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Create a Fighter and Moveset (Revival Thread 2)

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Bandana Dee

Spoiler

Intro: Bandana Dee flies in on his parasol.

Stance/Idle 1: His idle animation from Return to Dream Land onwards.

Idle 2: Bandana Dee stretches his arms.

Idle 3: Bandana Dee admiringly glances at his spear.


Notable Palette Swaps: 
-Bandana Dee (Dee-fault)
-King Dedede (Yellow/Red; wears the Spear ability hat)
-Meta Knight (Purple; wears the Waddle Dee’s sailor hat from Meta Knight’s Revenge)
-Gooey and Kirby (Blue body, pink face; wears a pink bandana)
-Landia (Red; wears a signed hat resembling Landia’s horns)
-Magolor (Cyan; wears Magolor’s hat)
-Galacta Knight (Pink with white face)
-Whispy Woods (Green; wears the Leaf ability hat)

Walk: Bandana Dee tiptoes.

Jog: His walk from the modern Kirby games.

Dash: His dash from the modern Kirby games.

Damage: His damage animation from the modern Kirby games.

Jump: His jump from the modern Kirby games; like the rest of the Kirby roster, Bandana Dee can jump up to six times. However, he is shown slowly falling down with a sloppy posture each jump.

Crouch: His crouch from the modern Kirby games.


Weapon of Choice: Bandana Dee always fights with his trusty spear, but he can also use a parasol and elemental magic as well.


Jab: Multispear Thrust; Waddle Dee slashes twice (6%, small knockback), and flurries with multiple spear thrusts (2-3% each, small knockback), and finishes with a straight jab (7%, OK knockback)
Forward+A: Spear Thrust; Bandana Dee thrusts his spear straight forward (8%, OK knockback)
Down+A: Slide; Bandana Dee slides across the ground (5%, small knockback)
Up+A: Skyward Thrust; Bandana Dee thrusts his spear upwards (7%, OK knockback)

Aerial Attacks
Air+A: Bandana Dee rapidly spins his spear (9%, OK knockback)
Air Forward+A: Waddle Spear Barrage; Bandana Dee throws two spears in front of him (6% each, small knockback)
Air Back + A: Back Thrust; Bandana Dee thrusts his spear behind him (10%, OK knockback)
Air Up+A: Parasol Twirl; Bandana Dee twirls his parasol (11%, OK knockback); he can also glide with it by holding Up, somewhat like Peach’s, only it deals no damage.
Air Down+A: Moon Drop; Bandana Dee briefly spins his spear, and then drops down (13% with a meteor effect, OK knockback); he gets pushed up when he makes contact, just like the Links.

Dash Attack: Ground Thrust; Bandana Dee dashes a long distance and runs his spear through the ground, thrusting upwards at the end (12%, OK knockback)
Edge Attack: Bandana Dee thrusts on the edge (9%, OK knockback)
Get-Up Attack: Bandana Dee spins on the ground (8%, OK knockback)

Smash Moves
Forward+A: Aqua Shot; Bandana Dee flaps his parasol as water spouts out of it (16%, OK knockback)
Up+A: Chumbrella; Bandana Dee expands his parasol greatly (18%, medium knockback)
Down+A: Parasol Twirl; Bandana Dee spins his parasol on the ground as winds comes out of it (19%, medium knockback)

Grab: Bandana Dee summons a Beam with his spear.
Pummel: Bandana Dee stabs the target with his spear (2%)
Forwards+Throw: Capture Beam; Bandana Dee shoots a full Beam diagonally upwards in his direction (14%, OK knockback)
Down+Throw: Bandana Dee stabs the target into a burial (15%)
Back+Throw: Bandana Dee lifts up the target with his spear and tosses them behind himself (14%, OK knockback)
Up+Throw: Circus Throw; Bandana Dee spins the target around on his parasol and chucks them upwards (11%, OK knockback)

Special Moves
B : Power Effect; Bandana Dee selects one element from a menu to effect his attacks. The selection is like Shulk’s Monado Arts, in which Bandana Dee can switch elements on the fly.
B + Forwards : Spear Throw; Bandana Dee throws one spear at a time when B is tapped (5% each, small knockback). When B is held, Bandana Dee charges, and can either throw two (6% each, small knockback) or three at a time (8% each, small knockback)
B + Up : Waddle Copter; Bandana Dee flies around using his spear as a helicopter (21%, medium knockback); when used on the ground, the player has complete control of Bandana Dee’s flight, in which he can go in all 8 directions.
B + Down : Friend Summon; Bandana Dee throws a heart that summons one of two friends: Waddle Doo and Bronto Burt. Bronto Burt charges into enemies (4%, small knockback), while Waddle Doo uses his Beam ability (12%, OK knockback)

Final Smash: Megaton Punch; Bandana Dee punches up to two targets in front of him (8%), and the targets are into a cutscene where Bandana Dee jumps high into the air, and then punches the ground as he falls back down. The punch is so strong, it creates a fissure in the ground (55%, devastating knockback).


Gimmick: Power Effect Elements

-Blizzard: Attacks are slightly slower, but combos can sometimes freeze a target
-Bluster: Attacks are quicker and the attack power is multiplied by 1.2x, but with more endlag
-Sizzle: Targets could have a lingering fire effect that slowly raises damage, but Bandana Dee’s damage slowly rises the longer he’s left idle
-Splash: Bandana Dee is slower and so are his attacks, but the power is multiplied by 1.4x
-Zap: Attack power slowly increases with each combo (up to 1.5x), but Bandana Dee’s damage slowly rises little by little

Taunts
1: Bandana Dee looks around him, mimicking his artwork from Return to Dream Land.
2: Bandana Dee happily waves his arms.
1+2: Bandana Dee falls asleep, thinking about an apple.


Winposes
1: Bandana Dee’s win pose from the Megaton Punch minigame.
2: Bandana Dee spins his spear and raises it upwards, mimicking his summon animation from Star Allies.
3: Bandana Dee spins his spear and triumphantly plants the bottom end on the ground.

Applause: Bandana Dee’s losing animation from the Megaton Punch minigame.

Icon: Kirby series icon

Boxing Ring Title: Hero Among Waddle Dees

Victory Music: Victory! Kirby and King Dedede

Kirby Hat: Bandana Dee’s…well, Bandana. However, Kirby only imitates Bandana Dee’s Side B.

 

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Axel Stone

Spoiler

Intro: Axel walks in from the background (from the side in his home stage)

Stance/Idle 1: His idle animation from Streets of Rage 2.

Idle 2: Axel wipes his face with his right hand.

Idle 3: The “GO!” arrow appears over Axel’s HUD.


Notable Palette Swaps:
-Default (White)
-Blaze Fielding (Red)
-Adam Hunter (Yellow)
-Max “Thunder” Hatchett (Brown)
-Eddie “Skate” Hunter (Yellow)
-Dr. Gilbert Zan (Blue)
-SoR3 Shiva (Dark Blue)
-Mr. X (Green)


Walk: Axel slowly side-steps forwards.

Jog: His walk from the games.

Dash: His dash from the games.

Damage: His damage animation from the games.

Jump: His jump from the games.

Crouch: Axel puts one hand on the ground, as if he were trying to get an item (the item pickup animation is exactly how it is from the games when Axel DOES get an item).


Weapon of Choice: Axel’s combat style is entirely hand-to-hand.


Jab: Axel punches twice with his left hand (5%, small knockback) and then a third time with his right hand (6%, small knockback)
Forward+A: Axel kicks outward with his left leg (8%, OK knockback)
Down+A: Axel kicks along the floor with his right leg, which can trip the target (7%, small knockback)
Up+A: Axel performs an uppercut with his right hand (12%, OK knockback)

Aerial Attacks
Air+A: Axel performs a backflip kick with his right leg (11%, OK knockback); taken from one of Skate’s normal attacks.
Air Forward+A: Axel kicks outwards with his left leg (10%, OK knockback)
Air Back + A: Axel kicks backwards with his both legs (14%, OK knockback); taken from one of Skate’s aerials.
Air Up+A: Axel kicks upwards with his right leg (12%, OK knockback)
Air Down+A: Axel knees the target with both knees (13% with a meteor effect, OK knockback)

Dash Attack: Thunder Tackle; Axel charges forward and attacks with his elbow (15%, OK knockback); taken from one of Max’s specials.
Edge Attack: Axel sweeps with his left leg as he gets back up (11%, OK knockback)
Get-Up Attack: Axel jumps up and kicks out with both legs (10%, OK knockback); loosely taken from one of Skate’s aerials.

Smash Moves
Forward+A: Knuckle Bomb; Axel swings both his fists forward (23%, medium knockback); taken from one of Max’s specials.
Up+A: Embukyaku; Axel kicks upwards with his left leg (22%, medium knockback); taken from one of Blaze’s specials.
Down+A: Double Spin Kick; Axel sweeps across the ground with both legs (19%, medium knockback); taken from one of Skate’s specials.

Grab: His grab from the games.
Pummel: Axel knees the target (2%)
Forwards+Throw: Axel headbutts the target (14%, OK knockback)
Down+Throw: Axel Toss; Axel vaults over the target and throws them down on the ground, burying them (15%)
Back+Throw: Axel drops his back onto the ground and throws the target backwards (13%, OK knockback)
Up+Throw: Axel briefly jumps up, and then kicks upwards while holding the target (16%, OK knockback); taken from one of Skate’s throws.

Special Moves
B : Dragon Smash; by holding B, Axel charges up a flurry of punches that he unleashes after, finishing with an uppercut (22%, medium knockback; 2.1% recoil)
B + Forwards : Grand Upper; Axel dashes forward and uppercuts the target with great vertical height (17%, medium knockback; 1.2% recoil); it’s basically Captain Falcon’s Raptor Boost, but with less distance.
B + Up : Grand Hook; Axel performs a 360 Dragon Wing with emphasis on horizontal movement (11%, OK knockback), and finishes with an uppercut with emphasis on vertical movement (18%, medium knockback; 1.7% recoil)
B + Down : Dragon Wing; Axel punches in a 360 turn (9%, small knockback), and then punches straight forward (19%, medium knockback; 1.6% recoil)

Final Smash: Police Backup; Axel punches up to three targets at once (9%), and then said targets are dragged into a cutscene where Axel radios in for backup. A police car arrives and the cops fire their bazookas at the targets, who are trapped in a ring of flames followed by an explosion (53%, devastating knockback).

Gimmick: Axel’s damage slowly rises whenever he uses a special move; however, there’s a meter you’re granted at the start of each stock that grants you one special move without damage. This meter has a 5-second cool down between special moves.


Taunts
1: “Go straight!” Axel mimics his pose from SoR2’s US box art.
2: Axel mimics his pose from Bare Knuckle 2’s box art.
1+2: Axel mimics his pose from SoR3’s box art.


Winposes
1: Axel loosely mimics his pose from Bare Knuckle’s box art.
2: Axel looks towards the distance, and waves towards an incoming helicopter.
3: Axel knockout punches a Y. Signal and Donovan and then jump-kicks a Galsia unconscious; loosely based on SoR1’s US box art.

