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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
#301: Apr 30th 2021 at 10:13:35 PM

My bad on forgetting that that was you!

I've seen other Shantae movesets suggest moves using the weapons from Pirate's Curse. Instead, I should just use those to make a moveset for Risky Boots. Especially since after this post, I finally reassessed and finalized my moveset for Shantae.

    Risky Boots is ready for business! 

Risky Boots

Shantae series

Gameplay Data

Attributes:

Movement Abilities:

  • Up Aerial attack uses a grappling hook that can cause a wall cling.

Move list:

Neutral

  • Jab: A repeatable horizontal slash of her scimitar.
  • Dash Attack: Sliding kick.
  • Wake up: Spins and does a low sword slash around her, similar to Pyra/Mythra's Down Smash.
  • Ledge: Runs her scimitar along the ground then raises it to the sky.

Throws

  • Grab: Risky grabs the opponent by the collar.
  • Pummel: Risky smacks the opponent with her gun.
  • Forward: Risky stuffs the opponent into a cannon that shoots them forwards.
  • Back: Risky stuffs the opponent into a cannon that shoots them backwards.
  • Up: Risky stuffs the opponent into a cannon that shoots them upwards.
  • Down: Risky throws the opponent down and angrily stomps on them.

Tilts

  • Forward: A sliding forward kick that is low to the ground.
  • Up: Overhead Scimitar Slash
  • Down: Crouching Scimitar Slash

Smashes - Inspired by her Tinkerbat types.

  • Forward: Harpoon Gun - Fires a harpoon a short distance.
  • Up: Helicopter Pack - Does a multi-hitting move similar to K. Rool's Up Special, but it barely gets off the ground.
  • Down: Barrel Bomb - Drops a small Barrel Bomb in front of her.

Aerials

  • Neutral: Dagger - Throws a small blade a very short distance.
  • Forward: Swings her scimitar horizontally.
  • Back: Swings her scimitar horizontally.
  • Up: Grappling Hook - Shoots her grappling hook a short distance, which can cling to ceilings or grab items. If she reaches a ceiling, it can reel her in. Unlike in her games, she can't use it to move horizontally along ceilings, since ceilings in Smash aren't always flat.
  • Down: Scimitar Hop - A downwards thrust of her scimitar, that functions similarly to Young Link's.

Specials - Pirate Gear

  • Neutral: Flintlock Pistol - A chargeable gun that alternates between different functionalities.
    • Basic shot - A basic forwards shot, can be repeated.
    • Scattershot - A brief charge results in a scattershot that deals that shoots slightly weaker 3 bullets, forward and diagonally forward-up and forward-down (similar to Shantae's Spitfire).
    • Homing Shot - A slightly longer charge results in a homing shot that's slightly stronger than the previous shots.
    • Bomb - A full charge results in a straightforwards, short range bomb that deals much more damage than the other ammo.
  • Forward/Back: Risky's Boots - Risky charges up and dashes forward with her scimitar out, damaging anyone in her way as she runs through them. This move has Super Armor once she starts running. Distance ran is proportional to the duration of the charge, but speed and attack power don't change.
  • Up: Pirate Hat - Jumps a small distance, then pulls out her hat, for a controllable glide downwards. Her main means of vertical recovery is actually her Down Special.
  • Down: Cannonball
    • Grounded - Fires her cannon, using an arc that can be controlled.
    • Midair - Fires the cannonball straight down, similar to Mega Man's Hard Knuckle, except it can be used repeatedly with low recharge time, and it causes a jump. This is her main means of recovery. It can only be used up to 3 times while in midair.

Final Smash: Behold the Tinkertub!

Character Details

Character Series Icon: A genie lamp

Stage: Burning Town

  • Description: A town with walkoffs on both sides.
  • Special Features: Tinkerbeasts occasionally run and jump along the stage, with Tinkerbats inside carrying torches that they may drop or be forced to drop if the Tinkerbeast is hit.

Stage Entrance: Jumps off of an anchor that's lowered from a portal.

Taunts:

  • Up: Noblewoman's Laugh
  • Side: Points her sword forward and says "In the flesh!" or "Reach for the sky!"
  • Down: Opens up a treasure chest and holds up its contents.

KO scream:

Victory screen:

  1. Laughs and says "I'll take what I want!"
  2. Tinkerbats walk up to her and present her with blueprints.
  3. Celebrates in a bubble bath.

Classic Mode: Pirate Queen's Quest - Fights against various magic users.

  1. Rosalina
  2. Bayonetta
  3. Zelda
  4. Robin (female)
  5. Palutena
  6. Shantae
  • Boss: Marx

Costumes

  1. Normal purple and red outfit with white sclera eyes and purple hair
  2. Grey skin, black and red outfit, red sclera eyes, black hair (original sprites and Retro Risky colors)
  3. Blue and light blue outfit, orange belt, green sclera eyes, blonde hair (Twitch & Vinegar colors)
  4. Pink skin, green and brown outfit, light blue sclera, purple hair - (Archer enemy colors)
  5. Light green skin, hot pink and red outfit, pink belt, white sclera, brown hair - (Water Lily Siren colors, with mermaid enemy hair)
  6. Light grey skin, white and purple outfit, ivory bones, light blue sclera eyes, white hair (Empress siren colors)
  7. Bandana outfit - no belt or Pirate Master bones, white sclera eyes
  8. Royal princess outfit

Edited by wanderlustwarrior on Feb 6th 2024 at 3:03:36 AM

The sad, REAL American dichotomy
GalaxyLight777 Since: Jun, 2017 Relationship Status: Don't hug me; I'm scared
#302: May 2nd 2021 at 9:22:53 PM

Time for the character whose past is... something. Nevertheless, I think I brought an interesting moveset with what I worked with. ...NOT OVER YET...

    Beck Brings The Might! 

Beck

The (in-universe) Mighty No. 9. The latest lineup in the Mighty Numbers, Beck is a rather unique Xelnote -constructed robot in comparison to his family, being one that has the power to absorb and manipulate Xel. While there's two others with this ability that ended up a seriously Flawed Prototype, Beck used this power to set everything right in his world (Might not say the same out-of-universe).

Beck would be borrowing a lot of elements from Mega Man (cause of course...), but he'd also have other elements to stand out. Namely, his ability to dash for much of his normals, and using the power of the other Mighty Numbers for his specials. All of them.

Gameplay Data

Attributes:

  • Speed
    • Dash: Less than Mega Man.
    • Walk: Tied with Mega Man.
    • Air: Less than average.
    • Fall: On the fast side.
  • Weight: Low heavyweight to high midweight, worse than Mega Man (See a pattern?)
  • Frame data notes: While the attacks are favorably fast for the most part, the below ReXelection moves do have the short transformation sequence that adds start-lag to the moves.

Movement Abilities:

  • None

Special properties:

  • Energy Gauge: The below moves have limited energy, with most of them consuming energy to varying degrees. Beck can recover energy either slowly over time, landing his normal attacks note  or negating items/non-energy based projectiles with the AcXel dashes.
  • ReXelection Moves: Beck's specials are effectively a second set of attacks that use the above Energy Gauge, typically being stronger and more versatile than the basic attacks.
  1. ReXelection: Pyrogen - Fire Explosion
  2. ReXelection: Cryosphere - Frozen Liquid
  3. ReXelection: Dynatron - Electric Seed
  4. ReXelection: Seismic - Strong Charge
  5. ReXelection: Battalion - Remote Cannon
  6. ReXelection: Aviator - Gyro Boomerang
  7. ReXelection: Brandish - Sword Slash
  8. ReXelection: Countershade - Reflect Shoot

Move list:

  • Normal Attacks
    • Jab/Forward Tilt/Neutral Air: Beck's version of Mega Man's Mega Buster: AcXel Shoot. Beck fires a projectile shot in the same manner as Mega Man, but capable of going much farther at the cost of losing power and only flinching within a certain range. Like Mega Man though, he can only fire several shots at one time.
    • Dash Attack: A dash attack with several variations based on the following conditions.
      • Tapping the button once while not in cooldown will simply have Beck perform the AcXeleration Dash itself with little end-lag.
      • Performing the attack while in cooldown will have Beck fail to do the Dash and instead do a generic jumping kick attack that's average at best with plenty of end-lag.
      • Pressing the button when performing the above AcXeleration Dash will have Beck end the move with a propelled kick that's good at launching foes, but with the same end-lag as the above jump kick.
    • Get-up Attack: Forcefully disassembles their own Xels to attack around them in a short range to deal multi-hitting damage before weakly launching away at any point of the attack. Beck's hurt-box shrinks down to their comparatively smaller Xel Core. Upon finishing the attack Beck quickly reassembles.
    • Up Tilt: Leaps upwards either forward, backward or straight up depending on the angle inputted. It's not an attack by itself, though Beck can fire several shots at a downward angle while leaping backwards with an extra press of the attack button.
    • Down Tilt: Low to the ground AcXeleration Dash.
    • Aerials: With the exception of the Neutral Air, each of the four cardinal directions have Beck perform the AcXeleration Dash. This propels Beck in the designated direction while giving off a bright blue glow. There is a hard limit to how many times Beck can use the AcXel Dash in the air, with the moves each having their own cooldown, up to 3 times. The Back Air in particular redirects the way Beck is facing in the air at the cost of more start-lag, the Up Air includes an uppercut for more offense, and the Down Air includes a twirling kick downward that spikes at the start of the move.

