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Canonized Smash Movesets - PROPOSALS WANTED! CANON BATTLE! READ FOR DETAILS!

Munomario777

Smash Master
Joined
Nov 18, 2014
Messages
3,253
Location
Charleston, South Carolina
3DS FC
0387-9596-4480
Switch FC
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Hey all! So, some of you have probably heard of this thread, which discusses the Smash roster and their canonical strength. Now, I'm making a topic * sort * of similar to that one, but with a different, more standardized ruleset.

First off, just for clarification, this isn't about "what if Smash played like this" or anything. It's about if these actual characters, equipped with these arsenals, moves, etc. battled each other.

Basically, each move from a character's Smash Brothers moveset will count in their overall strength, but given properties from canon games. For example, :4jigglypuff: will have Rest, but it won't have the KO potential it does in Smash, since that doesn't apply in Pokemon. The rules are below:
- Moves that are Smash-original will have Smash as their canonical source, such as much of :4falcon:'s moveset (the Falcon Punch appeared in that anime, however, so that can be used).
- The entrance animation will be used only to enter the battle (so:4mario:can't enter/exit a pipe at will, for example).
- Custom moves are allowed, as long as they are based on canon (for example, :4palutena:'s different Powers from Kid Icarus).
- Any limits on ammunition/use time (such as :4link:'s Bombs, Arrows, etc.) are the same as in the original game, and characters have one of each one-time-use item (such as potions, power-ups, and the like) in their possession.
- Final Smashes without an ammo/time limit in canon will be limited to one use per battle (for instance, :4olimar:'s End of Day).
- Hassles with switching between moves/weapons/etc. don't apply here (for instance, :4pit:only being able to carry one weapon in Kid Icarus: Uprising). In this case, weapons can be carried in hammerspace.
- Moves that aren't used by that character in the original game (such as :4ness:'s PK Starstorm) or moves that require another character to perform (:4pit:'s Power of Flight) can be performed natively by that character, but the same limitations still apply (Power of Flight still only lasts for five minutes, for example).
- Characters that are canonically the same character, such as :4samus: and :4zss:, will be treated as one entity and have one proposal between them, covering both movesets. Same goes for alternate costumes, such as :4olimar: and :4alph:, since they have the same moveset. Clones, such as :4marth:and :4lucina:, however, are separate.
- Any battles between characters, should it come to that, will take place in a ten-square-mile arena, with a pure concrete floor and unbreakable solid steel walls. Nothing comes in, nothing goes out, and when a character dies (in a way that would result in a game over or something of that nature), they lose. No revivals, 1-UPs, etc.

Each character should eventually have a post (or proposal) containing this information, along with the character's abilities (and weaknesses) described in the following five categories, based on the moveset:

Strength: Offensive capabilities; how much damage they could rack up on a "punching bag" (could be a city if you like; anything that doesn't fight back). This includes physical strength, weapons, and any other ability with offensive capabilities.

Defense: How much of a beating they can take, without fighting back; basically being the "punching bag." This includes physical toughness, armor, shields, and any other ability with defensive capabilities.

Speed/Agility: Anything relating to mobility; how well the character can get around. This includes running speed, vehicles, jumping, teleportation, and any other ability that can be used to get around.

Tactics: Strategies used by the character, or abilities used to confuse the opponent. This includes mindgames, decoys, and any other potential strategies using canonized Smash moves.

Other: Anything that doesn't fit into the other categories. This includes things like Shulk's Arts, Lucario's Aura, Robin's limited Tome usage, and any other character-specific gimmick, as well as Final Smashes.

There will also be a conclusion sentence at the end, wrapping up each character's strengths, weaknesses, and any other closing remarks. There will also be sources for any data used in the proposal.

This is an example of a proposal:
Sonic's Canonized Moveset:

:4sonic:Standard Moveset:4sonic:

:4sonic:Up Smash/Dash Attack/Edge Attack/Nair: When in spinball form, Sonic's quills are hard enough and his spinning speed fast enough for him to slice through battleships without even moving at the speed of sound. When he really gets moving, however...

:4sonic:Side B (Spin Dash)/Down B (Spin Charge)/Down Throw: The Spin Dash is one of Sonic's most potent attacks, launching him off at top speed (see "Other") from a standstill, all while in the damaging spinball form. Of course, this attack is also extremely damaging, since it combines the raw ripping power of the basic Spin Attack with Sonic's signature speed. Additionally, in Sonic Adventure, with the use of the Light Speed Shoes and the Crystal Ring, the Spin Dash can also charge the Light Speed Attack, which has him use a supercharged Homing Attack at light speed, striking all nearby opponents. Speaking of the Homing Attack...

:4sonic:Neutral B (Homing Attack): Introduced in Sonic Adventure, the Homing Attack launches Sonic in midair towards an opponent, all in the blink of an eye. This attack can be used repeatedly to strike multiple opponents, or to repeatedly blast towards the same target. If there is no target in sight, Sonic will instead perform the Jump Dash, which is basically a Homing Attack, but instead of locking onto a target, it simply launches Sonic straight forward. This is useful for crossing large gaps, especially combined with his running speed or the Spin Dash.

