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Brawl Character movesets: share, rate, and comment!

Thrillhouse-vh.

Smash Hero
Joined
Jul 4, 2006
Messages
6,014
Location
The Bay
Poliwhirl

MY POLIWHIRL MOVESET

STANDING
A- Slap
A,A- Double Slap
Rapid A- Rapid Slap
Dash A- Slide

AIREAL
A- Air Slap
Foward A- Reach Air Slap
Back A- Turn Around Slap
Down A- Inflate
Up A- Psywave

SMASH ATTACKS
Foward Smash- Mega Punch
Down Smash- Psyhcic
Up Smash- Uppercut Slap (This move is stoopid )

SPECIAL MOVES (Explanation of moves)
B- Hydro Pump - Charge up B button to make a water projectile. the more you hold, the more powerful and how fast it goes, etc.

Foward B - Amnessia - Atomatically makes a character dizzy for a while, compared to how much damage they have. People with less damage will stay asleep longer, etc.

Up B- Whirpool - Makes a whirpool around Poliwhirl and flies up for a while, then dies down and you fall. Like combining Pikachu's Up B and Mario/Luigi's Down B

Down B -Body Slam- Basically your generic fall-down move, like Bowser and yoshi


SUPER SMASH ATTACK
Bubble Beam- Bubbles fly across the screen, and shock people they shock. LOTS OF BUBBLES = LOTS OF PAIN!

Character Symbol - Pokeball

Character's Stage - Cerulean Gym While your fighting on the island in the middle, watrer pokemon come out and attack, something stupid like goldeen, or powerful like Gyrados. Or, bring back Safron city, where pokemon attack from the dloor of Silph co.

What Happens When Kirby Sucks Poliwhirl Up - Gets frog eyes or stomach swirl thingy

Yeah, I know, there are better choices, especially for Pokemon, but I love Poliwhirl, and I think he no has a chance, but would be O.K. as a downloadable fighter.

As long as it doesn't cost money
 

Shadow Calibur

Smash Ace
Joined
May 17, 2006
Messages
732
Location
Warner Robins, Ga
May moveset on page 7 was a bit iffy, so here's the edited version.

(B BUTTON MOVES)
B: Mawile- May pulls out Mawile, which will latch on to and bite anyone who gets too close. Causes 5% damage every time the B button is pressed while Mawile holds May's opponent.
Smash B: Pokeball Catch- May throws a Pokeball at an opponent, trapping him/her. Similar to Yoshi's Egg Lay. Change trajectory with control stick and power with B button hold. 7% Damage.
Up B: Sky Uppercut- May calls out Blaziken, who performs Sky Uppercutt to pull both May and Blaziken up. Good recovery. varies between 2-12% damage.
Down B: Bike Trick- May pulls off a spinning trick on her Bicycle, damaging anyone who gets too close. 14% Damage

(A BUTTON MOVES)
A- Jab 1-2% Damage
A (2 times)- right hook 2-4% Damage
Tilt left/right A- Light Roundhouse: Similar to Falcon's F-tilt. 5-9% Damage.
Tilt Up A- Uppercut: Similar to Mario's Up-tilt. 6-11% Damage
Tilt Down A- Heel Kick: Similar to Zelda's D-tilt. 5-10% Damage. Edgeguard move.
Dash A- Slide Kick: performs a spinning slide kick. 6-10% Damage
Smash left/right A- Rod Smack- Smacks the opponent with her fishing rod. 16-22% Damage. Also deflects attacks in a similar manner to Ness's forward Smash.
Smash Up- Handstand Kick: performs a double kick while handstanding. 14-20% Damage
Smash Down- Lower roundhouse: similar to Mario's downward smash. 13-19% Damage
Neutral Air- Poke Spin: Similar to Zelda's Neutral air, minus the magic. 2-3 & damage per hit, max of 6 hits
Forward Air- Pidgey peck: pulls out Pidgey to attack enemies. 6-9% Damage per hit, max of 2 hits
Backward Air- Pidgey peck Reverse: same as Pidgey peck, but attacks enemies from the rear. 5-8% Damage per hit, max of 2 hits
Upper Air- Flip Kick: similar to Falcon's U-air. 8-11% Damage
Down Air- Rod Hilt (Hit on the tip is a Meteor Smash.)- smacks he opponent with the handle of her fishing rod. 10-16% Damage

(SUPER SMASH)
Poke Pummel: May calls out Latias and Latios to attack her opponents. Latias uses Mist Ball, Latios uses Luster Purge.
50-80% Damage

(GRABS)
Z: Grab
Z (While holding): Knee attack 1% Damage
Tilt Forward: Wailmer Pail- smacks an opponent with the Wailmer Pail. 4-8%
Tilt Backward: Throw Away- similar to Marth's backward throw 3-7% Damage
Tilt Up: Poke Push- Similar to Peach's Upward Throw 7-10% Damage
Tilt Down: Poke Slam- slams the opponent down with her elbow. 4-8% Damage

(STATS)
Size: 3
Weight: 2
Power: 2
Speed: 4
Jump: 3
Overall: 2

(TAUNTS AND KIRBY HAT)
Taunt: Puts her hand on her hip and does a peace sign, saying "Got it!"
Kirby Hat: Bandanna and hair

(Costumes)
Red outfit (normal)
Blue outfit
Green outfit
White outfit
Pink outfit

(WINNING POSES)
1. Rolls a Pokeball on her shoulders, pops it in the air, then catches it. Think of Dr. Mario's taunt.
2. Puts her hands behind her, crosses her legs, and looks at the camera with her head down. She smiles.
3. Pets Munchlax, saying "Good Job!"
 

Iggy K

Smash Ace
Joined
May 18, 2006
Messages
864
Here's a moveset I made in another thread, for Tentacruel

b: Water Gun- shoots a quicks water shot in front, like Falco's laser
b up: Surf- Tentacruel is carried upward, sideways or siagonally by a wave of water
b side: Poison Sting- Tentacruel shoots a bouncing purole ball forward, if it hits someone, it acts like Lip's Stick
b down: Acid Armor- Tentacruel glows for about 2 seconds, countering all phisycal attacks

a-Tentacruel slaps someone with his tentacle
a side- Tebtacruel does the same thing with his a attack, but more distance
a down- Tentacruel weakly shoots two tentacle's from both sides
a up- smacks his tenteacle upwards, not very moch distance
running a-Rolls sideways

Smash Side- Tentacruel slams two of his tentacruels forward
Smash Down- Tentacruel slams his tentacles' downwad from both sides
Smash Up- Tentacruels sends two tentacle's upwards

air nuetral- Spins around in one place
air up- spins sideways upwards, tentacle's extended
air down- spins in a circle to the ground, beak first
air back- rapidly keeps slapping tentacles backwards
air front- goes forwards, tentacle first

grab- Sends his tentacle forward, extended grab like Samus and Link
grab a- Tentacruel keeps hitting his beak into who he's holding
back- Throws person baclwards
forward- Throws person forwards
down-Throws person downwards
up- Trhows person upwards

Super Smash: Hydro Pump- shoots a giant beam of water forwards

Taunt: Tantacruel corosses two tentacle's and says "Tantacruel"

Entrance- Comes down from a pokeball

Symbol- Pokeball

****, I wish he actually had a chance.
 

Muffin_man

Smash Journeyman
Joined
Jun 8, 2006
Messages
376
King K. Rool

Alternate costumes - Kaptain K. Rool, Baron Von Roolstein, King Krusha K. Rool.

Colours - Red, Blue, Yellow, Black

Waiting stance - Inspects his crown, if Kaptain K. Rool he inspects his pirate hat, if Baron Von Roolstein he inspects his gloves and if Krusha he inspects his boxing gloves.

Fighter Stance - Begins to laugh manicaly at the screen.

Running - Uses his Blunderbuss to propel himself, ala DKC2.

A Attacks -
A: Punch
Double A: Double Punch
A Forward: Punches you with a boxing glove
A Smash foward: Swipes you with his crown
Up A: Punches up
Up A Smash: Snaps his jaws up
Down A: Swings his tail around on the ground
Down A Smash: Swings his Blunderbuss in a circular movement on the ground
Dash A: Smacks his opponent with his Blunderbus

Air attacks -
A: Scratches with his claws
A Foward: Uses his Blunderbuss to whack anybody near by around
A Up: Uses his tail to hit upwards
A Down: Does a bellyflop, ala DKC

B attacks -
B: Uses some eletric jolts, ala DKC3.
B Foward: A small cannonball is launched infront of K. Rool from his Blunderbuss.
B Up: Uses his hoverpack from DKC3 to fly up a fair bit.
B down: A bit like a counter move like Peach's Toad attack, K. Rool pulls out King Kut Out from DK64 (he's literally a cardboard cut out of King K. Rool), so when an opponent hits him while he does this move, he than counters back.

Special move -
Begins blasting out a huge barrage of giant spiked cannonballs, making it near impossible for anybody to dodge.
 

Iggy K

Smash Ace
Joined
May 18, 2006
Messages
864
FiErCe_oNi said:
a giant squid as a playable character? i would rather have octillery
That's because you have no imagination :p Tentacruel would be kick***.
 

