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Create a Fighter and Moveset (Revival Thread 2)


vanguard333
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As the title implies: pick a video game character, and give them a moveset. 

 

Here's mine: 

Character: Byleth (Three Houses Trainer):

Description: The House Leaders have been invited to Smash Bros., but as there's only one invitation, and the Church of Seiros (who were mailed the invitation) can't decide between them, they have to sign up together as a three-person team rather than as three individual fighters. Byleth acts as their instructor: coordinating with them and guiding them from the background. 

Claude is an agile combo-making trickster supreme; utilizing his Hero's Relic and his bag of tricks to rack up damage. He is pure speedy, ranged annoyance.

Dimitri is a mighty warrior. Though lacking in ranged attacks, he doesn't need them; his Hero's Relic has all the range it needs, and with his power behind it, it will send opponents flying. 

Edelgard is a stone wall. With her small stature and heavy build, she is not one to be sent flying very easily. Her axe Aymr may lack range compared to the many swords that dot the Smash landscape, but it packs a punch. When range is an issue, she can utilize her Dark Magic to pressure her enemies and help her vanquish all obstacles in her path. 

Palette: The palette swaps give the House Leaders colourations resembling different students in their respective houses, while Byleth resembles various other characters, including Jeralt, Sothis, Seteth and Rhea.

Moveset:

Shared:

Spoiler

Down Special: Rescue + Warp: swaps out the current House Leader with the next one: Edelgard --> Dimitri --> Claude -->

Final Smash: Ruptured Heaven: Byleth unleashes the full power of the Sword of the Creator

 

Edelgard:

Spoiler

standard:

forward tilt:

up tilt:

down tilt:

forward smash:

up smash:

down smash:

standard aerial:

forward aerial:

back aerial:

up aerial:

down aerial:

Standard Special: (The same as Byleth's axe special)

Forward Special: Luna: Edelgard unleashes a moon-like spell blast upon the opponent. It deals the same damage and knockback regardless of the foe's weight (so it assumes about medium-weight). 

Up Special: Helm Splitter: Edelgard leaps into the air and brings down a mighty blow with her axe. 

Grab: Banshee: Edelgard unleashes the banshee spell; paralysing her opponent. This grab has decent reach. 

 

Up Taunt:

Side Taunt:

Down Taunt:

 

Victory Pose 1:

Victory Pose 2: 

Victory Pose 3:

 

Dimitri:

Spoiler

standard:

forward tilt:

up tilt:

down tilt:

forward smash:

up smash:

down smash:

standard aerial:

forward aerial:

back aerial:

up aerial:

down aerial:

standard special: Vengeance: Dimitri channels his rage into a mighty lance blow; damage and knockback increases based on his current %. 

forward special: (same as Byleth's lance special)

up special: Tempest Lance: Dimitri propels himself upward using the tempest generated from his lance. 

grab: A basic grab: Dimitri reaches out with his free hand and tries to grab the opponent. 

 

Up Taunt:

Side Taunt:

Down Taunt:

 

Victory Pose 1:

Victory Pose 2: 

Victory Pose 3:

 

Claude:

Spoiler

standard:

forward tilt:

up tilt:

down tilt:

forward smash:

up smash:

down smash:

standard aerial:

forward aerial:

back aerial:

up aerial:

down aerial:

standard special: (The same as Byleth's bow special)

forward special: Curved Shot

up special: Claude's wyvern grabs him by the shoulders with its talons and hauls him up. 

grab: Encloser: Claude launches a shot that pulls the foe towards him. 

 

Up Taunt:

Side Taunt:

Down Taunt:

 

Victory Pose 1:

Victory Pose 2: 

Victory Pose 3:

 

Any suggestions for the standard, tilt, smash and aerials?

Edited by vanguard333
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Jill Valentine

Spoiler

Intro: Jill loads her pistol and gets into stance.

Stance/Idle 1: Jill holds the pistol near her right hip pointing down.

Idle 2: Jill puts her left hand on her left hip.

Notable Palette Swaps: RE1 outfit, Barry Burton, Chris Redfield, Rebecca Chambers, Albert Wesker, RE3 outfit, RE5 Jill colors, Revelations outfit

Walk: Jill walks slowly with her pistol closer to her face.

Jog: Her running animation from RE1.

Dash: Jill sprints while holding on to her pistol.

Damage: Her damage animation from RE1.

Jump: Her jumping animation from Marvel vs. Capcom 2.

Crouch: Her crouching animation from Marvel vs. Capcom 2.


Weapon of Choice: Jill holds a multitude of weapons in her inventory.

Jab: Jill elbows the opponent once (4%, small knockback)
Forward+A: Jill attacks with her right knee (5%, small knockback)
Down+A: Jill sweeps with her left foot (6%, small knockback)
Up+A: Jill chops the air with her left hand (5%, small knockback)

Air+A: Jill kicks out with her right leg (8%, small knockback)
Air Forward+A: Jill performs an aerial shoulder dash (9%, small knockback)
Air Back + A: Jill shoots a bullet behind herself (6%, small knockback)
Air Up+A: Jill shoots 3 bullets above herself (9%, small knockback)
Air Down+A: Jill stomps the air (12%, OK knockback)

Dash Attack: A shoulder dash, from Marvel vs. Capcom 2 (9%, small knockback)
Edge Attack: Jill narrowly ducks a crow that attacks her (10%, OK knockback)


Smash Moves
Forward+A: Jill catches a zombie attacking from behind her, and pushes it down in the opposite direction. When closer to an opponent, the zombie bites and poisons them (21%, medium knockback). When further away, the zombie is simply dropped onto them (17%, OK knockback)
Up+A: A dog also attacks Jill from behind, and Jill throws it upwards (19%, OK knockback)
Down+A: Jill strongly stabs downward with her knife (18%, OK knockback)

Grab: A zombie appears and Jill successfully pushes it away. It can grab an opponent and bite them.
Pummel: The zombie gnaws away at a player four times (4% each) until it decides to headbutt them away (7%; 23% total, OK knockback)
Forwards+Throw: N/A
Down+Throw: N/A
Back+Throw: N/A
Up+Throw: N/A

Special Moves

B : Inventory Weapon; Jill selects a weapon from her inventory. She always starts a match with her pistol.
B + Forwards : Genesis; Jill scans the air for an item for her inventory, some rarer than others.
B + Up : Hookshot; Jill fires a grappling hook into the air. It goes a good distance, and Jill even zips back up when the hook reaches maximum distance (by holding B, and releasing if you DON'T want to go the max distance). She can also grapple fighters and kick them downwards for a meteor effect (20%, medium knockback)
B + Down : Lockpick; Jill gets out her lock pick (using either on the ground or a container) and picks up a random item.

Final Smash: End of Tyrant; Tyrant appears and slashes opponents in range three times (17% each, far knockback), with devastatingly good range. By pressing the B button, Jill gets out her rocket launcher and blows Tyrant to pieces, getting any fighters in range (19%, far knockback)

Gimmick: Inventory Management; here are the items that appear in Jill's inventory:

>Pistol (Rarity: Unlimited): Jill has 12 bullets that can be used in succession (2% each, small knockback)


>Grenade Launcher (Rarity: 70%): A weapon with 6 rounds that have short range and moderate lag after each use, but a wide radius with each round (15% each, OK knockback)


>Rocket Launcher (Rarity: 30%): A powerful weapon with long range and a devastating radius, but only 1 rocket (40%, far knockback)


>Knife (Rarity: Unlimited): A close range weapon that Jill can use when she's not in a good position to use her other items (10% at the start, OK knockback; 7% after 15 seconds, small knockback)


>Herbs: Medicinal plants that have different curative effects on Jill. The types of herbs that appear are:
    >Green Herbs (Rarity: 80%): Herbs that heal 11% damage off of Jill.
    >Blue Herbs (Rarity: 60%): Herbs that heal any status effects.
    >Mixed Herbs A (Rarity: 40%): Any combination of either type of herb. Green and red heal off 33% damage, green and blue heal 22% and cure status effects, and red and blue cure status effects and temporarily make Jill immune to status effects (about 30 seconds).
     >Mixed Herbs B: (Rarity: 20%): A combination of all 3 types of herbs, presented as grayish brown. It heals 44% damage off Jill, cures any and all status effects, and makes her immune to status effects for 35 seconds.


Taunts:

1: Jill raises her pistol with both hands close to her face.
2: Jill reloads her pistol, which resets your bullet count to 12 when you've used some and/or run out.
1+2: Jill tips her beret for a brief second.

Winposes:

1: "I'm a member of S.T.A.R.S." says Jill as she takes off her beret.
2: Jill sets off a flare for a rescue helicopter and signals for help.
3: Jill loosely mimics her official artwork from Marvel vs. Capcom 3.

Icon: The Umbrella logo

Boxing Ring Title: Survivor of Many Horrors

Victory Music: A remix of https://youtu.be/sjDUMeDCdmM, and then a remix of https://youtu.be/9UcnJx61Yzw

Kirby Hat: Jill's beret

Loosely inspired by: ink-saver.tumblr.com/image/188…
 

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Shantae

 
  • N Special: Belly Dance - Shantae belly dances while a quick select menu pops up, much like in HGH. The player can select one of four options:
    • Monkey - Shantae transforms into a swift, lightweight monkey that can climb walls and shoot off of them with Monkey Bullet.
    • Elephant - Shantae transforms into a heavy, slow elephant that can charge forward and stomp the ground.
    • Mermaid - Shantae transforms into a mermaid who glides along the ground, attacks with a trident, and shoots bubbles.
    • Warp - Shantae sets a Warp Squid down. The next time she uses Magic Dance while a Warp Squid is on the battlefield, Shantae will warp to the squid and the squid will disappear. The squid can be picked up and thrown by both Shantae herself and other fighters.
  • S Special: Scimitar Dash
  • U Special: Flying Carpet
  • D Special: Magic Lamp - Shantae holds up the Magic Lamp, which will absorb certain projectiles and draw items towards Shantae.
  • N attack: Hair Whip
  • F tilt: Power Kick
  • F smash: Scimitar Chop
  • D ash: Elbow Dash
  • U tilt: Leap Twirl
  • U smash: Storm Puff
  • D tilt: Crouching Hair Whip
  • D smash: Double Hip Check
  • N air: Hair Whip
  • F air: Flamethrower
  • B air: Reverse Twirl
  • U air: Storm Puff
  • D air: Scimitar Drop
  • U Taunt: Shantae strikes her classic victory/transformation pose and winks
  • S Taunt: Shantae levitates and spins around briefly, like when collecting one of the Stones or Magic Seals
  • D Taunt: Shantae smacks her rear like a Bat Gal

Just need ideas for her throws and Final Smash.

I suppose Kirby would get his own versions of the Monkey, Elephant, and Mermaid forms when using Shantae's Belly Dance?  Or he could copy the Magic Lamp instead.

Edited by Lord_Brand
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Intro: The Adventurer’s intro before they start a level in Ring Fit Adventure.

Stance/Idle 1: Their complete idle stance from Ring Fit Adventure.

Idle 2: The Adventurer does a couple squats.

Idle 3: The Adventurer sets Ring down and stretches.

Notable Palette Swaps: Male, Female, Ring (Male), Dragaux (Female), Hubby (Male), Honey (Female), Armando (Male), Allegra (Female) 

Walk: The walk animation from Ring Fit Adventure.

Dash: The dashing animation from Ring Fit Adventure, complete with the fiery hair.

Damage: The damage animation from Ring Fit Adventure; even the ones after Ab Guard.

Jump: The Adventurer squats down and jumps (the height is increased when you squat a second longer), and then a Low Ring Press.

Crouch: The Adventurer squats down.


Weapon of Choice: Ring, the Adventurer’s companion throughout Ring Fit Adventure. The two work in tandem to pull off a multitude of skills.