  • Smashes
    • Forward: Transforms into Aviator Form to charge and throw a Gyro Boomerang, dealing multiple hits of damage.
    • Down: Transforms into Brandish Form to charge and unleash a Spin Attack, dealing multiple hits before launching them at an upward angle.
    • Up: Transform into Brandish Form to charge, then leaps high upwards to slash above and below when unleashed.

  • Throws
    • Grab: Fires Dynatron Form's Electric Seed for a disjointed grab. Can be used as a Z-air projectile, with the conjoined bits acting as projectiles and the electricity linking the seeds together as a disjointed, multi-hitting hit-box.
    • Pummel: Sends jolts of electricity into the foe trapped in the bind. This can help restore the Energy Gauge.
    • Forward: AcXel Dashes into the foe with a kick to send them forward.
    • Back: With the power of magnetism (and other stuff I know jack s—t about), Beck grabs hold of the foe with the restricting bits and electricity then yanks them backward.
    • Up: Overloads the electric bits conjoining the foe to create a discharge that launches them upward. This won't help restore the energy gauge at all, unlike the Pummel.
    • Down: Beck leaps up while transforming into his Seismic Form, then suddenly lets gravity take effect, armored fists first, to slam into the foe to rack up damage and bury them. While it is a burying move, it would still have a lot of end-lag to avoid being too exploitable.

Special Move List

  • Neutral
    • Jab: Slashes forward with Brandish Forms Sword Slash. Has slight start lag when Beck transforms to perform the attack, but can otherwise be spammed like a makeshift Rapid Jab. Acts like a weak reflector.
    • Dash Attack: Beck charges forward into his Seismic Form to perform Strong Charge to launch foes upon contact. Invulnerable from the front.

  • Tilts
    • Forward: Fires a Reflect Shoot, which is an at first weak but quick shot fired forward that can ricochet off of solid projectiles, platforms and foes alike to fly even faster and deal major damage to the foe it homes in on.
    • Up: With some slight start lag, Beck unleashes a Fire Explosion around himself in his Pyrogen Form, which can be charged for a slightly larger burst.
    • Down: Fires a ball of Frozen Liquid forward to damage and potentially freeze the foe. Can be charged up to increase it's effectiveness.

  • Aerials
    • Neutral: Beck unleashes a quick but short ranged Fire Explosion around himself courtesy of Pyrogen Form.
    • Forward: With a bit of start lag thanks to the form change, throws a Gyro Boomerang that inflicts multi-hitting damage that launches foes diagonally upward with the final hit. If the up air special is in use and this move is used immediately after, there'd be no start lag, but Beck will be forced into free-fall.
    • Back: Changes into Battalion Beck to fire a Remote Bomb behind them; a rocket-propelled projectile bomb that explodes at the apex of its range or when hit by a powerful or fiery attack, inflicting powerful knockback. If the bomb connects to a player at any point before it blows up, it will stick to them until it explodes.
    • Up: Changes into Aviator Beck to conjure a large propeller above out of his hand to take flight for as long as the button is held down, draining the energy gauge constantly while doing so. If the gauge empties with the move still in effect, Beck will be forced into a free-fall. The propeller doubles as an offensive recovery in the same vein as K Rool's up special, harming and pushing foes upward slightly.
    • Down: For as long as the button is held down, Beck transforms into Seismic Form to perform a falling down air to potentially rebound off any foe hit directly below, with the sides of the falling Seismic Beck acting as sour spots that pushes foes away. This move has a unique spike hit-box that only occurs shortly after the move starts, rather than at the start of the move. When Beck gains more than a second of momentum falling down, the move will spike, otherwise the foe will take heavy flinching damage.

Final Smash

  • Mighty Number Assault: Calls upon the other eight Mighty Numbers to barrage the opponent(s) in a cinematic Final Smash, dealing damage and launching foe(s) away once the cinematic ends.

Character Details

Alternatives (Uses colors of the other Mighty Numbers, excluding Countershade. Not a costume change, just the coloration; the coloration between the forms remain the same for consistency.)

  1. Default: Grey, White and Blue
  2. Pyrogen: Grey, Light Gray and Reddish Orange
  3. Cryosphere: Various Blues and Yellow
  4. Dynatron: Yellow, Black and Purple
  5. Seismic: Bright Orange, Gray and Yellow
  6. Battalion: Green, Red and Yellow
  7. Aviator: Sky Blue, Dark Grey, Red and Yellow
  8. Brandish: Red and White

Character Series Icon: Beck's Xel Core; A triangle with circular points in a sphere.

Stage Entrance: Flies into place in his deconstructed form, before reconstructing into a battle ready pose.

Taunts:

  • Up: -
  • Side: -
  • Down: Deconstructs their Xel body, turning into an exposed core with Xels orbiting it before reforming into their actual body.

Victory screen:

  1. Shoots several shots from his arm cannon, then holds it up with the other hand for a pose.
  2. AcXel Dashes from above, then poses. Parallels one of Mega Man's Victory Animations.
  3. Beck standing with his back somewhat towards the camera with one hand on his hip while looking towards the camera with his signature two-fingered salute, a double reference to both the commonly used character art of Beck and the album cover for MN9.
If you know another character from the same series that's considered fairly popular, that is definitely who's coming up next. ...BECK IS NOT THE ONE...

Edited by GalaxyLight777 on May 29th 2021 at 3:53:21 PM

"I know we'll make it cause somehow, the universe is fun now!" ~Sana
GalaxyLight777 Since: Jun, 2017 Relationship Status: Don't hug me; I'm scared
#303: May 5th 2021 at 6:14:41 PM

And getting this outta the way soon, the Tragic Monster RAY. I sorta gave a much bigger **** for this move-set than Beck's to be brutally honest...

    RAY 

RAY

The Flawed Prototype driven psycho. She's essentially the Mighty Number Zero (That can be interpreted in another way), being created long before any of her other "siblings" by Bill Blackwell or as he's better known as: Dr. William White, with the intent to create a robot that Beck would end up becoming, only for RAY to end up becoming a constantly decaying machine due to her lack of Xel Core meant to stabilize her form. With her suddenly going rouge before her experimental design was finalized, she became a savage barely-sane robot who desires Xels to keep herself intact, all while on the search for the one responsible for her state.
RAY would be an aggressive and strong Lightning Bruiser with a bit of variety in the form of the Variation Codes, but the lacking recovery and Xel Decay gimmick could potentially lead to her falling apart (quite literally on a microscopic level in regards to the gimmick).

Gameplay Data

Attributes:

  • Power: On the higher end of the scale.
  • Speed
    • Dash: Faster than Beck.
    • Walk: Faster than Beck.
    • Air: Faster than... Y'know...
    • Fall: Fairly Fast.
  • Weight: High Midweight, but lesser than Beck, possibly even lighter.
  • Frame data notes:

Movement Abilities:

  • Walk Cling and Wall Jump

Special properties:

  • Xel Decay: Due to RAY's faulty "core" (or lack thereof), she is in a constant state of decay, forcing her to harvest more and more Xels from other machines in her game of origin. All of this factors into her gameplay, where she keeps taking residual damage over-time (though never able to outright kill, for the sake of relative fairness) and the only way to restore said health is by absorbing other machines and robots made up of Xel. Most if not all of the cast aren't made up of Xel, but they will be a main source of Xels for RAY to recover, via landing attacks and absorbing non-energy based projectiles.

    Next to RAY's percentage icon is a bar that is a measurement of her "health". This health bar will slowly drain in increments for every few seconds that pass and as stated above, can only be restored via landing attacks and absorbing non-energy based attacks, the latter done with the Side Special and Smash Attacks, which not only restore the most health, but also grant extra to the bar past 100% up to 200%. At that maximum health, RAY will have her damage taken decrease by 20%, but also the damage she deals decrease by 20%. Once the health bar emptys out, RAY will start taking damage to their percentage over-time, including a modifier of 20% to the damage she'll take plus the damage she'll deal.
  • Variation Codes/Energy Gauge: Like Beck, RAY copies the abilities of the other Mighty Numbers. Unlike Beck, rather than change into a whole new form, only her arm changes into a different weapon, said weapon either being used for the Neutral Special, normal attacks using her left arm, among other stuff detailed under Down Special. Below RAY's health bar is an energy gauge that limits the usage of these Variation Codes, though not all of the moves use energy, particularly the melee variations for the Normal Attacks for the most part. Energy is recovered on it's own over time, with a varying rate depending on the above health bar (low health means slow rate of recovery, with higher health resulting in a faster rate).

