Breeze
Damage: 7%
Knockback: Low
Range: Medium
Description: While sitting comfortably, Elsa creates an icy breeze on the ground infront of her. Similar range to Marth's dtilt but is much slower.

Dash Attack: Gone With the Wind
Damage: 10%
Knockback: Medium
Range: Mediun
Description: When dashing, Elsa will do an elegant leap forward. Causing a burst of icy wind infront of her. Decent for punishes or ending an air to ground combo.

Smash Attacks
Forward Smash: Snow Blast
Damage: 13%
Knockback: High
Range: Medium
Description: Similar to Rosalina's Fsmash from SSB4. Elsa will throw her arms out, realeasing a swirling blast of snow. An obvious kill move, killing around 110%. At full charges will not only launch opponents, but also freeze them as well.

Up Smash: Icicle Crash
Damage: 12%
Knockback: High
Range: Long
Description: Elsa creates a giant ice spike that rises from the ground behind her hurtbox. Bad horizontal range, but pretty long vertical disjoint. Kills at 120%

Down Smash: Freeze Shock
Damage: 11%
Knockback: None/Stops Momentum
Range: Medium
Description: Similar to ZSS' dsmash. Elsa points her hand towards the ground and creates a burst of frost. It freezes opponents on contact and stops them in their tracks.(Essentially a "freeze stun") If it hits an opponent who's in the air it'll cause them to fall downwards while frozen.

Aerials
Neutral Air: Snow Spin
Damage: 9% (4% 1st hit, 5% 2nd Hit)
Knockback: Low
Range: Short
Description: Elsa spins twice midair. The first hit pulls opponents in, the second hit has knockback. Very little to no cooldown and startup. Good for combos.

Forward Air: Snowflake Swipe
Damage: 11%
Knockback: Low
Range: Short
Description: Elsa uses both her hands to create a trail of snowflakes overhead and swipes downwards. A single hitting move similar to Luigi's forward air. Another good combo tool.

Back Air: Icicle Kick
Damage: 8% body, 12% legs & feet
Knockback: High
Range: Long
Description: Similar looking to Zelda's aerial kicks, Elsa's back air has two hitboxes. One on her waist and torso that does little horizontal knockback. While the stronger hitbox on her legs and feet deal good knockback. A long reaching aerial that can kill around 120%.

Up Air: Snowflake Halo
Damage: 10% early, 8% late
Knockback: Medium
Range: Long
Description: Similar to Rosalina's up aerial from SSB4, Elsa will cast a large rising snowflake over her head. Good for juggling and challenging falling aerials, bad for killing.

Down Air: Down Wind Snowflake
Damage: 10% early, 7% late
Knockback: Medium
Range: Long
Description: Similar to her up aerial, Elsa points downwards. Casting a falling snowflake. If you hit an opponent when the hitbox comes out, they'll be spiked. But if it hits late it'll pop them up with weak knockback.

Specials
Neutral Special: Icicle Spear
Damage: 6%-18%(6% per Ice Shard, 4 shards fully charged)
Knockback: Low-Medium
Range: Medium
Description: A charge-able special. Uncharged Elsa fires a single shard of ice. When fully charged Elsa will fire 4 Ice shards in a short burst, one after the other. The shards count as individual projectiles. Meaning if you powershield 1shard your shield will take damage from the rest. Though most true reflectors last long enough to reflect them all. Elsa can cancel the charge with a roll/spotdodge and store it.

Side Special: Do You Wanna Build a Snowman?
Damage: 5%
Knockback: Low
Range: Travels
Description: Elsa will create an Olaf snowman. The snowman walks across the stage, he rebounds from stage ledges but falls off of platforms. When coming into contact with the opponent the snowman will bump them into hitstun and crumble. The snowman will also crumble if attacked and can not be reflected. It will instead crumble on shields/powershields/reflectors. Snowman is a very important tool for Elsa's approach and trap game.

Up Special: Frozen Stairway
Damage: 14% (7% per hit)
Knockback: High
Range: Medium
Description: Similar to Squirtle's Waterfall from Brawl and PM. Elsa creates an ice stairway. The stairway continues to manifest as Elsa runs with it, the previous steps behind her quickly dissipate. Unlike most rising up specials this one can't be angled and rises pretty slow in comparison. The hitboxes have pretty high priority, and the travel distance is above average.
Visual Representation
YouTube Video:


Down Special: Ice Mirror
Knockback: Low
Range: Short
Description: Similar to Palutena's Reflect from SSB4, Elsa casts a glass-like Ice wall. It will reflect energy based projectiles with 1.5x the damage and knockback. It will also push away any opponent who runs into the mirror. Unlike Palutena's Reflector this push back effect is much stronger. It can also be Jump Canceled.

