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DrNoPuma Tango from Toon Town Since: Mar, 2015 Relationship Status: I think I love you, so what am I so afraid of?
#151: Aug 8th 2020 at 4:17:22 PM

Nice job, you two!

Tails is one of my most favorite characters, so I love that you did one for him, Wanderlust. grin

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
#152: Aug 8th 2020 at 4:54:40 PM

[up]Thank you!

@Aybee: True. But he could hypothetically have a tag that just says something else. But that might be disrespectful.

[up]Mine too. Honestly, Tails is my favorite Sonic character and one of my favorites in all of gaming. My top Sonic characters are some combination of Tails, Rouge, Sonic, Vector, and Eggman.

Edited by wanderlustwarrior on Aug 8th 2020 at 6:55:31 AM

The sad, REAL American dichotomy
FGHIK from right behind you Since: Aug, 2013 Relationship Status: Gonna take a lot to drag me away from you
#153: Aug 8th 2020 at 5:15:12 PM

I might could see Morrigan making it (hard to tell if Nintendo would consider her more risque than Bayonetta), but Felicia would really be pushing the limits. I'd find it hard to believe they'd accept her if Mai Shiranui is too much for them.

I missed the part where that's my problem.
wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#154: Aug 8th 2020 at 5:48:26 PM

I think if it was up to Capcom, there's a lot of characters they'd want in before Morrigan (Leon, Joe, Zero, Ammy, Chun Li...), But I wish they could all get in.

Honestly, I wouldn't mind a Nintendo vs Capcom game. If Sega had more series that were in a good state, Sega vs Capcom would be even better. Man, I wish there was a way they could revive Nights, Vectorman, Ristar, Virtua Fighter, Gunstar Heroes, and have Camelot come back to do Shining Force the right way. Sega didn't even publish Streets of Rage 4 themselves. Nor do they fully work with Compile Heart (who make the Neptunia series), despite owning Compile (a formerly related company), and the series being named for a Sega console. At least they remade Panzer Dragoon.

Sega just has Sonic, Yakuza, and Hatsune Miku (and through their subsidiary Atlus, they do have Persona and Shin Megami Tensei). How does Sega have twice as many good dead franchises as good active ones?

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.
#155: Aug 8th 2020 at 6:27:05 PM

I still disagree with your take on Agumon, WarGreymon should be playable, not just be relegated to a cinematic. The Final Smash should be Omnimon, you know that with how hard Digimon has been pushing it recently, they'd insist that it be included somehow. Here's my take on Agumon:

     Agumon 

Unlike Pokemon Trainer, where Squirtle, Ivysaur, and Charizard are all functionally distinct and unique characters, all of Agumon's forms have basically the same moves and animations, so each form plays similarly, just with differing stats and mechanics.

Attributes

  • Agumon is a small lightweight at 1.2 meters tall with a weight of 85. He is agile and great at combos.

  • Greymon is a giant heavyweight at 2.1 meters tall with a weight of 115. He's less agile than Agumon but he hits harder.

  • MetalGreymon stays 2.1 meters tall and is a superheavyweight with a weight of 130. He is even slower, but he hits harder, has a quadruple jump because of his wings, and has a tether grab that he can use to grab onto ledges.

  • WarGreymon is a slightly smaller heavyweight at 1.9 meters tall with a weight of 110. He's much faster and more agile, has a triple jump, and has tremendous power and damage. It's difficult to get to WarGreymon, but he's extremely powerful and well worth the effort if you manage it.

  • Koromon is an almost useless superlightweight that is only 1 meter tall and has a weight of 60. Koromon is fast and good at running away, but only has two moves: a weak bite for its A move and a slow bubble projectile for its B move.

Tai stands in the background and says stuff.

Specials

  • Neutral B: a fire-based projectile shot forward. Agumon's is Pepper Breath, a small fireball. Greymon's is Nova Flame, a large fireball. Metal Greymon's is Giga Blaster, a powerful missile. WarGreymon's is Terra Force, a gigantic sun-like fireball.

  • Down B: Digivolution Charge/Digivolution/Warp Digivolution. Press Down B normally for Divolution Charge, press Down B with a Smash Attack motion for Digivolution, and hold B after triggering Digivolution for Warp Digivolution, letting go if you want to stop early. Tai yells some words of encouragement to Agumon, who poses while Tai's Digivice and Agumon's chest glow with the Crest of Courage. This charges 30 points of the Digivolution meter.

    • When the Digivolution meter is full, Down B can causes Agumon to Digivolve to Greymon, Greymon to MetalGreymon, and MetalGreymon to WarGreymon. Digivolution is permanent until he is KO'd, at which point he respawns as the previous form with an empty Digivolution meter. If Agumon is KO'd, he respawns as Koromon, who is almost useless. The Digivolution meter can "overfill", building up multiple Digivolutions at the same time, which allows Agumon to Warp Digivolve to MetalGreymon or WarGreymon, and Greymon to Warp Digivolve to WarGreymon.

    • The Digivolution meter charges based on Courage energy. Agumon needs 50 points of Courage to transform into Greymon, Greymon needs 70 points of Courage to transform into MetalGreymon, and MetalGreymon needs 100 points of Courage to transform into Wargreymon. Koromon needs 10 points of Courage to Digivolve into Agumon. 100 points of Courage translates into 100 damage dealt or 150 damage taken to fully charge. 100 points of Courage also translates into 200 damage dealt by a teammate or 300 damage taken by teammates. The meter also charges over time, 100 points of Courage translates to 1 minute, 40 seconds, or 1 point per second. Eating food also charges the meter by points equal to the amount of percent recovered.

  • Once he's Digivolved to WarGreymon, Down B changes. WarGreymon's Down B has him pull out his shield. It's indestructible and it reflects projectiles, but it only shields him from the front.

  • Tai talks during Agumon's taunts. Each taunt charges the Digivolution meter by 1 point. One of the taunts has the current form take on a more pixilated appearance.

Final Smash: Omnimon

  • Start-up changes depending on if Agumon is WarGreymon or not. If Agumon isn't WarGreymon, the Final Smash starts with Warp Digivolving to WarGreymon if he's not already WarGreymon. He then hits the opponent with a cutscene-triggering attack. MetalGarurumon jumps in and they fuse into Omnimon.

Edited by PushoverMediaCritic on Aug 8th 2020 at 6:29:11 AM

PushoverMediaCritic I'm sorry Tien, but I must go all out. from the Italy of America (4 Score & 7 Years Ago) Relationship Status: watch?v=dQw4w9WgXcQ
I'm sorry Tien, but I must go all out.
#156: Aug 8th 2020 at 6:32:58 PM

Also, just for kicks, here's my moveset for Heavy:

     Heavy 

Heavy is a slow Superheavyweight, with a weight of 127.

A Moves: Various punches.

  • Jab: The normal melee punch.
  • Up Tilt: The uppercut melee.
  • Smash attacks: Punches with his boxing gloves.

Specials

  • Neutral B: Minigun. It shoots out a ton of bullets that spread out a little as they travel further from Heavy. It also has a bit of charge-up and cool-down. Heavy can move around while using it, similar to Banjo's gunner mode, but Heavy is slower while shooting and has Super Armor. The bullets travel quite a far distance, but they have minor knockback and damage scaling based on how far they travel. Heavy can angle the Minigun up or down slowly, but within a somewhat narrow margin.
  • Side B: Shotgun. It should have a wide spread and high damage. At distance, doing very little (minigun is better for range), but at close range, doing a lot of damage, shield damage, and knockback. Heavy can angle the Shotgun up or down.
  • Up B: Heavy fires his shotgun downwards to launch himself into the air, like what Scout and Soldier do in TF2. Heavy can angle the shotgun, and the shotgun blast aimed downwards has the same effect as Heavy's Side B.
  • Down B: Sandvich. Pressing Down B brings up a sub-menu where Heavy can choose between the Sandvich, Buffalo Steak Sandvich, or Dalokohs Bar. After selecting one with B, Heavy starts eating it. It takes 3 seconds to eat and if Heavy is launched by a strong attack while eating, he drops it on the ground and another player can eat it with A like a Food Item. Heavy can manually throw a Sandvich by pressing A instead of B on the sub-menu. Heavy can cancel out of the sub-menu by shielding. Heavy has a cooldown of 15 seconds after using Down B before he can use it again. This is visualized by a Sandvich meter next to his damage. If Heavy picks up his dropped Sandvich, it automatically refills the cooldown. If Heavy is interrupted by a weak attack while eating, it stops the eating animation and starts the cooldown, but Heavy doesn't drop the Sandvich. If Heavy picks up a partially-eaten Bar, he can only finish eating it from the point he stopped at.

    • The Sandvich heals Heavy by 30%, 10% per second eating the Sandvich. Heavy can move to cancel out of the eating animation while it's in progress, but the Sandvich counts as used and starts the cooldown timer. If Heavy drops it from an attack, it heals 10% when eaten. If Heavy drops it with A, it heals 20% when eaten. Heavy can eat the Sandvich endlessly if he is undamaged.

    • The Buffalo Steak Sandvich makes Heavy much faster and his A moves do 1.3x more damage for 8 seconds. If Heavy drops it from an attack, the player eating it gets a little faster and their A moves do 1.1x more damage for 4 seconds. If Heavy drops it with A, the player eating it gets faster and their A moves do 1.2x more damage for 6 seconds.
    • The Dalokohs Bar heals Heavy by 15%, 5% per second and raises Heavy's weight by 9 points for 8 seconds. Heavy can move to cancel out of the eating animation while it's in progress, but the Bar counts as used and starts the cooldown timer. If Heavy drops it from an attack, it heals 5% and raises weight by 3 points for 4 seconds. If Heavy drops it with A, it heals 10% and raises weight by 6 points for 6 seconds.

Final Smash: Medic shows up and uses Ubercharge on Heavy. Heavy shoots his minigun while invincible and it does a ton of damage and knockback. Sort of like Inkling or Samus' Final Smash.

One of Heavy's outros involves Medic.

Heavy has four different costumes based on his different outfits in TF2, coming in two different colors: RED and BLU.

Stage: 2Forts

Edited by PushoverMediaCritic on Aug 8th 2020 at 6:38:34 AM

AyyBee121 Since: Apr, 2020
#157: Aug 8th 2020 at 7:33:55 PM

Alright, time for a more jokey pick.

    Stinkoman asks for a challenge! 

Stinkoman

  • Voice Actor: Matt Chapman

Gameplay Data

Attributes:

  • Speed
    • Dash: Identical to Mega Man.
    • Walk: Identical to Mega Man.
    • Air: Identical to Mega Man.
    • Fall: Identical to Mega Man.
  • Weight: Identical to Mega Man.
  • Frame data notes: Nothing in particular.

Movement Abilities:

  • Only has the standard double jump, but can also hover like Peach, as a reference to Dragon Ball Z. He can also wall jump.

Special properties:

  • Stinkoman has two small "Power Meters" that he can charge to temporarily boost his smash attack strength. Once he has a full meter, he can use it to make his smash attacks much stronger.

Move list:

Neutral

  • Jab: Shoots a fireball out of his fist. Counts as a projectile.
    • Jab 2/3: None
    • Jab infinite: None
  • Dash Attack: Same as jab.
  • Wake up: Gets up while doing a spinning kick.
  • Ledge: Flips off the edge, attacking with his feet.