Move list:

  • Neutral
    • Jab: Largely based off the three-hit combo in her game of origin.
      • 1: High to low claw swipe from left hand.
      • 2: Slashes with their Claw Shot arm from low to high.
      • 3: Cross-slash tearing motion with both claws.
      • Jab infinite: Rapidly and furiously tearing at the foe with both claws. Only active if no Variation Code is selected.
    • Dash Attack: A jumping forward kick that propels RAY forward.
    • Ledge: A short Vortex Dash up onto the ledge.

  • Throws
    • Grab: RAY grabs the foe by the throat with their left hand.
    • Pummel: Attacks the foe in their gut/midsection with their right hand, prominently clawing at them with the Claw Shot hand. Can also pummel with the other Variation Codes, to varying degrees.
    • Forward: Forces the foe forward with the Claw Shot/other Variation Code melee attack.
    • Back: Drags the foe across the ground towards the back.
    • Up: Tosses the foe upward, following it up with a claw slash.
    • Down: Chokeslam.

  • Tilts
    • Forward: Strikes forward with the claws of the arm cannon. Thrusts the same arm forward if a Variation Code is in use, to varying effects.
    • Up: Overhead claw swipe.
    • Down: Low kick.

  • Smashes (Cancels out the Variation Code upon use, with some exceptions.)
    • Forward: RAY slashes forward with both claw arms from high to low, creating a wave of corrupted Xels.
    • Up: Stabs both claws straight upward, then performs a tearing motion, creating an arc of corrupted Xels.
    • Down: Slashes both side from front to back with her left claw, with small waves of corrupted Xels emitting from the slashes.

  • Aerials
    • Neutral: Slashes around with both claws with a single spin.
    • Forward: Downward arching slash with their left claw.
    • Back: Shoots a Claw Shot backward. Shoots other projectile Variation Codes if they're selected, otherwise they become a horizontal-swinging melee attack for the most part.
    • Up: Straight kick upward.
    • Down: A Dive-kick that propels RAY downward with a dash. Hitting an opponent will propel RAY upward like the Belmont's D-Air, unless sour-spotted. Can spike foes if hit at the start of the move.

  • Specials
    • Neutral: Claw Shot/Variation Code Use
      From the blaster on his right arm, fires a projectile attack like that is a sluggish rate of fire with worse range yet much stronger. Alternatively uses a Variation Code selected
    • Side: Vortex Dash
      Charges forward in a spiraling motion, complete with corrupted Xels surrounding RAY. Comparatively slower than Beck's AcXel Dash, but much more offensive in comparison. Button can be held down to charge the special so RAY can charge much farther with some extra power upon being unleashed.
    • Up: Claw Uppercut
      A typical multi-hitting vertical recovery move.
    • Down: Variation Code Switch
      Changes the arm cannon of RAY to any of the following Variation Codes, which not only change the Neutral Special, but also the normal's utilizing the Claw Shot arm. Selects the following in the same fashion as Shulk's Monado Art, with each of the Codes being selected with one of the eight control stick directions and the default Claw Shot being selected without inputting a direction.
      • Pyrogen/Ignite Gear: Becomes a fire igniter.
        • Upon selecting and using the Neutral Special, all of RAY's moves get a fire-element power boost for 10 seconds, with the stronger attacks (particularly the Smash Attacks) having an explosion that's got more launch power. The major downsides are for as long as this is active, RAY'll receive a damage modifier of 20% regardless of her health gauge and she can't recover either her Xel or Energy. Can be canceled out of it by changing the Variation Code.
        • Back Air and Forward Tilt, at the cost of start lag, creates a fire burst with a sweet spot in the center to deal extra damage.
      • Cryosphere/Liquid Nitrogen: Becomes a frozen cannon with spikes.
        • Fires an ice ball that bounce off of foes and surfaces, of which a max of three can be fired. Foes hit by the projectile will get covered in ice shards that'll deal damage over time and slow them down based on their damage percent. Shooting this weapon point-blank can freeze foes if they're at a high enough damage percent.
      • Dynatron/Electric Seed: Becomes a electric pylon spike.
        • For the Neutral Special, fires a single electric byte that can either attach to a foe or a surface. The electric byte also doubles as an electricity emitting trap if stuck on walls, letting out bursts of electricity on occasion for as long as they last. A byte attached to a player can be passed on to other players like a Gooey Bomb. RAY can then fire a stream of electricity from the pylon arm, to deal continuous damage to anyone in-between the byte and especially those with the byte stuck on them. The electricity also doubles as a battery for the energy gauge
        • Strong normal attacks that discharges electricity for weaker disjoint.
      • Seismic/Drill Anchor: Becomes an extending drill.
        • For the Neutral Special, RAY utilizes the drill's extensive feature. Holding down the button has RAY prepare the drill, allowing her to aim either straight forward, straight up or anywhere in between, then letting go fires the drill in the chosen direction. The drill extends a decent distance to attach to either a ledge or a foe, the former pulls RAY close to snap to the ledge (not instantly mind you), the latter deals multiple hits of damage (that is also effective at damaging shields) before weakly launching.
        • Normal attacks using the arm cannon become multi-hitting melee attacks. For the Side Tilt and Back Air, the attack can just be a weak thrust by simply tapping the attack button, while holding it down afterward turns it into a multi-hit. If RAY has no energy left when trying, then it just becomes a weak melee attack.
      • Battalion/Gatling Shot: Becomes a clawed, arm-mounted gun.
        • For Neutral Special, shoots rapid-fire projectile shots that are not quantitively limited in comparison to the Claw Shot, yet quite strong in spite of it being non-flinching.
        • Otherwise a heavy yet mediocre melee attack for most of the normal attacks, with the Back Air firing several shots in a burst.
      • Aviator/Hunter's Aim: Becomes a lock-on module with sharp mini-copter blades.
        • Upon holding the Neutral Special down, RAY will begin charging up the attack with a scanning field in front of her, and if a foe or other object (usually projectiles) gets in the field, it'll get a targeting reticle over them, and upon letting the button go will home-in on an opponent to charge into them and deal decent damage and launch power once unleashed.
        • Odd hitbox for the Normal Attacks.
      • Brandish/Bloody Squall: Becomes a blade with serrated edges.
        • Neutral Special becomes a charge attack that, upon being fully charged, has RAY charge towards a certain direction in a similar fashion to Mythra's Photon Edge, at the cost of using up all the energy available. The power of said move is dependent on at what point RAY's health bar is at and how much energy is left, with both being at max equates to a strong move with super-armor.
        • Jab becomes a single sword swing that can be spammed like a semi-rapid Jab, at the cost of losing energy for each consecutive sword slash aside from the first.
        • Smash Attacks become overwritten with sword slashes that are relatively fast with good range, but lacking damage and launch power.
        • The other Claw Shot attacks become sword swings of varying execution, offering long range at the cost of frame data and damage.
      • Countershade/Phantom Mode: Becomes a cloaking device shield.
        • Turns invisible with a press of the Neutral Special, with the added benefit of having brief invulnerability upon activation (though this invulnerability cannot be spammed, and it is very brief). Invisibility only last so long, draining the energy bar at a fast rate.
        • For the Normal Attacks, the shield is rather weak but is completely invulnerable.

Final Smash: Collapse Ray

  • A semi-cinematic Final Smash that starts with RAY charging forward to trap foes in. RAY then enters a primal rage, then proceeds to fire multiple mouth beams forward, each at slightly different angles courtesy of RAY rapidly zipping from spot-to-spot, until firing one final deadly laser that transitions out of the cinematic to deal heavy damage and instant KO foes once they hit 100%.

Character Details

Alternates:

  1. Red
  2. Purple
  3. Blue
  4. Black
  5. Gray
  6. Pink
  7. Yellow
  8. Beige

Stage Entrance: Dives from above before letting out a primordial roar upon landing.
...CAN YOU HEAR ME...?
Taunts:
'

  • Up: Holds up their Claw Shot arm, which suddenly grows in size as RAY clutches it in pain before it just as suddenly disintegrates, with a new Claw Shot taking its place shortly afterward.
  • Side: Roars forward all primal-like.
  • Down: Slams a claw towards the ground, making sparks fly.
...GOOD, MY ATTEMPTS AT COMUNICATION ARE NOT IN VEIN...
Victory screen:
  1. -
  2. -
  3. At first RAY's appears to be cured of her Xel-decaying state, being much more "whole" while looking groggy, but that lasts for only a few short moments before she suddenly lets out a roaring scream of pain as her body reverts back to how it was, afterwards she clutches herself in pain. References the "Shaggy Dog" Story ending of her story mode campaign.
...THAT COMMENT GalaxyLight777 MADE REGARDING...

Other Details

..."A CHARACTER WHOSE GAME HAS AN INFAMOUS HISTORY"...?
Character Series Icon: Xel Core
...WHILE THAT APPLIES TO ALSO BECK AND RAY, THE TRUTH IS...
Boxing Ring Title: The Vermilion Destroyer
...THERE AWAITS ANOTHER CHARACTER OF INFAMY... INCLUDING ME...
Classic Mode: Xel-Lust - Fights against various robots (or at the very least certainly non-organic) characters in the hunt for Xel.
  1. Fighter: Beck
  2. Boss: Galleom
  3. Fighter: Mega Man
  4. Fighter: Mii Fighters Team (wearing the costumes of various Mega Man characters)
  5. Fighter: Mr. Game & Watch Team
  6. Fighter: ROB
  • Boss: Master Hand (and Crazy Hand)
...I SHALL WAIT FOR THE DAY WHEN THIS USER DECIDES TO FINALLY COVER HER...
Also, apologize for the odd spaces in the latter half of this move-set, not sure why they're there...

