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MisterZygarde64 Crazy Crossover Creator - A Man with Many Hypoth from New Mobotropolis, Mushroom Kingdom Since: Dec, 2015 Relationship Status: YOU'RE TEARING ME APART LISA
Crazy Crossover Creator - A Man with Many Hypoth
#251: Jan 3rd 2021 at 10:02:32 AM

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.

I forgot to mention that I would keep the Kirby Hats in reference to how in Kirby Fighters Deluxe, 2, and Kirby Battle Royale, Kirby could alter the appearance of his costumes

Check out Rogues Gallery Transplant: The Game
PushoverMediaCritic I'm sorry Tien, but I must go all out. from the Italy of America (4 Score & 7 Years Ago) Relationship Status: watch?v=dQw4w9WgXcQ
I'm sorry Tien, but I must go all out.
#252: Jan 11th 2021 at 2:56:18 AM

So, there was a conversation over in the Smash Bros thread about how to make Captain Falcon more accurate to his home game and I came up with some ideas. I then looked up some gameplay and refined those ideas into this:

     Captain Falcon rework 

Implement a KM/H number that goes from 800 to 1,032. It starts at 800 and rises over time. It falls when Captain Falcon takes damage, based on the amount of damage he takes. The higher the number, the faster Captain Falcon's movement speed is.

Captain Falcon's running speed starts at 2.0 when the meter is at 800 KM/H, and it maxes out at 2.58 when the number is at 1,032 KM/H.

Change his Side B to Boost, which has him dash forward with electricity surrounding him, it gives him Impact Run and Captain Falcon is completely controllable while using it, though he has less grounded traction. When using Boost, the KM/H number rises to 1,320 KM/H, which correlates to a running speed of 3.3, and then it slowly falls to 1,032 when the Boost wears off. There is a Boost meter that raises over time or when Captain Falcon does damage and the meter determines how long Boost lasts, using Boost depletes it entirely.

     Black Shadow 

Based on Smash 4 Ganondorf.

Black Shadow's moves have high start-up and end-lag and his grounded traction is low.

Implement Captain Falcon's KM/H number and change his Side B to Boost.

Black Shadow's KM/H number goes from 750 to 1,128, which correlates to a running speed of 1.875 to 2.82. Black Shadow's KM/H number rises slower than Captain Falcon's.

Boost increases Black Shadow's KM/H to 1,540, which correlates to a running speed of 3.85.

wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#253: Jan 11th 2021 at 6:36:52 AM

Yeah, on the last page I'd had similar ideas on having the two of them work based on how their race craft work, by having Black Shadow slowly get faster (acceleration), and by changing how C. Falcon's dash game works (cornering and grip).

The sad, REAL American dichotomy
SalFishFin Since: Jan, 2001
#254: Jan 12th 2021 at 1:18:54 PM

    Urbosa Brings the Fury! 
Urbosa would be pretty big overall, one of the lower heavyweights. Speed-wise, she’d be a little slower than Link, with more air mobility and jump height.

Gimmick: Urbosa will use the Weapon mechanic from Breath of the Wild. Weapons will break after a number of successful attacks (as well as any attacks that hit the ground), and recharge after a reasonable amount of time (anywhere between 7 and 20 seconds, most likely. Maybe they each recharge to different times). A meter by Urbosa’s Percent counter will show the remaining durability of each weapon.

  • Scimitar of the Seven and Daybreaker- her default weapons, they basically act in a similar way to Link and his sword and shield, protecting Urbosa from projectiles while she walks or stands still.
  • Gerudo Claymore- Increases Urbosa’s weight and attack Power, reduces movement and attack speed, and makes her fall a bit faster
  • Gerudo Spear- Increases Urbosa’s attack and movement speed and adds a tipper effect to strikes that does bonus electric damage and hitstun. In exchange, she is easier to launch and does middling damage without tippers, and it’s overall easier to break her bubble shield.
  • Unequipped- the state she’s in after a weapon breaks, or she willingly unequips everything. She’s fastest in this stance, but also noticeably lighter, and her bubble shield is weakest here. She only has simple punches or kicks to throw in place of an attack, and while they are fast they don’t do much damage, and none of them can actually KO an opponent until they’re in the upper 200s. In addition, she cannot use her Up-B without first equipping a weapon.

Smash Attacks: Each Smash attack uses a different weapon and will switch Urbosa to that stance, provided the weapon has durability left.

  • Forward- A Link-like forward swing with the Scimitar of the Seven. At half charge or more, releases a short pulse of electricity.
  • Down- Swings the Gerudo Claymore around while charging-Reminiscent of the heavy weapon charged attack in Breath of the Wild- and then slams down with an earthquake. At half charge or more, this also releases a mid-sized dome of electricity. Will do damage while charging, but opponents at high damage will likely be knocked out of range of the slam.
  • Up- Jabs the Gerudo Spear directly into the air. At half charge or more, calls down a lightning bolt, not unlike Pikachu’s Thunder attack.
  • Unequipped: If the designated weapon is broken, or she’s purposely not weilding a weapon, Urbosa’s Up and Forward smashes are replaced with charged electric punches, and for her down smash, she creates shockwaves (literally) by stomping on the ground. The electricity here will function similarly to Zero Suit Samus’s blaster. With their low endlag Urbosa can quickly follow up to take advantage of the opponent’s stun.

Aerials: Much like the smash attacks, Each one will use a different weapon and automatically switch her to the designated stance, unless, of course, that weapon is broken.

  • Neutral- A Mewtwo-like burst of close-range electric jolts.
  • Up- Jabs with the spear.
  • Forward- Slashes from top-to-bottom with the Scimitar
  • Back- Smacks the opponent with Daybreaker, much like Palutena
  • Down- Somersaults forward and drops sword-first, much like the Heavy Weapon aerial attack in Breath of the Wild

Grabs: Urbosa puts the opponent in a chokehold, and pummels by zapping them. As before, Switches stances upon throwing.

  • Up-Throw: Throws the opponent above her head and jabs upward with the Gerudo Spear
  • Down-Throw: Chokeslams the opponent and then Stabs into them with the Claymore
  • Forward Throw- Backhands the opponent with Daybreaker
  • Back Throw- Suplexes the opponent while calling down a lightning strike

Specials

  • Neutral- Equip: The Weapon Quick Select menu pops up above Urbosa’s head, allowing her to switch her weapon by pressing left or right. She can also Unequip everything by pressing up
  • Side- Urbosa throws her weapon, choosing an angle while holding the B button. Pressing Side-B again uses Magnesis (all of the champions had their own Shiekah Slates) to call it back. The weapon has a hitbox on both the initial throw and the recovery. In the air, her weapon can stick into the side of a stage and Magnesis will bring her to the weapon like a tether recovery. She will then jump off of it, renewing her double jump as well. Once she lands onstage or grabs the ledge from the jump, the weapon will Magnesis to her waiting hand. If she throws her weapon into the blast zone, she has to wait five seconds before she can switch to it. She does not go into free fall, and she can switch to another weapon after throwing, but Magnesis will only pull the most recently thrown weapon back.
    • If she’s in Scimitar Stance, she throws Daybreaker. It does the least damage and flies about mid-distance before it starts to fall. Tethering to it from offstage, Urbosa will walljump.
    • In Claymore Stance, she throws hard, but not as far as Daybreaker goes. Tethering to it will give her a small vertical boost as she jumps off of it
    • In Spear Stance, she throws the farthest, but does not do as much damage as Claymore. When she tethers to it offstage, she gains a huge upward boost as she jumps up as if from a pool springboard.
  • Up- Urbosa will cheat a little, putting one weapon on top of Daybreaker, then using Magnesis to float directly upward.
  • Down- Urbosa’s Fury, because that has to be somewhere. Urbosa charges while the B button is held, raising her hand as an indication of charge level, then snaps her finger when the button is released, or immediately at full charge. Tapping B creates a close-range pulse of electricity not unlike Sephiroth’s Neutral Aerial. About half charge calls down bolts of lightning about one stride before and behind her, and a full charge calls up a powerful dome of lightning that does huge damage and knockback. Charging can be canceled, as usual, but the charge cannot be stored