:4sonic:Up Special (Spring Jump): While Sonic can't summon a spring in the Sonic games (unless you count debug mode :p), Springs are extremely useful tools for traversing the terrain, giving massive amounts of height (especially the red ones in the Genesis titles, which Sonic is using here, due to the shape, color, and sound effect of the spring), allowing him to keep his horizontal momentum while skyrocketing him upwards. The spring doesn't do any damage in the Sonic titles, however, but it can be used to disrupt movement (if you ever played a classic Sonic game, you probably know what I mean).

:4sonic:Up Throw: This attack takes advantage of the fact that Sonic can harden his quills at will (they are sort of floppy normally, but harden in this and his spinning attacks), and is quite damaging to anyone who falls on the quills.

:4sonic:All Other Attacks: Many of these come from Sonic Battle and Sonic the Fighters, but I haven't been able to find any good sources for how powerful each move is, so I'll just treat Smash as the canonical source for these moves.

:4sonic:Other Properties:4sonic:

:4sonic:Jump: Sonic's jump, especially when combined with momentum, is very far-reaching in his games, and his double jumps from Colors and Lost World are pretty nice as well for crossing gaps.

:4sonic:Running Speed: From Sonic News Network (Sonic Wiki)'s page on the Blue Blur himself:
Sonic is known best for his speed, with the ability to run at speeds greater than Mach 1, which is at the blistering speed of 761 mph (1,225 km/h). This is evident in many games, where Sonic is recorded to run at speeds faster than 765 mph (1,231 km/h). It is also stated in the Sonic Adventure DX manual that "He's the world's fastest, hypersonic hedgehog" which is at a staggering speed ranging from 3,840 mph (6,180 km/h) to 7,680 mph (12,360 km/h). He is occasionally referred to as "the fastest thing alive," and is even noted to be the fastest being in the universe.[28] Additionally, he can run backwards at full speed just as well as forwards, as shown in the Team Sonic opening cut-scene of Sonic Heroes. Due to such speed, he is able to scale right up the walls of buildings, or similar structures, and can also run right over water.

It is unknown how much faster Sonic can run beyond Mach 1, though it is on various occasions assumed that he can. In Sonic Battle, it is stated that he can move several times the speed of sound and when the Final Egg Blaster was about to fire, Sonic defeated Ultimate Emerl in less than 30 seconds. It is also believed that Sonic can move faster while in spinball form than running, possibly even reaching the speed of light as seen in Sonic Adventure, Sonic Adventure 2 and Sonic Heroes where he could utilize the Light Speed Attack and the Light Speed Dash to achieve light speed movements. Also, in Sonic Unleashed, the Checkpoints, which measure his speed (SPD) in-game, can clock Sonic going over 2,800 SPD; in comparison, the Light Speed Dash measures 396 SPD. This suggests that Sonic can move at speeds far greater than the speed of light.

Sonic's speed does not seem to have certain weaknesses in that recklessness (the possibility of crashing into unintended targets) and "straight-line only" concepts are invoked, showing he has complete mastery over his speed. Sonic is additionally shown to be able to run in full tight circles, thus is not exposed to the impotency of only being able to run fast in straight lines. Should he be running at uncontrollable speeds, he can utilize the Drift to opportunely control his momentum and even crash into foes with it.

Aside from running, Sonic can also apply his super speed for other abilities. He is able to heal himself by vibrating his body at supersonic speeds, launch shockwaves by spinning in his spinball form at high speeds, create barriers of super speed for a split second, and set strong winds in motions with high-speed movements which he can use to attack opponents similar to aerokinesis.

:4sonic:Swimming: Yes, Sonic can swim. He swims in Smash, so that means I'm going to have to find an instance where Sonic can swim in a Sonic game. Luckily, I didn't have to go far, since he swims in the first Sonic game I ever played: Sonic Colors. In this game, Sonic can swim using his Spin Jump infinitely in water, similarly to 2D Mario games. However, he can still run out of breath, so finding air in time is key.

:4sonic:Final Smash: Sonic's Final Smash unleashes his most powerful attack in the game (no duh): Super Sonic. In this form, Sonic can fly, is invincible, moves even faster than normal, and can use the Super Sonic Boost. His top speed in this form is so fast that it's said he can exceed the speed of light! His power is also increased tremendously, being shown to let him smash through space fleets, break enormous metal restraints without effort, and even stun the mountain-sized boss Dark Gaia. In addition, he gains the ability to freely use multiple Chaos Powers, allowing him to teleport, create shields, shoot destructive golden waves, slow down time, and more. The aforementioned Super Sonic Boost has Sonic envelop himself in a fiery aura for as long as he so desires, which, as well as destroying nearly anything in his path, can also be used to launch projectiles back at opponents or boost through attacks to block them. However, Super Sonic can only be used for a limited time, and needs fifty Rings to initiate, which drain slowly over time.

:4sonic:Taunts/Entrance Animation: Sonic loves breakdancing, and his Down Taunt is no exception. Sonic's Up Taunt is a nod to the classic "finger wag," and his Side Taunt demonstrates the Super Peel Out, which is basically a Spin Dash, but without the Spin. His Entrance Animation is just the Spin Jump, nothing special there.

:4sonic:Categories:4sonic:

:4sonic:Strength: While Sonic may not have the best pure physical strength, he definitely makes up for it with his use of speed in his offensive techniques. The aforementioned Spin Dash can tear through practically anything with ease, and the Light Speed Attack is one of his most impressive attacks. The Homing Attack also gives Sonic a quick, reliable aerial attack option. Sonic's weakness in this category, however, is his predictability. He doesn't have too many moves to pull from, but they all look similar, with the curling-into-a-ball theme, and they are pretty quick, so that definitely gives him an advantage.

