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RE: Fantasy Smash Thread - Kriven - 12-11-2015 I've actually been thinking about a Marvel game in the Smash Bros. style a lot lately, so I guess I'll use Ark Kuvis' post as an opportunity to bring in... ANT-MAN
Cuts the Competition Down to Size
The unanticipated break-out hit of Marvel's Cinematic Universe joins the battle! This incarnation of the character is an over-all representation of the various portrayals of the Ant-Man character since his debut in 1962, so don't think of this character as strictly being Henry Pym or Scott Lang. The Ant-Man legacy is host to many skills--professor, inventor, biologist, thief, spy--but an expert warrior he is not. Don't let that fool you, Ant-Man is a master of sub-atomic application... Opponents who can't see past his shortcomings are in for a big surprise!
Playstyle and Attacks
Neutral Special: Pym Particles - Ant-Man's primary gimmick is in his ability to alter his size at will. Using this attack allows him to activate his patented Pym Particles, the material which allows him to achieve this astonishing feat! Did you know that there's more to the Ant-Man legacy than that name alone? Tapping the Special Button once allows Ant-Man to perform his namesake action, shrinking into the smallest playable character in the game (slightly smaller than even Olimar's Pikmin!), but tapping it twice will have the opposite effect, allowing him to take on the size and strength of Pym's other alter-ego: Goliath! A third tap will switch Ant-Man to his basic size. Competitors hoping to gain the upper hand will have to be quick to adapt, because each of Ant-Man's forms have unique attributes. Human Size - At his standard size Ant-Man isn't anything too special--but that isn't to say he's a slouch! He's more acrobatic than your average Joe, but in contest with some of the most physically adept warriors in the universe, he isn't anything special. His speed and strength are relatively average, and he can't jump very high at all. His lithe figure will keep him somewhat light on his toes. In this form he's an average character, able to take a punch and dish one out, but just as likely to be knocked away. Ant-Man - At the size of an insect, Ant-Man becomes much more difficult to hit... but also much easier to KO. In this form Ant-Man really encapsulates the idea of being a Glass Cannon: condensing his molecular structure has made him super dense, and so super strong... Strong enough even to put down Little Mac at arm wrestling! He's also much faster than before, keeping up with faster fighters without breaking a sweat. This combination can make him very dangerous, provided he doesn't take a hit. His super strength also greatly increases the height of his jump--some have joked that he should rename himself "Flea-Man" after watching the little speck bounce across the battlefield. Even at his finest, Ant-Man can be tossed away by the likes of Jigglypuff. Of course if he lands the first kick, the Pokémon had better watch out! Goliath - Increasing his size does wonders for Ant-Man's durability. Now as large as Bowser, Ant-Man can survive even the most punishing of attacks--which is a good thing, because he's now way too slow to get out of their way! While his strength sees a modest increase when compared to his base form, it's nothing compared to the deadly hyper-dense punches he can deliver in his shrunken form. Not to mention the fact that the added weight makes it almost impossible for him to jump to newer heights... This mode is almost purely for keeping Ant-Man on the ground after he's accumulated an abundance of damage. If used with little damage, Goliath can absorb attacks without so much as a flinch--but the lack of mobility and only moderate strength buffs means that when this form comes out, a player is most likely trying to buy themselves a few more seconds of life. These forms are not timed transformations--they last as long or as little as the player deems fit. That being said, Ant-Man can be prevented from transforming if he's hit at just the right time. Side Special: SWARM! - Ant-Man does have one other notable gift, aside from shape-shifting: his unique ability to communicate with and command hive insects! His side-special allows him to call upon a colony of Winged Carpenter Ants (...R.I.P. Antony...) to swarm his enemies. There's actually a little more to it than that: holding the Special button will allow Ant-Man to "charge" the attack (in reality, the ants are increasing in number). Releasing the button unleashes the attack, which begins as a decently strong punch... however, at the end of this punch, the swarm will follow the trajectory of his fist and surround whoever they encounter in a biting, stinging storm! This can be to the ire of enemies, who are now slowed down... long enough for Ant-Man to unleash a Smash Attack? That's up to the player and the skill: the swarm can be soundly defeated by just a few attacks, and after enough ants have been killed the rest will disperse. A properly-timed shield might discourage them altogether, but who can say? Down Special: Ant-Assist - Calling again upon his helpers, Ant-Man will again encourage his allies to swarm, only this time... they're swarming over Ant-Man himself! Thoroughly protected, the ants will take damage as long as the player holds down the Special button. They'll protect him from projectiles and absorb some of the impact from physical attacks, but ants won't be enough to save him from the brunt of a strong melee