Decided to do Asura.
- Name: Asura
- Voiced by: Hiroki Yasumoto (JP) Liam O Brien (EN)
- Series: Asuras Wrath
- Occupation: Ex-Demi-God
- Abilities: God-tier Stock Superpowers, gets more powerful when he gets angrier, energy projection
- Weapons: N/A
- Profile: Framed for the murder of Strada, his wife killed, his daughter taken from him and exiled by the Seven Deities, Asura seeks nothing but revenge. His sheer wrath alone makes his already mighty abilities that much more, but will revenge cure his anger?
- Theme: Rock remix of Asura Unleashed
Power Grid
- Intelligence: OO
- Strength: OOOOOOO
- Speed: OOOOO
- Endurance: OOOOOOO
- Energy Projection: OOOO
- Fighting Skill: OOOOOO
- Intro: Asura lands on the ground, causing a crater, and roars out as an aura surrounds his body.
- Victory Pose: Asura flexes, but then crouches down and flies right into your face, ready to punch you in like in the cover.
- Taunt: Asura stands up, and grits his teeth as he says something.
Match Start Quotes
- "Don't even try!"
- "You have nothing to do with me! Leave before it's too late!"
Match Start Quotes from Others
Unique Call Names/Tag Outs
- "Angry Guy!" (from Hulk)
Victory Quotes
- "You don't understand what it's like TO BE BETRAYED!"
- "Mithra, wait for me!"
Victory Quotes from Others
Win Quotes
- "Be glad you are not my enemy."
Win Quotes from Others
- "Woah dude... you seriously got to chill sometime." (from Spider-Man)
- Health: 1,150,000
- Mobility: Heavyweight, Dash, Air Dash
- Overall Offense: Asura, in the right hands, is someone who can utterly decimate an opponent. He is very single-minded in terms of offense, and his limited moveset doesn't leave much variety for combos. He's also got windup frames, which can be a major disadvantage in the world of Mahvel. However, he deals tremendous damage with his hits, can take a good hit, and also has some speed on his side.
Normals
Misc.
- Dash: Asura runs rampantly towards the opponent.
- Air Dash: Asura flies towards the enemy in a small burst of speed.
- Block: Asura puts his chest forward, but in Six Arm Form, his four extra arms guard as well.
Specials
- ⇓⇘⇒ + ATK: Chain Fists (Asura fires his rapid fire energy attacks, and keeps doing it as long as you hold the button. Can be done in air, and if done on air, is OTG.)
- ⇐⇙⇓ + ATK: Spinning Lariat (Asura spins around and sends energy around him, doing his Heavy Attack from the game.)
- ⇒⇓⇘ + ATK: Asura-ryu-ken (Asura does a Shoryuken, but in a wild, unfocused way. Mostly used to surprise aerial opponents.)
- ⇒⇘⇓⇙⇐ + ATK: Gutbuster (One of his Heavy Attacks on a stunned boss, Asura throws a punch: if he hits, he then slams both fists into the opponent's stomach, sending them flying into a wallbounce. Special grab move.)
Hyper Combos
- ⇓⇘⇒ + ATK x2: Six Arm Transformation (Asura yells, and four extra arms sprout out, as he gets a powerup. This lasts for 15 in-game seconds, but Asura gains a level in power. However, once these 15 seconds are up or he uses Wyzen Breaker, Asura loses his arms, and he needs to get his two arms back using Six Arms. This also changes Asura's moveset slightly, disabling most of his special moves and changing his normal attacks.)
- ⇓⇘⇒ + ATK x2: Wyzen Breaker (Six Arm needs to be activated. Asura throws intense fists at the opponent, losing his arms in the process. Eventually he punches the opponent with his last arm so hard, they take a wallbounce.)
- ⇐⇙⇓⇘⇒ + ATK x2: Berserker Asura (Level 3, Asura roars in rage and transforms into Berserker Asura, and if caught in the aura, a cinematic plays where Berserker Asura blasts the opponent up into the air. He then charges an enormous orb, and fires it at the opponent in the sky, causing a massive, sky-tearing explosion.)