A- Attacks:

  • Scimitar Stance is more or less an echo of Link, except where noted.
    • F-Tilt- shield bash with Daybreaker. The first 5 frames of the attack treat it as a reflector.
    • Dash Attack slashes horizontally in front instead of high-to-low.
  • Spear Stance
    • Jab- single thrust forward
    • F-Tilt- Urbosa will thrust forward 5 times, reminiscent of the charged polearm attacks from Breath of the wild. The first four do flinching damage, and the fifth knocks the opponent away.
    • Up-Tilt- Urbosa backflips in place, slashing upward with the spear in a wide arc.
    • Down Tilt- a low sweep forward along the ground.
  • Claymore Stance
    • Jab- a slow, but powerful straight lunge
    • F-Tilt- Urbosa steps forward and swings the Claymore up in front of her.
    • Up-Tilt- Urbosa stabs directly upward.
    • Down Tilt- an upward swipe starting low to the ground.
  • Unequipped Stance
    • Jab- straight punch forward, a one-two followed by a right hook
    • F-Tilt a straight kick
    • Up- Tilt- a small hop into a backflip, kicking out with both legs. Can hit twice.
    • Down-Tilt: Leg Sweep. Might trip opponents.

Final Smash: Divine Beast Vah Naboris Urbosa snaps her finger and calls down Urbosa’s Fury. Every fighter in a wide area around her is struck by electricity, and a cinematic plays

Gerudo warriors leap in and strike the caught foes several times, building up damage. Urbosa shows up riding Vah Naboris, who charges up an ancient laser and zaps the caught fighters.

Any fighter over 100% is instantly KO’d

Edited by SalFishFin on Feb 25th 2021 at 10:38:36 AM

PushoverMediaCritic I'm sorry Tien, but I must go all out. from the Italy of America (4 Score & 7 Years Ago) Relationship Status: watch?v=dQw4w9WgXcQ
I'm sorry Tien, but I must go all out.
#255: Jan 18th 2021 at 4:39:40 AM

I made a full moveset for Heavy from Team Fortress 2, using all of his different melee weapons for his different A moves and referencing a TON of taunts from TF 2 in his throws and taunts.

     Heavy 

Gameplay Data

Attributes:

Special properties:

  • He has a Sandvich meter that recharges his Down B from cooldown. It takes 15 seconds to recharge.

Move list:

Neutral
  • Jab: A quick punch forward with the Eviction Notice, brass knuckles.
    • Jab 2: A second punch forward with the Eviction Notice on his other hand.
  • Dash Attack: A dashing punch forward with the Gloves of Running Urgently. High end-lag.
Tilts
  • Forward: Heavy punches forward with his Fist.
  • Up: Heavy uppercuts with his Fist.
  • Down: Heavy does a crouching punch forward with his Fist.
Smashes
  • Forward: A strong punch forward with the Fists of Steel. Has Super Armor.
  • Down: He slashes both sides wearing the Warrior's Spirit. After it hits, Heavy recovers some health.
  • Up: A strong and slow uppercut done with the Killing Gloves of Boxing. After it hits, all of his moves have critical hits for a few seconds.
Throws All based on Partner Taunts from TF 2
  • Grab: Square Dance. Heavy grabs the opponent by the arm and square-dances with them.
  • Pummel: Heavy spins them around by the arm and switches arms for each pummel.
  • Forward: Fist Bump. Heavy punches his fists together and then hits the opponent with a fist bump. He then points at the opponent and gives a hearty laugh.
  • Back: High Five! Heavy square dances them to the other side, shrugs, and then high-fives them, flexing his arms together afterward.
  • Up: Flippin' Awesome. Heavy flips the opponent into the air with just his index finger and then beats his chest.
  • Down: Skullcracker. Heavy grabs the opponent's hand and headbutts them, laughing heartily afterward.
Aerials
  • Neutral: A punch forward with his Fist.
  • Forward: A hook forward with the Fists of Steel. Has Super Armor.
  • Back: A turning around punch with the Holiday Punch. Does low damage, but if it hits the opponent's back, it forces them to laugh for a few seconds, leaving them vulnerable.
  • Up: An uppercut with the Killing Gloves of Boxing. After it hits, all of his moves have critical hits for a few seconds.
  • Down: A downward slash wearing the Warrior's Spirit. After it hits, Heavy recovers some health.
Specials
  • Neutral: Minigun. It shoots out a ton of bullets that spread out a little as they travel further from Heavy. It also has a bit of charge-up and cool-down. Heavy can move around while using it, similar to Banjo's gunner mode, but Heavy is slower while shooting and has Super Armor. The bullets travel quite a far distance, but they have minor knockback and damage scaling based on how far they travel. Heavy can angle the Minigun up or down slowly.
  • Side: Shotgun. It should have a wide spread and high damage. At distance, doing very little (minigun is better for range), but at close range, doing a lot of damage, shield damage, and knockback. Heavy can angle the Shotgun up or down.
  • Up: Heavy pulls out a Pumpkin Bomb and shoots it with his shotgun, launching him in an arc in the opposite direction a long distance at high speed. Heavy can angle the shotgun relative to the Pumpkin Bomb to change the angle of his arc. Heavy's body flying through the air does not have a hitbox, though he does not go into Special Fall and can act around 2/3rds of the way through the air. The Pumpkin Bomb explosion does 15% damage to the opponent, 7.5% recoil damage to Heavy.
  • Down: Sandvich. Pressing Down B brings up a sub-menu where Heavy can choose between the Sandvich on the left, the Buffalo Steak Sandvich down, the Dalokohs Bar on the right, or cancel out of the sub-menu by hitting up. Select a Sandvich with B to have Heavy eat it, which takes 3 seconds. Press A instead of B on the sub-menu to throw the selected Sandvich, which lands on the ground and can be eaten with A like a Food Item. If Heavy is hit by a weak attack while eating, he's interrupted and the Sandvich meter is reset. If he's launched by a strong attack, he drops the Sandvich on the ground.
    • The Sandvich heals Heavy by 30%, 10% per second eating the Sandvich. If Heavy throws it with A, it heals 20% when eaten. If Heavy drops it from an attack, it heals 10% when eaten. Heavy can eat the Sandvich endlessly if he is undamaged.
    • The Buffalo Steak Sandvich boosts Heavy's running speed to 2.08 and his A moves do 1.3x more damage for 9 seconds. If Heavy throws it with A, the player eating it gets 1.2x faster and their A moves do 1.2x more damage for 6 seconds. If Heavy drops it from an attack, the player eating it gets 1.1x faster and their A moves do 1.1x more damage for 3 seconds.
    • The Dalokohs Bar heals Heavy by 15%, 5% per second and raises Heavy's weight by 9 points for 9 seconds. If Heavy throws it with A, it heals 10% and raises weight by 6 points for 6 seconds. If Heavy drops it from an attack, it heals 5% and raises weight by 3 points for 3 seconds.
Final Smash: Ubercharge
  • Medic shows up and uses Ubercharge on Heavy. Heavy shoots his minigun while invincible and it does a ton of damage and knockback. Heavy can angle the minigun up or down.

Character Details

Character Series Icon: The TF 2 "sight" logo.

Stage: 2Forts.

