vanguard333 Posted October 30, 2018 Share Posted October 30, 2018 (edited) Pick a video game character, state the game and series from which that character originates, and construct a Smash fighter move set and possible gimmick for that character. EDIT: If you want, also add the colour palette for the character. (Note: if you see a "??", please give feedback and offer a suggestion that could fill the gap) For an example: Character: Micaiah Game: Fire Emblem: Radiant Dawn Colour Palette: Standard (her outfit as a Light Mage), Light Green + Green Hair (Sothe), Red + light brown hair (Edward), Green + Dark Brown Hair (Nolan), Light Blue + Blonde Hair (Leonardo), White & Deep Blue + Blue Hair (Pelleas), Black + Pink Hair (Ashera), Yellow + Orange Hair (Yune). standard special: Chargeable light magic: light -> ellight -> shine -> rexaura. Damage taken while unleashing rexaura is reduced by 20% (in reference to the defense boost given by rexaura). side special: Thani. Launches enemies further the heavier they are and less far the lighter they are (in reference to its anti-armor and cavalry attribute). up special: ?? down special: Sothe Ambush (name pending). Summon Sothe to appear out of the shadows and slash the enemy. Final Smash: Galdr of Release: unleash Yune’s full power on the battlefield in one large attack. Not sure what exactly it would look like. Edited November 7, 2018 by vanguard333 Link to comment Share on other sites More sharing options...
Shoblongoo Posted October 30, 2018 Share Posted October 30, 2018 (edited) Character: Illidan Originating Games: Warcraft 3 / World of Warcraft Standard Special: Mana Burn. Short range, direct-forward beam projectile. No knockback. Low damage from main body of the beam. If tip of the beam lands on the enemies hitbox, the enemy takes takes additional damage-over-time and briefly has their special moves disabled. Side Special: Twin Blades of Azenoth. Illidan tosses one of the twin blades forward in an attack that can be guided + released,(like Din's fire). The blade causes damage to enemies in its trajectory as it travels. When the attack is released, Illidan telports + appears exactly where it was released, and performs a slashing attack with his remaining blade while retaking the one he threw. Teleporting slash part o the attack has medium knockback, if it lands. Can be used as a recovery move. Up Special: Demon Rise: Illidan jumps up into the air, spins around, and spits out a flurry of fireballs in downward diagonal trajectories on both his right and left side. Repeatedly tapping up-B will cause Illidan to rise higher and launch more fireballs. Can be used as a recovery move. Illidan will be unable to use midairs and vulnerable to enemy moves after using this attack, until he hits the ground, but will be able to immediately use his down-b. Down Secial: Immolation. If used on the ground, Similar to Ike's neutral B Eruption. Except no charge time. And except Illidan faces forward and use both his blades for the attack, creating two (2) pillars of fire: one to his right and one to his left. Pillars have a wider area of affect than Ike's eruption, but less knockback. If used in midair, Illidan will be surrounded in flames and rapidly dive downward to strike the ground. tilting to the side can diagonally guide the dive. Twin pillars of fire will appear in front of and behind illidan when he strikes the ground. Final Smash: Metamorphosis. Illidan enters his demon form, becoming much larger and faster and gaining much more range and doing much greater damage + knockback with all his moves. While in this form he can fly indefinitely instead of jumping, is immune to stun and knockback, takes reduced damage from all attacks, and is engulfed in flames that damage anything that comes near him. (Base Form) (Demon Form) Edited October 30, 2018 by Shoblongoo Link to comment Share on other sites More sharing options...
LordlingCale Posted October 30, 2018 Share Posted October 30, 2018 (edited) Hector Game: FE7 Neutral: Brave Axe, basically dancing blade but slower and more powerful. Side: Hand Axe, like Ivysaur's leaf blade, a thrown projectile that can be semi-controlled. Down: Counter, this one is pretty much mandatory. Up: Florina (Recovery), enlists the help of Florina and her pegasus to lift him to new heights. Final Smash: Armads. Activating this move in front of someone close will "zoom in" on them like in FE7. A battlefield similar to the battle screen will show Hector imitating the Armads animation from the GBA game on the victim. Edited October 30, 2018 by LordlingCale Added Final Smash Link to comment Share on other sites More sharing options...
Shoblongoo Posted October 30, 2018 Share Posted October 30, 2018 32 minutes ago, LordlingCale said: Up: Florina (Recovery), enlists the help of Florina and her pegasus to lift him to new heights. Hectorcopter Hectorcopter. Has to be the Hectorcopter. Digging the rest of that moveset. Link to comment Share on other sites More sharing options...
DarthR0xas Posted October 30, 2018 Share Posted October 30, 2018 Waluigi Game: Dance Dance Revolution Mario Mix A: A simple one two three punch, with the third having a longer windup. Down Tilt: Quickly jabs out with a tennis racket Back tilt: Does a behind the back backhand. Forward tilt: Slams into the ground with both hands Down air: Does the splits mid-air Forward air: Smacks foes with a sign that says "Camelot Software Planning" Back air: Dumps a bucket of water onto foes behind him Up air: Tosses a bomb up that quickly explodes Down smash: Does that one break dance maneuver where he spins on the floor Side Smash: Clean downward smash with a tennis racket Up Smash: Goes on his head and spins Neutral: Wah's with a force of gods unknown. The longer you hold the button, the longer the radius is, up to a point where Waluigi gets Wah'ed out and has to take a breather. Opponents caught in this attack are slower and have their controls inverted for around 5-10 seconds. Side B: Rapid fire hits tennis balls that can bounce off opponents and the ground. Down B: Similar to villagers. First he puts down a tee stand (or whatever you call the thing you put the golf ball on), then he has to put the ball on it, and finally uses his gold club to knock it at an enemy Up B: A pinball table appears, and Waluigi jumps off of it to gain some height. Link to comment Share on other sites More sharing options...
LordlingCale Posted October 31, 2018 Share Posted October 31, 2018 21 hours ago, Shoblongoo said: Hectorcopter. Has to be the Hectorcopter. Digging the rest of that moveset. I was originally gonna say hectorcopter, but I felt that it would be too memey for an actual moveset. Link to comment Share on other sites More sharing options...
Shoblongoo Posted October 31, 2018 Share Posted October 31, 2018 (edited) 44 minutes ago, LordlingCale said: I was originally gonna say hectorcopter, but I felt that it would be too memey for an actual moveset. I mean they wouldn't actually CALL it the Hectorcopter, but the move itself isn't any derpier than the animation on Ike's aether or Link's Spin attack or w/e. Also feel like it would be more flavorful to Hector in light of his most recent FE:H appearances (and a further way to distinguish him from the other fire emblem characters already playable in smash) if for his down B, instead of counter, he had distant counter. i.e. a counter that specifically intercepts projectiles and only projectiles--then brings down a thunderbolt that strikes the projectile-user as a counterattack no matter where on the map they are. (as opposed to the traditional counter that can intercept both melee attacks and projectiles, but will only land the counterattack if the opponent is in melee range when their attack is countered) Edited October 31, 2018 by Shoblongoo Link to comment Share on other sites More sharing options...
vanguard333 Posted October 31, 2018 Author Share Posted October 31, 2018 Two Ideas I just thought of: Character: Geralt Game: The Witcher Discards his steel and silver swords for one sword: a Smash Bros sword. (I couldn't think of a way to implement the trade-off the steel/silver swords provide into Smash) A: two punches followed by a cut from his sword. Side tilts and up tilt: throw grenade or light attack (sword). Down tilt: low sweep with his sword. Smashes: Heavy attack (sword). Aerial Attack: throws a grenade. Side Special: Igni Sign. Unleash a wave of fire in front of you. Up Special: Aard Sign. Propel yourself in the air with a telekinetic blast; dealing significant knockback (but little damage) to enemies hit and dealing significant shield damage if it hits a shielded opponent. Forward attack if used while on the ground. Down Special: Axii Sign. Hypnotize an enemy right in front of you and deal 10% damage. Neutral Special: Potion. Pick one potion from the roulette: Thunderbolt (increased sword damage for 30 seconds) Swallow (damage recovery over time: 2% every 3 seconds up to 30 seconds) Petri's Philter (increased sign damage for 30 seconds) Black Blood (enemies take damage over time if they hit you with a melee attack within the 30 seconds) White Honey (cancels potion effect and removes toxicity effect) If more than one (non-White Honey) potion is selected within 30 seconds of each other, Geralt is inflicted with toxicity and takes damage over time (3% every two seconds) for 1 minute. Each type of potion has a cooldown after use. …I feel like the Yrden Sign should be included somewhere, but I can't think of where to put it. Final Smash: ?? Character: Trevor Belmont Game: Castlevania III: Dracula's Curse A semi-clone of Simon/Richter Belmont. Uses both the morning-star whip and his short sword. Design is a combination of his appearance in the games and his appearance in the show. Almost all martial arts attacks are replaced with sword attacks. Specials are similar. Uppercut is done using the short sword. Final Smash: (Name: ??). Enemies hit by the attack are moved to a cutscene where Trevor, Sypha, Alucard and Grant Danasty work together to inflict immense damage and knockback. Link to comment Share on other sites More sharing options...
