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HollowHawk Since: Sep, 2012
#501: Apr 26th 2013 at 11:14:35 AM

If there be a Magical Girl Lyrical Nanoha vs Street Fighter and/or Seven Arcs vs Capcom, how would the movelists for Nanoha/Seven Arcs characters would be?

ironcommando smol aberration from Somewhere in space Since: May, 2009 Relationship Status: Abstaining
#502: Apr 28th 2013 at 9:03:00 AM

My character for a fighting game (I've made Dancing Banana for M.U.G.E.N, so I have a bit of experience)

Name: 1213-TARQUIS

Alignment: Lawful Neutral villain

Description: Looks like a motorbike with a Laser Blade floating near it. In actuality, it's an Eldritch Abomination but severely weakened by being outside its home dimension, cyberspace. No you're not seeing things- it's a Ninja Eldritch Abomination Sentient Motorbike

Backstory: A Motorbike program from Cyberspace. Little do we know, that Cyberspace itself is an Eldritch Abomination that corrupts the minds of humans for an unknown purpose. This motorbike is sent to destroy those who know this truth.

Strengths: Fast, combo fiend.

Weaknesses: Low health and damage.

Life: 900 (Average character hp is 1000)

Other stuff:

  • Likes: Riding around cyberspace in the city it creates, light cycles, motorbike Arcee, I.R.I.S. from LocoCycle, Nitro Man
  • Dislikes: Being ridden (Berserk Button), punctured tires (Villainous BSoD if successful), magic users (especially female) , humans that use the internet.

The character uses a 6-button scheme. LP = Light Punch, MP = Medium Punch, HP = Heavy Punch, LK = Light Kick, MK = Medium Kick, HK = Heavy Kick.

The character has a stock of 3 power bars.

Basic Attacks

LP: Light slash.

  • TARQUIS' blade does a horizontal cut. Fast startup and cooldown, good for combo starting.
Forward+LP: Blade Jab.
  • TARQUIS moves forwards with his blade in front, stabbing the enemy. If this hits, it draws the enemy closer to him. Fast startup and medium cooldown.
MP- Medium Slash.
  • TARQUIS' blade does a diagonal strike in front. Medium startup and cooldown.
Forward+MP- Tri Slash (Followup).
  • TARQUIS moves forwards and its blade does three weak diagonal strikes in front, in the other direction. Medium startup and cooldown.
HP- Heavy Cut.
  • TARQUIS' blade does a large diagonal chop. Longer startup and cooldown.
Forward+HP- Overhead Cut.
  • TARQUIS' blade does an overhead slam. Longer startup and cooldown. If this connects, the enemy is knocked down.
LK- Light Wheel Strike.
  • TARQUIS' front wheel sticks out and hits his foe.
Forward+LK- Tired
  • TARQUIS sticks his front wheel out and spins it. If it connects, the wheel bring the enemy closer to him.
MK- Exhausted
  • TARQUIS turns his rear forwards and fires hot exhaust at his foe.
Forward+MK- Rear Wheel Strike
  • TARQUIS stands on its front wheel and spins, hitting his foe with his back wheel.
HK- Head Strike
  • TARQUIS does a small charge at the foe.
Forward+H:- Road Ram
  • TARQUIS does a sudden strong charge at his foe, knocking them down.

Crouch+LP: Low sword stab.

  • TARQUIS performs a low stab at the enemy's feet. Must be blocked low.
Crouch+MP: Low sword strike.
  • TARQUIS performs a low slash at the enemy's feet. Doesn't need to be blocked low.
Crouch+HP: Launcher
  • TARQUIS rears up with his blade, tossing the enemy into the air. Doesn't need to be blocked low.
Crouch+LK: Low wheel strike
  • TARQUIS thrusts his wheel forward at the opponent's feet. Must be blocked low.
Crouch+MK: Slide Kick
  • TARQUIS skids along the floor on his side, knocking into the enemy's feet.
Crouch+HK: Charge Slide
  • TARQUIS does a fast charge along the floor, knocking his opponent into the air! Has long startup unless performed from a combo. Must be blocked low.

Air Attacks:

LP: Stab Attack

  • TARQUIS stabs at his foe with his blade. This attack aims depending on the opponent's vertical distance from him. If this connects, it pulls the enemy closer to him.
Down+LP: Downward Chop
  • TARQUIS holds his sword downwards and attempts to chop the enemy. Can be used after an UP+Teleport.
MP: Slash Attack
  • TARQUIS does a frontal slash in front of him.
HP: Blade Slam
  • TARQUIS spins around with his blade, slamming the enemy into the ground.
LK: Wheel Smash
  • TARQUIS extends his wheel to hit his enemy. This attack aims depending on the opponent's vertical distance from him.
MK: Rear Spin
  • TARQUIS does a horizontal spin to hit his foe with his rear. This attack aims depending on the opponent's vertical distance from him.
HK: Spin Slam
  • TARQUIS does a vertical spin slamming the enemy into the ground with his rear. Unlike Blade Slam, this one propels him backward as a get-away move.

Combos:

  • LP, F+LP, MP, F+MP, HP, F+HP (can be replaced with Crouch+HP).
  • LK, F+LK, MK, F+MK, HK, F+HK (can be replaced with Crouch+HK).
  • Crouch+LP, Crouch+MP, Crouch+HP.
  • Crouch+LK, Crouch+MK, Crouch+HK.
  • (Air) LP, MP, HP.
  • (Air) LK, MK, HK.

Throws

Forward+(Any Two Punches) near enemy: Tired and Exhausted!

