When I said Valve Time, I wasn't kidding...
- Name: The Engineer (Dell Conagher)
- Series: Team Fortress 2
- Occupation: Mercenary
- Abilities:
- Weapons: Shotgun, Pistol, Wrench, Buildings
- Profile:
- Theme: More Gun
- Health: 750,000
- Mobility: Average walk, dash, jump
- Offense: Campy, zoning tactics
- Voice:
- Intro: Strums his guitar, then puts it away.
- Taunt: Dances.
- Match Start Quotes:
- You and me, hoss.
- Dash: Average
- Block: Holds up arms
- Normals
- Standing
- Light:Side wrench swing
- Medium:Overhead wrench swing
- Heavy:Stronger overhead wrench swing
- Crouching
- Light:Side wrench swing
- Medium:Downward wrench swing
- Heavy:Heavier downward wrench swing
- Air
- Light:Side wrench swing
- Medium:Diagonal wrench swing
- Heavy:Downward wrench swing
- Specials
- Ground/Launcher:Throws up (Think kinda like Hulk's launcher in motion), very short range
- Air/Meteor Smash:Smashes wrench down
- Command Attacks
- Forward+Atk:Secondary
- Light: Downward diagonal shot
- Medium: Forward shot
- Heavy: Upward diagonal shot
- Forward+Atk:Secondary
- Standing
- Specials
- QCF+Atk: Shotgun (similar to Chris' medium gunshot)
- Light: Downward diagonal shot, OT Gs
- Medium: Forward shot
- Heavy: Upward diagonal shot
- DPF: Build Buildings
- Light:Teleporter Entrance
- Medium:Teleporter Exit
- Heavy:Dispenser
- Special:Sentry Gun
- DPF: Destroy Buildings
- Light:Teleporter Entrance
- Medium:Teleporter Exit
- Heavy:Dispenser
- Special:Sentry Gun
- Atk+Spc: Haul Buildings
- All: While facing a building, you may carry the building. You may not attack and move at 75% speed. Do the input again to put the building down.
- Dwn Dwn+Spc: Changes Secondary
- Switches the weapon used during Forward+Atk.
- Pistol: similar to Chris' light gunshot
- Wrangler: Allows you to manually aim/fire Sentry Gun. Uses up ammo twice as fast.
- QCF+Atk: Shotgun (similar to Chris' medium gunshot)
- Assists:
- Medium Secondary Fire()
- Heavy Secondary Fire()
- Medium Shotgun()
- Hypers:
-
- Light:
- Medium:
- Heavy:
edited 26th May '12 11:47:31 AM by MetaSkipper
Artificial Intelligence is no match for Natural Stupidity.Someone wanna try to make a Isaac build for MVC?
Hate Lives In A Small Town, and if you're Almost Human, it'll lead you To The Bottom Of The Sea.Here's my best attempt. I'll only be showing B button moves, however:
Animal Crosser: From Animal Crossing
Appearance: He's based on the design shown in the Animal Crossing 3DS trailer, where they shown him sneaking up on a bug with the bug net.
B Button: Net Whack: Swings his bug net.
B Up: Umbrella Uppercut: He whips out a random umbrella which takes him up a bit. He then floats down until he hits ground, or gets a ring out.
B Side: Axe Swing: Swings his axe, Kirby hammer style.
B Down: Cast Away: Swings his fishing net down on the ground. If on the ground, works as a psuedo-Scorpion "Get Over Here" move.
Final Smash: Literal Crossing: The bus from City Folk comes from the sky, and he enters. It works like the Landmaster, but he can't shoot. However, it's stronger than the Landmaster.
Enterance: Comes out of a house, which then dissapears in a puff of smoke.
Victory Poses:
1. Does a dance like when you pay off your debt.
2. Squats down for a few seconds, then freezes in mid-air in a hopping style.
3. Puts a bed on the ground, and he hops in and sleeps!
Defeat: Claps like usual.
