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wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#276: Feb 24th 2021 at 11:17:18 PM

Alright, I've done the reworks I was thinking of for Cynthia, Yoshimitsu, and Shantae

  • For Cynthia, I've gone back to the Double Battle idea. I also changed her stage. Since Spear Pillar is already in the game, I decided to go with Undella Town. Because Memes.
  • For Yoshimitsu, he's got so many moves for changing stances, works better when on the ground, and has a lot of wall carry. His Neutral Special was also reworked to better reflect how Soul Calibur's engine has changed.
  • For Shantae, she's got a lot of options based on her transformations, dances, and how the magic menus work in her games. (whoops, I actually need to go back into the original post and make the edits; I just described them on the last page without doing so.

I'll consider Tails a bit further later on down the line.

Edited by wanderlustwarrior on Feb 24th 2021 at 1:20:47 PM

The sad, REAL American dichotomy
SalFishFin Since: Jan, 2001
Arcane101 Amateur Rules Lawyer from The Madness Place Since: Feb, 2021 Relationship Status: Having tea with Cthulhu
Amateur Rules Lawyer
#278: Feb 25th 2021 at 8:27:32 AM

[up] Where is her Final Smash?

Of course I've gone mad with power. Have you ever tried going mad without power?
SalFishFin Since: Jan, 2001
#279: Feb 25th 2021 at 1:05:04 PM

Huh. Missed that. Fixed it.

DrNoPuma Dr. Thomas Light from Toon Town Since: Mar, 2015 Relationship Status: I think I love you, so what am I so afraid of?
#280: Feb 25th 2021 at 5:22:17 PM

[up]Nice! I like the Equip gimmick and how you wrote different moves for each of the weapons, and for when she's unequipped. How heavy would you say she is when she's unequipped or equipped?


Now, since my last character was Rhubarb, I decided to do the other Insaniquarium crab.

    Rufus has crustacean syncopation! 
  • Franchise: Insaniquarium
  • English Voice Actor: Probably none…. But if he could have one, I would choose either Roger Craig Smith (Sonic) or Mark Lund (Falco)
  • Palettes: Pinkish red, bioluminescent blue, sea green, sandy yellow, deep purple, ruby crimson, cool indigo, treasure gold.
  • Stats: Rufus is simultaneously a Lightning Bruiser and a Glass Cannon. He’s super strong, and also quite fast, but he’s also lightweight and fragile.
  • Entrance: Rufus bursts out of a crab trap.
  • Idle Animation: Rufus sways back and forth slowly.
  • Victory Poses:
    • Rufus dances with some similar-looking crabs.
    • Rufus rapidly punches Sandbag several times before knocking it off the screen with a final punch.

Moveset

  • Jab: Rufus does a one-two jab with his claws before doing a rapid-fire jab with his big claw.
  • Dash: Rufus does a slide kick.
  • Tilts
    • F-Tilt: Rufus pinches with his big claw.
    • U-Tilt: Rufus swipes up with his small claw.
    • D-Tilt: Rufus does a split.
  • Grabs/Throws
    • Grab: Rufus grabs the opponent with his big claw.
    • Pummel: Rufus hits the opponent with his little claw.
    • F-Throw: Rufus spins the opponent around and throws them forward.
    • B-Throw: Rufus does a backflip, slamming the opponent down.
    • U-Throw: Rufus flings the opponent up.
    • D-Throw: Rufus jumps up and kicks the opponent down to the ground.
  • Aerials
    • Nair: Rufus does the Sonic Adventure finger gun pose in midair, causing contact damage.
    • Fair: Rufus swings his big claw.
    • Bair: Rufus does a little spin.
    • Uair: Rufus pinches upwards rapidly four times.
    • Dair: Rufus kicks downwards.
  • Smash Attacks:
    • Side Smash: Rufus pinches forward with both claws at once.
    • Up Smash: Rufus pinches upwards five times quickly, with the last being the strongest.
    • Down Smash: Rufus does a handstand with only his big claw and spins.
  • Special Moves:
    • Neutral Special: Fiddler on the Stage: Rufus, being a fiddler crab, pulls out an actual fiddle and plays it.
      • Press B once: Rufus plays a single, loud note. A music note the size of Rufus’ body shoots straight out and keeps moving until it hits someone or something.
      • Hold B: Rufus plays a looping, fast melody. This creates a rapid-fire spray of smaller music notes. Some go straight forward, while others go diagonally up or down within a range of 30 degrees. These notes disappear when they hit something or someone, but also disappear when they reach a certain range (let’s say ⅓ of the length of the screen.)
    • Side Special: Crabby Charge: Rufus runs forward, snapping his claws frantically, for as long as you hold down Side B. When you release the button, Rufus stops in his tracks and does one large forward pinch with his big claw. You can also turn and jump while running.
    • Up Special: Crab Pile: One to four crabs, depending on how much you charge this, appear under Rufus, one by one. Each crab crawls into the bottom of the pile, boosting Rufus up. When all the crabs are together, the second-highest crab flings Rufus upwards. The crabs cause contact damage while they’re forming the pile, but once Rufus is flung upwards, the crabs disappear and Rufus doesn’t cause any more contact damage.
    • Down Special: Regeneration: This move is similar to King K. Rool and Incineroar’s Down Specials. Use this move right when Rufus gets hit, and one of his claws will get knocked off, but also pinch the opponent. The missing claw will regrow within 15 seconds, but anyone can pick up and throw the detached claw three times. It disappears after being thrown the third time. If an opponent picks up the detached claw, they have three seconds to throw the claw, or it will pinch them and disappear. The moves that use Rufus’ claws will have him simply jab with his arms until the claws regrow. However, these moves will obviously be much weaker without the claws.
    • Final Smash: Crab Rave: It cuts to a cinematic of Rufus and other crabs at a dance club. Rufus is shown in the middle of the dance floor with the opponents. Rufus does several dance moves in quick succession, causing an explosion. Cut back to stage, where the opponents take massive damage.
  • Taunts:
    • Rufus pulls out his fiddle and plays part of “Turkey in the Straw.”
    • Rufus breakdances.
    • Rufus does the dance from Crab Rave by Noisestorm.

Other

  • Codec
    • Snake: Otacon, I must be seeing things. Is that crab… dancing?
    • Otacon: Your eyes do not deceive you, Snake. This is Rufus, a fiddler crab from the Insaniquarium world.
    • Snake: Okay, but… why is he dancing?
    • Otacon: It says here that Rufus always wanted to be a dancer and run his own dance school, but he had to put those dreams aside to fight an alien invasion.
    • Snake: That’s got to be tough.
    • Otacon: Did you ever have any dreams you had to give up, Snake?
    • Snake: Uh… no. Well, maybe. I could tell you, but then I’d have to kill you.

  • Palutena's Guidance
    • Pit: Lady Palutena, look at this cute little crab!
    • Palutena: This is Rufus, a dancing fiddler crab from the world of Insaniquarium.
    • Viridi: A dancing crab? Someone should make a music video about that.
    • Palutena: Maybe Rufus will let you dance with him when you two are done fighting, Pit.
    • Pit: He seems kind of crabby, though. What’s the best way to fight him?
    • Palutena: Rufus’ claws are quite powerful, and his dance moves are equally potent, but he’s not so hardy when it comes to defense. Use that to your advantage, Pit!

Also, it looks like this is my 20th moveset in the thread! 🎊

Edited by DrNoPuma on Feb 25th 2021 at 9:20:59 AM

"Humans and robots living together in harmony and equality. That was my ultimate wish."
wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Emperor_Ing The Senate from Lunar Area 32 Since: Jun, 2018 Relationship Status: Crazy Cat Lady
The Senate
#282: Feb 25th 2021 at 8:27:39 PM

    Herrscher of the Void emerges! 

  • Jab: Ho V fires a void bullet at the enemy.
  • Dash: Ho V teleports a small distance, creating orange afterimages that do slight damage on contact.
  • Tilts:
    • Up: Ho V swings a Subspace Lance vertically.
    • Down: Ho V hits the enemy with her hand.
    • Forward: Ho V stabs forward with a lance.
  • Grabs/Throws:
    • Grab: Ho V chokes the enemy.
    • Pummel: Ho V fires a volley of void bullets into the enemy's chest.
    • Forward throw: Impales the enemy on a lance that flies forward a long distance.
    • Back throw: Tosses the enemy backwards.
    • Up throw: Creates a Space Core that pulls the enemy to the ceiling.
    • Down throw: Chokeslams the enemy, then fires three bullets.
  • Aerials:
    • Up: Ho V summons a circle of lances around her hand, then punches up.
    • Down: Ho V fires a single bullet down.
    • Forward: Ho V slashes down with a lance.
    • Back: Ho V swings sideways with a lance.
  • Smash attacks:
    • Up: Ho V claps up with her wings.
    • Side: Ho V fires an empowered void bullet with piercing abilities but much lower range.
    • Down: Ho V summons a circle of lances to stab up around her.
  • Special:
    • Neutral: Space Core: Summons a core that attracts nearby fighters in front of Ho V. Charging increases the area of effect.
    • Up: Pathetic!: Fires a space core upward rapidly, pulling herself along with it.
    • Down: Light Bombardment: Summons a void portal above Ho V's current position. In three seconds or when an enemy passes under the portal, launches a powerful blast with a small explosion radius.
    • Side: Lance Storm: Creates a small portal that can travel a medium distance. The portal drags enemies in as it moves. When the button is released or the portal reaches its maximum range, a set of three lances is created around it and slams inward.
    • Final Smash: Domain Of The Void: Summons a sphere of portals around an enemy, then fires all of them at once inward.

  • Taunts:
    • Ho V claps slowly.
    • Ho V floats dramatically over a summoned portal. The portal is entirely cosmetic.
    • Ho V holds up a beach umbrella.

    Gideon engages the Dark Troopers! 