- ⇒⇘⇓ + ATK x2: Mithra Asura (Level 5, Asura is powered up for the rest of the round, and is much more powerful then he ever is. Mithra Asura could take out the average health characters in only one well-placed combo. Mithra Asura's drawback is that due to Asura's high health and other powerful transformations, it can be easy not to use this. Also, Asura can't use Hyper Combos in Mithra.)
edited 24th Mar '12 3:36:01 AM by TheMB
The main theme of the game is In Your Belief
, but he also has a unique theme for himself here.
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Seems alright.
I was actually thinking about doing Asura....maybe you could make him more interesting by adding a Burst-like mechanic?
Also, two of the hyper move inputs overlap one another. Just thought I'd point out.
edited 24th Mar '12 7:18:16 AM by LatverianBadger
"Shake the dust." - Anis MojganiI believe so. Smash is a fighting game, after all.
Hey, Meta. I'll try to have my critique of your builds up sometime today.
"Just wants a friend but had to give up his ding dong for it, tragic." - AngelLightStarI'm taking a break from UMVC 3 builds to make one for Smash Bros. I'll specify [Attribute] damage for Subspace.
Intro: Basically, the same as Pikachu, Jigglypuff and Red's intro, but with two Pokéballs.
P & M visually is like Ice Climbers due to being another 2-in-1 character, but actually plays as a transform character, like Zelda/Sheik and Red, and do not seperate, as they hold hands when running, jumping, and even getting sent flying. They also stay completely on their hind legs, save for crouching. Thier electric attacks would also be color coded (Plusle's are red, Minun's are light blue.)
The main mechanic is that they work as a duo, but the "leading" Mon is the one you control directly, switching roles with the shared move, their v B, Baton Pass. The leading Mon is identified by whichever Mon's name is first on the damage bar (hence having both P & M and M & P.) The normals has the leading Mon employ Grievous Harm with a Body, using the partner Mon as a bludgeon. Can wall jump.
Normals (Plusle-as-leader):
- A (combo): Plusle uses his head twice to attack, similar to Olimar, but the hold/tap attack has Plusle grab Minun by the feet and spin him around, hitting from both sides, but kinda weak. [Head]x2, then [Body, Spin]
- <>A: Plusle swings his tail forward, like Pichu. [Electric]
- ^A: Plusle shoots a little spark upwards. [Electric]
- vA: Both Mons slide forward, enemies go backwards instead of up, like G&W's manhole. [Body]
- Dash A: Plusle quickly bring Minun in front of him and shoves him forward. [Body]
- Smash <>: Plusle swings Minun like a bat. [Body] [Electric]
- Smash ^: Plusle uses Pichu's side Smash, but upward. [Electric] x8
- Smash v: Plusle takes Minun by the feet and slams him down, good strength but doesn't cover both sides. [Body]
- airA: Pikachu's Air A, but hits twice. [Spin] x2
- airfrontA: Plusle shoots a blast of sparks. [Electric]
- airbackA: Both Mons back flip to attack. [Leg]
- air^A: Same as Olimar, replacing him with Plusle and the Pikmin with Minun. [Electric] [Spin]
- airvA: Plusle takes Minun by the feet and swings downward. Meteor Smash. [Body]
Specials (Plusle-as-leader)
- B-<Thunder Wave>: Plusle shoots a shock around him, no damage, but paralyzes for a good while.
- <>B-<Volt Tackle>: The Mons charge in the chosen direction covered in electrical energy for multiple hits. [Electric] x5
- ^B-<Quick Attack>: Each jump is shorter than Pikachu's, but they can jump 3 times, no damage.
- vB <Baton Pass>: Plusle switches leadership to Minun, and starts charging for Discharge. Ground only.