Icon: The “R” in the first game’s logo.

Boxing Ring Title: Bare-Knuckled Ex-Cop

Victory Music: youtu.be/VyUmHYtG3xc

Kirby Hat: Axel’s hair and bandana

 

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Celica

Spoiler

General Info

Name: Celica

Costumes: 

1. Celica’s default colours as seen in Shadows of Valentia.

2. Celica with green hair and blue clothes. This outfit is a reference to Alm.

3. Celica with brown hair and yellow clothes. This outfit is a reference to Delthea.

4. Celica with pink hair and pink and red clothes. This outfit is a reference to Mae.

5. Celica with blue hair and white and blue clothes. This outfit is a reference to Rinea.

6. Celica with light green hair and white and teal clothes. This outfit is a reference to Mila.

7. Celica with dark green hair and gold and red clothes. This outfit is a reference to Duma.

8. Celica with pale purple skin, purple hair, and black clothes. This outfit is a reference to the Duma Faithful.

Gimmick, if any: Using specials and certain other attacks deals tiny amounts of damage to Celica, like Pichu.

 

Moveset

Jab:

1. Celica slashes with her Golden Dagger.

2. Celica slashes with her Golden Dagger again.

3. Celica transforms the Golden Dagger into the Beloved Zofia and slashes the opponent one more time, launching them. Alternatively for a rapid jab, Celica throws her free hand forwards and multiples arcs of lightning rapidly hit the opponent, culminating in one lightning bolt when Celica releases. The rapid jab does more damage and knockback than the normal jab, but slowly deals damage to you the longer you keep doing it.

Dash attack: Celica lunges forward encompassed by flames, stabbing her sword forward.

F tilt: Celica does a slash with her Golden Dagger in an underhand arc, launching the opponent upwards.

D tilt: Celica stabs at the ground in front of her with her Dagger.

U tilt: Celica raises her hand in the air above her, a small arc of lightning appearing from her fingertips. This move is stronger than her other tilts, but deals damage to her.

F air: Celica slashes her Zofia in an overhand arc in front of her.

B air: Celica waves her free hand behind her in an underhand arc, her hand engulfed in flames. This move is stronger than her other aerials, but deals damage to her.

D air: Celica’s free hand begins to glow, and she waves it in an arc below her. This move is stronger than her other aerials, and the sweet spot spikes, but the move deals damage to her.

U air: Celica swings her Zofia above her in an arc.

N air: Celica starfishes, and light magic shoots out in a circle around her. This move is stronger than her other aerials, but deals damage 

F smash: Celica stabs three times with her Zofia, the third sending the opponent flying.

D smash: Celica slashes the ground on either side of her with her Zofia.

U smash: Celica slashes above her twice, the first one normal and the second one with her Zofia engulfed in flames. The second hit is stronger than normal, but deals damage to Celica.

F special: Seraphim - Functionally similar to Din’s Flame, Seraphim is a remote control projectile. It can be angled to curve upwards or downwards, leaving a trail of feathers, and will explode in a light, feathery explosion when released.

D special: Aura - Celica kneels on the ground and glows. Upon releasing the input, a circle of light blasts out of the ground around celica, dealing large amounts of damage to those close to her.

U special: Excalibur - Celica summons a tornado below her which launches her high up into the air and sends her into freefall. The tornado can be angled to change launch direction.

N special: Fire/Bolganone/Ragnarok - Functionally similar to Frizz/Kafrizz/Kafrizzle, Celica charges up a 3-stage fireball. The first stage, Fire, is a weak fireball with low damage and knockback. The second stage, Bolganone, is a fireball that erupts the ground upon hitting an enemy, launching the enemy up with medium damage and knockback. The third stage, Ragnarok, is a powerful fireball that creates a massive explosion upon hitting an enemy, dealing high damage and high knockback. All stages deal the same amount of damage to Celica.

Grab: Celica grabs in a similar fashion to Robin.

Pummel: Celica bashes the opponent with her Dagger hilt.

F throw: Celica throws the opponent up into the air, then slashes the opponent in mid-air with her Dagger.

B throw: Celica tosses the opponent backwards and zaps the opponent with lightning in mid-air. This move is stronger than her other throws, but deals damage to Celica.

D throw: Celica throws the opponent onto the ground and stomps on them, flinging them diagonally upwards.

U throw: Celica throws the opponent upwards, then slashes the opponent in mid-air with her Zofia.

F taunt: Celica grabs a pot and throws it into the air, then shatters it with her Zofia in mid-air.

D taunt: Celica kneels on the ground and clasps her hands in a prayer pose, closing her eyes.

U taunt: Celica creates a small flame in her hand and moves it around in the air.

Secret smash taunt, if any: None.

Final Smash: For her final smash, Celica rushes forwards and slashes, sending anyone she hits into the Ultimate Move location in Echoes. She then performs Ragnarok Omega.

 

Animations

Idle animation:

1. Celica grabs her hair with both hands and brushes her fingers through it.

2. Celica pulls some bread out of her pocket and takes a bite out of it.

3, optional.

Shield break animation: Celica falls onto one knee, resting her face in her hands, bobbing back and forth.

Intro animation: Celica’s intro animation is the one she does when entering a dungeon.

Victory animations:

1.

2.

3.

 

Extra

Stage: 

Stage music:

 

Extra info:

 

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Four Sword Link:

Description: Link from Four Swords Adventures. All four Links are on stage at the same time as one unit. Their unique gimmick is formations: they start off in default formation, in which the Links form a line behind the leader, with the leader doing the actual fighting. However, through their special, they can enter one of four other formations: Wide, Long, Box, and Diamond. In these formations, the Links fight as a cohesive unit; all four attacking at once in the direction they're each facing. 

 

Intro: Link appears and unsheathes the Four Sword, causing the other three Links to appear behind him. 

 

Standard Attacks: The same as that of Toon Link. 

 

Special Attacks:

Standard: Formation. As explained before, Link enters one of four formations (or cancels the current formation if one is already active):

Wide: The Links form up horizontally. This gives them incredible horizontal range when attacking above and below, while also improving horizontal recovery. However, it also makes them a wide target and thus more susceptible to vertical attacks. 

Long: The Links stand up on top of each other like the totem system in Tri Force Heroes. This gives them incredible vertical range when attacking to either side and improves vertical recovery. However, it makes them a tall target that is thus more susceptible to horizontal attacks. 

Box: A balance between wide and long: two links wide, and two links tall. 

Diamond: The Links stand back-to-back-to-back-to=back. On the ground, this is a Link on the left facing left, a Link to the right facing right, and a Link in the center holding up the Link above that's facing above, making it more of a triangle. In the air, however, it is a true diamond, with the Link in the center becoming a Link below. This is the only formation where the Links attack in different directions, covering all sides and maximizing offence and defence at the cost of no added recovery. Best used in brawls when surrounded by opponents. 

Side, Up and Down Special are the same as the other Links.

 

Grab: Hookshot. 

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17 hours ago, Evalko said:

Celica

  Hide contents

General Info

Name: Celica

Costumes: 

1. Celica’s default colours as seen in Shadows of Valentia.

2. Celica with green hair and blue clothes. This outfit is a reference to Alm.

3. Celica with brown hair and yellow clothes. This outfit is a reference to Delthea.

4. Celica with pink hair and pink and red clothes. This outfit is a reference to Mae.

5. Celica with blue hair and white and blue clothes. This outfit is a reference to Rinea.

6. Celica with light green hair and white and teal clothes. This outfit is a reference to Mila.

7. Celica with dark green hair and gold and red clothes. This outfit is a reference to Duma.

8. Celica with pale purple skin, purple hair, and black clothes. This outfit is a reference to the Duma Faithful.

Gimmick, if any: Using specials and certain other attacks deals tiny amounts of damage to Celica, like Pichu.

 

Moveset

Jab:

1. Celica slashes with her Golden Dagger.

2. Celica slashes with her Golden Dagger again.

3. Celica transforms the Golden Dagger into the Beloved Zofia and slashes the opponent one more time, launching them. Alternatively for a rapid jab, Celica throws her free hand forwards and multiples arcs of lightning rapidly hit the opponent, culminating in one lightning bolt when Celica releases. The rapid jab does more damage and knockback than the normal jab, but slowly deals damage to you the longer you keep doing it.

Dash attack: Celica lunges forward encompassed by flames, stabbing her sword forward.

F tilt: Celica does a slash with her Golden Dagger in an underhand arc, launching the opponent upwards.

D tilt: Celica stabs at the ground in front of her with her Dagger.

U tilt: Celica raises her hand in the air above her, a small arc of lightning appearing from her fingertips. This move is stronger than her other tilts, but deals damage to her.

F air: Celica slashes her Zofia in an overhand arc in front of her.

B air: Celica waves her free hand behind her in an underhand arc, her hand engulfed in flames. This move is stronger than her other aerials, but deals damage to her.

D air: Celica’s free hand begins to glow, and she waves it in an arc below her. This move is stronger than her other aerials, and the sweet spot spikes, but the move deals damage to her.

U air: Celica swings her Zofia above her in an arc.

N air: Celica starfishes, and light magic shoots out in a circle around her. This move is stronger than her other aerials, but deals damage 

F smash: Celica stabs three times with her Zofia, the third sending the opponent flying.

D smash: Celica slashes the ground on either side of her with her Zofia.

U smash: Celica slashes above her twice, the first one normal and the second one with her Zofia engulfed in flames. The second hit is stronger than normal, but deals damage to Celica.

F special: Seraphim - Functionally similar to Din’s Flame, Seraphim is a remote control projectile. It can be angled to curve upwards or downwards, leaving a trail of feathers, and will explode in a light, feathery explosion when released.

D special: Aura - Celica kneels on the ground and glows. Upon releasing the input, a circle of light blasts out of the ground around celica, dealing large amounts of damage to those close to her.

U special: Excalibur - Celica summons a tornado below her which launches her high up into the air and sends her into freefall. The tornado can be angled to change launch direction.

N special: Fire/Bolganone/Ragnarok - Functionally similar to Frizz/Kafrizz/Kafrizzle, Celica charges up a 3-stage fireball. The first stage, Fire, is a weak fireball with low damage and knockback. The second stage, Bolganone, is a fireball that erupts the ground upon hitting an enemy, launching the enemy up with medium damage and knockback. The third stage, Ragnarok, is a powerful fireball that creates a massive explosion upon hitting an enemy, dealing high damage and high knockback. All stages deal the same amount of damage to Celica.

Grab: Celica grabs in a similar fashion to Robin.

Pummel: Celica bashes the opponent with her Dagger hilt.

F throw: Celica throws the opponent up into the air, then slashes the opponent in mid-air with her Dagger.

B throw: Celica tosses the opponent backwards and zaps the opponent with lightning in mid-air. This move is stronger than her other throws, but deals damage to Celica.

D throw: Celica throws the opponent onto the ground and stomps on them, flinging them diagonally upwards.

U throw: Celica throws the opponent upwards, then slashes the opponent in mid-air with her Zofia.

F taunt: Celica grabs a pot and throws it into the air, then shatters it with her Zofia in mid-air.

