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Hey [you]! If you haven't noticed, this is now the old digibutter forums. Go over to the new site!
digibutter.nerr
It's Hi-Technicaaal!
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Nintendo Zealot Warlord_Mike
Joined: 04 Jun 2008 Posts: 353
HP: 99 MP: 7 Lives: 0
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Posted: Wed Jan 07, 2009 11:35 am
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Hey, people.
Though I'm sure it's been done 50 billion times before, I decided to make a topic pertaining to a future Smash Bros.
The thing is, if there's another Smash Bros., what characters would you like to see and what would their movesets be? Special attacks and Final Smashes must be included, but A-button attacks, taunts, damage percentages, stages, and victory poses are optional. Additionally, characters can be from ANY game, even on the other platforms (360, PS3, or PC/Mac).
Feel free to post as many characters as you'd like.
First up, I'd like to introduce...
Juno, from Jet Force Gemini.
Neutral A (first): Right punch Neutral A (second): Left hook Neutral A (third): Right kick Dashing A: Forward roll, kicks when he exits it.
Side A: Roundhouse kick Up A: Uppercut Down A: Trip
Side-Smash: Shoulder Bash Up-Smash: Explosive Uppercut Down-Smash: Breakdance kick
Nair: Double kick Fair: Judo kick Bair: Reverse kick (kicks both feet backwards) Uair: Helmet swing Dair: Screwdriver kick
Grab A: Knee F-Throw: Throws opponent over his head. B-Throw: Throws his opponent backwards. U-Throw: Grabs his opponent by the chest and throws them upwards. D-Throw: Throws opponent on the ground and body-slams them.
Neutral Special: Plasma Shotgun. Can be charged, and will fire the moment the button is released. Requires 3 seconds to charge fully. Can walk around while charging. Side Special: Grenades. Hurls a grenade that detonates after 2 bounces or impact with an enemy. Up Special: Floyd. Grabs onto the little robot as he carries Juno upward. Will damage anyone on the way up. Down Special: Proximity mine. When it detonates, it spews 7-10 pieces of shrapnel in all directions. Auto-Detonates after 30 seconds.
FINAL SMASH: Team Gemini. "Jet Force Gemini, ATTACK!" Juno summons Vela and Lupus, and all three start blasting away at their enemies. Lupus hovers while he drops Cluster Bombs once every 4 seconds, Vela fires homing missiles every 2 seconds, and Juno fires Tri-Rockets as fast as you can press A, with a 0.5 second delay in between. You have control over Juno; Vela and Lupus will engage targets automatically. Vela and Lupus will leave after 20 seconds.
On-Stage Appearance: Juno flies in on his shuttle, and jumps out as it flies away.
Up Taunt: Does a "Yes!" motion with his right arm. Side Taunt: Does some disco moves. Down Taunt: Spins his Plasma Shotgun, then holsters it.
STAGE: I've got 3 in mind, but for now, I'm working with the S.S. Anubis. The fighting takes place in the "Main Hangar" room (if you've played the game, the room I'm speaking of is the one with the huge pit in the middle). Every now and again, a Soldier or Sniper Drone will come on stage and attack the players. Additionally, the "Reactor" in the center (since there isn't any better name for it) sometimes overloads, emitting a large electrical field that zaps unlucky victims. After it overloads, the power goes out for about a minute before coming back on.
Victory 1: He takes a Shuriken out, and rolls it along his fingers, before throwing it at a target with a Soldier Drone's head on it. Victory 2: He, Vela, and Lupus all gather together for a group shot. Victory 3: Discos. If you've beaten the game, you know why.
That said, how about the rest of you? |
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oar Super Maiq the Liar
Joined: 23 May 2007 Posts: 17919
HP: 100 MP: 10 Lives: 0
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Posted: Wed Jan 07, 2009 11:46 am
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Sounds pretty good, besides the fact that 3 of his special moves seem to copy Snake. Besides that, JFG is probably MS territory now, so it isn't as likely as one would hope.
Damn, they need to give us another JFG... ;-; |
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Nintendo Zealot Warlord_Mike
Joined: 04 Jun 2008 Posts: 353
HP: 99 MP: 7 Lives: 0
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Posted: Wed Jan 07, 2009 11:48 am
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Maiq the Liar wrote: | Sounds pretty good, besides the fact that 3 of his special moves seem to copy Snake. Besides that, JFG is probably MS territory now, so it isn't as likely as one would hope.
Damn, they need to give us another JFG... ;-; |
Doesn't matter sir; this is a topic for ANY character moveset; heck, even Master Chief's, if you wanted. |
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The Double Duece! Strong Bad
Joined: 10 Nov 2007 Posts: 11564
HP: 99 MP: 4 Lives: 1
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Posted: Wed Jan 07, 2009 12:49 pm
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Name: Zim and Gir
Stats: Size: 2/5 Power: 2/5 Defense: 3/5 Weight: 2/5 Jump: 4/5 Speed: 3/5
Quick Notes You play as zim, with gir following. They do not attack the same like the ice climbers, but they need different people for different attacks. In a normal costume, gir is in his robot form, dog form is an alternate costume.
Entrance: They fly in their spaceship and jump out of it as it passes by. Standing Animation: Zim stands with his shoulders in a “Ready to fight” position, with his fists clenched. Gir is standing in a slouched position, while swaying side to side. After a while, Gir starts to do a little dance. Walking: Zim walks like a human, but his head moves a little too much. Gir jumps from side to side. Running: Runs with his shoulders high in the air. Gir runs while swinging his arms in a circular motion. Jumping: First jump; Zim sticks his arms into the air and jumps up, with Gir doing the same. Second jump; Zim flips and then jumps higher, Gir the same. Crouching: Zim squats with his head low looking from side to side. Gir is laying facedown on the ground covering his head with his hands. Falling: Gir holds on to zim, while zim looks agitated and just falls.
Regular Moves:
A: Zim does a light punch with his right hand. A-A: Zim does a light punch with his left hand. A-A-A: Gir hops forward and slams his head in front of Zim. Tilt >A: Zim does a light kick, spinning his body around 360 Degrees. Tilt vA: Zim kicks the ground in front of him; can do it rapidly. Tilt ^A: Zim thrusts his hands in the air, while spinning around. Smash >A: Zim takes out an item and smashes it down in front of him. It can be: Globe: Little damage; far knockback. Garden Gnome: Strong damage; small knockback. I <3 Earth Sign: Average Damage; average knockback. Smash vA: Dib jumps up behind Zim and tries to fall on him, but Zim moves to the left so that Dib slams on the ground, then runs away. Smash ^A: Gir jumps on Zims head and slams up in the air. Dash A: Gir grabs on to Zim and zim spins around while moving, thus causing gir to spin around in a striking movement.
