11-10-2009, 07:14 PM
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11-10-2009, 07:16 PM
(11-10-2009, 03:56 PM)Number Six Wrote: [ -> ]Not gonna lie.
Angelglory has me sold on the KOS-MOS idea.
Mainly because he included a COMPLETE movelist.
wait
Wikipedia Wrote:Xenosaga (ゼノサーガ Zenosāga?) is primarily a series of science fiction video games developed by Monolith Soft and published by Namco.
NNNNNNNNOOOOOOOOOOOOOOOOOOOOOOOO [/Klonoa fanboy]
I did a full moveset of Klonoa back at PT, I'll grab it and improve it >: (
Standard Special Move: Wind Bullet
As in the game, Klonoa shoots out a energy bullet from his ring. Works like Link's boomerang from the original SSB (when it was actually USEFUL and had a good range and radius)
Side Special Move: Wind Shield
Klonoa does a dash with his rod/umbrella shield thing facing forward. Hold the B button to keep spinning the rod while slowly sliding forward, like Kirby's Parasol ability. Reflects projectiles, and when an enemy is really close at you when you use this attack, you deal multiple hits.
Up Special Move: Wahoo Stomp
Klonoa summons an inflated Moo and throws him down with his ring, like Sonic's Spring Jump.
Down Special Move: Wind Hammer
Works similiar to the King Dedede's Jet Hammer, however, Klonoa cannot walk while charging the move. If you charge some, Klonoa spins a lot like Link's Spin Attack, and you can even move Klonoa a bit while spinning. If you don't, he'll just do a quick spin.
Button "A" Combo
First, Klonoa deals a punch, then a kick that goes vertically from the ground to the air, and then a slash with his Wind Sword.
A + Dash: a thrust with his Wind Sword
(Airbone) A: Klonoa sticks his body horizontally and spins vertically with it in place.
(Airbone) A+^: Sticks out his ring upwards and does an energy blast with it.
(Airbone) A+>: Klonoa spins in the air with his Wind Sword.
(Airbone) A+v:
this, but with both hands closed. (reference to Klonoa: Beach Volleyball)
Side Smash: Klonoa does his Wind Bullet attack, but, like in his game, is very close-ranged.
Up Smash: Klonoa lifts his two, big ears and clap them above his head.
Down Smash: Klonoa turns upside down and spins with his ears flapping out, increasing the attack range.
Grab: Klonoa's grab move is exactly like Klonoa's Side Smash, however, it doesn't deal damage, it actually pulls the enemy and inflates it, and Klonoa can walk while he has the enemy grabbed and inflated like a baloon, but slowly, like DK.
(After Grab) A+ >: Klonoa just throws the opponent, it doesn't deal much damage and it doesn't launch off too much.
(After Grab) A+ <: Klonoa does a Bicycle Kick and throws the oponent diagonally down, useful when you're near a cliff and facing it in the opposite way.
(After Grab) A+ ^: Upwards Throw
(After Grab) A+ v : Klonoa smashes the foe in the ground and shoots spiky balls at him.
Final Smash: Tornado Attack
Klonoa starts floating and spinning in the air, as you control him floating around, a huge tornado rages under him, this tornado is only generated when Klonoa is over a platform or the ground. You can also control Klonoa not only sideways, but up and down too. When Klonoa is close to the ground, the area that the tornado occupies is obviously smaller, but it's much stronger, however, he's really slow. When you're far from the ground (but still over it), Klonoa can fly really fast, and therefore, the attack can hit foes very easily, and is very spammable, however, it deals very little damage.
Taunt1: Shouts "Wahoo! Dupurudu!", and crosses his arms, while his ears flaps out, like in Klonoa 2 and the Klonoa Wii remake.
Taunt2: Throws his ring in the air and spins around, grabbing it after spinning in place.
Taunt3: Sits down and flaps a white flag, like when he loses a life in Klonoa: Door to Phantomile.
11-10-2009, 07:23 PM
im sorry rokkan, but as cool a character klonoa would be, kosmos is a robot made of nanobots
11-10-2009, 07:26 PM
(11-10-2009, 07:14 PM)Number Six Wrote: [ -> ]Sounds perfect to me. Would make a great addition, and he's already got sprites...
Yeah but then we have two from Capcom, which brings us back to the whole debate. And don't get me wrong, I want Joe.