NukeA6

Smash Master
Joined
May 17, 2002
Messages
3,103
Nabooru

Size: 4
Weight: 2
Power: 3
Speed: 4
Jump: 3



--------------------------------------------------------------------------------------------



A: Left Slash

A,A: Right Slash

> A: Very short flying kick

^A: Rising Knee

V A: Sweep Kick

Smash > A: Arms spread out and her swords glow orange. She does a scissor slash. If the A button is pressed again she does it reversed. First hit has little knockback but does the most damage while the second hit is all about sending the opponent flying.

Smash ^ A: Her swords glow orange and she does some spinning slashes. It looks like she's juggling the scimitars.

Smash v A: Her swords glow orange and she goes on the floor and does a helicopter spin with her swords.

Dash A: Does a bunch of slashes and does a stab.

Air A: Does a kick with a scimitar extended.

> A: Does a double semi-circle slash

< A: Stabs behind her with one sword

^ A: Does a double front flip with her swords extended

V A: Does a downward kick which sends the opponent flying high in the air.


--------------------------------------------------------------------------------------------


Grab: Headlocks from the front using one her swords

Grab Attack: Hits the opponent with the tip of the hilt.

> Throw: R-Blade - Bashes the opponent forward with her elbow

< Throw: Grabs the opponent with her legs and throws him/her backwards.

^ Throw: Does a little jump and does a couple aerial circle slashes.

v Throw: Jumps on top of the opponent, grabs the opponent's head with her legs and slams him/her to the ground.


--------------------------------------------------------------------------------------------


B: Desert Raider - She does a lunging slash with a sword covered in energy. The knockback is similar to Jigglypuff's Pound. This attack can break shields and you can steal items with it too.

> B: Desert's Kiss - Blows a kiss and it becomes a sandy projectile. It's fast but goes a short distance. Nabooru is open for a second when she does this move.

^ B: Dust Devil - A short helicopter with her swords glowing orange. It's similar to Link's Spin Attack but it only hits twice and isn't that powerful. It also doesn't go up very much but it doesn't matter since her double jump is good enough (better than Link's jumps in the original SSB).

V B: Mirage - Nabooru body flashes for a second. If she's hit during that time, a second Naboorus suddenly appears in the air behind the opponent and does a slash while the first Nabooru melts into sand.


--------------------------------------------------------------------------------------------


Super Move: Wrath of the Sand Goddess - Nabooru transforms into the sand goddess (there's a big statue of her in the Spirit Temple of LoZ: Ocarina of Time) and there's a big sandstorm. The whole stage and the characters are barely visible but Nabooru can be clearly seen. She fire fires two orange orbs from her hands which explode on contact. They move in a circular motion.


--------------------------------------------------------------------------------------------


Taunt: Shows off by spinning both of her scimitars with one on each hand.

Winning Pose: Bellydances and melts into sand

Winning Pose 2: Jumps in the air and spins the air with her swords drawn and spins on the ground, on her knees (hard to explain this)

Winning Pose 3: Slashes a bit and goes into some stance


--------------------------------------------------------------------------------------------

Kirby Hat: Forehead piece, red hair, white eyeshadow, and white lips

Colors:
White clothes, white lips, white eyeshadow
Green clothes, green lips, green eyeshadow
Red clothes, red lips, red eyeshadow
Yellow clothes, yellow lips, yellow eyeshadow
Blue clothes, blue lips, blue eyeshadow
Black clothes, black lips, black eyeshadow
Lavender clothes, lavender lips, lavender eyeshadow
 

Verde Coeden Scalesworth

Flap and Swish~
Premium
Joined
Aug 13, 2001
Messages
33,999
Location
Cull Hazard
NNID
Irene4
3DS FC
1203-9265-8784
Switch FC
SW-7567-8572-3791
Here's my comprehensive move list for Sonic, based loosely on Sonic Battle and Sonic The Fighters, with a couple of other games.

A: Punch(a very basic forward punch)
AA: Kick(same as the punch, but a little bit more sideways)
AAA: Top Kick(he puts his hand on the ground, and kicks forward, much like a strong soccer kick)
Forward A: Over Punch(he swings his fist in a similar fashion to a spinning side kick)
Up A: Ring Toss(he tosses a ring slightly upward, dealing a small ammount of damage with decent knockback)
Down A: Sonic Spin(he simply spins on the ground, dealing a slight ammount of damage. Constant pushing of the move makes is somewhat stronger, with a bit more knockback. He doesn't move anywhere, though)
Smash A: Flare Kick(using his hand, he does a spin kick arching forward that circles around the ground. He then lands backwards. While the afterlag is bad, the attack is quite strong with decent enough knockback)
Smash Up A: Up Draft(pretty much the same as Fox's Up Smash)
Smash Down A: Windmill(quite similar to DK's Smash Down A from the 64 version. Only his feet spin, though, looks stupid, of course)
Dash A: Slide Kick(he slides forward with a kick, fairly similar to Mario's dash, but he looks a bit different)
B: Wave Fire(more or less a Falcon Kick, but as a projectile. He jumps backwards when he's done, much like when Falcon hits against a wall. It works the same way for the Air version)
Forward B: Ring Dash(same as Fox's forward b, but shorter)
Up B: Homing Attack(he does a high arch spin in the air. If a character is there, it targets them instead, as he will an item. If it hits a character, he can do it again, but only in the same direction, thus making it less broken)
Down B: Bounce Attack(much like how DK can't use down b in the air, it works the same way on the ground. He bounces straight downward, but can jump out of it if he has a jump left. It doesn't provide infinite jumps of course)
Air Neutral A: Kick(a basic diagonal kick with little damage)
Air Forward A: Fire Shield(he moves forward while on fire, which doesn't go far, but makes him immune to pure fire attacks(as Flare Blade would not be blocked, as its both Fire and a Sword being used))
Air Up A: Electric Shield(he jumps up slightly with an electric shock, and becomes immune to pure electric techniques)
Air Back A: Shield(a small blue shield appears over him as he spins. It does little damage, but can clash with other attacks fairly easily)
Air Down A: Eagle(a weak spike that is hard to hit, but has decent power. Weak in damage, but not in knockback)
Z: Grab(as Magic Glove sounds nice, it seems a bit too strong as we all know that it has extremely huge range. Thus, this doesn't crappify the technique's expectations)
Z + A: Fire Punch(he punches his victim with a bit of fire on his hand)
Z Forward: Spin Fire(he spins into them, and sends 'em flying, fairly similar to Wave Fire)
Z Up: The Ringer(he slams a ring into them, throwing 'em upward, but not very far)
Z Back: Spine(he throws his spines into the opponent, making them inch back. Good damage with very little knockback)
Z Down: Foot Stomp(originally from Sonic The Fighters, he stomps their foot, immobilizing them for a 2 seconds of gametime. However, Sonic has a bit of afterlag to even it out)
Super Move: Ancient Light(he hits all charactes and items one time for about 10% damage)
Taunt: Finger shake(he shakes his finger as the screen)
Win Taunt 1: "That was cool!"(he shouts this out as the screen as he waits in his SA2 stage finish, complete with the original music from the games)
Win Taunt 2: Yaah!(he does a ton of spins and homing attack as a homage to his Team Blast from Sonic Heroes)
Win Taunt 3: "Nice try, Eggman!"(basically says this while looking at the screen...okay, worst one, I know)

Now for his stats.
Jump: 4
Speed: 5
Power: 3
Defense: 4

Colors:
Blue: His base color, with white gloves and red shoes.
Red: Secondary color, with white gloves and yellow shoes.
Yellow: Tails style, being light yellow, but both white gloves and shoes.
Black: Shadow coloring, with red gloves and yellow shoes.
White: Possibly based off of the new StH2006 character(black gloves and shoes with white coloring)
Green: Gamma type, but nothing special. Yellow gloves and black shoes even it out.

I'll edit in Shadow's...
 

rock_in_reo

Smash Apprentice
Joined
Jul 14, 2006
Messages
177
Location
tasmania, australia... i think... i hope... i beli
Ridley Move Set

This is my updated Ridley move set, i think i am missing a stat, plz help me on that one and also the B-Down move (it's not very good).

---

RIDLEY (Metroid Series):

First appeared in Metroid (NES)

STATS:

Weight: 4/5
Jump: 4/5 [jump four times + glide]
Strength: 3/5
Speed: 3/5
Size: 5/5
Agility: 2/5

--- Move Set ---

- (A) Normal Moves -

(A) Neutral: A claw swipe. [3 – 4%, med speed]
(A) (A) Neutral: A double claw swipe. [3 – 4% each, med speed]
(A) (A) (A) Neutral: A double claw swipe with an added lagging tail attack. [3 – 5% each, med-slow speed]
(A) Up: An upwards skull-bash. [4 – 6%, med speed]
(A) Down: A downwards claw swipe. [4 – 7%, med speed]
(A) Forward: A forward direction skull-bash. [5 – 6%, med-fast speed]
(A) Forward (A) Neutral: A forward pushing skull-bash with a flame attack. [8 – 11%, med speed]

- (A) Aerial Moves –

(A) Neutral: A mid-air claw swipe. [4 – 5%, med-fast speed]
(A) Up: Pushes wings upwards in a fast strike. [7 – 9%, fast speed]
(A) Down: A simple tail swipe in a downwards direction. [6 – 9%, med-fast speed]
(A) Forwards: A fairly slow moving wing attack. [7 – 10%, slow-med speed]
(A) Backwards: Ridley opens his powerful wings. [4 – 7%, med speed]

