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"Expansion" Character Moveset Speculation 
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Joined: Mon Aug 11, 2014 12:28 pm
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Nathan "Rad" Spencer: Bionic Commando.

Source Games: Bionic Commando (NES), Bionic Commando (GB) and Bionic Commando: Elite Forces(GBC)

The main character of the famous, yet potentially controversial Bionic Commando series. His gameplay consists of his bionic arm; and the use of explosives and firearms. He is quite a sluggish fighter, but his strength; defense/weight and range compensates for that. The bionic arm is Rad's best friend, it helps him navigate (since he can't jump in his game) and also grab enemies and certain objects. His appearance will be based off of the classic NES title/Bionic Commando: Rearmed. I think he will be a good candidate for the expansions, despite the violent content in his games. (Look at Solid Snake.) Some of his moves, especially his bionic arm should have its iconic 8-bit sounds. Gameplay is mostly based on the NES/Rearmed title, with some elements of UMvC3.

Attributes/Misc:

Entrance: Falls slowly with a parachute and lands on the stage
Weight Class: Heavy
Size: Normal
Walk Speed: Slow
Run Speed: Medium
Jump Height: Medium-Low
Double Jump: Medium
Fall Speed: Slow (If you play the NES game, you will understand)
Fanfare: Stage clear from Bionic Commando

Attacks:

Jab1: Punches with real arm.
Damage: 3- 5%
Knockback: Low

Jab2: Does a hook punch with his bionic arm.
Damage: 5- 7%
Knockback: High

Forward Tilt: Punches with bionic arm.
Damage: 10- 13%
Knockback: Medium-High

Up Tilt: Uppercut.
Damage: 9- 12%
Knockback: Medium

Down Tilt: Plasma Rifle (Bionic Commando: Rearmed) Fires plasma bullets/laser. Deals electric damage. The range is 1/3 of Final Destination. Has low fire rate.
Damage: 5- 7%
Knockback: Low

Dash Attack: Kicks with Iron Boots
Damage: 11- 15%
Knockback: High

Smashes:

Forward Smash: Fires a shotgun. Deals fire damage.
Damage: 10- 14%
Knockback: High

Up Smash: Launches bionic arm directly upwards. (Grappling hook style)
Damage: 11- 14%
Knockback: Low/High (If sweet-spotted)

Down Smash: Swings bionic arm around.
Damage: 12- 18%
Knockback: High

Aerials:

Neutral: Green orb surrounds Rad for 1 revolution.
Damage: 2- 3%
Knockback: Low

Forward: Wide Cannon (Classic NES) Fires 3 bullets simultaneously. One goes Forward-Up; Middle goes Forward and the last bullet goes Forward-Down.
Damage: 3- 5% each.
Knockback: Medium-Low

Back: Punches back with bionic arm.
Damage: 15- 19%
Knockback: High

Up: Bicycle kick
Damage: 10- 15
Knockback: Medium

Down: Launches bionic arm down. (Grappling hook style) Meteor smashes.
Damage: 13- 17%
Knockback: High

Grabs:

Here, the grab is like Link's grab. Except, the process is much faster (like the NES game). Can also tether recover. Rad uses his bionic arm (grappling hook style) to grab his enemies. One cool thing about it is that he can use it in multiple directions.

Pummel: Punches foe with real arm.
Damage: 3- 4%

Forward: Jaw Breaker (MvC3). Punches (bionic arm) opponent which sends them forward.
Damage: 15- 19%

Back: Throws foe backwards.
Damage: 7- 11%

Up: Swings foe upwards.
Damage: 10- 13%

Down: Bionic Bomber (UMvC3). Rad jumps on top and smashes his bionic arm on top on his victim.
Damage: 17- 21%

Specials/B attacks:

Neutral Special- Armor Piercer (MvC3)
Description: Punches with bionic arm, dealing damage. Works like Marth's Shield Breaker, but more powerful. Chargeable. Has a bit of startup lag.
Damage: 10- 35%
Knockback: Low- High

Side Special- Rocket Launcher (Classic NES)
Description: Fires a powerful projectile that explodes upon contact and deals fire damage. Can only fire one at a time. Has a significant startup lag.
Damage: 15- 17%
Knockback: High