approach. It's important to note that this attack and SWARM! have a big limitation: there can only be so many ants under the control of one Ant-Man on the field at a time. Keeping this in mind is important for effectively using the character, because charging SWARM! to much will mean there are no ants left to help protect their master, and using Ant-Assist for too great a time will mean there are no ants available to attack with. It's up to you to find the proper balance between offense and defense. Up Special: Rising Storm - This move is greatly influenced by both of the special factors which comprise Ant-Man's unique skillset: his size and the number of ants currently performing another task. In this recovery, Ant-Man calls upon a flying swarm to carry him away from death in the direction indicated by the player's joystick. However, how larger Ant-Man is will change the number of ants he needs to use: Ant-Man can ride upon the back of a single ant, but at his human form he'll need more, and as Goliath it'll take the entire swarm to heave him onto the stage. The swarm can damage enemies who wander to close, but their focus is primarily on moving Ant-Man to safety. Final Smash: Giant-Man - Ant-Man and Goliath aren't the only names attributed to this legacy... Giant-Man is just as important! Activating his Pym Particles, Ant-Man grows to monstrous proportions. He becomes so large that he can no longer even fit on the arena. Instead he stands behind it, towering over the battle like... like some kind of... giant! The joystick can be used to help Giant-Man sidle back and forth to line up his attacks, and they can also be used to angle said attacks so enemies don't get away. He hes two primary attacks at his disposal. One is a devastating, death-dealing punch which can even destroy some platforms, and the other is a little more fun: Giant-Man will sprinkle a rain of size-changing discs onto the stage. These discs can either shrink opponents to make them lighter, or grow them to make them easier targets for his punching attack. Basically, they have the same effects as the Mushroom items. This rain only occurs beneath one hand, though, it's not a stage-wide sweep, making it very avoidable. He can also use a sweeping backhand or forward hand slap across the stage, though these attacks lack the finishing power of his punch. Holding the shoulder buttons will help players choose which hand they are going to use to attack. Special Button drops size-discs, Smash Button punches, Jump Buttons slap. After a short time, Giant-Man will revert to his previous form. A Closer Look at the Ant Mechanic:
The Ant Mechanic isn't overly complicated: Ant-Man doesn't bring the swarm into battle with him visibly. When an ant finishes its animation, it returns into the ground. Only from that point can it be sent to perform a new action. Basically: an ant cannot cancel its current action to perform a new one. But since the ants aren't visibly accounted for like Olimar's Pikmin, the player will have to get a feel for just how many there are. Fortunately, killing ants does not detract from Ant-Man's over-all arsenal: that merely influences the action occurring right then. For instance, killing the ants in "SWARM!" does not mean that Ant-Man can't use that attack again a second later, it just means the attack has been ended. I guess in the simplest terms: Ant-Man is leaving his attacks behind him and cannot perform another swarm-based attack until that animation has finished. It's important for players to keep track of what their ants are doing, because the insects cannot keep up with every command and they are needed for some of Ant-Man's other moves. Ant-Man's basic movies vary between acrobatic maneuvers and calling upon his swarm for aid. His Neutral Smash sends a wave of ants at the enemies before him, and his Up Smash will cause them to congregate above his upraised fist, however his Down Smash is a simple sweeping kick attack. The majority of his tilts are his alone, consisting of punches and kicks which come out fast but don't count for much (unless he's in his smallest state). His aerials are also largely his own acrobatic maneuvers, with the exception of his Back Air, which sees him command a swarm to cover his rear. His dashing attack is a kick which lifts him off the ground. At smaller sizes, he can use this to enter into an aerial combo. This attack is fairly powerful, and can easily kill when it needs to. EMBLEM AND FANFARE
Ant-Man is most well-known as a character featuring in Avengers comic books and cartoons, so he will be considered as being part of the Avengers franchise as opposed to representing his own. As such, he bares the classic "A" of the Avengers Tower. His victory fanfare is taken from the Marvel Cinematic Universe logo, as it will be for all Avengers characters: Additionally, his stage entrance involves Ant-Man flying onto the stage on the back of a very enlarged carpenter ant (ANTONY?!) COSTUMES AND COLORS
Ant-Man can make use of a number of alternate costumes based on his many different appearances over the years... but I probably don't have the skills to show you all of that. Instead, here's his eight color swaps using sprites from Avengers Alliance.
Red Color - This is Ant-Man's basic color, and also his Red Team color.
Purple-Pink Color - This color is inspired by Stinger, who carries on the Ant-Man legacy in the M2 Universe.
Yellow Color - This color is inspired by Yellowjacket, the fourth name taken by Henry Pym and also the villain in the Ant-Man film.