11-10-2009, 07:54 PM
(11-10-2009, 07:23 PM)the legend of tunermonocle Wrote: [ -> ]im sorry rokkan, but as cool a character klonoa would be, kosmos is a robot made of nanobots
Great logic there =/
11-10-2009, 08:10 PM
wait what
how being a character made of nanobots is a great logic to whether they fit better in Super Smash Bros or not
we should argument how they'll be better accepted, how iconic they are, and whether their moveset works or not, things like that.
i could use a similar argument and say that Oro from SFIII deserves more than Megaman because he broke his own arm so that he wouldn't use it, making his fighting techniques non-Godly and actually comparable to other fighters like Ryu and Akuma, and that he can lift a giant boulder with his finger. Oro 4 Smash!
how being a character made of nanobots is a great logic to whether they fit better in Super Smash Bros or not
we should argument how they'll be better accepted, how iconic they are, and whether their moveset works or not, things like that.
i could use a similar argument and say that Oro from SFIII deserves more than Megaman because he broke his own arm so that he wouldn't use it, making his fighting techniques non-Godly and actually comparable to other fighters like Ryu and Akuma, and that he can lift a giant boulder with his finger. Oro 4 Smash!
11-10-2009, 08:19 PM
You know I was being sarcastic, right?
11-10-2009, 08:24 PM
I made a moveset for Jill quite a bit ago. I gave it percentages and everything, but whatever :V I'll put it in spoiler tags since it's pretty big :V Also made some recent changes. Beware bad made up special names. :V
B - Drill: Referencing her 3 gear system, timing your B tap will get you a powerful damage racker and there's little to no knockback and the damage of the 3rd gear drill will damage for at least 3% each hit. 2nd gear will get at least 2% and 1st will do only do 1%. You may also walk back or forth with it.
Side + B - Rocket Drill: It somewhat like Luigi's Green Missile or Pikachu's Skull Bash where you can charge it up. Once full charged, you can hold it until you fell it necessary to release. The special thing about this is that when you hit an opponent, you'll drill them for a moment then jet them forward as you'll get a boost yourself. This has an high angled knockback to prevent using this to constantly combo an opponent off the screen, possibly killing yourself.
Down + B - Dozer Dash: I'm debating whether or not to use this as her dash A or down B, but either way here goes. Pressing down B will make Jill (and the Drill Dozer) jet forward a short distance, leaving behind a blue after image like Fox's side B (only, this is me staying true to Drill Dozer's stuffs >_>). You can also do it off a ledge and still go out in a straight line, but you can't use it in midair. Doing anything while using the down B will cancel the dash and you'll be free to do whatever. Obviously, the main damage is the beginning of the dash and the weakest point is near the end.
Up + B - Propeller Drill: If you've played Drill Dozer, you'll remember that there was a stage in which you get a propeller to fly up a tower. This shall be Jill's up B move. Being hit by the propeller will knock you to the other side and that side will hit you to the other and keeps going until it's finished, each hit dealing 1%~2%. The twist is like Jill's B move where you have to time pressing the B button to get the full use of her up B. To be fair, getting to 3rd gear wont make you fly forever. Her up B with the use of only the beginning press wont grab her much distance. Pressing it 2 more times, along with the proper timing, will.
A - Simple drill attack; when held/tapped, it will continue for multiple damage. It's like Jill's B move, only when you initiate it, so 1%.
Side+A - A quick drill attack infront; hits 3 times, each for 2%, with the last for 3% and has the main knockback.
Down+A - Quickly drill at the ground infront of herself, creating a rock to fly forward slightly; the main drill does 5% and has decent knockback while the rock does 2% with little knockback. If the drill hits a player first, no rock will be formed.
Up+A - Quickly brings up her drill to stab anyone above; does 6% when first initiated and 2% at any other point of the attack. She holds the position for roughly half a second.
Dash A - Dive forward and drills shortly; like her side A only moving forward. There's some ending lag since Jill needs to get back up.
SMASH Side+A - Jill punches with her own fist;14%~28% and has great knockback. The punch is very lagged, both start up and ending, so it'll be hard to land this easily.
SMASH Down+A - Jill drills down into the ground, creating rocks to fly around her at a low trajectory; the drill does 5 hits, each hit dealing 2%~4%, the last hit having a low angles knockback, the rocks vary in sizes, damage ranges from 2%~4% with low~medium knockback respectively. If an enemy is close as it's started, they'll be hit, but it's an extremely short range for them to be hit by the drill part.
SMASH Up+A - Using the propeller again, it will act just like her Up B except for the flying and gear switching qualities. Each hit will deal 2%~4% respectively, the last hit will send the opponent upwards with decent knockback.
Neutral A - Jill goes inside the Drill Dozer as it spins a few times; initial damage is 5% with decent knockback, any other time before it ends is 2% with little knockback. There's some landing lag to it, along with some ending lag while in the air.