Victory Music: The beginning of "Go K.K. Rider plays", then ends with a guitar twang.
Is this good enough?
edited 18th Apr '12 3:08:56 PM by DiurnalBrocolli
Just floating around...I will soon post my Isaac build so watch it.
Hate Lives In A Small Town, and if you're Almost Human, it'll lead you To The Bottom Of The Sea.![]()
I'm not really a Animal Crossing guy, but what I see looks fine.
Megaman EXE movelist for UMvC3. There's a bit of a random factor and I'm thinking of ways to remedy that a little, but hey.
Mega Man EXE
Stats and Abilities
Stamina: 850,000
Dash: Fast, travels a 3rd of the screen. Can wave dash.
Heavy normal projectiles can be chained into and out of.
Has three slots above Hyper gauge used to gain Battle Chips with Shuffle.
Normals
• St.L – A quick jab. Has a decent hitbox. Makes for a decent anti-air.
• St.M – A forward kick. Reaches a decent distance.
• St.H – A Buster shot. Single projectile that travels quickly and does weak damage. Chargeable.
• Cr.L – A low downward punch.
• Cr.M – A straight low kick that sweeps.
• Cr.H – A low hitting Buster shot. Same as St.H, but hits low.
• Jp.L – An aerial jab.
• Jp.M – An aerial knee kick.
• Jp.H – Aerial buster shot that aims diagonally downwards. Same as St.H and Cr.H.
• St.S – An uppercut.
• Jp.S – A diagonally downward aimed burst from the Buster.
Grabs
• Ground front throw – Lifts opponent and throws.
• Ground back throw – Lifts opponent and throws.
• Air front throw – Shoots downwards with Buster.
• Air back throw – Shoots downwards with buster.
Unique Moves
• Forward + H in air – A buster shot aimed horizontally in the air
Specials
Charged Shot (Hold H and release) (in air ok)
• Changes depending on Style Change.
• In normal – A quick instant projectile. In air, hits OTG.
• In Heat Guts – A powerful punch that hits OTG.
• In Aqua Custom – Fires a multi hitting but slow Bubble.
• In Wood Shield – Fires a small twister that hits OTG.
Sword (QCB + ATK)
• Light – A quick sword strike. Can be chained into itself 3 times. Last hit can be cancelled into a Launcher.
• Medium – A single slash that reaches a long distance. Can be cancelled into L version of Sword.
• Heavy – A vertical slash that acts as an anti-air. Can be cancelled into L Sword. Jump Cancellable.
Area Grab (DP + ATK) (in air ok)
• A teleport. Has slow startup but has a hitbox. (think Super Skrull’s Meteor Smash)
• L version travels the shortest distance, H version travels the largest.
Shuffle (ATK + S) (in air ok)
• When used, gains three random chips in three slots. Chips can be used with the Use Chip move. Chips range from Common, to Uncommon, to Rare. If there are already chips and Shuffle is used, the old chips will remain.
• Common Chips
• Cannon – A quick instant projectile that does a lot of damage and causes a wallbounce (groundbounce is used in air) Air version hits OTG.
• Vulcan – A multi hitting machine gun projectile. Causes a Crumple state. Air version hits OTG.
• Minibomb – A throwing bomb that goes in an arc and causes a H.Knockdown. Explodes on contact.
• Thunder – A slow but long lasting homing projectile.
• Wideshot – A wide projectile that hits OTG and causes a lot of hitstun.
• Big Hammer – Places a stone statue that hits the opponent OTG when opponent is in range.
• Time Bomb – Places a Time Bomb which explodes and causes a H.Knockdown after 3 seconds. Hits OTG.
• Uncommon Chips
• Geyser – A water geyser tracks the opponent and attacks. Hits OTG and causes S.Knockdown.
• Boomer – Fires a curving boomerang that covers a really large area.
• Flame Line – Fires a line of fire pillars. Hits OTG.
• Moloko Rush – Three Moloko sheep charge across the screen slowly.