- (B) Special Moves –

(B) Neutral: Ridley spits out three medium-sized fireballs, each going slightly different directions. (Forward, diagonal up/down) [5 – 6 % each, med speed]
(B) Up: Ridley takes out wings quickly and propels himself in the air and the glides on his wings. NOTE: He can’t change gliding directions in mid-air. [7 – 10%, med-fast speed]
(B) Down: Smashes tail on the ground and creates a mini-wake around him (about the width of Kirby) which hurts anyone in that area. [10 – 14%, slow-med speed]
(B) Forwards: Space plasma attack. Spits out plasma like a Fire Plant, but instead of gradually growing weaker, it would gradually grow stronger. Ridley will become breathless shortly after reaching peak power, where he cannot use a Space Plasma or Triple-Fire attack for aprox. 3 seconds. [5 – 17%, med speed]

- (Z) Grab Moves –

(Z) Neutral: Grabs hold of opponent with claws. [1 – 3%, med-fast speed] {1}
(Z) Up: Grabs hold of opponent in mouth. [2 – 3%, med speed] {2}
(Z) Down: Grabs hold of opponent with tail. [1 – 3%, med speed] {3}
(Z) Forward: Spins around and captures opponent in wings. [1 – 2%, med speed] {4}

- (Z) Throw Moves –

(Z) Neutral: Slams opponent on ground. Use with {1}, {2}, {3}. [10 – 16%, slow-med speed]
(Z) Neutral: Spins opponent (stun one second) and flame them. Use with {4}. [12 – 16%, med speed]
(Z) Up: Throw opponent in air with force. Use with {1}, {2}, {3}, {4}. [6 – 12%, med speed]
(Z) Down: Puts opponent on ground and skull-bash. Use with {1}, {2}, {3}, {4}. [8 – 18%, slow-med speed]
(Z) Forward: Throws opponent far forward. Use with {1}, {2}, {3}. [11 – 16%, med-fast speed]
(Z) Forward: Throws opponent over head and flame them (stun one second). Use with {4}. [9 – 19%, med speed]

- Smash Moves –

Smash Forward: A swift skull-bashing attack with a tail strike. [20 – 27%, med-fast speed]
Smash Up: Runs in direction Ridley is facing and smashes wings open fast. [18 – 24%, fast speed]
Smash Down: Swings tail around from behind him in a clock-wise direction. [21 – 24%, med speed]

- Special Move –

Ridley shoots our both fire and plasma at the same time in a massive attack that reaches several body-lengths upwards and the direction he is facing. [30 – 45%, very fast speed]

EXTRAS:

Kirby Hat = His yellow eyes and wings
Alternate Costumes = Different colour combination (black & grey, blue & purple ect.)
Secret Costume = Meta Ridley costume
Character Intro = He flies down into the arena from above.
Stage = Ridley battle shaft. (Super Metroid) ‘OR’ Lab with Metroid Larvae (Super Metroid)
Taunt = Ridley looks up into the air and screeches.
Pose 1 = He flies up and swoops low to the ground.
Pose 2 = His eyes light up and he starts flapping his wings viciously
Symbol = Metroid Larvae

---

are we aloud to post pictures in this thread? just wondering
 

Iguana

Smash Cadet
Joined
Jul 16, 2006
Messages
54
Location
Montevideo, Uruguay
Before anything, first post!!!

Well, I know it´s practically impossible for this character to appear, but i´ve thought of a moveset for Aero The Acrobat. So, here it goes:

I think his size should be similar to Ness´ size, but he wouldn´t be floaty as him, and a bit faster running. His A moves are something I still haven´t thought of. Maybe a series of punches and kicks and hitting with his wings, I don´t know.

Now for the B Moves:

B - Fire Up: Aero sets himself on fire for 10 secs, dealing 8% damage to himself. When fired up, his A and B moves deal a little more damage. When you press B, it takes 1 sec for Aero to set himself on fire.

Forward B - Stars: In his games you grabbed stars and throwed them at the enemies. Each star Aero throws here deals 5%, and travels horizontally at a higher speed than in his games, where they travel a bit slow. When fired up, Aero´s stars become Fire Stars, dealing 8% each.

Down B - Drill Slam: Aero turns upside down in the air, and with his arms pointing to the ground, he goes straight downwards at a fast speed spinning, and hits the ground hard, causing a small explosion around himself that knocks enemies far (it would knock them as far as Kirby´s Stone or Yoshi´s Slam, maybe a bit less). While spinning in the air, Aero deals 10% to anyone hit by the spinning, and the explosion causes 18%. Doing this move on ground makes Aero jump in an up-forward direction, followed by the slam. While fired up, Aero´s damage only increases in his spinning, dealing 14%. The explosion still causes the same damage while fired up.

Up B - Double Flight: I couldn´t think of a better name for this, but anyway, Aero flips forward in the air and flies twice in the chosen direction. It´s like Pikachu´s Up B, only with slower speed and damage-dealing. It deals 7% for each flight. When fired up, Aero´s flights deal 9% each, and he travels a bit farther.

Throws:

A - Bite (3%)
F-Throw - Grabs his opponents feet, spins once and throws. (10%)
B-Throw - Puts one foot on his opponent´s stomach, falls to the floor with the opponent and kicks him. (13%)
U-Throw - Puts one foot on his opponent´s chest, and quickly with his other foot backflip-kicks the opponent in the face, sending him/her upwards. (9%)
D-Throw - Puts his opponent on the ground and immediately turns upside down and starts drilling his opponent´s body, sending him/her up-forward after bouncing on the ground. (11%)

Shield - Normal sphere shield, with Aero hiding in his wings.
Taunt - Faces the screen, puts a thumb up and says "Yipeeee!!!"

Super Move: (I thought many things for this, and I decided with this):

Ektor´s Deal - A giant cup with the Aero logo (The A with wings) falls from the sky to the arena. Anyone caught by it enters Ektor´s Deal. Everything turns dark, the giant cup divides into three smaller cups, Ektor´s face appears in the background, and says "Welcome!!!"
Then Ektor begins switching the cups like in the Aero game, but this time really fast, then claps his hands and the three cups explode, dealing a lot of damage to anyone inside one of the cups and sending them upwards. When the opponent/s fall to the ground, the darkness disappears and the battle continues.

Additional Things:

Alternate Outfits:

-Red outfit, black shoes, yellow logo.
-Black outfit, blue shoes, white logo.
-Grey outfit, red shoes, yellow logo.

Aero-Related Items:

-Aero Box: A black floating box with the Aero logo. Hit it for a random item to come out from it. At the fifth hit, the box explodes.
-"A": A little circle with the Aero logo on it, this is Aero´s health in his games. They come in groups of five, each one healing 10%.

Character Introduction (If they were to return for Brawl):

From a little floating box a magic door unfolds with an arrow pointing at it, and from inside comes Aero. Then the door folds back into the box, which then disappears.

Aero Stages:

Bell Castle: With a castle interior background with giant swinging bells, it´s a normal sized stage (not too big but not too small) with floating wooden platforms and pipe platforms, with some corks on them, which like in Aero´s game shoot upwards, this time damaging opponents hit by them. You can only get KOed to the sides of the stage and upwards, falling onto a swinging giant bell which hits the opponent, sending him/her directly to a deadly crash with the screen, and falling downwards for the KO. You can´t get KOed downwards, it´s all castle floor.
Fort Redstar: A rooftop stage with snow-covered floor and floating platforms. Rather small stage, you can get KOed downwards this time, falling by the sides of the fort. It also has two invisible floating ice cube platforms on the sides of the stage, only seen when you step on them, and for less than a second.
Ektor´s Engine: Moving train, side scrolling stage. As in Aero´s game, it has spike pits that damage the opponent. There are certain times that you can fall down onto the railroad, which would make you get KOed in a similar way to Big Blue stage.

Kirby Hat: The bat ears and the black hair between them.
 

Bowserlick

Smash Hero
Joined
Jul 25, 2005
Messages
5,136
Andross's Moveset (Scientist version- average size)

The ape would wear a belt with gadgets, devices, and potions holstered and strapped on. He would have a leather vest with a V neck split to allow his furry chest hair to stick out. Also goggles would be mounted on his hair and he would have a black cloak. Andross would also have metal gloves with thrusters located on the palm. The thrusters would act kinda like jetpacks allowing Andross to jump high and float a little of the floor like Mewtwo. The thrusters would also allow him to propel his punches, making him stronger then he would be. He would be a floaty character unless you press down while he was in the air. Then the engines would shut off and the metal gloves would make him a fast faller.

Walk: His hands would be at his sides with the thrusters on. Blue fire would expel from his palms and he would slowly float a few inches off the ground toward his oppenent.

Run: Andross holds his hands behind him and the thrusters shoot out longer flames propelling Andross forward at a high speed similar to Pichu's. Terrible at quick turns.

Running A: Andross would bring his hands forward to clap at the enemy. The movement of his thruster enabled gloves would make him jolt backwards a little distance as he clapped. Sends oppenent forward. Good for setting some distance between fighters.

A: Punch
AA: Punch and then extended palm
AAA: Punch, then extended palm, then another extended palm
AAAA:punch, one extended palm plant, then another, then the thrusters would turn on really quick propelling Andross backwards a few feet.

>A: Andross hovers with hands at the side and kicks at the oppenent

^A: Andross uppercuts, thruster turns on, and Andross lifts a foot higher off the floor before thruster snaps off and he descends back into hovering position, when the thruster turns back on.