Silver Color - This color is inspired by Ultron, Pym's robotic child.
Blue Color - This is merely his Blue Team color.
Green Color - This is merely his Green Team color.
Black Color - A stealth operative needs a stealth suit.
Brown Color - Slightly inspired by the look of Ultimate Ant-Man.
I'm also going to go ahead and plug my blog, where I have a few Fantasy Smash posts already (and I'm just going to migrate the whole Fantasy Smash concept to here... probably better off that way...) Characters: Balloon Fighter Donkey Kong Jr. Princess Peach Fighting Polygon Virus Marill Ant-Man Stages: Game & Watch Land Items: Ice Flower Kuribo's Shoe Super Leaf Zapper Assist Characters: Poliwag Scyther A few years ago a friend asked me "Who would you pick to be in Marvel Smash Bros?" I made this: Today I was inspired to make sequel: RE: Fantasy Smash Thread - miyabi95_ - 12-12-2015 (I'm sorry, this probably won't make any sense) Hatsune Miku A-combo (start): Smacks with guitar A-combo (during): Shoots out colorful musical notes from guitar A-combo (finish): Musical note explodes A-side: Skirt becomes saw blade A-up: End of twintail becomes a fist and uppercuts opponent A-down: Low stab with twintails Side smash: Swings leek like baseball bat Up smash: Twintails form venus flytrap that bites opponent Down smash: Spins around with saw blade skirt and sharp twintails* *A la Link's up special ...I'm at a loss for specials and final smash. So many weird things could happen . RE: Fantasy Smash Thread - Ark Kuvis - 12-12-2015 A young man stands on the flat plane of Final Destination. It just so happens that today, the 12th of December, 2015, is this young man's release date into Super Smash Bros. Though it was only 6 years ago he was given life, it is only today he will be given a name!
What will the name of this young man be? ZOOSMELL POOPLORD
STINKS UP THE STAGE! TRY AGAIN, SMARTASS. JOHN EGBERT INHERITS THE BATTLE! From that one webcomic you might have read a few years ago, comes the plucky protagonist, John Egbert! There's no Heroic Mode here, John's character design is specifically designed from his original sprite in Homestuck. As the Heir of Breath, John fights with some fairly strong wind powers, while also laying down a beatdown with his Pop-A-Matic Vrillyhoo Hammer, a legendary weapon forged in fire by the smiths of Pipplemop and commissioned by the sage Lord of the Wozzinjay Fiefdom in the Realm of the Snargly Fruzmigbubbins. Consider John very much similar to Mewtwo- a very strong damage heavy Glass Canon that is very floaty and light. While his standard attacks have decent range, the minute John's percentage rises beyond the 80s, you'll have to be careful of smash attacks. John is a high risk, high reward- similar to the heafty 9000 paged webcomic he hails from. Neutral B: The Windy Thing - John sucks in his gut, and blows out a windy breeze. This has an initial windbox, but any foes unfortunate to miss the windbox portion will take damage from the blue air strands. The longer John holds in, the stronger the attack will be. Good for keeping foes at a distance. Side B: Spectibus Ejection - John ejects an item from his Sylladex, which is flung at the opponent. This is a somewhat spammy projectile, but only at close range. The items he can eject include Stone Tablets, his Cosbytop Laptop, Fake Arms, Lil Cal (how'd he get in there?!), and a Salamander. Regardless of size, these items all do the same amount of damage. Up B: John: Ascend - John, using his wind powers, darts upwards, similar to Robin's up B. He leaves behind a Wind Box, but it cannot spike opponents, only push them horizontally. John can float after this, but the minute he uses an Aerial Attack, he's sent downward. Down B: Bunnykind - John pulls out a stuffed rabbit, holds it aloft, before slamming it to the ground, akin to how Cameron Poe, main character of Con Air played by Nicholas Cage, gives the bunny he tried to protect to his daughter, in a needlessly dramatic fashion. John has three different types of bunnies he can pull out: -The Con Air Bunny, the exact rabbit from the film that John's friend Dave got him for a birthday present. It does very little damage, and very little knockback- but you'll have Super Armor during the attack. -The Knitted Bunny, a rabbit that John's friend Rose repaired using her sewing ability, also given to John as a Birthday Present. Due to weird time shit, it's actually the same rabbit that John received from Dave. This bunny does more damage, but doesn't have the super armor. -The Uber Bunny, a rabbit that John's friend Jade (along with her alternate universe grandfather Jake) gave to John for his birthday present. Thanks to weird time shit, this is actually the exact same rabbit that John received from Rose, meaning that for John's 13th birthday, he got the same present three times. The UberBunny, aka Liv Tyler, comes out with super armor and INSANE knockback- but it doesn't do a single drop