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[MP] Make your own Smash Move-set!
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Ikuyo
Joined: Sun Nov 01, 2009 10:01 am Posts: 865 Country:
Gender: Female
MGN Username: 194
Currently Playing: most likely Celeste
Waifu: Curly Brace
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Marisa (Touhou)Neutral Special: Narrow Spark.
Marisa shoots a long beam in front of her. This beam has infinite range, and is a multi-hit projectile. However, its width is 3 ROB lasers, it can be SDI’d out and the final hit has not enough Knockback to kill. If used in midair, Marisa fall-speed will be lower. (In Brik words, Crusade KameHameHa X SSF2 0.7 KameHameHa). Sprite: Spell B1.
20% total, with 6 hits of 2% and a final blow of 8%
Side Special: Witch Leyline
Marisa rides her broom and flies 4 WR tiles forward. The attack has a multihit hitbox at the tip of the sprite (which drags opponents), and, unlike Narrow Spark, it can be used to KO. It also deals nice shield pressure. However, it has important end-lag, making it punishable on miss. It has failOnMiss stat(if you don’t hit with it, it renders you helpless) Sprites: Spell E2 (Attack), E3, E1 (startup?), E4 (ending). It’s one of Marisa main recovery tools.
Down Special: Homing Arrows.
Marisa launches 3 arrows which go to the point the nearest enemy is. The arrows have low knockback, but nice hitstun, so they are used to approach and combo. Each arrow does 3-4% damage. The arrows are slow enough to be air-dodged with not much problems, however. Sprites: Shot A1, A2 (grounded), B1, B2 (aerial).
Up Special: Miasma Sweep
Marisa makes a high jump using her broom to propel herself upwards. This attack’s knockback is similar to Mario’s Super Jump Punch final hit, but single hit. This attack renders Marisa helpless. Upward jump is close to Dolphin Slash. 12% damage. Sprites: Spell A
Final Smash: Master Spark
Marisa takes a spell card and shows it. Then, she fires a huge beam. This beam can be aimed in any of the 8 directions during the spell card animation, but can’t be moved after that. Deals 50% damage and massive knockback. --- Dsmash: Star Sweep
Marisa moves her hand back-to-forth slowly, shooting starts from it. Multihit: if the opponent is caught by the stars, is dragged until the last hit, which sends him horizontally. Best damage racker in Marisa moveset, but not-good final knockback. However, can combo into Nspecial and Sspecial. 10% uncharged, 30% fully charged. 6 hits total.
Usmash: Up Sweeper
Similar to Sonic Usmash, but longer ranged. Sprites: Spell E1
Fsmash: Butt Smash
Peach Side B X Kirby Fsmash. Marisa jumps and hits the enemy with her butt. it has nice edgeguard knockback. the longer the charge, the longer distance it reaches. You can’t fall offstage by using it. 15% uncharged, 22% fully charged. Sprites: Attack E. --- Nair: Sex kick. 11% damage. Its knockback allows to combo into Fair, Dair, and some specials. Sprites: Attack B3
Fair: Marisa throws some stars forward. This attack is multihit: 5 hits of 2% each. It has interesting range, and can combo into Narrow Spark.
Bair: Marisa kicks backward. Your typical spacing aerial. 8% damage.
Dair: Marisa throws a short magic wave. Again, a disjoint. Meteor smash. 12% damage, it pushes Marisa a bit upwards. It’s the one with more end-lag. Sprites: Attack D1
Uair: Marisa sweeps her broom down to up, hitting with the fat part upwards. Nice KO tool for floaty/light characters. 10% damage. Sprites: custom. --- Marisa grab range is short, a bit shorter than Mario’s.
Pummel: Marisa shoots some stars from her hand. 2% each use.
Fthrow: Edited Attack D2: Marisa pushes the opponent using a magic blast. It sets up edgeguards. 9% damage, very fast.
Bthrow: Marisa stuns the opponent with a magic blast and then smashes with her broom (motion: Attack C2). Most powerful throw in the set, 12% damage, impressive KO capability.
Uthrow: Marisa throws his opponent upwards, in a motion based upon Spell F. Very low knockback, combos into most stuff. 7% damage.