Duck: Thrusters turn off and Andross crouches on the floor.
Down A: Thrusters turn on quickly, making Andross to a quick spin while crouching with one foot stuck out. Accelerated Sweep kick.

Forward Smash: Swings one arm around in a full circle with thruster on leaving a trail of fire. Metal fist crashes to the floor. If A is pressed again, his other glove thruster will turn on and repeat the pattern going forward.

Down Smash: Andross clasps his gloves together and hammerfists the ground making the floor ripple in a set circumference around him. Sends oppenents upwards. Some rocks and debris might pop up and hover a foot in the air for a few seconds after for effect only.

Up Smash: Andross Machine gun punches upward, juggiling the oppenent

Down B: Andross's cape whirls outward. Flat Metal rectangles come flying out from the background and form steps for Andross to walk on. Five blocks come out. Andross can walk back and forth or just one way or even diagnol. This could be used to make a cieling so oppenents can't jump upward to get back on stage. Andross falls afterwards and can't use moves until he hits the ground.

B: Andross throws a Vortex Grenade from his belt. It explodes after three seconds. Could be picked up and thrown by others. Only one Grenade could be on the floor at a time. When it explodes it makes a blackish blue sphere which sucks in anyone nearby including Andross. Radius like Kirby's except all the way around the sphere. Does damage and keeps person in place like Young Link's Up B spin. Good way to trap oppenents.

Forward B: Andross extends both palms forward and a green grid shaped like a metal rectangle block shoots out. If B is pressed while the green grid is going forward it will solidify into a metal step rotating forward in the air. If it hits an oppenent it will smash and do damage to the enemy. If the oppenent has a high percentage it might carry the enemy with it for a few moments before cracking and exploding. Only one could be out at a time.

Up B: Andross does a backflip and disappears into a blue vortex. You could angle the direction of his reapperance like Zelda's Up B. Except it is about half as long.

Air Battle:

Nuetral A: Does a Midair flip similar to Captain Falcon's Up A. But much weaker.
Forward A: Midair slap with metal glove.
Backward A: Andross extends one arm backwards and his glove spews out a spout of fire to rack up damage on oppenent. Sends Andross forwards a little.
Down A: Does a split in the air with his legs and throws one heavy gloved hand downwards between open legs. Meteor Smash.
Up A: Andross reaches upward with a metal glove in a grabbing motion. If he hits an oppenent he throws them downward. Down throw is weak, oppenent goes underneath Andross setting him up for a down A move.

Andross Throws: Grabs oppenent with metal glove.
A: Burns oppenent with thrusters on glove.
Forward: Skids forward on feet briefly before swinging his arm in a full circle still clutching the enemy and finally releasing him forward in an arch. A little further then Mario's forward throw but due to arch harder to die from.
Backward: Quick throw backwards. Straight trajectory.
Downward: Throws oppenent to the ground and machine gun punches their body until they jolt upwards.
Upward: Andross teleports the oppenent a few feet above him. Oppenent disappears in a flash of blue and then a portal opens above Andross. At this point the oppenent could jump or attack once he or she exits telport.

Strength: 3.5 out 5
Recovery: 2 out of 5
Jumps height: 4.5 of 5
Specials: 3 out of 5
Weight: 2.5 out of 5
Speed: 3 out of 5
 

Bowserlick

Smash Hero
Joined
Jul 25, 2005
Messages
5,136
Alright I am going to try a Wolf moveset and try to capture his character without making him just a stronger, slower version of our favorite galatic fox.

My Version of Wolf: Wolf would of course have his armour and eye patch but he would also have a link of chains with bear traps hanging off his belt. In addition one hand will have a metal attatchment of three long, thick, heavy metal claws. This claw hand will be used for heavy hits rather then quick slashes. His blaster will be strapped to a thigh.

Wolf will be an average runner with medium weight, some stun resistance at low percentages,, with medium to strong attacks and slightly below average jump height. His jumps will cover more horizantal range, but he would get three of them. Why? I think it would be cool and add a different dynamic to the character. He is suppose to be a mercenary which is hunter. Thus he would have quick, low jumps to pounce on his oppenents.

Walk: Stalks oppenent with a hunched walk, tail stiff behind him, and clawed hand dropped down at hip level.

Run: Bursts out into a full fledged pursuit.

Run A: Throws clawed hand into floor, pushes off quickly into a flip and lands an leg with an axe like motion on top of the oppenent, popping them up and foward like Falcon's Up A Axe kick.
A: Punch with non-claw hand.
A,A: Punch with non-claw hand followed by a knee.
A,A,A: Punch with non-claw hand, followed by knee, and then he swings his claw hand backwards in a full circle until it comes crashing down on an oppenent for knockback and good damage. After claw hits or misses oppenent it clanks to the floor and drags Wolf's shoulder downwards. Some lag before and after attack. Should only hit third A if you are certain it will connect.

Forward A: Raises one knee to chest level and extends his leg outright; heavy kick with boot
Up A: Rising uppercut with his clawed hand

Duck: Hunches to one knee with non clawed hand splayed out on floor and clawed hand held up behind him.
Down A: Horizantal sweep with clawed hand.

Forward Smash: Stomps one foot forward to brace himself and then plunges his clawed hand forward. If it connects the oppenent the claws spin like a drill, racking damage before shooting the unlucky individual out forward.

Up Smash: Wolf quickly drops onto his back and sends a barrage of kicks upward. First kicks juggle and the last sends oppenent up with slight stun.

Down Smash: Wolf plunges claw in ground and then spins his body around in, break dance style.

B Moves:

B- Blaster: Wolf whips out his blaster. In the air the blaster is not aimable. On the ground the blaster is aimable. Wolf steadies himself with his claw in the ground as he aims. Sends out a strong laser that does about 12 percent damage with a small amount of stun at high percents. Not spammable. Smoke drifts from the old fashioned blaster until it is ready and able to fire again.

Down B- Bear Trap: Wolf throws out a bear trap (the spikey side is designed as a wolf's head with its mouth open) with a chain. The chain has a spike at the end. When the bear trap hits the floor the chain spike catches and secures the trap. The bear trap then opens. Anyone who steps on it is trapped until they could break out. Once trapped an oppenent could run back and forth as far as the chain allows and jump as far as the chain allows, but cannot dodge. Movement causes further damage. Only one bear trap is allowed on the stage at a time per wolf. Once the oppenent breaks out, the trap breaks. Wolf can get caught in his own trap. If the trap hits an oppenent in midair, it inflicts a little damage but bounces off and hits the floor where it springs open. Must be a flat horizantal surface.

Forward B- Smoke Bomb: Wolf throws a smoke Bomb. Can be spammed. Does 1 percent if it hits anyone. Upon impact with a surface it detonates into a cloud of purple smoke, but has no knockback. Similar in this regard to fox's blaster. Used to hinder sight. The smoke fades fairly quickly. If Wolf gets near the smoke, due to his mechanical eye a short distance forward becomes clear allowing wolf to navigate through his own deception.

Up B- Jet Pack: Wolf uses his jetpack to navigate through the air for two seconds. Can go as far as the seconds allow. While in this mode Wolf is able to do two quick airdodges. Cannot attack while flying.

Throws: Wolf is allowed a reular grab and a smash grab. Wolf uses his hand in the regular grab and the smash grab allows him to whip out a bear trap (while holding onto the chain) to latch onto the enemy like a grappiling hook and wheel him in. Extended range but also more lag. Cannot use smash grab on a run or in the air.

Forward throw: Turns Oppenent around and gives them a big boot to the ***. Similar to Bowser's forward throw in forms of knockback, damage, and trajectory.
Backward throw: (I am stealing this from someone else's wolf moveset. I forget whose name it is but you get full credit. Very creative) Wolf jumps over oppenent and kicks them in the back.
Downward throw: Slams them down to the floor with his heavy clawed hand.
Upward throw: Throws Oppenent up and whips a handful of smoke bombs at them.
 

DarkKnight077

Smash Lord
Joined
Jun 27, 2006
Messages
1,488
Location
Stanton. CA. (Near Knott's Berry Farm)
Meta Ridley move set.

Nuetral B- Plamsa Cannon(Like in Metriod Prime): Ridley can charge up his Cannon to max power to devestate about half of row of field.

Down B- Plamsa bombs:Ridley flies a bit off the ground in a digonal way dropping bombs on the floor exlploding everywhere.

Up B-Missles:Meta Ridley in the air spins around flying up shooting missles that have homing captailty to near character.

Foward B-Charge: Ridley Charges across the floor and using his head head to make a character fly up to the sky.

A-Claw Swipe
AA-Two Claw Swipes
AAA-Three Calw Swipes

Up tilt A-(Like Bowser's Up tilt A)
Down tilt A-(Like Bowser's D tilt A)
Foward tilt A-Hard bite on the charcter

Foward Smash A-Ridley uses his fist to hit oppenent (Meteor Smash as well)
Down Smash A-Ridley ducks his head and releases a mini firball on to the ground creating a small explosion on the floor.
Up Smash A-Ridley uses his wings to hit the character and send it flying.