  • Jab: Gideon slashes with the Darksaber once.
  • Dash: Gideon stabs forward.
  • Tilts:
    • Up: Gideon stabs upward.
    • Forward: Gideon slaps the enemy with his gun.
    • Down: Gideon slashes down with the Darksaber.
  • Grabs:
    • Grab: Gideon holds the enemy.
    • Pummel: Gideon slashes several times.
    • Forward: Gideon shoots the enemy in the chest, propelling them forward.
    • Up: Gideon throws the enemy upward, then shoots.
    • Back: Gideon throws the enemy backward, hitting them with the Darksaber on the way.
    • Down: Gideon drops the enemy before firing two shots at them.
  • Aerials:
    • Up: Gideon does a spin attack with the Darksaber.
    • Forward: Gideon unleashes a flurry of strikes with the Darksaber.
    • Back: Gideon shoots back with mild recoil.
    • Down: Gideon stabs down with the Darksaber.
  • Smash attacks:
    • Up: Gideon charges his blaster and fires an exploding shot upwards.
    • Side: Gideon charges his blaster and fires a spread of five shots forward.
    • Down: Gideon performs a Sword Plant with the Darksaber, creating a shockwave.

  • Specials:
    • Neutral: Targeted Attack: Gideon creates a crosshair that allows him to aim his blaster in the direction he's facing. Headshots with this attack do more damage. Tapping the button fires directly forward.
    • Up: TIE Assist: Gideon summons his Outland TIE to lift him up. The TIE detonates when Gideon reaches the top, dealing damage to nearby enemies.
    • Down: Setting Up An E-Web: Gideon summons a heavy cannon that targets nearby fighters. The cannon can be destroyed to create an explosion. Explosions caused by Targeted Attack stun fighters caught in the blast radius.
    • Side: Engage Troopers: Gideon summons a Dark Trooper that dashes forward, then punches the enemy repeatedly.
    • Final Smash: The Tragedy: Gideon fires a single shot from above with his light cruiser at the enemy, dealing massive damage.

How unfortunate that you are attempting to deceive me.
Bluethorn Just a Mettaur from Alligator New York City Since: Jan, 2018 Relationship Status: Star-crossed
Just a Mettaur
#283: Feb 26th 2021 at 3:53:00 AM

Great job, Puma and Ing!

A great Mascot Mook.
AyyBee121 Since: Apr, 2020
#284: Feb 26th 2021 at 4:40:09 PM

Guess who's back?

    Rebel Friend builds his destiny! 

Rebel Friend

Gameplay Data

Attributes:

  • Speed
    • Dash: Slow. In between Ganondorf and Jigglypuff.
    • Walk: Slow. Tied with Ken.
    • Air: Fast. Tied with D Onkey Kong, Mario, and Inkling, among others.
    • Fall: Fast. In between King Dedede and Little Mac.
  • Weight: Light. Tied with Kirby, Mewtwo, and Sephiroth, among others.
  • Frame data notes: His up throw and neutral special are fairly laggy, but other than that, not much.

Movement Abilities:

  • His double jump is replaced with a dive/combat roll.

Special properties:

  • In addition to the dive/combat roll mentioned above, he also falls to peices when defeated in a stamina battle. This is purely cosmetic.

Move list:

Neutral

  • Jab: A basic right hook.
    • Jab 2/3: Follows up his right hook with a left hook.
    • Jab 3/3 Finishes with an uppercut.
  • Dash Attack: The trips and falls on his face while carrying a Camtano (AKA an ice cream maker) and drops it.
  • Wake up: He violently sneezes himself awake.
  • Ledge: He jumps off the ledge and punches the ground.

Throws

  • Grab: He grabs the opponent under his shoulder and starts giving them a noogie. Based on Robin's grab from LEGO Batman: The Videogame.
  • Pummel: He punches the opponent.
  • Forward: He slams the enemy onto the ground with his elbow.
  • Back: He throws the enemy behind him. based on one of Robin's trows from LEGO Batman: The Videogame.
  • Up: He spins the opponent around and throws them into the air. Based on one of Robin's throws from LEGO Batman: The Videogame.
  • Down: Places the opponent onto the ground, placing them into a downed state.

Tilts

  • Forward: He does oes a powerful jab, putting his whole body into it.
  • Up: He does a basic, but still distinct from his 3/3 combo, uppercut.
  • Down: He does a low spin kick.

Smashes

  • Forward: He pulls out a gonk droid and holds it out in front of him. Deals very low damage, but has fairly high knockback.
  • Down: He does a double sided kick.
  • Up: He does a spinning uppercut.

Aerials

  • Neutral: A basic left hook.
  • Forward: A karate-style kick.
  • Back: A backwards punch.
  • Up:A very high kick.
  • Down: He kicks downwards, sending him towards whatever (or whoever) is below him. Functions as a stall-then-fall.

Specials

  • Neutral: Blaster: Functions almost identically to Fox's neutral special.
  • Forward/Back: Thermal Detinator: He throws a thermal detinator, as it appears In the first three LEGO Star Wars games. It is affected by gravity, though it sticks to terrain. About a second after being thrown, it will begin to beep and explode.
  • Up: Grapping Hook: A fairly standard tether recovery move.
  • Down: Drop in: Allows you to summon one of three assist characters. Once summoned, they will automatically use their special ability and/or atatck whenever an opponent is near and they do not dodge. These opponents can be attacked and defeated, much like assist trophies. Only one assist can be summoned at a time, and a cooldown on summoning them happens when one of them is KO'd.
    • Yoda: Uses the force on enemies, making them dizzy.
    • The Emperor: Uses force lightning on the opponent, dealing high damage to them.
    • General Grevious: Has no special abilities outside of attacking and jumping high.
    • Droideka: Has a shield that is immune to projectiles, but has no other special abilities.
    • Boba Fett: Can hover and throw thermal denominators.
    • Stormtrooper: Has the same animations and attacks as the stormtroopers on the Tantive IV stage, but is otherwise nothing special.
    • Darth Vader: Can force choke the opponent, dealing significant damage.

Final Smash: Rebel Assault.

  • Rebel Friend dials a code on a walkie talkie, causing various X Wings and Y Wings to attack the stage, finishing off wit The Millennium Falcon.

Character Details

Character Series Icon: LEGO Darth Vader's old helmet design.

Victory Theme: A snippet/remix of Disco Party from the LEGO Star Wars series, itself a remix of the Star Wars theme.

Stage: Tantive IV

  • Description: Takes the form of a hallway inside the ship, making the sides of the stage the only way to KO an opponent (outside of stamina mode). The battlefield and omega forms of the stage are outside the ship, and use the same color scheme and aesthetic.
  • Special Features: Every so often, a LEGO Stormtrooper (or, on racre occasions, a Beachtrooper(Not to be confused with the Shoretroopers of Rogue One)) will appear and attack the players. This, of course, can be turned off by turning off stage hazards. The walls are also destructible, but this is purely cosmetic.

Stage Entrance: He descends onto the stage with a grappling hook.

Taunts:

  • Up: He salutes.
  • Side: A hat dispenser appears next to him, and he pulls the lever. However, he backs out before the hat can be dispensed onto his head.
  • Down: He does a disco dance.

KO scream: His death sound From the LEGO Star Wars series. The death sound is the same across all of the rebels. Additionally, all his assists have their respective death sounds when KO'd.

Victory screen:

  1. Rebel friend salutes. If he is not part of a team, there will be a group of rebel troopers behind him, also saluting.
  2. Princess Leah (In her A New Hope appearance) gives Rebel Friend a medal.
  3. Rebel Friend (very) quickly builds an X Wing.

Classic Mode: "In A galaxy Far, Far, Away..." - Rebel Friend faces off various enemies that call back to the pre-Disney Star Wars trilogy.

  1. Incineroar with Beam Sword on Shadow Moses Island (Omega form), representing Darth Maul
  2. Ganondorf (Grey hair) on the Gerudo Desert stage, representing Count Dooku.
  3. Richter (Black outfit) with Beam Sword on Norfair, representing Anakin Skywalker
  4. Meta Knight (Dark Meta Knight outfit) on the Tantive IV, representing Darth Vader.
  5. Samus (Green outfit) with a rocket belt on Skyworld, representing Boba Fett.
  6. Mewtwo (Black outfit) on Shadow Moses Island, representing Emperor Palpetine.
  • Boss: Master Hand

Costumes

  1. Default. Based on his appearance in LEGO Star Wars II: The Original Trilogy and Lego Star Wars: The Complete Saga.
  2. Rebel trooper. Based on their appearance in LEGO Star Wars II: The Original Trilogy and Lego Star Wars: The Complete Saga.
  3. Captain Antilles. Based on his appearance in LEGO Star Wars II: The Original Trilogy and Lego Star Wars: The Complete Saga.
  4. Rebel Trooper, hoth outfit.. Based on its appearance in LEGO Star Wars II: The Original Trilogy and Lego Star Wars: The Complete Saga.
  5. Rebel Pilot. Based on their appearance in LEGO Star Wars II: The Original Trilogy and Lego Star Wars: The Complete Saga.
  6. Rebel Engineer. Based on their appearance in LEGO Star Wars II: The Original Trilogy and Lego Star Wars: The Complete Saga.
  7. Rebel friend with disguise. Same as the default rebel friend, but with the Groucho glasses seen with the disguise extra on in the LEGO Star Wars series.
  8. Silhouette. Resembles the various rebel trooper variants, but as a silhouette. Expicitly referred to as "Rebel Friend" on the UI and by the announcer.

