Jump to content

Create a Fighter and Moveset (Revival Thread 2)


vanguard333
 Share

Recommended Posts

So with Sephiroth in a lot of people are of the opinion of "They could have pulled from a Final Fantasy character from a different game." And my personal first choice in that category would be Cecil from Final Fantasy IV. So here is a Cecil moveset.

So because people complain about swords, he'll use a weapon that's less like a sword and more like the lance thingie he uses in Dissidia.

DissidiaCecilArt.png

And just like Dissidia he will freely change back and forth between his Dark Knight and Paladin forms. First off his Specials.

Paladin Cecil

Neutral Special: Protect

Cecil casts a spell that gives him a green aura. This reduces both damage taken and knockback, but slows Cecil down somewhat.

Side Special: Searchlight

An attack taken from Cecil's appearance in Dissidia: Final Fantasy. He shoots forward a glowing orb that in turns shoots light magic at nearby enemies. In practice it is most similar to Palutena's auto reticle.

Up Special: Sky Grinder

One of Cecil's Bands with Kain in Final Fantasy IV: The After Years. A simple upwards strike most similar to Shulk's Air Slash.

Down Special Cura

Cecil charges up a Cure spell that recovers 10% of his damage taken. This special has a long start up before being performed (about as long as Ganondorf's up tilt) and it cannot be cancelled once it is initiated.

 

Dark Knight Cecil

Neutral Special: Soul Eater

Cecil casts a spell that gives him a purple aura. This increases his damage and knockback, but causes his own damage to increase whenever he attacks, just like Pichu (only more extreme).

Side Special: Dark Flame

Another attack taken from Dissidia. Cecil stabs his lance into the ground causing a flaming attack to travel forth. In Dissidia in tracks along the air, but in Smash it would travel along the ground.

Up Special: Ultima Spark

Based on Cecil's band with Golbez in The After Years. Cecil shoots a large blast of Dark Energy below him, propelling him upwards slightly. A powerful attack, but only offers slight recovery potential.

Down Special Black Sky

This is taken from an ability Dark Knights use in Final Fantasy X-2. A powerful meteor barrage. Similar to his Paladin variation's down special, it's a risky attack with a high amount of start up that cannot be cancelled. The meteors appear a little above Cecil and travel in a downward angle giving them a bit of an awkward trajectory to hit with, but they do cover a wide area if  you can pull the attack off. Particularly good for edge guarding.

 

 

So you might notice there's a lack of actual transformation special in there like Pokemon Trainer or Zelda/Sheik. I easily could have had one. Protect and Soul Eater could have been innate traits of the different classes rather than special moves you have to use, but I thought I'd make it more interesting and allow players to change more freely. So instead of a transformation move, Cecil will change into a Paladin whenever he shields and a Dark Knight whenever he uses a Smash Attack. This is a bit weird, but I think  it would make for a far more interesting moveset. Paladin Cecil is all about defense while Dark Knight Cecil is all about attack. You need to do both in Smash so maintaining a certain form is not up to your own will but with what your enemy does and how you choose to play in a fight. Frequently in Smash transforming takes so long that you might as well just have two different characters. This way the two forms are fully integrated. Staying in one form simply isn't feasible. It would take a lot more mastery to learn how to utilize a character like this, but I think it would be worth it for a lot of players.

Of note, Protect and Soul Eater will last indefinitely so long as Cecil is in that form, but will be cancelled when he transforms. So he will have to reapply them a lot to get the maximum benefits of both forms. In otherwards, a good way to force a Soul Eater Cecil that is rushing you to stop is to force him to shield. And vice versa to stop a tanky Paladin Cecil who keeps trying to heal is to force them to attack. If Kirby copies Soul Eater or Protect however the auras will fade after a few dozen seconds.

I won't bother going into other specific attacks. Just to summerize, Paladin Cecil's attacks will be quite fast, but weak, while Dark Knight Cecil's attacks will be strong, but leave him quite open with ending lag. His Smash attacks (which are Dark Knight exclusive) do come out pretty fast however to enable faster transformation.

Oh and for a Final Smash, let's use the Final Fantasy attack from The After Years. Basically a Megaman/Shulk attack where his endgame allies from Final Fantasy IV all assist him.

Edited by Jotari
Link to comment
Share on other sites

  • Replies 105
  • Created
  • Last Reply

Top Posters In This Topic

Edelgard von Hresvelg

Spoiler

Intro: Edelgard appears through a purple Warp circle
 

Stance/Idle 1: Her battle poses from Three Houses (Parts I & II)

Idle 2: Edelgard briefly flips her hair (Student only)

Idle 3: Edelgard briefly raises her axe (Emperor only)

 

Notable Palette Swaps:

  • Student (default)
  • Emperor (alt.)
  • Early concept art of Dimitri (Student blue)
  • Claude von Riegan (Emperor yellow)
  • F!Byleth (Student black)
  • Archbishop Rhea (Emperor white)
  • Young Edelgard (Student purple)
  • Flame Emperor (Emperor black)

 

Walk: Edelgard walks slowly with Amyr ready

Dash: Her run animation from Three Houses

Damage: Her damage animation from Three Houses

Jump: Edelgard jumps rather low trying to lift Amyr

Crouch: Edelgard takes a knee and stands up Amyr up

 

Weapon of Choice: Amyr, an axe personally created for her

Normal Attacks

Jab: Edelgard swings Amyr forward once (7%, OK knockback)

Forward+A: Edelgard swings Amyr diagonally downward (9%, OK knockback)

Down+A: Edelgard swings Amyr straight down (15% with a meteor effect, OK knockback)

Up+A: Edelgard swings Amyr straight up (11%, OK knockback)

 

Aerial Attacks

Air+A: Edelgard does a 360 swing (9%, OK knockback)

Air Forward+A: Edelgard swings Amyr straight down in front of herself (12% with a meteor effect, OK knockback)

Air Back + A: Edelgard swings Amyr behind herself using only her right hand (9%, OK knockback)

Air Up+A: Edelgard stabs opponents above with Amyr (7%, OK knockback)

Air Down+A: Edelgard swings Amyr downward below herself (16% with a meteor effect, OK medium knockback)

 

Dash Attack: Her running attack animation from Three Houses (8%, OK knockback)

Edge Attack: Edelgard slowly climbs back up after slamming Amyr down (9%, OK knockback)

Get-Up Attack: Edelgard swings Amyr along the ground (7%, OK knockback)

 

Smash Attacks

Forward+A: Edelgard swings down Amyr with both hands (26%, medium knockback)

Up+A: Edelgard swings Amyr in a backwards upward arc (18%, medium knockback)

Down+A: Edelgard swings Amyr in a 360 (21% each hit, medium knockback)

 

Grab Game

Grab: Edelgard opens the main blade of Amyr to catch opponents

Pummel: Edelgard knees the opponent (1%)

Forwards+Throw: Edelgard elbows the opponent (7%, small knockback)

Down+Throw: Edelgard slams the opponent on the ground (22%, medium knockback)

Back+Throw: Edelgard turns around and shakes the opponent out of Amyr’s grip (14%, OK knockback)

Up+Throw: Edelgard throws the opponent upwards (15%, OK knockback)

 

 

Special Moves

B : Hades Ω; Edelgard charges up dark magic by holding down the B button. At full charge or any time before, pressing B has Edelgard summon a pillar of dark magic around herself (23%, medium knockback)

B + Forwards : Raging Storm; Edelgard swings Amyr and moves somewhat forward (10%, OK knockback). Each successful hit allows her to use this move more than once, but only when a hit connects.

B + Up : Flickering Flower; Edelgard jumps up high and slams Amyr on the ground (23%, medium knockback), creating a shockwave that briefly stuns any nearby fighters (12%, OK knockback)

B + Down : Helm Splitter; Edelgard charges Amyr and slams down on the ground, which instantly breaks shields (29%-33%, far knockback)
 

Final Smash: Black Eagle Strike Force; "Forward, now!" Edelgard blows up an explosive barrel in front of herself (12%); opponents caught in the blast are taken in a cutscene where Edelgard calls the Imperial Guard and the Black Eagles to attack the enemy all at once (54%, devastating knockback)

 

Gimmick: Crests, pieces of Edelgard’s bloodline which occasionally help her out in battle

  • Crest of Flames: Occasionally heals 30% HP equal to damage dealt (for example, using Edelgard’s down special at full power heals 9.9% damage)
  • Crest of Seiros: Occasionally boosts the power of Edelgard’s specials by 1.4x
    • Using specials is the only way to activate the Crest of Seiros

Only one Crest activates at a time (meaning the Crest of Flames can’t activate at the same time as the Crest of Seiros)

 

 

Taunts

1: “I will prevail!” Edelgard twirls Amyr

2a: “Don’t waste my time.” Edelgard flips her hair, as if annoyed by the enemy (Student only)

2b: “I must act now.” Edelgard stands Amyr upright (Emperor only)

1+2: “Know your limits!” Edelgard reaches her hand out briefly

 

 

Winposes (Student)

1: “Well, how was that?” Edelgard’s pre-timeskip victory animation

2: Edelgard puts her right hand up to her face and chuckles

 

Winposes (Emperor)

1: “I must get stronger.” Edelgard’s post-timeskip victory animation

2: “Your defeat was inevitable.” Edelgard lowers Amyr and sticks out her left hand

 

3: “Come, reach for my hand.” Edelgard opens up her left hand to the camera

 

Applause: Edelgard formally (but slightly begrudgingly) applauds

Icon: The Fire Emblem series logo

 

Boxing Ring Title:

  • Adrestian Heir (Student)
  • Future Beyond the Flame (Emperor)
     

Star K.O.: “Unacceptable…!”