Up Special- Grappling Hook (Classic NES)
Description: A spring block appears above Rad and he uses the bionic arm to climb there. After reaching to the spring block, Rad will jump off of it. The block will fall after use and deals damage.
Damage: Arm- 3- 5%; Block- 7- 10%
Knockback: Low; Medium Low (Respectively)

Down Special- POW (Classic NES)
Description: A green orb circles around Rad for 10 revolutions. Can hit multiple times. Cannot reflect or block any projectiles and have to wait for one minute for it to work again. Lasts for 5 seconds.
Damage: 2- 3% each. 20- 30% if all hits connect.
Knockback: Low

Final Smash- Bionic Lancer (MvC3)
Description: Rad traps his foes and throws a POWERFUL punch.
Damage: 90%
Knockback: OHKO
Type: Trapping

*Grappling hook style refers to the quick extension and retraction of the bionic arm. When the extended arm touches the stage/terrain, Rad clings on to it, and comes to the stage.

_________________
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Last edited by hICEnberg on Sun Aug 31, 2014 11:34 am, edited 8 times in total.



Sat Aug 16, 2014 11:10 pm

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Ive got a GREAT joke charcter for you asdfmovie fans!
DOTHEFLOP GUY!
Neutral B:Flop: Dotheflop Guy will flop on opponents.(if charged he will shout everybody do the flop and everyone flop and all opponents will fall and take damage. Longer its charge bigger the range.)
Side B:Mine Turtle: Dotheflop Guy will throw a mine turtle and will blow up and can damage itself.(If the mine turtle doesn't hit a player it will walk like a bobomb.)
Up B: Screw Gravity: Dotheflop Guy will float up.
Down B: Tree powers Activate: Dotheflop Guy will turn into a tree and cause damage to people close to or above him.(if in the air he will drop down.)
FINAL SMASH: Everybody Do The Flop Song: Dotheflop Guy will bring a bunch of people and they will dance and flop and will shake the ground causing damage to anyone close to the stage.
I have more joke character ideas so tell me if u liked this!


Wed Aug 20, 2014 6:19 pm
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Currently Playing: Complacency breeds weakness. My opponents won't stop getting stronger, neither will I.
thebuddyadrian wrote:
Ive got a GREAT joke charcter for you asdfmovie fans!
DOTHEFLOP GUY!
Neutral B:Flop: Dotheflop Guy will flop on opponents.(if charged he will shout everybody do the flop and everyone flop and all opponents will fall and take damage. Longer its charge bigger the range.)
Side B:Mine Turtle: Dotheflop Guy will throw a mine turtle and will blow up and can damage itself.(If the mine turtle doesn't hit a player it will walk like a bobomb.)
Up B: Screw Gravity: Dotheflop Guy will float up.
Down B: Tree powers Activate: Dotheflop Guy will turn into a tree and cause damage to people close to or above him.(if in the air he will drop down.)
FINAL SMASH: Everybody Do The Flop Song: Dotheflop Guy will bring a bunch of people and they will dance and flop and will shake the ground causing damage to anyone close to the stage.
I have more joke character ideas so tell me if u liked this!

They have to at least have appeared on a nintendo console, sorry

_________________
Men that are trapped by the chains of "maybe" can never reach their dreams!
The weak are washed away by the tides of fate. The strong drink it up.
No matter the man, we all wear masks. Whether it be over our faces or over our hearts.

Youtube: NinjaLobsterStudios
Stream: twitch.tv/ninjalobster

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Wed Aug 20, 2014 7:52 pm
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Starkiller2 wrote:
thebuddyadrian wrote:
Ive got a GREAT joke charcter for you asdfmovie fans!
DOTHEFLOP GUY!
Neutral B:Flop: Dotheflop Guy will flop on opponents.(if charged he will shout everybody do the flop and everyone flop and all opponents will fall and take damage. Longer its charge bigger the range.)
Side B:Mine Turtle: Dotheflop Guy will throw a mine turtle and will blow up and can damage itself.(If the mine turtle doesn't hit a player it will walk like a bobomb.)
Up B: Screw Gravity: Dotheflop Guy will float up.
Down B: Tree powers Activate: Dotheflop Guy will turn into a tree and cause damage to people close to or above him.(if in the air he will drop down.)
FINAL SMASH: Everybody Do The Flop Song: Dotheflop Guy will bring a bunch of people and they will dance and flop and will shake the ground causing damage to anyone close to the stage.
I have more joke character ideas so tell me if u liked this!