Nair-Ridley uses tail on the character.
Fair-Claw Swipe(Like Bower's)
Uair-Shoots up a small fireball
Dair-Uses his tail like a harpoon (Like Link's Dair)

Grabs:
A-Attack(Like Bowser's)
F-throw-Ridley uses his mouth and let's a plamsa beam on him.
D-Throw-Ridley uses foot on character to to move him around on th floor causing damage (Stays in same spot)
U-Throw-Ridley throws the character up.
B-throw-Uses tail to go around teh character and throws him down on the stage causing the Character to go up.(Meaning bounce)

Super Smash attack-All out:Ridley uses his plasma beam and missles to cover entire stage causing heavy damage and knockouts at high percentages.

Taunt:Ridley screeches and moves his back and forth.

Stats:
4/5 Weight, with the extra armor he becomes a bit heavier.
5/5 Power, with the added weapons Ridley is deadly all around.
3/5 Speed, With the added weight Ridley slows quite a bit.
 

SSJ4Kazuki

Smash Champion
Joined
Jun 13, 2005
Messages
2,605
Location
UK (Edinburgh, Scotland)
Yoshimitsu's AWESOME!

I've made some adjustments to Eaode's depiction of Yoshimitsu, made him more
Tekken-like, with more signature moves.

Yoshimitsu is a moderately heavy Samurai Brawler,
with moderatly high floaty jumps, but slow horizontal speed during them.
He is a slowfaller, with not much horizontal manouverability in the air.
He can walljump. Average-fast run speed, like Roy.
He runs with his sword out, like most samurai, though the sword isn't damaging while he runs.

Ok, I wanna make some changes to your moveset

A: Like Marths, only a more horizontal strike.
Loops after 2 hits from different directions.

Ftilt: Kick, (Which was "forward+circle" on Tekken) can be done 3 times before it loops.
Utilt: Same as C. Falcons, but lower damage, higher knockback.
Dtilt: Low stab with sword, like Marth's. Has the same stun but less knockback than Fox's shine.

Dash A: "Slap u silly" He spins around with his hand out, and slaps anyone he hits. Similar to Luigi's dash A,
But it will have a distinctive look like it did in Tekken.

Fsmash: Like Marth's, but from below (Instead of from above), it cuts up. 45 degree angle.
Knockback similar to Link's UpB on land. 16% Uncharged, raises to 25% when fully charged.
Usmash: Slashes above his head, in the opposite direction to marth's Utilt.
Knockback similar to Marth's Uptilt, 13% Uncharged, 22% fully.
Dsmash: My favourite kick: His roundhouse ("Neutral X" in Tekken) He holds his leg out,
and Spins around once! Simple as! I loved the clean FX and instant power of that move.
It had a brilliant sound. 14% Uncharged, 24% when fully charged. Backwards Knockback
like Peach's downsmash. The Kick is less 5% less powerful by the time is reaches behind him,
so some direction is necessary. Knockback only goes down slightly.

Nair: Generic Float kick yey.
Uair: Like link's Uair, But Sends people horizontally.
Fair: Single swipe forward. For some reason has backwards knockback. Weak.
(I want yoshimitsu to need to be mastered, like I mastered him in Tekken.
Needs lots of weird hitboxes) You can do 2 of these in a Yoshimitsu Fulljump.
Bair: Like Captain Falcon's Bair: A quick punch backwards.
Dair: Does a quick flip, with sword out. The sword is only out while he is facing downwards. He can do this twice in a fulljump, But has horrendous lag if you land during one. It barely
spikes, and has virtually nonexistant knockback. An easy 7% damage.

B: Sword Impale: When you begin to hold it, Yoshimitsu wind slowly pull his sword back, and the sword will glow. Charge up time is a little longer than Gannondorf's Utilt. When thecharge is done, Yoshimitsu will swiftly stab the blade forward, delivering 25-35% and alot of knockback. There are also several other options you have. If you release B and Press A quickly whille charging, Yoshimitu will spin the blade in front of him for two seconds, this will knock opponents away a little, and act as a defensive move. If you Release B and quickly press B again before the charge is done, Yoshimitsu will spin the blade once and whack the person in front of him with it. These moves however can only be done once the charge is halfway through. And if you release the B button before it is halfway though, you will still do the animation until it is halfway done. Then he will bring his sword back to normal postion. If you press side B after the anim is halfway done, he will break into a side B.

->B: Sword spin shield: Yoshi will spin his sword in front of him for a brief period of time, and it will reflect items and damage the enemy with quick trapper hits. 8% Max damage from this. Good as a surprise attack, with not much starting lag, but laughable ending lag. The last hit will have knockback equal to Falco's F-tilt.

^B: DeathCopter: Yoshimitsu will begin to spin his sword very quickly in a circle above his head, pulling himself upward at a mid-slow speed. This would hit all opponents above him with a disjointed hitbox (anti-edge guard, yay). vertical distance covered is a little less than Falco's ^B, and horizontal distance posible is a little less than DK. You are able to control his trajectory while flying. At the end of his flight, he will simply fall. But if you press vB while he is flying, he will fall quickly to the ground, sword extended slightly, and hit opponents in front of him (This would be a meteor smash). If you Press Back-B while he is flying, he will gain a small extra boost, turn around, and come down with the attack facing the other direction. When done on land, the sword will be spun above his head and he won't come off the ground, it will damage like Mewtwo's upSmash, but it does 19% maximum (if all hits hit) and has little knockback on any of the hits. Bad ending lag as well.

vB: Flea/Meditate: Upon pressing vB, Yoshimitsu will balance on his sword. If you double tap left or right on the control pad, he will dash three times in the specified direction, giving minimal damage and knockack. You can jump (but not as high as one fulljump) while in the Flea stance, and whoever you land on will be hit by the sword and the damage will be equal to the height you landed on the person from. Pressing down would cancel the flea stance. If you press vB again while in the Flea stance, you will sit in the meditation stance, where Yoshimitsu will meditate and heal about 1% damage every seconds. Pressing left or right during this will cause yoshimitsu to dive into an extended roll (Akin to the teleport from Tekken), pressing B or Side B would lead to a Kangaroo Kick (A kick upwards on his back (With upwards knockback, and 12% damage)). Being hit by any attack (other than fox's blaster (which would indeeed be a good counter for this move)) will cancel the meditation.

You can do the flea from the air, to take advantage of the distance = damage formula.
 

Bowserlick

Smash Hero
Joined
Jul 25, 2005
Messages
5,136
TOAD


It is very difficult to picture Peach's slave as a brawler, but it might be interesting if he made an appearence. He could take over Pichu's spot as the tiny guy with secret strength. Afterall, Toad was stronger then Mario, Luigi, and Peach in Super Mario Brothers 2.

Toad's Design: Toad would be larger then Pichu, but still lacking in size. I picture him with racing gloves and specially designed shoes that have turbo boosters in the back to incorporate his special in MarioKart. Toad would be a nervous guy and when he was standing still he would be wringing his hands together and anxiously looking back and forth for danger. However, although Toad would be tiny and would have horrendous jumps that cover more horizantal ground then vertical ground (like a hopping toad, get it!) he would have suprising power. Besides DK, Toad would be the only one to be able to hop around while holding a barrel or crate and his running speed would be unhindered by the added weight. His paranoia would get him excellent dodging and evasion skills. This is necessary because Toad would be pretty light and would have horrible range during brawls.

Rapid A: Toad looks over his shoulder away from his oppenent, squeezes his eyes shut and wildly swings his arms.

Toward A: Does a roundhouse as one of his shoes thrusters shoots out smoke and embers making it a nice quick attack.

Up A: Thrusts his head upwards, character bounces off his mushroom hat. Good for juggiling.

Down A: Does a quick sweep kick

Smash Up: Toad spins on his head as his shoe boosters turn on. As he spins around his feet kick wildly in the air leaving streaks of fire. Hits Oppenent in a wide variety of paths depending on when they hit the spinning mushroom.

Smash Down: Toad quickly pulls out a POW block as he faces the screen does a backflip and then smashes the POW block onto the floor, sending a circular shockwave ripple across the floor near Toad. Charging up the Smash leads to a bigger POW block being ripped out of the ground.

Toward Smash: Skids forward a little with his shoes and pushes his enemy as he screams like a girl. Decent knockback and quick. Good at keeping enemies away.

Running A: Toad accidently crosses his feet and trips forward. When he hits the floor he does a wild roll forward with arms flailing. Pops enemies upwards.

B: Toad lobs a tennis ball upwards and then pulls out his racket. Pressing B again makes Toad swing his racket. If you press it at the right time the racket will hit the falling ball, sending it extemely fast like a missle in a straight path. Ball can have knockback at medium to high percentages on an oppenent. (If any other button is pressed other then B while the ball is in the air, Toad puts his racket away. Used for fake outs)

Toward B: Toads shoe thrusters turn on and sends him screaming forward (like when he uses the gold mushroom in MarioKart) as a trail of smoke follows. Toad pinwheels his arms and goes about as far as Falcon's kick. If he hits someone both Toad and the oppenent will bounce in opposite directions. Faster on ground then the air.

Up B: A magic carpet appears under Toad and he grabs the front edge. His face is a look of shock. He can freely travel in the air for three seconds. He can perform one air dodge while on his carpet.

Down B: Toad plucks a giant die from the ground. A press of A will throw it. The die rolls around, bouncing of walls or any oppenent for minor damage. When it stops it explodes. The size and ferocity of the explosion depends on the number facing the screen. 1 is a low blast and 6 is the largest with the biggest radius. Only one die from Toad can be on the stage at a time.
 