LordlingCale Posted October 31, 2018 Share Posted October 31, 2018 2 hours ago, Shoblongoo said: I mean they wouldn't actually CALL it the Hectorcopter, but the move itself isn't any derpier than the animation on Ike's aether or Link's Spin attack or w/e. Also feel like it would be more flavorful to Hector in light of his most recent FE:H appearances (and a further way to distinguish him from the other fire emblem characters already playable in smash) if for his down B, instead of counter, he had distant counter. i.e. a counter that specifically intercepts projectiles and only projectiles--then brings down a thunderbolt that strikes the projectile-user as a counterattack no matter where on the map they are. (as opposed to the traditional counter that can intercept both melee attacks and projectiles, but will only land the counterattack if the opponent is in melee range when their attack is countered) Oh that's a cool idea. I'm on board. And I guess hectorcopter would work. Link to comment Share on other sites More sharing options...
Fabulously Olivier Posted October 31, 2018 Share Posted October 31, 2018 (edited) Sothe & Micaiah Sothe - semi-clone of Sheik Micaiah - semi-clone of Zelda Down Special - Tag Team - Swap playable character. The other character enters the background to support the played character with Specials. While Micaiah is in play, Neutral Special causes Sothe to throw a smoke bomb at Micaiah's location, which makes Micaiah dodge all projectiles while standing in the smoke. Side Special throws a fast-flying knife from the background. Up Special orders Sothe to launch a grappling hook at Micaiah. While Sothe is in play, Neutral Special orders Micaiah to blind foes at Sothe's location, dealing damage and causing them to deal less damage with attacks. Side Special orders Micaiah to throw the equivalent of a Din's Fire. Up Special orders Micaiah to teleport Sothe a distance in the controlled direction. Final Smash - Briefly blinds all foes on screen with a brilliant flash of light from Micaiah while Sothe dashes from foe to foe delivering critical hits. Edited November 1, 2018 by Etheus Link to comment Share on other sites More sharing options...
Armagon Posted October 31, 2018 Share Posted October 31, 2018 Got a few fighter ideas: Rex&Pyra Game of origin: Xenoblade Chronicles 2 Neutral Special: Blade Special. Mechanically, it works like Robin's Thunder. You can release it right away or charge it and there's three levels. Lv.1 is Flame Nova, which creats an explosion around Rex Lv.2 is Prominence Revolt, which works similar to Mega Man's Down Smash by creating two small pillars of fire on each side Lv. 3 is Blazing End, in which Rex throws the sword and it comes back to him. Holding the special button allows him to extend the duration. Lv.4 is Burning Sword. Causes a pillar of fire the size of Bayonetta's Up-Smash to erupt. Perfect for edgeguarding Side-Special: Rolling Smash. Basically Shulk's Back Slash but without the gimmicj Up-Special: Roc: Rex calls upon Roc to give him flight Down Special: Blade change. Changes Pyra to Mythra. This also changes the Neutral Special Neutral Special (Mythra) Lv. 1 is Ray of Punishment. Sends of sphere of light forward, exploding on impact Lv. 2 is Photon Edge. Works similar to Ike's Quick Draw but impact doesn't stop it. Lv. 3 is Lightning Buster. It's like Flare Blade only Light-based and it doesn't one-shot because that would be too exploitable. Lv.4 is Sacred Arrow which is just a very localized PK Starstorm. Grab: Anchor Shot. It's basically a tether grab. Final Smash (non-spoiler version): Chain Attack. Basically Shulk's Final Smash but with XC2 characters Final Smash (Spoiler version, finish Ch.7 of XC2 first before clicking) Spoiler Pyra/Mythra transform into a Pneuma and together with Rex, unleash Infinity Blade. This is a trapping Final Smash. Fei Fong Wong Game of origin: Xenogears Neutral Special: Chi Blast. Just a standard projectile, kinda like Hadouken Side Special: Senrestsu. A series of punches and kicks moving forward Up-Special: ??? Down-Special: Hoten: Like Senrestsu but only stationary Final Smash: Fei boards the Xenogears and attacks the stage Neptune Game of origin: Hyperdimension Neptunia Neutral Special: Critical Edge. Works similar to Melee Marth Shield Breaker Side-Special: Cross Combination: Works similarly to Mii Swordfighters 3rd Up-Special but only goes sideways Up-Special: Transforms into a jet to recover Down-Special: HDD Activation: Neptune will have an EXE Gauge, similar to Cloud's Limit Gauge or Little Mac's KO Meter. Once it's filled, pressing the Down-Special button transforms Neptune into Purple Heart and will remain in that form for as long as the EXE Gauge has meter. Once it runs out, HDD will deactivate (this lasts about 15 seconds). Final Smash: Neptune actually has two Final Smashes, just like Ryu. If she's in her regular form, it's Neptune Break, which traps the enemy as she unleashes a flurry of slashes. But, if the Final Smash is preformed as Purple Heart, then she transforms into Next Purple and unleashes Dimensional Slice, which is basically a flashier version of Meta Knight's Final Smash. Noire Game of origin: Hyperdimension Neptunia Neutral Special: Tornado Sword. Works similarly to Marth's Gust Shield Breaker custom from Sm4sh Side-Special: Tornado Chain. A combination of Pikachu's Quick Attack (minus the lightning) and Ike's Quick Draw. Unlike Tornado Sword, there is no gust element here. Up-Special: ??? Down-Special: HDD Activation. Noire will have an EXE Gauge, similar to Cloud's Limit Gauge or Little Mac's KO Meter. Once it's filled, pressing the Down-Special button transforms Noire into Black Heart and will remain in that form for as long as the EXE Gauge has meter. Once it runs out, HDD will deactivate (this lasts about 15 seconds). Final Smash: Noire has two Final Smashes, depending on the form. In her regular form, it's Infinite Slash which is similar to Greninja's Sm4sh Final Smash (but without the shadows). But if the Final Smash is activated as Black Heart, then Noire transforms into Next Black and unleashes Diagonal Blade Dance, which is a really flashy Omnislash. Link to comment Share on other sites More sharing options...
Zapp Branniglenn Posted October 31, 2018 Share Posted October 31, 2018 Character: Master Chief His normal A moves involve brutal martial arts and smacking people with his assault rifle - similar to Inkling's moveset. His Down throw is a vertical pistol whip that sets up for a combo. At no point does Master Chief fire a gun that shoots bullets. Bayonetta gets away with it because those can look and sound like BB gun pellets. But thankfully Chief has a lot of alien energy weapons at his disposal. A Down Smash involving the Gravity Hammer that has a long range shockwave mostly in front. His aerials all involve swipes with an energy sword while D-air is a meteor stomp. Neutral B is the plasma grenade. Can be thrown variable distance depending on control stick input. But for balance reasons he can only throw straight forward or lob it, and he can't drop them like Snake. Grenades stick to opponents, the ground, or walls if they make contact, then explode after a couple seconds. Side Special is a combination of Active Camo and the Hologram ability introduced in Halo Reach. One tap turns Chief invisible immediately and a hologram takes his place. The Hologram will walk forward, or run forward if initiated during a run. Chief remains stealthed for a maximum of three seconds or until he attacks. Grabs, Shield and dodge options, as well as his other special moves are not available while stealthed and there is no visual indicator of Chief's current position. The hologram will not react to being attacked and disappear on its own after five seconds. The move cannot be re initiated until the first hologram has disappeared. Up Special is Jetpack, controlled entirely with the control stick and has very free movement, but no attack. Also does have forced special fall when it ends. And Down Special is Armor Lock. Chief is invulnerable to attacks as long as the button is held, but can still be grabbed. If held to the end of the move, a large shockwave emits in all directions. If used in the air, Chief goes into an orbital drop and slams the ground, taking any victims with him as he falls, but that version only has light armor and a smaller shockwave. As for Final Smash, I love cinematic final smashes, so something involving the Spartan Laser sounds cool. And one or more taunts and victory animations will have some kind of quip from Cortana. Link to comment Share on other sites More sharing options...
Lightchao42 Posted October 31, 2018 Share Posted October 31, 2018 I'm not good at making movesets so instead I'll expand on @Armagon's concept for Rex and Pyra/Mythra. One of their unique mechanic is the Driver/Blade relationship; Rex does most of the fighting while Pyra and Mythra provide support. They're both on the stage at once (technically Pyra being in the background would be more faithful to their home game, but I like this idea more and it's probably easier to implement). Pyra won't fight on her own, but her presence is vital to play Rex effectively: his damage, knockback, and speed will increase as their Driver/Blade affinity increases, which happens as Rex inflicts damage to his opponents. Rex being separated from Pyra for too long will decrease their affinity, so the goal is for them to stay close together. In addition, some attacks may differ depending on whether or not Rex and Pyra are together. Rex can continue fighting if Pyra and Mythra are KO'd, but he will lack the affinity benefits. The other mechanic is switching between Pyra and Mythra. Switching between them changes Rex's attributes and some mechanics of his special moves, and of course all of their animations, voice lines, taunts, and victory poses are different. Also, Rex has "Think you can take me?" as a taunt. Afterward Pyra says "Don't forget me!" while Mythra says "You're done!" Link to comment Share on other sites More sharing options...
