Jump to content

Create a Fighter & Moveset


vanguard333
 Share

Recommended Posts

Hi, my favorite anime is My Hero Academia.

Deku (AKA Izuku Midoriya)

Moveset:

Spoiler

latest?cb=20180825172251

Deku is a fighter who utilizes various punches and kicks as well as his quirk called "One-for-All". Due to his inability to properly control this power, failing to execute certain actions may end up hurting him. He constantly emits green electricity but they are purely for aesthetics.

Neutral Special - Delaware Smash - Deku flicks his finger to shoot a burst of air as a projectile that deals 14% and decent knockback. It can be angled slightly.

Side Special - Shoot Style - Deku does an quick aerial kick that bounces back off of opponents and deals 10%. The sheer speed of it allows for various follow ups. Hitting a wall of any sort will deal 5% to him.

Up Special - Full Cowling - Deku chooses any direction to go in and makes a lightning fast dash wherever inputted. It goes about as far as Wolf's Fire Wolf. It does no damage but can be acted out of immediately (meaning he can jump, footstool, attack, or dodge) and doesn't leave him in a helpless state. However, aiming directly at the ground will cause him to fall and take 12%. Like Bayonetta's witch twist, it can be used twice but only if a jump is performed before each.

Down Special - Percent Increase - Deku strikes a confident pose as more electricity surrounds him. This powers up his next successful move by dealing 2x percent and more knockback, but taking above 20% from the opponent before actually hitting anyone will remove this buff. However, it will damage him however much the hit originally does. (For example, using Shoot Style with this buff will deal 20% instead and will make him take 10%) For 10 seconds, he takes 2% for every hit he makes and cannot use this move.

Final Smash - 1,000,000% Detroit Smash - Deku shouts "Detroit Smash!!!!!" before unleashing a powerful punch that creates a large gust of wind that multi-hits opponents doing a total of 60% and super high knockback at the end. This move hurts him 20% afterwards.

 

Standard Attack - Two jabs and a kick finisher

Forward Tilt - An axe kick dealing 4% on the way up and 5% down.

Up Tilt - A strong uppercut dealing 15%.

Down Tilt - A leg sweep that deals 7%.

Dash Attack - A running punch that deals 11%.

 

Forward Smash - A straight kick that deals 17-23%.

Up Smash - A powerful punch with a small windbox that deals 19-27%.

Down Smash - Spins with his leg outwards, like a more exaggerated Zelda down smash, dealing 14-18%.

 

Neutral Aerial - Three rapid kicks that do 10% together.

Forward Aerial -  A powerful straight lunge that does 18% pushes him backwards when used.

Back Aerial - Kicks behind him dealing 11%

Up Aerial - A flip kick similar to Captain falcons that deals 9%.

Down Aerial - Reels back and does a power punch below him that meteor smashes opponents dealing 16%.

 

Pummel - Punches quickly doing 1% each.

Forward Throw - A powerful punch that knocks the opponent far and deals 12%.

Back Throw - Throws the opponent backwards dealing 3% then shoots a burst of air with a flick dealing 8% more.

Up Throw - Uppercuts the opponent and deals 8%.

Down Throw - Throws the opponent down and stomps on them with both feet dealing 9%.

Other stuff

Spoiler

Entrance - Crashes down from the sky with his fists then gets into a fighting stance.

 

Taunt 1 - Pulls out a notebook and starts taking notes.

Taunt 2 - Raises his fist and yells "Plus Ultra!"

Taunt 3 - Strikes a pose and causes more electricity to emit from his body.

 

Victory 1 - Reads his notes intensely before noticing the camera on him and smiles awkwardly.

Victory 2 - Throws punches and kicks before making a pose.

Victory 3 - Surrounds himself with electricity and says "I will become the world's greatest hero!" then performs a kick.

 

Alternate Palette 1 - Original Palette

Alternate Palette 2 - Bakugo Palette (Black and Red)

Alternate Palette 3 - Iida Palette (White and Navy Blue)

Alternate Palette 4 - Uraraka Palette (Black and Pink)

Alternate Palette 5 - Todoroki Palette (White and Red)

Alternate Palette 6 - All Might Palette (Red and Blue)

Alternate Palette 7 - Mineta Palette (Purple and Yellow)

Alternate Palette 8 - UA High Gym Uniform

 

Edited by KongDude
Link to comment
Share on other sites

  • Replies 108
  • Created
  • Last Reply

Top Posters In This Topic

Here's a potential Echo Fighter I kinda wish had happened:

Ninten Slips In! [Ness Echo, Though He Borrows From Lucas For Some Things]

Spoiler

Stats Are Mostly Identical To Ness, But Ninten Jumps A Bit Lower And Moves A Little Faster In Midair (Horizontal And Falling Speed)

Normals are mostly identical to Ness's, except Up Aerial, which is instead Lucas's Up Aerial (mimics Ness's old Up Aerial), and Forward Aerial, which is instead Lucas's Forward Aerial.

Grabs are identical to Ness's, except for Down Throw, which is instead Lucas's Down Throw (Ninten has no Fire, so Ness's Down Throw wouldn't make sense for him).

Specials [Where the differences lie]:

Neutral B: PK QuickUp
Takes a second to complete, but after completion Ninten will move faster and become lighter for 10 seconds. Has a 7-second cooldown after it runs out before it can be used again. Ness and Lucas have nothing like this, it serves to make Ninten very different from the other MOTHER boys.

Side B: PK Beam
Stealing a move from Ana, Ninten shoots a PK Fire-type projectile that, instead of exploding, pierces through enemies and deals knockback similar to Lucas's PK Fire. Additionally, aerial PK Beam works like Lucas's PK Fire instead of Ness's. It's still similar enough to use the same animations, but different enough to not be just like Ness.

Up B: 4th-D Slip
Ninten takes a page from Mewtwo and Palutena and teleports for his Up B. Easier to recover with than PK Thunder, but can't do damage like PK Thunder does. [This is the main reason that I feel Ninten would be a good Echo, as a teleport recovery would make him significantly different from Ness even while reusing most or all of Ness (possibly and Lucas)'s animations.]

Down B: PK PowerShield
A counter that blows out a PK Magnet-type shield around Ninten if he counters an attack. Serves to differ Ninten from the other MOTHER boys, and giving him a countermove certainly would be different.

Final Smash: EVE
Ninten summons EVE, who shoots a giant laser forward that hits many times and deals great damage (assuming most or all hits connect) and knockback. It's different from Ness and Lucas's PK Starstorm, even if it's just having a summoned ally perform Zero Laser.

Also, one of his taunts would be using an inhaler, referencing his asthma in MOTHER/EarthBound Beginnings. And singing, there must be singing.

A Kirby character who still has a chance of getting in, since the character he was tied with for me is a boss now:

Bandana Dee Pokes Out!

