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Create a Fighter and Moveset (Revival Thread 2)


vanguard333
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2 hours ago, vanguard333 said:

Sounds interesting. Just one question: does job-changing affect the entire moveset, or just special attacks? Does it also affect the character's speed, weight, etc., or not?

The general idea is that each job has its own moveset, though logically the Red Mage should have some overlap with the Warrior, Black Mage, and White Mage, including maybe a special shared with each. Attributes like weight and speed are also affected, yes.

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1 hour ago, Lord_Brand said:

The general idea is that each job has its own moveset, though logically the Red Mage should have some overlap with the Warrior, Black Mage, and White Mage, including maybe a special shared with each. Attributes like weight and speed are also affected, yes.

So... it's essentially six different fighters? It's Pokémon Trainer x2 (or a Pokémon Trainer if he had a full team)?

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On 1/11/2022 at 10:54 AM, Jotari said:

Going with the original six jobs and nothing else doesn't really convey that fact. Though I'd say ninja is too similar to thief to really be worth having both. Dragoon us a pretty cool and distinctive final fantasy job though.

They could be distinguished if necessary. Though the Ninja's signature ability, Throw, is already available as a move for all fighters. :P But the Ninja would presumably Throw shuriken as their signature Special. Dragoon is not only iconic but would also be novel thanks to using a weapon type that basically hasn't been seen in Smash yet. I did consider referencing them in the Warrior and Thief's movesets by way of the Warrior using Jump as their U Special and Thief throwing a Boomerang as their S Special (though Thieves often get to use boomerangs anyway).

On 1/11/2022 at 11:44 AM, AnonymousSpeed said:

I kind of like the idea, even if it is a bit dense compared to normal. It is essentially six separate characters after all, but the core idea of job-changing is fun and I (being most familiar with the first game, which has a very different identity than its sequels) like that it sticks to the original 6 iconic classes.

Since Ultimate made it a point of paying homage to characters' and series' roots, I'd figured characters based on the original Final Fantasy would be appropriate. I'm baffled they didn't get so much as costumes or Spirits in SSBU; Cloud and Sephiroth may be more popular, but there wouldn't be a Cloud or Sephiroth if not for the original 8-bit Final Fantasy that started it all.

My original design featured a party of four characters as a nod to the fact Final Fantasy was one of the first console RPGs with more than one playable character, period, but I eventually decided that job-changing is a more iconic aspect of the franchise, not to mention made more sense within Smash's rules. The party aspect could always be represented by way of team battles or co-op/CPU allies in Classic Mode.

On 1/11/2022 at 3:46 PM, vanguard333 said:

So... it's essentially six different fighters? It's Pokémon Trainer x2 (or a Pokémon Trainer if he had a full team)?

Yeah, basically. But unlike Pokemon Trainer, where the Pokemon somehow all share the same damage percentage despite being separate individuals, you're playing the same character with six different forms.

Something else I considered doing back when the Warrior was a team of four was have them all share S, U, and D Specials while their N Specials would be personalized. Their common S Special would be Chocobo Ride, their U Special would be Moogle Rescue, their common D Special would be Change, and their N Specials would be personalized command menus like Thievery and Black Magic. I guess I could still opt for that direction, but I think it's more interesting if they have as many different moves as possible.

Edited by Lord_Brand
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This talk of non VII Final Fantasy reps has me looking back at my Tidus moveset and making me want to redo it. I still like it, but it's missing aerials, one overdrive is missing and I gave him a counter which sucks.

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 jumps upwards and hits a blitzball like a volley ball. Similar to the first part of Jecht Shot. Puts Tidus inordinately high in the air for a smash attack, but also has a strange trajectory as a result.

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. Does not hit behind him.

 

Neutral Air: A two hit combo like one of air attacks in Dissidia.

Forward Air:A two hit combo like one of air attacks in Dissidia.

