Lord_Brand Posted January 10 Share Posted January 10 (edited) The previous fighter moveset thread hasn't been posted in for over 2 years now, so I'm starting a new one as further posts in the old one will just cause it to get locked. To give this topic a little extra, you can also suggest stages, music, spirit boards, classic mode, etc. Geno (WIP) Spoiler Ground N: Finger Shot S tilt: U tilt: Hand Gun D tilt: S smash: Star Gun - Geno's arms transform into a pair of guns which shoot stars forward. U smash: D smash: Air N: F: B: U: D: Double Punch - Geno launches both fists downward. The attack can spike opponents. Specials N: Geno Beam - Geno charges up an energy blast. If you hold the button until three red stars light up, the blast will be fired at full power, but if you release too soon or wait too long, the blast is weaker. S: Geno Whirl - Geno throws a spinning disk forward. U: Exit Spring - Geno launches upward off a spring with a clown face on it. When used in the air, the spring will fall and damage anyone caught in its path. D: Geno Blast - Geno charges up energy, then unleashes rainbow-colored beams nearby. Final Smash: Geno Flash Geno transforms into a cannon and shoots a small sun forward. The sun expands, trapping opponents within its fiery mass, then explodes. Grab & Throws Grab: F: B: U: D: Taunts U: Genoe performs Geno Boost on himself. S: Geno turns to the screen and nods. This animation is used in SMRPG whenever Geno is healed up or when his party wins a battle. D: Geno uses a Mushroom or Syrup. The item has no actual effect. Victory Jingle: The Battle Clear theme from SMRPG. L: Geno looks at the screen and nods while smiling. U: Geno holds up a piece of the Star Road. R: Costumes P1: Blue - Geno's official color scheme. The Mega Cape is colored blue in its official art, suggesting it may be Geno's default cape despite the fact he starts with no armor in SMRPG. P2: Mushroom Cape - A red cap and cape with white polka-dots. This is loosely based on the Mushroom Kingdom in SMRPG, which does not sell any armor for Geno. P3: Rose Cape - A green cape with red roses printed on it. This is loosely based on Rose Town in SMRPG, which does not sell any armor for Geno. P4: Happy Cape - A rainbow-colored cape sold in Marrymore. P5: Sailor Cape - A white cape with blue trim sold in Seaside Town. P6: Fuzzy Cape - A yellow cape sold in Nimbus Land. P7: Fire Cape - A cape with a fire pattern sold by Cinder Toad in Barrel Volcano. P8: Star Cape - A blue cape with red and white stripes on its trim, sold by Croco in Bowser's Keep. Stage: Star Road A platform carries the fighters through a tour of SMRPG's world, starting with a shot of Bowser's Keep in the distance. Exor crashes down into the keep, causing a transition to the Mushroom Kingdom, where Mallow can be seen chasing Croco. Claymorton bounces onto the stage and can be attacked. Once Claymorton is defeated, either by being dealt enough damage or by Mallow zapping him with lightning, the scene transitions down Midas Waterfall and over Midas River and Tadpole Pond to the Forest Maze where Bowyer launches arrows. Arrows can hit fighters on the stage, temporarily stunning them. After Bowyer is defeated, the stage transitions to Moleville. Punchinello joins the fray and throws Bob-ombs which increase in size as he takes damage. Eventually, he is crushed by a giant Bob-omb which explodes. The fourth transition flies by Booster Tower and Marrymore before arriving at Star Hill, where stars representing wishes fall. The fifth transition brings the battle to Seaside Town, where Speardovich appears. The sixth transition passes through Land's End and Bean Valley, soaring up to Nimbus Land and then down to Barrel Volcano, where the Czar Dragon appears, followed by the Axem Rangers on their ship, The Blade. The seventh transition returns to Bowser's Keep, and this time draws closer and closer until Exor's mouth opens and the battle transitions to the gloomy Weapon World and Smithy's Factory. Finally, the stage returns to the start and the cycle begins anew. Classic Mode: Legend of the Seven Stars Vs. Toon Link Vs. Vs. Vs. Vs. Vs. Boss: Spirit Board Mario (Super Mario RPG) Fighter: Mario Mallow Fighter: Jigglypuff Bowser (Super Mario RPG) Fighter: Bowser Peach (Super Mario RPG) Fighter: Peach Claymorton Fighter: Toon Link Bowyer Fighter: Toon Link Punchinello Fighter: Toon Link Booster Fighter: Wario Jonathan Jones Fighter: Greninja Speardovich Fighter: Corrin Valentina & Dodo Fighters: Palutena, King Dedede Axem Rangers Fighters: Mii Swordfighter × 5 Smithy Fighter: King Dedede Edited January 26 by Lord_Brand Quote Link to comment Share on other sites More sharing options...
Jotari Posted January 10 Share Posted January 10 2 hours ago, Lord_Brand said: The previous fighter moveset thread hasn't been posted in in over 2 years now, so I'm starting a new one as further posts in the old one will just cause it to get locked. To give this topic a little extra, you can also suggest stages, music, spirit boards, classic mode, etc. Geno (WIP) Hide contents Ground N: Finger Shot S tilt: U tilt: Hand Gun D tilt: S smash: Star Gun - Geno's arms transform into a pair of guns which shoot stars forward. U smash: D smash: Air N: F: B: U: 😧 Double Punch - Geno launches both fists downward. The attack can spike opponents. Specials N: Geno Beam - Geno charges up an energy blast. If you hold the button until three red stars light up, the blast will be fired at full power, but if you release too soon or wait too long, the blast is weaker. S: Geno Whirl - Geno throws a spinning disk forward. U: Exit Spring - Geno launches upward off a spring with a clown face on it. When used in the air, the spring will fall and damage anyone caught in its path. 😧 Geno Blast - Geno charges up energy, then unleashes rainbow-colored beams nearby. Final Smash: Geno Flash Geno transforms into a cannon and shoots a small sun forward. The sun expands, trapping opponents within its fiery mass, then explodes. Grab & Throws Grab: F: B: U: 😧 Taunts U: Genoe performs Geno Boost on himself. S: Geno turns to the screen and nods. This animation is used in SMRPG whenever Geno is healed up or when his party wins a battle. D: Geno uses a Mushroom or Syrup. The item has no actual effect. Victory Jingle: The Battle Clear theme from SMRPG. L: Geno looks at the screen and nods while smiling. U: Geno holds up a piece of the Star Road. R: Costumes P1: Blue - Geno's official color scheme. The Mega Cape is colored blue in its official art, suggesting it may be Geno's default cape despite the fact he starts with no armor in SMRPG. P2: Mushroom Cape - A red cap and cape with white polka-dots. This is loosely based on the Mushroom Kingdom in SMRPG, which does not sell any armor for Geno. P3: Rose Cape - A green cape with red roses printed on it. This is loosely based on Rose Town in SMRPG, which does not sell any armor for Geno. P4: Happy Cape - A rainbow-colored cape sold in Marrymore. P5: Sailor Cape - A white cape with blue trim sold in Seaside Town. P6: Fuzzy Cape - A yellow cape sold in Nimbus Land. P7: Fire Cape - A cape with a fire pattern sold by Cinder Toad in Barrel Volcano. P8: Star Cape - A blue cape with red and white stripes on its trim, sold by Croco in Bowser's Keep. Stage: Star Road A platform carries the fighters through a tour of SMRPG's world, starting with a shot of Bowser's Keep in the distance. Exor crashes down into the keep, causing a transition to the Mushroom Kingdom, where Mallow can be seen chasing Croco. Claymorton bounces onto the stage and can be attacked. Once