:4sonic:Defense: Sonic can't take a beating very well, and relies on Rings to keep him alive. However, he can pick these Rings up after they fly out of him when he takes a hit. What Sonic lacks in toughness, though, he makes up for in evasion tactics. He has the reflexes to match his speed, and he can dodge pretty much anything you throw at him with his speed and agility. Speaking of which...

:4sonic:Speed/Agility: This is perhaps where Sonic stands out from the rest of the cast. Sonic is the fastest thing alive, known to run at speeds beyond Mach 1. He has even been stated to be "the world's fastest, hypersonic hedgehog," "hypersonic" being at a staggering speed ranging from 3,840 mph (6,180 km/h) to 7,680 mph (12,360 km/h). He can also use his speed to power his jump height and length, and when he jumps at full speed, he goes flying! In addition, he can bounce on Springs to gain even more height and soar over the competition.

:4sonic:Tactics: In addition to the aforementioned reflexes, Sonic's speed lends itself naturally to confusing opponents. He runs so fast that he can turn himself into a literal "blue blur," and this makes him very hard to hit. In addition, as mentioned above, many of his moves look similar, since they mostly rely on a hedgehog's ability to curl into a ball. This can confuse opponents as to which move Sonic will use next (in fact, the Spin Dash, the Light Speed Dash, and the Light Speed Attack all use the same move to charge).

:4sonic:Other: Sonic doesn't really have a "gimmick" to him like some other characters do, so I'll use this space to talk about Super Sonic. This form turns Sonic from the Blue Blur into the Golden Blur, which, while not being as catchy, amplifies his speed, defense (making him practically invincible), and power. However, this transformation is short-lived, as it requires fifty rings or more to activate, and it drains rings constantly. When the ring count reaches zero, Sonic is forced out of the transformation. However, when this happens, Sonic is restored to peak physical condition, regardless of his prior state.

:4sonic:Conclusion: I'd say with this huge pool of attacks, strategies, and evasion techniques, Sonic is definitely more than capable of holding his own against much of the Smash cast.

:4sonic:Sources:4sonic:
http://sonic.wikia.com/wiki/Sonic_the_Hedgehog#Powers_and_Abilities
http://sonic.wikia.com/wiki/Spin_Attack
http://sonic.wikia.com/wiki/Spin_Jump
http://sonic.wikia.com/wiki/Spin_Dash
http://sonic.wikia.com/wiki/Homing_Attack
http://sonic.wikia.com/wiki/Light_Speed_Attack
http://sonic.wikia.com/wiki/Super_Sonic
Once each character (barring Miis) has a proposal, I will edit these into the main post and set up a poll, which will form a sort of "tier list." Of course, debates in the comments themselves are also welcome. If you want to help out with the list, feel free to make a proposal in the comments! :D
 
Last edited:

Munomario777

Smash Master
Joined
Nov 18, 2014
Messages
3,253
Location
Charleston, South Carolina
3DS FC
0387-9596-4480
Switch FC
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Character Checklist
:4bowser:: X
:4bowserjr:/:4larry:/:4roy:/:4wendy:/:4iggy:/:4morton:/:4lemmy:/:4ludwig:: X
:4falcon:: X
:4charizard:: Expected
:4darkpit:: X
:4dedede:: X
:4diddy:: Expected
:4dk:: Expected
:4drmario:: X
:4duckhunt:: X
:4falco:: X
:4fox:: X
:4ganondorf:: X
:4gaw:: X
:4greninja:: Check!
:4myfriends:: X
:4jigglypuff:: X
:4kirby:: Check!
:4littlemac:/:4wiremac:: X
:4link:: X
:4lucario:: X
:4lucina:: X
:4luigi:: X
:4mario:: Check!
:4marth:: X
:4megaman:: Check!
:4metaknight:: X
:4ness:: Check!
:4olimar:/:4alph:: Expected
:4palutena:: Check!
:4pacman:: X
:4peach:: X
:4pikachu:: X
:4pit:: Check!
:4rob:: X
:4robinm:/:4robinf:: Expected
:rosalina:: Expected
:4samus:/:4zss:: Expected
:4shulk:: Expected
:4sonic:: Check!
:4tlink:: X
:4villager:/:4villagerf:: X
:4wario:/:4wario2:: X
:4wiifit:/:4wiifitm:: X
:4yoshi:: X
:4zelda:/:4sheik:: X
Proposals
All of Greninja's attacks are capable of being learned in Pokémon X, Y, Omega Ruby, And Alpha Sapphire, unless stated otherwise.

Water Shuriken Neutral Special Smashes F-Air
When thrown the shurikens are extremely sharp and capable of slicing through steel. They are one of the fastest moves in the game, with ExtremeSpeed, Fake Out, and Sucker Punch being the only attacking moves that are guaranteed to out speed it. It hits from two to five times with four and five having twice the chance of two and three. This move can be used 20-32 times when attacking, depending on how many PP ups it's used. (Multiple hits in one attack only count as one attack.)

Shadow Sneak Side Special
Shadow Sneak is a low powered attack that is just as fast as Water Shuriken. When using Shadow Sneak, Greninja extends his shadow a towards his opponent and attacks from behind. Greninja can use this move to maneuver himself quickly avoid attacks. This move can be used 30-48 times when attacking depending on how many PP ups it's used.