Edited by GalaxyLight777 on May 11th 2021 at 3:00:04 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
#304: Jun 13th 2021 at 9:16:43 PM

One of the original badass heroines of gaming!

    Lara Croft 

Lara Croft

Series: Tomb Raider

Gameplay Data

Attributes:

Movement Abilities:

  • Can wall jump.
  • Can crawl.
  • Dodges go a long distance.
  • Forward and back aerial attacks can cause a special wall cling.
  • One variant of Side special can be a tether recovery.

Special properties:

  • Neutral special can be used during the dodge animation.

Move list:

Neutral

  • Jab 1/2/3: Punch Punch Kick combo.
  • Dash Attack: Diving tackle.
  • Wake up: Upwards kick from lying down position.
  • Ledge: Low swing of climbing axe.

Throws

  • Grab: Traps the opponent between her bow and its string, with the opponent facing away.
  • Pummel: Pulls on the bow to choke the trapped opponent with it.
  • Forward: Pushes the opponent out of the trap with a thrust kick.
  • Back: Throws the trapped opponent backwards.
  • Up: Rolls on her back to kick the opponent into the air, then fires two pistol shots after them.
  • Down: Kicks into the back of the opponent's knee and smacks them in the back of the head with her bow.

Tilts

  • Forward: Roundhouse kick.
  • Up: Backflip kick.
  • Down: Dirty Tactics - Throws a cloud of dirt and rock at the opponent, that stuns the opponent.

Smashes

  • Forward: Stabs a standard arrow forward. Short range, but strong damage.
  • Up: Swings her bow overhead from back to front.
  • Down: A downwards thrust stab with her combat knife. Short range, but strong damage.

Aerials

  • Neutral: Split kick.
  • Forward/Back: Swings one of her climbing axes.
    • Capable of causing a special wall cling, similar to Sephiroth's Forward Air or Corrin's lance.
  • Up: Waves a lit torch (lantern) overhead. Deals fire damage.
  • Down: Double legged stomp, that propels her up slightly if it hits.

Specials - Because these have a lot of utility, most of her basic physical attacks are fairly weak.

  • Neutral: Twin Pistols - Continually fires with her pistols, which like Joker's do light damage, but don't cause flinching.
    • Press B to draw the guns, use the control stick to aim around Lara, then press B to lock on to wherever she's aiming. If she locks on to an opponent, the lock stays even if they move. Lara can walk and jump while locked on, and fire her pistols continuously by pressing or holding B. Press Shield or A to end the lock on.
    • After a dodge, she can also fire these pistols at her previous location, with low startup.
  • Forward/Back: Bow and Arrow
    • Press Side+B to pull out her bow, and display a vertical menu of arrows, that she can choose by pressing up/down. Press and hold B to draw the arrow, beginning the charge. While charging, move the control stick to aim (Lara is stationary while aiming). Release B to fire the arrow.
    • Arrow types:
      • Standard Arrow - Charging also increases shield damage it does.
      • Cluster Arrow - Deals much more damage with an explosive hitbox. Has to be charged longer to reach the same distances as other arrows, as it's much heavier. If she's hit while drawing this arrow, it will backfire and she will be caught in the explosion.
      • Poison Arrow - Poisons whoever it hits for gradual damage. Not a poison cloud, so it must actually connect.
      • Rope Arrow - Can be used as a tether for a grab or recovery. If used for a tether recovery including to ceilings, Lara can use certain moves:
        • Dodge: Release the rope
        • A: Split kick
        • Forward/Back: Swing horizontally
        • Up/Down: move vertically along the rope
  • Up: Mjolnir - Whips Thor's belt to reach for the Mjolnir hammer floating slightly above her, which pulls her up to it, before slamming back down similar to Pyra's Prominence Revolt. The hammer has a large, heavy hitbox wherever Lara lands.
  • Down: Excalibur - A multi-stage move, where Lara gradually advances the move by either pressing or holding the command.
    • Hold:
      • If she doesn't have a full sword, this makes her dig into the stage with her trowel (the shovel action has a hitbox). Each time you dig in, you discover the fragments of the sword, starting with the handle, but it takes a couple seconds to dig up. This action can't be performed in midair.
      • If she has the full sword, holding instead shoots an energy projectile, which is her strongest move.
    • Press: Swing the sword/fragment (or a trowel for a weak attack, if no sword fragments have been collected yet). Additional presses can cause additional swings of the sword, equal to the number of fragments collected (up to four), similar to Roy and Marth's side special.
      • With each additional piece, the hitbox of the sword grows bigger.
      • The full four hit combo with the sword is her strongest physical attack, second strongest move after the energy projectile.
    • Losing a stock means she'd have to start the process over again.

Final Smash: Trial of the Tomb Raider

  • Lara rides her motorcycle along the stage. Anyone hit by it is dragged into a cutscene, where she's escaping from a T. Rex (or rolling boulder). She gets away on her bike, but the opponent(s) gets bit (or flattened).

Character Details

Character Series Icon: Not yet determined. Possibly an arrow, book, or compass.

Stage: Tomb (generic)

  • Description: A large stage like Hyrule temple.
  • Special Features: The stage has a couple of booby traps, which have triggers that are in separate locations. Stuff like a swinging axe, a spike pit, poison darts...

Stage Entrance: Flips in from the sky, does a three point landing, and gets up.

Taunts:

  • Up: Holds up her guns, and ejects the magazines from both of them.
  • Side: Holds up and shakes her finger at the player.
  • Down: Kneels down to restring her bow.

Victory screen:

  1. Spins one of her guns in her hand, then blows the smoke away.
  2. Emerges from a pool of muddy water, full of grit and determination.
  3. Reads over several books, adjusting her glasses.

Classic Mode: World Raider - Lara fights one on one against opponents with special legendary relics, in large stages. If the series has items in Smash, they can spawn on the stage.

  1. Roy - Coliseum
  2. Richter - Dracula's Castle
  3. Zero Suit Samus - Norfair
  4. Shulk - Gaur Plain
  5. Link - Hyrule Temple
  6. Pit - Palutena's Temple
  • Boss: Rathalos

Costumes (The actual model would be based on the "Legend" era of Tomb Raider)

  1. "Survivor" Lara outfit - grey tank top and faded brown pants
  2. Blue top (or sweater with white undershirt) and dark brown pants Survivor recolor
  3. Black and red sport jacket over Survivor outfit
  4. Dark brown cold weather jacket over Survivor outfit
  5. "Classic" Lara outfit - blue-green tank top, brown short shorts, and black holsters
  6. Tan top and shorts classic recolor
  7. White top, dark grey shorts classic recolor
  8. Black top, camo shorts classic recolor

Edited by wanderlustwarrior on Dec 3rd 2022 at 2:53:21 PM

The sad, REAL American dichotomy
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
#305: Jun 19th 2021 at 1:28:26 AM

Rather than make fake Smash fighters, why not make fake assist trophies? Particularly summoning retro versions of characters already playable.

     My Ideas 

  • 8-Bit Mario

    • This version of Mario would start out as Fire Mario, running around, throwing fireballs, and jumping on foes which could have the potential to meteor smash. Do enough damage and he'll become Small Mario who just runs around and jumps on foes. Taking enough damage in that form will defeat him.

  • 8-Bit Samus

    • Samus would roll over to any foe dropping Morph Bombs along the way and attacking with the Ice Beam which would freeze opponents and the missiles which send them flying. If the Metroid Assist Trophy were to be present. Samus would attack it and vice-versa.

  • 8-Bit Bowser

    • Rather than the SMB 1 version, this version will be from Super Mario Bros 3. Bowser would shoot two fireballs and jump to the nearest player in order to ground pound them. Either you can launch him which would be hard to do since he'd require a lot of punishment or you can do the easier option which is to lure him off stage.

  • Cape Luigi and Yoshi

    • The two would spawn with Luigi riding Yoshi. They would go around eating opponents and spitting them out at other foes in reference to the GBA port, Super Mario Advance 2 which gave Luigi this ability. If Yoshi is it hard enough, he'll run off with Luigi chasing after him. While off Yoshi, Luigi would use the cape as a spin attack along with jumping on foes. Luigi will not stop chasing Yoshi until the latter is off the stage after which he'll attack the foe who knocked him off Yoshi and act as 8-Bit Mario did only with a cape attack instead of fireballs.

  • 16-Bit Richter

    • Replacing Shadow if he got into Smash as a fighter would be the sprite of Richter who would use the stopwatch to slow down opponents who'd have a stopwatch floating over their heads with a timer for how long it lasts ticking down.