Forward+A - Drills forward; like her side A on the ground :V There's nearly no landing or ending lag.
Back+A - Jill whips out a monkey wrench and swings it horizontally behind her; deals 7% with decent knockback. Some ending and landing lag, but comes out fast.
Up+A - Jill drills up; like her side A only pointing upwards. :V (Yes, I'm lazy) There's a large amount of landing lag, but next to none with ending.
Down+A - Drill drills down; again like her side A only pointed down AND with an extra hit, so 4 hits. What makes this special is that she wont land when she hits the ground, instead, she'll bounce on it, making a 'tink!' noise and the move will be canceled as she hops from the bounce.
Grab - Jill will nearly jump out of the Drill Dozer and grab infront of her. The length of her grab surpasses Dedede's, almost like a tether grab *gasp*, but at the price of it's extremely lagged, even more so when dashing. Her pivot grab shortens the lag a bit, but not enough to really help out.
Grab Pummel - The opponent will be quickly drilled; 1% of damage. OR Jill will punch them; 1% damage. Take your pick.
Forward Throw - The opponent will be drilled 6 times then shot forward; each hit does 1%, the last will do 3%, and the knockback is decent.
Back Throw - Jill will drill the opponent while turning around then shot out; pretty much, like her forward grab, only she turns around.
Down Throw - Jill will toss the opponent down as the Drill Dozer jumps on to the opponent; 1% hitting the ground, 9% from the Dozer jump, low~medium knockback forward.
Up Throw - Jill tosses the opponent upward as she takes out a monkey wrench and smacks them with it; toss 1%, being hit by wrench 8%. Mainly did this to try and prevent overusage of the same throw with different directions.
Final Smash - Drill Missile
A giant missile from Drill Dozer will start to come down to the stage. The Red Dozer's trailer will come by and Jill will hop aboard and will drive off, disappearing until the final smash ends. Getting hit by the trailer as it comes a goes will give decent knockback. After this happens the missile will hit and drill into the stage for a little then explode. The explosion radius is huge and has huge knockback; think Olimar's ship crashing. Touching the missile itself before it hits the stage will also give damage with decent knockback, otherwise, it will do little knockback. After the missile exploded, Jill will fall down from the top of the screen and the fight will resume.
Taunts
#1 - Stands up in the Drill Dozer and looks forward, back and up then sits back own.
#2 & 3 - I'm not sure about these...
Side + B - Rocket Drill: It somewhat like Luigi's Green Missile or Pikachu's Skull Bash where you can charge it up. Once full charged, you can hold it until you fell it necessary to release. The special thing about this is that when you hit an opponent, you'll drill them for a moment then jet them forward as you'll get a boost yourself. This has an high angled knockback to prevent using this to constantly combo an opponent off the screen, possibly killing yourself.
Down + B - Dozer Dash: I'm debating whether or not to use this as her dash A or down B, but either way here goes. Pressing down B will make Jill (and the Drill Dozer) jet forward a short distance, leaving behind a blue after image like Fox's side B (only, this is me staying true to Drill Dozer's stuffs >_>). You can also do it off a ledge and still go out in a straight line, but you can't use it in midair. Doing anything while using the down B will cancel the dash and you'll be free to do whatever. Obviously, the main damage is the beginning of the dash and the weakest point is near the end.
Up + B - Propeller Drill: If you've played Drill Dozer, you'll remember that there was a stage in which you get a propeller to fly up a tower. This shall be Jill's up B move. Being hit by the propeller will knock you to the other side and that side will hit you to the other and keeps going until it's finished, each hit dealing 1%~2%. The twist is like Jill's B move where you have to time pressing the B button to get the full use of her up B. To be fair, getting to 3rd gear wont make you fly forever. Her up B with the use of only the beginning press wont grab her much distance. Pressing it 2 more times, along with the proper timing, will.
A - Simple drill attack; when held/tapped, it will continue for multiple damage. It's like Jill's B move, only when you initiate it, so 1%.
Side+A - A quick drill attack infront; hits 3 times, each for 2%, with the last for 3% and has the main knockback.
Down+A - Quickly drill at the ground infront of herself, creating a rock to fly forward slightly; the main drill does 5% and has decent knockback while the rock does 2% with little knockback. If the drill hits a player first, no rock will be formed.
Up+A - Quickly brings up her drill to stab anyone above; does 6% when first initiated and 2% at any other point of the attack. She holds the position for roughly half a second.
Dash A - Dive forward and drills shortly; like her side A only moving forward. There's some ending lag since Jill needs to get back up.
