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If you could make a item on ssbb what would it be?
 
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Mr.mcTOAD



Joined: 10 Jun 2008
Posts: 287
HP: 100 MP: 9 Lives: 0



PostPosted: Mon Oct 27, 2008 5:44 pm   Reply with quote

If you could make a item on ssbb what would it be and do?
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TOAD FIGHT BACK!    
Black Yoshi
Vampire


Joined: 17 Jun 2007
Posts: 14673

HP: 31 MP: 10 Lives: 1



PostPosted: Mon Oct 27, 2008 5:50 pm   Reply with quote

A Tag-Smash Ball. They would only appear in Team Battles, and each individual pair of characters would have a different Final Smash. It would make for an awesome addition.
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The Domain of Secrets    
kwobsunit24
Weegee
Werewolf


Joined: 06 Nov 2007
Posts: 2036

HP: 65 MP: 0 Lives: 1



PostPosted: Mon Oct 27, 2008 5:51 pm   Reply with quote

The enclosed instruction book.
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Weegee's shop of useful junk    
The Double Duece!
Strong Bad



Joined: 10 Nov 2007
Posts: 11564

HP: 99 MP: 4 Lives: 1



PostPosted: Mon Oct 27, 2008 6:14 pm   Reply with quote

Magic Whistle:Pick it up and give it a blow to make a whirlwind blow along the stage, ala Hyrule Castle in SSB64, the whirlwind stays for a minute, then you can throw the flute, or using it as a battering ram.
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Toad House    
How deliciously sexual
Emil
Vampire


Joined: 26 Aug 2007
Posts: 1948

HP: 100 MP: 2 Lives: 0



PostPosted: Mon Oct 27, 2008 7:56 pm   Reply with quote

Made-You-Look. Works exactly like Mario's Cape when thrown.

I dunno.
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Green Para-Koopa's Shop    
Nintendo Zealot
Warlord_Mike



Joined: 04 Jun 2008
Posts: 353

HP: 99 MP: 7 Lives: 0



PostPosted: Sat Nov 01, 2008 12:04 am   Reply with quote

*digs out big-@$$ list from the ASW Forums*

Laptop Gun (Perfect Dark): The Laptop gun can be used as a weapon (each shot dealing about 3% damage), but if you throw it (using the grab button), it'll turn into a sentry gun (like in the game). It holds 50 rounds, and the turret will last for 45 seconds or until it runs out of ammo, whichever is sooner.

Titan's Mitt (LoZ: ALttP): This glove doubles the damage (and knockback) of your attacks. It also allows you to carry heavier objects with ease (you can even grab on to edges while holding something like a crate, or one-hand the Cracker Launcher). The glove lasts for about 15 seconds.

Paper Plane: Can be thrown like a dart and will break shields, or can be used to glide.

Hurly Gloves (SMRPG): Allows you to throw items and opponents farther, and deal double damage. Lasts 20 seconds.

Ice Rod (LoZ: ALttP): Freezes enemies and deals 9-12% damage. Holds 10 Charges. Charges are used similar to the star rod; simple swings just deal freezing damage, strong attacks use the charges. A smash attack, if used point-blank, will send the target flying, and frozen. Effective range is roughly the length from one end of Luigi's Mansion to the other.

Fire Rod (LoZ: ALttP): Shoots balls of fire that will constantly burn enemies on contact for about 2 seconds, dealing up to 20% damage if target receives the full brunt of the attack. Also contains 10 charges, and works similarly to the Ice Rod. Effective range is about half the length of New Pork City.

Bouncing Betty Mine: Similar to the Proximity Mine, with a twist. When someone approaches the mine, it'll launch out of the ground to roughly waist-high on Ganondorf. It'll then explode, spraying shrapnel in a radius equivalent to the medium-length fall-through floors in the editor. The user can be hurt by this attack as well.

Mercury-Class Fusion Rifle (Marathon: Rubicon): Fires a burst of fusionic particles nearly 3 times as fast as the Super Scope, but spreads out like a shotgun. Each shot deals 4% damage. It really shines against shields, though; it'll rip through a shield in less than a second. Has a continuous-fire lifespan of 10 seconds (it'd be impossible to count all the shots).