Hydro Pump Up Special
Using Hydro Pump lets loose an extremely high powered blast of water. Despite its power it's hard to control, and misses more often then most attacks. In the Pokémon Adventure Manga, Green's Blatoise uses Hydro Pump to fly, it can be used for long periods of time; however, Greninja doesn't seem to be able to have as much of a supply. When used as an attack, Greninja can only use this move 5-8 times depending on how many PP ups it's used.

Substitute Down Special
Greninja creates a see-through copy of itself at the cost of one fourth of its health/energy. The substitute has only a tiny percent more durability than Greninja gave up. This takes all attacks for Greninja, and is extremely useful if the opponent looks for Greninja instead of attacking him. Greninja can still attack without any change in power in his attacks. A substitute can't be created if Greninja has less than a fourth of his health left. This move can be used 10-16 times depending on how many PP ups it's used.

Power-Up-Punch Jab's first and second hits
By punching, this move makes Greninja's fists harder and increases the power of Greninja's physical moves by 50%, and it stops stacking at 400%. Non-physical moves are unaffected. This move can be used as an attack 20-32 times depending on how many PP ups have been used.

Water Pulse Finisher in Jab
Water Pulse is an attack that has a chance to confuse enemies. It can be used 20-32 times.

Low Kick Down Tilt
When Low Kick is used, it knocks the opponent over, and in generations 1 and 2 has a 30% chance to cause flinching. Low Kick's power depends on the opponent's weight, ranging from 20-120 base power. It can be used 20-32 times. http://bulbapedia.bulbagarden.net/wiki/Low_Kick_(move) more information on calculating Low Kick's power can be found here.

Lick Up Tilt
Lick is exactly what it sounds like. However, it also has a 30% chance of causing paralysis. It can be used 30-48 times. Lick is made useless by the addition of Bounce and Shadow Sneak.

Bounce D-Air
Bounce is a two turn attack that has a 30% chance of causing paralysis. On the first turn Greninja springs up into the air, and on the second turn Greninja crashes down on the opponent. Bounce has a slightly lower chance of missing than Hydro Pump. It can be used 5-8 times.

Water Pledge N-Air
Water Pledge is a pillar of water that is more powerful than Water Pulse and has better accuracy than Hydro Pump. When used with a partner's Fire Pledge it creates a rainbow that doubles the chances of added effects like Paralysis and Confusion. When used with Grass Pledge it creates a swap that lowers the speed of the opponents. It can be used 10-16 times.

Strength: Greninja has decent attack stats, but with the addition of Greninja's hidden ability Protean, Greninja changes his type to that of the move he uses. This gives a 50% boost to every single one of Greninja's attacks and makes Greninja one of the most powerful non-legendary Pokémon. He can OHKO almost any Pokémon he hits with a super effective attack.

Defense: Greninja's defenses are downright terrible, but Protean can allow him to resist certain attacks. For example Shadow Sneak makes him immune to all fighting and normal type attacks. More can be found here on resistances, immunities, and weaknesses:http://bulbapedia.bulbagarden.net/wiki/Type#Type_chart

Speed/Agility: Greninja has excellent speed, and is able to out speed almost any Pokémon. The Pokédex mentions that Greninja vanishes and appears with a ninja's grace.

Tactics/Strategies: Greninja enjoys toying with opponents by vanishing and appearing behind opponents to attack them. Changing type quickly to lessen damage can save Greninja from a potential KO.

Final Smash: Greninja's Mat Block can only be used when entering battle. It blocks all attacks slower than it, but doesn't block status moves. Greninja follows up with a series of Night Slashes (which can be used at any time during battle). This move has a high critical hit rate.

I decided not to count the U-Air as Acrobatics, because it seemed like to much of a stretch.
Standard Moveset:4kirby:

:kirby64:Jab/Forward Tilt/Forward Smash: Kirby uses his Fighter Kirby abillities, you may say how does Kirby use Fighter without an enemy? Well, something interesting is that all of Kirby's moves based on copy abillities have Copy Essances Deluxe, meaning they can be used any time. Back to the topic at hand, Fighter Kirby can use many powerful attacks for close combat, such as uppercuts and punches, but can also use balls of energy for long range.

:kirby64:Dash Attack: Kirby uses his Yo-Yo abillity, taking a page out of Ness's book, he can use yo-yos as somewhat long-ranged weapons, grab opponents with it or spin on his own head.

:kirby64:Side Grab: Kirby uses his Suplex abillity, with this move he lunges to the opponent then throws them, while Kirby uses this move, projectiles on the way are destroyed, however, foes can attack him during the lunge.

:kirby64:Up Grab: In his Up-Grab, Kirby uses his Ninja abillity to jump off screen holding them then falling with the enemy head-first, other abillities of Ninja Kirby include throwing stars and kunai for long-range damage, and stabbing with knives for close range addidtionaly he can cling on walls.

:kirby64:Up Special (Cutter): With Cutter, Kirby can toss boomerang blades, cut with the blades and of course use the final cutter, which is actually a finisher of a combo-move. In Kirby Squeak Squad Cutter can be upgraded with bigger cut blades, one can also angle the boomerang cutter.