Claymorton is defeated, either by being dealt enough damage or by Mallow zapping him with lightning, the scene transitions down Midas Waterfall and over Midas River and Tadpole Pond to the Forest Maze where Bowyer launches arrows. Arrows can hit fighters on the stage, temporarily stunning them. After Bowyer is defeated, the stage transitions to Moleville. Punchinello joins the fray and throws Bob-ombs which increase in size as he takes damage. Eventually, he is crushed by a giant Bob-omb which explodes. The fourth transition flies by Booster Tower and Marrymore before arriving at Star Hill, where stars representing wishes fall. The fifth transition brings the battle to Seaside Town, where Speardovich appears. The sixth transition passes through Land's End and Bean Valley, soaring up to Nimbus Land and then down to Barrel Volcano, where the Czar Dragon appears, followed by the Axem Rangers on their ship, The Blade. The seventh transition returns to Bowser's Keep, and this time draws closer and closer until Exor's mouth opens and the battle transitions to the gloomy Weapon World and Smithy's Factory. Finally, the stage returns to the start and the cycle begins anew. Classic Mode: Legend of the Seven Stars Vs. Toon Link Vs. Vs. Vs. Vs. Vs. Boss: Spirit Board Mario (Super Mario RPG) Fighter: Mario Mallow Fighter: Jigglypuff Bowser (Super Mario RPG) Fighter: Bowser Peach (Super Mario RPG) Fighter: Peach Claymorton Fighter: Toon Link Bowyer Fighter: Toon Link Punchinello Fighter: Toon Link Booster Fighter: Wario Jonathan Jones Fighter: Greninja Speardovich Fighter: Corrin Valentina & Dodo Fighters: Palutena, King Dedede Axem Rangers Fighters: Mii Swordfighter × 5 Smithy Fighter: King Dedede I know Geno Flash is his strongest attack in game, but it just screams to me Up Special to me. Quote Link to comment Share on other sites More sharing options...
Perkilator Posted January 10 Share Posted January 10 (edited) Magolor Spoiler Intro: Magolor appears from a Dimensional Rift. Stance/Idle 1: His idle animation from the games. Idle 2: Magolor scratches his head. Idle 3: Magolor briefly chuckles. Notable Palette Swaps Default Player 2 Magolor (orange) Player 4 Magolor (green) Traitor Magolor (purple) Magolor EX (red) Magolor Soul (black) Interdimensional Magolor (special costume) Manager Magolor (special costume) Walk: Magolor floats along the ground. Dash: His dash animation from the games. Damage: His damage animation from the games. Jump: Magolor jumps once, then performs a delayed midair jump. Crouch: His crouch animation from the games. Fighter Ability: Magic Barrier Instead of a normal shield, Magolor uses a star-shaped barrier to defend himself. The barrier can only take five hits before shattering, and the window for Perfect Shields is a little tighter, but pulling off a successful Perfect Shield activateds Magic Counter, which briefly stuns the opponent at the cost of losing a piece of the barrier. The barrier slowly recharges over time, as shown on the meter above Magolor’s HUD. Normal Attacks Jab: Magic Sphere; Magolor fires a magic orb a short distance forward (5%, small knockback) Forward+A: Deadly Needle; Magolor conjures a needle that points forward (8%, small knockback) Up+A: Deadly Needle; Magolor conjures a needle that points upward (8%, small knockback) Down+A: Revolution Orbs; Magolor spins three revolving orbs along the ground (2.5% each hit, small knockback) Dash Attack: Magolor Surge; Magolor charges a short distance forward (10%, OK knockback) Edge Attack: A weaker version of Magolor Surge (7%, small knockback) Get-Up Attack: A weaker version of Revolution Flame (7%, small knockback) Aerial Attacks Air+A: Revolution Flame; Magolor conjures three revolving fireballs around himself (3.5% each hit, OK knockback) Air Forward+A: Magic Sphere; Magolor fires a magic orb a short distance forward (9%, small knockback) Air Back + A: Chop and Thrust; Magolor performs a backwards, downward chop behind himself with a smaller Ultra Sword (12% with a meteor effect, OK knockback) Air Up+A: Upward Revolution Orbs; Magolor conjures three revolving orbs above himself (3% each hit, small knockback) Air Down+A: Magic Bomb; Magolor drops a bomb that detonates upon contact with anything (9%, small knockback) Smash Attacks Forward+A: Ultra Sword; Magolor takes a giant sword of his own and cleaves vertically downward (24%, medium knockback). If Magolor uses this attack with no solid ground in front of him, the sword is swung in nearly a full circle. Up+A: Monster Flame; Magolor conjures a stream of fire and spins it above himself (22%, medium knockback) Down+A: Grand Snow Hammer; Magolor takes an icy Hammer and slams it on the ground, resulting in an icy shockwave (22%, medium knockback) Grab Game Grab: Magolor uses magic to grab the opponent. Pummel: Magolor pummels the opponent with magic (2%) Forwards+Throw: Super Blade Knight; Magolor summons a Super Blade Knight who performs an overhead slash (9%, small knockback) Back+Throw: Magolor juggles the opponent and throws them behind himself (11%, OK knockback) Up+Throw: Flare Beam; Magolor lifts the opponent into the air and blasts them with a Flare Beam explosion (13%, OK knockback) Down+Throw: Super Hot Head; Magolor summons a Super Hot Head who breathes fire from above the opponent (9%, small knockback) Special Moves B : Magic Spheres; Magolor summons six dark orbs that spin around and protect him. Pressing B again has Magolor scatter them in six different directions (6% each hit, small knockback). Holding B takes three orbs and charges Revolution Orbs, an attack where Magolor shoots three revolving magic orbs forward that hit multiple opponents (18%, OK knockback). Holding B even longer takes three more orbs and charges Revolution Flame, an attack where Magolor shoots three revolving fireballs forward that hits up to six times (5% each hit, small knockback). B + ← → : Magolor Surge Stream; Magolor dashes forward up to three times (7% each hit, small knockback). Once in the direction he’s facing, and the other two times in the direction tilted on the control stick. B + ↑ : Dimensional Vanish; Magolor vanishes into a star-shaped rift, after which he moves in the direction tilted in an intangible state. After a while, Magolor pops out of another rift, hurting any opponents around him (13%, OK knockback). But Magolor enters freefall upon exiting the rift. B + ↓ : Gem Apple Bomb; Magolor throws three Gem Apples forward. The apples detonate after a while (10% each hit, OK knockback), but Magolor can press B + ↓ again to manually detonate them. Final Smash: Magolor Cannon; Magolor sucks every opponent in the vicinity into a black hole. The opponents are then taken into a cutscene where Magolor uses Magolor Cannon from outside the star-shaped rift (56%, devastating knockback). Opponents exceeding 100% by the end of the attack are instantly K.O.’d. Taunts Up: Magolor spirals his hands and forms a cross pose. Side: Magolor cheerily claps his hands while nodding his head. Down: Magolor closes his eyes and moves his hands in a spiraling motion in front of himself. Winposes 1: Magolor spins around before striking a pose. 2: The first part of Magolor's dance. 3: The second part of Magolor's dance. Applause: Magolor claps for the winner…albeit in a seemingly disingenuous manner. Icon: Warp Star Boxing Ring Title: Far-Flung Traveler Star K.O.: A distressed version of his normal sound effects. Victory Music: Victory! Kirby series Kirby Hat: Magolor’s hood Edited January 10 by Perkilator Quote Link to comment Share on other sites More sharing options...