Aerial Moves:
Normal Air: They both spin around sideways with their arms and legs out so that they flail. Forward Air: Gir jumps on Zims back so that he is being pushed to the ground, while hurting enemies with his face falling. Back Air: They both spin around to the other side, while Zim kicks out in front of him. Up Air: Gir hops off of Zims back and slams his head around himself. Down Air: Zim rapidly kicks below him.
Throws:
Grab: Gir jumps forward and grabs the enemy, then pulls them to zim where he grabs them with both hands. Grab A: Gir slaps the enemy. F-Throw: Zim grabs gir and slams him on the enemy. B-Throw: Gir jumps over the enemy and slams his head against their back while Zim jumps so that the enemy moves under him. D-Throw: Zim throws the enemy on the ground, then Gir dances on him/her, then slams his whole body on them. U-throw: Zim throws the enemy up in the air, while Gir jumps up and hits them, with Zim doing the same thing after Gir.
B: Lase;: Zim takes out an Irken gun, and shoots a laser beam that is fast but weak. He can rapidly shoot it, but it causes no knockback.
Side B: Gir-merang; Zim throws gir in a Boomerang type of way, where Gir is spinning in a collection of fire, and he goes a certain distance, then comes back to Zim.
Up B; Gir jumps and activates his rocket feet, while Zim grabs his foot. Gir then carries Zim up for a short distance. After starting the attack, you can slightly control it moving left or right as it goes up.
Down B: Organ Fat; Zim suddenly bursts into a fat version of Zim, stuffed with organs. He stays in that position for a second, then returns to normal. If he is hit at that time, the knockback is reflected onto the opposing enemy, but still takes the damage.
Final Smash: FLYING PIGGY ATTACK!!!; Gir jumps up and lands on his pig that randomly appears. Gir starts to fly around on his pig that is like a rocket. Zim grabs on the the Piggys tail. You control the piggy as it shoots across the screen, and anything that they touch get hit and sometimes set on fire. After a while they fall off the piggy and gir says, “AWWWWW!!!”
Taunt Up: Zim laughs evilly while Gir stares at him and shakes his head. Taunt Side: Zim and gir both do a little dance. Taunt Down: Gir falls asleep with his Piggy while Zim says, “Gir wake up!”
Alt Costumes: Zim has a green suit, Gir is in his green dog costume. …
Victory Music: A shortened version of Gir singing the doom song.
Victory Poses: 1: Zim laughs evilly for a while, then seems to get over it. At the same time, Gir is laughing with him, but does he know why? 2: Zim is nowhere to be seen, while gir is doing a little dance. 3:(Only possible if Gir was in his Dog costume) Gir jumps out of his suit and does the Gir salute. Zim is just standing there, looking bored. |
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Nintendo Zealot Warlord_Mike
Joined: 04 Jun 2008 Posts: 353
HP: 99 MP: 7 Lives: 0
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Posted: Wed Jan 07, 2009 1:58 pm
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Were Zim and Gir in a game? Because that IS a limiting factor of this topic - the characters MUST be from a game.
Hmm. Well, anyway, next up...
*in G-Man's Voice* Rise, and shine...misssster Freeman...
Neutral A: Single swing of his crowbar. Dashing A: Slides to a stop as he holds his crowbar in front of him.
Side A: Strong side swing of the crowbar. Up A: Swings his crowbar in an overhead sweep. Down A: Swings his crowbar towards the ground. Can be used to edge guard.
Side-Smash: Swings his crowbar in an axe-like fashion over his head, dealing some knockback. Up-Smash: Upward stab with the flat end of his crowbar. Down-Smash: Swings his crowbar in front of him, then behind him.
Nair: Swings crowbar and kicks. Fair: Strong downward swing of crowbar. Is a meteor smash if it connects mid-swing. Bair: Kicks backwards. Uair: Sweeps his crowbar above him. Dair: Sweeps his crowbar beneath him.
Grab: Gravity Gun (you had to see it coming, didn't you? ). Has about the same reach as Samus' Grapple Beam. Grab A: Crowbar Smack F-Throw: Punts his opponent forward. Will knock back anyone in the way. B-Throw: Turns, punts his opponent backwards. Will knock back anyone in the way. U-Throw: Punts his opponent skyward. Again, will knock back anyone in the way. D-Throw: Jumps, aims at the ground, and punts his opponent into the ground, stunning them for a second.
Neutral Special: Gravity Gun. Doesn't deal a lot of damage (4-6 damage), but has incredible knockback that can damage other opponents. Can be used in a similar way with containers. Side Special: Snarks. Tosses one of the little fiends on the ground and it races forward, attacking anything it comes across (including Freeman himself!). Explodes after 10 seconds. Each bite does about 1-2 damage, while the acid explosion deals about 5-7 damage. Up Special: Long Jump Module. Freeman gets a significant boost of speed that catapults him upwards. Down Special: Place SLAM. Freeman places the tripmine-like device against a surface, projecting a thin, red beam. Anyone who jumps into the laser is dealt 11-15 damage.
FINAL SMASH: Two possibilities; I can't decide which sounds better.
1. Super Gravity Gun. Freeman's weapon becomes supercharged with dark energy, allowing him to punt his enemies 3 times farther than previously, also allowing him to deal 17-23 damage per punt. Lasts 10 seconds. 2. Resonance Cascade. The catastrophe occurs once again, sending random bolts of trans-dimensional energy across the screen. Also summons three Vortigaunts to aid Freeman. The event and 'Gaunts also last 10 seconds.
On-Stage Appearance: Freeman appears through a dimensional rift.
Up Taunt: Presses some buttons on his HEV suit. Side Taunt: His gravity gun emits sparks. Down Taunt: Twirls his crowbar like a Baton.
STAGE: City 17. The match takes place during the events of "Anticitizen One," when the Rebels have begun their fight against the Combine. As such, City 17 is in ruins, and the buildings aren't faring so well. Every now and again, the Combine make a sweep of the city, with either troops, a gunship, or, rarely, a Strider. Civil Protection can be easily dealt with, but the Gunships and Striders aren't worth the effort (require very strong attacks to be taken out). Gunships can be ridden on, though. Gunships and Striders leave after 15 seconds; Civil Protection won't go away unless you kill them.