Throws

  • Grab: He grabs the opponent with both of his orb hands.
  • Pummel: He headbutts the opponent.
  • Forward: he swings the opponent backwards and sends them spinning in the air.
  • Back: He does a handstand and kicks the opponent backwards.
  • Up: He creates a pillar of flames between his hands, sending the opponent flying upwards.
  • Down: He body slams the opponent onto the ground.

Tilts

  • Forward: Same as jab.
  • Up: A simple uppercut.
  • Down: A low kick.

Smashes

  • Forward: He charges up a massive fireball. Also counts as a projectile. The Super Meter charged version grows faster and ends up larger.
  • Down: He does the splits and spins. The Super Meter charged version has a flame effect.
  • Up: A mighty uppercut. The Super Meter charged version has a flame effect.

Aerials

  • Neutral: Same as jab.
  • Forward: Same as jab.
  • Back: Same as jab, but backwards.
  • Up: An aerial uppercut.
  • Down: He punches downwards, sending him speeding to the ground.

Specials

  • Neutral: Fistcuff!: While the button is held, he has a giant stone fist larger than him. This makes him heavier as Bowser (But not quite as heavy as Shield mode Shulk), but unable to jump, and using it in the air caused you to fall downwards quickly. This fist can be used as a shield, which can be moved up by tilting the control stick upwards. However, this fist can be broken if it takes enough damage. Additionally, you can tap the basic attack button to slam the fist on the ground, which can meteor smash opponents and, if used on a platform, will do damage to enemies below. Keep in mind, however, that using it to attack causes it to break slightly faster.
  • Forward/Back: Bone Picker: Throws a bone projectile in an arc. After it lands, it can be picked up and thrown in the same manner one more time, meaning it would be wise to prevent enemies from picking it up.
  • Up: Super Jump: A basic recovery move that resembles the super powered jump used in anime such as Dragon Ball Z.
  • Down: Double Deuce: Charges his power meter (See "Special Properties" above). If both meters are fully charged and the button is still held, he will look extremely buff for the duration. This secondary effect is purely cosmetic.

Final Smash: Ultimate Challenge

  • He becomes extremely buff, knocks the opponent into the air, and then uses Rapid Fire Fistcuffs on the opponent before knocking them back down and turning them back to normal.

Character Details

Character Series Icon: The Homestar Runner logo.

Stage: 20X6

  • Description: A 2D sprite-based level based on "Go Home!", the first level of Stinkoman 20X6. It is formatted similarly.
  • Special Features: A few Stinkoman enemies appear as stage hazards (if stage hazards are turned on).
Stage Entrance: Does a Double Deuce and asks "Are you asking for a challaaaaaange?" Taunts:
  • Up: He does a cool pose with a knife.
  • Side: He starts pointing and laughing at the opponent.
  • Down: He eats some dirt off the ground.

KO scream: When he gets star K.O.'d he yells "I'll get my revenge!" or "Looks like I'm blasting off again!" while flying into the distance. Other than that, it's just basic screams.

Victory screen:

  1. He does a cool pose with a knife in front of a swishy anime background.
  2. He laughs next to Pan Pan.
  3. He Double Deuces in his buff form.

Victory Theme

  • A remix of the level introduction theme from Stinkoman 20X6.

Classic Mode: (theme) - (description)

  • Boss:

Costumes

  1. Default
  2. Red jumpsuit with a white star and white hair and boots. 1-Up's colors.
  3. Black jumpsuit with black pants, shoes and hair. Pan Pan's colors.
  4. Purple jumpsuit, blonde hair and hot pink boots. 20X6 Marzipan's colors.
  5. Yellow head with black hair and pants. Cheatball's colors.
  6. Red jumpsuit and hair and green boots and gloves. Trogador's colors
  7. Red pants and hair. Poorbt's colors
  8. Sillouette. The Shadowy Figure and Sticklyman's colors
Other
  1. Kirby hat: His signature blue hair. You gotta have blue hair.
  2. Boxing title: The Blue Haired Challenger.

Edited by AyyBee121 on Aug 27th 2020 at 12:20:24 PM

wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#158: Aug 8th 2020 at 9:17:04 PM

War Greymon doesn't fight like any of the Greymon line, and trying to make it that way is just forcing it. And Omnimon would just be reducing the Garurumon line to ...Chrom in Robin's Final Smash.

The sad, REAL American dichotomy
AyyBee121 Since: Apr, 2020
#159: Aug 9th 2020 at 10:18:09 AM

    Tahu lands! 

Tahu (2001)

  • Voice Actor: Scott McNeil (Who also provides Onua's voice. All others are voiced by archive audio from the movies.)

Gameplay Data

Attributes:

  • Speed
    • Dash: Medium. Tied with Mii Brawler.
    • Walk: Medium. Tied with Mii Brawler.
    • Air: Medium. Tied with Meta Knight.
    • Fall: Fast. Tied with King Dedede.
  • Weight: Decently heavy. Tied with Samus.
  • Frame data notes: Nothing to note.

Movement Abilities:

  • Basic double jump. As a being of fire, he takes damage from water.

Special properties:

  • He uses his Kanohi Hau (Mask of Shielding) for his shield, which allows it to reflect projectiles. It also does not shrink, giving him immunity to shield stabbing. His Toa assists can also get KO's much like Assist Trophies.

Move list:

Neutral

  • Jab: He slashes with his sword.
    • Jab 2/3: he stabs with his sword.
    • Jab infinite: He gives a flurry of stabs from his sword.
  • Dash Attack: He swings his sword while running.
  • Wake up: He swings around his sword before getting up.
  • Ledge: He does a sword flip off the ledge.

Throws

  • Grab: Onua and Pohatu burst out of the ground. Onua holds the opponent while Pohatu prepares a battle stance.
  • Pummel: Pohatu kicks the opponent.
  • Forward:Onua carries the opponent on his shoulder wile the other two toa follow.
  • Back: Pohatu kicks the opponent hard.
  • Up: Onua throws the opponent upwards.
  • Down: Onua places the opponent on the ground and Tahu stabs them.

Tilts

  • Forward: A different angled slash.
    • He can swing diagonally.
  • Up: He swings upwards.
  • Down: He stabs the ground with his sword.

Smashes

  • Forward: A blazing forwards sword slash.
  • Down: He stabs the ground with his sword on fire, creating a small explosion.
  • Up: Gali appears and creates a splash of water.

Aerials

  • Neutral: He swings forwards.
  • Forward: He stabs forwards.
  • Back: He swings around in a circle with his sword.
  • Up: He sets himself ablaze and boosts upwards slightly.
  • Down: He stabs downwards with his sword, sending him speeding to the ground.

Specials

  • Neutral: Crawling Flame: Creates a small flame that crawls along the floor and walls.
  • Forward/Back: Assist Kopaka: Kopaka appears and creates a cold wind that can freeze opponents.
  • Up: Assist Lewa: Lewa flies downwards and carries Tahu upwards. Functions similarly to Olimar's recovery.
  • Down: Assist Onua: Onua emerges from the ground and pulls Tahu in. Allows him to evade attack for a second or two. With enough skill, it can also be used to bury opponents.

Final Smash: Unity Blast

  • All six Toa appear and combine their elemental powers to create a powerful beam.

Character Details

Character Series Icon: The symbol of the Three Virtues that also functions as a logo for Bioncile as a whole.

Stage: Mata Nui

  • Description: A platform with the six Toa's masks on it that travels around the island. Has a platform setup similar to Small Battlefield.
  • Special Features: The platform will land on the six areas of the island, temporarily reducing the number of blast zones from four to three. The only areas that have any features of note are Ga Wahi, which is surrounded by water (And the bohrok can also bee sen destroying the giant stone mask in the background) and Ta Wahi, which is surrounded by Lava. If the stage is set to Omega or Battlefield mode, the platform will still fly around the island, but will not land.

Stage Entrance: Rebuilds himself from a spilled Toa Canister.

Taunts:

  • Up: Gali appears alongside him and crosses her hooks.
  • Side: He does a "Come Here" gesture with is free hand.
  • Down: Lewa appears and puts his axe on his shoulder.

KO scream: What you'd expect.

Victory screen:

  1. Tahu raises his sword alongside Turaga Vakama.
  2. All six Toa recreate the "lineup" art from 2001.
  3. Tahu and Kopaka shake hands.

Victory Theme: A remix of "Kumo Rocks!" from the Bionicle Power Pack CD.

Classic Mode: Elemental Powers - All six opponent (barring the boss) represent one of the six main elements from Bionicle. All battles (again, barring the boss) take place on the Mata Nui stage

  1. Orange Kirby (Only uses Rock, Stone)
  2. Black Donkey Kong (Only uses burying moves, Earth)
  3. Geeen Pit (Air)
  4. White Ice Climbers (Ice, duh.)
  5. Squirtle (Water)
  6. Red Charizard (Fire)
  • Boss: Galleom

Costumes

  1. Default
  2. Jaller's matoran colors. All other toa take on the colors of their respective Mc Toran.
  3. Vakama Metru's colors. All other toa take on the colors of their respective Toa Metru.
  4. Turaga Vakama's colors. All other toa take on the colors of their respective Turaga.
  5. Vohtarak's colors. All other toa take on the colors of their respective Visorak.
  6. Silver Masks for all toa.
  7. Golden Armor. All other toa have gold masks.
  8. Shadow Toa, as described in the books.
other
  • Kirby Hat: Kirby gains Tahu's Kanohi Hau and sword.
  • Boxing Title: TBA

Edited by AyyBee121 on Aug 9th 2020 at 10:25:41 AM

AyyBee121 Since: Apr, 2020
#160: Aug 10th 2020 at 9:45:43 PM

[nja]With all the weird and crazy fighters in Super Smash Bros thet you would never expect to see together, the game can look a lot like M.U.G.E.N at times. You know what that means:

    Kung Fu Man challenges the world! 

Kung Fu Man

Gameplay Data

Attributes:

  • Speed
    • Dash: Low. Equal to Byleth.
    • Walk: Medium. Equal to Donkey Kong.
    • Air: Low. Equal to Terry.
    • Fall: Medium. Equal to Ryu and Ken.
  • Weight: Medium. Equal to Mega Man.
  • Frame data notes: Kung Fu Blow has a bit of a slow startup, but that's about it.

Movement Abilities:

  • Basic double jump only. No wall jump, no crawling, no nuthin.

Special properties:

  • Shares the same basic mechanics as the other fighting game based characters. In addition, he has a power bar that can be filled by landing attacks, being hit by attacks, and executing combos. This is used for powered up versions of his regular attacks. The maximum power in the meter is 1000, rather than the default 3000 for balance reasons.

Move list:

Neutral

  • Jab: A basic jab. His default light punch from M.U.G.E.N
    • Jab 2/3: Jabs with his other hand.
    • Jab infinite: None.
  • Dash Attack: He does Duane's infamous dance from Barbie Dance Club.
  • Wake up: Does a breakdance kick (A la Super Mario 64) while getting up.
  • Ledge: Does a front flip off the ledge.

Throws

  • Grab: He grabs the opponent by the shirt.
  • Pummel: He takes one hand off of the shirt and slaps the opponent with it.
  • Forward: A shoulder throw that does not involve turning. KFM's default throw from M.U.G.E.N.
  • Back: A basic shoulder throw.
  • Up:
  • Down: A powerful suplex.