Spoiler

Stats:
Height: See Kirby
Weight: A Little Heavier Than Kirby
Walk Speed: See Kirby
Run Speed: A Little Slower Than Kirby
Jump: Somewhat Low
Air Jump: 4, Low
Aerial Speed: Average

Falling Speed: Slow

Jab Combo: Bandana Dee jabs forward with his spear, rapid-thrusts with his spear, then steps into a final spear-thrust. Respectable damage and knockback for a Jab Combo.
Forward Tilt: Bandana Dee thrusts his spear forward. Decent damage and horizontal knockback.
Up Tilt: Bandana Dee thrusts his spear straight up. Decent damage and purely-vertical knockback, can kill at high %s.
Down Tilt: Bandana Dee does a slide-kick 2 Bandana Dees forward. Decent damage and mostly-vertical knockback.
Dash Attack: Bandana Dee slides 2 Bandana Dees forward with a forward spear-thrust. Decent damage and horizontal knockback.
Forward Smash: Bandana Dee spins his spear, then steps into a forward spear-thrust with his right arm (flipper? seriously what do you call Kirby's non-foot appendages this is gonna bug me all night now). Great knockback and respectable damage, solid kill move.
Up Smash: Bandana Dee spins a parasol over his head, hitting several times. Great damage and respectable vertical knockback, can kill at high %s.
Down Smash: Bandana Dee thrusts his spear forward to the ground, then turns around and spear-thrusts behind him to the ground. Respectable damage and horizontal knockback, hits on both sides of Bandana Dee.
Neutral Aerial: Bandana Dee twirls a spear counterclockwise from 9 to 1. Lowish damage and knockback, but has massive range.
Forward Aerial: Bandana Dee thrusts his spear forward. Decent damage and horizontal knockback, and great range for an aerial.
Back Aerial: Bandana Dee turns around and thrusts his spear backward. Decent damage and horizontal knockback (slightly stronger than Forward Aerial), and great range for an aerial, but a tiny bit slower than Forward Aerial because Bandana Dee starts by turning around.
Up Aerial: Bandana Dee thrusts his spear straight up. Decent damage and vertical knockback, and great range for an aerial.
Down Aerial: Bandana Dee drops straight down with a spinning downward spear-thrust. Good damage and spikes, but as a straight-down diving attack this can kill you if used off-stage, so be careful with it.
Z Aerial: Bandana Dee extends a beam-whip 3 Bandana Dees forward. Deals light damage and grabs ledges.

Grab: Bandana Dee extends a beam-cone 2.5 Bandana Dees forward. A bit slow, but the range is great.
Pummel: Bandana Dee shocks the grabbed foe. Fairly high damage for a Pummel, and still fairly quick.
Forward Throw: Bandana Dee extends the beam-whip 1.5 Bandana Dees up-forward, then launches the foe away (references Beam's grab in Kirby Super Star, Super Star Ultra, and I think Star Allies). Decent damage, respectable knockback.
Back Throw: Bandana Dee extends the beam-whip 1.5 Bandana Dees up-backward, then launches the foe away. Decent damage, respectable knockback.
Up Throw: Bandana Dee spins the opponent on a parasol above him, then thrusts the parasol up to launch his foe. Good damage and vertical knockback, can kill at high %s.
Down Throw: Bandana Dee parasol-spins the opponent into the ground, popping them up after the drilling is done. Good damage, but low mostly-vertical knockback.

Neutral B: Parasol Swing
Bandana Dee swings a parasol forward, deflecting projectiles, knocking foes away and having a windbox just in front of the hitbox so you can push people away if you barely miss them.

Side B: Spear Throw
Bandana Dee throws a spear that flies 1 BDee upward in a shallow parabolic arc. Bandana Dee can have up to 2 spears on-screen at a time, and his momentum slows while throwing in midair. Holding B delays the spear-throw, during which Bandana Dee can walk slowly, jump once and turn around (like Kirby's Side B).

Up B: Spear Copter
Bandana Dee spins his spear over his head, rising upward continuously for 2 seconds, during which he can be steered left and right, then falls helplessly. The spinning spear deals low damage and knockback, but hits multiple times and pulls upward and toward Bandana Dee.

Down B: Parasol Spin
On the ground, Bandana Dee spins a parasol forward while sliding 5 Bandana Dees forward, hitting multiple times and pulling foes along until the final hit, which deals more damage and mostly-horizontal knockback. Multi-hit with respectable damage and knockback if you get most of the hits.
In midair, Bandana Dee spins a parasol downward and dives 6 Bandana Dees downward at a steep angle, hitting multiple times and dragging foes down with him. Multi-hit and has fairly fast start-up, plus it can be used to drag foes downward, but it's a dive so you might want to be careful about using it off-stage.

Final Smash: Flare Beam
Bandana Dee extends a beam-cone 3 Bandana Dees forward and 3 Bandana Dees vertically. If he hits, Bandana Dee takes out the Flare Beam wand and smacks grabbed foes around with a large fireball for a few seconds before making the fireball explode on the opponents, dealing massive damage and knockback.
Much like Kirby, Bandana Dee uses a Super Ability from Kirby's Return to Dream Land for his Final Smash, which I feel is appropriate since he made his playable debut in that game.

Up Taunt: Bandana Dee waves at the camera with both arm-flipper-things.
Side Taunt: Bandana Dee moonwalks back a little, then turns around and moonwalks back to his starting position.
Down Taunt: Bandana Dee takes out a parasol and twirls it over his head.

Alternate Colors:
1) Blue bandana, red body, yellow face. Original colors.
2) Blue bandana, yellow body, orange face. Yellow color.
3) Green bandana, light blue body, yellow face. Blue color.
4) Green bandana, magenta body, pink face. Red color.
5) Yellow bandana, green body, yellow face. Green color.
6) Dark gray bandana, gray body, white face. Game Boy color.
7) Dark gray bandana, dark red body, white face. Waddle Doo color.
8) Red bandana, blue body, yellow face. King Dedede color.

Also, here's some Undertale, featuring spoilers:

sans.

Spoiler

THE FOLLOWING CHARACTER CONTAINS SPOILERS FOR UNDERTALE, SPECIFICALLY THE ROUTE WHERE YOU KILL EVERYBODY

YOU HAVE BEEN WARNED

Spoiler

Stats:
HP 1 ATK 1 DEF 1
The weakest monster in the game.

Height: About Toon Link
Weight: Light
Walk Speed: Slow
Run Speed: Somewhat Slow [Animation is just the walk animation, but sped up]
Jump: Somewhat Low
Air Jump: Same as Jump
Aerial Speed: Somewhat Fast

Falling Speed: Somewhat Slow

Jab Combo: Sans raises a bone from the ground to about waist-height, then raises a second bone to about chest-height, then raises a third bone to about head-height. The first two bones push foes into the next bone, and the last bone knocks foes away. The first bone is right next to Sans, and each successive bone is a little further away from Sans than the previous bone.
Forward Tilt: Sans raises a bone from the ground to head-height about 1.5 Sanses in front of him. Can block projectiles, and pops foes upward, but has a dead zone between Sans and his bone.
Up Tilt: Sans raises a bone from the ground that rises about 1.25 Sanses straight up in front of him. Can block projectiles, and pops foes upward.
Down Tilt: Sans raises a bone from the ground to knee-height that moves 1 Sans forward along the ground. Knocks foes away.
Dash Attack: Sans slides forward a little with a front kick. Decent knockback, knocks away horizontally, and is very fast, but has little range.
Forward Smash: Sans summons a Gasterblaster that bites forward. Knocks away horizontally, high knockback. One of Sans's main KO moves.
Up Smash: Sans forms a bone above his head and spins it horizontally, hitting 5 times and knocking foes away diagonally.
Down Smash: Sans forms a bone at ankle-height that expands outward quickly until it is 1.5 Sanses wide. Knocks away horizontally.
Neutral Aerial: Sans kicks forward a bit with his left leg, like Mario's Neutral Aerial except lazier. Quick start-up and recovery, fast move overall, but not much damage or knockback, functions more like Little Mac's Neutral Aerial than Mario's.
Forward Aerial: Sans summons a Gasterblaster that bites forward. Basically an unchargeable aerial Forward Smash. One of Sans's main KO moves.
Back Aerial: Sans rolls counterclockwise, think Villager's Neutral Aerial rotating in the other direction, hitting multiple times. Low damage and knockback, but hits multiple times, kinda like if Villager's Neutral Aerial and Pikachu's Back Aerial had a baby and it was a skeleton.
Up Aerial: Sans leans back and forms a bone that expands straight up until it is 1 Sans tall. Knocks upward, has the most knockback while forming.
Down Aerial: Sans pulls his legs up and stomps downward. Knocks upward, and bounces Sans upward if he connects with an enemy, like Simon/Richter's Down Aerials but without the divekick.