They have to at least have appeared on a nintendo console, sorry

Star you should review my Barbie moveset. In my post. Cause thenop hasn't updated the first post.

_________________
Mains: :zelda:, Image
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Wed Aug 20, 2014 8:24 pm
YIM

Joined: Mon Jul 14, 2014 4:12 pm
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How about... PACMAN?
Neutral B: Namco Items
Pacman switches throught namco items as you hold the special button. The more you hold the stronger the item.
Side B: Pac Dots
Pacman throws pac dots and then transform into classic pacman and eats the dots.
Down B: Fire Hydrant
Pacman will summon a fire hydrant and it will shoot water. Pacman can hit it to other players.
Up B: Wing Hat
Pacman will get the wing hat and fly like in Pac and Roll.


Thu Aug 21, 2014 1:26 pm
SSF2 Developer
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Joined: Tue Dec 11, 2012 6:47 pm
Posts: 2316
Location: BC
Country: Canada (ca)
Gender: Male
Currently Playing: Complacency breeds weakness. My opponents won't stop getting stronger, neither will I.
Shine! wrote:
Starkiller2 wrote:
thebuddyadrian wrote:
Ive got a GREAT joke charcter for you asdfmovie fans!
DOTHEFLOP GUY!
Neutral B:Flop: Dotheflop Guy will flop on opponents.(if charged he will shout everybody do the flop and everyone flop and all opponents will fall and take damage. Longer its charge bigger the range.)
Side B:Mine Turtle: Dotheflop Guy will throw a mine turtle and will blow up and can damage itself.(If the mine turtle doesn't hit a player it will walk like a bobomb.)
Up B: Screw Gravity: Dotheflop Guy will float up.
Down B: Tree powers Activate: Dotheflop Guy will turn into a tree and cause damage to people close to or above him.(if in the air he will drop down.)
FINAL SMASH: Everybody Do The Flop Song: Dotheflop Guy will bring a bunch of people and they will dance and flop and will shake the ground causing damage to anyone close to the stage.
I have more joke character ideas so tell me if u liked this!

They have to at least have appeared on a nintendo console, sorry

Star you should review my Barbie moveset. In my post. Cause thenop hasn't updated the first post.

Character design wise, she has some similarities to the Ace Attorney. She brings a type of character that is not at all associated with fighting, and many of her moves (while non-threatening visually) come from her background and her attitude carries over directly (these are the similarities with Wright). On the other hand, based on her height and length of her arms/legs, as well as the disjointed nature of many of her moves, her combat would be similar to Sheik but having disjoints means she would be safe in many cases.
I think the moveset is funny and entertaining, you can literally style on your opponents. In terms of practical use, I see she would have trouble getting damage racked on because most of her moves don't do much damage.

Are her extra jumps the same as her DJ, or are they higher? Either way this gives her a boost vertically but this move seems to be mostly for horizontal the way I picture it.

_________________
Men that are trapped by the chains of "maybe" can never reach their dreams!
The weak are washed away by the tides of fate. The strong drink it up.
No matter the man, we all wear masks. Whether it be over our faces or over our hearts.

Youtube: NinjaLobsterStudios
Stream: twitch.tv/ninjalobster

Click to expand thumbnail


Thu Aug 21, 2014 5:43 pm
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Joined: Sun Aug 03, 2014 11:08 pm
Posts: 1082
Location: Fuck 12
Country: Japan (jp)
Gender: Female
MGN Username: Shine!
Currently Playing: Minecraft Bedrock & Roblox
Waifu: All guys from Free!
Quote:
Star you should review my Barbie moveset. In my post. Cause thenop hasn't updated the first post.