Tilts

  • Forward: A big slap. KFM's original ground heavy punch.
  • Up: An upwards palm. Based on KFM's crouching strong punch, minus the crouching.
  • Down: A leg sweep. KFM's crouching strong kick.

Smashes

  • Forward: A cannon with blue wheels appears and shots a projectile. A reference to one of Zeeky H. Bomb's moves. The cannonball counts as a projectile.
  • Down: Shoots the ground rapidly with a yellow laser gun. A reference to Dee Bee Kaw's "Kill it with fire!" move.
  • Up: Jumps upwards excitedly while holding a fan. A reference to Daniel's "Fan Whirlpool" move.

Aerials

  • Neutral: A basic aerial jab. His default aerial light punch.
  • Forward: A kung fu kick. His default aerial heavy kick.
  • Back: Puts his legs behind him. His default aerial light kick.
  • Up: An upwards aerial chop.
  • Down: A basic aerial karate chop. His defaule aerial heavy punch.

Specials

  • Neutral: Kung Fu Palm: Basically what it sounds like. A stronger version (Strong Kung Fu Palm) can be inputted using ↓↘→ + Attack/Special, A stronger and faster version that also causes you to slide forwards and costs 330 power (Fast King Fu Palm) can be inputted the same way, but by pressing the attack button ant then the special button instead of one of them once, and a further upgraded version that has him do the palm three times but costs 1000 power (Triple Kung Fu Palm) can be inputted using ↓↘→ ↓↘→ + Attack + Special.
  • Forward/Back: Kung Fu Knee: Much like what it sound like. By pressing the special button again before or during the move, you can do an additional kick. A stronger version (Strong Kung Fu Knee) can be inputed with →→ + Attack/Special, with the same button you used to used to finish being used for the additional kick, and an even stronger variation that costs 330 power (Fast Kung Fu Knee) Can be inputted if you do the basic attack button, then the special button instead of either/or.
  • Up: Kung Fu Upper: An uppercut that, much like Link's up special, only propels you into the air if the attack is used in the air already. A stronger version (Strong Kung Fu Upper) can be inputted with the combo →↓↘ + Attack/Special, a yet stronger version that uses 330 power (Fast Kung Fu Upper) can be inputted by using the basic attack button, then the special button instead of either/or, and an even stronger version that costs 1000 power (Smash Kung Fu Upper) can be inputted using the combo ←↙↓ ←↙↓ + attack + special.
  • Down: Kung Fu Blow: A palm blow to both sides. A stronger version (Stronge Kung Fu Blow) can be inputted using ←↙↓ + Attack/Special. A yet stronger version that uses 330 power (Fast Kung Fu Blow) can be inputted by using the basic attack button, then the special button instead of either/or.

Final Smash: Kung Fu Roller

Character Details

Character Series Icon: The "M" logo that serves as the current icon for Video Game/MUGEN.

Stage: Mountanside Temple

  • Description: A secret wooden base with windows overlooking mountains and two stone pillairs.
  • Special Features: Functions similairly to the King of Fighters Stadium, but in addition to beakable walls, it also has a breakable roof.

Stage Entrance: He kicks a block of wood the flies in from the side of the screen in half.

Taunts:

  • Up: KFM holds up a bomb that strongly resembles Zeeky H. Bomb.
  • Side: Kung Fu Man bows. KFM's default taunt and victory animation from M.U.G.E.N.
  • Down: KFM tightens his belt.

KO scream: Basic.

Victory screen:

  1. He raises one fists victoriously.
  2. He karate chops a wood block on top of bricks in half.
  3. He turns to face the camera and folds his arms.

Classic Mode: Round onn: Fight! -Characters that thave gaine noteriety in the M.U.G.E.N commumity. All battles are stamina and take place on Mountainside Temple.

  1. Mario
  2. Sonic
  3. Ryu
  4. Mega Man
  5. Hsien-Ko
  6. Team of red Kens (or grey, of the second player is playing as red Ken) (Rox Howard Clones)
  • Boss: Master Hand

Costumes

  1. Off white gi, blue headband and shoes. Default (Light Punch) colors.
  2. White gi, light blue headband and shoes. Medium Punch/P2 colors with modified heaband/shoe color to make it easier to tell the difference from a distance..
  3. Pastel yellow gi, grey shoes and headband. Heavy punch colors.
  4. Grey gi, headband, and shoes. Light kick colors.
  5. Blue gi, headband, and shoes. Medium Kick colors.
  6. Pastel green gi, red shoes/headband. Heavy kick colors.
  7. Off white gi, red hair, dark blue headband, shoes, belt, and trim. Kung Fu Girl's colors
  8. Grey gi, red headband and soes, and solid red eyes. Evil Kung Fu Man's colors.
Other
  1. Kirby hat: Kirby gains KFM's hair and headband, as well as angry eyebrows. Because Kirby does not have a power meter, he cannot use the variants of Kung Fu Palm that use it.
  2. Boxing title: The Man Who's Seen Everything

Edited by AyyBee121 on Aug 27th 2020 at 10:06:51 AM

wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#161: Aug 12th 2020 at 10:50:25 PM

A while back I made a long post that also covered some changes I'd make to existing fighters, as well as Ryu/Ken type Echo fighters I'd make. There were also some separate thoughts regarding Assist Trophies or Mii costumes, but the relevant parts on character changes are below:

    Echo Fighter Pass 
This pass would move Echo fighters more towards the Ryu/Ken type "mostly the same, but with a couple key differences". Dark Samus, Lucina, Chrom, and Daisy would get similar treatment, but are listed in the below "current character gameplay changes" folder. I don't have any ideas for Dark Pit yet.
  1. Proto Man (Echo of Mega Man)
    • Attribute change(s):
    • 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
      • Final Smash: Instead of the various Mega Men, he's joined by Zero, Bass, and Axl
  2. Medusa (Echo of Palutena)
    • Attribute change(s):
      • Slightly faster Autoreticle startup and cooldown, for more projectile spam
      • Replace angel wing Smash attacks with small explosions
      • No special shield
    • Moveset change(s): Palutena's Smash 4 customs
      • Side+B Super Speed
      • Down+B Lightweight
      • Up+B Rocket Jump
  3. Black Shadow (Echo of Captain Falcon)
    • Attribute change(s): Reference his craft in F-Zero games
      • Inherit Ganondorf's Smash 4 attributes
      • Slowest initial dash in the game
      • Over the course of each stock, his fall, walk, and run speed slowly increase until he's slightly faster than Captain Falcon
    • Moveset change(s):
      • Inherit Ganondorf's Smash 4 moves wherever they diverge from Falcon's (Ganondorf would be further changed)
      • Up+B Captain Falcon's "Falcon Strike" Custom
  4. Dixie Kong (Echo of Diddy Kong)
    • Attribute change(s): None
    • Moveset change(s):
  5. Louie (or Alph) (Echo of Olimar)
    • Attribute change(s): None
    • Moveset change(s): Olimar's Smash 4 customs
      • Neutral+B Hardy Pikmin Pluck
      • Side+B Sticky Pikmin Throw
      • Down+B Order Tackle
      • Up+B Mighty Winged Pikmin

    Current character gameplay changes 

Daisy (reflect the Mario Sports games and her "tomboy" personality)

  • Upwards F-Smash uses a baseball bat, not frying pan
  • Change Up+B to "Jump Smash", based on the Parasol High Jump, except with a tennis racket instead of parasol, and spiking downward swing of the racket at the end.
  • Down+B only spawns Soccer Balls
  • Change Final Smash to a cinematic Torpedo Strike
  • Cosmetic change: 4 of her alternate costumes would be sports outfits
  • Change one of her taunts to "HI, I'M DAISY!"

Jigglypuff

  • Change Rest: Hold B to stay asleep and slowly heal while sleeping.
  • Change Sing: Can hit through shields.

Mewtwo

  • Significantly increase grab range using telekinesis, on par with short tether grabs.
  • Disable: can put an airborne opponent into the helpless state.
  • Add Wall Cling.

Charizard

  • Flare Blitz doesn't do recoil damage if it doesn't hit anything.

Samus

  • Side+B Homing Missiles actually home in better. Missiles can't be beaten by a weak attack.
  • Rename Down+B to "Morph Ball". Same as Bomb currently is, but holding B keeps you in Morph Ball's smaller form. Move with the control stick.

Dark Samus

  • Change certain attacks to smaller version of those it had when it was an Assist Trophy:
    • Side+B Scattershot
    • Down+B Homing Shot
    • Down Smash Phazon Tendrils
  • Change Final Smash to "Metroid Prime" (re-skin Bayonetta's Final Smash)

Ridley (Better in the air)

  • Increase weight to at least Ganondorf's.
  • Add a third midair jump.
  • Up+B can go straight up or 4 diagonals.

Little Mac (Better adapt boxing techniques to Smash gameplay)

  • Add a "Slip Dash", where Little Mac can performa a spot dodge while dashing, if the player tilts forward and up/down, combined with shield, while dashing.
  • Replace his Up Aerial with a smaller version of his current Up+B Rising Uppercut.
  • Replace his Up+B with "Cornerman":
    • The first use of it quickly spawns Doc standing next to a boxing stool. Subsequent use of the move causes Little Mac to "teleport" to wherever the stool is (compare seondary characters catching up to the lead character in Subspace Emissary or Kirby games).
    • The teleport has a brief bit of startup lag, and for "endlag" during the move Mac has to cool off on the stool for a couple seconds and get a drink of water before he can get back up. He doesn't fall vertically during the move, but he can be hit out of his "teleport", at any time, which isn't too hard given his path from starting point to stool is easily telegraphed.
    • Landing on the stage, or jumping off of it, clears the active corner. So, to use this as a recovery move, he'd have to have already committed to it earlier in his air moves, requiring strategy.

Ike

Roy

Lucina & Chrom (Echoes of each other)

  • Differences from each other: grip styles, their physical attributes, and their current Up+B moves
  • Change Neutral+B to "Support": summon Robin to use their Thunder neutral special.
  • Change Side+B to Iai Counter, a short range quick step. If it counters an opponent, it launches them behind the user.
  • Change Down+B to "Level Up": Up to 5 times per Stock, the user holds a pose, and receives a small, random stat buff to either attack strength, movement speed, or launch resistance. On the fifth use, the move becomes "Promotion", which buffs strength, movement speed, and launch resistance.
  • Chrom's Final Smash is "Pair Up" with Robin. Lucina's stays as Critical Hit.

Captain Falcon (not penalized for his speed, good grip and handling)

  • Increase initial dash speed.
  • Add intangibility to Dash Attack.
  • Decrease turn around animation length.
  • Change Side+B Raptor Boost: decrease startup frames, using the move in midair does not leave him in a helpless state if it misses.

Ganondorf (representing pre-timeline split and OOT)

  • Change Neutral Aerial to spinning Pig Ganon's trident around himself, like Ivysaur's Neutral Aerial.
  • Change Up Aerial to an upwards trident stab
  • Change Down Aerial to Wizard Foot
  • Replace Neutral+B with Warlock Blade, using Pig Ganon's Trident
  • Edit Up+B Dark Dive (Dark Rise) so that he teleports upwards, and briefly hovers if it doesn't hit anyone.
  • Replace Down+B with "Dead Man's Volley": flings his hand to shoot a slow projectile (only one on screen), and reflect any projectile his hand hits. Ganondorf hovers while using this move in midair.