Grab & Throws
Grab: Cold Touch
Range: Average
Description: Elsa elegantly reaches for her opponent with one hand. As a cosmetic touch Elsa's grab also freezes the opponent. But they break out of freeze once they're thrown or grab released.

Pummel: Freeze Jolt
Damage: 3%
Description: Elsa causes an icy jolt on her frozen opponent.

Forward Throw: Breaking Ice
Damage: 13%
Knockback: High
Description: Elsa shatters her frozen opponent. Launching them with great force. High base knockback, but very low KBG.

Back Throw: Ice Throw
Damage: 10%
Knockback: High
Description: Elsa causes a strong gust of icy wind to lift and throw her frozen opponent behind her.

Up Throw: Ice Spike
Damage: 12%
Knockback: High
Description: Elsa creates an Ice spike from under her frozen opponent. Shattering them and launching them upwards.

Down Throw: Wind Lift
Damage: 11%
Knockback: High
Description: Elsa causes a chilling wind to lift her frozen opponent upwards, only to drop them straight to the ground. Like all of her other throws, down throw has High Knockback, but bad KBG. preventing it from killing until high percents.

Final Smash
Kingdom of Isolation
Damage: 30%
Knockback: High
Range: Long
Description: Elsa creates a large snowflake around her feet. She then constructs her Ice castle from the ground up. Killing opponents vertically. (50%+). The castle then shatters and the shards fall through the stage. Not dealing any damage.

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Last edited by Shine-chan on Sun Aug 16, 2015 9:58 pm, edited 5 times in total.



Sun Aug 16, 2015 5:03 pm
YIM
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.............. {Thought: I'm speechless}.............

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kb wrote:
Seriously, stop &$^#ing harassing me. I'm not some Terrible Evil Overlord Of The Forums you have to vanquish or anything like that.


Sun Aug 16, 2015 7:41 pm
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Joined: Fri May 08, 2015 8:49 pm
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Country: Ecuador (ec)
elsa is the ssf2 sub zero

to: mage
1 if you think in the old school ganondorfd you will put the original foward special the disrespect hand
2 put customs moves don t work
3and think in the people who play brawl and saw a captain ganon and they want a king ok evil

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Sun Aug 16, 2015 9:02 pm
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yamnow wrote:
elsa is the ssf2 sub zero

to: mage
1 if you think in the old school ganondorfd you will put the original foward special the disrespect hand
2 put customs moves don t work
3and think in the people who play brawl and saw a captain ganon and they want a king ok evil

I still can't understand you, sorry you already said your English was bad doesn't mean i can understand it.

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kb wrote:
Seriously, stop &$^#ing harassing me. I'm not some Terrible Evil Overlord Of The Forums you have to vanquish or anything like that.


Sun Aug 16, 2015 9:12 pm
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Anyone wanna review my Elsa moveset?

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Sun Aug 16, 2015 10:00 pm
YIM
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Shine wrote:
Anyone wanna review my Elsa moveset?

Nope

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kb wrote:
Seriously, stop &$^#ing harassing me. I'm not some Terrible Evil Overlord Of The Forums you have to vanquish or anything like that.


Last edited by Mage on Sun Aug 16, 2015 11:54 pm, edited 2 times in total.



Sun Aug 16, 2015 10:06 pm
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Shine wrote:
Anyone wanna review my Elsa moveset?

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Sun Aug 16, 2015 11:28 pm
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Id do it, but I dont know anything about her. Would be kinda meh to review something I dont know, sorry /:|

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Mon Aug 17, 2015 10:00 am
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Been a long time since I suggested any characters, so I guess I'll come back in. Like what TCS said, I'd like to review more character lists its just that I don't usually recognize the characters. Just going through the list in the OP, I don't even recognize half of the names. Maybe what we should start doing is, for those who want to submit more than one or two characters (to give ppl just passing through some freebies) you should take the time to review a moveset every time you want to submit. Give back what you take, ya know?



So, since none of y'all are man enough to give feedback on a female Disney Ice Queen (/s), I'll help out Shine here and avoid the potential hypocrisy that my opening statement lends itself to.