Hazard Damages: Civ. Prot. SMG: 3-4 damage per hit. Civ. Prot. Pulse Rifle: 4-6 damage per hit. Gunship Shots: 8-12 damage per hit. Strider Shots: 11-16 damage per hit. Strider Laser: Instant KO.
Victory 1: Alyx shows up and says, "Man of few words, aren't you, Freeman?" with her arms crossed and a smug look on her face. Victory 2: Finishes off a Strider with his RPG, and looks over his shoulder at the crowd. Victory 3: Fends off a swarm of headcrabs. |
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Yoshi Vampire
Joined: 15 Dec 2007 Posts: 12475
HP: 60 MP: 6 Lives: 0
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Posted: Thu Jan 08, 2009 6:03 pm
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And WHAT exactly is the good that comes out of that rule, Mike?
Also, I win.
Mallow: Mallow is pretty light, yet at the same time powerful character. He's also not very fast, and happens to trip more often than other characters. Standard attack: Two punches at the same time, joined together, then lifted, and a smack on the ground. Obviously, the second part is only if you press repeatedly. Side tilt: A whack with the froggie stick. Up tilt: lifts both cymbals up, not crashed together. Down tilt: prod with froggie stick. Side smash: cymbal crash. Up smash: swat with froggie stick. Down smash: Mallow crashes is cymbals in a position where he's facing the screen, causing them to create soundwaves. Nair: Mallow swirls around, arms outstretched. Bair: Mallow swats the froggie stick out, sending the opponent up. Uair: He crashes the cymbals over head, with the cost of sending him downward. Fair: Mallow puts the cymbals together, without crashing them, and does a mid-air flip. Dair: He swats the froggie stick downward, this is a meteor smash. Special: Mallow charges up cold power, and releases snowy energy all around him. If fully charged, he looks like a snowman. Side special: A chargeable blast created with the sonic cymbals. Down special: Mallow charges electrical energy. Projectiles go through him, he cannot be grabbed, and hurts on contact. Fortunately, physical attacks still go through to him. Up special: He casts HP rain, which sends him up slightly. When the recovery is done, the cloud releases a thunder bolt attack. It may be a poor recovery move, but mallow has multiple mid-air jumps. Final smash: Mallow looks at the screen, and releases a large star into the air. The player controls wherever it bounces, and it's size changes with small and large stages. Seriously. If they were always the same size, it would either be worthless on New Pork City, or godly on Battlefield.
Geno: His moves primarily have to do with pojectiles. Virtually none of Geno's attacks are 100% physical, but he has afew short range attacks. His projectile moves however, lack power.
Standard: Geno launches a bullet from his finger. This can be done repeatedly. Side tilt: Geno launches a bullet from his hand. This cannot be done repeatedly, but is still a very fast move. Up tilt: Geno launches a bullet from his hand, but it explodes close above his head. down tilt: He shoots afew bullets at his feet, causing small explosions. Side smash: Geno uses the star gun attack. This attack is pretty slow, but can actually KO at high percents. Up smash: Geno crouches on the ground, and puts his energy into a multicolored blast. GENO BLAST. Down smash: Geno faces the screen, and launches both his arms into the ground in an explosion. Geno's aerials are the same as his tilts, but in mid-air, except for Dair, which is a downward pointed arm cannon attack, which works as a meteor smash. Special: Geno charges a geno flash. It's very powerful, but is very slow, and doesn't turn into a ZOMGWTFBBQGIANTSUN unless it hits. Side special: Geno charges a geno beam, which is quick, but not very powerful. It lasts about three seconds, and a jump can be performed during usage. Down special: Geno boost. It doubles the power of his next attack, and halfs the power of the next time he's hit. When one thing is performed, the other is restored, so if you use it, and get hit, your next hit will be normal. Up special: Star lift. Geno's last resort is to lift his spirit into another area for teleportation. It ends in five seconds, but geno can be VERY easilly hit, or meteor smashed in this period. the star is not affected, but if geno dies, the star dies too. The attack can be ended early if the buttons are released. Final smash: GENO WHIRL! A one hit KO to everyone in a straight line. Think Marth.
Mack: His pogo stick makes him an outstanding jumper, but he's a bit smaller than usual to not make a fiasco out of things. Standard: Mack manages to punch his foe from atop his sword. Side tilt: Macks sword tilts, allowing a headbutt attack. Up tilt: Mack's sword rises up, allowing an upward headbutt. Down tilt: Mack's sword hops up, and lands, pushing dust infront of it. Side smash: The sword hops up, and slashes to the side Up smash: Mack embodies his finger with fire, and waves it above his own head. Down smash: The sword pushes into the ground, with the hilt squishing opponents. Note: Mack's air game far exceeds his ground fighting, because his sword can move freely. Good thing he's an epic jumper, huh? Nair: Mack and his sword swirl around in mid air. No slicing, but still more powerful than any of his ground attacks. Bair: The sword flies back straight into the enemy, sending them that direction. Uair: Mack performs the same action in his up tilt. Dair: Mack flies into the ground for a signature move. To prevent spam, however, the landing stuns him for two seconds, and the move becomes stale quickly. This is a meteor smash. Fair: The sword tilts mack so his face slams into an opponent. This is a meteor smash. Special: Mack jots a fireball from his mouth that travels through the air. Side special: Mack throws a pogo guy into the battle for help. There can be two at a time. Down special: Mack shoots two rays of flame to his side. Up special: Mack leaps off his sword for a dire attempt to get back on stage. The sword falls into the abyss, and mack is left alone. Atleast he does damage in his landing. Notes: Mack is extremely weak without his blade. On walk off stages, he can get back on the knife, as long a he isn't killed first. He's unable to do any moves that require his sword. Final smash: Pogo rampage. If mack doesn't have his sword, it will come to him, and join him in a rampage. Mack throws out three shysters, and hops around crazilly. Overall notes: Mack does damage when performing a footstool jump.
Oooooooold stuff. Now I'm more lazy, and only feel like putting in Special moves, and final smashes. Yaaaaaay.
Midna and wolf link: Fast, and average everywhere else. Yey. Special: Dark field. A dark field is set out that gets bigger with charging. Then Wolf link tackles whoever's in when it's unleashed. Pretty powerful in damage, but no knockback. Side Special: Hair arm launch. Powerful punch. 'nuff siad. Down special: Dig. Dig underground for a second to dodge powerful attacks. Or weak attacks. Whatever floats your boat really. Up special: That one thing. Midna goes upward, followed by Wolf link. He's attacking in the process, but you can still attack him to stop the attack. Final smash: Fused shadows. Wolf Link disappears for no reason, and Midna kicks some ass with the fused shadows. You know what I'm talking about, right?
