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Everything posted by Perkilator
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I think Dragalia Lost has to be my favorite Nintendo mobile game out there. In fact, Euden is in of my FP Vol. 2 wishlist!
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Fighter’s Pass Vol. 2: May our hearts be our guiding light
Perkilator replied to Perkilator's topic in Super Smash Bros.
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Manhole (Game and Watch): Appears near the blast zone to rescue the summoner during their fall. Mata Ray (Ring Fit Adventure): Heals summoners that stand under it bit by bit (more if the summoner or their allies taunt on it). Pokémon Ranger: Draws loops around opponents that slowly deal damage. Any continuous looping around opponents over 100% damage instantly K.O.'s them.
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The theme is fighting the last characters in their respective Smash debut games (Jigglypuff in SSB64, Mr. Game and Watch in Melee, etc.)
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What’s your least favorite Smash argument?
Perkilator replied to Perkilator's topic in Super Smash Bros.
Whether or not you like Gen 8 (not trying to argue for either point), we can't necessarily count out a potential rep just yet. -
What’s your least favorite Smash argument?
Perkilator replied to Perkilator's topic in Super Smash Bros.
"I am pretty sure Sakurai might not going to be adding a Gen 8 Pokemon in the Fighter Pass Vol. 2 since we don't have any single Gen. 8 Pokemon as a Pokeball Pokemon in Ultimate. Also, I think Sakurai might not add a third 3rd Party franchise reps in Ultimate yet since we don't have a single third 3rd Party franchise rep in Ultimate main roster nor the first Fighter Pass Vol. 1, I would maybe think Sakurai will might not include Sora and Arle Nadja in Fighter Pass Vol. 2 and maybe go with a rep for a second Namco franchise and possibly add a rep for a second Atlus, Microsoft, or SNK franchise since we have Hero (rep for a second Square Enix franchise character) and Bayonetta (rep for a second Sega franchise character) in Ultimate already." This was in the Ultimate General Discussion thread. I don't normally like to tattle, but...did someone ACTUALLY type up their belief that we wouldn't get a Gen 8 Pokémon on account of the lack of a thereof Poké Ball Pokémon? -
Create a Fighter and Moveset (Revival Thread 2)
Perkilator replied to vanguard333's topic in Super Smash Bros.
Sirfetch'd Intro: Sirfetch’d appears out of a Luxury Ball and readies itself for combat. Stance/Idle 1: Sirfetch’d holds its leek and leaf shield as it marches in place. Idle 2: Sirfetch’d slightly swings its sword backwards. Idle 3: Sirfetch’d smirks and slightly turns its head. Notable Palette Swaps: Farfetch’d, Psyduck, Swanna, Cramorant, Honchcrow, Corviknight, Galarian Farfetch’d Walk: Sirfetch’d marches proudly. Dash: Sirfetch’d charges forward, sticking out its leek. Damage: Sirfetch’d turns its head, with the expression of writhing in agony. Jump: Sirfetch’d jumps simply, raising up its leek. Crouch: Sirfetch’d crouches and raises its lead shield. Weapon of Choice: Its leek, which has seen many a countless battle for years. A,A,A: A swing of its leek (10%, small knockback) and a shield bash (8%). Forward+A: Sirfetch’d thrusts its leek straight forward (12%, OK knockback) Down+A: Peck; Sirfetch’d jumps forward and pecks with its beak (9%, OK knockback) Up+A: Sirfetch’d swings its leek in an upwards arc (12%, OK knockback) Air+A: Sand Attack; Sirfetch’d lets out some sand from underneath its shield (6%, small knockback) Air Forward+A: Peck; Sirfetch’d slightly pecks the opponent with its leek (9%, small knockback) Air Back + A: Steel Wing; Sirfetch’d swings its leek behind itself and turns it to steel, along with its wing (14%, OK knockback) Air Up+A: Sirfetch’d thrusts its leaf shield upwards (12%, OK knockback) Air Down+A: Slam; Sirfetch’d descends quickly and slams its leek in the ground (16%, OK knockback) Dash Attack: Sirfetch’d rams into the foe with its shield (14%, OK knockback) Edge Attack: Sirfetch’d pecks with its beak (9%, small knockback) Smash Moves Forward+A: Rock Smash; Sirfetch’d slams its beak so hard that rocks fly out of the ground (21%, medium knockback) Up+A: Round; Sirfetch’d sings a note very loudly, briefly stunning opponents at full charge (18%, OK knockback) Down+A: Brutal Swing; Sirfetch’d swings both its leek and shield in a full circle, with a purple light