Victory Music: https://youtu.be/Df_i71WW5R8

 

Kirby Hat: Edelgard’s post-timeskip hair

 

Edited by Jingilator
Link to comment
Share on other sites

Snivy

Spoiler

Intro: Snivy pops out of a Poké Ball
 

Stance/Idle 1: Its idle animation from Poképark 2

Idle 2: Its idle animation from Pokémon Black and White

Idle 3: Its idle animation from Pokémon Black 2 and White 2

 

 

Notable Palette Swaps:

  • Snivy (default)
  • Shiny Snivy (blue)
  • Serperior (green/white)
  • Tepig (orange/black)
  • Oshawott (cyan/white)
  • Reshiram (white/blue)
  • Zekrom (black/red)
  • Victini (orange)

Walk: Snivy sashays

Dash: Snivy’s run animation from Poképark 2

Damage: Snivy looks away in an annoyed manner while covering its face

Jump: Snivy jumps at a moderate height, then uses Leaf Tornado to jump twice

Crouch: Snivy crouches on both its legs and hands

 

Weapon of Choice: Snivy is a Pokémon, so it of course uses Pokémon moves. This incarnation is loosely based on the Snivy in Poképark 2; both in moveset and personality.

 

Normal Attacks

Jab: Snivy rapidly smacks the opponent with its vines (1%-2%), then finishes with a jab (4%, small knockback)

Forward+A: Headbutt; Snivy headbutts the opponents (5%, small knockback)

Down+A: Photosynthesis; Snivy relaxes in the sun, emitting energy (7%, small knockback)

Up+A: Cut; Snivy jabs one of its vines upward (5%, small knockback)

 

Aerial Attacks

Air+A: Razor Leaf; Snivy twirls and blows a gust of leaves around itself (8%, OK knockback)

Air Forward+A: Tail Whip; Snivy does a flip turn attacking with its tail (9%, OK knockback)

Air Back + A: Tail Whip; Snivy raises its tail backwards (6%, OK knockback)

Air Up+A: Snivy spins looking up, attacking with its nose (8%, OK knockback)

Air Down+A: Slam; Snivy nosedives towards the ground (11% with a meteor effect, OK knockback)

 

Dash Attack: Tackle; Snivy tackles the opponent (8%, OK knockback)

Edge Attack: Return; Snivy tackles the opponent after using its vines to climb back up (9%, OK knockback)

Get-Up Attack: Leer; Snivy glares at nearby opponents, causing them to slip as it gets back up (5%, small knockback)

 

Smash Attacks

Forward+A: Leaf Blade; Snivy fiercely attacks with both vines (17%, OK knockback)

Up+A: Iron Tail; Snivy does a backflip while using its vines to support itself (19%, medium knockback)

Down+A: Frustration; Snivy slams both vines on the ground on both sides of it (18%, OK knockback)

 

Grab Game

Grab: Wrap; Snivy grabs the opponent with its vines

Pummel: Wring Out; Snivy squeezes the opponent with its vines

Forwards+Throw: Mean Look; Snivy lets go of the opponent and stuns them by glaring at them (5%)

Down+Throw: Snivy buries the opponent by slamming it into the ground (9%)

Back+Throw: Snivy tosses the opponent behind itself (7%, small knockback)

Up+Throw: Snivy tosses the opponent into the air (7%, small knockback)

 

 

Special Moves

B : Magical Leaf; Snivy summons twelve leaves that home in on nearby opponents (1%-2% each hit, small knockback). It can store these leaves for use whenever.

B + Forwards : Grass Knot; Snivy grabs its tail with its vines and rolls around in a wheel shape (8%, OK knockback)

B + Up : Leaf Tornado; Snivy spins around on its head, rising way up in a gust of leaves (15%, OK knockback). It can also use it on the ground to quickly move left or right (8%, OK knockback).

B + Down : Leech Seed; Snivy tosses three seeds out onto the battlefield (5%, small knockback). Any that hits an opponent inflicts the flower effect.

Final Smash: Leaf Storm; Snivy flies around and spins rapidly in a giant tornado of leaves (50%, devastating knockback)

 

Gimmick: N/A

 

Taunts

1: Snivy confusedly scratches its head with one of its vines

2: Snivy smugly raises its head and smiles

1+2: Snivy folds its arms and looks away from the camera

 

Winposes

1: Snivy puts an arm out and raises its head

2: Snivy folds its arms and smugly smiles as its vines raise it in the air

3: Snivy gleefully twirls around in a gust of leaves

 

Applause: Snivy claps with its vines while folding its arms

Icon: The Pokémon series icon

Boxing Ring Title: The Rambunctious Princess

Star K.O.: “Snivyyyyy….!”

Victory Music: https://youtu.be/m9_ozzyG3uo

Kirby Hat: His Leaf hat from Return to Dream Land

 

Link to comment
Share on other sites

  • 4 weeks later...

Bomberman

Spoiler

Bomberman Blasts a Path! As one might guess from his name, Bomberman's main focus is using bombs as weapons and tools to destroy enemies and obstacles. Bomberman has an unorthodox fighting style revolving around setting bombs and luring opponents into the blast zone to damage and knock them out. He can set up to five bombs at once, which is referred to as his "bomb limit", and if set properly can cause a chain blast. However, Bomberman can be harmed by his own bombs' explosions, so be careful!

In addition to setting bombs on the ground, Bomberman can kick bombs to make them slide or pick up and throw them. They can be knocked around with punches, kicks, or hammers, though fire or sharp weapons such as swords or spears can cause them to detonate prematurely. Unlike most bombs in Smash, Bomberman's bombs don't automatically explode on contact and will instead deal minimal damage, hitstun, and knockback. However, his smashes have him throw bombs with more force, causing more damage and knockback.

  • N Special: Big Bomb - Bomberman holds out a bomb and either throws it (tap) or charges it up into a big bomb then throws it (hold, then release). Big bombs have bigger, more powerful explosions than regular bombs and cannot be knocked around by punches or kicks.
  • F Special: Line Bomb - Bomberman creates a line of bombs to the left or right of him. If he does not have any bombs out, the line will be five bombs long, otherwise its length will be subtracted by the number of bombs out.
  • U Special: Bomb Jump - Bomberman jumps off a bomb which falls downward. He can use this special as long as he has not reached his bomb limit.
  • D Special: Remote Bomb - Bomberman sets a Remote Bomb which can be detonated with a second use of the D Special. While the Remote Bomb is out, subsequent bombs you place will also be Remote Bombs.
  • N attack: Bomb Set/Pick Up/Throw/Punch - Bomberman sets a bomb. If a bomb is in front of him, he will pick it up, allowing him to throw it with the attack button. If Bomberman does not have a bomb in front of him and he has reached his bomb limit, he will throw a punch.
  • F tilt: Bomb Set/Kick - Bomberman sets a bomb while walking forward. If a bomb is not front of him and he has reached his bomb limit, he will kick.
  • F smash: Smash Bomb Throw - Bomberman winds up then throws the bomb forward. The bomb deals more damage and knockback on impact. If Bomberman has reached his bomb limit, he'll throw a slightly stronger punch.
  • Dash: Running Bomb Throw - Bomberman chucks a bomb forward while hopping on one foot. If he's reached his bomb limit, Bomberman will throw an awkward-looking punch.
  • U tilt: Uppercut
  • U smash: Smash Bomb Toss - Bomberman winds up then tosses the bomb upward. The bomb deals more damage and knockback on impact. If Bomberman has reached his bomb limit, Bomberman throws a slightly stronger uppercut.
  • D tilt: Bomb Set/Low Kick - Sets a bomb on the ground. If Bomberman has reached his bomb limit or he has a bomb in front of him, he will kick. When used near a bomb, this will send the bomb sliding along the ground.
  • D smash: Bomberman plants a bomb into the ground, leaving a trap for opponents to stumble into.
  • N air: Bomb Drop/Kick - Bomberman drops a bomb in the air. If he has reached his bomb limit, he will perform a flying kick which is capable of sending a bomb flying and sliding.
  • F air: Bomb Throw/Punch - Bomberman throws a bomb forward in the air. If he has reached his bomb limit, he will throw a punch instead.
  • B air: Backhand Punch
  • U air: Bomberman kicks upward with a flip. If he hits a bomb with this attack, it will send the bomb flying backwards behind him.
  • D air: Bomberman turns towards the camera and throws a bomb downwards. If Bomberman has reached his bomb limit, he performs a sideways double-fist slam.
  • Final Smash: Bomberman Heroes - Bomberman throws a Gravity Bomb that catches opponents. Bomberman then summons heroes from across the Bomberman series including Pretty Bomber, Nitros, Max, and the Elemental Knights who all throw bombs at the captured opponents, ending with a giant bomb from Bomberman himself.

Colors: White, Black, Blue, Red, Yellow, Green, Yellow, Pink, Aqua

 

Link to comment
Share on other sites

Ashley (WarioWare)

Spoiler

Intro: Ashley pops out from a comical cloud of magical dust
 

Stance/Idle 1: Ashley slowly tilts her head left and right

Idle 2: Ashley menacingly glares at the camera

Idle 3: Ashley polishes her wand
 

Notable Palette Swaps:

  • Default: Ashley
  • Color 2: Mona (white)
  • Color 3: Penny (pink)
  • Color 4: Kat and Ana (purple/orange)
  • Color 5: 5-Volt (yellow/red)
  • Color 6: 18-Volt (green)
  • Color 7: Young Cricket (blue)
  • Color 8: Halloween costume (alt. costume)
     

Walk: Ashley slowly sashays

Dash: Ashley dashes on her broom

Damage: Ashley’s eyes briefly glow red

Jump: Ashley jumps a decent height, using a puff of magic to do a double jump

Crouch: Ashley squats while looking at the ground with red eyes
 

Weapon of Choice: Her companion red, who can transform into a wand and broom.