TP equipment link: Link's cool and all, but he doesn't use his more entertaining equipment from Twilight princess. Ofcourse, most of it is stuff that was used once, and never used again. Oh, his a's are the same by the way. Special: Bomb arrows. I couldn't come up with anything else, and they would be a strong projectile. So there. Side special: Spinner. He rides on it, and the attack comes automatically with hitting someone. It's hard to change direction, and it only lasts a small amount of time. Down Special: Ball and Chain. Charging is spinning it around, which can work as a physical defense, and then WHOOOSH. Massive knockback. The only thing affected by charge is the distance. Up special: Tether recovery with double clawshots. Use it once, and you can try again, or if you succeed, you can go to another nearby platform. Final smash: Dominion rod. A big statue with a mallet shows up. Link controls it. Massacre.
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Nintendo Zealot Warlord_Mike
Joined: 04 Jun 2008 Posts: 353
HP: 99 MP: 7 Lives: 0
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Posted: Fri Jan 09, 2009 11:54 am
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Having played Wario Land: Shake It!, there's another person who might just work in the next Smash...
Captain Maple Syrup. Because we don't have enough girls who could kick some serious @$$.
Neutral A (first): Right punch Neutral A (second): Left punch Dashing A: Shove
Side A: Kick Up A: Uppercut Down A: Trip
Side-Smash: Dagger Stab Up-Smash: Whirlwind Kick Down-Smash: Double Sweep (bends down and swings daggers to the left and right of her)
Nair: Screwdriver spin Fair: Half-Moon Stab (she swings her dagger downward). Meteor smash if it connects midway. Bair: Hidden Dagger Uair: Overhead Slice Dair: Pirate Plunge. She holds her sabre beneath her and dives swiftly downward. Meteor smash.
Grab A: Gut Stab F-Throw: Judo-throws opponent forwards. Can injure others in the way. B-Throw: Power bombs (or whatever that backwards slam wrestling move is) her opponent. U-Throw: Throws her opponent over her head and stabs them. D-Throw: Grabs her opponent by the legs and neck and breaks their back over her knee. OUCH!
Neutral Special: Fan of Knives. Syrup takes out up to 5 daggers over 3 seconds, then throws them in a fan-like fashion. Each dagger deals 7-11 damage. Side Special: Bullwhip. A medium-ranged attack, Syrup cracks a bullwhip horizontally in front of her. It deals only 5-7 damage, but it interrupts attacks, and stuns opponents for a second or two, giving you or an ally a chance to rush in and beat the crap out of them. Up Special: Smoke Bomb. Syrup tosses one, and vanishes, then reappears in another smoky explosion somewhere else. Down Special: Slide attack. Syrup gets down on the ground, and rapidly slides in the direction she's facing. In the air, she comes down at an angle.
FINAL SMASH: Sweet Stuff Broadside. "Have a taste, sugar!" Syrup's personal ship shows up in the background and she jumps aboard. Crosshairs appear on screen, and you have 10 seconds (w/ a .75 second delay per shot) to punish your enemies w/cannon blasts. Each cannonball deals 18-24 damage, and has substantial knockback.
On-Stage Appearance: Syrup appears in a cloud of smoke from a smoke bomb.
Up Taunt: Giggles mockingly. Side Taunt: Points her sabre in front of her and says, "Let's dance, sugar." Down Taunt: Winks and blows a kiss at the audience.
WARNING: SPOILERS.
STAGE: Shakedown Schooner. The battle takes place aboard the Shake King's Dreadnought as it sails through stormy seas. So stormy, in fact, that lightning bolts sometimes strike the deck! A single bolt deals 41-48 damage (yikes!), so if you see a glint of light over your head, get out of the way! Additionally, the Shake King's cronies, including Bandineros, Shortfuses, and Pitchforks sometimes show up on stage and cause headaches. Every now and again, the blackguard himself shows up and causes trouble for anyone on board (he's only vulnerable when he dashes, and you have to Dair him or use items). During Coin Matches, if SK catches someone, he shakes a TON of coins the victim's collected out of their pockets.
Hazard Damages: Pitchforks: 4-7 damage per ram. Shortfuses: 8-11 damage per cannonball. SK Dash: 18-23 damage, knocks opponent back. SK Grab'n'shake: 11-16 damage. Lightning Bolts: 41-48 damage per strike, has high knockback.
Victory 1: Pirouettes, then says, "And they say girls can't fight!" Victory 2: Pulls out a coin from her pocket, and rolls it along her fingers. Victory 3: Takes out a dagger and balances it on one finger, saying, "Well, we can't win all the time, can we?" Victory 4: Only occurs if Wario is present. Blows a kiss at the audience and says, "Looks like I win this round, handsome."
Also, here's one I prepared earlier...
The Elite Nerr himself, Francis!
Neutral A (first): Right punch Neutral A (second): Left punch Dashing A: Running Headbutt
Side A: Tail whip Up A: Overhead sweep Down A: Floor sweep
Side Smash: PatrolMeow Attack (he swings the robot in front of him) Up Smash: Iron Tail Down Smash: Lizard Spin. Can hit for multiple times.
Nair: Somersault Fair: Laptop Smack Bair: Reverse Kick Uair: Tail Whip Dair: Downward PatrolMeow
Grab: Uses his tongue. Grab A: Chew Throw + Direction: Spits opponent in said direction.
Neutral Special: Eat. Francis will devour his opponent, and keep them inside himself while he slowly regains health. Rapid button-mashing will allow you to break free faster. Side Special: MeowBomb Toss. Francis hurls one of the little robots at his opponents. It'll detonate on impact with an opponent; if it doesn't hit anyone, however, it'll walk around the stage for 5 seconds, after which point it'll detonate automatically. Blast deals 8-13 damage. Up Special: AirMeow. Francis takes out one of his flying sentries, grabs on, and damages anyone on the way up. Down Special: Invisibility. Francis blends himself into the background for about 3 seconds.
FINAL SMASH: MeowBomb Parade. "This is HI-TECHNICAAAAAL!" Francis takes out his Laptop and summons a HORDE of the MeowBombs onto the stage, dropping from various points on the level. MeowBombs appear twice as fast as DeDeDe's Waddle-Dee army does. The Parade lasts 15 seconds, during which time Francis is immobile and invulnerable.