D taunt: Celica kneels on the ground and clasps her hands in a prayer pose, closing her eyes.

U taunt: Celica creates a small flame in her hand and moves it around in the air.

Secret smash taunt, if any: None.

Final Smash: For her final smash, Celica rushes forwards and slashes, sending anyone she hits into the Ultimate Move location in Echoes. She then performs Ragnarok Omega.

 

Animations

Idle animation:

1. Celica grabs her hair with both hands and brushes her fingers through it.

2. Celica pulls some bread out of her pocket and takes a bite out of it.

3, optional.

Shield break animation: Celica falls onto one knee, resting her face in her hands, bobbing back and forth.

Intro animation: Celica’s intro animation is the one she does when entering a dungeon.

Victory animations:

1.

2.

3.

 

Extra

Stage: 

Stage music:

 

Extra info:

 

This makes me so happy to see. Celica is one of my most wanted characters for smash! Just imagine all the SoV music she could bring... 😳

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1 hour ago, Bk1234 said:

This makes me so happy to see. Celica is one of my most wanted characters for smash! Just imagine all the SoV music she could bring... 😳

honestly yeah, although i think ultimate is far too inflated with FE characters for another one, in future games i would love Celica to be added. Also I think the implementation of self-damaging moves as a reference to HP draining SoV magic would be cool.

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3 minutes ago, Evalko said:

honestly yeah, although i think ultimate is far too inflated with FE characters for another one, in future games i would love Celica to be added. Also I think the implementation of self-damaging moves as a reference to HP draining SoV magic would be cool.

That would be an interesting mechanic to set her apart from the rest. 

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Kart Koopa

Spoiler

Intro: Lakitu, counting down the timer, drops off the Koopa in his kart (this same Lakitu comes back and puts Koopa back on the stage after Koopa suffers a KO, but at the cost of 3 coins, assuming you have any).

 

Stance/Idle 1: The idle animation from Mario Kart 8.

 

Idle 2: Koopa gets up in his car and looks both ways.

Idle 3: Koopa rolls his shoulders backward.

 

 

Notable Palette Swaps

 

 

-Green Shell (default)

-Red Shell (red)

-Blue Shell (blue)

-Yellow Shell (yellow)
-Dry Bones (gray)

-Underground (turquoise)

-Purple Shellcreeper (purple)

-Bombshell (black)

 

Walk: Koopa drives slowly.

 

Dash: Koopa speeds up his acceleration.

Damage: The damage animation from Mario Kart 8.

Jump: The jump from Mario Kart 8, followed up by a Cape Feather jump.

Crouch: Koopa hides in his shell.

 

Weapon of Choice: While Koopa drives in a kart, he mainly uses items for his attacks.

 

Normal Attacks

 

Jab: Koopa throws up to three small fireballs at once (2%-3% each, small knockback)

Forward+A: Koopa accelerates once and pushes forward (7%, small knockback)

Down+A: Koopa’s wheels spark (5%, small knockback)

Up+A: Koopa throws a large fireball above himself (6%, small knockback)

 

Aerial Attacks

 

Air+A: Koopa spins his kart in a single 360 (8%, small knockback)

Air Forward+A: Koopa spins his kart like a drill (9%, OK knockback)

Air Back + A: Koopa’s kart’s propeller shoots out bubbles (12%, OK knockback)

Air Up+A: Koopa holds a Thunder Cloud above himself (11%, OK knockback)

Air Down+A: Koopa briefly uses a Super Star as he plummets downwards (14%, OK knockback)

 

Dash Attack: Koopa does a 360 as he brakes (8%, OK knockback)

 

Edge Attack: Koopa hops up using his kart’s anti-gravity tires (6%, small knockback)

Get-Up Attack: Koopa hops back up and slams the ground with his kart (7%, small knockback

 

Smash Attacks

 

Forward+A: Koopa blares a Super Horn (17%, OK knockback) that briefly stuns opponents.

Up+A: Koopa spins a Boomerang above his head (19%, medium knockback)

Down+A: Koopa spins in a 360 using his kart’s anti-gravity tires (18%, OK knockback)

 

Grab Game

 

Grab: Koopa grabs the target with a Nipper Plant.

Pummel: The Nipper Plant bites the target (1%)

Forwards+Throw: The Nipper Plant spits the target forward (8%, OK knockback)

Down+Throw: Koopa summons lightning (13%, OK knockback)

Back+Throw: Koopa traps the target in a Boomerang (9%, OK knockback)

Up+Throw: The Nipper Plant spits the target upwards (7%, small knockback)

 

 

Special Moves

 

 

B : Boo; Koopa takes out a Boo (holding B keeps it out for as long as B is held). He then throws it to take the item nearest to his vicinity (even a fighter’s item) if there are any (yes, possibly even a Smash Ball). If there are no items, the Boo will give Koopa a coin.

B + Forwards : Anti-Gravity; Koopa turns on his anti-gravity tires, which causes his kart to float for 2 seconds via an anti-gravity field (5% each hit, small knockback)

B + Up : Super Glider; Koopa drives up a ramp (14%, OK knockback), and a Super Glider appears out of the back of his kart. The direction in which Koopa flies towards can be changed by tilting up or down. The kart can be turned around.

B + Down : Blooper; Koopa takes out a Blooper (holding on to it for as long as B is held) and throws it at a target (9%, small knockback). Any fighter hit will be hit with a Blooper variation of the Inkling’s Ink that causes them to slip around instead of taking more damage with each hit.

 

Final Smash: Crazy Eight Shell; Lakitu flis Koopa into the background (with eight shells around him). Koopa then fires one shell at a time, which function like they do as normal items (save for the occasional red shell, which functions as it did back in Melee).

 

 

Gimmick: The amount of coins Koopa has (he starts out with 5) affects the power of his attacks; he can earn one coin at a time via K.O.’s or successful combos.

 

0 Coins: Power is multiplied by x0.7

1-9 Coins: Power is the same

10 Coins: Power is multiplied by x1.3

 

Taunts

1: Koopa’s select animation from Mario Kart Wii.

2: Koopa tucks himself in his shell and spins around.

1+2: Koopa’s select animation from Mario Kart 8.

 

 

Winposes

 

 

1: Koopa crosses the finish line in 1st place, and performs the 1st place animation from Mario Kart 8.

2: Koopa hurrahs three times, and lifts up his 1st place trophy (loosely based on the ceremony animation from Mario Kart Wii and Mario Kart 7).

3: Three Shy Guys come close to the finish line, only to be knocked out by three Red Shells from Koopa, who crosses the finish line and stops.

 

Applause: If Koopa ends up between 1st and last place, he simply waves to everyone like in Mario Kart. If he is last, he shakes his head in disappointment with his hands on both sides.

 

Icon: The Mario series icon

Boxing Ring Title: The Shellhead Speedster

Star K.O.: Lakitu gos after Koopa and brings him back to the stage right after he tings.

Victory Music: 

 

Kirby Hat: A Green Shell

Dig Dug

Spoiler

Intro: Dig Dug drills from underneath the ground and pops out.

Stance/Idle 1: His idle animation from Namco X Capcom, as Taizo Hori.

Idle 2: Dig Dug rests his shoulder on his jackhammer.

Idle 3: Dig Dug holds up his jackhammer like a gatling gun.

 

 

Notable Palette Swaps

-Dig Dug arcade cabinet design (default)

-Taizo Hori (Blue; his skin color becomes that of his Mr. Driller design, and he even has his goatee)

-Susumu Hori (Pink)

-Anna Hottenmeyer (Yellow)

-Ataru Hori (Black)

-Dr. Z (White; like his Taizo alt, his goatee is present)

-Pooka (Red)

-Fygar (Green)

 

Walk: Dig Dug walks with his jackhammer mounted on his back.

Jog: Dig Dug extends his legs while walking.

Dash: Dig Dug runs just like his run animation from Dig Dug.

Damage: Dig Dug's lose animation.

Jump: Dig Dug lifts his jackhammer up as he jumps with both legs.

Crouch: Dig Dug sets his jackhammer on the ground, ready to drill into the ground.

 

 

Weapon of Choice: Dig Dug mainly fights with both a jackhammer and a pump.


Normal Attacks

 

Jab: Dig Dug swings forward twice (7%, small knockback), and then drills the target continuously (2-5%, small knockback)

Forward+A: Dig Dug fires three shots from his Ray Gun (6%, small knockback)

Down+A: Dig Dug drills out one rock at a time (7%, small knockback)

Up+A: Dig Dug pumps out some air above him (9%, OK knockback)

 

Aerial Attacks

Air+A: Dig Dug spins with his pump around him (8%, OK knockback)

Air Forward+A: Dig Dug drills forwards (9%, OK knockback)

Air Back + A: Dig Dug drills behind himself (12%, OK knockback)

Air Up+A: Dig Dug holds either a Pooka's eyes or a Fygar's scary face above him (11%, OK knockback)

Air Down+A: Dig Dug dives downward and drills into the ground (16% with a meteor effect, OK knockback)

 

Dash Attack: Dig Dug drills on the ground, riding and spinning around on his jackhammer (5%, small knockback)

Edge Attack: Dig Dug turns into blue eyes and pops up onto the stage (7%, small knockback)

Get-Up Attack: Dig Dug's pump blows out some air around him, lifting him back up (4%, small knockback)

 

Smash Moves

Forward+A: Dig Dug holds a Fygar out, and it breathes fire (19%, medium knockback)

Up+A: Dig Dug drills upwards (21%, medium knockback)

Down+A: Dig Dug drills on the ground, erupting pillars of fire around him (22%, medium knockback)

 

Grab Game

Grab: Dig Dug grabs the target with his pump.

Pummel: Dig Dug pumps air onto the target (1%)

Forwards+Throw: Dig Dug's pump blows the target diagonally forward (13%, OK knockback)

Down+Throw: Dig Dug drills the target and buries them into the ground (18%)

Back+Throw: The pump flails around and shoots out the target (11%, OK knockback)

Up+Throw: Dig Dug's pump blows the target upward (12%, OK knockback)

 

 

Special Moves

B : Pump Inflation (don't laugh); Dig Dug injects his pump into the target in front of him, turning the target Giant but reducing their weight (10%, OK knockback). This also applies to a teammate.

B + Forwards : Ray Gun Beam; Dig Dug fires a long laser beam out in front of him (15%, OK knockback), which can hit multiple opponents and deal good shield damage.

B + Up : Pooka Balloon; Dig Dug pumps up a Pooka above himself, and multiple rapid presses of B can send him higher. However, pressing B too much in succession pops the Pooka and bursts air around enemies (8%, OK knockback)

B + Down : Drill Dig; by holding B, Dig Dug drills into the ground for 3 seconds. When B is released before then, he'll sometimes dig out an item. When the time is up, he pulls out a rock that he can throw at opponents for a meteor effect (20%, medium knockback). However, if Dig Dug holds it for 4 seconds, he will be buried (13%)

 

Final Smash: Fault Line; Dig Dug drills a huge area in front of him, and a light bursts out (11%). Any opponents caught are taken into a cutscene where Dig Dug drills into a fault and the piece of island the fighters are on sinks into the water (59%, devastating knockback).