Other

  • Kirby hat: Kirby dons Rebel Friend's helmet.
  • Boxing title: Red Shirt Rookie

    Rebel Friend's spirit board 

LEGO Darth Vader

  • Character: Meta Knight, plus Rebel Trooper as an ally
  • Stage: Tantive IV
  • Music The Imperial March
  • Conditions:
    • You lose if your CPU ally is KO'd
    • The enemy favors melee attacks
    • Stamina Battle

LEGO Han Solo

  • Character: Rebel Trooper (main) and Bowser (Brown)
  • Stage: Gerudo Desert
  • Music: Cantina Band
  • Conditions
    • The enemy (Rebel Trooper) will have a final smash after a little while
    • The enemy (Bowser) Starts the match with a Ray Gun

LEGO Luke Skywalker

  • Character: Marth (White costume)
  • Stage: Gerudo Desert
  • Music The duel
  • Conditions
    • Bring your best team to this no-frills battle

LEGO Yoda

  • Character: Mewtwo (Green)
  • Stage: Distant planet (Battlefield)
  • Music: Confrontation with Dooku and finale
  • Conditions:
    • The enemy starts the battle with a beam sword
  • The enemy is tiny

LEGO Anakin

  • Character: Ricter (Black outfit) plus Roy (Yellow outfit) as an ally (Representing Obi Wan)
  • Stage: Norfair
  • Music: Anakin VS Obi Wan
  • Conditions:
    • If your CPU ally is KO'd, you lose
    • Stamina Battle
    • The floor is lava

LEGO Boba Fett

  • Character: Samus (Green outfit)
  • Stage: Rainbow Cruise
  • Music: The Return of the Jedi
  • Conditions
    • The enemy starts the battle with a rocket belt
    • The enemy is easily distracted by items
    • Items: Explosives

LEGO Battle Droid

LEGO Jango Fett

  • Character: Samus (Purple outfit), plus Ness (Light blue shirt) as an assist
  • Stage: Midgar
  • Music: Jango Fett's escape
  • Conditions:
    • The enemy starts the battle with a rocket belt
    • Defeat the main fighter to win

LEGO AT-AT

  • Character: Duck Hunt (Dalmatian)
  • Stage: Summit
  • Music: The Battle in the Snow
  • Conditions:
    • The enemy is giant
    • The enemy's defence is increased
    • The enemy starts the battle with a Ray Gun
    • The floor is ice

LEGO General Grevious

  • Character: Ridley (Grey Meta Ridley costume, main), 3 yellow R.O.B.s, and one white Sonic
  • Stage: Jungle Japes (Omega)
  • Music: [[https://www.youtube.com/watch?v=ApJumkyz7F0 General Grevous)
  • Conditions
    • Fighters will appear when an enemy is K.O'd (First Sonic, then the R.O.B.s, then Ridley)
    • The enemy (Ridley) starts the battle with a beam sword
    • The enemy (Sonic) favors the use of side specials
    • Stamina battle

LEGO Darth Maul

  • Character: Incineroar and 3 yellow R.O.B.s
  • Stage: Shadow Moses Island (Battlefield)
  • Music: Duel of the Fates
  • Conditions
    • The enemy (Incineroar) starts the battle with a beam sword
    • Defeat the main fighter to win
    • Stamina Battle

LEGO Indiana Jones

  • Character: Simon and Sonic (Black costume)
  • Stage: Gerudo Desert
  • Music: Raiders march (Indiana Jones theme)
  • Conditions:
    • The enemy (Simon) favors the use of whip-based attacks
    • The enemy (Sonic) favors the use of side specials
    • Defeat the main fighter to win

BombonBombin Zamba from Argentina Since: Jan, 2021 Relationship Status: In love with love
Zamba
#285: Feb 26th 2021 at 5:28:32 PM

Endo is ready to strike!

The fiery goalkeeper

Arrival: He gets off of the Inazuma Bus.

Build: Medium in all aspects (weight, speed, etc.)

Attacks: Mainly punches and kicks.

Throws: All of them involves God Hand.

Specials:

  • Neutral: Grenade shoot: He kicks a powered football.

  • Forward: Justice Fist: Hi punches with his powerful energy fist.

  • Up: Megaton Head: He jumps, and headbutts with a fist in his head.

  • Down: Majin the Hand: A demon appears and smashes the ground.

Final Smash: The Earth: He dashes forward and punches with a Justice Fist. If hits, the opponent(s) lands into a soccer field, surrounded by the Raimon Team. Endo, Goenji and Kido are standing in a triangle, while the other 8 teammates are giving energy to a ball. Endo, Goenji and Kido kicks the powered ball towards the opponent.

Taunts:

  • Endo shouts "SAKKA NI YAROUZE!"

  • Endo puts his gloves and laugs.

  • Endo poses, and the demon of Majin the Hand appears briefly behind.

Victory poses:

  • Endo jumps and says: "Yes! A victory for Raimon!"

  • Endo runs toward Kabeyama, and they hugs. Kabeyama carries him.

  • Endo runs and fells in the ground. Goenji and Kazemaru falls over him.

Suits: All based on kits of opponents of Raimon.

  • Raimon (player)
  • Raimon (GK)
  • Inazuma Japan
  • Occult
  • Wild
  • Brainwashing
  • Otaku
  • Royal Academy
  • Shuriken
  • Farm
  • Kirkwood
  • Zeus
  • Secret Service
  • Alpine
  • Mary Times
  • Cloister Divinity
  • Alius Academy
  • Fauxshore
  • Osaka CCC
  • Etc.

Music:

Soccer Battle (1)

Burning phase (1)

Tournament game (1)

Running Inazuma (2)

Tachiagariyo

Victory

Rumors about my death were greatly exaggerated.
Arcane101 Amateur Rules Lawyer from The Madness Place Since: Feb, 2021 Relationship Status: Having tea with Cthulhu
Amateur Rules Lawyer
#286: Feb 28th 2021 at 4:55:53 AM

An idea for a Pokeball drop: Smeargle.

Upon being summoned, Smeargle stands still, using Sketch for 10 seconds, noting all actions other characters use. When time is up, Smeargle leaps into battle, using the attacks, items, and movements of other characters to attack its opponents. Each use removes an instance of that particular action from its repertoire, and when it has used up all its options, it vanishes.

[down] It gains one attack/item use for each time someone used that specific attack/item while it Sketched. Likewise, it can only move/jump as far as the total of everyone else’s movement during the Sketch.

As for Claire... what if she had a gimmick that gave her a temporary attack and/or defense boost after jumping, and a way to gain more double jumps over time? Also her Final Smash should involve her using her phone.

Edited by Arcane101 on Feb 28th 2021 at 7:13:00 AM

Of course I've gone mad with power. Have you ever tried going mad without power?
DrNoPuma Dr. Thomas Light from Toon Town Since: Mar, 2015 Relationship Status: I think I love you, so what am I so afraid of?
#287: Feb 28th 2021 at 6:13:39 AM

[up]That sounds interesting. How many attacks/actions does it use with each summon?


I want to do a moveset for Claire, but I'm worried it might be too similar to other characters. Her game is a very chill, outdoorsy game where you do things like fishing, digging, growing plants, etc. much like Animal Crossing, so her moveset could end up being too similar to Villager's or Isabelle's.

Also, the game has a mechanic where you collect golden feathers, each of which gives you an extra Double Jump, but you lose golden feathers with each use until you reach the ground, after which the golden feathers refill. That could be seen as too similar to Banjo & Kazooie, although I would use this mechanic for an Up Special instead of a Side Special.

"Humans and robots living together in harmony and equality. That was my ultimate wish."
GalaxyLight777 Since: Jun, 2017 Relationship Status: Don't hug me; I'm scared
#288: Mar 3rd 2021 at 5:20:52 PM

oh hey new move-set cool

    PMD Team 

Mystery Dungeon Poké-Team (Working Title)

The protagonists of the various Pokémon Mystery Dungeon games. Though the Mons in question are never static, and each game is a different story, the setup is the same. The player character is a human-turned-Pokémon with a nasty case of amnesia, who meets another Pokémon that would wound up becoming an invaluable partner as part of a Rescue/Explorer team to eventually discover the purpose of their existence in a world exclusive to Pokémon.

Gameplay Data

Attributes:

  • Speed
    • Dash: I: 1.48 II: 1.78 III: 2.0 (Partner Mons will generally have higher speed than normal if their designated Dash stat is smaller than the Leader Mon)
    • Walk: 1.25. All Mons share the same walk speed.
  • Weight: I: 70 II: 78 III: 86
  • Frame data notes: Varies.

Movement Abilities:

  • Two jumps for any kind of Mon. Certain Mons can either wall-jump or crawl.

Special properties:

  • Selectable Mons: Multiple different Pokémon to select from upon choosing the Poké-Team each with slightly different attributes/moves from one another. The most different moves utility wise have to be exclusive to the two Specials. Though... 
  • Duo Mon Team: Your leader fights alongside their partner Mon Ice Climbers style, though with plenty of major differences such as each having their own damage percent, the Partner Mon contributing to the throws with potential end-lag on their part, being able to fight on their own if alone (Though they won't use Smash attacks), etc. More details below.
  • Treasure Bag Inventory: Tied to the Neutral Special below, there's quite a selection of items to be used, offering various utility and offense. Starting the match gives the Poké-Team a set number of items to start off (Reviver Seed, A random Orb, an Oran Berry, and five geo pebbles). Random items can obtained by inputting Shield + Special. The items are as follows:
    • Orbs: Multiple different orbs with a variety of different effects.
      • Blowback: Heavy knockback, no damage.
      • Fear: Briefly reverses the foes controls in addition to forcing them to face away from the user.
      • Hurl: Command Grab that hurls the foe forward, typically towards another opponent to harm them.
      • Invisify: Induces invisibility in the leader mon, the Partner mon can't keep track where they are either.
      • Lob: Deals heavy damage to the foe, but doesn't launch them.
      • Mug: Steals a held item from a foe while dealing flinching damage.
      • Pounce: Sends the user flying forward until they hit a foe, the stage or if the user flies far enough. Useful for horizontal recovery.
      • Quick: Minor movement speed increase for all team members.
    • Seeds: Can be eaten for different effects/statuses, both good and bad. Can also be used on foes by throwing them, but it has to hit them from the front to take effect.
      • Blast: Fires a blast directly in front of the user upon being eaten, said blast deals heavy damage and knockback. Throwing the seed will cause it explode upon hitting a foe or reaching the range limit, but it is significantly weaker this way.
      • Reviver: Useless upon straight up eating it. Its effects are passive and only activate if the Partner Mon is KO-ed, upon which it'll automatically revive them. Doesn't revive the Leader Mon.
      • Sleep: Eating it puts anyone to sleep.
      • Stun: Paralyzes the foe in place for a short while.
      • Totter: Inflicts dizzy state.
      • Vile: Increases damage gained for 12 seconds.
      • Violent: Increases attack power for 12 seconds.
      • Warp: Teleports the eater in a random spot on the stage, never the blast zone or far beyond the stage. Worse case scenario, just short below the ledge (though all of the cast can still recover if they're quick enough).
    • Throwable: Designated throwing weapons that stack, max being 20. (Inputting Use defaults to throwing) Two different types:
      • Rocks: Thrown in an arc, deals fixed damage (Geo Pebble: 10%, Gravelerock: 20%).
      • Spikes: Thrown straight forward, damage dependent on the mon who throws it (Categorized as Strong, Average, and Weak) plus a modifier for the Spike in question (Wood Stick: A X 0.5, Iron Thorn: A X 1.0, Silver Spike: A X 1.5).
    • Other:
      • Oran Berry: Brief regeneration effect.