Jab: The Adventurer shoots a gust of air out of Ring (3%, small knockback)
Forward+A: The Adventurer keeps running as they shoot air (5%, small knockback)
Down+A: The Adventurer squats down as they shoot air (3%, small knockback)
Up+A: The Adventurer points upwards and shoots air (4%, small knockback)

Air+A: The Adventurer shoots a gust of air in the air (5%, small knockback)
Air Forward+A: Knee-to-Chest; the Adventurer pulls their knees to their chest, and legs fly out like a spring (8%, small knockback)
Air Back + A: Smoothie Spill; the Adventurer accidentally spills a Grape Smoothie they had on them (2%, small knockback). Where it lacks in damage, it makes up for by pushing the Adventurer forward a couple feet.
Air Up+A: Warrior I Pose; the Adventurer puts one leg forward and extends the other backward. A flower pops and launches the opponent (9%, OK knockback), sometimes healing the Adventurer if a sweet spot is hit (8% healed off)
Air Down+A: Knee Lift; the Adventurer lifts one knee up while the other faces downward (12%, OK knockback with a meteor effect)

Dash Attack: The gusts of air have increased power (8%, small knockback)
Edge Attack: The Adventurer does a slightly weaker Chair Pose (8%, small knockback)


Smash Moves
Forward+A: Chair Pose; the Adventurer does a chair pose, and a flower appears and charges with the attack (10% uncharged, OK knockback; 15% normal charge, OK knockback; 25% fully charged, far knockback). This attack goes both up and down, and successful hits at full charge sometimes heal Ring Fit.
Up+A: Victory Pose; the Adventurer squats down, and bursts a dome of light around themselves (9% uncharged, small knockback; 19% at normal charge, OK knockback; 29% fully charged, medium knockback)
Down+A: Overhead Press; the Adventurer squeezes Ring, summoning a giant fist with a meteor effect (11% uncharged, OK knockback; 20% at normal charge, OK knockback; 30% fully charged; far knockback)

Grab: Abdominal Press Hold; the Adventurer traps the opponent in a giant ring.
Pummel: Ring Fit squeezes the opponent (3%)
Forwards+Throw: Bow Pull; the Adventurer pulls Ring back like a bow, and a giant fist comes out (11%, OK knockback)
Down+Throw: Overhead Bend; the Adventurer bends down and tosses the opponent with an illusion of abs (14%, OK knockback)
Back+Throw: Standing Twist; the Adventurer twists backwards and tosses the opponent (11%, OK knockback)
Up+Throw: Front Press; the Adventurer squeezes Ring, and a fist comes up and smacks the opponent upward (12%, OK knockback)


Special Moves

B : Ring Pull Blast; By holding down B, Ring Fit can suck in opponents (no damage) while charging up a powerful gust of air. At full charge, an extremely powerful gust blows out and pushes opponents far away (20%, far knockback)
B + Forwards : Ab Guard; Ring Fit presses Ring to their abs and raises a shield. The shield gets stronger the longer B is held; it reduces the damage from enemy attacks until it is broken by a strong enough attack.
B + Up : Low Ring Press: Ring Fit points Ring downward and lets out a gust of air, with more powerful ones coming at a charge (14%, medium knockback). Ring Fit then glides by the blast until they either touch the ground or run out of air.
B + Down : Squat Spring; Ring Fit squats down, and a spring appears underneath them to bounce them up; the longer B is held, the greater the height. It doesn’t leave Ring Fit in freefall, so use it in tandem with Low Ring Press for optimal recovery.

Final Smash: Overhead Hip Shake Rush; a massive beam of light appears around the Adventurer, and any opponents trapped in the vicinity are taken to a cutscene. The player must move the Right Stick continuously for 12 seconds as they deal a number of blows to the opponents (1% per hit). The maximum number is 50, and then opponents are launch after the sound of a bell (16%; 66% percent total, far knockback)

Gimmick: Rhythm Gauge; a gauge that fills with each successful combos you pull off, which also goes down if you fail a combo, get attacked, or do nothing while it is somewhat full. When it’s completely full, the Adventurer’s hair glows like a flame, and their attack power is increased by 5% more damage for a 40 seconds.


Taunts:

1: The Adventurer stretches to the left.
2: The Adventurer stretches to the right.
1+2: The Adventurer stretches both arms to their back.

Winposes:

1: The Adventurer performs a Victory Pose, like they do in the game.
2: The Adventurer high-fives Ring, like they do in the game.
3: The Adventurer drinks a spinach smoothie after a hard workout, like they do in the game.

Icon: The dot in both ‘i’s on the game’s logo,

Boxing Ring Title: A Ring Fit for a Hero

Victory Music: The victory theme after a level.

Kirby Hat: The Adventurer’s hair and headband (depending on gender), as well as a Ring replica.

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Geralt of Rivia:

Game: The Witcher

Description: 

 

Moveset:

Standard: A quick punch. Combos as two light punches followed by a heavy punch. 

Forward Tilt: Quick Sword Attack. Can be chained. 

Up Tilt: Quick Upward Cut. Can be chained.

Down Tilt: Low Sweeping Cut. Can be chained.

Forward Smash: Heavy Sword Attack.

Up Smash: Heavy Upward cut. 

Down Smash: Low Spin Attack. 

Dash Attack: Twirling Cut

 

Standard Aerial: Circular Cut

Forward Aerial: Dragon's Dream: Geralt throws a dragon's dream bomb forward, releasing a cloud of gas that explodes upon ignition unless it dissipates in 20 seconds. 

Back Aerial: Dancing Star: Geralt throws a dancing star bomb backward, exploding and burning opponents for damage over time. 

Up Aerial: Grapeshot: Geralt throws a grapeshot bomb upward, inflicting high damage on all foes within explosion radius. 

Down Aerial: Northern Wind: Geralt throws a northern wind bomb downward, freezing all opponents within the explosion radius. 

 

Standard Special: Potion Drink: Geralt drinks one of the following potions from his collection:

  • Petri's Philter: Increase the power of special attacks for 20 seconds. Toxicity: 30
  • Thunderbolt: Increase the power of standard, tilt and smash attacks for 20 seconds. Toxicity: 30
  • Swallow: Restore 2% HP every two seconds for 20 seconds. Toxicity: 25
  • White Honey: Clears all toxicity and negates the current potion's effects. 

If Geralt's toxicity gets above 50, he will take 30% damage. If toxicity gets over 80%, Geralt's movement will become sluggish. If toxicity reaches 100%, Geralt will automatically self-destruct on the spot. It takes 50 seconds for a potion to recharge. 

Forward Special: Igni: Geralt unleashes a forward mid-range burst of fire.

Up Special: Aard: Geralt propels himself upward through a burst of kinetic force. 

Down Special: Axii: Geralt brainwashes an enemy immediately in front of them; leaving them in a confused state. 

 

Grab: Geralt grabs the foe using a silver chain. 

 

Victory Quotes:

"I have nothing to say."

"I am getting coin for this, right?"

"Roach!"

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Sirfetch'd

Intro: Sirfetch’d appears out of a Luxury Ball and readies itself for combat.

Stance/Idle 1: Sirfetch’d holds its leek and leaf shield as it marches in place.

Idle 2: Sirfetch’d slightly swings its sword backwards.

Idle 3: Sirfetch’d smirks and slightly turns its head.


Notable Palette Swaps: Farfetch’d, Psyduck, Swanna, Cramorant, Honchcrow, Corviknight, Galarian Farfetch’d

Walk: Sirfetch’d marches proudly.

Dash: Sirfetch’d charges forward, sticking out its leek.

Damage: Sirfetch’d turns its head, with the expression of writhing in agony.

Jump: Sirfetch’d jumps simply, raising up its leek.

Crouch: Sirfetch’d crouches and raises its lead shield.

Weapon of Choice: Its leek, which has seen many a countless battle for years.

A,A,A: A swing of its leek (10%, small knockback) and a shield bash (8%).

Forward+A: Sirfetch’d thrusts its leek straight forward (12%, OK knockback)

Down+A: Peck; Sirfetch’d jumps forward and pecks with its beak (9%, OK knockback)

Up+A: Sirfetch’d swings its leek in an upwards arc (12%, OK knockback)


Air+A: Sand Attack; Sirfetch’d lets out some sand from underneath its shield (6%, small knockback)

Air Forward+A: Peck; Sirfetch’d slightly pecks the opponent with its leek (9%, small knockback)

Air Back + A: Steel Wing; Sirfetch’d swings its leek behind itself and turns it to steel, along with its wing (14%, OK knockback)

Air Up+A: Sirfetch’d thrusts its leaf shield upwards (12%, OK knockback)

Air Down+A: Slam; Sirfetch’d descends quickly and slams its leek in the ground (16%, OK knockback)


Dash Attack: Sirfetch’d rams into the foe with its shield (14%, OK knockback)

Edge Attack: Sirfetch’d pecks with its beak (9%, small knockback)

Smash Moves

Forward+A: Rock Smash; Sirfetch’d slams its beak so hard that rocks fly out of the ground (21%, medium knockback)

Up+A: Round; Sirfetch’d sings a note very loudly, briefly stunning opponents at full charge (18%, OK knockback)

Down+A: Brutal Swing; Sirfetch’d swings both its leek and shield in a full circle, with a purple light spinning out of it (24%, medium knockback)


Grab: Sirfetch’d grabs the opponent with its beak.

Pummel: Sirfetch’d bops the opponent with its shield (9%)

Forwards+Throw: Sirfetch’d tosses the opponent out and smacks them with its shield (14%, OK knockback)

Down+Throw: Sirfetch’d stomps on the opponent, trapping them in the ground (16%)

Back+Throw: Sirfetch’d tosses the opponent out and smacks them with its leek (17%, OK knockback)

Up+Throw: Sirfetch’d tosses the opponent out and stabs them with its leek (19%, medium knockback)


Special Moves

B : Protect; Sirfetch’d raises its shield and nullifies all attacks; however, the strength of some hits will eventually cause the shield to wither. It will repair itself with each string of attacks until it becomes unusable, which is signaled by a snap. At that point, it will take much longer to repair itself.

B + Forwards : Meteor Assault; Sirfetch’d’s most powerful attack. At full charge, it will charge a great distance with its leek and slice through opponents (42%, far knockback). However, it will suffer recoil damage (14%) and cools down for two seconds.

B + Up : Brave Bird; Sirfetch’d thrusts upwards at a great height (26%, medium knockback). The height is extraordinary, but at the cost of extremely slow horizontal movement. In addition, Sirfetch’d will suffer minor recoil (8%).

B + Down : Fury Cutter; Sirfetch’d prepares its leek, and cuts in a downward arrow shape (12% once, 19% the second time; medium knockback). If Sirfetch’d is hit while preparing its slash, it will instead move swiftly and cut in a diagonal line (18%, OK knockback)


Final Smash: Final Gambit; A blue aura sparks around Sirfetch’d, and it rams the opponent with its shield (16%). The opponent is then trapped in a cutscene where Sirfetch’d closes its eyes and puts its leek to its head. It then slashes furiously at the opponent and launches them with one last slash (48%, far knockback). The recoil it suffers after is almost equal (43%), which will leave it in danger if it’s at high damage.


Gimmick: Sirfetch’d’s shield will slowly wither as Protect is used. It will repair itself in a few seconds if it’s mildly withered. If completely withered, the repair time is about 13 seconds (which takes it to its mildly withered state, which means a 4-second repair). In this state, Protect is rendered useless until repairs are finished. The shield’s durability is represented by a HUD mock-up gauge of the leek; the shield will start to wither when the gauge is 75% depleted.

Taunts

1: Sirfetch’d wiggles its unibrow, its head turned to the camera.

2: Sirfetch’d kneels in its direction.

1+2: Sirfetch’d raises its leek up and lets out a war cry.


Winposes

1: Sirfetch’d makes a poses that mirrors a cutscene from the Subspace Emissary where Link pulls out the Master Sword.

2: Sirfetch’d concludes its Meteor Assault, and raises its leek with a gallant explosion in the background.

3: Sirfetch’d swings its leek diagonally down twice, and raises its leek as it lets out a hurrah.


Icon: Poké Ball

Boxing Ring Title: The Noble Wild Duck

Victory Music: https://youtu.be/kGPHtS1kFZ8

Kirby Hat: Sirfetch’d’s shield.

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  • 2 weeks later...

Dr. Eggman

 

You know what they say: The more, the merrier! Sonic's nemesis, Dr. Ivo "Eggman" Robotnik joins the battle, piloting his Egg Mobile which is outfitted with a variety of weapons, not unlike the Koopa Clown Car piloted by Bowser, Jr. and the Koopalings.