DarthR0xas Posted October 31, 2018 Share Posted October 31, 2018 5 hours ago, Etheus said: Neutral Special causes Sasuke Oh, so now Naruto is a part of it? Link to comment Share on other sites More sharing options...
The_antithesis Posted November 1, 2018 Share Posted November 1, 2018 (edited) Arle Nadja (Game: Puyo Puyo) Picture: Moveset: Every one of Arle's moves would be based on the spells cast by various characters in the puyo games. The spells can be seen in this video. General attributes Spoiler Walk/run speed: same as Marth Height: Same as Mario Weight: Same as Villager Fall/fastfall speed: Same as DK Jab/tilts Spoiler Jab (tapped): Draco Centarious, spell 5: Arle punches twice then kicks once in front of her, dealing around 7% damage, and easily comboing into other moves. Rapid jab: Arle, spell 2: Arle shoots a steady stream of weak fireballs in front of her. Similar to Kirby's rapid jab, but with the last hit omitted and slightly longer range. The full jab combo deals ~14%, depending on how well the opponent DI's. Forward tilt: Rulue, spell 3: A powerful forward punch. Similar to Sonic's side smash, but without the ability to charge and with slightly less end lag. Deals 13% damage with decent horizontal knockback. Up tilt: Klug, spell 7: Arle raises her hands in the air, making a hitbox on both sides of her that launches the opponent upwards and towards her. She then releases a burst of energy above her that launches the opponent upwards. Deals 10% damage if both hits connect and can act as a kill move if the opponent is at ~120% damage or higher. Down tilt: Risukuma, spell 5: Arle throws a potion downwards that explodes on contact with the ground. The potion can be reflected at close range. The explosion deals 8% damage and has low vertical knockback, allowing for some decent combo potential when combined with her jab. Dash attack: Yu&Rei, spell 4: Arle tosses blue wisps in front of her while leaning forward to stop running. Deals high damage and medium knockback. Aerials Spoiler Neutral air: Ally, spell 4: Arle surrounds herself with spinning notes, which deal 5% damage. Similar to Zelda's neutral air. Forward air: Maguro, spell 3: Arle throws a puyo in front of her, which travels in a downward arc from her head to her feet. Similar to melee Sheik's forward air, but with more range and less knockback. Up air: Lidelle, spell 7: Arle rises up with her hands together above her, before spreading them out to create a rainbow. The rainbow deals 12% damage at close range, but only 8% at long range. This move can also be used in recovery. Back air: Ringo, spell 4: Arle fires a few bolts of magic behind her, dealing 9% damage and a lot of knockback. Down air: Schezo, spell 6: Arle fires a bolt of dark magic in front of her. Similar to Ryu's down air. Smashes Spoiler Side smash: Arle, spell 3: Arle throws a flurry of snow in front of her, with very high range, damage and knockback. However, the move is quite slow. Up smash: Arle, spell 6: Arle fires a ring of stars in to the air, very similar to Mewtwo's up smash, but with horizontal knockback and a larger hitbox. Down smash: Raffina spell 7: Arle knees in front of her (knocking opponents behind her) before kicking backwards with very high diagonal knockback. Similar to Cloud's d-smash, but with higher damage and a worse knockback angle. Final smash: The rock puyo: Arle tosses 30 nuisance puyo in front of her, each dealing a ton of damage and knockback. They would bounce once then fall into the background. If the final smash was obtained through the FS meter, she would only send 6 nuisance puyo. Special moves Spoiler Neutral special: Arle, spells 4-5: Arle starts by concentrating, which powers up a charged blast of energy that comes out of her head and goes forward as a projectile. Similar to Samus's charge shot. Custom 1: Sig, spell 7: Charging the projectile has a hitbox behind Arle. However, the projectile itself has less knockback. Custom 2: Ms. Accord, spell 6: Arle throws Carbuncle at the opponent. Carbuncle will fall in a parabolic curve. Charging the move will make Arle pet Carbuncle. Carbuncle has more damage than the mind blast, but has significantly shorter range is Arle is near the ground. Side special: Suketoudora, spell 5: Arle surfs on a wave. The front of the wave is a miltihit that deals ~18% damage and pushes the opponent offstage. If used in the air, the bottom of the wave spikes. The move has a lot of endlag, but doesn't put Arle in helpless, allowing her to use it for recovery purposes. Custom 1: Schezo, spell 3: Arle thrusts forward with a translucent electrified sword. Doesn't move as far as regular side+B, and doesn't have the spike or multihit properties, but deals significantly more damage and knockback and breaks shields. Similar to Lucina's neutral special, only it can't be charged. Custom 2: Satan, spell 4: Similar to custom 1, but retains the multihit and doesn't move at all. Up special: Arle, spell 7: How could I make a moveset for Arle without her signature bayoen? A small hitbox on her hand comes out for a few frames, which has set knockback up and away from Arle. This then true-combos into the second hit, which is a MASSIVE hitbox made of flowers surrounding Arle as she spreads her arms while rising and moving forward. This second hit also kills quite early. However, Arle is put in a helpless state after this move and she is very vulnerable between the two hits if the opponent has good timing. Custom 1: Satan, spell 7: Arle rises upwards with a multi hit move that can end an aerial combo by killing off the top. Similar to Corrin's, but more vertical. Custom 2: Feli, spell 6: Arle rises upwards with no hitbox. However, she is not put in a helpless state and may use aerials to defend herself in flight. Like Sonic's up-B, but without the spring. Down special: Counter. You all know how these work. Can also reflect projectiles like Palutena. Customs: Variants of the counter. Trading strictness of timing for damage and knockback. Grab and throws Spoiler Grab: A standard, short range grab. Pummel: Lidelle, spell 6: Arle is electrified, dealing a little bit of damage to the opponent. Can also hurt opponents outside the grab. Down throw: Amitie, spell 5: Arle tosses the oppoenent down with ice, inflicting the frozen status. Forward throw: Witch, spell 6: Arle spins the opponent in front of her (which damages nearby opponents who get too close!) before sending them flying with a spark. Up throw: Sig, spell 4: Arle slams her opponent onto the ground with a blue light, which then tosses them up with very high knockback. This is Arle's main kill throw, and takes stocks at around 110%. Back throw: Maguro, spell 4. Arle throws the opponent behind her and into the ground. Cannot be teched. If Arle uses this throw near the edge, it can spike opponents. Taunts: Holding a "peace" sign, having Carbuncle walk around her, and having the "all clear" sign float above her. General playstyle: Arle is a midrange powerhouse. Although she can fight at long range, most characters will be able to react to it. She's also too slow to fight up close effectively. However, if Arle can get her opponent can stay at just the perfect range, she can bring the pain very quickly and possibly get some early kills with her side smash. Her recovery, although not covering much distance, can be very dangerous to fight against if she decides to recover on-stage. Also, if a quick close range fighter tries to get in close but misjudges, they're in for a lot of trouble if they get grabbed! Edited November 1, 2018 by The_antithesis added taunts Link to comment Share on other sites More sharing options...
