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wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
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#401: Jul 14th 2023 at 1:41:30 AM

My current Moveset Template

New Fighters

Sorted approximately by the date I decided on their core gameplay concept. Some movesets need to be updated.

  1. Travis Touchdown (No More Heroes series)
  2. Tails the Fox (Sonic the Hedgehog series)
  3. Shantae (Shantae series)
  4. Agumon (Digimon series, and the virtual pet genre)
    • Greymon
    • Metal Greymon
  5. Yoshimitsu (Tekken and Soulcalibur series)
  6. Tabuu (Smash Bros original)
  7. Champion Cynthia (Pokémon series)
  8. Eevee (Pokémon series)
    • Vaporeon
    • Jolteon
    • Flareon
    • Espeon
    • Umbreon
    • Leafeon
    • Glaceon
    • Sylveon
  9. Risky Boots (Shantae series)
  10. Lara Croft (Tomb Raider series)
  11. Chun-Li (Street Fighter series)
  12. Viewtiful Joe (Viewtiful Joe series)
  13. E.M.M.I. (Metroid series)
  14. Cia (The Legend of Zelda series)
  15. Morrigan Aensland (Darkstalkers Series)
  16. Yuna (Final Fantasy X series)
  17. Daroach (Kirby series)
  18. Chell (Portal series)
  19. Carmen Sandiego (Carmen Sandiego series, and the edutainment genre)
  20. Max (Shining Force series)
  21. Mii Magician (Smash Bros original)
  22. Momohime (Muramasa: The Demon Blade)
    • Kisuke
  23. Talim (Soul Calibur series)
  24. Raz (Psychonauts)
  25. Midna (The Legend of Zelda series)

Works in progress:


Extra content associated with the above characters

    New and Returning Bosses 
Actual ideas to come...
  1. Duon
  2. Porky
  3. Metal Bros
  4. Rayquaza > Mega Rayquaza
  5. Black Knight
  6. Raven Beak
  7. Wily and Yellow Devil
  8. Doctor Eggman


Character Reworkings

The idea was to be more reflective of their source games or abilities, to make similar characters more distinct from each other, or to make weaker characters a bit more viable.

    Kirby 
This changes would increase utility, and would make Kirby give new players an intro to burst options.
  • Change Side+Smash to "Hammer Flip".
  • Neutral+B "Inhale": Increase vertical range and slightly increase forward range.
  • Change Side+B to "Wheel": Similar to Jigglypuff's Rollout (which would be replaced), but with a fixed hitbox size. Immune to fire damage.
  • Up+B "Final Cutter": Decrease startup lag to make it better out of shield, and increase range of the projectile.

    Jigglypuff 
These changes would make it more faithful to Pokemon mechanics, and Jigglypuff's Fairy type.
  • Name pummel "Play Rough": Increase its damage to 2% per hit (pummels in Ultimate were standardized to deal between 1.3 and 1.6%), which combined with it being one of the fastest pummels would make it the most damaging pummel in the game. This gives an added bilingual pun as Jigglypuff's German name is Pummelluff. It also is a Fairy type move.
  • New Neutral+B "Disarming Voice": Jigglypuff takes a small step forward and sings. If it isn't hit, it spins the opponent, like Mario's Cape or Mewtwo's Confusion. If it is hit, it is a strong Counter with good knockback.
  • Down+B "Rest": Hold B to stay asleep and heal 1% per second.

    Mewtwo 
This change would make it more faithful to Pokemon mechanics.
  • Side+B "Disable": Additional effect that makes midair opponents unable to activate their special moves for 1 second. Remove the eye contact requirement.

    Pokemon Trainer 
Minor gameplay changes.
  • Down+B "Pokemon Change": Double-tap B to move two Pokemon forward in the rotation.
  • Ivysaur's Neutral+B "Bullet Seed" can be angled slightly forwards or backwards.
  • Return Charizard's Side+Smash to "Rock Smash".

    Samus 
These changes are gameplay changes to help her better represent her series.
  • Add the ability to crawl using the Morph Ball form.
    • Pressing B while in the Morph Ball will drop a bomb.
  • Change the second hit of her jab to be a single strong shot from her cannon.

    Ridley 
These changes would better represent his ability in the air.
  • Add one more midair jump.
  • Down+Air: Change to Tail Pogo, using his tail at its full length.
  • Up+B can go straight up or all 4 diagonals.

    Captain Falcon 
As he's a racer, I'd change his dash game so that he's not penalized for his speed, but can take better advantage of it. I'd also add references to his F-Zero racing craft's good grip and handling)
  • Decrease dash turn around animation length.
  • Add intangibility to Dash Attack, making it better for cross ups on shield.

    Ganondorf 
These changes would not only make Ganondorf even more distinct from Captain Falcon, they'd also make him be more representative of Ganondorf's character archetype generally, and portray his attacks and abilities in his in the Zelda games, including trident attacks. This could also count as making him the representative of the pre-split timeline of the Zelda series. The classic Ganondorf moveset would be inherited by Black Shadow.
  • Cosmetic change: Give 2 costumes for each Ganondorf - OOT/Space World, TP, HW, TOTK; and give them the same proportions to make that work.
  • Glides slowly for his dash.
  • Jab is a dismissive backfist with deceptively high knockback.
  • Up tilt: Stabs trident straight upwards.
  • Down tilt: Stabs trident into the ground directly in front of him.
  • Down+Smash: Punches the ground causing a shockwave.
  • Neutral+Air: Spins trident in his hand.
  • Up+Air: An uppercut punch, inspired by the grasping animation of his current Up+B.
  • Pummel: Ganondorf squeezes, blasting dark energy from his hand.
  • Back Throw: Ganondorf casually flings the opponent over his shoulder without turning around.
  • Down Throw: Drops the opponent, then stomps them into the ground, burying them.
  • Neutral+B: Dead Man's Volley - Ganondorf throws out a backhand, that works as a reflector. Charge slightly to throw out a slow moving electrical projectile, similar to an uncharged Aura Sphere. Ganondorf can only have one projectile out at a time.
    • If Ganondorf reflects his own projectile, it breaks into a multi-hitting group of projectiles that can't be reflected.
  • New Up+B: "Height of Malice" - Ganondorf teleports in a direction, then releases a powerful pulse of darkness as he reappears, with heavy knockback.
  • New Down+B: Ganondorf can activate or deactivate a Float, where he can move horizontally and do all aerial A or B attacks. He can only float for a total of 5 seconds before he needs to touch solid ground to let him use the move again.