Grab: Sans reaches out with his left arm.
Pummel: Sans leans in and headbutts his foe. Low damage and not especially quick.
Forward Throw: Sans gestures forward with his left arm, sending his foe flying away. Low damage, high knockback, great horizontal kill move.
Back Throw: Sans slams his left hand into his sweatshirt, sending his foe flying behind him. Low damage, high knockback, great horizontal kill move.
Up Throw: Sans gestures straight up with his left arm, sending his foe flying straight up. Low damage, high knockback, great vertical kill move.
Down Throw: Sans gestures down with his left arm, burying his foe in the ground. Highest damage (still not that great damage-wise tho) and buries foes.

Neutral B: Gaster Blaster
Sans sets a Gaster Blaster in front of him that shoots a Thoron-type laser straight forward after 3 seconds. The laser does not deal knockback, but instead deals constant 1% damage while foes are touching it. Sans can have 1 Gaster Blaster set at a time (does not affect Forward Smash, Forward Aerial or Up Special), and the Gaster Blaster will dissipate if Sans takes damage or is grabbed or if the Gaster Blaster takes significant damage (roughly what it takes to kill Zelda's Phantom).

Side B: Trousle Bone
Sans throws a bone that flies straight forward. Has decent damage and knockback.
Holding B makes Sans throw a blue bone that does not deal knockback, but will ignore shields and deals constant 1% damage while foes are touching it.

Up B: Vertical Blaster
On the ground, Sans sets a Gaster Blaster in front of him that shoots upward at a 45-degree angle after 3 seconds. Sans can have 1 Vertical Blaster set at a time (does not affect the use of Vertical Blaster in midair), and it will dissipate if Sans takes damage or is grabbed or if the Gaster Blaster takes significant damage (roughly what it takes to kill Zelda's Phantom).
In midair, Sans forms a Gaster Blaster below him and rides it 2 Sanses upward as it shoots a laser straight down, then hops 1.5 Sanses upward off of the Gaster Blaster and falls helplessly. Sans can steer the Gaster Blaster left and right while he is riding it.

Down B: Gravity Slam
Sans takes his left arm out of his sweatshirt and his left hand glows blue, during which the player can hold up, down, left or right, then swings his left arm, conferring great momentum in the direction held to nearby characters, projectiles and items. If no direction is held, Sans will swing down.

Final Smash: False Mercy
Sans holds his arms outward. If an opponent gets too close, Sans hugs them, then skewers them with bones for a few seconds, dealing massive damage and considerable horizontal knockback.

Up Taunt: Sans turns to the screen and winks with his left eye.
Side Taunt: Sans turns to the screen and winks with his right eye.
Down Taunt: Sans turns to the screen and shrugs.

Alternate Colors:
1) White bones, blue jacket, black shorts. Sans's regular colors.
2) White jacket, bluer shorts. References his brother Papyrus.
3) Green bones, gray jacket, blue shorts. References Undyne (the gray jacket references her armor).
4) Gray bones, purple jacket & shorts. References Toriel.
5) Yellow bones, white jacket & shorts. References Alphys.
6) Pink jacket. References Mettaton.
7) Purple jacket & shorts. References Asgore.
8) Yellow-orange bones, blue-purple striped jacket, blue shorts. References the Human Child, protagonist of Undertale.

 

Edited by ILikeKirbys
Edited because things weren't clear enough, and Jotari's idea for Ninten's Final Smash was better than mine
Link to comment
Share on other sites

1 hour ago, ILikeKirbys said:

Here's a potential Echo Fighter I kinda wish had happened:

Ninten Slips In! [Ness Echo, Though He Borrows From Lucas For Some Things]

  Hide contents

Stats Are Mostly Identical To Ness, But Ninten Jumps A Bit Lower And Moves A Little Faster In Midair (Horizontal And Falling Speed)

Normals are mostly identical to Ness's, except Up Aerial, which is instead Lucas's Up Aerial (mimics Ness's old Up Aerial), and Forward Aerial, which is instead Lucas's Forward Aerial.

Grabs are identical to Ness's, except for Down Throw, which is instead Lucas's Down Throw (Ninten has no Fire, so Ness's Down Throw wouldn't make sense for him).

Specials [Where the differences lie]:

Neutral B: PK QuickUp
Takes a second to complete, but after completion Ninten will move faster and become lighter for 10 seconds. Has a 7-second cooldown after it runs out before it can be used again. Ness and Lucas have nothing like this, it serves to make Ninten very different from the other MOTHER boys.

Side B: PK Beam
Stealing a move from Ana, Ninten shoots a PK Fire-type projectile that, instead of exploding, pierces through enemies and deals knockback similar to Lucas's PK Fire. Additionally, aerial PK Beam works like Lucas's PK Fire instead of Ness's. It's still similar enough to use the same animations, but different enough to not be just like Ness.

Up B: 4th-D Slip
Ninten takes a page from Mewtwo and Palutena and teleports for his Up B. Easier to recover with than PK Thunder, but can't do damage like PK Thunder does. [This is the main reason that I feel Ninten would be a good Echo, as a teleport recovery would make him significantly different from Ness even while reusing most or all of Ness (possibly and Lucas)'s animations.]

Down B: PK PowerShield
A counter that blows out a PK Magnet-type shield around Ninten if he counters an attack. Serves to differ Ninten from the other MOTHER boys, and giving him a countermove certainly would be different.

Final Smash: PK Beam Omega
Ninten borrows a page from Samus here, and shoots a giant laser forward that hits many times and deals great damage (assuming most or all hits connect) and knockback. Very different from Ness and Lucas's PK Starstorm, even if it's just stolen from someone else.

Also, one of his taunts would be using an inhaler, referencing his asthma in MOTHER/EarthBound Beginnings.

A Kirby character who still has a chance of getting in, since the character he was tied with for me is a boss now:

Bandana Dee Pokes Out!

  Reveal hidden contents

Stats:
Height: See Kirby
Weight: A Little Heavier Than Kirby
Walk Speed: See Kirby
Run Speed: A Little Slower Than Kirby
Jump: Somewhat Low
Air Jump: 4, Low
Aerial Speed: Average

Falling Speed: Slow

Jab Combo: Bandana Dee jabs forward with his spear, rapid-thrusts with his spear, then steps into a final spear-thrust. Respectable damage and knockback for a Jab Combo.
Forward Tilt: Bandana Dee thrusts his spear forward. Decent damage and horizontal knockback.
Up Tilt: Bandana Dee thrusts his spear straight up. Decent damage and purely-vertical knockback, can kill at high %s.
Down Tilt: Bandana Dee does a slide-kick 2 Bandana Dees forward. Decent damage and mostly-vertical knockback.
Dash Attack: Bandana Dee slides 2 Bandana Dees forward with a forward spear-thrust. Decent damage and horizontal knockback.
Forward Smash: Bandana Dee spins his spear, then steps into a forward spear-thrust with his right arm (flipper? seriously what do you call Kirby's non-foot appendages this is gonna bug me all night now). Great knockback and respectable damage, solid kill move.
Up Smash: Bandana Dee spins a parasol over his head, hitting several times. Great damage and respectable vertical knockback, can kill at high %s.
Down Smash: Bandana Dee thrusts his spear forward to the ground, then turns around and spear-thrusts behind him to the ground. Respectable damage and horizontal knockback, hits on both sides of Bandana Dee.
Neutral Aerial: Bandana Dee twirls a spear counterclockwise from 9 to 1. Lowish damage and knockback, but has massive range.
Forward Aerial: Bandana Dee thrusts his spear forward. Decent damage and horizontal knockback, and great range for an aerial.
Back Aerial: Bandana Dee turns around and thrusts his spear backward. Decent damage and horizontal knockback (slightly stronger than Forward Aerial), and great range for an aerial, but a tiny bit slower than Forward Aerial because Bandana Dee starts by turning around.
Up Aerial: Bandana Dee thrusts his spear straight up. Decent damage and vertical knockback, and great range for an aerial.
Down Aerial: Bandana Dee drops straight down with a spinning downward spear-thrust. Good damage and spikes, but as a straight-down diving attack this can kill you if used off-stage, so be careful with it.
Z Aerial: Bandana Dee extends a beam-whip 3 Bandana Dees forward. Deals light damage and grabs ledges.