-I like that you included palette swaps. Gives the post a greater sense of completeness. When I did my Galen Marek moveset, I tried to animate gifs of what each move would look like, but I'm bad and found it to be too much work.
-Like Zelda and Lucas, she has lots of disjointed hitboxes on her moves
-Haha, I like the dsmash
-So, with the uair/dair, should I imagine it looks just like Rosalina's but it is a snowflake instead of a halo? Man, I hate those moves and their huge hitboxes XD
-At what point can the Mirror be JC'd? I would assume if you do it too early the Mirror doesn't come out...

Definitely an unexpected character (but no more unexpected than Barbie lol), so I do appreciate the originality in the character choice as well as throughout the moveset (even if the ideas for the moves are inspired by moves from smash. After all, there's only so much one can do). The freeze mechanic is neat tho, I think that the character could go further with it but then she might become ZSS without a tether lel.

_____________________________________________________________


Now, onto a totally original character that required great concentration and lots of thought to overcome the difficulty of coming up with a moveset.

Doctor Doom

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Source: Numerous games across numerous platforms, but I'll just go with Marvel: Ultimate Alliance for the Nintendo Wii.

Dr. Doom is a heavyweight, aerial-combat-zoning tank that zones a bit before getting a good combo. His main weakness is his weight causing him to be more easily comboed due to being closer for followups, but it also causes him to take less hitstun and avoid being put into knockdown. Another weakness is that he doesn't have many quick moves, which forces him to jump around and zone before being able to do much. He is also a large target. His moveset is inspired by his UMvC3 appearance, but some moves come from other parts of his character.

Physics and Stuff: show
  • Size: As tall as DK, but he stands upright like Marth which puts his width at about the same size (relatively)
  • Crouch: Brings his size down to half.
  • Weight: Heavy, like, DK heavy.
  • Fall Speed: On the faster side of the roster, but not that fast. Around Mega Man's fall speed.
  • SH: Low, but not that low. He'll spend a decent amount of frames midair, even in his short hop.
  • FH: About DK's FH
  • DJ: Doom uses his thrusters to grant him a decent vertical boost, but it is about the same height as Goku's DJ (which isn't very high).
  • Air Speed: His air speed on its own is average, and he cannot change directions quickly.
  • Walk Speed: Slow.
  • Run Speed: Average, but definitely on the slower side.
  • Dash Dance: His dash dance isn't very long. I see his initial dash being about the same distance as Zelda's, which isn't actually too bad. Foxtrotting grants a small boost in speed, but an insignificant one.
  • Shield: A Yoshi'style shield that covers his whole body without reducing in size, initially being green with a hexagon motif but going from green to yellow to orange to red as it reaches critical levels. If his shield reaches the red level, it will break to pretty much anything.


Neutrals: show
  • Jab1: 7%. Doom punches in front of himself. This move, being so high up, cannot jab reset under normal circumstances. Also, due to its high knockback, the jab isn't likely to reset anyone unless they are heavy and at low percent. The move also has high endlag, and comes out at an under-average speed for a jab.
  • Ftilt: 9%%. Doom kicks in front of himself in a kick that also goes upward. It isn't a fast move, and it has some endlag. Also, despite the low start of the arc, it will go over small, crouching characters like Kirby.
  • Dtilt: 10%. Doom slams the ground around him with electric force and launches his opponent skyward in a fair amount of hitstun. This is a launching move meant to start or continue combos. The hitbox is all around him, but it only lasts for a single frame so accuracy is important. This move won't put opponent's into tumble at low percents either.
  • Utilt: 12%. Doom performs a lightning infused axe kick. This move acts like a meteor smash when it hits grounded opponents but otherwise will launch his opponent a good distance. One of his fastest ground moves.
  • Dash Attack 12%: Doom propels himself forward on the ground, sticking his knee out. This is a high base knockback move but it sends on a 45 degree angle and doesn't scale well to kill. It also has a lot of endlag.
  • Fsmash: 12% uncharged, 20% charged. Doom sticks his hand out in front of him, and collects energy. Then, he releases it in an explosion right in front of him (around his hand).
  • Dsmash: 15% uncharged, 22% charged. Doom sticks his hand into the ground, not unlike his dtilt. Upon releasing, he slams his other hand into the ground and causes an electrical explosion all around him. This move sends on a vertical trajectory and is a potent kill move, but has high startup.
  • Upsmash: 5 missiles that deal 3% each (uncharged) or 5% each (fully charged). More of a utility smash than anything, Dr. Doom fires his hidden missiles. These missiles fire out from behind him, dealing a lot of knockback upon launch and while they rise (the last missile fired always the strong hit, there is potential to SDI initial missiles). Once they reach the apex of their climb, they search for the closest opponent and project themselves towards their last known location. Once they start changing their trajectory, they lose most of the knockback and the move becomes about as strong as Samus' homing missiles.