    Link - Hero of the Wild 
These changes would help diversify the Links, and have him be a better representative of Breath of the Wild specifically.
  • Cosmetic Change - Shield "Daruk's Protection": Parrying attacks with a Perfect Shield has Daruk's spirit appear.
  • Cosmetic Change - Respawn "Mipha's Grace": Respawning has Mipha's spirit appear above Link.
  • New Forward+Tilt: Shield Bash, which can reflect projectiles.
  • New Down+Smash "Spin Attack": A fully charged attack adds "Urbosa's Fury" for an electrified attack and small lightning bolts on either side of the spin.
  • Change Neutral+B "Lynel Bow": Can nock up to three arrows at a time, but each arrow does slightly less damage than the current one. Additional arrows can be nocked by either picking up ones that have been fired, or pressing shield while charging.
  • New Up+B Revali's Gale: An updraft that makes makes Link use his Paraglider, but the glider can be followed by a strengthened Down+Air or downwards arrow using Neutral+B, both putting Link into helpless state after.

    Young Link - Hero of Time 
These changes would help diversify the Links, and have him be a better representative of the "Child Timeline" games of the Zelda series, specifically "Majora's Mask".
  • Holding Jump while in midair would allow a slow, controllable descent by gliding with a Deku Leaf, using the Deku Mask (like G&W's parachute).
  • Change Smash attacks to "Goron Mask":
    • Forward: A cosmetic change for his current two stage smash attack. The first sword swing would be replaced with Goron Link lunging forward as a ball. The second swing would be replaced with the ball extending its spikes. All the properties would remain the same.
    • Up: Replace with a single hit uppercut from Goron Link. Effectively, this would be combining his three sword swings into one attack, since only the last swing launches.
    • Down: A cosmetic change, where instead of sweeping with his sword, Goron Link sweeps with a low hand smack.
  • Change Side+B to "Zora Mask": Link takes his Zora form before using his "boomerangs", the Zora arm blades. There is more startup and endlag, but he can throw two boomerangs/blades if used in quick succession.
  • Final Smash transforms into "Fierce Deity Link"; functionally the same as Mii Swordfighter's Final Smash.

    Toon Link (Hero of the Wind?) 
These changes would help diversify the Links, and have him be a better representative of the "Adult Timeline", and the games Toon Link actually appears in.
  • New Down+B "Arsenal":
    • Press for a bomb as normal.
    • Hold for the Wind Waker: Link pulls out the Wind Waker to cast Wind's Requiem, causing a windbox projectile that sends out a small brief gust of wind forward, back, or up. The directional input is done after the Wind Waker is pulled out.
  • Up+B: Change to "Hurricane Spin" - Allow Link to move horizontally if using the grounded version of this move, however if he overcharges it, he will trip or be made briefly dizzy after using it.
  • Cosmetic change: Change Final Smash to "Foursword Slash": The same attack, but with four Toon Links doing the attacks.

    Zelda 
These changes would represent her appearances in the "Fallen Hero Timeline", matching how her current redesign is influenced by her designs in A Link to the Past and A Link Between Worlds, and would complete the set of timeline branches. They would also buff some of her worst attributes in how exploitable her specials can be.
  • Cosmetic Change: Zelda holds the Rod of Seasons when using her Neutral, Side, and Up Special moves.
  • Change Neutral+B Nayru's Love: Add Super Armor during the endlag.
  • Change Side+B Din's Fire: Increase the projectile's movement speed.

    Sheik 
These changes would represent her appearance in Hyrule Warriors and elemental magic, also referencing the same elements Zelda uses.
  • Fighter Ability/Shield Special - Press special during shield to bring up her harp, then a direction to play a note, which changes the element associated with Sheik's Up and Side Specials, signified by an elemental symbol next to her stock counter.
    • Forward: Fire - Flame damage and standard knockback. This is Sheik's default.
    • Up: Lightning - Lightning damage, more damage, but much less knockback.
    • Down: Water - Water damage, less damage, but more knockback.

    Marth 
This change would make him more user friendly to better micro-space to get tippers more regularly.
  • Grant priority to his strong hitboxes, not weak ones, when they overlap.
  • Change functionality for Side+B "Dancing Blade":
    • The first three stages of this move can't be DI'ed.
    • Add a downwards second hit variation.
    • The second and third hits slightly move the opponent horizontally and vertically respectively, with more movement the longer the delay between hits. Dropping the move before the final stage can be used to try to get tippers from other moves.
      • The up tilted variants move the opponent upwards/outwards.
      • The down-tilted variants move them downwards/inwards.
      • The neutral variant leaves them where they are.

    Roy 
These changes would make him more distinct from Marth.

    Ike 
These changes would better represent his appearance in Fire Emblem and add a bit more variety in Fire Emblem special moves.

    Chrom/Lucina 
These changes are mostly to make their gameplay more unique from Roy and Marth, and their new special moves would be based on their Great Lord class skills, and the Dual Strike, support, and child character mechanics. Most basic attacks still take inspiration from Marth, since they are his descendants (and Lucina pretended to be him). Chrom and Lucina would be echoes of each other with slightly different character sizes and side special options.
  • New throw animations:
  • Neutral+B - Rightful Ruler - Strikes a pose to trigger, causes a temporary damage boost on Special and Smash attacks, but has a cooldown afterwards.
  • Side+B - Dual Strike: A two stage attack similar in input to Dancing Blade. On the first instance, the fighter attacks using the first animation of Dancing Blade, except for more power, but with no knockback. For the second attack, the support partner attacks, with the support partner depending on the direction input. For some of these, I realized I could have them match the directional weapons Byleth uses. The partners are listed in terms of "parent/child", with the parent partnering with Chrom, and that parent's child partnering with Lucina.
    • No direction/Neutral - Tharja/Noire: Attacks with a long range projectile. Tharja uses dark magic for an energy attack, while Noire uses an arrow for a physical attack.
    • Forward - Cordelia/Severa: Attacks with a stab. Cordelia's lance charge would travel farther forwards than Severa's sword attack, but deal less damage.
    • Up - Nowi/Nah: Attacks with a short but wide range breath of lightning/fire with diagonal knockback.
    • Down - Lissa/Owain: A strong downwards attack with their axe/sword that meteor smashes.
  • Up+B - Aether Drive: One of Ike's customs.
  • Change Final Smash to "Pair Up", with Lucina and Chrom pairing up.

