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"Expansion Character" Moveset Speculation V2 
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Joined: Fri Nov 30, 2018 9:55 am
Posts: 255
Location: The Universe
Country: Uruguay (uy)
Gender: Male
MGN Username: Unknown
Currently Playing: AoE II
Thanks man

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Fri Aug 30, 2019 11:33 am
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Joined: Tue Aug 14, 2018 2:02 pm
Posts: 1042
Location: An unknown cave island in Japan
Country: United States (us)
Gender: Male
Currently Playing: SSF2, Roblox, Kirby Star Allies, Sonic Mania Plus, Super Smash Bros. Ultimate, Pokemon Emerald, Leauge Of Legends
Waifu: Rera (SSVI)
No problem.



Anyways, I'm thinking on a moveset for Rera, the bloodthirsty alter-ego of Nakoruru from Samurai Showdown games V, V Special, and VI. I actually really want her in the game along with Zero, because their both swordfighters that I love very much.

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Sat Aug 31, 2019 9:28 pm
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Joined: Fri Aug 09, 2019 9:31 pm
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Country: United States (us)
Gargantuar: show
Source Game: Plants vs. Zombies
Weight: 10/10
Height: 10/10
Walk Speed: 1/10
Dash Speed: 1/10
Air Speed: 5/10
Fall Speed: 7/10
Jump Height: 3/10

Jab 1: Quickly swings down his telephone pole. 8%.
Dash Attack: Stabs with his pole. 9%.
Forward Tilt: Swipes slowly with his telephone pole. 7%.
Up Tilt: Slowly swings his telephone pole overhead. 12%.
Down Tilt: Punches upward. 5%.
Forward Smash: Does a slow, wide swing with his telephone pole, which goes from right behind him to right above his head, moving along the lower half of his body. 17% uncharged.
Up Smash: Backhand slaps overhead. 10% uncharged.
Down Smash: Stomps. 10% uncharged.
Neutral Air: Slowly swings his telephone pole around the lower half of his body. 17%.
Forward Air: Swings his arm around once, before swinging it again with more force. Only the second swing has a hitbox, but it is an extremely strong meteor smash. 23%.
Up Air: Uppercuts. 12%.
Back Air: Slowly swings his telephone pole. 16%.
Down Air: Stomps, meteor smashing. 8%.
Grab: Uses his telephone pole to pull in an opponent.
Pummel: Punches. 4%.
Forward Throw: Throws them up (4%), then swings his telephone pole like a bat (10%).
Up Throw: Puts them on his telephone pole, before using it to launch them up. 9%.
Back Throw: Nudges them away with the handle of his telephone pole (5%).
Down Throw: Throws them down (7%), then smashes them with his telephone pole (19%).

Standard Special: Flatten (With super armor, holds up his telephone pole, before forcefully swinging it. It deals 15% during the swing, and 25% at the very end. If hit by the end of the swing, airborne opponents will be meteor smashed, and grounded opponents will be completely flattened for a few seconds. While flattened, the character's weight is divided by 5.)
Side Special: Imp (Tosses out his Imp. The Imp walks quickly, and can also single jump. He'll chase foes, rapidly biting opponents for 1% per bite. Using this move while the Imp is out calls it back. If the Imp takes 20% or more while out, he'll die, and this move can't be used for ten seconds.)
Up Special: Vasebreaker (Condenses himself into a vase, before breaking out of the vase with a jump. When the vase breaks, the shards will fly in different directions, dealing 1-3% each. Hitting him before he comes out of the vase will still damage him as usual, but the vase will still break into shards.)
Down Special: Wildife Crossing Sign (Puts away his telephone pole and takes out a wildlife crossing sign. His air speed becomes 8/10, his fall speed becomes 3/10, and his walk and dash speed and jump height become 6/10. However, his weight becomes 8/10. Flatten will become a faster move, but only gives heavy armor, and deals 10% during the swing, and 17% at the end of the swing. His normals with the telephone pole also change:

Jab 1: Quickly swings the sign across. 5%.
Jab 2: Quickly swings the sign across. 5%.
Jab 3: Quickly swings the sign down. 7%.
Dash Attack: Quickly stabs with the sign. 6%.
Forward Tilt: Quickly swipes with the sign. 4%.
Up Tilt: Quickly swings the sign overhead. 8%.
Forward Smash: Quickly swings the sign from his back to just above his head, moving it along the lower half of his body. 11% uncharged.
Neutral Air: Quickly swings the sign along the lower half of his body. 10%.
Forward Air: Swings his arm around twice, hitting with the sign both times. 11% both swings.
Back Air: Quickly swings his sign. 8%.
Grab: Uses his sign to pull in opponents.
Forward Throw: Throws them up (4%) then uses his sign like a bat (7%).
Up Throw: Throws them up (4%), before jabbing them with the top of the sign (6%).
Back Throw: Nudges them away with the handle of his sign (3%).
Down Throw: Throws them down (7%) before swinging his sign like a golf club (12%).

Using the move again has him put away the sign and take out the pole.)


Fri Sep 13, 2019 9:15 am
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Joined: Tue Jul 29, 2014 2:58 pm
Posts: 1838
Location: Everywhere and Nowhere
Country: United Kingdom (uk)
Gender: Male
MGN Username: CSWooly
Skype: CSWooly
Currently Playing: Fire Emblem Fates: Birthright, SSF2, SSB4, League of Legends.
I have two movesets to share, one of which I've been working on for a long a** time now:

Decidueye: show
Decidueye:

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Attributes:
Ghostly Aura: Decidueye's rolls, spotdodge and airdodge cause Decidueye to completely disappear.
Soaring Stance: Decidueye can airdash by pressing the special button at the same time as shield in the air. It can attack immediately out of an airdash. Furthermore, Decidueye can perform Smash Attacks in the air.

Ground Attacks:
Jab: Fury Attack - A double kick, and then three jumping kicks. Decidueye will backflip off the opponent after the third kick.
Forward Tilt: An outward swipe with Decidueye's wing.
Up Tilt: Decidueye attacks upwards with the tassels around his shoulders. A decent disjointed anti-air with low power
Down Tilt: A sweep kick from a crouching stance (go figure) that trips the opponent up at the max range sweetspot.
Dash Attack: Phantom Force - Decidueye disappears and swoops at the opponent. During the disappearance, you can hold the opposite direction to reverse the direction of the attack
Forward Smash: A powerful strike with both wings that does high amounts of knockback
Up Smash: U-Turn - Decidueye does a jumping u-turn which works as an anti-air. If Decidueye hits the opponent, he will do another U-Turn that will position him towards his opponent and put him in a position for a follow up.
Down Smash: Sky Drop - Decidueye jumps and drops down. If the opponent is hit at the apex of the move, Decidueye will flip and stomp on the opponent, meteor smashing them. In the air, he will meteor smash the opponent on the descending hit and bounce off the opponent if he hits them.

Aerial Attacks:
Neutral Air: Razor Leaf - Decidueye spins around, creating a tornado of leaves around itself. Has a lingering hitbox, and will cause the opponent to be sent a fair distance away.
Forward Air: Decidueye kicks in front of him. An excellent combo tool.
Back Air: Decidueye hits the opponent with his wings twice.
Up Air: Decidueye does two consecutive wing swipes above him in a half-moon arc. An excellent juggling tool.
Down Air: Decidueye brings it's wings together before pushing both outwards, similar to Lloyd's neutral air. A powerful meteor smash.
Grab Aerial:Vine Whip Decidueye creates a vine whip out from under his wing and whips at the opponent. Can tether.

Grabs and Throws:
Grab: Decidueye sprouts a vine. Long range, but high ending lag.
Forward Throw: Decidueye does two kicks in midair. No real followup opportunities, but is good for positioning.
Back Throw: Decidueye does an uppercut with their wing behind them. Can lead into some followups.
Up Throw: Decidueye kicks from behind him, similar to Ridley's up smash. Sends out in front of him due to the nature of the kick and is decent for positioning.
Down Throw: Decidueye grabs the foe, soars up and then comes crashing down immediately, similar to Rob's up throw. A powerful kill throw.


