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Make a smash bros. moveset (revival thread)


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admittedly I mainly wanted to show off my tiki moveset because this was fun to make and I thought it couldn't be done for the longest time. That aside, I don't see why that's all it should be.

tiki moveset 

Spoiler

Appearance:

Mystery of the emblem tiki, cloaked alt available

Her pallet swaps could reference other manaketes in the series (fae, myrrh, etc)

 

Reason:

Young tiki is more iconic and would stand out a great deal more than her adult self, a smaller profile also would provide greater contrast for her dragon form. On that note using her mystery of the emblem divine dragon design for her dragon form works better than her awakening dragon form, due to its emphasis on flight and breath attacks. Young tiki is also more expressive in general, which would add to her general appeal and move set options. This would also be in line with her amiibo which depicts her as she was in mystery of the emblem.

 

Mechanics:

I propose a transformation gauge, the gauge would fill slowly over time regardless of damage received or taken, she would be able to use her down special to charge it slightly faster, it would take roughly one full minute of continuous active charging to fill the gauge or roughly three minutes of passive charging, the gauge would be emptied after tiki is KOed. When the gauge is filled tiki can use her down special to transform into her dragon form, this would cause some of her moves to change and be more powerful.

 

Properties:

Weight: light (heavy when transformed)

Number of jumps: 3 (she would use her wings to get a third jump)

Misc: if tiki flinches during an attack that has her transform she will revert to her normal form this includes getting grabbed.

When tiki must transform for an attack the animation to transform to and from will raise the startup and lag time for a move.

 

Specials:

Neutral special: Flametongue

Tiki transforms into her dragon form and breathes fire directly in front of her, it would be similar to bowser or charizard's neutral specials but would be larger overall, it would also draw opponents in making it less effective at edge guarding. Due to its high range and damage it would have a longer cooldown after overuse makes it ineffective, as well as longer startup.

Side special: Lightning Breath

Tiki transforms and breathes lightning in the input direction, this move will travel across the stage, the range will be long enough to reach the blast zone on most stages, it can be held for an indefinite period but will have low damage (around 4% per second), and no knockback, it would do extra damage to shields to pressure opponents.

Up special: Wyvernstone

Tiki transforms into a wyvern and flies in the input direction, similar to fox or Ridley’s up special where it would damage enemies when contact is made.

Down special: Wait/Transform/revert

Tiki speeds up her gauge getting filled by 3 times it’s normal speed while waiting. When the gauge is filled tiki will use it to transform into her dragon form. When shifted it could be used to revert to her normal form, a portion of her gauge will remain based on how much gauge she had left but she will be unable to transform until her gauge is filled again.

Final smash: Divine Breath

Tiki transforms into her dragon form and an apparition of naga appears around her and attacks with divine breath, this move would attack directly in front of her dealing high damage to everyone caught in it, it’s range would cover a large area in front of tiki, after it finishes it launches with high launch koing enemies close to the edge or off the stage.

 

Ground attacks:

Jab: a three hit attack based on the her warriors YYX combo, tiki would perform a downward strike with her dragonstone, followed by a weak kick, then finished off with her pushing the target with both arms dealing damage and launching them, this is meant to be a quick move to get enemies off you but is incapable of KOing.

shifted: a two hit jab, the two would be downward slashes with her claws, they would be slow and powerful and even be capable of KOing higher percentages.

Side tilt: tiki throws her dragonstone forward in a straight line, the dragonstone would quickly return to her after bouncing off a target or hitting at max range and returning, this would deal low damage with minimal knockback, very fast and safe, this in intended to be annoying but not incredible as an attack. Can be reflected.

shifted: a medium range attack with her tail, it would be decently fast and good for quick jabs.

Crouch: tiki would get down with her legs against her chest and her arms above her head appearing to be bracing, think tornado drill sort of crouching.

shifted: tiki would get on all fours trying to keep as low a profile as possible, she can crawl but it wouldn’t be very effective due to her large size.

Down tilt: tiki would sweep the ground with her right hand, using her dragonstone to give her the extra weight to have actual force behind her attack, this would be able to trip.