Wave⁂

Smash Legend
Joined
Feb 16, 2006
Messages
11,870
that toad one is missing alot, but its really creative. aerials, dash attack, super, taunt, etc.
 

Thrillhouse-vh.

Smash Hero
Joined
Jul 4, 2006
Messages
6,014
Location
The Bay
Kensuke Kimachi from 1080 Snowboarding

Kensuke Kimachi from1080 Snowboarding

STATS
Height- 3/5
Weight- 3/5
Power- 3/5
Jump- 3/5
Speed- 4/5
Gravity- 4/5



SPECIAL MOVESET

B- Snowstorm - Think Naryu's Love, just with snow and it doesn't reflect anything. It's a good Party-Breaker, like DK's down B. Has a chance to freeze people.

Foward/Back B- Frontflip- Kensuke gets on his board and does a frontflip, launching himself foward. Snow falls from the edges. It cobvers him in a 360 circle, like Kirby's hammer in the air. When he does it on the ground, he travels foward.

Up B- 1080 - Kensuke does a 1080 that launches him upwards, like Link's up B. Shorter range with snow that come sof both ends and much mre spins, more than Mario's down B. May freeze opponents

Down B- Tailgrab - Kensuke does a tailgrab that propels him down in an angle. Its your basic down B Bomb move, like Bowser,but it just goes at an angle. Snow comes out the end impact

SUPER SMASH ATTACK- Avalanche- An avalanche falls on the stage, and snow-boulders come and hme out other targets. Boulders will Freeze opponents. Freezng from this attack will last longer than normal freezing

Character Symbol - Snowboard

Character Stage- Crystal Lake

What Happens when Kirby sucks up Kensuke - Gets his beanie and sunglasses.I'm not a 100% sure, but I think he does have sunglasses on in the game.
 

Eaode

Smash Champion
Joined
Jun 4, 2006
Messages
2,923
Location
Glen Cove/RIT, New York.
As I see SSJ4 has been here with his adjustments to my moveset, Here I am with the original:


Yoshimitsu:

Attributes:

Size: 4/5 (think Gannondorf)
Weight: 3/5
Speed: 3/5
Power: 4/5
Jump: 2/5

Attacks:

B: Sword Impale: When you begin to hold it, Yoshimitsu wind slowly pull his sword back, and the sword will glow. charge up time is a little longer than Gannondorf's Utilt. When the charge is done, Yoshimitsu will swiftly stab the blade forward, delivering 25-35% and alot of knockback. There are also several other options you have. If you release B and Press A quickly whille charging, Yoshimitu will spin the blade in front of him for two seconds, this will knock opponents away a little, and act as a defensive move. If you Release B and quickly press B again before the charge is done, Yoshimitsu will spin the blade once and whack the person in front of him with it. These moves however can only be done once the charge is halfway through. And if you release the B button before it is halfway though, you will still do the animation until it is halfway done. Then he will bring his sword back to normal postion.

->B: Shark Attack Combo: When you first press >B, Yoshimitsu will do a Solar Kick. That is, he will do a sort of flip, and kick the opponents while he is on his hands. If you quickly press B again (Think Marth's sword Dance) Yoshimitsu will lung forward in a barrel roll, covering a decent amount of distance. On the third press, he can do one of three things. If you simply press B, he will do a Kangaroo kick, in which he does another somersault and kicks upward while on his back. If you press vB, he will do another somersault and attack with a low stab. If you press ^B, he will proceed to do his recovery move, the Deathcopter. If this attack is done in the air, Yoshimitsu will extend all his limbs and spin twice in the air, hitting opponents on all sides. If this attack is done on the ground, he will spin the sword above his head, but not move. This would only hit airbourne opponents

^B: DeathCopter: Yoshimitsu will begin to swing his sword very quickly in a circle above his head, pulling himself upward at a mid-slow speed. This would hit all opponents above him with a disjointed hitbox (anti-edge guard, yay). vertical distance covered is a little less than Falco's ^B, and horizontal distance posible is a little less than DK. You are able to control his trajectory while flying. At the end of his flight, he will simply fall. But if you press vB while he is flying, he will fall quickly to the ground, sword extended slightly, and hit opponents in front of him (This would be a meteor smash). If you Press Back-B while he is flying, he will gain a small extra boost, turn around, and come down with the attack facing the other direction.

vB: Flea/Meditate: Upon pressing vB, Yoshimitsu will balance on his sword. If you double tap left or right on the control pad, he will dash three time in the specified direction, giving minimal damage and knockack. You can Shorthop and Full Jump while in the Flea stance, and whoever you land on will be hit by the sword (like link's Dair, but weaker). Pressing down would cancel the flea stance. If you press vB again while in the Flea stance, you will sit in the meditation stance, where Yoshimitsu will meditate and heal about 1-2% damage every second. Any input during meditation will cancel it. Being hit by any attack (other than fox's blaster (which would indeeed be a good counter for this move)) will cancel the meditation.

Super: I really have no Idea.


Yeah, I left out the suicide move because this is smash, so don't ask about it.



For the Toad moveset, I think the POW block should be his down B, The die just seems wierd.
 

Thrillhouse-vh.

Smash Hero
Joined
Jul 4, 2006
Messages
6,014
Location
The Bay
Ryota Hayami fromWave Race

STATS
Height: 3/5
Weight: 3/5
Power: 4/5
Speed: 3/5
Gravity: 4/5


MOVESET

B- WAKE PUNCH - Ryota throws a punch, and a wake follows it. The wake will hurt and push opponents back, as well as items. There will be a short lag afterwards, and the opponents will have lag too.

FOWARD/BACK B- TIDE KICK- Ryota does a Sideways Tornado Kick with 3 spins, but Water is on the the end of his legs and spread out for a short distance after he kicks. If the leg hits an opponent, they will be caught up in the other kick spins.

UP B- GEYSER- Ryota dives foward in the air, covered in water. It's like Fox Fire, just he doesn't charge up and doesn't go as far, but is a little more powerful.

DOWN B- SPLASH KICK - Ryota does an ax-kick that shoots water on both the front of him and the back of him. It's short, but has a pretty decent damage.

SUPER SMASH ATTACK- TSUNAMI- Like Link's Super Smash Attack, it targets only one person. A whirpool covers one player, then Ryota charges in and opens a combo-of-wup*ss on that character. It doesn't send them flying, but just builds up loads of damage.

CHARACTER SYMBOL- "Wave Race: Blue Storm" Logo.

CHARACTER STAGE- Ocean City Harbor

HAT HAPPENS WHEN KIRBY SUCKS RYOTA - Life Jacket and Ryota's hair.

IMO, this thread should be stickied
 

SSJ4Kazuki

Smash Champion
Joined
Jun 13, 2005
Messages
2,605
Location
UK (Edinburgh, Scotland)
Suicide would be pointless and stupid in smash.

I think Yoshimitsu's super smash should be transform into Devil (I know, Devil's
a completely different character, but might as well bring in the Tekken-verse),
Fly to the top left (or top right, depending on which direction you're facing) of the stage,
and fire Devil's famous Lazer (with that psheeeeeoooooooow sound) across the screen
in the sweeping motion similar to what he does in Tekken. The lazer goes through scenery,
and has unlimited range. The only way to avoid it is roll or airdodge. It should be a thicker
laser (And move slower) than the one in tekken, so it's harder to airdidge/roll.

at least 45% damage. A little knockback: enough to make it a worthy edgeguard.

Can ANYONE think of a better Super Smash for Yoshimitsu?
 

Thrillhouse-vh.

Smash Hero
Joined
Jul 4, 2006
Messages
6,014
Location
The Bay
King Hippo fromNES Punch-Out!!

HEIGHT- 4/5
POWER- 4/5
SPEED- 2/5
JUMP- 2/5
GRAVITY- 3/5


Here is my moveset:

B- Hippo Swing- King Hippo swings his arms at his opponents. High hitback and reach. Also, if he hts a chaarcter, he will be stuck as an extension on his arm until he's done

Foward / Back B- Hippo Headbutt- Hippo lowers his head and charges foward and that REALLY hurts his opponents and sends them flying. Not too far, but still above average knockback. Also, this move is pretty fast with little lag.

Up B- Hippo Hop- As suprising as it may seem, this move has King Hippo jump up as a normal charcter does (he has low jumps). However, what goes up, must come down.... with FORCE. When King Hippo hits the ground, it sends out a shockwave and rumbles the ground. If he lands directly on an opponent, they are stunned. People hit with the shockwave will get hurt too.

Down B- Hippo Spin- King Hippo spins around once ith his arms fulle extended. good party-breaker move with reach and power.

SUPER SMASH ATTACK- KING HIPPO'S ROYAL HEADACHE- King Hippo grabs one player with one hand and wils on them with the other. He lets go and the opponent steps back fazed. King hippo takes both his arms and slams them on each side of the opponents head. Yeah, I think that would hurt.

CHARACTER SYMBOL- Boxing gloves OR whatever Little Mac's symbol is

CHARACTER STAGE- Hippo Island OR Little Mac's stage

WHAT HAPPENS WHEN KIRBY SUCKS UP KING HIPPO- Crown and gloves.