  • N Special: Lock-On Missile
  • F Special: Drill Mobile
  • U Special: Flame Craft
  • D Special: Mine Drop
  • Nattack: Volkan Cannon
  • Ftilt: Spike Punch
  • Fsmash: Hammer
  • Dash: Drill
  • Utilt: Upward Flame Jet
  • Usmash: Overhead Hammer Ball
  • Dtilt: Volkan Cannon
  • Dsmash: Hammer Ball
  • Nair: Volkan Cannon
  • Fair: Jet Drill
  • Bair: Rear Flame Jet
  • Uair: Drill Eggman II
  • Dair: Spike
  • Grab: Egg X Arm
  • U Taunt: "Get a load of this!"
  • S Taunt: "I'll make mincemeat out of you!"
  • D Taunt: "Snooping as usual, I see!"
  • Final Smash: Great Eggman Robo - Eggman's Great Eggman Robo from Sonic & Knuckles fires its Master Emerald beam from the background, similar to Zero Suit Samus' Zero Laser.

Eggman's skins include his Classic and Boom designs. Nega could be a fourth variant, or he could be referenced through color scheme.

If Sonic scores a star KO on Eggman, he'll cry out "I HATE THAT HEDGEHOG!" as he flies into the distance.

Edited by Lord_Brand
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Speaking of antagonists:

Fighter: Bass

Game: Mega Man

Description: 

Bass is out to prove himself the mightiest robot ever built, and that includes joining Smash to prove his skills. He is a bit like Mega Man in being a more ranged fighter, but he is far more raw-firepower than Mega Man. He's faster, he's stronger, and his arsenal of weapons sourced from Robot Masters pack more punch. But his head-first approach can hold him back against an opponent that fights carefully. Overall, he is a force to be reckoned with.

 

Intro: Bass teleports onto the stages. 

Standard Moveset:

Spoiler

Standard: Fires a basic series of 3 repeated shots forward at his opponents, like in Mega Man & Bass. These shots are quick, but, unlike Mega Man, he cannot move while shooting. 

Dash: Dash. Bass dashes forward. This has more power than Mega Man's slide and is faster, but he is still standing upright and thus can more easily be hit while dashing. 

Tilt: Fires a stronger but still basic series of shots that can be repeated. Where the player aims determine where he fires, and he can fire in one of seven directions: forward, diagonal up/down, and straight up. 

Side Smash: Ice Wall: Creates a wall of ice in front of Bass. Bass pushes it to send it forward at enemies. It can be destroyed if it takes enough damage. If it appears in the air, it will drop to the ground; damaging any opponent it hits on the way down. 

Up Smash: King Axe: Bass swings King's axe in an arc above himself. 

Down Smash: Wave Burner: Similar to Mega Man's down special, but, rather than straight up in a line, the flames ascend in a wave. 

Aerial Moveset:

Spoiler

Standard Aerial: Tengu Blade: Bass unleashes a vertical slash in mid-air that is immediately followed by a projectile. This projectile can bounce off parts of the stage.

Forward Aerial: Dash-Jump: Bass dashes in mid-air. This can help Bass' recovery as well as damage enemies. 

Back Aerial: Green Blob: Bass shoots a piece of the Green Devil robot at the opponent behind him. 

Up Aerial: Magic Card: Bass throws a magic card up in the air at his opponent. This attack can be used to drain enemy HP. 

Down Aerial: Lightning Bolt: Bass briefly pauses in mid-air and shoots a lightning bolt down below him. This attack can go through parts of a stage. 

Special Moveset:

Spoiler

Standard Special: Spread Drill: A large drill is fired. It is slow-moving and will eventually fall. Press B again to split it into two smaller and faster drills, and press B again after that to split into four very fast drill that cover a wide area, but do less damage and knockback. 

Side Special: Remote Mine: shoots a mine that can stick to enemies. This attack can be guided by Bass while in the air (like Din's Fire) and detonated by pressing B again. It will detonate on its own after a given period of time. 

Up Special: Treble Boost: Treble merges with Bass and temporarily acts as a jetpack for Bass. 

Down Special: Copy Vision: Creates a holographic copy of Bass where Bass now stands. The copy fires 20 shots before disappearing. 

 

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Sora

Intro: Sora appeared from a save point and gets into his fighting stance.

Stance/Idle 1: Sora holds his Keyblade near his right hip and looks around.

Idle 2: Sora rests his Keyblade on his right shoulder for a few seconds.

Idle 3: Sora bares his teeth in the direction he's facing.

Notable Palette Swaps: KH3 outfit, KH2 outfit, KH3 Guardian Form, KH2 Valor Form, KH3 Element Form, KH2 Final Form, KH3 Second Form, KH2 Limit Form

Walk: His walk from the games.

Dash: His run from the games.

Damage: His damage animation from the games.

Jump: High Jump and Doubleflight.

Crouch: Crouches with his Keyblade's end on the ground, holding it.


Weapon of Choice: The Kingdom Key, the Keyblade Sora starts his journey with.


A,A,A: Slapshot; Sora slashes twice, then follows up with an uppercut (14%, OK knockback)
Forward+A: Speed Slash; Sora slashes twice (8% each hit, small knockback), and then does a quick dual slash (13%, OK knockback)
Down+A: Sliding Dash; Sora performs a slide across the ground, slightly faster than that of Cloud (12%, OK knockback)
Up+A: Upper Slash; Sora swings his Keyblade upwards with both hands (10%, OK knockback)

Air+A: Magnet Burst; Sora briefly surrounds himself with an array of magnetic orbs (13%, OK knockback). Pressing A again, if necessary, sends these orbs flying out (19%, medium knockback)
Air Forward+A: Aerial Finish; Sora slashes forward three times (12%, small knockback), and then finishes with a strong slash (10%, OK knockback)
Air Back + A: Aerial Sweep; Sora slashes behind himself three times (11%, OK knockback)
Air Up+A: Hurricane Blast; Sora vertically swings around four times with his Keyblade (14%, OK knockback)
Air Down+A: Diving Strike; Sora dives down and strikes the ground with his Keyblade (15%, OK knockback)

Dash Attack: Prism Windmill; Sora spins Keyblade in front of him, protected by a shield of light (15%, OK knockback)
Edge Attack: Magic Flash; Sora lifts himself up and uses a flash of light that affects the area around him (11%, OK knockback)


Smash Moves
Forward+A: Strike Raid; Sora throws his Keyblade forward as it spins (15%, OK knockback). Pressing A again performs two more throws, and then the last throw is slightly stronger (18%, medium knockback)
Up+A: Ripple Drive; Sora swings upwards and summons a barrier of light with rectangular patterns (21%, medium knockback)
Down+A: Explosion; three orbs of light surround Sora as he thrusts his Keyblade down to the ground (22%, medium knockback)

Grab: Sora casts Magnet and binds the opponent.
Pummel: Sora crunches the opponent with Magnet (2.1%)
Forwards+Throw: Quick Blitz; Sora thrusts his Keyblade on the ground in a downward arc (14%, OK knockback)
Down+Throw: Fail-Safe; Sora spins once before tossing the opponent on the ground (13%, OK knockback)
Back+Throw: Merge; Sora spins around backwards before hurling the opponent in that direction (11%, OK knockback)
Up+Throw: Lunge n' Launch; Sora pushes the opponent forward and slashes upwards (13%, OK knockback)

Special Moves

B : Magic Selection; Sora can select a magic spell from his list (consisting of Fire, Blizzard, Thunder, and Aero). Once a spell is selected, it will stay on that spell until another is selected, which can be done on the fly.
B + Forwards : Sonic Blade; Sora thrusts forward four times, with consecutive button presses (6% each hit, small knockback)
B + Up : Airstep/Flowmotion; Sora travels in the pointed direction at the speed of light after releasing the button (holding it slows him down for six seconds). When he comes in contact with a wall, Flowmotion will activate.
B + Down : Ars Arcanum; Sora charges up and unleashes a flurry of nine slashes (19%, OK knockback)

Magic Spells
>Fire: Sora shoots out a small fireball (9%, small knockback); this can upgrade to Fira, which surrounds Sora in a fiery barrier that cancels out projectiles (12%, OK knockback)
>Blizzard: Sora shoots three snowflakes (11%, OK knockback) that have a chance of freezing the opponent; this can be upgraded to Blizzara, which summons an icy wind that can freeze opponents (16%, OK knockback). Sora can tilt forward after pressing B to create an icy rail, which he can then jump on for a Rail Slide.
>Thunder: Sora summons a spark from his Keyblade that surrounds a fair amount of his surroundings (15%, OK knockback); this can be upgraded to Thundara, which shoots down lighting onto his Keyblade and forms a dome (18%, OK knockback)
>Aero: Sora shoots a wind arc from his Keyblade that turns into a mini-tornado (17%, OK knockback); this can be upgraded to Aerora, a slightly larger tornado that Sora can use as an air boost, even in the air (20%, medium knockback)

Final Smash: Ultimate Union Ragnarok; Sora attempts to unleash Ultimate Form (Final Form in his KH2 outfit), and catches any opponents he successfully hits (8%). The trapped opponents are taken into a cutscene as Sora slashes them with hundreds of swords (32%), and finishes off with Union Ragnarok, with the Lux symbol showing as he fires it (16%) (56% total, far knockback).

Gimmick: Situation Commands; after pulling off successful combos, three arrows appear by Sora's HUD, one by one. Once a combo is successful with all three arrows, a command appears above Sora's icon, and pressing B will activate one of five attacks, four of which are Grand Magic. The -ra tier spells are listed in the spell list. If your combos are purely physical, you will enter Second Form by pressing B. Second Form has slightly altered special moves, all of which eventually tire Sora out of Second Form.

>Firaga: Sora summons a giant fireball that can travel offscreen when it doesn't hit any opponents (21%, medium knockback); this can be upgraded to Firaza, which fires a mini-sun in Sora’s direction (26%, medium knockback)
>Blizzaga: Sora fires a giant ice projectile that freezes the first opponent it hits, and sends all others flying (22%, medium knockback); this can be upgraded to Blizzaza, which sends three icicles raining down in Sora’s direction that explodes and cover a small part of the stage, making the floors slippery (27%, medium knockback)
>Thundaga: A pillar of electricity appears and combos any opponents above Sora (23%, medium knockback); this can be upgraded to Thundaza, which affects opponents in an area nearly half the length of Final Destination (32%, far knockback)
>Aeroga: Sora summons two tornadoes that circle him, sending opponents flying (25%, far knockback); this can be upgraded to Aeroza, which summons a giant Tornado that stays in place and sends opponents flying once it’s finished (33%, far knockback)
>Stun Impact: Appearing for 17 seconds, Sora will briefly explode in a dome of light with a small electric effect, stunning anyone on the ground (23%, medium knockback)

Whenever you use a Grand Magic tier of a spell, that spell enters a 15 second cool down period.

Sonic Blade and Ars Arcanum receive a 5% attack boost, along with the following effects:

>Sonic Blade now has a final fifth thrust stronger than the previous four (18%, OK knockback)
>Ars Arcanum now slashes ten times, and then follows up with three final slashes (21%, medium knockback) followed by Ragnarok, which fires a cluster of energy shots (20%, medium knockback)

Only the -ga tier spells do not immediately cancel out Sora’s Second Form, as using either spell consecutively will activate a -za tier spell as a Situation Command.


Flowmotion: Sora's answer to acrobatic platforming. Activated when he comes in contact with a wall after Airstep, Sora can use two types of Flowmotion attacks:

>Shock Dive: An AOE slam attack Sora uses when he uses Superjump (19%, medium knockback)
>Kick Dive: Sora attacks immediately after shooting off a wall, pointing his feet at the enemy as the Keyblade spins around him (21%, OK knockback)

Flowmotion's startup is indicated by a blue aura, while its fizzling out in a second is indicated by a pink aura. When Sora is using Superjump to recover, he will be left in free fall once Flowmotion goes away.


Taunts:

1: Sora wipes his nose and smiles.
2: "Yeah!" Sora raises his Keyblade high in the air.
1+2: Sora performs Break Time, where he spins around for a bit and says "ta-da!" as he puts his right hand on his hip and puts up his left hand.

Winposes:

1: "That's the power of the Keyblade!" Sora's victory animation from KH1, whenever he wins a tournament in Olympus Coliseum.
2: Sora spins his Keyblade and sticks it firmly in the ground, smiling (based on one of his renders based on KH1 artwork of him).
3: Sora opens a treasure chest as he does in the games, and a Meow Wow comes out to cuddle-tackle him.

Icon: The heart in KH series logo.