Troykv Posted November 1, 2018 Share Posted November 1, 2018 (edited) It's nice to see people share their ideas about Micaiah! There is mine (the Special Moves and Final Smash are bolded): Entrance: Micaiah teleports herself into the battlefield using her Rewarp Staff. Stance/Idle 1: Micaiah has the same battle stance she had in Radiant Dawn. Idle 2: Micaiah looks to the horizon, while she puts her hand on her forehead and sighs. Idle 3: Micaiah lifts up her book, opens it and reads for a brief moment, holding it with her two hands. Crouch: Micaiah kneels on the floor, holding herself with her right hand on the floor, and holding her book with her left hand. Walking: Micaiah moves slowly without moving her arms from their original position when she accelerates the walk this aspect remains. Running: Micaiah runs moving her arms in rhythm with the legs while she still holds the book with her left arm. Jump Micaiah crouches briefly and jumps, in the First Jump she lifts her arms and stretches them a little bit. In the Second Jump, she does a backflip, like Roy. When she starts to fall, Micaiah puts her right hand on her dress (a typical anime situation where a character tries to avoid wind lifts). Damaged: Micaiah backs a little bit, dropping her arms from their original position and lowering her body (Weak attacks). Micaiah ends with her arms down and her head is pushed backward (Strong attacks). When Micaiah starts to fall after a strong attack, she hugs her book by her abdomen while she spins in the air. She remains with her arms by her abdomen when she falls on the floor in this condition. Roll: Micaiah does the same move she does in her original game when she dodges attacks: Micaiah does a spin while she moves to the indicated side. Sidestep/Dodge: Micaiah moves to a side while she hugs her book for an instant. Broken Shield / Dizzy: While Micaiah staggers and tries to stay up, she puts her right hand on her face. Sleep: Micaiah completely collapses on the floor and lays down. Jab: First hit: a swing with the right hand (from right to left from the point of view of the model) with her hand surrounded with light magic in the first strike. Second hit: the same as the first but this time using the left hand (the book is held in this hand during the animation, but doesn’t affect the range of the attack). Third hit: both of the previous movements forming an X motion with her arms. When they get separated they create a light explosion. F-Tilt: Micaiah slices the air with her right arm creating at the same time a luminous slash, which can K.O. in higher percentages. U-Tilt: Micaiah lifts her right arm and creates a light spell around her upper body with low power. However, this move can sometimes stun the opponents. D-Tilt: Micaiah lifts her right arm slightly and casts a low-range magic sphere that moves on the floor. Dash Attack: Micaiah puts both of her arms (with the book in the left arm) ahead and casts a small light attack. When the attack finishes, she loses momentum and stops. Edge Attack: Micaiah casts a low-range magic sphere like the one in her D-Tilt while she is climbing up. Floor Attack: Micaiah radiates a damaging light magic aura while she is getting up. Forward Smash: Micaiah concentrates (closes her eyes and starts to move her right hand in circles), and when she finishes the charge, she creates light waves ahead from the floor that starts to move upwards. The damaged enemies are launched in a diagonal direction. (Based on FE4 Aura Animation.) Up Smash: Micaiah channels magic (closes her eyes and begins raising her right hand in the air), and when the charge finishes, Micaiah lifts her right hand in the air and two powerful light rings appear around her; these rings move upwards and disappear when they arrive at a height slightly above her right hand. (Based on GBA Aura Animation.) Down Smash: Micaiah begins to move her right hand (but this time horizontally), and when she finishes, Micaiah points to the floor, summoning from the height of her head a light beam directed at the floor provoking a small explosion. (Based on GBA Divine Animation.) N-Air Micaiah radiates around her a magic aura that slightly damages the opponent. It’s fast and effective to avoid your opponent’s movements. F-Air: Micaiah, using both of her hands, releases a powerful vortex (whirling rays) of light almost of the same size as her. The attack is incredibly strong (especially in the beginning of the animation), so much that it even pushes Micaiah in the opposite direction, which can leave her vulnerable if this attack is avoided. B-Air: Micaiah casts a small but strong magic explosion facing the same direction as the attack. If this move hits, Micaiah will be propelled in the opposite direction. U-Air: Micaiah raises her right hand in the air and summons a wiggling light wave (resembling a whip or a snake), and the top part of the wave (before the animation ends) does more damage and knockback. D-Air: Micaiah, using both of her hands, creates a powerful explosion below her, and the center of the explosion is a Meteor Smash. Grab: Micaiah uses both of her arms and tries to grab opponents and hold them. Pummel: Micaiah holds her opponent and knees them. F-Throw: Micaiah pushes her opponent forward with a small light sphere. It is fast but weak and launches opponents to the floor. B-Throw: Micaiah gets behind the opponent and kicks them a short distance to the floor. U-Throw: Micaiah, using her right arm, creates a light column from the floor. It damages and pushes opponents, and it can K.O. in high percentages. D-Throw: Micaiah uses her right arm to create a light column above the opponent and strikes them, pushing them slightly upwards (an ideal tool to connect additional attacks). Neutral Special Light Tomes (Light / Shine / Purge): Micaiah starts to charge magic. As soon as you press the button again it will shoot a light magic attack from her right arm (chest height). The attack is not particularly fast and has a short range but the more it is charged the more powerful it is (and the explosion will be bigger). The move has three levels: Light (a simple light ball attack). Shine (a light magic attack with multiple hitboxes) and Purge (a light magic attack with a wider range; it’s the most powerful version of the move, able to kill with decent percentages). Neutral Special 2 Merciful Tomes: The move has a lot more range and it charges faster, but the attack pushes the opponent (like several Water and Wind-based moves do) instead of doing knockback. It still does damage, however. Neutral Special 3 Shattering Tomes: The move charges slower, but the attack does more Shield Damage. Side Special Thani: Micaiah makes some light particles appear on the floor that can move further depending on how long the special button is pressed. As soon as the particles reach their limit or you release the special button, it will summon a light pillar from above (a little bit higher than Ganondorf’s height) that explodes in the direction where the light particles were located originally. If the hitboxes in the center of Thani connects, this attack will be a Meteor Smash. Thani does massive shield damage. This attack is based on Micaiah’s Signature Tome, essentially a Magic Rapier (a.k.a. an anti-armor weapon). Side Special 2 Valaura: This attack is similar, but the light pillar appears faster, is weaker and has less knockback. Additionally, the attack has a darkness effect (like the While Pikmin attack). The light pillar and the explosion are purple. Side Special 3 Blue Flames: The attack is more powerful, but it has more ending-lag and does recoil damage when released too close to Micaiah (like Roy’s fully charged special). The attack has fire properties and instead of a light pillar, it’s a blue flare (the explosion is blue too). Up Special: Rewarp Micaiah uses a Staff to warp herself in any direction with a decent reach (this can’t do damage, but it can push the opponents slightly). Micaiah is invincible when she is warping. Up Special 2 Instant Warp: Rewarp has a shorter reach but Micaiah doesn’t fall helpless (she can do any action other than teleport herself again) and the teleportation is faster. Up Special 3 Powerful Warp: Rewarp has a particularly longer reach, but the move has a longer start-up. Down Special Sleep Staff: Micaiah uses the Sleep Staff to create an AoE ahead her, any opponent in the AoE’s range will fall asleep. Down Special 2 Silence Staff: Micaiah uses the Silence Staff this time, and the AoE will reflect the characters inside it and block the Special Moves for a brief moment. Down Special 3 Sacrifice: Micaiah leans forward to heal a percentage of an ally’s damage in the AoE. Micaiah suffers recoil damage (25% of the recovered damage) if her heal hits the allies. Final Smash: Great Corona and RexAura: After she casts a small magic ball flying upwards, Micaiah summons a big light magic sphere from the sky in a diagonal trajectory. If opponents are hit by the sphere they will be pulled inside, and when the sphere hits the floor and explodes they will be sent flying away. Up Taunt: Like one of the original Micaiah’s poses, she does a bow-like pose and greets. Side Taunt: Yune (a small orange bird) appears and flies around Micaiah. Micaiah lifts her right hand at the height of her upper body and then Yune lands there. Micaiah smiles during the animation. Down Taunt: Micaiah’s eyes change their color to red, her hands begin to glow, and then she says something. As soon as she finishes, Micaiah closes her eyes and they’re yellow again. Victory Animation 1: The camera focuses on Yune flying. After a brief moment, a right hand appears. Yune lands on that hand, and then the camera focuses on Micaiah’s upper body. Micaiah starts to smile and pets the little bird (based on the Radiant Dawn intro cutscene). Victory Animation 2: Micaiah stretches her arms and starts to cast a blue light around her hands. When she stops this animation she asks, “Are you okay?” (She is performing healing magic.) Victory Animation 3: Micaiah removes her right glove, and shows her hand and a brand on it; this brand glows a little bit. During the animation, she says: “I’m not afraid anymore.” Loss Animation: Micaiah smiles and claps. Kirby Hat: Kirby has long silver hair with a blue ribbon. Edited November 1, 2018 by Troykv Link to comment Share on other sites More sharing options...