Dthrow: Marisa slams the opponent in the ground and then “sweeps” the opponent with her broom. This throw causes the opponent to slide on ground, while laying. Can be followed vía Dspecial or Dash Attack. 7% damage WARNING: this throw’s first hit is techable. If properly read, Marisa gets exposed to punishment. --- Jab: Two short punches (Attack A1), followed by a short kick (Attack B1). 2,2,4% damage each. Last hit has nice hitstun to try some tilts.
Dtilt: "Stab kick". Sprites: Attack B2. leads into aerials. 7% damage
Utilt: Attack C1. It deals low-angled horizontal knockback. if the opponent bounces on ground because of it, it leads naturally into some specials. 9% damage
Ftilt: Edited C2: Marisa hits with her broom in a golf-club swing fashion. Surprisingly good knockback, it can even be used to try KOs at high damage. However, it has massive endlag. 10% damage.
Both Ftilt and Utilt move Marisa a bit forward
Dash Attack: Attack B4. Deals non-tumble knockback. Unlike most DAs, Marisa keeps the same speed during it, and after getting up, Marisa starts to walk. With a well timed turn, you can combo it into specials. 7% damage. --- Getup Attacks:
<100%: hits with her broom first back, then forward.
>100%: Does a full sweep kick, ala 64 Falcon Dsmash. Custom spriting.
Ledge Attacks:
<100%: Quickly hops back to stage and hits with the broom. Custom
>100%: Climbs back to stage, and delivers a magic blow towards the end. Based on her Touhou 12.3: Unthinkable Natural Law incarnation. Sprite reference: http://www.spriters-resource.com/pc_com ... heet/14704
_________________Avatar and signature pics by Semicolon.
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Tue Jun 11, 2013 4:03 pm |
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Maverick_Zero
Joined: Wed Jun 12, 2013 9:45 pm Posts: 2 Location: Behind you. . .
Gender: Male
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Here's a list of characters that I want to be in Super Smash Bros Flash 2 (This is my OPINION) These are characters that have not been in a official smash brothers game before. Viewtiful Joe: I know he's a assist character but I think he should be a playable character. Moveset: B: Voomerang: A boomerang projectile that can be charged to throw boomerangs that do more damage and father range. B Forward or Backward: Mach Speed: A rushing physical move that can be charged. B Up: Groovy Uppercut: A uppercut that makes Joe on fire while doing the uppercut. B Down: Red Hot Kick: A dive kick that makes Joe on fire while doing the dive kick. Final Smash: Mach Speed: Joe slows everyone down for about 15 seconds and Joe becomes 5x faster until the timer ends. Zero: Moveset: B: Z Buster: A projectile that can be charged up and fired at any time. B: Forward or Backward: Zero will perform a forward thrust with the Z-Saber as a blade of blue lightning. B: Up: Ryuenjin: Zero will perform a leaping upward slash with the Z-Saber as a blade of red flames. B: Down: Hyouretsuzan: Zero will perform a falling downward thrust with the Z-Saber as a giant light blue icicle. Final Smash: Shadow Zero: Zero performs a move that creates a shadow clone of him self. The image alone doesn't cause any damage, but when Zero attacks, it mimics his move and cause damage to enemies within its attack range. Disappears after a short period of time. Geno: Moveset: B: Star Gun: Geno shoots stars that do damage on contact. B Forward: Geno Whirl: Just like the original game, it would launch a magic energy disc (with a trail of ethereal magic energy discs at its tail) that strikes the opponent with great force. I would say it would be cool if a timed button press automatically hits an opponent for all 999% of damage, but that might be a bit overpowered. B Up: B-Up could be Geno Boost, which may not boost attack power like in the original game (but hey, maybe it could slightly heal a team member in team battles), but could share a similar animation, with puffs of smoke and red arrows surrounding Geno. It would in this case “boost” Geno upward, and what the heck, damage anyone in a close enough range. Of course, maybe one of Geno’s capes could work as the namesake of his B-Up attack, but I’m keeping with a theme of special moves here. B Down: Geno Blast: Which, like the game, would have Geno summon multi-colored beams of energy from the heavens (of course, in order to keep things fair, it probably wouldn’t continuously strike the entire battlefield, instead maybe working something like Pikachu’s “Thunder” attack). Final Smash: Geno Flash: Geno Flash would see the blue caped hero jump into the foreground, transform into a cannon (what can’t he do?), and shoot that cute-faced explosion that would deal massive damage to all opponents. Cloud Strife:I do not know much about his moveset I never played FFVII so I don't know what the moves actually do so if you know plz tell me Moveset: B: Beam Blade:Shoots a beam out of his blade. B Up: Braver: A air slash attack. B Forward and Backwards: Cross Slash: A forward cross slash attack. B Down: Meteorain: Like the Pikachu's Thunder Move except with meteors Final Smash: Omnislash: Cloud dashes forward and the opponents can't move while cloud slashes the s#%$& out of them and finishes off by smashing them to the ground.