Aerials: show
  • Nair: 17%. Doom summons a molecular shield and surrounds himself in rocks, hitting all around him in a multihitting move. The final hit sends opponents away (along with the rocks), but this move doesn't scale very well to be a kill move. It also has considerable landlag if Doom lands while the rocks are still out.
  • Bair: 13%. Dr. Doom twists around with his fist outstretched, clobbering anyone who is behind him. This can be a kill move once his opponent gets around 110% (DI notwithstanding).
  • Dair: 8%. Doom shoots his feet out beneath him as if he were to do a Foot Dive, but he does not utilize his thrusters or any change in momentum. The hitbox is also short in duration as opposed to the special attack version. This attack bounces the opponent up a bit, and won't put into tumble until around 50%.
  • Fair: 6%. Dr. Doom backhands in front of him (aimed horizontally). Not meant to be a kill move, it pretty much acts like a weaker, aerial version of his jab.
  • Uair: 12%. Doom raises his hand above him and twirls some mystic energy above his head. This is a multihitting attack that ends with a strong hit (4 hits total to get 12%). This move can be a kill move when his opponent gets to around 120%, but considering you will probably be in the air when he uses this move (and therefore closer to the blastzone) you may die to this move by getting hit just before 110%.



Specials: show
  • N-spec: Finger Lasers, 3% (you can only take damage once. 5 lasers sent out). Doom fires off finger lasers in a cone in front of him, just shorter than Sheik's needles. The cone it covers is -20 to 45 degrees in front of him. When done midair, this move stalls Doom's fall momentarily and he fires the lasers out beneath and in front of him, covering the angles from -20 degrees to -70 degrees. This leaves a blind spot beneath and behind him for this move. He returns to full fall speed during the move, once he has fired the lasers. The stun on these lasers is directly related to how close they are to him, at max distance they don't even cause flinching but at close distance they have high enough hitstun and hitlag to combo off of.
  • S-spec: Mauser C96, 5%. Doom pulls out an ordinary pistol and fires. No real projectile is spawned, it simply hits in a small range in front of him. It has fixed KB, about the same distance as Fox's shine but puts them into tumble. Doom can never follow up off of this move, the endlag while he puts away the gun and the distance he sends his opponent away is too much. Done midair, he shoots the gun downward on an angle and sends them on a 45 degree angle with the same KB. Landlag is normal landlag, so an aerial shot has potential for followups.
  • D-spec: Thrusting Foot Dive, 12% or 6%. Doom stalls until you let go of the B button (or a short timing window disappears), during which you can change his direction of attack from an aerial Falcon kick angle to a downward Light Dash angle. Only an attack 45 degrees or under will meteor. Notably, if you want to get the more horizontal angle you will have to hold this move for longer, making it more predictable and you will lose the meteor (that hit is replaced with a low knockback hit not unlike his dair). Upon hit, Doom bounces off of his target no matter the angle, allowing for a faster followup. If he misses, he undergoes a noticeable amount of endlag while he returns to normal air speed. Landlag for this move is comparable to a Falcon Kick.
  • Up-spec: Thruster Boost. Doom uses his thrusters to gain multidirectional movement, up to three air dashes. During the startup of the rockets, the player can select a new direction and Doom will project himself in that direction. It has a couple of frames on landlag, but no more than he normally receives (the momentum he lands with gets transferred to the ground). This move will not go through platforms, even if you hold down (if you are above it and try to go down through it, you will land on it). Grounded Up-b aimed down will cause Doom to move nowhere. Doom regains these jumps upon landing or grabbing edge.