 

Normal Attacks

Jab: Ashley smacks an opponent with her wand (3%) and sprinkles some magic in a flurry attack (1% each, small knockback)

Forward+A: Ashley swings her wand down, with magic leaking out (4%, small knockback)

Down+A: Ashley casts a small purple fire on the ground (5%, small knockback)

Up+A: Ashley swings her wand upward, with magic leaking out (4%, small knockback)

 

Aerial Attacks

Air+A: Ashley summons several small bursts of magic around herself (10%, OK knockback)

Air Forward+A: Ashley summons a medium burst of magic in front of herself (12%, OK knockback)

Air Back + A: Ashley summons a medium burst of magic behind herself (11%, OK knockback)

Air Up+A: Ashley summons a medium burst of magic above herself (10%, OK knockback)

Air Down+A: Ashley smacks an opponent below her with her wand (11%, OK knockback)

 

Dash Attack: Ashley does a dash attack with her broom (7%, small knockback)

Edge Attack: Ashley pops out from a comical cloud of magical dust, teleporting from the ledge (6%)

Get-Up Attack: Ashley angrily summons magic thunder around herself (10%, OK knockback)

 

Smash Attacks

Forward+A: Ashley charges up a magic projectile that goes a short distance (18%, OK knockback)

Up+A: Ashley charges up a magical explosion above her head (21%, medium knockback)

Down+A: Ashley charges up a spell that buries opponents (20%)

 

Grab Game

Grab: Ashley grabs the opponent with her wand

Pummel: Ashley smacks the opponent’s head with her wand (1%)

Forwards+Throw: Ashley tosses the opponent forward (5%, small knockback)

Down+Throw: Ashley instantly buries the opponent (10%)

Back+Throw: Ashley tosses the opponent behind herself (7%, small knockback)

Up+Throw: Ashley tosses the opponent straight up (6%, small knockback)

 

Special Moves

B : Magic Spell; Ashley charges a magical shot that can inflict a random effect on an opponent.

  • Stun (30% chance)
  • Paralyze (30% chance)
  • Ice (30% chance)
  • There’s a 10% chance of the spell backfiring and healing 15% damage off the opponent

B + Forwards : Red Run; Ashley tosses her wand like a boomerang, which then turns back into her assistant Red and zaps the opponent (15%, OK knockback), instantly turning back into a wand afterwards. She can also do this to pick up items.

B + Up : Broom Flight; Ashley flies up a long distance with her broom, and can bump into opponents during the flight (2%, small knockback); the player can loop-de-loop by letting go of B at the apex of the flight

B + Down : Plant Spell; Ashley casts a spell into the ground that summons an evil flower. It looks like a normal flower at first glance, but being stepped on by any fighter (including Ashley) causes it to come up from the ground and bite them (20%, medium knockback). If Ashley uses this right in front of an opponent, it instead inflicts the flower effect.
 

Final Smash: Hocus Pocus; Ashley casts a dark magical cloud around the entire screen that functions identically to her Assist Trophy function.

  • Causes fighters to move slowly
  • Deals constant minor damage
  • Turns fighters invisible
  • Causes health recovery items to cause damage
  • Makes recovery moves useless

 

Gimmick: N/A

 

Taunts

1: Ashley’s hair turns white and her eyes red as she looks at the camera

2: Ashley raises her wand in the air, which glows with magic for a bit

1+2: Ashley flips one of her pigtails

 

Winposes

1: Red jumps around happily, but Ashley takes notice and, annoyed, glares at him

2: Ashley looks down at what seems to be the opponent in her cauldron, with the camera being from the cauldron’s point of view

3: Ashley raises her wand, raising a purple cloud and shooting down stars

 

Applause: Ashley glares angrily, with her hair turning white and her eyes red

Icon: The Wario series icon

Boxing Ring Title: The Girl Next Door in the Haunted Mansion

Star K.O.: “Whooooaaa…”

Victory Music: A snippet of Ashley’s theme

Kirby Hat: Ashley’s hair

 

Link to comment
Share on other sites

On 12/18/2020 at 12:15 AM, Jingilator said:

Edelgard von Hresvelg

  Hide contents

Intro: Edelgard appears through a purple Warp circle
 

Stance/Idle 1: Her battle poses from Three Houses (Parts I & II)

Idle 2: Edelgard briefly flips her hair (Student only)

Idle 3: Edelgard briefly raises her axe (Emperor only)

 

Notable Palette Swaps:

  • Student (default)
  • Emperor (alt.)
  • Early concept art of Dimitri (Student blue)
  • Claude von Riegan (Emperor yellow)
  • F!Byleth (Student black)
  • Archbishop Rhea (Emperor white)
  • Young Edelgard (Student purple)
  • Flame Emperor (Emperor black)

 

Walk: Edelgard walks slowly with Amyr ready

Dash: Her run animation from Three Houses

Damage: Her damage animation from Three Houses

Jump: Edelgard jumps rather low trying to lift Amyr

Crouch: Edelgard takes a knee and stands up Amyr up

 

Weapon of Choice: Amyr, an axe personally created for her

Normal Attacks

Jab: Edelgard swings Amyr forward once (7%, OK knockback)

Forward+A: Edelgard swings Amyr diagonally downward (9%, OK knockback)

Down+A: Edelgard swings Amyr straight down (15% with a meteor effect, OK knockback)

Up+A: Edelgard swings Amyr straight up (11%, OK knockback)

 

Aerial Attacks

Air+A: Edelgard does a 360 swing (9%, OK knockback)

Air Forward+A: Edelgard swings Amyr straight down in front of herself (12% with a meteor effect, OK knockback)

Air Back + A: Edelgard swings Amyr behind herself using only her right hand (9%, OK knockback)

Air Up+A: Edelgard stabs opponents above with Amyr (7%, OK knockback)

Air Down+A: Edelgard swings Amyr downward below herself (16% with a meteor effect, OK medium knockback)

 

Dash Attack: Her running attack animation from Three Houses (8%, OK knockback)

Edge Attack: Edelgard slowly climbs back up after slamming Amyr down (9%, OK knockback)

Get-Up Attack: Edelgard swings Amyr along the ground (7%, OK knockback)

 

Smash Attacks

Forward+A: Edelgard swings down Amyr with both hands (26%, medium knockback)

Up+A: Edelgard swings Amyr in a backwards upward arc (18%, medium knockback)

Down+A: Edelgard swings Amyr in a 360 (21% each hit, medium knockback)

 

Grab Game

Grab: Edelgard opens the main blade of Amyr to catch opponents

Pummel: Edelgard knees the opponent (1%)

Forwards+Throw: Edelgard elbows the opponent (7%, small knockback)

Down+Throw: Edelgard slams the opponent on the ground (22%, medium knockback)

Back+Throw: Edelgard turns around and shakes the opponent out of Amyr’s grip (14%, OK knockback)

Up+Throw: Edelgard throws the opponent upwards (15%, OK knockback)

 

 

Special Moves

B : Hades Ω; Edelgard charges up dark magic by holding down the B button. At full charge or any time before, pressing B has Edelgard summon a pillar of dark magic around herself (23%, medium knockback)

B + Forwards : Raging Storm; Edelgard swings Amyr and moves somewhat forward (10%, OK knockback). Each successful hit allows her to use this move more than once, but only when a hit connects.

B + Up : Flickering Flower; Edelgard jumps up high and slams Amyr on the ground (23%, medium knockback), creating a shockwave that briefly stuns any nearby fighters (12%, OK knockback)

B + Down : Helm Splitter; Edelgard charges Amyr and slams down on the ground, which instantly breaks shields (29%-33%, far knockback)
 

Final Smash: Black Eagle Strike Force; "Forward, now!" Edelgard blows up an explosive barrel in front of herself (12%); opponents caught in the blast are taken in a cutscene where Edelgard calls the Imperial Guard and the Black Eagles to attack the enemy all at once (54%, devastating knockback)

 

Gimmick: Crests, pieces of Edelgard’s bloodline which occasionally help her out in battle

  • Crest of Flames: Occasionally heals 30% HP equal to damage dealt (for example, using Edelgard’s down special at full power heals 9.9% damage)
  • Crest of Seiros: Occasionally boosts the power of Edelgard’s specials by 1.4x
    • Using specials is the only way to activate the Crest of Seiros

Only one Crest activates at a time (meaning the Crest of Flames can’t activate at the same time as the Crest of Seiros)

 

 

Taunts

1: “I will prevail!” Edelgard twirls Amyr

2a: “Don’t waste my time.” Edelgard flips her hair, as if annoyed by the enemy (Student only)

2b: “I must act now.” Edelgard stands Amyr upright (Emperor only)

1+2: “Know your limits!” Edelgard reaches her hand out briefly

 

 

Winposes (Student)

1: “Well, how was that?” Edelgard’s pre-timeskip victory animation

2: Edelgard puts her right hand up to her face and chuckles

 

Winposes (Emperor)

1: “I must get stronger.” Edelgard’s post-timeskip victory animation

2: “Your defeat was inevitable.” Edelgard lowers Amyr and sticks out her left hand

 

3: “Come, reach for my hand.” Edelgard opens up her left hand to the camera

 

Applause: Edelgard formally (but slightly begrudgingly) applauds

Icon: The Fire Emblem series logo

 

Boxing Ring Title:

  • Adrestian Heir (Student)
  • Future Beyond the Flame (Emperor)
     

Star K.O.: “Unacceptable…!”

Victory Music: https://youtu.be/Df_i71WW5R8

 

Kirby Hat: Edelgard’s post-timeskip hair

 

I really like this one. I like how you incorporated rising star; having it that the move keeps going every time it lands a blow is a very clever way to incorporate the art's gimmick into action combat. Having her grab use Amyr's scythe-mode is also clever (I went with Banshee O as the grab because of the reduced movement; since Edelgard doesn't learn banshee O, your idea makes a lot more sense). 

Funny; we both had the same idea for her up-special but used different names for it. 

I like the idea behind how you incorporated crests; I'm just not sure about introducing the element of chance. I suppose she wouldn't be the first character to have it (Mr. Game & Watch's side-special).