 

Gimmick: Dig Dug's inflation (don't laugh) varies not only with size, but also weight, despite only being able to grow a fighter.

-When the target is tiny, their weight and size will return to normal.

-When an opponent is already Giant in advance, only their weight will be reduced.

 

Taunts

1: Dig Dug mimics his pose from the title screen of the original Dig Dug.

2: Dig Dug mimics his pose from Namco × Capcom.

1+2: Dig Dug's jackhammer drills by itself for a bit.

 

Winposes

1: Dig Dug puffs up a Pooka, but it blows up and he lands on his butt.

2: Dig Dug sets up the Player 1 victory sign from Dig Dug Arrangement.

3: Dig Dug floats about on a piece of island, stranded in the ocean.

 

Applause: A normal applause, sometimes interrupted by Dig Dug's jackhammer.

Icon: A Pooka's eyes

Boxing Ring Title: The Underground Underdog

Star K.O.: The death sound from Dig Dug.

Victory Music: The Dig Dug victory jingle.

Kirby Hat: Dig Dug's helmet and cyan visor.

 

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Sakura Shinguji

Spoiler

Intro: Cherry blossom petals blow around Sakura as she performs her signature pre-battle pose.

 

Stance/Idle 1: Her idle animation from the Project X Zone series.

Idle 2: Sakura slightly pushes back her hair.

Idle 3: Sakura takes out her blade for a second, then sheathes it again.

 

Notable Palette Swaps:

-Her pink kimono (default)

-Iris and Jean Paul (green/brown)

-Gemini Sunrise (red/brown)

-Maria Tachibana (dark blue)

-Combat outfit (alternate costume)

-Sumire’s combat outfit (purple)

-Kanna’s combat outfit (red)

-Ogami’s combat clothes (white)

 

Walk: Sakura walks gracefully.

Dash: Sakura sprints with her sword in hand.

Damage: Sakura covers her face with her right hand.

Jump: Sakura jumps as if she’s falling down a chute.

Crouch: Sakura sits upright with both knees on the ground.

 

Weapon of Choice: Reiken-Arataka, Sakura’s katana handed down to her, with which she can slice single water droplets with ease. She’s a master of the Hokushin Itto Ryu sword technique.

 

Normal Attacks

Jab: Sakura performs three standard jabs to the middle, and then the left and right (8%, small knockback)

Forward+A: Sakura slashes down in front of her (7%, small knockback; 10% at the tip, OK knockback)

Down+A: Sakura sweep kicks below a target’s legs, tripping them (6%, small knockback)

Up+A: Sakura swipes her katana above herself to the left (8%, small knockback)

 

Aerial Attacks

Air+A: Sakura slices around herself, similar to Ike’s N-Air (11%, OK knockback)

Air Forward+A: Sakura slices downward (11% with a meteor effect, OK knockback)

Air Back + A: Sakura turns around as she slices backward (14%, OK knockback)

Air Up+A: Sakura spins a mop above herself (13%, OK knockback)

Air Down+A: Sakura swings a mop downwards (16% with a meteor effect, OK knockback)

 

Dash Attack: Sakura speeds past the target as she slashes them (12%, OK knockback). If the target is above 100%, there is a chance they’ll be K.O.’d instantly.

Edge Attack: Sakura gets back up and slashes straight down (7%, small knockback)

Get-Up Attack: Sakura quickly sweep kicks the floor (5%, small knockback)

 

Smash Attacks

Forward+A: Sakura steps forward and slashes with her sword in flames (22%, medium knockback)

Up+A: Sakura jumps up and slashes twice in rapid succession (18%, OK knockback)

Down+A: Sakura slashes several cherry blossom petals around her in half (15%, OK knockback), which then swirl around her (9%, medium knockback)

 

Grab Game

Grab: Sakura grabs the target with both hands.

Pummel: Sakura slaps the target with her right hand (1%)

Forwards+Throw: Sakura pushes the target forward (12%, OK knockback)

Down+Throw: Sakura jumps over the target and trips them without dealing any damage.

Back+Throw: Sakura strafes around the target and slashes them (13%, OK knockback)

Up+Throw: Sakura spins once and launches the target diagonally upwards (8%, medium knockback)

 

Special Moves

B : Ouka Hoshin; Sakura sends out a large pink blade projectile. It goes about the same length as Cloud’s Blade Beam, but is much faster and can hit multiple opponents at once (7% per hit, OK knockback). It also has priority over other projectiles, but getting hit by one causes it to slow down and disappear after hitting anything else (6%, small knockback)

B + Forwards : Hyakka Ryoran; Sakura dashes forward a short distance, surrounded in flame (14%, OK knockback); you can tilt the control stick in the opposite direction for a second dash (9%, OK knockback)

B + Up : Rising Sakura; Sakura floats high up in a wind of cherry blossom petals, and can do anything after before she hits the ground again. Pressing Up and B again has Sakura slice upward as she jumps upward and forward a small distance (11%, OK knockback)

B + Down : Clean Up; Sakura takes out a mop and sweeps the floor, which pushes nearby opponents away (13%, OK-medium knockback). Tilting the control stick to the left or right after initiating the attack moves Sakura in that direction, but the power and knockback decrease after a while.

 

Final Smash: Koubu Strike; Sakura speeds forward and slashes the target(s) (11%). The targets are then taken into a cutscene where Sakura gets into her Koubu and performs an extremely powerful Ouka Hoshin (59%, devastating knockback)

 

Gimmick: At certain moments, Sakura can have her attacks do 3% more damage and have slightly more knockback for 5 seconds (getting hit causes her to lose this buff). Here is when she gets this:

 

-From a well-timed attack

-From a Perfect Shield

-When the crows starts cheering her name

 

Taunts

1: Sakura bows towards the camera.

2: Sakura performs her signature pre-battle pose.

1+2: Sakura brushes her kimono.

 

Winposes

1: Sakura performs her victory pose from her very first battle in the first game.

2: Sakura pushes back her hair as cherry blossom petals blow in the wind.

3: Sakura mimics her pose from the first frame of the first game’s opening.

 

Applause: Sakura claps quickly and happily.

Icon: One of the flowers on Sakura’s kimono.

Boxing Ring Title: Imperial Floral Hero

Star K.O.: “Oooogamiii…!”

Victory Music: https://youtu.be/Vr14LlDeLDo

Kirby Hat: Sakura’s hair and katana.

 

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Anna

Stance/Idle 1: Rests her finger on her chin, making her signature pose.
Idle 2: Pulls into her pack and pulls out a random item, then puts it back in.
Idle 3: Faces the screen and winks, with her finger on her chin.

Notable Palette Swaps:
-Anna's base outfit is more or less a composite version, the one used in Warriors.
-Anna's armor from Fire Emblem Heroes is available as a separate costume.
-Pinker hair, a more desaturated brown on her outfit, and brighter trim, referencing her look in Three Houses.
-Purple hair and blue outfit, referencing her boyfriend Jake.
-A redder outfit and a more desaturated hair color, referencing her look in Awakening.
-Same hair color but gains a green outfit, referencing the color scheme of the Merchants' sprites in Awakening.

Jab: Anna performs a quick uppercut with a Killing Edge, held in a reverse grip. References her regular attack animation from Awakening.

Side Tilt: Anna pulls out a Brave Lance and quickly stabs twice in front of herself.

Up Tilt: Anna thrusts a Brave Lance close to the ground and swings it above her head.

Down Tilt: Anna stabs with a Killing Edge low to the ground.

Dash Attack: Anna pulls out Noatun and performs a jumping overhead strike.

Neutral Air: Anna performs a series of spin attacks with her Killing Edge.

Forward Air: Anna swings Noatun from high to low in front of herself, which has a spiking sweet spot.

Back Air: Anna thrusts a Brave Lance behind herself.

Up Air: Anna spins a Brave Lance above herself, dealing multiple hits.

Down Air: Anna swings Noatun straight down, a standard down air that spikes.

Side Smash: Anna performs a powerful overhead vertical swing with Noatun.

Up Smash: Anna pulls out her Bow and fires a rapid-fire series of arrows straight upwards.

Down Smash: Anna does a spin attack with a Brave Lance, referencing when grounded units do combat arts with lances in Three Houses.

Neutral Special: Rescue Staff
Anna waves a Rescue Staff, shooting a magic projectile forwards and creating a circle of magic where she currently is. If the projectile hits someone, it will teleport them to the magic circle and deal a small amount of damage.

Side Special: Outlaw's Bow
Anna pulls out her bow and enters a stance that she can move in and will maintain this stance for as long as the special button is held down. Releasing the button has Anna fire an arrow projectile straight forwards. Shielding during this stance will have Anna summon one of her sisters to fire an arrow after a delay, though this arrow is much weaker.

Up Special: Warp Staff
Anna uses a Warp Staff to teleport herself in a direction of her choice.

Down Special: Sisterly Support
Anna summons one of her sisters, who will, after a delay, copy her movements and non-special actions. Anna's sister looks just like her, including having their own HUD above them.

Final Smash: Ballista Barrage
Anna mounts a Ballista and repeatedly fires explosive shots all over the stage.

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Chosen Undead

Spoiler

Intro: Chosen Undead gets up after sitting next to a bonfire, which then dissipates.
 

Stance/Idle 1: His stance from the Dark Souls games.

Idle 2: Chosen Undead gives a proper bow.

Idle 3: Chosen Undead points forward.
 

Notable Palette Swaps: The Chosen Undead variations from all 3 Dark Souls games.

-Chosen Undead (navy blue; default)

-Siegmeyer of Catarina (black/gold)

-Bearer of the Curse (turquoise/white)

-Solaire of Astora (green)

-Ashen One (red)

-Dragonslayer Ornstein (yellow)

-Black Knight (black)

-Silver Knight (gray)
 

Walk: His walk from the games. Uses no Stamina.

Dash: His dash from the games. Uses a little Stamina.

Damage: His damage animation from the games.

Jump: His jump from the games. Uses no Stamina.

Crouch: Chosen Undead feigns the Prostration gesture.

 

Weapon of Choice: Chosen Undead mainly uses a sword, but also has magic attacks in his arsenal.