SMASH Side+A - Jill punches with her own fist;14%~28% and has great knockback. The punch is very lagged, both start up and ending, so it'll be hard to land this easily.
SMASH Down+A - Jill drills down into the ground, creating rocks to fly around her at a low trajectory; the drill does 5 hits, each hit dealing 2%~4%, the last hit having a low angles knockback, the rocks vary in sizes, damage ranges from 2%~4% with low~medium knockback respectively. If an enemy is close as it's started, they'll be hit, but it's an extremely short range for them to be hit by the drill part.
SMASH Up+A - Using the propeller again, it will act just like her Up B except for the flying and gear switching qualities. Each hit will deal 2%~4% respectively, the last hit will send the opponent upwards with decent knockback.
Neutral A - Jill goes inside the Drill Dozer as it spins a few times; initial damage is 5% with decent knockback, any other time before it ends is 2% with little knockback. There's some landing lag to it, along with some ending lag while in the air.
Forward+A - Drills forward; like her side A on the ground :V There's nearly no landing or ending lag.
Back+A - Jill whips out a monkey wrench and swings it horizontally behind her; deals 7% with decent knockback. Some ending and landing lag, but comes out fast.
Up+A - Jill drills up; like her side A only pointing upwards. :V (Yes, I'm lazy) There's a large amount of landing lag, but next to none with ending.
Down+A - Drill drills down; again like her side A only pointed down AND with an extra hit, so 4 hits. What makes this special is that she wont land when she hits the ground, instead, she'll bounce on it, making a 'tink!' noise and the move will be canceled as she hops from the bounce.
Grab - Jill will nearly jump out of the Drill Dozer and grab infront of her. The length of her grab surpasses Dedede's, almost like a tether grab *gasp*, but at the price of it's extremely lagged, even more so when dashing. Her pivot grab shortens the lag a bit, but not enough to really help out.
Grab Pummel - The opponent will be quickly drilled; 1% of damage. OR Jill will punch them; 1% damage. Take your pick.
Forward Throw - The opponent will be drilled 6 times then shot forward; each hit does 1%, the last will do 3%, and the knockback is decent.
Back Throw - Jill will drill the opponent while turning around then shot out; pretty much, like her forward grab, only she turns around.
Down Throw - Jill will toss the opponent down as the Drill Dozer jumps on to the opponent; 1% hitting the ground, 9% from the Dozer jump, low~medium knockback forward.
Up Throw - Jill tosses the opponent upward as she takes out a monkey wrench and smacks them with it; toss 1%, being hit by wrench 8%. Mainly did this to try and prevent overusage of the same throw with different directions.
Final Smash - Drill Missile
A giant missile from Drill Dozer will start to come down to the stage. The Red Dozer's trailer will come by and Jill will hop aboard and will drive off, disappearing until the final smash ends. Getting hit by the trailer as it comes a goes will give decent knockback. After this happens the missile will hit and drill into the stage for a little then explode. The explosion radius is huge and has huge knockback; think Olimar's ship crashing. Touching the missile itself before it hits the stage will also give damage with decent knockback, otherwise, it will do little knockback. After the missile exploded, Jill will fall down from the top of the screen and the fight will resume.
Taunts
#1 - Stands up in the Drill Dozer and looks forward, back and up then sits back own.
#2 & 3 - I'm not sure about these...
11-10-2009, 08:30 PM
Okay, I know people are going to Falcon Punch my ass into the milky way for this one, but here it goes.
Shigeru Miyamoto / Shiggy
Basically, we have two options for him. Either he's him in person, or he's a Mii. The latter would probably sound more appealing, though.
Anyway, his moveset is made up of two things, the "Prop Display", which are his A-moves, and "Demo Play", which are his B-moves.
His A-moves involve the various props Shigeru Miyamoto used during his various presentations on events like E3, or just random stuff that just sound Miyamoto-like. His B-moves all involve the games he or others have showcased, either during press conferences or during interviews.
So, here are some moves:
A: Sword slash
AA: Double sword slash
AAA: Triple sword slash
Forward Smash: Shield bash
This stems from the attire he wore during the first time he showed the trailer for Twilight Princess, and one of his most famous ones, aside from the standard clothings he wears.
Up Smash: 1-Up
The name just comes from his t-shirt, which is the 1-Up Mushroom with said text below it. This attack basically just is a "yatta!" fist in the air, which doubles as an uppercut. It makes a fast 1-Up sound, really fast so that it doesn't sound distracting.
