I just wanted to bump this thread, because I've made significant changes to my above post. I basically compiled all my thoughts on Smash Bros' roster potential there, so if anyone has any thoughts on any of it, I'd love some feedback.
Edited by wanderlustwarrior on Nov 19th 2020 at 2:48:22 PM
The sad, REAL American dichotomyDelta Fighters are a really cool idea. I like the diversity in your Delta fighter ideas, especially for Dixie Kong.
On a similar note, I had some ideas for a moveset for Bob, but now I feel stuck. I guess it would be more logical to make movesets for each AC personality type and have the alt costumes be each villager of that type (for example, making my Bob moveset into a generic "Lazy Villager" moveset), but part of me really wants it to be Bob specifically. Check out this fancast I made! Any votes would be greatly appreciated!
Is it weird that my first thought when I read "Bob" was Bob from Tekken? My second thought was this 1.5 hour history of the name Bob in American sports. I've never played Animal Crossing.
Any thoughts on the Links? Specifically, if swapping out Young Link's bomb for the Ocarina is a good idea, or if the design concept is bad, or if I should keep the bomb as is. I'd like for Young Link to do more than just reference exactly one game.
I'm not at all set on how I'd handle a Medusa Delta Fighter. I've previously heard people say she could work as an Echo Fighter for Palutena, and watched a couple Medusa boss battles for reference. They didn't seem that similar, but I'm probably missing some context.
Yeah, I'm kind of proud about how Dixie turned out. I realized quite some time after my initial concept that there's probably a move in the game that's more reflective of who she is than the Peanut Popgun. So I watched some gameplay footage for her, and the Kong Karry just popped out. This would just give her an attack throw, like Diddy has, only assigned to a different move.
Edited by wanderlustwarrior on Nov 30th 2020 at 11:03:09 AM
The sad, REAL American dichotomyI think the Ocarina is really cool! I like how it makes his moveset more diverse, while adding another element from the games.
TBH, I haven't played Animal Crossing either. But Bob is involved in this meme. My idea is to combine elements from the games (that I can find on the wiki) with elements from the memes about him, and make him kind of a Lethal Joke Character.
Also, I haven't forgotten your advice for my Dr. T moveset. I'm still thinking about ways to make his moveset more unique.
Check out this fancast I made! Any votes would be greatly appreciated!Echo Fighters for Bowser Jr of all the Koopalings. The main difference is that, instead of a cannonball for their Neutral B, they all have a unique projectile from their magic wands. They also vary slightly in weight.
- Larry shoots a light blue fireball that can be angled and has a weight of 104.
- Roy shoots a magenta fireball with fast start-up forward and has a weight of 109.
- Wendy shoots a ring downward that bounces off the ground, walls, and platforms, and she has a weight of 106.
- Iggy shoots a fast-moving green fireball forward and has a weight of 107.
- Morton shoots an orange fireball that travels along the ground, like Pikachu's Neutral B, and has a weight of 110.
- Lemmy shoots a bouncing ball that does no damage but does have knockback and has a weight of 103.
- Ludwig shoots 3 dark blue fireballs at once in a spread and has a weight of 105.
It occurs to me in my removing a third option I'd previously considered, I've now left only two possible options. Maybe I should just remove one, explicitly label the move Song of Double Time, and give it the exact functionality of Palutena's Lightweight custom. But would that heavily imbalance things?
The sad, REAL American dichotomyfirst time here after lurking, since i had no idea who to make a character.
Artix Entertainment games gave a good deal of joy to me and my dad so i threw together this moveset
Artix Von Krieger (shortened to Artix)
Artix is a jack of all trades with a focus on defense- while his speed is lacking, his above-average weight and recovery allows him to last longer than more fragile characters, having access to a guard move and the ability to spend their SP bar to fire off stronger versions of their specials for offense.
Gameplay Data
Attributes:
- Speed
- Weight: Near Charizard and Incineroar's level, with 116 points of weight.
- Frame data notes: His specials animations stall for a brief time in startup if they're charged up.
Movement Abilities: Pretty lackluster- he does have a wall jump, but it's not that good.
Special properties: Artix is accompanied by a SP bar- it allows him to enhance his specials for a price like Hero's MP bar, but it increases by taking damage and over time like Joker's Rebellion Gauge.
Move list:
Neutral
- Jab: A punch...
- Jab 2/3: ... followed by a kick then a swipe with their axe.
- Jab infinite: Keeps punching. If it connects, then it does the 2/3 jab.
- Dash Attack: Slices their axe across the air.
- Wake up: Swipes their axe in a circular motion as they get up.
- Ledge: Slams their axe onto the stage and flips on it.
Throws
- Grab: Grabs their foe with one hand, leaving his axe free to strike.
- Pummel: Hammers the foe with the handle of their axe.
- Forward: Slices upward, before slashing downwards. A combo throw intended for off-stage shenanigans.
- Back: Grabs onto the foe with both hands, before throwing them to the side. Kill throw.
- Up: Uppercuts the foe. A combo-chain throw.
- Down: Uppercuts the foe, then slam them down with the axe. Kill throw.
Tilts
- Forward: Swings their axe. A pretty basic move, but it can be tilted to change its results.
- Tilting it downwards sends the foe flying up.
- Tilting it upwards turns it into an upper slash, ala Little Mac's forward smash.
- Up: A slash upwards with their axe. Useful for juggling.
- Down: Sticks their leg out. Intended for shield poking.
Smashes
- Forward: Slams down their axe hard, creating a blast of fire upon impact! Knocks back horizontally.
- Down: Spins with their axe, while igniting their cape with holy fire to cover the other side. Not as strong as Forward or Up, but covers a much bigger area.
- Up: Causes a bright explosion above Artix, serving as a solid anti-air. Up Throw combos into this.
Aerials
- Neutral: Kicks on the air, turning his whole body into a hitbox for a little moment as a 'get off me' move.
- Forward: Positions himself, then bring that axe down on any poor soul that just so happens to be there. A spike move, its effect taking place right after the axe is swung, kind of like the Knee.
- Back: Slashes the Blinding Light of Destiny behind him.
- Up: Slices above him.
- Down: Slices the axe downwards- while the hitbox is thinner, its taller compared to F-Air. Its intended to spike your foes below you.
Specials
- Neutral: Resonant Smite, a focused cluster of holy light thrown forward like a Hadouken. Charged, it turns into Sunscale's Legacy, a light dragon's fireball which explodes, hitting thrice and improving the hitstun it causes for 30% SP.
- Forward/Back: Righteous Surge, a furious dash. Charged, it turns into Redeemer's Might, a spinning dash attack that hits twice, increasing its damage and slowing his fall if mid-air. Charging costs 25% SP.
- Up: Prismatic Strike, an uppercut that lets Artix act mid-air if it hits. It can be charged into Crusading Strike, increasing its damage as usual, giving it 3 hits and it goes up MUCH higher. Charging costs 30% SP.
- Down: Barrier Of Sanctuary, the aforementioned guard move. Artix summons a shield- while the shield is summoned, he tanks 2/3 of the damage he would take, alongside doubling his SP gain from taking damage, similarly to Joker's guard move. He can also extend the counter's duration to a max of 3 extra seconds, which slowly drains his SP bar, to a max of 40% SP.
Final Smash: Ultimate Light Combo Attack!!!
- Artix dashes forward, similarly to Critical Hit- but if caught, Artix starts repeatedly slashing the unfortunate person who got caught- before the final blow, Artix charges up his axe as we're treated to a sight of all the spirits he commands gather up into the axe. Artix then brings the axe down, destroying the caught opponent with a pillar explosion of light.
Character Details
Character Series Icon: A dragon, based on the Artix Launcher's logo.
Stage: Battleon
- Description: Its the town of Battleon! As the sun sets, the undead rises and the forces of evil start attacking. Warlic will come out of his shop to aid in the battle against evil, while the town's other inhabitants like Yulgar or Aria spectate the fight at daytime.
- Special Features: Arrows and spells galore rain down on the stage while at night, alongside the undead rising from the ground! Defeating the undead will make the night phase go faster.
Stage Entrance: Artix lands down, summons his axe and gets in stance.
Taunts:
- Up: Points his axe upwards and screams "Battle on!"
- Side: Puts his axe over his shoulder and points at the camera.