 

Normal Attacks

Jab: A slow 3-hit slash combo (9%, OK knockback; uses a little Stamina)

Forward+A: Chosen Undead thrusts forward (8%, small knockback; uses a little Stamina)

Down+A: Chosen Undead slightly stabs downward (6%, small knockback; uses a little Stamina)

Up+A: A 90 degree backwards upper slash (11%, OK knockback; uses some Stamina)

 

Aerial Attacks

Air+A: Chosen Undead casts three fireballs around himself (11%, OK knockback; uses a little Stamina)

Air Forward+A: Chosen Undead swings two swords to the left (14%, OK knockback; uses some Stamina)

Air Back + A: Chosen Undead stabs the target with two swords (12%, OK knockback; uses some Stamina)

Air Up+A: Chosen Undead raises his shield up (9%, OK knockback; uses some Stamina)

Air Down+A: Chosen Undead swings both his swords downward, one at a time (6%-7% each, OK knockback; uses a little Stamina)
 

Dash Attack: Chosen Undead charges with a shield bash (12%, OK knockback; uses a little Stamina)

Edge Attack: Chosen Undead leaps off the edge and slashes down (8%, small knockback; uses some Stamina)

Get-Up Attack: A bonfire flame erupts around Chosen Undead and lifts him back up (7%, small knockback)
 

Smash Attacks

Forward+A: Soul Greatsword; Chosen Undead summons a sword made of souls and slashes to the left (23%, medium knockback; ⅓ of your Stamina)

Up+A: Great Combustion; Chosen Undead blows up a fireball above his head (19%, medium knockback; uses ¼ of your Stamina)

Down+A: Lightning Stake; Chosen Undead takes a bolt of lightning and slams it on the ground, which creates a moderate AOE shockwave (26%, medium knockback; uses ⅖ of your Stamina)
 

Grab Game

Grab: Chosen Undead grabs the target with his right hand, shield in the left.

Pummel: Chosen Undead bashes the target with his shield (2%-3%)

Forwards+Throw: Chosen Undead tosses the target and bashes them with his shield (11%, OK knockback; uses a little Stamina)

Down+Throw: Chosen Undead stomps on the target (7%, small knockback; uses a little Stamina)

Back+Throw: Chosen Undead tosses the target behind himself, not even looking at them (4%, small knockback; uses no Stamina)

Up+Throw: Chosen Undead casts pyromancy that launches the target like a cannon (13%, OK knockback; uses a little Stamina); this is based on a move from Gwyn, Lord of Cinder.

 

Special Moves
B : Homing Soulmass; Chosen Undead summons five magic orbs around his head, which can damage opponents upon contact (2% each, small knockback; uses nearly ½ of your Stamina). Pressing B a second time (or waiting a few seconds) causes the orbs to home in on any opponents in range (5% each, small knockback; uses nearly ½ your Stamina)

B + Forwards : Lightning Spear; Chosen Undead summons a bolt of lighting and throws it (exactly as the name implies) like a spear (24%, medium knockback; uses ½ your Stamina). It can be subtly aimed in the direction the control stick is tilted.

B + Up : Homeward Bone; Chosen Undead is surrounded by mist below him, and he is instantly warped back to the stage with no Stamina lost. However, not only is the exact spot mostly random, but he can be interrupted during the startup.

B + Down : Estus Flask; Chosen Undead takes one drink of an Estus Flask, which heals 55% damage. However, there are only 5 uses, so don’t get greedy.

Final Smash: Link the Flame; Chosen Undead casts Soul Stream, a beam that goes a long distance (12%). Any fighters hit are taken into a cutscene where the Chosen Undead lights the last bonfire and surrounds the area with fire (56%, devastating knockback)
 

Gimmick: Stamina Gauge; Chosen Undead has a Stamina Gauge above his HUD (along with 5 Estus Flask uses next to the Gauge on the left). Each attack he does (even quick ones) use up Stamina. It refills automatically after each move, but the amount depends on the move itself.
 

Taunts

1: Chosen Undead praises the sun.

2: Chosen Undead performs the Shrug gesture.

1+2: Chosen Undead looks skyward as he facepalms, then faces the ground as he shakes his head.
 

Winposes

1: Chosen Undead performs the “Well! What is it?” gesture.

2: Chosen Undead praises the sun (again).

3: Chosen Undead takes a rest at a bonfire.
 

Applause: Chosen Undead performs the Prostration gesture.

Icon: The sword in the bonfire.

Boxing Ring Title: Thou Who Are Undead

Star K.O.: “You Died” appears above Chosen Undead’s HUD (and on-screen of Chosen Undead loses a Spirit Battle; likewise, “Victory Achieved” appears when you win a Spirit Battle).

Victory Music: https://youtu.be/Ch0xO_Jm8_c

Kirby Hat: Chosen Undead’s DS1 helmet

 

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Scorbunny

Spoiler

Intro: Scorbunny pops out of a Premier Ball.
Stance/Idle 1: Its idle animation from Sword and Shield.
Idle 2: Scorbunny wipes its nose.
Idle 3: Scorbunny briefly looks up to the sky while hopping.


Notable Palette Swaps:
-Scorbunny (default)
-Shiny Scorbunny (yellow)
-Bunnelby (gray)
-Buneary (brown)
-Grookey (green)
-Sobble (blue)
-Zacian (light blue)
-Zamazenta (red)

Walk: Scorbunny lightly hops along the ground.
Dash: Scorbunny dashes very quickly.
Damage: Scorbunny covers its nose.
Jump: Scorbunny jumps high up with both feet, and jumps slightly less high on the second jump.
Crouch: Scorbunny squats as if to block a goal.


Weapon of Choice: Scorbunny, despite its small size, mainly fends for itself with kicks.

Normal Attacks
Jab: Double Kick; Scorbunny kicks twice with each foot (6%, small knockback)
Forward+A: Headbutt; Scorbunny softly headbutts the target (5%, small knockback)
Down+A: Low Kick; Scorbunny does a slight slide kick (6%, small knockback)
Up+A: Swift; Scorbunny attacks with its ears, shielded by stars (7%, small knockback)

Aerial Attacks
Air+A: Heat Wave; Scorbunny spins around as fire swirls around it (9%, OK knockback)
Air Forward+A: Blaze Kick; Scorbunny kicks downward with fire around its foot (11%, OK knockback)
Air Back + A: Acrobatics; Scorbunny flips backward and kicks the target four time (12%, OK knockback)
Air Up+A: U-Turn; Scorbunny does a backflip kick above itself (10%, OK knockback)
Air Down+A: Mega Kick; Scorbunny does a powerful, two-foot kick straight downwards (14% with a meteor effect, OK knockback)

Dash Attack: Overheat; Scorbunny flicks its feet on the ground (9%, OK knockback), which leaves tiny trails of fire along it (1%, continual damage)
Edge Attack: Tackle; Scorbunny headbutts the target as it hops back up (6%, OK knockback)
Get-Up Attack: Work Up; Scorbunny hops up and a small ring of fire bursts around it (7%, small knockback)

Smash Attacks
Forward+A: Ember; Scorbunny prepares a sneeze, and sneezes out a big ember (17%, OK knockback)
Up+A: Iron Head; Scorbunny hops up and performs a strong headbutt that grants a split second of invincibility (18%, OK knockback)
Down+A: Low Sweep; Scorbunny sweeps the floor in a 360 with both its feet (16%, OK knockback)

Grab Game
Grab: Scorbunny glomps the target.
Pummel: Scorbunny nibbles the target (1%)
Forwards+Throw: Scorbunny kicks the opponent forward (8%, OK knockback)
Down+Throw: Body Slam; Scorbunny jumps up and slams downward onto the target (12%, OK knockback)
Back+Throw: Reversal; Scorbunny leaps over the opponent and kicks them behind itself before hopping back onto the ground (11%, OK knockback)
Up+Throw: Super Fang; Scorbunny clenches the target with its teeth and spits them upwards (11%, OK knockback)


Special Moves
B : Pyro Ball; Scorbunny kicks up a rock and shoots it like a soccer ball. Pressing B once has Scorbunny kick it up twice and shoot it a moderate distance (11%, OK knockback). Holding B has Scorbunny kick it up four times and shoot it a long distance (19%, medium knockback)
B + Forwards : Assurance; Scorbunny leaps forward to tackle the target, and kicks them straight forward like a soccer ball (15%, OK knockback). It can also be used to save allies.
B + Up : Hi Jump Kick; Scorbunny leaps extremely high with a leaping kick (7%, small knockback), and does a flaming downward kick (16%, medium knockback). It hurts its head (4% recoil) and enters free fall should it hit a ceiling.
B + Down : Bounce; Scorbunny leaps down to form a fireball around itself. Three leaps forms a small fireball (3% per hit, small knockback); two after forms a medium fireball (6% per hit, small knockback); and one more after forms a large fireball (9%, OK knockback). The height of Scorbunny's bounce also changes with each consecutive leap.

Final Smash: Dynamax; Scorbunny grows to a humungous size and wreaks havoc. You can walk left or right with the control stick, jump with the hump buttons to stomp and bury enemies (12%), and kick embers into them with the attack buttons (20%, medium knockback)

Gimmick: N/A


Taunts
1: Scorbunny looks down and tilts its head left and right, with its ears folded.
2: Scorbunny mischievously snickers.
1+2: Scorbunny tries to make an angry face, but ends up looking like it’s pouting.


Winposes
1: Scorbunny runs around constantly, leaving celebratory trails of fire.
2: Scorbunny hops down and puts its hands on its hips.
3: Scorbunny constantly hops up and down with joy,

Applause: Scorbunny makes a pouty face.

Icon: Pokémon series icon

Boxing Ring Title: The Fired-Up Rabbit

Star K.O.: “Baannniiii….!”

Victory Music: 



Kirby Hat: Scorbunny’s ears

 

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Steve

Spoiler

Intro: Steve leaves a wooden house.
Stance: Stands completely motionless.

Walk: His walk cycle from Minecraft.
Dash: Similar to his Walk, but he repeatedly does small jumps and has a faster walk cycle.
Crouch: Steve enters his sneak animation. He can move while doing this.

Weapon of Choice: Steve primarily attacks with whatever he has his hands on.

Normal Attacks:
Jab: Steve does a quick punch in front of himself. A single hit semi-spammable jab.
Side Tilt: Steve swings a pickaxe downwards, as if he is trying to mine the area in front of himself.
Up Tilt: Steve swings an axe over his head.
Down Tilt: Steve digs the area in front of himself with a shovel, knocking foes into the air.
Dash Attack: Steve quickly scoops the area in front of himself with a hoe.

Neutral Air: Steve quickly swings a Fishing Rod horizontally (think Zero Suit Samus' Neutral Air)
Forward Air: Steve performs a couple of quick forward stabs with a trident.
Back Air: Steve bashes a shield behind himself. This can block projectiles.
Up Air: Steve thrusts a sign upwards, with a semi-random selection of texts shown on it.
Down Air: Steve quickly drops a block of sand downwards, a weak projectile that can be used to gimp enemies.

Forward Smash: Steve does a lunging thrust with a Sword.
Up Smash: Steve lights a firework rocket, which explodes a few times above himself similarly to Villager's Up Smash.
Down Smash: Steve lights the area in front of himself with a flint and steel, which becomes a weak trap.

Grab: Steve has a tether grab, using a fishing rod to grab enemies.
Pummel: Steve punches whoever he has grabbed.
Forward Throw: Steve slams his foe into a hopper and launches them out of a dispenser.
Up Throw: Steve launches his foe into the air with a piston.
Back Throw: Steve grabs the foe with a bucket and does a spinning throw to launch them behind himself.
Down Throw: Steve puts the foe on a furnace, burning them for high damage before they are launched.

Special Attacks:
Neutral Special: 
Building Blocks
Steve places down some wooden planks, which serve as physical obstructions. Normally, he'll place up to three to form a wall, but he can cancel the building early with a shield or dodge to leave only 1 or 2 planks. Tilting down while using this move next to a ledge will have Steve place a couple of trap doors, which work as thin platforms.