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Wed Jun 12, 2013 11:34 pm |
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Rapty
Joined: Tue Dec 01, 2009 6:19 pm Posts: 2018 Location: Around someplace
Gender: Male
Currently Playing: with power. Nintendo power.
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Cloud Strife has never been on a Nintendo console except as a side character in Kingdom Hearts so stop asking for him to be a playable character
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Thu Jun 13, 2013 8:30 am |
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kb
Joined: Thu Oct 04, 2012 1:16 am Posts: 23226 Country:
Gender: Female
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uhh i think you will find that he was in theatrhythm final fantasy too dumbass he says, stroking his neckbeard and also wondering why he doesn't have many friends
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Thu Jun 13, 2013 9:40 am |
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Ikuyo
Joined: Sun Nov 01, 2009 10:01 am Posts: 865 Country:
Gender: Female
MGN Username: 194
Currently Playing: most likely Celeste
Waifu: Curly Brace
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Well, this is a thread to make smash moveset, not a thread to request characters for SSF2 (there's no thread for that).
I'll be checking some movesets and giving some commentary later today.
_________________Avatar and signature pics by Semicolon.
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Thu Jun 13, 2013 1:48 pm |
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UltimateBrawl
Joined: Mon Nov 29, 2010 10:40 am Posts: 171 Location: You shouldn't have asked that...
Gender: Anime Girl
Currently Playing: None, grounded.
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King Boo
Basic Attack: Punches with his nubs. A short range attack that does decent damage. Can be combo'd.
Forward Tilt: Rolls forward a bit. A downgraded version of his forward smash.
Down Tilt: Spins around with his nubs spread out. Can draw enemies in.
Up Tilt: Thrusts himself upward.
Basic Special: A field of ice magic. Can be charged. At full charge, will freeze enemies shortly.
Forward Special: A ball of ice comes from his mouth. Can be charged. At full charge, will freeze enemies.
Up Special: Creates a mirror then floats through. Another mirror appears in the direction you point while he's entering and he comes out. Can be used to escape from enemies, but be careful on small stages.
Down Special: A burst of frost that slightly damages all enemies nearby.
Forward Smash: Rolls himself forward. Speed and power are determined by how much time is spent charging.
Down Smash: Lifts up and bashes himself down. Don't be caught underneath it!
Up Smash: Breathes ice upward. Can freeze enemies at full power.
Air Attack: A punch.
Air Forward: Moves forward a bit.
Air Backwards: Moves back a bit.
Air Up: Thrusts himself upward,
Grab: Pulls people in range with his tongue, then freezes them.
Grab Attack: Body-slams the frozen foe.
Grab Throws: Body-slams the frozen enemy hard enough to launch them.
Taunt A: Laughs.
Taunt B: Does the "Bring It" motion as best he can. xD
Taunt C: Looks at the camera and laughs.
Final Smash: Boolossus
Boolossus comes down and stomps on people. RUN AWAY
_________________Boom.PSN Name: UltimateBrawl Games I own: LittleBigPlanet, LittleBigPlanet 2, Portal 2(completed the Co-Op campaign, but I'm willing to help you beat it!) Add me if you want!