- Down: Plays with his dog, Daimyo! It can be held to keep petting the good buppy whOS A GOOD BOY??
KO scream: The Big "WHAT?!" based on him discovering that he's the champion of darkness.
Stamina KO: Sinks into the ground, like how he does when he's defeated in Dragonfable.
Victory screen:
- Slays an undead, and then raises his axe upwards.
- Slices through the air, before putting the axe over his shoulder and pointing at the camera.
- Pets Daimyo, before lifting him up and placing on his shoulder.
Classic Mode: Lets Slay Some Evil! You guessed it, villain beating galore! - Artix fights through the hordes of evil to strike down the enemy. Stamina-based, like how Artix games are RP Gs, with Artix having massive HP compared to the many enemies.
- STAGE 1: Zombie Costume Steve Team, representing the undead that Artix regularly faces.
- STAGE 2: Charizard Team, representing the dragons!
- STAGE 3: Dark Samus Team, likely representing the Devourer's forces.
- STAGE 4: Marth in their black alt, representing Drakath. Ganondorf appears after Marth is defeated, representing Sepulchre.
- STAGE 5: Purple-alted characters, which represent the forces of Chaos.
- STAGE 6: Bonus stage! Wooooooo!!
- Boss: Rathalos. They resemble the dragon that the Artix Entertainment logo's based on, so why not cap it off like that?
Costumes
- Makes his armor pink. I like to think that he wants to have a good fight, so he handicaps himself in his weakness to do so.
- Makes his armor black, like that version of him in Gravelyn's Dream.
- Makes his armor faded out and his axe gray.
- Makes his armor green, because I like green.
- Makes his armor blue, because Blue Is Heroic.
- And makes his armor red, because red also happens to be heroic.
- ALT 1: Removes his cape and replaces his axe with a sword, like in Book 1 of Dragonfable.
- ALT 2: Makes his outfit red and dons him with a sinister helmet, with the axe now red, based on his possessed form in an anniversary event.
Edited by Awe921 on Dec 1st 2020 at 2:16:42 PM
I don't think it would be too imbalanced.
That is so cool! I think it's really cool that you have such a personal connection with the game, and I think you did a great job with the whole moveset. Down Taunt is best taunt.
Okay, here we go! This was somewhat hard, and I want to flesh out the Down Special a little more sometime later, but I am excited to show this.
- Franchise: Animal Crossing
- English Voice Actor: None.
- Palettes: Similar to Isabelle, they're all variations on his signature flower shirt: red and white, blue and white, green and white, yellow and black, orange and blue, pink and green, black and red, gold and silver.
- Stats: Bob is small and lightweight. He can run at moderate speed, but it takes him a few seconds longer than most fighters to get up to running speed.
- Entrance: Bob steps out from his ACNH house.
- Idle Animation: Bob idly swings his arms. He falls asleep standing up if left alone for too long.
- Victory Poses:
- Bob poses like a maneki-neko (lucky cat figure).
- Bob lies down in his bed and falls asleep.
Moveset
- Jab: A one-two punch followed by a kick.
- Dash: Bob gets on all fours and pounces.
- Tilts
- F-Tilt: Bob bats with one paw like a real cat.
- U-Tilt: Bob swings his Gelato Umbrella.
- D-Tilt: Bob does a tail slap.
- Grabs/Throws
- Grab: Bob grabs the opponent with a yo-yo.
- Pummel: Bob bats the opponent with his other hand.
- F-Throw: Bob hugs the opponent tightly before throwing them forward.
- B-Throw: Bob flings the opponent backwards with his yo-yo.
- U-Throw: Bob flings the opponent up with his yo-yo.
- D-Throw: Bob slams the opponent down with the yo-yo.
- Aerials
- Nair: The Kiddie Couch briefly spawns, and Bob lays on it.
- Fair: Bob swings his yo-yo forward.
- Bair: Bob swipes his tail backwards.
- Uair: Bob throws three fish into the air. They quickly disappear.
- Dair: Bob jabs down with his Gelato Umbrella.
- Smash Attacks:
- Side Smash: Bob swings the Kiddie Chair.
- Up Smash: Bob holds up the Kiddie Clock.
- Down Smash: Bob rolls out the Kiddie Rug.
- Special Moves:
- Neutral Special: Hairball: Bob does his signature "pthhhpth" and coughs up a purple hairball as a projectile. Charge it up a little to shoot a hairball with more speed, range, and damage. Charge to the max to shoot a Spread Shot of three hairballs.
- Side Special: Fishy Feast: Bob swings a lunchbox. If it connects, not only does the opponent get some damage and knockback, but the lunchbox opens, and a few fish fall out. The fish are food items that heal 2-3% damage each. 1-2 fish will appear if you use this move without charging, but you can charge it to cause more damage and get up to 6 fish. Anyone can eat the fish, but the knockback caused by the lunchbox will give you some time to eat them before the opponent does.
- Up Special: Magical Bliss: Bob reaches a sudden state of euphoria so strong that it actually causes him to magically rise up while slowly rotating. Bob is vulnerable while using this, but if you press B while it's happening, Bob will have a burst of energy around him that causes damage, but also cancels the move. If he's uninterrupted, though, Bob will keep rising to about the height of Wario's Up Special before the move ends.
- Down Special: Yo-yo Master: Bob does the "walking the dog" trick with his yo-yo, letting it roll on the ground in front of him. You can press the arrow buttons to have him do different tricks in different directions (will fill this out later.) Or press B to cancel the move. Bob is still vulnerable while doing this.
- Final Smash: No One's Around to Help: Bob dances to a condensed 10-second version of "No one's around to help." With every other beat, Bob emits a shockwave from his body that goes outward all across the stage, causing damage to anyone who touches it. Most of the shockwaves can be airdodged if you have good timing, but the last and biggest one cannot. Bob is invincible during this time because he's vibing too hard.
- Taunts:
- Bob briefly plays a Nintendo 64.
- Bob briefly plays with a ball of yarn.
- Bob dabs.
Other
- Codec
- Snake: Otacon, there's another one of those weird animals here.
- Otacon: Snake, this is Bob. He comes from the Animal Crossing world, like the Villager and Isabelle. Bob is a Lazy villager, meaning he's not super active.
- Snake: Kind of like you, Otacon.
- Otacon: I can hang up this call whenever I want to, Snake.
- Snake: Alright, sorry. So, what's he doing here?
- Otacon: Apology accepted. Despite his laziness, Bob is also quite playful, and he has ways of using his playfulness to attack. Watch out for his yo-yo, his lunchbox, and especially his hairballs!
- Snake: ...What.
- Palutena's Guidance
- Pit: Lady Palutena, this cat's smug face bothers me.
- Palutena: This is Bob. Don't worry, he's not too smug.
- Viridi: Yeah, that's the wrong personality type!
- Pit: Huh?
- Palutena: Don't worry about that. Despite his small size, Bob isn't very energetic. It takes him a little longer than most fighters to get up to his top running speed. Perhaps you can take advantage of that, Pit. Good luck!
Edited by DrNoPuma on Dec 1st 2020 at 7:56:40 AM
Check out this fancast I made! Any votes would be greatly appreciated!Great job! I love how you incorporated the furniture items, and the Final Smash is perfect.
A great Mascot Mook.aaa thank you puma! your bob moveset is pretty well done, too. love me those animal crossing fan content references.
now that i think about it, artix is kinda like a shotoclone the fireball in the form of Resonant Smite, the uppercut in the form of Prismatic Strike and the forward rush in Righteous Surge (he even spins when it's charged Redeemer's Might.)
We can do original characters, right? As long as they're relatively well known on these forums?
Edited by madface7 on Dec 2nd 2020 at 10:31:31 AM
Kumatora needs to be appreciated more. Appreciate her.Yeah, I think it can be pretty much anyone. I've done a few characters from ITT threads here in the past.
Check out this fancast I made! Any votes would be greatly appreciated!Alright then! If this hasn't been done before...
Ikei is a midweight character with a kinda high speed and slightly below average attack. He maily wields a weapon that's a combination of a pogo stick and a sword. The more Ikei takes damage, the more his eyes turn red, and he moves slightly faster and deals slightly more damage.
Franchise: The Murderverse
Alt Costumes:
- Normal (black shirt with black tie)
- Red streak in hair, red tie, red markings on the side of face.