of damage. Final Smash: Ultimate Weapon - When John obtains the Smash Ball, the Heir of Breath will float up into the background. He will "Do The Windy Thing", and call two massive tornados that will blow players around, causing minimal rapid damage if any one gets in too close. It is then when John opens a chest, and a small white Sburb Logo pops out. Any players caught in between the two tornados will feel the full force of John's fist, as the Boy Skylark will put his fist though the reality warping weapon, and come out as a VERY large fist on the stage. The fist doesn't have a lot of knockback, but can kill high percentaged opponents. Costumes: John's default is his God Tier Pajamas, but he also has outfits based on his Slime Ghost T-Shirt, his Slime Ghost Tuxedo, his Vriska outfit, the Ectobiologist outfit, and the Spade T-Shirt. He could also have outfits based on his friends; Rose, Dave, and Jade. Emblem: Taunts: Up Taunt - John Waves his arms and head around. "Whooooo Caresssss" Side Taunt - John shakes his fist in front of him, cursing at any baked goods ever. Down Taunt - lifting himself off the ground, John spins around before landing back on his two feet. Victory Poses: -John dances, similar to the jerky gif victory dance in Homestuck -John gets intangled by Lil' Cal, forcing him to jump and shake in shock before falling to the ground. -John sighs, before holding his Hammer way above his head in a triumphant victory pose. RE: Fantasy Smash Thread - NICKtendo DS - 12-12-2015 Tony Hawk (Pro Skater series) Walks around with a skateboard. He can switch between 2 modes: On foot: Allows him to use his standard attacks. His smash attacks involve smacking opponents with his skateboard. On skateboard: All of his standard ground attacks, including smashes, are replaced by dash attack, which is him kicking himself forward. His speed increases and special attacks are performed faster, at the cost of grip. Aerial standard moves remain the same between both modes. B: Kickflip: Pops a small ollie, followed by a kickflip. Hits 3 times: The ollie, the flip and the landing. Keep pressing B in mid-air to perform up to a triple kickflip. Side-B: Board slide: 3 rail pieces from THPS2's Park Editor appear in front of Tony as he performs a grind. He can jump off the rail and follow up with attacks that aren't recovery. Others can use the rails as a temporary semi-solid platform. Down-B: Mount/Dismount: Switch between On Foot and On Skateboard modes. Up-B: The 900: Magically gains extra air so he can perform his signature 900 degree spin. Final Smash: Chaos at the Foundry: Based on THPS3. Drags opponents in close range to a scene where Tony grinds on a giant bucket of molten steel, which spills onto the opponents for massive fire damage. Victory jingle: Remixed from Powerman 5000's Worlds Collide. Stage: The Foundry (THPS3): Quarterpipes, high-up walkways and molten steel. Maybe there's a Secret Tape in the background. RE: Fantasy Smash Thread - Kitsu - 12-12-2015 Heavy Weapons Guy Pain without end! Neutral B: Minigun The Heavy stands his ground and begins spinning up Sasha, his minigun. After about a second of spinning up, the gun begins firing. While spinning up/firing, the player cannot move, but can aim up and down at about 10 degrees per second. Maximum angles are 30 degrees above and below horizontal. The rounds from the minigun travel as fast as fox's shots, and fire at a rate of 2 shots per second. They deliver minimal damage (maybe 1-3%) and no knockback. Also fired with random spread of 0-5% 0.5 seconds of cooldown upon letting go of the B button. Can fire for 5 seconds per spin up. Alts: Natascha for slower fire rate but with low knockback, Brass Beast? for higher damage but longer warm up time? Side B: Shotgun Heavy whips out a shotgun and fires a quick burst. 0.6 second lead in. After firing, he pumps the shot gun before putting it away again. Pump lasts 0.25 seconds, putting the gun away takes another 0.25 seconds. If the player presses B again within 0.15 seconds after the pump, Heavy will fire a second shot. He cannot fire a third time. Fires 5-7 rounds at a random spread of 0-15%. Each round moves about as fast as fox's shots and deals 10 damage and medium knockback. Both damage and knockback have a falloff applied according to distance from firing position. Alts: Panic Attack can fire 4 times before needing be put away, but the window for firing is smaller and deals less damage and knockback, Reserve Shooter deals more damage to airborne fighters and less to grounded ones Down B: Sandvich Heavy pulls out a sandvich and chows down on it. Full animation lasts 3 seconds. Pressing B during the animation will have him put the sandvich away early. Putting the sandvich away takes 0.25 seconds. Heals 10% each second while eating. Eating the sandvich causes the sandvich to not be available again for about 15 seconds. Attempting to eat the sandvich while it's unavailable will cause a 0.5 