• Discord – Places a Discord with 200,000 health. When opponents in range, their controls are reversed.
• Air Hockey – Fires a projectile that ricochets around the screen quickly.
• Tornado – Creates a tornado. Hits OTG and causes a H.Knockdown.
• Rare Chips
• Meteors – Causes a meteor shower. Hits OTG.
• Anubis – Creates an Anubis with 200,000 health. As long as it stands, it causes a poison effect on enemies.
• Muramasa – Sword attack that deals more damage the less Health EXE has.
• Blue Moon – Blue Moon appears and fires a highly damaging laser. Hits OTG.
• Red Sun – Red Sun appears and fires several high damaging meteors. Hits OTG.
Use Chip (QCF + ATK) (in air ok)
• Use Battle Chips obtained through Shuffle.
• Light version uses the first slot chip, Medium uses the second slot, and Heavy uses the third slot.
Style Change (Down, Down + ATK) (in air ok)
• Changes EXE’s style. Resulting in different properties.
• Light – Heat Guts, much slower walk speed and cannot dash. Gains a small damage boost.
• Medium – Aqua Custom takes slightly more damage. Rarer chips become more common and Specials become more effective.
• Heavy – Wood Shield, Normals become very slow. Takes much less damage and does not take Chip Damage.
• Special - Reverts to normal mode.
Hypers
Life Sword (QCB + ATK + ATK)
• Giant energy blade that hits 3 times
• First hit hits OTG, the second causes a lot of hitstun, and the third causes a H.Knockdown.
Full Synchro (Down, Down + ATK +ATK)
• Utility Mode that lasts about 6 seconds.
• In this mode, gains Damage and Speed boost, and the next Battle Chip used with the “Use Chip” move used does more damage.
Double Hero (QCF + ATK + ATK)
• Costs 3 meters.
• Projectile that leads into a cinematic attack.
• Mega Man EXE and Proto Man EXE team up for a massive damaging attack.
• Has Invincible Startup.
Assists
• Alpha – Charged Shot (Normal Style)
• Beta – Sword (done twice)
• Gamma – Sword H (Widesword)
Alternate Colours
• Light red and Pink (Roll EXE)
• Yellow with red highlights.(Guts Man EXE)
• Brown with gold highlights (Glide EXE)
• Camo armor (Search Man EXE)
• Black with yellow and brown highlights (Bass EXE)
Alternate Costume
• Starforce Mega Man.
edited 28th Apr '12 7:34:35 AM by LatverianBadger
"Shake the dust." - Anis MojganiI'm trying to put together a move-list for Dart
from Legend Of Dragoon if he were playable in Playstation All Stars Battle Royale.
While I do have a button map available
, I don't have the game in my hands, meaning I'm not privy to the little nuances, so I'm mainly assuming here. If you're not sure of the game's mechanics, our trope page should give a pretty clear idea. Anyway, here it is:
- Square, pause briefly = Double Slash
- ⇒ + Square, Square = Burning Rush
- Square, Square, Square = Volcano
- Square, Triangle, Triangle, Square = Crush Dance
- ⇒ + Square, Triangle, Square, Triangle, Square, Square = Moon Strike
- Press Circle during any combo to end it immediately.
- If you press Triangle in perfect timing when the final Addition hits, you’ll gain a lot of AP.