  • TARQUIS pins the opponent with his front wheels and grinds them with it, then turns around and blasts them with Weaponized Exhaust.

Forward+(Any Two Kicks) near enemy: I wanna take you for a ride!

  • TARQUIS materializes a pair of hands from his seat. If these grab the enemy, it straps them onto his back. TARQUIS then takes the opponent for a ride offscreen and comes back in from the other side, throwing the opponent and ramming them hard. Causes motion sickness-prone characters to become dizzy.

Specials

QCF+LP: Motor Gun (Air usable)

  • Opens his seat, and a gun comes out that fires a pulse forwards. Hold LP to charge the attack for extra damage (and hover, if in the air). You can hold UP to aim it diagonally upwards while on the ground, or DOWN to aim it diagonally downwards if in the air.

QCF+MP: Cyber Rockets

  • Opens his seat, and three weak missiles comes out. This move does no block damage, but homes in on the enemy.

QCF+HP: Motor Gatling (1/2 power stock)

  • Two guns appear by TARQUIS' sides that fire out rapid energy bullets. These do no block damage, but auto-aim at the nearest opponent.

QCB+LP: Ninja Slash

  • TARQUIS does a Flash Step with its blade out. This attack dodges projectiles.

QCB+MP: Motor Blade

  • TARQUIS does a hop towards his enemy, while spinning his blade in circular motion. Does more damage and knocks the foe down.

QCB+HP: Raiding Cuts (1/2 power stock)

  • TARQUIS does a Flash Step with its blade out, dodging any projectiles. If this hits, it flings the enemy towards the center of the screen. TARQUIS then performs three Wall Jumps to the opposite side, cutting the enemy as his blazes past.

D, D, LP: Counter Stance 1

  • TARQUIS temporarily goes into a wheelie stance. If he is hit by a physical attack at this time, he parries it and reversals it with a powerful blade attack that hits long range.

D, D, MP: Counter Stance 2

  • TARQUIS temporarily goes into a wheelie stance. If he is hit by a physical attack at this time, he parries it and charges into the opponent in an invulnerable attack, then shoryukens them.

D, D, HP: Counter Stance EX (1/2 power bar)

  • TARQUIS temporarily goes into a wheelie stance. If he is hit by a physical attack at this time, he parries it and counters with a rapid series of slashes, followed by a Flash Step attack.

QCF+LK: Power Drive (Air usable)

  • TARQUIS does a fast charge at the enemy, but doesn't avoid projectiles. If this connects, the player can press LK, MK or HK for a follow-up
    • LK: TARQUIS stabs the opponent with his blade then throws them to the other side.
    • MK: TARQUIS does a Flash Step backwards, while cutting his foe.
    • HK: TARQUIS performs a Shoryuken with his blade, knocking the foe into the air.

QCF+MK: Exhaust Blast (Air usable)

  • TARQUIS spins around on its front wheel, and blasts mid-range exhaust in its opponent's face. Hits multiple times and knocks down the opponent. If performed in air, he does it diagonally downwards.

QCF+HK: Drive Combo (1/2 power bar)

  • TARQUIS does a fast charge at the enemy. If this connects, TARQUIS will stabs the opponent with his blade, throws them to the other side, flash step and cut them, fire exhaust from his rear, then shoryuken them with his blade. Does a lot of damage, but it is easy to see this coming.

QCB+LK: Otherzone

  • TARQUIS moves backwards off-screen, then charges forwards in from the other side to hit his foe. Crossup move, and can start a combo.

QCB+MK: Otherzone 2

  • TARQUIS jumps backwards off-screen, then jumps forwards in from the other side to hit his foe. Basically the same as one of Scorpion's moves. Crossup move, and can start a combo.

QCB+HK Otherzone EX (1/2 power bar)

  • TARQUIS moves backwards off-screen, then charges forwards in from the other side to hit his foe. If this connects, he rebounds off offscreen, then jumps back in from the other side to hit his foe. Cannot start a combo.

D, D, LK: Telestrike

  • TARQUIS teleports into the air in front of the opponent and slams down with his front wheel. If this hits, TARQUIS can combo the foe once he touches the ground.

D, D, MK: Telestab

  • TARQUIS teleports into the air in front of the opponent and slams down with his blade. Does more damage than Telestrike, but the player cannot combo from this.

D, D, HK: Telecrush (1/2 power bar)

  • TARQUIS teleports directly over the enemy and slams down. Cannot be comboed from. (Basically a weak Misogi)

LP+LK: Teleport

  • TARQUIS converts itself into a waveform and back, reappearing. This move cannot be comboed into.
    • If no direction is held, it teleports forward.
    • If Back is held, it teleports backward.
    • If Up is held, it teleports upwards into the air.
    • If Up+Forward is held, it teleports upwards and forwards
    • If Up+Backwards is held, it teleports upwards and backward.

MP+MK: Bike Attack (Air usable, 1/2 power bar)

  • TARQUIS summons a lesser bike program from cyberspace, which rams the enemy. If the enemy is in the air, the bike will jump to hit them. Can be used to extend combos. Has a cooldown.

Hypers

QCF+LP+MP Rocket Storm (1 Power stock)

QCF+MP+HP Hyper Ion Cannon (2 Power Stocks)

  • "HYPERION CANNON!"
  • TARQUIS materializes a laser cannon on his seat, which fires a huge laser forwards.

QCB+LP+MP Blinder (1 Power stock)

  • "There are two kinds of entities in cyberspace." (start, super pause)
  • "The quick..." (on successful hit)
  • "...and the nonexistent!" (after series of slashes)
  • TARQUIS charges at his foe. If unguarded, this stuns the enemy, while TARQUIS does a Speed Blitz of slashes on the foe, ending with a stronger one that knocks them down.