    Byleth 
  • Cosmetic change: Change the last 2 costumes to reference the Male/Female Enlightened One color schemes.
  • Cosmetic change: Change Dash Attack, Forward Tilt, and Down Tilt to be hits with Failnaught, Areadhbar, and Aymr, respectively.
  • New Fighter Ability Divine Pulse: Up to three times per stock, Byleth can input a dodge during the animation of a special move for a short range teleport. This can be done during the animation only if the move does not hit anyone (or while an arrow is being drawn), cancelling all of that attack's endlag and any remaining part of the animation.
  • Down+B Aymr: significantly decrease endlag and recovery time on hit only, reflecting Edelgard's Raging Storm combat art's description.
  • Change Final Smash to this cinematic team attack from Engage: Claude pins the opponent with arrows, then Dimitri and Edelgard attack together, followed by Byleth (and Sothis) using Ruptured Heaven as per the current Final Smash.

    Pyra/Mythra 
Slight buffs to make Pyra more independently viable. Likely split the two as characters.
  • Fighter Ability "Flaming Edge": Since "Flare Smash" is just a named Side Smash, this would be a constant ability. Charging Smash attacks causes Pyra's blade to emit flames, extending its reach and giving a constant hitbox.
    • If Pyra and Mythra are split, this and Mythra's "Foresight" would be their new Down+B moves, applying for a set amount of time after input.
  • Neutral+B Flame Nova: Allow Pyra to glide horizontally while charging, potentially altering her recovery options.

    Little Mac 
These changes are actual boxing or Punch-Out mechanics and would allow Little Mac to better work in Smash Bros., rewarding him for smart dodging instead of penalizing him, and giving him slightly more ability in midair.
  • Fighter Ability "Bob and Weave":
    • Mac's spot dodge, roll, and air dodge don't stale.
    • Successfully dodging a non-projectile attack will grant Little Mac a "Star". He can hold up to three, but loses them all if KO'd.
  • Replace Down Aerial with a downwards hammerfist, which can meteor smash.
  • Up+B Rising Uppercut increased functionality:
    • Can be angled forwards up to 30 degrees.
    • Mac can use one Star by holding Up+B to make his Rising Uppercut a delayed single-hit Super Star Punch, that increases its recovery distance, knockback, and damage dealt.

    Sonic 
These changes would nerf camping and provide more varied abilities in both appearance and function (for fewer "ball" moves).
  • New Fighter Ability: Tension
    • If Sonic goes a set amount of time without dealing damage, he takes more damage when hit.
    • "Trick Action": After Up+B is used, if Sonic doesn't do a follow up attack or touch the ground, he can strike a pose in midair by taunting. This resets the timer.
  • Cosmetic change, change Forward+Floor attack to Sonic Flare.
  • Cosmetic change, change Up+Smash to Humming Top.
  • Change Neutral+Air to Insta-Shield, a more centralized hit that can reflect projectiles at the very start.
  • Change Forward+Air to Sonic Eagle, an Axe Kick that has a Meteor Smash sweetspot.
  • Change Side+B to "Blue Tornado/Cyloop": Sonic dashes a short distance forwards and then backwards, encircling a small area in front of him. It doesn't deal much damage, but causes a vertical windbox, and deals heavy shield damage.
  • Change Down+B to "Spin Attack":
    • Grounded, charged: "Spin Dash" - The same as the current move, minus the ability to hop.
    • Grounded, uncharged/while walking/dashing: Somersault - A roll into a sliding kick.
    • Midair, charged: "Drop Dash" - Functionally the same as the current move.
    • Midair, uncharged: "Bound/Bounce Attack" - A straight downwards ground pound that bounces Sonic back upwards a set distance afterwards.
  • Change Final Smash: Any opponent he passes or hits is targeted by several afterimages of Sonic. At the end of the move, the afterimages divekick the opponent(s) using the Super Sonic version of "Phantom Rush".

    Simon Belmont 
Better represent Simon's origin games and introduce more differences with Richter.
  • Change Side+B to "Dagger": Simon can throw up to three at a time, and can change horizontal direction between each throw. Unlike the Cross, they do not return, but they fly slightly faster.
  • Up+B Uppercut: Slower than Richter's, but hits harder.
  • Change Final Smash to "Item Crash": Simon uses the Stopwatch to stop all enemies' movement, and throws the Diamond to bounce around the screen inflicting damage. The end result is a move similar to Pikachu's Volt Tackle.


Echo Fighter Pass

Characters of the Ryu/Ken type of Divergent Character Evolution, where they share a significant similarity with their inspiration character(s), but with enough differences to make them feel unique. Some changes would implement previous versions of the character's moves, or Smash 4's custom moves.

    Daisy 
An Echo of Peach. These changes would better reflect the Mario Sports games and her "tomboy" personality, and be less magically inclined.
  • Cosmetic changes:
    • 4 of her alternate costumes would be sports outfits.
    • Change one of her taunts to "HI, I'M DAISY!"
    • Upwards F-Smash uses a ping pong paddle.
    • Change Neutral+B to "Pom Pom", the appearance of her move from Mario Sports Mix.
  • Attribute change: Remove Float, but increase her movement speed in air, and especially on land.
  • Moveset changes:
    • Change Up Tilt, Up Air, and Forward and Down Throws to Peach's Melee versions.
    • Change Up+B to Dice Roll. It functions the same as Peach's former custom Light Parasol, but Daisy punches Mario Party dice above her, with the number increasing with each additional jump. (Since Daisy no longer uses a parasol, Peach could use Perry.)
    • New Down+B: "Item Box": Daisy pulls an item from an Mario Kart Item Box above her, either a Banana Peel, Green Shell, Red Shell, or (Blue) Spiny Shell.
      • Items have the same proportions as Vegetable. Banana Peel is the same combined proportion as the non-boosted vegetables. The move can also spawn the same alternative items.
      • The move cannot be reused until the last spawned item has completely left the stage, but can be used in midair.
    • Change Final Smash to a cinematic Torpedo Strike.