Grab: Bandana Dee extends a beam-cone 2.5 Bandana Dees forward. A bit slow, but the range is great.
Pummel: Bandana Dee shocks the grabbed foe. Fairly high damage for a Pummel, and still fairly quick.
Forward Throw: Bandana Dee extends the beam-whip 1.5 Bandana Dees up-forward, then launches the foe away (references Beam's grab in Kirby Super Star, Super Star Ultra, and I think Star Allies). Decent damage, respectable knockback.
Back Throw: Bandana Dee extends the beam-whip 1.5 Bandana Dees up-backward, then launches the foe away. Decent damage, respectable knockback.
Up Throw: Bandana Dee spins the opponent on a parasol above him, then thrusts the parasol up to launch his foe. Good damage and vertical knockback, can kill at high %s.
Down Throw: Bandana Dee parasol-spins the opponent into the ground, popping them up after the drilling is done. Good damage, but low mostly-vertical knockback.

Neutral B: Parasol Swing
Bandana Dee swings a parasol forward, deflecting projectiles, knocking foes away and having a windbox just in front of the hitbox so you can push people away if you barely miss them.

Side B: Spear Throw
Bandana Dee throws a spear that flies 1 BDee upward in a shallow parabolic arc. Bandana Dee can have up to 2 spears on-screen at a time, and his momentum slows while throwing in midair. Holding B delays the spear-throw, during which Bandana Dee can walk slowly, jump once and turn around (like Kirby's Side B).

Up B: Spear Copter
Bandana Dee spins his spear over his head, rising upward continuously for 2 seconds, during which he can be steered left and right, then falls helplessly. The spinning spear deals low damage and knockback, but hits multiple times and pulls upward and toward Bandana Dee.

Down B: Parasol Spin
On the ground, Bandana Dee spins a parasol forward while sliding 5 Bandana Dees forward, hitting multiple times and pulling foes along until the final hit, which deals more damage and mostly-horizontal knockback. Multi-hit with respectable damage and knockback if you get most of the hits.
In midair, Bandana Dee spins a parasol downward and dives 6 Bandana Dees downward at a steep angle, hitting multiple times and dragging foes down with him. Multi-hit and has fairly fast start-up, plus it can be used to drag foes downward, but it's a dive so you might want to be careful about using it off-stage.

Final Smash: Flare Beam
Bandana Dee extends a beam-cone 3 Bandana Dees forward and 3 Bandana Dees vertically. If he hits, Bandana Dee takes out the Flare Beam wand and smacks grabbed foes around with a large fireball for a few seconds before making the fireball explode on the opponents, dealing massive damage and knockback.
Much like Kirby, Bandana Dee uses a Super Ability from Kirby's Return to Dream Land for his Final Smash, which I feel is appropriate since he made his playable debut in that game.

Up Taunt: Bandana Dee waves at the camera with both arm-flipper-things.
Side Taunt: Bandana Dee moonwalks back a little, then turns around and moonwalks back to his starting position.
Down Taunt: Bandana Dee takes out a parasol and twirls it over his head.

Alternate Colors:
1) Blue bandana, red body, yellow face. Original colors.
2) Blue bandana, yellow body, orange face. Yellow color.
3) Green bandana, light blue body, yellow face. Blue color.
4) Green bandana, magenta body, pink face. Red color.
5) Yellow bandana, green body, yellow face. Green color.
6) Dark gray bandana, gray body, white face. Game Boy color.
7) Dark gray bandana, dark red body, white face. Waddle Doo color.
8) Red bandana, blue body, yellow face. King Dedede color.

Also, here's some Undertale, featuring spoilers:

sans.

  Reveal hidden contents

THE FOLLOWING CHARACTER CONTAINS SPOILERS FOR UNDERTALE, SPECIFICALLY THE ROUTE WHERE YOU KILL EVERYBODY

YOU HAVE BEEN WARNED

  Reveal hidden contents

Stats:
HP 1 ATK 1 DEF 1
The weakest monster in the game.

Height: About Toon Link
Weight: Light
Walk Speed: Slow
Run Speed: Somewhat Slow [Animation is just the walk animation, but sped up]
Jump: Somewhat Low
Air Jump: Same as Jump
Aerial Speed: Somewhat Fast

Falling Speed: Somewhat Slow

Jab Combo: Sans raises a bone from the ground to about waist-height, then raises a second bone to about chest-height, then raises a third bone to about head-height. The first two bones push foes into the next bone, and the last bone knocks foes away. The first bone is right next to Sans, and each successive bone is a little further away from Sans than the previous bone.
Forward Tilt: Sans raises a bone from the ground to head-height about 1.5 Sanses in front of him. Can block projectiles, and pops foes upward, but has a dead zone between Sans and his bone.
Up Tilt: Sans raises a bone from the ground that rises about 1.25 Sanses straight up in front of him. Can block projectiles, and pops foes upward.
Down Tilt: Sans raises a bone from the ground to knee-height that moves 1 Sans forward along the ground. Knocks foes away.
Dash Attack: Sans slides forward a little with a front kick. Decent knockback, knocks away horizontally, and is very fast, but has little range.
Forward Smash: Sans summons a Gasterblaster that bites forward. Knocks away horizontally, high knockback. One of Sans's main KO moves.
Up Smash: Sans forms a bone above his head and spins it horizontally, hitting 5 times and knocking foes away diagonally.
Down Smash: Sans forms a bone at ankle-height that expands outward quickly until it is 1.5 Sanses wide. Knocks away horizontally.
Neutral Aerial: Sans kicks forward a bit with his left leg, like Mario's Neutral Aerial except lazier. Quick start-up and recovery, fast move overall, but not much damage or knockback, functions more like Little Mac's Neutral Aerial than Mario's.
Forward Aerial: Sans summons a Gasterblaster that bites forward. Basically an unchargeable aerial Forward Smash. One of Sans's main KO moves.
Back Aerial: Sans rolls counterclockwise, think Villager's Neutral Aerial rotating in the other direction, hitting multiple times. Low damage and knockback, but hits multiple times, kinda like if Villager's Neutral Aerial and Pikachu's Back Aerial had a baby and it was a skeleton.
Up Aerial: Sans leans back and forms a bone that expands straight up until it is 1 Sans tall. Knocks upward, has the most knockback while forming.
Down Aerial: Sans pulls his legs up and stomps downward. Knocks upward, and bounces Sans upward if he connects with an enemy, like Simon/Richter's Down Aerials but without the divekick.

Grab: Sans reaches out with his left arm.
Pummel: Sans leans in and headbutts his foe. Low damage and not especially quick.
Forward Throw: Sans gestures forward with his left arm, sending his foe flying away. Low damage, high knockback, great horizontal kill move.
Back Throw: Sans slams his left hand into his sweatshirt, sending his foe flying behind him. Low damage, high knockback, great horizontal kill move.
Up Throw: Sans gestures straight up with his left arm, sending his foe flying straight up. Low damage, high knockback, great vertical kill move.
Down Throw: Sans gestures down with his left arm, burying his foe in the ground. Highest damage (still not that great damage-wise tho) and buries foes.