  • Just the entire 2Forts map as a gigantic stage, almost the size of Great Cave Offensive.
Stage Entrance: Taunts: Heavy has 4 normal Taunts and 4 Special Taunts that have unique properties on the diagonals
  • Up: Boxing Glove Taunt. A knockout bell rings and Heavy does four uppercuts wearing boxing gloves.
  • Forward: Fist Taunt: Showdown. Heavy does a quick-draw and points his fingers forward. Has a very small hitbox right in front of him, and it does very high damage.
  • Back: Shotgun Taunt. Heavy spins his shotgun around his finger, rests it on his shoulder, and then does the "cutthroat" gesture with his thumb.
  • Down: Minigun Taunt. Heavy pulls out his minigun and cradles it in his arms delicately.
  • Up-Forward: Conga. Heavy dances the conga infinitely set to music, and he can move forward slowly and turn around while dancing.
  • Up-Back: Table Tantrum. Heavy sets up a table covered with food, including a steak boiling in a pot. Press A to have him flip the table and he catches the steak in mid-air in his mouth. The table is an object, and the opponent can stand on it or take damage from the flipping table.
  • Down-Forward: Victory Lap. Heavy gets into a bumper car and he can move forward slowly and turn around. If he runs into a wall or the opponent, he bounces off them. Press A to honk the horn.
  • Down-Back: Kazotsky Kick. Heavy does the Hopok dance infinitely set to music, and he can move forward slowly and turn around while dancing.

GalaxyLight777 Since: Jun, 2017 Relationship Status: Don't hug me; I'm scared
#256: Jan 21st 2021 at 3:58:56 PM

Greetings! It is I, the random guy who made the mediocre Reimu Hakurei move-set a long while ago. I return to try my hand at another different move-set, this time using the template offered and with a great deal more care put into it.

...But I am extremely hesitant to post said move-set, mostly out of fear of the potential judgmental reactions I'll receive for the character in question. Or rather, the game she is apart of.

"I know we'll make it cause somehow, the universe is fun now!" ~Sana
wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#257: Jan 21st 2021 at 4:31:42 PM

I'd like to believe we're beyond shitty, judgmental reactions here. Though they do exist in some parts of the forum.

The sad, REAL American dichotomy
GalaxyLight777 Since: Jun, 2017 Relationship Status: Don't hug me; I'm scared
#258: Jan 21st 2021 at 5:21:57 PM

I get that. I've seen this forum and there seems to be no discourse of any kind. The problem in my case being that... well, it's a character that originated from a certain non-mainstream genre... Cough Cough 

"I know we'll make it cause somehow, the universe is fun now!" ~Sana
wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#259: Jan 21st 2021 at 6:16:18 PM

Well, I wouldn't judge, but I've also seen one "private" (troper coven) thread here get completely erased without warning, due to our sharing humorous quotes someone had found, from a certain genre of manga. Granted, that was like 8 years ago, but forum moderation still isn't entirely devoid of double standards and deletion/thumping/etc without fair warning.

The sad, REAL American dichotomy
GalaxyLight777 Since: Jun, 2017 Relationship Status: Don't hug me; I'm scared
#260: Jan 21st 2021 at 7:27:08 PM

Well, to give some insight. I don't think the character and the move-set I've made violate any rules on TV Tropes. Beyond simple references in her attacks and linking SFW mobile versions of the character art (used because I can't describe a characters appearance for s__t), no other content from there is included.

I might make up my mind tomorrow morning (13 hours after this post at most) about the character in question.

"I know we'll make it cause somehow, the universe is fun now!" ~Sana
FGHIK from right behind you Since: Aug, 2013 Relationship Status: Gonna take a lot to drag me away from you
#261: Jan 21st 2021 at 8:11:48 PM

Well now that you've built up a mystery like that I need you to post it lest I go mad wondering who it is.

I missed the part where that's my problem.
GalaxyLight777 Since: Jun, 2017 Relationship Status: Don't hug me; I'm scared
#262: Jan 22nd 2021 at 5:28:00 AM

Well, here she is... at the very least judge the move-set for some potential issues.

    Nightshade 

Nightshade

The self-proclaimed Black Shadow of the Darkness. Nightshade is a Phantom Thief Flower Knight of dubious talent, having the skills of thievery and deception, but marred by back luck and unfortunate circumstances. Nightshade is a Fragile Speedster fighter with a floaty air game that weaponizes playing cards for long ranged attacks. Said cards have their own power, on top of being largely RNG on what you get. Essentially gambling.

EDIT LONG AFTER THE FACT: Here's a work page of where she originates from.

Gameplay Data

  • Attributes:
    • Speed
      • Dash: Speed slightly lower than Joker, with the initial dash being worse.
      • Walk: Tied with Snake
      • Air: Tied with Peach
      • Fall: Tied with Isabelle
    • Weight: Tied with Sheik
    • Frame data notes:

Movement Abilities: She can Crawl, she's a Phantom Thief after all.

  • Special properties: Playing Cards
    Certain moves use playing cards, with certain cards having different traits on top of varying power. On Nightshades percentage icon, below the Damage Percent is a poker hand displaying the cards that'll be used for the next card attack, with the left-most card taking priority. Next to that is a deck of cards with a number (at max 52 cards) that shows how many cards are yet to be drawn into the hand. The cards drawn is pretty much random, but never reusing the exact same type card. For example, if all the ace cards of each suit (Clubs, Diamond, Hearts and Spades, four in total) get used up, no more aces will be drawn unless the deck counter resets, either by reaching zero or reshuffling.
    • Card Types: Certain cards have different stats and effects. The effects are at its strongest/functional with card throws moves that are categorized as "strong".
      • 2-10: This is pretty straightforward. Lowest number has the worse stats, Highest have the better stats.
      • Aces: The weakest damaging card that cannot launch at all, only flinch. Is capable of dealing strong shield damage and can negate strong attacks and projectiles.
      • Jack: Decent damage, odd angles, including backwards.
      • Queen: Great damage, knockback sends foes into a semi-spike.
      • King: Heavy damage and knockback, can spike opponents with the strong card throws.
      • Joker: The literal Wild Card of the group that is incredibly rare (it disobeys the 52-card deck rule by appearing at any point a card gets pulled, not counting towards the deck counter) and has the most unrestrained effects of any card, the effects being multiple possible statuses, afflictions, and the like on top of a variety of damage and knockback (possible effects include pitfall, deku seed, and likely more). The only consistent downside is the effects only trigger if the card makes contact with the opponent, meaning one could spot-dodge the card to avoid it. Alternatively, one could shield the card, which works for the most part (except when RNG decides to break your shield).

Move list:

  • Neutral
    • Jab:
      1. A knife-hand strike
      2. Knee kick
      3. A horizontal card throw. The card at point-blank is decently strong and can launch, while any further distance just does okay. the arm swing acts as a sour spot.
    • Dash Attack: Two variations, a normal and slide version: The normal variation has Nightshade trip and fall with a lot of start lag and her whole upper body being a hit box that deals heavy damage. The slide version, inputted by holding down as the attack activates, has Nightshade perform a narrowly-slipped-past-a-closing-security-door slide kick that's weaker but quicker than the normal variation.
    • Get-Up Attacks:
      • Front/Back: Does a (roughly executed) breakdance kick from back to front.
      • Trip: Does a non-standard card slice behind herself and a forward kick to the front.
    • Ledge Attack: Sweep kick

  • Throws
    • Grab: Two handed grab with below average range.
    • Pummel: Steps into the foes leg.
    • Forward: Elbow Shove.
    • Back: Forces the foe backwards and throws a strong card point-blank.
    • Up:Propel the foe upward with a kick, followed up with a card throw.
    • Down: Force the opponent to the ground, bouncing them into the air.

  • Tilts
    • Forward: Overhead swing to throw the card forward.
    • Up: Backflip. Her heels are the sweet spot while the rest of her legs acts as a sour spot.
    • Down: Sweep kick that pops foes into the air.