Throws: show
  • Grab: Doom reaches out in front of himself and grabs, a success has him hold his opponent in a choke.
  • Pummel: 3%. Doom pulsates electricity throughout his suit, dealing damage to the held player. This move also hits other players around him, knocking them back the amount an uncharged charge shot would.
  • Fthrow: 7%. Doom lifts his victim up, charges energy, then fires it from his hand point-blank at his victim. This move doesn't CG nor does it kill. Doom may be able to get followups off of this move.
  • Dthrow: 10%. Doom lays his opponent on the ground, floats very slightly off of the ground, and Foot Dives (sound effect included), dragging his victim across the stage a bit. Afterwards, they get sent off on a sort of low angle but not a serious threat since this move isn't likely to kill. Doom jumps back a little after launching his opponent away, making followups hard.
  • Bthrow: 11%. Similar in appearance to his dthrow, but a more violent slam onto the ground behind him. This move has enough KB to tumble any character at 0%. It is not a kill throw, it sends on a similar angle to his dthrow but behind him.
  • Upthrow: 10%. Similar to Naruto's dthrow. Doom tosses his opponent up, teleports up to meet them, catches them midair, and performs a move that looks similar to his fthrow in that he holds them and charges energy, but he blasts his opponent downward with his other hand instead of the same hand. It sends on an angle of about 290 degrees, is meteor cancelable, is DI-able to become less than 270 degrees (sending down and slightly behind Doom instead), puts into tumble, but has pretty much only enough hitstun to force a tech if his opponent hits the ground on the same level as when his throw started.



Final Smash: show
Doom's Time. 50%, high knockback.
I'm out of originality here (not that there was much to begin with, many of his moves came from MvC lololol). This is his Level 3 Hyper Combo from UMvC3. The range for this move is only in front of him, about a jab distance but this will hit even crouching opponents. This move will OHKO every character if they get caught after about 30%.

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Last edited by Starkiller on Tue Aug 18, 2015 5:10 pm, edited 1 time in total.



Mon Aug 17, 2015 6:24 pm
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Currently Playing: ssf2, ssb4
ImageGallade Image

overview: show
Gallade will be a unique character based around 2 things: comboing and mega evolution.He will combo easily, but his attacks deal low damage, but he still comboes extremely easily. All of his specials propel him in the air so he can keep up with his hapless punching bag. As you might of guessed, he has practically no kill options, with his strongest kill option killing at around 170-190 based on vertical height. However this is were MEGA EVOLUTION comes in. As he pulls of comboes and time passes, a bar, kind of like the KO punch meter, fills up. At any time he has some of that meter, he may mega evolve. He can mega evolve for a short time if the meter isn't full, and for a good 10 seconds if it is full. Mega evolved, his smashes and certain specials gain a major knockback buff, giving him the ability to kill at 100% easily.


Physical Attributes: show
Weight:Using Brawl weight values(which put mario at 98),101.
Walking Speed: Using Brawl walk speed values(which puts mario at 1.1), 0.95.
Running Speed: Still using Brawl, (which puts mario at 1.5), 1.3.
Jumping Force:Yet again using Brawl,(which puts mario at 2.22), 2.
DJ:Using Brawl, 1.7.
Falling speed:Using Brawl,(which puts mario at 1.28),1.2.
Fastfalling Speed:With brawl,(which has mario at 1.792), 1.68.
Height: A bit taller than Mario


Ground Standards: show
Jab(fury cutter)3 quick slashes. Jab canceling into a grab can start a combo. jab1:1% jab2:2% jab3:3%
F-Tilt(leaf blade)A slower slash infront of gallade, has disjointed hitbox. It knocks opponents to far away to followup, so its just a GTFO. Damage:4%
D-Tilt(false swipe)A slash along the ground with virtualy no knockback, can be followed up with a grab or a jab Damage:3%
U-Tilt(psycho cut)A slash upwards that leaves a short ranged projectile that knocks opponents behind you for mixups Damage:3%
F-Smash(feint)A short teleport forwards with knockback that will kill 190-200%. Damage:4-8%
D-Smash(slash)twin slashes on both sides, basicly greninja's d-smash. damage:5-7%
U-Smash(giga impact)A blast of strength above him. Slow both in startup and cooldown. Gallades best kill move, in and out of mega evolution. kills fully charged around 155% out of mega, and 60% in mega.
Dash Attack(Double Team)Shoots forward and trips the opponent. 1%


Aerials: show
N-Air(Close combat)A speedy flurry of swipes around himself, moving opponents back in range of his fair if they DI towards him. 5 hits one each side, 1% each
F-Air(Cut)A Virtually lagless cut infront of him, his main combo tool. 4%
D-Air(Shadow sneak) Disappears for a moment then strikes below him, weaker spike than wolf's from brawl. 6%
B-Air(Dual Chop)twin slashes behind him, has followups if you fastfall. 2% each
U-Air(focus blast)a blast upwards, spikes slightly stronger than D-Air. 6%