QCB+MP+HP Diagonal Cut (2 Power stocks)

  • "Time to end this."
  • TARQUIS charges at his foe. If unguarded, the screen turns black and a slash cuts across it, dealing massive damage to the enemy. (Erases enemy if it wins TARQUIS the match)

QCF+LK+MK Motor Swarm (1 Power stock)

  • "Calling reinforcements..."
  • TARQUIS summons a horde of lesser cyber bikes to ram the enemy.

QCF+MK+HK Heavy Traffic (2 Power stock)

  • "I summon the traffic!"
  • TARQUIS summons a horde of cyber bike programs, Flying Car programs, truck/bus programs ad a tank program to run over the opponent.

HP+HK Speed Warp (1 Power stock)

  • "Need For Speed!"
  • TARQUIS goes into overdrive for a few seconds, slowing down the battlefield as it goes twice as fast. Matrix Raining Code will appear in the background when it is active.

LP+MP+HP True Form (3 Power Stocks)

  • "I will show you the reality now..."
  • "I'll show you what I'm made of..."
  • TARQUIS draws energy from Cyberspace, allowing it to reveal its true form. The mere presence is so horrifying that it twists the dimension, which warps and tears apart at the opponent. Hits the whole screen, but does little block damage. (Censor Box appears over TARQUIS when this is used)

LK+MK+HK Erase from Reality (3 Power Stocks, Finishing Move- opponent must be at 1/2 health or less and TARQUIS must have at least one win)

  • "You will die, and no one will mourn."
  • TARQUIS draws energy from Cyberspace, then charges at the enemy. On contact, a large explosion is seen. As the particles clear, the enemy and their health bar fade to nothingness.

Other Stuff:

Stage: Cyberspace City

  • A strange, futuristic city where the multiple buildings and highways are made of Hard Light, against a deep blue background. Multiple Sentient Vehicle programs run along the highways, Flying Car programs fly past the sky, while Tron Lines periodically flicker on and off in the air.

Entrance:

  • The background warps into that of a strange futuristic city. In the background, a motorbike stands on the top of a large tower. The motorbike then emits a wave of energy, jumps off, and lands in front of the opponent. The background then warps back to normal (if not fighting in his stage). He then says an intro quote:
    • "You know the truth. So it will die with you."
    • "Nobility, huh? You'll be useful to us..." (V.s. Royals Who Actually Do Something and Non-Idle Rich)
    • "Your magic v.s. my tech. We'll see who's stronger." (v.s. Magic users)
    • "High power level detected- attack with caution!" (Powerful characters)
    • "Your luck has run out, soldier... Cyberspace will take you." (V.s. Arron Keymore)
    • "It's either I die, or you die, eh?" (V.s. The Gun)
    • "Wait, you're not under his control? Seems like the Enneagram hasn't been taken yet..." (V.s. Mystidia/Four Lords/Four Judges)
    • "What. Is. This?! Some kind of a joke!?" (V.s. Brick)
    • "YOU. WILL. NOT. STEAL. ME." (V.s. Doc Louis)
    • "Reality has no place for an abomination like you." (V.s. Complete Monsters)
    • "A defect I've been sent to delete? Or am I the defect?" (Used against another TARQUIS)

In Battle:

  • Covers his wheels in a forcefield when attacking spiny characters (e.g. Sonic, Ferrothorn, anything with Spikes of Villainy). He doesn't want to get his tires jammed with spikes.

Taunts:

  • "Your argument is invalid, because I'm a MOTORBIKE!!!"
  • "This will end, heretic!" (Used against magic-users)
  • "There can only be one!" (Used against another TARQUIS)

Victory Poses:

  • "You're coming with me". TARQUIS turns around and a strange energy engulfs his fallen opponent, dragging them into cyberspace for an unknown fate. (Used against characters that are higher on the power scale, and Royalty/Nobility)
  • "Cyberspace has other plans". TARQUIS turns around and teleports away.
  • "You will die, and no one will mourn". TARQUIS warps the dimension, and Ret Gones his foe. Immortality does not protect against this. (Used v.s. Complete Monsters)
  • "Obsolete." Does a Diagonal Cut and destroys his opponent (Used against another TARQUIS)
  • "Deletion successful". TARQUIS turns around and teleports away. (If enemy is erased)

Lose Poses:

  • If KO'd but not final round: "Strategy re-evaluation required". Gets back up, tired.
  • If KO'd or not, on final round: "I've failed...". Uses its blade to commit seppuku, exploding into zeroes and ones.

Victory Quotes:

  • "You are not ready for us yet."
  • "Target eliminated. What is my next order, Cyberspace?"
  • "A noble has been captured. Master, send in brainwashing units now." (V.s. Royalty/Nobility)
  • "Your magic/ki/psionics is no match for a sufficiently advanced program." (V.s. wielders of supernatural powers)
  • "Your tech is nothing against the power of Cyberspace!" (V.s. tech users)
  • "You may be strong by yourself, but you are no match without powers" (V.s. Badass Normals)
(V.s. Original chars)
  • "Outfoxed." (V.s. Edmund)
  • "I was made to destroy gods." (V.s. White Air Knight)
  • "Cyber Police, arrest him/her." (V.s. thedragoness' thug, V.s. Okiru Tomahanau)
  • "Here's a photo of your family, soldier..." (V.s. Arron Keymore)
  • "You're not the only one who can shape the environment..." (V.s. King of Craft)
  • "There are two types of entities in cyberspace. The fast and the nonexistent." (V.s. The Gun)
  • "Iram, Mystidia, Gaudium, Timora, Amentia, Navitas, Laetor, Pacis. Four Lords and Four Judges... This is TARQUIS, send units to take over the Enneagram." (V.s. Mystidia)
  • "You drop like a brick." (V.s. Brick)