- Black shirt with purple tie and white hair as a nod to the Admin.
- Completely black skin and clothes with green tie, as a nod to both TM Awe and his original design.
- Pink hair with a white tie, black shirt, and red pants, as a nod to Cutbug.
- White hair with a green shirt, a red tie, and blue pants, as a nod to Nagibaldi.
- Brown hair with a white shirt, grey pants, and a red tie, as a nod to Stew. (I could have put any character in this spot but I chose my own. How humble of me.)
- Bluish-white hair, white shirt, black undershirt, blue tie, as a subtle nod to Triple Inverted Dan Quayle.
Entrance: Ikei arrives on the back of a truck sitting next to Metabomb.
Idle: Metabomb spawns and taps Ikei on the shoulder, silently telling him to hurry up.
Taunts:
- summoning a flashlight that falls on his head
- waving a lockpick around
- spawning Metabomb and high-fiving them
Victory Poses:
Ikei does a fighting stance with his pogo sword, and Metabomb is briefly shown when it flashes Ikei's name.
Ikei and Metabomb both do a peace sign at the camera.
Moveset:
- Jab: Ikei slashes forward with his pogo sword.
- F-Tilt: Ikei does a slight thrust with the sword.
- U-Tilt: Ikei slashes the sword upward.
- Grab: Ikei summons Metabomb to hold an enemy still while Ikei stabs at them.
- Nair: Ikei spins around his pogo sword in a circular motion.
- Fair: Ikei jabs the sword forward midair.
- Bair: Ikei thrusts his elbow backwards.
- Uair: Ikei jabs upward midair.
- Dair: Ikei dives downward with the sword.
- Side Smash: Ikei does a strong thrust to the side.
- Up Smash: Ikei briefly summons a bucket of gravy that shoots upward and out.
- Down Smash: Ikei crouches and jabs in both directions.
Specials:
- Neutral: Ikei charges a close-ranged downward thrust, similar to Ike's neutral. (Wait a minute. Ike, Ikei... Goddammit.)
- Side: Ikei throws his pogo sword like a javelin, moving slowly but dealing heavy damage. It disappears when it hits the ground or an opponent, and Ikei summons a new one.
- Down: Ikei summons a random object, and it is automatically picked up. He can use it as a thrown item. Depending on what it is, it varies in strength.
- Up: Ikei does a large bounce using the pogo half of his sword, and it can be used midair... somehow.
Final Smash: [UNKNOWN ENTITIES DETECTED]
Metabomb summons everyone in the Murderverse who has been infected, and they all travel across the screen slashing everyone in their path.
Other
- Codec:
Snake: Otacon, who is that kid, and why does he kinda look like you?
Otacon: If anything, he's more similar to you, Snake. He was created by a science corporation in order to replicate a god's abilities.
Snake: He seems a bit scrawny...
Otacon: Well, he's possessed by a sentient artificial intelligence, named Metabomb. He also has the ability to create objects out of pure emotion. Stay alert.
- Palutena's Guidance
Pit: Who is this kid?
Palutena: That is Taimurain Masuta Ikei, or just Ikei for short. He's a cloning project that was discarded along with his brotherly artificially-intelligent spirit, Metabomb.
Pit: So he's a failed clone?
Palutena: I wouldn't say that in front of him. He and Metabomb can get pretty heated when someone calls them a failure.
Pit: R-right, so don't call them a failure.
Viridi: Yes, call them a failure. We're gonna emerge victorius, aren't we?
Pit: I'm starting to doubt that...
Palutena: Watch out for his pogo sword and try to keep a safe distance away from him.
Edited by madface7 on Dec 2nd 2020 at 11:45:23 AM
Kumatora needs to be appreciated more. Appreciate her.That took a full hour. o_o
Kumatora needs to be appreciated more. Appreciate her.Nice job! I like how you make use of his pogo stick/sword! That's a cool idea.
Check out this fancast I made! Any votes would be greatly appreciated!Eevee was on my list for a while, but I didn't find inspiration until this video for how the evolution gimmick would work, and for some of the moves.
Eevee and all evolutions share their non-special moves and other cosmetic character details, and all of that information is in Eevee's folder. Their speed, weight, special moves, and special properties are in the folder for the relevant Pokemon. Evolved forms would also be stronger and take less damage than base Eevee.
Eevee and its Eeveelutions' special moves fall into certain categories, which share animations.
- Projectile: Energy (usually a ball) that travel a distance straight forwards, unaffected by gravity; compare Luigi's Fireball.
- Dash: Dash straight forwards a short distance to directly attack; compare Falco Phantasm.
- Short range: Some form of projectile or effect field that hits a short distance directly in front; compare Palutena's Explosive Flame.
- Area of effect (AOE): An effect field that hits the full circle around; compare Ness' Psi Magnet.
- Buff: A temporary status or property change; compare Shulk's Monado Arts.
- Recovery: A standard 8-direction recovery move, compare Fire Fox. They all end in the helpless state, except for Espeon's.
- While Eevee has two options, due to the helpless state, only one can be used at a time.
Eevee
Pokemon SeriesGameplay Data
Speed:
Movement Abilities and Special Properties:
- All forms can wall jump.
- Eevee can crawl.
- Vaporeon can slowly heal when in water, but can still drown.
- Jolteon is immune to the paralyze effect.
- Flareon cannot be set on fire by the Flame effect, but does take damage from fire attacks.
- Espeon has ranged grabs and throws.
- Umbreon has a grab that inflicts poison damage.
- Leafeon can wall cling.
- Glaceon has increased traction on ice (like Ice climbers), and if frozen, freeze duration doesn't increase regardless of damage it has taken.
- Sylveon has a tether grab/recovery.
Move list:
Neutral
- Jab (Infinite): Swift - A very short range, continuous projectile shower of stars.
- Infinite Ender: Trump Card - A stronger star.
- Dash Attack: Tackle
- Wake up: Bite
- Ledge: Bite
Throws
- Grab:
- Most forms: Bites down on the opponent, a very short range grab.
- Espeon: Holds the opponent in place with Telekinesis, for a longer range grab.
- Sylveon: Uses its flesh ribbons for a tether grab, that can also be used for a tether recovery.
- Pummel:
- Most forms: Bite - Bites down on the opponent.
- Espeon and Sylveon: Bind - Squeezes the enemy using whatever power it used to hold them.
- Forward: A generic throw in that direction.
- Back: A generic throw in that direction.
- Up: A generic throw in that direction.
- Down: A generic throw in that direction.
Tilts
- Forward: Headbutt - A forwards headbutt.
- Up: Headbutt - A jumping headbutt.
- Down: Covet - A low swipe with a front paw, that may make the opponent drop an item they're holding.
Smashes
- Forward: Take Down - A heavy tackle.
- Up: Double Kick - Performs a handstand and kicks with both hind legs.
- Down: Dig - A two hit move, where they dig into the ground for the first hit, then spring up for the second. They are briefly in the stage for a moment and thus can duck under some moves, but they'll take double damage if hit by a move that hits the ground.
Aerials
- Neutral: Flail - flails about.
- Forward: Double Kick - kicks forwards with each of its front legs, to hit twice.
- Back: Double Kick - kicks backwards with each of its back legs, to hit twice.
- Up: Headbutt
- Down: Headbutt
Specials: Eevee
- Neutral: "Let's Go!"
- Standard use: Functions as a selection panel and meter, for Eevee's other specials, signified by their type symbol.
- Tilting the control stick in a specific direction and releasing the tilt can select that move to charge that one move.
- Using a move also charges it 10 percent.
- Evolution: Once a move is fully charged, tilting in that direction while holding B for a short time triggers an evolution to that type, and Eevee will remain that type for the rest of the match.
- Evoboost: Holding down the B button without charging a direction charges all of the moves slowly. Once all moves are fully charged, holding B without tilting in a direction triggers "Evoboost". Eevee can no longer evolve, but its attack power and damage resistance are increased by 1.2x.
- Standard use: Functions as a selection panel and meter, for Eevee's other specials, signified by their type symbol.
- Other specials: For Eevee, instead of "Forward/Back/Side", these stay as "Left/Right", independent of whatever direction Eevee is facing. Eevee will still attack in the direction it's facing. Each of the Eeveelutions also shares one of these moves, signified in bold.
- Right: Sizzly Slide - Dash; deals damage and leaves a trail of fire along its path.