Quote:
Character design wise, she has some similarities to the Ace Attorney. She brings a type of character that is not at all associated with fighting, and many of her moves (while non-threatening visually) come from her background and her attitude carries over directly (these are the similarities with Wright). On the other hand, based on her height and length of her arms/legs, as well as the disjointed nature of many of her moves, her combat would be similar to Sheik but having disjoints means she would be safe in many cases.
I think the moveset is funny and entertaining, you can literally style on your opponents. In terms of practical use, I see she would have trouble getting damage racked on because most of her moves don't do much damage.

Are her extra jumps the same as her DJ, or are they higher? Either way this gives her a boost vertically but this move seems to be mostly for horizontal the way I picture it.


Each of her extra jumps are the equivalent of Peach's/Zelda's double jump. Combined with her slow fall speed equals very long and safe vertical/horizontal recovery, but to limit this Barbie has the shortest midair jump in the game. She also has one of the highest stage jumps, which means she has a high shorthop.

Barbie does have an awkward stage combo game. She can rack up damage easily with U-tilt/U-throw to UAir chains. Also Photo-op stuns enemies behind Barbie, so she can start a combo or follow up with a BAir. You can also try (in my imagination) D-tilt's trip into DAir. Also her smashes can kill at around 90%, except Up Smash which can at 70% on most characters.

I also kinda get what you mean by comparing her to Sheik and while Barbie does have a fast dash speed, she wouldn't have the smooth combo ability of Sheik.

_________________
Mains: :zelda:, Image
Image


Thu Aug 21, 2014 6:59 pm
YIM
SSF2 Developer
User avatar

Joined: Tue Dec 11, 2012 6:47 pm
Posts: 2316
Location: BC
Country: Canada (ca)
Gender: Male
Currently Playing: Complacency breeds weakness. My opponents won't stop getting stronger, neither will I.
Shine! wrote:
Quote:
Star you should review my Barbie moveset. In my post. Cause thenop hasn't updated the first post.

Quote:
Character design wise, she has some similarities to the Ace Attorney. She brings a type of character that is not at all associated with fighting, and many of her moves (while non-threatening visually) come from her background and her attitude carries over directly (these are the similarities with Wright). On the other hand, based on her height and length of her arms/legs, as well as the disjointed nature of many of her moves, her combat would be similar to Sheik but having disjoints means she would be safe in many cases.
I think the moveset is funny and entertaining, you can literally style on your opponents. In terms of practical use, I see she would have trouble getting damage racked on because most of her moves don't do much damage.

Are her extra jumps the same as her DJ, or are they higher? Either way this gives her a boost vertically but this move seems to be mostly for horizontal the way I picture it.


Each of her extra jumps are the equivalent of Peach's/Zelda's double jump. Combined with her slow fall speed equals very long and safe vertical/horizontal recovery, but to limit this Barbie has the shortest midair jump in the game. She also has one of the highest stage jumps, which means she has a high shorthop.

Barbie does have an awkward stage combo game. She can rack up damage easily with U-tilt/U-throw to UAir chains. Also Photo-op stuns enemies behind Barbie, so she can start a combo or follow up with a BAir. You can also try (in my imagination) D-tilt's trip into DAir. Also her smashes can kill at around 90%, except Up Smash which can at 70% on most characters.

I also kinda get what you mean by comparing her to Sheik and while Barbie does have a fast dash speed, she wouldn't have the smooth combo ability of Sheik.

Geez her smashes are powerful, there aren't many characters right now that can do this XD
High short hop means that her approach game is limited to ground moves. Oh, and since dtilt has such low KB, dmg, and the height of the attack is low, she can jab reset with it (this mechanic was almost something Barbie lacked).

_________________
Men that are trapped by the chains of "maybe" can never reach their dreams!
The weak are washed away by the tides of fate. The strong drink it up.
No matter the man, we all wear masks. Whether it be over our faces or over our hearts.