Tropes

(More stuff like damage values will be added later grin)

edited 1st May '13 5:48:30 PM by ironcommando

...eheh
MagcargoMan Hooray! Bubble Party! Since: Oct, 2010
Hooray! Bubble Party!
#503: Apr 28th 2013 at 8:56:33 PM

[up]You repeated the Punches at the top when the second time they were meant to be kicks.

http://www.youtube.com/watch?v=j8yAjWvAqyM
ironcommando smol aberration from Somewhere in space Since: May, 2009 Relationship Status: Abstaining
#504: Apr 29th 2013 at 3:34:40 AM

[up]Thanks, noted.

(Those who posted OCs in this thread, please send me your suggestions for winquotes against 1213-TARQUIS. Thanks smile)

edited 29th Apr '13 3:48:18 AM by ironcommando

...eheh
HollowHawk Since: Sep, 2012
#505: Apr 29th 2013 at 9:42:15 PM

Hello? Has anyone considered my Seven Arcs vs. Capcom idea?

Alucard Lazy? from Vancouver, BC Since: Jan, 2011 Relationship Status: Showing feelings of an almost human nature
Lazy?
#506: Apr 29th 2013 at 10:58:30 PM

[up]There's a thread for that.

@ironcommando: If your character comes from there, shouldn't cyberspace be an Eldritch Location?

ironcommando smol aberration from Somewhere in space Since: May, 2009 Relationship Status: Abstaining
#507: Apr 29th 2013 at 11:31:53 PM

[up]It would be both, actually, as it's a sentient being too. Kinda like Giygas from Earthbound who makes up the whole dimension when you fight him.

[down]I saw chibis of the 4 Lords and Judges on Deviantart grin. Your characters are so much more well-developed than mine...

(Ah, if only I knew how PSASBR worked. Haven't played it but I've seen a few vids of it)

edited 30th Apr '13 7:35:08 AM by ironcommando

...eheh
Eventua from The Thirty One Worlds Since: Jan, 2001 Relationship Status: Wishfully thinking
#508: Apr 30th 2013 at 4:34:49 AM

So, I updated Mystidia's moveset, finally finished the darn thing. Also updated the text overall, with some different and more up to dated links to her appearance and more accurate terminology.

Also, I'm curious, Commando, you know about the Four Judges? :o

Also, link for the updated moveset and stuff: https://tvtropes.org/pmwiki/posts.php?discussion=13172046600A04340100&page=20#477

Feedback is appreciated!

Also, some possible win-quotes VS 1213-TARQUIS:

Mystidia: "So, just another virus after all...", "This is why the Enneagram uses silhouettes - pure programs don't think outside the box."

Sora: "I was gonna call in TRON, but I guess I can handle things!"

ironcommando smol aberration from Somewhere in space Since: May, 2009 Relationship Status: Abstaining
#509: May 1st 2013 at 12:36:47 AM

I've got another two OCs for fighting game characters. Can't think about their movesets though.

Name: Ace (Cyberspace Name: A.C.)

  • Race: Metamorph- A human with a cyberspace program implanted into them. It grants them Magic from Technology, but it will make them metamorphose into an program. However, said program will have human emotions and thought. They're used as infiltrators and spies for cyberspace. If killed, they will regenerate from cyberspace.
  • Description: Young man with yellow eyes and brown hair. His body, arms and legs look like Mega Man X upgraded armor. The "armor" is natural and is part of his metamorphosis.
  • Character and Attitude: A generally happy and kind-hearted Nice Guy, but his smile hides the fact that he can't fully get over the loss of his adopted parents. He has no qualms about killing (or erasing) his opponents, however.
  • Powers: Le Parkour, light and lightning elemental powers. Somewhat based off the photoelectric effect.
  • Weapons: Two Laser Blade knives. He also throws spinning laser things. Both of these easily cut through matter and technological energy fields.
  • Backstory: Sent to watch over Calia as a bodyguard, as well as to spy on her planet so as to plan a takeover from cyberspace. Also part of the planetary army, and fights crime alongside Calia. Is a genuinely nice guy and does not know that he is programmed to take over the planet.
  • Power Creep, Power Seep needed: Spinny things and blades are made blockable and do a lot less damage.

Name: Calia Rayfer

  • Race: Gifted- Half Human, half Made of Magic arcane being. They look human, but have a Guardian Entity which is part of them, and can be sent out as a separate being. If one being is killed but not the other, they will regenerate. The Guardian entity periodically craves the flesh and souls of sentient beings, and requires an occasional supply of them to prevent going berserk.
  • Description: Young woman with green eyes and a long, Emerald-coloured ponytail. Wears female military uniform. Her Guardian "Chris" looks like a crystalline eagle ray.
  • Character and Attitude: Deadpan Snarker Ice Queen who is a Jerk with a Heart of Gold. Used to be a cheerful girl until multiple kidnappings broke her. She has no qualms about killing her enemies or using them as crystallized soul jars.
  • Powers: She can create and manipulate crystals, and transmute matter into crystals. Usually takes the form of Gemstone Assault and ice crystals.
  • Weapons: A Magitek gun that she can channel her powers through. Has a bayonet on the front end.
  • Backstory: World President marries a disguised goddess, has Calia as a daughter, then the goddess leaves the planet. Girl gets kidnapped for her status and powers so often that she decides to take serious levels in asskicking, trains her powers, and joins the army (her father supports this- she can't die easily).
  • Power Creep, Power Seep needed: Cannot spam her spells so easily. Guardian is used as a Limit Break as well as a Finishing Move.

edited 1st May '13 5:43:40 PM by ironcommando

...eheh
Sorastitch Eden from Last Seen in The Shadowlands Since: Dec, 2011
Eden
#510: May 1st 2013 at 8:07:16 AM

I have a idea for a fighting game similar to the vein of Super Smash Bros, but with original characters.