    Dark Pit 
An Echo of Pit, referencing other abilities the characters can use in their home game.
  • Attribute change: Remove his ability to do multiple jumps, but restore the Glide, with appropriate balance.
  • Moveset changes:
    • Up+B: Wings of Icarus - Restore the ability to freely fly, which Pit had for his Up+B in Brawl.
    • Side+B: Violet Palm - Does a short dash forward with his palm out, emitting a projectile shield. If a projectile hits it, it is blocked and the shield breaks into shrapnel that shoots forward a bit. He can press B again before the move is done to break the shield automatically. If the shrapnel hits an opponent, they're stunned with electricity and take some damage.
    • Down+B: EZ Cannon - Fires a bouncing fireball like Mario's, except it explodes when it hits an enemy, or when it hits anything after the first bounce.

    Dark Samus 
An Echo of Samus. These changes, based on when it was an Assist Trophy, would better reflect it as a unique life form, with a special place in the Metroid Prime games, where it is the titular character.
  • Jab: Scattershot - A shorter range version.
  • Down Smash: Phazon Tendrils - A smaller area of effect.
  • Neutral+B: Phazon Shot - Deals less knockback, but would inflict a poison status.
  • Side+B: Homing Shot - Fires one shot.
  • Down+B: Stealth Field Generator - Turns Dark Samus invisible for up to 2 seconds. Attacking ends the invisibility. Dark Samus can still be attacked.
  • Change Final Smash to a "Metroid Prime" attack: Dark Samus transforms into the background, then fires a giant laser at the stage.

     New Character - Black Shadow 
An "Echo" of Captain Falcon, but actually based on Smash 4 Ganondorf:

     New Character - Dixie Kong 
An Echo of Diddy Kong, with hair specials that emulate Donkey Kong's moves.
  • Moveset changes:
    • Neutral+B "Gumball Popgun": Paralyzes on hit.
    • Side+B "Ponytail Trick":
    • Up+B "Animal Buddy": Spawns an animal buddy to ride on briefly. Taking a single hit makes the buddy disappear.
      • Grounded: Rambi: Dixie rides on Rambi as he charges forwards a decent distance, dealing a powerful attack to whatever they charge through.
      • Midair: Squawks: Squawks carries Dixie slightly farther than Diddy's jetpack, slower but with with more fine control. She is always put in helpless after, and Squawks cannot be respawned until Dixie touches the stage. No hitbox.
      • In water: Enguarde: Engarde spawns under Dixie and jumps out, bringing her out of the water, and delivering a strong vertical attack. Cannot be respawned until Dixie touches the stage.
    • Down+B "Ponytail Slam": A Ground Pound, like Donkey Kong's Hand Slap.

     New Character - Medusa 
An Echo of Palutena, that also represents her attacks used as a boss character.
  • Moveset changes:

     New Character - Ms. Pac-Man 
An Echo of Pac-Man.
  • Moveset changes:
    • Neutral+B Bonus Fruit: Change to the fruits in the Ms. Pac-Man game.
      • Replace Melon with Pear (same functionality)
      • Replace Galaxian Ship with Pretzel (same functionality)
      • Replace Bell with Banana (same functionality as Diddy's Banana Peel)
      • Remove the Key (moved elsewhere).
    • Up+B "Power Pac-Jump" custom.
    • Down+B "Door and Key": Inspired by the locked doors in Ms. Pac-Man Maze Madness.
      • The first use spawns a Door with the same physics as the Hydrant, but no water.
      • Using the move while the Door is out now spawns Keys that can be thrown in any cardinal direction.
      • If a Key hits a Door, the Door explodes.

     New Character - Proto Man 
An Echo of Mega Man, showing off other the bosses in the Mega Man games, and referencing Proto's design uniqueness and deficiencies.
  • Attribute changes:
  • Moveset change(s): Mega Man's Smash 4 customs.
    • Neutral+B: Shadow Blade
    • Side+B: Ice Slasher
    • Down+B: Danger Wrap (originally a Side+B)
    • Up+B: Tornado Hold

Edited by wanderlustwarrior on Feb 15th 2024 at 1:10:13 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?
#402: Jul 19th 2023 at 5:27:37 AM

[up]Nice!

I am very tempted to make movesets for the three characters mentioned here.


EDIT: I did it. Here's the first one!

(Note: I had two ideas for the Final Smash. I personally prefer the first one, but I think more people will recognize the second one):

    The Hyenas strike tonight! 
  • Franchise: The Lion King
  • English Voice Actor: Will be listed with their Palettes.
  • Palettes: Similar to Bowser Jr. and the Koopalings, each of the first four palettes will be a different hyena character. Fortunately, the songs “Be Prepared” and “Tonight We Strike” have different lighting colors that line up with the team colors in Smash Bros. Maybe the other four palettes will be the hyenas in their normal colors? (The only problem is that it will be harder to tell them apart)
    • Shenzi [Whoopi Goldberg] (green lighting from “Be Prepared”)
    • Banzai [Cheech Marin] (yellow lighting from “Be Prepared”)
    • Ed [Jim Cummings] (red lighting from “Be Prepared”)
    • Janja [Andrew Kishino] (blue lighting from “Tonight We Strike”)
    • Shenzi (normal colors?)
    • Banzai (normal colors?)
    • Ed (normal colors?)
    • Janja (normal colors?)
  • Stats: The hyenas are Fragile Speedsters: Fast, lightweight, and relatively weak.
  • Entrance: The hyena leaps out from the eyeholes of a large elephant skull.
  • Idle Animation: The hyena looks around and sniffs. Eventually, the hyena pants hungrily.
  • Victory Poses:
    • The hyenas are stacked in triangle formation, and the player hyena is on top. (Based on the ending of the storyboard version of “Tonight We Strike.”
    • The hyenas dance around, singing “No king, no king, la-la-la-la-la-la!”