I like how you made it that there's both the pre-timeskip (student) version of her and the post-timeskip (emperor) version of her. Having the kirby hat be her emperor hairstyle is also a nice touch. 

I'm not sure about her final smash being the exploding barrel attack. I mean; I like the idea of one of the battalion gambits being the final smash; I'm just not sure if an animation of a barrel in a cart slowing moving towards the opponent before exploding is the one to go for.

Link to comment
Share on other sites

10 hours ago, vanguard333 said:

I like the idea behind how you incorporated crests; I'm just not sure about introducing the element of chance. I suppose she wouldn't be the first character to have it (Mr. Game & Watch's side-special).

Thanks for the feedback. I just incorporated the element of chance because that's how it worked in Three Houses.

Link to comment
Share on other sites

10 minutes ago, Jingilator said:

Thanks for the feedback. I just incorporated the element of chance because that's how it worked in Three Houses.

You're welcome. That makes sense.

By the way, what did you think of the (admittedly incomplete) moveset I created for Edelgard at the beginning of the thread; the one that uses Edelgard, Dimitri and Claude as something of an FE version of Pokémon Trainer?

Link to comment
Share on other sites

3 minutes ago, vanguard333 said:

You're welcome. That makes sense.

By the way, what did you think of the (admittedly incomplete) moveset I created for Edelgard at the beginning of the thread; the one that uses Edelgard, Dimitri and Claude as something of an FE version of Pokémon Trainer?

A bit janky, even if it's incomplete.

Link to comment
Share on other sites

Waluigi

Spoiler

Intro: Waluigi sticks his tongue at a cardboard cut-out of an Assist Trophy, and then kicks it over.
 

Stance/Idle 1: Waluigi swings his arms from side to side

Idle 2: Waluigi sticks a finger in his left ear

Idle 3: Waluigi looks at the camera, doing an “I’m waiting” pose
 

Notable Palette Swaps:

  • Default: Overalls
  • Color 2: N64 overalls
  • Color 3: Fire Mario overalls
  • Color 4: Brawl Assist Trophy overalls
  • Color 5: Tennis outfit
  • Color 6: Red tennis outfit
  • Color 7: Green tennis outfit
  • Color 8: Yellow tennis outfit

Walk: Waluigi does a strut similar to the Belmonts, but more cartoonishly

Dash: His dash as an Assist Trophy

Damage: His damage animation as an Assist Trophy

Jump: His jump as an Assist Trophy, followed by a frog-legged jump

Crouch: Waluigi squats down
 

Weapon of Choice: Waluigi mainly has a tennis racket in his right hand, but he has other sneaky tools up his sleeve
 

Normal Attacks

Jab: Waluigi swings his racket back and forth (7%, small knockback)

Forward+A: Waluigi kicks up with his right leg (5%, small knockback)

Down+A: Waluigi kicks along the floor with his left leg, which can trip opponents (5%, small knockback)

Up+A: Waluigi swings his racket upwards (7%, small knockback)

 

Aerial Attacks

Air+A: Whirluigi; Waluigi does a multi-hit ballerina twirl (12%, OK knockback)

Air Forward+A: Waluigi does a downward swing with his racket (14% with a meteor effect, OK knockback)

Air Back + A: Waluigi does a horse kick with both legs (11%, OK knockback)

Air Up+A: Waluigi throws a useless Dice Block above himself that can hit up to six times (3% each hit, small knockback)

Air Down+A: Waluigi kicks straight down with both legs (11% with a meteor effect, OK knockback)

 

Dash Attack: Waluigi trips over (5%, small knockback)

Edge Attack: Waluigi headbutts the opponent as he jumps back on like a spring (6%, small knockback)

Get-Up Attack: Waluigi does a spin kick on his head (8%, small knockback)

 

Smash Attacks

Forward+A: Waluigi does a straightforward kick with his left leg (21%, medium knockback)

Up+A: Waluigi does an underhand swing with his racket, launching the opponent very high (25%, high knockback)

Down+A: Waluigi does the multi-kick attack he does as an Assist Trophy, which buries opponents (22%)

 

Grab Game

Grab: Waluigi grabs the opponent with his left hand

Pummel: Waluigi hits the opponent with his racket like a frying pan to the face (4%)

Forwards+Throw: Waluigi does a tennis serve (12%, OK knockback)

Down+Throw: Waluigi buries the opponent with a single stomp (13%)

Back+Throw: Waluigi throws a Phony Ball; Waluigi throws a baseball forward, but it’s actually a fake, with the real one (where the opponent is trapped) being thrown behind Waluigi (10%, OK knockback)

Up+Throw: Waluigi kicks the opponent in their jaw with his right foot, sending them flying (15%, OK knockback)

 

Special Moves

B : Serve; Waluigi serves a tennis ball, with the power and knockback depending on the player’s timing of pressing the B button again. When hit perfectly, it will go the speed of a Soccer Ball and be engulfed in flames (20%, medium knockback); this instantly breaks shields, but can still be countered and reflected

B + Forwards : Waluigi Kart; Waluigi hops into a Standard Kart to run over opponents (10% each, OK knockback); unlike Wario, Waluigi can’t pick it up (and certainly can’t eat it)

B + Up : Swimming Return; Waluigi does a lanky breaststroke; the distance he travels is that of half a tennis court

B + Down : Putt; Waluigi putts a golf ball that can trip opponents (10%); it can even be picked up and roll off the edge of the stage
 

Final Smash: Assist THIS!; Waluigi throws a Trophy Stand that can capture one opponent (8%); anyone captured is taken into a cutscene where they are trapped in a fake Assist Trophy, and then Waluigi comes up to them and punches them out (60%, devastating knockback)

Gimmick: N/A

 

Taunts

1: “I’m the best!” Waluigi proudly raises his tennis racket

2: Waluigi mocks the opponent

1+2: Waluigi pulls his left eyelid down and sticks his tongue out

 

 

Winposes

1: Waluigi writes “U R LOOZER” on the camera

2: Waluigi rolls on the floor in a laughing fit

3: Waluigi’s pelvic thrust from Mario Strikers Charged

 

Applause: Waluigi eats his hat in a fit of rage

Icon: The Mario series icon

Boxing Ring Title: Accepted at Last!

Star K.O.: “WAAAAAAAAAA….!!!”

Victory Music: https://youtu.be/Ubvdi2ZETcQ

Kirby Hat: Waluigi’s hat, nose and hair

 

Link to comment
Share on other sites

Character: Soldier

Series: The Legend of Zelda 2D games

Description: A generic soldier that has appeared throughout the 2D Zelda games. They are small (around Toon Link's size), heavy thanks to their armor, and they're armed with the full armory of Hyrule.

Palette: Green, Red, Blue, Grey, Grey & Horned (Ball-&-Chain Soldier), Gold (Sky Soldier), Orange (OOT Iron Knuckle), Black (Twilight Princess Darknut)

Normal Attacks:

Spoiler

Jab: Poke the opponent with a short sword outstretched. Little damage and almost no knockback, but easily repeatable.

side-standard: poke with a long sword outstretched.

up-standard: poke up with a long sword outstretched.

down-standard: poke low with a long sword outstretched. 

dash attack: a lunging strike with the long sword like that of the Chief Soldiers in Four Swords Adventures.

 

Aerial Attacks:

Spoiler

normal-aerial: bow. In fact, all aerial attacks are the bow.

 

Smash Attacks:

Spoiler

forward-smash: throw spear forward at opponent. Good KO if the tip hits the opponent. 

up-smash: throw spear upward at opponent. Same tip effect.

down-smash: Slash low on both sides with long sword.

 

Special Attacks:

Spoiler

normal-special: Ball & Chain. Hold B to swing the ball and chain around the soldier: dealing great damage and knockback to foes it hits while also protecting against any projectiles that hit the ball. Release B to send the ball and chain forward, with great forward range and even greater damage and knockback, then hold B again to bring it back. The soldier can move at walking speed and jump while B is held.

side-special: Cannon. The soldier brings out a cannon and shoots a cannonball at the opponent. This move takes inspiration from Cannon Soldiers that were cut from A Link to the Past.

up-special: spin attack.

down-special: bombs. These bombs are larger than the ones thrown by Link and deal greater damage, but there's an increased delay in explosion if they hit the ground before hitting an opponent.

 

What do you guys think? Any suggestions for improvement? I honestly thought the wide variation in enemy soldiers in the 2D Zelda games would give me plenty to work with, but I guess not. 