Down Smash: DS Liteness
Let's say that calibrating the brightness of the DS Lite didn't go well back then. Has a small area of effect, but can hit from both sides, as well as up and down.
B: Musical encore
Miyamoto pulls out his Wii remote, which transforms into a random instrument. The trumpet causes very light damage but high knockback, the guitar does medium damage but little knockback, and the drum causes high damage, but no knockback, although it does meteor pretty well. Finally, he can in rare instances conduct an orchestra, having a similar effect to Jigglypuff's sing, but has also a guaranteed flower when hit.
Side B: Tennis
Miyamoto pulls out hiw Wii remote, which transforms in either a tennis racket or a ping pong bat, after which he dashes towards his opponent when the B button is released. The tennis racket will deal high damage and might send the opponent flying depending on how long you held the button. The ping pong bat doesn't send the opponent flying that much, and the damage dealt is lower.
Down B: Make a bow
Miyamoto makes a bow. It's a great meteor attack, and it has the potential to bury the opponent, or even send them off platforms.
Up B: Point and grab
This is a pretty much just a form of teleport, and it can be comparable to Lucario's, however, it's a little bit slower, has more time to finish, and you can control it much more freely. It's based on the fact that the Wii remote can point and grab certain objects in certain games. However, this could be substituted for:
Up B: Gardening
Miyamoto throws a seed right below him, and rides the wave, e.g. plant. It's controllable, and when thrown in the air, it sprouts the plant from the most lowest point, which grows up until it reaches Miyamoto's feet, by which it will then give Miyamoto an upward boost, acting as a third jump.
Final Smash: The best press conference ever
A big screen pops up behind the stage, on which a pointer with an area of effect appears. Miyamoto has by then already moved to the background, so he can't really fall off. When you press an attack button, it will summon a picture on that spot, which gives the area of effect a certain effect. This varies between damage (elemental or not) to status ailments. Or:
The big screen still pops up behind the stage. The screen is dark, except for a hotspot. Now, when using a B-move, Everyone in the spotlight will be affected. The spotlight will follow Miyamoto, though. Since his B-moves get replaced, he can't triple jump. Everyone and everything outside the spotlight will be darkened, not so much that you can't see, but enough that sight gets slightly impaired. Also, probably damage over time, similar to being off-screen, only the effect is less.
Also, below was the original moveset I was going to post, but then I figured out that it was mostly more useful for Miis.
B: Wii Sports: Tennis / Wii Sports Resort: Ping Pong
Officially only known as Wii Sports: Tennis, he pulls out a tennis racket, and hits his opponents with it, which does descent damage depending on how long you held B. However, in rare instances, he pulls out a ping pong bat. While it doesn't do as much damage, it does do knock back, unlike the regular attack.
>B: Wii Sports: Bowling
He uses his Wii remote to throw a bowling ball. You do need to hold the B-button until he swings forward, or the ball might even get thrown behind him. Let go too late, and the ball either goes a little bit upward, or doesn't even go at all. The swingback isn't that long, so you can still attack fairly quickly, only not too fast.
vB: Wii Music
The Wii remote transforms into a random instrument, either a trumpet, which gives people a knockback but no damage, a percussion instrument, which does quake damage, or a guitar, which doesn't do damage, but does inflict a stun effect.
Shigeru Miyamoto / Shiggy
Basically, we have two options for him. Either he's him in person, or he's a Mii. The latter would probably sound more appealing, though.
Anyway, his moveset is made up of two things, the "Prop Display", which are his A-moves, and "Demo Play", which are his B-moves.
His A-moves involve the various props Shigeru Miyamoto used during his various presentations on events like E3, or just random stuff that just sound Miyamoto-like. His B-moves all involve the games he or others have showcased, either during press conferences or during interviews.
So, here are some moves:
A: Sword slash
AA: Double sword slash
AAA: Triple sword slash
Forward Smash: Shield bash
This stems from the attire he wore during the first time he showed the trailer for Twilight Princess, and one of his most famous ones, aside from the standard clothings he wears.
Up Smash: 1-Up
The name just comes from his t-shirt, which is the 1-Up Mushroom with said text below it. This attack basically just is a "yatta!" fist in the air, which doubles as an uppercut. It makes a fast 1-Up sound, really fast so that it doesn't sound distracting.
Down Smash: DS Liteness
Let's say that calibrating the brightness of the DS Lite didn't go well back then. Has a small area of effect, but can hit from both sides, as well as up and down.
B: Musical encore
Miyamoto pulls out his Wii remote, which transforms into a random instrument. The trumpet causes very light damage but high knockback, the guitar does medium damage but little knockback, and the drum causes high damage, but no knockback, although it does meteor pretty well. Finally, he can in rare instances conduct an orchestra, having a similar effect to Jigglypuff's sing, but has also a guaranteed flower when hit.