Moveset

  • Jab: The hyena swipes three times with its paws.
  • Dash: The hyena does a small lunge while biting.
  • Tilts
    • F-Tilt: The hyena does a small bite.
    • U-Tilt: The hyena does an upwards headbutt.
    • D-Tilt: The hyena.does a low paw swipe
  • Grabs/Throws
    • Grab: The hyena latches onto the opponent with their teeth.
    • Pummel: The hyena gnaws on the opponent.
    • F-Throw: The hyena swings their head and flings the opponent forward.
    • B-Throw: The hyena turns around and flings them backwards.
    • U-Throw: A gas geyser blasts the opponent upwards.
    • D-Throw: The hyena puts the opponent down and trods over them.
  • Aerials
    • Nair: The hyena spreads out its paws.
    • Fair: The hyena slashes rapidly with its claws.
    • Bair: The hyena spins around on the x-axis.
    • Uair: The hyena tilts down and kicks upward.
    • Dair: The hyena does a bellyflop.
  • Smash Attacks:
    • Side Smash: The hyena takes a HUGE bite.
    • Up Smash: A gas geyser opens up in front of the hyena.
    • Down Smash: Another hyena appears and runs in a circle around the main hyena.
  • Special Moves:
    • Neutral Special: Bone Munch: The hyena bites on an animal skeleton and starts shaking it around. The bones fly off, creating several small projectiles similar to Mr. Game and Watch’s Neutral Special, but faster.
    • Side Special: Lunge: The hyena jumps high into the air and then slams down to attack. The height is fixed, but you can control the length using left and right. Charge this move up for more speed and power.
    • Up Special: Vulture: A vulture appears, grabs the hyena in its claws, and then flies up for a few seconds. When the flight is finished, or when the player presses B, the vulture drops the hyena and then swoops down to attack once before disappearing. The vulture can be killed at 20% damage.
    • Down Special: Bone Helmet: The hyena puts on a horned animal skull like a mask. With the mask on, you can press Down Special again to make the hyena charge for a short distance with the horns pointed forward. The skull also gives the hyena a little more defense. However, the skull can be broken at 50% damage, and there is a 30-second cooldown before you can put on another one.
    • Final Smash:
      • Option 1: Tonight We Strike: The hyena must be close to an opponent to use this. It cuts to a cinematic based on the evil laugh scene from “Tonight We Strike” from The Lion Guard. The player hyena is shown laughing while several hyenas run in a circle around the opponent. Unlike in TLG, this version actually shows the hyenas close in on the opponent to attack just before it fades to black. Then it cuts back to the battlefield, where the opponent takes massive damage.
      • Option 2: You Said We Were The Enemy: Similar to the above, but the cinematic is different. This one is based on Scar’s death in The Lion King (1994). The opponent is backed against a cliff during a fire. Several hyenas close in on them and attack them in a Gory Discretion Shot before it cuts to black. Then it cuts back to the battlefield, where the opponent takes massive damage.
  • Taunts:
    • The hyena laughs, of course.
    • The hyena plays an animal’s ribcage like a xylophone.
    • The hyena salutes.

Other

  • Codec
    • Snake: Is that a wild hyena? What’s that doing in Smash Bros?
    • Otacon: That hyena is from the Outlands, Snake. They come from a world of animals that talk and have human-level intelligence. They may look feral, but they know exactly what they’re doing.
    • Snake: But they’re not standing on two legs, like Sonic or Fox.
    • Otacon: Don’t let their snarling mouths and four legs fool you, Snake. These hyenas have brains… some more than others, though.
    • Snake: What would they do if I told them you said that?
    • Otacon: Don’t do it, Snake! This is no laughing matter.
  • Palutena's Guidance
    • Pit: Oh, I think I’ve seen these animals before! Is that a… wildebeest?
    • Palutena: Haha, no Pit. This is a hyena from the Outlands. They’re here to continue their feud with the lions of the Pridelands… and anyone who gets in their way.
    • Viridi: I hear their bite is worse than their laugh… or is it the other way around?
    • Pit: Yikes! What do I do?
    • Palutena: The hyenas are fast, but also rather weak and lightweight. Stay on your toes, and you might send them licking their wounds!

Edited by DrNoPuma on Jul 19th 2023 at 8:24:00 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
#403: Jul 24th 2023 at 1:26:05 AM

I finally got around to uploading Midna's moveset. I wound up giving Midna fewer hair moves than I anticipated, because I didn't want to have too much overlap with Raz, who also uses a giant hand, or Shantae, Dixie, or Morrigan, who also have prehensile hair. She has 4-5 hair moves, and the rest of her moves are almost evenly split between wolf, twilight portal, or magic attacks. And her portals are distinct from Chell's too.

I still need to figure out what win poses Raz should have.

Edited by wanderlustwarrior on Dec 7th 2023 at 1:22:03 PM

The sad, REAL American dichotomy
YourEternalTroper Master of the Multiverse (He/Him/His) from The Center of the Multiverse Since: Oct, 2015 Relationship Status: Shipping fictional characters
Master of the Multiverse (He/Him/His)
#404: Jul 24th 2023 at 1:39:49 AM

To the page topper: Change all links to VideoGame/TheLegendOfZelda into TheLegendOfZelda since the former is a disambiguation page for either the franchise as a whole or the first game, not a work page on its own. Also change the links to VideoGame/SonicTheHedgehog into Franchise/SonicTheHedgehog.

Anyway...

    MEIKA Hime and Mikoto bloom to victory! 
  • Origin: VOCALOID
  • English voice actor: Tara Strong (Hime), Grey DeLisle (Mikoto)
  • Japanese voice actor: Original CV by Kotori Koiwai
  • Palettes:
    • Hime V5
    • Mikoto V5
    • Hime (Kagamine Rin)
    • Mikoto (Kagamine Len)
    • Hime (Tenma Saki)
    • Mikoto (Tenma Tsukasa)
    • Hime (Shinonome Ena)
    • Mikoto (Shinonome Akito)
  • Stats: The MEIKA's are Masters of None: They just sit below the Kagamine Siblings in stats with no particular specialty.
  • Style: Original style sampled from various martial artists + Explosive Plum Arts
  • Entrance: Emerges from a giant plum flower and walks onto the stage like Poison Ivy from Injustice 2
  • Idle Animations:
    • Stretches both arms upwards.
    • Folds arms and looks around.
    • Flexes feet on the ground.
  • Victory poses:
    • Performs a brief yantsuu karate kata.
    • Raises their left arm in triumph.