On-Stage Appearance: Francis comes out of invisibility.
Up Taunt: Chortles "Nerr-herr-herr-herr!" Side Taunt: Takes out his laptop and surfs the net on it. Down Taunt: Francis takes out his camera, and snaps a picture for posterity.
STAGE: Fort Francis. The stage takes place on the battlements of the Super-Geek's pleasure palace, with Bitland's scenery in the background. Every so often (about 30 seconds or so), a meowmaid comes along and activates a random effect, which includes: -Bridge disappears for 30 seconds. -A SurpriseMeow shows up and fires off its ammunition. -A group of patrolmeows shows up. -Platforms appear on random spots in the stage for 30 seconds.
Other than that, the stage is pretty basic.
Victory 1: Francis is seen surfing digibutter.nerr. Victory 2: Francis does a few victory somersaults. Victory 3: Francis turns several different colors, like a roulette wheel.
Last edited by Warlord_Mike on Fri Jan 09, 2009 5:53 pm; edited 1 time in total |
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hai Spiny
Joined: 05 Jan 2008 Posts: 27193
HP: 100 MP: 6 Lives: 1
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Posted: Fri Jan 09, 2009 1:56 pm
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Obligatory Ridley moveset:
Weight division:Heavyweight Speed:One class above Bowser
A:Single claw swipe A, A:Double swipe A, A, A:Tail swipe
Up A:He snaps his jaws in the air. Side A:A stronger swipe Down A:Tail Sweep
Up Smash:He jabs his tail upward. Side Smash:He bites in the direction he's facing while breathing a small jet of flame. Down Smash:Ridley does a full sweep with his tail.
B:Fireball Ridley opens his mouth, and lets out several fireballs. He can jump while Using this. This attack can be countered with an ice-based attack, which will cause the fireballs to freeze in place, and act as platforms before fading away.
Side B:Talon Similar to Bowser's Koopa Klaw from Melee, he preforms a kick that does slash damage upon contact.
Up B:Flight He flaps his wings, which pushes anyone nearby away afew feet, and rises upwards. This can be used to start a glide.
Down B:Biomass Regeneration This move is the gimmick move that most of the fighters have. It can either be Ridley's greatest asset, or the flaw that sends him flying. He chomps in the direction he's facing. If someone is hit, he recovers some health. The drawback is that it leaves him open for a good five seconds counting the startup and ending. This is derived from a prequal manga for Metroid, which also explains how he is able to return from the 'dead' so many times.
Grab Attack:He digs his claws into the person he grabbed with each button press. Down Throw:He throws the victim to the ground, and slams the end of his tail into them. Front Throw:Ridley claws at them, which causes them to launch forward, distance depending on damage, of course. Back Throw:He uses his tail to bat them away. Up Throw:He flies afew feet into the air, and falls, using his opponent as a landing pad.
Final Smash:Meta Ridley Transformation Unlike Giga Bowser, he doesn't change size too much, but he does get noticable upgrades.
All slash attacks have an added electric effect. All fire attacks have doubled in damage. However, the down B doesn't recover as much damage, since there's not too much Biological mass left in Meta Ridley. This lasts about as long as Giga Bowser.
Taunts ^:He rears his head back and roars. <>:Ridley wraps himself in his wings for afew seconds. v:He gets down on all fours, and hisses.
Victory 1:He flexes his wings, and growls as he faces the camera. 2:Ridley tries to attack the camera with his tail before turning his back to it. 3:Ridley lets out a triumphant roar, breathing a jet of flame as he does so.
Last edited by Spiny on Sat Jan 10, 2009 7:53 pm; edited 1 time in total |
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Nintendo Zealot Warlord_Mike
Joined: 04 Jun 2008 Posts: 353
HP: 99 MP: 7 Lives: 0
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Posted: Sat Jan 10, 2009 3:52 pm
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UPDATE: Putting damage types is optional, but handy. Put it in parentheses or underline it to make it clear.
Moving onwardly...
Hailing from the world of Argwyll, it's Tara Grimface of Lost Kingdoms.
Neutral A (first): Left Jab (arm) Neutral A (second): Right Jab (arm) Dash A: Shove (arm)
Side A: Uses Lizardman. The monster makes a single horizontal slice. Slash Damage. Up A: Uses Flying Ray. The airborne manta will ascend to about 3 times Tara's height, then vanish. Indirect Damage. Down A: Uses Dragonoid. The Whip of Binding can induce a stun effect (about 20% chance). Since it's ranged, it's Indirect damage.
Side-Smash: Uses Chaos Knight. It has a lengthy wind-up time (almost a full second), but if it connects, it deals 27-34 damage, sending opponents FLYING, making it a great finishing move. The move is considered Slash damage. Up-Smash: Uses Dragon Knight. If the overhead swing connects midway through, it can be a meteor smash. Is heavy Slash damage. Down-Smash: Uses Claws-R-Us. Energy Cannon's field has a slight knockback and deals Electric damage.
Nair: Uses Siren. The Song of Sadness damages everyone in a small area around her. Considered Body damage. Fair: Uses Dark Raven. It flies in a straight path from behind Tara to in front of her. It's Indirect damage. Bair: Uses Water Ray. A quarter of the damage it deals can heal Tara (8-13 damage). Though it has a small range, the move is Direct damage. Uair: Uses Maelstrom. The attack can spike the enemy upwards, and has a roughly 15% chance to freeze its target. Ice damage. Dair: Uses Horus. The flurry of blade-like feathers from its wings can strike multiple times. Considered Slash damage.
Grab A: Uses Flayer Spawn. The blast of paralyzing energy is Electric damage. F-Throw: Tara uses Global Bust to belt her opponent back a fair distance. B-Throw: Tara uses Lycanthrope to swing her opponent around before hurling them behind her. U-Throw: Tara uses Sand Worm to catapult her opponent into the air. D-Throw: Tara uses Elephant King to crush her opponent beneath her.
Neutral Special: Skeleton. Tara tosses a card of the slow-moving monster out, which then proceeds to attack her foes. The Skeleton lasts 30 seconds. Up to three may be out at any time. Deals Slash damage.
Side Special: Chimera. The powerful, 3-headed beast rushes forward, dealing some rather substantial knockback. Can be used as a recovery move. Deals Body damage.
Up Special: Garuda. Tara transforms into the Elite Birdman creature, and does a Spiraling Dove Slash. If on the ground, the attack sends her surging forward. Her second jump involves the flapping of this creature's wings, and can be used to Glide. Deals Slash damage.