Move list:

All Pokémon

Basic Attacks:

  • Neutral Air: Role into a ball and spins in place as if preparing for a tumble. Long active hitbox that launches foes on contact.
  • Dash Attack: Full-body tackle, based on the regular attack all Pokémon in most of the Mystery Dungeon games can perform instead of their four moves.

Throws: As mentioned above, the Partner Mon's throws will take priority, with the Leader Mon only doing so if the Partner Mon is absent for one reason or another.

Specials

  • Neutral: Treasure Bag: Pressing the button opens the inventory interface. While the interface is open, the item in the inventory is selected by holding the control stick in the direction, and pressing different buttons to either Use, Equip, or Throw.
    • Use: Inputted with the basic attack button (A) to use the item straight out of the inventory.
    • Equip: Inputted with the special button (B) to equip the item on the current Leader Mon. The equipped item can be utilized by tapping the neutral special, thrown with the grab button (meaning you can't grab with an item equipped), or Shield Special to de-equip. Holding down the neutral special brings up the interface like normal.
    • Throw: Inputted with the grab button (L/R) to throw any item forward. Thrown items, with the exception of the rocks and spikes, can be grabbed and used by anyone.
  • Down: Role Swap: Swap between playing as the Leader or Partner. Because the Partner becomes the 'Leader', they can be made to Equip different items to use on their own, typically for situations appropriate for the item (such as eating the Warp Seed while far from the stage). Same for the Leader Mon, if they're in the 'Partner' role.
  • Shield: A way to randomly obtain different items. Upon obtaining an item with a full inventory, the above interface displays, with the option to dispose (via shield button) or use either the item obtained or the items in the displayed inventory.

Final Smash: Monster House

  • The Leader Mon pulls out a Luminous Orb, which releases a blinding flash of light, and if anyone is hit, the cinematic will play out. It starts with the foes caught in a dungeon room as the light fades out, surrounded by wild Pokémon that proceeds to swarm the foes with various attacks to rack up damage. Once the cinematic ends, the foes will be launched away.

Character Details

Character Series Icon: Rescue Team Badge (I know there's the Pokéball icon for the main series, but Mystery Dungeon is a spinoff, lets mix it up a bit.)

Stage Entrance: Warp onto the stage like how the Pokémon team warps out of the dungeons (except in this case, in reverse order). Via beam of light.

Taunts:

  • Up: Mimics the Hyperactive Sprites of the first two games, typically hopping in place.
  • Side: Chows down on an apple.
  • Down: Tenses up then lets out their Pokémon cry directed forward.

Victory screen:

  • 1. Both members of the team nods towards each other then poses towards the camera. The poses ranging from the biped Mon's raising a fist/paw to the sky, to the quadruped's howling to the sky (or whatever equivalent). The poses come from the animation that plays in many different events in the Mystery Dungeon story cutscenes (such as after setting their sights on the story-important mission of the day).
  • 2. The Player Mon grabs the Rescue Team Badge off their bag and holds it upward towards the sky, with a light gleaming off of it. The Partner will be cheering.
  • 3. Opens with a focus on a ball of light that slowly ascends upwards, then the camera pans back to the designated Partner Mon somberly waving goodbye, facing away from the camera. Based off the general ending for most if not all the Mystery Dungeon games, where the Player leaves the world of Pokémon upon completing their goal, while the Partner has to tearfully watch.

Costumes Note: The Mons themselves would just have different tints overall for each alt while the scarves/bows would each have different colors. Largely based on the different colored bows you'd get based off your aura at the start of Explorers of Time/Darkness/Sky (the first two are a more blatant reference).

  1. Red
  2. Blue
  3. Yellow
  4. Lime Green
  5. Sky Blue
  6. Pink
  7. Purple
  8. Silver

Optional Stuff

KO scream: Just a scream you'd expect from the respective Pokémon, though the designated Player Mon could have a subtly more human voice in reference to the player character being human by origin.

Stage: Mystery Dungeon

  • Description: There are various Dungeon settings such as forests of different shades, mountains, caverns of different biomes, rocky plains, etc.
  • Special Features: Items normally only available to the PokéTeam randomly spawn, including other major game changers such as the various weather Orbs (Hail, Sandy, Sunny, Drizzle) that'll affect the stage itself, otherwise broken effect orbs (Itemizer that'll transform the foe into another item to insta-KO if at 100%, One-Shot that'll leave them at a ludicrously high damage percent / 0.1 stamina, etc), among other surprises spawn.

Music Selection

  • PMD Eo S - Exploration Team / Credits Theme (Remix)
  • Amp Plains
  • Mystery Dungeons Medley
  • Normal Boss Theme (Remix)
  • Defy The Legends (Remix)
  • Dialga's Fight to the Finish! (Remix)

    List of different Pokémon 

Pokémon

List of different Mons to possibly form the team. (For now I'll just list two different Mons.)

Riolu

The emancipation Pokémon. Riolu's attacks for the most part will be pulling from Lucario's move-set, minus all the aura attacks and all the disjoint related to said aura. Moves that rely entirely on aura may be replaced in favor of more standard attacks.

Stats:

  • Power: II
  • Dash: III
  • Weight: I

Notable Standard Attacks:

  • Forward Air: Two kicks forward.
  • Down Air: Stomps with both feet downward, capable of spiking.

Grab: Standard two-handed grab and knee pummel.

Special

  • Side: Feint: Charges forward with a fist out to hit an opponent, launching them a fixed distance at most. Can hit an opponent through their shield to damage and launch them, but again, only a fixed distance. Can act as horizontal recovery.
  • Up: Extreme Speed: Just like Lucario's Extreme Speed, though doesn't travel as far.

Shinx

An electric lynx that is essentially a slower, bulkier, harder hitting Pikachu. Uses attacks such as bites, an electrically discharged star-shaped tail, and other electric type attacks.

Stats:

  • Power: III
  • Dash: II
  • Weight: I

Notable Standard Attacks:

  • Jab: A headbutt attack similar to Pikachu's.
  • Down Air: Propels themselves downward with a Spark attack that'll rebound off a foe that makes contact. Can spike if it lands at the start of the attack.

Grab: Grips onto the foe with a bite and pummels with Thunder Fang.

Specials

  • Side: Thunder Wave: Sends out a wave of electricity that goes across the ground that does flinching damage.
  • Up: Wild Charge: Charges up electricity in place before charging in a designated direction. The first portion of the attack gains minor super-armor.

Got kinda lazy with the "team with different mons" idea, left with just Riolu and Shinx. Though I might come back to this post to include different mons.

Another idea that came to me a little late while making this. A more "lite" depiction of this move-set with just a single Mon instead of a team, with a specific character in mind. Might come back to this later as well.

Also, I'd like to just share this cover of Defend Globe. Nothing to do with the potential music PMD could bring, just an underrated cover I felt like bringing attention to.

"I know we'll make it cause somehow, the universe is fun now!" ~Sana
Arcane101 Amateur Rules Lawyer from The Madness Place Since: Feb, 2021 Relationship Status: Having tea with Cthulhu
Amateur Rules Lawyer
#289: Mar 4th 2021 at 7:49:13 AM

The Order of the Stick characters.

    Fighter: Roy Greenhilt 
General: Heavy, higher speed but lower jump.

Attack: Uses sword slashes.

Appearance: Teleports in, and his blade flashes with green flame for a moment before returning to normal.

Neutral Special: Charges his sword with energy, increasing the damage of the next attack or special he lands with it based on the length of charging time.

Side Special: Dashes forward, striking enemies in front of him with his sword, then throwing it beyond the end of his dash.

Down Special: Blocks the next attack against him, converting it into healing and a charge for his sword, same as his neutral special.

Up Special: Leaps upward, slashing in front of him with his sword.

Taunt: His blade glows green as he makes slow flourishes with his sword. This deals very low damage to enemies right next to him.

Final Smash: Summons Belkar, Durkon, Elan, Haley, and Vaarsuvius all at once; their effects are more powerful than normal, and they will perform all of their abilities in a random order before disappearing.

    Assist: Belkar 
Chooses one of the following options at random:

Summons Mr. Scruffy, who has a small hitbox and deals light damage and knockback repeatedly to anyone he attacks. Mr. Scruffy automatically attacks anyone who comes within a certain distance of Belkar.

Runs across the stage, chasing the nearest enemy fighter with his daggers. Deals medium damage and knockback when connecting with his attacks.

Enters a berserker rage, causing him to leap at and make a single attack against any opponent who damages him. This deals very high damage and knockback, and after the attack he will stand there until damaged again or his duration expires.

    Assist: Durkon 
Chooses one of the following options at random:

Attacks enemies with his hammer swings, which are slow but deal high damage and knockback.

Follows an ally, casting Cure Wounds on them repeatedly to heal them.

Meditates, then at the end of his duration, strikes all enemies with lightning, dealing damage and shrinking them.