Special Moves:
Neutral Special - Spirit Shackle:
Decidueye fires a fast aimable (in the same way as Chibi-Blaster or Krystal's sniper) projectile. If the opponent is hit, it will circle around them and pin them into the ground and will knock them downwards if they are hit into the air. The pin effect lasts for longer if they are at a higher percent. Will stall Decidueyes momentum in the air

Side Special - Leaf Tornado
Decidueye summons some leaves and throws them at a downward angle. If the leaves touch the ground, they will form a Tornado in place. This will trap any opponents for a significant time period, however the opponent can mash out of the move.

Up Special - Brave Bird
Decidueye soars upwards, and then comes crashing down, akin to Incineroar's Cross Chop. If Decidueye hits the opponent, Decidueye will bounce off the opponent and regain all of his midair jumps and uses of the move, however if he misses, he will go into free fall. Deals self damage that changes depending on if the move hits or misses.

Down Special - Giga Drain
Decidueye does a slow command grab. If the move lands, Decidueye will damage his opponent and heal them for half the damage. No followup opportunities whatsoever.

Final Smash - Shining Feather
YouTube Video:


This. Just this.

Victory and Taunts:
UTaunt: Decidueye spins an arrow around itself.
DTaunt: Decidueye disappears and appears, surrounded by a ghostly aura.
STaunt: Decidueye swipes it's wing, similar to it's Pokken artwork.

Victory 1: Decidueye does it's original artwork pose, and looks stoicly.
Victory 2: Decidueye flies in and draws an arrow at the camera.
Victory 3: Decidueye fires three arrows in different directions before disappearing.

Byleth: show
Byleth:

Click to expand thumbnail
Game - Fire Emblem: Three Houses

Attributes:
Archetype: Fast, Long-Range Zoner.

Weight: Byleth is a middleweight, clocking in at 98.
Walk: Byleth walks fast, clocking in at a walk of 6.
Initial Dash: Byleth has a very fast initial dash, clocking in at 1.45, however he has high traction so it doesn't go very far.
Run: Byleth has an above average run speed, clocking in at 10.3
Air: Byleth has very good air speed and physics, with an air speed of 8.5
Air Accel: Byleth has very good air speed and physics, giving him an air acceleration of 2.9.
Air Decel: Byleth has very good air speed and physics, giving him an air deceleration of -0.3.
Fall: Byleth has a high fall speed, clocking in at 15.
Fast Fall: Byleth has an average fast fall speed, clocking in at 20.

A spoilery sidenote
Edelgard, Dimitri and Claude are all in their pre timeskip outfits. Claude can still become a Wyvern Rider before the timeskip and his proficiencies are built to allow this. The Noble Lance, Cunning Bow and Victorious Axe are all their Fire Emblem Heroes weapons. They are still able to work together. They have not killed each other just yet.

Sword of the Creator: Byleth’s Creator Sword has two different states of being, being inert and sublime. The Sublime Creator Sword glows orange, deals more damage and can extend in an almost whiplike fashion, however the Sublime effect only has 20 uses. Once these uses run out, Byleth will gradually regenerate them all after about 15 seconds, however, whilst using the Sublime Creator Sword, if Byleth does not get hit nor take any action outside of movement for a total of three seconds, Byleth will regenerate 5 uses of the Sublime Creator Sword. Pressing Attack + Special will "activate" the Creator Sword and they can freely choose to activate and deactivate it in the air or ground.