Shifted: tiki sweeps the ground with her arm, quick and medium range, deals medium damage cannot trip.

Up tilt: tiki would quickly raise her dragonstone in the air with both hands magic would come out damaging opponents, it would be visually similar to ness' up tilt.

Shifted: a wide attack upward with her arm, I’m thinking of something reminiscent of link’s up tilt, primary intent is anti air, it is slow but hits hard.

Dash attack: tiki runs forward flailing her arms around hitting several times, may just be Luigi’s dash attack on a fundamental level.

Shifted: tiki rushes forward on all fours dealing damage to anyone who contact is made with, it is based in tiki's third Y attack while shifted in warriors.

 

Arials:

Neutral air: tiki spins in the air with her arms outstretched hitting enemies on both sides, it would be only one spin with ok range, and enough launch to get enemies off you.

Shifted: tiki performs a somersault damaging enemies who contact is made with, not too far off from Charizard or Ridley’s neutral air, the range would not be far beyond her size, fast speed, low damage.

Forward air: tiki performs a downward strike in front of herself using her dragonstone doing medium damage with decent range, its speed would be average, may be able to combo from other ground based attacks.

Shifted: tiki performs a downward strike in front of herself using her claws, it would be roughly the same as unshifted, just bigger and hitting harder, it would also be capable of KOing.

Back air: tiki attacks with her wings in a similar manner to corrin's back air perhaps with a wind box on the edge of the move, it would be fairly quick but wouldn’t have too much range, the damage would be lower, but the wind box could be used for dealing with recovering enemies.

Shifted: generally similar to unshifted just in dragon form, the wind box would be larger but the damage increase wouldn’t be much better.

Up air: tiki punches upward with her dragonstone, not her most effective move by any stretch but could be used for ladder combos in some cases.

Shifted: tiki fires off a strong breath attack producing an explosion above her, capable of KOing, but isn’t overly fast, the attack would push her down slightly.

Down air: tiki throws her dragonstone downward, like her side tilt it will bounce back if it hits anything (ground or target) or it will return as after going a specific distance, quick and low damage.

Shifted: tiki swings her tail back to front downward, this would deal a good bit of damage and would launch opponents in a direction based on where in the swing they get hit.

 

Smash attacks:

All of tiki's smash attacks have tiki transforming to perform them, when transformed using her transformation gauge the attacks will be faster for this reason. The transformed version of each of these is the same but without a transform animation.

Side smash: tiki transforms and lunges forward with a strong attack with her claws, it’s range would be fairly high, as would it’s damage be, it would also be slow making it difficult to kill with.

Down smash: tiki transforms and spins as fast as she can attacking enemies with her tail, it would have decent range and hit both sides, it would have good damage and launch, the range would be middling, and it would be faster than some of tiki’s other attacks.

Up smash: tiki transforms and attacks upward with light breath, the vertical range would be high, but it’s horizontal range would be rather poor, the damage would be good, maybe it could combo from her up tilt when shifted.

 

Grabs and throws:

Grab: tiki grabs the target with her left hand appearing as though she is trying with all of her might to hold onto them to the point of looking almost distressed.

Shifted: tiki grabs the target with both arms and holds them down using her larger stature.

Pummel: tiki hits the target with her dragonstone, it would be medium speed and do average damage.

Shifted: tiki hits the target with her head trying not to let go, it would be slower, but stronger.

Forward throw: tiki pushes the target forward, the launch is low, and it sends the target at a more downward angle generally causing them to hit the ground, this would allow for follow ups.

Shifted: tiki picks up the target and throws them forward, the launch would be average as would be the damage.

Back throw: tiki pulls spins the target around in a similar fashion to Mario’s back throw, but it is significantly less refined and tiki stumbles on the dismount, average launch.

Shifted: tiki throws the target back over her head and swats them away with her tail, this would be a kill move on the edge of the stage.

Down throw: tiki grabs the target with both arms in a bear hug then leaps forward launching them upward, though there would be no launch, maybe it could be combed into her up air.