Link to comment
Share on other sites

Dr. Eggman

Spoiler

Intro: Eggman floats down on his Egg Mobile
 

Stance/Idle 1: The Egg Mobile floats close to the ground

Idle 2: Eggman chuckles

Idle 3: Eggman twirls his mustache

 

Notable Palette Swaps:

  • Default: Dr. Eggman
  • Color 2: Maria Robotnik (blue)
  • Color 3: Snively (green)
  • Color 4: Professor Gerald (white)
  • Color 5: Eggman Nega (black)
  • Color 6: Pajamas (pink)
  • Color 7: Classic Eggman (alt 1)
  • Color 8: Eggrobo (alt 2)

Walk: The Egg Mobile floats along the ground

Dash: The Egg Mobile floats along the ground while the jets fire

Damage: His damage animation from the Classic games

Jump: The Egg Mobile’s Walker legs spring out, and the jet propels Eggman slightly for the second jump

Crouch: Eggman rests the Egg Mobile on the ground

 

Normal Attacks

Jab: Eggman flurries with robotic claws from the Egg Mobile (2%-3%), then finishes with an uppercut (6%, small knockback)

Forward+A: Eggman attacks with one of the bumpers from the EGG-HVC-001 (6%, small knockback)

Down+A: Eggman sends out a boxing glove attached to a spring that sends opponents far (9%, OK knockback)

Up+A: Eggman attacks using the pointy tail from the second submarine boss of Oil Ocean (9%, OK knockback)

 

Aerial Attacks

Air+A: Eggman attacks using the flippers from the final boss of Sonic CD (3% each hit, OK knockback)

Air Forward+A: Eggman fires a shot from his energy gun (7%, small knockback)

Air Back + A: Eggman drops some blue toxic water from the back of his Egg Mobile (10%, OK knockback)

Air Up+A: Eggman attacks by clamping the two claws from the Casino Night Zone boss (11%, OK knockback)

Air Down+A: Eggman drops down with a spike at the bottom of the Egg Mobile (8% with a meteor effect, OK knockback)

 

Dash Attack: Eggman dashes forward with the Egg Walker’s legs

Edge Attack: Eggman shoots an energy laser (7%, small knockback) and gets back up after hanging on the edge with the Egg Mobile’s robot claws

Get-Up Attack: Eggman briefly summons an Electric Shield (5%, small knockback)

 

Smash Attacks

Forward+A: Eggman slams the ground with a giant hammer (25%, medium knockback)

Up+A: Eggman attacks by raising a drill from Marble Garden above himself (22%, medium knockback)

Down+A: Eggman fires two fireballs from the bottom of his Egg Mobile (15% each hit, OK knockback)

 

Grab Game

Grab: Eggman uses Big Arms to grab the opponent

Pummel: Eggman slowly squeezes the opponent (5%)

Forwards+Throw: Eggman tosses the opponent forward (9%, OK knockback)

Down+Throw: Eggman hovers up a bit and buries the opponent with a full-force ground slam (15%)

Back+Throw: Eggman throws the opponent behind himself (12%, OK knockback)

Up+Throw: Eggman uses the Phantom Ruby to warp the opponent to above himself (8%, small knockback)

 

Special Moves

B : Checker Wrecker; “Take this!” Eggman unleashes a wrecking ball and slams it forward after a brief spin (22% with a meteor effect, medium knockback). By tilting the control stick in the opposite direction, Eggman can do a backflip and attack opponents behind him.

B + Forwards : Drill Run; Eggman rushes forward in a drill car (15%, OK knockback). The drill itself cancels out the Drill item, and can be released by pressing B again.

B + Up : Phantom Ruby; Eggman uses the powers of the Phantom Ruby to warp in the direction the control stick is tilted; this attacks fighters in a large area (5%, OK knockback) and can either shrink opponents, reverse controls, or inflict the Flower status.

B + Down : Laser from M.E.; “Get ready to be schooled!” Using the powers of the Master Emerald, Eggman fires a huge one-hit laser that goes offscreen (35%, far knockback). This attack has a 7-second cooldown between uses.

Final Smash: Death Egg Robot; “Get a load of this!” Using the powers of the Phantom Ruby, Eggman summons the Death Egg Robot. Both of its arms can be controlled with either control stick, and pressing B has Eggman fire both of them towards the screen (30%, far knockback); if opponents are at 70% or higher, they will suffer a screen K.O.

Gimmick: N/A
 

Taunts

1: “Yosh…” Eggman pets his Egg Mobile

2: “Time for a change of pace!” Eggman gets out of the Egg Mobile for a sec to do a “Well! What is it?” gesture

1+2: “Ohohoho!” Eggman puts his hand on his chest as he laughs
 

Winposes

1: “Now you know why I am the best!” Eggman mimics the bad ending from Sonic the Hedgehog

1a: “Try again, Sonic!” (Vs. Sonic)

2: “The more, the merrier!” The camera pans up from a capsule containing Flickies and moves up to Eggman, with Orbot and Cubot appearing briefly

3: “Yes, yes, yes!” Eggman’s victory animation from Sonic Adventure 2
 

Applause: Eggman mimics the good ending from Sonic the Hedgehog

Icon: The Sonic series icon

Boxing Ring Title: The Man with the Master Plan

Star K.O.: “Curseeeees…!” “I hate that hedgehoooog…!”

Victory Music: E.G.G.M.A.N.

Kirby Hat: Eggman’s glasses and mustache

Classic Mode: The Enemy of My Enemy

Spoiler

(Fights characters based on other Sonic villains; Sonic is an ally in every round)

Round 1: Cyan Inkling, then Giant Purple Ridley on Fourside (Open Your Heart)

  • Only Knuckles appears as an Assist Trophy

Round 2: M!Robin and Black Snake on Shadow Moses Island (I Am (All of Me))

  • Only Shadow appears as an Assist Trophy

Round 3: Dark Link, Young Link and Toon Link on Mushroomy Kingdom (Seven Rings in Hand)
Round 4: Giant Incineroar on Windy Hill (The Deadly Six Medley)

  • Only Knuckles appears as an Assist Trophy

Round 5: Eggrobo x5 (horde battle) on Green Hill Zone (Hi-Spec Robo Go! (Hard Boiled Heavy Boss))

  • Only Knuckles appears as an Assist Trophy

Round 6: Giant Metal Sonic on Battlefield New Pork City (Metal Sonic Battle - Sonic Mania)
Final Round: Black Eggman (Big Arms), then Master Hand and Crazy Hand (What I'm Made Of)

 

Link to comment
Share on other sites

  • 3 weeks later...

Ayumi Tachibana

Spoiler

Intro: Ayumi runs onto the stage and catches her breath

Stance/Idle 1: Ayumi stands with her briefcase in hand.
Idle 2: Ayumi nervously looks over her shoulder
Idle 3: Ayumi brushes her left leg

Notable Palette Swaps:

  1. Ayumi Tachibana (default)
  2. Diskun (orange/yellow)
  3. Takamaru (red/white)
  4. Tamagon (green/yellow)
  5. Sukapon (pink)
  6. Classic Marth (cyan/purple)
  7. Civilian Ayumi (alternate costume)
  8. FDC protagonist (alt. blue)


Walk: Ayumi walks slowly and nervously
Dash: Ayumi runs delicately while keeping her suitcase in one hand
Damage: Ayumi puts a hand to her mouth, gasping in shock
Jump: Ayumi jumps somewhat low both times.
Crouch: Ayumi looks down, observing the ground

Normal Attacks
Jab: Ayumi slaps the opponent twice (4%)
Forward+A: Ayumi weakly kicks the opponent (3%)
Down+A: Ayumi briefly kicks along the ground (4%)
Up+A: Ayumi does an upward backhand slap (5%)

Aerial Attacks
Air+A: Ayumi swings her suit case in a full circle (7%)
Air Forward+A: Ayumi briefly flickers her flashlight (7%)
Air Back + A: Ayumi swings her suitcase backwards (9%)
Air Up+A: Ayumi briefly opens then retracts her umbrella (8%)
Air Down+A: Ayumi kicks opponents below her (6%)

Dash Attack: Ayumi trips on the ground (5%)
Edge Attack: Ayumi slams her suitcase onto the ground (6%)
Get-Up Attack: Ayumi turns on her flashlight and gets up (5%)

Smash Attacks
Forward+A: Ayumi swings her suitcase with force (17%)
Up+A: Ayumi opens her umbrella (18%)
Down+A: Ayumi shines a burning light along the ground (15%)

Grab Game
Grab: Ayumi grabs the opponent with her open hand
Pummel: Ayumi backhands the opponent with her suit case (2%)
Forwards+Throw: Ayumi pushes the opponent (8%)
Down+Throw: Ayumi pushes the opponent to the ground (8%)
Back+Throw: Ayumi runs past the opponent as she pushes them by (7%)
Up+Throw: Ayumi uppercuts the opponent with her suitcase (10%)

Special Moves
B : Flashlight; Ayumi shines her flashlight in a medium area (10%), briefly stunning opponents in range
B + Forwards : Solar Rays; Ayumi uses her magnifying glass to create a ray of sun (8%). The attack’s power is increased by 7% damage for a single hit when used on stages that take place in the daytime.
B + Up : Umbrella; Ayumi nervously opens her umbrella and floats in a single direction without stopping, only slowing down when the control stick is tilted in the opposite direction
B + Down : Inspect; Ayumi inspects the ground with her magnifying glass; there’s a 50/50 chance of Ayumi picking up an item

Final Smash: Case Closed; Ayumi glares at up to 3 opponents. Any caught in her vision are taken into a cutscene emulating FDC on the Famicom, where Ayumi declares the opponent(s) the perpetrator(s). The attack is increased by 5% if the opponent(s) is holding an item.

Gimmick: N/A

Taunts
1: Ayumi gasps in shock
2: Ayumi looks over both of her shoulder
1+2: Ayumi struggles to lift her suitcase

Winposes
1: Ayumi slowly walks towards the camera
2: Ayumi, her back turned to the camera, looks at it and, startled, gasps in shock
3: Ayumi turns on a flashlight and points it towards her name on the victory screen

Applause: Ayumi quietly claps
Icon: A magnifying glass
Boxing Ring Title: Schoolgirl Detective
Star K.O.: Ayumi pushes down on her skirt and screams for her life
Victory Music: https://youtu.be/9h7FyuIRC4A
Kirby Hat: Ayumi’s hair

Classic Mode: Najimi no nai (fights characters whose games lack general relevance outside Japan)
 

Spoiler

Round 1: Marth on Coliseum (Mystery of the Emblem Medley)

Round 2: Roy on Castle Siege (Beyond Distant Skies - Roy’s Departure)

Round 3: Lucas on New Pork City (Mother 3 Love Theme)

Round 4: Ness on Magicant (Pollyanna (I Believe in You))

Round 5: Richter on Dracula’s Castle (Divine Bloodlines)

Round 6: Ayumi on Battlefield Fourside (Famicom Medley)

Final Round: Master Hand (and Crazy Hand on 7.0 or higher)

 

Link to comment
Share on other sites

General Scales

Spoiler

General Scales Sharpens His Claws! Scales is a heavy and strong yet startlingly fast fighter who chases his opponents down and beats them into submission with brutal efficiency.