Steve's blocks can take up to 10% damage before being broken, but Steve can break them instantly by using one of his tilts. He can also choose to set them on fire with his Down Smash, which turns them into stronger traps that deal multiple hits of damage. 

Also, the block he places down is dependent on his skin, but this is only cosmetic.

Side Special: Bucket
Steve splashes some water in front of himself with a water bucket, forming a temporary current of water which pushes enemies in the direction it is facing, dealing no damage. This water pool lasts for 3 seconds before going away. This move has a cooldown of around 5 seconds, trying to do so before the time passes will have Steve just try to thrust the bucket forward uselessly. There is another action with the bucket, however - If a projectile hits Steve while he has the bucket out (whether it be in the original move or just the bucket thrust), Steve will store it in the bucket, turning his next usage of this move into a lava bucket, which deals good damage but has a smaller area of effect. 

Using this in the air will just make Steve throw a water/lava projectile that deals a small amount of knockback and creates the current on hitting the ground.

Up Special: Ender Pearl
Steve throws an Ender Pearl at an upward angle. Similarly to Yoshi's eggs, Steve gains a bit of lift while throwing the pearl and they can be angled. The pearl also goes through enemies (and cannot be reflected/destroyed; but it still gives an oil panic stock/procs a heal with PSI Magnet, but it wont be destroyed), and deals a small amount of damage. Wherever the pearl lands, Steve will teleport with a strong hitbox. If it lands into the blast zone, Steve will not teleport.

Down Special: TNT
Steve places down a block of TNT and then lights it, turning it into a timed trap. After a couple seconds, it will explode for high damage, including Steve. In addition, anyone can move it around by attacking it.

Final Smash: Night Falls
Steve quickly builds a house and goes into it as the stage darkens, wherin many mobs will appear across the stage, attacking enemies before going away. 

Other Stuff:
Up Taunt: Steve places a sign with a random selection of text. This sign lasts indefinitely, but will go away when he tries to place another.
Down Taunt: Steve eats some cooked steak, then looks around after he burps.
Side Taunt: Steve holds out a diamond, looks at it, then puts it away.

Icon: A minecraft block.
Victory 1: Steve sleeps on a bed.
Victory 2: Steve is building a large structure, then the camera pans out to reveal he was building a beacon, after which he stands proudly on top.
Victory 3: Steve completes an end portal and goes inside.

Applause: Steve doesn't clap, but instead waves a banner of the winning player's color.

 

 

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Frank West

Spoiler

Intro: Frank pushes a zombie off of him, and kicks it into the background. In 1v1 battles, he sometimes takes a picture of the opponent (usually with female characters).

Stance/Idle 1: His idle stance from UMvC3.
Idle 2: Frank adjusts his camera’s focus.
Idle 3: Frank looks down and shakes his head.

 

Notable Palette Swaps:

  • Default (black)
  • UMvC3 color 2 (purple/black)
  • UMvC3 color 4 (brown)
  • Chuck Greene (yellow)
  • Nick Ramos (blue/red)
  • UMvC3 color 6 (gray/pink)
  • X costume (alternate costume)

 

Walk: His walk from UMvC3.

Dash: Frank’s dash in his victory animation from UMvC3.

Damage: His damage animation from UMvC3.

Jump: His jump from UMvC3.

Crouch: His crouch from UMvC3.

 

Weapon of Choice: Basically, anything he can get his hands on. You’ll see in a second.
 

Normal Attacks

Jab: Frank hits the target with a plunger once (3%, small knockback), and the proceeds with a flurry (2%-4% each hit, small knockback)

Forward+A: Frank punches the target in the stomach (6%, small knockback)

Down+A: Frank swings a fire axe straight down (11% with a meteor effect, OK knockback)

Up+A: Frank does a roundhouse kick (7%, small knockback)
 

Aerial Attacks

Air+A: Frank swings the bat all around him (9%, OK knockback)

Air Forward+A: Frank does a drop kick (13%, OK knockback)

Air Back + A: Frank swings the bat behind himself (11%, OK knockback)

Air Up+A: Frank holds a 5-hit chainsaw above himself (16%, OK knockback)

Air Down+A: Frank swings a golf club straight down (14% with a meteor effect, OK knockback)


Dash Attack: Frank pushes a shopping cart in front of him as he dashes forward (12%, OK knockback)

Edge Attack: Frank swings a fire axe down as he gets back up (11%, OK knockback)

Get-Up Attack: Frank kicks upward with both legs (9%, OK knockback)
 

Smash Attacks

Forward+A: Frank swings a baseball bat with great force (17%, OK knockback)

Up+A: Frank swings a golf club upwards (21%, OK knockback). This can reflect projectiles upward at a slight angle.

Down+A: Frank whirs a chainsaw on the ground; this scores up to five hits simultaneously (25%, medium knockback)
 

Grab Game

Grab: Frank puts a Servbot head on the opponent’s head. If the head isn’t the adequate size, he simply grabs them with both hands.

Pummel: Frank knees the opponent (1%-2%)

Forwards+Throw: Frank pushes back the opponent by kicking them (9%, OK knockback)

Down+Throw: Frank performs a face crusher (12%, OK knockback)

Back+Throw: Frank performs a judo throw (11%, OK knock-back)

Up+Throw: Frank swings the opponent, then tosses them far up (11%, OK knockback)

 

Special Moves
B : Snapshot; Frank takes a picture of his surroundings (5%, small knockback). Has a chance to briefly stun opponents up close and raises PP based on how many items of interest are in range (up to 10 at a time; 1 PP per object is gained).

B + Forwards : Zombie Attack; Frank pushes a zombie forward. The zombie lurks for a few seconds, biting any opponent in its range (3%-8% at a time), which then poisons the opponent and deals continuous damage.

B + Up : Wall Kick; Frank jumps straight up and bounce forward, kicking any nearby opponents (14%, OK knockback)

B + Down : Combo Weapons; Frank squats down for a couple seconds and modifies his chainsaw and baseball bat. They then become the Paddlesaw and Spiked Bat, respectively, which have their damage increased by 5%. In addition, Frank’s down Smash now has him swing the dual Paddlesaw along the ground in a 360 spin (15% from each saw, OK knockback).
 

Final Smash: Dead Rising Charge; Frank takes out a Servbot head and slaps it on the opponent’s head (11%). The opponent is then taken into a cutscene where Frank charges them into a field of zombies (33%), throws them high up, and takes a picture with a nearby zombie as the opponent crashes down (19%, devastating knockback). Frank gains 999PP from the “Smashing” rank, instantly maxing him out.

 

Gimmick: Prestige Points; Frank gets these by taking snapshots of items of interest in front of him (fighters, Assist Trophies, Poké Ball summons and items). The more items in his range (up to 10 can be in range at a time), the more PP he gains. The level he reaches determines his stats.
 

  • Lv. 1: Default stats
  • Lv. 2 (50PP): Attacks do 3% more damage
  • Lv. 3 (100PP): Defense and PP rates are doubled
  • Lv. 4 (200PP): Movement speed is doubled
  • Lv. 5 (300PP): Frank is harder to launch, and his camera flashes (now with a longer range) can stun for 5 seconds
     

All of these buffs combine with each level. The level reverts back to Lv. 1 when Frank suffers a KO.
 

Taunts

1: “I’ve covered wars, you know.” Frank raises his right hand and sticks out his index finger.

2: Frank chugs down a water gallon, and then shouts “Tastes great!”

1+2: “Smile!” Frank takes a picture of himself.
 

Winposes

1: Frank loosely mimics his artwork from Tatsunoko vs. Capcom.

2: Frank’s victory animation from Ultimate Marvel vs. Capcom 3.

3: Frank screams towards the sky on his knees.

 

Applause: Frank takes pictures of the winner.

Icon: The zombie in the Dead Rising logo.

Boxing Ring Title: He’s covered wars, you know.

Star K.O.: Frank’s scream from the end of Dead Rising.

Victory Music: A snippet of Frank’s theme.

Kirby Hat: Frank’s hair and camera.

Classic Mode: I've covered wars, you know

Spoiler

(Fights characters similar to the psychopaths Frank has fought)

Round 1: Wolf x3 (one of them starts the battle with a Super Scope) on Figure-8 Circuit (Escape from the City)
Round 2: Pit, Dark Pit and Chrom (all of them start the battle with a Staff) on Shadow Moses Island (Yell “Dead Cell”)
Round 3: Incineroar on Living Room (Dance of Gold)
Round 4: Marx (Vs. Adam the Clown ~UMvC3 version~)
Round 5: Wario and F!Villager on Boxing Ring (Battlefield) (Midna’s Lament)
Round 6: Palutena, M!Robin and F!Robin on Kalos Pokémon League (Lost Painting)
Final Round: Snake on Shadow Moses Island (Omega) (Snake Eater)

 

Edited by Perkilator

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Bald Bull

Spoiler

Intro: Bald Bull yells out and gets into his fighting stance.
 

Stance/Idle 1: Bald Bull slides his left and right feet, one at a time (just like a bull).

Idle 2: Bald Bull flexes his muscles.

Idle 3: Bald Bull wipes his nose.
 

Notable Palette Swaps (notably his shorts and gloves):

-Contender (default)

-Title Defense (red/white)

-Punch-Out arcade (white/red)

-Punch-Out NES (cyan)

-Mr. Sandman’s shorts (yellow/orange)

-Little Mac’s shorts (green)

-Great Tiger’s shorts (orange/black)

-Bull (black)

 

Walk: Bald Bull angrily walks forward.

Dash: Bald Bull charges forward like an actual bull; his running speed is slightly faster than Little Mac’s

Damage: His damage animation from the games.

Jump: Bald Bull jumps similarly to Little Mac, but with a slightly higher jump height.

Crouch: His crouch from Punch-Out NES.
 

Weapon of Choice: Entirely his fists, being a boxer.
 

Normal Attacks

Jab: Bald Bull does a 3-hit jab flurry (7%, small knockback), and then follows up with 2 uppercuts (8%, OK knockback)

Forward+A: Bald Bull jabs with his left fist (9%, OK knockback)

Down+A: Bald Bull does a crouching punch (3%) and then an uppercut (5%, small knockback)

Up+A: Bald Bull does a powerful uppercut with his left hand (9%, OK knockback)

 

Aerial Attacks

Air+A: Bald Bull spins around as he punches (12%, OK knockback)

Air Forward+A: Bald Bull spins his arms forward (10%, OK knockback)

Air Back + A: Bald Bull does a back hand punch with his right hand (5%, small knockback), and then a normal punch with his right hand (7%, OK knockback)

Air Up+A: Bald Bull punches upward with both hands (11%, OK knockback)

Air Down+A: Bald Bull bashes the opponent with his head (13% with a meteor effect, OK knockback)

 

Dash Attack: Bald Bull hops forward as he rams his body upwards (15%, OK knockback)

Edge Attack: Bald Bull slams the ground with his right fist (11%, OK knockback)

Get-Up Attack: Bald Bull gets back up on his feet, and headbutts the enemy as he springs back up (10%, OK knockback)

 

Smash Attacks

Forward+A: Bald Bull delivers a powerful jab with his left hand (26%, medium knockback); this can be transferred into an uppercut by tilting the control stick upwards, which deals 2% more damage.