The characters I have currently:

  • Meldi: Daughter of Medusa
  • Scribe: God of Art
  • Shad: Shadow Lord
  • Maurice: Reanimated Teenager Girl
  • Invert: A Black Hole Personificated
  • Willow: Queen of Thorns
  • Jewelcaurd: King of The Gem Kingdom

my drawing blog ya'll UPDATES 10 TIMES A MONTH WOW, THIS IS STRAIGHT UP MUH SOGGY KNEE
ironcommando smol aberration from Somewhere in space Since: May, 2009 Relationship Status: Abstaining
#511: May 3rd 2013 at 7:11:08 AM

Another character of mine.
This character uses a 3-button moveset and has 3 power stocks.

Name: Enforcer Trooper

Description: Looks kinda like Mega Man X in an upgraded armor, except it has a mass of energy instead of a face. Also, it's slightly transparent thanks to being an Energy Being.

Backstory: A regular grunt program from Cyberspace. Of course, since Cyberspace itself in this setting is en Eldritch Abomination/Eldritch Location, this makes it an Eldritch Abomination of sorts, and lot stronger than most normal programs.

Alignment: Lawful Neutral villain.

Strengths:

  • Can combo specials together if fast enough

Weaknesses:

  • Half the health of a normal character.

Regular Attacks:
Ground
Light: Punch
Medium: Kick
Heavy: Rifle Bayonet

Crouching
Light: Low Punch
Medium: Low Kick (must be blocked low)
Heavy: Rifle Bayonet (Launcher)

Air
Light: Punch
Medium: Kick
Heavy: Rifle Slam (Slam foe into ground)

Throws
Forward+L when near enemy: Teleport behind enemy and kick them.
Forward+M when near enemy: Stab target with rifle bayonet and throw them over.
Forward+Heavy when near enemy: Grab target, plant a grenade on them, then throws them back and the grenade explodes.
Forward+L when near enemy, in air: Stab target with rifle bayonet and throw them forwards.
Forward+M when near enemy, in air: Stab target with rifle bayonet and throw them to the ground.
Forward+H when near enemy, in air: Stab target with rifle bayonet and Meteor Move them into the ground.

Specials:

QCF+Light: (Ground) Crouches and fires 5 shots at the opponent's feet. Must be blocked low. (Air) Fires 5 shots diagonally downwards.

QCF+Medium: Fires 5 shots forwards.

QCF+Heavy: Fires a shotgun in front that covers a large area. (Air) Fires a shotgun diagonally downwards that covers a large area.

DP+Light: (Ground) Fires 5 shots diagonally upwards. (Air) Dive Kick that places him on the ground in front of opponent it it hits. Does not knock down opponent.

DP+Medium: (Ground) Does an underhand swing with rifle, knocking foe into air. (Air) Dive Kick that makes him bounce off opponent it it hits. Does not knock down opponent.

DP+Heavy: (Ground) Does a shoryuken with his rifle bayonet. (Air) Dive Kick that makes him bounce off opponent it it hits. Knocks down opponent.

QCB+Light: (Ground) Throws a grenade with low range. (Air) Throws a grenade downwards at a 45 degree angle.

QCB+Medium: (Ground) Throws a grenade with medium range. (Air) Throws a grenade downwards at a 20 degree angle.

QCB+Heavy: (Ground) Throws a grenade with long range. (Air) Throws a grenade forwards.

Backwards DP+Light: Teleport behind the enemy and kick them (Crossup)

Backwards DP+Medium: Teleport into the air in front of the enemy and kick them.

Backwards DP+Heavy: Teleport into the air behind the enemy and kick them. (Crossup)

HCF, Any attack (ground): Does a lot of stabs while moving forwards. Can hurt a lot if the opponent gets hit by the first attack.

Down, Down, Any Attack: Slams downwards into the ground and creates a Pillar of Light around it. Stronger attacks yield more damage but has longer startup.

Any Two Attacks: Teleport. Light+Anything will teleport on the ground, Heavy+Anything will teleport into the air.

  • Hold Nothing or Forwards: Teleport forwards if using a ground teleport, teleport up if using an air teleport.
  • Hold Forwards: Teleport forwards.
  • Hold Backwards: Teleport backwards.

Hypers:

QCF, 2 Attacks: Firing Squad (1 Power Stocks)

  • A lot of these guys appear and shoot at the enemy.

DP, 2 Attacks: Energy Pillar (1 Power Stocks)

  • If opponent is on the ground, he charges at the opponent with his bayonet. If this isn't blocked, he shoryukens while covered in a Pillar of Light that deals multiple hits of damage.
  • If opponent is in the air, he charges until he is in front of the opponent, then he shoryukens while covered in a Pillar of Light that deals multiple hits of damage.

QCB, 2 Attacks: Air Raid (1 Power Stock)

  • An Enforcer airship flies in from the background and fires lots of shots at the enemy.