Boxing Ring Title: The Key to Many Hearts

Victory Music: (up for debate)

Kirby Hat: Sora's hair and necklace.

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Warriors of Light

This fighter team consists of Warrior, Thief, Black Mage, and White Mage, each of whom has their own strengths and weaknesses. Warrior has the strongest physical attacks, the best melee reach, and is hard to flinch out of his smash attacks, but lacks ranged attacks and is the slowest of the four. Thief is the fastest and most agile, striking quickly with daggers and feet up close, but is the lightest and has the shortest melee range. Black Mage's spells offer both range and power, but they also require MP, and his physical attacks are the weakest of the four. White Mage is the most balanced statistically, with useful spells supported by her hammer and staff. Together, they have the power to Summon Bahamut for their Final Smash.

  • N Special: Command List - Each of the four warriors has a unique Command List with four options apiece.
    • Warrior Swords - Warrior's Command List changes which sword he has equipped. Kirby's version has him attack with the chosen weapon once per use.
      • Mythril Sword - Warrior's default sword, a well-rounded weapon with no bells or whistles.
      • Defender - Reduces damage dealt to the Warrior and makes him harder to flinch and launch, but also reduces his speed and jumping ability.
      • Blood Sword - Deals less damage than the Mythril Sword but heals Warrior by a portion of the damage dealt.
      • Ultima Weapon - The strongest of the four swords, though its strength and length wanes as the Warrior takes more damage.
    • Thief Skills
      • Steal - The Thief steals an item from a nearby opponent. The stolen item is generated randomly; any item the opponent may be holding or wearing is not stolen.
      • Invis - The Thief turns invisible until his next attack.
      • Poison - The Thief poisons his daggers, causing his next dagger attack to inflict Flower status.
      • Sleeping Powder - The Thief throws a cloud of sleep-inducing powder forward.
    • Black Magic
      • Focus (0MP) - Strengthens the next Fire, Blizzard, or Thunder spell the Black Mage casts, at the cost of greater MP use. Can be used up to two times in succession.
      • Fire, Fira, Firaga (4 MP, 10 MP, 25 MP) - The Black Mage burns the closest foe in front of him with fire.
      • Blizzard, Blizzara, Blizzaga (4 MP, 10 MP, 25 MP) - The Black Mage freezes the closest foe in front of him with ice.
      • Thunder, Thundara, Thundaga (4 MP, 10 MP, 25 MP) - The Black Mage zaps the closest foe in front of him with a lightning bolt.
    • White Magic
      • Float (5 MP) - Causes the White Mage to float above the ground for a short while, increasing speed and jump height but reducing traction and weight.
      • Heal (10 MP) - The White Mage heals herself and allies near her.
      • Reflect (20 MP) - The White Mage casts a Reflect spell that remains on her party for a short while, reflecting projectiles similar to the Franklin Badge.
      • Holy (50 MP) - The White Mage summons beams of damaging light.
  • F Special: Chocobo Ride - The active warrior hops on a Chocobo and rides it forward, knocking opponents out of their path.
  • U Special: Moogle Rescue - A Moogle lifts the active warrior upward through the air for a short while before tiring.
  • D Special: Select Warrior - Brings up a list of the other three warriors. You can switch to any one you please.
  • Final Smash: Summon Bahamut

Colors: Default, Earth, Fire, Water, Wind, Dark, Light, NES

Apologies for the truncated moveset; I accidentally hit a key that submitted the post before I was done. I'll add the rest of the moves over time.

The Warriors of Light team primarily represents FF1, but they do draw material from later FF games, particularly FF3. I would include Monk and Red Mage in the team, but rotating between six fighters seems unwieldy, plus I felt that Monk would be kinda boring compared to the rest of the original six and Red Mage would just feel like a mix of Warrior, Black Mage, and White Mage. Though considering most promotional material for FF1 features the Warrior, BM, WM, and RM, I could see Red Mage replacing Thief. But I like the variety in color, personality, and abilities of the four I've chose, not to mention they represent the most iconic roles of RPGs: Fighter, Mage, Thief, and Healer.

The WoLs' Hammer and Golden Hammer animations resemble the two-frame attack animations from the old FF titles.

Edited by Lord_Brand
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  • 2 weeks later...

I kind of only did the specials and final smash but whatever...

Isaac from Golden Sun: 

Gimmick: Psynergy Points (PP): Isaac starts with
100 PP. Each one of his specials requires PP. PP can be restored by walking around and using other moves (besides specials.) Isaac's PP is displayed above his portrait during a battle.

Neutral: Ragnarok (7 PP) - Isaac summons a massive sword that strikes the opponent. Deals 3 times the damage of the opponent's previous attack. However, if the attack misses, Isaac is left vulnerable.

Side: Move (2 PP) - Isaac casts a giant hand that pushes opponents away. It does no damage, however it can block projectiles and some melee attacks.

Up: Retreat (6 PP) - Isaac teleports away in the blink of an eye! You can control his destination by pressing the special button and moving the control stick in the desired direction. Leaves Isaac in a fall state afterwards.

Down: Quake (4 PP)/Earthquake (7 PP)/Quake Sphere (15 PP) - Isaac attacks with a powerful quake. This can be charged. The more you charge it the more powerful it becomes, and the more range the move has. (Quake -> Earthquake -> Quake Sphere) However, you are vulnerable to attacks while charging!

Final Smash: Judgment - Isaac summons Judgment! Isaac needs to be relatively close to his opoonent in order to use his final smash. Cinematic: Judgment gathers power in its lion shield and then shoots a powerful beam that creates a big explosion engulfing Isaac's opponent(s).

Tom Nook from Animal Crossing: 

Neutral: Sell- Tom Nook pockets the opponent's projectile and returns the favor by releasing a couple of bells at the opponent. (This can be done by pressing the special button again.) The stronger the projectiles, the stronger the bells. The bells start as a few coins (for weaker projectiles) to a bag of bells (for stronger projectiles.) Note: Tom Nook does not get to use the pocketed projectile like Villager and Isabelle.

Side: Vaulting Pole- Tom Nook launches a vaulting pole that travels in an arc. Once the pole hits the ground, Tom Nook flings himself onto the pole and then launches himself forward. Tom Nook travels across the stage, and any opponents hit receive massive damage and are knocked back pretty far!

Up: Balloon Sale- Tom Nook is selling various balloons, but then the colorful balloons in Tom Nook's hand start to carry him upward. The player can slightly control which way the balloons travel but they mostly carry Tom Nook upward. Tom Nook is holding three ballons which can be popped!

Down: Workbench- Tom Nook crafts either a tool or a piece of furniture. To use the tool or place down the furniture press down and the special button again. To discard a tool press B and shield. Furniture will stay on the stage until they are destroyed.
• Flimsy Shovel- Opponents are grounded when hit.
• Flimsy Axe- Tom Nook swings an axe. This does a lot of damage, but has little knockback.
• Campfire- Tom Nook sets down a campfire which does small chip damage to opponents.
• Log Stool- Tom Nook sits on the stool and falls asleep. When asleep Tom Nook restores damage. However, opponents can knock Tom Nook off the stool or destroy the stool entirely.
• Signpost- Tom Nook places down a signpost in a selected direction (either left or right.) Opponents will receive minor damage if they touch the arrow.

Final Smash: Millionaire Mansion- Tom Nook builds a ginormous mansion on his opponents. This does massive damage and has great knockback. After the mansion is built, three bags of bells are launched from the mansion onto the surrounding area. These bags have amazing knockback and will catch opponents off guard.

                What do you guys think?





 

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  • 3 weeks later...

Garland

 

The fallen knight of Corneria has come to knock you all down! Garland's attacks make use of Rebellion, his greatsword introduced in Dissidia NT, and magic attacks that reference Lich, Marilith, Kraken, Tiamat, and Chaos. Garland is a heavyweight powerhouse with good reach but low speed and endlag that can leave him open.

Garland's crouch references his pose in the original game.

Special

  • N Special: Blaze
  • S Special: Tsunami
  • U Special: Cyclone
  • D Special: Earthquake

Ground

  • N attack: Twin Swords
  • F tilt: Twist Drill
  • U tilt: Deathblow
  • D tilt: Crouching Flare
  • F smash: Thundaga
  • U smash: Overhead Flare
  • D smash: Round Edge
  • Dash: Highbringer

Air

  • N air: Twin Swords
  • F air: Bardiche
  • B air: Flare
  • U air: Overhead Flare
  • D air: Thundaga

Grab & Throws

  • Grab: Reel - Garland pulls an enemy towards him with the tip of Rebellion. Reel is a Tether Grab, and thus can latch on to ledges.

Taunts

  • U Taunt: Garland points forward and says "It is your destiny."
  • S Taunt: Garland beckons and says "Join me in battle!"
  • D Taunt: Garland gestures with his open hand and declares "I, Garland, will knock you all down!"

Final Smash: Chaos Flare - Garland conjures a ball of dark energy in front of him. Opponents caught in his trap are subject to a brief cutscene of Garland becoming Chaos and blasting them with Flare. At high damage, the attack is an instant KO.

Costumes - The first six costumes come from Dissidia NT, while the last two are original.

  • P1: Knight of the Cycle A
  • P2: Hardened Zealot A
  • P3: Knight of the Cycle B
  • P4: Hardened Zealot B
  • P5: Knight of the Cycle C
  • P6: Hardened Zealot C
  • P7: Knight of the Cycle D
  • P8: Hardened Zealot D
Edited by Lord_Brand
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Celica

Intro: Same FE character intro, but with red smoke.
Notable Palette Swaps: Mae, Boey, Saber, Conrad, Witch Celica

Alternate Costumes: Gaiden Celica, Awakening Celica
 

Idle 1/Stance: Celica's idle stance from Shadows of Valentia.

Idle 2: Celica puts her left hand on her sword and points it upward

 

Walk: Her walking animation from Shadows of Valentia.

Dash: Her dashing animation from Shadows of Valentia.

Damage: Her damage animation from Shadows of Valentia.

Jump: Jumps and double jumps similarly to Robin, but more delicately.

Crouch: Celica crouches with her sword pointing down to the ground.

 

Weapon of Choice: The Beloved Zofia, an upgraded version of Celica's Golden Dagger.


Tilts

Jab: Celica swings once to the left, then a second time to the right (7%, small knockback)

Forward+A: Celica jabs her sword forward (9%, small knockback)

Down+A: Celica swings her sword down to the ground (7%, small knockback)

Up+A: Celica swings upwards (6%, small knockback)


Aerials

Air+A: Celica emits an Aura around herself (9%, small knockback; .8% recoil)

Air Forward+A: Celica slices the air with an arc of wind (11%, OK 

knockback; .5% recoil)

Air Back + A: Celica shoots a small fireball behind herself (8%, small knockback; .4% recoil)

Air Up+A: Celica emits remnants of her Seraphim spell above herself (12%, OK knockback; .5% recoil)

Air Down+A: Celica amplifies her sword with Thunder magic and swings in a downward spiral (11%, OK knockback; .6% recoil)

 

Smash Moves

Forward+A: Celica slashes upward as fire erupts from her sword (14%, OK knockback; .7% recoil)

Up+A: Celica casts an Aura circle above her (16%, OK knockback; 1.2% recoil). The animation is loosely based off Aura’s animation from Gaiden, but aesthetically based off its appearance in Shadows of Valentia.

Down+A: Celica slashes in a right turn 360 degree downward slash as wind appears from both sides of her (10%, medium knockback; .8% recoil)


Dash Attack: Her running finish animation from Shadows of Valentia (9%, small knockback)

Edge Attack: Celica swiftly stabs JUST above the ground (10%, OK knockback)


Grab and Throws

Grab: Celica grabs with her open hand and cast Nosferatu.

Pummel: Celica uses Nosferatu to raise the opponent's damage and restore her own (5%; 2.8% healed off)

F-Throw: Celica pushes back the opponent with a burst of magic (8%, OK knockback; .3% recoil)

U-Throw: Celica throws the opponent upwards with a small gust of air (11%, OK knockback; .6% recoil)

D-Throw: Celica calls down Thunder from above (12%, OK knockback; .7% recoil)

B-Throw: Celica throws the opponent behind her and attacks with Fire (9%, small knockback; .5% recoil)


Special Moves
B : Ragnarok; a chargeable Fire that attacks in two stages. In the first stage, by pressing B once, Celica summons a normal fireball in her direction (14%, OK knockback; 1.2% recoil) In the second stage, by holding B for a second, Celica casts a bigger and slightly slower fireball that hits three times (21%, medium knockback; 1.7% recoil). The animation is based off the one in Gaiden for when Celica casts magic.