  • Smashes
    • Forward: The one attack that references her normal attack in her home game. Charges up with a sudden hop with the playing cards held overhead (meaning Nightshade will remain suspended in the air for as long as the Smash attack is charged). Unleashing the attack has Nightshade throw out a hand of playing cards (five cards in Poker) that share the same hit box. The cards individual strength add to the overall power of the Smash attack, but the strength is multiplied by type of hand and cards used, with the strength multiplier being larger with the better hand. Basically a miniature game of Poker, and with all the possible hand combinations in Poker, this is way more complicated than it needs to be.
    • Down: A break-dance kick like her get-up attack, only she loses her balance by the end to land on her back for a lot of end-lag.
    • Up: Chucks a card straight up that can travel farther based on the charge.

  • Aerials
    • Neutral: Several kicks forward, kind of like Snake's Neutral Air, though it doesn't cover much area in comparison.
    • Forward: Throws several cards forward in a weak spread.
    • Back: Throws a single card behind with an added spin.
    • Up: Bicycle kick.
    • Down: Several kicks downward, much like Snake's Down Air.

  • Specials
    • Neutral: Card Throw
      Throws a card forward that can be angled 30 degrees up and down by holding down the button. Nightshade can walk forward at her standard speed and walk back at a slower pace while the button is held down, but throwing a card locks her in place. Has several variations:
      • Simply tapping the button throws a quick but weak card.
      • Holding down the button for several seconds with a steady angle (don't alter the desired angle or move from the spot) will have Nightshade ready a strong card throw, of which she'll release once the button is let go.
      • Mashing the button has Nightshade perform a thumb-flicking rapid card throw technique, which can act as a makeshift rapid jab. It starts out good, throwing cards in the desired direction while racking up decent damage, but weakens after a while with damage slowly decreasing and the cards start faltering in range and trajectory.
    • Side: Phantom Glide
      Taken from a portion of her home game running animation, Nightshade will leap up a short distance to defy gravity while airborne. Her outstretched foot while "gliding" becomes a brief weak hitbox for the start-up of the special. The glide is momentum-based, as using this special out of a dash will have her glide with the same speed.
    • Up: Dramatic Escape:
      Nightshade activates a smoke bomb to obscure herself in a cloud, then proceeds to rush faster than the eye can see to another smoke bomb cloud a farther distance. While functionally acting like a long ranged teleporter, Nightshade is still vulnerable as while transitioning between smoke bombs, she has an 80% chance to avoid any and all attacks. Said percentage changes based on damage percent; 50% evasion at 100% damage and onward.
    • Down: Sleeve Trick
      Saves a card on hand to potentially use for later. Risky, as she has a small chance to drop said card upon getting hit which can be picked up and thrown, complete with the cards strength and effects (only when thrown, Z-dropping is standard item strength with no bonus effect).
    • Shield: Reshuffle
      Resets the deck of cards and by extension the hand.

  • Final Smash: Darkness Fleur
    A cinematic Final Smash that starts with Nightshade summoning a giant calling card to crush their foes. The whole scene then plays out in a comic strip style, starting with Nightshade sneaking into an absent museum with tight-nit security measures, then quickly planting a timed bomb set to blow within the walls. Upon reaching the treasure room, she finds the grand prize: The miniature trophies of the foes. Upon bagging the prize (and other various gems and treasures) she accidentally set of the alarm system, to which she quickly reacts by booking it. After dodging various traps and security doors, she makes it to the copter-ladder waiting for her by the rooftop, heartily laughing at her victory as she flies away ...until she realizes that her loot bag had sprung a leak, leaving the stolen treasure, including the trophies, laying on top of the museum roof. The timed bomb hits zero and destroys the museum in a massive explosion. The cinematic then ends with the foes sustaining big damage from the explosion as they're launched away, and Nightshade returns to the battlefield from the ladder. This whole scenario is essentially Nightshade's skill attack on a much more grandiose scale.

Character Details

  • Character Series Icon: Nazuna Emblem

  • Stage: Lotus Lake
    • Description: A city once isolated from the outer world after the Kaiju pests started running rampant, only opening up recently after circumstances changing. The stage is fought on giant Nelumbo Lotus leaves. Just like the backdrop for the Lotus Lake surface battles in the original game.
    • Special Features: On occasion, an Aqua Shadow of one of the fighter on stage will spawn from a puddle to fight. Aqua Shadows are much stronger than the fighters they're based on.

  • Stage Entrance: Flies in via ladder attached to an unseen helicopter. Nightshade then prepares herself for the battle as they hop off the ladder.

  • Taunts:
    • Up: Suddenly lets out a hearty laugh with a dramatic pose, before realizing she dropped a card doing so. This actually costs a card.
    • Side: Flashes her calling card forward while saying something about "fearing her" in a dramatic, roundabout way.
    • Down: Performs a more extravagant card-shuffling while singing the first half of her theme (holding down the taunt button plays the full verse): "夜に開きし~黒い影~♪" This will count as a Reshuffle, though the animation is longer than that move.

  • Victory screen: (Bolded text for when the dramatic framing occurs)
    1. Nightshade quietly chuckles to herself before letting out a hearty laugh along with flashing her calling card towards the camera. Based off her 'Cheer' animation.
    2. Nightshade spins in place before posing extravagantly ...only she's facing the wrong way the moment she does so. Afterwards, she realizes her mistake and corrects herself a little too late.
    3. Camera starts on Nightshade's top hat and persona mask, discarded on the floor, before panning to Nightshade herself while she builds a card pyramid (based on an animation exclusive to the Garden feature). Nightshade ends up caught off-guard by the camera and end up collapsing her pyramid of cards. Afterward she just stares at the pile with a cartoonish-ly disappointed glance.

  • Classic Mode: Beware the Black Shadow - Act out Nightshade's role as the (ineffective) Phantom Thief, attempting to steal precious artifacts and riches certain individuals may have. Though normally you'd steal under their noses and not out in the open... So Much for Stealth!
    1. Fighter: Villager Stage: Smashville
    2. Fighter: Link!Tunic Of The Wild Alt Stage: Skyloft
    3. Fighter: King K Rool Stage: Jungle Japes
    4. Fighter: Olimar Stage: Distant Planet
    5. Fighter: Wario!Yellow and Purple overalls Alt Stage: WarioWare, Inc.
    6. Fighter: Nightshade!Aqua Shadow Alt Stage: Lotus Lake
    7. Final Boss: Rathalos

  • Costumes
    1. Default; Black, White, Red, Gold
    2. Larkspur; Larkspur (the flower) Color, Light Brown, Dark Purple, Red
    3. Streptocarpus; Indigo, Pale Bluish-Purple, Pale Brown, Black
    4. Japanese Barberry; Dark Green, Blonde, Dark Maroon, Brown
    5. Water Fringe; Yellow, Brown, Peach, Gold
    6. Swapped Colors; White, Black, Gold, Red
    7. Halloween Outfit (No cape, scythe or coffin)
    8. Aqua Shadow Nightshade; Full Aquatic Aesthetic

Edited by GalaxyLight777 on Dec 12th 2023 at 2:09:49 PM

"I know we'll make it cause somehow, the universe is fun now!" ~Sana
wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#263: Jan 22nd 2021 at 7:36:54 AM

    My response to the comment itself 
That looks safe to me, but who knows what they'll do.

Considering they don't actually give actual notice before they blank a comment or delete a thread or crowner,(which could easily be done by writing a comment to put the post on our watchlist, and giving a bit of time), I'm going to take a precautionary measure and copy all my posts to my computer itself (which I should've done a while ago).

If my opinion of the moderation here sounds low, it's because they've given tons of reason in my and my friends' experience alone (a dozen popular thread crowners, and a thread that was made specifically for friends to talk about anything of interest not including piracy, comments made in defense of myself to someone else's personal insults (which contained an extensive on-topic section to end the personal attacks and bring us back to the topic at hand), all deleted.