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Thu Jun 13, 2013 4:49 pm |
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clubby
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Scout
Normal - Punch Can combo like Ness
Side - Bat Charges. Does more damage then Ness'
Down - Whacks bat both sides. Does less damage then the Side.
Up - Charged Kick If fully charged it will deal far more damage.
Specials
Normal - Scatter Gun
Up - Atomizer Scout takes damage, and if opponents touche the bat they take damage.
Side - Flying Gullotine
Down - Force a Nature Blasts Scout and if enemys are near it will hurt them.
Airs - Force a nature If hit by them they will fly back. So will Scout like Lucas' PK fire in the air.
Grab - Scout grabs their Shirt/Skin/Suit/Armor
Grab Attack - Scout Punches the Opponent.
Grab Down - Scout Beats the opponent down to the ground, then body slams them and they fly upward.
Grab Side - Scout throws the opponent up and whacks them with his bat.
Taunt - Scout Says "How long does it take to beat a moron to death? BAMP Sorry, times up your dead."
Taunt Down - Scout Jogs and Says "I'm not even winded"
Taunt Side - Taunt Kill, He Slowly Swings the bat like in the Sandman/Atomizer taunt. It deals far less damage, about 1%
Final Smash - Bonk! Atomic Punch Scout drinks Bonk and becomes invincible until it runs out. He is invicible and his attack damage is increased.
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Fri Jun 14, 2013 8:19 pm |
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Ikuyo
Joined: Sun Nov 01, 2009 10:01 am Posts: 865 Country:
Gender: Female
MGN Username: 194
Currently Playing: most likely Celeste
Waifu: Curly Brace
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| | | | thegreataphish wrote: Toon Link (not the stupid version that Brawl has which is BS)From- The Legend of Zelda: The Wind Waker B Hero's Bow- shoots an arrow, (press up or down to change to ice or fire arrow) I'd rather have always ice arrows/fire arrows. But it's fairly ok.FB Deku Leaf- flings a ball of air at his foes which may knock back items as well What's its movement pattern?DB Bombchus- he drops a Bombchu that crawls forward upon touching the ground What's the speed? How to make it not a clone of SSF2 Demon fang?UB Deku Leaf- jumps up smacking foes in front of him and floats holding the Deku Leaf Basically, MR. Game and Watch. is it cancellable?Smashes: Up Deku Stick- smashes upwards with a Deku Stick Not convinced: a deku stick is a brittle weapon, I wouldn't use it for smash attacks.Down Skull Hammer- does some smashing w a sledge hammer that probably weighs mre than he does How does it hit? it sounds better suited as an Fsmash as you say it now.Forward/Backward Master Sword- pretty self explanatory Grab Grapling Hook- throws his grappling hook so he can snag items and stuff as well as stun enemies by hitting them in the face (or genitals ) Final Smash: Light Arrow/ Princess Zelda ravaging stuff- Zelda comes out and then Link is all like "let me use my mirror shield" and Zelda is all like "damn dude good idea I'm gonna shoot this arrow right at you". So, yeah, they pretty much just annihilate people with light and then Link gets to stab people and turn them to stone. Or, if you prefer a more fair treatment, you play as Link and Zelda and just shoot light arrows at people by reflecting them from your shield. But Zelda is a character by herself! If you are going to use a cameo smash, think of a better one. | | | | |
_________________Avatar and signature pics by Semicolon.
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Fri Jun 14, 2013 8:33 pm |
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Reix
Joined: Sun May 20, 2012 6:55 pm Posts: 914 Country:
Gender: Male
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Chrom Fire Emblem: Awakening.
He plays as a slower, stronger version or Marth, with a large amount of reach, and sweetspots depending on where you land a hit with the Falchion.
Neutral: Javelin. Chrom throws a small javelin forward as a long ranged attack. It has decent priority, and does about 13% damage. Unfortunately, it isn't all too fast, and can leave him open. Once Chrom upgrades into the Great Lord Class (Or Cavalier), he gains access to the Spear Weapon Class. The Javelin is a spear, capable of hitting opponents up to two spaces away.