  • N Special: SharpClaw - Scales orders a SharpClaw warrior to run forward and attack. When used in the air, he'll throw the SharpClaw forward instead. You can hold the button down to have Scales hold the SharpClaw in front of him like a shield, then release to throw the SharpClaw forward.
  • S Special: LightFoot - Scales lunges forward. If he makes contact with an opponent, he'll kick off of them, allowing him to use LightFoot again.
  • U Special: CloudRunner - Scales grabs onto a small CloudRunner who lifts him upward. Scales can release the CloudRunner early, or wait for it to tire, causing him to descend more slowly.
  • D Special: ShadowHunter - Scales turns invisible for a brief time, allowing him to get a sneak attack in on a foe. This is based on the Krazoa Test of Fear, in which an illusionary silhouette of Scales appears alongside ShadowHunters to test Fox's courage.
  • N attack: Scales swipes with his Clawhook.
  • F tilt: Scales performs a vertical chop with his sword.
  • Dash: Scales performs a sort of headbutt tackle, similar to what his SharpClaw warriors use in SFA.
  • F smash: Scales spins and whips forward with his tail.
  • U tilt: Scales throws an uppercut with his Clawhook.
  • U smash: Scales slashes overhead with his sword.
  • D tilt: Scales swipes low with his Clawhook.
  • D smash: Scales spins and sweeps with his tail.
  • N air: Scales slashes with his sword.
  • F air: Scales throws an overhead punch with his Clawhook.
  • B air: Scales slashes behind him with his sword.
  • U air: Scales kicks upward.
  • D air: Scales thrusts both feet downward, similar to Ganondorf.
  • Grab: Scales's sword vanishes and he grabs the opponent with his claw.
  • Pummel: Scales crushes the opponent in his claw.
  • F Throw: Scales throws the opponent forward and downwards, much like he did to Krystal at the beginning of Star Fox Adventures.
  • B Throw: Scales throws his opponent behind him with a backhand toss.
  • U Throw: Scales throws the opponent upward with an underhand toss.
  • D Throw: Scales throws the opponent to the ground, stomps on them, and kicks them.
  • Final Smash: King RedEye - Scales summons the ruler of the RedEye tribe, who Scales rides atop of as he charges forward and attacks.
  • U Taunt: General Scales laughs.
  • S Taunt: "You dare to challenge me?"
  • D Taunt: "You will regret this..."
  • U Victory: Scales holds up a caged CloudRunner, declaring "I rule the dinosaur tribes!"
  • S Victory: Scales grabs Krystal, proclaims "No one can defeat General Scales!" and throws Krystal off his ship.
  • D Victory: General Scales steps on the viewer, causing the camera to look up at him from below as he laughs cruelly.

Costumes: Default, Dark blue armor, Yellow scales, Blue scales, Green scales and armor, Gray scales, Yellow-brown scales and red armor, Red scales

 

Link to comment
Share on other sites

Tidus (Final Fantasy X)

Playstile: Mostly a speedy combo-based fighter.
Being a pro Blitzball player, he has many kick-based moves for his weaker attacks and combo starters, while uses his sword, Fraternity, for some Smash attacks and other special attacks.
He's also very agile, with good movement and air speed, and good jump height. Above average fall speed.

Appearance: Regular FFX appearance (Skin n.1, while n.2 through 4 would be alternate colors), with his Dissidia version as a costume (n.5, while n.6 through 8 would be alternate colors)
His alternate colors would be references to Auron, Yuna, Jecht, Wakka, Lulu, Kimahri (rip Rikku)

Personal Mechanic: Sphere Grid

Spoiler

His special attacks change depending on his most used normal attacks (Jab, Tilts and Dash attack - Aerials - Smash attacks)
More specifically, every normal attack that connects fills a secret gauge with points: the normal attacks which filled the gauge the most will determine which special attacks Tidus will have access to
Although players cannot see the exact numbers, they will be able to see visible references above Tidus's icon (think of Little Mac's KO gauge): a line of colored spheres starts appearing as Tidus lands attacks (Jab and Tilts -> red sphere; Smash attacks -> purple sphere; Aerial attacks -> yellow sphere)

Red Spheres grant Tidus combo-focused special attacks and great mobility;
Purple Spheres grant offensive spells such as Bio, Water and so on;
Yellow Spheres grant miscellaneous abilities such as Cheer, Haste and so on

Current Sphere Grid mode deactivates after any player loses a stock.

 

Battle Stance: His regular stance from FFX

Idle Animations: 1) Tidus does some light warm-up jumps, while stretching his neck muscles, and says "Let's Smash!" (reference to his "Let's Blitz!" line)
                               2) Tidus assumes the same pose he has in his Dissidia (2008) artwork

Taunts: Up) Tidus raises his punch and says "Let's end this quickly!"
              Side) Tidus raises his shoulders with a "eh, whatever" attitude and says "Relax, take it easy!"
              Down) His infamous laugh. It just can't be missing

Jab: Single attack, Tidus kicks like a soccer player, his leg covers a decently wide area. Useful for low-percentage combos.

Dash Attack: His regular attack animation from FFX. Quite slow, but good kill power.

Tilt Attacks:

Spoiler

Side Tilt: Tidus sticks Fraternity into the ground and uses it as a pivot to extend his downward kick's range (small hitbox above Tidus, most of the hitbox is in front of him; his leg is intangible, and his shoe is a sweetspot, useful to counter moves such as Ike's, Fox's and Falco's side specials)

Down Tilt: A swiping kick close to the ground, similar to Mario's down tilt. Main combo starter

Up Tilt: Tidus sticks Fraternity into the ground and uses it as a pivot to kick above him, creating an arc, similar to Min Min's up tilt

 

Smash attacks:

Spoiler

Side Smash: Tidus first attacks horizontally by thrusting with Fraternity's knob, and if this weak attack connects, by pressing the attack button again, Tidus spins twice, following the first attack's movement, and then slashes the opponent with an oblique downward attack.

Down Smash: Tidus sticks Fraternity into the ground and uses it as a pivot to make a single, circular heel kick, close to the ground. Tidus attacks in front of him first, then behind him. A very quick and not too powerful smash attack, but his very horizontal launch angle can be annoying to deal with.

Up Smash: Tidus jumps and performs a flip, while covering the area above him with a slash of Fraternity. Attack starts from behind.

 

Aerial attacks:

Spoiler

Neutral Air: Tidus performs a single full flip while twisting rapidly, as if he were to dive. Multihit (think of Lucas's and Mewtwo's NAirs), good for combos and out of shield.

Forward Air: A bycicle kick in front of him. Decent vertical range, good horizontal reach, this attack is quick and good for extending combos.
Shoe's sweetspot launches more horizontally and has more kill power, while the leg sends the opponent a bit more diagonally and not as far. Leg is intangible.

Back Air: Tidus first attacks behind him with a downward heel kick, then performs an overhead kick with the other leg, causing a meteor effect (think of Lucas's back air)

Up Air: Tidus launches Fraternity above him, making it spin vertically (think of Joker's up tilt) and covering a good area. Good kill power, amazing combo finisher, especially if platforms are integrated.

Down Air: Tidus does a scissor kick with both legs under him, then flips and concludes with a powerful stomp, causing a meteor effect.

 

Special Moves (Red Spheres):

Spoiler

Neutral B: Tidus kicks a Blitzball ball in front of him, covering a good horizontal range. The ball's dimension is a halfway between Samus's chargable projectile and Wii Fit Trainer's ball. Trajectory isn't perfectly horizontal (think of Link's arrows). Can be used mid-air. Useful to stop some low recovery options, if well spaced.

Side B: A command grab special move. Tidus rapidly dashes forward  (covers a bit less than half of Final Destination's platform's length) and if an opponent is hit, Tidus grabs them with Fraternity's hook and throws them at a 75 degree angle (when facing right). Good combo starter, leaves the opponent open for basically every aerial attack, or even an Up Tilt or an Up Smash at low percentages. When used off-stage, this move causes free fall, unless an opponent is caught: when this happens, Side B cannot be used again as long as you don't land, but Tidus doesn't suffer free fall.

Down B: A move similar to Sheik's Bouncing Fish (adjustable). When pressing B again, Tidus dive-bombs with a heel kick at 40 degree angle, depending on the chosen direction.
Not pressing B causes Tidus to bounce off the opponent and effectively gaining a third jump, while causing a meteor effect on them.

Up B: Tidus throws a Blitzball ball in the air, then jumps with great force following its trajectory (normally at an 80 degree angle when facing right, adjustable). This move's animation has Tidus actually facing the opposite direction, as if executing a backflip dive ending with an overhead kick (reference to the first CGI cutscene you see in FFX). The ball is a hitbox, and at the jump's peak, a light spark suggests that you can press B again to kick the ball at a 30 degree angle downwards (adjustable). Regrdless of what you do, the move leaves Tidus open in free fall. If you don't kick the ball, it will fall, losing its hitbox.

 

Special Moves (Purple Spheres):

Spoiler

Neutral B: Bio. Tidus casts a mass of poisonous substances from above (around Tidus's height), in front of him (around one Battlefield's small platform away), which falls and causes the opponent to constantly suffer damage for a period of time.

Side B: Blizzard - Blizzara - Blizzaga. Tidus casts an ice crystal which stuns the opponent upon contact (chargeable for bigger hitbox, higher damage and longer travel distance and stun)

Down B: Fire. Tidus makes use of a Fire cast's propulsion to dash forward with a heel kick. If the kick connects, Tidus follows with a slash of Fraternity while keeping a bit of inertia. Good kill power. When used while airborne, the propulsion causes Tidus to dive-bomb at a 30 degree angle downwards. Airborne Down B doesn't allow for a slash attack. If hitting with the first frames of Airborne Down B, opponent suffers a meteor effect.