Check out Rogues Gallery Transplant: The Game
wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#306: Jun 22nd 2021 at 11:55:11 PM

A year on, but my Shantae moveset is looking better all the time! I had a question to pose, though. Would it be balanced to give a character armor properties while they're charging a Smash Attack?

Shantae confirmed as a Mii costume...
To be honest, I wasn't expecting her to get in, so it's more than I thought. And she actually looks good. Still, I've still got my dreams.

Edited by wanderlustwarrior on Jun 28th 2021 at 9:55:42 AM

The sad, REAL American dichotomy
Heyitsgalaxycreeper Since: Mar, 2018 Relationship Status: [TOP SECRET]
#307: Jul 10th 2021 at 5:39:33 PM

made a moveset for cosmog: Neutral A: Does two cosmic energy infused jabs, finishing with an uppercut. Side A: Does a headbutt, kind of like Pac-Man's pummel. Up A: Does an uppercut infused with cosmic energy. Down A: Swipes it's cosmically-infused arm across the ground.

Side Smash: Causes a cosmic explosion from it's arm. Up Smash: Pumps it's fist up, causing a cosmic explosion. Down Smash: Spins around while emitting cosmic energy from it's hands. Some end lag as it becomes dizzy.

Neutral Air: Like down smash but in the air and weaker. Forward Air: Preforms a cosmic-energy infused double axe handle. Back Air: Turns around and does a cosmic-infused punch behind itself. Up Air: Spreads it's cosmic-infused hands outward. Down Air: Turns upside down and falls headfirst.

Grab: Grabs with both arms. Pummel: Headbutts the opponent. Forward Throw: Charges up a bit, before punching the opponent with it's energy-infused arm. Back Throw: Tries to throw the opponent overhead, but falls over, dropping the opponent in the process. (about time I incorparated it's frail personality) Up Throw: Summons two Ultra Wormholes, one in front of it, and another next to the other. It then throws the opponent in the first one, causing them to pop out the other. Down Throw: Headbutts the opponent into the ground.

Floor Attack (Front and Back): Swipes it's arms around itself. Floor Attack (Trip): Headbutts on both sides. Edge Attack: Causes an cosmic explosion.

Neutral Special: Shadow Ball Cosmog decides to take a move from one of it's older siblings, Lunala. It forms a ball of black energy from it's hands, before throwing it at the opponent. Think of it as a clone to Lucario's Aura Sphere, just weaker but faster.

Side Special: Zen Headbutt It uses another move from it's other older sibling, Solgaleo. It charges up, its head turning partially blue, before charging at the opponent. It has a semblence to Luigi's Green Missile.

Up Special: Teleport One of the moves that actually belongs to Cosmog, this one functions like your standard teleport attack, however, it has a slight chance to stun Cosmog, leaving it in freefall if it's in the air. This references the fact that Cosmog can become paralysed for long periods of time if it uses Ultra Wormholes.

Down Special: Cosmic Power Cosmog covers itself in cosmic energy, causing it to magically become more durable. The cosmic energy at the beginning makes it completly intangible. It is not a counter.

wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#308: Jul 12th 2021 at 10:51:32 PM

It turns out my moveset for Yoshimitsu feels close enough to how the team designed Kazuya, but also gave me a little inspiration to update a couple of moves (Jab and Forward Smash, namely).

And now I've updated my moveset for Eevee.

Edited by wanderlustwarrior on Jul 25th 2021 at 4:15:05 AM

The sad, REAL American dichotomy
GalaxyLight777 Since: Jun, 2017 Relationship Status: Don't hug me; I'm scared
#309: Aug 14th 2021 at 10:44:53 AM

Haven't gotten out any move-sets out in a while due to both writers block and many gaming and video distractions. Though, I do got new characters in mind due to playingThe Binding of Isaac recently (it's not the titular character, rather something else entirely) and after a moment in a BrawlFan1 stream where he dismissed the idea of making a move-set for a certain character because quote "they're literally a car" which I took as a challenge.

I've also taken the time to update the my first move-set. Nothing too major, just updating the format to personally look more neat and tidy. Also included a side special, since it previously lacked one.

Speaking of, it turns out I wasn't the only one who had the crazy idea of including an FKG character in Smash Bros conceptually. There's this Game Mod of Super Smash Bros. Crusade (CMC+) that features an absurd list of playable characters, with an FKG character being one of them

Edited by GalaxyLight777 on Sep 21st 2021 at 5:48:54 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
#310: Aug 16th 2021 at 11:11:39 PM

Chun Li now makes my 10th character done! 20th if you count the evolved Eevee and Agumon forms separately, since they all have different attributes and a special move. There's links to all of my creations on page 10 of this thread.

    Chun-Li Kicks It Old School! 

Chun-Li

Gameplay Data

Attributes:

Movement Abilities:

  • Has slightly shorter jump heights, but has an additional air jump, for slightly higher total jump height than other fighters.
  • Can wall jump.

Special properties:

  • Similar to Ryu and Ken, she has two variants to her Final Smash depending on her range to an opponent.
  • The "always face opponent in a one-on-one" mechanic really isn't my favorite, but to be consistent, it's back.
  • Tilts have heavy and light button press variants.
  • Special moves have command inputs for stronger variants.
    • Per the norm in SF, you can hold Down-Back to charge both up and side special commands at the same time.

Move list:

Neutral

Throws

Tilts

Smashes

  • Forward: Sen'enshu
    • Full charge or HCB+A - Hazanshu, gains additional horizontal distance.
  • Up: Rankyaku - Puts both Chun Li and the opponent into the air, for potential aerial follow ups.
    • After a full charge, press A right after releasing to do the second attack, Soseikyaku.
  • Down: Tensei Ranka - Doesn't travel horizontally. The actual front leg kick is a Meteor Smash, while the move when it hits the ground produces a shockwave both in front and behind.

Aerials

Specials

  • Neutral: Kikoken
    • Hold B to charge. The longer it is charged, the shorter distance it goes, but the more damage it does.
    • Kikosho: After a full charge, press B right after releasing.
  • Forward/Back: Spinning Bird Kick - Has good knockback on the final hit, but has very slight horizontal movement, and significant endlag.
    • Command input: Charge Back, then Forward+B - gains significant horizontal recovery, and damage, but puts Chun Li into Helpless.
  • Up: Tenshokyaku - Vertical kick and recovery, puts Chun Li into Helpless.
    • Command input: Charge Down, then Up+B - goes much farther and deals more damage. Technically the Hazan Tenshokyaku.
  • Down: Sou Hakkei - A "counter" that deals a very low amount of set damage, but has high base knockback. Mostly used as a "get off me" tool.
    • Command input: Back+A+B (in time with enemy attack) Ensenbu - grants intangibility, thus allowing it to dodge throws and projectiles, as per V-Shift mechanics. Slightly higher set damage.

Final Smash:

  • Near variant: Evo Moment #37 Hoyokusen - a flurry of kicks ending with a launcher.
  • Range variant: Shichisei Senkuu Kyaku - A single powerful kick that continues on past the first opponent it hits for a set distance. When it reaches its final destination, seven explosions in the shape of the Big Dipper appear along her path.

Character Details

Character Series Icon: SF

Stage: Crowded Downtown

  • Description: A stage based on Chun Li's street stages.
  • Special Features: Same mechanics as Terry's stage.

Stage Entrance: Walks forward and bows to the camera.

Taunts:

Victory screen:

  1. Her classic joyful victory pose.
  2. Kicks forward to the screen, then brings her leg out to the side, and says "I am the strongest woman in the world!" (her original SF2 quote)
  3. Does her win pose sequence from SF5, then says generic quote 2 or 3.

Classic Mode: Strongest Woman in the World - 1 on 1 stamina battles against physically capable female opponents, on their Omega stages

  1. Daisy
  2. Wii Fit Trainer
  3. Lucina
  4. Shiek
  5. Zero Suit Samus
  6. Bayonetta
  • Boss: Giant Palutena

Costumes

  1. Classic qipao - blue w/ yellow accents
  2. Classic qipao - black w/ yellow accents
  3. Classic qipao - white w/ grey accents
  4. Classic qipao - pink w/ yellow accents
  5. Classic qipao - green w/ white accents
  6. Shadow Lady
  7. Alpha outfit - light blue top, dark blue leggings
  8. Alpha outfit - red top, black leggings

Edited by wanderlustwarrior on Mar 6th 2023 at 8:20:29 AM

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?
DrNoPuma Tango from Toon Town Since: Mar, 2015 Relationship Status: I think I love you, so what am I so afraid of?
#312: Aug 20th 2021 at 1:02:30 PM

[up]These are so cool! I hope he gets into Smash Bros. someday. On a related note...

I haven't played the particular game that Tango is from, but still... robo kitty. :D
wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#313: Aug 20th 2021 at 3:53:09 PM

I wish he would! And alongside him, if Eggman could debut as a boss...

On that note, now that I'm nearing completion on my 11th (technically 19th) moveset, I've been thinking about something else, similar to the earlier post on this page about Assist Trophies. Rathalos is both an Assist Trophy and a boss. Does anyone else feel like there are elements in this game that could also be upgraded to bosses for Classic Mode? I'm specifically thinking of Mother Brain, the Yellow Devil, and Metal Face, though now that I'm looking at the list of Assist Trophies, I'm seeing a couple more...