Down Special: Stone Head. Tara tosses the trap creature on the ground, and it levitates high overhead. Any opponent who steps in its shadow will get crushed by the powerful Death Drop it uses. Only one may be out at a time, and solid terrain will stop it. If it breaks through terrain, it will keep going, and can be a meteor smash under the right circumstances. It will automatically drop after 40 seconds. Deals Indirect damage.
FINAL SMASH: I'm a bit puzzled here. There's four possibilities I see, all of which (except the third) her usage shout is "RISE!"
1. God of Destruction. The powerful God sealed away by Queen Katia is called forth, and uses Final Judgement. It has infinite range, dealing 60 damage in a single strike to all opponents. 2. The Three Dragons. Lord Fafnir, Queen Ryuhi, and the Blue Dragon show up to punish Tara's enemies. The Queen of Lightning summons a Lightning Storm that strikes in random areas on the stage, while the Dragon Lord breathes a massive gout of the hottest flames known to man, creating a massive sea of flame. Meanwhile, the Blue Dragon heals Tara and any allies of 50% damage, at a cost of being immobile for 3 seconds. 3. Pazuzu. Tara becomes the powerful flying creature for 15 seconds, during which time she can cast tornadoes of incalculable destruction by pressing A (has a 1.5 second delay, by the way). She is also invincible during this time. Even making contact with this form deals 7-11 damage. 4. Demon Swordsman. The ancient warrior of Bhashea Castle is called forth by Tara, using Unrivaled Glory to deal an instant KO to anyone within about the same reach as Samus' Grapple beam.
On-Stage Appearance: Tara flies onscreen as a Garuda, then reverts to her human self.
Up Taunt: She takes her Runestone from her back, looks at it for a second, then puts it back. Side Taunt: She faces the audience, then brushes her hair aside. Down Taunt: She shuffles her cards.
STAGE: Holzogh Town. The recent invasion by the Kendarie has left the city in ruins, and their machines, including Aggressor GL2s, Aggressor DX5s, Mechlance 5Ls, and UberBomberBots have free reign to cause havoc. Sometimes, an AstroBot or Chariobot may show up and use explosive or hit-and-run attacks. The first four are easily killed, though UBBs are fliers, so you'll have to jump to swat them from the sky. AstroBots are considerably tougher, and will require some work to destroy. Chariobots always race across the bottom of the stage from either left to right or vice-versa, and are thus unkillable. The buildings can be destroyed, and they'll rebuild themselves after about 30 seconds.
Hazard Damages: Aggressor GL2: 3-5 damage. Aggressor DX5: 4-7 damage. Mechlance 5L: 8-11 damage. UberBomberBot: 9-13 damage. AstroBot: 17-23 damage. Chariobot: 21-27 damage and high knockback.
Victory 1: Transforms into a Garuda, then flies for a short period before touching down and striking the base of her spear on the ground. Victory 2: Transforms into a Hell Hound, then does a few victory somersaults. Victory 3: Shuffles her deck, then holds the cards like a fan in front of her face, as she says, "Pick a card, any card." |
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Fat Tuper lovegod703
Joined: 06 May 2008 Posts: 5515
HP: 10 MP: 6 Lives: 0
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Posted: Sun Jan 11, 2009 2:52 pm
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Strong Bad: You should make more costumes for Zim and GIR, one being Dog GIR and Zim in his normal kid disguise, and another being Tak and a SIR unit
GIR
Animations:
Entrance: Zim drops him off from his spaceship Standing: He stands around, sort of slouched back, (See the top-middle and top-right pictures) and every few seconds, he looks around with hte insane and happy look, from the show. (See the bottom right image in that picture). The second bored thingey that happens is the looks that are the top-middle and top-right images in that collage. One of his alternate costumes you'll see later, (the dog one) stands like the bottom-middle one, just like in the show. Walking: He just walks like he does in the show Running: He just runs like he does in the show Sleeping: See the top-left image in the picture Dazed: He spins around a little, like everyone else when they are dazed, but he gets his worried eyes, from the show. Jumping: He just squats a little for a split second, and he jumps
B: Suck: GIR sucks on the opponent's head, sort of like Wario's Chomp. If you don't know what this would look like, see the title theme. The opponent can still run around and stuff, but GIR will be attached to them. <B>: Taco Throw: GIR throws tacos... Bv: Tuna Blast: GIR opens his little feet hatches and blasts tuna salad out of them. It's goes out sort of like PK Fire, but it's more fan-shaped. It's sort of like ROB's nair, but GIR doesn't spin around, and the tuna is out for longer. B^: Rockets: GIR uses the rockets in his feet to fly. It's sort of like a combo of Snake's B^ and Pit's B^. (Yes, he still has room for the tuna)
Final Smash: Deadly Waves of Stupid: This is more like the original Deadly Waves of Stupid, because the animation before the attack is GIR pulling the power amplifier's cords out of the ground. Then he starts to float around, with a constantly-changing range of the waves. You control GIR, instead of the waves, and it works a lot like the negative zone, except you either fall asleep, get dazed, get the directions on the D-Stick messed up, or you attack yourself. Then GIR works sort of like a powered-down Super Sonic or Volt Tackle.
A: A light punch A-A: A light punch, followed by a light kick A-A-A: A light punch, then a light kick, followed up by a front-flip
Tilt <A>: He hits the opponents with an empty can of Poop Soda Tilt A^: Bats his head up, a little bit like Mario’s A^ Tilt Av: A low kick Running A: He slides on the ground
<Smash>: Slaps someone with his tongue Smash^: He jumps a little bit Smashv: He does a low kick 360°
Grab Attack: He smacks someone with a waffle Throws: All of his throws are just generic throws in the specified directions.
Nair: The same front flip as in his A-A-A Fair: A Karate Chop Bair: A kick, in the same manner as the Karate Chop Uair: He bats his head up Dair: He goes upside-down and jets back to the ground
Taunt^: Eats a cupcake and then says “I miss you, cupcake,” and cries a little bit <Taunt>: Plays with his rubber piggy like a rocket and says “I love you, Piggy!” Tauntv He breakdances (see the bottom-left picture at the top of the post)
Victory Pose 1: He’s in Command Mode, and says “My master! Mission complete,” and he switches to normal to finish the sentence “Make me a sammich!” Victory Pose 2: He hits his head over and over, and says “WEEEEEEAAAAAAAHOOOOOOHOOOOOOOOHOOOOOOOOOOOOO” while Mini Moose flies around him. Victory Pose 3: He sings a little bit of the Doom Song, while breakdancing.