Shifted: tiki see shoves the target down and drops down on them offering moderate upward launch.

Up throw: tiki throws the target up with enthusiasm, it would have acceptable launch.

Shifted: tiki throws the target up and slams them upward with her head, the launch would be pretty good.

anyone else have any movesets they have that they made. This is always a fun topic so I think there is fun to be had. 

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Well, I don't know if this is Fire Emblem exclusive, but..I have one of Laharl, from Disgaea series.

Spoiler

Title: Laharl, The Netherworld Overlord

Appearance: Disgaea (1) based. 

Colors: References other Protagonists or allies.

Combat: He's a small sword user in resume. High damage, good speed, medium knockback, little weight, 2 jumps and medium-small range.

(Moveset)

Neutral Special=''Magic'': A attack with 3 variants depending on the charge level:

Charge 1:Fire Ball. Generic and small Fire Ball with small damage and knockback.

Charge 2:Omega Fire. Sends a bigger Fire Ball that can follow the target for a little while. Also deals more damage and knockback.

Charge 3:Overlord's Wrath. Sends 5 quick but weak (on their own) Fire Balls that can deal high knockback if all 5 hit. They also follow their target until the end.

Side Special=Blade Rush. It's Ike side special without a ''hit-stop''. Travels a smaller distance than Ike's.

Down Special=Overlord's Stare. A counter-like move that can stun the enemy for a small time. Deals 1% of damage and doesn't deal knockback. The end lag without the counter is significantly bigger.

Up Special=Winged Slayer. Kinda of a Cloud's Up Special + Incineroar's Up Special. It begins with a ''slash jump'' and finishes with a full diving.

Final Smash=Meteor Impact. Laharl's signature move. Brings a full meteor into the stage, dealing high damage and knockback for whoever gets hit by it. (Similar to Olimar's?)

 

 

 

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14 hours ago, thecrimsonflash said:

admittedly I mainly wanted to show off my tiki moveset because this was fun to make and I thought it couldn't be done for the longest time. That aside, I don't see why that's all it should be.

tiki moveset 

  Reveal hidden contents

Appearance:

Mystery of the emblem tiki, cloaked alt available

Her pallet swaps could reference other manaketes in the series (fae, myrrh, etc)

 

Reason:

Young tiki is more iconic and would stand out a great deal more than her adult self, a smaller profile also would provide greater contrast for her dragon form. On that note using her mystery of the emblem divine dragon design for her dragon form works better than her awakening dragon form, due to its emphasis on flight and breath attacks. Young tiki is also more expressive in general, which would add to her general appeal and move set options. This would also be in line with her amiibo which depicts her as she was in mystery of the emblem.

 

Mechanics:

I propose a transformation gauge, the gauge would fill slowly over time regardless of damage received or taken, she would be able to use her down special to charge it slightly faster, it would take roughly one full minute of continuous active charging to fill the gauge or roughly three minutes of passive charging, the gauge would be emptied after tiki is KOed. When the gauge is filled tiki can use her down special to transform into her dragon form, this would cause some of her moves to change and be more powerful.

 

Properties:

Weight: light (heavy when transformed)

Number of jumps: 3 (she would use her wings to get a third jump)

Misc: if tiki flinches during an attack that has her transform she will revert to her normal form this includes getting grabbed.

When tiki must transform for an attack the animation to transform to and from will raise the startup and lag time for a move.

 

Specials:

Neutral special: Flametongue

Tiki transforms into her dragon form and breathes fire directly in front of her, it would be similar to bowser or charizard's neutral specials but would be larger overall, it would also draw opponents in making it less effective at edge guarding. Due to its high range and damage it would have a longer cooldown after overuse makes it ineffective, as well as longer startup.

Side special: Lightning Breath

Tiki transforms and breathes lightning in the input direction, this move will travel across the stage, the range will be long enough to reach the blast zone on most stages, it can be held for an indefinite period but will have low damage (around 4% per second), and no knockback, it would do extra damage to shields to pressure opponents.