Backwards DP, 2 Attacks: Combination Attack (2 Power Stocks, Crossup)

  • Teleports behind the opponent and kicks them to the ground. As the foe gets up, he teleports to one side of opponent and then another Trooper teleports in to the other side. Both of them fire rapid shots, shotguns, grenades, and then end off with multiple stabs to the opponent. The summoned trooper then teleports away.

L+M+H: Nuke (3 Power Stocks)

  • Calls in a bomb that hits all foes on the screen for big damage.

Other Stuff:

Intro:
Teleports in and says one of these lines:

  • "Resistance is futile!"
  • "Drop your weapons!"
  • "All your base are belong to us!"
  • "You're supposed to be working for our side!" (V.s. Ace aka AC, V.s. TARQUIS)
  • "Shouldn't you be Bound and Gagged and screaming for help in a corner?" (V.s. Calia Rayfer)
  • "Oh crap, a strong enemy! Serves me right for being a Mook." (V.s. strong opponents)
  • "Great, I'm dead. Everybody knows that Magic Beats Technology..." (v.s. magic users)
  • "...what" (v.s. Brick)
  • "I normally die quickly anyway..." (v.s. The Gun)
  • "Argh, we forgot to take over the Enneagram!" (V.s. Four Lords)

Lose: (Not on final round)

  • "As expected..."
  • "Whose side are you on!?" (v.s. Ace aka AC, V.s. TARQUIS)
  • "Dammit, even The President's Daughter is a badass!" (v.s. Calia)

Lose: (final round)
*"Derezzed!!!" *Explodes into data*

Win
Teleports out.

  • "How did I survive!?!?"
  • "Yay, I'm hunted by me own side!" (v.s. AC or TARQUIS)
  • "Guys, take over the Enneagram now!" (v.s. Four Lords)
  • "O_o Tech does it better." (v.s. magic users)
  • "...what" (v.s. Brick)
  • "...but you die faster" (v.s. The Gun)

Winquotes

  • "I'll probably die against the next guy."
  • "Eh... you need more training?" (v.s. Ace aka AC)
  • "I'll go for your dad next." (v.s. Calia)
  • "The life of a Mook..."

Tropes:

edited 3rd May '13 11:24:51 AM by ironcommando

...eheh
HollowHawk Since: Sep, 2012
#512: May 24th 2013 at 5:02:45 PM

Transferring from that thread, so here's my idea for a sample movelist for a Magical Girl Lyrical Nanoha vs. Street Fighter:

Nanoha Takamachi

Specials

QCF + Punch = Divine Shooter

Punch button determines direction; light punch/jab aims for the lower body, medium punch/strong aims for the upper body, and high punch/fierce is anti-air.

Can be done in mid air.

EX version (if you press all three punch buttons) is Axel Shooter. Both versions can be done in the air.

DPF (Dragon Punch forward motion or specifically, forward, down, down-forward) + punch = Strike Flame.

Any Punch button after Strike Flame = Strike Scythe

After Strike Flame, the tip part turns into an energy scythe, in which Nanoha will do a Shoryuken-style sword slash.

Punch button determines number of hits, namely, light punch/jab Strike Flame, then press light punch/jab again for 1-hit Strike Scythe, medium punch Strike Flame, then press medium punch/strong for 2-hit Strike Scythe, and high punch/fierce Strike Flame = 3-hit Strike Scythe.

EX version is a two-hit Strike Flame then a 3-hit Strike Scythe.

Be close to the enemy, then HCB (half-circle backward) + punch button = Starlight Fall

Command throw.

Punch button determines number of hits.

QCB + press any kick button twice = A.C.S. Driver

After enemy is hit, Nanoha will do a roundhouse.

Any punch button after 2nd hit of A.C.S. Driver = Maneuver Shooting Star Assault

Any kick button after 2nd hit of A.C.S. Driver = a slamming overhead kick

If done in mid air, the second hit will be a slamming overhead kick, and any move after cannot be done.

EX version of A.C.S. Driver ends in a roundhouse kick, then a high kick. Also grants immunity from projectiles.

DPB (Dragon Punch backward motion or backward, down, down-backward) + punch = Sacred Cluster

Parry move.

BDPM or FDPM + all three punch buttons or all three kick buttons = Flash Move

Any punch button after Flash Move = Flash Impact

Any kick button after Flash Move = another roundhouse kick

Hyper Combos

QCF x 2 + all three punch buttons = Divine Buster

Level 3 version (when meter is at level 3) - Exelion Buster

Press forward or up-forward to determine direction.

Can be done in mid-air, and while in mid-air, press forward or down-forward to determine direction.

QCB x 2 + all three punch buttons = Strike Smasher

Level 3 Hyper (when meter is at level 3): DPF x 2 + all three punch buttons = Starlight Breaker

Press forward or up-forward to determine direction.

Can be done in mid-air, and while in mid-air, press forward or down-forward to determine direction.

If you or anyone has a better way of determining Nanoha's movelist, please, grace me.

edited 28th May '13 1:12:11 AM by HollowHawk

WaxingName from Everywhere Since: Oct, 2010
#513: Jul 17th 2014 at 10:15:07 AM

I'm going to make a revamped Super Smash Bros. B-moveset for Ness from Earthbound that more properly reflects his original moveset from his home game.