Specials: show
N-Special:Psycho Cut. A long ranged projectile similair to Ichigos but only hits once and is a great combo starter, popping opponents into the air and towards you. When used in the air, it goes diagonally downwards and forwards, and pops foes hit towards you. Damage:3%

S-Special:X-Scissor. A quick slash in front of you that can switch you being comboed to them being comboed. However, if it misses, you are treated to endlag and a heavy punish. It can only be used once in the air and is Gallades best horizontal recovery move. Damage:5%

U-Special:Night Slash. Gallade swirls his "swords" around himself for a second, trapping opponents and finishing them with a good combo finisher. Gallades best vertical recovery, can be jump canceled when used on the ground for easy combos. 11 initial hits, each doing .5% and the finisher 6%.

D-Special:Mega Evolve. Gallade gains meter over time and for comboes which contributes to this move. 1-4 seconds not fully charged, 10 seconds if it is. This transfermation is noncancellable.
X-Scissor gains kill power at high percents(135%), night slash 100-120% depending on vertical height, and all of his smashes gain much higher kill power. Along with this, every move he deals deals 1% more damage.


miscellaneous: show
Victory theme:The beginning of the Elite 4 battle them from DPP.Music:https://www.youtube.com/watch?v=xPQhMJ1NLXg(8 bit clip:https://www.mediafire.com/#qfse0sqf7cue2)
Victory pose: Fires of two psycho cuts at the screen, sheathes his "swords", and smirks
Losing reaction: Stares at the ground, rapidly sheathing and unsheathing his blades
Taunt 1:Uses the move taunt
Taunt 2:Goes into an ultra ball and comes out
Taunt 3:Puts up a barrier(protect) then dissipates it
Entance:An ultra ball is thrown on stage and it opens, revealing gallade
Idle:Looks around and sheathes/unsheathes his blades


EDIT1:UPDATE! specials and miscellaneous added!
EDIT2:UPDATE!Ground standards added and miscellaneous finished!
EDIT3:UPDATE!Aeriels finished, dash attack added, and completely done!

_________________
I think I'm gonna main luffy and isaac.


Last edited by RagnorokX on Tue Aug 18, 2015 9:01 pm, edited 3 times in total.



Mon Aug 17, 2015 8:01 pm
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Joined: Thu Oct 17, 2013 11:28 pm
Posts: 900
Location: Dystopia and the "Expansion" Speculation forums.
Country: United States (us)
Gender: Anime Girl
MGN Username: gamingmage
Currently Playing: ao2
Godot wrote:
Been a long time since I suggested any characters, so I guess I'll come back in. Like what TCS said, I'd like to review more character lists its just that I don't usually recognize the characters. Just going through the list in the OP, I don't even recognize half of the names. Maybe what we should start doing is, for those who want to submit more than one or two characters (to give ppl just passing through some freebies) you should take the time to review a moveset every time you want to submit. Give back what you take, ya know?


Not a bad idea, though like you said, you barely knew half of the summited works{I'm pretty sure only like 1 of mine are even remotely known here} Though i'm sure this would make production and activity more encouraging here.

Godot wrote:
So, since none of y'all are man enough to give feedback on a female Disney Ice Queen (/s), I'll help out Shine here and avoid the potential hypocrisy that my opening statement lends itself to.


I think it's good that more female and/or disney characters are being suggested, i just HATE frozen, i don't think ppl with a - biased towards a certain series/character should review it since mostly likely they will be harsher and more unfair in judging, myself included.

The Review

Size: - Fair size, he is 6'2 after all.
Weight - I'd imagine having that armor would weigh something.
Fall Speed. - This is a nice fall speed to go with.

Jab - A ganondorf jab, strong but not good for combos, interesting.

f-tilt - Like the above he seems to have some anti-air potential though he might need to relay on other moves for most ground to ground combat.

D-Tilt - Good juggler started, and would visually look cool.

Up Smash - Very interesting, seems like a good punisher for those trying to attack from behind as well.

Aerials - Overall reminds me of a mix between mewtwo and lucas with some ganon mix in the b and d air.

N-Spec - Interesting and usefull move, personally i would of gone with a projectile shield, maybe thats too basic.

S-Spec - I like it more then i should really, but for doom i think he has enough types of projectiles to do something else, if out of ideas read about him in marvel or play other games he has been in to get more ideas{That what i did for chocobo moveset, i did some research on the japanese only games and replayed my copy of chocobo tales.}

D-Spec - I'm thinking of that divekick game for some reason, it looks like a good move to use, though imo i would swap places of current S and D spec, though thats just me.