Ground Attacks:
Jab - Byleth does a punch, a mule kick and then an uppercut with the Creator Sword. If Byleth uses the Sublime Creator Sword, this move will consume a single use and deal more damage on the final hit of the move. Based on Byleth's proficiency in Brawling.
Forward Tilt - Byleth does a slash forward, akin to Ike's forward tilt but faster. If Byleth uses the Sublime Creator Sword, this move will consume a single use, extend slightly and deal more damage.
Up Tilt - Byleth does a slash upwards, akin to SSBU Link's up tilt but a bit faster. If Byleth uses the Sublime Creator Sword, this move will consume a single use, extend slightly and deal more damage.
Down Tilt - Byleth does a kick. Has a really solid amount of combo potential.
Forward Smash
Inert - Wrath Strike: Byleth does a powerful outward slash whilst stepping forward. Byleth's strongest inert normal.
Sublime - Windsweep: Byleth does a powerful forward slash whilst fully extending the sword. This move consumes 4 uses of the Sublime Creator Sword and completely nullifies all attacks bar shield. Based on the B Skill from Fire Emblem: Heroes
Up Smash
Inert: Byleth does an upwards slash akin to Hero's up tilt in SSBU. A really solid anti air move.
Sublime - Grounder: Byleth does two slashes with the fully extended Sublime Creator Sword. This move consumes 3 uses of the Sublime Creator Sword and is an exceptionally powerful anti air move.
Down Smash
Inert: Byleth does a single spinning slash that hits both sides of him twice. Solid for covering rolls and tech options.
Sublime - Sunder: Byleth extends the Sublime Creator Sword and slashes both sides of him before retracting the Sublime Creator Sword. This move consumes 4 uses of the Sublime Creator Sword and the move's first hit combos into the second hit, which itself kills extremely early.

Aerial Attacks:
Neutral Air
Inert: Byleth swings the Sword of the Creator all around him akin to Ike's neutral air. Works well as a combo starter.
Sublime: Byleth swings the Sublime Creator Sword all around him, fully extending the sword. This move has an insane amount of range and starts combos. Consumes 2 uses of the Sublime Creator Sword.
Forward Air
Inert: Byleth swings the Sword of the Creator forward and upwards backhanded. Can end combos well and space well.
Sublime: Byleth swings the Sublime Creator Sword forward and upwards backhanded, fully extended. This move is a solid spacing tool and it consumes 2 uses of the Sublime Creator Sword
Up Air
Inert: Byleth stabs the Sword of the Creator upwards. Is active for an insane amount of time and can start combos with the late hit and kill with the early hit.
Sublime: Byleth swings the Sublime Creator Sword above him in a half-moon arc, fully extended. The move juggles insanely well and it consumes 2 uses of the Sublime Creator Sword.
Back Air
Inert: Byleth swings the Sword of the Creator behind him and downwards. Byleth's best non-Sublime aerial kill move.
Sublime: Byleth swings the Sublime Creator Sword behind him and downwards, fully extended. The move kills extremely early and it consumes 2 uses of the Sublime Creator Sword.
Down Air
Inert: Byleth swings the Sword of the Creator in a downwards half moon. The move meteor smashes, albeit not amazingly strongly.
Sublime: Byleth swings the Sublime Creator Sword down, fully extending it. The move meteor smashes and it consumes 3 uses of the Sublime Creator Sword.

Grabs and Throws:
Grab - Byleth grabs the opponent with his free hand. His pummel involves him bashing his opponent with the hilt of the Creator Sword.
Forward Throw - Byleth shouldertackles the opponent and knocks them away. Byleth's primary kill throw.
Back Throw - Byleth trips the opponent over his foot behind him. This throw leaves the opponent in a tech situation.
Up Throw - Byleth slashes the opponent upwards. Byleth's primary combo throw.
Down Throw - Byleth slams the opponent down and drives them into the ground. Sends at a far angle that can allow for Sublime normal followups. Based on Dimitri's attack against Flame Emperor soldiers.

Special Moves:
Neutral Special - Ruptured Sky/Sublime Heaven:
Inert - Ruptured Sky: Byleth creates a shockwave with his sword that only extends to the tip of his sword. It can be angled up or down if the button is pressed during the startup. Decent range, sends at a decent angle for continuing combos, and it also deals more damage to aerial opponents as a reference to it's effectiveness vs. Dragons.
Sublime - Sublime Heaven: Byleth extends the Sword of the Creator into it's whip form and creates a similar shockwave. If the move hits, Byleth will chain two more hits with the Sublime Creator Sword before finishing with a more powerful shockwave. Consumes four uses of the Sublime Creator Sword.