  • Wily Capsule and Yellow Devil
  • Mother Brain and Metroids
  • Black Knight
  • Metal Face
  • Dark Emperor

Additionally, some of the bosses from earlier Smash games could join as bosses, specifically, Porky, Duon, and Rayquaza.

If all of the above somehow happened, that would bring the number of bosses, and back all prior bosses except:

  • Metal Bros: Metal Mario is a pseudo-boss in Bowser's classic route
  • Petey Piranha: Is now part of Piranha Plant's Final Smash
  • Ridley/Meta Ridley: Is now a playable character
  • Tabuu: I think Smash is averse to bringing back a prior game's Final Boss. Nevertheless, I made a custom moveset for him earlier.
  • Master Core: Again, Smash may be averse to bringing back a prior game's Final Boss.

Plus, that would also mean that 7 series that already have playable fighters would also get bosses for those characters to fight against:

  • Sonic
  • Mega Man
  • Metroid
  • Fire Emblem
  • Xenoblade
  • Earthbound
  • Pokemon

Which would mean you wouldn't have to have over half the characters fighting Master Hand and/or Crazy Hand.

Other possible bosses:

  • Skull Kid and Moon
  • Ghirahim

Edited by wanderlustwarrior on Aug 23rd 2021 at 2:15:17 PM

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?
#314: Aug 25th 2021 at 8:28:13 AM

This moveset feels like... pants.

    Yin-Yarn unravels the competition! 
  • Franchise: Kirby
  • English Voice Actor: David Frederick White (Kirby’s Epic Yarn narrator)
  • Palettes: Orange cloak w/ green hat, red cloak w/ brown hat, teal cloak w/ blue hat, yellow cloak w/ orange hat, purple cloak w/ dark purple hat, black cloak w/ red hat, white cloak w/ gold hat, multicolored hat and cloak.
  • Stats: Unusually for a villain in Smash Bros, YY is a Fragile Speedster. Since he’s made of yarn, he’s obviously kind of lightweight and flimsy. This is fitting because he’s a Squishy Wizard, and also because he’s more Laughably Evil than most of the villains in Smash Bros.
  • Entrance: YY flies down from above, laughing evilly.
  • Idle Animation: YY floats just above the ground. After a few seconds, he twirls his needles.
  • Victory Poses:
    • YY plays with a puppet of King Dedede.
    • YY laughs with yarn lightning in the background.

Moveset

  • Jab: YY jabs two times with his needles before jabbing rapidly
  • Dash: YY flies forward at a slight downward angle, pointing one needle forward, until he touches the ground.
  • Tilts
    • F-Tilt: YY swings the point of one needle.
    • U-Tilt: YY swipes upward with one needle.
    • D-Tilt: YY swings the head of one needle.
  • Grabs/Throws
    • Grab: YY wraps one of his yarn “arms” around the opponent, while keeping a grip on his needles too.
    • Pummel: YY bonks the opponent with the head of the needle in his free hand.
    • F-Throw: YY uses his free needle like a bat to hit the opponent away.
    • B-Throw: YY spins 180 degrees and flings the opponent backwards.
    • U-Throw: YY jabs the opponent upwards with the point of his free needle.
    • D-Throw: YY throws the opponent down and jabs rapidly with his needles as if sewing.
  • Aerials
    • Nair: YY swings both needles 360 degrees.
    • Fair: YY jabs forward with the head of one needle.
    • Bair: YY jabs backward with the point of one needle.
    • Uair: YY swings the point of one needle upwards.
    • Dair: YY jabs down with both needles. Great for spiking.
  • Smash Attacks:
    • Side Smash: YY sews the head of Fangora, which takes a large bite before disappearing.
    • Up Smash: YY sews a mini version of Hot Wings, which flaps its fiery wings three times before disappearing.
    • Down Smash: YY sews a mini version of Capamari, which splashes yarn water around before disappearing.
  • Special Moves:
    • Neutral Special: Yarn Minions: YY creates a yarn mook, chosen randomly. You can have up to 3 at a time, and all except Big Waddle Dee can be easily destroyed. They will also be destroyed if YY is KO’d. Possible mooks include:
      • Waddle Dee: Walks forward slowly and occasionally does a short jump before falling on its face. Causes contact damage.
      • Uniclod: Charges forward to jab opponents with its horn.
      • Chilly: Stays in one spot and emits a freezing cloud around itself every 3 seconds that lasts for 1 second.
      • Big Waddle Dee: Drops down from above, falls through the stage. May be used for spiking opponents.
    • Side Special: Soocher Shot: YY shoots a Soocher, a spearhead-like mook that shoots straight forward. If you hold this down, YY will shoot a Soocher every half-second, and you can rotate to aim them. Opponents can cancel this move by attacking YY while you’re holding the button down.
    • Up Special: Magic Sock: Use this once to put down a Magic Sock. It floats in midair. Use the move again to have YY go into the Magic Sock around his neck and come out through the first one. The first sock disappears after teleporting to it once, or after 10 seconds.
    • Down Special: Curtains For You: YY creates a smallish curtain (about four times his height and two times his length), with an opening near the top, in front of him. If an opponent is within range, they will be trapped behind the curtain. Their attacks will not hit YY, but his attacks can hit them. Opponents can easily escape by getting to the opening at the top (or the curtain will disappear after 5 seconds), so YY players must be fast to attack opponents inside the curtain. You can only have one curtain at a time.
    • Final Smash: Mecha Yin-Yarn: YY turns into his One-Winged Angel form, Mecha Yin-Yarn. He stays in the middle of the stage, spinning rapidly and shooting a Macross Missile Massacre of yarn missiles that go in all directions. This lasts for 5 seconds, then YY goes back to normal.
  • Taunts:
    • Evil Laugh.
    • YY creates a yarn Waddle Dee which does a quick dance, then disappears.
    • The eyes of YY’s needles flash ominously.

Other

  • Codec
    • Snake: Otacon, I’m being attacked by… yarn?
    • Otacon: This is Yin-Yarn, an evil sorcerer from Patch Land, a world made of yarn and fabric. He wants to take over Patch Land from its ruler, Prince Fluff.
    • Snake: So, he’s your average megalomaniac who wants to take over the world? I’m going to punch him in his yarn face.
    • Otacon: About that… some people believe that Yin-Yarn is actually the two knitting needles, and that the wizard you see is just a body they stitched to carry themselves.
    • Snake: Really? That sounds confusing. I’d rather get back to fighting.
  • Palutena's Guidance
    • Pit: Lady Palutena, this wizard has a body I can see right through!
    • Palutena: This is Yin-Yarn, a yarn creature from the world of Patch Land. Well, some say Yin-Yarn is actually the two needles, and the yarn body is just a vessel.
    • Viridi: Yin-Yarn likes to sew all sorts of yarn minions to defend himself! I wonder if he makes clothes… or at least cat toys.
    • Palutena: I don’t think Yin-Yarn is the type who enjoys helping others, but you can ask him after the battle.
    • Pit: Speaking of, how do I beat him?
    • Palutena: Whether it’s his true form or not, Yin-Yarn’s yarn body is incredibly lightweight. He may be fast, but he’s also vulnerable. Just watch out for his projectiles.

[down]Thanks! smile

Edited by DrNoPuma on Aug 25th 2021 at 12:06:55 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
#315: Aug 25th 2021 at 8:41:21 AM

Great job as always, Puma!

A great Mascot Mook.
DrNoPuma Tango from Toon Town Since: Mar, 2015 Relationship Status: I think I love you, so what am I so afraid of?
#316: Aug 27th 2021 at 2:57:28 PM

I think it would be funny to make a moveset for Coldsteel the Hedgeheg. At first I was thinking of making him an intentionally overpowered Lightning Bruiser, but now I'm starting to think maybe I should make him intentionally underpowered. A ridiculously weak and pathetic character who acts super edgy. Like Infinite, but without the powers of the Phantom Ruby.

And his splash screen:

"Coldsteel epicly wins every battel!"

Edited by DrNoPuma on Aug 27th 2021 at 6:33:17 AM

I haven't played the particular game that Tango is from, but still... robo kitty. :D
wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#317: Aug 30th 2021 at 9:40:25 PM

I've updated my template, and am going to use it for the first time on my character #12...

    Viewtiful Joe Just Goes for it!! 

Character: Viewtiful Joe (real name Joe Black)

Home Game/Series: Viewtiful Joe

Series Icon: A stylized V

Role in home game(s): The hero of the series, Joe is an "Average Joe" in his late teens, who gets sucked into Movieland and is compelled to become a henshin style hero to save his girlfriend, and Movieland itself, from self-aware baddie organizations. Moves and abilities from those games are linked here.

Gameplay Details

Attributes:

  • Weight:
  • Speed
  • Movement Abilities:
    • No special movement abilities.
    • Joe has stubby limbs and a surprisingly short jump height, so movement isn't really his specialty... but proper use of his specials can significantly help his problems with recovery and getting in, making them much better.