shrugging animation. Note that eating the sandvich when the Heavy has no damage will not cause the sandvich to become unavailable. For obligatory sandvich parties. Alts: Steak sandvich for temporarily increased damage/knockback, dalokohs for temporarily increased defense/knockback reduction Up B: ...Shoryuken...? idfk Heavy performs a jump into the air along with a punch. Delivers one hit for about 8-12% damage and medium knockback. Heavy becomes unable to act further upon reaching the top of his jump and loses all vertical momentum. It's basically Mario's Super Jump Punch but with only one hit. Alts: KGB is basically Luigi's jump punch instead, GRU does no damage but 1.5x recovery range and speed Final Smash: Ubercharge A Medic who has been conveniently charging Uber offscreen pops Uber on Heavy. Somehow, it's also got Kritzkrieg effects, too. For the next 15 seconds, Heavy is invincible and deals more damage and knockback. Also heals for 4% every second. His normal attacks focus on his fisticuffs. Taunts: up: Heavy takes out and hugs his minigun "Oh Sasha!" side: Heavy takes up an pose harkening back to old westerns, before whipping his hand forward and firing... a pretend finger gun. If a fighter is within a short distance in front of Heavy, they receive some heavy knockback (no damage) down: Heavy eats his sandvich. Really, it's just a secondary way to use his down B lol. Alternatively, conga. Stage: 2fort Key: black = solid, dark grey = semi-solid, light grey = background, blue = water (shallow, so it has no actual effect) fun idea: sometimes, an intel suitcase will spawn on either end of the map; a player can pick it up (like an item) and carry it to the other side of the map for a temporary offense boost RE: Fantasy Smash Thread - Ark Kuvis - 12-12-2015 Stages: The Land of Wind and Shade
John Egbert's home stage takes place on his planet, aptly named the Land of Wind and Shade. You can see John's house, grown to a ridiculous size in the background. The stage takes place right next to John's quest bed, and it seems to be aptly flat. However, this is a RUSE. From out of the ground will spout pipes. These pipes will gush inky oil, causing the ground to slip around. Making for a rather slippery fight. You can see a few Salamanders in the back of the stage, blowing bubbles. Sometimes, John's Nanasprite will come down. She'll release baked goods if attacked, so feel free to grab the healing items. Themes include: Showtime Doctor Savior of the Waking World Black Among others. I've also been thinking for a home stage for Captain America. Probably the SHIELD Helicarrier, unless you've thought up a better one, Krivin. Assists: Jack Noir Formerly one of the Black Queen's Agents, Jack Noir has obtained the Ring of Orb FourFold, and his appearance has transformed into that of the four prototyped sprites. While he was quite strong initially wearing the ring before Jade joined the game, it wasn't until her Omnipotent Goddog Guardian Becquerel was prototyped that Jack became unstoppable. As Jack is summoned, you can immediately tell that Jack is plenty powerful, green lightningbolts pulse off the Sovereign Slayer. With his mighty wings, Jack takes to the sky. Using the very same ring, Jack summons very powerful red tentacles- the red miles. This destructive attack is what will bring an end to the universe- but Jack will bring an end to the battle with them. Suddenly, the four blast zones of the stage, are littered with destructive Red Miles. Touching the red miles will knock your character in the opposite direction the miles are facing. There are no ways to get KO'd when the Red Miles are in play, you're forced to keep fighting, while the red miles wrack up damage. This traps all players into staying on the stage, claustrophobicly unable to score KOs. When Jack leaves, so too does the Red Miles. This could put you at a huge advantage, with players having extremely high percent wracked up. On the other hand, the Red Miles would also affect the player summoning Jack. His infections have hampered the entire game, quite similar to his role in Homestuck... Chunky Kong Finally, he's here for you. It's the first member of the Donkey Kong Assist Trophy crew! How has this franchise went without an assist yet? I was ecstatic to hear the now proven fake reveal of a Chunky Kong AT. It's just a shame it didn't happen! Chunky himself is one of three brand new characters created for Rare's first Donkey Kong game on the N64, aptly named Donkey Kong 64. Despite his size, Chunky was a coward, wimpering like a baby when seeing the giant dragonfly Dogadon for the first time. So here's Chunky. This heafty monkey will strike a pose once summoned, before slamming the ground with his beefy arms. His ground pounding will damage nearby opponents, but it's not the ultimate reason why he's here. When Chunky slams the ground, Bananas will start raining from the heavens. Some can heal, but most will be Banana Peels. They