    Assist: Elan 
Chooses one of the following options at random:

Attacks with his rapier, dealing light damage and knockback to enemies he strikes.

Sings, increasing the damage, knockback, and defense of allies within a wide radius.

Draws the attention of the camera to make it zoom in on him, while dealing damage over time to any enemy not inside the camera's view.

    Assist: Haley 
Chooses one of the following options at random:

Launches arrows at enemies, dealing low damage and briefly slowing enemies in a small radius. Deals very high damage instead to debuffed enemies.

Strikes enemies with daggers, dealing low damage. Deals high damage instead if an ally is close to the struck enemy.

Disappears, then reappears in the air to fire homing Magic Missiles in the air. Repeats until the duration is up.

    Assist: Vaarsuvius 
Chooses one of the following options at random:

Summons Bugsby's Hand, which follows enemy fighters and attempts to crush any enemies it grabs, dealing damage over time to any caught enemies.

Casts Explosive Runes several times, which explodes and deals high damage and knockback to any enemy who touches it.

Throws Fireballs at enemies, dealing medium damage and knockback in a wide explosion.

Of course I've gone mad with power. Have you ever tried going mad without power?
DrNoPuma Dr. Thomas Light from Toon Town Since: Mar, 2015 Relationship Status: I think I love you, so what am I so afraid of?
#290: Mar 10th 2021 at 10:23:20 AM

[up][up]Cool! I like the idea of more Pokemon teams as characters.

[up]Nice!

And now, time for a moveset for a character who doesn't do any fighting in her game at all. This one was kind of tough, but also fun. XD

    Claire hikes into Smash! 
  • Franchise: A Short Hike
  • English Voice Actor: Probably none
  • Palettes: Navy blue feathers/red shirt, navy blue feathers/blue shirt, dark brown feathers/green shirt, brown feathers/yellow shirt, purple feathers/pink shirt, white feathers/light blue shirt, blue feathers/white shirt, red feathers/black shirt.
  • Stats: As a bird, Claire is a Fragile Speedster. Very lightweight and floaty, not terribly strong, but quite fast.
  • Entrance: Claire drives a motorboat onto the stage. She gets out, and the boat drives away on its own.
  • Idle Animation: Claire checks her cellphone for a few seconds, then puts it away.
  • Victory Poses:
    • Claire gets the phone call she has been waiting for. She smiles at the camera.
    • Claire roasts a marshmallow over a campfire.
  • GIMMICK: Claire starts out with one Golden Feather, but she can collect up to five more (six total) with her Neutral Special. Each one gives her an extra double jump (normally she has one jump, plus one extra jump due to the one Golden Feather she keeps). The Golden Feathers are “used up” until you touch the ground, at which point they refill. note  When you lose a life, you also lose all your Golden Feathers except for the one you started with.

Moveset

  • Jab: Claire does a one-two punch, followed by rapid punches.
  • Dash: Claire jumps and tilts forward to glide for a second before cancelling the glide.
  • Tilts
    • F-Tilt: Claire pecks with her beak.
    • U-Tilt: Claire swipes up with her stick.
    • D-Tilt: Claire jabs down low with her stick.
  • Grabs/Throws
    • Grab: Claire grabs the opponent with one wing.
    • Pummel: Claire punches the opponent with her other wing.
    • F-Throw: Claire tosses the opponent up, then hits them with her stick like a baseball.
    • B-Throw: Claire turns around and tosses the opponent backwards.
    • U-Throw: Claire tosses the opponent up and then pecks them with her beak.
    • D-Throw: Claire puts the opponent on the ground and “digs” into them with the shovel.
  • Aerials
    • Nair: Claire flaps her wings.
    • Fair: Claire does a barrel roll.
    • Bair: Claire jabs backwards with her stick.
    • Uair: Claire flaps rapidly, gaining only a little boost before falling.
    • Dair: Claire jabs downwards with her shovel.
  • Smash Attacks:
    • Side Smash: Claire swings her shovel.
    • Up Smash: Claire jumps up and flaps her wings three times, hovering just above the ground.
    • Down Smash: Claire quickly digs a circle around her with her shovel.
  • Special Moves:
    • Neutral Special: Dig: Claire digs into the ground with her shovel. It takes a second, but she digs up one of the following things, chosen at random:
      • Dirt (50% chance): A simple mound of dirt that she flings as a projectile.
      • Coins (25% chance): Five coins burst out in different directions. They’re weaker and have much less range than the dirt, but they provide an attack in all directions instead of just forward.
      • Golden Feather (25% chance): Adds another Golden Feather to your supply, but once you have the maximum of six feathers, you can’t get any more. You’ll then have a 66% chance of getting dirt and a 34% chance of getting coins until you lose a life, at which point you go back to one Golden Feather, and regain your chance of digging up Golden Feathers again.
    • Side Special: Parkour Race: A flag appears about three times Claire’s body length in front of her. Avery appears, and she and Claire race to that point. Press B to give Claire a split-second boost. You have to mash B to win. If Avery wins, you regain control of Claire, and Avery and the flag disappear. If Claire wins, there is an explosion of confetti that causes additional damage. Then Avery and the flag disappear. You can also hold B and use left and right to position the flag before the race starts.
    • Up Special: Fly Hard: Claire does one big flap of her wings, sending her straight up, and then letting her glide back down, like Meta Knight’s Up Special. This move uses up all Golden Feathers you have until you hit the ground, with the initial jump being higher and causing more damage the more Golden Feathers you have.
    • Down Special: Beachstickball: This green bird appears. He and Claire start playing beachstickball, which is like volleyball, except you hit the ball with a stick. You can use left and right to change Claire’s distance from the kid and B to hit the ball. The ball causes damage to opponents. The move is cancelled when either: The player misses the ball, Claire is attacked (the kid is invulnerable to attacks), or the ball is volleyed 10 times.
    • Final Smash: Rock Climbing Champ: A mountain appears in the background, and Claire quickly climbs to the top. However, when she reaches the top, there is an avalanche that sends several large stones rolling down to hit the opponents in rapid succession. The avalanche lasts for five seconds, then the mountain disappears.
  • Taunts:
    • Claire puts on her park hat and holds the brim for a few seconds before putting the hat away.
    • Claire eats a piece of toast.
    • Claire leans against her shovel.

Other

  • Codec
    • Snake: Mei Ling, there’s a bird wearing a shirt here.
    • Mei Ling: This is Claire. She’s here from Hawk Peak Provincial Park, where she likes to go exploring and make new friends.
    • Snake: So she came to Smash? How is this cute little bird going to fight me?
    • Mei Ling: She does have a large variety of attacks. And if she gets enough Golden Feathers, she will be very good at recovery too.
    • Snake: So I should try to KO her before she gets a lot of Golden Feathers?
    • Mei Ling: That’s right. You know what they say: The early bird catches the Snake.
  • Palutena's Guidance
    • Pit: Lady Palutena, who is this bird?
    • Palutena: This is Claire. We don’t know where she lives, but she is famous for exploring the Hawk Peak Provincial Park.
    • Viridi: I’m pretty sure she’s from Animal Crossing. Just look at her!
    • Palutena: No, but she does like to use a lot of common objects in her attacks, like the Villager and Isabelle.
    • Pit: So, how do I fight her?
    • Palutena: Claire is fast, but also lightweight. She has good recovery, but if you rack up damage, you can send her flying!

Edited by DrNoPuma on Apr 2nd 2021 at 9:53:29 AM

"Humans and robots living together in harmony and equality. That was my ultimate wish."
GalaxyLight777 Since: Jun, 2017 Relationship Status: Don't hug me; I'm scared
#291: Mar 15th 2021 at 12:47:23 PM

Finally, here's my remade move-set for Reimu.

Full clarity, this move-set is heavily influenced by other move-sets. Specifically the speculative move-set made by BrawlFan1 and Reimu Hakurei of RoA Workshop. But I do have an original idea for the move-set regarding Reimu's gimmick.

    Reimu Hakurei 

Reimu Hakurei

The shrine maiden of Gensokyo. Born from a legacy of shrine maidens that maintain the Great Hakurei Barrier and other traditional miko related duties. Alongside other designated protagonists, Reimu keeps in check various "incidents" across Gensokyo that range from odd, concerning, to threatening events cause by Youkai. She is the author (though maybe not necessarily the inventor) of the Spell Card system, a duel of Danmaku battles which allows being of differing strengths to fight on an equal playing field. Reimu herself is a Brilliant, but Lazy shrine maiden who is, at her best, a fair bit out there in addition to her Ambiguous Innocence and passive behavior towards Youkai.

As a fighter, she would bring a functionally different Spell Card system to deal with the cast of Super Smash Bros, specifically designed to reward risky dodges and perseverance against camping projectile players, while not necessarily being too "campy" in it's own way. She'd also put to use some martial arts skills, along several weapons of choice such as her Gohei, Ying-Yang Orb, many Ofuda cards/amulets and more.

Gameplay Data

Attributes:

  • Power: For the most part in regards to her normal attacks, they're below average.
  • Speed
    • Dash: Starts with a somewhat above-average dash, to a more below-average run speed.
    • Walk: Merely Average
    • Air: Better than her run speed, but still largely average.
    • Fall: On the slow side.
  • Weight: Lightweight.

Movement Abilities:

  • Ability to wall jump.
  • Her initial dash has brief invulnerability frames specifically to projectiles/danmaku, allowing for Grazing. said invulnerability cannot be spammed.
  • Can float in the air by holding the jump button while either Grazing or in Danmaku mode.