Young Link (representing Child Timeline)

  • Change Side+B to "Bombs and Boomerangs": A smash input throws a boomerang, but a tilt input draws a bomb.
  • New Down+B: Ocarina of Time (can't be used midair), a menu with three options:
    • Song of (Double) Time: Increases Link's movement speed, fall speed, and knockback taken, x1.3, for 5 seconds, with a 10 second cooldown
    • Song of Healing: Heals Link 3%. 3 second cooldown
    • Inverted Song of Time: Decreases Link's movement speed, fall speed, and knockback taken, x0.769, for 5 seconds, with a 10 second cooldown
  • Final Smash transforms into "Fierce Diety Link" for Triforce Slash.

Toon Link (representing Adult Timeline and Toon games)

  • Smash attacks use the Four Sword, making "cloned" Links for additional hits and knockback (uncharged Smashes have lower damage and knockback)
  • Change Side+B to "Bombs and Boomerangs": A smash input throws a boomerang, but a tilt input draws a bomb.
  • New Down+B Wind Waker: casts a stationary Tornado a short distance in front of Toon Link. Can't be used midair. Using your own tornado doesn't deal self-damage.
  • Holding UP while in midair would allow a slow, controllable descent by gliding with Minish Cap, Ezlo (like G&W's parachute).
  • Change Final Smash to "King of Red Lions", summoning the ship on a wave that washes across the screen.

Sheik (representing Hyrule Warriors)

  • Change Down+Air to the X-shaped kunai slash she used to end her combos in Hyrule Warriors. This can meteor.
  • Up+B: Combine Bouncing Fish with Vanish. If B is held down at any point during the Bouncing Fish, Sheik will begin her Vanish.
  • Change Down+B to "Harp": She plays notes, and for a short period, an electrical field (recall Mewtwo's Shadow Ball charge in Melee) appears around Sheik and any of her needles out, for low knockback.
    • Needles would function for area control. The needles would be used up once the field ends.
    • The field around Sheik can extend her combos for a little bit more damage while rushing down opponents, or for a slight "get off me" tool.
  • Change Final Smash, for the last hit, Impa would appear, and do a special move: on the ground, her Naginata Attack / in the air, her Giant Blade Attack
  • Cosmetic change: put kunai in her hands for her Dash attack and Up Smash

Sonic (rushdown then style on opponents)

  • Change Dash Attack to Slide, after which he can hop or continue forward without losing much speed
  • Change Up Tilt to Up Draft, which can juggle
  • Change Down Tilt to Sonic Flare
  • Change Neutral Air to Eagle/Axe Kick, which can spike opponents if a sweetspot at the heel connects
  • Change Forward Air to Sonic Ballet, a bursting mid-air dash attack which brings Sonic up to near-top speed.
  • Change Up Air to Insta-Shield, a spin attack that gains a little bit of height, and can reflect projectiles for a very brief moment at the start of the attack
  • Change Side+B to Sonic Drive: The first use of the move throws a ring (no hitbox), which lingers on the ground for a short while. Subsequent use(s) perform a short Light Speed Dash in the direction of the ring. Compare Fox Illusion or Wolf Flash for the dash's damage and movement properties.
  • Alter Down+B when used in midair:

Edited by wanderlustwarrior on Aug 12th 2020 at 1:02:27 PM

The sad, REAL American dichotomy
AyyBee121 Since: Apr, 2020
#162: Aug 13th 2020 at 11:17:32 AM

Some of these echo fighters are a little too different from their originals, especially Proto Man. Like, I know that some echo fighters have a few new moves, but yours push it a bit. No offense.

Edited by AyyBee121 on Aug 13th 2020 at 2:28:27 AM

AyyBee121 Since: Apr, 2020
#163: Aug 13th 2020 at 2:23:26 PM

This is Tatanga, the main villain of Super Mario Land. He takes some heavy inspiration from Bowser Jr. He's like the Isabelle to Jr's Isabelle.

    Tatanga makes a landing! 

Tatanga

Gameplay Data

Attributes:

  • Speed
    • Dash: Sligtly higher than Bowser Jr. Close to Min Min.
    • Walk: Slightly higher than Bowser Jr. Not quite o par with Robin.
    • Air: Higher than Bowsr Jr. Equal to Mii Brawler.
    • Fall: In between Bowser Jr. and Donkey Kong.
Smash_Bros._Ultimate_weight_values Weight]]: Slightly lighter than Bowser Jr. Tied with Wario, Ike, Ridly, and the Belmonts.
  • Frame data notes:

Movement Abilities:

  • Has the basic double jump. Does not have any other movement abilities.

Special properties:

  • Takes 0.88× of the damage an attack would usually deal at the start of the match. However, his windshield will eventually shatter, exposing his body. If his body is hit, he will take 1.15× damage instead. His body hurtbox and windshield take priority over his ship's.

Move list:

Neutral

  • Jab: The boosters at the sides of his ship extend on mechanical arms to punch.
    • Jab 2/3: Uses the "arm" not used for the previous punch.
    • Jab infinite: A flurry of punches that end in an uppercut.
  • Dash Attack: A panel opens in the front of the vehicle to reveal a grinder (saw) that swings twice.
  • Wake up: Gets up while thrusting a trident on both of sides.
  • Ledge: Slams a pair of Khopesh while climbing up.

Throws

  • Grab: The spaceship extends a claw to grab the opponent. A slow grab overall.
  • Pummel: Hits the opponent with a wooden hammer. A fairly fast pummel. The hammer is based on the ones the Mario bros. use in various RPG titles.
  • Forward: Throws an uppercut akin to the jabs above.
  • Back: The ship spins and then throws the opponent backward.
  • Up: The ship flings the opponent upward.
  • Down: The ship throws the opponent onto the ground and then extends a drill from its underside to pierce opponents.

Tilts

  • Forward: The ship thrusts a trident forward.
  • Up: The ship thrusts a trident upward.
  • Down: The ship sashes a khopesh low to the ground.

Smashes

  • Forward: The ship uses two drills to drill the opponent in place.
  • Down: He swings two Khopesh around in a circle.
  • Up: The ship does a double uppercut with it's arms.

Aerials

  • Neutral: The ship spins around with the arms extended.
  • Forward: The ship swings a Kopesh forward.
  • Back: The ship slashes a Khopesh backwards.
  • Up: The ship tilts upwards and stabs with a trident.
  • Down: The ship extends a drill from its underside to pierce opponents.

Specials

  • Neutral: Triple Cannon: The ship fires a shot that splits into three smaller shots after traveling a short distance. It an be charged to increase speed and range.
  • Forward/Back: Sky Popper: A propeller emerges from the front hatch, and he thrusters turn into wings. Similar to Jr's side special, but it can be use in the air without falling, but cannot turn and won't go as far.
  • Up: Ejector Seat: Tatanga's variation on "Abandon Ship!" As the name implies, Tatanga has an ejector seat, which has a parachute that allows him to float slowly downwards. However, he cannot attack while parachuting.
  • Down: Blast Bomb: Releases a bomb from the front hatch that rolls along the ground before opening up and releasing an upwards energy shot.

Final Smash: King Totomesu

Character Details

Character Series Icon: Th basic Mario icon

Stage: Birabuto Kingdom

  • Description: The desert kingdom from Super Mario Land. An auto scrolling stage. The omega and battlefield versions are made of sandstone brick.
  • Special Features: In addition to a few short walls, pipes, and pits, a few Gao will appear an breathe fire. They will not appear if hazards are turned off.

Stage Entrance: His ship flies onto the stage.

Taunts:

  • Up: Tatanga does a flip.
  • Side: The vehicles arms bang together.
  • Down: Tatanga does a spin.

KO scream:

Victory screen:

  1. What appears to be Daisy appears and Tatanga grabs her with the ship's claw. However, she turns into a Fighter Fly, revealing it to be a fake. Tatnga does an Aside Glance, realizing he's fallen for his own trick.
  2. Tatanga activates his ejector seat, doing a Finger Wag while he falls to the ground.
  3. Tatanga jumps out of his vehicle and leans on it.

Classic Mode: (theme) - (description)

  • Boss:

Costumes

  1. Purple skin, silver vehicle with red and yellow stripes on the thrusters. Tatanga's vehicle design from Super Mario Land 2.
  2. Yellow skin, lime vehicle, indigo vehicle stripes. Fighter Flies' Super Mario Land colors.
  3. Yellowish orange skin and vehicle, red and black thruster stripes. King Totomesu's colors.
  4. Grey skin, indigo vehicle, yellow thruster stripes. Pionpi's colors.
  5. Yellowish orange skin, yellow vehicle, black thruster stripes. Bunbun's colors.
  6. Light blue skin, red vehicle, solid yellow thrusters. Chikako's colors.
  7. Pastel purple skin, black vehicle, red thruster strpes. Based on Tatanga's comic design.
  8. Green skin, Greenish off white vehicle no thruster stripes, green on bottom. Gameboy colors.
Other
  • Kirby Hat: Kirby gains a purple "bald cap" with Tatanga's ears.
  • Boxing Title: The Mysterious Spaceman

Edited by AyyBee121 on Aug 27th 2020 at 10:27:11 AM

AyyBee121 Since: Apr, 2020
#164: Aug 13th 2020 at 3:14:47 PM

Alright, time an echo fighter, plus a template to make your own!

    open/close all folders 

    Metal Sonic steels the show! 
Echo Figter of: Sonic

Differences from Sonic:

Cosmetic
  • As with all echo fighters, his victory animations and taunts are different.
  • His walking and running animations are altered so he floats. This affects his dash attack as well.
  • The spring on his up special has wheels, as many Sonic CD springs did.
  • The crosshair on his neutral special is more eggman-esque.
  • His entry animation is different, seeing him folding his arms then doing a Finger Wag. Based on Sonic CD.
  • He has a new victory theme, based on the Japanese Sonic CD victory theme.
Attacks Attributes
  • He is slightly heavier than Sonic, his weight being equal to Little Mac.
  • His jump is slightly less high. His double jump is not affected.
Taunts
  • Up: Floats and strikes a menacing pose.
  • Side: Boosts with his chest turbine slightly.
  • Down: Spins in a circle, ending in a finger wag.
Victory Animations
  • Boosts onto the stage and picks up the red Chaos Emerald and shows it off.
  • Appears next to Sonic in a "starting line" pose, before they both run off at extreme speeds.
  • Neo Metal Sonic emerges from a puddle of liquid metal and does an evil laugh.
Kirby Hat: Metal Sonic's "Spines" and eyes.

    template 

'''Echo Fighter of:'''
!Differences from (character):
'''Cosmetic'''
*
'''Attacks'''
*
'''Attributes'''
*
'''Taunts'''
*Up: 
*Side: 
*Down: 
'''Victory Animations'''
*
*
*
'''Kirby Hat''':

    Visual Template 
Echo Fighter of:

Differences from (character):

Cosmetic
Attacks
Attributes
Taunts
  • Up:
  • Side:
  • Down:
Victory Animations
Kirby Hat:

Edited by AyyBee121 on Aug 13th 2020 at 7:59:15 AM

SalFishFin Since: Jan, 2001
#165: Aug 14th 2020 at 9:22:38 PM

Well this is interesting. Didn't know this was here.