- Left: Bouncy Bubble - Short range; Shoots a ball forward that deals 12% damage to whoever it hits, then quickly returns to heal 6%. Compare the appearance of Falco's reflector.
- Up: Buzzy Buzz - Projectile; A ball of energy that stuns opponent in place.
- Note that this is not a recovery move, as those are set to Up-Forward and Up-Back. I just needed to assign this a direction that wouldn't change too drastically upon evolution.
- If Eevee uses Evoboost instead of evolving, then this move can also be done by simply doing neutral special.
- Up-Right: Sparkly Swirl - Recovery; Burst in a direction leaving behind a pink energy field as it travels. The user, and any allies caught in the field, lose any negative statuses they're trapped in, like poison, dizzy, flower, etc.
- Up-Left: Sappy Seed - Recovery; Burst in a direction leaving behind a green energy field as it travels. Any enemies caught in the field have a Flower planted on them.
- Down: Freezy Frost - Short range; An icicle shoots up (about PK Fire distance away) that may freeze foes momentarily, and does high shield damage.
- Down-Right: Glitzy Glow - AOE/Buff; Deals damage, and grants immunity to projectiles (effectively a "passive shield") that lasts for 5 seconds after use. For 10 seconds after the buff ends, if the move is used again, it won't grant the defensive functionality.
- Down-Left: Baddy Bad - AOE/Buff; Deals damage, and grants heavy armor that lasts for 5 seconds after use. For 10 seconds after the buff ends, if the move is used again, it won't grant the defensive functionality.
If Kirby copies an unevolved or Evoboosted Eevee, the copied attack is Buzzy Buzz.
Final Smash:
- Eevee's: G-Max Cuddle - Grows in the background and launches a vertical pillar of energy that launches opponents upwards.
- All evolved forms: Last Resort - A very strong dashing attack that launches opponents sideways along with it. It goes all the way off screen, before the Eeveelution reappears where it initiated the move. Similar to G&W or Ganondorf's Final Smashes.
Character Details
Character Series Icon: Pokeball
Stage: Poke Floats E
- Description: A revamped form of Poke Floats, with moving and alternating platforms of each of the Eevee forms.
- Special Features: The Omega/Battlefiend version would be a regular stage, with the floats moving in the background.
Stage Entrance: Released from a Pokeball.
Taunts:
- Up: Jumps about.
- Side: Flops over a trainer's backpack.
- Down: Rolls on its back.
Victory screen:
- Eevee jumps and plays around.
- Eevee and whichever evolved form ended the battle run around in circles.
- All 8 evolved forms and Eevee pose together.
Classic Mode: Eevee, I choose everyone! - Stamina battles against two opponents on the Pokemon Stadium stages.
- Vaporeon and Eevee
- Jolteon and Eevee
- Flareon and Eevee
- Espeon and Umbreon
- Leafeon and Glaceon
- Sylveon and Eevee
- Boss: Giant Evoboosted Eevee
Costumes
- Normal.
- Wears a (red) Focus Sash around its neck.
- Regular a (blue) Sailor Hat.
- Wears a (yellow) King's Rock as a crown.
- Wears Wise Glasses on top of its head.
- Wears Dark Glasses on top of its head.
- Adds a pink ribbon to the right ear (since Sylveon doesn't have a flesh ribbon on that ear).
- Shiny coloration.
Gameplay Data
Speed:
Weight: -
Movement Abilities and Special Properties:
- All forms can wall jump.
- Vaporeon can slowly heal when in water.
Specials
- Neutral: Water Pulse - Projectile; Deals damage with high knockback.
- Forward/Back: Bouncy Bubble - Short range; Shoots a ball forward that deals 12% damage to whoever it hits, then quickly returns to heal 6%.
- Up: Whirlpool - Recovery; Leaves behind a blue wake that multi-hits opponents caught in it.
- Down: Acid Armor - Buff; Grants knockback based armor for 5 seconds after its use, with a 10 second recharge time, during which Vaporeon takes additional knockback. After that recharge it can be used again.
Final Smash: Last Resort - A very strong dashing attack that launches opponents sideways along with it. It goes all the way off screen, before the Eeveelution reappears where it initiated the move. Similar to G&W or Ganondorf's Final Smashes.
Gameplay Data
Speed:
Weight: -
Movement Abilities and Special Properties:
- All forms can wall jump.
- Jolteon is immune to the paralyze effect.
Specials
- Neutral: Buzzy Buzz - Projectile; A ball of energy that deals damage and stuns opponent in place.
- Forward/Back: Wild Charge - Dash; Deals heavy damage but also deals recoil damage similar to Flare Blitz.
- Up: Rising Voltage - Recovery; Opponents hit by the move or its wake are launched upwards.
- Down: Pin Missile - Projectile; Deals damage, has minimal hitstun, and has very low endlag. Compare halfway between Fox and Falco's blasters.
Final Smash: Last Resort - A very strong dashing attack that launches opponents sideways along with it. It goes all the way off screen, before the Eeveelution reappears where it initiated the move. Similar to G&W or Ganondorf's Final Smashes.
Gameplay Data
Speed:
Weight: -
Movement Abilities and Special Properties:
- All forms can wall jump.
- Flareon cannot be set on fire by the Flame effect, but does take damage from fire attacks.
Specials
- Neutral: Smog - Short range; Deals damage and leaves a cloud of poison that lingers very briefly.
- Forward/Back: Sizzly Slide - Dash; Deals damage and leaves a trail of fire along its path.
- Up: Fire Spin - Recovery; Opponents hit by the move or its wake take heavy damage but aren't launched far. Leaves a trail of fire if used along the ground.
- Down: Lava Plume - Short range; A fire pillar shoots up (about PK Fire distance away) that deals heavy damage and launches opponents upwards.
Final Smash: Last Resort - A very strong dashing attack that launches opponents sideways along with it. It goes all the way off screen, before the Eeveelution reappears where it initiated the move. Similar to G&W or Ganondorf's Final Smashes.
Gameplay Data
Speed:
Weight: -
Movement Abilities and Special Properties:
- All forms can wall jump.
- Espeon has ranged grabs and throws.
Throws
- Grab: Holds the opponent in place with Telekinesis, for a longer range grab.
- Pummel: Bind - Squeezes the enemy.
- Throws: Can throw opponents from a slight disjointed distance without bringing them in.
Specials
- Neutral: Psybeam - Projectile; Deals damage, and is a multi-hitting beam.
- Forward/Back: Zen Headbutt - Dash; Deals damage and has armor.
- Up: Future Sight - Recovery; Teleports and attacks wherever it teleports to. Doesn't put Espeon into helpless, but can only be used once when in midair.
- Down: Glitzy Glow - AOE/Buff; Deals damage, and grants immunity to energy projectiles (effectively a "passive shield") that lasts for 5 seconds after use. Has a 10 second cool down after the shield wears off between uses.
Final Smash: Last Resort - A very strong dashing attack that launches opponents sideways along with it. It goes all the way off screen, before the Eeveelution reappears where it initiated the move. Similar to G&W or Ganondorf's Final Smashes.
Gameplay Data
Speed:
Weight: -
Movement Abilities and Special Properties:
- All forms can wall jump.
- Umbreon has a grab that inflicts poison damage.
Throws
- Grab: Bite - The close range also poisons the enemy from Umbreon's poisonous sweat.
Specials
- Neutral: Dark Pulse - Projectile; Deals damage with high knockback.
- Forward/Back: Confuse Ray - Short range; An energy field that deals minimal damage, but trips or spikes the opponent, and can interrupt their moves or hit through armor.
- Up: Payback - Recovery; Has super armor and deals more damage if Umbreon gets hit while doing it.
- Down: Baddy Bad - AOE/Buff; Deals damage, and grants heavy armor that lasts for 5 seconds after use. Has a 10 second recharge after the armor wears off.
Final Smash: Last Resort - A very strong dashing attack that launches opponents sideways along with it. It goes all the way off screen, before the Eeveelution reappears where it initiated the move. Similar to G&W or Ganondorf's Final Smashes.
Gameplay Data
Speed:
Weight: -
Movement Abilities and Special Properties:
- All forms can wall jump.
- Leafeon can wall cling.
Specials
- Neutral: Energy Ball - Projectile; a basic projectile that deals decent damage.