Neutral B: Gaster Blaster
Sans sets a Gaster Blaster in front of him that shoots a Thoron-type laser straight forward after 3 seconds. The laser does not deal knockback, but instead deals constant 1% damage while foes are touching it. Sans can have 1 Gaster Blaster set at a time (does not affect Forward Smash, Forward Aerial or Up Special), and the Gaster Blaster will dissipate if Sans takes damage or is grabbed or if the Gaster Blaster takes significant damage (roughly what it takes to kill Zelda's Phantom).

Side B: Trousle Bone
Sans throws a bone that flies straight forward. Has decent damage and knockback.
Holding B makes Sans throw a blue bone that does not deal knockback, but will ignore shields and deals constant 1% damage while foes are touching it.

Up B: Vertical Blaster
On the ground, Sans sets a Gaster Blaster in front of him that shoots upward at a 45-degree angle after 3 seconds. Sans can have 1 Vertical Blaster set at a time (does not affect the use of Vertical Blaster in midair), and it will dissipate if Sans takes damage or is grabbed or if the Gaster Blaster takes significant damage (roughly what it takes to kill Zelda's Phantom).
In midair, Sans forms a Gaster Blaster below him and rides it 2 Sanses upward as it shoots a laser straight down, then hops 1.5 Sanses upward off of the Gaster Blaster and falls helplessly. Sans can steer the Gaster Blaster left and right while he is riding it.

Down B: Gravity Slam
Sans takes his left arm out of his sweatshirt and his left hand glows blue, during which the player can hold up, down, left or right, then swings his left arm, conferring great momentum in the direction held to nearby characters, projectiles and items. If no direction is held, Sans will swing down.

Final Smash: False Mercy
Sans holds his arms outward. If an opponent gets too close, Sans hugs them, then skewers them with bones for a few seconds, dealing massive damage and considerable horizontal knockback.

Up Taunt: Sans turns to the screen and winks with his left eye.
Side Taunt: Sans turns to the screen and winks with his right eye.
Down Taunt: Sans turns to the screen and shrugs.

Alternate Colors:
1) White bones, blue jacket, black shorts. Sans's regular colors.
2) White jacket, bluer shorts. References his brother Papyrus.
3) Green bones, gray jacket, blue shorts. References Undyne (the gray jacket references her armor).
4) Gray bones, purple jacket & shorts. References Toriel.
5) Yellow bones, white jacket & shorts. References Alphys.
6) Pink jacket. References Mettaton.
7) Purple jacket & shorts. References Asgore.
8) Yellow-orange bones, blue-purple striped jacket, blue shorts. References the Human Child, protagonist of Undertale.

 

You say Ninten doesn't know any fire attacks, but then you say you're turning PK Beam into a Fire attack. Logic! Also if I might make a suggestion for a more inspired Final Smash, have Eva show up to fire the beam. She is the ultimate player offensive in Mother after all. Some singing might be nice too, even if it's only a taunt.

Link to comment
Share on other sites

14 minutes ago, Jotari said:

You say Ninten doesn't know any fire attacks, but then you say you're turning PK Beam into a Fire attack. Logic! Also if I might make a suggestion for a more inspired Final Smash, have Eva show up to fire the beam. She is the ultimate player offensive in Mother after all. Some singing might be nice too, even if it's only a taunt.

Ah, I should've been more clear. I meant PK Beam would be something like the lightning-bolt part of PK Fire, without the fire-explosion part. So no fire. Could've been clearer there.

EVE would be a good choice for the Final Smash too, especially since it means all of the MOTHER protags' Final Smashes summon other allies.

And yeah, I hadn't bothered with taunts for Ninten, but singing makes sense. Especially if you can hold it down to sing all of Eight Melodies.

Link to comment
Share on other sites

There's no specific reason to give Mother new characters since it's a dead series, but if they ever do so feel inclined then I think Claus would be just as probably as Lucas due to an interesting moveset.

Claus

Image result for masked man mother 3

Overview and Combat Style

Spoiler

Claus is the same size as Lucas, but quite a bit heavier. He also has a very fast falling speed that can make it hard to recover, but his mid air jump gives him a lot of height and movement like his Mother brethren. His high weight but small size make him particularly hard to kill. His sword has an electrical effect meaning it hits multiple times. Generally it is good for combo game and increasing damage, while the attacks from his arm cannon are used for KOs. A lot of his attacks are similar to Lucas' but different enough not to be classed as an Echo.

In terms of his design, he appears as his sprite in game, although he does have an alt that removes the mask.

Special Moves

Spoiler

 

Neutral Special: Arm Cannon: Claus releases a simple shot from his arm canon. Cannot be charged. Most similar to Mii Gunner's Laser Blaze

Side Special: Electric Shock Attack: Claus swings his sword and summons down a very powerful bolt of lightning in front of him.  While it's a flashy attack, its hitbox is smaller than it looks. Claus has to swing his sword first which means there's quite a bit of startup lag, but the sword swing has a hitbox that deals set knockback damage right into the attack.

Up Special: Jet Pack: Claus dons a jet pack not dissimilar from the in game item. Provides excellent recovery, but needs to recharge. In that regard it's quite similar to ROB's recovery, although it's not quite that good.

Down Special: Shield Crusher: Claus stabs forward with his sword. Very short range, similar to a grab. If the attack connects it deals light damage, but if the enemy happens to be shielding, their shield is instantly broken and they are dazed.

Final Smash: Severe Lightning Bolt: Claus swings his sword like his side special. Four lightning bolts then strike from above the stage, passing through obstacles. They will automatically track characters, so if it's a 1 v 1 match, the enemy will have to dodge all four attacks to get away unscathed. The attack comes out quickly, but is easy enough to dodge when you get used to the timing. Although Claus is freely able to move during the Final Smash to interfere with other characters.

 

Standard Moves

Spoiler

 

A Combo: Claus slashes with his sword and then blasts with his arm cannon. Only a two hit combo.

Forward Tilt: Claus slashes away with his sword.

Up Tilt: Claus makes a short range blast with his cannon 

Down Tilt: Claus makes a horizontal slice similar to Link's down tilt.

Dash: Claus makes an overreaching slash with his sword.

 

Side Smash: Claus leaps forward in a jumping attack similar to what we see him do in several cutscenes in Mother. Most similar to Link's dash attack only from a standing position.

Up Smash: Copy of Lucas' up smash. Claus releases a powerful blast of PK Love upwards.

Down Smash: Also a copy of Lucas' down smash, except instead of PSI, Claus fires at the ground with his arm cannon several times. 

 

Neutral Aerial: Claus spins around with PSI energy around him similar to Zelda's neutral aerial.

Forward Aerial: Claus swipes upwards with his sword.

Back Aerial: Claus fires a short range shot from his arm cannon. Pushes him forward slightly.

Up Aerial: Claus attacks upwards with a PSI infused kick.

Down Aerial: Claus slams down into the ground with his sword.

 

Grab: Claus releases an energy whip from his cannon similar to Samus' grappling beam. Not something we see him do in Mother 3, but he doesn't really have a free hand open to grab people.

Pummel: Claus shoots his enemy point blank.

Forward Throw: Claus flings the enemy downwards knocking them away.

Back Throw: Claus uses PSI to throw the enemy behind him similar to Ness.

Up Throw: Claus throws the enemy upwards and slashes at them with his sword.

Down Throw: Claus shoots his enemy several times with the last blast knocking them way.

 

Entrance: Some Pig Masks roll our a red carpet and Claus flies down on his jet pack.

Taunt 1: Claus salutes.

Taunt 2: Claus salutes.

Taunt 3: Claus salutes.

He has no personality so all his taunts are identical.