Side Special - Azure Moon: On both the ground and in the air, Dimitri will charge forward at the opponent using his Noble Lance. If the button is held, Dimitri will then hit his opponent towards Byleth, akin to how Waluigi’s Piranha Plant works, whereas if the button is not held, Dimitri will simply knock the opponent back powerfully. Dimitri can be hit, and he has around about 12HP. Depleting Dimitri’s HP will cause him to retreat and will put the move on cooldown for around 10 seconds.

Up Special - Verdant Wind: On the ground, Claude appears grounded and aims at the nearest opponent, whilst in the air, Claude flies in on his Wyvern, picks up Byleth by the hand and tosses Byleth above Claude before aiming at the nearest opponent with his Cunning Bow. The projectile will aim at where the nearest opponent was, akin to Palutena’s autoreticle, but it will not home in on the opponent. If no opponents are in range, Claude will look puzzled and disappear. Hitting Claude on the ground will cause him to retreat and puts the move on cool down for 6 seconds. Claude is immune in the air (cause he’s flying, and flying units avoid everything lol).

Down Special - Crimson Flower: On the ground, Edelgard will appear and assume a defensive stance next to Byleth. If any opponent attacks Byleth whilst Edelgard is next to him. Edelgard will swing her Victorious Axe and create a shockwave of flames that travels extremely quickly and does a high amount of damage. In the air, Edelgard will swing her axe and begin descending, creating a large shockwave upon impact. She can mix up the angles of her descent depending on which direction Byleth is holding, going from 45 degrees if the Byleth player holds forward, to 70 degrees if no direction is held, to 90 degrees of the Byleth player holds backwards.

Final Smash: Fódlan Gambit
Byleth slashes at the opponent before the scene transitions into a cutscene, where Edelgard, Dimitri, Claude and the rest of the Black Eagles, Blue Lions and Golden Deer all charge at the opponents caught in the Final Smash, all being led by Byleth. This final smash does massive damage and kills opponents extremely early.

Victory and Taunts:
UTaunt: Byleth swings his sword around him and says "Let the lesson begin!"
DTaunt: Byleth readies his sword in a two handed grip and says "Allow me to demonstrate!"
STaunt: Byleth appears with Sothis behind him and makes a thinking pose.

Victory 1: Byleth appears with Edelgard, the two make a battle ready stance whilst Edelgard is pointing the Victorious Axe at the camera whilst saying "You're weak!"
Victory 2: Claude flies in and picks up Byleth, putting them on his Wyvern with them, whilst he aims the Cunning Bow at the camera and says "Hold a grudge if you must!"
Victory 3: Byleth appears with Dimitri whilst Dimitri makes a defensive stance protecting Byleth and points the Noble Lance at the camera whilst saying "This battle is over!".

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SSF2 Backroom Character Analyst and Labber

Mains: :lucario: :simon:


Mon Sep 16, 2019 7:26 am
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Joined: Tue May 22, 2018 7:25 pm
Posts: 573
Country: United States (us)
Gender: Male
MGN Username: Knuckles for SSF2
Currently Playing: Super Smash Flash 2
Massive bump, because why not.
I've been trying to think up a Sly moveset, so that will be here soon.
Also sick movesets for Byleth and Decidueye

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Ultimate Mains: :luigi: Snake Greninja :sonic: Olimar Vincent
Ultimate Secondaries: Toon Link, R.O.B. Richter, Roy, King K Rool, Lucas


Tue Dec 17, 2019 12:14 am
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Joined: Thu Oct 17, 2013 11:28 pm
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Location: Dystopia and the "Expansion" Speculation forums.
Country: United States (us)
Gender: Anime Girl
MGN Username: gamingmage
Currently Playing: ao2
Man it is 2020, and i'm still bothered i can't view the original thread, even using the wayback machine, it only covered pages 10-13 and for 2015, so only 1 of my like several movesets even got preserved, which sucks, as i was planning to recreate them in roa workshop.

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


Sun Feb 23, 2020 5:29 am

Joined: Mon Feb 17, 2020 8:24 pm
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Country: United States (us)
Here's a moveset for Henry Stickmin from the Henry Stickmin series of games by PuffballsUnited.

Theming: He will have RNG based attacks like Hero in Super Smash Bros. Ultimate, but this will be spread throughout his moveset rather than just relegated to Down-B. This means that most of his attacks, whether regular, special, or smash will have variation.