...shit, who's to say they won't get defensive and delete this comment for disagreeing with them. Hopefully just this comment, and not the full thread.

    My response to the moveset 
It looks good to me! I like the idea of the taunt costing resources.

And as long as I'm shooting, I'll again say if my comments get deleted, it's not because of you, just some people who say "No character named tropes! Unless they come from the original Star Trek season, they and only they get to be shorthand for more commonly known Freudian psychology terms that more people would actually know." That's right, This is Phil Brooks talking to Paul Levesque! (mic gets cut)

Plus it's safer for me to back up my stuff to my own computer anyway.

Edited by wanderlustwarrior on Jan 22nd 2021 at 10:02:05 AM

The sad, REAL American dichotomy
DrNoPuma Tango from Toon Town Since: Mar, 2015 Relationship Status: I think I love you, so what am I so afraid of?
#264: Feb 5th 2021 at 7:09:22 AM

I added a new gimmick to my Dr. T moveset. I also have another idea for a new fighter that I'll start working on soon.

I haven't played the particular game that Tango is from, but still... robo kitty. :D
DrNoPuma Tango from Toon Town Since: Mar, 2015 Relationship Status: I think I love you, so what am I so afraid of?
#265: Feb 6th 2021 at 7:16:43 AM

Here we go! I wanted to do movesets for some of the pets in Insaniquarium. I was intially going to do Rufus, then Rufus and Rhubarb together, but then I decided I wanted to try Rhubarb on his own. Rhubarb was always one of my most favorite pets.

    Rhubarb comes crawling back! 
  • Franchise: Insaniquarium
  • English Voice Actor: None
  • Palettes: Tan shell/pink body, Red shell/orange body, Blue shell/lavender body, Green shell/olive green body, Purple shell/pink body, White shell/tan body, Black shell/dark gray body, Gold shell/white body.
  • Stats: Despite being about Kirby's size, Rhubarb is a Stone Wall. His shell gives him excellent defense and makes him hard to knock around. His strength is average, and his speed is less than average.
  • Entrance: Rhubarb is dropped onto the stage with a trail of bubbles.
  • Idle Animation: Rhubarb looks around suspiciously.
  • Victory Poses:
    • Rhubarb falls asleep
    • Rhubarb looks at a screen reading "Rhubarb popularity rating." The rating is an F. Rhubarb looks at the camera and shrugs.

Moveset

  • Jab: Rhubarb does a one-two punch with his claws, followed by a pinch.
  • Dash: Rhubarb gets on his side and rolls forward a few feet.
  • Tilts
    • F-Tilt: Rhubarb does a forward kick.
    • U-Tilt: Rhubarb does a little hop to poke opponents with his shell.
    • D-Tilt: Rhubarb stretches his arms out and pinches to the left and right.
  • Grabs/Throws
    • Grab: Rhubarb grabs the opponent with one claw.
    • Pummel: Rhubarb pinches the opponent with his other claw.
    • F-Throw: Rhubarb slams the opponent down, bouncing them forward.
    • B-Throw: Rhubarb turns around and puts the opponent down, then turns back around and kicks them backwards.
    • U-Throw: Rhubarb puts the opponent on top of his shell and does a little hop, tossing the opponent upwards.
    • D-Throw: Rhubarb scuttles on top of the opponent before jumping on them.
  • Aerials
    • Nair: Rhubarb spins around midair.
    • Fair: Rhubarb leans forward, hitting opponents with his shell.
    • Bair: Rhubarb kicks backward.
    • Uair: Rhubarb kicks his legs rapidly, gaining a little extra lift in the air.
    • Dair: Rhubarb pinches downwards. Great for spiking.
  • Smash Attacks:
    • Side Smash: A large forward pinch.
    • Up Smash: A large upward pinch.
    • Down Smash: One pinch forward, one backwards.
  • Special Moves:
    • Neutral Special: Guppy, Go Away: Basically a projectile move. If you press B once, a Guppy swims up to Rhubarb, Rhubarb snaps at it, and the Guppy jumps forward. If you hold B, you get an arrow to aim the Guppy. The Guppy disappears when it hits an opponent or any solid object.
    • Side Special: Shell Exchange: A line of shells identical to Rhubarb's current one appears in front of him. Rhubarb quickly climbs into each shell in the line, stopping at the last one. If you don't charge this move, there will only be one new shell, but if you charge it, you can get up to four new shells. Opponents are damaged if they touch Rhubarb while he's dashing between shells.
    • Up Special: It Works on Himself Too: Rhubarb pinches himself, causing him to rocket upward several feet. The pinch causes contact damage, but the upward bounce does not.
    • Down Special: Crustacean Dig: Rhubarb digs into the ground, kicking up sand even if he's not on a sandy terrain. Once underground, you can use left and right to move around, and B to quickly pop out to damage opponents. The tip of Rhubarb's shell pokes out of the ground so that the player can see where they are, but also so that the opponent can cancel the move by attacking him, preventing Rhubarb from being completely invulnerable with this move.
    • Final Smash: Gratuitous Guppies: Rhubarb moves to the bottom of the screen. A whole school of Guppies are swimming near the bottom of the screen. Rhubarb starts snapping his claws, and the Guppies start shooting upwards until they're off the screen, creating a Zerg Rush of upward projectiles that can cause a lot of damage to opponents. When all the Guppies are gone, Rhubarb returns to the stage.
  • Taunts:
    • Rhubarb snaps his claws rapidly in a threatening manner.
    • Rhubarb retreats into his shell for a second.
    • Rhubarb eats an actual rhubarb plant.

Other

  • Codec
    • Snake: Otacon, what is this weird little creature?
    • Otacon: That's Rhubarb. He's a hermit crab, but you can be forgiven for calling him a creature. He never shows his face, as he's not very social.
    • Snake: Really? Then what's he doing in Smash Bros?
    • Otacon: Beats me. It says here that Rhubarb doesn't care what other people think about him. Still, for him to be here, he must be trying to prove himself at least a little.
    • Snake: So, the hermit is trying to get out more? Good for him.
  • Palutena's Guidance
    • Pit: Lady Palutena, there's a strange crab here!
    • Palutena: This is Rhubarb, a hermit crab from the world of Insaniquarium.
    • Viridi: He's also the worst pet ever. It says so in his description from the original game!
    • Palutena: He's trying his best, Viridi.
    • Pit: I don't think he's that bad, but I still have to fight him. So, what do I do?
    • Palutena: Rhubarb's shell gives him excellent defense. You'll need to rack up a lot of damage before you can even think of sending him flying. Good luck, Pit!

I might do Rufus next.

[down]Thanks!

Edited by DrNoPuma on Feb 6th 2021 at 12:26:12 PM

I haven't played the particular game that Tango is from, but still... robo kitty. :D
Bluethorn Just a Mettaur from Alligator New York City Since: Jan, 2018 Relationship Status: Star-crossed
Just a Mettaur
GalaxyLight777 Since: Jun, 2017 Relationship Status: Don't hug me; I'm scared
#267: Feb 9th 2021 at 2:45:53 PM

I come with another move-set, this time for a largely forgotten platformer mascot unique from all the others. Glover.

EDIT: Well that's embarrassing, left a certain part of the special properties entry unfinished. Fixed.

    Gotta Love The Glove(r)! 

Glover

The titular character of the game with the same name. Glover is the glove (no duh) of a wizard who ruled over a peaceful land who spends his time brewing potions, until one day a Freak Lab Accident ends with him turned to stone, the Crystal Balls atop the wizard tower that kept the world in peace now scattered, and Glover's brother now transformed into Cross-Stitch. Glover, now on his own, must use his magic to bring back the Crystal Balls and revive the wizard to restore peace.