 

 

Edited by Jotari
Link to comment
Share on other sites

Please let me know what you think of this one:

Character: Claude Wallace (Welkin Gunther can be an Echo)

Game: Valkyria Chronicles 4

Overview and Combat Style:

Claude Wallace appears in his light infantry armour and equipped with his standard-issue semi-automatic rifle with an under-barrel mounted grenade launcher and hand grenades. He is a glass cannon who utilizes all his equipment: both his weapons and his radio, with which he calls his fellow Squad E soldiers Raz, Kai and Riley for aid. 

Standard Attacks:

Neutral Attack: rifle shot. 

Tilt Attacks: "??" (Please let me know what you think could be placed here).

Forward and Up Smash: grenade launch. 

Down Smash: "??" (Please let me know what you think could be placed here).

Special Attacks:

Neutral Special: Orders. Similar to Shulk's Monado Arts. A wheel of four orders is presented; each providing a temporary stat boost. 

  • Evasion Order boosts speed and ease of dodging. 
  • Defence Order boosts damage resistance and knockback.
  • Attack Order boosts damage dealt.
  • Demolition Order boosts knockback. 

Side Special: Cooperative Attack: Kai. A target appears on-screen and scrolls forward from Claude, and can be manually aimed up or down. Hold to keep it moving, release to fire a sniper round. 

Up Special: Cooperative Attack: Riley. Riley has a special invention to give him an extra jump: a special mortar launcher that fires... Claude. Claude shoots up in the air. The recoil (and falling mortar launcher) can damage enemies that get hit by it. 

Down Special: Cooperative Attack: Raz. Raz appears on stage; absorbing damage and unleashing rounds from his machine gun, similar to Zelda's Phantom. 

Final Smash: Hafen. Claude gets into his personal tank, the Hafen, and shoots enemies from behind the stage. 

Taunts/Victory Quotes: "For Gallia", "The winds have changed".

Edited by vanguard333
Link to comment
Share on other sites

  • 2 weeks later...

I haven't been here in a while, so here goes: I think Finn would be the perfect Jugdral rep, especially with his relative popularity and potential for a diverse moveset. Though I haven't worked everything out, here's what I have so far:

For variety, he'd be a mounted unit. He'd use his Brave Lance, and that along with running over people with his horse would constitute his attacks.

Side Smash: Finn spins his lance like he's doing a critical hit, before charging the attack. He then stabs diagonally downward, finishing the crit.

Up Smash: Finn points his lance up to charge the attack, before stabbing straight upward. Similar to Marth and Lucina.

Down Smash: Finn's horse rears up and stomps, doing damage to both sides at once.

Neutral Special: The classic Shield Breaker, only this time it's diagonally downward, thanks to his higher elevation.

Side Special: Finn points his lance forward and runs forward on his horse. Similar to Ike's in that it can be charged, though it's probably better compared to the Villager's side special.

Up Special: Finn's horse makes a large, diagonal jump. Similar in shape to Roy's up smash.

Down Special: Here's where things get interesting. Finn's down special is to draw an iron sword, before dismounting from his horse. Doing this, he gains the specials of Lucina, while having more of the regular attacks of Chrom. Allowing for much more versatility and making him somewhat of a combined character, sort of like the Pokemon Trainer or Zelda/Sheik in Brawl. The only attack he'd be missing would be Counter, as doing another Down-B would have him mount his horse.

Final Smash: Finn would have him charge forward on his horse, and anyone in his way getting transported to an empty field. Eyval would appear, and cut through them with a sword, followed by Orsin throwing his Pugi. After that, Leif would hit them from afar with the Light Brand. Finally, Nanna would heal Finn, and he would charge on his horse, lance raised. After ramming the enemy, the attack would end, and Finn would have some of his damage healed.

I'm not entirely sure about his victory poses or taunts, but I do know for sure that his victory music should be the opening notes of this: https://youtu.be/obg1N9sVqSE

SoldierOn.jpg

Link to comment
Share on other sites

  • 2 weeks later...

Darkrai Voids the Battle! (I couldn’t come up with anything good)

Intro: Darkrai appears out of a dark portal.
Notable Palette Swaps: Cresselia, Dialga, Palkia, Giratina, Arceus, DP Ash, Alice (Rise of Darkrai)

Main Weapon: Darkrai, being a Dark-type Pokémon, mostly uses dark-based attacks. His signature move is Dark Void.

Idle Animation: Darkrai’s eye begins glowing. Sometimes he’ll stand on his “legs”.

 

Grab: Darkrai grabs the opponent with dark energy.

Pummel: Darkrai’s energy pulses itself.

F-Throw: Darkrai slightly throws upward and charges forward.

U-Throw: Darkrai extends his right arm and throws upward.

D-Throw: Darkrai extends his legs downward.

B-Throw: Darkrai slashes the opponent he throws behind him.


Special Moves:
B : Night Shade; Darkrai shoots several dark beams above him, which come back down in the direction he’s facing (about 22% damage total).

B + Forwards : Embargo; Darkrai whips a chain between Corrin’s and the Belmonts’ length (about 10% damage). If an opponent is hit, they cannot heal whatsoever.

B + Up : Double Team; Darkrai splits himself into three, warps upward, and slashes whoever in the air’s in front of him (about 8% damage).

B + Down : Nightmare; Darkrai shoots a dark orb that puts the opponent straight to sleep (each second of sleep leeches about 4% damage).


Final Smash: Dark Void; Darkrai generates a massive dark portal. Whoever gets sucked into it is brought into Wish Park, and Darkrai unleashes several giant arms that strike the foes (about 62% damage total).



Taunts:
1: “I must stay” says Darkrai as he emits dark energy oh his “legs”.

2: “Do not play games with me” says Darkrai as he emits dark electricity from his reach right hand.

1+2: Darkrai plunges into the ground and turns into a shadow.


Winposes:
1: Darkrai comes out of his shadow form.

2: “I am the lord of nightmares” says Darkrai as he stands on his two “feet”.

3: Darkness clears off the screen, and Darkrai reveals himself.


Icon: Poké Ball
Victory Music: https://youtu.be/m9_ozzyG3uo
Kirby Hat: Darkrai’s hair

Edited by Jingilator
Link to comment
Share on other sites

2 hours ago, Jingilator said:

Darkrai Voids the Battle! (I couldn’t come up with anything good)

Intro: Darkrai appears out of a dark portal.
Notable Palette Swaps: Cresselia, Dialga, Palkia, Giratina, Arceus, DP Ash, Alice (Rise of Darkrai)

Main Weapon: Darkrai, being a Dark-type Pokémon, mostly uses dark-based attacks. His signature move is Dark Void.

Idle Animation: Darkrai’s eye begins glowing. Sometimes he’ll stand on his “legs”.

 

Grab: Darkrai uses Nightmare and puts the opponent to sleep.

Pummel: Nightmare slowly raises the damage percentage of whoever it hits.

F-Throw: N/A

U-Throw: N/A

D-Throw: N/A

B-Throw: N/A


Special Moves:
B : Night Shade; Darkrai shoots several dark beams above him, which come back down in the direction he’s facing (about 22% damage total).

B + Forwards : Embargo; Darkrai whips a chain between Corrin’s and the Belmonts’ length (about 10% damage). If an opponent is hit, they cannot heal whatsoever.

B + Up : Double Team; Darkrai splits himself into three, warps upward, and slashes whoever in the air’s in front of him (about 8% damage).

B + Down : Feint Attack; Darkrai surrounds himself in a dark aura and attacks by emitting that aura. The damage varies by how many times he is hit (each hit is about 6% damage).


Final Smash: Dark Void; Darkrai generates a massive dark portal. Whoever gets sucked into it is brought into Wish Park, and Darkrai unleashes several giant arms that strike the foes (about 62% damage total).



Taunts:
1: “I must stay” says Darkrai as he emits dark energy oh his “legs”.

2: “Do not play games with me” says Darkrai as he emits dark electricity from his reach right hand.

1+2: Darkrai plunges into the ground and turns into a shadow.