Side: Dual Strike. A variation on Dolphin Slash/Dancing Blade style attack. Chrom does a powerful slash forward. If he presses the attack button again, he does a second slash based on the direction pressed, with directionality affecting the attack used. The classic attack used by Marth and Roy, but flavored for Chrom. If the character's speed is high enough in any FE game, they may be able to attack twice in a row. Chrom is a bit less graceful than Marth, so rather than fancy sword tricks, he gets down to business.
Up: Risen. Chrom lunges upward and then comes down, planting his sword into the ground. Early in the game, when the Risen first appeared, Chrom defeats one by throwing it to the ground, then doing the above. It's not too fancy, but eh... If you want a reference, look at the cutscene where the Risen first appear.
Down: Counter. ...do I really need to explain this? Face it, we can't have a Fire Emblem character without this.
FS: Critical Hit. This functions quite differently to Marth's. Chrom does a short dash forward. If he hits an opponent, he does a heavy slash. Behind him, a portal appears, and his daughter, Lucina appears, and attacks. Chrom does his second attack, and Lucina finishes with a final blow. Based on Awakening's Dual Support System, where the relationship between two characters can affect battle. Chrom's FS is based on having a good relationship with Lucina, which in battle means that the pair each attack twice (going Chrom, Lucina, Chrom, Lucina.) The intention is that each attack uses the critical hit animation for each attack, giving the appearance that it is extra powerful. The portal is based off the original portal that Lucina first appeared in.
Robin Because of the relation, I'm grouping these two together.
He's a jack of all stats. He's faster than Chrom, but is pretty slow compared to the other fighters.
Neutral: Archer. Robin draws a bow, and can charge like Link. The arrow at full charge goes farther than Link's, but isn't quite as powerful. Class changes, begin. Being the Player, Robin is given the option to reclass into any class, and has access to all weapon classes, sans Beast or Dragonstones. This attack is based on the Sniper/Archer class, which use bows. The reason it has farther reach is because of the Longbow, which is a bow with incredible range.
Side: Mage. Robin opens a tome and fires a bolt of magic. While the effect can vary, the attack is a fast moving sphere of energy that hits opponents for about 7%. The effects are Fire, which deals a bit more damage, Wind, which does extra knockback, Thunder, which has extra hitstun, and Dark, which heals a bit of damage. They all have equal chances of being used. Based on the Mage/Dark Mage/Sorceror tree, Robin fires a bolt of magic. Tomes are ranged weapons, and can hit from two spaces away.
Up: Ignis. Robin does a powerful uppercut with a sword. If any opponents are hit, a shower of Sakura Petals appears. Based on the Tactician/Grandmaster line, Ignis is the offensive skill of the tactician. It adds half of the character's Strength to the attack if they are using a tome, or half the Magic if they are using a blade. The move is based on the animation when Ignis is activated when a Grandmaster uses a sword, which is an spiraling uppercut. The petals are the effects whenever Ignis is activated.
Down: Counter. Deal with it.
FS: Critical Hit. This acts just like Chrom's, but Robin summons his son/daughter Morgan, and alternates between sword and tome rather than just sword. Same reason as Chrom.
Butthurt because my topic got instantly shut down.
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Fri Jun 14, 2013 10:57 pm |
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Terra
Joined: Sun Mar 04, 2012 8:49 am Posts: 1126 Location: GMT+8. Have fun figuring out the rest.
Gender: Male
Skype: Ask and ye shall receive.