- Forward/Back: Giga Drain - Short range; Shoots a ball forward that deals 14% damage to whoever it hits, then quickly returns to heal 7%. Compare the appearance of Falco's reflector.
- Up: Sappy Seed - Recovery; Burst in a direction leaving behind a green energy field as it travels. Any enemies caught in the field have a Flower planted on them.
- Down: Leaf Blade - Short range; A leaf blade shoots up that deals damage and deals high shield damage. Making contact with Leafeon also causes damage.
Final Smash: Last Resort - A very strong dashing attack that launches opponents sideways along with it. It goes all the way off screen, before the Eeveelution reappears where it initiated the move. Similar to G&W or Ganondorf's Final Smashes.
Gameplay Data
Speed:
Weight: -
Movement Abilities and Special Properties:
- All forms can wall jump.
- Glaceon has increased traction on ice (like Ice climbers), and if frozen, freeze duration doesn't increase regardless of damage it has taken.
Specials
- Neutral: Ice Shard - Projectile; Shoots a fast moving, multi-hitting cluster of icicles.
- Forward/Back: Mirror Coat - Buff; Reflects projectiles but takes lowered recoil damage.
- Up: Icy Wind - Recovery; Burst in a direction leaving behind a white energy field as it travels. Deals low damage, but may freeze foes momentarily.
- Down: Freezy Frost - Short range; An icicle shoots up (about PK Fire distance away) that may freeze foes momentarily, and does high shield damage.
Final Smash: Last Resort - A very strong dashing attack that launches opponents sideways along with it. It goes all the way off screen, before the Eeveelution reappears where it initiated the move. Similar to G&W or Ganondorf's Final Smashes.
Gameplay Data
Speed:
Weight: -
Movement Abilities and Special Properties:
- All forms can wall jump.
- Sylveon has a tether grab/recovery.
Throws
- Grab: Uses its flesh ribbons for a tether grab, that can also be used for a tether recovery.
- Pummel: Bind - Squeezes the enemy.
Specials
- Neutral: Moonblast - Projectile; A ball of energy that can beat weaker projectiles.
- Forward/Back: Draining Kiss - Dash; Heals half the damage it deals if it makes contact. High endlag means it can be punished decently.
- Up: Sparkly Swirl - Recovery; Burst in a direction leaving behind a pink energy field as it travels. The user, and any allies caught in the field, lose any negative statuses they're trapped in, like poison, dizzy, flower, etc.
- Down: Light Screen - Buff; Greatly reduces damage from projectiles for 5 seconds after its use, with a 10 second recharge time after the buff wears off.
Final Smash: Last Resort - A very strong dashing attack that launches opponents sideways along with it. It goes all the way off screen, before the Eeveelution reappears where it initiated the move. Similar to G&W or Ganondorf's Final Smashes.
Edited by wanderlustwarrior on Dec 15th 2022 at 9:23:11 AM
The sad, REAL American dichotomymetal mario was a pretty cool character so here's a moveset
A definitive heavy-weight. He's way tankier than his skin and flesh cousin, capable of withstanding great hits packed with great punish potential. However, he suffers off-stage, thanks to his linear and predictable recovery alongside fast falling speed, making Metal Mario a character that can punish the slightest of mistakes, but struggles to recover from bad situations.
Gameplay Data
- Speed
- Weight: While not as heavy as he used to be in Smash 64, he still stands between Ganondorf and King Dedede in the weight category, clocking in at 120 weight.
- Fall: He also falls less ridiculously fast, but still fast, at around Fox's levels (2.1 falling speed).
- Walk: His walkspeed is around R.O.B's level, at a 1.178 walkspeed.
- Dash: ... and his run is at around Lucario's level, at 1.705 runspeed.
- Air: With the power of aerodynamic metal design, he moves in-air at 1.155 airspeed, ala Bowser.
- Frame Data: His attacks still come out around as fast as Mario's, similarly to Bowser with his frame-6 command grab despite being the heaviest character in the game. Maybe he switched to a different type of metal? Aluminum? Is that a metal...?
- Movement Abilities: Can walljump, like Mario.
Movelist
NOTE: His moveset is mostly similar to Mario's, so I'll be mostly listing any changes.
Neutral:
- Jab: The good ol punch combo from Mario 64, with slightly more knockback added at the end. He's still Mario, afterall! (Or is he?)
- Dash Attack: A sliding tackle, lifted from Mario's Smash 64 incarnation. The above-average lag is still there, but it's damage and knockback are slightly better.
- Wakeup: Performs a Sweep Kick from Super Mario 64.
- Ledge: Flips themselves up. No need to punch- they're a hunk of metal afterall, let physics do its job.
Throws:
- Grab: Reaches out, with the limb-enlarging thingie from 64 when you do a combo, slightly increasing its range but reducing its speed.
- Pummel: Headbutts, with each hit doing the 'CLANG' sound from Metal Mario's footsteps back in 64.
- Forward and Back are mostly intact. Back has increased kill power.
- Up: Throws them directly overhead. Combos into most aerials, animation from Melee.
- Down: Throws the foe down, being able to be followed with several options like up-air, up-tilt, another grab at low percents, etc.
Tilts:
- Up-Tilt is slightly stronger.
- Down-Tilt has slightly better knockback, with an angle more adjusted horizontally.
- Forward-Tilt has more oomph to it, with improved hitstun. Think of SSB 4 Mario's up-tilt, but less broken.
Smashes:
- Forward Smash is turned into a roundhouse. While it loses OG Mario's disjointed fireball, it's more reliable for its lack of sour or sweetspot.
- Up Smash has above-average endlag, but it deals some serious damage and knockback. Kind of a finisher?
- Down Smash is turned into a Shockwave Stomp (or flop, since its based on his intro in Melee) that quakes the ground around him. It loses its spike properties, but is disjointed and goes far.
Aerials:
- Neutral: has more hitstun. Not quite Luigi's 'ha i pressed A now you dont get to play the game', but close to it.
- Up Air starts a frame slower, but deals slightly more damage.
- Down Air is turned into his intro from Melee- he starts falling straight down at high speeds. It's a very strong spike, but be careful using it off-stage.
- Forward Air is replaced with a flip. Sweetspots on the foot, aimed for horizontal KO's rather than spikes.
- Back Air is mostly unchanged.
Specials:
- Neutral Special: Meta Ball- similar to Villager's F-Smash or the Mii Brawler's iron ball thingie.
- Side Special: Iron Missile. It's Luigi's side special, but without a luck mechanic. You may not get that random life-saving misfire, but you'll definitely hit harder and go further.
- Up Special: Winged Cap. Donning another cap from Mario 64, Metal Mario takes off to the skies! It can be redirected as he puts the cap on, but it doesn't hit as hard as Metal Mario's other moves and is fairly linear.
- Down Special: Metal Spin. It's Mario Tornado, but METAL! Wow, what a change! It lacks its recovery potential, but it is capable of stun-locking.
FINAL SMASH: Meta Crystal Charges up and summons a giant ball made out of crystal and metal that bounces across the stage.
Character Details:
- Series Icon: The Smash logo.
- Stage: An extended version of his stage! Now you can host 8 Player Smashes without hitting 2 people at once with a jab and actually be able to space!
- Entrance: Lands down immobile, falls down then gets up fluidly.
- Taunts:
- Up: Takes off his cap, only to reveal that it doesn't remove his metallic properties.
- Side: Falls over immobile, then gets up.
- Down: The Super Mushroom taunt from Melee 64!
- KO Scream: None. He doesn't speak, actually.
- Stamina KO: Falls over immobile.
- Victory Screen:
- Busts open a green [!] block, grabs his hat and then poses.
- Performs his side-smash.
- Spins and jumps, landing on a Strongman pose with a metallic CLANG on the end.
- Classic Mode is actually identical to the original 64's Classic Mode, including a solo battle against Master Hand. His own stage is a 8 man battle against the starting cast of 64.
- Costumes:
- Tints him like gold.
- Tints him like platinum.
- Tints him like diamond.
- Tints him like copper.
- Tints him like aluminum. (So he did change metal...)
- Tints him like amethyst.
- Wedding Mario, but Metal.
- Builder Mario, but Metal. Again.
thanks!
Edited by Awe921 on Dec 22nd 2020 at 3:02:59 PM
Awesome! Even though the moveset is similar to Mario and Luigi, this moveset still looks like a lot of fun to play.