Back Air: Tidus kicks backwards behind him. Close range but very little lag 

Up Air: Tidus performs a bicycle kick like when he performs a sphere shot.

Down Air: Tidus slashes his sword in a close range spiral around himself.


Up Throw: A simple toss upwards followed by a slash.

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.

Down Throw: Tidus tosses his opponent downwards and impales them.

 

Specials

Spoiler

 

Neutral 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 for 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.

Side Special:Slice and Dice: Tidus slashes in front of him and then automatically back steps in the opposite direction in which he's facing. In the game he keeps running after hitting an enemy, but that would make it too much like Fox Illusion. Instead I took inspiration from the name Shuyin uses for this attack, Hit and Run. Essentially it's a very safe attack to use as upon using it, Tidus almost immediately moves backwards, away from his enemy. This allows for good mind games as Tidus can essentially attack while retreating.

Up Special: Jecht Shot: This attack has two variations. A flick and a hold. For the flick variation (which is the only variant you can use in the air) Tidus spins upwards gaining height and then kicks at the apex of the attack. Enemies close to Tidus will be pulled in at the start of the attack and enemies his whole Tidus is spiraling upwards will be knocked upwards in such a way that they are automatically knocked into the kick portion of the attack.  Ifninstead of flicking you hold the directional stick when performing this move, Tidus will toss a ball forward and hit it back twice before performing the attack. This addition to the attack isn't particularly powerful, but the attack can be used for mind games as the attack can be cancelled at any point before the spin, on which case the ball trails off behind Tidus.

Down Special: Energy Rain: Tidus will perform a short hop similar to Corrin's Dragon lance. If Tidus connects with an enemy, wall, or crate etc, he will jump off of them and shoot a powerful string of projectiles. Enemies hit by the short hop will automatically trip, setting them up for the energy wave. If an enemy is shielding when Tidus his them then he will still perform the attack, but the enemy won't be stunned. Tidus has invincibility frames when shooting the energy wave. The attack is launched much quicker than in Final Fantasy X where he charges for a few seconds before launching the attack.

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.

 

 

Edited by Jotari
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  • 5 weeks later...

Serge

Spoiler

Serge's main gimmick is tied to his N Special, Element.

In Chrono Cross, "Elements" are spells like PhotonRay and Fireball that are allocated to the Element Grid at levels 1-8. Elements can only be used once per battle with the exception of consumable Elements like Tablet and Capsule, which function like items in more traditional RPGs. In order to use Elements, a playable character must first build up the Element Grid level using weak, strong, and fierce attacks. Weak attacks raise the level by 1, strong attacks raise the level by 2, and fierce attacks raise the level by 3. Stronger attacks deal more damage and raise the grid level faster, but are also less accurate and consume more stamina. When an Element is cast, the caster loses grid level equal to the level of the spell cast; if the grid level is 5 and they cast a Level 3 Element, their grid level goes down to 2.

In Smash, Serge's melee attacks are grouped into weak, strong, and fierce categories. His Element Level goes up to 6 here, for he does not use the L7 and L8 summon Elements Unicorn and Saints. He has one Element of each Innate, arranged in a specific order.

Intro: Serge warps in with a green helix, like when using the Astral Amulet at Opassa Beach.

Specials

  • N: Element - Which Element Serge uses depends upon his current Element level.
    • L1: Uplift - Serge lifts a chunk of rock out of the ground and hurls it. (Yellow)
    • L2: Fireball - Serge conjures a fireball that shoots three smaller fireballs before hurling itself forward. (Red)
    • L3: Bushwhacker - Serge conjures a whirlwind of leaves in front of him that hits multiple times. (Green)
    • L4: AquaBeam - Serge shoots a water jet that pushes foes away. (Blue)
    • L5: GravityBlow - Serge shoots a gravity sphere that launches foes upward. (Black)
    • L6: PhotonRay - Serge shoots a beam of light that pierces foes. (White)
  • S: Dash & Slash - Serge dashes forward, slashing foes in his way.
  • U: Flying Arrow - Serge rises up into the air, charges energy into his swallow for a second, then launches himself forward and downward at an angle.
  • D: Luminaire - Serge conjures a large ball of light and blasts nearby foes.