Side B: Tennis
Miyamoto pulls out hiw Wii remote, which transforms in either a tennis racket or a ping pong bat, after which he dashes towards his opponent when the B button is released. The tennis racket will deal high damage and might send the opponent flying depending on how long you held the button. The ping pong bat doesn't send the opponent flying that much, and the damage dealt is lower.
Down B: Make a bow
Miyamoto makes a bow. It's a great meteor attack, and it has the potential to bury the opponent, or even send them off platforms.
Up B: Point and grab
This is a pretty much just a form of teleport, and it can be comparable to Lucario's, however, it's a little bit slower, has more time to finish, and you can control it much more freely. It's based on the fact that the Wii remote can point and grab certain objects in certain games. However, this could be substituted for:
Up B: Gardening
Miyamoto throws a seed right below him, and rides the wave, e.g. plant. It's controllable, and when thrown in the air, it sprouts the plant from the most lowest point, which grows up until it reaches Miyamoto's feet, by which it will then give Miyamoto an upward boost, acting as a third jump.
Final Smash: The best press conference ever
A big screen pops up behind the stage, on which a pointer with an area of effect appears. Miyamoto has by then already moved to the background, so he can't really fall off. When you press an attack button, it will summon a picture on that spot, which gives the area of effect a certain effect. This varies between damage (elemental or not) to status ailments. Or:
The big screen still pops up behind the stage. The screen is dark, except for a hotspot. Now, when using a B-move, Everyone in the spotlight will be affected. The spotlight will follow Miyamoto, though. Since his B-moves get replaced, he can't triple jump. Everyone and everything outside the spotlight will be darkened, not so much that you can't see, but enough that sight gets slightly impaired. Also, probably damage over time, similar to being off-screen, only the effect is less.
Also, below was the original moveset I was going to post, but then I figured out that it was mostly more useful for Miis.
B: Wii Sports: Tennis / Wii Sports Resort: Ping Pong
Officially only known as Wii Sports: Tennis, he pulls out a tennis racket, and hits his opponents with it, which does descent damage depending on how long you held B. However, in rare instances, he pulls out a ping pong bat. While it doesn't do as much damage, it does do knock back, unlike the regular attack.
>B: Wii Sports: Bowling
He uses his Wii remote to throw a bowling ball. You do need to hold the B-button until he swings forward, or the ball might even get thrown behind him. Let go too late, and the ball either goes a little bit upward, or doesn't even go at all. The swingback isn't that long, so you can still attack fairly quickly, only not too fast.
vB: Wii Music
The Wii remote transforms into a random instrument, either a trumpet, which gives people a knockback but no damage, a percussion instrument, which does quake damage, or a guitar, which doesn't do damage, but does inflict a stun effect.
11-10-2009, 08:36 PM
(11-10-2009, 08:30 PM)GaryCXJk Wrote: [ -> ]Okay, I know people are going to Falcon Punch my ass into the milky way for this one, but here it goes.Tonberry2k only accept characters from video games
Shigeru Miyamoto / Shiggy
Basically, we have two options for him. Either he's him in person, or he's a Mii. The latter would probably sound more appealing, though.
Anyway, his moveset is made up of two things, the "Prop Display", which are his A-moves, and "Demo Play", which are his B-moves.
(Moveset)
and Shigeru would not make sense
11-10-2009, 09:39 PM
ton- that goes with my argument about gameplay over representation
rokkags- it was a joke, is till prefer kosmos though
rokkags- it was a joke, is till prefer kosmos though
11-10-2009, 09:49 PM
Many of my suggestions are really B-list kind of characters... I mean, lots of stuff I, and probably many others would consider A-list characters already have a relatively firm place in this project. Most of my ideas are better for consideration for "Smash Bros Project 2: The Sequel". But in reality, this project is all in good fun. I don't see why just posting the ideas would be the end of the world. Who knows, maybe if it went so far as a sequel they'd be considered, but that's neither here nor there, so here we go.
Marx: The final villain of Kirby Superstar and KSS Ultra, akin to villains like the Nightmare and Dark Matter. One of the more colorful villains, and in many regards creepy, especially thanks to new elements added to KSSU. As such, Marx would have rather bright, colorful attacks, but at the same time have a creepiness factor to them.