Nauriam Posted January 10 Share Posted January 10 Not sure if this has been mentioned in a previous threads, but the video game Rivals of Aether has steam workshop support, and it allows you to make your own characters. A few years ago I made Ephraim from FE8, and it was a really fun way to not just think up a character's moveset, but also test it and play it. There of course is the limitation of having to code the character (it really wasn't bad), and making sprites for each action (which took a while). Obviously not for everyone, but it was very satisfying to get to mess around and play as the character I thought up. If you wanna check out the moveset I came up with, there's an old and crappy video on its steam workshop page that shows off every move. Quote Link to comment Share on other sites More sharing options...
Etrurian emperor Posted January 12 Share Posted January 12 Zagreus The main gimmick of Zagreus is that his attacks or specials aren't very noteworthy on their own but that he adds to them through various boons. His specials, default attacks and smash attacks can each equip their own boon with increased attributes based on the god in question. For regular attacks Zagreus would use his sword and the gauntlets, while the Smash attacks are reserved for the spear, the gun and shield. Specials Neutral: Shoots a series of arrows forward. If equipped with a blessing the arrows become elemental. Down: A shield charge. Zagreus blocks with his shield like Pit used to do in Brawl, put upon release he bull charges forward with his shield. If Zagreus dashes while holding the shield he instead throws it forward. Sideways: Zagreus throws his spear as a projectile before charging after the spear and appearing behind the enemy. The Achilles aspect of the spear up: An uppercut with the gauntlets. A basic recovery move. Final Smash: He summons the ever adorable Cerberus to stampede around the field. The cutie would dash around the field smashing and biting into enemies while having rocks fall wherever he goes. Basically the same what happens when Hades summons Cerby-kins. Thaunts Up: Zagreus equips a Boon on his default attacks. The Boon is randomly generated and amplify his powers based on the blessing in question. Poseidon for instance increasing knockback while Athena adds a deflective quality to his attack. Sideways: Zagreus equips his specials with a Boon. The Boon is randomly generated and amplify his powers based on the blessing in question. Poseidon for instance increasing knockback while Athena adds a deflective quality to his attack. Down: Zagreus equips a Boon to his Smash Attacks. The Boon is randomly generated and amplify his powers based on the blessing in question. Poseidon for instance increasing knockback while Athena adds a deflective quality to his attack. Victory screan -Hugs Cerberus and gets licked by him. -Dusa hovers around Zagreus and they both smile -Zagreus ''dies'' and turns into a pool of shadows that falls into the ground. Stage: Charon's raft A raft manned by Charon which sails across the underworld rivers. Charon is physically present on the stage to row the boat and strikes you with his oar if you accidentally hit him. The raft sails across the three regions of the underworld which provides different challenges. If you sail through Aspodel the water around the laft is lava which damages you, if you sail through Elisium the ship gets boarded by Theseus and the Minataur, and in Tartarus the furries occasionally send attacks into the ship. Quote Link to comment Share on other sites More sharing options...
Perkilator Posted January 16 Share Posted January 16 (edited) Isaac Spoiler Intro: Isaac teleports onto the stage. Stance/Idle 1: His stance as an Assist Trophy. Idle 2: Isaac briefly grips the sword in his sheath and looks on both sides of himself. Idle 3: Isaac briefly adjusts his gloves. Notable Palette Swaps Isaac Default Garet (brown) Ivan (purple) Mia (cyan) Felix (green) Jenna (red) Sheba (white) Piers (blue) Matthew Default Karis (white/purple) Tyrell (yellow/green) Rief (cyan) Amiti (blue/yellow) Sveta (red) Eoleo (orange) Himi (white/red) Walk: His walk from the games. Dash: His run from the games. Damage: His damage animation from the games. Jump: Isaac jumps relatively low from the ground. Crouch: Isaac takes a knee to the ground while gripping the sword in his sheath. Normal Attacks Jab: A 3-hit slash combo (3% each hit, small knockback) Forward+A: His normal attack from the games (11%, OK knockback) Up+A: Thorn; Isaac raises a thorn from the ground (11%, OK knockback) Down+A: Scoop; Isaac scoops up dirt that trips opponents (8%, small knockback) Dash Attack: Flint; Isaac leaps into the air before following up with a shining downward slash (13%, OK knockback) Edge Attack: Isaac slashes down as he climbs back up (10%, OK knockback) Get-Up Attack: Psynergy Surge; Isaac surges a shockwave of Psynergy from below himself and gets back up (8%, small knockback) Aerial Attacks Air+A: Ground; Isaac summons a rock-covered energy ring around himself (14%, OK knockback) Air Forward+A: Tremor; Isaac fires a burst of gaia energy from the palm of his hand (15%, OK knockback) Air Back + A: Annihilation; Isaac performs a mighty, two-handed horizontal slash behind himself (18%, medium knockback) Air Up+A: Mad Growth; Isaac flails a bramble above his head to perform a flurry of lashes (14%, OK knockback) Air Down+A: Skull Splitter; a mighty, two-handed horizontal slash (18% with a meteor effect, medium knockback) Smash Attacks Forward+A: Earthquake; Isaac thrusts his hand forward and summons a tectonic wavelength in front of himself (24%, medium knockback) Up+A: Gaia; Isaac raises two magma pillars from the ground on each side of himself (23% each, OK knockback) Down+A: Spire; Isaac forms a rock in the sky and drops it down (22% with a meteor effect, medium knockback) Grab Game Grab: Growth; Isaac grabs the opponent with brambles Pummel: Isaac squeezes the opponent with brambles Forwards+Throw: Ragnarok; a massive sword appears and strikes the ground (12%, OK knockback) Back+Throw: Psynergy Slam; Isaac slams the opponent onto the ground (9%, small knockback) Up+Throw: Lift; Isaac uses a fist-shaped energy field to grab the opponent and toss them upwards (9%, small knockback) Down+Throw: Pound; Isaac slams a fist-shaped energy field into the ground, burying the opponent (12%) Special Moves B : Raise; Isaac raises a stone pillar from the ground in front of him, hurting any opponents directly underneath (14%, OK knockback). Only one stone pillar can be on the stage at a time, but you can affect it in a multitude of ways: Each pillar wears down over time before breaking, though attacking it breaks it faster When Raise is used in the air or at a ledge, a stone pillar raises briefly before breaking shortly after B + ← → : Move; Isaac