Special properties:

  • Danmaku Attacks: By dodging and nearly avoiding attacks, utilizing the Grazing Focus down special, as well as other elements of passive Grazing, Reimu can charge her Danmaku Spell Card. Upon gaining a full charge and entering down special, Reimu enters Danmaku/Spell Card mode, which gives her the ability to summon Danmaku for most of her attacks and extra attacks that can be used with different inputs. Danmaku acts less like a projectile and more of a lingering hitbox that only deals damage without flinching, but that's not the only use for it. For each Danmaku that hits a foe, a gauge surrounding them fills up, and if the gauge manages to max out before Danmaku mode ends, it triggers a Danmaku Burst; an area of effect burst of energy occurs right on the foe that'll deal some moderate damage, inflicts a lot of hit-stun based on their damage percent, as well as launch them (but only KO at ludicrously high damage percent's or close to the blast zone). Danmaku mode ends when 16 seconds pass, the Spell Card charge empty's out (either due to the more costly moves, getting hit or losing a stock, the standard Danmaku attacks don't reduce the charge at all), or a Danmaku Burst occurs, the latter of which can clear out all Danmaku in a large radius.

Move list:

  • Neutral
    • Jab: An innovated jab based on a few attacks from the first Touhou fighting game.
  1. Arm swipe. Danmaku mode has several Ofuda fly out fast to home in on foes, but can despawn shortly afterward.
  2. Low kick.
  3. A two-armed shove with the Gohei in both hands.
    • Dash Attack: A standard slide-kick, which can actually be followed up with an extra attack input to do a flip kick, like a short-range Ascension Kick. This actually references the very first Touhou game, which has Reimu use these moves to kick around a ying-yang orb to clear stages.
    • Get-up attack: Simply swings the Gohei on both sides.
    • Ledge: Kicks forward with both feet while leaning on the ground with her free arm.

  • Throws
    • Grab: One-handed grab with her free hand.
    • Pummel: Hits the foe over the head with her Gohei. Though, not hard enough to split them like a melon.
    • Forward: Forms a barrier between herself and the foe to force them away. The barrier prevents attack and projectiles/danmaku from passing through.
    • Back: Tosses the foe backwards, then snipe them with an amulet attack.
    • Up: High kicks the foe upwards.
    • Down: Forces the foe to the ground, bouncing them away.

  • Tilts
    • Forward: Stabs the Gohei straight forward, which can be angled. Danmaku mode has a large fiery energy ball shoot out of the Gohei, trailed by multiple smaller energy balls that gradually get slower.
    • Up: Twirls the Gohei overhead. Fiery energy balls fly out the Gohei as Reimu twirls it during Danmaku mode, shooting erratically above.
    • Down: Throws the Gohei at the ground, which then proceeds to spin in place on said ground in a physic-defying manner. In Danmaku mode, fiery energy balls fly out the center of the spinning Gohei in the same manner as a fountain, spreading out at the peak height before falling back down.

  • Smashes note 
    • Forward: Swings the Gohei forward while imbuing it with the power of the Hakurei. Danmaku mode spawns a U-formation of Ofuda out of the Gohei swing, with longer charges of the Smash attack adding extra rings of Ofuda to the attack.
      • Danmaku: Holding away from the direction Reimu is facing while charging the Smash attack will have her, upon unleashing the attack, throw out the Hakurei Amulet attack, a large projectile that travels a fixed distance and has slight homing properties. Weak launch power, but the distance is affected by the charge.
    • Down: Evil Sealing Circle. Reimu places her hand on the ground and a rune appears on the ground that emits energy to launch foes upward. The strongest point of the attack is on the ground. The aura above can also negate opposing projectiles and/or danmaku.
      • Danmaku: Holding the control stick upward while charging the attack then releasing it will perform the same attack, but also spawns multiple copys of the rune that project upward to deal multiple hits of damage that drag foes along.
    • Up: Ascension Kick. Danmaku mode has a ring of Ofuda Amulets spread outward, with varying density based on the charge of the smash attack, up to three stages.
      • Danmaku: Holding the control stick downward while charging the attack then releasing it will have Reimu spawn a Ying-Yang Orb overhead that'll weakly launch foes away if they make contact. Upon being spawned, it will unleash a stream of Ofuda Danmaku from both sides of the orb as it spins to create a spiral pattern for several seconds until it de-spawns.

  • Aerials
    • Neutral: A flying kick. Danmaku mode spawns orbiting Ofuda that circles around Reimu that spread out, which can be activated during other aerials at the cost of having its own cooldown.
      • Danmaku: See the above Danmaku Jab/Primary Danmaku for details.
    • Forward: Swings the Gohei horizontally forward. Danmaku mode spawns a V-formation of Ofuda from the Gohei that travels straight forward.
    • Back: A high to low kick behind herself that can spike. Danmaku mode spawns a fan-shape pattern of Ofuda behind her and, if the move manages to spike, also spawns U-formation of Ofuda downwards from her foot that can close in on itself.
    • Up: Propels herself upward with her floating ability to kick both feet at an upward angle while halting all falling momentum. The act of propelling herself upward has a cooldown.
    • Down: Reimu stomps both feet downward, creating a shattering barrier below. The shattering barrier deals multi-hit damage, while the stomp has a sweet-spot that can spike. Danmaku mode has the barrier, upon shattering, spawn multiple ofuda that scatter across downward.

  • Specials
    • Neutral: Youkai Buster/Danmaku Shot
      • Youkai Buster: Throws multiple cards forward to deal flinching damage. This move is overwritten while Danmaku mode is active.
      • Normal Danmaku: Holding down the button while in Danmaku mode has Reimu hold out the Spell Card to fire a stream of Ofuda shots forward at a fast speed and rate-of-fire. This is less effective at building up Danmaku Burst more-so building up damage, but it still does the former well enough in the event the Burst Gauge is almost full. The attack can be performed for as long as the button is held down.
      • Focused Danmaku: Holding down the shield button while doing the above move has Reimu fire the Precision Needles while remaining locked in place. These needles strictly do damage to foes while not filling the Burst Gauge, while also draining the charge of Spell Card faster than the Primary Danmaku. Since they spawn straight from the Spell Card rather wide across Reimu like the Primary Danmaku, they can't hit low.
    • Side: Ying-Yang Orb: Spawns a Ying-Yang orb that bounces off the ground and can be knocked around by attacks both from the foe and the Reimu who spawned it. Can absorb Danmaku and projectiles to add to it's overall power.
    • Up: Fantasy Rift/Decoy: Teleports towards a cardinal direction based on controller input. During Danmaku mode, if hit during the first few frames of the move, "Reimu" will disperse into a formation of Ofuda that scatter all over while the foe is left with more lag on their move, all the while Reimu teleports like normal.
    • Down: Grazing Focus/Cast Spell Card
      • Grazing Focus While holding down the button, Reimu gets put into a grazing state, which shrinks her hurt-box to just the center of her torso, indicated by a bright white dot while Reimu is slightly translucent. This can allow her to avoid most attacks much easier while gaining more charge for the Danmaku Spell Card. The major downside is if Reimu gets hit in this state, she'll take more damage and gain more hitstun by the next attack, as well as being put into a lengthy cooldown to prevent the use of the move again. She also moves more sluggishly in the air and is unable to dash on the ground. note 
      • Cast Spell Card: If the Spell Card icon is fully charged upon using down special, Reimu will flourish her Spell Card in hand to activate Danmaku mode.

Final Smash: Fantasy Seal

  • Summons multiple spheres of rainbow-colored energy that home in on all foes to deal big damage and knockback.

Character Details

Character Series Icon: Ying-Yang

Stage Entrance: Simply flies into place.

Taunts:

  • Up: Floats slightly off the ground while small Ying Yang Orbs orbit her.
  • Side: Brandishes an Ofuda in her hand directed forward, while making some type of comment. (I don't know Japanese. Okay?)
  • Down: -

Victory screen:

  1. Sitting in the Sieza position, quietly resting.
  2. Flies in to land next to her Ying-Yang Orb and pose in a similar manner to the cover art of Highly Responsive to Prayers.
  3. Holds close to her a Spell Card, concentrating to charge up its energy. Reimu then suddenly raises the card overhead to create a large pattern of various Danmaku for visual spectacle.

Alternates (Largely pulling all the alts from the fighting game spinoffs) note 

  1. Default Red White Outfit
  2. Black
  3. Blue
  4. Purple
  5. Yellow
  6. Green
  7. All white outfit (While technically from an official fighting game spinoff, this doubles as a reference to the popular fan-game Concealed the Conclusion.)
  8. PC-98 Coloration (Purple hair, different shades and arrangements of Red and White)

Other

Classic Mode: Ying And Yang - Fight two fighters that oppose each other as polar opposites, with plenty of light VS dark, in a free-for-all battle.

  1. Fighter: Mario, Wario
  2. Fighter: Kirby, Dark Alt!Kirby
  3. Fighter: Link, Dark Alt!Link
  4. Fighter: Zelda, Ganondorf
  5. Fighter: Pit, Dark Pit
  6. Fighter: Palutena, Bayonetta
  • Boss: Master Hand and Crazy Hand
    • If Intensity 9.9 is reached before the boss fight, replaced with Galeem and Dharkon. note 

Music Let me lay this on the table: Touhou music, is awesome. It'd be an absolute crime and a half if Touhou gets shafted in terms of music selection. It'd also be completely unrealistic to expect every song in existence (there's a playlist totaling over 700 songs). I won't be going over what official songs to possibly include (since there's so many and in a perfect world, the best of the best will be included) but for the examples section I want to bring attention to what fan-made songs could be brought in best case scenario if the devs allow for it, since Touhou is what it is thanks to the dedicated fandom.

  • G Free ~ Final Dream
  • Song from Luna Nights (the published fan-game)
  • Bad Apple (Remix)

Edited by GalaxyLight777 on May 29th 2021 at 3:54:42 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
#292: Apr 3rd 2021 at 11:14:32 PM

Would it make sense for Toon Link to have a crawl where he shrinks slightly, representing using the power of the Minish?

I've been thinking of ways to have the Links reference their individual home games/series more.

The sad, REAL American dichotomy
GalaxyLight777 Since: Jun, 2017 Relationship Status: Don't hug me; I'm scared
#293: Apr 7th 2021 at 9:56:20 AM

Here's creepy mon move-set.