B + Forwards : Seraphim; Celica launches an angelic light in front of her that goes faster when the button is held, but has a slightly longer startup (16%, OK knockback; 1.4%). The animation for casting it is based off of the one in Shadows of Valentia.

B + Up : Excalibur; Celica summons a tornado below herself that carries her VERY high, despite not letting Celica move horizontally until she enters free fall (18%, OK knockback). The animation for casting it is loosely based off of Mystery of the Emblem.

B + Down : Mila’s Turnwheel/Foudroyant; Celica activates Mila’s Turnwheel, which reverses an opponent's attack completely. It recharges after every use, so Celica will instead, in this case, amplify her sword with Thunder magic. When hit by physical attacks, Celica swings in somewhat tight range (20%, medium knockback; 1.7% recoil). When hit by projectiles, Celica swings and creates a Thunder arc that travels quickly, goes a decently long range, and hits the opponent six times (18%, OK knockback; 1.4% recoil)


Final Smash: Ragnarok Ω; Celica, as she says “Grant me strength!”, stops time with Mila’s Turnwheel. The brand on her right hand glows, and she summons a long stream of fire (23%). The stream circles around trapped opponents, and Celica turns it into a dome that bursts with fire (39%; 62% total, far knockback; 5.6% recoil)

Taunts:
1: Celica loosely mimics her official artwork pose from Shadows of Valentia.

2: “I am yours to shape, Mother Mila.” Celica holds her sword up in the air.

1+2: “I fight to protect what is dear.” Celica loosely mimics her pose from Gaiden.


Winposes:
1: “All thanks to the Mother.” Celica's Priestess victory animation from Shadows of Valentia.

2: “May the Earth Mother watch over us…” Celica performs the conclusion to her victory animation from Warriors.

3: “Mila has seen us through safely.” Celica's Rigain victory animation from Shadows of Valentia.


Icon: Falchion

Boxing Ring Title: The Exiled Priestess


Victory Music: 


Kirby Hat: Celica’s hair.

Edited by Perkilator
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18 minutes ago, Bk1234 said:

@Perkilator Nice moveset! I'm happy someone made one for Celica!

Thanks! Glad you liked it!

……

Crash Bandicoot

Intro: Crash appears from a Time Twister portal and jumps into his fighting stance.

Stance/Idle 1: His default idle animation from the N. Sane Trilogy.

Idle 2: Crash looks to either the left or the right.

Notable Palette Swaps: Coco, Crunch, Cortex, Aku Aku, Uka Uka, Fake Crash, JP Crash


Walk: His walk from the N. Sane Trilogy.

Jog: His iconic run from the N. Sane Trilogy.

Dash: The Crash Dash, where he dashes forward looking straight down.

Damage: Crash spins for a split second, in a manner similar to his death animation from the very first game.

Jump: His iconic Jump and Double Jump.

Crouch: His crouch from the N. Sane Trilogy.


Weapon of Choice: Crash mainly uses his body to attack, but he can also pull out a Fruit Bazooka and some crates.


Jab: Crash slaps twice (4%, small knockback) and then performs a weak spin that goes continuously (.5-2% each hit, small knockback), then finishes with an uppercut with his right fist (6%, small knockback)
Forward+A: Crash spins once and sticks out his left foot (5%, small knockback). This is based on Coco's spin kick from Wrath of Cortex.
Down+A: Crash attacks using his famous Slide move (7%, small knockback)
Up+A: Crash lunges his legs upwards and spins them twice to look like kicking (8%, small knockback)

Air+A: Same as his Forward Tilt (6%, small knockback)
Air Forward+A: Crash slightly hops forward and kicks with his left foot (5%, small knockback). This is based on his animation for when he jumps after a slide.
Air Back + A: Crash kicks behind himself with both legs (8%, small knockback)
Air Up+A: Crash does a quick spin with both arms in the air (9%, OK knockback). This is based on his spin from Crash of the Titans.
Air Down+A: Crash does a weak Belly Flop that bounces him back up when the hit connects, possibly meteor smashing the opponent (11%, OK knockback)

Dash Attack: Pura briefly appears to ram opponents (9%, OK knockback)
Edge Attack: A tiny TNT crate explodes under Crash and he flops up above the edge and back onto the stage (12%, OK knockback)


Smash Moves
Forward+A: Crash spins horizontally in his direction, moving forward a little (15%, OK knockback). This is based on when he spins underwater in Crash 3 and Wrath of Cortex.
Up+A: Crash attempts to put on his jetpack on (which is upside down), only for it to malfunction and shoots its flames upwards (17%, OK knockback)
Down+A: Crash jumps up and performs a Super Belly Flop (23%, medium knockback; has a 1.1x multiplier on metal opponents)

Grab: Crash spins quickly and attacks with a Crystal, only for the opponent to grab it.
Pummel: Crash punches the opponent in the face (2%)
Forwards+Throw: Crash lifts the opponent from the ground and tosses them back down (12%, OK knockback). This is based on a move in Crash Twinsanity where you use the Crystal Cortex steals to use him like a hammer.
Down+Throw: Crash swings the Crystal in a downward arc, shaking the opponent off of it (13%, OK knockback)
Back+Throw: Crash lifts the opponent behind himself, and the two land flat on the ground (14%, OK knockback; 1.3%)
Up+Throw: Crash successfully lifts up the Crystal, and its shine pushes the opponent back (10%, OK knockback). This is based on an animation in Crash 3 where Crash is shown holding the Crystal up in victory whenever he wins a race in the motorcycle levels.

Special Moves

B : Death Tornado Spin; Crash's most iconic move. Pressing B once performs a short, quick spin that reflects projectiles (11%, OK knockback). Holding B turns into a much faster spin that lasts for a few seconds (26%, medium knockback); not only is it faster, it can help Crash glide a good distance.
B + Forwards : Fruit Bazooka; Crash takes out a bazooka that he can aim by tilting up or down (10%, OK knockback). The Wumpa Fruit juice that sticks on opponents is a weaker variation of the Inklings' Ink that adds a 1.3x multiplier to all other attacks, including another Wumpa Fruit.
B + Up : Crate Bounce; Crash will spin a crate under his feet, and he can use the one seen under his feet by pressing the jump button.
B + Down : Dig; Crash digs for four seconds to dodge attacks, but he can spin out of it by either letting it time out and spinning once (14%, OK knockback) or pressing B once to spin rapidly and get out (19%, medium knockback)

Final Smash: Invincible Aku Aku; Crash dons a golden Aku Aku mask that makes him invulnerable to all attacks and greatly boosts his speed with a 1.1x attack multiplier. The Final Smash lasts for 20 seconds before Crash turns back to normal.

Gimmicks

Aku Aku: If Crash takes too many hits simultaneously, Aku Aku appears and reduces the damage taken to .7x, appearing for a while before going away.

Crate Bounce: One of these crates will appear during the selection;

>Arrow Crate (which is purely metal), a Crate that takes Crash a fair distance up despite briefly preventing horizontal movement.
>Bounce Crate, which has five uses before it breaks and gradually increases height with each use (you can press the jump button to jump higher, but it uses up two uses).
>TNT Crate, which explodes 3 seconds after being summoned. Crash can either use it as a platform before it explodes-whether he jumps away from it time or takes the hit to get a tremendous boost in height (20%, medium knockback)-or let it drop by pressing a dodge button. It can be picked by other fighters before it explodes.

Sometimes a Nitro Crate appears and explodes the second it makes contact with something (35%, far knockback), namely if Crash presses most buttons. However, he can still air dodge to use it as a trap for unwary opponents.

In addition, Crash also has his famous death animations:

-Whenever he falls down offscreen, his shoes fly up and fall back down.
-Whenever Crash loses a Stamina Battle for good, he appears as an angel (he also plays a didgeridoo when he dies from a Nitro Crate).
-Whenever Crash dies from a TNT Crate in a Stamina Battle, his shoes, eyes and teeth appear and fall down.


Taunts
1: "Yeee-HAW!" Crash squats for a second, and then performs his victory animation against bosses in the very first game.
2: Crash performs the pose he does in the first game right before he properly begins the first stage.
1+2: Crash performs the pose he does after defeating a boss in the N. Sane Trilogy.

Winposes
1: Crash does the first part of his victory dance before pointing finger guns to his left.
2: Crash does the second part of his victory dance before doing his victory pose from the first game for whenever he gets a gem.
3: Crash performs the final part of his victory dance.

Icon: A Wumpa Fruit

Boxing Ring Title: Wonder from Down Under

Victory Music: A shortened version of the Warp Room theme for Crash 3 (youtu.be/NaDrcT3UxZw)

Kirby Hat: A Crash Bandicoot replica hat.

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Classic Zelda

 

This version of Zelda represents her incarnations in TLOZ, ALttP, OoS, OoA, and ALBW. She uses a variety of magical items from the Classic games, primarily the Magic Rod.

  • N Special: Silver Arrows - Zelda fires a swift, sparkling Silver Arrow with her bow.
  • S Special: Cane of Somaria - Zelda creates a large orange block that stops projectiles and can be used as a platform. With a second use of the Cane, the block will shatter into four fireballs traveling in compass directions.
  • U Special: Magic Mirror - Zelda teleports using the Magic Mirror.
  • D Special: Cane of Byrna - Zelda envelops herself in a protective blue octohedron that blocks attacks for a short time.
  • Nattack: Zelda swings the Magic Rod up to two times, then conjures a whirling magic wave that hits repeatedly.
  • Ftilt: Zelda swings the Magic Rod, shooting a magic wave forward.
  • Fsmash: Zelda conjures a fiery explosion in front of her with the Bombos Medallion.
  • Dash: Zelda thrusts the Magic Rod forward with a magic wave whirling around it.
  • Utilt: Zelda swings the Magic Rod above her, shooting a magic wave upward.
  • Usmash: Zelda conjures an icy whirlwind above her with the Ether Medallion.
  • Dtilt: Zelda swings the Magic Rod in a low sweep, conjuring a whirling wave of magic.
  • Dsmash: Zelda conjures an electric shockwave beneath her with the Quake Medallion.
  • Nair: Zelda twirls with the Magic Rod, sparks whirling around her.
  • Fair: Zelda swings the Magic Rod in front of her, shooting a magic wave forward.
  • Bair: Zelda swings the Magic Rod behind her, shooting a magic wave backward.
  • Uair: Zelda swings the Magic Rod above her, shooting a magic wave upward.
  • Dair: Zelda swings the Magic Rod below her, shooting a magic wave downrward.
  • Final Smash: Sacred Seal - Zelda traps foes within a tetrahedron, lifts it above her, and calls upon the oracles Din, Nayru, and Farore to help her cast a sealing spell.
  • U Taunt: Zelda holds up the Triforce of Wisdom.
  • S Taunt: Zelda strums the Harp of Ages.
  • D Taunt: Zelda pulls out the Book of Mudora and reads it.

Custom Specials:

  • NS2: Fire Rod - Zelda swings the Fire Rod, shooting a fireball that falls towards the ground and turns into a swirling fire column.
  • NS3: Magic Powder - Zelda tosses a handful of Magic Power, which can transform items and inflict random status effects on opponents.
  • SS2: Ice Rod - Zelda swings the Ice Rod, dropping ice crystals that freeze on contact.
  • SS3: Thunder - Zelds fires a bolt of lightning.
  • US2: Tornado Rod - Zelda raises the Tornado Rod, lifting herself up into the air with a whirlwind.
  • US3: Fairy - Zelda transforms herself into a Fairy for a short time, allowing her to fly freely but preventing her from attacking.
  • DS2: Sand Rod - Zelda raises the Sand Rod, conjuring a line of sand pillars from the ground.
  • DS3: Life - Zelda performs a spell to heal herself. The spell requires time to recharge between uses.

Costumes: Worlds Zelda, Original Zelda, Past Zelda, Oracle Zelda, Seres Colors, Healer Colors, Marin Colors, Hilda Colors

Edited by Lord_Brand
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Arvis

Spoiler

Intro: Arvis emerges from a Warp circle of flames.

Stance/Idle 1: Arvis has his right palm raised up, facing upwards, occasionally retracting his fingers.

