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Eh, I'll give my own version of Shovel Knight:
Pit: What? It's a little knight using a shovel as a weapon, that doesn't sound very powerful
Viridi: That's Shovel Knight and don't underestimate the shovel! It's a tool useful for both combat and gardening so it's great for the
Palutena: It's quite the groundbreaking idea isn't it?
Pit: Sometimes I can't help but feel like I'm the most down-to-earth person here
Viridi: Well, you're certainly the most down-to-earth angel I've ever seen.
Palutena: Way to set yourself up, Pit. Anyway, Shovel Knight has many relics at his disposal to complement his shovel, so be watchful of those. Try not to get grabbed by him, if you do, you're grounded!
edited 9th Apr '15 8:33:36 PM by FullMoon
I didn't even think about using the Phase Locket for dodges! Great idea!
Edited with Dash Attack, Throws and Down Smash that I had forgotten.
ARGH! I forgot the dash attack! And I was thinking of using the Mobile Gear for side-B but that's brilliant!
... Why does everyone else have better ideas than me?
Out of curiosity, it's fine if I post fake movesets for non-video game characters?
Yes. Go nuts.
Thank you for giving me a lovely template to borrow, Moon.
I've not yet played Shovel Knight- I've been out of both space and funds on my 3DS and am planning to rectify that soon via upgrading to the new model- But your take on the character certainly sounds interesting!
As I said in the opening posts, bring Shrek, Captain Planet, Abraham Lincol, presidental or Vampire Slayer version, bring yo kids, bring yo wife, 'cause there's a bedroom invader wait what.
But yes, anything goes, even characters other people have posted, as long as one character doesn't flood half the page.
We even welcome any fanart if you have of a characters moveset. Like that lovely animated Chorus Boy thing I saw in the Smash Thread once.
I had to do a Google Search on that one. But hey, everyone is welcome! Now I know one more game character, yay?
edited 8th Apr '15 1:46:33 PM by Kuroxeng
Anode Beetle Electrifies the Competition!
Isn't very fast, can't jump very high, is rather heavy, can quintuple jump, very short.
Neutral Special: Shoots a lightning bolt in the direction the Anode Beetle is facing.
Side Special: Summons another Anode Beetle near it and they both create a bolt of electricity in between them.
Up Special: Uses it's wings to hover a bit in the air.
Down Special: Jumps up into the air and shoots lightning at the ground beneath it.
Final Smash: Shoots out a BUNCH of small lightning bolts that bounce off the sides of the stage and the floors for 20 seconds.
edited 8th Apr '15 1:41:30 PM by Jondanger23
You're welcome. I'm too much of a perfectionist to not have my contribution be arranged in a perfectly tidy template.
And you should go play Shovel Knight right this instant. Also, thank you!
Batman patrols the streets!
Genius and firepower combine! Tali'Zorah joins the battle!
edited 9th Apr '15 5:40:13 AM by Elbruno
He always comes back... Springtrap has joined the battle!
Pit: What is it?
Palutena: That horrid man has returned...
Pit: You mean that ugly-looking rabbit?
Palutena: Don't underestimate him, Pit. Underneath that rotting mix of fur and metal, named Springtrap, is the body and mind of a serial killer.
Pit: So, I should be careful not to get too close again, right?
Palutena: He's just as slow as the other two robots you faced. But get out of his way, because his knife will be used on you, without mercy.
edited 10th Apr '15 5:00:33 AM by Weirdguy149
Knowing the nature of the gameplay of Five Nights At Freddys, I think a Ganondorf-like speed would be appropriate.
However, I think I'd change Springtrap's appearance to this: First appears in the collapsed, 8-bit rendition he's left in from the ending, slowly revealing his actual image as the picture dissolves pixel by pixel. Springtrap is revealed to be in the exact same posture, but then quickly gets to his feet.
The idea of Freddy in Smash is stupid, but these were actually kinda fun to read. Wouldn't've occurred to me to give him a knife.
Ooh, I like that for Springtrap's appearance. I'm thinking Ganondorf-like speed with fast close-range attacks and slow projectiles.
This thread is for fun and for people to get their dumb ideas out of their system.
And to share good ones too, of course.