Up+A: Bald Bull headbutts upwards (19%, medium knockback)

Down+A: Bald Bull shakes his fists next to each other, and then punches downward with his right fist (22%, medium knockback)

 

Grab Game

Grab: Bald Bull grabs the opponent with his left hand.

Pummel: Bald Bull bum rushes the opponent with his right hand (3%)

Forwards+Throw: Bald Bull headbutts the opponent, causing them to get flung out of his left hand (14%, OK knockback)

Down+Throw: Bald Bull drops the opponent on the ground and slams them with both of his fists (15%, OK knockback)

Back+Throw: Bald Bull tosses the opponent behind with his left hand (9%, OK knockback)

Up+Throw: Bald Bull launches the opponent with his head (11%, OK knockback)

 

Special Moves

B : Seeing Red; Bald Bull inhales, then exhales through his nose, which pours out steam. His attack is increased by 3% for 12 seconds.

B + Forwards : Gouging Punch; Bald Bull delivers one powerful punch at a time with each hand (20%, OK knockback). The longer B is held, the weaker the attack becomes over time.

B + Up : Rebound; Bald Bull stretches back and flings himself forward. The launch height and distance is the same as with Rosalina’s Launch Star.

B + Down : Bull Run; Bald Bull runs in place for a second, and then charges uncontrollably for five seconds, constantly headbutting upward (20%, OK knockback). Combine this with Seeing Red to have Bald Bull grab the opponent with his head and launch them upwards (32%, far knockback)
 

Final Smash: Bull Charge; Bald Bull runs in place, then charges forward for a devastating uppercut (55%, devastating knockback)
 

Gimmick: N/A

 

Taunts

1: Bald Bull moos like a bull.

2: Bald Bull rapidly moves his feet and laughs at the opponent.

1+2: Bald Bull bumps his fists together and exhales steam from his nose.

 

Winposes

1: Bald Bull does a chicken dance, mocking the opponents.

2: Bald Bull lists a dumbbell in his right hand.

3: Bald Bull smacks his face with his fists.

 

Applause: Bald Bull has a raging fit.

Icon: The Punch-Out series icon.

Boxing Ring Title: The Reckless Bald Bull

Star K.O.: Bald Bull moos like he’s writhing in agony

Victory Music: https://youtu.be/K25NEPS2xR4

Kirby Hat: Bald Bull’s bald head.

 

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Alm

Spoiler

ntro: Alm uses a green Warp circle with red smoke

 

Stance/Idle 1: His idle stance from Shadows of Valentia.

Idle 2: Alm’s talking artwork from Shadows of Valentia as a Fighter.

Idle 3: Alm’s talking artwork from Shadows of Valentia as a Hero.

 

 

Notable Palette Swaps:

-Fighter (default)

-Celica (white)

-Tobin (brown)

-Gray (green)

-Mycen (yellow)

-Berkut (black)

-Rudolf (red)

-Gaiden design (alternate costume)

 

Walk: His walk from Shadows of Valentia.

Dash: His run from Shadows of Valentia.

Damage: His damage animation from Shadows of Valentia.

Jump: Similar to Shulk’s jump.

Crouch: Alm rests his sword on the ground facing down.

 

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

 

Normal Attacks

Jab: Alm slashes twice (5%, small knockback). When his shield’s out, he bashes the target with it (6%, small knockback)

Forward+A: Alm stabs the target with his sword (8%, small knockback)

Down+A: Alm kicks the ground with his right foot (4%, small knockback)

Up+A: Alm raises his sword upward and stabs any target above him (7%, small knockback)

 

Aerial Attacks

Air+A: Alm swings his sword in a 360 as blue flames surround him (11%, OK knockback)

Air Forward+A: Alm swings his sword in an upward arc (8%, small knockback)

Air Back + A: Alm dangles a lantern behind himself (9%, OK knockback)

Air Up+A: Alm stabs straight upwards (11%, OK knockback)

Air Down+A: Alm fires an arrow diagonally downward (7%, OK knockback)

 

Dash Attack: Alm hops and slashes down (12%, OK knockback)

Edge Attack: Alm backflips upwards and slashes down (13%, OK knockback)

Get-Up Attack: Alm hops up and does a quick spin slash on both sides of himself (6-7%, small knockback)

 

Smash Attacks

Forward+A: Sunder; Alm swings his sword straight down in a powerful slash (19%, medium knockback)

Up+A: Tigerstance; Alm thrusts his sword straight up; similar to Marth, but more aggressive and without a tipper (22%, medium knockback)

Down+A: Flamberge; Alm slashes downward twice, dealing fire damage (11%-14% per hit, OK knockback)

 

Grab Game

Grab: Alm grabs the opponent with his right hand, regardless of whether or not he has his Shield.

Pummel: Alm knees the opponent (2%-3%)

Forwards+Throw: Alm stabs the opponent (11%, OK knockback)

Down+Throw: Alm attacks the opponent with his sword’s handle (9%, small knockback)

Back+Throw: Alm pushes the opponent behind himself, then kicks them (12%, OK knockback)

Up+Throw: Alm kicks the opponent upward twice (14%, OK knockback)

 

Special Moves

B : Curved Shot / Heavy Draw

  • With the shield out, Alm can angle his bow and arrow in a 70o angle as he charges his shot (12%, OK knockback)
  • With the shield put away, pressing B has Alm fire a somewhat slow shot that can’t be angled (13%, OK knockback; .2% recoil). When B is held, Alm fires a much quicker and more powerful shot that can break a shield (19%, medium knockback; 1.4% recoil)

B + Forwards : Shove / Double Lion

  • With the shield out, Alm pushes a gust of wind forward on the ground that pushes opponents away and deals no damage. In the air, this moves Alm forward a fair distance.
  • With the shield put away, Alm does two arc slashes with each press of B (8% per slash, OK knockback; .9% recoil per slash)

B + Up : Crosswise Cut / Deicide

  • With the shield out, Alm jabs upward once, about the height of Ike’s Aether (12%, OK knockback), and can do a 360 spin slash to either the left or right (9%, OK knockback)
  • With the shield put away, Alm jumps slightly higher, and then slams down on the ground at the apex of the jump as flames erupt in front of him (22%, medium knockback; 2.6% recoil)

B + Down : Defensive / Windsweep

  • With the shield out, Alm halves the damage taken from physical attacks for one hit. He can also reflect projectiles.
  • With the shield put away, Alm charges his sword for a powerful, two-handed upward slash that uses the wind to push opponents away (29%, far knockback; 3.7% recoil)

 

Final Smash: Scendscale; “This is how it’s done!” A symbol glows on Alm’s left hand, as he slashes downward with a powered-up Royal Sword that extends to a huge blue sword-like beam (39%, devastating knockback). It can hit multiple opponents at once.

 

Gimmick: Shield; Alm can put his shield away or take it out by holding the Shield button and pressing B. His specials change depending on whether or not the shield is out, but putting it away causes his other specials to cause recoil damage.

  • Minor detail; A lot of his attacks (mainly his Shield-less specials) show a blue flame erupting around them

 

 

Taunts

1: “All right.” Alm loosely mimics his animation for before his Double Lion.

2: “You can’t touch me!” Alm points his sword straight forward.

1+2: “Here’s what I can really do!” Alm mimics the pose he makes before unleashing Scendscale.

 

 

Winposes

1: “I’ll never yield!” Alm’s Fighter victory animation from Echoes, added with the tossing of his shield.

2: “This is my strength” Alm’s Hero victory animation from Echoes.

3: “See what you get?” Alm’s Hero victory animation from Echoes after defeating enemies with a Bow.

 

Applause: Alm claps.

Icon: The Fire Emblem series icon

Boxing Ring Title: Hero from Ram Village

K.O. Scream: “Gah!” “No…”

Star K.O.: “Not when we were so clooooose…!”

Victory Music: https://youtu.be/o0l6BSZURKE

Kirby Hat: Alm’s hair and headband.

 

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Paper Mario:

Description: Paper Mario leaves his storybook to join Smash Bros. Paper Mario is mainly based on how he plays in the first three Paper Mario games (the ones that were called Mario Story in Japan): using partners in addition to hammer and jumping.

Paper Mario always has a partner following him when he fights, and his special moves revolve around these partners. He can swap a partner by pressing b, and his up, side and down specials are each a special attack from said partner. 

I haven't played any of the Paper Mario games, so I don't know which partners from the first two games would be ideal for Smash Bros. 

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Scizor

Spoiler

Intro: Scizor pops out of a Poké Ball

Stance/Idle 1: Scizor stands upright, occasionally clacking its pincers

Idle 2: Scizor does an X-pose with its pincers

Idle 3: Scizor stretches out and flaps its wings

 

 

Notable Palette Swaps:

  • Scizor (default)
  • Shiny Scizor (yellow-green)
  • Scyther (green)
  • Manga Scizor (grey/black)
  • Golisopod (turquoise/purple)
  • Pinsir (brown/white)
  • Vikavolt (blue/yellow)
  • Slowking (pink/grey)
     

Walk: Scizor floats along the ground almost motionlessly

Dash: Scizor dashes as it flutters

Damage: Scizor will turn its head, barely fazed

Jump: Scizor jumps with its wings the second time, barely leaving the ground

Crouch: Scizor puts one of its pincers on the ground

 

Weapon of Choice: Scizor’s learnset as of Gen 8
 

Normal Attacks

Jab: Scizor slices twice (4%) then keeps slicing rapidly (1%-2%, small knockback)

Forward+A: Scizor attacks with a pincer as it flutters along (3%, small knockback)

Down+A: Scizor kicks lightly along the ground (4%, small knockback)

Up+A: Scizor slashes in an upward 45o arc (6%, small knockback)

 

Aerial Attacks

Air+A: Scizor swiftly spins around and slashes four times (8%, small knockback)

Air Forward+A: Scizor slashes downward (7%, small knockback)

Air Back + A: Steel WIng; Scizor flashes it wings behind itself (8%, OK knockback)

Air Up+A: Double Hit; Scizor slashes upwards twice (9%, OK knockback)

Air Down+A: Scizor falls downward, putting its legs together like a sword (11% with a meteor effect, OK knockback)

 

Dash Attack: Fury Swipes; Scizor rapidly slices the opponent five times with its pincers (10%, OK knockback)

Edge Attack: Wing Attack: Scizor rams the opponent with its wings as it climbs back up (6%, small knockback)

Get-Up Attack: U-Turn; Scizor hops back up with a backflip kick (7%, small knockback)

 

Smash Attacks

Forward+A: Bug Bite; Scizor violently snaps one of its pincers (22%, medium knockback)

Up+A: Fury Cutter; Scizor slashes upwards with both pincers (21%, medium knockback)

Down+A: Bug Buzz; Scizor emits a loud buzzing from its wings, creating a downward shockwave (19% with a meteor effect, medium knockback)

 