Anomalocaris Posted November 1, 2018 Share Posted November 1, 2018 I actually have a few characters I made on a different forum. If you'll allow me to cross-post them here... Kamek Sizes up the Competition! Spoiler General Stats: Franchise: Yoshi's Island Stats: Fairly light weight and somewhat slow on ground, but decent range, great recovery, and good air mobility, combined with good power. Kamek is roughly the same size as Luigi. Palettes: Besides the standard blue robe, Kamek would also have a purple robe similar to Kammy Koopa and Kamella, white, green, red, yellow, and gray robes based on the alt-colored Magikoopas seen in the Paper Mario series, and lastly a fairly generic black robe. Entrance: Kamek flies in on his broom, screeching to a halt above the battlefield and then dismounting; the broom disappears in a puff of smoke. Special Abilities: None. Kamek cannot crawl, wall-jump, or wall-cling, and has the standard two jumps. Moveset: Jab: A two-hit combo, with Kamek swiping with the end of his magic wand. Tilts F-Tilt: Kamek performs a slightly broader forward sweep with his wand. U-Tilt: Kamek waves his wand above himself in circular manner, similarly to Villager's U-Tilt. D-Tilt: Kamek creates a small "carpet" of red, blue, or green fire right in front of himself. Color is purely aesthetic. Smash Attacks F-Smash: Kamek holds his wand steady and creates a small explosion immediately in front of himself, similar to Robin's Elfire jab finisher or Mario's F-Smash. Single hit with good launching power. U-Smash: Kamek shoots a small magic burst into the air directly above himself. This travels about one and a half Kamek heights above himself. Hits multiple times and deals good damage, with decent launching power. D-Smash: Kamek waves his wand, causing the ground on both sides of himself to briefly ignite. Launches foes diagonally away, and is good for clearing space around Kamek but only decent as a launcher. Grabs/Throws Grab: Kamek grabs the foe with his free hand. Pummel: Kamek bops the victim over the head with his wand. F-Throw: Kamek shoves the end of his wand against the victim and then blasts them diagonally away with a burst of magic. B-Throw: Kamek throws the victim over his head then shoots a quick bolt of lightning at them to launch them. U-Throw: Kamek uses magic to briefly twirl the victim around before launching them upward. D-Throw: Kamek throws the victim to the ground then jumps up and stomps on them. Aerials N-Air: Kamek briefly surrounds himself with a rotating hoop of his geometric magic thingies. F-Air: Kamek pulls his broom out and swings it in front of himself. B-Air: Kamek jabs the handle of his broom backward. U-Air: Kamek sweeps upward with the brush end of his broom. Low damage and no knockback, but can be spammed very quickly to rack up damage. D-Air: Kamek uses his wand to create a small explosion below himself. Meteor smash. Specials Neutral Special - Magic Shot: Kamek's famous geometric magic. Short windup time, though the projectile itself is slightly slow. Can be angled in five directions; forward, up, down, and 45 degree angles between. Upon hitting a foe it holds them in place and damages them a few times before launching them. Decent kill power for a standard projectile. A diagonally-upward shot could be comboed well into a forward throw. Forward Special - Flame Snake: Kamek creates a large flame that travels across the ground quickly, in a manner similar to this attack (Just without the backfire). Short-lived, but can also travel along walls and ceilings similarly to the Hothead and Bombchu items. Strikes the foe a few times as it passes through them. Up Special - Magic Broom: Kamek hops on his broom and flies. This lasts for about one second, but can be freely moved similarly to Yoshi's Final Smash. Does no damage to opponents. However, Kamek can still use his Neutral Special while riding on his broom. Down Special - Power Up: Kamek casts a small amount of magic on himself. This only lasts for seven seconds and needs to recharge for about fifteen seconds afterward, but during this state Kamek is slightly faster and more powerful, but is lighter. He also briefly stops and catches his breath once it wears off, meaning if you don't do what you wanted to do in those seven seconds you could get caught off-guard. Final Smash - Magical Rushdown: Kamek cackles and flies off-screen. The player can then line up a strike like a horizontal version of the Dragoon, with Kamek speeding across the screen like in the last level of Yoshi's Island. In addition to Kamek himself dealing tremendous damage, he also leaves behind a trail of magic glowy stuff for more vertical range. Taunts Up-Taunt: Kamek puts his hands near his hips and cackles. Side-Taunt: Kamek creates a small rotating geometric magic thing in front of himself, admires it for a second, then claps it out of existence. Down-Taunt: Kamek uses his broom to sweep up some dust off the ground. Other: Palutena's Guidance: Pit: I'm really liking this guy's robes! But... he isn't going to turn me into an eggplant, is he? Palutena: Haha, don't worry, Pit! Becoming an eggplant is the least of your issues here in Smash. But I don't believe Kamek knows that kind of magic. He probably knows worse ones. Pit: Eugh... Kamek, huh? What's his deal? Palutena: Kamek is Bowser's personal aide and top Magikoopa, and I hear he even raised Bowser from a baby! Pit: Wow, he must be pretty old then, huh? Y'know, for a mortal life. Palutena: But no less worse for wear; in fact, in recent years he's even taken a much more direct approach to fighting, battling Mario and Luigi in the name of his king. In the past, when he faced off against Yoshi, he only enhanced the size of his minions to do his dirty work for him! Pit: Wait... growing magic?! You don't think he could...? Palutena: Focus on the battle, Pit. Not your giant food fantasies. Pit: But skyscraper-sized ice cream sundae needs me! And I need it! CODEC: Snake: That dress seems a bit gauche for a battlefield. Otacon: Come on, Snake. That's obviously a robe. Kamek's robe, to be exact. Snake: Kamek, huh? So what's the trick with the lights and fire coming from his wand? Laser technology? Otacon: Nope, it's magic. Genuine magic. Snake: Magic? ...You don't really believe that, do you? Otacon: Kamek is from a different world, Snake. One where real, true magic like this is commonplace. He's hardly the only fighter here using it, either. Besides, who's to say there's no magic in our world? Snake: ...Hmm... Otacon: You've seen some strange abilities in your missions, Snake. Not all of it can be just attributed to nanomachines or hypnotic suggestion. Snake: But just because we don't have a scientific explanation for it yet doesn't mean one doesn't exist. Otacon: That's exactly my point! Magic is just science we don't understand yet. Or, to put it a different way, any sufficiently advanced technology is indistinguishable from magic. Snake: Did Mei Ling say that? Otacon: No... Arthur C. Clarke. Malos Joins the Battle! (Echo Fighter) Spoiler General Stats: Franchise: Xenoblade Chronicles Stats: Malos is an Echo Fighter of Shulk. He is slightly heavier and slower than his source character but more powerful. Palettes: Besides his standard black and purple, he'd have a red and green palette based on Pyra, a white, gold, and green one based on Mythra, and generic red, blue, yellow, green, and grey palettes. Entrance: Malos simply walks in from the background, with no real special frills other than some swirling dark energy and a generous amount of swagger Special Abilities: Same Monado powers as Shulk Moveset: As stated, he's an Echo Fighter of Shulk, so I will only cover the few moves that differ. Specials Forward Special - Striker Edge: Malos's version of Backslash. Instead of doing more damage from behind and less damage from in front, Striker Edge does the same amount of damage and knockback from either side. Up Special - Monado Cyclone: Like Air Slash, Malos jumps up and attacks. Instead of only attacking in front of himself at the end of the attack like in Air Slash, Malos hits in both directions and can hurt opponents while rising, but the damage is reduced and there is very little knockback. Down Special - Aegis Counter: Aside from the different name and animation, the attack functions basically the same as Shulk's Vision. Final Smash - Monado Eater: Malos creates a sphere of destruction around himself, in a manner very similar to Luigi's old Final Smash from Brawl. Any item or projectile that touches the sphere is instantly destroyed, and any opponent caught inside it is slowed down and takes rapid damage as long as they're there. Malos's responsibility is to keep foes trapped inside the sphere for a few seconds until their damage hits 100%, at which point they're instantly KO'd. Or, alternatively, if that's too much effort put into an Echo Fighter's Final Smash, he can just have a Chain Attack but with Jin and Akhos joining in and Monado Eater as the finishing blow instead of Monado Buster. Taunts Up-Taunt: Malos rears back a little, his Core Crystal glowing purple and dark energy swirling around him. Side-Taunt: Malos rests his Monado over his shoulder and behind his head, then says "Don't get cocky". Down-Taunt: Malos twirls his Monado, points it forward, and says "THIS is an Aegis's power". Other: Palutena's Guidance: Pit: So that's Malos, huh? ...Nice bling he's got there! Palutena: You're correct, Pit. Malos is the Aegis, a Blade who terrorized the world of Alrest five hundred years ago. That "bling" is his Core Crystal, the source of his power. Pit: So... if I break that crystal, the rest of the fight will be a cakewalk! Talk about exposing your weak spots! Viridi: Uh, hello? What part of 'five hundred years' did you not hear? Do you really think he would have survived that long if any rando could just walk up and whack his core with a hammer and chisel? Pit: Well... maybe nobody thought to try it! I'll be the first, and it'll totally catch him off-guard! Viridi: The only one off-guard here is me, at how STUPID you are. Palutena: No matter how you choose to fight him, Pit, watch out for his sword. It's a Monado just like Shulk's, so it's good for more than just chopping vegetables. He can alter his own strengths and weaknesses, counter your attacks, or even warp the very fabric of reality. DON'T get dissolved away into nothingness. Pit: R-right. That's not on my itinerary for today. Or ever. CODEC: Mei Ling: I see you're fighting Malos, Snake. Snake: That energy radiating off of him... What exactly is this guy? Mei Ling: Malos is a Blade, an immortal being born from a crystal. Most Blades bond with a human and fight alongside them as comrades in arms. Malos is not most Blades, though, and fights with no human partner, on a mission to destroy the world. Snake: Destroying the world, huh? Isn't that a little trite? Mei Ling: I actually almost feel sorry for him. Blades are like living computers, and from the moment of his creation Malos was coded to feel nothing but hatred. He's a weapon of war, programmed to fight and destroy on impulse, with no chance to really be his own man. Snake: ... Mei Ling: Sorry. I know you've heard that kind of story a lot. No matter his reasons this is a fight for your survival, Snake, so don't hold back. Snake: Don't worry. Even if he didn't choose his path, he's clearly enjoying every second he spends walking it. He's a threat to everyone around him. That's enough reason for me to put a stop to this. Link to comment Share on other sites More sharing options...
Jotari Posted November 1, 2018 Share Posted November 1, 2018 Just spent like an hour trying to find an Alm and Celica moveset I made in the main Smash thread but I couldn't find it :( It was a bit outdated anyway since it was made presupposing custom specials were still a thing, yet still, I really liked them. Might redo it some evening if I'm feeling particularly motivated. Link to comment Share on other sites More sharing options...