Youtube: NinjaLobsterStudios
Stream: twitch.tv/ninjalobster

Click to expand thumbnail


Thu Aug 21, 2014 10:02 pm
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Joined: Sun Aug 03, 2014 11:08 pm
Posts: 1082
Location: Fuck 12
Country: Japan (jp)
Gender: Female
MGN Username: Shine!
Currently Playing: Minecraft Bedrock & Roblox
Waifu: All guys from Free!
Starkiller2 wrote:
Shine! wrote:
Quote:
Star you should review my Barbie moveset. In my post. Cause thenop hasn't updated the first post.

Quote:
Character design wise, she has some similarities to the Ace Attorney. She brings a type of character that is not at all associated with fighting, and many of her moves (while non-threatening visually) come from her background and her attitude carries over directly (these are the similarities with Wright). On the other hand, based on her height and length of her arms/legs, as well as the disjointed nature of many of her moves, her combat would be similar to Sheik but having disjoints means she would be safe in many cases.
I think the moveset is funny and entertaining, you can literally style on your opponents. In terms of practical use, I see she would have trouble getting damage racked on because most of her moves don't do much damage.

Are her extra jumps the same as her DJ, or are they higher? Either way this gives her a boost vertically but this move seems to be mostly for horizontal the way I picture it.


Each of her extra jumps are the equivalent of Peach's/Zelda's double jump. Combined with her slow fall speed equals very long and safe vertical/horizontal recovery, but to limit this Barbie has the shortest midair jump in the game. She also has one of the highest stage jumps, which means she has a high shorthop.

Barbie does have an awkward stage combo game. She can rack up damage easily with U-tilt/U-throw to UAir chains. Also Photo-op stuns enemies behind Barbie, so she can start a combo or follow up with a BAir. You can also try (in my imagination) D-tilt's trip into DAir. Also her smashes can kill at around 90%, except Up Smash which can at 70% on most characters.

I also kinda get what you mean by comparing her to Sheik and while Barbie does have a fast dash speed, she wouldn't have the smooth combo ability of Sheik.

Geez her smashes are powerful, there aren't many characters right now that can do this XD
High short hop means that her approach game is limited to ground moves. Oh, and since dtilt has such low KB, dmg, and the height of the attack is low, she can jab reset with it (this mechanic was almost something Barbie lacked).


Lemme rephrase that then lmao
Up Smash kills most chars at 90%
Side Smash kills around 110%
Down Smash kills at 140%

You can also edgeguard for kills as Barbie. Cause her options at the ledge are far wider than most characters.

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Mains: :zelda:, Image
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Last edited by Shine-chan on Fri Aug 22, 2014 7:28 pm, edited 1 time in total.



Thu Aug 21, 2014 10:58 pm
YIM
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How did you guys think of Rad Spencer? Constructive criticism is welcome.

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Fri Aug 22, 2014 7:44 am
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Simon Belmont: Castlevania

Source Games: Castlevania (NES), Castlevania 2: Simon's Quest (NES), Castlevania: Harmony of Despair, Castlevania: Mirror of Fate(3DS)

One of the most famous Belmonts to defeat Dracula, and the main protagonist of the original Castlevania and it's sequel on the Nintendo Entertainment System. In the games that he appears in, he is armed with the Vampire Killer Whip (which has currently killed Dracula more times than he'd like), and a set of sub-items to combat the creatures of evil he almost always faces. Although he won't be terribly slow, he isn't really known for his speed; ask anyone who's ever played any Castlevania, and they'll tell you the same thing. But thanks to his medium-long range and variety to his arsenal, plus the strength behind his attacks, he'll have a fighting chance all the same. If it were up to me, his design would reflect both his original design from Simon's Quest and Mirror of Fate. Armored in some places, rawhide or animal fur in others, reflecting both his past and present. He'll also carry something between his classic old-school whip and a combat cross, so that the whip actually retracts.