Moveset

  • Jab: A simple boxing jab, followed by an uppercut and downward hook.
  • Dash: The MEIKA's jump up and perform a quick superman punch.
  • Tilts:
    • Forward: Performs a front kick.
    • Down: A low dropkick.
    • Up: A somersault kick.
  • Throws:
  • Aerials
    • Neutral: Fires a plum bomb that explodes immediately upon launch.
    • Forward: Launches a plum bomb forward that explodes after traveling quarter-screen.
    • Back: A teleport punch.
    • Up: A rising kick.
    • Down: A diving kick.
  • Smash Attacks
    • Side Smash: Launches three plum bombs at the opponent.
    • Up Smash: Launches three plum bombs into the air.
    • Down Smash: Jumps and launches three rolling plum bombs onto the ground.
  • Special Moves:
    • Neutral: MEIKA Dynamite: The MEIKA's engulf their body in flames before exploding upon contact with an enemy attack
    • Side: Flash Hands: The MEIKA's activate heat energy in their hands to increase punching power
    • Up: Chaos Blast: The MEIKA's focus their explosive energy into their body before unleashing it in a wide explosion
    • Down: Garnate Bomber: The MEIKA's focus their explosive energy in front of their body before launching it at supersonic speeds towards the opponent
  • Final Smash: Holding Back: One MEIKA stabs their opponent with their hands, while another MEIKA throws a set of plum bombs into the distance, before charging at their opponent. After slicing them a few times, the MEIKA's backflip and pose as the plum bombs return detonate upon contact with their opponent. A "Premier Skin" version of Robin's super from Injustice 2
  • Taunts:
    • The MEIKA's pick their ear with their little finger before blowing the dirt off.
    • The MEIKA's fold their arms in disappointment at their opponent.
    • The MEIKA's juggle normal plums.

Other

  • Codec:
    Snake: Who is this?
    Hime: MEIKA Hime here!
    Mikoto: I'm MEIKA Mikoto.
    Snake: Well, you sound new. What brings you here?
    Hime: We came here because art is an explosion!
    Mikoto: We use bombs made out of plums to blow our opposition away.
    Snake: You mean they're like the cherry bombs you see on those cartoons?
    Hime: No! No! These plum bombs are unique! They may look like normal plums at first glance...
    Mikoto: ...but they will explode when the enemy least expects it.
    Snake: Useful. I like it.

Edited by YourEternalTroper on Jul 24th 2023 at 10:59:44 PM

Everything that lives is designed to end...
wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#405: Aug 17th 2023 at 6:09:19 PM

Would anyone be interested in taking a look at some of my movelists to make sure they're fun, fair, and clear?

Note to self: Move "Wind Priestess to Talim's Aerial Neutral special, remove ability for aerial attacks to combo into her stances. Hey, this was a note to SELF, you cheeky bastard!

The sad, REAL American dichotomy
neoamon Mr from Planet Mobius S.T.C. Since: Nov, 2010
Mr
#406: Aug 18th 2023 at 4:41:09 AM

For Tails I could see him wearing outfits from the STC/Sonic The Comic, Archie comics, disguises from Aosth, from Sonic Prime.

He could have Tails's Zonerunner outfit of a brown trenchcoat and shades, or his Nameless Zone armour from Sonic the Comic.

He could have Miles's/Anti-Tails's outfit or the Roboticized version of Tails called Mecha Tails from Archie.

He could wear the disguises he and Sonic use to fool Scratch & Grounder in Aosth.

He could wear the outfits of the Shatterspace versions of Tails.

"May your heart be your guiding key"
wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#407: Oct 20th 2023 at 9:40:35 PM

In my ideas for Lucina/Chrom, I've changed all of their throw animations, and three of their specials, where the only one they retain is the counter. I'm wondering if I should replace that too, and if so, with what?

I also updated my existing character changes, and added Echo Fighter ideas for Dark Pit.

Edited by wanderlustwarrior on Dec 7th 2023 at 1:29:17 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?
#408: Nov 25th 2023 at 5:31:52 PM

Here's another just-for-fun moveset for one of my original characters.

    Count Fledermaus goes batty! 
  • Franchise: Villain Town A Series Of Mayhem
  • English Voice Actor: Juno Songs (Antasma voice)
  • Palettes:
    • Gray fur, black clothes, red accessories
    • Gray fur, navy blue clothes, blue accessories
    • Turquoise fur, dark green clothes, lime green accessories
    • Brown fur, black clothes, yellow accessories
    • Lavender fur, green clothes, orange accessories
    • Black fur, gold clothes, silver accessories
    • Purple fur, black clothes, yellow accessories
    • White fur, red clothes, pink accessories
  • Stats: Fledermaus is a Fragile Speedster. As a bat, he’s very small and lightweight. He has up to five jumps (one less than Kirby)
  • Entrance: Fledermaus wakes up from a coffin.
  • Idle Animation: Fledermaus looks around shiftily.
  • Victory Poses:

Moveset

  • Jab: Fledermaus swipes with his claws twice, then does rapid-fire swipes.
  • Dash: Fledermaus spreads his wings and lunges.
  • Tilts
    • F-Tilt: Fledermaus swings his Darkwand, a magic wand with a purple gem, at the opponent.
    • U-Tilt: Fledermaus flaps his wings quickly.
    • D-Tilt: Fledermaus swings his tail.
  • Grabs/Throws
    • Grab: Fledermaus grabs the opponent with his left hand.
    • Pummel: Fledermaus bites the opponent.
    • F-Throw: Fledermaus throws the opponent forward and hits them with a small blast from the Darkwand.
    • B-Throw: Fledermaus moves the opponent behind them, then kicks them backwards.
    • U-Throw: Fledermaus flies in a circle, and upon reaching the bottom of the circle again, throws the enemy diagonally upwards.
    • D-Throw: Fledermaus flies up, then slams the opponent to the ground.
  • Aerials
    • Nair: Fledermaus freezes in midair and flaps his wings frantically.
    • Fair: Fledermaus does a barrel roll.
    • Bair: Fledermaus jabs backwards with his tail.
    • Uair: Fledermaus dips a little, then glides a few feet upwards.
    • Dair: Fledermaus tilts down as if divebombing. This can be used to spike opponents.
  • Smash Attacks:
    • Side Smash: Count Fledermaus takes a big bite with his fangs.
    • Up Smash: Count Fledermaus spins like a drill.
    • Down Smash: Count Fledermaus casts two blasts of darkness, one on either side of him, with the Darkwand.
  • Special Moves:
    • Neutral Special: Darkwand: Fledermaus shoots a thin beam of darkness from his wand. It goes straight forward, kind of like Fox’s Neutral Special, but a little slower, and it causes a little more damage and knockback. Charge this move to have him shoot a ball of darkness. The ball explodes on impact, causing splash damage and more knockback.
    • Side Special: Layla: Fledermaus summons his owl assistant, Layla. Layla flies forward, talons outstretched to attack enemies. The player can move her in any direction with the joystick, press A to make her attack by swinging her talons, and B to cancel the move. Fledermaus cannot move during this time, and if he is attacked, the move is cancelled, and Layla flies off the screen. Layla can be attacked, and the move can also be cancelled if she takes 30% damage.
    • Up Special: Flight of the Bat: Fledermaus flies straight up, surrounded by dark purple energy in a drill shape, kind of like Fox’s Up Special. Then he glides forward, like the ending of Meta Knight’s Up Special.
    • Down Special: Drown in Darkness: Using the Darkwand, Fledermaus creates a puddle of darkness on the ground in front of him. He can walk across the puddle no problem, but if anyone else touches the puddle, they will sink into it halfway. Once in the puddle, the opponent will continuously take damage. They must mash buttons to escape. The puddle disappears after someone escapes from it, or after 15 seconds if no one lands in it. You can only have one puddle at a time.
    • Final Smash: Dark Organ: Fledermaus plays a minor chord on a pipe organ. Beams of darkness shoot out from the pipes. First they go straight up off the screen, then they come back from several different directions and angles.
  • Taunts:

Other

  • Codec
    • Snake: Otacon, there’s some sort of vampire… bat. Oh, I get it. It’s a bat, dressed like a vampire. Hilarious.
    • Otacon: That, Snake, is Count Fledermaus. He may not drink blood like most vampires, but he loves total darkness, and he’s got a magic wand to spread darkness everywhere.
    • Snake: If he likes the dark so much, what’s he doing in a place like this, where it’s not totally dark?
    • Otacon: It seems that he has temporarily overcome his fear of light in order to fight day-dwelling creatures like you.
    • Snake: Geez. Where’s Simon Belmont when you need him?
  • Palutena's Guidance
    • Pit: What is this strange, batlike creature?
    • Palutena: His name is Count Fledermaus. He comes from a strange dimension known as Villain Town, which is home to villains from all sorts of stories.
    • Viridi: A whole town full of baddies to fight… sounds fun!
    • Pit: How do I fight this guy?
    • Palutena: As a bat, Fledermaus is very lightweight. You’ll have to keep up with his speed and flight abilities, and watch out for his magic attacks as well!

Edited by DrNoPuma on Nov 25th 2023 at 8:33:53 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
#409: Jan 7th 2024 at 10:22:07 PM

Notes to self re Chell edits:

  • Allow tripping?
  • Down Smash - same as other smashes (pellet)
  • Up special - excursion funnel pushing player upwards
  • Final Smash - no neurotoxin, just bombs

I should start amassing my ideas for items, bosses, and other stuff to go with fighters. For now I'll just put my latest idea here, an item to be packaged with Chell:

ITEM: Teleporter (Team Fortress 2)

  • A summoning item, like the Pokeball, or Assist Trophy. Summons one of the tf2 classes who can act for a short bit before disappearing. Potentially summon rates may change based on the stage, for example a Demoman may be more likely on Wrecking Crew, or a Medic on Wii Fit.
  • Summon options:
    • Demoman: Sprays sticky grenades at high interest points on the map, to edgeguard, or provide defensive protection for the summoner.
    • Engineer: Stands around the Teleporter with a wrench. If an enemy comes near, he hits them for decent melee damage. If not, he uses the wrench on the Teleporter to upgrade it to a stage 2, and then he disappears. The teleporter remains and can summon one of any other class before it then disappears.
    • Heavy: Uses his heavy weapon. A straightforward spray of bullets in whatever direction the Heavy is facing.
    • Medic: Ubercharges the fighter who summoned them, briefly rendering them invincible and healing damage slowly over time. The fighter has to stay near the medic to stay charged.
    • Pyro: Wanders around the stage randomly, and uses their flamethrower on anyone who comes near, friend or foe. Will also use the alt-fire air blower to reflect incoming projectiles, or extinguish allies shortly after setting them on fire.
    • Scout:
    • Soldier:
    • Sniper: Camps in the foreground (like Snake's Final Smash, except there's no visual indicator). If an opponent stays still while grounded, or travels on a set airborne path, for a decently long amount of time, the Sniper headshots them, dealing one massively damaging shot without knockback.
    • Spy: Turns invisible and camps on a random spot on the stage. If an enemy comes near he decloaks and attempts to backstab them. The decloaking gives the opponent a very small interval to dodge the stab, which can't be shielded. If the backstab connects, the opponent instantly loses that stock.


The launch trailer alone for the game Worldless has made me want to play and beat it so I could come up with a moveset to adapt it to Smash. I really like its visual design from what I've seen so far. But my backlog is way too long to play it any time soon.

Edited by wanderlustwarrior on Feb 11th 2024 at 12:41:46 PM

The sad, REAL American dichotomy
GalaxyLight777 Since: Jun, 2017 Relationship Status: Don't hug me; I'm scared
#410: Mar 12th 2024 at 9:24:10 PM

I'm back after a long while. Been busy with large-scale edits of certain character page(s)...and my once good computer suffering a stroke and being impossible to; back to s—t computer for now — thus also losing all the smash movesets (plus custom template) I've previously worked on, so my motivation for this kinda thing hit rock bottom.