Jotari Posted November 1, 2018 Share Posted November 1, 2018 Double posting because screw you Serenes, you won't let me edit. 12 hours ago, Anomalocaris said: I actually have a few characters I made on a different forum. If you'll allow me to cross-post them here... Kamek Sizes up the Competition! Reveal hidden contents General Stats: Franchise: Yoshi's Island Stats: Fairly light weight and somewhat slow on ground, but decent range, great recovery, and good air mobility, combined with good power. Kamek is roughly the same size as Luigi. Palettes: Besides the standard blue robe, Kamek would also have a purple robe similar to Kammy Koopa and Kamella, white, green, red, yellow, and gray robes based on the alt-colored Magikoopas seen in the Paper Mario series, and lastly a fairly generic black robe. Entrance: Kamek flies in on his broom, screeching to a halt above the battlefield and then dismounting; the broom disappears in a puff of smoke. Special Abilities: None. Kamek cannot crawl, wall-jump, or wall-cling, and has the standard two jumps. Moveset: Jab: A two-hit combo, with Kamek swiping with the end of his magic wand. Tilts F-Tilt: Kamek performs a slightly broader forward sweep with his wand. U-Tilt: Kamek waves his wand above himself in circular manner, similarly to Villager's U-Tilt. D-Tilt: Kamek creates a small "carpet" of red, blue, or green fire right in front of himself. Color is purely aesthetic. Smash Attacks F-Smash: Kamek holds his wand steady and creates a small explosion immediately in front of himself, similar to Robin's Elfire jab finisher or Mario's F-Smash. Single hit with good launching power. U-Smash: Kamek shoots a small magic burst into the air directly above himself. This travels about one and a half Kamek heights above himself. Hits multiple times and deals good damage, with decent launching power. D-Smash: Kamek waves his wand, causing the ground on both sides of himself to briefly ignite. Launches foes diagonally away, and is good for clearing space around Kamek but only decent as a launcher. Grabs/Throws Grab: Kamek grabs the foe with his free hand. Pummel: Kamek bops the victim over the head with his wand. F-Throw: Kamek shoves the end of his wand against the victim and then blasts them diagonally away with a burst of magic. B-Throw: Kamek throws the victim over his head then shoots a quick bolt of lightning at them to launch them. U-Throw: Kamek uses magic to briefly twirl the victim around before launching them upward. D-Throw: Kamek throws the victim to the ground then jumps up and stomps on them. Aerials N-Air: Kamek briefly surrounds himself with a rotating hoop of his geometric magic thingies. F-Air: Kamek pulls his broom out and swings it in front of himself. B-Air: Kamek jabs the handle of his broom backward. U-Air: Kamek sweeps upward with the brush end of his broom. Low damage and no knockback, but can be spammed very quickly to rack up damage. D-Air: Kamek uses his wand to create a small explosion below himself. Meteor smash. Specials Neutral Special - Magic Shot: Kamek's famous geometric magic. Short windup time, though the projectile itself is slightly slow. Can be angled in five directions; forward, up, down, and 45 degree angles between. Upon hitting a foe it holds them in place and damages them a few times before launching them. Decent kill power for a standard projectile. A diagonally-upward shot could be comboed well into a forward throw. Forward Special - Flame Snake: Kamek creates a large flame that travels across the ground quickly, in a manner similar to this attack (Just without the backfire). Short-lived, but can also travel along walls and ceilings similarly to the Hothead and Bombchu items. Strikes the foe a few times as it passes through them. Up Special - Magic Broom: Kamek hops on his broom and flies. This lasts for about one second, but can be freely moved similarly to Yoshi's Final Smash. Does no damage to opponents. However, Kamek can still use his Neutral Special while riding on his broom. Down Special - Power Up: Kamek casts a small amount of magic on himself. This only lasts for seven seconds and needs to recharge for about fifteen seconds afterward, but during this state Kamek is slightly faster and more powerful, but is lighter. He also briefly stops and catches his breath once it wears off, meaning if you don't do what you wanted to do in those seven seconds you could get caught off-guard. Final Smash - Magical Rushdown: Kamek cackles and flies off-screen. The player can then line up a strike like a horizontal version of the Dragoon, with Kamek speeding across the screen like in the last level of Yoshi's Island. In addition to Kamek himself dealing tremendous damage, he also leaves behind a trail of magic glowy stuff for more vertical range. Taunts Up-Taunt: Kamek puts his hands near his hips and cackles. Side-Taunt: Kamek creates a small rotating geometric magic thing in front of himself, admires it for a second, then claps it out of existence. Down-Taunt: Kamek uses his broom to sweep up some dust off the ground. Other: Palutena's Guidance: Pit: I'm really liking this guy's robes! But... he isn't going to turn me into an eggplant, is he? Palutena: Haha, don't worry, Pit! Becoming an eggplant is the least of your issues here in Smash. But I don't believe Kamek knows that kind of magic. He probably knows worse ones. Pit: Eugh... Kamek, huh? What's his deal? Palutena: Kamek is Bowser's personal aide and top Magikoopa, and I hear he even raised Bowser from a baby! Pit: Wow, he must be pretty old then, huh? Y'know, for a mortal life. Palutena: But no less worse for wear; in fact, in recent years he's even taken a much more direct approach to fighting, battling Mario and Luigi in the name of his king. In the past, when he faced off against Yoshi, he only enhanced the size of his minions to do his dirty work for him! Pit: Wait... growing magic?! You don't think he could...? Palutena: Focus on the battle, Pit. Not your giant food fantasies. Pit: But skyscraper-sized ice cream sundae needs me! And I need it! CODEC: Snake: That dress seems a bit gauche for a battlefield. Otacon: Come on, Snake. That's obviously a robe. Kamek's robe, to be exact. Snake: Kamek, huh? So what's the trick with the lights and fire coming from his wand? Laser technology? Otacon: Nope, it's magic. Genuine magic. Snake: Magic? ...You don't really believe that, do you? Otacon: Kamek is from a different world, Snake. One where real, true magic like this is commonplace. He's hardly the only fighter here using it, either. Besides, who's to say there's no magic in our world? Snake: ...Hmm... Otacon: You've seen some strange abilities in your missions, Snake. Not all of it can be just attributed to nanomachines or hypnotic suggestion. Snake: But just because we don't have a scientific explanation for it yet doesn't mean one doesn't exist. Otacon: That's exactly my point! Magic is just science we don't understand yet. Or, to put it a different way, any sufficiently advanced technology is indistinguishable from magic. Snake: Did Mei Ling say that? Otacon: No... Arthur C. Clarke. Malos Joins the Battle! (Echo Fighter) Hide contents General Stats: Franchise: Xenoblade Chronicles Stats: Malos is an Echo Fighter of Shulk. He is slightly heavier and slower than his source character but more powerful. Palettes: Besides his standard black and purple, he'd have a red and green palette based on Pyra, a white, gold, and green one based on Mythra, and generic red, blue, yellow, green, and grey palettes. Entrance: Malos simply walks in from the background, with no real special frills other than some swirling dark energy and a generous amount of swagger Special Abilities: Same Monado powers as Shulk Moveset: As stated, he's an Echo Fighter of Shulk, so I will only cover the few moves that differ. Specials Forward Special - Striker Edge: Malos's version of Backslash. Instead of doing more damage from behind and less damage from in front, Striker Edge does the same amount of damage and knockback from either side. Up Special - Monado Cyclone: Like Air Slash, Malos jumps up and attacks. Instead of only attacking in front of himself at the end of the attack like in Air Slash, Malos hits in both directions and can hurt opponents while rising, but the damage is reduced and there is very little knockback. Down Special - Aegis Counter: Aside from the different name and animation, the attack functions basically the same as Shulk's Vision. Final Smash - Monado Eater: Malos creates a sphere of destruction around himself, in a manner very similar to Luigi's old Final Smash from Brawl. Any item or projectile that touches the sphere is instantly destroyed, and any opponent caught inside it is slowed down and takes rapid damage as long as they're there. Malos's responsibility is to keep foes trapped inside the sphere for a few seconds until their damage hits 100%, at which point they're instantly KO'd. Or, alternatively, if that's too much effort put into an Echo Fighter's Final Smash, he can just have a Chain Attack but with Jin and Akhos joining in and Monado Eater as the finishing blow instead of Monado Buster. Taunts Up-Taunt: Malos rears back a little, his Core Crystal glowing purple and dark energy swirling around him. Side-Taunt: Malos rests his Monado over his shoulder and behind his head, then says "Don't get cocky". Down-Taunt: Malos twirls his Monado, points it forward, and says "THIS is an Aegis's power". Other: Palutena's Guidance: Pit: So that's Malos, huh? ...Nice bling he's got there! Palutena: You're correct, Pit. Malos is the Aegis, a Blade who terrorized the world of Alrest five hundred years ago. That "bling" is his Core Crystal, the source of his power. Pit: So... if I break that crystal, the rest of the fight will be a cakewalk! Talk about exposing your weak spots! Viridi: Uh, hello? What part of 'five hundred years' did you not hear? Do you really think he would have survived that long if any rando could just walk up and whack his core with a hammer and chisel? Pit: Well... maybe nobody thought to try it! I'll be the first, and it'll totally catch him off-guard! Viridi: The only one off-guard here is me, at how STUPID you are. Palutena: No matter how you choose to fight him, Pit, watch out for his sword. It's a Monado just like Shulk's, so it's good for more than just chopping vegetables. He can alter his own strengths and weaknesses, counter your attacks, or even warp the very fabric of reality. DON'T get dissolved away into nothingness. Pit: R-right. That's not on my itinerary for today. Or ever. CODEC: Mei Ling: I see you're fighting Malos, Snake. Snake: That energy radiating off of him... What exactly is this guy? Mei Ling: Malos is a Blade, an immortal being born from a crystal. Most Blades bond with a human and fight alongside them as comrades in arms. Malos is not most Blades, though, and fights with no human partner, on a mission to destroy the world. Snake: Destroying the world, huh? Isn't that a little trite? Mei Ling: I actually almost feel sorry for him. Blades are like living computers, and from the moment of his creation Malos was coded to feel nothing but hatred. He's a weapon of war, programmed to fight and destroy on impulse, with no chance to really be his own man. Snake: ... Mei Ling: Sorry. I know you've heard that kind of story a lot. No matter his reasons this is a fight for your survival, Snake, so don't hold back. Snake: Don't worry. Even if he didn't choose his path, he's clearly enjoying every second he spends walking it. He's a threat to everyone around him. That's enough reason for me to put a stop to this. When it comes to Malos' final smash, you seem to be forgetting about the army of big ass mechs he has at his command. Link to comment Share on other sites More sharing options...