Regular Moves
Jab (Jail Bar Swing): One of three moves without chance. Pulls out jail cell bar and swings it twice. Can be turned around on the second swing. (4% with first swing, 5% if second swing in front, 8% if second swing behind, from Escaping the Prison)

Side-A (Acid Spill/Grenade Belt): Either dumps acid in front of him, causing damage if stood on (1%-3% per second, lasts for 5 seconds on the ground, from Infiltrating the Airship) or grabs a grenade off a belt and chucks it in front of him, exploding on contact. (10%-13% on contact or 5% if close to the explosion if it hits the ground, from Escaping the Prison)

Up-A (Open Umbrella/Mace): Either opens an umbrella over him (5%, from Infiltrating the Airship) or swings a mace upward in an arch from left to right (8%, from Stealing the Diamond)

Down-A (Nutshot Crawler): Second of three moves without chance. Takes three seconds to use, but Henry will use the Magic Pencil to draw a Nutshot Crawler and it will target the closest opponent, going for the groin region. (Will do 15% and stun like Ryu’s Focus Punch, from Infiltrating the Airship)

Dash-A (Pratfall): Third of three moves without chance. Trips and falls forward on his face. (5% universally, like King Dedede’s Dash-A, not really from anything, reference to Henry’s clumsiness)

N-Air (Power Glove Slap/Buzzer Shock): Either swings his arm in a circle while wearing the Power Glove (does 2%-5% depending on when landed, similar to Mii Gunner N-Air, from Infiltrating the Airship) or swings his arm while wearing a Joy Buzzer. (6%-8% depending on when landed, similar to Mii Gunner N-Air, from Infiltrating the Airship) If Joy Buzzer doesn’t land, Henry will shock himself, causing 1%-2% damage to himself.

F-Air (Lance/THE KNEE): Either thrusts a lance forward (6%-8%, from Stealing the Diamond) or performs THE KNEE patented by Captain Falcon, (15-20%, very high knockback, from Fleeing the Complex). THE KNEE is very rare in comparison to the lance.

U-Air (Sticky Grenade/Rocket Launcher): Either throws a sticky grenade upward (when stuck, 7%-9%, when in radius 4%-5%, from Stealing the Diamond) or shoots a rocket launcher directly upward (12%-15%, better knockback than sticky grenade, from Escaping the Prison). The sticky grenade can get stuck to him on occasion when he tries to throw it, and the rocket will come back down if it doesn’t hit, so be careful!

D-Air (Clumsy Flip/Earthbend): Either flips downward (3%-4%, not really from anything, but references Henry’s clumsiness) or earthbends and shoves a rock downward (can spike, does 11%-12%, from Fleeing the Complex)

B-Air (Stick Wright/Stick Sniper): Either turns around spawns a stick Phoenix Wright while pointing and shouting “TAKE THAT!” behind him (5%-6%, from Escaping the Prison) or spawns a stick Sniper from Team Fortress 2, who shoots and yells, “Wave goodbye to your head, wanker!” (15%-20%, high knockback, from Stealing the Diamond)

Grabs and Throws
Grab (Zero-Point Energy): Uses zero-point energy in front of him to grab from range (from Infiltrating the Airship).

Pummel (Bop on the Head): Punches over the head, does average pummel damage.

Forward Throw (Wizard Magic): Shoves opponent away and uses Wizard Magic, which freezes opponent at higher percent (from Infiltrating the Airship).

Down Throw (Stuck Like Glue): Squirts glue on the ground, sticking opponent to the ground and stomps on them (glue is reference to Infiltrating the Airship).

Back Throw (Gravitor 2.0): Uses Gravitor 2.0 to throw the opponent further behind him (from Fleeing the Complex).

Up Throw (Force Choke and Slam): Uses the Force to lift opponent in air, choking them (1% per second over two seconds) and slamming them into the ground (from Fleeing the Complex).