Normals (Minun-as-leader)
- A: Minun shoots little shocks, functionally similar to G&W's Bug Spray. [Electric]
- <>A: Minun swings Plusle like a golf club, sends enemies upward. [Body]
- ^A: Minun holds Plusle up on his head and they both spin for damage. [Spin] x7
- vA: Minun sweeps in front of him using Plusle. [Body]
- dashA: Minun charges forward, head first. [Head]
- airA: Minun takes Plusle by the feet and spins him around. [Body] [Spin]
- airfrontA: Minun takes Plusle and swats in front of him. [Body]
- airbackA: The Mons grab each others arms and spins to attack with their legs several times. [Leg] x4
- air^A: The Mons spin with heads up, to attack. [Head] x6
- airvA: Minun pulls Plusle under him and they shoot straight down. [Body]
- Smash <>: Minun uses Pikachu's side Smash. Pressing A again has Plusle doing it, increasing damage and knockback. [Electric] x2
- Smash ^: Minun chucks Plusle upward. [Head]
- Smash v: Minun takes Plusle by the feet and sweep the ground with him. Covers both sides. [Body]
Specials (Minun-as-leader):
- B-<Discharge>: Like Wario, this move auto-charges over time, and full charge is represented by Minun flashing light blue. Minun unleashes a blast of electricity all around him that he has been building up. Charging increases the range and power, full charge being simply devastating. Minun saves charge when Plusle is leading, but only continues charging when he himself is leading. Full charge time is 1 min, 30 sec. [Electric]
- <>B-<Thunder Fang>: Minun bites the enemy, with a small chance of paralyzing. [Electric]
- ^B-<Quick Attack>: They only jump once, but it has better range than any other single Quick Attack jump and does higher damage than both of Pikachu's jumps. [Electric]
- vB-<Baton Pass>: Minun switches leadership to Plusle, and stops the charging for Discharge. Ground only.
- Plusle & Minun/Minun & Plusle's Final Smash-<Plus-Minus Bomb>: The Mons grab each other and begin very fast spining, until they turn into a half-red, half-light blue version of Pikachu's Volt Tackle sphere, spining faster. During this, fighters are being slowly pushed towards the Mons. Finally, the ball explodes in a huge fashion, dealing great damage and sends flying anyone caught in the explosion. The best way to avoid Plus-Minus Bomb is to just run away, as the dragging is no where near strong enough to keep from doing so (unless affected by a Timer.)
There, my first Smash Bros. build on this thread. What do you think?
edited 24th Mar '12 10:08:11 AM by TechPowah
The New Age of Awesome is here! Not even the sky is the limit!
The Chew Toy of Gaming
I'm kinda amused by the duo's abuse of each other. Not sure whether they'd actually do that, though.
Lampshade Hanging: It's a lifestyle.Well, one's positive and the other negative, but opposites can be at each other's throats just as much as making them attract.
^ Well, if you didn't already know, the Pokémon games already have Helping Hand for that, so at least such a move can be translated from the games pretty easy.
edited 24th Mar '12 10:10:54 AM by TechPowah
The New Age of Awesome is here! Not even the sky is the limit!
The Chew Toy of Gaming
Here's a massively updated version of my Soldier moveset:
- Name: The Soldier
- Series: Team Fortress
- Occupation: Mercenary
- Abilities: Can survive a hail of bullets and shooting a rocket at his own feet multiple times
- Weapons: Rocket Launcher, Shovel, Shotgun, Equalizer, Buff Banner, Mantreads
- Profile: In a parallel universe, this madcap soldier was one of nine elite mercenaries employed by Reliable Excavation and Demolition (RED) and Builders’ League United (BLU) to destroy each other. However, he somehow managed to anger a magician, who accidentally sent him through time and space to the battle for the fate of two worlds. This dangerous wildcard bleeds American patriotism to the point of jingoism, and will not hesitate to turn whatever he feels is un-American into little red chunks.