Idle 2: Arvis retracts his right arm, with some flames briefly appearing.

Notable Palette Swaps: Julius, Sigurd, Deirdre, Manfroy, Eldigan, Veld, Emperor Arvis

 

Walk: Arvis walks looking natural.

Jog: Arvis slowly flits along the ground via small flames.

Dash: Arvis skids along the ground and leaves a trail of flames.

Damage: The damage animation from Fire Emblem Heroes.

Jump: Arvis jumps, then uses a small flame to gain extra height (slightly less than Mewtwo’s).

Crouch: Arvis kneels down, as if he were kneeling to a god.

 

Weapon of Choice: Arvis is a fire mage; his most powerful spell is the tome Valflame, a holy weapon from the Crusader Fjalar. He also occasionally uses his Great Shield.

 

Jab: Arvis shoots a small flame that streams out a small distance (7%, small knockback)

Forward+A: Arvis summons an arc of fire in front of him (8%, small knockback)

Down+A: Arvis shoots fire downward (3%, small knockback) that then moves swiftly upward (8%, small knockback)

Up+A: Arvis summons fire in the shape of a whip (9%, OK knockback)

 

Air+A: Arvis summons a circle of flame around himself (11%, OK knockback)

Air Forward+A: Arvis pushes the opponent with a magic shockwave imbued with Fire (13%, OK knockback)

Air Back + A: Arvis swings his Great Shield behind himself (14%, OK knockback), reducing damage taken from aerial projectiles as he keeps falling unflinched.

Air Up+A: Arvis summons two fire arcs that spin around rapidly (11%, OK knockback)

Air Down+A: Arvis casts Elfire, and a vortex of flames spins downward (12%, OK knockback)

 

Dash Attack: Arvis rams the opponent with his Great Shield, covered in flames (13%, OK knockback). This also reduces damage taken from projectiles by x.2.

Edge Attack: Arvis shoots a burst of fire as he climbs back up (11%, OK knockback)

 

 

Smash Moves

Forward+A: Arvis summons a torrent of flames in front of himself (16%, OK-medium knockback)

Up+A: Arvis charges up an explosion (1% per hit, small knockback), and then blows it up (22%, medium knockback) with a shockwave around him (12%, OK knockback); the animation is based on his artwork from Genealogy of the Holy War.

Down+A: Arvis summons two torrents of flames that drop and rise (18%, OK-medium)

 

Grab: Arvis grabs his opponent in the throat.

Pummel: Arvis chokes his opponent (2%)

Forwards+Throw: Arvis throws his opponent with flame residue (9%, OK knockback)

Down+Throw: Arvis levitates his opponents, and then bursts a flame that meteors the opponent diagonally downward (13%, meteor knockback)

Back+Throw: Arvis levitates the opponent and pushes them back with magic (8%, small-OK knockback)

Up+Throw: Arvis sends the opponent flying with a pillar of flames (14%, OK knockback)

 

Special Moves

B : Growing Flame; Arvis charges a circle of flame around himself. If B is pressed mid-charge, Arvis simply lets out that circle (14%, OK knockback). If B is pressed after the charge, Arvis lets a more powerful version that affects a large area (24%, medium knockback)

B + Forwards : Bolganone; Arvis fires a sideways pillar of flame that (about the reach of Simon’s side-Smash) that can even break shields if the opponent is close enough (23%, medium knockback)

B + Up : Rising Flame; Arvis creates a spiral of flames above himself (12%, OK knockback; slightly less than the height of Snake’s Up B), and then travels along it before jumping at about the height of Fox and Falco’s Up B’s (17%, OK knockback)

B + Down : Great Shield; Arvis mounts his shield, which can reflect projectiles. It also slightly pushes back fighters (9%, OK knockback)

 

Final Smash: Valflame; A triangle appears with a fire circle around it. Anyone caught in that area (13%) are than trapped under a red-orange light, and then an enormous fireball falls down on then like a miniature sun (50%; 63% total, devastating knockback). Then animation is loosely based off his Emperor animation from Genealogy of the Holy War for when he summons Valflame.

Gimmick: N/A

 

 

Taunts:

1: “You miserable fools…” Arvis loosely mimics his pose from the Fire Emblem trading card game.

2: “For a better world.” Arvis loosely mimics his artwork from Heroes.

1+2: Arvis chuckles as a fireball materializes in his hand, and then disappears.

 

Winposes:

1: “Anyone who opposes me will be burnt to cinders.” Arvis summons a fireball, and then streams around himself.

2: “I sentence you to death.” Arvis stomps on a flame on the ground, and the flame disappears.

3: “I'm a champion of the people—like the crusaders before me." Arvis levitates his Valflame tome, and then shuts it abruptly.

 

Icon: The Falchion

Boxing Ring Title: Emperor of Flames

Victory Music: The beginning of Vs. Arvis (https://youtu.be/LiKnlT-XZRs)

Kirby Hat: Arvis’s hair

 

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Min Min

Spoiler

Intro: Min Min jumps down from the sky and gets into her fighting stance.

Stance/Idle 1: Her fighting stance from ARMS,

Idle 2: Min Min’s Dragon Arms breathe fire for a second.


Notable Palette Swaps: Yellow Min Min, White Min Min, Pink Min Min, Ninjara, Helix, Kid Cobra, Max Brass


Walk: Her walking animation from ARMS.

Jog: Her jogging animation from ARMS.

Dash: Her dashing animation from ARMS.

Damage: Her damage animation from ARMS.

Jump: Her jumping animation from ARMS.

Crouch: Min Min crouches with her ARMS held slightly above her.


Weapon of Choice: ARMS, a special type of Melee weapon designed for ARMS fights.


Jab: Min Min does a short-reaching jab with either arm (7%, small knockback)
Forward+A: Min Min briefly summons a Ramram using the ARM closer to the background (9%, OK knockback)
Down+A: Min Min raises the foot closer to the background and kicks downward (8%, OK knockback)
Up+A: Min Min kicks upwards using the foot closer to the foreground (8%, small knockback) while using her ARMS for a brief handstand.

 

Aerial Attacks

Air+A: Min Min kicks in a circle with the foot closer to the background (7%, small knockback)
Air Forward+A: Min Min kicks forward with the foot closer to the background (7%, small knockback)
Air Back + A: Min Min kicks backwards with the foot closer to the foreground (8%, small knockback)
Air Up+A: Min Min kicks upwards (8%, small knockback)
Air Down+A: Min Min kicks downwards (11%, OK knockback)

 

Dash Attack: Min Min does a jumping kick with the foot closer to the background (9%, OK knockback)
Edge Attack: Min Min stretches back and springs upwards with a arc kick (10%, OK knockback)
Get-Up Attack: Min Min turns her ARMS into Ramrams and spins around (12%, OK knockback)


Smash Moves
Forward+A: Min Min fully extends the Dragon ARM closer to the foreground (17%, OK knockback)
Up+A: Min Min strikes upwards with charged Ramrams that cut through the air like wind (19%, medium knockback)
Down+A: Min Min slams her Megawatt ARMS on both sides of the ground (26%, medium knockback)

 

Grab and Throws

Grab: Her grab from ARMS.
Pummel: Min Min kicks the opponent (2%)
Forwards+Throw: The second half of her throw from ARMS (13%, OK knockback)
Down+Throw: The first part of her throw from ARMS (11%, OK knockback)
Back+Throw: Min Min jumps above the opponent still grabbing them, and then kicks them from behind (14%, OK knockback); based on Helix’s throw from ARMS.
Up+Throw: Kid Cobra’s throw from ARMS (16%, OK knockback)

 

Special Moves

B : Dragon Beam; Min Min sends one of her Dragon ARMS forward, and the one she sends out shoots a fiery beam that can be moved up or down (15%, OK knockback). When charged, the beam is bigger and the Dragon can’t be aimed (25%, medium knockback)
B + Forwards : Ramram Slice-n-Dice; Min Min sends a Ramram forward and sliced by spinning backwards (13%, OK knockback). When charged, it spins 5 times in succession (20%, OK knockback)
B + Up : Megawatt Propel; Min Min punches diagonally downward from herself to propel forward (16%, medium knockback). When charged, Min Min sends out a bigger Megawatt to propel herself further (24%, medium knockback)
B + Down : Dragon Charge; Min Min stores energy in her to power up a special move. When B + Down is pressed again, Min Min instead shoots an orb that uses the energy for Dragon Beam. This beam homes in on players, but takes awhile to make contact (16%, OK knockback)

Final Smash: Dragon Rush; Min Min is surged with energy. She punches outward with a Megawatt (18%), creates a flurry of Ramrams (13%) and then shoots two powerful beams out of both her Dragon ARMS (32%; 63% total, devastating knockback)

Gimmick: Every now and then, the arm closest to the foreground will be turned into dragon scales. Her attack power is then permanently raised by 1.1x until she is K.O.’d. In addition, her aerials reduce damage taken from attacks.


Taunts:

1: Her winpose for when she wins a round.
2: Min Min loosely mimics her official render.
1+2: Min Min loosely mimics her Grand Prix ending artwork.

Winposes:

1: Her animation for when she wins the Grand Prix in ARMS, belt and all.
2: Her victory animation from ARMS where she ends with a kick with the left foot close to the camera.
3: Her victory animation from ARMS where she raises her dragon scaled right arm and then poses it towards the camera, with the Dragon ARM being offscreen.
 

Icon: The ARMS logo constantly seen throughout the game.

Boxing Ring Title: The Ramen Bomber

Victory Music: https://youtu.be/kwQ6_rwvMp8

Kirby Hat: Min Min’s hat, hair, and mask.

 

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Spyro the Dragon

Spoiler

Spyro Turns up the Heat! The little purple dragon may not be able to fly, but he can glide using his second jump and hover using a third. A Magic Orb from Avalar, given to Spyro as a gift by Elora, charges up a magic meter over time. Spyro can charge the meter faster using his Down Special, which has Zoe appear and charge the Magic Orb with her wand. When the meter is full, Spyro can use the Magic Orb to power up Flame, Charge, and Whirlwind for a short time.

  • N Special: Flame - Spyro blows a puff of flame at his foes. Flame deals less damage to metal foes, who will glow when hit by the flames and won't flinch. When powered up into Superflame, Spyro spits explosive fireballs that work just as well on metal fighters.
  • S Special: Charge - Spyro charges forward, horns-first. He can leap while Charging. Charge deals less damage to giant foes, Spyro will bounce off them, and they won't flinch. When powered up into Supercharge, Spyro moves faster, hits harder, and can barrel through even giant foes with ease.
  • U Special: Whirlwind - A whirlwind lifts Spyro up into the air. At the top, Spyro starts gliding forward. When powered up into Superflight, Spyro instead flies freely through the air.
  • D Special: Magic Orb - Zoe appears and channels magic into Spyro's Orb with her wand, making the meter fill faster. When the meter is full, Spyro can use Magic Orb to power up for ten seconds.
  • N attack: Claw Swipes
  • F tilt: Headbutt
  • Dash: Tail Whack
  • F smash: Chomp
  • U tilt: Overhead Claw Swipe
  • U smash: Tail Flip
  • D tilt: Low Claw Swipe
  • D smash: Tail Spin
  • N air: Buzzsaw Spin
  • F air: Wing Clap/Drill Spin (gliding)
  • B air: Tail Swat
  • U air: Overhead Claw Swipe
  • D air: Headbash
  • F Throw: Zoe zaps the foe, knocking them away.
  • B Throw: Sheila appears to kick the opponent in their butt.
  • U Throw: Spyro lifts his opponent up by flapping his wings, then slams them into the ground.
  • D Throw: Bentley appears and smashes the opponent into the ground with his club, burying them.
  • Final Smash: Spyro Reignited - Spyro Supercharges forward. If he hits any opponents, a cutscene plays where the Original, Legend, and Skylanders Spyros fly overhead in formation and blast their foes with Superflame fireballs.

Costumes: Default, Pink, Red, Orange, Yellow, Green, Blue, Cynder Black

 

Edited by Lord_Brand
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  • 2 weeks later...

Hector (Fire Emblem)

Spoiler

Intro: Same intro for all other FE characters, but with electric sparks around Hector.

Stance/Idle 1: Hector mounts Armads on his right shoulder.

Idle 2: Hector puts Armads down onto the ground onto the ground for a bit, and then puts it back on his shoulder.