- ⇒ + Circle = Burn Out
- ⇐ + Circle = Gushing Magma
- ⇑ + Circle = Psychedelic Bomb X
- ⇓ + Circle = Spirit Potion
- Throw = Madness Hero
- Level 1 Super = Blazing Dynamo
- Level 2 Super = Burning Wave
- Level 3 Super = Dragoon Spirit of the Red-Eyed Dragon
- (while in Dragoon-form) Square
- (while in Dragoon-form) Triangle = Explosion
- (while in Dragoon-form) ⇒ + Triangle = Flame Shot
- (while in Dragoon-form) Circle = Final Burst
Legend of Dragoon's main form of melee attacking is a series timing-based Action Commands called Additions in which the player quickly hits the Cross button in rhythm with the strikes. Once an Addition is completed the character will automatically use a powerful finisher while shouting the name of the attack. I thought a good way to transition this into fighting terms would be to make Dart deeply combo-heavy, despite the speedy, aerial style of gameplay. When Dart completes an Addition without missing a single hit on one or more targets, he'll add a final blow which will drain a good amount of AP from the opponent(s). As is mentioned above, this effect can be further increased by pressing the Triangle button with exact-second timing of the automatic strike. This is my way of bringing in the rhythm-style mechanic that additions have in Dart's home series without devaluing his combos by making them predictable.
Anyway, all his Additions can be seen here
.
I've heard that while the Square and Triangle buttons are usually used for combos, the Circle button is primarily for long-ranged attacks. Since LoD is a turn-based RPG, it doesn't have many of these, so I've made it Dart's item button, since combat is mainly divided by Additions, Dragoon-transformations and Items.
Obviously some of his attacks would have to parred down, sped-up or given a certain amount of range to fit a fighting-game format, but I think this set-up could work.
P.S: I did find some characters resembling Triangle and Square, but they won't appear on this forum for some reason (like this for instance ). So I decided to go with a theme by naming X and O "Cross" and "Circle."
edited 11th May '12 3:37:06 PM by Alucard
@ Meta Skipper:
My apologies, comrade. Had some other stuff on my plate this week.
Here's my response to your build for the Soldier.
To start things off, I'm assuming that all of Soldier's diagonal command attacks and specials can OTG, right?
Oh, and did you include a launcher and Air S for the Soldier?
So, if I'm understanding Rocket Shot correctly, since you can fire up to four rockets in a row, the input would be something like QCF x4? Can the shots be delayed in any way or is it just continuous fire?
Rocket Jump seems like a good mobility trick to keep opponents on their toes. Does the explosive radius of the missile itself damage the opponent while Soldier is being launched? It sounds like it would based off of the general description of the rocket launchers, but I'm just making sure. And how far does the rocket jump carry him? Does the distance traveled changed based on button strength? The medium version sounds like it could be good to catching someone trying to attempt a crossup.
The Rocket Launcher and Melee Switch moves are good ideas (I take it Soldier starts off with the shovel and standard rocket launcher). The Equalizer making the Soldier more nimble and formidable as his health drops sounds interesting. Kinda like how Space Invaders speeds up the closer you get to clearing a wave.
For Motivation, the health recovery has me a bit confused. Is it healing 35% total or 35% of the last attack/combo delivered to Soldier? And the 10 seconds for the buff is real time (excluding when the Soldier is sidelined), yes?
Two questions about Kamikaze: Is the opposing player able to avoid the explosion? Can the Soldier do anything besides move around when it's activated?
"Just wants a friend but had to give up his ding dong for it, tragic." - AngelLightStarNo, only the rockets can OTG. However, hitting an opponent in the air with a rocket will "relaunch" them in the air, though it doesn't count towards your maximum relaunches in a combo. Getting hit with a rocket on the ground also does not count towards the relaunch count; only a standard launcher will.
Yeah, just added a air and ground S.
Actually, I was thinking the input would be QCF+ATK, ATK, ATK, ATK, although I suppose you could do the input QCF+ATK, QCF+ATK, etc. if you wanted some delay.
Yes, the rockets will deal splash damage if an enemy is too close while you RJ. The upward one is roughly a super jump, the medium and heavy are almost halfscreen.
The soldier does start witht eh standard RL and Shovel.
35% measn 35% of damage dealt numerically is healed. I.E. The Soldier deals 1000 damage, he heals 350 HP. The timer does pause while the Soldier is off the field, although the effects are still active. It's 10 Marvel seconds, not real seconds.