- Theme: A techno remix combining Rocket Jump Waltz and Intruder Alert, both being menu themes from Team Fortress 2.
- Power Grid:
- Intelligence: X
- Strength: X X
- Speed: XX
- Endurance: XXX
- Energy Projection: X
- Fighting Skill: XXXX
- Dialogue/Voice: His original voice actor, Rick May.
- Intro: He lands at his starting position from high above, causing a small smoking crater to appear at his feet. The Soldier then takes out his shovel and brandishes it threateningly at the other side.
- Taunt: Soldier stands at attention and holds his hand up at his forehead, giving the universal sign for “Loser!” He sometimes says “MAGGOTS!” or “Cuh-rit!” while doing this taunt.
- Starting quotes:
- “I joined this team just to kill maggots like you!”
- “SCREAMING EAGLLLLES!!”
- “Last one alive, lock the door!”
- “Each and every one of you will be sent home to your momma IN A BOX!”
- Vs. Shuma-Gorath: “ALIEN COMMIE SCUM!”
- Vs. Magneto: “Is that a soon-to-be dead NAZI I smell?”
- Vs. Haggar or Captain America: “Finally, a TRUE American!”
- Starting quotes from...
- Shuma-Gorath: “Patriotism… such a useless concept.”
- Magneto: “An ignorant fool wishes to die here? So be it.”
- Unique Call Names/Tag Out Lines (from other characters)
- Spider-Man: “Solly!”
- Hulk: “Crazy Man!”
- Victory Animation: Soldier’s bloodlust causes him to go berserk and run off screen, screaming like a madman and attacking a bystander that accidentally gets in his way with his shovel.
- Victory Animation Quotes
- “You have been subjected to an all-American BEATING!”
- “Time to inform your next of kin!”
- Vs. Magneto: “Ich bin I JUST KICKED YOUR @$$!”
- Vs. Jill: “You cannot run from me, my gun is FASTER!”
- Opposition Victory Animation Quotes
- Magneto: “There are no words to describe how you disgust me.”
- Ghost Rider: “Your delusions have led to your damnation.”
- Captain America: “Never was one for jingoism.”
- Win Quotes:
- “You maggots cannot handle the power of the American SpiritTM!”
- “Another fine day of killing Commies.”
- “Go back to your worthless work camp, COMMIES!”
- Vs. Iron Man: “What will you make next, a diaper changing station?”
- Vs. Ghost Rider: “You cannot burn me. I am already ablaze with passion for WAR!”
- Vs. Viewtiful Joe: “I just tore you a new chimney, Smokey Joe.”
- Vs. Rocket Raccoon: "Stop hiding behind your little toys AND DIE LIKE A MAN!"
- Vs. A team of Phoenix Wright, Shuma-Gorath, and Deadpool: “You are a spineless worm! YOU are a freak of nature! YOU ARE WALKING VOMIT!”
- Opposition Win Quotes
- Rocket Raccoon: “There can be ONLY ONE MADMAN HERE! Or in this case, raccoon.”
- Phoenix Wright: “I believe you’ll be pleading insanity?”
- Deadpool: “Take that crapcake I made for you and EAT IT, you crowbar-swinging dummkopf!”
- Captain America: “Patriotism isn’t about attacking whatever you dislike. It’s about doing your best to defend your country.”
- Haggar: “If it weren’t for your weapons, I’d have thought you were some Mad Gear thug.”
- Health: 1,000,000 health.
- Mobility: Single average jump, with average weight and somewhat slow walk speed.
- Overall Offense: Soldier can do average damage from most parts of the screen, but he excels in taking aerial foes down and raining hell himself with his directable projectile (more on that later). However, he isn’t too mobile without his damaging Rocket Jump, requiring him to direct his enemies right into his hands. Or use assists.
- Dash: Similar to Chris’s dash.
- Air Dash?: No air dash.
- Block: Soldier holds his Rocket Launcher in front of him in order to deflect attacks.