Fighter Abilities:

  • Side and Down Special (Mach Speed and Slow) are tied to a VFX meter:
    • The meter is represented by a film reel that is full of color, but parts of the reel go to grey as Joe expends VFX.
    • The VFX meter recovers automatically over time, at a rate of 10% per 2 seconds.
    • While either Mach Speed or Slow is active, the meter drains at a rate of 10% per second.
    • Activate the opposite special from the one currently active to return to normal speed.

Move list:

Basic Attacks

  • Jab: A basic punch.
    • Jab 2/3: A roundhouse kick, followed by a backfist.
    • Jab infinite: Joe can loop his Jab 1/2/3 as long as the attack button is held.
  • Dash Attack: Sliding - a sliding kick.
  • Trip Recovery Attack: Ukemi - Strikes a pose which damages anyone nearby.
  • Floor (Wake Up) Attack: Double Up Kick - does a spinning kick while doing a handstand.
  • Ledge Attack: Flips onto the ledge and performs a Rider Kick.

Throws - Fairly weak and not too useful for killing.

  • Grab: Grabs wherever he can reach on the opponent with one hand. Short range, since his limbs are stubby.
  • Pummel: Punches with his free hand.
  • Forward: Punches the opponent away.
  • Back: Dashes to the opponent's other side and poses, as a small special effects explosion sends them flying backwards. His only real kill throw.
  • Up: Throws the opponent up with both hands. Useful for comboing into aerials.
  • Down: Jumps onto the opponent and backflips off of them.

Tilts

  • Forward: A heavy punch.
  • Up: "Up you go, fella!" - An uppercut that launches.
  • Down: Low sweep kick.

Smashes - Zoom

  • Forward: Red Hot One Hundred - A string of four punches.
  • Up: 360 Kick - A vertical spin kick.
  • Down: Stomp - Jumps and does a double stomp.

Aerials - Aerials, except for Neutral and Back Aerial, are strong kill moves, but have limited combo utility.

  • Neutral: Air Joe - A string of punches and kicks that can be held to loop infinitely, similar to his jab.
  • Forward: Red Hot Kick - A forward dashing powerful kick, that can go straight forwards, or diagonal upwards or downwards.
  • Back: A turn around kick.
  • Up: Drill Jump - A drilling vertical attack that can go straight up, or be angled forwards or backwards. Though "Jump" is in the name, it doesn't go very far, and has heavy endlag, preventing it from being spammed for recovery.
  • Down: Fire Drill - A downwards drilling stomp, a Stall-then-Fall aerial.

Specials

  • Neutral: Voomerang - A boomerang projectile made from the crest on Joe's head, that can be thrown horizontally, or at an upwards or downwards parabola. It remains in the air for a set amount of time, not distance, before respawning.
    • Under normal conditions, after it flies its full length, it then flies backwards in a straight line horizontally, or vertically if thrown on a parabola, passing the point it was thrown from.
    • When affected by Mach Speed, it speeds up and deals significantly increased shield damage for the remainder of the time it is out. However, if launched while in Mach Speed, it doesn't make a return trip.
    • When affected by Slow, it doesn't travel, but becomes a stationary, multi-hitting "projectile".
  • Forward/Back: Mach Speed
    • A temporary ability change, that significantly increases Joe's speed stats, and decreases startup and endlag frames on his attacks.
    • Triggering Mach Speed while Mach Speed is active sets Joe on fire, at the cost of 10% of the VFX Gauge. During this state, his attacks have the fire effect. While on fire, Joe is immune to fire attacks.
    • Triggering Slow while Mach Speed is active returns Joe to normal.
  • Up: Propeller Platform
    • Joe Jumps up and spawns a propeller platform below himself, which stays stationary. The platform lasts for a couple of seconds after Joe jumps off. Standing on the platform recovers both of Joe's jumps, but he can't spawn another platform until he touches the stage.
    • Other specials affect its height as well:
      • While Joe is using Mach Speed, the platform ascends automatically.
      • While Joe is using Slow, it descends automatically.
      • The platform does not fade while Mach Speed or Slow is active, even if Joe is not currently standing on it.
    • This move is inspired by platform puzzles such as the one from The Viewtiful Escape
  • Down: Slow
    • A temporary ability change, that applies a circular area of effect around Joe, about one Battlefield platform in diameter. Anything inside of it moves slower, including Joe, but his slowdown is less severe than others.
    • Joe's attacks' startup and endlag do not change, and they do more damage.
    • Hitting a projectile with a basic attack automatically reflects it.
    • Joe automatically spot dodges attacks if he is staying still. This uses an additional 10% of VFX each time it happens.
    • Triggering Slow while Slow is active serves as a counter using Viewtiful Forever, which deals a set amount of damage and knockback to the area around Joe, at the cost of 20% of the VFX Gauge.
    • Triggering Mach Speed while Slow is active returns Joe to normal.

Final Smash: Six Machine Montage

  • Joe brings out the Six Machine in its Six Cannon form to do a short range blast, then anyone caught in it is in the background of a series of 5 action movie posters of the Six Machine's other forms attacking (Car, Drill, Jet, Submarine), ending in the Six Majin slapping down its hand on the world as the final movie poster. Launches vertically.

Kirby Copy Ability:

  • "Hat" design: The henshin hero helmet
  • Copy Ability: Voomerang

Character Details

Stage Entrance: Starts in his casual clothing, but strikes his pose and says "Henshin-a-go-go!", to transform into his hero form.

Taunts:

  • Up: Strikes a pose, and goes "Henshin around!"
  • Side: Eats a burger, and goes "Mmm, yummy!"
  • Down: Plays hackey sack with a Shocking Pink bomb. If this taunt is interrupted, the bomb detonates, damaging Joe and anyone nearby.

Results screen:

  1. Win Pose 1: A "FINISHED!" stage clear endcard appears with a score of all Vs, giving him a Rainbow V rank. Joe poses heroically.
  2. Win Pose 2: A clackerboard clicks and the director voice can be heard saying "That's a wrap!" as Joe just stands there, sheepishly.
  3. Win Pose 3: Joe (in his regular form) plays with and fanboys over Amiibos of the character(s) he just beat.
  • Victory Fanfare: Clapping and whistling sounds of an appreciative audience.
  • Defeat reaction: Honorably claps for the winner.

Classic Mode: "The Red-Hot Hero!"

  • Description: One on one stamina battles, mostly against villainous characters.
  1. Bayonetta (representing Charles the III, and also the Clover Studio / Platinum Games legacy)
  2. Wario (representing Hulk Davidson)
  3. Incineroar (representing Fire Leo, possibly with a second Incineroar to represent Frost Tiger)
  4. Bowser Jr. w/ Advance Wars assist trophy (representing Big John)
  5. Yoshi w/ Jeff assist trophy (representing Cameo Leon and Dr. Cranken)
  6. Viewtiful Joe (representing Another Joe), then another Viewtiful Joe (representing Alastor)
  • Boss: Master (and Crazy) Hand

Costumes

  1. Classic red outfit
  2. Yellow outfit (a reference to his dialogue with Another Joe, and his mother Junko)
  3. Solid blue outfit (Captain Blue reference)
  4. Light blue outfit (Sexy Sylvia reference)
  5. Black outfit (Jet Black reference)
  6. White outfit (Jet Black alternate costume reference)
  7. Dark purple outfit (Alastor reference)
  8. Red outfit with closed visor and darker shadowing (Another Joe)

Stage Details

Name: Movieland

Origin: The general setting of the main games is inside the world of movies, with various genres being represented.

Layout Description: A stage with raised walkoffs on both sides, making an approximate bowl shape, representing a theater's seating area. In the background is a large rectangular screen.

Special Features: The screen morphs to display different things occasionally, with different morphs representing different action movie genres, each capable of giving the player a different item if you're in it as it happens.

  • Spy thriller: If you're inside the screen area as the transition happens, you get a Smoke Ball, Gooey Bomb, or Motion Sensor Bomb.
  • War movie: If you're inside the screen area as the transition happens, you get a Steel Diver, Killer Eye, or the Advance Wars assist trophy.
  • Sci-Fi: If you're inside the screen area as the transition happens, you get a Beam Saber, Ray Gun, or Super Scope.
  • High Fantasy: If you're inside the screen area as the transition happens, you get a Killing Edge, Fairy Bottle, or Lip's Stick.
  • Kaiju: If you're inside the screen area as the transition happens, you get a Super Mushroom effect. Everyone else gets a Poison Mushroom effect.
  • Blockbuster / Stuff Blowing Up: X Bombs are set inside the screen randomly.

Edited by wanderlustwarrior on Apr 26th 2023 at 5:40:39 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?
#318: Aug 31st 2021 at 3:20:01 PM

Nice job!

I haven't played the particular game that Tango is from, but still... robo kitty. :D
wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#319: Aug 31st 2021 at 11:14:09 PM

I had a wave of inspiration in the shower, which gave me an idea for Joe's Up Special, and also allowed me to use the Drill Jump for the Up Air, instead. I also filled out a few other details.