summons a hand-shaped energy field to push anything in its path, including stone pillars. Using Move on a pillar in the ground moves it along the ground, though it breaks once it reaches a ledge. If a pillar is already on a ledge, it breaks immediately. Only one of these hands can be on the stage at a time, and the attack can also reflect projectiles, but only if they’re weaker. B + ↑ : Retreat; Isaac teleports in the direction tilted. This move takes the user even further than Mewtwo’s Teleport to compensate for Isaac’s own lack of mobility. B + ↓ : Grind; Isaac jumps up and performs a diving stab that can instantly break a stone pillar (14%, OK knockback) Final Smash: Judgment; Isaac summons an angelic knight in the sky, who then flies offscreen and summons an explosive blast from his lion shield relative to where Isaac’s standing when the Final Smash is activated (55%, devastating knockback) Taunts Up: His animation when casting Psynergy attacks from the games. Side: Isaac briefly unsheathes his sword and loosely mimics his battle stance from the games. Down: Isaac loosely mimics Garet’s animation when casting Psynergy attacks from the games. Winposes 1: Isaac turns his back to the camera before twirling his sword and sheathing it. 2: Isaac stands atop a stone pillar and plants his sword into it. 3: Isaac uses Psynergy to shake the earth, briefly causing rocks and pebbles to float into the air. Applause: Isaac claps for the winner. Icon: The sun symbol in the series logo. Boxing Ring Title: Venus Adept Star K.O.: “Uaaaahh…!” Victory Music: Victory! - Golden Sun Kirby Hat: Isaac’s hair Edited January 16 by Perkilator Quote Link to comment Share on other sites More sharing options...
Perkilator Posted January 25 Share Posted January 25 (edited) Athena Asamiya Spoiler Intro: Athena takes off her school uniform and proclaims “あてぇな 行きま!” (Here comes Athena!) Stance/Idle 1: Her idle stance from KOF 98. Idle 2: Athena clasps her hands behind herself in a playful manner. Idle 3: Athena waves to the camera before winking. Notable Palette Swaps KOF XV design Color A (default) Color B (blue) Color C (yellow) Color D (purple) Color E (white) Color F (black/red) Color G (green) Color H (black/purple) KOF ‘98 design Color A (default) Color B (blue) Color C (yellow) Color D (white) Color A+B (black) Color C+D (beige) Color A+D (magenta) Color B+C (pink) Walk: Her walk from XV. She always faces the opponent in 1v1 battles, which also gives her the backwards walk from XV. Dash: Her run from XV. Damage: Her damage animation from XV. Jump: Her jump from XV, with an added twirl for the second jump. Crouch: Her crouch from XV. Normal Attacks Jab: Her far LP from 98 (6%, small knockback) Forward+A: Her close HK from 98 (7%, small knockback) Up+A: Her close HK from XV (8%, small knockback) Down+A: Her crouching LK from 98 (6%, small knockback), which can also trip opponents. Dash Attack: Her far HK from 98 (11%, OK knockback) Edge Attack: Her crouching HP from 98 (8%, small knockback) Get-Up Attack: Her crouching HK from 98 (7%, small knockback) Aerial Attacks Air+A: Her neutral jumping LK from 98 (7%, small knockback) Air Forward+A: Her jumping HK from XV (10%, OK knockback) Air Back + A: Her aerial Blow Back from XV (13%, OK knockback) Air Up+A: An angled version of her moving jumping LK from 98 (9%, small knockback) Air Down+A: Phoenix Bomb; Athena throws herself back-first at her opponent (11% with a meteor effect, OK knockback) Smash Attacks Forward+A: New Psycho Reflector; Athena extends her palms as two psychic orbs revolve around them (21%, medium knockback). Unlike regular Psycho Reflector, this attack cannot reflect projectiles. Up+A: Renkantai; a jumping knee strike followed by a jumping high kick (8% each hit, OK knockback) Down+A: Her crouching HK from XV (17%, OK knockback) Grab Game Grab: Athena uses her Psycho Energy to grab the opponent. Pummel: Athena knees the opponent (1%) Forwards+Throw: Bit Throw; Athena uses her Psycho Energy to spin her opponent around, then toss them forward (7%, small knockback) Back+Throw: Psychic Throw; Athena uses her Psycho Energy to throw the opponent behind her (7%, small knockback) Up+Throw: Super Psychic Throw; Athena points a finger upward before throwing the opponent directly upwards (11%, OK knockback) Down+Throw: Psychic Shoot; a frontflip followed by Athena kicking the opponent down (8% with a meteor effect, small knockback) Special Moves B : Psycho Ball; Athena throws out a ball of Psycho Energy (9%, small knockback). The command input is ↓↘→ + attack/special; A travels faster while B hits three times (4% each hit, small knockback). B + ← → : Psychic Teleport / Psycho Reflect Tilting the control stick forward has Athena turn into light and teleport forwards. The command input is →↙→ + attack/special; you can perform Fake Psychic Teleport by pressing shield during Athena’s dash. Titling the control stick backward has Athena create a barrier that can reflect projectiles. The command input is ←↘← + attack/special. B + ↑ : Psycho Sword; Athena rises upwards with her hand enveloped in Psycho Energy (15%, OK knockback). The command input is →↓↘ + attack/special; the command input version travels higher and has full invincibility. B + ↓ : Phoenix Arrow; Athena curls into a ball and dives downwards while covered in Psycho Energy (16%, OK knockback). The command input is ↓↙← + attack/special; the command input version follows up with an extra kick (8%, OK knockback) Final Smash: Psycho Medley☆Remix!; Athena rushes towards a single opponent. If it connects, Athena rushes the opponent down with several quick strikes while briefly transforming into her designs from KOF 94 to KOF XIV (28%). The attack finishes with a powerful Psycho Sword in her KOF XV outfit (30%, devastating knockback). Fighter Ability: Desperation Moves Shining Crystal Bit (↓↙←↓↙← + attack/special): Two orbs of Psycho Energy revolve around Athena Crystal Shoot (↓↙← + attack/special during Shining Crystal Bit): Athena fuses the two orbs into a singular projectile. Athena can delay it by holding B and aim it upward on the ground and downward in the air. Taunts Up: Her taunt from KOF XV Side: Her round win animation from KOF XV Down: Her intro animation from KOF ‘98 Winposes 1: Her victory animation from KOF XV, but in reverse; Athena flies across the screen while enveloped in Psycho Energy, before reappearing in front of the camera. 2: Her intro animation from KOF XV 3: Her victory animation from KOF XIV Applause: Athena claps for the winner Icon: This artwork of Athena's phoenix form Boxing Ring Title: Psycho Soldier Star K.O.: “Gaaaah…!” Victory Music: Fire! Fire! Psycho Soldier! Kirby Hat: Athena’s hair, which changes depending on the costume Athena’s wearing Edited January 25 by Perkilator Quote Link to comment Share on other sites More sharing options...