- Standing Light Attack: A quick jab with the shovel at neck level.
- Standing Medium Attack: A simple front kick.
- Standing Heavy Attack: A backhanded swing with the shovel.
- Crouching Light Attack: A stab at the shins with the shovel.
- Crouching Medium Attack: Solly completely fails to realize how a pickaxe should be used, shoving the Equalizer diagonally upward. Good as a relative anti-air against similarly slow characters.
- Crouching Heavy Attack: Soldier sweeps his rocket launcher along the ground in front of him, knocking over anybody unfortunate enough to be in range. Above average range and damage, but it’s pretty slow.
- Aerial Light Attack: Almost identical to the standing version, but in midair.
- Aerial Medium Attack: Soldier headbutts his opponent (or the air, if he misses). High hitstun, but absolutely crappy range. This move will be used to wallbounce if a sideways Aerial Exchange is activated.
- Aerial Heavy Attack: Solly does an uppercut with his shovel. This move will be used if Soldier decides to knock someone upward using an Aerial Exchange.
- Standing Special: Soldier shoots a rocket diagonally downward, it blowing up right at his feet, sending opponents high into the air if the explosion connects.
- Aerial Special: Solly heaves his Rocket Launcher in a mighty downward smash, sending an unfortunate foe crashing into the ground. This move will be used if Soldier decides to slam an opponent into the ground using an Aerial Exchange.
- Grab: Solly forces the opponent on their knees by slamming their face into his knee, then knocks them away with a Shotgun blast to the face. In the air, he simply tosses them away using the Shovel.
- Command Attack ⇒ +M –“Jumper” Cable: Solly swings downward with what appears to be his Rocket Launcher; however, a bright orange paint scheme reveals this weapon to be the Rocket ‘’Jumper.’’ As such, it deals little damage, though it is useful as an overhead.
- Command Attack ⇓ + H (air only) – Das Boot: Soldier stomps down upon the hapless opponent, with a small gleam coming from his boots revealing that they are the set known as the Mantreads. This stomping command normal can be held to keep its hitbox out longer, and its damage is based on how long Solly is in the air before he lands. Caution must be taken, however, for if he doesn’t land on his opponent and doesn’t end the stomp before he hits the ground, he’ll take the damage that his opponent would have taken had they been successfully stomped.
- Chain Combo Type: Stronger (No clue what this means? Look here
for more info.)
Specials:
- QCF + Any – Rocket Launcher (Air OK): Normally, Soldier simply fires his Rocket Launcher forward at a predefined trajectory: diagonally downward for Light, straight ahead for Medium, and diagonally upward for Heavy. These trajectories do not change when used in the air. The rockets themselves are similar to those of Nemesis. When a rocket hits the ground, the explosion it causes can knock somebody up into the air for some juggling. This tactic also hits OTG. However, when any attack button is held down, Solly braces himself for repeated fire. As long as the button is held down, the player controlling Soldier can launch a rocket in any of the 8 cardinal directions by attempting to move him in the respective direction. This can even be done in midair. However, only 4 rockets can be fired in this state before Soldier has to reload, leaving him vulnerable to counterattack. If Soldier fires a rocket directly downwards while on the ground, he’ll go directly into a medium Rocket Jump (to be explained below). The Low version is his Alpha assist.
- F,D,DF + Any – Rocket Jump: Solly shoots a rocket directly under his feet, propelling himself upward in a fiery tackle. He gains a fiery aura during the ascent that deals multiple hits, similarly to Ken’s Shoryuken. However, the individual hits are quite weak, and Solly himself takes a small amount of red damage when he uses this move and isn’t interrupted before the rocket is fired. This anti-air is unique in that Soldier can move horizontally during ascent, similarly to how characters could move horizontally during a super jump in previous Vs. titles. During the descent, the attack buttons can be used to fire more rockets, as long as Solly hasn’t fired 4 already. The button used determines the height of the leap and windup time: Light is the fastest, but can just barely hit characters at the top of a regular jump; Medium is slightly slower, but can easily hit fliers or double jumpers; Heavy is one of the slowest anti-airs in the game, but it’s also one of the highest reaching, for it can hit opponents that are super jumping. The Medium version is Soldier's Gamma assist.