This should be the music for his reveal trailer.
Check out this fancast I made! Any votes would be greatly appreciated!I especially like the ledge move. I wasn't expecting the subtle brilliance of just having him throw his weight around.
Some thoughts on existing characters:
- Imagine the hilarity of having Captain Falcon use his gun... to pistol whip someone. Of course I'm not seriously suggesting that... Though it would make for a funny pummel.
- I saw a suggestion that Young Link should use a slingshot instead of his bow. That's an interesting idea, but the flaming arrows are already really good. It could work for Toon Link, but looking at the wiki tells me it's not used often in the Toon games?
- Should Ivysaur be able to angle Bullet Seed?
- Smash has really made me enjoy Ivysaur as a Pokemon. There's something about the way it says its name. IVY!
Edited by wanderlustwarrior on Dec 22nd 2020 at 2:03:28 PM
The sad, REAL American dichotomyI posted this on Reddit before but I wanted to share it with you all. I decided to completely redesign Kirby to be more true to his games
Gimmick - The big gimmick for Kirby would be that instead of copying the neutral specials, Kirby would have 16 abilities that would change his specials. His basic attacks would stay the same. His 16 copy abilities would be. The Kirby hats can stay though since in Kirby Fighters Deluxe and Kirby Battle Royale, Kirby can alter the appearance of his copy ability forms. These would be the 16 copy abilities alongside the characters he'd get it from and if they'd be guranteed to appear if he uses copy essence.
- Fire - Mario, Luigi, Captain Falcon, Bowser, Roy, Ike, Charizard, Incineroar
- Beam - Fox, Wolf, Rosalina, Rob, Wii Fit Trainer, Zero Suit Samus, Min Min
- Sword - Link, Marth, Lucina, Chrom, Meta Knight (50%), Cloud, Sephiroth
- Cutter - Young Link, Simon, Sheik, Byleth, Sonic, King K. Rool
- Ice - Ice Climbers (50%), Copy Essence
- Spark - Samus, Dark Samus, Pikachu, Pichu, Robin, Ganondorf
- Hammer - King Dedede, Isabelle, Ice Climbers (50%), Mr. Game & Watch, Bowser Jr
- Fighter - Donkey Kong, Lucario, Little Mac, Mii Brawler, Ryu, Ken, Terry
- Wing - Falco, Meta Knight (50%) Pit, Dark Pit, Palutena, Ridley, Banjo and Kazooie
- Ninja - Greninja (50%), Copy Essence
- Bomb - Yoshi, Samus, Wario, Snake, Diddy Kong, Mii Gunner, Mega Man, Steve
- Leaf - Peach, Daisy, Olimar, Ivysaur, Villager, Piranha Plant
- Water - Squirtle, Greninja (50%), Pac-Man, Corrin, Inkling, Richter
- Beetle - Copy Essence
- ESP - Ness, Zelda, Mewtwo, Lucas, Shulk, Bayonetta, Joker
- Doctor - Doctor Mario, Copy Essence
- Mix - This would just simply mean that the copy ability would be random - Hero
Neutral Attack - Vulcan Jab/Smash Punch - This would be one of the very few moves that Kirby retains regarding the In Smash the Vulcan Jab is a one two combo that can be spammed if the player button mashes the A button. This would later conclude with the Smash Punch. Both attacks are from the fighter ability.
Forward Tilt - Sweep - Kirby would push up a gust of wind with a broom in his direction in reference to the Cleaning Ability. Would be quick and have little ending lag but cannot be angled.
Up Tilt - Volcano - Kirby would turn into a volcano that would shoot out a volcanic rock that would explode. It would mainly be designed as a combo starter linking into aerials.
Down Tilt - Slide Kick - Kirby would simply slide across the ground with one of their legs standing out in order to kick any opponent. Would have slight end lag. This is a common move that Kirby could do in most of the mainline games.
Dash Attack - Tap Dash - Kirby turns into a ball and would roll quickly into his opponents ramming into them. It would be able to let Kirby follow up with a juggle situation similar to Wario's Dash Attack. A reference to a move he could do in Canvas Curse and Rainbow Curse.
Forward Smash - Smash Kick - A move that Kirby also would be keeping from his moveset. It would move Kirby forward with its clean hitbox also providing respectable damage and knockback.
Up Smash - Stone Uppercut - A stone fist would form in Kirby’s hand as he would charge up before attacking diagonally upwards. The attack would have huge startup lag but would hit hard as a trade off. This attack references the stone uppercut move seen in Modern Kirby games when Kirby is in his Stone form
Down Smash - Saber Dance - Kirby would take out the Double Bladed Laser Sword from Kirby 64 and swing it around, dealing multi-hitting damage.
Neutral Air - Needle - Various spikes protrude out of Kirby jabbing any opponent. This would have moderate start and end lag but can easily launch opponents. This would be an obvious reference to the needle ability.
Forward Air - Shock - Kirby takes out a katana to swing in front of him. Would have little start up and end lag. The attack comes from the Ninja copy ability.
Back Air - Drill - Kirby turns around and takes out a giant drill. This acts as a multi-hitting attack similar to Mr. Game & Watch’s back air. It also references the Drill mix ability from Kirby 64 which is obtained by Kirby mixing Stone and Needle.
Up Air - Rising Gust - Kirby launches a mini cyclone above him. This move would function just like Mega Man‘s up aerial known as the Air Shooter which would travel a fair distance, draw opponents in, and have a chance to star K.O. However Kirby cannot summon a second cyclone. This references an attack that Kirby had as Tornado Kirby in Kirby’s Return to Dreamland.
Down Air - Pinpoint Kick - Kirby would kick straight down with any foe. Similar to Mr. Game & Watch’s down air it would Meteor Smash on the first few frames. However in exchange for being a bit weaker, Kirby would bounce off anyone who was hit by this attack.
Grabs - They would stay the exact same. They already reference Suplex, Ninja, and Fighter. However Kirby would simply inhale if he were to use this grab at a standstill while using the grab while running would do the Dash Grab from Suplex. Albeit without dashing forward seeing as how Kirby is already dashing.
Because I chose to make Hammer and Cutter in separate copy abilities I obviously had to replace them with new moves
B - Inhale - This will function the same. Kirby can either spit the opponent out as a star bullet or get a copy ability from them.
Side B - Wheel - Kirby would turn into a big pink wheel and zoom along the ground. In this form Kirby would be initially invincible for 2 seconds which after that Kirby would simply have heavy armor that could withstand attacks that deal about 8% or less. The drawbacks would be that turning and stopping would make Kirby the most vulnerable to any attacks. Kirby’s jump is also reduced along with him being unable to stop unless you press B. It also wouldn’t go too far in the air.
Up B - Tornado - Kirby would turn into a Tornade that rises up, dealing multi-hitting damage. However the tornado would be difficult to control compounded with the fact that during the transformation, Kirby is unable to hold onto ledges.
Down B - Stone/Heavy Smash - This is a classic move and it would feel a bit wrong to completely change it. However. Why not give it a bit of a risk and reward factor. Just tapping B would make it much more instant but holding B would have the startup be much longer but you would get rewarded with a much more bigger stone form that deals more damage. This much bigger form would send shockwaves when landing the ground too.
Shield + B - Copy Essence - Kirby is given the choice of Ice, Ninja, Beetle, Doctor, or a random ability that changes every time you lose a stock. However once Kirby were to select any of his choices. He cannot become that ability again if he were to discard it until he loses a stock.
B - Fire Breath - Kirby would release a stream of fire from his mouth. Like Bowser and Charizard’s Neutral Special’s it would decrease in range and power over time. Kirby can intentionally decrease the range on his own which will lead into another move. This is a reference to the neutral attack of the Fire ability in most games.
B + Backwards - Fireball Inferno - A move only able to be used while Kirby is using Fire Breath. The fire that Kirby would breathe would cause him to self combust into a large flaming ball. It would deal a huge amount of damage and would have armor that would require about 30% of damage to break but due to the unconventional way to execute it. It would only be seen as a move meant to protect Kirby if the player thinks their shield can’t take any more attacks.