And yes, all FNAF characters, despite the fact that the actual inclusion of them would be terrible, would be most fitting for a Mighty Glacier playstyle. Except Foxy...
edited 9th Apr '15 7:41:16 AM by Kuroxeng
How about Tabuu?
Boxing Ring Title: "The Subspace Emissary"
Home Stage: Great Maze Battlefields. The stages are taken directly from the Dark Doppelganger fights in the Great Maze, randomply choosing a different layout every time. The Omega version turns the stage into Tabuu Destination.
Pit: Oh, boy, this guy...
Palutena: I remember him. He was the leader of the Subspace Army, Tabuu. He never left his realm in Subspace, at least until now...
Pit: He looks... smaller, though. Weaker. He's not as terrifying now.
Palutena: That doesn't mean you shouldn't be careful, Pit. Even though he's not as powerful outside of his home realm, he has powers of his Subspace Army at his disposal. He's a dangerous foe, and you should always be on your guard. Even now, if he uses his Off Waves, you're toast.
Pit: Right... *gulp*
edited 10th Apr '15 5:15:24 AM by Eskay64
I added an entrance and Palutena Guidance for Shovel Knight, I think I truly am done now
I'd try to make Palutena's guidance for Ghirahim and Ridley, but I've never played Uprising. Maybe the ones on the Wii U version might help...
Eh, well, why not kill some time?
Checks the Competition!
Bio: Star of the classic Famicom Disc System game The Mysterious Murasame Castle, Takamaru readies himself for fierce competition with the same tricks he used to save the maidens of his land from the dark curse and evil warlords that once pervaded it!
Jab: Takamaru slashes once, pausing very briefly after this in a ready stance- He can follow up with a flurry of slashes and a flourished ending blow with the power to launch weak opponents, or space it more to only strike twice and leave himself less vulnerable.
Dash Attack: Takamaru lunges forward with his sword. On a successful hit, Takamaru can sheath his blade, revealing that he managed a second strike in the blink of an eye.
Forward Tilt: Takamaru slices unusually fast for a strong attack in a perfectly horizontal slash, allowing him some breathing room. The real value of this move is in its tactical utility rather than in its power.
Up Tilt: Takamaru sweeps overhead with his katana, then stabs very lightly. This attack is the slowest of his strong attacks, and the stab can miss even if the sweep landed, but it can force opponents into the air if he uses it with them standing behind them or if they're already airborne.
Down Tilt: Showing his mastery of another art, Takamaru sweeps not with his blade but his foot, jutting his leg out very quickly and returning to his readied crouching position just as fast. This move has an even better chance than most down strong attacks of tripping a foe.
Forward Smash: Takamaru breaths deep and raises his sword level to his head, then strikes downwards with incredible power. The move has a somewhat long windup to the charging position, but once the charging position is reached it comes out almost instantly. By far his most viable method of launching opponents.
Up Smash: Takamaru throws a spinning dagger overhead, charged with electrical power that greatly extends its reach in a circle. The dagger itself deals more damage, but all parts of the attack trap opponents for a short time inside of it. The launch power is weak for a Smash attack, however, and only occurs at the very end.
Down Smash: Takamaru moves his left hand into his pocket, gripping his blade in his right exclusively in a poised striking position. Upon releasing the attack, he throws three kunai into the ground behind him while stabbing downwards in front of him. The stab can Meteor Smash opponents on ledges or in the air, and the three kunai cover a fairly wide area behind him.
Neutral Aerial: Takamaru somehow throws two sets of four spinning daggers, the first directly ahead of, behind, beneath and above him and the second along the even diagonals of the first. Their range is somewhat poor and it's possible to evade them, on top of them featuring low strength in general, but they can be plenty to get him out of a jam. The kanji for the rook (hisha) and bishop (kakugyo) of Shogi very faintly appear behind him as he performs each set of attacks.
Forward Aerial: Takamaru slashes dramatically in a diagonal cut, packing incredible power behind a slightly poor-reaching move. This attack is noticeably stronger if it lands along the tip of Takamaru's blade, though is always leaves him fairly vulnerable if he should miss.
Back Aerial: Takamaru strikes with his elbow, sending a surprisingly sharp blow to anyone behind him. This attack comes out quickly and has good power and launching potential, but is much shorter-ranged than his other attacks.