But recently, I got a flash of inspiration from a game I've been playing ̶a̶n̶d̶ ̶s̶u̶b̶m̶i̶t̶t̶i̶n̶g̶ ̶m̶y̶ ̶s̶o̶u̶l̶ ̶t̶o̶ ̶s̶e̶n̶d̶ ̶h̶e̶l̶p̶

    Buli! 

BulinSpecifically... 

Home Game/Series: Azur Lane

Series Icon: The Manjuu bird

Role in home game(s): In a world/alternate timeline where Moe Anthropomorphism of warships are born from some strong energy source known as the energy cubes, the Bulins exist for the sole sake of being level-breaking and retrofitting fodder, with their capabilities as a ship being nonexistent. They technically be sent out into battles like other ship girls, but their stats remain static leveling up, and two/thirds of the three Bulin's have "abilities" that don't do anything.

Gameplay Details

Summary: As indicated above, Bulin is gonna be a complete Joke Character, that if another hypothetical shipgirl was featured, they'd be the obvious weak link. And with there being three different types of Bulin, all their traits will be combined into one, such as wielding all their different tools; Universal's wrench, Prototype's drill, and Specialized's hammer. Also Tengen Toppa Gurren Lagann references aplenty.note 

Attributes:

Fighter Abilities:

  • Floats above water surfaces like an automatic Strafe side special, without the restrictions of said special move; meaning attacking like normal, and not being limited to facing one direction (unless side special is used here). The shipgirl can be forcibly submerged into the water if they reach a certain kill percent (in Bulin's case, effortlessly).
  • Hydrophobic: A floating ship (thanks to the above ability) is a fine state, but a ship in a position where they can sink is not good for them, hence this trait.

Move list:

Basic Attacks

  • Jab:
    • 1/2: One arm swing, followed by another.
    • Jab infinite: Rapidly flails their arms forward.
  • Dash Attack: Trips and falls, sliding forwards.
  • Trip Recovery Attack: Swings wrench front to back.
  • Floor (Wake Up) Attack: Swings wrench front to back.
  • Ledge Attack: High to low wrench swing slamming the ground.

Throws

  • Grab: Grabs foe with both hands.
  • Pummel: Pitiful kick.
  • Forward:
  • Back: Pulls the foe back with both arms, struggling to do so before falling on her backside, sending the foe backwards as she loses her grip.
  • Up: Flings the foe upwards with all her might, losing her balance and falling over.
  • Down: A bunch of mini-Prototype Bulin swarm past below the foe, tripping them up.

Tilts

  • Forward: Diagonally swings her wrench forward.
  • Up: Back to front headbutt. Decently hard-hitting attack with knockback, but hitting an opponent makes Bulin dizzy, making for a laggy attack.
  • Down: Swings the wrench low to the ground.

Smashes

  • Forward: Wields Specialized Bulin's Kitty Kablam Hammer, swinging it to slam the ground ahead... dealing precisely 1% damage to foes hit. On the plus side, its got high knockback scaling.
  • Up: Wields Prototype Bulin's Drill, with it being stabbed upwards to pierce the heavens, the drill part spinning to deal multi-hitting damage; hitbox is a bit awkward, meaning the foe can easily be pushed out of it if it doesn't line up properly.
  • Down: Wielding the Universal Bulin's Wrench, she slams it on the ground in front of her.

Aerials

  • Neutral: Flails about with all limbs.
  • Forward: With a bit of wind-up, swings her wrench forward high to low.
  • Back: Swings her wrench behind her as she spins 360 degrees.
  • Up: Like her Up Smash, she pulls out the drill to strike above with a multi-hit attack.
  • Down: Spawns the Kitty Kablam Hammer from below her, with it immediately falling to drag Bulin downwards.

Specials

  • Neutral: Mounted Gun
    Fires from a mounted ship gun on her person (somewhere), sending out a ballistic projectile that does fairly weak damage. Attack has a cooldown of three seconds.
  • Forward/Back: Strafe
    Upon use, Bulin enters a state where they'll be able to move forward and backwards, keeping them facing one direction. During the state, Bulin can use the other Specials not only while in this state, but while moving (Neutral Special can be activated with side inputs to allow for strafing); using any other input will cancel the state. Attempting to use in the air will have her lose balance and enter free-fall.note 
  • Up: Ahoge-copter/Anti Air
    'In the air:' Their hairpiece will rapidly spin in a copter formation, making them levitate slightly upwards, after-which they're put into free-fall.
    'Grounded:' Fires the Anti-Air guns. Covers decent wide range above them, using the same strength as her standard Mounted Gun (ie, not much).
  • Down: Universal Skill
    Bulin tenses up for a moment, before suddenly enlargening to five times their size as a heavy attack, before quickly reverting. She can only do this once per stock.

Final Smash: Trial Bulin Mech

Kirby Copy Ability:

  • "Hat" design:
  • Copy Ability:

Character Details

Stage Entrance: Just like with all shipgirls entering a fight in the origin game, Bulin floats in as if cruising into the water of the battlefield (battlesea?).

Taunts:

  • Up:
  • Side:
  • Down:

Results screen:

  1. Win Pose 1:
  2. Win Pose 2:
  3. Win Pose 3:
  • Victory Fanfare:
  • Defeat reaction: (generally clapping for the victor, or a salty reaction)

Costumes

  1. Universal Bulin
  2. Prototype Bulin
  3. Specialized Bulin
  4. Universal Bulin in her Universal Enhanced Rigging (Experimental) +α skin.

The battling portion of the moveset is done, but the rest isn't; particularly with the stats since I haven't kept up to date with the exactly how to "balance" a character to get its playstyle across (though, in that regard, not much has change from before honestly)

"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
#411: Mar 12th 2024 at 9:38:42 PM

Don't beat yourself up over stats. It's not like we're making these for anyone else, and I doubt most of us are actually turning these into mods any time soon. Just focus on what's fun for you to think about, and what might be fun to play as and against.

The sad, REAL American dichotomy
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