Smash Attacks
Side Smash (Fake Spider Bash/Gravity Gun/Diamond Drop): Either uses fake spider and smacks forward (14%-16%, balanced damage and knockback, from Infiltrating the Airship), uses the Gravity Gun from Half-Life and shoot opponents away with the launch trigger (13%-15%, higher knockback and less damage, from Infiltrating the Airship), or drops Tunisian Diamond in front of him. (20%-25%, higher damage and less knockback, from Stealing the Diamond). Gravity Gun can push him backwards, so be careful near the ledge!

Down Smash (Shovel/Laser Drill): Either uses shovel to hit five times and bury opponents (20-24% overall, first hit buries, second through fourth keeps them in ground, fifth hit releases them, from Breaking the Break) or uses the laser drill and shoots from left to right (or right to left if facing the other way) to set opponents on fire in either direction (21%-26%, does fire damage, from Breaking the Bank).

Up Smash (Portal Gun/Explosives): Either shoots the Portal Gun twice directly above himself, one blue and one orange (10%-12% per hit, from Stealing the Diamond) or takes cover and uses explosives to send opponents flying in an upward direction (15%-18%, higher knockback, like Villager’s Up Smash in Smash 4/Ultimate, from Breaking the Bank). Sometimes Henry will use explosives without cover, so Henry can take severe damage, meaning it is more risky.

Taunts
Up Taunt: Is slammed in the face by a Fail message and gets back up. (references the series overall.)

Side Taunt: Eats a piece of cheese. (from Stealing the Diamond)

Down Taunt: Hides in a money bag that is mysteriously tied and untied from the outside of the bag while he is in, then pops out with a happy expression. (from Breaking the Bank)

Special Moves
Neutral Special (Adrenaline Injection/NrG Drink): Either he injects himself with adrenaline (makes him move quicker and perform attacks with less lag, from Fleeing the Complex) or drinks an NrG drink, which is adrenaline that is much better in terms of speed and lag, but he takes steady damage from it (2%-3% per second over 6 seconds) and at 100% or higher it will give him a heart attack and kill him. (from Escaping the Prison)

Side Special (Scooter Moves): Involves the same object, but his actions will vary. He will ride his famous blue scooter and perform one of three actions. He will either ride and then jump off of his scooter, sending the scooter forward (can be hit by the scooter for 16%-17%, or hit by Henry’s upward leap for 12-13%), increase his speed and ram an opponent (16%-17% but have higher knockback), or he can extend his leg out to kick them (19%-20%, all is from Stealing the Diamond)

Up Special (Teleporter): Involves the same object, but his actions will vary. He will, of course, use the teleporter known to work once in the series. He will take a second to activate it and will teleport back to stage or ledge (whichever is closer). Unfortunately, his teleporter is known to malfunction and he can get teleported offstage and put into freefall if unlucky. (He can get teleported offstage more easily if used on the ground, originally from Breaking the Bank, but has been a recurring gag in all of the Henry Stickmin games)

Down Special (Whoopee Wind/Longshot/Wrecking Ball Slam): He will use one of three objects to potentially gimp opponents. He can throw down a whoopee cushion (most common, creates windbox in front of Henry, from Fleeing the Complex), the Longshot (less common, extends very far to create a weird hitbox, from Fleeing the Complex) or will climb into a crane with a wrecking ball, crank it back and sent it flying forward (very rare, vulnerable when climbing in, but invincible when inside crane. (Will have high knockback along with 30%-35% damage, from Breaking the Bank)

Final Smash
Final Smash (Charles/Toppat Clan): Henry’s FS will be cinematic. It’ll show him pulling out his cell phone with two contacts labeled Government and Toppat Clan. 3 seconds are given to choose to call either party by selecting with A and the analog stick. Choosing Government will have Charles in his helicopter appear over the battlefield, taking three sniper shots (you are in control for this part, with a reticle appearing on screen, shots do 20% each), sending a mini helicopter out to grab an opponent and take them off stage (harder to escape at higher percent), and finally flying off-screen to appear from the right and ram into opponents before leaving (50%, high knockback). Choosing Toppat Clan will result in the Airship of the Toppat Clan flying over the stage, with Toppat Clan members jumping out to cause havoc with various weapons that call back to the Henry Stickmin games for 10 seconds before taking their leave. (Attacks will deal 15%-30% per hit depending on what weapon the clan member holds).