Grab Game

Grab: Scizor grabs the opponent with one of its pincers

Pummel: Scizor squeezes the opponent with one of its pincers (2%)

Forwards+Throw: False Swipe; Scizor throws the opponent with its pincer (9%, OK knockback)

Down+Throw: Take Down; Scizor slams the opponent on the ground with both of its pincers (13%, OK knockback)

Back+Throw: Reversal; Scizor throws the opponent behind itself (10%, OK knockback)

Up+Throw: Iron Head; Scizor tosses the opponent up, then headbutts them (15%, OK knockback)

 

Special Moves
B : Bullet Punch
; Scizor rapidly punches the opponent when B is held (4%-5%), finishing with a powerful punch when B is let go of (10%, OK knockback); the attack weakens the longer B is held down

B + Forwards : X-Scissor; Scizor flashes forward and slashes the shape of an X, which can hit up to four opponents at once (15%, OK knockback)

B + Up : Air Slash; with help from the wind, Scizor slashes with both pincers and is launched high upward (14%, OK knockback)

B + Down : Swords Dance; Scizor flutters horizontally as it slashes multiple times (5%, small knockback)

Final Smash: Mega X-Scissor; Scizor Mega Evolves into Mega Scizor, slashing furiously (20%) and finishing with an X-Scissor that covers nearly the entire stage (38%, devastating knockback)

 

Gimmick: N/A

 

Taunts

1: Scizor does an X-pose

2: Scizor puts its pincers next to its face, making it look like it has three heads

1+2: Scizor shuts each of its pincers

 

Winposes

1: Mega Scizor performs a Bullet Punch

2: Scizor hurls up a rock and breaks it

3: Scizor, floating a bit, comes down and raises one of its pincers in the air

 

Applause: Scizor folds its arms and disappointedly flaps its wings

Icon: The Pokémon series icon

Boxing Ring Title: The Unfazed Slicer

Star K.O.: Scizor lets out a harsh noise from its wings

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

Kirby Hat: Scizor’s wings

 

Edited by Turkey-legger

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6 hours ago, vanguard333 said:

Paper Mario:

Description: Paper Mario leaves his storybook to join Smash Bros. Paper Mario is mainly based on how he plays in the first three Paper Mario games (the ones that were called Mario Story in Japan): using partners in addition to hammer and jumping.

Paper Mario always has a partner following him when he fights, and his special moves revolve around these partners. He can swap a partner by pressing b, and his up, side and down specials are each a special attack from said partner. 

I haven't played any of the Paper Mario games, so I don't know which partners from the first two games would be ideal for Smash Bros. 

Goombella, Koops, and Admiral Bobbery would be my top suggestions, as they represent the three most consistent archetypes among Paper Mario partners. I'd suggest making Quick Change a shield special, so Paper Mario can use up to four specials with each partner. Implementing jumps as attacks could be tricky, but the hammer should be fairly easy.

Edited by Lord_Brand

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45 minutes ago, Lord_Brand said:

Goombella, Koops, and Admiral Bobbery would be my top suggestions, as they represent the three most consistent archetypes among Paper Mario partners. I'd suggest making Quick Change a shield special, so Paper Mario can use up to four specials with each partner. Implementing jumps as attacks could be tricky, but the hammer should be fairly easy.

I just that the jumps would be jumps. Sorry if that was confusing. 

Thanks for the suggestions. 

What's a shield special?

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You know how Inkling refills ink, or how Steve summons his crafting table? Basically, you hold shield and press special, thus shield special. It's essentially a fifth special slot.

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2 hours ago, Lord_Brand said:

You know how Inkling refills ink, or how Steve summons his crafting table? Basically, you hold shield and press special, thus shield special. It's essentially a fifth special slot.

No, and no; I don't really use Inkling, and I don't have any DLC yet (and when I do get DLC, I probably won't get Steve as I'll only get fighters that I find interesting). 

I see. I'm not sure about that though; since switching partners (especially with at least three to choose from if we go with your suggestions) needs to be very deliberate, I think that it would probably be better if switching partners operated sort-of like Shulk's monado arts or Pokémon Trainer's switching Pokémon, in which case, it would probably be better to have a dedicated special attack. What it loses in having a standard (or possibly down) special is compensated in ease of use and simplicity. Does that make sense?

I do like those three suggestions, by the way: the Goomba scholar, Koopa, and nautical Bomb-Omb make a lot of sense as partners. Now just to figure out their specials...

 

…I just remembered: Didn't Thousand-Year Door also give Paper Mario various overworld abilities where he transformed into different objects like a paper airplane? Those could probably be used for some of his attacks. Paper Airplane, for example, would make a lot of sense for aerial attacks. Just not sure how he'd be able to transform and revert back to normal quickly enough... What kinds of attacks and such did Mario have in TTYD outside of his partners?

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I'm wary of Quick Change being the N Special, as that raises the question of what exactly Kirby copies. Though in my opinion they should switch Kirby over to copying entire Special sets and not just the N Special anyway, as special sets these days are becoming a lot more intricate and Kirby copying only one move causes him to miss out on a lot of that intricacy.

I'm putting together a third "If you could have X in Smash" topic, but I need to figure out a particular fighter before I do. I'm thinking of testing the idea out here and seeing what you all think.

Dr. Wily & Robot Masters

You know how Pokemon Trainer commands Pokemon to fight? Well, the same basic idea applies here: rather than do the fighting himself, Dr. Wily commands Robot Masters to fight for him while watching the battle from the safety of his Wily Capsule or UFO. Because a team of eight would be difficult to balance, I'm thinking a team of four would be the next best option. The question is, which Robot Masters should Dr. Wily command? There are a lot of options to consider. Do we try to represent as many games as possible, or do we focus on more iconic titles like Mega Man 2 and 3? Should we have representatives from 7, 8, and 11 to show how the series has progressed over time? I picture the ending screen for DW&RM's Classic mode to be Dr. Wily in the center with the four Robot Masters below and to the sides, posing via taunts. Which four would look really cool as a set? Bonus points if there's an implied weakness cycle between them.

There are a few caveats to the RM selection:

  1. The Robot Masters all have to have at least one hand with which they can pick up and use items. This means Fire Man, Crash Man, Needle Man, Spark Man, Drill Man, Napalm Man, Magma Man, and Commando Man are all out. Blizzard Man has hands, but he uses them to ski, so he'd look a little weird as well.
  2. The Robot Masters need to have legs or at least a means of hovering so they don't look awkward moving along the ground or jumping. Splash Woman may be the most popular MM9 RM, but her fish tail will make it hard for her to move about out of water in a believable fashion. She could ride her trident like a witch on a broomstick, she appears to do exactly that in MM9 after all, but that's going to look really silly.
  3. I'm leaving Stardroids, the Genesis Unit, and the Mega Man Killers out of consideration as they aren't the kinds of Robot Masters I'm looking for. King's Army, barring Tengu Man and Astro Man, are also more closely associated with King than with Wily himself.
  4. Before anyone suggests him, Bass would really work better as a standalone fighter. He hates working with anyone other than Treble, and he's rather independent from his creator. He's probably better known for fighting Wily than serving him.
  5. I'm not outright against Wily using Robot Masters created by Dr. Light or Dr. Cossack, seeing as he is well-known for stealing their robots and reprogramming them to serve him, but my preference is for robots created by or heavily modified by Wily himself, as they have more "Wilyness" to them. That said, two of his RMs could be token representatives of Light and Cossack, like Guts Man and Pharaoh Man.

There's a lot to discuss, so should we make a topic specifically for designing Dr. Wily & Robot Masters?

Edited by Lord_Brand

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10 minutes ago, Lord_Brand said:

I'm wary of Quick Change being the N Special, as that raises the question of what exactly Kirby copies. Though in my opinion they should switch Kirby over to copying entire Special sets and not just the N Special anyway, as special sets these days are becoming a lot more intricate and Kirby copying only one move causes him to miss out on a lot of that intricacy.

That is a good point. Perhaps then, Quick Change should be the down special, and Kirby's copying simply copies the partner and N Special that Paper Mario has in use at the time without the ability to switch between them. 

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I'm definitely leaning towards Quick Man being part of Wily's team. His N Special is Quick Boomerang, which in SSB functions more like how Mega Man uses it, as a rapid-fire returning projectile. His S Special is Break Dash, borrowed from Pluto, which has him charge up a forward dash. His D Special is Charge Kick, borrowed from Charge Man, which works a lot like Captain Falcon's Falcon Kick. His melee attacks are a mix of punches, kicks, and slashes, including Charge Kick and Slash Claw.

My brother's convinced me to add Guts Man to the team as well. His N Special would be Super Arm, which has him throw a big boulder that breaks into shrapnel. His S Special could be Concrete Shot, borrowed from Concrete Man, which creates blocks that can block attacks, trap opponents, and serve as platforms. Guts Man can also pick up and throw the blocks. His D Special could be Power Stone, borrowed from Stone Man, which causes three smaller boulders to fly away from Guts Man in a spiral formation. His U Special could be Quake Jump, based on his ability to jump and cause staggering quakes. Guts Man launches into the air using rockets in his feet (presumably installed by Wily), then lands with a shockwave that trips nearby opponents on the ground. Stone Man and Concrete Man could appear as skins for Guts Man, since he uses their special weapons.

But you know, given Guts Man's popularity, I could see him getting in as a solo fighter, allowing a different Robot Master to take his spot on Wily's team. Then he could also get his own stage based on his level with maybe elements of Stone Man and Concrete Man's levels as well.

I wonder: Could Wily's Robot Masters perhaps make use of the Double Gear system from MM11? Guts Man could use Power Gear to make his rocks and blocks bigger, Quick Man could use Speed Gear to move even faster, and the other two each use one of the two gears as well. Maybe a flight, wind, or lightning-based robot for Speed Gear and a bomb or fire-based robot for Power Gear? As in MM11, the gears have a cooldown meter that, once full, prevents you from using the gears until the cooldown is finished. Then in the final smash, the Wily Machine uses both gears, to slow down opponents and make the beam cannon bigger.

My bro would like to see Skull Man on Wily's team while I personally would prefer Pharaoh Man, if only one MM4 RM could be picked. Gah, it's not fair that this series has so many cool Robot Masters! If fighter customization returns and is expanded upon, they could allow you to choose teams of four out of the dozens of Robot Masters Wily has used over the years. After some debating with my brother, I decided to choose two RMs per game from which Wily could put his team together:

Spoiler

Mega Man

  • Guts Man
  • Elec Man

Mega Man 2

  • Metal Man
  • Quick Man

Mega Man 3

  • Gemini Man
  • Shadow Man

Mega Man 4

  • Pharaoh Man
  • Skull Man

Mega Man 5

  • Wave Man
  • Gyro Man

Mega Man 6

  • Knight Man
  • Yamato Man

Mega Man 7

  • Shade Man
  • Turbo Man

Mega Man 8

  • Tengu Man
  • Sword Man

Mega Man 9

  • Splash Woman
  • Jewel Man

Mega Man 10

  • Sheep Man
  • Nitro Man

Mega Man 11

  • Tundra Man
  • Torch Man

 

Edited by Lord_Brand

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