Basic Stuff

Entrance: He is shown wearing a cloak over himself, before grabbing it and throwing it off his shoulders. References the fact that he was almost always depicted with a cape of some sort, despite never getting one in-game (I think).
Weight Class: Light
Size: Normal
Walk Speed: Slow
Run Speed: Fast
Jump Height: Medium
Double Jump: Medium-Low
Fall Speed: Moderate-Fast (He kind of drops like a rock... kind of)
Fanfare: A cut from "Vampire Killer" or his theme from Harmony of Despair

Attacks

Jab1: Whip Handle Whip
Knockback: Low

Jab2: Elbow Strike
Knockback: Medium

Jab3: Straight
Knockback: Medium-High

F-Tilt: Takes a swing with his Knife
Knockback: Medium

U-Tilt: A short-ranged uppercut
Knockback: Medium-High

D-Tilt: Forward leg sweep
Knockback: Medium

Dash Attack: Shoulder Tackle or Sliding Kick
Knockback: High

Smashes

F-Smash: Forward whip strike
Knockback: Medium

U-Smash: Upward whip strike
Knockback: Medium-Low

D-Smash: Horizontal whip twirl over his head
Knockback: Medium-Low

Aerials

Neutral: Whip twirl
Knockback: Low

Forward: Forward kick
Knockback: Medium-Low

Back: Roundhouse to his behind
Knockback: Medium

Up: Backflip kick
Knockback: Medium

Down: Downward kicks, similar to Yoshi's
Knockback: Medium

Specials

N-Special: Sub-Weapon Select
>Swaps between Daggers, Axes, Boomerangs, and Holy Water, then over again.

S-Special: Whiplash
>Similar to Marth's, but slower and with a longer range. Changeable.
Knockback: Low, then last hit is Medium-High

D-Special: Sub-Weapon Use
> As name suggests, uses the current sub-weapon
Knockback: Daggers (Low), Axe (High), Boomerang (Like the old Strike Raid), Holy Water (Medium-Low)

U-Special: Honestly I don't know what would be nice as a recovery special that isn't similar to ZSSamus.

_________________
SSF2 Mains
>Cpt. Falcon
>Samus
>ZSSamus


Sat Aug 23, 2014 11:31 am
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BareBones wrote:
Simon Belmont: Castlevania

Source Games: Castlevania (NES), Castlevania 2: Simon's Quest (NES), Castlevania: Harmony of Despair, Castlevania: Mirror of Fate(3DS)

One of the most famous Belmonts to defeat Dracula, and the main protagonist of the original Castlevania and it's sequel on the Nintendo Entertainment System. In the games that he appears in, he is armed with the Vampire Killer Whip (which has currently killed Dracula more times than he'd like), and a set of sub-items to combat the creatures of evil he almost always faces. Although he won't be terribly slow, he isn't really known for his speed; ask anyone who's ever played any Castlevania, and they'll tell you the same thing. But thanks to his medium-long range and variety to his arsenal, plus the strength behind his attacks, he'll have a fighting chance all the same. If it were up to me, his design would reflect both his original design from Simon's Quest and Mirror of Fate. Armored in some places, rawhide or animal fur in others, reflecting both his past and present. He'll also carry something between his classic old-school whip and a combat cross, so that the whip actually retracts.

Basic Stuff

Entrance: He is shown wearing a cloak over himself, before grabbing it and throwing it off his shoulders. References the fact that he was almost always depicted with a cape of some sort, despite never getting one in-game (I think).
Weight Class: Light
Size: Normal
Walk Speed: Slow
Run Speed: Fast
Jump Height: Medium
Double Jump: Medium-Low
Fall Speed: Moderate-Fast (He kind of drops like a rock... kind of)
Fanfare: A cut from "Vampire Killer" or his theme from Harmony of Despair

Attacks

Jab1: Whip Handle Whip
Knockback: Low

Jab2: Elbow Strike
Knockback: Medium

Jab3: Straight
Knockback: Medium-High

F-Tilt: Takes a swing with his Knife
Knockback: Medium

U-Tilt: A short-ranged uppercut
Knockback: Medium-High

D-Tilt: Forward leg sweep
Knockback: Medium

Dash Attack: Shoulder Tackle or Sliding Kick
Knockback: High

Smashes

F-Smash: Forward whip strike
Knockback: Medium

U-Smash: Upward whip strike
Knockback: Medium-Low

D-Smash: Horizontal whip twirl over his head
Knockback: Medium-Low

Aerials

Neutral: Whip twirl
Knockback: Low

Forward: Forward kick
Knockback: Medium-Low

Back: Roundhouse to his behind
Knockback: Medium

Up: Backflip kick
Knockback: Medium

Down: Downward kicks, similar to Yoshi's
Knockback: Medium

Specials

N-Special: Sub-Weapon Select
>Swaps between Daggers, Axes, Boomerangs, and Holy Water, then over again.