Glover would be a very unique fighter whose gimmick revolves around their manipulation of the Ball for stage control and added movement. And that's not getting into the fact he would utilize his hand-like body to perform various hand gestures/attacks for practically all of his moves. Being the glove of a wizard, he's also capable of utilizing magic for disjointed attacks.

Gameplay Data

Attributes:

  • Speed
    • Dash: Would be comparable to their original game. That is to say, they would have a rather slow dash comparable to Jigglypuff.
    • Walk: Better than Jigglypuff.
    • Air: Tied with Pikachu
    • Fall: Between Toon Link and Lucas.
  • Weight: Tied with Pikachu.
  • Frame data notes: Glovers hand gestures would typically be full-body encompassing hitboxes. So to compensate, they would generally be his stronger attacks while having the bad frame data.

Movement Abilities:

  • Crawls in a same manner a hand would.

Special properties: Ball Game: Everything about the Ball effectively allows glover to control the battlefield, whether setting up combos, kill-confirms or just controlling neutral. The ball spawns automatically upon starting a match/respawning. In the event the Ball breaks or falls into the blast zone or left elsewhere, Glover would just be able to re-summon the Ball nearby by holding down the Down Special.

  • Ball Types: Glover can transform the Ball into several different types with Down Special.
    • Rubber Ball: The most flexible (pun not intended) of all the balls, allowing Glover to launch it far and manipulate it with all the possible moves associated. Runs the risk of bursting from excessive damage; it can take a lot of blunt force but sharp attacks will harm it the most, with the ball damage showcased by the bandages covering it.
    • Bowling Ball: The heaviest and sluggish of them all. Hard to get going momentum-wise, but devastating to be hit by worse case scenario due to the large damage and knockback it can potentially inflict. Attempting to dribble with it doesn't get much results, but it can possibly inflict bury on foes dumb enough to get in the way.
    • Ball Bearing: Small and fast. Dense but light. Deceptively effective at launching foes, though doesn't do that much damage.
    • Crystal Ball: The riskiest of them all. Incredibly frail, but also deceptively fast. It will break from just a single dribble alone, but unlike the crystal in the original game, it will explode into a burst of magic to deal devastating damage to both foes and Glover themselves.
  • Ball Moves:
    • Dribble: Tapping the attack button has Glover dribble the Ball, which can give them height and air movement.
    • Toss: Holding the attack button will put Glover into a floating state holding the Ball in a ready to toss state that will throw the ball in an upward arc. Can be angled. This state will keep Glover suspended in the air, but if they don't throw the ball in the limited amount of time, Glover will be forced into free-fall.
    • Balance: Either pressing up while holding the Ball or jumping on top of the Ball will have Glover perform a balancing act on the Ball. Aside from being an odd form of movement, Glover can perform two different moves for recovery.
      • Instant Ground Pound: Imputing Down Smash will have glover immediately perform the Ground Pound Down Air on the Ball, which can send the Ball downward at a faster speed. Rubber Ball is ideal, since Glover can bounce high as a result.
      • Jump Off: Simply jumps off the Ball. The height from the jump being dependent on the surface area of the Ball. For example, a Ball Bearing being too small leads to the worst jump off the Ball.

Move list:

Neutral

  • Jab: Finger-gun hand motion that "shoots" a small magic blast forward.
  • Dash Attack: A cartwheel with a full "body" hitbox.
  • Get-up Attack: Sweeping hand motion on both sides before getting up.
  • Ledge: Jumps up then slaps the ground in front of them.

Throws

  • Grab: Traps the foe in a magic sphere
  • Pummel: Dribbles the magic sphere to harm the foe inside
  • Throws:
    • Forward: Flicks the sphere forward.
    • Back: Slaps the ball backward.
    • Up: Chucks the sphere upward and follows up with an uppercut.
    • Down: The foe stays trapped in the sphere and Glover then controls the sphere like a ball. Getting knocked out of the sphere by a strong enough attack will only launch the foe a fixed distance. They can mash out of it.

Tilts

  • Forward: Backhanded Slap
  • Up: Front-flip/Overhead Slap
  • Down: Quick slap of the ground

Smashes

  • Forward: Rock-Paper-Scissors; Charges forward a small fixed distance to perform any of the gestures based on if the control stick is tilted.
    • Rock: Activated by holding up. Has the most launch power.
    • Paper: Activated by holding neither up or down. The weakest in terms of power, but can win against most attacks unless they reach a certain damage threshold.
    • Scissors: Activated by holding down. The smallest hit-box limited to the two fingers. Does the most damage at the cost of launch power.
  • Down: Slams their fist into the ground that gives off a magic shockwave.
  • Up: Finger-snap with a burst of magic overhead.

Aerials

  • Neutral: Full body spin.
  • Forward: Karate Chop that can spike if sweet-spotted.
  • Back: A quickdraw finger-gun with a magic burst.
  • Up: Finger-snap with a burst of magic overhead, smaller in range.
  • Down: Ground Pound in the form a fist slam, which Glover can rebound off of a foe and/or the Ball if it connects. Can spike at the start of the move.

Specials

  • Neutral: Magic Slap: Glover does a quick magic infused slap that does no damage but sends whatever hit far, making it great for moving the ball regardless of weight. Can be charged to make whatever hit fly farther. Can double as a reflector, with the strength of said reflector dependant on the charge. Can be used while holding the Ball.
  • Forward/Back: Rocket Punch:Glover charges forward with a powerful punch whose power is dependant on how long the special button is held, doubles as horizontal recovery.
  • Up: Magical Uppercut: A strong sudden punch upward that acts as a powerful recovery move that launches foes upward.
  • Down: Summon/Transformation Spell: Holding down the button will attempt to summon the ball via portal to Glover. Tapping the special button with a Ball spawned in will have Glover transform it into another type of ball in a set order (Rubber, Bowling Ball, Ball Bearing and Crystal), doing so while the Ball isn't spawned has Glover cast a spell in front of them that'll either make an opponent hit by it Grow or Shrink. Holding onto the Ball while inputting Down Special will also directly transform the ball, either by tapping to quickly transform in a set order or holding to choose the Ball Type.

Final Smash: Wizard Master

  • Glover summons the Wizard in front of them, still in his statue form but with seven crystals orbiting him. The Wizard gets revived by said crystals while Glover returns to the wizard as his glove. The Wizard then summons a cauldron, and with telekinesis pulls the foes into the pot. The foes damage racks up quickly before they get launched upward by a geyser erupting from the cauldron. Afterwards the Wizard disappears in a puff of smoke while Glover re-appears in the Wizards place.

Character Details

Character Series Icon: The iconic rubber ball with a star imprint

Stage Entrance: Hops out of a magical portal in the same manner as the original game (the Rubber Ball falls from it as it spawns in)

Taunts:

  • Up: Waves to the audience
  • Side: Thumbs up
  • Down: Reclining pose/Impatient hand gesture

Victory screen:

  1. The rubber ball drops in from above, followed by Glover shortly afterward who proceeds to do a balancing act on said ball.
  2. -
  3. A close-up of Glover's face that panes out to reveal he's returned to his role as the glove of the wizard, as said wizard gives a thumbs up with Glover.

Alternates:

  1. Default White
  2. Yellow
  3. Hot Pink
  4. Bright Blue
  5. Black
  6. Patchwork Leather with various Browns
  7. Cross-Stitch; Gray with Red eyes
  8. Power Glove; Light Gray and Black

(Yeah it's missing a Classic mode route and a stage, bit of writers block in effect...)

I have plenty other move-sets in mind for the future. The move-sets being a Pokémon Mystery Dungeon team, several other Pokémon, a cute little robot, a character whose game has an infamous history (including another character from the same game that's too cool to pass up), even including an overhaul to Reimu Hakurei.