:kirby64:Neutral Special (Inhale): Kirby uses his Inhale move, it has short range but if you get close you get eaten whole, Kirby can from then on turn you into a copy abillity or a star to shoot at other enemies, one may think this move is really dangerous, however Kirby can only swallow right away opponents same-sized or smaller than him, for opponents bigger than him he has to use his super-suck from Amazing Mirror, opponents then can punish Kirby while he still can't suck them, and big opponents like Bowser can only be sucked after defeated like Mini-Bosses.

:kirby64:Side Special (Hammer): Hammer is a really powerful Kirby power-up, it can dish out great damage to mini-bosses and bosses and beat them in seconds, Kirby can do a variaty of moves with the hammer, from spinning along with the hammer, setting it on fire and throwing it, however throwing it makes you lose the abillity and have to select the CEDX again, in Squeak Squad you can also upgrade it to become a giant hammer when charged up.

:kirby64:Down Special (Stone): Stone Kirby is a more defensive abillity, capable of turning into stone and becoming invincible, unlike in smash, Kirby can stay in stone form indefinetly, if used in air can fall on opponents, Kirby can also use the Stone Uppercut from Kirby's Return to Dreamland to hit opponents in the air.

:kirby64:Custom Neutral Special (Ice): Ice Kirby can use his short-ranged Ice Breath to freeze opponents and then kick them, he can also surround himself in ice, like what was originally Freeze Kirby, his running is also changed to an ice-skating movement.

All other moves are Smash canon.

:kirbymelee:Other Properties:kirbymelee:

:kirbymelee:
Jump: Kirby's jump is incredible, his normal jump may be basic, but he can then puff himself up with air and fly indefinetly, this tactic can be used for dodging attacks and quick air mobility.

:kirbymelee:Running Speed: Due to being light, Kirby can run nicely, his running can be even compared to Mario's.

:kirbymelee:Swimming: Kirby is a great swimmer, he has great mobility on water and even has an attacking move underwater by squirting water, not to mention he can use his hammer underwater.

:kirbymelee:Final Smash (Ultra Sword): After inhaling a Super Blade Knight, Kirby can use his Ultra Blade for 2-3 minutes, despite it's name it can be a variaty of humungous weapons, like kitchen knives, fans and fish (!?). When using the move, Kirby slashes with the giant weapon to the side, it can do a lot of damage, though opponents can dodge it if skilled enough.

:kirbymelee:Entrance Animation and Taunts: The Warp Star is Kirby's main mode of transportation, it can travel through skies and even space and destroys any breakable block in it's way. One of Kirby's taunt is his victory dance, where Kirby multiplies and each Kirby simuntaneously dance after beating a boss.

:kirby2:Categories:kirby2:

:kirby2:Strength: Kirby himself can't do direct damage, however with copy abillities he has attacking options, if he want's to get close and personal he can use Hammer or Fighter, if he want's to hit from up far he haas Ninja and Yo-Yo, he certainly can get the job done.

:kirby2:Defense: One may consider Kirby weak, as he can get hit by a Waddle Dee or an Apple, however, he can take hit's even from extremely powerful enemies like Marx Soul, so he's no pushover.

:kirby2:Speed/Agility: Kirby has some nice speed, as seen by beating the Gourmet Race, not to mention as Fighter Kirby he can do many punches in just one second.

:kirby2:Tactics: Kirby can straight up eat his opponents that are his size, but for bigger ones he may cripple opponents by grabbing them with his Yo-Yo or Suplex abillities and then finish them with a charged up hammer.

:kirby2:Other: If a Kirby with his opponent's abillity get's hit by a powerful move or many weak moves his abillity might go away as a star, he can from then still retrieve it by swallowing it, however after a while the star poofs away. Kirby can also discard his ability as a star, which then can be used as a projectile.

:kirby2:Conclusion: Kirby has a great moveset arsenal, with different copy abillities, however he sometimes can be weak and can't even inhale certain enemies, but if you call him a pushover you WILL say sorry with a black eye.

:4kirby:Sources
Games: Kirby Super Star Ultra, Kirby and the Amazing Mirror, Kirby Squeak Squad
Sites: Kirby Wiki
Videos: https://www.youtube.com/watch?v=LwHEupP2lCs
:4mario:Standard Moveset:4mario:

:4mario:
Neutral B (Fireball)/Side Smash: Mario has been shown in games such as Mario RPG to be able to control fire natively, even without a Fire Flower. He can toss fire in multiple directions, and this can also be used underwater. These fireballs are powerful to completely burn many standard Mario enemies, and with enough hits, he can even use one to defeat Bowser!

:4mario:Side B (Cape): This ability allows Mario to don a cape and soar through the air indefinitely, as long as he gets the timing right! In addition to granting Mario the power of flight, the Cape also gives him a new method of attack in the form of the Cape's spin attack, which can defeat even Dry Bones, which can only otherwise be defeated with a Starman item or by using the Hammer Suit.

:4mario:Up B (Super Jump Punch): Mario's fists are so rock-solid that he can punch through brick! These solid brick blocks are shattered instantly when Mario even lays a finger on the bottom of them, so when Mario treats you as the brick, you'd best watch out!