Up B: Water. Tidus casts a jet of water which allows him to recover. Trajectory is adjustable (Lucario's Extreme Speed), and the water has windbox effect.

 

Special Moves (Yellow Spheres):

Spoiler

Neutral B: Haste. Tidus gains a great buff to movement speed, air speed and jump height, at the cost of less defense, for a period of time. Any other character-generated buff already present on Tidus is overwritten.

Side B: Cheer. Tidus gains a little buff to damage dealt, knockback and defense. Allies within a limited area gain these buffs as well, altough for a shorter period of time. Any other character-generated buff already present on Tidus and his allies is overwritten.

Down B: Steal. Tidus can steal an opponent's projectile and then throw it back within a certain period of time.

Up B: Flee. Basically a third jump, with Tidus acting as if running away from a frightening foe.

Final Smash: Blitz Ace
Same as his last Overdrive attack. Party member who throws Tidus the ball is random.

i didn't expect this to take as much time as it did

Edited by Yexin
Link to comment
Share on other sites

2 hours ago, Lord_Brand said:

That's an interesting moveset! Neat way to reference FFX's most notable mechanic.

thanks! i felt pretty inspired and took the time to elaborate this whacky moveset, altough i doubt it would actually be doable, as it probably would take too much development time for a single character

Link to comment
Share on other sites

8 hours ago, Yexin said:

Tidus (Final Fantasy X)

Playstile: Mostly a speedy combo-based fighter.
Being a pro Blitzball player, he has many kick-based moves for his weaker attacks and combo starters, while uses his sword, Fraternity, for some Smash attacks and other special attacks.
He's also very agile, with good movement and air speed, and good jump height. Above average fall speed.

Appearance: Regular FFX appearance (Skin n.1, while n.2 through 4 would be alternate colors), with his Dissidia version as a costume (n.5, while n.6 through 8 would be alternate colors)
His alternate colors would be references to Auron, Yuna, Jecht, Wakka, Lulu, Kimahri (rip Rikku)

Personal Mechanic: Sphere Grid

  Hide contents

His special attacks change depending on his most used normal attacks (Jab, Tilts and Dash attack - Aerials - Smash attacks)
More specifically, every normal attack that connects fills a secret gauge with points: the normal attacks which filled the gauge the most will determine which special attacks Tidus will have access to
Although players cannot see the exact numbers, they will be able to see visible references above Tidus's icon (think of Little Mac's KO gauge): a line of colored spheres starts appearing as Tidus lands attacks (Jab and Tilts -> red sphere; Smash attacks -> purple sphere; Aerial attacks -> yellow sphere)

Red Spheres grant Tidus combo-focused special attacks and great mobility;
Purple Spheres grant offensive spells such as Bio, Water and so on;
Yellow Spheres grant miscellaneous abilities such as Cheer, Haste and so on

Current Sphere Grid mode deactivates after any player loses a stock.

 

Battle Stance: His regular stance from FFX

Idle Animations: 1) Tidus does some light warm-up jumps, while stretching his neck muscles, and says "Let's Smash!" (reference to his "Let's Blitz!" line)
                               2) Tidus assumes the same pose he has in his Dissidia (2008) artwork

Taunts: Up) Tidus raises his punch and says "Let's end this quickly!"
              Side) Tidus raises his shoulders with a "eh, whatever" attitude and says "Relax, take it easy!"
              Down) His infamous laugh. It just can't be missing

Jab: Single attack, Tidus kicks like a soccer player, his leg covers a decently wide area. Useful for low-percentage combos.

Dash Attack: His regular attack animation from FFX. Quite slow, but good kill power.

Tilt Attacks:

  Hide contents

Side Tilt: Tidus sticks Fraternity into the ground and uses it as a pivot to extend his downward kick's range (small hitbox above Tidus, most of the hitbox is in front of him; his leg is intangible, and his shoe is a sweetspot, useful to counter moves such as Ike's, Fox's and Falco's side specials)

Down Tilt: A swiping kick close to the ground, similar to Mario's down tilt. Main combo starter

Up Tilt: Tidus sticks Fraternity into the ground and uses it as a pivot to kick above him, creating an arc, similar to Min Min's up tilt

 

Smash attacks:

  Hide contents

Side Smash: Tidus first attacks horizontally by thrusting with Fraternity's knob, and if this weak attack connects, by pressing the attack button again, Tidus spins twice, following the first attack's movement, and then slashes the opponent with an oblique downward attack.

Down Smash: Tidus sticks Fraternity into the ground and uses it as a pivot to make a single, circular heel kick, close to the ground. Tidus attacks in front of him first, then behind him. A very quick and not too powerful smash attack, but his very horizontal launch angle can be annoying to deal with.

Up Smash: Tidus jumps and performs a flip, while covering the area above him with a slash of Fraternity. Attack starts from behind.

 

Aerial attacks:

  Hide contents

Neutral Air: Tidus performs a single full flip while twisting rapidly, as if he were to dive. Multihit (think of Lucas's and Mewtwo's NAirs), good for combos and out of shield.

Forward Air: A bycicle kick in front of him. Decent vertical range, good horizontal reach, this attack is quick and good for extending combos.
Shoe's sweetspot launches more horizontally and has more kill power, while the leg sends the opponent a bit more diagonally and not as far. Leg is intangible.

Back Air: Tidus first attacks behind him with a downward heel kick, then performs an overhead kick with the other leg, causing a meteor effect (think of Lucas's back air)

Up Air: Tidus launches Fraternity above him, making it spin vertically (think of Joker's up tilt) and covering a good area. Good kill power, amazing combo finisher, especially if platforms are integrated.

Down Air: Tidus does a scissor kick with both legs under him, then flips and concludes with a powerful stomp, causing a meteor effect.

 

Special Moves (Red Spheres):

  Hide contents

Neutral B: Tidus kicks a Blitzball ball in front of him, covering a good horizontal range. The ball's dimension is a halfway between Samus's chargable projectile and Wii Fit Trainer's ball. Trajectory isn't perfectly horizontal (think of Link's arrows). Can be used mid-air. Useful to stop some low recovery options, if well spaced.

Side B: A command grab special move. Tidus rapidly dashes forward  (covers a bit less than half of Final Destination's platform's length) and if an opponent is hit, Tidus grabs them with Fraternity's hook and throws them at a 75 degree angle (when facing right). Good combo starter, leaves the opponent open for basically every aerial attack, or even an Up Tilt or an Up Smash at low percentages. When used off-stage, this move causes free fall, unless an opponent is caught: when this happens, Side B cannot be used again as long as you don't land, but Tidus doesn't suffer free fall.

Down B: A move similar to Sheik's Bouncing Fish (adjustable). When pressing B again, Tidus dive-bombs with a heel kick at 40 degree angle, depending on the chosen direction.
Not pressing B causes Tidus to bounce off the opponent and effectively gaining a third jump, while causing a meteor effect on them.

Up B: Tidus throws a Blitzball ball in the air, then jumps with great force following its trajectory (normally at an 80 degree angle when facing right, adjustable). This move's animation has Tidus actually facing the opposite direction, as if executing a backflip dive ending with an overhead kick (reference to the first CGI cutscene you see in FFX). The ball is a hitbox, and at the jump's peak, a light spark suggests that you can press B again to kick the ball at a 30 degree angle downwards (adjustable). Regrdless of what you do, the move leaves Tidus open in free fall. If you don't kick the ball, it will fall, losing its hitbox.

 

Special Moves (Purple Spheres):

  Hide contents

Neutral B: Bio. Tidus casts a mass of poisonous substances from above (around Tidus's height), in front of him (around one Battlefield's small platform away), which falls and causes the opponent to constantly suffer damage for a period of time.

Side B: Blizzard - Blizzara - Blizzaga. Tidus casts an ice crystal which stuns the opponent upon contact (chargeable for bigger hitbox, higher damage and longer travel distance and stun)

Down B: Fire. Tidus makes use of a Fire cast's propulsion to dash forward with a heel kick. If the kick connects, Tidus follows with a slash of Fraternity while keeping a bit of inertia. Good kill power. When used while airborne, the propulsion causes Tidus to dive-bomb at a 30 degree angle downwards. Airborne Down B doesn't allow for a slash attack. If hitting with the first frames of Airborne Down B, opponent suffers a meteor effect.

Up B: Water. Tidus casts a jet of water which allows him to recover. Trajectory is adjustable (Lucario's Extreme Speed), and the water has windbox effect.

 

Special Moves (Yellow Spheres):

  Hide contents

Neutral B: Haste. Tidus gains a great buff to movement speed, air speed and jump height, at the cost of less defense, for a period of time. Any other character-generated buff already present on Tidus is overwritten.

Side B: Cheer. Tidus gains a little buff to damage dealt, knockback and defense. Allies within a limited area gain these buffs as well, altough for a shorter period of time. Any other character-generated buff already present on Tidus and his allies is overwritten.

Down B: Steal. Tidus can steal an opponent's projectile and then throw it back within a certain period of time.

Up B: Flee. Basically a third jump, with Tidus acting as if running away from a frightening foe.

Final Smash: Blitz Ace
Same as his last Overdrive attack. Party member who throws Tidus the ball is random.

i didn't expect this to take as much time as it did

No Shuyin alt. 0/10. Though really I could imagine this actually being quite an irritating fighter to play as. Your ability to actually control what specials he's using seems quite limited, especially in the heat of battle when you're going to be more focused on performing the attacks that best damage the opponent rather than putting him in a certain mode. I'd pair it down to just two different forms, maybe remove magic as Tidus is never depicted as magically inclined. His overdrives feel conspicuously missing too, aside from Blitz Ace. Maybe the down or side specials could be Spiral Cut and Slice and Dice at a squint, but Energy Rain is missing and absolutely shouldn't be.

Link to comment
Share on other sites

17 minutes ago, Jotari said:

I'd pair it down to just two different forms, maybe remove magic as Tidus is never depicted as magically inclined.