Alternate Costumes: Dog GIR (His dog outfit), S.I.R. Unit (A S.I.R. Unit), Bloody GIR (GIR covered in Blood, like the infamous artwork), Little Brother (The costume he’s in in the episode Door to Door). Other Notes: His victory theme is the son that plays in GIR Goes Crazy and Stuff, when he’s in the beam and dancing with a cow. He also doesn’t have any alternate colors.
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Psst... Die4Less Vampire
Joined: 02 Jul 2008 Posts: 3681
HP: 95 MP: 0 Lives: 2
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Posted: Mon Jan 12, 2009 2:16 am
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For teh lulz, Krystal. She would work with a Multi Stance style that requires technique and skill to use.
Weight: Light Speed: Fast
Neutral A (First): Punch Neutral A (Second): Kick Neutral A (Third): Tail Whip Dash A: Slide Side A: Roundhouse Kick Up A: Uppercut Down A: Sweep
Side-Smash: Double Kick Down Smash: Sweep Up Smash: Charged Uppercut
Neutral Air: Double Kick Up Air: Bicycle Kick Down Air: Screw Kick Front Air: Knee Back Air: Spinning Kick
Grab-A: Punch Grab-Front Throw: Cartwheel Throw Grab-Back Throw: Somersault Throw Grab-Up Throw: Fling (She Throws the Victim Into the Air) Grab-Down Throw: Stomp
Neutral B: Blaster Up B: Fiery Crystal Side B: Telekinetic Barrier (Reflector) Down B: Switch Stance (Standard to Staff, and Vice Versa)
Staff Moveset Coming Soon!
Final Smash: Landmaster (Violet), unless I can think of something better. Her Landmaster would specialize in Attacking Power. (Fox = Better Ground, Falco = Better Air, Wolf = All Around, Krystal = Better Attack, to round them out)
Taunts: How the *crag* should I know? Let the developers worry about this.
Victory Music: The Current Star Fox Victory Theme.
Victory Poses: 1: How the *crag* should I know? Let the developers worry about this. 2: How the *crag* should I know? Let the developers worry about this. 3: How the *crag* should I know? Let the developers worry about this.
Extras: 1: On any newer era Star Fox stages, she can do what Fox, Wolf and Falco can do, call upon her teamates for random conversation. 2: After winning against Fox, a special phrase will replace what she normally says.
I'll Post More Tomorrow.
Last edited by Die4Less on Mon Jan 12, 2009 5:40 pm; edited 1 time in total |
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OH GOD Manpersonguything Werewolf
Joined: 30 Jul 2007 Posts: 7249
HP: 100 MP: 8 Lives: 0
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Posted: Mon Jan 12, 2009 12:59 pm
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Wouldn't make more scence to have the guy from Get force? Considering he is the main charecter? Kinda like adding Bowser but not mario. |
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Hug you blob NAO! Super Tenebrae
Joined: 14 Jun 2008 Posts: 1956
HP: 100 MP: 7 Lives: 0
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Posted: Mon Jan 12, 2009 4:20 pm
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lloyd irving: A balanced character with over average strentgh and just par speed. But suffers from really bad traction
Side Smash - Sonic Thrust Side Smash Charged - Super Sonic Thrust Down Smash - Demonic Circle Up Smash - Upwards Tempest Neutral B - Demon Fang Neutral B Half Charged - Double Demon Fang Neutral B Charged - Demonic Chaos Up B Ground - Heavy Tiger Blade Up B Air - Tempest Down B - Rising Falcon Side B - Sword Rain Alpha Side Throw - Pushes opponent, then uses Beast Up Throw - Upwards Sonic Thrust Down Throw - Demon Fang from Hunting Beast Final Smash - Divine justice
Last edited by Super Tenebrae on Mon Jan 12, 2009 5:06 pm; edited 2 times in total |
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How deliciously sexual Emil Vampire
Joined: 26 Aug 2007 Posts: 1948
HP: 100 MP: 2 Lives: 0
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Posted: Mon Jan 12, 2009 4:59 pm
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Emil Castagnier Emil is a pretty light character, with decent speed and knockback.
Standard A: A basic slash of the sword. Can be done up to 3 times, with an uppercut at the final slash. Tilt Side A: A fast Side Kick. Decent knockback. Tilt Up A: Upward slash. Almost identical to Toon Link's Tilt Up A Tilt Down A: A downward slash. Sends a small shockwave a few feet in front of him.
Standard B: Demon Fang. Emil sends out a slow moving shockwave that causes tripping when hit. Goes through the enite course until hit by a wall or an edge. Can be charged, and when fully charged, the attack turns into Double Demon Fang, sending out two shockwaves. Side B: Fiend Fusion. Increases movement speed for a short time. Up B: Raining Fangs. Emil jumps in the air and sends downward sloping Shockwaves, causing multiple hits. Can be used for recovery. Down B: Sword Rain: Alpha: Emil quickly stabs his sword many times, with a strong uppercut at the end. The small stabs do little damage, have no knockback, and is very easy to escape from, but the uppercut is as strong as a smash attack.
Dash A: Emil deals an unbelieveably fast slash in the direction he is running.
D Air: Havoc Strike. Alot like Toon Link's D Air, but goes in a diagonal path. Air Neutral: Victory Light Spear. A quick spin of his sword in the air, followed by a slash. Air Up: A decent upward slash. Air Side: Heavenly Tempest. Emil spins around twice in the direction he is facing.
Side Smash: Heavy Tiger Blade. Very fast, alot of damage, but poor knockback compared to most smashes. Up Smash: Hurricane Thrust. Emil stabs his sword up. Down Smash: Converging Fury. Emil quickly shales his sword around, then glides it across the floor. |
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I see what you are doing. Lord Vaati
Joined: 19 May 2007 Posts: 20393
HP: 99 MP: 10 Lives: 0
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Posted: Tue Jan 13, 2009 10:46 am
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Vaati the Wind Mage
Attributes:
Speed: 3/5 Size: 3/5 Weight: 2.5/5 Traction: 2/5 Power: 4/5 Fall Speed (Gravity): 2/5
Moves:
A: Backhand punch: Vaati jerks his fists quickly to the right A,A: Kick: Spins clockwise and kicks with his left foot. Ends facing the other direction if A is not pressed again. A,A,A: After spinning, he lunges forward with a final punch Dash A: Bends over, and thrusts wind out from his palms (like if you were doing a cartwarl). He then flips once and comes down with a double kick (See Yunsung's ^K From Soul Calibur 2)
>A: Bends his knees and punches with his right hand. If the opponent is out of range (But still close), they will be blown backward a small amount vA: Stands on one bent leg and thrusts the other outward (has upward+outward knockback) ^A: Extends his arm upward, and anyone above him is blown upward further, preventing strikes from above.