I still think this thread should be stickied
 

The Franchise

Smash Journeyman
Joined
Jun 13, 2006
Messages
308
Location
Canada
HERACROSS from Pokemon

General Info: With the number of pokemon soon to be reaching past the 400 mark, there are tons to choose from for potential Brawl characters. That being said, I came up with a moveset for my favorite despite the very low chance of him getting in. For anyone not familar with him, Heracross was first seen in Pokemon Gold and Silver (aka the second generation). His appearence is that of a blue beatle standing on two legs with a large horn on its forehead and a small pair of wings on his back. In terms of things it has going for him, he has the body and shape for a fighter, is a different type of pokemon then ones already in the game (Bug/Fighting), and for the little bit it's worth, he was a trophey in Melee.

Fight Style: Heracross would be an a physcial fighter. In other words he wouldn't have any projectile attacks and you would be close to your oppetents to hit them in the same style asBowser and Donkey Kong. I can picture his weight, speed, and reach to be about middle class. His attack would proably be in the low upper class while his jumping abilities would be low. Finally, due to his horn, Heracross would proabily be a bit taller then most other Smashers.

Moves:

B: Fury Attack Heracross lashes out with his horn getting in quick multiple jabs on the opponent. Each one would do a bit of damage however after a few moments the move itself wears off.

B > : Take Down Heracross charges forward a short bit ramming into whoever's in front of him. That person would be knocked back a bit and take a fair amount of damage. However, in hindsight to this, Heracross would also take a bit of damage from the attack when he collides with someone.

B ^: Horn AttackUsing the small wings on his back, Heracross would fly up into the air a short distance hitting anyone in his path with his horn. Heracross would go stright up instead at an angle making it a half decent third jump recovery move for him.

B v: Counter This would be similar to Marth and Roy's move from Melee. Time it just right and Heracross can block an attack on him and strike back at the opponent. This would only work for physical attacks and weapons and would not work on projectiles or items being thrown at him. The unique thing about it could be the amount of damage it deals. It would be proportinal to the type of attack that was used aginst him. If a small low damaging attack was blocked, counter would only deal a small bit of damage. However if a more powerful one was used, say Falcon Punch, Heracross would end up dealing a lot of pain.

Smash Attack: Megahorn Heracross's horn would begin to glow for a few seconds. Then, with the aid of his wings, he would zoom forward across the screen ramming anyone in his path and sending them flying.

Etc: Heracross's A, air, and grab attacks would all involve him using his arms and horn in various ways. His symbol would naturally be a pokeball and his stage would be whatever one they use to represent the pokemon game. Also, if Kirby sucks him up, Heracross's blue horn would appear on Kirby.

This is the first time I have ever tried to create a moveset so I apologize for it not being very detailed. Any comments or suggestions on how to improve it would be appreciated.
 

Pichu_815

Smash Apprentice
Joined
Aug 18, 2006
Messages
76
Prof Elvin Gadd 4 SSBB

Prof. Elvin Gadd
Game: Featured in Luigi's Mansion and Mario and Luigi Superstar Saga, also briefly mentioned in Super Mario Sunshine.
Reason he should get in: He has so many awesome inventions! Perfect for a super Brawl character.

Stats:
Power- 3/5
Jump- 3/5
Speed- 3/5
Weight- 2/5

A: Right Punch
A (2nd): Left Punch
A>: Side Swipe
A^: Prof. Poke
Av: Trip Up
A (dashing): Slide Kick
A>smash: Paintbrush Whack (pb from Super Mario Sunshine)
A^smash: Paintapault (flings paint in air)
Avsmash: Break Down!: (like Mario's Avsmash move)
Neutral air A: Prof Kick
Air A forward:professor Punch
Air A backward: Reverse Professor Punch
Air A ^: Prof. Uppercut
Air A v:prof. Drill
Z: Grab
A (holding): Paint
^ (holding): Rocket Fling
Forward (holding): Paint bow
Backward (holding): Prof. Slam
v (holding):prof. Smackdown
Taunt: holds paint brush high over head like a champion's trophy and smirks.

B (w/ Poltergust): Suck In- a large whirlwind streams from the Poltergust and any enemies in its path gradually take damage until they escape or the Poltergust stops after a few seconds. The enemy is also slowly sucked towards Poltergust, and if it is caught, you can direct the control stick and Press B to shoot it out for extra damage.
B (w/ FLUDD): Squirt- Shoots a stream of water at an enemy that continually damages it. Slightly stronger and longer lasting than Suck In.
B> (w/ Poltergust): Flame Blower- shoots a stream of flames out of the Poltergust. As long as you are holding B, you can move the control stick to shoot in different directions. The flames die away after a few seconds.
B> (w/ FLUDD): Turbo- FLUDD’s Turbo nozzle shoots Professor E. Gadd forward, in a sideways “third jump” if in the air. He runs along the ground if he is standing on the floor.
B^: Super Spring (from Mario and Luigi Superstar Saga. It was an item that made the wearer stay afloat longer when jumping to avoid attacks. The Prof invented it)- Prof E Gadd is launched into the air.
Bv: Equipment check- Switches between the Poltergust and FLUDD (he starts off with the Poltergust by default.)
Brawl Blast: PolterFLUDD assault- The camera zooms in on the Professor, he smirks, and puts on the polterFLUDD, a water tank with a vacuum head. He jumps to the side of the screen. He then points the polterFLUDD at the battle stage and shoots a gigantic water tornado towards the battlers.
 

Wave⁂

Smash Legend
Joined
Feb 16, 2006
Messages
11,870
ohhh....that oine is cool....even though is aint finished.
did Gadd make the paintbrush for bowser jr.

got it.
 

The_Corax_King

Smash Lord
Joined
Jul 18, 2004
Messages
1,269
Location
WA
2 POSTS

FROG (The most kick *** character inChrono Trigger)

Size: 3
Weight: 3
Power: 3 or 4
Speed: 4
Jump: 5

A - Side Slash
AA - Back and forth side slashes (only twice like DK)
Dash A - Leap Slash. He jumps quickly foward and double-slashes

Side Tilt - Tongue Prod
Up Tilt - Up stab that holds for a second
Down Tilt - Kicks

Side Smash - Double hit like his crit in Chrono Trigger with the same flesh-ripping sound.
Up Smash - Leaping spiral with sword pointed up
Down Smash - Spins around on head and kicks

B - Bubble that can be controlled like PK thunder, and makes same cool noise as in CT
Side B - Line Bomb: Quick dart with red, exploding streak following him, like fox's side B
Down B - Shoots water streams out of both hands on either side of him. if not, maybe transforms into Glenn and gets a whole new moveset :)
Up B - After his two awsome jumps, a spiraling torpedo of water with him at the tip (like fox, except with water and spinning) without a charge like fox's

Neutral Air - Flipping Slash (like if pika had a sword)
Foward Air - Brings sword behind his head and slashes downwards = spike
Back Air - Weak Kicks
Up Air - Flip Kick like CF or Ganon
Down Air - Either a foot-thrust like DK or Ness, or a nose dive with sword pointing down

Grabs with tongue, but doesnt hold in mouth.
Grab A - Frog Slap or hilt bash
Foward Throw - Double slash ( I really like these), or a dive like kirby's
Back Throw - Throws behind head and does a 180 slash
Up Throw - Holds or throws opponent up and then impales with sword
Down Throw - throws down and jumps on opponent

Special - FROG SQUASH!!! Giant frog falls and crushes everyone else
Taunt - Flexes his massive bicep like his victory in CT.

Other:
-Tounge can't grab walls
-Can wall-hop
-Kirby hat = green cap with eyes popping out
-Color change = green, blue, red, orange, or yellow skin.
 

Bowserlick

Smash Hero
Joined
Jul 25, 2005
Messages
5,136
Kaptain K. Rool


The Kaptain would be around the same weight as D.K, maybe slightly heavier. He should be at least average for running speed, perhaps even above average. His jumps should be short and he would have medium range. He would hold his musket in one hand and have a pouch of cannon balls hanging off one of his hips.

A,A: a single punch followed through with a bite at the end (knockback only at mid-percent range)
Toward A: a swing with his musket
Smash A: He unstraps his bag of balls.. er cannonballs and slaps the enemy with it in one smooth motion
Up A: he leans up on his tiptoes and twirls around as he delivers an uppercut
Smash Up A: He twirls his mucket around like a baton which hits multiple times before flinging the enemy away
Down A: He crouches down on one knee and swings his musket with both hands over his head and onto to the enemy
Smash down A: He does the worm toward the oppenent (a dance move where he leaps in the air, parallel to the ground and lands on his chest/ if A is pressed when his chest hits the ground he will bounce off the floor into another worm that moves him in the direction he is facing(could only be done once)

B: He puts a cannon into his musket
Up B: If K Rool has no cannonball in his musket he simply jumps straight up like a crocodile leaping out of water, with his mouth open and tail propelling him. He bites when he collides with anyone sending them upwards
Up B with cannonball: K Rool leaps a little in the air and shoots a cannon downwards launching him very high in the air and causing a small explosion on the ground when the cnanon hits.
Toward B: If K Rool has no cannon in his musket he will slide on his belly as he constantly snaps his mouth (only works on the ground)
Toward B with Cannonball: K. Rool will shoot a cannonball forwards, launching him back a good distance. The cannonball goes fast and does about 14 damage. If it hits someone it richocets in a random direction able to hit anyone else for an additional 12 percent. There is little knockback and little stun to the hit.
Down B: He takes out a cannonball from his bag and rolls it along the ground very quickly.
 

Pichu_815

Smash Apprentice
Joined
Aug 18, 2006
Messages
76
PARATROOPA

Unfortunately, Paratroopa is a generic character. However, when his wings and awesome red shell are combined with some of his Paper Mario Koopa counterparts, attacks, Paratroopa can become a devastating foe.