:4mario:Down B (F.L.U.D.D.): F.L.U.D.D. (short for Flash Liquidizer Ultra Dousing Device) is one of Mario's most versatile tools, providing a variety of nozzles to squirt water with. The Squirt Nozzle, which is the one Mario uses in Smash Brothers, is the basic nozzle, allowing Mario to squirt water in front of him to clean of goop, as well as damage enemies. He can also do a spin while using this nozzle to spray in all directions. The Hover Nozzle shoots two streams of water directly below Mario, allowing him to hover as well as cleaning up goop and damage foes beneath him. The Rocket Nozzle shoots a single, powerful blast of water downward to launch Mario upwards at incredible speeds, as well as clean up goop and harm enemies below him. Finally, the Turbo Nozzle is basically a Rocket Nozzle pointed behind Mario, letting him run at super speeds while cleaning goop and harming foes behind him. In addition, Mario can slide at super speeds on any area he makes wet using F.L.U.D.D.

:4mario:Down Aerial: In the Super Mario Galaxy games, Mario can use the power of the Lumas to perform the Spin attack. This move lets Mario attack enemies by spinning around quickly, fists out. In addition, it can grant Mario extra jump height, as well as reflect projectiles.

:4mario:Throws: Mario has been shown to possess superhuman strength, having lifted up Bowser multiple times, a huge Bob-omb, and even an entire fortress! His Down Throw uses his Ground Pound ability, which can slam through multiple foes at once.

:4mario:Other Physical Attacks: While he prefers jumping on enemies, Mario is still skilled in punches and kicks. In Super Mario 64, Mario uses a variety of attacks, such as a punch-punch-kick combo and a breakdance kick. In SM64, these attacks can defeat a Goomba just as effectively as his standard Jump.

:4mario:Other Properties:4mario:

:4mario:Jump: Excerpt from Mario Wiki's page on Mister Video Game himself:
Mario's most notable ability is his Jump. He among the best jumpers in the Mushroom Kingdom, second only to Luigi, although he is more well-known. He is also capable of several acrobatic maneuvers, including the Long Jump, Back Flip, Spin Jump, and Wall Jump, with the Wall Jump being one of his most recurring abilities. His jumps have defeated enemies, toppled fortresses and even crushed Pagosu, a type of spaceship.

:4mario:Running Speed: In addition to his jumping prowess, Mario is also a capable jogger, moving at a breezy pace in many games, especially when using the aforementioned Turbo Nozzle on F.L.U.D.D.

:4mario:Swimming: Mario is also a skilled swimmer, using many techniques such as diving with the Ground Pound, as well as swimming in all directions fairly efficiently. Also, Mario has been seen to be able to breathe underwater, without needing to come up for air, and can use many of his attacks underwater, including his Spin, Fireballs, and Cape.

:4mario:Final Smash: The Mario Finale is an enhanced version of Mario's Fireball attacks, sending a swarm of fireballs in front of him. This attack resembles Mario's Ultra Flame from Mario RPG, which is his most powerful fire attack in that game.

:4mario:Taunts/Entrance Animation: Mario apparently has the ability to grow in size at will, if his Up Taunt is any indication. That or he has an infinite supply of Super Mushrooms as well as Poison ones in his overalls, but I kind of doubt that. His other taunts aren't anything special, and his entrance animation shows him emerging from a pipe onto the battlefield, even when he spawns on a six-inch platform, which is... interesting to say the least.

:4mario:Categories:4mario:

:4mario:Strength: As stated before, Mario has superhuman strength, being able to lift objects that are many times his size and weight. He can also swing such objects around with ease, as demonstrated in Super Mario 64's Bowser battles. In addition, his punches, kicks, Fireballs, and other offensive techniques give him some great attack options.

:4mario:Defense: Mario is pretty tough in many of his games, shown by his eight-hit power meter in Super Mario 64. However, this varies from game to game, so Mario's true toughness is debatable.

:4mario:Speed/Agility: As stated above, Mario has many jumping techniques, such as the Triple Jump, Wall Jump, Backflip, Spin Jump, and Long Jump. In addition, his Spin can give him some extra height, and his Cape gives him indefinite flight, making Mario a very mobile contender. F.L.U.D.D.'s Rocket, Turbo, and Hover nozzles also give him some great mobility options.

:4mario:Tactics: Mario has quite a few options for turning opponents on their heads. For example, his Spin can reflect projectiles back at opponents, and his many jump techniques can confuse opponents as to which he will use for approach.

:4mario:Other: The Mario Finale is a long-range Final Smash, and can hit opponents at a variety of angles, which can prevent opponents from evading if they're caught in the middle of the firestorm.

:4mario:Conclusion: With his variety of attacks, great mobility, and versatility, Mario is a great jack-of-all-trades fighter, and can definitely hold his own against much of the cast.

:4mario:Sources:4mario:
http://www.mariowiki.com/Mario#Powers_and_abilities
http://www.mariowiki.com/F.L.U.D.D.
http://www.mariowiki.com/Cape_Feather
http://www.mariowiki.com/Fire_Flower
http://www.mariowiki.com/Spin
:4megaman:Standard Moveset:4megaman:

:4megaman:Jab/Forward Tilt/Nair (Mega Buster): Mega Man's basic weapon, the Mega Buster fires compressed solar energy and has unlimited ammo. It is built in to both of his arms, and he can use it no matter what he's doing, even while running and jumping! While it may not do the most damage, it's a good rapid-fire, mid-range weapon for whittling down opponents.

:4megaman:Side Smash (Charge Shot): In Mega Man 4, Mega Man gained the ability to charge up his Mega Buster to fire the charge shot. It takes a couple of seconds to charge, but the result is three times as powerful as a standard Mega Buster shot. However, if Mega Man is hit during the charge sequence, he loses all the built up energy and must start over.