Ness

  • Neutral B: PK Flash: Ness creates a ball of energy that Ness can move anywhere and detonate. The longer the B button is held, the stronger it becomes (same as what the games have now)
  • Side B: Paralysis: Ness shoots a bolt that paralyzes the opponent, dealing 5% damage and freezing him/her in place for a few seconds and allowing a follow-up attack (similar properties to Zero Suit Samus' Paralyzer)
  • Down B: Power Shield: A counter attack. Ness surrounds himself with a yellow bubble for one second. If attacked in this state, the shield retaliates with 1.1x damage and knockback that the attack should have given.
  • Up B: Teleport: Ness spins in place and disappears, then reappears somewhere else out of a portal, dealing damage. The direction can be changed by the control stick, and the exiting attack can be used as a KO move.
  • Final Smash: PK Rockin': Ness sends out massive waves of rainbow-colored energy in front of him.

edited 17th Jul '14 10:17:41 AM by WaxingName

Please help out our The History Of Video Games page.
TechPowah Just a simple hero from the room down the hall Since: Mar, 2010 Relationship Status: You cannot grasp the true form
Just a simple hero
#514: Jan 17th 2015 at 12:40:47 AM

Here's one of my newest Duper Mush Bruhs movesets. I'll post the others sometime later.

Tyrantrum

  • Universal Stats:
    • Number of successive jumps: 2
    • Wall Jump: No
    • Crawl: No

Tyrantrum is a huge, aggressive dinosaur of a Pokemon, and his attacks will most perfectly show that. His speed and air options are severely limited outside of techniques, but if he connects an attack, it'll hit like a freight train. His size and weight would also surpass even Bowser, so good luck trying to knock this titan off the stage.

Don't let his massive frame scare you, though. Not only would his stage recovery be abysmal like Little Mac's <if not more so>, but most of the moves are as ancient in speed as they are in strength, so you can almost assuredly get a counterattack in before Tyrantrum can land a hit. He also would have his size betray him in the air; His jump height is laughable compared to most characters, and he sinks like, well, a rock if he gets taken off-stage. Grabbing a Metal Box as Tyrantrum would be comparable to a do-or-die strategy in regards to his extra durability vs. the added fall speed.

Moveset:

  • Neutral A: Tyrantrum takes a hearty bite out of crime his opponent using his trademark jaw. Only hits once.
  • Side Tilt: Tyrantrum flails his arms around to scratch the opponent a few times. Kind of a piddly attack in range, power and utility, but it's his de-facto fastest attack.
  • Up Tilt: Tyrantrum takes a chomp straight upward.
  • Down Tilt: Tyrantrum stomps a foot straight down for a curbstomp. Can Meteor Smash at higher percentages if used off the ledge.
  • Dash Attack: Tyrantrum does a frontflip and kicks out with both feet, similar to Riptor from Killer Instinct.
  • Grab Pummel: Tyrantrum's grab holds opponents in his hands. Pummeling has Tyrantrum crunch down on them with his teeth.
  • Forward Throw: Tyrantrum tosses the opponent forward, then headbutts them away.
  • Backward Throw: Tyrantrum slams the opponent down on the ground, then kicks them back behind him.
  • Up Throw: Tyrantrum grabs the opponent with his teeth and tosses them upward.
  • Down Throw: Tyrantrum turns around, slams the opponent down, then gives a powerful curbstomp. Think of it like Chief Thunder's hit-grab in Killer Instinct '13.
  • Neutral Aerial: Tyrantrum kicks both feet forward.
  • Forward Aerial: Tyrantrum tries to grab the opponent with his arms.poor reach as to be expected, but if he grabs you, he brings you down for a powerful frog splash.
  • Backward Aerial: Tyrantrum swings his tail down for a Meteor Smash.
  • Up Aerial: Tyrantrum chomps upward.
  • Down Aerial: Tyrantrum stops in the air, readies his body and shoots downward with both feet extended. If it connects, opponents will be hit twice; Once for the kick that causes a untechable Meteor Smash, and again when Tyrantrum slams into the ground.
  • Side Smash: Tyrantrum swings his tail forward with a golden aura emanating off of it.
  • Up Smash: Tyrantrum jumps straight up for a powerful headbutt.
  • Down Smash: Tyrantrum slams his foot to the ground, pauses, then stomps again. Only hits in front of you, but the first hit buries opponents <no damage>, while the second hit deals a great deal of damage, and sends opponents flying.
  • Neutral Special <Roar>: As Tyrantrum would be so big in the fight, it's just so that most people would try and fight him almost exclusively just for being the elephant-er, dinosaur-in the room.Naturally, he's gonna need a way to get some of that pressure off of him. Roar is a chargeable move that, when unleashed, lets Tyrantrum belt out a ferocious roar, sending out a windbox from around his entire character, the size and power of which can be charged indefinitely. That said, getting any overbearingly-powerful pushback takes an almost comically large charge time, so you should mostly just use it to get others off of you rather than actively going for enough power to KO a person just from Roar.
  • Side Special <Rock Slide>: In a slight sendup of Hulk's Gamma Wave/Tsunami in the Marvel vs. Capcom series, Tyrantrum plants his foot inside of the ground, then kicks up, sending a group a stones flying up like a small concrete wave in front of him. Great power if it hits, and each individual sidewalk piece deals damage if hit from close up. That said, the stones count as physical projectiles, so watch out for reflect characters or a Villager. Using this move in the air will have Tyrantrum simply kick forward rather pitifully, but for nothing to come out from it. No damage from the air kick, either.
  • Up Special <Ancient Power>: I stone spire made of golden aura erupts from under Tyrantrum, shooting him upward. The move has great upward range, but down right terrible horizontal recovery, similar to a Zelda using Farore's Wind upward.
  • Down Special <Endure>: Tyrantrum steels his body for a full second, then is buffed with 1 hit of hyper armor that is a guaranteed flinch nullifier, no matter the opposing attack's damage. However, as Endure can fail after repeated usage, in Smash Bros., the startup window on Tyrantrum's Endure increases by an extra half second after every time he can get a successful hit of armor. If he is hit out of the startup, he is dealt extra knockback, but the startup for Endure resets back to its default. You cannot stack Endure uses to get multiple armors.
  • Final Smash <Rock Polish>: Tyrantrum coats his entire body with a golden aura, making him impervious to flinching. His attack speed is also greatly increased, making all attack animations twice as fast, though there is no buff to walk speed, air speed or attack power. However, a Rock Polished Tyrantrum can still receive damage, so your main goal as Tyrantum is to get your strongest attacks out with the attack speed buff, and not worry about any move having snail's-pace animations.