Up special: Wyvernstone

Tiki transforms into a wyvern and flies in the input direction, similar to fox or Ridley’s up special where it would damage enemies when contact is made.

Down special: Wait/Transform/revert

Tiki speeds up her gauge getting filled by 3 times it’s normal speed while waiting. When the gauge is filled tiki will use it to transform into her dragon form. When shifted it could be used to revert to her normal form, a portion of her gauge will remain based on how much gauge she had left but she will be unable to transform until her gauge is filled again.

Final smash: Divine Breath

Tiki transforms into her dragon form and an apparition of naga appears around her and attacks with divine breath, this move would attack directly in front of her dealing high damage to everyone caught in it, it’s range would cover a large area in front of tiki, after it finishes it launches with high launch koing enemies close to the edge or off the stage.

 

Ground attacks:

Jab: a three hit attack based on the her warriors YYX combo, tiki would perform a downward strike with her dragonstone, followed by a weak kick, then finished off with her pushing the target with both arms dealing damage and launching them, this is meant to be a quick move to get enemies off you but is incapable of KOing.

shifted: a two hit jab, the two would be downward slashes with her claws, they would be slow and powerful and even be capable of KOing higher percentages.

Side tilt: tiki throws her dragonstone forward in a straight line, the dragonstone would quickly return to her after bouncing off a target or hitting at max range and returning, this would deal low damage with minimal knockback, very fast and safe, this in intended to be annoying but not incredible as an attack. Can be reflected.

shifted: a medium range attack with her tail, it would be decently fast and good for quick jabs.

Crouch: tiki would get down with her legs against her chest and her arms above her head appearing to be bracing, think tornado drill sort of crouching.

shifted: tiki would get on all fours trying to keep as low a profile as possible, she can crawl but it wouldn’t be very effective due to her large size.

Down tilt: tiki would sweep the ground with her right hand, using her dragonstone to give her the extra weight to have actual force behind her attack, this would be able to trip.

Shifted: tiki sweeps the ground with her arm, quick and medium range, deals medium damage cannot trip.

Up tilt: tiki would quickly raise her dragonstone in the air with both hands magic would come out damaging opponents, it would be visually similar to ness' up tilt.

Shifted: a wide attack upward with her arm, I’m thinking of something reminiscent of link’s up tilt, primary intent is anti air, it is slow but hits hard.

Dash attack: tiki runs forward flailing her arms around hitting several times, may just be Luigi’s dash attack on a fundamental level.

Shifted: tiki rushes forward on all fours dealing damage to anyone who contact is made with, it is based in tiki's third Y attack while shifted in warriors.

 

Arials:

Neutral air: tiki spins in the air with her arms outstretched hitting enemies on both sides, it would be only one spin with ok range, and enough launch to get enemies off you.

Shifted: tiki performs a somersault damaging enemies who contact is made with, not too far off from Charizard or Ridley’s neutral air, the range would not be far beyond her size, fast speed, low damage.

Forward air: tiki performs a downward strike in front of herself using her dragonstone doing medium damage with decent range, its speed would be average, may be able to combo from other ground based attacks.

Shifted: tiki performs a downward strike in front of herself using her claws, it would be roughly the same as unshifted, just bigger and hitting harder, it would also be capable of KOing.

Back air: tiki attacks with her wings in a similar manner to corrin's back air perhaps with a wind box on the edge of the move, it would be fairly quick but wouldn’t have too much range, the damage would be lower, but the wind box could be used for dealing with recovering enemies.

Shifted: generally similar to unshifted just in dragon form, the wind box would be larger but the damage increase wouldn’t be much better.

Up air: tiki punches upward with her dragonstone, not her most effective move by any stretch but could be used for ladder combos in some cases.

Shifted: tiki fires off a strong breath attack producing an explosion above her, capable of KOing, but isn’t overly fast, the attack would push her down slightly.

Down air: tiki throws her dragonstone downward, like her side tilt it will bounce back if it hits anything (ground or target) or it will return as after going a specific distance, quick and low damage.

Shifted: tiki swings her tail back to front downward, this would deal a good bit of damage and would launch opponents in a direction based on where in the swing they get hit.