Side B - Burning - Referencing the Burning ability which became the dash attack for the fire ability. Kirby would cloak himself in flames as he dashes forward with great force. This would initially do great damage and knock back and can act as a horizontal recovery but repeated use of it will cause the attack to deal less damage and reduce how far Kirby would go.
Up B - Fireworks - An ability from Kirby 64 that’s obtained by mixing the Burning and Bomb abilities. Kirby would blow up in a colorful burst of fireworks launching himself upwards. Kirby can do this 3 times with each time getting more larger and launching Kirby higher more along with it getting more powerful. After the third time, Kirby would go into free-fall.
Down B - Fireball Spin - Kirby would spin like a wheel in midair while he self combusts. If Kirby did this attack on the ground or at least near the ground in midair, Kirby would roll along the ground. This acts as a way for Kirby to get away from opponents much quicker.
B - Beam Whip/Wave Beam - Line of electrical energy appears and is swung down from a 45 degree angle above Kirby to the same angle below him. If the button is held, Kirby can instead charge up and once the button is released, he would summon a wave of energy forward
Side B - Cycle Beam - Kirby would create a focused blast similar in appearance to the Beam Whip that would rotate around. While it would be stronger than the Beam Whip, it wouldn't go as far
Up B - Grapple Beam - One of the first moves original to Smash. This would act similarly to Byleth's Up Special, Sword of the Creator. It acts as a tether recovery that like Sword of the Creator it would be able to attach itself onto walls. Kirby would simply whip out a beam of energy upwards. If anyone is hit by the whip, Kirby latches onto the opponent electrocuting them and then footstooling them.
Down B - Beam Blast - Kirby would shoot about 8 energy bolts. On the ground he would shoot upwards diagonally. In the air he would shoot downward and in front of himself. The attack would also give Kirby a small boost in the air.
B - Slash/Spin Slash - Kirby would just do a simple sword slash that would have 1.5X the range of Meta Knight's Side Smash but would be much weaker. Kirby can then charge it up and then twirl around with his sword dealing multi-hitting damage.
Side B - Drill Stab - Kirby would lunge forward with his blade to stab any enemies. The attack would be deal not as much damage but will have better knock back to compensate.
Up B - Upward Slash/Sword Dive - Kirby would slash his sword upwards, sending him up higher. Similar to Sonic's Spring Jump, this move wouldn't prevent Kirby from being able to use air dodges but unlike the Spring Jump, Kirby cannot use aerials. However he can press B again to perform the Sword Dive which will have Kirby slam his sword down onto foes as if he was using Final Cutter.
Down B - Down Thrust - Kirby would thrust his sword down which has different outcomes depending on where you are. If you use this attack on the ground, Kirby would simply thrust the sword into the ground creating shockwaves. If done in the air this attack would send Kirby plummeting downwards with his sword thrusted in the same direction which will deal any damage from anyone who is below Kirby.
B - Cutter Boomerang - Kirby would simply throw the blade on his hat in from of him. It would go a fairly far before going back. Unlike the Boomerang item, it will not home in on the thrower and stay in a straight line.
Side B - Cutter Dash - Kirby would dash forward swinging the cutter upward like a sword.
Up B - Final Cutter - Kirby's old Up Special is now part of the move-set for Cutter Kirby. As such it would function like how it does in Smash already. Kirby draws his cutter and would jump into the air then fall quickly which would deliver a heavy meteor smash, releasing a blue wave projectile if he hits the ground or any other platform.
Down B - Jump Cutter - Kirby would simply throw a cutter blade at a downward angle. It wouldn't return to him. If done on the ground, Kirby would do a jump before throwing the blade. If held, Kirby would simply do the Cutter Drop where Kirby would hold a blade in front of him while falling down. Jump Cutter is based off the move of the same name from Kirby Battle Royale.
B - Ice Breath - Kirby would breathe an icy wind that can be aimed upwards or downwards and can freeze foes at higher percentages.
Side B - Ice Storm - Kirby would surround himself with a barrier made of ice particles, if used while dashing, Kirby slides on the ground before coming to a stop. Again, it'd freeze any opponent, especially at high percentages.
Up B - Ice Tornado - This would be a variant of Kirby's Up B in his normal form as it would be given the effect of being able to freeze opponents. This references the Ability Scroll version of Tornado which could take up ice properties depending on terrain.
Down B - Ice Ball - Kirby would encase himself in a ball of ice that slides forwards, would be Kirby's horizontal recovery in this form.
B - Spark Attack - Kirby would project an electrical barrier that will shock anyone. Could be used as a get off me tool and can paralyze foes.
Side B - Spark Blast - This attack would have 4 stages all of which are given depending on what level Kirby's charge is. Using this move while charge would use up the amount of charge built up.
No Charge - Spark Arrow - Kirby would shoot a small bolt of electricity that deal a small amount of damage and knockback to any opponents
Small Charge - Spark Zap - Kirby would fire off two small bolts in rapid succession.
Medium Charge - Spark Arrow - Kirby would fire a large arrow that moves quickly. It would deal much more damage and knockback.
Full Charge - Spark Wave - Kirby would fire the most powerful attack ever as it deals even more damage and sends foes flying further. He even emits a small discharge from the back too that deals as much damage as the Spark Arrow. There would be a barrier around Kirby at this point which would damage anyone who touches it but there wouldn't be any knockback or flinching.
Up B - Light-Speed Dash - Coming from the Plasma ability in Star Allies is an attack that would function like Pikachu's up-special, Quick Attack as Kirby would do a series of quick bursts of speed whose direction can be determined by input. Damage would increase depending on the charge but knockback would remain consistent.
Down B - Thunderbolt/Lightning Strike - Kirby would shoot a bolt of thunder upwards from his hat on the ground. In the air, he'd simply shoot the bolt downwards with the potential to spike opponents.
B - Hammer - Kirby would simply swing his hammer downward. He can also charge the attack to swing his hammer downwards three more times in quick succession with the last swing dealing extra damage.
Side B - Hammer Swing - On the ground, Kirby would swing his hammer horizontally while moving for a bit. In the air, Kirby swings the hammer 720 degrees vertically.
Up B - Hammer Flip - Kirby would hold the hammer above his head and charges up, functions the same as it did in Smash already with the last level dealing damage to Kirby his he keeps holding it and the move being very powerful at full charge. However it would act differently when done in the air as Kirby would jump up in the air to slam down his hammer similar to final cutter. This would reference the Bluster version of Hammer from Star Allies which had Kirby jump up when using Hammer Flip.
Down B - Hammer Twirl - Kirby would twirl his hammer under him, dealing multi-hitting damage.
This would be the one copy ability to have a separate for on the ground.
B - Smash Punch - Kirby punches forward a wave of energy that deals the average damage but with good knockback.
Side B - Spin Kick - Kirby does 3 spinning kicks that also act as a horizontal recovery.
Up B - Rising Break - Kirby would do the old fashioned uppercut as his vertical recovery option.
Down B (Grounded) - Force Blast - This would be like Spark Blast and have levels of charge, three in this case
Uncharged - Force Blast - Kirby fires off a weak energy projectile that disappears once it hits an opponent.
Slight Charge - Mega Force Blast - Kirby fires off a more powerful energy projectile that would send him back a bit due to recoil.
Full Charge - Giga Force Blast - Kirby would now fire off a powerful fire projectile that can pass through opponents.
Down B (Air) - Sky Kick - Kirby would dive diagonally downwards extending his foot below, hitting any opponent causes Kirby to rebound.
B - Feather - Kirby would shoot a series of weak feathers with the first one always being in a straight line and shots afterwards are able to be aimed.
Side B - Condor Head - Kirby would dash forward, head-butting anyone in his way.
Up B - Shuttle Loop - Functions the same as Meta Knight's Up Special but Kirby can use the Down Special instead of going into free-fall.
Down Special - Dive Bomb - Kirby would dive straight down with shockwaves being made when the ground is hit similar to Bowser and Yoshi's down specials along with Dedede's up special (The diving down part), even having Kirby jump up before using the move if this move was done on the ground.
This would also have a separate move when you’re on the ground.
B - Cutter Throw - This move would function depending on how B is pressed. A simple tap has Kirby throw a big shuriken while rapidly pressing B has Kirby throw Kunai straight at the opponent that would be quicker but deal less damage.