Up Aerial: Takamaru throws a fireball overhead, which travels a fair ways but peters out unspectacularly, growing weaker and weaker as it travels.
Down Aerial: Takamaru lobs a fireball beneath him, which explodes after traveling a short ways. It's tricky to land, but an opponent caught in the center of the explosion right as it starts will be Meteor Smashed.
Pummel: Takamaru bashes his opponent's face with the base of his weapon.
Forward Throw: Takamaru throws the opponent only a short ways, then slashes with his blade to finish the attack.
Back Throw: Takamaru falls to his back and uses the opponent's weight against them, tossing them over his head with his legs as in certain martial arts.
Up Throw: Takamaru throws the target upward, tossing a fireball after them that carries them a little further along, dragging other opponents with it as well if they are hit.
Down Throw: Takamaru lets his opponent go and quickly cuts with his sword, then sheaths it. Upon doing so, the opponent falls to the ground on their back and takes the damage of the throw.
Neutral Special- Jutsu: Takamaru focuses, flashing up to four times if allowed. Upon resuming pressing the button again, or dodging out of the charge, Takamaru can throw one of four projectiles- A single shuriken straight ahead, a three-way spread of kunai, a protective shield formed from throwing blades around himself, or a single large fireball. All of the first three deal only minor damage and travel quickly, with the fireball instead dealing a moderate amount of damage and traveling slightly slower.
Forward Special- Iaido: Takamaru throws on his Invisibility Cape and strikes suddenly. He'll vanish and reappear either not far from his starting position if the button prompt is tapped or a fair ways away if it is held. Either way, his attack is finished by the time he returns, his sword clicking into its sheath signalling the damage and launch of his attacks activating.
Up Special- Tengu: Takamaru conjures a tornado and rises up with its aid as it surrounds him. The move cannot deal damage but can push opponents away to some extent as it swirls around Takamaru. The recovery starts mostly horizontal but hits a sharp upturn near the end of its activity.
Down Special- Raiju: Takamaru performs a weak strike with his blade's dull end. Should the move connect, the opponent has a short time left before a bolt of lightning strikes them. The timing is slightly randomized, but always allows enough time for Takamaru to potentially get one more hit in.
Final Smash- Sakura: Takamaru takes a deep breath, then strikes ahead of himself, his sword extended with magic power. On a successful strike, he will throw a great deal of his throwing weapons at the target in several patterns, then end with a single massive stroke from his blade, sheathing it as cherry petals blow through the air and the opponent is launched away.
Up Taunt: Takamaru raises his sword diagonally upwards, as if commanding an army in war to march.
Side Taunt: Takamaru skims a small scroll from his pocket, then returns it.
Down Taunt: Takamaru assumes the seiza position and takes a deep breath, then rights himself.
Victory 1: Takamaru sheaths his blade and turns his back to the camera, a gentle wind carrying sakura petals by.
Victory 2: Takamaru appears already in the seiza pose on a tatami mat, and simply takes a deep breath.
Victory 3: Takamaru throws a slip of paper into the air and slashes once, then snatches the newly-made paper doll from the air and holds it near the camera.
Other: Takamaru cannot crawl or cling to walls, but he can manage a very short wall jump in normal circumstances.
Home Stage: Murasame Gate◊
The fight on this stage takes place on the gate surrounding Murasame Castle, as well as the walls around it. The layout forms a raised area with two smaller, lower areas near it, both high enough off the ground for this to act as a "pillar" stage. The stage can load either at day or night- During the day, the background resembles a normal-looking Japanese castle, with blooming cherry trees and other bits of scenic beauty around. If the stage is set at night, the castle appears to be made of bone and a terrible storm rages as an eerie light emanates from the highest floor's windows. Regardless, the changes are purely cosmetic and there are never any actual hazards on this stage. The Omega version subtracts the two smaller portions of the castle walls, leaving only the gate itself to fight on.
Edited all three profiles with victory poses, losing poses, and Palutena conversations. (Never played KI:U but I hope I did well.)
Added the most obvious choice for a home stage for Tabuu.
Would it be okay for me to make a moveset for an OC (my Author Avatar, to be exact)? I know what you said about not "Mary Sueing" them, but I certainly wasn't going to do that.
Actually, I made a thread for just that. I recommend going there instead. Posting in this thread might not go so well.
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