will act like the player who summoned them placed them there, so the free player is free to tread across the stage freely without tripping- but everyone else will have to be very mindful of the tripping. One step on a banana peel, and it could mean taking a serious punishment. Chunky will do this two times, before posing. He'll then bananaport off the stage. Thanks, pal! Hope we get to see you in an actual DK game soon! RE: Fantasy Smash Thread - daemoth - 12-15-2015 Edgar Roni Figaro Up+B: Dragonboots Jump Similar to Kirby, Jump and then do a downward attack. Neutral B: Bioblaster Create a poison cloud next to Edgar which damages anyone whos enters it. Less strong than Bowser firebreath but lingers for few sec after being shot. Side + B : Auto Crossbow Basic projectile Down + B: Air Anchor Load the Air anchor unto the autocross bow, pressing the B button afterward will launch it ( like Link's bomb) If it hits, the target's receives damage upon its next attack. Side-Smash: Chainsaw Up-Smash: Drill Final Smash: DragonBoots + Offering A mix between kirby's star item and Zero Suit Samus final smash. You select a location on the screen via an old school cursor and Edgar does a downward attack at that location. Activable 4 times. Sabin René Figaro Up-B: Suplex Jump upward, if you encounter an enemy, you grab him and make his head meet the ground. Side-B: Fire Dance Dash side ward with his fire clones. Neutral B : Aura bolt Chargeable beam attack. Down+ B: Spiraler Sabin spins and creates a tornado, dealing damage to enemies that enter it. If an ally enter it, Sabin health is gradually given to them. Doing this move for too long will damage Sabin. Final Smash: Bum Rush + Tiger Break Like Link Final Smash, but with his blitz and desperation attack. RE: Fantasy Smash Thread - K0n9 - 12-16-2015 King K. Rool Up B: Chopper PacK, K. Rool breaks out the copter pack from DKC3 and flys upwards, opponents that touch the copter blade take damage. Neutral B: Crownmerang, K. Rool tosses his crown, which returns to him. Side B: Cannon shot: K. Rool shoots a fast moving cannon ball from his blunderbuss. Down B: Ground Pound: K. Rool drops from the air and slams the ground, causing a small shockwave. Final Smash: Cannon Jump: K. Rool Jumps up and down shaking the stage, afterwords cannonballs land on the ground at random parts of the stage dealing high damage to whoever gets hit by one. RE: Fantasy Smash Thread - Mit - 12-21-2015 (x-posting from tumblr)
The Magypsy princess, Kumatora, joins the battle!
Unlike her other PSI wielding counterparts, Kumatora focuses more on simpler, direct attacks than complex multi-part techniques.
Her Neutral Special, PK Thunder, is very different from Ness’ and Lucas’ specials of the same name- Kumatora’s rises as the button is held, storing power. Then, when released, it stops, and releases a strong thunderbolt- it even meteor smashes near the top!
Her Side Special is PK Freeze. This functions more in line with Ness’ and Lucas’ PK Fire attacks, however Kumatora’s is instead PK Freeze, and doesn’t explode upon impact. It instead continues moving a set distance, pushing those unfortunate enough to run into it along, eventually freezing them. If used in the air, it fires directly downwards!
Kumatora’s Up Special is PK Fire. Similar to Fox’s Fire Fox, it can be aimed, however Kumatora’s does push damage to those it hits, and explodes at the end, dealing a good amount of knockback! However, this versatility comes at a price, as it doesn’t take her very far.
Finally, her Down Special is Shield. It acts as a solid barrier, but only in front of her- while opponents can’t run through it, nothing is stopping them from running around it! It also reflects projectiles, and has very low startup and cooldown.
Kumatora’s Final Smash is PK Ground- a technique only she can learn! She unleashes a mighty earthquake, dealing damage to those on solid ground. During this, Kumatora is free to roam around and knock opponents into the quake. Near the end, the earthquake gets more intense, dealing high knockback, so look alive!
RE: Fantasy Smash Thread - Kriven - 01-12-2016 BOWSER JR.
Stands on his own
The Koopa Prince of Crime returns, this time ditching his old playmobile to get a little more physical with the Smash Scene. His primary mode of attack is the Magic Paintbrush given to him by a crazy old man in a white coat. He uses it a bit like a sword, though it leaves behind damaging streaks of paint and in some instances can even toss balls of paint through the air (such as in his down aerial). The brush is longer than Jr. himself, however, which makes it somewhat awkward to use. As a result, his attacks aren't the fastest or the strongest, but they have sweeping arcs that cover a lot of space. He's too slow to fight up close, but he doesn't have any attacks that are good to him from far away... An effective Jr. player has to figure out just the right space from which to make their stand.