Marx's size and form would be a mixture of his initial cutscene appearance, and the ultimate shape that he takes for the final battle with Kirby. He'd be roughly Kirby's size, and would have variations of poses and animations with and without his wings. For example, when in the air, most of his animations and attacks would involve his wings, while on the ground he'd mostly run on his feet, except when his wings were involved in the attack. OR his wings could just be out all the time.
One problem is the possibility of another Kirby character with multi-jumps. A solution to that would be either just giving him a doublejump and maybe a glide, or having him float after his second jump rather than giving him a multi jump.
But enough of that, time for a moveset. I used Angelglory's format because it was so nice:
B: Mouth Beam: Akin to Samus'. Must be fired before he can move. Will knock him back far when fully charged. Cheeks puff up as he charges it
Forward B: Thorny Roses: Flaps his wings and tosses a seed onto the ground. If walked over, a thorny rose vine will stab the enemy from below
Up B: Teleport Slice: Basic teleport, but upon reappearing, he slices around himself with his wings (Like in game, but imagine it closerange, not a boomerang projectile)
Down B: Absolute-Zero Bomb: Chargeable. Charging determines probability of bomb explosion freezing opponent. If done in air, it explodes on impact with ground. If on ground, it becomes an item that Marx or any opponent can pick up. Explodes on impact if thrown.
Final Smash: Black Hole: Signature move from KSS. Splits in half, making a black hole where he split from. If sucked in, opponent is damaged and thrown far after being spit out.
Neutral Attack: Kick Combo: Kicks with one foot, then the other
Neutral Attack Held: Spacial Arrows Arrows shoot out of his wings rapidly. (Like from KSS, but in front of him as a short range attack)
Dash Attack: Pink-Blue Helix: Splits in two as a pink and a blue fireball, which spiral around each other for a short while before reforming into Marx.
Forward Tilt: Bite Bites at the enemy
Up Tilt: Wing Attack: Swings one wing
Down Tilt: Low Kick: Kicks low
Forward Smash: Mouth Blast Like his B attack, but as a shortrange explosion
Up Smash: Wing Cutter Swings his wings across each other for a scythe-like attack
Down Smash: Pink-Blue Tornado: He splits into one pink and one blue fireball that spin around rapidly in a circle pattern before reforming into Marx.
Neutral Air: Wing Sparks: His wings teem with electrical sparks
Forward Air: Front Kick: Simple kick with his shoe
Back Air: Back Kick: Simple kick with his shoe
Up Air: Spin attack: Spins around in a slow tornado like fasion
Down Air: Dive Bomb: Dives down with his head first
Throws: Marx grabs people for throws by biting them and holding them with his mouth
Forward Throw: Mouth Eruption: Charges his beam attack with the enemy clogging his mouth before the energy finally bursts forth and sends the enemy flying
Back Throw: Spacial Arrow Barrage: After hurling the enemy, Marx opens fire with a few arrows that fly upwards at the enemy
Up Throw: Nightmare Rose: A giant rose vine bursts out of the ground below Marx to send the enemy up.
Down Throw: Ball Bounce:Marx's beach ball appears over the enemy, and Marx bounces on it a few times before it pops and sends enemy flying.
That's pretty much what my movesets end up like. I have more ideas for many more B-list (And C-list) heroes and villains. Some I have on my mind at the time are Sylux (Metroid), Zero (Megaman), Knuckle Joe (Also from Kirby), and Deoxys (without multiple movesets because of forms). I also have a moveset for Nidoking, just because he's my favorite Pokemon, but I won't bother to include that. Even if I used the grounds that Giovanni was a cool Pokemon antagonist who had a Nidoking, he's not only a Generation 1 pokemon among maaany others in Smash already, but I think Giovanni's REAL signature pokemon might have been Rhydon. xD
Marx: The final villain of Kirby Superstar and KSS Ultra, akin to villains like the Nightmare and Dark Matter. One of the more colorful villains, and in many regards creepy, especially thanks to new elements added to KSSU. As such, Marx would have rather bright, colorful attacks, but at the same time have a creepiness factor to them.
Marx's size and form would be a mixture of his initial cutscene appearance, and the ultimate shape that he takes for the final battle with Kirby. He'd be roughly Kirby's size, and would have variations of poses and animations with and without his wings. For example, when in the air, most of his animations and attacks would involve his wings, while on the ground he'd mostly run on his feet, except when his wings were involved in the attack. OR his wings could just be out all the time.
One problem is the possibility of another Kirby character with multi-jumps. A solution to that would be either just giving him a doublejump and maybe a glide, or having him float after his second jump rather than giving him a multi jump.