Lord_Brand Posted March 16 Author Share Posted March 16 (edited) Eevee & Eeveelutions (WIP) These sections will be a bit lengthier than normal, so I've broken them into multiple parts for greater convenience. Overview Spoiler Eevee's distinguishing trait is its ability to evolve into multiple different forms, chiefly by using stones. The current eight possible evolutions for Eevee, commonly known as the Eeveelutions, are Vaporeon, Jolteon, Flareon, Espeon, Umbreon, Leafeon, Glaceon, and Sylveon. Thus, in Super Smash Bros., Eevee is actually nine fighters in one. As Eevee deals damage and takes damage, its evolution meter fills up. When the meter is full, the player can evolve Eevee using shield + special. The resulting Eeveelution will be played for the rest of the match. All Eeveelutions share some core moves with Eevee, which is reflected in their movesets. Most of their melee attacks are the same, save for some added elemental effects such as fiery attacks for Flareon and electrified attacks for Jolteon. Vaporeon Resists metal characters, fire, ice, and water Weak to electric Jolteon Fastest movement speed Immune to zap floors Resists metal characters and electric Weak to burying attacks Flareon Resists metal characters, fire, ice, and magic Immune to lava floors Weak to burying attacks and water Takes damage while swimming Espeon Second fastest movement speed Resists psychic Weak to darkness Umbreon Resists darkness and psychic Weak to magic Leafeon Third fastest Resists water and electric Weak to fire and ice Glaceon Immune to freezing, ice floors, and slippery surfaces Weak to metal characters and fire Sylveon Resists darkness Weak to metal characters and poison By default, only Eevee is playable. However, after it evolves into a particular form for the first time, that form becomes unlocked as a freely selectable fighter that the Eevee player can choose to start the battle as in future matches. Kirby has a copy hat for Eevee and each of the Eeveelutions, and will copy the according neutral special. Attacks, Grabs, and Throws Spoiler Ground N: Tackle - Eevee darts forward a short distance, then returns to its standing position. Vaporeon uses Water Gun, shooting a short-range stream of water forward. Jolteon uses Thunder Shock, emitting a short-range electric current forward. Flareon uses Ember, breathing small fiery sparks forward. Espeon uses Confusion, attacking with a psychic wave that flips opponents around. Umbreon uses Pursuit, which works similar to Tackle but deals greater damage to opponents looking away. Leafeon uses Razor Leaf, shooting small, sharp leaves forward a short distance. Glaceon uses Icy Wind, attacking around itself with cold, blowing wind. Sylveon uses Fairy Wind S tilt: Covet - Eevee tackles the opponent and steals the item they're holding, if they have one. S smash: Take Down - Eevee dashes forward and attacks with a stronger tackle that damages itself a little. Vaporeon uses Jolteon uses Thunder Fang. Flareon uses Fire Fang. Espeon uses Umbreon uses Bite. Leafeon uses Leaf Blade. Glaceon uses Ice Fang. Sylveon uses U tilt: Tail Flip - Eevee flips once, hitting above itself with its tail. U smash: Vaporeon uses Hydro Pump Jolteon uses . Flareon uses Fire Spin, Espeon uses Umbreon uses Leafeon uses Glaceon uses Sylveon uses D tilt: Sand Attack - Eevee D smash: Eevee spins and smacks the opponent with its tail. Vaporeon uses Jolteon uses Discharge. Flareon uses Overheat Espeon uses Umbreon uses Dark Pulse Leafeon uses Glaceon uses Blizzard Sylveon uses Dazzling Gleam Dash: Take Down - Eevee throws itself into a stronger tackle that deals damage to itself as well. After the attack concludes, Eevee will keep running, allowing it to follow up with a subsequent attack more easily. The Eeveelutions also use this attack. Air N: Eevee curls into a ball and spins, hitting all around it. F: B: U: Eevee flips upward, attacking with its tail in a front-to-back arc above it. D: Grabs & Throws Grab: Eevee latches on with its mouth. It pummels the opponent by slamming them. Vaporeon Jolteon Flareon Espeon grabs hold of the opponent using psychic powers. Umbreon Leafeon grabs the opponent using vines that sprout from the ground. Glaceon Sylveon grabs the opponent with its prehensile ribbons. F: Eevee B: U: D: Specials & Final Smash Spoiler Specials N: Swift - Eevee launches star-shaped projectiles that home in on targets. If all of Eevee's attacks and special moves have been used, Swift will upgrade into Last Resort, which launches a huge star. Vaporeon uses Water Gun, charging up a surge of water. The damage and range increase the longer the move is charged. Jolteon uses Thunderbolt, which produces a lightning bolt above the nearest target in front of it. Flareon uses Flamethrower, breathing a jet of flame that grows smaller and weaker over time. Espeon uses Psybeam, shooting a long beam of light from the gem on its forehead. Over time, it will charge up power, making the beam thicker and more powerful, similar to R.O.B.'s Laser. Umbreon uses Shadow Ball, which can be charged and deals darkness damage. Leafeon uses Magical Leaf, which shoots leaves that home in on targets. Glaceon uses Ice Beam, an icy projectile that can freeze the target. Sylveon uses Moonblast. S: Double Edge - Eevee lunges forward with a mighty tackle that also damages itself if it connects. Vaporeon uses Surf, which does not deal damage to itself. Jolteon uses Wild Charge, which is similar to Double Edge but faster, goes farther, and is electrified. Flareon uses Flare Blitz, which is similar to Double Edge but even more powerful and fiery. Espeon uses Umbreon uses Pursuit, a dash attack that deals darkness damage and has double power if the target is looking away from it. Leafeon uses Glaceon uses Sylveon uses U: Quick Attack - Eevee darts in the direction you press, and can follow up with a second dash in a perpendicular direction, similar to Pikachu. The Eeveelutions also use this special. D: Vaporeon uses Aqua Ring, creating a healing zone Jolteon uses Thunder, calling down a lightning bolt to strike it similar to Pikachu and Pichu. Flareon uses