Tiny correction- Haste/ga & Slow/ga is in "his section" of the Standard Sphere Grid, which should be taken as defining an FFX character.

However, those spells don't deal damage. And furthermore, I would hazard they would let Tidus destroy Smash's balance more than Yojimbo. Buffing your movement & attack speed and decreasing your enemies (barring Bayo's Witch Time counter) sounds very problematic when attack speed demons have often dominated Smash since Melee.

Edited by Interdimensional Observer
Link to comment
Share on other sites

2 hours ago, Interdimensional Observer said:

Tiny correction- Haste/ga & Slow/ga is in "his section" of the Standard Sphere Grid, which should be taken as defining an FFX character.

However, those spells don't deal damage. And furthermore, I would hazard they would let Tidus destroy Smash's balance more than Yojimbo. Buffing your movement & attack speed and decreasing your enemies (barring Bayo's Witch Time counter) sounds very problematic when attack speed demons have often dominated Smash since Melee.

Well yes, obviously excepting his time magic, which was already in a seperate section of your moveset. And while I'm not sure how it should be implemented, it is a defining enough part of him that I think should be featured some way. Though it'd be hard to strike a balance between his base speed being good because that's what he's like, without haste being ott. Maybe making it part of a final smash like the way it's in his EX Mode in Dissidia, but that'd mean losing Blitz Ace which already works as a final smash. ANother possibility could be that his speed grows the longer he's alive, displaying his growth.

Link to comment
Share on other sites

8 hours ago, Jotari said:

No Shuyin alt. 0/10. Though really I could imagine this actually being quite an irritating fighter to play as. Your ability to actually control what specials he's using seems quite limited, especially in the heat of battle when you're going to be more focused on performing the attacks that best damage the opponent rather than putting him in a certain mode. I'd pair it down to just two different forms, maybe remove magic as Tidus is never depicted as magically inclined. His overdrives feel conspicuously missing too, aside from Blitz Ace. Maybe the down or side specials could be Spiral Cut and Slice and Dice at a squint, but Energy Rain is missing and absolutely shouldn't be.

well i did what i could to try and implement FFX's main mechanic into Tidus's moveset, it probably was an impossible task to begin with, and i don't expect he'd play like this at all, if he were to be added in Smash in a very distant future please Sakurai cut Cloud and add Tidus instead

i agree that his overdrives should've been in his moveset aside from his final smash, but what i tried to do with this idea was an "anime sword character"-looking dude who doesn't play as what one would guess just by looking at him. maybe it's just a dumb idea, and i'd agree with that, but this was the goal i tried to achieve

it would be cool if you created your own moveset for Tidus, so that we can compare them and maybe mix some of our ideas

8 hours ago, Interdimensional Observer said:

I would hazard they would let Tidus destroy Smash's balance more than Yojimbo. Buffing your movement & attack speed and decreasing your enemies (barring Bayo's Witch Time counter) sounds very problematic when attack speed demons have often dominated Smash since Melee.

that's why i specified that using Cheer or Haste negates any other character-generated buff Tidus and allies might have

ex. DQ's hero can't have both Acceleratle's speed buff and Cheer's atk and def buff

Link to comment
Share on other sites

37 minutes ago, Yexin said:

well i did what i could to try and implement FFX's main mechanic into Tidus's moveset, it probably was an impossible task to begin with, and i don't expect he'd play like this at all, if he were to be added in Smash in a very distant future please Sakurai cut Cloud and add Tidus instead

i agree that his overdrives should've been in his moveset aside from his final smash, but what i tried to do with this idea was an "anime sword character"-looking dude who doesn't play as what one would guess just by looking at him. maybe it's just a dumb idea, and i'd agree with that, but this was the goal i tried to achieve

it would be cool if you created your own moveset for Tidus, so that we can compare them and maybe mix some of our ideas

that's why i specified that using Cheer or Haste negates any other character-generated buff Tidus and allies might have

ex. DQ's hero can't have both Acceleratle's speed buff and Cheer's atk and def buff

Challenge accepted. Before I start I'll note that in English his sword is called the Brotherhood. You called in Fraternity in your moveset, which I'm guessing is what it's called in other translations as it's basically the same name.

Name: Tidus

Default outfit: His Final Fantasy X appearance

Alternate Outfits: Shuyin!, a black hair alt from the first Final Fantasy X demo, topless alt, because this is Super Smash Bros damnit!

Gimmick: Haste: Tidus's speed increases the longer he is alive. He starts out as actually a rather slow an awkward character, about on par with Shulk, but his speed raises in stages every fifteen seconds, reaching a max level after one minute without losing a stock (upon losing a stock he resets to his base speed). By which point he's more comparable to Sonic only with more range and slightly more power. Every time it goes up a stage, a red clock like animation goes over Tidus like Haste in Final Fantasy X. At the highest level, after a minute, Tidus also gets mild water hitboxes extending from his sword attacks that push back enemies he doesn't quite manage to hit. Like in Final Fantasy X, even his idle animation is sped up by this attack. I also like this gimmick, as it sort of reflects Tidus's growth as a character over the course of Final Fantasy X (and to a lesser extent his growth as a warrior, it doesn't get much focus in the, but he is notciable a novice at the start of the game unlike a lot of Final Fantasy protagonists, one reference to this in game would be how he learns his Overdrives by constantly using them).

Normals
 

Spoiler

 

Jab: A three hit combo. The first two hits are close slashes, but the third is a rush resembling the first hit of his Sonic Buster attack in DIssidia. Covers good distance, but leaves Tidus unnaturally open for a jab combo.

Side Tilt: A two hit sword combo.

Down Tilt: A slide like many characters have, seems like it'd be a natural fit for him even if I don't think he ever does anything like it. Even though he's not directly using his sword, this attack still has a water hit box at max level Haste.

Up Tilt: A rising slash attack that puts Tidus in the air slightly. If it connects with an opponent, it can be comboed into an aerial.

Dash: His standard Final Fantasy X attack.

 

Side Smash: Tidus throws a blitzball forward like he does in Dissidia (which in turn is based around Wakka's throwing animation). Not very powerful as far as Side Smashes go, but quite easy to aim and travels pretty far (for a Smash attack). If you aim downwards at the ground, the ball will ricochet and bounce upwards.

Up Smash: Tidus spiral jumps upwards and kicks a Blitz Ball. Much more powerful than his side smash, but is launched at an awkward angle that makes it hard to connect with. Opponents standing close to Tidus can be pulled up with the initial spiral jump.

Down Smash: Tidus holds a Blitzball while he charges and then punts it, similar to his normal shooting animation while playing Blitzball. Easier to hit with than his up smash, but cannot be aimed like his Side Smash. Travels the furthest of all his Smash attacks.

 

Air Attacks: Don't have the game on me right now to research and reference attacks by name, but suffice to say, most of his aerial attacks would be based on his various basic bravery attacks from Dissidia. Like Bayonetta, he will also be able to combo his neutral and side aerials, though unlike her it's just a simple two hit combo. Overall his air game is quite strong, and utilizing his swift multi hit attacks will be key to getting kills for him.

 

 


Up Throw:

Forward Throw: Tidus slashes his opponent away an then quickly throws a Blitzball at them.

Back Throw: Tidus tosses his opponent upwards and then kicks them with a backflip, like in his animation for Sphere Shot.

Down Throw: Tidus tosses his opponent downwards and impales

 

 

Specials
 

Spoiler

Neutral Special: Slowga: Tidus performs his spell casting animation from Final Fantasy X and shoots an orb of magic similar to the animation that appears over a character that has slow cast on them in Final Fantasy X. Enemies hit with this orb receive reduced movement speed which lasts an amount of time proportional to how much damage they've taken. Despite not dealing any damage, this is a very useful move for Tidus to use to set up a kill.

Side Special:Spiral Cut: Tidus performs a powerful four hit combo consisting of backflips and a final heavy hit. This attack moves Tidus quite a bit, about on par with Fox's side special (and at max level haste it isn't much slower than that attack. Once it is initiated, Tidus cannot cancel the move, leaving him quite open. If performed in the air, Tidus will move forward in the first three strikes, but the forth, heavy strike, he will slam down from the air like Ike's aether. This is a pretty unconventional trajectory for an attack that could surprise opponents.

Up Special: Energy Rain: Tidus kicks forward, if he connects with an opponent, he will leap away and shoot a rain of energy at his opponent. Technically it is a grab move. As a recovery, it works most like Ganondorf's Dark Dive. Even though Tidus has strong air game, this is not a strong recovery. Unlike Dark Dive, however, Tidus can use this attack to leap off the stage. If successfully performed on the stage, there will not be a follow up energy wave unless you hold the button. If performed on an enemy, TIdus can use the attack again, but not if it is performed on the stage.

Down Special: Evade and Counter: Tidus performs a back hop similar to Bayonetta's Witch Time. If enemies attacked Tidus while he'd dodging, he will automatically counter attack with his sword.

Final Smash: Blitz Ace: One of those final smashes that brings the enemy to a new area and has him do the animation. Flashy, but not all that exciting as an actual attack.

 

To sum up, a gimmick that makes him more powerful via his speed the longer he is alive, with the max level giving him an extra water pushing effect on his sword attacks. Smashes that involve throwing a blitzball that aren't powerful, but are effective for spacing. Multi hit aerial moves. Specials that are based on his Overdrives, plus Slowga to slow enemies down and a counter (couldn't think of any way to implement Hit and Run given it's just a bunch of generic attacks). His weaknesses involve a not great vertical recovery, despite having powerful air game that encourages him to get off the stage, and a bit slow without the power to back it up at the start of a match. To play Tidus, a character needs to know what they're doing and survive his lower haste levels, while still be experienced enough with him to make use of the added speed and power at his higher levels.

 

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

  • Recently Browsing   0 members

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