Notable Palette Swaps: Lyn, Eliwood, Ninian, Nergal, Lilina, Zephiel, FE6 Hector


Walk: Hector walks proudly with Armads mounted on his shoulders.

Jog: Hector jogs similarly to Ike, but with Armads mounted.

Dash: Hector dashes forward with Armads ready, with the axe itself pointing towards the opposite shoulder of Hector.

Damage: Hector staggers with a couple fingers off from dropping Armads.

Jump: Hector slightly lets Armads down near his legs when he double jumps.

Crouch: Hector lays Armads on the ground facing upwards while he kneels with his left knee facing out.

Weapon of Choice: Armads, an axe of thunder originally wielded by Durban the Berserker of the Eight Generals.


Standard Attacks
Jab: Hector swings upward once (7%, small knockback), and then a slower downward swing second (8%, small knockback)
Forward+A: Hector spins Armads briefly (11%, OK knockback)
Down+A: Hector slams Armads down on the ground (13%, OK knockback)
Up+A: Hector jabs Armads upwards (14%, OK knockback)

Aerial Attack
Air+A: Hector spins Armads once (15%, OK knockback)
Air Forward+A: Hector jabs Armads in front of him like a lance (17%, OK knockback)
Air Back + A: Hector swings Armads at whoever’s behind him (19%, medium knockback)
Air Up+A: Hectors swings Armads upwards (18%, medium knockback)
Air Down+A: Hector swings Armads straight downwards (21%, medium knockback with a meteor effect)

Other Attacks
Dash Attack: Hector hops and spins around once (14%, OK knockback)
Edge Attack: Hector climbs back up as he slams Armads down (17%, OK knockback)
Get-Up Attack: Hector slashes downward in both directions, one at a time (16%, OK knockback)


Smash Moves
Forward+A: Hector swings Armads with both hands in a forward-facing arc (26%, medium knockback)
Up+A: Hector swings Armads in a huge upward arc (23%, medium knockback)
Down+A: Hector swings Armads fully downwards as thunder shoots out and rises above him (28%, far knockback)


Grab & Throws
Grab: Hector grabs the opponent with his open hand.
Pummel: Hector knees the opponent (2%)
Forwards+Throw: Hector jabs the opponent with Armads and launches them forward (16%, OK knockback)
Down+Throw: Hector calls down thunder onto the opponent (17%, OK knockback)
Back+Throw: Hector catches the opponent with Armads and slams them onto the ground (19%, medium knockback)
Up+Throw: Hector throws the opponent forwards with both hands as if he were tossing a heavy object (13%, OK knockback)

Special Moves
B : Berserk Bolt; Hector charges up powerful thunder within Armads. This cannot be canceled out of until charge is complete, but Hector does not flinch when he gets hit. The full charge can power up Hector’s next special or Smash move by 1.2x, and multiplies the power of his normal attacks by 1.1x.
B + Forwards : Armads Tornado; Hector spins around five times, with the fifth spin turning into an upwards slash (25%, medium knockback)
B + Up : Armads’ Blessing; Hector rapidly spins Armads above himself (19%, medium knockback). It takes him up for about 3 seconds for about as high as any other “Hold-B-to-float” move.
B + Down : Ostian Counter; Hector holds Armads like a hand axe. When he is hit by an attack, he will throw Armads at the opponent, and it travels back to him (18%, medium knockback). When he is hit by ranged attacks, the axe is thrown the same distance of that ranged attack.

Final Smash: Critical Hit; “Enough chit-chat!” Hector slams Armads down upon the ground, spins it once, and jumps up and deals a powerful OHKO (60%, devastating knockback)

Gimmick: Berserk Bolt’s effects; while all of Hector’s Smash moves and most special moves gain a slight aesthetic and power boost, his Neutral Special is different upon pressing B. By pressing B and nothing else, Hector slams the ground fiercely (33%m far knockback) as huge sparks of thunder emit everywhere (13%, OK knockback)


Taunts
1: “O-ho!” Hector loosely mimics his artwork from Blazing Blade.
2: Hector puts down Armads firmly on the ground facing downward, loosely mimicking his art from Binding Blade.
1+2: “I don’t back down!” Hector loosely mimics the victory animation from Three Houses when a unit wins with an axe.

Winposes
1: “Haven’t lost my touch!” Hector mimics his pose artwork from FE7.
2: “Push your limits-that’s what I say.” Hector mimics his pose artwork from Heroes.
3: “Now that’s how to do it!” Hector swings Armads to his left and to his right.
Vs. Roy: “Wait…whose son?” (Winpose 2)
Vs. Marth/Chrom/Lucina “Well? Which Marth’s the REAL Marth?” (Winpose 1)
Vs. Corrin: “Are you one of the so-called ‘Dragons’?” (Winpose 3)

Icon: Falchion

Victory Music: youtu.be/o0l6BSZURKE

Boxing Ring: General of Ostia

Kirby Hat: Hector’s hair

 

Edited by Perkilator
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Captain Toad

Spoiler

Intro: Captain Toad/Toadette’s level starting animation from Treasure Tracker, complete with a circle around his/her face that fades away.

Stance/Idle 1: His/her idle animation from Treasure Tracker.

Idle 2: His/her secondary level starting animation from Treasure Tracker.


Notable Palette Swaps
-Default (Captain Toad)
-Default (Toadette)
-Blue Toad (Captain Toad)
-1-Up Mushroom (Toadette)
-Yellow Toad (Captain Toad)
-Super Mushroom (Toadette)
-Poison Mushroom (Captain Toad)
-Peachette colors (Toadette)

Walk: Their walk cycle from Treasure Tracker.

Dash: Captain Toad/Toadette hi-tails it with his/her stubby legs. The speed depends on the weight of their backpack.

Damage: Their death pose from Treasure Tracker.

Jump: Captain Toad/Toadette jumps about as high as Luigi when his/her backpack is empty. The jump height is lowered to about Mario’s when his/her backpack is full.

Crouch: Captain Toad/Toadette crouches as though he/she’s blocking wind.


Weapon of Choice: While Captain Toad/Toadette doesn’t have a designated “weapon”, he/she can defend him/herself in various ways.

Normal Attacks
Jab: Captain Toad/Toadette slaps the opponent twice (4%, small knockback), and then swings his/her head downward (7%, OK knockback)
Forward+A: Captain Toad/Toadette quickly turns around to look for something, obliviously smacking the opponent with his/her backpack (8% when empty, OK knockback; 11% when full, OK knockback)
Down+A: Captain Toad/Toadette tosses a coin towards the opponent (6%, small knockback)
Up+A: Captain Toad/Toadette looks up as he/she turns on his/her head lamp (7%, small knockback)

Aerial Attacks
Air+A: Captain Toad/Toadette drops two coins from either side of him/her (7% each, small knockback)
Air Forward+A: Captain Toad/Toadette discovers a Boo with his/her head lamp, and it disappears into a cloud of dust (10%, OK knockback)
Air Back + A: Captain Toad/Toadette tosses a Vegetable from his/her backpack (7%, small knockback)
Air Up+A: Captain Toad/Toadette holds up a clear Super Star (11%, OK knockback)
Air Down+A: Captain Toad/Toadette swings his/her backpack downward (13% when empty, OK knockback; 22% with a meteor effect when full, medium knockback)

Other Attacks
Dash Attack: Captain Toad/Toadette trips over and bashes the opponent with his/her head (11%, OK knockback)
Edge Attack: Captain Toad/Toadette slams down with his/her head (10%, OK knockback)
Get-Up Attack: Captain Toad/Toadette jumps up and lets his/her arms and legs stretch out (8%, small knockback)

Smash Moves
Forward+A: Captain Toad/Toadette swings his/her backpack forward (14% when empty, OK knockback; 27% when full, medium knockback)
Up+A: Captain Toad/Toadette pulls out a big Vegetable (20%, medium knockback) that falls on the ground. It can then be used as an item (11%, OK knockback)
Down+A: Captain Toad/Toadette slams the ground with a Super Pickax (22%, medium knockback)

Grab & Throws
Grab: Boos suddenly appear, invisible, and grab the opponent.
Pummel: Captain Toad/Toadette discovers the Boos with his/her head lamp (4%)
Forwards+Throw: Captain Toad/Toadette tries to kick the Boos away, only to kick the opponent away by accident (12%, OK knockback)
Down+Throw: Captain Toad/Toadette repeatedly attacks the opponent with the Super Pickax (19%, medium knockback)
Back+Throw: Captain Toad/Toadetter throws the opponent to the area behind them, trying to make the Boos go away (11%, OK knockback)
Up+Throw: The opponent is forced underground by the Boos, and Captain Toad/Toadette reduces them (well, sort of) by pulling them out of the ground (13%, OK knockback)

Special Moves
B : Super Gem Toss; Captain Toad/Toadette pulls a Super Gem out of his/her backpack and tosses it at the opponent (20%, medium knockback)
B + Forwards : Pickax Dig; Captain Toad/Toadette takes out a Super Pickax and uses it to dig out a Vegetable (17%, OK knockback). You’ll sometimes dig out an item.
B + Up : Backpack Slingshot; Captain Toad/Toadette catapulte themselves by pulling their backpack strings and launching themselves. This move deals no damage, but you are launched farther when the backpack (which respawns once you touch the ground) is full.
B + Down : Grass Pull; Captain Toad/Toadette pulls on grass, and pulls an item from out of the ground. When his/her backpack is empty, he/she finds a Super Gem. When he/she already has one,

Final Smash: Wingo; Wingo appears and snatches Captain Toad/Toadette. Captain Toad/Toadette is now hanging for dear life on the Super Star on Wingo’s necklace. Wingo can be controlled by the player to move left or right, and can snatch opponents by pressing A or B. Any opponent(s) snatcher will be taken up to the top blast zone, K.O.-ing the, instantly.

Gimmick: Captain Toad/Toadette’s backpack alters his/her weight. When it’s empty, attacks involving the backpack will be weaker, but Captain Toad/Toadette have less jump weight. The opposite is true for when it’s full.


Taunts
1: Captain Toad/Toadette marches in a circle while humming.
2: Captain Toad/Toadette gets angry and stomps the ground; based on the intermission cutscenes from Treasure Tracker.
1+2: Captain Toad/Toadette stares in awe towards the camera and slightly moves his/her head.


Winposes
1: Captain Toad/Toadette animation for when he clears a level.
2: Captain Toad/Toadette sets a fire, only to see Wingo flying away with Toadette/Captain Toad, and runs off after them.
3: Captain Toad/Toadette’s victory dance after beating Wingo.

Icon: Mario series Icon

Boxing Ring Title: 
-Toad Brigade Treasure Tracker (Captain Toad)
-Our Most Treasured Tracker (Toadette)

Victory Music: https://youtu.be/7ux4MdJTO7w

 


Kirby Hat: Captain Toad Or Toadette’s mushroom hat and head lamp

 

Edited by Perkilator
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On 4/21/2020 at 11:20 PM, Perkilator said:

Captain Toad

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Intro: Captain Toad/Toadette’s level starting animation from Treasure Tracker, complete with a circle around his/her face that fades away.

Stance/Idle 1: His/her idle animation from Treasure Tracker.

Idle 2: His/her secondary level starting animation from Treasure Tracker.


Notable Palette Swaps
-Default (Captain Toad)
-Default (Toadette)
-Blue Toad (Captain Toad)
-1-Up Mushroom (Toadette)
-Yellow Toad (Captain Toad)
-Super Mushroom (Toadette)
-Poison Mushroom (Captain Toad)
-Peachette colors (Toadette)

Walk: Their walk cycle from Treasure Tracker.

Dash: Captain Toad/Toadette hi-tails it with his/her stubby legs. The speed depends on the weight of their backpack.

Damage: Their death pose from Treasure Tracker.

Jump: Captain Toad/Toadette jumps about as high as Luigi when his/her backpack is empty. The jump height is lowered to about Mario’s when his/her backpack is full.

Crouch: Captain Toad/Toadette crouches as though he/she’s blocking wind.


Weapon of Choice: While Captain Toad/Toadette doesn’t have a designated “weapon”, he/she can defend him/herself in various ways.