Espeon uses Reflect, creating a shield in front of it that reflects projectiles. Umbreon uses Leafeon uses Nature Power, the effects of which vary based on the terrain it's standing on. Glaceon uses Blizzard, causing icy wind to whirl around it and deal ice damage repeatedly. Sylveon uses Final Smash: Gigantamax/Dynamax - Eevee and the Eeveelutions each get their own final smash which makes use of Dynamaxing or, in Eevee's case, Gigantamaxing. Gigantamax Eevee uses G-Max Cuddle, causing a massive beam to emerge from the ground. Vaporeon uses Max Geyser, emitting a massive torrent of water. Jolteon uses Max Lightning, striking the ground with a massive lightning bolt. Flareon uses Max Flare, shooting a massive fireball that explodes into a pillar of flame. Espeon uses Max Mindstorm, emitting rings of psychic energy. Umbreon uses Max Darkness, producing two tendrils that envelop opponents in a sphere of darkness. Leafeon uses Max Overgrowth, launching seeds that sprout into massive mushrooms. Glaceon uses Max Hailstorm, dropping large chunks of ice. Sylveon uses Max Starfall, dropping large stars onto the stage that emit beams of light. Other Stuff Spoiler Taunts U: Growl - Eevee stands ready on all fours and emits a cry. Vaporeon's Growl is accompanied with water bubbles. Jolteon's Growl is accompanied by electricity crackling around it body. Flareon's Growl is accompanied by a fiery aura around its body. Espeon's Growl is accompanied by purple waves emanating from the gem on its forehead. Umbreon's Growl is accompanied by dark waves emanating from its body. Leafeon's Growl is accompanied by swirling leaves. Glaceon's Growl is accompanied by snowflakes. Sylveon's Growl is accompanied by pink hearts. S: Tail Whip - Eevee turns its rear towards the opponent and wags its tail. Vaporeon turns and slaps its tail up and down. Jolteon turns and flares its tail spikes. Flareon turns and wags its tail while expelling flame from its mouth. Espeon turns and whips its tail while its gem glints. Umbreon turns D: Charm - Eevee sits and smiles, causing hearts to float around its head. Vaporeon sits and uses Rain Dance, causing a rain cloud to form above it and rain on it briefly. Jolteon sits and uses Charge, making its body crackle with electricity. Flareon sits and uses Sunny Day, bathing itself in sunlight. Espeon sits and uses Morning Sun, bathing itself in bright light. Umbreon sits and uses Moonlight, bathing itself in a silvery glow. Leafeon sits and uses Synthesis, glowing with green light. Glaceon sits and uses Snowscape, causing a cloud to form above its head and snow on it briefly. Sylveon sits and uses Misty Terrain, causing pink mist to surround it. Victory Jingle: The standard Pokemon victory jingle L: Eevee rests, curled up. U: R: Costumes - Eevee shares its costumes with the Eeveelutions. P1: Plain - Eevee's default form. P2: P3: P4: P5: Shiny - Eevee's shiny color. P6: P7: P8: Eeveelutions by stage (WIP) Spoiler This list is lengthy enough to warrant its own spoiler. On each of these stages, when Eevee's evolution is triggered, it will evolve into the Eeveelution listed. However, once an Eeveelution is unlocked, it can be played on any stage. Battlefield - Espeon Small Battlefield - Espeon Big Battlefield - Espeon Final Destination - Umbreon New Donk City Hall - Jolteon Great Plateau Tower - Espeon Moray Towers - Espeon Dracula's Castle - Umbreon Mementos - Espeon Yggdrasil's Altar - Espeon Spiral Mountain - Leafeon King of Fighters Stadium - Garreg Mach Monastery - Espeon Spring Stadium - Espeon Minecraft World - Leafeon for all biomes except Snowy Tundra (Glaceon) and Stone Shore (Vaporeon) Northern Cave - Umbreon Cloud Sea of Alrest - Espeon Mishima Dojo - Umbreon Hollow Bastion - Sylveon Peach's Castle - Kongo Jungle - Leafeon Hyrule Castle - Sylveon Super Happy Tree - Sylveon Dream Land - Sylveon Saffron City - Espeon Mushroom Kingdom - Espeon Princess Peach's Castle - Vaporeon Rainbow Cruise - Sylveon Kongo Falls - Vaporeon Jungle Japes - Vaporeon Great Bay - Vaporeon Temple - Brinstar - Yoshi's Island (Melee) - Yoshi's Story - Fountain of Dreams - Sylveon Green Greens - Leafeon Corneria - Vaporeon Venom - Flareon Pokemon Stadium - This stage's Eeveelution changes based on which mode it is in. The Grass, Fire, and Water forms correspond to Leafeon, Flareon, and Vaporeon, while Basic and Rock are both Umbreon. Onett - Espeon Mushroom Kingdom II - Brinstar Depths - Flareon Big Blue - Vaporeon Fourside - Umbreon Delfino Plaza - Vaporeon Mushroomy Kingdom - Espeon Figure-8 Circuit - WarioWare, Inc. - Bridge of Eldin - Umbreon Norfair - Flareon Frigate Orpheon - Umbreon Yoshi's Island - The Eeveelution changes with the season. Spring = Sylveon, Summer = Flareon, Fall = Leafeon, Winter = Glaceon Halberd - Lylat Cruise - Pokemon Stadium 2 - Basic = Umbreon, Electric = Jolteon, Flying = Sylveon, Ground = Umbreon, Ice = Glaceon Port Town Aero Dive - Castle Siege - Flareon Distant Planet - Leafeon Smashville - Leafeon New Pork City - Summit - Glaceon Skyworld - Sylveon Shadow Moses Island - Umbreon Luigi's Mansion - Umbreon Pirate Ship - Vaporeon Spear Pillar - Umbreon 75m - Mario Bros. - Hanenbow - Green Hill Zone - Leafeon Boxing Ring - Jolteon Gaur Plain - Sylveon Duck Hunt - Leafeon Wily Castle - Umbreon Super Mario Maker - Suzaku Castle - Midgar - Umbreon Umbra Clock Tower - 3D Land - Golden Plains - Paper Mario - Gerudo Valley - Spirit Train - Dream Land GB - Sylveon Unova Pokemon League - Prism Tower - Jolteon Mute City SNES - Magicant - Sylveon Arena Ferox - Reset Bomb Forest - Leafeon Tortimer Island - Vaporeon Balloon Fight - Vaporeon Living Room - Find Mii - Tomodachi Life - PictoChat 2 - Jolteon Mushroom Kingdom U - Mario Galaxy - Mario Circuit - Skyloft - Sylveon The Great Cave Offensive - Sylveon Kalos Pokemon League - Sylveon Coliseum - Flat Zone X - Jolteon Palutena's Temple - Gamer - Garden of Hope - Leafeon Town and City - Sylveon Wii Fit Studio - Wrecking Crew - Pilotwings - Wuhu Island - Vaporeon Windy Hill Zone - Pac-Land - Edited March 20 by Lord_Brand Quote Link to comment Share on other sites More sharing options...