Anomalocaris Posted November 1, 2018 Share Posted November 1, 2018 1 hour ago, Jotari said: Double posting because screw you Serenes, you won't let me edit. When it comes to Malos' final smash, you seem to be forgetting about the army of big ass mechs he has at his command. That is true but it felt less inspired than his matter-annihilating Monado powers. Link to comment Share on other sites More sharing options...
vanguard333 Posted November 1, 2018 Author Share Posted November 1, 2018 3 hours ago, Jotari said: Double posting because screw you Serenes, you won't let me edit. That's happened to me. Instead of double-posting, I usually try logging out and logging back in. Anyway, here's another one that I thought of: Character: Sceptile Game of Origin: Pokémon Ruby/Sapphire Standard special: Leaf Blade. A strong melee attack with a tip effect. Side Special: Magical Leaf. A fast ranged attack that curves in the direction of the nearest target. Up Special: Acrobatics. Down Special: Giga Drain. A short-ranged range attack that strikes in front of Sceptile. If it hits, it drains the opponent. Final Smash: Leaf Storm. Greninja Mega Evolves into Mega Sceptile and shoots its tree-tail; dealing severe damage and knockback to all hit by it. Link to comment Share on other sites More sharing options...
Jotari Posted November 2, 2018 Share Posted November 2, 2018 Found the Alm and Celica movesets I mentioned. They were in another thread similar to this. Still might redo them to only have a single special and work the other ideas into the rest of the moveset. Alm Spoiler Alm fights a lot like Roy with a focus on swift, strong hits. A bit on the slow slide but not nearly as slow as Ike. Neutral Special 1: Double Lion: Alm charges up his sword and then delivers two strikes, similar to Marth's Shield Breaker and Ike's Eruption. The first attack chains into the second with set knockback, like Link's forward smash. Can start the charge in the air. Using the attack in the air slows his falling speed, but does not move him forward. Neutral Special 2: Wind Sweep: Alm charges up his sword and then unleashes a single attack with a Wind Hit Box. Like Ike's Tempest, it will cause him to rise very slightly if performed in the air. Neutral Special 3: Subdue: Alm charges up his sword and then unleashes a single attack. Deals a very high level of % damage, but only very minor, set, knockback, making it look like a deceptively weak attack. Side Special 1: Curved Shot: Alm takes out a bow and fires an arrow. The angle in which it can be fired can be altered with the control stick, but he cannot fire upwards or turn around like Pit. Side Special 2: Hunter’s Volley: Alm takes out a bow and fires two arrows in a high arc. Comes out fast, travels far and deals good damage, but the esoteric direction in which he fires makes it hard to actually hit with. Side Special 3: Heavy Draw: Alm takes out a bow and slowly fires an arrow that travels forward at great speed, dealing high knockback. Up Special 1: Sendscale: Very similar to Shulk’s Air Slash, Alm slashes upwards once, bringing his opponent with him, then, at the apex of the attack, he slashes a second time, knocking his enemy away. Has good vertical recovery, but practically no horizontal recovery. The image of a cross lingers for a few seconds after the attack, dealing light damage to any enemies that happen to wander into it. Up Special 2: Crosswise Cut: A variation of Send Scale that offers more horizontal recovery at the cost of less power. Does not leave the afterimage of a cross. Up Special 3: Decide: Alm knocks his foe upwards and then back towards the ground, similar to Kirby’s final cutter, only dealing a higher level of damage and without the blade beam. Down Special 1: Counter: Simple, unexciting, but very useful, counter. Down Special 2: Aegis: Alm raises his shield and flashes red, reflecting any projectiles fired at him. Down Special 3: Renewal: Alm holds the Falcion in the air and recovers 5%. Has a high startup lag and can’t be cancelled. Final Smash: Duma's Strength: Alm's sword glows with the blue light featured in Sendscale, increasing his range and offenseive power. During the final Smash, Alm can receive damage from enemies, but is immune to knockback. Celica Spoiler Celica, fights a lot like Robin, with high focus on using specials for spacing. However, her movement speed is much faster than Robin’s and her specials have infinite use, but consume her own HP. Reflecting how Ragnarok works in Heroes, Celica deals increased damage the lower her HP is. Sort of like an inverse Aura. She deals minimum damage at 100% and above (this effect does not clash with Rage, which means she deals higher % when she’s healthy, but higher knockback when she’s endanger of being KO’d). Celica is pretty light and easy to KO at any damage, but her Down Specials all provide her the ability to recover damage inflicted on her. Neutral Special 1: Ragnarok: Celica charges up a large attack that hits an area in front of her about the same size as Palutena’s Sacred Flame, although it comes out faster than Sacred Flame and any enemies standing directly in front of Celica will be knocked into the attack. The charge can be stored. Deals 10% to Celica. Neutral Special 2: Ragnarok Omega: Charges for longer and deals more damage to Celica when used, but has significantly higher range and damage output. The charge can be storied. Deals 15% to Celica. Neutral Special 3: Sagittae: Celica charges up and shoots several fast moving arrows. Deals less damage than Ragnarok, but with a more conventional direction of fire. The charge can be storied. Deals 8% to Celica. Side Special 1: Fire: Celica throws a fire ball on the ground, nearly identical to Robin’s Side Special. Deals 3% to Celica. Side Special 2: Thunder: Celica causes a bolt of lightning to strike an area in front of her. Has about the same range as Fire, but the attack comes from directly above instead of beside Celica. The attack is very brief, meaning it can’t be used as well for spacing, but it does knock enemies upwards significantly, setting up potential combos. Deals 3% to Celica. Side Special 3: Aura: Several rings of light appear in front of Celica, knocking enemies upwards. Slower and more powerful than Thunder with a wider area of coverage. Deals 6% damage to Celica. Up Special 1: Excalibur: Celica shoots a mighty gust of wind downwards, that propels her upwards. Has a wind hitbox that pushes enemies down in the air, or horizontally away from Celica when used on the ground. Deals 2% to Celica. Up Special 2: Seraphim: Celica propels herself upwards using light magic. More powerful than Excalibur, but lacks any wind hitboxes. Deals 4% to Celica. Up Special 3: Teleport: Similar to Farore’s Wind and various other warping abilities in the game. Celica vanishes and reappears some distance away, depending on where you point the control stick. Celica deals damage both when vanishing and reappearing. Compared to other Warping moves in the game, Celica disappears very fast, with little time to punish as the attack starts up. Deals 5% damage to Celica. Down Special 1: Plentitude: Celica counters an enemy’s attack. If the attack connects, Celica recovers the amount of damage dealt to the enemy (which ranges between 6% and 10% depending on Celica’s own health). Does not deal any damage to Celica. Down Special 2: Nosferatu: Almost identical to Robin’s version, only aesthetically using light magic instead of dark magic. Celica’s hardest to hit, but most potent healing ability. If used at 20% or below, it will fully heal her. If used at 100% it will heal her by 10%. It also does not deal any increased damage by hitting the enemy from behind. Does not deal any damage to Celica. Down Special 3: Renewal: Identical to Alm’s version. She holds her sword above her head and recovers 5% if not interrupted by an enemy’s attack. Does not deal any damage to Celica. Final Smash: Mila’s Blessing: Celica starts to glow with Mila’s divine protection. For a time, her speed is increased drastically and her attacks will always deal full damage regardless of how much damage she’s incurred. She will also slowly recover health (healing for 30% total) and the HP cost of her specials will be ignored. Like Warioman and Giga Bowser, enemies can damage Celica throughout the final smash, but she will ignore all knockback (this means she can Charge and Spam Ragnarok as she pleases, completely ignoring the downsides). Link to comment Share on other sites More sharing options...
vanguard333 Posted November 3, 2018 Author Share Posted November 3, 2018 Another that I just thought of: Character: Soldier Game of Origin: Legend of Zelda: A Link to the Past Standard Attacks: Sword attacks. Tilt Attacks: Spear Throw. Smash Attacks: Ball and Chain. Neutral Special: Bow. Side Special: Cannon. Up Special: ?? (Someone please help me with this one) Down Special: Bomb. Final Smash: Chief Soldier: Transform into a chief soldier, summon an army of soldiers, and charge across the battlefield. Link to comment Share on other sites More sharing options...