Ground Attacks

  • N: A quick stab with the swallow. (1)
  • S tilt: A horizontal slash with the front blade. (2)
  • U tilt: An upward stab with the swallow. (2)
  • D tilt: A low slash. (2)
  • S smash: A forward slash with the rear blade. (3)
  • U smash: Serge slashes twice above his head, once each with both blades. (3)
  • D smash: Serge slashes behind then in front. (3)
  • Dash: Serge leaps and slashes. (2)

Air Attacks

  • N: Serge spins the swallow at his side, hitting around him. (1)
  • F: Serge thrusts the swallow forward. (2)
  • B: Serge stabs behind him with the rear blade. (2)
  • U: Serge slashes overhead in an arc. (2)
  • D: Serge stabs downward. (2)

Grab & Throws

  • Grab: Serge grabs the opponent with his off-hand.
  • Pummel: Serge kicks the grabbed foe. (1)
  • F: Serge stabs the foe with his swallow. (2)
  • B: Serge throws the opponent behind with a backhand motion. (2)
  • U: Serge tosses the opponent upward with an underhand motion. (2)
  • D: Serge slams the opponent into the ground. (2)

Taunts

  • U: Serge performs his spellcasting animation.
  • S: Serge holds up his swallow and swaps it out for the Copper Swallow, Steel Swallow, Silver Swallow, Stone Swallow, Spectra Swallow, or Mastermune, in that order, before switching back to the Sea Swallow. The change is purely cosmetic and has no effect on gameplay.
  • D: Serge kneels and opens a chest that appears.

Final Smash: Chrono Cross

Serge casts six Elements in the color order of yellow, red, green, blue, black, and white, then finishes with the Chrono Cross itself. Opponents at high damage are instantly defeated.

Victory Animations

  • Song: Summer's Cry - The theme heard upon defeating a boss in Chrono Cross.
  • 1: Serge strikes a pose similar to the cover art.
  • 2: Serge rides on the flying boat, referencing the approach to Terra Tower near the end of Chrono Cross.
  • 3: Serge uses the Astral Amulet and vanishes as a wave washes over him.

Costumes

  • P1: Serge's default costume.
  • P2: A recolor referencing Norris.
  • P3: A recolor referencing Kid.
  • P4: A recolor referencing Glenn.
  • P5: A recolor referencing Leena.
  • P6: A recolor referencing Guile.
  • P7: A recolor referencing Riddel.
  • P8: Serge's appearance from Radical Dreamers.

 

Edited by Lord_Brand
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  • 9 months later...

Rayman

Spoiler

Intro: Rayman’s respawn animation from Rayman 2

Stance/Idle 1: His stance from Rayman Origins
Idle 2: His idle animation from the first Rayman game
Idle 3: His second idle animation from the first Rayman game
 

Notable Palette Swaps:

  1. Rayman (default)
    • The hair and drawstrings come from Origins and Legends, whereas the shoes come from Hoodlum Havoc
  2. Raybox (blue)
  3. Betilla (green)
  4. Teensies (cyan)
  5. Raymesis (purple)
  6. Tarayzan (yellow/black)
  7. Ray Plumber (alt.)
  8. Funky Ray (alt.)

Walk: His walk from the first game
Dash: His run from The Great Escape
Damage: His damage in animation from the first game
Jump: His jump from Origins and Legends
Crouch: His crouch from the first game. If Rayman couches while dashing, he will briefly slide across the ground (5%, small knockback); the momentum can be stopped by attacking.
 