Currently Playing: FE6-8, Radiant Historia, TWEWY
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Let's try this, shall we? Riku, Wielder of DarknessRiku's playstyle, as in the KH games, is focused around quick, strong hits and using the forces of darkness to his advantage. His downfall, however, is his light weight and his recovery, although with his Keyblade, he can certainly land 10 hits on the enemy before they even see him. Neutral Special: Dark Firaga. Riku's hand gets enveloped in darkness for about a second or so, and then he releases three homing bolts of darkness at the same time that do 4% each and travel about as quickly as Sora's Strike Raid, and kills around 130%. This move also has some endlag equivalent to GT, and the priority on the projectiles is about the same as Strike Raid. Side Special: Darkstrom Riku waits for about a second, then envelopes his entire body in darkness and charges about 1/2 of FD towards the enemy, which can cut through multiple enemies at once. Riku has super armor frames during the first parts of his attack, and this attack does 14% and kills at about 140% vertically. Up Special: Impulse Riku slashes upwards with darkness, knocking the opponent into the air, then teleports about 3 Marios upwards, and then slams the opponents downwards. He loses all horizontal momentum after doing this attack. The first hit does set knockback and 5%, while the second hit is a Meteor Smash and does 10%. Down Special: Dark Break Riku jumps up about three Kirbys into the air if he is on the ground, and then plunges his Keyblade towards the ground, Meteor Smashing any enemies close enough to get hurt and doing 8%. If he is in the air, the same thing applies. Final Smash: Dark-Frickin'-Aura Riku jumps up into the air and envelopes his body in darkness as soon as he gets the Final Smash, and then rushes every enemy on screen by charging into them from one side of the screen to another, teleporting back once he's done, and repeating this for about eight seconds or so. It tracks, and Riku does 20% per hit, and knockback that kills around 120% in addition to moving about as quickly as GT does. Jab Combo: Riku swings his Keyblade once over his head, then stabs forward, and then spins around, slashing horizontally. First hit does 2%, second does 2%, and third hit does 4%. This move is very quick, but the knockback leaves something to be desired. Ftilt: Riku bats his keyblade in front on him, akin to Ness' Fsmash. This move is about as quick as Sora's Utilt was in 0.8, and does 6% and mediocre horizontal knockback which kills at 180%. Utilt: Riku spins his Keyblade above him in a manner akin to Ike's Uair. This move is slightly faster than Sora's current Utilt, does 6%, and has good enough set knockback to knock them up in the air for combos, but only kills at about 160%. Dtilt: Riku, while crouching, stabs forward with a speed of about Ichigo's Jab Combo. This move does decent horizontal knockback, 8% and kills at 150%. Fsmash: Riku holds his Keyblade above his head, then brings it down below him, dealing 15% uncharged and 18% fully charged and heavy horizontal knockback that kills at about 100%. This move has the speed of Sora's Usmash. Usmash: Riku holds his Keyblade near him, and then swings it upwards like Ike's Usmash, except with much less range, dealing 15% uncharged, 19% fully charged, and heavy vertical knockback that kills at about 120%. This move has the speed of Ichigo's Dattack. Dsmash: Riku holds his Keyblade to his chest, aimed downwards, then smashes the ground, releasing a burst of darkness that surrounds him. Very short range, but does 20% uncharged, 23% fully charged, and kills at 90%. This move has the speed of Sheik's Usmash. Dattack: Riku dashes in front of him, slices through the enemy in a manner akin to Sora's Dattack, and then stops just behind after he has finished his stabbing motion. Does 9% and decent knockback that kills at 160%, and about as quick as Sora's Dattack. Nair: Riku quickly spins around him, with the range of about a Kirby and the speed of Sora's Fair. This move has the unique property of being able to be chained into ANY ONE of Riku's aerials, making Riku a really scary aerial ace. Does 7%, little knockback and some hitstun.
_________________"With many sighs, they got up, and I followed, for what better way to spend the last week of your life than by watching humanity go about its usual failures?"Sig courtesy of Arthur: eternally grateful.
Last edited by Terra on Fri Jul 19, 2013 10:58 pm, edited 2 times in total.
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Fri Jun 14, 2013 11:14 pm |
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clubby
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Lol I have a idea; let's document it and see who got it right.
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Sun Jun 16, 2013 8:00 pm |
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thegreataphish
SSF2 Developer
Joined: Sun Sep 02, 2012 10:49 am Posts: 86
Gender: Male
Skype: thegreataphish
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Waluigi
Appearances: Mario Party, and Mario sereies spin-offs. These include sports games.
B (held) Bomb-omb- He pulls out a large Bomb-omb. By pressing F he swings his bat at the Bomb-omb. Using U, he serves this by hitting it with a tennis racket similar to his FB. If he presses D, he pounds it into the ground with his feet like a land mine. Upon holding down B for 2 seconds, he winds up and throws the Bomb-omb like a baseball. Upon releasing B, he may throw it, or place it on the ground.