:4megaman:Up Tilt (Mega Upper): Originating in Mega Man's earlier fighting game appearances such as Mega Man 2: The Power Fighters, the Mega Upper is Mega Man's only real punching attack. When performing the attack, Mega Man envelops his fist in energy and punches his opponent with a powerful uppercut. This is one of his best options when getting up close and personal.

:4megaman:Down Tilt/Edge Attack (Slide): Mega Man 3 saw Mega Man use his Slide ability, in which he gets low to the ground and does a sliding kick, allowing him to fit into tight spaces and attack opponents (the attack is only present in his fighting games). This allows him to easily dodge attacks aimed above the ground, and can help him shake things up when in combat.

:4megaman:Up Special (Rush Coil): Mega Man's robot dog Rush helps Mega Man since Mega Man 3, and one of his abilities is Rush Coil, where Rush teleports in front of Mega Man with a spring on his back for Mega Man to bounce on. Rush can also turn into a jet-propelled platform, a mini-submarine, and a spaceship. Mega Man and Rush can also fuse together with the Super Adaptor, which replaces the Mega Buster with a flying fist attack, as well as giving Mega Man a double jump, charged punches, the ability to attack shielded and otherwise invulnerable enemies, and increased strength (shown by his block pushing abilities). However, Mega Man cannot slide in this form, due to its bulkiness.
- Custom 1 (Tornado Hold): Obtained from Mega Man 8's Tengu Man. 16 uses. Drops a fan on the ground that creates a gust of wind to hold enemies in place. Can also propel Mega Man upwards and act as a barrier to protect from projectiles.
- Custom 2 (Beat): Beat can only carry Mega Man for a short time, like in Smash Brothers. However, his main function is attacking enemies, similar to Cheese the Chao from Sonic Advance 2. There's no ammo limit on Beat, but he doesn't do very much damage.

:4megaman:Dash Attack (Top Spin): In addition to his standard abilities, Mega Man can also use the Robot Master abilities he's gained by defeating bosses over the years. The first of these is the Top Spin, gained by defeating Top Man in Mega Man 3. This attack has unpredictable ammo usage, ranging from draining all of its energy at once to none at all. This attack has very short range, and can only be used in the air. It's not a very potent attack, but it can be used to destroy projectiles.

:4megaman:Down Smash (Flame Blast): The Flame Blast is Flame Man's weapon from Mega Man 6. It can be used up to 28 times before running out of ammo, and can be used underwater. When using this move, Mega Man shoots a fireball in a low arc, and when it lands, it creates a pillar of fire to damage opponents (like Ness's PK Fire in Smash). This move can also be aimed at a wall to create a sideways fire pillar.

:4megaman:Up Smash (Spark Shock): Introduced in Mega Man 3, Mega Man obtained the Spark Shock by defeating Spark Man. It can be used up to 28 times before running out of ammo, and it can only damage certain enemies, such as Magnet Man. However, it stuns other enemies (unless they have some sort of insulative coating), but it can only stun two at a time, and Mega Man can't switch weapons while an enemy is stunned.

:4megaman:Dair (Hard Knuckle): Hard Man's weapon is the Hard Knuckle, used by Mega Man in Mega Man 3. It can be used up to 14 times before running out of ammo, and can be slightly guided up and down while in motion. Mega Man shoots his fist forward, and it detaches from his arm, rocketing towards opponents. It is a bit slow and has a bit of startup delay, but it packs a punch (literally), being able to break through destructible blocks and doing a hefty chunk of damage.

:4megaman:Bair (Slash Claw): Mega Man's reward for defeating Slash Man in Mega Man 10 is the Slash Claw. It can be used up to 18 times before running out of ammo, and is most effective against smaller enemies. Mega Man swings his arm to create a crescent-shaped beam of energy in front of him, and this can damage enemies. This is another of Mega Man's shorter-range attacks, best suited for close combat.

:4megaman:Uair (Air Shooter): Introduced in Mega Man 2, the Air Shooter is the weapon Mega Man gets for defeating Air Man. This attack can be used up to 14 times before running out of ammo, and is most effective against airborne enemies. This attack has Mega Man shoot several small tornadoes upwards, which can damage enemies. The attack does triple damage if all three tornadoes connect.

:4megaman:Fair (Flame Sword): Mega Man 8's Flame Sword ability is gained upon defeating Sword Man. This attack can be used up to 32 times before running out of ammo, and is a close combat weapon. Mega Man creates a blade of fire with his arm, which, besides dealing damage, can also ignite flammable substances (such as plants, paper, wood, etc.).

:4megaman:Neutral Special (Metal Blade): In Mega Man 2, Mega Man defeats Metal Man to gain access to the Metal Blade. This attack can be used up to a whopping 112 times before running out of ammo, and can be aimed in all eight directions. Mega Man throws a spinning saw blade through the air, and can use this move rapid-fire. This is also one of his most powerful attacks, having the most bosses weak to it in all of Mega Man 2, that amount being three.
- Custom 1 (Hyper Bomb): Obtained from Mega Man 1's Bomb Man. 14 uses. Throws a bomb in a small arc that can bounce up to three times, and creates a decent-sized explosion.
- Custom 2 (Shadow Blade): Obtained from Mega Man 3's Shadow Man. 56 uses. Throws a large shuriken that can be shot in five directions (left, right, diagonally up+left/right, and straight up). Has a short range, but boomerangs back. Only one can be thrown at a time.