A: Right Punch
A 2nd: Left Punch
A >: Troopa Kick
A ^: Troopa Swipe
A v: Troopa Sweep
A > smash: Shell Smack
A ^ smash: Shell Bump
A v smash: Shell Spin
A (dashing): Belly Slide
Nair: Aerial Spin
Fair: Para Kick
Uair: Para Flip
Bair: Reverse Para Kick
Dair: Drill Dive

B: Shell Slam- PT jumps into his shell and begins to spin in place. Like Jigglypuff's Rollout, the longer you hold B, the more powerful and longer-ranged it gets. However, unlike Jiggs, the Slam goes straight through enemies, and stops when you press B
Max Damage: About 10%
B >: Fiery Shell- PT jumps into his shell, which catches on fire. The longer you hold B, the bigger the flame gets. When you release B, there is a small amount of lag, and then Paratroopa spins forward a short way, and then returns to his first position, burning everyone in his way.
Max Damage: About 20%
B ^: Dizzy Shell- PT jumps into his shell and spins quickly. For the duration of the attack (about 2.5 seconds), you can move < or >. All ground bound enemies you hit become dizzy and can't move.
Max Damage: About 3%
B v: Courage Shell: PT jumps into his shell, which grows to about 3 times its size. In this postition, all normal physical and projectile attacks are negated, however, a fully charged smash attack can break the shell. This attack lasts for about 2.5 seconds, if you do not press B again to end the attack on your own. PT cannot move at all while in this position.
Brawl Blast: Bomb Shell- PT takes out a black shell with white wings and releases it. The shell homes in on the nearest enemy and explodes, hurting all opponents nearby.
Taunt: Paratroopa spins around and gives the crowd a peace sign.

Size: 2/5
Power: 3/5
Speed: 3/5
Jump: 5/5 (multi-jump)
Weight: 2/5
 

kill_shot

Smash Journeyman
Joined
Sep 4, 2006
Messages
272
what do y'all guys think of my squirtle, charmeleon, and Groyvle one below in a thread of it's own?
!
 

SSJ4Kazuki

Smash Champion
Joined
Jun 13, 2005
Messages
2,605
Location
UK (Edinburgh, Scotland)
Post them here.

ABE MOVESET!

Abe's jumps would resemble those from Munch's Oddysee.

B: Possession: It takes about half the time to charge as a PK flash, but once
unleashed, it is a directable ball of energy that applies to gravity but can jump.
Steer it into someone to control their attacks and SOME movement.
You cannot use their B move, B is to dispossess, dealing 14% (When they should really explode). When dispossessed, they launch up into the air. It's set knockback, that's never fatal. Trivia: This move Jump cancels, and can be cancelled by jumping.
Like Zelda's forward B.

Smash A: Serious slap.

Side B: Farts a green fart, that lingers for about 10 seconds. Does minimal damage with very little knockback about. You CAN however, possess this fart, giving it a further 10 seconds of free-roaming time. Disposess it for an explosion and 30% Damage.
Serious, fatal knockback at over 50%.

Up B: Hoist. The jump that results from pressing UP. Perfect ledge grabbing conditions,
travels straight up. If done when you are close to the ledge below it, you will automatically
climb onto the ledge and make use of 3 invincibility frames.

DownB: Item get: Pulls out one of 4 items.
Meat: Weakest item, does 4% damage and makes opponent flinch. Thrown like Link's bomb. Slow and short ranged. 64/128 chance. Makes a squelching noise on impact.
Rock: Thrown like a Pokeball. 6% Damage, some knockback. 48/128 chance.
Bone: Thow it fast like a screw attack. 15% damage and moderate knockback. 14/128.
Grenade!: Throw like a PokeBall. Will explode on contact with an enemy or 6 second timer.
Only a 2 in 128 chance of getting this!

Upair: His running jump, flails his hands above his head. Weak.
 

Diddy Kong

Smash Obsessed
Joined
Dec 8, 2004
Messages
25,967
Switch FC
SW-1597-979602774
what do y'all guys think of my squirtle, charmeleon, and Groyvle one below in a thread of it's own?
!
Just as good as the Marshtomp, Girafarig, Medite, Machoke, Omastar, Jumpluff, Chikorita, Celebi and Rhyhorn moveset... :ohwell:
 

kill_shot

Smash Journeyman
Joined
Sep 4, 2006
Messages
272
NEWCOMER:GROVYLE

1.Pics/Description


2.Moveset


3.Reason


4.Concusion


1.Pics/Description




Grovyle is a grass POKeMON that is 2'11" and weighs 47lbs.
He has leaves growing out of his body that aid in camoflauge.
He is so fast that when he is fleeing, nothing has a chance of
catching him.

2.Moveset
A Pound(3-5%)
A > Leaf Blade(3-10%)
A^Fury Cutter(1-2%) hurts more and more with each consectutive hit.
A(D)Iron Tail(3-8%)(may lower deffence)
Running A Quick attack(3-5%)

In air
A same
A> same
AV Body slam(3-6%)slightly stunz foe

B Razor Leaf(5%)
B>Pursuit(4%) ALWAYS HITS FOE!
BV Slam (4-9%)
B^ Giga drain(5-10%) Hurts all foes close enough, Uses half of damage taken from foe to heal thyself

In AIR B's are the same

Throw:Graps foe with arms
A absorb(1-3%) uses energy taken to heal itself!
Throw>Slaps enemy forwards(3-6%)
Throw<Tail whip(3-6%) LOWERS DEFFENCE SHARPLY
Throw^Razor Leaf carries fo upwards(2-4%) for every leaf, 3-5 leafs hit!
Throw v Body slam(5-8%) stunz foe

SUPER SMASH

SOLAR BEAM (45-65%) Charges Up then unleashes the ultimate attack! that engolfs the entire area with the beam from the sun, POWER VARIES UPON WEATHER>!

Stats

Speed 5/5 Fastest
Jump 4/5 One of the best
Power 3.5/5 good/average
Weight 2/5 low
attack speed 4/5 one of the best



3.Reason
I love making these, but could not decide on one so I asked a friend and this is what she said.
I think Grovyle could really make it, He is popular and amzingly cool. He has good moves and we need a grass pokemon.

4. Closing



I hope you enjoy this newcomer that will be IN IT I hope...lol.....ENJOY!
__________________
 

The Franchise

Smash Journeyman
Joined
Jun 13, 2006
Messages
308
Location
Canada
Moveset: Lyndis also known as Lyn

Game: Fire Emblem (the first one released out of Japan)

General play style: Lyn would be a light weight character around the same area as Zelda and Peach. Her height would probably also be about theirs. Lyndis’s speed would be high, not the fastest character but high ranking in the list none the list. Finally Lyn’s attack, reach, and jump ability would all be about average.

A moves, air moves, and grabs: Most of these would make the use of Lyn’s personal sword, the Mani Katti. However so punching moves and several kicks would also be there to add variety and make her not just a sword user.

Special Moves

B: Bow. Lyn draws her bow and starts firing arrows. Unlike Link’s move you wouldn’t have to hold the button down for distance. Each arrow would have a set distance it could go and you could keep firing arrows one after another with only a slight lag time between each one. Depending on what bow and arrow moves Pit might have, other aspects of this move such as trajectory could be changed to help ensure originality.

B >: Mani Katti Slash. Lyn grabs the sword out of its hilt and with a quick burst of speed moves forward a small bit slashing at her opponents. The damage would be decent but a bit more would be dealt if you hit your foe with the tip of the Mani Katti. In the game, this is Lyn’s normal attack before she is promoted.

B ^: Sword Flip. Lyn leaps up in the air and flips a bit forward at the apex of her jump. As she flips, she draws her sword out and comes slashing down with it in front of her hitting anyone in her path with it. If anyone can’t picture this, it looks like the regular attack of Lyn when she is promoted or the regular attack of a mercenary.

B v: Sacean Sweep. Dropping to the ground Lyn performs a quick 360 degree leg sweep. Opponents would be tripped up getting a fair bit of damage and being knocked back a bit. However this move would only work on the ground and in close proximate.

Super Smash: Sol Katti. Lyn draws her larger sword and performs her amazing critical attack from the game: It briefly looks like there is several of her before she moves in and performs an incredible sword combo for a massive amount of damage.

Taunt: Lyn flicks her hair back a bit before saying something in Japanese that we will not understand but still sounds cool.

The Kirby Look: When Kirby sucks up Lyn, he would get Lyn’s long green hair complete with hair band.
 

Eaode

Smash Champion
Joined
Jun 4, 2006
Messages
2,923
Location
Glen Cove/RIT, New York.
Multiple movesets,

I will post links to the original posts so you do not have to put a link to this post (I just want seperate links on this first page)


Ridley moveset: http://smashboards.com/showpost.php?p=1408175&postcount=48 (This one is on an old account, but it's still me.

King Dedede Moveset: http://smashboards.com/showpost.php?p=1450566&postcount=14

Lucario Moveset: http://smashboards.com/showpost.php?p=1656930&postcount=200

Ganondorf Moveset: http://smashboards.com/showpost.php?p=1663888&postcount=44

Vaati Moveset: http://smashboards.com/showpost.php?p=1719063&postcount=102

Like I said, sperate links please? Thanks in advance.
 
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