Victory Poses
Victory 1: Henry does the same celebratory head bop and rock out sign as seen in the Aggressive Ending of Stealing the Diamond.

Victory 2: Henry runs from the right and then trips, looking embarrassed and smiling when standing back up.

Victory 3: Does the Distract Dance from Fleeing the Complex.

Conclusion/Final Message
I hope you enjoyed this moveset concept for Henry Stickmin. He sounds like a perfect character for SSF2, representing both the choose-your-own adventure game with RNG in his attacks and the stick figure animation community that flourished years ago. Of course, you can tweak frequencies for his RNG and his damage output, but I created this moveset as a basis so that it would reference as many games as possible and give all the praise to the series that it deserves. I also added the backfiring to represent the games’ common trope of failing. If this becomes a reality and he is put in a future patch, PLEASE let the original creator of the series know (PuffballsUnited) so that he can be credited and shown how much we love his series! However, if the moveset is dubbed too much of an undertaking to fully give all moves the various outcomes I came up with, I get it. The process of spriting, balancing, and creating a character is difficult enough with one move per button, even more so with the idea I have here. So one attack per button combo is fine. Do what you please, McLeodGaming. You already have made a great game with the version we have now, I’m satisfied, Henry doesn’t need to be in, but he’d be cool. Just sayin’.

Edit: Added victory poses.


Last edited by TechnoCreeper9001 on Mon Feb 24, 2020 10:04 pm, edited 2 times in total.



Mon Feb 24, 2020 1:24 pm
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I don't like his up-b not always working; thought it is representive of the franchise, it will make him far too risky. Everything else is great tho.

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Mon Feb 24, 2020 6:11 pm

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BandanaDeeMain wrote:
I don't like his up-b not always working; thought it is representive of the franchise, it will make him far too risky. Everything else is great tho.


Hey, I appreciate the feedback, man. I get that a risky recovery might not be great, but I argue that Sandbag’s recovery is in the game and it’s a bad one in terms of risk vs. reward. Not inciting a problem by saying that though. One thing I worry about is that the move set might turn people, even the devs (fingers crossed), away is the amount of workload implied in fully creating the character. Let it be known that the attacks can be limited to one outcome or item if it doesn’t seem realizable that Henry can have a bunch of moves relegated to one button combination. Thanks again for looking into my moveset and giving constructive criticism. It would also be appropriate to put him in the game since The Henry Stickmin Collection (remaster of all previous games plus a final game called Completing the Mission) is coming out sometime this year. :wario:


Mon Feb 24, 2020 9:35 pm
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Sandbag has Down-B, Side-B, and his double jump to mix up his recovery tho.

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Mon Feb 24, 2020 11:36 pm

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BandanaDeeMain wrote:
Sandbag has Down-B, Side-B, and his double jump to mix up his recovery tho.


Fair enough.


Tue Feb 25, 2020 7:52 pm
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Nah. You're good at implementing these mixed archetypes into one character.

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Wed Feb 26, 2020 6:28 am

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What Should Waluigi's Final Smash Be?

I think he should pull out two tennis rackets and just start hitting a bunch of tennis balls at the players


Wed Mar 04, 2020 9:57 am

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What Do You Guys Think Waluigi, :Ryu: , :krystal: , :sora: , and :simon: final Smashs Should Be

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Wed Mar 04, 2020 10:15 am

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WaluigiLife wrote:
What Do You Guys Think Waluigi, :Ryu: , :krystal: , :sora: , and :simon: final Smashs Should Be


Ryu - Shinku Hadoken / Shin Shoryuken (like in SSB4 and SSBU)
Simon - Grand Cross (like in SSBU)
Waluigi - Waluigi Pinball (Waluigi uses a net to catch an opponent, and stuffs a Mini Mushroom into their face. Waluigi then places them inside of the pinball machine with the opponent being damaged by the massive pinballs. The scene ends with them growing out of the pinball machine and Waluigi smacking them off the stage with a tennis racket.)
Krystal - i dunno
Sora - i dunno


Wed Mar 04, 2020 9:07 pm
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