 

Smash attacks:

All of tiki's smash attacks have tiki transforming to perform them, when transformed using her transformation gauge the attacks will be faster for this reason. The transformed version of each of these is the same but without a transform animation.

Side smash: tiki transforms and lunges forward with a strong attack with her claws, it’s range would be fairly high, as would it’s damage be, it would also be slow making it difficult to kill with.

Down smash: tiki transforms and spins as fast as she can attacking enemies with her tail, it would have decent range and hit both sides, it would have good damage and launch, the range would be middling, and it would be faster than some of tiki’s other attacks.

Up smash: tiki transforms and attacks upward with light breath, the vertical range would be high, but it’s horizontal range would be rather poor, the damage would be good, maybe it could combo from her up tilt when shifted.

 

Grabs and throws:

Grab: tiki grabs the target with her left hand appearing as though she is trying with all of her might to hold onto them to the point of looking almost distressed.

Shifted: tiki grabs the target with both arms and holds them down using her larger stature.

Pummel: tiki hits the target with her dragonstone, it would be medium speed and do average damage.

Shifted: tiki hits the target with her head trying not to let go, it would be slower, but stronger.

Forward throw: tiki pushes the target forward, the launch is low, and it sends the target at a more downward angle generally causing them to hit the ground, this would allow for follow ups.

Shifted: tiki picks up the target and throws them forward, the launch would be average as would be the damage.

Back throw: tiki pulls spins the target around in a similar fashion to Mario’s back throw, but it is significantly less refined and tiki stumbles on the dismount, average launch.

Shifted: tiki throws the target back over her head and swats them away with her tail, this would be a kill move on the edge of the stage.

Down throw: tiki grabs the target with both arms in a bear hug then leaps forward launching them upward, though there would be no launch, maybe it could be combed into her up air.

Shifted: tiki see shoves the target down and drops down on them offering moderate upward launch.

Up throw: tiki throws the target up with enthusiasm, it would have acceptable launch.

Shifted: tiki throws the target up and slams them upward with her head, the launch would be pretty good.

anyone else have any movesets they have that they made. This is always a fun topic so I think there is fun to be had. 

FINALLY SOMEONE WHO UNDERSTANDS HOW MUCH EFFORT ACTUALLY NEEDS TO BE PUT INTO ONE OF THESE
I'M NOT ALONE
THANK YOU

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Since this is a more appropriate thread for it, I'm gonna throw my Metal Slug protags' moveset in here and give it a major touch-up while I'm at it. I'm a little rusty with Metal Slug, so I used the Metal Slug wiki to refresh my memory. Everything in this moveset comes from the first 6 games, as I only have the Metal Slug Anthology which contains those games.

Spoiler

Marco Rossi (Metal Slug Series) w/Tarma, Eri, and Fio as alts a la the DQ Hero.

  • Color alts: Marco → General Morden; Tarma → Trevor (MS4); Eri → Nadia (MS4); Fio → Madoka Aikawa (girl w/ large backpack; appears in several MS games)

(^Not much color variety here, but I can't think of any better palette swaps atm^)

Moveset (Marco will be used here since he is the default): Revolves around utilizing the various weapon powerups (while being more than just a mere amalgamation of Fox, Samus, and Mii Gunner).

As per the original games, all weapons in Marco's moveset except the pistol are fired from an assault rifle-looking firearm.

Normal moves:

  • Jab: Stab with combat knife, upward slice w/knife. (2 inputs) Note: In all instances where the knife is used, Eri and Fio instead stab w/ a nightstick and slice w/ a hatchet. All characters may randomly use a fork instead, referencing their fat forms.
  • Side tilt: Mid-low kick
  • Crouch: Marco squats down, gun in hands
  • Down tilt: Crouched upward slice with knife.
  • Up tilt: Uppercut
  • Dash attack: Marco quickly does a short hop, fires an Iron Lizard, and hitches a short ride on top of it, then hops off it while it speeds up and keeps going. IL does mutliple hits while Marco is riding it; explodes and does knockback when he's not. Unique ranged dash attack.
  • Neutral air: Bludgeons with gun in a horizontal swipe.
  • Forward air: Fires a Flame Shot forwards.
  • Back air: Fires a short Laser Gun burst backwards. Laser does not go very far, but can pierce through multiple opponents.
  • Up air: Fires a Flame Shot upwards.
  • Down air: Fires a Drop Shot downwards. Goes a short distance before exploding.