EDIT: Just got my latest wave of inspiration. All that's left are the speed stats, but I'll do those when I do a big edit to all of my movesets, to make sure they're all in the same template, with updated speed stats. So, I'll rule this one as "done", for now! I really like how his Stage concept came together, and his general design philosophy.


I was also thinking Joe might be a good character to introduce a new throwable item, that can refill the "meter" of whoever it hits, if their moveset uses a consumable meter (but not of the "limit break" variety), like Inkling's ink, Hero's MP, or, out of my creations so far: Joe's VFX, Shantae's Half-Genie Magic, Travis' battery...

Edited by wanderlustwarrior on Sep 1st 2021 at 12:41:33 PM

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?
#320: Sep 12th 2021 at 9:39:31 AM

Those are all good ideas!


    Prince Dreambert starts a pillow fight! 
  • Franchise: Super Mario Bros. (from Mario & Luigi: Dream Team)
  • English Voice Actor: I don’t know. I just imagine him having a tenor voice with a posh accent.
  • Palettes: Red suit, blue suit, yellow suit, green suit, purple suit, white suite, orange suit, black suit with purple skin and red inside of cape (to look like Antasma)
  • Stats: Dreambert is a Fragile Speedster, lightweight and floaty.
  • Entrance: Dreambert flies through a dream cloud portal.
  • Idle Animation: Dreambert hovers above the ground. After several seconds, he closes his eyes and goes to sleep.
  • Victory Poses:
    • Dreambert takes a bow.
    • One of every kind of Pi'illo forms a circle around Dreambert. They each do a different pose.
  • NOTE: Dreambert is kind of a Non-Action Guy in the original game. Since he is royalty, I'm giving him a sceptre as his main weapon.

Moveset

  • Jab: Dreambert punches three times.
  • Dash: Dreambert turns into pillow form and flies forward a few feet until he hits the ground.
  • Tilts
    • F-Tilt: Dreambert jabs with his sceptre.
    • U-Tilt: Dreambert swings his sceptre upwards.
    • D-Tilt: Dreambert crouches down and swings his sceptre in a circle around him.
  • Grabs/Throws
    • Grab: Dreambert grabs the opponent with one arm.
    • Pummel: Dreambert hits the opponent with his sceptre.
    • F-Throw: Dreambert uses his sceptre to shove the opponent away.
    • B-Throw: A Pink Pi'illo appears behind Dreambert, takes the opponent, and throws them back.
    • U-Throw: Dreambert flies up a few feet, then tosses the opponent upwards.
    • D-Throw: Dreambert turns into pillow form and slams the opponent to the ground.
  • Aerials
    • Nair: Dreambert turns into pillow form and does a little spin.
    • Fair: Dreambert punches forward twice.
    • Bair: Dreambert kicks backward once .
    • Uair: Dreambert points his sceptre up.
    • Dair: Dreambert turns into stone pillow form for a second.
  • Smash Attacks:
    • Side Smash: Dreambert swings a pillow identical to his pillow form.
    • Up Smash: Three Pink Pi'illos form a tower beneath Dreambert, putting him at top.
    • Down Smash: Dreambert turns into stone pillow form, then bursts out of it with a small explosion.
  • Special Moves:
    • Neutral Special: Mega Pi'illo: A Mega Pi'illo appears in front of Dreambert. It does three big punches forward if on the ground, but if it falls, it does a Ground Pound. After three punches or one Ground Pound, the Mega Pi'illo disappears. You can only have one at a time.
    • Side Special: Pi'illo Master: A Pi'illo Master appears and quickly builds a path from five Somnom Stones. Dreambert flies along the path as it's being built, so both the path and Dreambert cause contact damage. You can tilt up and down to change the direction of the path.
    • Up Special: Blue Pi'illo: A Blue Pi'illo appears and launches Dreambert upwards. Charge this for more speed and power.
    • Down Special: Deco Pi'illo: A Deco Pi'illo appears and makes a Zeekeeper statue rise up from the ground right in front of Dreambert. The statue causes contact damage while it's rising, and afterwards, it can shield Dreambert from attacks. The statue disappears 5 seconds after it's fully risen. You can only have one at a time.
    • Final Smash: Dream Battle: Dreambert must be close to an opponent to use this. Dreambert turns into pillow form. The opponent falls asleep, resting their head on him. In their dream, the opponent is attacked by a Zerg Rush of Pink Pi'illos. After 5 seconds, the opponent wakes up with all the damage they took in the dream, and pillow!Dreambert hits them to send them flying.
  • Taunts:
    • Dreambert takes a bow.
    • Dreambert falls asleep standing up for a few seconds.
    • Dreambert holds up the Dream Stone.

Other

  • Codec
    • Snake: Mei Ling, there's a small creature with a strange headdress. It almost looks like… a pillow.
    • Mei Ling:'' This is Prince Dreambert, leader of the Pi'illo people of Pi'illo Island. He's a good prince who fights to save his land from the nightmare king, Antasma.
    • Snake: He looks kind of soft… how does he expect to go up against someone with explosive artillery?
    • Mei Ling: The Pi'illos are fiercely dedicated to their prince, and they each have different skills that can most definitely hurt you.
    • Snake: Then I guess I'd better stay on guard.
    • Mei Ling: Just like the old saying goes: you snooze, you lose!
  • Palutena's Guidance
    • Pit: Lady Palutena, what is this… fairy? I think it's a fairy?
    • Palutena: This is Prince Dreambert. He comes from Pi'illo Island near the Mushroom Kingdom. He is the benevolent leader of the Pi'illo people.
    • Viridi: A whole island of pillow people! Must be very comfy.
    • Pit: But right now, Dreambert wants to fight. How do I deal with him?
    • Palutena: Dreambert is lightweight and floaty, so it's easy to send him flying. Just watch out for his Pi'illo helpers. They have different skills that make them very formidable.

[down]Thank you!

[down][down]Thanks!

Edited by DrNoPuma on Sep 12th 2021 at 4:26:11 AM

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
wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#322: Sep 12th 2021 at 12:32:05 PM

[up][up]I just wanted to say, while I don't know some of your characters, I like that you include codecs and guidance!

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
#323: Sep 29th 2021 at 11:32:54 PM

I'm not feeling as sure about the moveset I made for Pokemon Champion Cynthia's team. While I like that I was able to implement her full team of 6 (Garchomp, Spiritomb, Milotic, Roserade, Togekiss, and her latest addition Kommo-o), I don't like the way Tilts and Specials are handled. It seems that putting a partner (Milotic or Roserade) for tilts would be super laggy, while having Kommo-o for some specials would be confusing. I'm starting to consider other options:

  • Currently: Garchomp as primary battler, with the following standing alongside her when certain moves are called:
    • Throws - Spiritomb
    • Tilts - Milotic
    • Smashes - Roserade
    • Aerials - Togekiss
    • Specials - Kommo-o
  • Alternative 1: Garchomp or Kommo-o as primary battler
    • Throws - Spiritomb
    • Tilts - the primary battler does this themselves
    • Smashes - Milotic or Roserade
    • Aerials - Togekiss
    • Specials:
    • Down Special would change between Garchomp and Kommo-o for primary battler (also changing their Jab and Dash between Stone Edge & Crunch or Clanging Scales & Close Combat). Garchomp would be slightly faster, while Kommo-o would be slightly heavier.
    • Neutral and Up special would be Dragon Breath and Dragon Rush for both of them
    • Side Special would be whichever of Milotic or Roserade isn't used in Smashes
  • Alternative 2:
    • Same as Alternative 1, except, inspired by Terry, this moveset would have Forward and Back Smashes and Specials, where Milotic and Roserade would be one direction for each.
  • Alternative 3:
    • Same as alternative 1, except changing the primary battler also changes a "secondary battler" used for Smashes and Side Special. For example, Garchomp w/ Milotic, would change to Kommo-o w/ Roserade
  • Alternative 4:
    • Same as alternative 1, but Forward/Back Special calls out Roserade or Milotic to do an attack, and whichever is called out is then the one that would be used for Smashes, until the other one is called.
  • Alternative 5:
    • Drop Kommo-o from the team, and assign Milotic or Roserade (whichever isn't doing Smash attacks) to Down and Side special.
    • This would be the simplest solution, but I like Kommo-o.

Edited by wanderlustwarrior on Sep 29th 2021 at 1:36:32 PM

The sad, REAL American dichotomy
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.
#324: Sep 30th 2021 at 6:56:56 AM

I still kinda like one of your old ideas (I think it went like this) of "Garchomp does the A moves, a teammate does the B moves, Down B switches between teammates". Correct me if I have that wrong. I just really liked the idea of the character simulating double battles specifically, instead of a whole team pile-on.

wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#325: Oct 11th 2021 at 12:08:38 PM

Sorry for the delayed response. I'm still gonna reassess Cynthia, but in the meantime, here's a few upcoming projects:

  • Carmen Sandiego
  • EMMI (Metroid Dread)

The sad, REAL American dichotomy

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