Edited by GalaxyLight777 on Feb 16th 2021 at 11:59:07 AM

"I know we'll make it cause somehow, the universe is fun now!" ~Sana
PushoverMediaCritic I'm sorry Tien, but I must go all out. from the Italy of America (4 Score & 7 Years Ago) Relationship Status: watch?v=dQw4w9WgXcQ
I'm sorry Tien, but I must go all out.
#268: Feb 14th 2021 at 5:49:16 AM

So, I've posited Heavy as the primary rep from TF2, but if TF2 got a second character, who would they be?

In my opinion, the three best choices for a second TF2 rep would be Demoman, Pyro, and Engineer.

  • Demoman mostly because of the sticky launcher, as well as his MASSIVE array of melee options.

  • Pyro has a flamethrower, airblast, flare gun, and jetpack, as well as fire axes for melee.

  • Engineer in Smash would be utterly ridiculous if he can build the Sentry, Dispenser, and Teleporter. His Final Smash could be a Level 3 Sentry boosted with the Wrangler.

As for the other characters:

  • Spy and Medic are straight-up impossible to adapt, thus my suggestion of making Medic and Ubercharge be Heavy's Final Smash.

  • Scout and Sniper would be kind of boring, in terms of moveset. They could easily work, but Demo, Pyro, and Engie would be far more unique.

  • Everything Soldier could do in Smash, Demoman can do better.

Edited by PushoverMediaCritic on Feb 14th 2021 at 6:52:51 AM

wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#269: Feb 14th 2021 at 9:35:23 AM

Fact is, Scout is the second (or first) most pushed. Spah could definitely work. Engie promotes camping problems, unless Sentry has a very low firing rate. Demo, even if combined with Demopan/sword, isn't super unique. Pyro could work if more focus is put on the axe and alt-fire extinguisher.

But I actually do think Spy would work best. Especially if you don't use disguise kit so much as invis-watch.

The sad, REAL American dichotomy
wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#270: Feb 17th 2021 at 6:48:21 PM

I'm thinking of making a What If moveset for Lara Croft. But I'd like to know more about what her current gameplay is like, to figure out the best way to adapt it, beyond just "which weapons can be used in which places", and without working a "tomb raid/treasure hunt/item discovery" mechanic too similarly to Steve's crafting based on where he is on the stage.

Anyone got any info?

The sad, REAL American dichotomy
GalaxyLight777 Since: Jun, 2017 Relationship Status: Don't hug me; I'm scared
#271: Feb 17th 2021 at 11:34:47 PM

I can't offer lots regarding my knowledge of the series, though what I do understand is the series doesn't strictly revolve around the collection of artifacts as the focus of the gameplay, so the focus on that in the move-set isn't necessary.

The only other thing I know is that she is an acrobatic Action Girl (take a guess who you'll see when you click the link) with three different continuities (original, legend, and survivor) that offer different takes on Lara. The former two have her Guns Akimbo and GunFuing best case scenario, while the 2013 continuity has her as a reserved Combat Pragmatist who fights with either various survival tools or good old hand-to-hand combat.

Edited by GalaxyLight777 on Feb 17th 2021 at 7:46:52 PM

"I know we'll make it cause somehow, the universe is fun now!" ~Sana
wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#272: Feb 23rd 2021 at 7:14:27 AM

Thanks. I watched a bit of gameplay footage from the newest trilogy, and I'm thinking I'll go the "survival items and pistols" route, maybe a straightforward "tools for every situation, but no excessive gimmicks" consideration.

I'm also reassessing how I did certain earlier movesets, so I'm gonna put some thoughts here, just to have them handy to go back to:

  • Shantae:
    • Up Smash - Gastro Drill
    • Back Smash - Bonker Tortoise (falling backwards)
    • Down Smash - Elephant Stomp
    • F+Air - Monkey Bullet
    • Wall Cling, Jump, special Wall Attack - Monkey
    • Neutral Special - Half-Genie Magic
      • Hold for magic bottle to refill gauge, hold and choose side for magic, choose side multiple times to upgrade, only one spell out at a time
      • Up: Storm Puff, Forward: Fireball, Down: Pike Ball, Back: Reflect
    • Side Special: Dash Newt - compare Pikachu's quick attack, but only 4 cardinal directions, can be used multiple times, much shorter range
    • Down Special: Fusion Magic
      • Only usable while on the ground, hold and choose a side for form, holding longer increases the range/duration
      • Up: Seer (invisibility, duration), Forward: Spark (electric hitbox, range and duration), Down: Quake (earthquake, range and duration) Back: Refresh (heal, duration)
  • Tails: Move up+air to up+special; replace up+air?
  • Yoshimitsu: Ensure moves are focused on wall carry combo potential?
  • Cynthia:
    • Replace Energy Ball with Leaf Storm
    • Reassess how Garchomp and Roserade work
  • Travis: Reassess TSA moves and specials based on what happens in NMH 3, but wait until August to do so


EDIT: Some of the changes I wound up integrating into Shantae:

I still need to reassess my moveset for Shantae. Currently considering to update to: EDIT: DONE.

  • Smashes - Elephant Form:
    • Forward: Elephant Dash
    • Up: ??? - maybe something involving the tusk or horns
    • Down: Elephant Stomp
  • Neutral Special:
    • Hold to dance to refill the meter
    • Selecting the move pulls up some options that can be accessed by moving the stick:
      • Up: Pike Ball (has a maintenance cost) - 2 pike balls circle around her, emitting a constant hitbox.
      • Forward: Storm Puff - A storm cloud that fires short lightning bolts diagonally downwards. Hair whip attacks can move the puff itself. Lasts 10 seconds.
      • Down: Mirror (has a heavy maintenance cost) - An automatic projectile reflector that reflects projectiles that do 5% damage or less.
    • Transforming or using Neutral Special again while Pike Ball or Mirror are out ends that active magic.
  • Side Special: Spitfire
    • Has a magic cost to use the basic magic.
    • Hold to turn it to Flamethrower (has a maintenance cost).
    • Drains the same magic meter as Neutral Special.
  • Down Special: Monkey Form
    • In this form, she can wall cling, wall jump, crawl, move much faster, and fall faster, and has a smaller hitbox
    • A Attack: Monkey Claw
    • B Attack: Monkey Bullet
    • Shielding or dodging ends the transformation.
  • Unfortunately, this wouldn't implement anything from Seven Sirens, though several of the Fusion Forms are reskins of existing transformations anyway
    • Dash Newt could possibly be her dash attack.
    • Maybe Jet Octo could stay as her third jump.
    • Fusion Dances could be alternate costume colors.

Edited by wanderlustwarrior on Jul 25th 2021 at 1:25:00 PM

The sad, REAL American dichotomy
TheGamechanger from Fourth Wall Since: Nov, 2016 Relationship Status: Robosexual
#273: Feb 23rd 2021 at 7:41:18 AM

Hmm, wonder if Fury Bowser would be a skin for Bowser in the next Smash game. Pretty much all they'd have to do is aside from a simple Palette Swap is adjust the size of the shell spikes and have him breath fire from his mouth a lot more even when he's not using any fire attacks. The only real problem with that being a skin is that Bowser is normal-sized while Fury Bowser is kaiju-sized (don't know if Fury is bigger than Giga, but they're certainly comparable).

Fury Bowser could also be a good potential new Final Smash for Bowser, but I doubt that as Giga Bowser is so iconic and a Smash Bros staple at this point. Unless they decide to relegate Giga Bowser as a boss while having Fury Bowser be the new Final Smash (or the other way around). Alternatively, they can just have Bowser be one of the few Smash characters with two Final Smashes, with Bowser turning to Fury Bowser when he uses a flame attack or do what they did with Cloud and have the Fury Bowser Final Smash be linked to a skin.

And of course, at least one of Fury Bowser's associated themes better be in the next Smash game (if not via Ultimate DLC), as the music is too badass for it not to be.