Smash attacks:

  • Forward smash: Zantetsu Sword -- A smash version of the 2nd jab input (upward knife slice). Also launches a wave of energy that hits multiple times, high knockback on the last hit. Knife hitbox deals more damage.
  • Down smash: Fires at the ground on both sides (at roughly 45º angle) with Dual Machine Guns for just under a second. Multiple hits, last hit deals more knockback.
  • Up smash: Fires a Super Grenade upwards. Goes a short distance before exploding midair.

Grabs:

  • Pummel: Bludgeons with the gun
  • Forward throw: Performs the Vulcan Punch (a flurry of punches) on the opponent using their free hand
  • Back throw: Throws opponent behind them and fires a Shotgun shell at them (does not consume Neutral Special ammo)
  • Up throw: Throws opponent upwards and fires a Rocket/Enemy Chaser at them.
  • Down throw: Pins opponent to the ground and fires a Drop Shot upwards, which quickly drops and explodes on them.

Special moves:

  • Down Special: Cycle Weapons -- Cycle through 3 different weapons (w/ Metal Slug announcer saying the corresponding weapon, except the Pistol) and use them with...
  • Neutral Special: Fire Weapon -- Weapons include:
    • Pistol (functions like Falco's Blaster but faster, less damage),
    • Heavy Machine Gun (default weapon; even faster than Fox's Blaster, but individual shots only deal 0.1-0.3% dmg to avoid being OP), and
    • Shotgun (akin to Samus' custom Neutral Special 3, "Melee Charge Shot" from Smash 4 but w/o the charge and a bigger blast radius). HMG and Shotgun have limited ammo that replenishes over time akin to Robin's weapon durability. Weapon cycles automatically when you run out of ammo.
      • When Kirby copies Marco's ability, it functions like Robin's copy ability; since Heavy Machine Gun is the default weapon, Kirby loses the ability when he runs out of ammo.
  • Side Special: Grenade - Lobs a grenade like in Metal Slug. Explodes on contact. Move can be charged up (but not stored) to throw a more powerful Fire Bomb.
  • Up Special: Prisoner Boost or Slug Flyer/UFO Lift -- (Took a moment to think about it how Marco would recover, but I came up with 2½ ideas:) A Prisoner of War boosts him up from below (akin to Mega Man) or a Slug Flyer/Mars People UFO lifts him up (akin to Duck Hunt or Snake).
  • Final Smash: Slug Barrage -- Cinematic attack. Various Slug vehicles barrage the opponent with vulcan gunfire, then Marco comes in with a Gold Metal Slug tank and finishes them off with an Armor Piercer cannon shot. The animation during this last shot resembles the shot fired in the title sequence of the original Metal Slug game (but probably sped up a bit for pacing).

Aesthetics:

  • Idles:  1) Marco fiddles with his radio, trying to make contact with someone (probably HQ); 2) Checks weapon then cocks it.
  • Up taunt: (Unique depending on gender) Marco/Tarma speads his legs, puts one hand on his hip, and gives a high thumbs up with the other hand while cackling; Eri/Fio throw a fist in the air in trumph while doing a girlish hop. (References their mission complete animations) (To keep things fair, interruption time is the same amount of frames)
  • Side taunt: Marco takes a soda can out from their vest/jacket then looks inside it and, upon realizing it's empty, gives a disappointed look before throwing it out behind them. (Soda can does not have a hitbox)
  • Down taunt: Marco does a salute with his free hand
  • Victory Animation 1: Same as the gender-specific up taunt. They're originally victory animations after all.
  • Victory Animation 2: A Metal Slug rides up to the camera. The hatch opens up revealing Marco, who gives a short victory pump with his fist.
  • Victory Animation 3: Marco fires his Heavy Machine Gun towards the sky before resting it on his shoulder. He then grins and winks to the camera.
  • Boxing Ring Title: "Commander/Soldier of the Peregrine Falcons" (Marco/alts)
  • Series Icon: The Metal Slug itself

 

Edited by Baron the Shining Blade
Added Boxing Ring Title and Series Icon
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  • 3 weeks later...