Once Kamikaze is activated, the Solider cannot move nor attack, although he can call assists and be pushed. The hyper covers a radius length of Hulk's width. Opponents can simply stay out of the blast radius, or block, although they will take a lot of chip damage. It's best used in a DHC with characters who's projectiles stay active even when they're off the field since the opponent will stay in hitstun while the Soldier attacks.
COMING SOON (VALVE TIME)... MEET THE ENGINEER.
(Question: When using things like land mines, suppose the following: A mine is placed in the left corner, and both characters move towards teh right wall. Does the mine stay on the screen until it disappears, or does it just disappear from sight, but is still active? Need to know because the Engy uses static buildings)
edited 21st May '12 6:45:34 AM by MetaSkipper
Artificial Intelligence is no match for Natural Stupidity.
The Chew Toy of Gaming
Most of the times I've played a fighting game character that creates a long-term object to assist them (read: Ms. Fortune in Skullgirls), the object that is created is simply scrolled off screen, yet still active.
Hmm. I like the Dart build, but maybe you should make basic strikes reflect personality?
Hate Lives In A Small Town, and if you're Almost Human, it'll lead you To The Bottom Of The Sea.Well, Dart is a serious, lonely guy. Maybe you have his dialogue (Or whatever substitutes for it)bring it out? I'm a big fan of Lo D, so I might just be being snippy.
Hate Lives In A Small Town, and if you're Almost Human, it'll lead you To The Bottom Of The Sea.Well, the other characters don't say much besides "This should come in handy" (when picking up an item) or "This time I won't lose" (when reviving). They're pretty quiet even during their victory animations.
One thing I have realized though is how impossible it would be to make him effective as an aerial fighter, because LOD doesn't have much in the way of jumping.
Well, I've been thinking of colors for both Chuck Greene and Wasp, and I've come up with some ideas:
Chuck:
- DLC color: To contrast Frank's DLC color, Chuck would have the Dr. Wily mask from Case West, a lab coat, brown shoes and a white shirt.
Wasp:
Color 1/Default: Wasp's main outfit would be the black suit with the Yellow plates that was the most recent.
Color 2: White suit with sky blue plating, boots and gloves.
Color 3: Red suit, yellow plating, boots and gloves.
Color 4: Grey suit, hair and plating, red shoulders, boots and gloves, yellow skin, green eyes - the space suit from Avengers Earths Mightiest Heroes.
Color 5: Purple suit, gloves and plating, dark purple boots, skin color arms.
Color DLC: the classic outfit.
In addition: I'll be updating the movesets for Chuck, Wasp, Proto Man and Professor X in four separate posts.
edited 7th Jun '12 2:04:38 AM by TechPowah
The New Age of Awesome is here! Not even the sky is the limit!
The Chew Toy of Gaming
I'd say that he'd have a super for each gem that, when used, would give him a different buff and enable one of his classic supers depending on the gem activated (done using the same input as the super that activated the buff to make things simpler). A level 3 super would activate all five gems at once and potentially give him a really strong level 2 as a finisher/meter sink (because it's unlikely he'll be able to build any more meter at this point).
Lampshade Hanging: It's a lifestyle.

Well, I'm gonna try to make a Smash Bros. moveset for Andy from Advance Wars. Trying to make a fighting game moveset for a character you never actually control directly is proving quite a challenge, as I've only figured out two specials and a Final Smash. I also haven't played an Advance Wars game, so that's an extra barrier there. any help would be awesome.
Anywhoo, here's what I got so far:
Andy
Intro: Andy drives from the left in a Tank like on the first AW's cover, leaps out, then reaches his hand back into the tank for his wrench.
True to form, Andy would have medium weight, speed, power and swim time. He would have the basic two jumps, with good air on each. The main quirk about Andy is that he can heal himself without items, mimicking his CO Powers from the source games. Can't wall jump, but can crawl.
Specials:
edited 16th Apr '12 2:35:14 AM by TechPowah
The New Age of Awesome is here! Not even the sky is the limit!