Playstyle and Attacks
Neutral Special: Fireball - Picking up Bowser Sr.'s slack, Jr. relies on the classic fire-football to cook his foes. Holding the Special button will allow him to hold the fireball in his mouth while standing in place, giving the player the opportunity to aim Jr.'s head. In this way, players can launch the fireball at a wide variety of angles to suit their needs. Side Special: Sonic Roar - There was a time when Jr. wasn't quite big enough to breathe fire (though he still blew a lot of hot air). Back then he developed a special technique for tackling powerful opponents: the Sonic Roar. While this attack is non-damaging, it creates sound waves powerful enough to disorient opponents, leaving them open to attack. It can also be used to slow projectiles. Though it can't outright stop them, it can cause them to lose momentum, and potentially to fall short of their target. At the very least, it will reduce the damage dealt. Down Special: Slip Up - Bowser Jr. makes use of his trusty Magic Paintbrush, scribbling on the surface of the stage. What's that he's drawing? Well, nothing in particular--but watch out! That ink is slippery! Not only can it cause careless players to trip, but it occasionally spawns Goobles which will try to pounce on nearby foes. The Goobles are dispatched with any kind of attack and only deal 1% damage, but they can be a bit of a hindrance. Jr. can leave up to three paint puddles on a stage at a time, but trying to create anymore than that will be a useless effort. After a while the paint will dry, allowing Jr. to draw some more. The puddles can also be cleared away by taking damage from projectiles or very low-to-the-ground attacks. Up Special: Struggle Claw - Bowser Jr. isn't a Paratroopa, after all... and he isn't quite big enough to make the ol' Fortress work just yet. He struggles to return to the stage, swiping at the air with his claws. He gains a little air, and tapping the B button can help, but the effort is a little embarrassing. Of course if he happens to grab onto an enemy or item while struggling, he'll immediately scramble over them and use them to spring for the stage.
Final Smash: Masterpiece - Bowser Jr. retains his Final Smash from Super Smash Bros. for Wii U, although he doesn't take advantage of the Shadow Mario persona to do it. In this attack he uses his paintbrush to draw a gigantic, toxic "X" across the stage which damages opponents unfortunate enough to touch it... and then it explodes!
EMBLEM AND FANFARE
As his entrance, Jr. flies down to the stage in his Junior Klown Car... then he hops out and draws his paintbrush! COSTUMES AND COLORS
Bowser Jr. doesn't have a whole lot of colors to pull from... so he's mostly just basic color swaps...
Red and Green - The traditional colors of the Koopa Royal Family.
Red - Based on Red Koopa Kid from Mario Party 5. Also his Red Team color.
Blue - Based on Blue Koopa Kid from Mario Party 5. Also his Blue Team color.
Green - Based on Green Koopa Kid from Mario Party 5. Also his Green Team color.
Green and Yellow - Inspired by King Koopa's colors from The Super Mario Bros. Super Show!
This next one was supposed to be his Yellow Team costume, but I don't know wtf happened. I must have accidentally deleted a layer just before I saved. He was a Yellow Koopa Kid, basically. Blue and Black - Inspired by Dark Bowser.
White and Red - Inspired by Dry Bowser.