Thanks for reviving the thread I had created! Seriously, thanks. 

Anyway, I recently saw the Granblue Fantasy anime (I haven't played the games, so if someone who has played the games could please help me with this one), and it gave me this idea:

Gran/Djeeta & Lyria

Gran/Djeeta are the male/female versions of the protagonist of the series, and their life force is tied to Lyria, a mysterious girl who has the power to summon powerful creatures called Primal Beasts. In this, Gran/Djeeta would do the fighting while Lyria stands in the background like Pokémon Trainer and assists by summoning. 

Basic attacks would be basic attacks based on the ones in the game. 

Specials, however, would involve summons, and be named after the Primal Beast that gets summoned:

Standard Special: Bahamut. Bahamut unleashes a large fire breath attack that hits directly in front of Gran/Djeeta; dealing massive damage and knockback at the cost of melee range and heavy ending lag. 

Side Special: Leviathan. Leviathan appears and unleashes a fast current of water in front of Gran/Djeeta; dealing a huge amount of knockback but no damage. 

Up Special: Tiamat. Tiamat creates a tornado underneath Gran/Djeeta, pushing them up in the air and blowing away any opponents it hits. It retains their forward momentum: if going forward before activating the special, they will keep going forward at that speed as the tornado is created. 

Down Special: Colossus. Colossus appears, charges and swings his sword in an attack similar to Phantom Zelda.

Final Smash: Grandcypher. The opponent is launched onto the airship: the Grandcypher, and is hit with a series of attacks from its various crewmembers, including Katalina, Rackam and Io. 

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  • 1 month later...
  • 1 month later...

Here's a fighter who was considered for Melee, bit scrapped in favor of the Ice Climbers and made a Trophy instead: Balloon Fighter

Spoiler

Who?: The Balloon Fighter is player 1 of the NES game Balloon Fight. It was originally released in 1984 for the arcades as Vs. Balloon Fight, and was ported to the NES less than two years later.

Importance to Nintendo: The Balloon Fighter was a trophy in Super Smash Bros. Melee, and so was the Flipper as well as an item. The fighter himself was considered to be playable in Melee, only to be dropped in favor of the Ice Climbers. The Flipper had not been an item since Melee. In Super Smash Bros. for Nintendo 3DS, the original Balloon Fight game is a playable stage, and was eventually ported over to Ultimate.

Intro: Balloon Fighter inflates his two balloons posthaste and straps them to his back.

Stance/Idle 1: Balloon Fighter hops up from left to right very shortly.

Idle 2: Balloon Fighter floats in the air for a little bit.

Idle 3: Balloon Fighter nearly trips, floats up, and then gets back on the ground.

Notable Palette Swaps: Player 1, Player 2, Green Enemy, White Enemy, Alice, Urban Champion, Bubbles (Clu Clu Land), Mach Rider

Walk: Balloon Fighter skips and hops shortly up.

Dash: Balloon Fighter dashes with his balloons behind him, using them as brakes when he stops.

Damage: The death animation from Balloon Fight, with an altered version of the accompanying sound effect.

Jump: Balloon Fighter can jump up to seven times, at a relatively short height with each jump.

Crouch: The crouch an enemy does when they inflate their balloons.


Weapon of Choice: The Balloon Fighter is mostly physical, but uses his balloons as well.