S-Special: Whiplash
>Similar to Marth's, but slower and with a longer range. Changeable.
Knockback: Low, then last hit is Medium-High

D-Special: Sub-Weapon Use
> As name suggests, uses the current sub-weapon
Knockback: Daggers (Low), Axe (High), Boomerang (Like the old Strike Raid), Holy Water (Medium-Low)

U-Special: Honestly I don't know what would be nice as a recovery special that isn't similar to ZSSamus.


Cool idea, but I suggest you swap the N-Spec and D-Spec.

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Sat Aug 23, 2014 1:45 pm
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Character: Kratos
From:Ps3 God of war
Moves:
Attackx2: A double slash from his fiery swords(enemy is temporarily burned)
For.Smash:Hits with his iron gauntlets
DownSmash:Pounds the ground with fist and a pillar of fire shoots up
Up smash:A powerful thrust with both his swords
Nair:a high kick
Dair: A flaming fist ground pound
Uair: a quick upward slash
Nspec: a head of medusa temporarily petrifies the enemy
Fspec: changes to the rage of athena, works like gokus kiaoken mode
Dspec: his swords spin around him like a tornado for 3 secs
Uspec: Gains dark wings and flys upward, equal to an extra 3 jumps.
Grabs
Pummel: Sets oppenent on fire from ground
Fthrow: tosses opponent by feet
Bthrow: throws opponent in air and kicks them behind him
Uthrow: he tosses opponent in the air, then tosses swords in the air, which carry the opponent. Will cause High knockback when finished
Final Smash: The god of war...... Kratos summons pillars of fire to randomly appear on the stage, the pillars of fire will cause paralyzation, and when finished, will result in great knockback. He enters the rage of athena mode unlimited during this time, so he can demolish the paralyzed opponents.

_________________
Image How to be like Captain Falcon.
1. Put on his costume.
2. Scream FALCON PAAAWWWNCH! as loud as you can, then punch with as much energy as possible.
3. Realize how stupid you just sounded and how weak your punch was......right before you got K.O'd in a real fight like me I mean err...... before you get caught with that stupid costume on,like me I MEAN DOH!


Sun Aug 24, 2014 9:53 pm
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Joined: Sun Jul 27, 2014 6:33 pm
Posts: 45
Location: Dont worry about it
Country: United States (us)
Gender: Male
MGN Username: GokuisBeast
im sorry hes not nintendo but i just wanted to say an idea...........
:shifty:

_________________
Image How to be like Captain Falcon.
1. Put on his costume.
2. Scream FALCON PAAAWWWNCH! as loud as you can, then punch with as much energy as possible.
3. Realize how stupid you just sounded and how weak your punch was......right before you got K.O'd in a real fight like me I mean err...... before you get caught with that stupid costume on,like me I MEAN DOH!


Sun Aug 24, 2014 10:02 pm
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Joined: Fri Aug 22, 2014 3:03 am
Posts: 32
Country: Canada (ca)
Currently Playing: Robin via SSB WiiU
Suggested by TerraForm
Source of Origin: Manga/Anime Fairy Tail
Universe: Fairy Tail (Wizards)

Natsu Dragneel (ナツ・ドラグニル) Fairy Tail - Speculated Character Moves.

Natsu can prove to be a very competitive and energetic player. The information about his attacks will be generally described as seen in the anime and manga.

Statistics
• Average Medium Height
• Walking Speed Normal/Dash quick (similar to that of Fox's because of his explosiveness).
• Normal Jump - High/ Double Jump - Short
• All other stats can be debated and incorportated by the help of others suggestions.