spinning out of it (24%, medium knockback) Grab: Sirfetch’d grabs the opponent with its beak. Pummel: Sirfetch’d bops the opponent with its shield (9%) Forwards+Throw: Sirfetch’d tosses the opponent out and smacks them with its shield (14%, OK knockback) Down+Throw: Sirfetch’d stomps on the opponent, trapping them in the ground (16%) Back+Throw: Sirfetch’d tosses the opponent out and smacks them with its leek (17%, OK knockback) Up+Throw: Sirfetch’d tosses the opponent out and stabs them with its leek (19%, medium knockback) Special Moves B : Protect; Sirfetch’d raises its shield and nullifies all attacks; however, the strength of some hits will eventually cause the shield to wither. It will repair itself with each string of attacks until it becomes unusable, which is signaled by a snap. At that point, it will take much longer to repair itself. B + Forwards : Meteor Assault; Sirfetch’d’s most powerful attack. At full charge, it will charge a great distance with its leek and slice through opponents (42%, far knockback). However, it will suffer recoil damage (14%) and cools down for two seconds. B + Up : Brave Bird; Sirfetch’d thrusts upwards at a great height (26%, medium knockback). The height is extraordinary, but at the cost of extremely slow horizontal movement. In addition, Sirfetch’d will suffer minor recoil (8%). B + Down : Fury Cutter; Sirfetch’d prepares its leek, and cuts in a downward arrow shape (12% once, 19% the second time; medium knockback). If Sirfetch’d is hit while preparing its slash, it will instead move swiftly and cut in a diagonal line (18%, OK knockback) Final Smash: Final Gambit; A blue aura sparks around Sirfetch’d, and it rams the opponent with its shield (16%). The opponent is then trapped in a cutscene where Sirfetch’d closes its eyes and puts its leek to its head. It then slashes furiously at the opponent and launches them with one last slash (48%, far knockback). The recoil it suffers after is almost equal (43%), which will leave it in danger if it’s at high damage. Gimmick: Sirfetch’d’s shield will slowly wither as Protect is used. It will repair itself in a few seconds if it’s mildly withered. If completely withered, the repair time is about 13 seconds (which takes it to its mildly withered state, which means a 4-second repair). In this state, Protect is rendered useless until repairs are finished. The shield’s durability is represented by a HUD mock-up gauge of the leek; the shield will start to wither when the gauge is 75% depleted. Taunts 1: Sirfetch’d wiggles its unibrow, its head turned to the camera. 2: Sirfetch’d kneels in its direction. 1+2: Sirfetch’d raises its leek up and lets out a war cry. Winposes 1: Sirfetch’d makes a poses that mirrors a cutscene from the Subspace Emissary where Link pulls out the Master Sword. 2: Sirfetch’d concludes its Meteor Assault, and raises its leek with a gallant explosion in the background. 3: Sirfetch’d swings its leek diagonally down twice, and raises its leek as it lets out a hurrah. Icon: Poké Ball Boxing Ring Title: The Noble Wild Duck Victory Music: https://youtu.be/kGPHtS1kFZ8 Kirby Hat: Sirfetch’d’s shield.- 105 replies
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Just as the title says. Personally, I'm hoping that Resident Evil, a survival horror series, isn't just left on the sidelines as a Spirit Event and gets a Fighter later down the line, Ultimate or not (Sakurai could use another official render or piece of art for the Fighter as opposed to the regular Spirit, it's always possible).
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I originally made this thread back around the time of Joker's release, and since I don't like to triple post in my own threads, I figured I'd make a revival thread for it. Piranha Plant: A Strange Bookend Stage 1: Jigglypuff on Saffron City (Red and Blue Main Theme (64)) Stage 2: Mr. Game and Watch on Flat Zone X (Flat Zone (Melee)) Stage 3: Wolf on Lylat Cruise (Star Wolf (Brawl)) Stage 4: Duck Hunt on Duck Hunt (Duck Hunt Medley (for 3DS/Wii U) Stage 5: Bayonetta on Umbra Clock Tower (Time for the Climax!) Stage 6: Incineroar on Boxing Ring (The Battle at the Summit!) Boss: Mewtwo, Lucas and Roy w/Ryu, Cloud and Corrin on Battlefield Omega (Opening - Super Smash Bros. Melee (Brawl)), and then Master and Crazy Hand w/Ryu, Cloud and Corrin on Battlefield Omega (Battlefield (for 3DS/Wii U)
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Create a Fighter and Moveset (Revival Thread 2)
Perkilator replied to vanguard333's topic in Super Smash Bros.