The League of Heroes
Emperor_Ing The Senate from Lunar Area 32 Since: Jun, 2018 Relationship Status: Crazy Cat Lady
The Senate
#274: Feb 23rd 2021 at 11:11:43 AM

Darth Sidious unleashes his power!

  • Jab: Sidious kicks the opponent.
  • Dash: Spins forward or backward.
  • Tilts:
    • Forward: Sidious stabs forward with one lightsaber.
    • Up: Sidious force-pushes upward, doing no damage but stunning the enemy in the air.
    • Down: Sidious slashes downward with one lightsaber on each side.
  • Grabs/Throws:
    • Grab: Sidious chokes the opponent.
    • Pummel: Sidious unleashes a flurry of saber strikes at the opponent.
    • Forward: Sidious force-pushes to one side, throwing the enemy a long distance.
    • Backward: Sidious throws the enemy backwards, then impales them with both sabers (see: Savage Opress in The Clone Wars).
    • Up: Sidious pushes the enemy upwards, doing more damage if they hit a wall.
    • Down: Sidious slams the opponent on the ground, stunning them temporarily.
  • Aerials:
    • Neutral: Sidious slashes with one saber in a vertical circle.
    • Forward: Sidious stabs with both sabers forward.
    • Backward: Sidious turns around with both sabers, hitting the enemy backwards. K Os with this attack will usually be star K Os.
    • Up: Sidious kicks upward.
    • Down: Sidious stabs downward with one saber and slashes down in front of him with the other.
  • Smash Attacks:
    • Side: A damage-dealing force push with low range.
    • Up: Sidious stabs directly upward.
    • Down: Sidious spins in place with both sabers, dealing damage in a small area around him.
  • Specials:
    • Neutral: Unlimited Power!
      • Casts a bolt of force lightning that has longer range based on charge. Fully charged bolts can chain into nearby enemies. Chains stop either when three enemies are hit or when the bolt reaches its maximum range.
    • Side: The Jedi Are No More
      • Launches a spinning senate pod at the enemy. Charging increases the speed of the senate pod. Fully charged attacks fire two senate pods at the enemy.
    • Down: You Have Failed Me
      • Sidious hits an enemy with the force and slams them into the ground. Charging the move slams enemies multiple times. Full charge slams three times before launching with a force push.
    • Up: I Am The Senate
      • Corkscrews upward. Deals contact damage and launches the enemy upward.
    • Final Smash: Only Now, At The End, Do You Understand
      • Sidious enters a targeting mode and fires the Death Star II at an opponent, dealing massive damage and creating an explosion on hit. The explosion radius is larger if it hits an enemy, but is generated if the stage terrain is hit as well. Sidious returns to the stage when the explosion clears.

  • Taunts:
    • Sidious declares "You will not stop me!" and ignites his lightsaber.
    • Sidious laughs while creating small lightning bolts in his hands.
    • Sidious says "It's treason, then".

How unfortunate that you are attempting to deceive me.
Arcane101 Amateur Rules Lawyer from The Madness Place Since: Feb, 2021 Relationship Status: Having tea with Cthulhu
Amateur Rules Lawyer
#275: Feb 23rd 2021 at 4:35:45 PM

Three from Miraculous Ladybug

Ladybug

Appearance: Appears as her secret identity Marinette, and quickly undergoes her Transformation Sequence into Ladybug.

General: Light-weight, fast but launched easily.

Attacks: Uses a mix of jabs, kicks, and her spinning, stretchy yo-yo which delivers multiple hits in one attack.

Neutral Special: Ladybug spins her yo-yo in front of her, reflecting projectiles from one direction and dealing damage to enemies in front of her.

Side Special: Ladybug pivots and swings, dealing damage to enemies in her path.

Down Special: Ladybug equips a random item. The longer she charges this ability, the better the item.

Up Special: Ladybug jumps high into the air, and leaves an object to fall behind on enemies below, dealing varying amounts of damage.

Final Smash: Ladybug sends out an energy pulse that restores 100% health to herself and all allies in its path, while knocking back enemies without dealing damage.

Taunt: Ladybug briefly deactivates her costume and waves as Marinette before changing back.

Cat Noir

Appearance: Appears as his secret identity Adrien, and quickly undergoes his Transformation Sequence into Cat Noir.

General: Light-weight, agile but launched easily. Cat Noir also has a Cataclysm meter, which gains 1 per second and has a maximum of 30. His attacks and specials deal extra damage equal to the amount in his Cataclysm meter (if an attack deals damage multiple times, the extra damage is split between them), while also increasing knockback proportionally. After each attack or special that successfully deals damage, he drains half of his Cataclysm meter, rounded up.

Attacks: Uses a mix of punches, jabs, and his staff.

Neutral Special: Cat Noir stands still to charge up his Cataclysm, quadrupling the rate at which he gains Cataclysm while in this state.

Side Special: Cat Noir lunges forward, grabbing the first enemy he meets and dealing light damage to them. For every 10 Cataclysm he has, he ends one of their positive status effects or breaks an item they're holding.

Down Special: Cat Noir briefly enters a counter stance; if he would be dealt damage, instead he dodges and adds that much to his Cataclysm meter.

Up Special: Cat Noir leaps up. If he meets an enemy, he knocks them downward and gains a second, smaller upward boost.

Taunt: Taunt: Cat Noir briefly deactivates his costume and blows a kiss as Adrien before changing back.

Final Smash: Cat Noir becomes Cat Blanc for 10 seconds, multiplying his Cataclysm production tenfold, removing the maximum Cataclysm limit, and preventing him from flinching, taking knockback, or receiving negative status effects. When the duration ends, he releases all his leftover Cataclysm in an explosion that grows in size, damage, and knockback with Cataclysm consumed.

Hawk Moth

Appearance: Appears as his secret identity Gabriel, and quickly undergoes his Transformation Sequence into Hawk Moth.

General: Medium-weight, slightly faster and less agile. Several of Hawk Moth's attack and specials akumatize enemy players; an akumatized enemy deals only half damage and knockback to Hawk Moth, and half again as much damage and knockback to allies (so if friendly fire is turned off, the akumatized enemy will deal as much damage to Hawk Moth as to allies). He may only akumatize one enemy at a time; effects that akumatize won't cause that while he already has an akumatized enemy.

Attacks: Uses punches, kicks, and his cane. His smashes each release a moth that flutters around him briefly, akumatizing the first enemy it reaches.

Neutral Special: Hawk Moth releases a moth that damages and akumatizes the first enemy it reaches. Charging this increases the damage, projectile speed and distance, and akuma duration.

Side Special: Hawk Moth summons a swarm of moths that mob a nearby enemy in the direction of the special, dealing damage over time and akumatizing them.

Down Special: Hawk Moth enters a psychic link with the akuma victim, causing them to deal half again as much damage and knockback to allies (in other words, they now deal full instead of half damage to allies if friendly fire is off), and transferring half of all damage and knockback from Hawk Moth to the akumatized enemy while he is in his down special (so an akumatized enemy attacking Hawk Moth will deal no damage to him, and half damage to themselves).

Up Special: Hawk Moth leaps upward while lunging with his cane. He leaves behind a single moth that damages and akumatizes any enemy that enters its space.

Taunt: Hawk Moth briefly deactivates his costume and theatrically bows as Gabriel before changing back.

Final Smash: Hawk Moth ends all akumas prematurely and becomes the Collector for 15 seconds, making him invulnerable to knockback, flinching, or negative status effects. Whenever he damages an enemy, they become trapped in his book; enemies trapped this way take 5% damage per second and receive severe knockback when he transforms back into Hawk Moth.

Edited by Arcane101 on Feb 23rd 2021 at 7:47:12 AM

Of course I've gone mad with power. Have you ever tried going mad without power?

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