Side B - Stealth Slash - Kirby unholsters a katana to dash through his target a high speed as he does a quick draw-and-re-sheathing strike. It'd function as Kirby's horizontal recovery
Up B - Upper Cutter - Returning from Smash 4 is one of Kirby's custom up-specials. Kirby would use his katana for this special instead of the cutter blade as Kirby rises with an upward slash before going into free-fall.
Down B (Grounded) - Blossom Storm - Functioning as a move meant to get opponents off him, Kirby would suddenly rise upwards with a fan that's used to swing down in order to conjure a plantation of cherry blossoms.
Down B (Air) - Ninja Kick - Kirby would do the exact same motions as Sky Kick but in exchange for being much weaker, Kirby can repeat the move on foes as long as he has midair altitude.
B - Bomb Prep - Kirby would create a bomb, holding it over his head. Pressing B once causes Kirby to throw it in a ballistic trajectory creating an explosion upon hitting an opponent or the ground. Holding B has him stand to aim his bomb before throwing it.
Side B - Bomb Bowl - Kirby would bowl a bomb forwards in his direction. It can travel even farther in the air. If it didn't hit anything while being bowled forward, the bomb will remain their for a short amount of time before detonating, it can even be picked up.
Up B - Bluster Bomb - Kirby would create a green bomb which will enlarge and lift Kirby up in the air, it would deal much more knockback than damage and Kirby enters free-fall once he throws the bomb.
Down B - Bomb Set - Kirby simply sets down a bomb in front of him that detonates after a short while and can be picked up before detonation.
Like Ninja and Fighter Kirby gets a separate move for when he's on the ground and air.
B - Leaf Swirl - Kirby tosses some leaves that would swirl around him and would continue to do so while B is held down. While using this attack, Kirby would move much more slowly as he'd be spinning while using this attack. Releasing B has the leaves scatter outward.
Side B - Kirby would spin forwards with leaves surrounding him, the move even slows him down in the air.
Up B (Grounded) - Leaf Uppercut - Kirby creates a large column of leaves that quickly rise up.
Up B - (Air) - Leaf Boost - Kirby would swing around a big leaf that would send him upwards before he goes into free-fall. This would function like Link's up special.
Down B - Leaf Rain - If done on the ground. Kirby would shoot three leaves forward. If done in the air, Kirby would throw these leaves downward and forward along with a slight upward boost.
This ability would give Kirby to surf on a small wave instead of running.
B - Wave Attack - Kirby would shoot a pulse of water that would travel along the terrain and can be used to gimp recovery.
Side B - Wave Surf - Kirby conjures up a wave that he surfs on, dealing damage and giving Kirby a horizontal recovery.
Up B - Fountain Hover - Kirby would hover upwards by spitting water for a while before stopping to go into free-fall. This move has a sweet spot at the bottom as the water would spike opponents.
Down B - Rainbow Rain - After crouching, Kirby projects a sphere of water around him that ends with a rainbow flourish. Would be meant to get opponents off of him.
Kirby would have his extra jumps replaced with a single jump that has him hover upwards similar to Yoshi's flutter jump. This ability has Kirby get much more close and personal.
B - Horn - Kirby slash the horn on his helmet upwards and repeatedly tapping B has Kirby do it in quick succession
Side B - Rocket Horn - Kirby would lunge forward with his horn extended as anyone skewered by him and then either thrown off or if up is held on the stick, Kirby would fly upward and then backwards before slamming the opponent into the ground.
Up B - Spiral Horn - Kirby would spin and fly upwards before being sent into free-fall. This move can suck up anyone near him when used.
Down B - Hardhead Slam - Kirby would point his horn downward and spiral down into the ground. Kirby jumps before using the move if done on the ground.
B - PK Shift - Kirby summons an electric field that would explode upon hitting an opponent. Kirby can charge it up to be larger and more powerful and only explode one it hits 3 foes. Compared to the main games, the electric field would be much more smaller for balance reasons.
Side B - Vanish - Kirby disappears in a psychic burst of energy and can travel for a short amount of time before reappearing in a burst of psychic energy. The start and end of this move would be when Kirby can damage opponents.
Up B - Teleport - It would function like Vanish, except it would act as a vertical recovery while vanish acts as a horizontal recovery.
Down B - PK Insight - This would be the ever so common counter move, with Kirby setting himself to be hit. Once hit, Kirby would vanish and then return to create a large bubble of powerful psychic energy around him.
B - Pharmacy - Kirby would shoot three pills from a bottle.
Side B - Clipboard Bash - Kirby would dash forward with a clipboard in front of him. This move can block weaker projectiles from the front.
Up B - Bandage Grapple - This would function like most tether recoveries as Kirby would which a bandage that would attach to any ledge.
Down B - Science Lab - Holding down B had Kirby gather up lab tools to create 3 possible compounds. Releasing B early or being hit causes a small explosion. If Kirby manages to finish his work he gets three random attacks determined by color. Pressing Up lets Kirby save his compound for later.
Blue - Ice - The compound would freeze the air above him and possibly anyone else hit by the attack.
Red - Fire - The red compound unleashes a pillar of fire above that deals the most damage.
Yellow - Electric - The yellow compound have Kirby send out 6 small sparks of electricity that go in randomized directions.
Now you'd point out that there's no way that such amount of work would be too much. I understand, so I'm going to write down the moves that would be used if the neutral special was only changed.
If I had only replaced the Neutral special
- Fire - Fire Breath
- Beam - Beam Whip/Wave Beam
- Sword - Slash/Spin Slash
- Cutter - Cutter Boomerang
- Ice - Ice Breath
- Spark - Spark Attack
- Hammer - Hammer Flip
- Fighter - Smash Punch
- Wing - Condor Head
- Ninja - Cutter Throw
- Bomb - Bomb Prep
- Leaf - Leaf Swirl
- Water - Wave Surf
- Beetle - Rocket Horn
- ESP - PK Shift
- Doctor - Science Lab
So that’s my idea for a Kirby redesign. Feel free to give some criticisms
Also yes I did went through all the effort of copying and pasting parts of such a giant post
Edited by MisterZygarde64 on Jan 2nd 2021 at 11:40:35 PM
Check out Rogues Gallery Transplant: The GameJESUS thats a certified effortpost for sure for sure. great work on it!
i feel that character re-designs should be more popular, since lets be real, some Smash characters didn't have much of a proper design that properly pays tribute to their origind (a huge portion of sonic's moves is him turning into a blue ball... what about Sonic Battle? or Ganon's lack of sorcery beyond enhancing his punches or... well, i would say Captain Falcon but lets be real, Captain Falcon is mothereffin perfect as is.)
Edited by Awe921 on Jan 3rd 2021 at 7:13:38 AM
Those three are among the characters I redesigned in my post at the top of the page. I did want to compromise with a character's current incarnation, so changes weren't too drastic.
The sad, REAL American dichotomyI'd have mixed feelings on that redesign. On the one hand, it'd be a lot more faithful to Kirby's games. But on the other, it'd mean no more Kirby getting a hat of every Smash character and his own version of their abilities, which leads to some really amazing stuff.
What if maybe, he had a variety of neutral specials based off the copy abilities from Kirby games, as well as the inhale ability? You could use shield special to open a menu and select from them. That way, he could still copy a unique ability from each character while having more moves from his own games. That would also make him less reliant on who he's fighting for how good his matchup is, since he'd have other options for a neutral special than just his copy of the opponent's.
Of course, the problem with that is it might be overcomplicated for Kirby, and the menu itself isn't really based on anything from his own games. I imagine Sakurai wants to keep him relatively simple to play.
I missed the part where that's my problem.
New Fighters
Links are to full movesets for each character, numbered approximately by the date I decided on their core gameplay concept. Some movesets need to be updated to match my new template for movesets, with actual speed stats and more. Also included is a brief description of their playstyle archetype.
Possible future ideas/Works in progress:
Extra content associated with the above characters
Character Reworkings
I'd change several characters to be more reflective of their source games or what they're meant to represent. Some of these changes would also more distinct from each other. Others would be to make characters a bit more viable.
Echo Fighter Pass
"New" characters of the Ryu/Ken type of Divergent Character Evolution, where they share a significant similarity with their inspiration character(s), but with enough differences to their moveset to make them feel unique. Some changes would implement some of Smash 4's custom moves.
Edited by wanderlustwarrior on Jul 21st 2023 at 3:30:19 AM
The sad, REAL American dichotomy