Intro: The Adventurer’s intro before they start a level in Ring Fit Adventure. Stance/Idle 1: Their complete idle stance from Ring Fit Adventure. Idle 2: The Adventurer does a couple squats. Idle 3: The Adventurer sets Ring down and stretches. Notable Palette Swaps: Male, Female, Ring (Male), Dragaux (Female), Hubby (Male), Honey (Female), Armando (Male), Allegra (Female) Walk: The walk animation from Ring Fit Adventure. Dash: The dashing animation from Ring Fit Adventure, complete with the fiery hair. Damage: The damage animation from Ring Fit Adventure; even the ones after Ab Guard. Jump: The Adventurer squats down and jumps (the height is increased when you squat a second longer), and then a Low Ring Press. Crouch: The Adventurer squats down. Weapon of Choice: Ring, the Adventurer’s companion throughout Ring Fit Adventure. The two work in tandem to pull off a multitude of skills. Jab: The Adventurer shoots a gust of air out of Ring (3%, small knockback) Forward+A: The Adventurer keeps running as they shoot air (5%, small knockback) Down+A: The Adventurer squats down as they shoot air (3%, small knockback) Up+A: The Adventurer points upwards and shoots air (4%, small knockback) Air+A: The Adventurer shoots a gust of air in the air (5%, small knockback) Air Forward+A: Knee-to-Chest; the Adventurer pulls their knees to their chest, and legs fly out like a spring (8%, small knockback) Air Back + A: Smoothie Spill; the Adventurer accidentally spills a Grape Smoothie they had on them (2%, small knockback). Where it lacks in damage, it makes up for by pushing the Adventurer forward a couple feet. Air Up+A: Warrior I Pose; the Adventurer puts one leg forward and extends the other backward. A flower pops and launches the opponent (9%, OK knockback), sometimes healing the Adventurer if a sweet spot is hit (8% healed off) Air Down+A: Knee Lift; the Adventurer lifts one knee up while the other faces downward (12%, OK knockback with a meteor effect) Dash Attack: The gusts of air have increased power (8%, small knockback) Edge Attack: The Adventurer does a slightly weaker Chair Pose (8%, small knockback) Smash Moves Forward+A: Chair Pose; the Adventurer does a chair pose, and a flower appears and charges with the attack (10% uncharged, OK knockback; 15% normal charge, OK knockback; 25% fully charged, far knockback). This attack goes both up and down, and successful hits at full charge sometimes heal Ring Fit. Up+A: Victory Pose; the Adventurer squats down, and bursts a dome of light around themselves (9% uncharged, small knockback; 19% at normal charge, OK knockback; 29% fully charged, medium knockback) Down+A: Overhead Press; the Adventurer squeezes Ring, summoning a giant fist with a meteor effect (11% uncharged, OK knockback; 20% at normal charge, OK knockback; 30% fully charged; far knockback) Grab: Abdominal Press Hold; the Adventurer traps the opponent in a giant ring. Pummel: Ring Fit squeezes the opponent (3%) Forwards+Throw: Bow Pull; the Adventurer pulls Ring back like a bow, and a giant fist comes out (11%, OK knockback) Down+Throw: Overhead Bend; the Adventurer bends down and tosses the opponent with an illusion of abs (14%, OK knockback) Back+Throw: Standing Twist; the Adventurer twists backwards and tosses the opponent (11%, OK knockback) Up+Throw: Front Press; the Adventurer squeezes Ring, and a fist comes up and smacks the opponent upward (12%, OK knockback) Special Moves B : Ring Pull Blast; By holding down B, Ring Fit can suck in opponents (no damage) while charging up a powerful gust of air. At full charge, an extremely powerful gust blows out and pushes opponents far away (20%, far knockback) B + Forwards : Ab Guard; Ring Fit presses Ring to their abs and raises a shield. The shield gets stronger the longer B is held; it reduces the damage from enemy attacks until it is broken by a strong enough attack. B + Up : Low Ring Press: Ring Fit points Ring downward and lets out a gust of air, with more powerful ones coming at a charge (14%, medium knockback). Ring Fit then glides by the blast until they either touch the ground or run out of air. B + Down : Squat Spring; Ring Fit squats down, and a spring appears underneath them to bounce them up; the longer B is