U-Spec - I was thinking maybe make it like brawl pit's up-spec but i'm not sure if that type of aerial movement is frown upon here.

Final Smash - I would of gone with the infinity gauntlets but this can also work.

_________________
Discord ID: #6110 (If you want to question something about me more quickly then on the forums, or if you have beef with me)
Mains: :blackmage: :ichigo:
Secondaries: :sora: :chibirobo:
Awesome Images in Sig and avatar made by Ssf2 Dev Steven :)

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kb wrote:
Seriously, stop &$^#ing harassing me. I'm not some Terrible Evil Overlord Of The Forums you have to vanquish or anything like that.


Mon Aug 17, 2015 9:20 pm
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Joined: Fri Aug 07, 2015 5:42 pm
Posts: 453
Location: "It's a Secret to Everyone"
Country: United States (us)
Gender: Male
MGN Username: Yoshiblaze
Currently Playing: Pokemon Ultra Sun, Kid Icarus: Uprising
Yoshiblaze wrote:
I've got quite the oddball:
Pokemon Mystery Dungeon's Grovyle
Universe: Pokemon Mystery Dungeon/Pokemon (Anime could also work)
Game: Pokemon Ruby/Sapphire/Emerald (GBA) or Pokemon Mystery Dungeon: Explorers of Sky, Time, and Darkness (DS)

Standard-
Jab 1: 1 Slash attack (Note: Grovyle cannot learn Slash in the Pokemon games)
Jab 2: A Second Slash
Jab Finisher: X-Scissor (introduced in Pokemon Diamond and Pearl)
Side Tilt: A simple quick swipe (Can be False Swipe from Pokemon; Pokemon Gold/Silver)
Side Smash: Chargeable version of Leaf Blade (Pokemon Ruby/Sapphire)
Up Tilt: Swing his head, with the long leaf on his head doing damage
Up Smash: Upward Slash
Down Tilt: Low Sweep. Can meteor (Pokemon Black/White)
Down Smash: Two slashes at the ground. Similar to :yoshi: 's Down Smash

Aerials-
NAir: Spins with the leaves on his arms extended
FAir: Arching Leaf Blade. Similar to Mewtwo's FAir in Sm4sh, but in the opposite direction
BAir: Leaf Blade. Ike's BAir from the main games
DAir: Mega Kick. Can meteor (Pokemon Red/Green (JP)/Blue)

Grabs and Throws-
Type: Non tether, two hands
Pummel: A knee
Forward: Tosses the opponent with one hand; Kill throw (Strength from PKMN Red/Blue)
Down: Slam (PKMN Red/Blue)
Up: Tosses opponent up, and hits them with the leaf on his head
Back: Spins and Slams opponent to the ground. Similar to Pit's Back Throw in the mains games

Specials-
Neutral: Bullet Seed (PKMN Ruby/Sapphire) - Five quick seeds shot at the target. No flinch
Side: Quick Attack (PKMN Red/Blue) - Similar to :fox: 's Fox Illusion. Can meteor
Up: Aerial Ace (PKMN Ruby/Sapphire) - A damaging diagonal jump. Free Fall effect
Down: Time Gear (PKMN Mystery Dungeon: Explorers of Time) - A reflector, similar to Pit's Mirror Shield from SSBB.
Final Smash:
Leaf Storm (PKMN Diamond/Pearl) - A powerful blast of leaves. Similar to :mario: 's Mario Finale
or
Primal Dialga (PKMN Mystery Dungeon: Explorers of Time) - Summons Primal Dialga, which pitfalls nearby opponents and damage massive damage with Roar of Time


Some revisions:
Dash Attack: A running Slash (again; PKMN Red/Blue)

Grab REDUX! :
Type: No tether, ONE Hand
Pummel: Pound (PKMN Red/Blue)

Added stuff:
Idle: Checks claws, similar to Weavile's in Pokemon X & Y/Omega Ruby & Alpha Sapphire

Taunts:
Up & Down- Tosses a (fake) Time Gear up and catches it while posing
Side- Turns into a substitute doll for half a second, then turns back
Neutral- All lights dim around Grovyle and lighting flashes, reminiscent of his first appearance in Pokemon Mystery Dungeon: Explorers of Time, Sky, Darkness