Basic Attack
Jab1: Straight punch
Range: Short
Damage dealt: Relatively normal
Knockback: Short

Jab2: Short uppercut
Range: Short
Damage dealt: Similar to first jab.
Knockback: Light-Med (*Natsu proves to be a very agressive fighter at times and the second Jab should therefore be slightly stronger then the previous one)

Dash Attack: Downward Uppercut
Range: Short
Damage dealt: Similar to that of Goku's dash attack.
Knockback: Medium (*If anyone is able to visualize this, or knows the proper term used for a "downwards uppercut" please feel free to add in some info on Natsu)

Tilts
*I will cut of knockbacks for now. Can be discussed at a later time.

Foward Tilt: Extended Punch wth/Fire (Natsu falls into his punch which allows him to have more range)
Range: Medium
Damage dealt: Reasonable

Up Tilt: Uppercut wth/fire
Range: Short/Medium
Damage dealt: Reasonable

Downward Tilt: Normal crouched kick
Range: Short
Damage dealt Similar to other crouching kicks

Smash Attack

Forward Smash: Fire Dragon's Iron Fist
Range: Medium
Damage: Around 15% (His fist will be engulfed in flames, similar to the anime this creates an additional range for this attack) Sound clips of his Karyū no Tekken can be taken from the anime)

Up Smash: Fire Dragon's Iron Fist Uppercut
Range: Medium
Damage: Around 17%

Down Smash: Fire Dragon's Claw (This attack will have additional inspiration. Take the Windmill dance move and combine it with his feet ignited in flames, propelled with some fire power for a good hit.)
Range: Medium
Damage: Around 10%

Aerials!

NAir: OPEN FOR DISCUSSION

FAir: Fire Dragon's Flame Elbow
Range: *Dabetable
Damage: 11%
(Bursting flames from His elbows, boosting the striking power of the corresponding arm, which he then uses to strike the target, who is then sent flying (at least) several meters away from him.)

BAir: OPEN FOR DISCUSSION

UAir: OPEN FOR DISCUSSION

DAir: Fire Dragon's Crushing Fang
Range: Short
Damage: 12%
(Ignites one of his hands and then swings it in an arc, striking the target with their finger tips, leaving a flurry of flames. Potential meteor smash)

Grabs

Sadly I only have a single idea for his one Grab wich could become his forward-grab.
Fire Dragon's Grip Strike: "The user rushes towards the target and grabs them with their hand. Whilst giving the attacking arm support with the other, the user releases a vast amount of explosive flames at point-blank range, burning the target." As explained on the wiki.

Everything else is Open for discussion. I will try to leave you guys as much creative freedom as possible, but I will only be stating moves that are critical to his arsenal.

Specials

Neutral-Special: Fire Dragon's Roar (This is Natsu's signature Dragon's Roar in which he quickly gathers and releases a large quantity of flames from his mouth at his target)
Range: Long (The attack, like Goku,Naruto,Link,Samus,Megaman,Black Mage,Ness,Marth and Donkey Kong's Neutral power depends on how long the user holds on to the Special button. The longer the special help the futher the attack will spread and the more damage will be dealt.)

Up-Special: 2 ideas. Either it's going to be a completely passive up-b, where Happy flies and picks up Natsu or it will be his Fire Dragon's Wing Attack which in description is where Natsu rushes towards his target and grabs them, before subsequently setting hands ablaze, sending them flying.
Damage: ?

Side-Special: Fire Dragon's Sword Horn (Described to be an attack where Natsu rushes towards his target and grabs them, before subsequently setting hands ablaze, sending them flying)

Down-Special: Fire Dragon's Brilliant Flame (Described to be an attack where Natsu ignites both his hands in flames and then brings them together, creating a fiery explosion. In the anime, rather than generating an explosion, Natsu creates a large fireball to throw at his enemies.

Final Smash

Crimson Lotus: Exploding Flame Blade
Description(Natsu swipes his arms in a circular fashion, creating a powerful, and highly destructive, torrent of flames that barrages his target.)

If any of you have any idea or suggestions on movesets, please refer to the wiki concerning all of Natsu Dragneel's moveset's and more http://fairytail.wikia.com/wiki/Natsu_Dragneel. Please anything suggestions or changes that you would like to make feel free to do so. Thank you.

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Mon Aug 25, 2014 4:18 am
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