Perkilator Posted March 18 Share Posted March 18 Zoroark Spoiler Intro: Zoroark appears from a dark aura, with Zorua popping up from its mane. Stance/Idle 1: Its idle animation when summoned from a Poké Ball. Idle 2: Zorua briefly pops up from Zoroark’s mane Idle 3: Zoroark briefly snickers. Notable Palette Swaps Default Shiny (violet) N (green) Delphox (red) Ninetails (yellow) Mightyena (gray) Umbreon (black) Reshiram (white) Walk: A walk cycle loosely resembling Felicia from Darkstalkers. Dash: Zoroark dashes forward while hunched over. Damage: Zoroark recoils with Zorua briefly popping out of the mane as if it’s about to fall out. Jump: Similar to Wolf’s jump. Crouch: Similar to Wolf’s crouch. Normal Attacks Jab: Fury Swipes; Zoroark slashes twice, followed by a flurry of slashes, ending with two horizontal slashes at once Forward+A: Cut; Zoroark jabs forward with its claws on one hand Up+A: Shadow Claw; Zoroark slashes upward with its hand shrouded in shadow Down+A: Low Kick; a sweep kick that trips opponents Dash Attack: Dark Rush; Zoroark and Zorua cover the former in shadow as it rushes forward Edge Attack: Return; Zoroark slashes as it climbs back up Get-Up Attack: Retaliate; Zoroark slashes on both sides of itself Aerial Attacks Air+A: Dark Pulse; Zoroark emanates a pulsating blast around itself Air Forward+A: Sucker Punch; Zoroark punches forward Air Back + A: U-Turn; a reverse spin kick that turns Zoroark around Air Up+A: Scary Face; Zoroark summons an angry face with a fang-like mouth above itself Air Down+A: Pursuit; a diving kick Smash Attacks Forward+A: Spark; Zoroark transforms into Raikou and emits a jolt of electricity in front of itself Up+A: Fire Spin; Zoroark transforms into Entei and surrounds itself with a spinning pillar of fire Down+A: Blizzard; Zoroark transforms into Suicune and surrounds itself with an icy vortex Grab Game Grab: Snatch; Zoroark grabs the opponent with both hands. Pummel: Bite; Zoroark bites the opponent Forwards+Throw: Fling; Zoroark tosses the opponent forward Back+Throw: Faint Attack; Zoroark appears behind the opponent with a flying kick Up+Throw: Shadow Ball; Zoroark tosses the opponent into the air and lobs a Shadow Ball at the opponent Down+Throw: Dig; Zoroark appears above the opponent and buries the with a falling kick Special Moves B : Night Daze; Zoroark charges a dark aura around itself. When fully charged, pressing B again unleashes a powerful dark maelstrom. Pressing a direction right after B has Zorua perform a weaker variant, after which Zoroark can follow up with the real deal. B + ← → : Snarl; Zoroark has Zorua pop out of its mane and walk forward for a before zipping right back where it came from. If Zoroark faces in the same direction as Zorua and presses B, a brief illusion of Zoroark appears over Zorua before letting out a sound wave with Zoroark’s in-game cry. If Zoroark is facing the opposite direction and presses B, Zoroark lets out an ever harsher sound wave with the same cry. B + ↑ : Night Slash; Zoroark tosses Zorua out of its mane. Press B again to follow up by appearing in the same spot as Zorua (who zips right back into Zoroark’s mane) and perform an uppercut slash with its claws. If Zorua touches a hard platform, it simply zips back to Zoroark. B + ↓ : Foul Play; Zoroark braces itself for an attack. If it gets hit, Zorua pops out of Zoroark’s mane for a bit. Pressing B again has Zoroark launch Zorua straight forward. Pressing B + ↑ right after launching Zorua cancels right into the second part of Night Slash. Final Smash: Illusion; Zorua pops out of Zoroark’s mane and transforms into any opponent on the battlefield. Zorua then moves independently as the fighter they’ve turned into (with the models being a translucent shadowy figure with less polygons) for a limited period of time. Zoroark can move independently while Zorua is out. Taunts Up: Zoroark stands upright and sharpens its claws. Side: Zorua pops out of Zoroark’s mane and snickers before hopping back in. Down: Zoroark uses Leer to glare at the camera. Winposes 1: Entei uses Fire Spin before turning back into Zoroark. 2: Suicune uses Aurora Beam to slide across ice before turning back into Zoroark. 3: Entei uses Spark to zip around before turning back into Zoroark. Applause: Zoroark turns its head to the side in disappointment while Zorua tries to console it. Icon: Poké Ball Boxing Ring Title: Master of Illusion Star K.O.: “Aaaarrrk…!” Victory Music: Victory! Pokémon Series Kirby Hat: Zorua’s tuft, ears and tail Quote Link to comment Share on other sites More sharing options...
Lord_Brand Posted April 20 Author Share Posted April 20 (edited) Cinderace Spoiler Cinderace's signature mechanic is its Pyro Ball. The Pyro Ball is similar to the Soccer Ball item; Cinderace can send the ball flying by hitting it, and it will deal damage to opponents that it hits in turn. However, the flames surrounding the Pyro Ball will burn any enemy fighters who try to touch it, even other Cinderace (though weapons such as swords and hammers can hit the ball without harming the user), and the ball cares more that it is within a certain radius of Cinderace and the exact attack being used, rather than the precise angle of the attack. In a team battle, Cinderace's partners can also hit the Pyro Ball, in which case it behaves similarly to the Soccer Ball. If any of those partners are also Cinderace, they will treat the Pyro Ball as if it was their own. Cinderace deals the most damage and knockback by skillfully kicking the Pyro Ball at opponents. It can attack opponents directly, but direct hits deal less damage and knockback than hits with the ball, though that can be useful for attack combos to rack up damage before launching the opponent with the ball proper. Cinderace rewards proper zoning, and offers superb speed and mobility to facilitate that strategy. However, Cinderace is somewhat lightweight and needs to take care around stronger, heavier opponents who can easily send it flying. Opponents who can easily neutralize projectiles such as Fox and Rosalina will give Cinderace a tough time. Intro: Cinderace emerges from its Pokeball. Bonus Mobility: Cinderace can wall jump. Ground N: Cinderace strikes with its knee. This will bounce the Pyro Ball up a small ways, setting up a followup attack. S tilt: Cinderace kicks forward, sending the Pyro Ball flying forward in a slight arc. S smash: Cinderace winds up a mighty flaming kick that sends the Pyro Ball rocketing straight forward. U tilt: Cinderace delivers a kick that sends the Pyro Ball forward at an upward angle. U smash: Cinderace winds up and delivers a mighty fiery flip kick that sends the Pyro Ball straight up. D tilt: Low Sweep - Cinderace delivers a sweeping kick from a crouching position. The Pyro Ball is launched forward along the ground. D smash: Overheat - Cinderace stomps and erupts