Winposes:
1: Darkrai comes out of his shadow form.

2: “I am the lord of nightmares” says Darkrai as he stands on his two “feet”.

3: Darkness clears off the screen, and Darkrai reveals himself.


Icon: Poké Ball
Victory Music: https://youtu.be/m9_ozzyG3uo
Kirby Hat: Darkrai’s hair

So he has no way to actually put his enemies to sleep (assuming his grab is just an aesthetic thing)?

Link to comment
Share on other sites

16 minutes ago, Jotari said:

So he has no way to actually put his enemies to sleep (assuming his grab is just an aesthetic thing)?

Well, he actually does. What I was going for was shooting a Nightmare orb at the enemy to put them to sleep.

Link to comment
Share on other sites

1 hour ago, Jingilator said:

Well, he actually does. What I was going for was shooting a Nightmare orb at the enemy to put them to sleep.

It would work better as a special. Making it a grab is just weird.

Link to comment
Share on other sites

As a prelude to a Crono moveset, what if his neutral special was Lightning, only instead of being a lightning bolt a la Pikachu's Thunder, Crono charges it up as a projectile similar to Robin's Thunder? Lightning becomes Lightning 2 and then Luminaire. Lightning 2 creates a small electric wave around it, while Luminaire is practically a Smart Bomb. Furthermore, what if Crono's method of charging and firing Lightning has him adopt a stance all too familiar to Akira Toriyama fans?

I can also see Crono referencing various Dual Techs in his moveset, like his F Special being Falcon Strike and his d throw being Lightning Rod.

Link to comment
Share on other sites

1 hour ago, Lord_Brand said:

As a prelude to a Crono moveset, what if his neutral special was Lightning, only instead of being a lightning bolt a la Pikachu's Thunder, Crono charges it up as a projectile similar to Robin's Thunder? Lightning becomes Lightning 2 and then Luminaire. Lightning 2 creates a small electric wave around it, while Luminaire is practically a Smart Bomb. Furthermore, what if Crono's method of charging and firing Lightning has him adopt a stance all too familiar to Akira Toriyama fans?

I can also see Crono referencing various Dual Techs in his moveset, like his F Special being Falcon Strike and his d throw being Lightning Rod.

Luminaire seems like the obvious choice for a Final Smash to me but that's not a bad idea. I'm guessing lieu of it his Final Smash would have to be a triple tech, maybe the one from the box art.

Link to comment
Share on other sites

6 hours ago, Jotari said:

Luminaire seems like the obvious choice for a Final Smash to me but that's not a bad idea. I'm guessing lieu of it his Final Smash would have to be a triple tech, maybe the one from the box art.

I was thinking Delta Force for the FS. Since they won't be adding new Spirits with the DLC, I'd be all for implementing Crono's allies however possible, including in his Final Smash. Oh, hey, here's a thought: What if Crono's dspecial allows him to select an ally between Marle, Lucca, Frog, Robo, and Ayla who modify his moves by transforming them into Double Techs? For example, Crono's default F Special is Cleave, but becomes Ice Sword, Fire Sword, Cyclone Sweep, Sword Stream, or Falcon Strike depending on his active ally. Even some of Crono's melee attacks can change to give his buddies a chance to shine. When Robo is active, Crono's F Smash becomes Robo Tackle, and his U Smash becomes Electrocute.

Through this convention, it's almost like playing Crono's whole party!

Edited by Lord_Brand
Link to comment
Share on other sites

  • 2 weeks later...

If by some miracle they added Crono, what if they announced his addition with a video animated by Toriyama showing him and his friends palling around with the Smash crew, set to the Chrono Trigger theme? Stuff like Lucca checking out Mega Man's tech while Dr. Light does the same for Robo, Crono and Frog helping Link and Marth defend a castle, Ayla battling Kremlings with DK and Diddy, and even Simon Belmont facing down Magus. Come to think of it, they might give Magus his own bit at the end, announcing his Assist Trophy with a video of Crono, Frog, and Simon getting ready to battle him complete with his own battle theme. Seeing Smash characters drawn and animated in Toriyama's style could be really cool.

Link to comment
Share on other sites

Spoiler

Taranza

Series: Kirby

Weight: = to Meta Knight

Ground Speed: Slightly faster than Robin

Air Speed: Slightly slower than Jigglypuff

Fall Speed: Average

Size: = to Kirby

IMPORTANT MOVES

Jab: Fires a web projectile in a short arc. Adds a web icon for every 5 shots landed.  (If an enemy gets three web icons, the become trapped in a web, unable to move (though they can mash out of it), and Taranza can use his grab to warp them to his location and be grabbed.)

Neutral Special: Taranza Burst: Taranza begins to glow as you hold down B. Once you release, Taranza briefly creates a field of energy around him, slightly bigger than Ness/Lucas's Down B, doing moderate damage and moderately high knockback to nearby foes. Can be charged once, which creates a larger (around the size of Mewtwo's Final Smash), slightly more powerful aura.

Side Special: Taranza Ball: Taranza shoots a ball of energy with a web pattern that bounces at about the speed of a neutral Gordo. Doesn't do too much damage, but has decent knockback adds a web icon to the enemy.

Up B: Friend Bounce: Taranza creates a heart-shaped web that he (and other Taranzas) can bounce on, becoming moving hitboxes as they ascend. Pretty similar to PacMan's Up B, though if a non-Taranza enemy walks into the web, they take minor damage, trip (if on the ground), and gain a web icon.

Down B: Queen's Shade: 

Spoiler

Taranza summons the ghost of Queen Sectonia, who fires lightning from her staves onto the ground around her, stunning anyone in her range. Range doesn't change midair. (Range is about 2 Taranzas tall and 5 Taranzas wide).

Final Smash: Power of the Miracle Fruit: Taranza summons Hypernova Kirby, who inhales in front of Taranza (range: = to Luigi's Final Smash). Those who get inhaled get teleported to the final battle arena from Kirby Triple Deluxe, where Taranza assaults them with vines, energy balls, and finally a giant laser. 

Taunts:

1. Taranza adjusts his outfit.

2. Taranza pulls out a flower (one that looks like the one at the top of the Dreamstalk) and wipes a tear from his eye. 

3. Taranza spins around and then laughs.

 

Link to comment
Share on other sites

  • 2 months later...
Spoiler

Intro: Geese takes off his gi and gets ready for battle. When you fight him as a boss, his famous battle intro plays right before the music.


Notable Palette Swaps: Nightmare Geese, Bogard Geese, Young Geese

Main Weapon: Geese’s fighting style is Hakkyokuseiken, which he used to murder a rival martial artist who was on his trail.

Idle Animation: Geese points his finger at his opponent, usually when he’s facing them. Like Ryu and Ken, he always faces his opponent in 1-on-1 battles.

 

Forward Smash: Tendoh Kudaki

Up Smash: Raikou Mawashi-Geri

Down Smash: a simplistic Fudou Ken Un.

 

N-Air: A midair Fuwa.

F-Air: A midair Mikazuki Nidan-Geri.

B-Air: A midair kick Geese does behind himself.

U-Air: Murakumo.

D-Air: Shippu-Ken (down>down-left>left>A during a jump)

 

Grab: Geese grabs his opponent with his left or hand.

Pummel: Geese knees his opponent.

F-Throw: Ko Satsu Shou; Geese throws his opponent up in the air and attacks with an energy blast.

U-Throw: Shinkuu Nage; Geese throws his enemy high in the air backwards.

D-Throw: Geese stomps on his enemy.

B-Throw: Ko Satsu Nage; Geese’s famous “Predictabo” throw.


Special Moves:


B : Reppu-Ken (down>down-right>right>A; use A at the end of the input or press B twice for Double Reppu-Ken); a projectile attack that Geese sends out by sweeping his hands from the ground, similar to Cloud’s Blade Beam.