FB Serve- Waluigi tosses a tennis ball overhead, springs through the air, and smashes it diagonally downward. Though it causes average knockback and little damage, it may cause stun.
DB Stomp- Waluigi uses his stomping to pound enemies at excessively close range into the ground to cause a great deal of damage.
UB Bumper- He shoots himself off of a pinball bumper for great vertical recovery. He is able to use other attacks afterwards.
Smashes: Up Club- Smashes upward with a golf club. Of course he releases it for to add to goofy character.
Down Piranha Plant- A piranha plant pokes from underneath the front of Waluigi as he kicks in the opposite direction. The piranha plant will continuously chomp the foe for great damage. This would also enable Waluigi to grab the foe.
Forward Soccer- He shoves a soccer ball forward for decent damage, and then boots it, but misses. His kick goes over the ball, and then a Piranha Plant eats it.
Melees:
A Slap
AA Slap, Punch
AAA Slap, Punch, Roundhouse- Kick
UA Tosses a soccer ball and then punts it upward. Most damage and knockback is dealt within his normal melee range.
FA Kick
DA Spin- Waluigi uses a spinning attack similar to Mario's DB, but it is less powerful.
Grab hands
Throws He kicks and flings in various directions. He throws various objects at foes afterwards.
Final Smash Bomb-omb Hail- Bomb-ombs shoot in all directions, exploding on contact. Jumps: 1 short jump then a larger one
Stats: Waluigi is slow (a little faster than Link), but makes up for it with aerial movement. He is medium weight, and causes average damage and knockback.
_________________ “If I were not a physicist, I would probably be a musician. I often think in music. I live my daydreams in music. I see my life in terms of music.” ― Albert Einstein
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Wed Jul 10, 2013 2:20 pm |
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PHOBEY•SPLiFF
Joined: Mon Feb 04, 2013 6:14 pm Posts: 416 Location: In the middle of nowhere Country:
Gender: Male
MGN Username: Wodahs1951
Currently Playing: Myself
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Shadow the hedgehog
Specials
Nutral: homing attack like sonics
Up: chaos cantrol. You use it just like gokus up special. In air you can only move it upword
Down: samersult. Shadow does a backflip and slides down. In air he teleports to the arena.
Side: chaos spear. Shadow charges golden spear of energy. The longer he charges, the farther and stronger it gets.
Regular attacks
Standerd combo: he punches, does a rapid round house kick and ends with a one legged donkey jab.
Up tilt: round house kick
Side tilt: does a 360 spin and punches
Down tilt: shadow slides his foot and makes purple sparks of chaos appear.
Dash: shadow sparks his enemy by sliding on the platfom
Arieal attacks
Nutral: (same attack as sonic)
Up: (same as sonic)
Down: (same as sonic)
Front: shadow whips his hand torward his foe.
Back: (same as sonic)
Charged attacks
Side: he lashes out a furious punch with a purple sphere of energy like in sonic battle
Up: shadow rolls backward and double kicks his enemy
Down: he makes a miniture jump and lashes out two fist full purple spheres of energy like in sonic battle
Grabs
Front: he snaps his fingers and a spark of energy blasts on the foe
Back: he teleports behind the enemy and kicks him/her
Up: he grabs hold of the enemy and lets go of him/her upward. Then he punches toward the foe
Down: shadow slides his foot toward his foe and purple sparks fly out ward
_________________psst, hey! Wodash1951 has passed away but he's been reincarnated into me. now flock, my children, and spread the word!https://www.youtube.com/channel/UCupTDuSt5fGhumf2Ig2phywCheck out my sprites https://forums.mcleodgaming.com/viewtopic.php?f=11&t=43658
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Wed Jul 17, 2013 10:15 pm |
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Thundaga_T2
Joined: Mon Dec 06, 2010 9:39 pm Posts: 2521
Gender: Male
Skype: Myke
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I thought of one Rumble (Dual Hearts) Holy Instruments used: Ragna Blade (Sword) Longinus (Spear) Arbalest (Crossbow) Gen's Hammer (Self Explanatory) Draw Card (Boomerang-ish) Remote Bomb (Self Explanatory) Defencer (Shield) Gauntlet (Self Explanatory) Snake Fang (Tether)
When I say "1st" "2nd" or "3rd" hits, im referring to those numerical strikes from the game 's combos.