edited 17th Jan '15 1:00:35 AM by TechPowah

The New Age of Awesome is here! Not even the sky is the limit!
tsstevens Reading tropes such as You Know What You Did from Reading tropes such as Righting Great Wrongs Since: Oct, 2010 Relationship Status: She's holding a very large knife
Reading tropes such as You Know What You Did
#515: Jan 20th 2015 at 2:31:41 AM

Here we go.

Carlita Francesca is a amateur mixed martial artist who is an instructor with the FBI hostage rescue group, learning skills and tactics from the LAPD, army rangers and force recon to pass on to the bureau. As a big fighting fan she seeks to test her skills against the best in the world. Voiced by Rebecca Sanabria.

The real reason for her entering the competition is to take down the tournament's Big Bad. Carlita seeks to assemble a team of like minded individuals and make use of them should she fail.

  • Action Girl: Carlita was listed third on a web site of Real Women who could kick your ass harder than Buffy The Vampire Slayer, and that was just her martial arts background.

  • Beware the Nice Ones: She is genuinely funny, humorous and a great storyteller, but has over twenty years combat experience in and out of the cage.

  • Counter-Attack: A very big proponent of her fighting style is to bait a foe into a strike or grapple before answering with one of her own.

  • Determinator: As well as her FBI and MMA training she dedicates herself to performing the tyre life five hundred times daily. She expects who she trains to be able to do fifty in five minutes.

  • Guilt Complex: Her son was kidnapped in a bid to force her cooperation. After a failed attempt to locate him Carlita tried to bluff the terrorists who had him to kill him, believing they wouldn't and would keep him alive to make her provide aid. They called her bluff and killed him.

  • Improbable Aiming Skills: Once during an arrest a suspect got free and tried to attack the arresting officers. Carlita reacted with a quickdraw and head shot.

  • The Laddette: Smokes and drinks heavily.

  • Mixed Martial Arts: As well as extensive training in the sport itself Carlita has studied boxing, wrestling, kickboxing, cage fighting, taekwondo and karate.

  • Not Cheating Unless You Get Caught: Her submission moves are design to make a foe snap rather than tap, but she works them in a subtle enough way to make it look like her foe struggled against the hold and risked serious injury.

  • One Of Us: She reads Spiderman and is a big Tekken fan on the basis one or two of the fighters would do really well in the octagon. She has also studied Angel as research on sinister crimes outside the occult.

  • Real Women Never Wear Dresses: Carlita is anything but girly, usually seen wearing either MMA style gear or masculine clothing.

  • Sergeant Rock: Physically very demanding on who she trains, but mentally drives them to meet her expectations and emotionally A Mother to Her Men.

  • Spicy Latina: Hails from Venezula, and one of her quotes harks back to her voice actor.
I got the biggest balls in this whole contest. That's right, I said it.

  • Unskilled, but Strong: Certainly not the most trained in any single fighting style, Carlita manages by simply overwhelming who she fights until they cannot defend themselves or slip up and allow an opening for a submission.

  • Worthy Opponent: How she treats her opponent in a fight.

  • You Can't Fight Fate: Defied.
—>Do I what? She asks if I dare defy fate. Yeah alright, let me show you.

And her signature moves.

  • Ultimo Tango (back/down LPRP off a strike): Carlita grips her foe by the head and body before flipping back, slamming them to the ground as she uses the momentum to push off them into a crouching stance. Easy to break out of.

  • Aztec Suplex (forward forward LPRP, hit LKRK to follow up with a knee bar): Carlita tackles and pushes her for to the ground, before summoning her strength for a low suplex powerbomb. Very small window of opportunity for a follow up.

  • The Works (back back RPLK off a strike to set up the move, then RPRK, then RPLK, then LKRK, then LPRK, then LPLK, then LPRP, before repeating the moves): Carlita initializes this move with a headlock, before snaking down her foe's body to the arm for one of several different arm bars or locks, to the body for one of several different attacks to the midsection, then the leg, then the body again, then the arm, then the head, then the arm again, ect. The window of opportunity decreases with each successive attack. A very skilled player can win the fight with this one move alone, but it takes nearly the entire list of holds and strikes to do so, about twenty in all.

  • Takedown (from back, forward/down LPLK): Essentially a sleeper/choke before tossing to the ground.

  • Dragon Sleeper (from back, RPRK, down LPRPLK)

  • No-Holds-Barred Beatdown (down LPRP, then LPRP to keep the move going): Carlita forces the opponent to the ground and wails on their head repeatedly. Large counter window for initial move.

  • Grapple knees (back LKRK, then LKRK to continue the move): Close up tie up knees.

  • Venuz-lock (down/forward LPRK): A standing head, arm, leg and body stretch. To use the Venuz-hold instead which is an arm and body ride, hit downforward RPLK.

edited 25th Jan '15 3:11:48 PM by tsstevens

Currently reading up My Rule Fu Is Stronger than Yours
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