Normal Attacks
Jab: Captain Toad/Toadette slaps the opponent twice (4%, small knockback), and then swings his/her head downward (7%, OK knockback)
Forward+A: Captain Toad/Toadette quickly turns around to look for something, obliviously smacking the opponent with his/her backpack (8% when empty, OK knockback; 11% when full, OK knockback)
Down+A: Captain Toad/Toadette tosses a coin towards the opponent (6%, small knockback)
Up+A: Captain Toad/Toadette looks up as he/she turns on his/her head lamp (7%, small knockback)

Aerial Attacks
Air+A: Captain Toad/Toadette drops two coins from either side of him/her (7% each, small knockback)
Air Forward+A: Captain Toad/Toadette discovers a Boo with his/her head lamp, and it disappears into a cloud of dust (10%, OK knockback)
Air Back + A: Captain Toad/Toadette tosses a Vegetable from his/her backpack (7%, small knockback)
Air Up+A: Captain Toad/Toadette holds up a clear Super Star (11%, OK knockback)
Air Down+A: Captain Toad/Toadette swings his/her backpack downward (13% when empty, OK knockback; 22% with a meteor effect when full, medium knockback)

Other Attacks
Dash Attack: Captain Toad/Toadette trips over and bashes the opponent with his/her head (11%, OK knockback)
Edge Attack: Captain Toad/Toadette slams down with his/her head (10%, OK knockback)
Get-Up Attack: Captain Toad/Toadette jumps up and lets his/her arms and legs stretch out (8%, small knockback)

Smash Moves
Forward+A: Captain Toad/Toadette swings his/her backpack forward (14% when empty, OK knockback; 27% when full, medium knockback)
Up+A: Captain Toad/Toadette pulls out a big Vegetable (20%, medium knockback) that falls on the ground. It can then be used as an item (11%, OK knockback)
Down+A: Captain Toad/Toadette slams the ground with a Super Pickax (22%, medium knockback)

Grab & Throws
Grab: Boos suddenly appear, invisible, and grab the opponent.
Pummel: Captain Toad/Toadette discovers the Boos with his/her head lamp (4%)
Forwards+Throw: Captain Toad/Toadette tries to kick the Boos away, only to kick the opponent away by accident (12%, OK knockback)
Down+Throw: Captain Toad/Toadette repeatedly attacks the opponent with the Super Pickax (19%, medium knockback)
Back+Throw: Captain Toad/Toadetter throws the opponent to the area behind them, trying to make the Boos go away (11%, OK knockback)
Up+Throw: The opponent is forced underground by the Boos, and Captain Toad/Toadette reduces them (well, sort of) by pulling them out of the ground (13%, OK knockback)

Special Moves
B : Super Gem Toss; Captain Toad/Toadette pulls a Super Gem out of his/her backpack and tosses it at the opponent (20%, medium knockback)
B + Forwards : Pickax Dig; Captain Toad/Toadette takes out a Super Pickax and uses it to dig out a Vegetable (17%, OK knockback). You’ll sometimes dig out an item.
B + Up : Backpack Slingshot; Captain Toad/Toadette catapulte themselves by pulling their backpack strings and launching themselves. This move deals no damage, but you are launched farther when the backpack (which respawns once you touch the ground) is full.
B + Down : Grass Pull; Captain Toad/Toadette pulls on grass, and pulls an item from out of the ground. When his/her backpack is empty, he/she finds a Super Gem. When he/she already has one,

Final Smash: Wingo; Wingo appears and snatches Captain Toad/Toadette. Captain Toad/Toadette is now hanging for dear life on the Super Star on Wingo’s necklace. Wingo can be controlled by the player to move left or right, and can snatch opponents by pressing A or B. Any opponent(s) snatcher will be taken up to the top blast zone, K.O.-ing the, instantly.

Gimmick: Captain Toad/Toadette’s backpack alters his/her weight. When it’s empty, attacks involving the backpack will be weaker, but Captain Toad/Toadette have less jump weight. The opposite is true for when it’s full.


Taunts
1: Captain Toad/Toadette marches in a circle while humming.
2: Captain Toad/Toadette gets angry and stomps the ground; based on the intermission cutscenes from Treasure Tracker.
1+2: Captain Toad/Toadette stares in awe towards the camera and slightly moves his/her head.


Winposes
1: Captain Toad/Toadette animation for when he clears a level.
2: Captain Toad/Toadette sets a fire, only to see Wingo flying away with Toadette/Captain Toad, and runs off after them.
3: Captain Toad/Toadette’s victory dance after beating Wingo.

Icon: Mario series Icon

Boxing Ring Title: 
-Toad Brigade Treasure Tracker (Captain Toad)
-Our Most Treasured Tracker (Toadette)

Victory Music: https://youtu.be/7ux4MdJTO7w

 


Kirby Hat: Captain Toad Or Toadette’s mushroom hat and head lamp

 

Neat idea, and I genuinely would like to see Captain Toad as a fighter. Just a few things I thought of:

1. Wouldn't the Toad Brigade would make more sense as alternate colours for Captain Toad than Poison Mushroom, Blue Toad and Yellow Toad?

2. I like the backpack gimmick, but the thing is that Captain Toad can't jump at all. I know that would be a bit hard to implement, but I think it would be worth it. 

3. Wouldn't Draggadon make more sense as a Final Smash than Wingo, given how Dragaddon actually allies with Captain Toad and Toadette and lets them ride on his head?

 

Funny enough, I once saw a video showing one guy's idea for a moveset for Captain Toad, and it was very different:

 

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5 minutes ago, vanguard333 said:

Neat idea, and I genuinely would like to see Captain Toad as a fighter. Just a few things I thought of:

1. Wouldn't the Toad Brigade would make more sense as alternate colours for Captain Toad than Poison Mushroom, Blue Toad and Yellow Toad?

I didn’t think of that at the time, but I still wanted to be unique (well, kind of) even if I did.

6 minutes ago, vanguard333 said:

2. I like the backpack gimmick, but the thing is that Captain Toad can't jump at all. I know that would be a bit hard to implement, but I think it would be worth it. 

I purposely ignored the fact that Captain Toad can’t jump because I couldn’t think of an alternative that wouldn’t look weird.

6 minutes ago, vanguard333 said:

3. Wouldn't Draggadon make more sense as a Final Smash than Wingo, given how Dragaddon actually allies with Captain Toad and Toadette and lets them ride on his head?

 

Funny enough, I once saw a video showing one guy's idea for a moveset for Captain Toad, and it was very different:

 

Just like with 1, Draggadon slipped my mind. But now that I think about it, Draggadon would probably draw complaints over either going back to Brawl-Smash 4 Final Smash design (Wario-Man, Mega Lucario, etc.) or being another Blue Falcon clone, so I went with Wingo.

Gotta say, though, I like the way the video presents recovery options (I’m surprised I didn’t think of the Double Cherry Cannon).

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Euden

Spoiler

Intro: Euden jumps down from above and raises his sword.

Stance/Idle 1: His battle stance from Dragalia Lost, but moving a bit more realistically.

Idle 2: When not fighting, he switches to his idle animation in the main menu.


Notable Palette Swaps: Zethia, Emile, Valyx, Chelle, Leonidas, Phares, Aurelius


Walk: His walk cycle in the main menu.

Jog: Euden holds his sword in both hands as he lightly sprints.

Dash: His running animation from Dragalia Lost.

Damage: His damage animation from Dragalia Lost.

Jump: Euden jumps up with his sword raised in the air, and then spins when double jumping.

Crouch: Euden plants his sword into the ground while kneeling down.


Weapon of Choice: The sword in his official artwork.


Jab: Euden slashes left and right 3 times (11%, OK knockback)
Forward+A: Euden stabs his sword straight forward (9%, OK knockback)
Down+A: Euden swings a smithy hammer downward, tripping the opponent (14%, OK knockback)
Up+A: Euden stabs upward with flames coming out of his sword (11%, OK knockback)

Air+A: Euden swings in a downward spiral (9%, OK knockback)
Air Forward+A: Euden spins like a drill moving slightly forward (14%, OK knockback)
Air Back + A: Euden does a backwards cartwheel slash (10%, OK knockback)
Air Up+A: Euden summons flames around his sword as he performs a rising slash (13%, OK knockback)
Air Down+A: Euden slams down his sword falling down, with a small fiery shockwave bursting out (13%, OK knockback)

Dash Attack: His dash attack from Dragalia Lost (11%, OK knockback)
Edge Attack: Euden does a front flip and slams his sword down (12%, OK knockback)
Get-Up Attack: Euden springs back up as he performs a spinning slash (11%, OK knockback)

Smash Moves
Forward+A: Force Strike; Euden performs a powerful sideways slash (19%, medium knockback)
Up+A: Euden performs a jump slash (11%, small knockback) and then falls back down (16%, medium knockback)
Down+A: Euden firmly plants his sword and erupts flames from it (24%, medium knockback)

Grab: Euden grabs the opponent with his open hand.
Pummel: Euden knees the opponent (2%)
Forwards+Throw: Euden elbows the opponent with his sword arm (12%, OK knockback)
Down+Throw: Euden jumps up, burying the opponent (3%), and then falls back down and stabs the opponent (13%, OK knockback)
Back+Throw: Euden performs a backwards cartwheel, with an arc similar to Exalted Fire (11%, OK knockback)
Up+Throw: Euden tosses the opponent up, and kicks them while semi-handstanding on his sword (12%, OK knockback)

Special Moves

B : Blazing Circlet; pressing B once is a singular ring of flames that can reflect physical projectiles and reduce damage taken from energy-based projectiles by ⅓ (13%, OK knockback). Holding B charges the move, and at full charge, Euden spins around multiple times with fire around him, negating any projectiles completely (25%, medium knockback)
B + Forwards : Exalted Fire; pressing B normally is Euden spinning forward about three ½ times (16.4%, OK knockback). Holding B charges it into an arc of fire travelling forward at high speeds (23%, medium knockback)
B + Up : Rising Force Strike; Pressing B once has Euden rising up in a crescent shape, about the height of Crescent a Slash from Smash 4 (14.3%, OK knockback). Holding B on the ground charges it into much more powerful Force Strike (27%, medium knockback). Charging it in the air turns it into a slightly stronger Force Strike with a slightly adjusted angle that travels nearly double the height of Crescent Slash (18.7%, medium knockback)
B + Down : Midgardsormr; Euden transforms into Midgsrdsormr when his Dragon Pulse gauge is at least half-full.

Final Smash: Tattered Sky; *see Virtual Dojo’s interpretation*

Gimmick: Dragon Pulse; *see Virtual Dojo’s interpretation*


Taunts
1: “I am a shield for my people.” Euden loosely mimics his official artwork.
2: Euden’s Dragon Pulse quickens as yellow aura emits around him; his eyes turn briefly red.
1+2: “Surrender peacefully!” Euden loosely mimics his pose from the Valiant Crown Wyrmprint.


Winposes
1: “Happiness is the greatest gift!” Euden’s victory animation from Dragalia Lost.
1a. “Glad to have crossed paths again.” (When winning with or against Marth, Chrom or Mega Man)
2: Midgardsormr roars, and then turns back into Euden.
3: Euden hums the victory theme, in the idle animation from the main menu.

Icon: The dragon symbol.

Boxing Ring Title: “Traitorous” Prince

Victory Music: The jingle for whenever a quest is cleared.

Kirby Hat: Euden’s hair and sword

 

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  • 2 weeks later...

Saul

Spoiler

Neutral Special: Lightening

  • A small burst of light appears at a fixed distance in front of Saul. This move can be charged for a short time, during which the epicenter of the blast can be moved. At full charge, it resembles the animation for Aura.

Side Special: Sleep

  • Saul sends forward a slow, harmless projectile which has short range. A foe struck by the projectile falls asleep.

Down Special: Barrier

  • Saul applies an aura to himself for a brief brief. He will take reduced damage and negate knockback for the moment that this aura is up. While it deals pitiful damage to opponents, the amount of shield damage it deals is incredible.

Up Special: Warp

  • Saul teleports upwards, a simple move which deals no damage. Of note is that if Saul appears on a patch of ground, there will be virtually no ending lag on this move.

Saul isn't the most exceptional unit in terms of properties, being rather tall but not very heavy and not very fast. His attacks are incredibly weak, with poor damage and knockback, and they are pretty fast but not exceptionally so. His critical advantage is his large, disjointed hitboxes. Saul's attacks are mostly bursts of light he summons near himself.

Saul doesn't have very large grab range, but his throws are fairly powerful. They often involve him using Warp on the enemy.

His taunts are very seductive.

 

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