RE: Fantasy Smash Thread - NICKtendo DS - 01-12-2016 You'll hate me for this, but this stage features a stage boss. Sonic CD : Stardust Speedway The course iconic for being where Sonic and Metal Sonic fight eachother for the first time. It has smooth, rolling hills and dips, similar to the Green Hill Zone stage, and semi-solid platforms that change in layout depending on the following gimmick. Like Super Mario Maker switches between the 4 themes, every 20-30 seconds a voice will call "Future" or "Past" and change the time period accordingly. You start off in the Present, which is nothing special. In the Past, a Badnik Generator or Metal Sonic Projector appears on a random spot. The one who dealt the final hit before it's destroyed gets Metal Sonic on their side. Destroying it also changes the next Bad Future into a Good Future. In the Bad Future, both Metal Sonic and Eggman appear, attacking the players indiscriminately. Metal Sonic performs his Maximum Overdrive dash attacks and Ring Spark Field attacks while moving around the stage while Eggman stays on the top edge of the stage, firing lasers straight down. In the Good Future, only Metal Sonic appears and deals no damage to the one who landed the final hit on either the Generator or Projector last Past. In both cases, Metal Sonic can be KO'd for +1 in Timed Matches. It will not trigger an explosion that KOs other players, though it does explode. The one immune to Metal Sonic can also attack him. Attacking Metal Sonic is risky, since his attacks generate a field of electricity around him, dealing continuous damage and making Metal Sonic immune to attacks. The stage cycles through the time periods as followed: Present -> Future -> Present -> Past -> Future That means the first time, the Future will always be a Bad Future. Because the Present appears twice in one cycle, the time until the next time period is shorter (20 sec) than the Past and Future (30 sec). RE: Fantasy Smash Thread - Ark Kuvis - 01-28-2016 BIRDO
SLUMBERS INTO BATTLE
Birdo, questionably one of the 8-bit era's most controversial characters. Acting as the Miniboss in the American Super Mario Bros. 2, Birdo's made many cameo appearances in Sports, Party, and RPGs in the years to come. Like Yoshi, there are many different kinds of Birdos- each having different colours, strengths, and weaknesses. But we'll be focusing on the Pink Birdo who's made many appearances. Birdo's weight is probably around Yoshi's, she's not light as a feather and can take many hits. Her moveset involves some punches and kicks, but any attacks done with her right hand have the "slash" effect, thanks to her diamond ring. Her Up Smash is Yoshi's old Up Smash, involving a fierce headbutt. Birdo can zone her opponents out with projectiles, but her range is certainly lacking when compared to other fighters. Luckily, while she's not as fast as Yoshi, she has average speed, allowing her to get in. She also shares Yoshi's egg shield. Neutral Special - Egg Shot: This is Birdo's trademark attack. Birdo shoots an egg from her nosemouth! The move is very similar to Diddy Kong's Peanut Popgun and Bowser Jr.'s Cannonball attack, in that you can charge it for more power and velocity. Birdo can fire Eggs behind her in the air for a horizontal recovery! Side Special - Vacuum: Birdo uses her nosemouth to suck in one opponent. This is a command grab, similar to Bowser's Koopa Claw in Melee and Diddy Kong's Monkey Flip. Birdo can choose where to fire her opponent after sucking them in- Upwards, Downwards, or Forwards. She'll gain momentum in the direction opposite of where her opponent was thrown. The hitbox is surprisingly small on this attack. Up Special - Pidgit Carpet: The Melee Stage "Mushroom Kingdom 2" featured Birdo in her Super Mario All Stars appearance, but also had a guest spot from a Pidgit, a floating enemy also from Mario Bros. 2. The two partner up for Birdo's Up Special. Birdo grabs onto the Pidget Carpet as it rises, and gently falls- similar to Peach's Parasol. You can cancel the lightly falling into the traditional free falling at any point. Down Special - Fireball: In Super Mario Bros. 2, only Red and Green Birdos can shoot fire. Birdo will begin to charge the fireball on the first press, pressing again will shoot the fireball. It's similar to most charge moves, so a dodge or a shield cancels the charging. The more you charge, the stronger the attack, but the slower it'll go. A fully charged Fireball will be useful as a close ranged attack, but a basic fireball would be very similar to Birdo's eggs in length. A Fully charged Fireball could be a great edgeguard tool. Final Smash - Robirdo: Exclusive to Super Mario Advance, Robirdo served as the Boss of World 3 in place of Mouser. When Birdo obtains the Smash Ball, she essentially rides atop the mechanized monstrocity. Like the Landmaster, you can control where Robirdo goes. The strongest part of Robirdo is her massive Egg cannon, so it's best to get foes while their in the air. Entrance: Birdo jumps out of a Warp Vase, blowing kisses to the camera before landing. Taunts: -Birdo fixes her bow. -Birdo blows a kiss and makes a noise -Birdo covers her nosemouth and giggles, laughing. Victory Pose: -Birdo shoots a few eggs up in the air, before posing at the camera. -Birdo lands on the ground, spins in place for a bit, before striking a fabulous pose! -Birdo comes out of her egg shell, winks at the camera, before giggling. Alt Colours: -Red -Green -Blue -Grey (Mouser) -Orange (Boxart) -Hawkface -White (White Yoshi) --- Assist Trophy: RE: Fantasy Smash Thread - NICKtendo DS - 01-28-2016 When I saw Robirdo, I imagined the robot forming around Birdo (think Zero Suit Samus's Final Smash in Brawl, restoring the Power Suit) so she could pilot it from the inside. When the Final Smash ends, the Robirdo explodes, releasing Birdo. The parts deal damage when they gather to form Robirdo and when they fly off from the explosion. Oh, for one of her victories, Birdo holds up a key and cheers until she's chased off the podium by a Phanto. This further references her origin as a SMB2 character and references the fact that Birdos hold keys in World 7-2. |