- QCB + Any (Air OK) –Shotgun Blast: Soldier takes out his shotgun and fires at an angle that is determined by the button, similarly to Deadpool’s Trigger Happy. The shotgun blast itself is somewhat similar to Chris’s shotgun command attack. However, Solly’s shotgun sacrifices spread and pellets for range; it can hit from 3/4ths of a screen away, but only fires 8 pellets, though the damage per individual pellet is higher than Chris’s shotgun. The Medium shotgun also wallbounces at point blank range. The Medium and Heavy shotguns are perfect for juggling someone who’s been knocked into the air by the Rocket Launcher. The Medium version is Soldier's Beta assist.
HYPER COMBOS
- QCF +2x Any – Rocket Frenzy: During the startup of this Hyper, two rocket launchers, the Black Box and the Liberty Launcher, fall from the sky towards Soldier’s position. Once Solly grabs them, the super flash begins. However, the bazookas fall quickly, so beams and very fast moves are recommended to knock Soldier out of his Hyper. Said Hyper has him brandish both rocket launchers at once, firing them with a punching motion to counter the recoil. Each rocket launcher is fired twice in an alternating pattern, then both launchers are fired simultaneously, knocking the foe into the air. At this point, the two rocket launchers disappear, as a third drops from the sky: the Direct Hit. Soldier then shoots the Direct Hit upwards to slam into the airborne opponent. This marks the end of the Hyper. Each rocket launcher used has unique effects: the Liberty Launcher’s rockets travel faster than normal, the Black Box slightly heals the Soldier’s red health when its rockets hit, and the Direct Hit does the most damage out of the three. This Hyper will be used for Crossover Combinations.
- QCB + 2x Any – Buff Banner: The Buff Banner appears on Solly’s back during the super flash. He also plays a distinctive bugle call that varies based on the whether Soldier is played by Player 1 or 2. He then belts out a battle cry, which could be: “Charge!”, “ATTACK!”, or “Give ‘em hell, boys!” The bugle call summons a powerful effect: the entire team deals 25% more damage. However, the Buff lasts only 25% longer than Zero’s Sougenmu, and it stays on after switching out.
- F, D, DF + 2x Any – The Great Equalizer (Level 3): Solly charges toward his foe, holding his Rocket Launcher in a way that echoes Captain America’s Charging Star. If he hits with this initial charge, he begins a cinematic autocombo. During this autocombo, Soldier hits his foe a couple times with the Shovel before backhanding them. He then takes out his Equalizer and goes to town on the enemy, the last uppercut knocking his foe into the air. For the finale, Solly Rocket Jumps upward, removing a grenade from his bandolier and pulling its pin out in the process. He then punches the grenade into the foe’s stomach, where the grenade explodes, sending Soldier flying into the ground and his enemy even further upward. The total damage of this Hyper (mostly condensed in the grenade’s explosion) is based on Solly’s red health, if any, similarly to Nova’s Gravimetric Blaster. Said explosion also removes any red health Soldier has along with 10-15% of his current health. However, the health loss may be worth it, for with large amounts of red health, The Great Equalizer pales only to Phoenix Wright’s Level 3 Hyper in damage.
edited 25th Mar '12 9:15:07 AM by DragonGeyser
Lampshade Hanging: It's a lifestyle.edited 24th Mar '12 2:51:19 PM by MetaSkipper
Artificial Intelligence is no match for Natural Stupidity.
The Chew Toy of Gaming
How fitting that our two movesets for the same character follow the same general theme, but with differing specifics.
Lampshade Hanging: It's a lifestyle.@ Meta: Ok, finally got around to it.