I actually came up with this mockup of Byleth before they were announced as DLC, but might as well add it.

    Byleth Shows us How it's Done! 
Basically their gimmick would revolve around the fact that there's no real limit to what weapon a character can use- you can give your priest an axe, your mage a sword, force-feed your Fighter faith until he learns healing magic... they won't necessarily be great at it, but it's an option you have. So I'm going to be incorporating that. So depending on input, their attacks have three variations each based on weapon, and on top of that, you can instantly cancel any attack into another that uses the same weapon. Sword attacks are short-range, moderately fast, and with decent knockback. Lance attacks are longer-range and slightly slower than swords, with a Tipper Mechanic that offers more damage and knockback. Axe attacks are the slowest, but have better range than swords and offer the most damage and knockback, even more than tipper Lance. Gauntlet attacks are generally "get off me" moves that have little to no startup and are hard to punish on whiff, with set knockback, and enough endlag on hit (and only on hit) that it's hard, but not impossible, to chase the opponent down. They are also the only Fire Emblem character that can cling to walls, using the spikes from their gauntlets

Jabs and Tilts are based on a Tap, Double-Tap, and Hold input system.

  • Jab
    • Tap is a single lance thrust. About as strong as Ganondorf's palm strike at the tip, and a bit slower.
    • Double-tapping will have Byleth perform two slashes with a sword.
    • Holding jab will perform a flurry of punches with gauntlets.
  • F-Tilt
    • Tap: wide vertical sword slash. Quick with high base knockback but no growth- just a sort of "get off me" move.
    • Double-Tap- One-two punch with the gauntlets, similar to Little Mac. Second hit has decent launch power.
    • Hold- Step forward with a strong upward Axe strike. A good amount of startup and about half as much in cooldown, but Big damage and good launch power.
  • Up-Tilt
    • Tap- Lance. High launch power if tippered, but thin hitbox.
    • Double Tap- two Gauntlet jabs upward. Sacrifices range and knockback for raw damage. Can catch taller enemies from the side and actually good for serial follow-ups
    • Hold: Axe swing upward in almost a full circle from back to front. Slow with a lingering High- damage hitbox
  • Down Tilt
    • Tap- Sword jab like Marth et al.
    • Double-Tap- Double Lance jab. Slightly slower, tipper mechanic.
    • Hold- Sweep with Axe, similar to Ike
  • Dash Attack
    • Tap- Slashes with Sword
    • Double-Tap- Lunges with Lance
    • Hold- advances with a flurry of Gauntlet strikes. Runs for as long as you hold, and can be held indefinitely at ledge.
  • Neutral Aerial
    • Tap- Ike-ish Top-to-bottom Axe swipe
    • Double-Tap: Front-to-back twirl like Marth
    • Hold- pulls out lance and spins it for multiple hits. Lasts until the button is let go or Byleth lands. No landing lag.

Other Aerials work on Smash, Tilt and Hold. If you input a Hold, it will supersede the smash or tilt input.

  • Up-Air
    • Tilt- Sword slash
    • Smash- lance stab
    • Hold- Spins axe above like the Ike-copter of days past. Gets a good vertical boost (about body height) the first time, a smaller one the second (about half) and an even smaller on the third (about kneee to foot length). No more boosts after that, but kind of hovers in place for a bit before continuing to fall.
  • Forward-Air
    • Tilt- Gauntlet Jab
    • Smash- triple Sword stab
    • Hold- Axe slash
  • Back- Air
    • Tilt- Spins around with a hook punch with the gauntlet
    • Smash- Turns around and stabs with the spear
    • Hold- turns around and flips in the air with the Axe. Reminiscent of the Mercenary animation from the GBA games.
  • Down-Air
    • Tilt- Gauntlet. Like Little Mac but actually decent
    • Smash- Sword slash downward
    • Hold- Drop downward with the lance, like Toon Link/ Bowser/ Zero Suit Samus. Small earthquake.

Grabs are with one hand and pummels are with the gauntlets

  • Up-Throw- Tosses the opponent above their head. Input the A button after the throw to stab with the Lance, with a tipper if timed properly. Tipper kills around 110 for mid-weight characters.
  • Down- Throw- slams opponent into the ground for a bury. Input A to chop them in the with the Axe before they pop up easier to mash out at higher percent) Kill throw at about 95 for Mid-weigts
  • Forward-Throw- slashes with a sword.
  • Back throw- Tosses opponent behind and slams them with the gauntlets.

Neutral Special is a charge move. Involves Tap, Double-Tap, or Triple-Tap inputs followed by a hold to charge.

  • Press and hold- multiple Sword slashes. Safest on shield.
  • Tap-Press and Hold- Lance thrust. Tipper breaks Shields instantly.
  • Tap-Tap-Press and Hold- Axe slam. Produces a small earthquake, similar to Roy's Flames and Chrom's wind, that hits front and back. Insta-kill at full charge, but minimal shield damage.
  • Side- Special- Projectiles
    • Tilt- forward Javelin toss. Can angle slightly while winding up.
    • Smash- Hand Axe. Straight shot that boomerangs. Hold Down the B Button for more distance.
    • Hold- Arrow. Functions like Link's.
  • Down- Special- Focus. Increases damage and knockback for a selected weapon for ten seconds
    • Tap for Gauntlet
    • Double Tap for Sword
    • Triple Tap for Lance
    • Hold for Axe
  • Up-Special
    • Tilt- Dolphin Slash with gauntlets.
    • Smash- Throws a Javelin with a rope attached. Tether recovery but can also function like Isabelle's fishing rod. Can perform a different up-Special if you catch an opponent while you're in the air.
    • Hold- Ike-Copter 2.0. Imagine K-rool's up special with a bigger hitbox abover them, but not as much vertical.

Smash attacks work like Peach and Daisy- Different angles for different weapons. F-Smash-

  • Neutral- Spear Thrust
  • Upward Angle- Axe slam
  • Downward Angle- Gut punch with gauntlet
Up-Smash-
  • Neutral- Again, Spear Thrust
  • Backward Angle- Swings Axe from front to back.
  • Forward angle- Swings Sword Back to Front
Down Smash- Slams weapon into thw ground, creating an earthquake.
  • Neutral- Gauntlets. Fast and with little endlag. High- damage but trips instead of launches. Worst range.
    • Forward Angle- Sword. Better range, but slower than Gauntlet. Best damage, middling knockback.
    • Hold- Lance. Best ground range and high knockback to grounded opponents. Kicks Up rocks into the air to damage opponents that try to jump over it. Lots of endlag, though.

And here's another one I did mostly for fun.

    Mii Mage Casts Their Lot In! 
The Gimmick:
  • In addition to the whole "swappable specials" thing, their smash attacks, grabs, and certain other A moves will be Energy-based, meaning that they will match the energy of the last Special used. The types are Neutral, Fire, Electric, Wind and Ice.
    • A neutral-energy Attack is balanced among Knockback, Damage, and Hitstun but also has the lowest endlag, so using other energy will make everything a few frames slower to act out of.
    • Fire Energy. With 2 extra frames of endlag, has the most Damage, and slightly less Knockback than Neutral, but Hitstun doesn't really change,
    • Electric Energy has 6 extra frames of endlag, but lots of Hitstun. It does less damage than fire, and roughly the same Knockback as Neutral
    • Wind Energy does the least damage and has almost no hitstun, but adds a windbox to the move. Has only 1 extra frame of endlag.
    • Ice Energy does slightly more damage than Wind, and has virtually no Knockback, but will freeze enemies at high percents. 4 extra frames of endlag.

Normal Attacks

  • Jab- a poke with Mii's magical staff. Spammable.
  • Forward Tilt- a horizontal staff swing with some low-damage magic particle effects. Energy-based
  • Down Tilt sends a small wave of magic along the ground with a stomp. It travels about one stride away. Energy-Based
  • Up-tilt swings the staff in an arc above Mii's head. Disjointed but not by very much.
  • Dash attack is like Lucas's, shoving a hand forward with magic. Energy-based.
Aerials:
  • Neutral: Mii claps their hands together and releases a small pulse of magic that completely surrounds them. Energy-based
  • Forward: A Multi-hit move where Mii spins their staff in front of them.
  • Back: Mii whirls around and slams the opponent with a horizontal staff swing.
  • Down: An energy-based move where Mii will bring their hands up above their head to charge, then swing down savagely with a burst of energy coming from their palm. Fire Energy will give Mii a slight boost upward the first time they use it, while wind will give them a large boost.
  • Up: Mii raises a hand and quickly summons a ball of energy. Imagine Ivysaur's Up-air. Energy-based.

Grab- Mii has a disjointed grab using a telekinetic field. All Throws involve explosions of magic Energy with the energy property.

The Specials-

  • Neutral
    • 1: Energy Ball- a chargeable Neutral energy move a la Samus or Lucario
    • 2: Ice Breath- a held move, Mii exhales in a cone, which can be angled like Bowser and Charizard's Fire Breath. Multi-hit up close, freezes at high percents.
    • 3: Burning Darts: Charges and shoots a spread of four darts of Fire energy. Small knockback, but inflicts a “burn” status- the foe will take .5% damage every time they attack until they actually hit Mii with a physical attack. The burns status can stack up to three times (without changing the amount of damage the burn inflicts), so if the foe is hit by 3 darts, they must land 3 hits on Mii. A Multi-hit move like Pikachu’s forward air will count as one attack, but can hit Mii enough times to cure the foe even from a full stack.
  • Side:
    • 1: Teleport: Neutral Energy. Like Pac-Man's pellet, but instead of charging, Mii teleports to the beacon. Teleporting into the ground has little endlag
    • 2: Spark Dash: Similar to Falco’s Illusion, Mii surrounds themself with Electric energy and quickly dashes a fair distance horizontally. Enemies caught in the trail are stunned, but Mii goes into freefall after.
    • 3: Gust of Wind: A charged attack that unleashes a horizontal windbox. In the air, Mii is sent flying in the opposite direction.
  • Up:
    • 1: Float. Like ROB’s Up-B, Mii can rise slowly in the air and maneuver left and right for a long distance, allowing them to stop and start until the energy runs out. Neutral Energy
    • 2: Rising Tornado: a cylinder of Wind Energy boosts Mii directly upward. It lingers until Mii lands on the stage (or in a blast zone) and hits enemies multiple times before sending them directly upward.
    • 3: Ice Pillar: Mii summons a platform of ice below them to stand on and regain their jumps. Mii can use this move twice, at which point they must land onstage to use it again. Using it without charges will break both pillars. Can be used to block the ledge so the opponent can't grab it, but any attack will break through the pillar.
  • Down:
    • 1: Heal. hold the button down for 1 seconds to heal 8%. Can be held down for up to 7 seconds to heal a total of 15%, every 2 seconds healing half as much as the previous. (8%, 4%, 2%, 1%). Needs to recharge for 2 seconds for every percent of damage healed (IE 30 seconds if you heal all 15%, 16 seconds to heal 8%) Neutral Energy
    • Explosion- A Fire Energy attack that creates a huge explosion centered on Mii- imagine Hero's Magic Burst at about 50 Mana. Takes a long time to charge and does 10 damage to Mii.
    • Absorb: Similarly to Incineroar's Blaze, Mii coats themself in Electric Energy for a short time. If hit by an Energy projectile (Anything that Ness/Lucas would be able to absorb to heal), Mii will take damage, but also absorb the hits so that the next time Mii lands an Electric Energy move, the enemy will be in Stun for a time. Enemies can be stunned in the air, but will be able to mash out more quickly than if they were hit on the ground.