Normal Attacks
Jab: Rayman punches three times (10%, OK knockback)
Forward+A: Rayman kicks forward (8%, OK knockback)
Down+A: Rayman does a sweeping kick (7%, small knockback)
Up+A: Rayman performs a right hook (5%, small knockback), then follows up with a left hook if the button is pressed again (6%, OK knockback)

 

Aerial Attacks
Air+A: Rayman spins his head, hands and feet around his body (11%, OK knockback)
Air Forward+A: Rayman kicks in front of himself (6%, small knockback), then follows up with a double fist attack (6% with a meteor effect, OK knockback)
Air Back + A: Rayman kicks behind himself (11%, OK knockback)
Air Up+A: Rayman kicks above himself (10%, OK knockback)
Air Down+A: Rayman dives towards the ground, causing a shockwave upon landing (12%, OK knockback)
 

Dash Attack: Rayman spins his fists around his torso (10%, OK knockback)
Edge Attack: Rayman punches the opponent as he gets back up (9%, OK knockback)
Get-Up Attack: Rayman sweeps his feet around the ground (8%, small knockback)

 

Smash Attacks
Forward+A: Heavy Metal Fist; Rayman winds up for a big punch with a spiked metal glove (22%, medium knockback)
Up+A: Heavy Metal Upper; Rayman winds up for an uppercut (22%, medium knockback)
Down+A: Heavy Metal Crush; Rayman punches the ground and causes a shockwave (18%, medium knockback)

 

Grab Game
Grab: Rayman reaches out his hands to grab the opponent
Pummel: Rayman headbutts the opponent (2%)
Forwards+Throw & Up+Throw: Rayman picks up his opponent and carrying them around, similar to Donkey Kong’s Cargo Throw (11%, OK knockback)
Down+Throw: Rayman uses the Lockjaw in conjunction with the Vortex to spin the opponent like a top (10%, OK knockback)
Back+Throw: Rayman spins as he uses the Lockjaw to throw the opponent behind himself (13%, OK knockback)

 

Special Moves

B : Telescopic Fist; Rayman spins one of his fists as he charges up a fist projectile that he can aim in the forward direction tilted on the control stick (15%, OK knockback). Alternatively, Rayman can simply send a fist straight forward to attack (9%, OK knockback). Rayman can also jump and move left and right while charging.

B + Forwards : Walking Shell; Rayman hops onto a missile with legs that runs (or flies, if you're in midair) and explodes into whatever it touches (20%, OK knockback). Rayman can dismount it by pressing the Shield button.

B + Up : Flying Ring; Rayman uses his hand as a tether as a pink ring appears above his head, from which Rayman swings upward and can move freely afterward.

B + Down : Plum Drop; Rayman throws a plum at opponents (20%, medium knockback), though one can only appear at a time. He can also ride it around by jumping onto it, and it can also be redirected by being hit.
 

Final Smash: Hi-Ho Moskito!; Rayman calls his friend Bzzit, and he flies around and carries Rayman for 15 seconds. The player can freely move in any direction to run into fighters (9%, OK knockback), suck in and spit out opponents by pressing A (20%, medium knockback), and fire a projectile by pressing B (5%, small knockback)


Gimmick: Rayman can glide with his hair by holding X or holding the control stick up after a double jump, which can also be used to launch opponents upward to repel anything above him (5%, OK knockback)

 

Taunts
1: Rayman sticks his tongue out

2: Rayman does an air guitar

1+2: Rayman kicks his torso like a soccer ball

 

Winposes
1: Rayman performs a victory dance and his victory pose from the first game

2: Rayman bounces and spins his torso like a ball

3: Rayman hovers down and does a peace sign

 

Applause: Rayman’s hands clap for the winner
Icon: The “O” on Rayman’s chest
Boxing Ring Title: The Limbless Legend
Star K.O.: https://youtu.be/l9YEK-qNL_k
Victory Music: https://youtu.be/ur_EpJXh6Bk?t=4
Kirby Hat: Rayman’s hair

 

Edited by Perkilator
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