    Nihilego 

Nihilego

The Ultra Beast also known as UB-01 Symbiont/Parasite. A rather alien Pokémon that at first glace looks like a jellyfish shaped like a hat with a lengthy hairdo, but is in fact a jellyfish/parasite hybrid made of flexible glass.
Nihilego is a rather quirky heavyweight fighter with plenty of sluggish movement and strong attacks that would probably classify them as a Mighty Glacier at best. Many of Nihilego's attacks are made to emphasize their alien nature, with attacks you'd normally don't expect from a jellyfish, Rock/Poison type aside.

Gameplay Data

Attributes:

  • Power: Plenty of strong attacks that are considered disjointed, while the other physical attacks, with some exceptions, are considered on the weaker side.
  • Speed
    • Dash: Very fast initial dash that covers good amount of distance, definitely the best initial dash in the game, but the normal dash speed is rather slow in comparison.
    • Walk: Not the slowest, but definitely lags behind.
    • Air: Decently fast.
    • Fall: Very slow.
  • Weight: Below average heavy-weight.
  • Frame data notes: One big mixed bag, mostly in regards to the end lag.

Movement Abilities:

  • Jumps: Several floaty jumps.
  • Crawl: "Crawls" by floating close to the ground with their tentacles dragging across the ground.
  • Swimming: Takes damage from being submerged, despite its jellyfish appearance it is a Rock type, and thus is weak to water.

Move list:

  • Neutral
    • Jab:
      • Jab 1-2: Slaps forward with one "arm" tentacle, followed by the other.
      • Jab infinite: Performs Tickle with their multiple tentacles, with the finisher being a tentacle slap.
    • Dash Attack: Charges forward head-first using Head Smash. Does decent damage but heavy knockback. Missing the attack is not as punishing as hitting something with the attack (either a foe, their shield, or their attack), which Nihilego will deal with a heavy amount of end-lag, as if experiencing recoil.
    • Get-up Attack: Twirls around to hit on both sides with their "hind legs".
    • Ledge: Headbutt.

  • Throws
    • Grab: Psychic Grab:
    • Pummel: Brief electric shock.
    • Forward: Forces the foe forward with a spray of poison.
    • Back: Wraps around the foe with their tentacles before chucking them backwards overhead.
    • Up: Stone Edge to launch the foe up-ward.
    • Down: Traps the foe into their empty "head" then shocks them while they're trapped before they're force away by the sudden discharge of electricity.

  • Tilts
    • Forward: Small jolt from extended tentacle forward.
    • Up: Front-flip to attack with its hind tentacles above and in front.
    • Down: Sprays poison forward while crouched. Lingering hit-box.

  • Smashes
    • Forward: Power Gem attack, firing a crystalized energy beam from both "nucleus" tentacles that connect to create a burst of energy to damage and launch foes.
    • Down: Summons a Sludge Wave below that spreads to both sides of Nihilego.
    • Up: Sends multiple bolts of electricity all around from the "head" of Nihilego.

  • Aerials
    • Neutral: Short-ranged burst of electricity encompassing Nihilego.
    • Forward: Creates multiple shining gems in front that deal multi-hitting damage. Effectively Ness' forward air.
    • Back: Poison Jab aimed behind with its hind tentacles. Essentially Kirby's back air.
    • Up: The "head" of Nihilego starts to glow then give off a blinding flash above, courtesy of Dazzling Gleam.
    • Down: Spawns a Rock Slide projectile below that does good damage but only inflicts flinching on aerial opponents, but can force foes into a "laying on the ground" state if they're standing on solid ground, also no tech-ing.

  • Specials
    • Neutral: Mirror Coat: Nihilego's body glows magenta, and in this brief state, reflects projectiles.
    • Side: Parasitic Claim: Charges forward in an attempt to latch onto a foe. Successfully doing so will have Nihilego stay latched on for as long as the foe will let them, of which they can mash out to escape. While in this state the foe will take small but constant damage while the Nihilego Player can control the foe's movements, though the foe can resist (moving against Nihilego's left with right and so on). Either being interrupted mid-lunge or after successfully latching onto a victim then getting forced off will put Nihilego into a sorta cooldown state where they'll refuse to use the move again until after a long while, attempting the move while in this state will have them shiver and "clutch themselves".
    • Up: Dimensional Displacement: Just a standard teleporter move. Based on how Nihilego seems to flicker in-and-out of existence in the cutscenes featuring them.
    • Down: Trick Room: Changes Nihilegos overall movement speed. Their Dash speed swaps from fast initially then slow, to slow initially then fast. Their air speed, once decently fast, now more slow. Fall speed, once slow, now incredibly fast. Even movement-based attacks change speed appropriately.

Final Smash: Motherbeast

  • Nihilego teleports forward, and any foe in front of Nihilego's Y-axis for a certain distance, they will teleport over them and command-grab the foe by the head. Upon doing so, Nihilego draws power from multiple Z-Crystals to transform into the Motherbeast. Upon transforming, Nihilego will attack all around itself with its many tentacles to harm any foes around them, while racking up damage on the foe contributing to the transformation, possibly instant KO-ing them at the end of the Final Smash once their damage percent reaches 100.

Character Details

Character Series Icon: Pokéball

Costumes

  1. Default; Blue
  2. Shiny; Light Brown
  3. Yellow
  4. Pale Red
  5. Pink
  6. Black
  7. Purple
  8. Rainbow

Stage Entrance: Floats out of an Ultra Portal in the same fashion as its debut cutscene.

Taunts: (All of them have Nihilego let out their odd cry, with differing tones appropriate to the taunt)

  • Up: Pulls down the brim of their "hat" as if intimidated. Based off an animation from Su Mo's Pokémon Refresh if you intentionally scare Nihilego by tapping them repeatedly.
  • Side: Flares its tentacles forward as if threatening the opponent, just like one of its attack animations in the games and the cutscenes featuring them.
  • Down: Slowly twirls in place. Based off Nihilego's "happy" animation from the above mentioned Refresh.

Victory screen:

  1. The camera is looking upward towards an Ultra Portal, then Nihilego slowly floats down from said portal with the camera following it.
  2. As if celebrating it's victory, performs the same "happy twirl" from the above mentioned Refresh.
  3. At first it's just one Nihilego, then multiple appear around the first.

Edited by GalaxyLight777 on Apr 7th 2021 at 4:58:03 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
#294: Apr 22nd 2021 at 8:04:45 AM

I just saw another youtuber with a series on possible character movesets. He had an interesting take on Impa.

The sad, REAL American dichotomy
PhantomDusclops92 Wick checker for hire from Italy (4 Score & 7 Years Ago) Relationship Status: Plastic Love
Wick checker for hire
#295: Apr 22nd 2021 at 12:13:59 PM

Importing here a moveset from my unpublished work Ultra Smash Clash...

    Luna Plays it Loud! 
So yes, Luna Loud is a playable character.

Gameplay data

Attributes:
  • Power: She goes for the average. Not exactly the strongest, she's still an average teen girl at the end.
  • Speed:
    • Walk: Kinda fast
    • Dash: Very good
    • Air: Slightly below average
    • Fall: Falls fast
  • Weight: Mid-light
Movement abilities:
  • Jump: Jumps fairly high.
  • Swim: Average.

Moveset

  • Neutral
    • Jab 1-2: Throws short punches.
    • Dash: Shoulder bash.
    • Get up attack: Throws a low kick.
    • Ledge: Gets up and swipes her guitar.
  • Throws
    • Grab: Grabs the opponent with one hand.
    • Pummel: Punches repeatedly with her free hand.
    • Forward: Pushes away the opponent with both hands.
    • Back: Throws the opponent behind her shoulders.
    • Up: Throws upwards with her knee.
    • Down: Slams down her opponent, steps on their head and plays a chord on her guitar that pushes them back.
  • Tilts
    • Forward: Throws a strong punch.
    • Up: Throws an uppercut.
    • Down: Does a low spinning kick.
  • Smashes
    • Forward: Pulls out her guitar and holds it like a two-handed axe, swinging it in a circle.
    • Down: Swings her guitar like an axe downwards. Can spike.
    • Up: Swings her guitar like a golf club upwards.
  • Aerials
    • Neutral: Sex kick. (that's how the Smash community calls the generic neutral aerial, don't ask)
    • Forward: Spins her guitar horizontally.
    • Back: Does a kick flip that briefly dashes her backwards.
    • Up: Throws a spinning uppercut.
    • Down: Slams down holding her guitar like an axe.
  • Specials
    • Standard: Chords of fire
      • Plays her guitar, creating shockwaves around her. The shockwave stuns and damages opponents down her. Can be either spammed repeatedly or charged to make a more powerful chord that makes a larger shockwave that deals more damage. Fiddling with the control stick allows her to play different notes, so players can also use her to make music like with Big Band's trumpet.
    • Side: Powerslide
      • Slides on her knees, damaging opponents she dashes in. Pressing B during the slide makes her play chords on her guitar, dealing additional damage.
    • Up: Stagedive
      • Luna leaps upwards, then divebombs downwards. Makes a shockwave that damages nearby opponents.
    • Down: Amp
      • Sets an amp on the field. There can be a maximum of three amps on stage. Every time Luna uses Chords of fire, the shockwaves are emitted from both her guitar and every amp on stage. The amps can be destroyed, as they take damage from both enemy attacks and usage (3 fully charged Chords of fire destroy an amp)
  • Final Smash: PLAY IT LOUD!
    • Luna sings the chorus from the eponymous song, with the giant stone formation shaped like the words "PLAY IT LOUD!" erupt from beneath her feet. Luna emits shockwaves similar to those fully charged Chords of fire produce, but at a faster ratio. At the end of the Smash, Luna makes a Stagedive with a larger radius than the regular one as the stone formation vanishes and the opponents plummet down.