A Combo - Ragna Blade 1st, 2nd, & 3rd (offhand) combo Dash - Defencer [Shield Bash] (This attack wasnt in the game, but i couldnt think of anything else for this)
FTilt - Longinus 1st and 2nd hits UTilt - Gen's Hammer 2nd hit DTilt - Arbalest 2nd hit
FSmash - Ragna Blade Charge Attack USmash - Longinus Charge Attack DSmash - Gen's Hammer Charge Attack
NAir - Spin Attack FAir - Overhead downward swing with Gen's Hammer (Meteor-smash) UAir - Upward stab with Longinus BAir - Longinus 3rd hit DAir - Downward stab with Longinus
NSpecial - Draw Card: Absorption (Absorb one projectile, and assume its properties for FSpecial) FSpecial - Draw Card: Throw (Throw Card like a boomerang, attack assumes whatever *property last absorbed by NSpecial, default is Slash) (Attack does half damage/knockback on return trip) USpecial - Snake Fang (Tether recovery upwards) DSpecial - Remote Bomb (Just like Snake's C4 except cannot be set while airborne, can be detonated while airborne though)
Grab - Snake Fang [Tether grab] (allows Z-air, and tether recovery sideways) Pummel - Hits foe with Defencer FThrow - Gauntlet (Lift foe overhead and walk around with them, can throw forwards and upwards only) [Acts like DK's Cargo Throw except no jumping, and can only throw forwards or up] UThrow - Gauntlet/Arbalest 1st and 2nd hits (Toss foe upwards and shoot them with Arbalest two times) BThrow - Gauntlet/Ragna Blade (Toss foe backwards and slash with Ragna Blade) DThrow - Gauntlet/Gen's Hammer (Toss foe to ground, jump, and smash with Gen's Hammer)
Final Smash - Bakuna Blade/Ride Baku [Transformation] (Replaces all A moves with generic sword strikes (from Bakuna Blade) which do large damage and knockback depending on the move used) The real change is the special moves.
Specials change during this mode: NSpecial - Baku Breath (Deals multiple hits and flower damage) FSpecial - Baku Dash (Deals one solid hit on startup, and another at the end, cannot hit with both attacks, first hit is stronger than the second) USpecial - Baku Fly (Deals multiple hits while rising, after apex, fall slowly to ground from flutter jump, can cancel fall with any attack). DSpecial - Megaton Buns (Fall to ground extremely fast, if on ground, jump first. Leaves large shockwave on impact, which does multiple hits. While falling does one hit, almost like Bowser/Yoshi Bomb) Other Changes: Jump height is slightly higher, ground/air speed slightly increased, falling speed increased. Transformation lasts 12 seconds.
*Draw Card Elements: Slash (default) Blunt (weak damage, and knockback) Smack (does reverse knockback) Fire (has the most knockback) Ice (has lowest damage, but can freeze the opponent) Electric (has longest hitstun) Flower (has lowest knockback, but adds flower) Paralyze (stuns foe on contact, like Zero Suit Samus NSpecial) Darkness (does the most damage, not counting flower) Despite some stuff I made up, i believe this moveset captures the playstyle of this character pretty well.
_________________ Nintendo Network ID: Myke07 3DS Code: 5413-0416-6597
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Fri Jul 19, 2013 4:05 pm |
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GamerJax1525
Joined: Sat Jun 20, 2015 7:30 pm Posts: 2 Country:
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GamerJax1525I would like to add myself to the game, as I think my OC would be awesome in it. His move set is normal, so punching, kicking, etc. His plain B move would be that his fist glows, and when he punches with his fist, it causes a bit more damage than normal punches. His B+up move would be he punches upwards, and a flame follows his fist. (like Scott Pilgrim) His B+down move would be that he causes the level to shake. His B+left/right move would be a massive kick to the face, like when Sonic does his kick movements in your game. Thank you for your co-operation.
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Sat Jun 20, 2015 7:37 pm |
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