Perkilator Posted November 3, 2018 Share Posted November 3, 2018 (edited) On 11/1/2018 at 7:47 PM, Jotari said: Found the Alm and Celica movesets I mentioned. They were in another thread similar to this. Still might redo them to only have a single special and work the other ideas into the rest of the moveset. Alm Reveal hidden contents Alm fights a lot like Roy with a focus on swift, strong hits. A bit on the slow slide but not nearly as slow as Ike. Neutral Special 1: Double Lion: Alm charges up his sword and then delivers two strikes, similar to Marth's Shield Breaker and Ike's Eruption. The first attack chains into the second with set knockback, like Link's forward smash. Can start the charge in the air. Using the attack in the air slows his falling speed, but does not move him forward. Neutral Special 2: Wind Sweep: Alm charges up his sword and then unleashes a single attack with a Wind Hit Box. Like Ike's Tempest, it will cause him to rise very slightly if performed in the air. Neutral Special 3: Subdue: Alm charges up his sword and then unleashes a single attack. Deals a very high level of % damage, but only very minor, set, knockback, making it look like a deceptively weak attack. Side Special 1: Curved Shot: Alm takes out a bow and fires an arrow. The angle in which it can be fired can be altered with the control stick, but he cannot fire upwards or turn around like Pit. Side Special 2: Hunter’s Volley: Alm takes out a bow and fires two arrows in a high arc. Comes out fast, travels far and deals good damage, but the esoteric direction in which he fires makes it hard to actually hit with. Side Special 3: Heavy Draw: Alm takes out a bow and slowly fires an arrow that travels forward at great speed, dealing high knockback. Up Special 1: Sendscale: Very similar to Shulk’s Air Slash, Alm slashes upwards once, bringing his opponent with him, then, at the apex of the attack, he slashes a second time, knocking his enemy away. Has good vertical recovery, but practically no horizontal recovery. The image of a cross lingers for a few seconds after the attack, dealing light damage to any enemies that happen to wander into it. Up Special 2: Crosswise Cut: A variation of Send Scale that offers more horizontal recovery at the cost of less power. Does not leave the afterimage of a cross. Up Special 3: Decide: Alm knocks his foe upwards and then back towards the ground, similar to Kirby’s final cutter, only dealing a higher level of damage and without the blade beam. Down Special 1: Counter: Simple, unexciting, but very useful, counter. Down Special 2: Aegis: Alm raises his shield and flashes red, reflecting any projectiles fired at him. Down Special 3: Renewal: Alm holds the Falcion in the air and recovers 5%. Has a high startup lag and can’t be cancelled. Final Smash: Duma's Strength: Alm's sword glows with the blue light featured in Sendscale, increasing his range and offenseive power. During the final Smash, Alm can receive damage from enemies, but is immune to knockback. Celica Reveal hidden contents Celica, fights a lot like Robin, with high focus on using specials for spacing. However, her movement speed is much faster than Robin’s and her specials have infinite use, but consume her own HP. Reflecting how Ragnarok works in Heroes, Celica deals increased damage the lower her HP is. Sort of like an inverse Aura. She deals minimum damage at 100% and above (this effect does not clash with Rage, which means she deals higher % when she’s healthy, but higher knockback when she’s endanger of being KO’d). Celica is pretty light and easy to KO at any damage, but her Down Specials all provide her the ability to recover damage inflicted on her. Neutral Special 1: Ragnarok: Celica charges up a large attack that hits an area in front of her about the same size as Palutena’s Sacred Flame, although it comes out faster than Sacred Flame and any enemies standing directly in front of Celica will be knocked into the attack. The charge can be stored. Deals 10% to Celica. Neutral Special 2: Ragnarok Omega: Charges for longer and deals more damage to Celica when used, but has significantly higher range and damage output. The charge can be storied. Deals 15% to Celica. Neutral Special 3: Sagittae: Celica charges up and shoots several fast moving arrows. Deals less damage than Ragnarok, but with a more conventional direction of fire. The charge can be storied. Deals 8% to Celica. Side Special 1: Fire: Celica throws a fire ball on the ground, nearly identical to Robin’s Side Special. Deals 3% to Celica. Side Special 2: Thunder: Celica causes a bolt of lightning to strike an area in front of her. Has about the same range as Fire, but the attack comes from directly above instead of beside Celica. The attack is very brief, meaning it can’t be used as well for spacing, but it does knock enemies upwards significantly, setting up potential combos. Deals 3% to Celica. Side Special 3: Aura: Several rings of light appear in front of Celica, knocking enemies upwards. Slower and more powerful than Thunder with a wider area of coverage. Deals 6% damage to Celica. Up Special 1: Excalibur: Celica shoots a mighty gust of wind downwards, that propels her upwards. Has a wind hitbox that pushes enemies down in the air, or horizontally away from Celica when used on the ground. Deals 2% to Celica. Up Special 2: Seraphim: Celica propels herself upwards using light magic. More powerful than Excalibur, but lacks any wind hitboxes. Deals 4% to Celica. Up Special 3: Teleport: Similar to Farore’s Wind and various other warping abilities in the game. Celica vanishes and reappears some distance away, depending on where you point the control stick. Celica deals damage both when vanishing and reappearing. Compared to other Warping moves in the game, Celica disappears very fast, with little time to punish as the attack starts up. Deals 5% damage to Celica. Down Special 1: Plentitude: Celica counters an enemy’s attack. If the attack connects, Celica recovers the amount of damage dealt to the enemy (which ranges between 6% and 10% depending on Celica’s own health). Does not deal any damage to Celica. Down Special 2: Nosferatu: Almost identical to Robin’s version, only aesthetically using light magic instead of dark magic. Celica’s hardest to hit, but most potent healing ability. If used at 20% or below, it will fully heal her. If used at 100% it will heal her by 10%. It also does not deal any increased damage by hitting the enemy from behind. Does not deal any damage to Celica. Down Special 3: Renewal: Identical to Alm’s version. She holds her sword above her head and recovers 5% if not interrupted by an enemy’s attack. Does not deal any damage to Celica. Final Smash: Mila’s Blessing: Celica starts to glow with Mila’s divine protection. For a time, her speed is increased drastically and her attacks will always deal full damage regardless of how much damage she’s incurred. She will also slowly recover health (healing for 30% total) and the HP cost of her specials will be ignored. Like Warioman and Giga Bowser, enemies can damage Celica throughout the final smash, but she will ignore all knockback (this means she can Charge and Spam Ragnarok as she pleases, completely ignoring the downsides). Not bad! Here’s my take on Alm: Spoiler B : Silver Bow; unlike the other bow specials, the Iron Bow has special effects. If it gleams once, it will deal low knockback. If it gleams twice, it will deal medium knockback. If it gleams a third time, it will deal high knockback. If a second passes after the third gleam, the bow simply breaks and Alm will be forced to use another. The bow can also be aimed upwards for a Curved Shot. B + Forwards : Double Lion; a slower and sloppier version of Marth’s and other characters’ Dancing Blades. It makes up for this for being slightly stronger than them, however. B + Up : Dragon Killer (as in the finisher Alm pulls against Duma); Alm leaps up high into the air when the B button is pressed once. Pressing it twice sends Alm coming right down; the impact leaves a line of blue fire. The way Alm uses it is similar to Cloud’s Climhazzard, but a split second slower. It goes 1.2x as high as Roy’s Blazer. B + Down : Mila’s Turnwheel; just as Alm is almost hit when this activates, he will move the attacker back to just a second before the attack, and then counters by dashing forward and slashing. However, the Turnwheel needs a minute to recharge. Excessive usage will add another minute to the recharge time; his Down B, then, will be a slower, 2-Hit Counter. Final Smash: Scendscale; the mark on Alm’s left hand will glow, and the Falchion will emit a long blue streak of light. Alm slashes caught enemies three times before dealing a final sideways slash. Edited November 3, 2018 by Perkilator Link to comment Share on other sites More sharing options...
Jotari Posted November 3, 2018 Share Posted November 3, 2018 1 hour ago, Perkilator said: Not bad! Here’s my take on Alm: Hide contents B : Iron Bow; unlike the other bow specials, the Iron Bow has special effects. If it gleams once, it will deal low knockback. If it gleams twice, it will deal medium knockback. If it gleams a third time, it will deal high knockback. If a second passes after the third gleam, the bow simply breaks and Alm will be forced to use another. The bow can also be aimed upwards for a Curved Shot. B + Forwards : Dancing Dragon; a slower and sloppier version of Marth’s and other characters’ Dancing Blades. It makes up for this for being slightly stronger than them, however. B + Up : Dragon Killer (as in the finisher Alm pulls against Duma); Alm leaps up high into the air when the B button is pressed once. Pressing it twice sends Alm coming right down; the impact leaves a line of blue fire. The way Alm uses it is similar to Cloud’s Climhazzard, but a split second slower. It goes 1.2x as high as Roy’s Blazer. B + Down : Mila’s Turnwheel; just as Alm is almost hit when this activates, he will move the attacker back to just a second before the attack, and then counters by dashing forward and slashing. However, the Turnwheel needs a minute to recharge. Excessive usage will add another minute to the recharge time; his Down B, then, will be a slower, 2-Hit Counter. Final Smash: Scendscale; the mark on Alm’s left hand will glow, and the Falchion will emit a long blue streak of light. Alm slashes caught enemies three times before dealing a final sideways slash. I feel like Iron Bow is a bit underwhelming. Silver Bow or simply Bow would work better. And Dancing Dragon should just be called Double Lion, or at least some skill from the game (Tiger Stance?) instead of ripping off Marth's side special's name. Link to comment Share on other sites More sharing options...
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