Details

  • Entrance: Slides into the scene
  • Taunts:
    • Up: Headbangs and makes the devil horns gesture.
    • Side: Pulls out her tongue and makes the devil horns gesture.
    • Down: Plays the Loud House theme song riff on her guitar.
  • Victory screen:
    • 1 - Shreds on her guitar twice, makes the devil horns and screams "THANK YOU!"
    • 2 - Enters the scene playing her guitar while sliding on her knees.
    • 3 - Smirks and says "First thing first, I ain't no second place!"
  • Alternate colors:
    • 1 - Purple (default)
    • 2 - Orange (Lincoln-inspired)
    • 3 - Yellow (Luan-inspired)
    • 4 - Light blue (Lori-inspired)
    • 5 - Teal (Leni-inspired)
    • 6 - Black (Lucy-inspired)
    • 7 - Lulu (as seen in "Really Loud Music")
    • 8 - Office worker (as seen in "Job Insecurity")

The best character is always the one-shot disguise.
Arcane101 Amateur Rules Lawyer from The Madness Place Since: Feb, 2021 Relationship Status: Having tea with Cthulhu
Amateur Rules Lawyer
#296: Apr 22nd 2021 at 2:01:46 PM

A few changes to Daisy so she's not precisely the same as Peach:

Speed, Air Acceleration: Slightly decreased.

Attack: Slightly increased.

Slightly harder to launch.

Neutral Special: Rather than summon a Toad, Daisy strikes forward with a random implement, such as a bat, golf club, or tennis racket. Each of them will deal different amounts of damage and knockback to enemies in range, but all reflect projectiles and absorb attacks in front.

Down Special: Rather than dig for Vegetables, she cycles between several items while holding down the special, including a fire flower, super mushroom, mega mushroom, super star, hammer, or red or green shell. Each of them will give a brief effect when used; fire flowers, for example, cause Daisy's attacks to also launch fireballs, super stars give her brief invincibility, red and green shells zoom across platforms to damage enemies (the difference being that red shells always seek enemies but break after hitting one).

Final Smash: Daisy superimposes a Mario Party board on the stage background, with blue, red, and green spaces. After a few seconds, all players other than Daisy teleport to the nearest board space. Players on blue spaces are safe, those on red spaces take severe damage and knockback, and the ones on green spaces receive random negative effects.

Of course I've gone mad with power. Have you ever tried going mad without power?
PhantomDusclops92 Wick checker for hire from Italy (4 Score & 7 Years Ago) Relationship Status: Plastic Love
Wick checker for hire
#297: Apr 30th 2021 at 12:28:58 PM

So, here's finally the sequel for my last post here.

    Sam sharpens her skills! 
Sam Sharp is, as one can sorta expect, a half-clone of Luna. We saw her above, but what are the differences?

The differences

  • As seen in "Racing Hearts", Sam is more of an athletic/outdoor-living person than Luna. This is reflected in her gameplay: Sam moves faster, jumps slightly higher, her pummels are faster and the opponents are thrown more distant.
  • Sam also gets an exclusive mechanic: Instrument swap. With her down special, Sam swaps between using an electric guitar, an acoustic guitar and an electric bass. The change in instruments affects her attacks: the electric guitar makes her almost identical to Luna only a bit faster, the acoustic guitar is faster but weaker and the bass is slower and more powerful.

Special move changes

  • Chords of Fire is basically identical, but again the instrument changes how it performs: the electric guitar is identical to how Luna does it, the acoustic guitar is weaker and can't be charged but can be spammed faster and the bass is slower, more powerful and can be charged for a longer time.
  • Her side special is Chicken Bomber. Sam uses her natural affinity with animals to call a chicken, which can be thrown like a weapon. The aformented chicken acts like a slightly weaker version of the Cucco item once thrown.
  • As said before, her down special is Instrument Swap and allows to change instrument. The cycle is always EGuitar->AGuitar->Bass->EGuitar.
  • Her Final Smash is Improvised Solo. Sam plays a different kind of melody depending on which instrument she's using at the moment. Electric guitar offers a rock solo that heavily damages all the opponents, acoustic guitar makes her play a slow ballad that makes everyone fall asleep while the bass solo pulls in everyone nearby to then push them away, with opponents ofer 70% damage getting a guaranteed KO.

Details

  • Taunts:
    • 1-Strums with the instrument she's currently using
    • 2-Makes a chicken call (if the chicken summoned by Chicken Bomber is still on the stage, it's istantly called towards her)
    • 3-Waves hello
  • Victory screen:
    • 1-Faces towards the losers, waves at them saying "See ya later!" and faces the camera.
    • 2-Nods with her arms crossed and says "I'm done here!"
    • 3-Gets surrounded by chickens.
    • Special-If Sam and Luna are against eachother, one of them may say one of these lines (doesn't matter who is the winner):
      • The winner says "Hope I didn't hurt you too much!"
      • The loser says "Well, it looks like this isn't my thing..."
  • Alternate colors:
    • 1-Blue (basic)
    • 2-Purple (Luna-inspired)
    • 3-Green (Mazzy-inspired)
    • 4-Grey (Sully-inspired)
    • 5-Black (Tabby-inspired)
    • 6-Red
    • 7-Laser Tag vest and glasses (as seen in "Racing Hearts")
    • 8-Roxy (as seen in "Snoop's On")

Edited by PhantomDusclops92 on Apr 30th 2021 at 9:29:37 PM

The best character is always the one-shot disguise.
DrNoPuma Dr. Thomas Light from Toon Town Since: Mar, 2015 Relationship Status: I think I love you, so what am I so afraid of?
#298: Apr 30th 2021 at 3:30:09 PM

To all the ones posted since my last post, these are cool!

Now here's one I've been working on. Popular franchise, very underrated character.

    Tikal opens her heart! 
  • Franchise: Sonic the Hedgehog
  • English Voice Actor: Elara Distler
  • Palettes: Orange fur/white top/green skirt, red fur/green top/orange skirt, green fur/brown top/yellow skirt, blue fur/silver top/turquoise skirt, pink fur/white top/purple skirt, brown fur/green top/orange skirt, white fur/red top/golden skirt, black fur/gray top/purple skirt.
  • Stats: Tikal has mostly average stats. She’s not the strongest or the fastest, but she is rather lightweight and very good at recoveries.
  • Entrance: Two echidna guards appear, with crossed spears. The guards uncross their spears, and Tikal walks between them onto the stage.
  • Idle Animation: Tikal swings her arms idly.
  • Victory Poses:
    • Tikal smiles as some Chao dance around her.
    • Tikal holds a Chao up to the camera.

Moveset

  • Jab: Tikal does three punches, followed by an uppercut.
  • Dash: Tikal jumps and glides for a short distance.
  • Tilts
    • F-Tilt: Tikal does a left hook punch.
    • U-Tilt: Tikal does an uppercut.
    • D-Tilt: Tikal does a low kick.
  • Grabs/Throws
    • Grab: Tikal grabs the opponent with her right hand.
    • Pummel: Tikal hits the opponent with her left hand.
    • F-Throw: Tikal spins in a circle and throws the opponent forward.
    • B-Throw: Tikal flings the opponent backwards.
    • U-Throw: Tikal turns into her spirit ball form and spins in rapid circles before tossing the opponent upwards.
    • D-Throw: Tikal puts the opponent on the ground and starts digging at the ground furiously, kicking up dirt.
  • Aerials
    • Nair: Tikal briefly transforms into her spirit ball form.
    • Fair: Tikal does a forward kick.
    • Bair: Tikal punches backwards.
    • Uair: Tikal holds up a Chao.
    • Dair: Tikal kicks downward twice.
  • Smash Attacks:
    • Side Smash: A large forward punch.
    • Up Smash: Tikal hovers above the ground with her spirit ball in front of her for two seconds.
    • Down Smash: Tikal digs in the ground, kicking up dirt.
  • Special Moves:
    • Neutral Special: Spirit Ball: Tikal transforms into her Spirit Ball form for two seconds. She can fly in any direction and cause contact damage. However, any attack greater than 10% damage will cancel this move.
    • Side Special: Visions: Similar to Mewtwo’s Down Special. Tikal waves her hand and unleashes a small burst of energy. If an opponent is within the very short range, they will be put in a trance for a few seconds.
    • Up Special: Chao Shield: A circle of Chao appears around Tikal. Tikal rises up as the Chao spin around her. The Chao can cause contact damage and block attacks, but if you hit Tikal, it will cancel the move.
    • Down Special: Block: Tikal spreads her arms out to block. If there is no one else around besides the opponent attacking, Tikal will take a little damage, but no knockback. But if another character is right behind Tikal when the opponent attacks, the opponent will take a hefty amount of damage (20-30%) and knockback.
    • Final Smash: Master Emerald: Works similar to Link’s Final Smash. Tikal must be close to an opponent for this to work. She magically seals herself and the opponent inside the Master Emerald. She beats them up while inside the Emerald, then the Emerald shatters, causing an explosion that hurts the opponent even more.
  • Taunts:
    • Tikal hugs a Chao.
    • Tikal does this pose.
    • Tikal rises up off the ground for a few seconds.


Snake Codec and Palutena's Guidance coming soon.

Edited by DrNoPuma on Apr 30th 2021 at 6:31:50 AM

"Humans and robots living together in harmony and equality. That was my ultimate wish."
wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#299: Apr 30th 2021 at 3:47:45 PM

[up]Drove straight past Chaos Zero to pick up Tikal? Interesting.

Maybe I'll make a moveset for Whisper the Wolf. Though I believe someone was working on movesets for Wisps themselves, Whisper has caught my attention (and I played through Sonic Forces using an Avatar I tried to make look as much like her as possible).

The sad, REAL American dichotomy
DrNoPuma Dr. Thomas Light from Toon Town Since: Mar, 2015 Relationship Status: I think I love you, so what am I so afraid of?
#300: Apr 30th 2021 at 6:34:29 PM

[up]I did the one for the Wisps. tongue

Honestly, I didn't even think of doing one for Chaos. Tikal is just one of my most favorite characters in the series.

A moveset for Whisper sounds cool!

"Humans and robots living together in harmony and equality. That was my ultimate wish."

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