I'll start with Mario:
First off, with his Heavy attack (the Hammer Side Swing), I'm curious. Is it just a horizontal swing or does Mario swing his Hammer in an upwards, golf-like arc? As for the Breakdance Sweep Kick, given its properties, I wouldn't be surprised if its hitbox could attack opponents who somehow end up behind him. (I know, it'd be very situation since it hits low, but it's something to keep in mind.) And I take it that his Air S is his Meteor Smash from SSB?
Now for Command Attacks... Since you didn't specify, I'm assuming Ground Pound and Explosion Palm have no special properties, right?
It looks like you fleshed out his specials a bit. I see you didn't take me up on the Superball suggestion, but that's fine.
To clarify, how long does an opponent roughly stay frozen for when hit by an iceball?
I like how his Heavy Mario Tornado functions like it's a jump of its own. Since it launches him into the air, is he able to follow up with his double jump afterward? And on the matter of FLUDD, if the charge vertical version thrusts Mario into the air like a jet, how would it deal damage to anyone unless they were standing behind Mario?
The ? Block is an interesting addition. Sounds like one of those high-risk, high-reward gambles. If I'm interpreting this correctly, if he takes even one hit after receiving a Super Mushroom or other power-up, he immediately is bumped down a level?
All in all, I think he exudes that solid, jack of all trades feel you were aiming for.
Moving on to The Gun...
Took the whole Glass Cannon idea and ran with it, eh?
Can he die from chip damage? You pretty much have him faring poorly in all areas besides attack power, so I think you should at least give your character something of a buffer zone by forcing the opponent to have to land a clean hit.
He sounds like he's situated somewhere between Lethal Joke Character and Difficult, but Awesome due to threat of him being able to off his opponents in one go, but being liable to the same thing since his health is so comically low. And yeah, I could see him as a zoner.
Question: do his assists retain the ability to score OHKOs?
"Just wants a friend but had to give up his ding dong for it, tragic." - AngelLightStarThanks, man. I'm a bit busy, but I'll get my responses to you.
EDIT: HERE WE GO!
His hammer swing's a horizontal swing/sweep. And yeah, his Air S is his Fair from Brawl.
Yeah, nothing out of teh ordinary fro them.
I guess they stay frozen for about a second or so? Dunno, balance issues.
No, the upwards H.Tornado takes up both jumps.
If teh water stream is shot downward, then if the opponent is under Mario, then it will hit them.
Yes, after powering up, if he takes one hit, he gets knocked down one level.
Onto The Gun:
I actually was thinking about it, now that you brought it up. I'm not sure actually, to be honest, if eh should or shouldn't take chip.
I was thinkg about hsi assists being OHK Os as well. Same, not quite sure what would eb balanced.
edited 27th Mar '12 7:32:56 PM by MetaSkipper
Artificial Intelligence is no match for Natural Stupidity.A SSBB set for Sly Cooper:
Basic Info:
- Height: As he's typically in a crouching stance, his standing height should be a bit taller than Wario.
- Weight: Light
- Multi-Jump?: 3 Jumps.
- Intro
- Taunt1
- Taunt2
- Taunt3
- Stage: Clockwerk's Arena (Volcano/Lab area from SC 2)
- A: Swipes(Combo OK)
- Side A: Charges and spins twice
- Down A: One hand handtand with spinning cane
- Up A: Thrusts his cane upward
- Grabs
- B - Bentley Absorbtion Device
- Side B - Dive Roll
- Down B - Tail Bomb
- Up B - Grappling Hook
- Final Smash - Power of Three
Assist Trophy - Carmelita Fox
edited 27th Mar '12 1:12:53 PM by Wolfenmaus
Hate Lives In A Small Town, and if you're Almost Human, it'll lead you To The Bottom Of The Sea.

No problem. Patience is a virtue... seldom found in women, never in men.
Artificial Intelligence is no match for Natural Stupidity.