DrNoPuma Tango from Toon Town Since: Mar, 2015 Relationship Status: I think I love you, so what am I so afraid of?
#166: Aug 15th 2020 at 7:53:25 PM

Nice, everyone! Now here's one that's been a long time coming:

    Whiskers and Skid risk an adventure! 
  • Franchise: TinkerQuarry
  • English Voice Actor: I would choose Yuri Lowenthal for Whiskers and Lani Minella for Skid.
  • Palettes:
    • Pink fur, brown suit, red hat (whiskers), red (skid)
    • Cyan fur, gray suit, blue hat (whiskers), blue (skid)
    • Yellow fur, brown suit, orange hat (whiskers), orange (skid)
    • Green fur, gold suit, dark green hat (whiskers), dark green (skid)
    • Black fur, gray suit, red hat (whiskers), black (skid)
    • Both grayscale.
NOTE: Skid rides on Whiskers' shoulder, kind of like Banjo and Kazooie.
  • Stats: They're both Fragile Speedsters.
  • Entrance: Whiskers and Skid appear in silhouette, with Whisker's Cheshire Cat Grin glowing. Then they step forward into the light.
  • Idle Animation: Whiskers and Skid do a simple bouncing animation like most RPG characters, Eventually, Whiskers adjusts his hat, and Skid crawls around on Whiskers' shoulders.
  • Victory Poses:
    • Skid crawls onto Whiskers' head and puts on his hat. They both smile.
    • Whiskers and Skid hug.

Moveset

  • Jab: Whiskers does a one-two punch, then Skid does a third.
  • Dash: Whiskers drops Skid, but slides like he's reaching a base in baseball to catch Skid.
  • Tilts
    • F-Tilt: Whiskers slashes with his claws.
    • U-Tilt: Skid does a headbutt.
    • D-Tilt: Whiskers does a tail slap.
  • Grabs/Throws
    • Grab: Whiskers hugs the opponent tightly.
    • Pummel: Skid smacks the opponent.
    • F-Throw: Whiskers just yeets the opponent as hard as he can.
    • B-Throw: Whiskers turns around, and Skid pushes the opponent away.
    • U-Throw: Skid grabs the opponent and tosses them up.
    • D-Throw: Whiskers does a bodyslam.
  • Aerials
    • Nair: Whiskers punches forward, and Skid backwards.
    • Fair: Whiskers does three forward kicks.
    • Bair: Skid swings his rear.
    • Uair: Whiskers slashes upwards with his claws.
    • Dair: Whiskers swipes with his tail.
  • Smash Attacks:
    • Side Smash: Whiskers pounces like a real cat.
    • Up Smash: Skid jumps up and swings his arms wildly before landing back on Whiskers' shoulder.
    • Down Smash: Whiskers swings Skid around.
  • Special Moves:
    • Neutral Special: Spider Bite: Whiskers tosses Skid. Hold B to charge and up and down to aim. If Skid hits an opponent, he bites them before teleporting back to Whiskers. If he doesn't hit anything, he teleports back to Whiskers. Obviously, you have to wait for Skid to return before you can use this move again.
    • Side Special: Cleave: Skid swipes with one claw, then Whiskers does the same with his claws. Whiskers' Cleave has more range and knockback than Skid's, but if both attacks hit, then they cause much more damage combined than Whiskers or Skid's would on its own.
    • Up Special: Invigorate: Skid cheers for Whiskers. Whiskers and Skid are lifted up by their Essences (their souls. Lifting their spirits). They are invincible as they rise, and they have increased strength for five seconds after using it.
    • Down Special: Cardshark: Whiskers shuffles some cards. One card grows large and floats in front of Whiskers. It then bursts into light before disappearing. There is a bit of buildup for this move, but if you get an opponent close enough to the card when it bursts, that opponent will be weaker and more susceptible to damage for the next ten seconds.
    • Final Smash: Havenquarters: Functions similar to Olimar's final smash. Whiskers and Skid quickly build a small safe room around themselves out of colorful patches. The arena is quickly filled with rats that attack the opponents, but can't get into Whiskers and Skid's room. The rat attack lasts for three seconds, then Whiskers and Skid's room bursts in an explosion of parts that causes damage to nearby opponents. Whiskers and Skid are unharmed and can continue fighting.
  • Taunts:
    • Whiskers drinks tea, and Skid puts a teacup on his head.
    • Whiskers and Skid's Essences (souls) appear, glowing, in front of their chests for a second.
    • Whiskers dabs with Skid on his arm.

Other

  • Codec
    • Snake: Mei Ling, there are these weird animals. Are these mascot characters?
    • Mei Ling: No, Snake, those are living toys. Whiskers is the cat, and Skid is the spider.
    • Snake: First Kirby, then Jigglypuff, then... well, many others, and now this. I was not expecting to fight such cutesy things.
    • Mei Ling: Make no mistake. Despite their friendly exteriors, these guys are just as dangerous as the rest when the situation calls for it.
    • Snake: And when it doesn't?
    • Mei Ling: Then they would be just as friendly as they look.
  • Palutena's Guidance
    • Pit: Lady Palutena, look at these colorful creatures!
    • Palutena: Those are Whiskers and Skid, a plush cat and a plastic spider from a mysterious dimension called the Dollhouse.
    • Viridi: They're so cute! I want them!
    • Pit: Viridi, I have to fight them!
    • Palutena: But you must admit, they are quite cute. Maybe you and Viridi can have tea with them when you aren't fighting.
    • Viridi: That would be the best thing ever!
    • Pit: But right now, I am fighting them, and I need help. Do you have any advice, Lady Palutena.
    • Palutena: Ah, yes. Whiskers and Skid are fast, but very lightweight and vulnerable. Use this to your advantage and strike hard!

Edited by DrNoPuma on Aug 15th 2020 at 11:08:56 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
Just a Mettaur
#167: Aug 16th 2020 at 12:10:57 PM

I love it! Really interesting special moves, especially the Final Smash. I also love the detail you put into the victory poses, color palettes and taunts (that third one though 😂). Really cool all around.

A great Mascot Mook.
SmallLightProductions the indie developer that brought you bad games from a World of Pure Saturation Since: Aug, 2020 Relationship Status: Is that a kind of food?
the indie developer that brought you bad games
#168: Aug 17th 2020 at 4:35:53 PM

    Depress Reluctantly Joins the Battle!!! 

Depress

Depress looks like a depressed chorus kid from Rhythm Heaven.

Gameplay Data

Attributes:

  • Speed
    • Dash: Lower than Incineroar
    • Walk: Lower than Incineroar
    • Air: Low. Tied with Kirby
    • Fall: Low. Tied with Kirby
  • Weight: Heavy. Tied with Ganondorf
  • Frame data notes:

Movement Abilities:

  • Crawling, but it looks like someone's dragging him. Only has the basic double jump.

Special properties:

  • Sadness Meter: The more he avoids the fight, the more lonely he feels. This makes him heavier, slower, and makes him fall much slower. It will lower if you hit people.

Move list:

Neutral

  • Jab: Swats Weakly
    • Jab 2/3: None
    • Jab infinite: None
  • Dash Attack: Face Plants Weakly
  • Wake up: Swats Weakly as he Reluctantly gets up
  • Ledge: Weakly kicks

Throws

  • Grab: Grabs him Reluctantly
  • Pummel: Slaps them Weakly
  • Forward: Drops them
  • Back: Turns and Drops them
  • Up: Slightly throws them
  • Down: Sets them down and slaps them

Tilts

  • Forward: Weak Punch
  • Up: Weak Punch
  • Down: Slow Mario Crouch Kick

Smashes

  • Forward: Punch
  • Down: Does the splits and sheds a single tear
  • Up: Punch

Aerials

  • Neutral: Spins weakly
  • Forward: Slap
  • Back: Punch backwards weakly
  • Up: Weak kick spin
  • Down: Weak Kick

Specials

  • Neutral: Tear Gas: A cloud that hurts anyone who enters it (Including you). Disappears after 3 seconds.
  • Forward/Back: Happy Cartwheel: Rolls for 1-5 seconds depending on how long you hold it.
  • Up: Tear Rocket: Boosts him with his tears. Does a small amount of damage.
  • Down: Tear Flood: As you hold it, it floods a few feet in front of you and damages opponents.

Final Smash: Super Mega Fast Angry Punch Flurry

  • Anyone in front of him when used gets punched with lots of anger. Avoid at all cost.

Character Details

Character Series Icon: Smash Logo

Stage: Rainy Day

  • Description: Based on the background of Battle Field, but also rainy!
Stage Entrance: Face plants from the top.

Taunts:

  • Up: Cry
  • Side: Sniffle
  • Down: Lies down and cries.

Victory screen:

  1. Smiles a little bit
  2. Smiles shyly
  3. Laughs crazily (But happily)

Classic Mode: Bad Days - Characters that often don't get their way. And all their palettes are blue.

  1. King Dedede
  2. Bowser
  3. Luigi
  4. Dark Pit (He just feels like he doesn't)
  5. Piranha Plant
  6. Wolf
  • Boss: Galleom

Costumes

  1. No hat
  2. Ice cream cone with ice cream splattered on his head.
  3. Pretzel
  4. Broken Egg
  5. Traffic Cone
  6. Bandages
  7. Cat scratches
  8. Cat on his head

Edited by SmallLightProductions on Aug 17th 2020 at 4:37:01 AM

And remember, that's just a post. A DUMB post!
AyyBee121 Since: Apr, 2020
#169: Aug 18th 2020 at 1:29:17 PM

    Chain Chomp Bites the Bullet! 

Chain Chomp

Gameplay Data

Attributes:

  • Speed
    • Dash: Low. Tied with the Belmonts.
    • Walk: Low. Tied with the Belmonts and Piranha Plant.
    • Air: Low. Tied with Ice Climbers and Ganondorf.
    • Fall: Medium. Between Meta Knight and Lucario.
  • Weight:Heavy. Tied with Ganondorf.
  • Frame data notes:

Movement Abilities:

  • Chain Chomp can wall jump.

Special properties:

  • Since Chain Chomp is already as close as it can be to the ground, its crouch simply makes it slide forward.

Move list:

Neutral

  • Jab: Chain Chomp bites.
    • Jab infinite: Chain Chomp bites rapidly.
  • Dash Attack: Another simple bite.
  • Wake up: It lunges forward while waking up.
  • Ledge: It lunges onto the stage.

Throws

  • Grab: It lunges forward on its chain and grabs with its mouth.. Can be used as a grab aerial for tether recovery.
  • Pummel: Bites into its opponent.
  • Forward: It spits its opponent out.
  • Back: It spins around, then spits its opponent out.
  • Up: It spits its opponent out upwards.
  • Down: It slams its opponent onto the ground and bites it twice.