But enough of that, time for a moveset. I used Angelglory's format because it was so nice:
B: Mouth Beam: Akin to Samus'. Must be fired before he can move. Will knock him back far when fully charged. Cheeks puff up as he charges it
Forward B: Thorny Roses: Flaps his wings and tosses a seed onto the ground. If walked over, a thorny rose vine will stab the enemy from below
Up B: Teleport Slice: Basic teleport, but upon reappearing, he slices around himself with his wings (Like in game, but imagine it closerange, not a boomerang projectile)
Down B: Absolute-Zero Bomb: Chargeable. Charging determines probability of bomb explosion freezing opponent. If done in air, it explodes on impact with ground. If on ground, it becomes an item that Marx or any opponent can pick up. Explodes on impact if thrown.
Final Smash: Black Hole: Signature move from KSS. Splits in half, making a black hole where he split from. If sucked in, opponent is damaged and thrown far after being spit out.
Neutral Attack: Kick Combo: Kicks with one foot, then the other
Neutral Attack Held: Spacial Arrows Arrows shoot out of his wings rapidly. (Like from KSS, but in front of him as a short range attack)
Dash Attack: Pink-Blue Helix: Splits in two as a pink and a blue fireball, which spiral around each other for a short while before reforming into Marx.
Forward Tilt: Bite Bites at the enemy
Up Tilt: Wing Attack: Swings one wing
Down Tilt: Low Kick: Kicks low
Forward Smash: Mouth Blast Like his B attack, but as a shortrange explosion
Up Smash: Wing Cutter Swings his wings across each other for a scythe-like attack
Down Smash: Pink-Blue Tornado: He splits into one pink and one blue fireball that spin around rapidly in a circle pattern before reforming into Marx.
Neutral Air: Wing Sparks: His wings teem with electrical sparks
Forward Air: Front Kick: Simple kick with his shoe
Back Air: Back Kick: Simple kick with his shoe
Up Air: Spin attack: Spins around in a slow tornado like fasion
Down Air: Dive Bomb: Dives down with his head first
Throws: Marx grabs people for throws by biting them and holding them with his mouth
Forward Throw: Mouth Eruption: Charges his beam attack with the enemy clogging his mouth before the energy finally bursts forth and sends the enemy flying
Back Throw: Spacial Arrow Barrage: After hurling the enemy, Marx opens fire with a few arrows that fly upwards at the enemy
Up Throw: Nightmare Rose: A giant rose vine bursts out of the ground below Marx to send the enemy up.
Down Throw: Ball Bounce:Marx's beach ball appears over the enemy, and Marx bounces on it a few times before it pops and sends enemy flying.
That's pretty much what my movesets end up like. I have more ideas for many more B-list (And C-list) heroes and villains. Some I have on my mind at the time are Sylux (Metroid), Zero (Megaman), Knuckle Joe (Also from Kirby), and Deoxys (without multiple movesets because of forms). I also have a moveset for Nidoking, just because he's my favorite Pokemon, but I won't bother to include that. Even if I used the grounds that Giovanni was a cool Pokemon antagonist who had a Nidoking, he's not only a Generation 1 pokemon among maaany others in Smash already, but I think Giovanni's REAL signature pokemon might have been Rhydon. xD
11-10-2009, 10:33 PM
(11-10-2009, 08:30 PM)GaryCXJk Wrote: [ -> ]Also, below was the original moveset I was going to post, but then I figured out that it was mostly more useful for Miis.
B: Wii Sports: Tennis / Wii Sports Resort: Ping Pong
Officially only known as Wii Sports: Tennis, he pulls out a tennis racket, and hits his opponents with it, which does descent damage depending on how long you held B. However, in rare instances, he pulls out a ping pong bat. While it doesn't do as much damage, it does do knock back, unlike the regular attack.
>B: Wii Sports: Bowling
He uses his Wii remote to throw a bowling ball. You do need to hold the B-button until he swings forward, or the ball might even get thrown behind him. Let go too late, and the ball either goes a little bit upward, or doesn't even go at all. The swingback isn't that long, so you can still attack fairly quickly, only not too fast.
vB: Wii Music
The Wii remote transforms into a random instrument, either a trumpet, which gives people a knockback but no damage, a percussion instrument, which does quake damage, or a guitar, which doesn't do damage, but does inflict a stun effect.
I still think that a generic Mii is a plausible possibility for a character. Heck, I'd sure play as him. That side-B is genius, BTW.
11-10-2009, 10:36 PM
As I've said elsewhere, the Mii has no meaning in our game. In SSBB it would have worked and been relevant, but not here.
11-10-2009, 10:50 PM
agreed. esp. since it seems to offer nothing new to the game