Nuke (Turok: Evolution): The Nuke is split into 3 parts (like Dragoon). When you get all three, your character shoulder-mounts the weapon. Hold down your attack button for 3 seconds, then it'll fire the Fusionic Energy Burst, which instantly travels to a length either half the length of New Pork City, or the first object (be it a wall, item, or person) it hits. When it detonates, anyone caught in the blast (including you!) is instantly KO'd. The blast it creates is powerful enough to take out an eighth of New Pork City, so stand clear!

Stasis Cannon: Has 3 charges. It doesn't deal any damage, but it traps the target in stasis for 10 seconds. During that time, the target can't move, or be attacked (invincibility with a cost, I suppose you could say). Has infinite range.

Tau Cannon (Half-Life/HL2): Has 15 standard charges or 3 Super Charges. Just like in HL1, standard shots can ricochet off any surfaces (3 ricochets max), and deal 3-4% damage per shot. Holding the attack button will charge your shots, and they can shoot through solid surfaces; great for surprise attacks. Super Charges are Un-Reflectable, and shatter shields, dealing 20% damage fully-charged. If you charge for too long, though (more than 5 seconds; a 3-second charge is enough for full power), it'll deal 20% damage to you. Also has infinite range.

Tesla Coil: Brings back memories of CnC Red Alert, donnit? The Tesla Coil emits a short-range burst (not even a quarter the length of Luigi's Mansion), but it's still quite nasty. If shocked, the person is immobilized as long as you hold the attack button. Getting the full effects of the coil tops you out at 75% damage. Has a continuous fire lifespan of 10 seconds.

Proximity Fragmentation Mine (PFM) Layer (Turok II: Seeds of Evil): These are more powerful proximity mines, and there's three of 'em; what's more, they only harm your enemies. When fired, a PFM will constantly scan its surroundings (it only attaches to ground, by the way), emitting a green, pulsating field, roughly equal in diameter to the smallest fall-through platforms in the editor. When something (not just a person; even items will set it off) comes into its field of range, it shoots up, and detonates, sending out a powerful shockwave that has infinite length. Other mines caught in the shockwave (which is half Ganondorf's height from the ground up) will also detonate; a clever miner can set up quite fiendish minefields that trap their prey in multiple shock-blasts. Each mine lasts 30 seconds, or until an object enters its field; it will auto-detonate at the end of 30 seconds.

Zap Tap Badge (PM:TTYD): Electrifies your body for 20 seconds. Anyone who comes near you takes 2-3% damage.

Return Postage Badge (PM:TTYD): Deals half damage back to melee attackers for 20 seconds.

Spike Shield Badge (PM:TTYD): Guess. Razz Lasts 20 seconds.

HP Drain Badge (PM:TTYD): Vampirism, anyone? Every attack you deal heals yourself for a quarter of the damage you dealt.

Spiked Boots: On most stages, this only increases your leg damage by a little bit (2-3%), but in areas with ice, it prevents you from sliding around and getting better traction. It also prevents you from stumbling.

Slayer Missile Launcher (Perfect Dark): Fires a fly-by-wire missile with an operational diameter equal to the width of Luigi's Mansion. Deals 13-18% damage. Contains 3 missiles. This allows you to be like Snake without actually playing as him. The missiles travel only 75% as fast, though.

Shall we include Assist trophies, as well?
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Yoshi
Vampire


Joined: 15 Dec 2007
Posts: 12475

HP: 60 MP: 6 Lives: 0



PostPosted: Sat Nov 01, 2008 10:35 am   Reply with quote

Assist trophies is a good idea.

Assist trophy: Boney. It releases bony who runs around (quickly I might add) clawing at opponents. He's about as fast as mario with a bunny hood.

Assist trophy: Kumatora. She snaps her fingers, and drives her fist into the ground, and stalactites pop up in random places around the battlefield, with about 30 damage each. Yeah, tough move.

Wall staples: Throw them at someone to cripple them, andn slow them down.

Needle: One of the seven needles. If they're going to show up in the battle at all, it'll be at the beginning, because they're useless if less than seven are grabbed. They're not in the ground, so Lucas isn't the only one who can lift them, but they have the same affect. Whoever grabs the majority of them will not die in the followup catastrophe, but everyone else will. Twisters, eruptions, and all natural disasters will destroy everyone else on the field, and it's fair since there were 7, and there was alot of time for anyone to get afew. If there's a tie, (as in, one person gets one, and two people get three) then those two don't die, and they both get a point for each death.
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PSI and more    
Nintendo Zealot
Warlord_Mike



Joined: 04 Jun 2008
Posts: 353

HP: 99 MP: 7 Lives: 0



PostPosted: Sat Nov 01, 2008 11:45 am   Reply with quote

Well, with Yoshi's Approval...