Tilts

  • Forward: It lunges forwards and bites.
    • This attack can be angled diagonally.
  • Up:
  • Down:

Smashes

  • Forward: It jumps forwards and bites.
  • Down: A planted stake appears at the end of the chain, and the chain spins around it.
  • Up: It lunges up into the air and bites three times.

Aerials

  • Neutral: Another basic bite.
  • Forward: It lunges forwards and bites.
  • Back: It turns and bites.
  • Up: It does a flip.
  • Down: It opens its mouth downwards and plummets to the ground.

Specials

  • Neutral: Rollin' Chomp: Basically Jigglypuff's Rollout, but it does more damage, at the cost of speed and jump height.
  • Forward/Back: Fling Launch: Based on the chain chomp's basic ability in Super Mario Odyssey. The Chomp's chain will gain a stake (or a metal ball, if used in the air) and stretch like elastic in the direction pushed, and the chomp will fling in the opposite direction after the button is released. The direction can be changed, but it can only be aimed left or right.
  • Up: Chomp Jump: Ascends upward, then smashes back down.
  • Down: Head Chomp: Jumps onto the opponent's head and starts chewing on them. Deals significant damage over time, but is easy to escape out of.

Final Smash: Mega Chomp

  • The Chain Chomp becomes giant and starts jumping around the stage, a la the released chain chomp from Super Mario 64. It then shrinks back down.

Character Details

Character Series Icon: Same as the other Mario characters.

Stage: None

Stage Entrance: Lunges forward on a stake before pulling the stake out of the ground. The stake then disappears.

Taunts:

  • Up: Spins around then bites the air above it.
  • Side: Bites the air around it multiple times.
  • Down: Barks at whatever is in front of it.

Victory screen:

  1. Mario tries to sneak behind it, only for it to lunge at him, causing him to run away.
  2. Bites the air around it before facing the camera.
  3. It lunges towards the camera on a stake.

Classic Mode: (theme) - (description)

  • Boss:

Costumes

  1. Default
  2. Mario's hat, but a darker color with no "M". Looseley based on the captured chain chomps from Odyssey.
  3. Topper's hat from Super Mario Odyssey.
  4. Giant red bow. Based on Ciao Ciao from The Legend of Zelda: Link's Awakening.
  5. Red. Based on the Red Chomps from the Paper Mario series.
  6. Silver. Looseley based on the Silver Chomps from Super Mario Galaxy 2.
  7. Gold. Based on the Gold Chomps from the Super Mario Galaxy series.
  8. Gold with pink hat with red ribbon. based on Madame Broode's pet "Chain Chompikins", but smaller.

Other

  • Kirby Hat: Think the Chain Chomp Mii hat, but on Kirby.
  • Boxing Title: TBA

Edited by AyyBee121 on Aug 18th 2020 at 1:36:30 AM

AyyBee121 Since: Apr, 2020
#170: Aug 26th 2020 at 7:58:03 PM

It's a surrealistic RPG Maker 2 for 1 deal!

    Madotsuki Chases Her Dreams! 

Madotsuki

Gameplay Data

Attributes:

  • Speed
    • Dash: Fairly slow. Tied with Villager.
    • Walk: Fairly slow. Tied with Zelda.
    • Air: Fairly slow. In between Byleth and Banjo and Kazooie.
    • Fall: Decently fast. Tied with Banjo & Kazooie and Incineroar.
  • Weight: Medium-low. Tied with Ness, Lucas, Inkling and Mii Brawler.
  • Frame data notes:

Movement Abilities:

  • Basic double jump, as well as the ability to crawl.

Special properties:

  • None to speak of.

Move list:

Neutral

  • Jab: Stabs with the knife.
  • Dash Attack: Charges forwards with the knife.
  • Wake up: Pinches her cheek and stabs with the knife while getting up.
  • Ledge: Flips off the ledge with a knife.

Throws

  • Grab: A basic one handed shirt grab.
  • Pummel: She stabs the opponent with her free hand.
  • Forward: She lunges onto the ground, her opponent below her, and stabs them with the knife.
  • Back: She spins around and slams the opponent onto the ground behind her.
  • Up: She spins the opponent on her umbrella and then bounces them into the air.
  • Down: She slams the opponent onto the ground and stabs them with the knife.

Tilts

  • Forward: She stabs with the knife, putting her whole body into it this time.
    • Deals more damage if the input is diagonal.
  • Up: She spins an umbrella upwards. Hits multiple times.
  • Down: She stabs the ground with her knife.

Smashes

  • Forward: She does an underhanded stab with her knife.
  • Down: She crouches and spins around with her knife.
  • Up: She slashes upwards with her knife.

Aerials

  • Neutral: She swings her umbrella forwards
  • Forward: She jabs her umbrella forwards.
  • Back: She spins her umbrella around.
  • Up: She spins her umbrella upwards. Hits multiple times.
  • Down: She spins her umbrella downwards. Hits multiple times.

Specials

  • Neutral: Cat: Draws your enemies towards you with a black hole-like effect.
  • Forward/Back: Bike: Functions similarly to Wario's bike, but you cannot do wheelies, it simply disappears instead of turning into an item, and there is no cooldown, but it doesn't go as fast or as far, and it doesn't do as much damage.
  • Up: Medamaude: Allows you to teleport up to 2 times in a row in 4 directions, but doesn't go as far as other teleportation recoveries.
  • Down: Stoplight: Freezes opponents for a few seconds in a small radius around you. Some characters have a special effect when affected by it, which are all pureley cosmetic:
    • Donkey Kong does his Eye Pop
    • Robin will gain their dragon "mask"
    • Inklings will temporarily turn into squids
    • Invisible opponents will become visible

Final Smash: Uboa

  • Uboa will appear in front of Madotsuki. If an enemy collides with it, it will be taken to the same area in the white desert that it takes Madotsuki to in the game (minus the monster), where they will then drown, taking significant damage but not getting KO'd, which then makes them fall back down onto the stage.

Character Details

Character Series Icon: The symbol on her shirt.

Stage: The White Desert

  • Description: A black and white desert that appears to have been drawn.
  • Special Features: A walk-off stage similar to the Mushroom Kingdom, but there are no platforms or other features other then Monoko, who will sometimes appear and turn into her multi-armed state when the Stoplight is used near her, which is purely cosmetic.

Stage Entrance: She quickly fades into the stage.

Taunts:

  • Up: She wobbles like jelly.
  • Side: She plays the Flute.
  • Down: She wraps herself in a blanket and sneezes.

KO scream: She has no voice, and therefore no screams.

Victory screen:

  1. She wakes up in her bed.
  2. She comes out of a door and looks around.
  3. She holds her umbrella while it rains.

Victory Theme:

  • A looping victory theme based on the save screen from Yume Nikki.

Classic Mode: (theme) - (description)

  • Boss:

Costumes

  1. Default.
  2. Lavender sweater with pink and magenta stripes and a magenta skirt and shoes. Based on the Pink Sea.
  3. Olive green sweater with an Uboa sprite pattern and a brown checkerboard skirt and blonde hair. Based on Poniko and the thing she turns into/gets replaced by/switches places with.
  4. Dark red sweater with an eggplant sprite and a dark red skirt and bright red hair. Based on NASU.
  5. Black sweater with the Aztec Rave Monkey as it appears in the background of the Forest World on it and an olive skirt and shoes.
  6. Same as the default, but with blonde hair. Loosely based on the blonde effect.
  7. Blank Dark Byzantium sweater, hair, and shoes with a black skirt and a more pinkish, less saturated skin tone. Based on her appearance in the FC (Famicom) Worlds.
  8. White skin with a blank white sweater, black hair and shoes, and a black and white checkerboard skirt. Based on Monoko.
Other
  • Kirby Hat: Kirby gains her hair.
  • Boxing Title: The Dreamer

    The Batter Steps Up To Plate! 

The Batter

Gameplay Data

Attributes:

  • Speed
    • Dash: Fast. Inbetween Fox and Zero Suit Samus.
    • Walk: Fast. Inbetween Little Mac and Sonic.
    • Air: High. Tied with Mewtwo.
    • Fall: Very low. Tied with Peach and Daisy.
  • Weight: Medium. Tied with Mega Man.
  • Frame data notes:

Movement Abilities:

  • Basic dowble jump, in addition to the ability to float.
Special properties:
  • None to speak of.

Move list:

Neutral

  • Jab: A weak swing with his bat.
  • Dash Attack: He swings while running.
  • Wake up: He swings his bat while getting up.
  • Ledge: He swings while getting up.

Throws

  • Grab: He grabs his opponent by the neck with his free hand.
  • Pummel: He swings his bat across his opponent's face.
  • Forward: He does a basic baseball swing with his bat, sending the opponent flying.
  • Back: He tosses the opponent behind his back, disinterested.
  • Up: He hits his opponent upwards.
  • Down: He slams the opponent onto the ground.

Tilts

  • Forward: A longer ranged swing with his bat.
  • Up: An upwards jab with his bat.
  • Down: A downwards slam with his bat.

Smashes

  • Forward: A patient baseball swing.
  • Down: He crouches and delivers a swing in each direction.
  • Up: He swings his bat into the air.

Aerials

  • Neutral: He swings his bat.
  • Forward: A long ranged swing.
  • Back: A backwards swing.
  • Up: An upwards swing.
  • Down: A front flipping swing.

Specials

  • Neutral: Furious Homerun: He tosses a baseball into the air and hits it, turning it into a projectile that is affected by gravity. It can be picked up for about a second after it lands, allowing it to be used as a throwing item. The ball is visually distinguished from the Beastball in that it has black stitches instead of red.
  • Forward/Back: Run with Courage: He charges forward, dealing damage along the way. The basic duration is about a second, but it can be increased by holding the button down, to a maximum of about 3 seconds.
  • Up: Add-On Carry: One of the addons appears and carries The Batter into the air. Functions similarly to Olimar's up special.
  • Down: Save First Base: Heals The Batter a slight bit. Has a very long cooldown.

Final Smash: Bad Batter

  • The Batter transforms into the form he takes when the player aligns with The Judge in the final battle and charges forwards, similar to Ganondorf's final smash.

Character Details

Character Series Icon: A large "X".

Stage: Battle Time

  • Description: The battle screen from Off. It has a red background so that none of The Batter's alt palletes blend in.
  • Special Features: A walk-off stage with "Spectres" that randomly appear (if stage hazards are turned on) and deal damage if touched.

Stage Entrance: The Batter walks onto the stage, like a real batter would when stepping up to plate.

Taunts:

  • Up: He turns his back to the screen, bat on his shoulder, then turns to face the camera.
  • Side: He does a practice swing with his bat.
  • Down: The Judge appears and rubs against his leg. The batter looks around at him, confused.

KO scream:

Victory screen:

  1. He runs past the screen, as if he just hit a home run.
  2. He has his back turned against the screen and his bat on his shoulder, and then looks back at the screen.
  3. He bonks a Spectre on the head, then turns to face the screen, turning into his evil form.