Forward Smash: Vaati Bends his knee, taking a balancing stance. When released, he will thrust the bent leg down to the ground, spin on it, and strongly jerk his other leg outward (last part look's like C. Falcon's from SSB64) Down Smash: Vaati crosses his arms and quickly jerks them toward the ground. Two balls of energy/air will appear near the ground (like Mewtwo's Dsmash, but on both sides) and knock away enemies. Up Smash: Stands on one hand briefly and launches himself off the ground, kicking opponents above him, and then lands.
Nair: Spins quickly and does a sex kick. This works like Dr Mario's by that the longer it's out, the stronger it gets. Fair: Swings his right arm diagonally and releases a small batch of burning embers outward a short distance. Bair: Spins around counterclockwise, with Right leg extended, hitting opponents behind him and spinning back around. Uair: Releases a small gust beneath him and rises a (Very) small distance while performing an uppercut. Dair: Bends his arms and legs in, and then stretches them out (like Ness), If an opponent is out of range (but still close) it will blow the slightly downward. If It connects directly, it is a meteor smash.
Specials:
Neutral B: Energy blast: Vaati will hold his Right hand at shoulder height, clawing his fingers. A small energy ball will begin to appear in his hand. Max charge time is equal to Samus' charge shot, but you can stop anytime. When you are done charging, he will carry it in his right hand. You can also fire it upward or downward, delivering some special effects. When Fired, it will be one of three blasts..... Air: More common then the other two, this blast will quickly fly in a straight path until it hits something, delivering mid-high knockback and low damage. Fired up it will create a small vortex around him, sucking opponents in. When fired down, Vaati will blast himself upward, which can be used as an alternate recovery move. Fire: Less common than air, this blast will start at a high speed, but slow down and fall as it flies through the air. When it hits the opponent, it will explode, delivering decent damage and knockback. When Fired up, Vaati will extend his arms and fire a fire beam upward (think plasma beam in Metroid Prime), when Fired down, Vaati will be engulfed in flames for a second. Stone: This blast is rarer than the first two, but not the least common. When released, it will fly at a mid-slow speed until it its something. If it hits an enemy, it will turn them to stone for a short time, depending on their damage and button mashing. During this time they can't do ANYTHING. Hitting them with any attack that does over 10% damage will free them. Firing it upward will,.... well...... fire it upward. Firing downward however, will Turn Vaati into stone (like Kirby's downB), but cannot be cancelled out of and cannot be grabbed. You have to get ut like your enemies would. Stun time afterward is less as a tradeup. If it hits an Airbourne opponent, it will not turn them to stone, but just deliver knockback like the fire blast Lightning: The least common of the four, this will fly in an eratic and unpredictable path until it makes contact with something. When it hits an opponent, it will shock them for a short time, and deliver high damage and knockback. When Fired up, it will create a small lightning strike (like Pikachu's, but a little weaker.) When fired down, Vaati will create a web of electircity around him (below him in the air) You will be able to tell which blast it is when it is fully charged.
Forward B: Wind Shove: Vaati will bring his arms inward and shove them forward. This releases a powerful gust of wind, blowing away opponents. If an Airbourne opponent is hit by this, it will give them their Up-B back. If used in te air, it will push Vaati backward slightly.
Down B: Twister: Vaati will extend his hands upward, and call down a tornado from the sky. It will not pass through platforms. Once it reaches ground, Vaati will be able to control it to a certain degree. Tilting the control stick to the left or right will bend the twister slightly. When an opponent get's too close, it will suck them in and deliver damage like Young Link's Up-B. It will also suck in nearby items and swirl them around, throwing some out occaisionally. If opponents are in the twister with items flying around, they will do extra damage. The tornado will lastup to 5 seconds. When it ends, it will send out opponents in random directions.
Up B: Sonic Boom: Vaati will stop in the air for a moment, and bring in his arms. Then he will fling them backward and blow a powerful blast oif wind/sonicboom behind him. This will propel him upward at a high speed. Goes for a distance like the Firefox, but has limited maneuverability (curve a little in tilted direction) Those hit will be flung in the opposite direction while receiving damage. During the beginning animation (bringing arms in) he will have some stun resistance.
Throws:
Grab: Vaati extends his hand, and a gust of wind comes toward him, bringing in an opponent with the range of Marth's grab (**** the range!! xD)
Attack: Vaati will jerk the victim around while hitting them with alternating attacks of Wind, Fire, and Lighting.
Up: Vaati throws the opponent upward, and then extends his arm upward, delivering the real knockback with a gust of wind.
Forward: Vaati withdraws his arms from the enemy and then thrusts both palms into them (Dare i say it... like in DBZ....), blowing the victim away with considerable force.
Back: Grabs the opponent, and rolls backward. When on his back, he does a handstand kick and launches in the air. While airbourne, he spins around and swings his arms downward, blowing a crecent of wind to knock the opponent back farther.
Down: Vaati jumps on the victim's chest, and jumps off backward, while hitting them to the ground. Then he fires a ball of lightning back at the opponent, which shocks them and launches them a small amount in the air.
Misc.:
Get-Up attack: -Under 100%: Vaati jumps up and does a propellar kick, spinning twice in the air. -Over 100%: Vaati Struggles to ge on his back, blows gusts of air from his hands (blowing away opponents) and the gets up.
Edge Attack: -Under 100%: Flips up from the edge and kicks opponents before sticking a landing. -Over 100%: Struggles to pull self up, when arms are above the ledge, he blows away opponents with a gust of wind, and the climbs up.
Super Smash! Vaati will transform into his first form from the Minish Cap (sorcerer with a long cape covering a mysterious eyeball) and small spider like creatures will appear covered in darkness. They will scatter off of the stage and around it. They will then begin firing Red lasers onto the stage. These will knock opponents back farther than the master hands lasers and do more damage. There will be around 10 lasers sweeping across the entire stage for about 10 seconds. During this time Vaati will also release embers in every direction. The lasers will not pass through platforms. |
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