into flame. If the Pyro Ball is in range, Cinderace will place its foot on the ball and kick it behind it. Dash: Cinderace drops into a sliding kick that sends the Pyro Ball skeeting across the ground. Air N: Cinderace performs the standard midair kick, sending the Pyro Ball flying forward in an arc. F: Cinderace kicks upward, sending the Pyro Ball flying forward and upward. B: Flips and kicks behind it, sending the Pyro Ball flying in that direction. U: Cinderace flips upward, sending the Pyro Ball flying foward at an upward angle. D: Cinderace kicks downward at an angle. If the Pyro Ball is in range, the Ball is sent flying in that direction, otherwise Cinderace itself will dive in that direction. Special N: Pyro Ball - If Cinderace's Pyro Ball is present, Cinderace delivers a kick that sends the ball flying towards the nearest target. Otherwise, Cinderace produces a Pyro Ball. S: Acrobatics - Cinderace launches forward in a somersault, kicking off any opponent or object it first makes contact with. If Cinderace is not holding any items, this move's power is increased. U: Bounce - Cinderace bounces the Pyro Ball up high into the air, then leaps up to it, allowing for a followup aerial attack. If the Pyro Ball is already up in the air above Cinderace, Cinderace will leap up to it. D: Reversal - Cinderace flips backward with a kick. If the Pyro Ball is in kicking range, it will be launched backwards behind Cinderace. Final Smash: G-Max Fireball Cinderace Gigantamaxes and uses G-Max Fireball, kicking a giant fireball down onto opponents. Grabs + Throws Grab: Cinderace grabs with its arms. Pummel: Cinderace strikes the opponent with its knee. F: Cinderace steps on the opponent and kicks them away like a ball. B: Cinderace falls onto its back and launches the opponent behind it with a kick. U: Cinderace headbutts the opponent upward. D: Low Kick - Cinderace knocks its foe down by kicking out their legs. Taunts U: Cinderace bounces a Pyro Ball on its knees. S: Cinderace stretches its legs. D: Cinderace drops to its knee and pumps its fists, as though it just scored a goal. Victory L: Cinderace places its foot on a Pyro Ball. U: Gigantamax Cinderace stands atop its fireball, arms crossed in triumph. R: Cinderace enjoys a victory meal of curry. Costumes P1: White - Cinderace's default color scheme. P2: Brown - Cinderace's shiny color scheme. P3: P4: P5: Cyan - A cyan color scheme referencing Zacian. P6: Magenta - A magenta color scheme referencing Zamazenta. P7: Black - A color scheme referencing Urshifu. P8: Light Brown - A color scheme referencing Calyrex. Edited April 20 by Lord_Brand Quote Link to comment Share on other sites More sharing options...
Perkilator Posted Sunday at 09:11 PM Share Posted Sunday at 09:11 PM Valkyrie Spoiler Intro: Valkyrie descends from the heavens while surrounded in a heavenly light. Stance/Idle 1: Valkyrie stands upright, with her sword facing the floor while being pointed diagonally downward. Idle 2: Valkyrie brushes her hair aside. Idle 3: Valkyrie holds her sword up to her face. Notable Palette Swaps Default Red Blue Yellow Green Pink Black Valkyrie (black) Helmetless (special costume) Walk: Similar to Palutena’s walk. Dash: Similar to Palutena’s dash. Damage: Her damage animation from Valkyrie no Densetsu. Jump: Similar to Palutena’s jump. Crouch: Similar to Robin’s crouch. Normal Attacks Jab: A 3-slash combo (3% each hit, small knockback) Forward+A: Valkyrie stabs forward (7%, small knockback) Up+A: Valkyrie stabs directly upward (7%, small knockback) Down+A: A crouching, outward slash (5%, small knockback) Dash Attack: Valkyrie Saber; a dashing upward crescent slash (11%, OK knockback) Edge Attack: Valkyrie stabs along the ground as she climbs back up (8%, small knockback) Get-Up Attack: Valkyrie slashes on each side of the floor (7%, small knockback) Aerial Attacks Air+A: Valkyrie spins around in wind magic with both arms extended (13%, OK knockback Air Forward+A: A downward arcing slash (9%, small knockback) Air Back + A: A backwards horizontal slash (11%, OK knockback) Air Up+A: An overhead crescent slash (9%, small knockback) Air Down+A: Valkyrie falls down and attacks using her rear end (15% with a meteor effect, OK knockback) Smash Attacks Forward+A: Valkyrie summons four miniature clones of herself to stab upward in front of herself (20%, medium knockback) Up+A: Valkyrie stabs upward and unleashes a gust of wind (22%, medium knockback) Down+A: Valkyrie stabs into the ground and unleashes a cyclone of fire (22%, medium knockback) Grab Game Grab: Bunshin; Valkyrie grabs the opponent using two miniature clones of herself. Pummel: Valkyrie bonks the opponent with the hilt of her sword (1%) Forwards+Throw: Sabine appears in front of Valkyrie and blasts the opponent with fire (9%, small knockback) Back+Throw: The miniature clones of Valkyrie toss the opponent behind Valkyrie (7%, small knockback) Up+Throw: Kurino Sandra appears and spins into the air (8%, small knockback) Down+Throw: The miniature clones of Valkyrie surround the opponent and blow them up with a bomb (9%, small knockback) Special Moves B : Homing Shot; Valkyrie cuts through the air and fires three projectiles that home in on the nearest opponent (6% each, small knockback) B + ← → : Through Shot; Valkyrie fires a drill-like projectile that, while only hitting once, ignores shields and goes through multiple opponents at once (14%, OK knockback) B + ↑ : Wide Beam; Valkyrie performs an uppercut slash (13%, OK knockback) that fires a diagonally downward crescent projectile (5%, small knockback), followed by a diagonally downward diving stab (8%, small knockback) B + ↓ : Bunshin; Valkyrie summons a miniature clone of herself that throws bombs for a bit before disappearing (13% each, OK knockback). The bombs bounce on the ground a couple times before exploding. Final Smash: Ride of the Valkyrie; Valkyrie initiates an attack based on her Multiple Assault from Namco x Capcom (55%, devastating knockback). Any opponents exceeding 100% are instantly K.O.’d. Taunts Up: Valkyrie raises her sword to the sky. Side: Valkyrie puts her sword onto her shield in a defensive stance. Down: Valkyrie briefly puts her sword away and puts her hand on her other arm. Winposes 1: Valkyrie poses with Sandra and Sabine on each side of her. 2: Valkyrie and Sandra loosely mimic their respective animations from Valkyrie no Densetsu after obtaining a new weapon. 3: Sabine leaps on top of Valkyrie’s head before landing on the ground and running circles around Valkyrie. Applause: Valkyrie claps for the winner. Icon: Valkyrie’s helmet Boxing Ring Title: The Warrior Maiden Star K.O.: “Wuaaaah…!” Victory Music: Victory! The Legend of Valkyrie Kirby Hat: Valkyrie’s helmet and hair. Quote Link to comment Share on other sites More sharing options...
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