B + Forwards : Deadly Rave (right>down-right>down>down-left>left>right>Ax10); Geese strikes the opponent multiple times in a flurry of attacks, similar to Dancing Blade.

B + Up : Raging Storm (down-left>right>down-right>down>down-left>left>down-right>A); Geese sends himself flying high upwards when in the air.

B + Down : Fudou Ken (down>down-left>left>A FK A, down>down-left>left>A while tilting left or right on A; FK Un, down>down-left>left>A while tilting up on A; FK Ba, down>down-left>left>A while tilting down on A); a move that can stun (A) or ground (Un) the opponent, or even break their shield (Ba). If you simply press B + down, the move defaults to Fudou Ken A, which stuns the opponent.


Final Smashes:

A.) Raigou Reppu-Ken, an upgrade Reppu-Ken that slices through everyone in the way without stopping (down>down-right>rightx2>A)

B.) Rashomon, a close-range attack where Geese throws the opponent upward and blasts them with a powered-up push and sends them flying at high damage (down-left and A)



Taunts:


1: “Come on!” Geese moves his left hand towards his face.

2: Geese laughs with his arms crossed.

1+2: Geese briefly charges himself with energy.


Winposes:


1: “Give in to your fears!”

2: “Know your place.”

3: “Stay down, maggot.” (Ryu or Ken only, as he will have either under his left foot.)


Icon: The F in the King of Fighters series logo.


Victory Music: https://youtu.be/Zo166VszoPw


Kirby Hat: Geese’s hair; the Double Reppu-Ken input works here, too.

Whoa, it’s been a while. Anyways, my next one is Geese Howard. The unique thing about him (I had it in my mind) is that he’s also a boss, but he doesn’t transform like how Bowser and Ganondorf do.

Link to comment
Share on other sites

  • 3 weeks later...

Here's my idea of a moveset for Hades, from Kid Icarus: Uprising.

Specials
Neutral: Hades claps forward, destroying any projectile attack and inflicting more damage against shields. If a projectile or fighter's shield is destroyed with this move, Hades heals for a small amount (healing more from destroying shields).
Up: Hades kicks down, then shoots himself up with the force from his kick. This kick has a meteor effect, and while the flight doesn't have invincibility frames it does have Super Armor. Hades can also use his Side-Neutral once while flying this way. Like other recovery-oriented Specials, using this puts Hades in free-fall after its use.
Down: Hades summons an Underworld Minion that he can either throw forward as a projectile or eat to restore a tiny amount of health (not nearly as much as the Neutral-Special does). The Minion can be attacked, and any damage the Minion suffers lowers its damage and healing efficiency. If Hades is in the air, he can use this once to stop his momentum and escape free-falling. Note that over-usage of this Special will cause the minion and free-fall negation to be slower, making it necessary to manage how often it's used.
Side: Several energy missiles are shot out of small areas of his cloak, flying straight at the closest target. These missiles have a small homing capability and do not divert from their target, but the missiles do not Flinch their targets. Using this Special does not turn Hades, and can be used at the same time he is using other attacks — including Smash Attacks — but it can only be used one time while in the air. These missiles inflict more damage on Grabbed targets, whether they're grabbed by himself or an ally. The missile launchers can be temporarily destroyed by attacking Hades' back, and doing this will also temporarily disable this move.

With this, Hades becomes something of a mix between Ganondorf and Palutena, focusing more on minimizing the opponent's threat level and gradually raising his own with well-timed self-heals while also dealing high damage. This comes at the cost of low speed and fairly-predictable attacks. His kit is essentially based on causing the most disrespect possible to his opponents.
I might make other attacks for him, but only if anyone gives feedback on anything I should improve on his Specials first.

Edited by MilodicMellodi
Link to comment
Share on other sites

I decided to do a redo for Alm:

Spoiler

Intro: Alm uses a green Warp circle with red smoke.
Notable Palette Swaps: Celica, Tobin, Gray, Mycen, Berkut, Rudolf, Gaiden Armor

Main Weapon: The Royal Sword. Alm received it after defeating Desaix in his fortress, unsure of its purpose. He carries it in his left hand.

Idle Animation: His animation from Echoes, with an occasional rest of the sword on the ground.

 

Forward Smash: Sunder; a fast but powerful strike.

Up Smash: A powerful upwards strike.

Down Smash: A stab into the ground.

 

N-Air: A spin with the sword with flames coming out.

F-Air: A forward-downward slash.

B-Air: Alm sticks his sword up behind him.

U-Air: Alm slashes above him.

D-Air: Alm strikes down into the ground, somewhat like Link. However, this does not bounce off of whoever it hits.

 

Grab: Alm grabs with his right hand.

Pummel: Alm knees the opponent.

F-Throw: Alm stabs forward and tosses the opponent.

U-Throw: Alm throws the opponent above him, and lifts the sword above him.

D-Throw: Alm slashes his sword down to the ground.

B-Throw: Alm throws the opponent behind him and elbows them.


Special Moves:
B : Bow; unlike Link’s bow, Alm’s has greater knockback depending on how long you hold the button. If the light flashes once, it will have medium knockback. If twice, it will have farther knockback and can even snipe faraway opponents who have high damage (around 72%).

B + Forwards : Double Lion; Alm slashes forward once and twice according to those two times the button is pressed.

B + Up : Blazer; same as Roy’s, but slightly higher.

B + Down : Mila’s Turnwheel; a special counter that sends an opponent back to right before they initiate an attack as Alm performs a powerful slash.


Final Smash: Scendscale

 

Link to comment
Share on other sites

5 minutes ago, Perkilator said:

I decided to do a redo for Alm:

  Hide contents

Intro: Alm uses a green Warp circle with red smoke.
Notable Palette Swaps: Celica, Tobin, Gray, Mycen, Berkut, Rudolf, Gaiden Armor

Main Weapon: The Royal Sword. Alm received it after defeating Desaix in his fortress, unsure of its purpose. He carries it in his left hand.

Idle Animation: His animation from Echoes, with an occasional rest of the sword on the ground.

 

Forward Smash: Sunder; a fast but powerful strike.

Up Smash: A powerful upwards strike.

Down Smash: A stab into the ground.

 

N-Air: A spin with the sword with flames coming out.

F-Air: A forward-downward slash.

B-Air: Alm sticks his sword up behind him.

U-Air: Alm slashes above him.

D-Air: Alm strikes down into the ground, somewhat like Link. However, this does not bounce off of whoever it hits.

 

Grab: Alm grabs with his right hand.

Pummel: Alm knees the opponent.

F-Throw: Alm stabs forward and tosses the opponent.

U-Throw: Alm throws the opponent above him, and lifts the sword above him.

D-Throw: Alm slashes his sword down to the ground.

B-Throw: Alm throws the opponent behind him and elbows them.


Special Moves:
B : Bow; unlike Link’s bow, Alm’s has greater knockback depending on how long you hold the button. If the light flashes once, it will have medium knockback. If twice, it will have farther knockback and can even snipe faraway opponents who have high damage (around 72%).

B + Forwards : Double Lion; Alm slashes forward once and twice according to those two times the button is pressed.

B + Up : Blazer; same as Roy’s, but slightly higher.

B + Down : Mila’s Turnwheel; a special counter that sends an opponent back to right before they initiate an attack as Alm performs a powerful slash.


Final Smash: Scendscale

 

Giving him Blazer as a recovery seems lazy when he has a perfectly good Decide (the attack he used to kill Duma) to utilize.

Link to comment
Share on other sites

1 hour ago, Jotari said:

Giving him Blazer as a recovery seems lazy when he has a perfectly good Decide (the attack he used to kill Duma) to utilize.

Wait, “Decide”? Is that an actual ability name?

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...