Victory Theme: An excerpt from "Dialga's Fight to the Finish!" from Pokemon Mystery Dungeon: Explorers of Time ( https://www.youtube.com/watch?v=nxS8YDjTpeg ) Remixed
Victory Pose: Crosses his arms then suddenly moves them apart, revealing a (fake) Time Gear, and posing while smirking
Defeat: Lucario's clap from the main games

The following will use values from Super Smash Flash 2 for reference:
Weight: (using SSF2, which puts Mario at 100) 89, slightly lighter than :sora:
Dash/Run Speed: (Which puts Mario at 10) 11.3, slightly slower than :goku:
Fall Speed:
Normal- (Mario: 13) 11.8, slight faster than :sora:
Fast- (Mario: 16) 15, tied with :kirby: :metaknight: :yoshi: :naruto:
Jump, No Mario stats for this one:
Normal- Above Average
Short- (in terms of lowness to the ground) Above Average
Running Start- Great

Jab Resetting moves: Jab 1, Jab 2, Low Sweep (DTilt; >20%), False Swipe (STilt), NAir (Falling, hard to land), First hits of Leaf Storm (which really doesn't matter that much)

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


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Thunder Edge Staff Member: Head Tournament Organizer (when Thunder Edge existed)


Mon Aug 17, 2015 9:59 pm
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Joined: Fri Aug 14, 2015 11:44 am
Posts: 115
Location: California
Country: United States (us)
Gender: Male
MGN Username: RagnorokX
Currently Playing: ssf2, ssb4
RagnorokX wrote:
[ Image ]Gallade [ Image ]

overview: show
Gallade will be a unique character based around 2 things: comboing and mega evolution.He will combo easily, but his attacks deal low damage, but he still comboes extremely easily. All of his specials propel him in the air so he can keep up with his hapless punching bag. As you might of guessed, he has practically no kill options, with his strongest kill option killing at around 170-190 based on vertical height. However this is were MEGA EVOLUTION comes in. As he pulls of comboes and time passes, a bar, kind of like the KO punch meter, fills up. At any time he has some of that meter, he may mega evolve. He can mega evolve for a short time if the meter isn't full, and for a good 10 seconds if it is full. Mega evolved, his smashes and certain specials gain a major knockback buff, giving him the ability to kill at 100% easily.


Physical Attributes: show
Weight:Using Brawl weight values(which put mario at 98),101.
Walking Speed: Using Brawl walk speed values(which puts mario at 1.1), 0.95.
Running Speed: Still using Brawl, (which puts mario at 1.5), 1.3.
Jumping Force:Yet again using Brawl,(which puts mario at 2.22), 2.
DJ:Using Brawl, 1.7.
Falling speed:Using Brawl,(which puts mario at 1.28),1.2.
Fastfalling Speed:With brawl,(which has mario at 1.792), 1.68.
Height: A bit taller than Mario


Specials: show
N-Special:Psycho Cut. A long ranged projectile similair to Ichigos but only hits once and is a great combo starter, popping opponents into the air and towards you. When used in the air, it goes diagonally downwards and forwards, and pops foes hit towards you. Damage:3%

S-Special:X-Scissor. A quick slash in front of you that can switch you being comboed to them being comboed. However, if it misses, you are treated to endlag and a heavy punish. It can only be used once in the air and is Gallades best horizontal recovery move. Damage:5%

U-Special:Night Slash. Gallade swirls his "swords" around himself for a second, trapping opponents and finishing them with a good combo finisher. Gallades best vertical recovery, can be jump canceled when used on the ground for easy combos. 11 initial hits, each doing .5% and the finisher 8%.

D-Special:Mega Evolve. Gallade gains meter over time and for comboes which contributes to this move. 1-4 seconds not fully charged, 10 seconds if it is. This transfermation is noncancellable.
X-Scissor gains kill power at high percents(135%), night slash 100-120% depending on vertical height, and all of his smashes gain much higher kill power. Along with this, every move he deals deals 1% more damage.


miscellaneous: show
Victory theme:The beginning of the gym battle them from DPP.Music:https://www.youtube.com/watch?v=jtXjsh3qS8I
Victory pose: Fires of two psycho cuts at the screen, sheathes his "swords", and smirks
Losing reaction: Stares at the ground, rapidly sheathing and unsheathing his blades


UPDATE! specials and miscellaneous added!



UPDATE! Please pay attention to me... :(

_________________
I think I'm gonna main luffy and isaac.


Mon Aug 17, 2015 10:43 pm
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