held, the greater the height. It doesn’t leave Ring Fit in freefall, so use it in tandem with Low Ring Press for optimal recovery. Final Smash: Overhead Hip Shake Rush; a massive beam of light appears around the Adventurer, and any opponents trapped in the vicinity are taken to a cutscene. The player must move the Right Stick continuously for 12 seconds as they deal a number of blows to the opponents (1% per hit). The maximum number is 50, and then opponents are launch after the sound of a bell (16%; 66% percent total, far knockback) Gimmick: Rhythm Gauge; a gauge that fills with each successful combos you pull off, which also goes down if you fail a combo, get attacked, or do nothing while it is somewhat full. When it’s completely full, the Adventurer’s hair glows like a flame, and their attack power is increased by 5% more damage for a 40 seconds. Taunts: 1: The Adventurer stretches to the left. 2: The Adventurer stretches to the right. 1+2: The Adventurer stretches both arms to their back. Winposes: 1: The Adventurer performs a Victory Pose, like they do in the game. 2: The Adventurer high-fives Ring, like they do in the game. 3: The Adventurer drinks a spinach smoothie after a hard workout, like they do in the game. Icon: The dot in both ‘i’s on the game’s logo, Boxing Ring Title: A Ring Fit for a Hero Victory Music: The victory theme after a level. Kirby Hat: The Adventurer’s hair and headband (depending on gender), as well as a Ring replica.- 105 replies
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Create a Fighter and Moveset (Revival Thread 2)
Perkilator replied to vanguard333's topic in Super Smash Bros.
Jill Valentine Loosely inspired by: ink-saver.tumblr.com/image/188…- 105 replies
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Fighter’s Pass Vol. 2: May our hearts be our guiding light
Perkilator replied to Perkilator's topic in Super Smash Bros.
I want Sirfetch'd as the Gen VIII rep purely out of its unique swordplay (or rather, LANCEplay). Here's a Smash artist's interpretation of what that kind of moveset could be like: And here's a more in-depth interpretation of mine: -
Fighter’s Pass Vol. 2: May our hearts be our guiding light
Perkilator replied to Perkilator's topic in Super Smash Bros.
Anyways, for my wishlist, I’m hoping for/expecting a mix of 1st and 3rd party characters in this pass, so my picks are: 1. Crash Bandicoot 2. Adeleine and Ribbon 3. Sora 4. Sirfetch’d 5. Ring Fit Adventurer 6. Arle Nadja -
Fighter’s Pass Vol. 2: May our hearts be our guiding light
Perkilator replied to Perkilator's topic in Super Smash Bros.
Um, guys? I think we're going off topic of the thread. Please take any Falcondorf discourse to the General Discussion thread. -
Alright, I've decided to overhaul this OP a little. Here are the characters in Vol. 2 right now: Min Min (ARMS) Steve (Minecraft) Sephiroth (FINAL FANTASY VII) Pyra/Mythra (Xenoblade Chronicles 2) Kazuya Mishima (Tekken) Sora (Kingdom Hearts) And with that, Super Smash Bros. Ultimate's life cycle has now concluded.
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Echoing what I said in the General Discussion thread, you know what I would’ve like to see? Assist Trophy characters in each Challenger Pack. If such a thing was possible (as in one Assist Trophy per challenger pack), what Assist Trophies would you have liked to see? My choices are: -Jack Frost (SMT/Persona): Runs around shooting ice at enemies, sometimes hanging from upside down. -Golem (Dragon Quest): Slowly walks around and chucks boulders at opponents. -Mumbo Jumbo (Banjo-Kazooie): Casts a spell that randomly transforms the player*. -Nakoruru (Samurai Shodown): Fights opponents with her dagger and her trusted bird friend, Mamahaha. -Hanneman (Fire Emblem: Three Houses): Teleports around the stage and casts Sagittae. He takes less damage from projectile attacks and is immune to magic attacks, but is relatively weak to physical attacks. *The transformations by Mumbo Jumbo are as follows: -Giant -Tiny -Invincible -Bunny -Metal -Bullet Bill -Super Leaf -Superspicy Curry -Gold Or he can just turn you into a washing machine, leaving you completely helpless until the transformation wears off in ten seconds or an opponent tosses you off.