Classic Mode: (theme) - (description)

  • Boss:

Costumes

  1. Default.
  2. Yellow outfit. Based on Zone 0.
  3. Lime outfit. Based on Zone 1.
  4. Magenta Outfit. Based on Zone 2.
  5. Orange Outfit. Based on Zone 3.
  6. Light pink. Based on the meat in Zone 1.
  7. White with no pinstripes, black shoes, socks, and inner sleeves, and goldenrod sleeves and laces. Based on a piece of official art drawn by Mortis Ghost, which may have been based on the San Fransisco Giants.
  8. Black outfit with white stripes. Based on The Room. (No, not THAT room.)
Other
  • Kirby Hat: His baseball hat.
  • Boxing Title: TBA

wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#171: Aug 26th 2020 at 11:03:29 PM

Take two three for Agumon. It's still inspired by this video, but with significant mechanic changes and several move changes.

    Agumon Digivolves To...?! 

Agumon

Home Game/Series: Digimon

Series Icon: Either the Digimon Adventure digivice that has become the series logo, or the original square virtual pet design.

Role in home game(s): The Agumon/Greymon/MetalGreymon line is one of the many lines of Digimon virtual pets, and thanks to its role as the partner of the lead human character in the original Digimon series, Agumon is somewhat of a face of the franchise, much like Pikachu. In fact, in Smash, it would be approximately the same size as Pikachu.

Gameplay Details

Fighter Abilities:

  • Digivolution:
    • Next to the Digimon's stock indicator is a vertical meter, that has three colors: red at the bottom, yellow in the middle, and green at the top. The meter can be filled by dealing damage or using Down Special. It empties naturally over time, and is accelerated by taking damage.
    • While the meter is full, holding Down Special triggers Digivolution up one stage.
    • While the meter is in the yellow or green, the Base Modifier (see "Attack modifiers") is active.
    • While the meter is in the red, the Base Modifier is inactive.
    • If the meter completely empties, the Digimon automatically de-digivolves down one stage.
    • After digivolving up or down, the meter is reset to the yellow.
    • If the Digimon is KO'd, its next stock starts down one evolution stage, in the yellow. If KO'd as an Agumon, the Digimon revives as an Agumon, but with its meter empty.
    • The higher stage an evolution is, the larger its red section is, and the faster its meter depletes.
  • In addition to a slight increase to the Base Modifier with each Digivolution, certain stages have some attacks with a power increase relative to that same stage's other attacks (see "Attack modifiers").

Attributes: Each stage's attributes are listed in each stage's folder.
Agumon's attributes:

  • Approximately the same size as Pikachu.
  • Weight:
  • Speed
  • Movement Abilities:
    • No special abilities
  • Attack modifiers: Attacks do base damage, modified by what stage of evolution it's at, and what body parts the digimon specializes in.
    • Base modifier: x1.1
    • Flame attacks: x1.1
    • Claw attacks: x1.1
    • Headbutt attacks: x0.9

Move list:

Basic Attacks

  • Jab: A two hit combo where it slashes out with the claws on its hands.
  • Dash Attack: A lunging bite.
  • Trip Recovery Attack: Kicks out.
  • Floor (Wake Up) Attack: Bites out.
  • Ledge Attack: Breathes a small flame as it pulls itself up.

Throws

  • Grab: Hold in both arms.
  • Pummel: Bite
  • Forward: Slaps the opponent away with a claw swipe.
  • Back: Overhead throw backward
  • Up: Rams head into opponent and then lifts head, throwing them upwards.
  • Down: Throws opponent down and breathes a fireball on them.

Tilts

  • Forward: Dramon Claw - forward claw stab (can be angled).
  • Up: Lifts head for a headbutt from the front of head.
  • Down: Breaths out a puff of flame downwards.

Smashes

  • Forward: Claw Uppercut
  • Up: Jumps up for a headbutt from the back of head.
  • Down: Mega Napalm - Low angled fire breath into ground that causes a pillar on both sides.

Aerials

  • Neutral: Two forwards kicks
  • Forward: Forwards claw swipe
  • Back: Backwards dropkick
  • Up: Upwards headbutt
  • Down: Ground Pound

Specials

  • Neutral: Projectile.exe
    • Agumon: Pepper Breath - a small fireball with weak damage but a fast recharage rate (compare Samus' uncharged shot).
    • Greymon: Nova Flame - a larger fireball (compare Samus' charged shot).
    • Metal Greymon: Giga Destroyer - two small missiles (compare two of Samus' Super Missiles).
  • Forward/Back: Fire Wall - a literal pun based on one of Greymon's special moves, and the line's status as Vaccine-type Digimon. The Digimon roars to emit a pillar of flame in front of them, similar to PK Fire. The pillar does minor non-flinching damage to anyone who stays in it, but its true purpose is to serve as a barrier that absorbs all projectiles that connect with it.
  • Up: Wolkenapalm (I/II/III) - a burning charge, compare Fire Fox. Each Digivolution goes farther and has more power. The fire in its wake can damage opponents.
  • Down: System Maintenance
    • Stops and eats food for a bit, which helps build its meter. This move can only be used on the ground.
    • Filling the meter at the Metal Greymon level functions like a Final Smash Meter, giving a weaker form of the Final Smash if you input the command again.

Final Smash: War Greymon

  • Whatever form it is at, it Warp Digivolves to War Greymon, who charges forward with the Great Tornado attack. Anyone caught in it is included in being hit with the subsequent Gaia/Terra/Nova Force giant fireball attack. Upon completing this Final Smash, it immediately de-digivolves to Agumon.

Kirby Copy Ability: Projectile.exe

  • "Hat" design: Wears Greymon's brown horns as a hat.
  • Copy Ability: Functions as a charge special, that changes between Pepper Breath, Nova Flame, and Giga Destroyer based on how long it's held.

Character Details

Stage Entrance: Emerges from the digivolution spiral.

Taunts:

  • Up: Roars.
  • Side: Waves its claw... while a computer mouse icon hovers over its hand.
  • Down: Momentarily glitches and becomes a Numemon.

Results screen:

  1. Win Pose 1: The winning stage roars and breathes fire.
  2. Win Pose 2: De-digivolves down to Koromon, who jumps about.
  3. Win Pose 3: Agumon sticks its head out from hiding behind War Greymon's Brave Shield.
  • Victory Fanfare: A snippet of the Digivolution sound effect.
  • Defeat reaction: Claps politely.

Classic Mode: "Hey Digimon! Champions of the Digital World!"

  • Description: Battles against various opponents that represent certain Families of Digimon, or specific Digimon.
  1. Inkling and Falco (Deep Savers - Ranamon, Wind Guardians - Garudamon)
  2. Wolf, Olimar, and Dark Samus (Nature Spirits - WereGarurumon and Puppetmon, Jungle Troopers - Kabuterimon)
  3. Samus and R.O.B. (Metal Empire - Andromon and Guardromon)
  4. Bayonetta and Ridley (Nightmare Soldiers - Belle Starmon, Nightmare Soldiers/Dragon's Roar - Devidramon)
  5. Pit and Palutena (Virus Busters - Angemon and Angewomon)
  • Mid-Boss: Rathalos (Unknown - Zhuqiaomon)
  • Boss: Dracula (Nightmare Soldiers - Devimon/Myotismon)
  • Alternative boss: Duon (Omnimon)

Costumes

  1. Basic color scheme
  2. White, based on the Snow Agumon color scheme
  3. Blue, based on the V-mon color scheme
  4. Red, based on the Guilmon color scheme
  5. Purple, based on the Dorumon color scheme
  6. Indigo, based on the Virus Metal Greymon color scheme (Final Smash is Black War Greymon)
  7. Black, based on the Black Agumon color scheme (Final Smash is Black War Greymon)
  8. Agumon gains red bracers on its forearms, resembling the 2006 Agumon design, and goggles on its head. All the accents pieces on Greymon and Metal Greymon are recolored red or white, to replicate the Rize/Shine line.

Stage Details

Stage Name: Digital World

  • Origin: The primary setting of most Digimon games and series.
  • Special Features: The battle starts on the back of a Locomon, on a sandy beach with a large ocean and wide sky in the background. Occasionally, the Locomon revs up and ferries everyone on its back to the next destination. While the Locomon is in motion, the background is the grid-inspired look of the Digital World, with no special features or platforms. When Locomon stops, the grid stays for a bit before the next background is loaded.
  • Layout Description: Different backgrounds reference the different homes of Digimon families. While the stage is at a locale, the stage becomes a walk-off on both sides, and Locomon's back (top) is treated as platforms that can be passed through. Different Digimon can be seen in the background.
    • Ocean, beach, and clear sky:
      • Representing Deep Savers and Wind Guardians
    • Rain forest:
      • Representing Nature Spirits and Jungle Troopers
    • Desolate desert:
      • Representing Dragon's Roar
    • Grungy factories:
      • Representing Metal Empire
    • Haunted castle:
      • Representing Nightmare Soldiers
    • During the transition between these two backgrounds, Lady Devimon and Angewomon can be seen having a slap fight in the background.
    • Civilization in the clouds:
      • Representing Virus Busters

     Digivolve to Greymon!! 
Attributes:
  • Approximately the same size as Bowser.
  • Weight:
  • Speed
  • Movement Abilities:
    • Has a shorter jump height than Agumon.

  • Attack modifiers: Attacks do base damage, modified by what stage of evolution it's at, and what body parts the Digimon specializes in.
    • Base modifier: x1.2
    • Flame attacks: x1.1
    • Claw attacks: x0.9
    • Headbutt attacks: x1.1

     Digivolve to Metal Greymon!! 
Attributes:
  • Approximately the same size as Bowser.
  • Weight:
  • Speed
  • Movement Abilities:
    • Has the same shorter jump height as Greymon, but Metal Greymon has one additional jump.
  • Metal Greymon also has a tether grab using its retractable metal claw.

  • Attack modifiers: Attacks do base damage, modified by what stage of evolution it's at, and what body parts the Digimon specializes in.
    • Base modifier: x1.3
    • Flame attacks: x0.9
    • Claw attacks: x1.1
    • Headbutt attacks: x1.1

Edited by wanderlustwarrior on Nov 27th 2022 at 10:48:38 AM

The sad, REAL American dichotomy
AyyBee121 Since: Apr, 2020
#172: Aug 27th 2020 at 11:09:00 AM

Should we add a work page for this? I kinda want that to be a thing, but I don't know if it's allowed.

Edited by AyyBee121 on Aug 27th 2020 at 11:09:19 AM

DrNoPuma Tango from Toon Town Since: Mar, 2015 Relationship Status: I think I love you, so what am I so afraid of?
#173: Aug 27th 2020 at 11:17:48 AM

Work pages for FG are definitely allowed. We have pages for plenty of threads, like Tropers: The Series, Hunger Games Simulation, and GET THAT PIZZA! But what namespace would this go in? Roleplay? Web Original?

I haven't played the particular game that Tango is from, but still... robo kitty. :D
AyyBee121 Since: Apr, 2020
#174: Aug 27th 2020 at 11:20:08 AM

Probably web original. There's not really much roleplaying going on.

Zanreo Meito Anizawa, Anime Tenchou from Glitch City (Ten years in the joint) Relationship Status: [TOP SECRET]
Meito Anizawa, Anime Tenchou
#175: Aug 27th 2020 at 11:28:52 AM

Would probably work better as a Smash Bros. subpage since this is basically just movesets for that game, and might not be a lot of tropable stuff for this thread alone (there is a Smash Bros. fighter WMG page but that's not really above movesets) Then again, I know a lot of Smash Bros. Just For Fun pages (like fighter intros) got cut a while back

"Leftover items still have value!"

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