Basic Attacks:
Jab: Balloon Fighter bumps forward similar to how he pushes forward to pop balloons in the original game (4%, nonexistent knockback)
Forward+A: Balloon Fighter bobs his balloons in front of him (6%, small knockback)
Down+A: Balloon Fighter pumps down a balloon pump and lets air out (5%, small knockback)
Up+A: Balloon Fighter rubs his balloons together very briefly, letting out a small electric shock (8%, small knockback)

Air+A: Balloon Fighter shoots out small bubbles from his mouth (6%, small knockback)
Air Forward+A: Balloon Fighter swings forward (8%, OK knockback)
Air Back + A: Balloon Fighter swings backwards (8%, OK knockback)
Air Up+A: Balloon Fighter spins his balloons together to create a slightly bigger electric shockwave (11%, OK knockback)
Air Down+A: Balloon Fighter lets air out of his balloons and drops down (14% with a meteor effect, medium knockback)

Dash Attack: Balloon Fighter flaps his arms as he floats forward (9%, OK knockback)
Edge Attack: Balloon Fighter lets a little bit of air out and dashes forward, pushing enemies out of the way (no damage, OK knockback)


Smash Moves:
Forward+A: Balloon Fighter tries to stop a Flipper, only to be caught by it (15%, medium knockback)
Up+A: Balloon Fighter charges electricity by rubbing his balloons together, only to be shocked back (18%, medium knockback)
Down+A: Balloon Fighter rubs his balloons together, and slams them on the ground (17%, medium knockback)

Grabs: 
Neutral: Balloon Fighter grabs with both hands
Grab+punch: Balloon Fighter headbutted the opponent (3%)
Forwards+Throw: Balloon Fighter traps the opponent in a bubble and sends them forward (4%)
Down+Throw: Balloon Fighter spins on the opponent's chest (18%, small knockback)
Back+Throw: Balloon Fighter turns into a Flipper and sends the opponent backwards (9-11%, OK knockback)
Up+Throw: Balloon Fighter whacks his balloons together and shocks the opponent (13%, OK knockback)

Special Moves:

B : Spark; Balloon Fighter rubs his balloons together to charge electricity. At small charge, the spark goes a short distance and disappears (5%, small knockback). At medium charge, the spark homes in on a random opponent and zaps them (10%, small knockback). At full charge, the spark travels toward the direction Balloon Fighter is facing until it hits, and zaps multiple times (4% each, 20% total; medium knockback).
B + Forwards : Flipper; Balloon Fighter throws a Flipper a set distance like a boomerang (9-11%, OK knockback). If the control stick is flicked backwards, it will come back automatically (13%, OK knockback). When Balloon Fighter crouches, the Flipper stays in place.
B + Up : Inflate; Balloon Fighter inflates his balloons as he flies up. This increases the height of your normal jumping, but if you let them inflate for too long, they'll pop. Luckily, you have a parachute that can steer you horizontally so you don't fall.
B + Down : Balloon Rush; Balloon Fighter lets a good amount of air out of his balloons and charges into enemies (17%, OK knockback). Of course, you'll need to inflate the balloons again if you want to properly jump, as your jump height will be almost nonexistent when your balloons are deflated.

Final Smash: The Fish; a giant stream appears and Balloon Fighter flies away as fast as he can. A giant fish jumps up and eats anyone in its way (22%) and spits them out towards the other side of the screen (34%, far knockback)

Gimmick: The amount of air left in your balloons is indicated by their size. If there's too little air, they'll be small. If there's too much air, they'll be big (and pop, as mentioned earlier).


Taunts:

1: The balloons come off, but Balloon Fighter jumps up and straps them back on.
2: Balloon Fighter swings back and forth as if he's on swings.
1+2: Balloon Fighter does a twirl around with the balloons on his back.

Winposes:

1: Balloon Fighter is asleep, but then wakes up realizing he's floating away and tries to get back on the ground.
2: Balloon Fighter inflates his balloons to the max, only for them to pop so hard he gets pushed back by the air.
3: Balloon Fighter floats past an array of balloons, smiling in amazement.

Icon: The balloons used for the Balloon Fight stage.

Boxing Ring Title: An NES Pop Star

Victory Music: A combination of the victory themes for normal stages and bonus stages.

Kirby Hat: Balloon Fighter's helmet.

 

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