*again goes back to ASW and digs out a big-@$$ list of Assist Trophies*

Galactic Federation (GalFed) Trooper (from Metroid): Draws his/her assault rifle, then will follow you around the stage. When you attack, they'll attack with you. Lasts 15 seconds.

Gohdan (LoZ: WW): Flies around, pounding on various portions of the stage. Each hand slap has an area of effect equivalent to DK's Hand Slap; anyone who gets hit by the shockwave will suffer minor damage (about 3-4%) be sent upwards a little bit (at low damages, about as high as Wario's first jump). Those unlucky enough to suffer a direct hit by the hands will be pounded into the ground and immobilized and be dealt considerable damage (roughly 10-12%). He'll use his fire cannon twice, which can deal up to 20% damage if all hits connect. Lasts 20 seconds.

Bowser Jr.: Flies around in his gunship from Super Mario Galaxy, blasting away at the stage with Missile Bills and cannonballs. Missile Bills lock on to targets (unlike Bullet Bills) and can deal about 10% damage. The cannonballs are unguided but deal 20% damage if the explosions connect. He flies away after 15 seconds.

Boo (Mario Series, either from Luigi's Mansion or SMG): Turns you invisible, and can steal an item from a random opponent (if they have one); will also apply to Dragoon or Nuke Pieces.

Hunter Rundas (Prime 3: Corruption): Freezes the whole stage, making it very slippery and hard to stop. Also flies around firing Ice Missiles at your opponents, which freezes the target and deals 9-14% damage. He flies away after 15 seconds, at which time traction will be restored to normal.

Hunter Gandrayda (Prime 3: Corruption): Turns into a body double of your character with all your attacks. When you attack, she'll attack with you as well; this even applies to final smashes (very nasty). She has roughly a .5% chance of appearing to make things fair. She disappears after 20 seconds.

Pfhor Juggernaut (Marathon Series, preferably from Rubicon): Flies around (rather slowly), firing its machine guns and missiles. The machine guns fire in 3-second bursts, dealing up to 25% damage (each hit deals 2-3% damage). The missiles deal nearly 35% damage (ouch). It flies away after 15 seconds.

Pixls (Super Paper Mario): The helpers from SPM assist you in one of 11 ways:

Cudge: Allows you to swing a hammer with your grab button that deals 15% damage per attack.

Fleep: When you use grab, a targeting reticule comes up. Use it on your target to make them dizzy for 5 seconds. Can only use his ability once.

Carrie: Engages automatically. You can use her to ride over spikes or water. However, you can't use aerial attacks (because you're technically still on the ground). Also increases (or reduces, depending on who you play as) your run speed to be on par with that of Mario Dashing.

Thudley: Allows you to do a ground pound using the grab button that deals up to 10% damage, and recovery is less than a second.

Thoreau: Gives you the ability to reach out and pull someone into your reach, again, using the grab button. Grab length is boosted to about a quarter the width of Luigi's Mansion. You can also get items this way.

Barry: When you use your shield, he reflects any projectiles (except Tau Cannon Super Charges) and deals up to 14% damage (each hit deals 3-4 damage). The barrier is deployed for about 1.5 seconds.

Dashell: Auto-engages when he's summoned. Boosts your run and attack speed to 2.5x faster than normal.

Dottie: Auto-engages. She shrinks you, but you can walk on water, and your knockback is not affected at all. Plus, you deal blows just as powerful as you'd be normally. The trade-off is that you're so small, you can't use any hand-held items (you can get badges and status altering items, though). You also become a very hard target to hit.

Slim: When you're attacked, there's a 50% chance that he'll "straighten you out," and the opponent's attack will miss.

Boomer: What else? Gives you infinite kaboom power. Press grab to set him down on the ground. Only your opponents will be damaged (10-15%), so make yourself ground zero if need be. He detonates after 4 seconds of being placed, or by pressing the grab button a second time. Has a 3 second cooldown. Ssss-BOOM!

Piccolo: Surrounds you with a sonic barrier about half the size of Barbara's. It pulses twice per second, dealing roughly 3-5% damage per hit.

All pixls last 20 seconds, or in Fleep's case, until used.

I can't think of what Ghor would do, or Tippi. But this is my list of stuff so far, minus things that pertain to the EV: Nova RP on the ASW forums.
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