:4megaman:Side Special (Crash Bomber): Crash Man's weapon in Mega Man 2 is the Crash Bomber. This attack can only be used seven times before running out of ammo, and can stick to surfaces. Mega Man fires a sticky bomb, which sticks to enemies and detonates after a few seconds. Enemies with thick armor aren't affected by this weapon, and it refills Heat Man's energy if it's used on him. However, it can penetrate the Leaf Shield.
- Custom 1 (Ice Slasher): Obtained from Mega Man 1's Ice Man. 28 uses. Shoots a small blade that can freeze enemies to a temperature of 200 degrees below zero. Only one can be out at a time, but it can go through most obstacles.
- Custom 2 (Danger Wrap): Obtained from Mega Man 7's Burst Man. 14 uses. Releases a bomb inside a bubble, which rises upwards, or places one in front of him on the ground. Can trap enemies in the bubble.

:4megaman:Down Special (Leaf Shield): The Leaf Shield is Wood Man's weapon, appearing in Mega Man 2. This attack can only be used nine times before running out of ammo (only when it disappears/is thrown, not on activation), but it's more useful than its Smash Brothers appearance lets on. The ability creates a shield of leaves (shocking, I know) around Mega Man, protecting him from attacks. However, if Mega Man moves, the shield will fly off in that direction. The thrown shield can damage opponents, but the shield can't block projectile attacks.
- Custom 1 (Skull Barrier): Obtained from Mega Man 4's Skull Man. 14 uses. Functions similarly to the Leaf Shield, but Mega Man can walk with it and can't throw it.
- Custom 2 (Plant Barrier): Obtained from Mega Man 6's Tomahawk Man. 7 uses. Functions similarly to the Leaf Shield, but can't be thrown and deals heavy damage to shielded enemies.

:4megaman:Other Properties:4megaman:
:4megaman:
Jump: Mega Man has jumping abilities on par with platforming characters such as Mario and Sonic, thanks to the suspension and air pressure pumps in his feet. These mechanisms also allow him to survive extreme falls without damage.

:4megaman:Running Speed: Mega Man can walk at an average pace, and many of his weapons can be used on the move.

:4megaman:Swimming: Classic Mega Man can't swim in his original games, but retains mobility while submerged.
:4megaman:Final Smash (Mega Legends): Mega Man's Final Smash gives him a huge advantage in this thread, but not for the reason you might think. First off, it gives him access to the Black Hole Bomb (Galaxy Man, Mega Man 9, 7 uses), which pulls in nearby enemies and projectiles, neutralizing them. More importantly, however, this move summons Mega Man X, MegaMan.EXE, Mega Man Volnutt, and Star Force Mega Man. This gives Mega Man the unique advantage of not being one, but five Super Fighting Robots, each with their own abilities (X has wall jumps, .EXE could potentially take over electronics, being a "virus," Volnutt has a shield system to aid defense, and Star Force has Star Break) and Robot Master abilities, not to mention the extra firepower granted by the extra units. This attack bumps Mega Man up from average to standing out amongst the already varied Smash Brothers cast.

:4megaman:Taunts/Entrance Animation: For his Down Taunt and Entrance Animation, Mega Man uses the teleportation beam used to enter levels in his games. However, Mega Man can only teleport into and out of a specified area, but this could be used to dodge attacks. His other taunts are just poses; nothing special here.

:4megaman:Categories:4megaman:

:4megaman:Strength: Mega Man has a wide variety of offensive options, both long- and short-range, both rapid-fire and heavy hitters, both anti-air and anti-ground. This wide variety makes him well-equipped for almost any situation, and is definitely one of his strong points.

:4megaman:Defense: Defense isn't one of Mega Man's best fields, since he has few defensive tactics. However, he has a decent amount of hitpoints, and can use his Leaf Shield, Skull Barrier, and Plant Barrier to block attacks. Additionally, his Slide can help his evasion, and the Black Hole Bomb and Tornado Hold can neutralize projectiles and suck in enemies.

:4megaman:Speed/Agility: Mega Man has average running and jumping abilities, but cannot swim. That said, he's still capable of getting around, with Rush giving him multiple mobility options, including the Jet Adapter, which allows him to fly. His Slide can also help him fit into tight spaces, and Beat can carry him briefly.

:4megaman:Tactics: The Crash Bomber can be sneakily stuck to opponents or surfaces, setting up potential traps. His wide variety of weapons can also leave opponents guessing his next attack, and the multiple Mega Men his Final Smash introduces can also overwhelm opponents. Beat can also be used to distract opponents while Mega Man charges his Mega Buster.

:4megaman:Other: Perhaps Mega Man's greatest weakness is the fact that most of his attacks have limited use before he runs out of ammo, which could give him trouble against characters with good evasion skills, such as Sonic. However, he also has his four extra Mega Men, each with their own ammo supplies. Mega Man's multiple partners make him a very interesting contender.

:4megaman:Conclusion: With his huge arsenal, good mobility, and four additional Mega Men at his side, Mega Man will definitely pose a challenge for most of the other fighters, and can definitely hold his own in this battle royale.

:4megaman:Sources:4megaman:
Since there's so many articles I referenced, I'll just link to the Wikia's home page: http://megaman.wikia.com/wiki/Mega_Man_Wiki
Standard Moveset:4ness:

:ness64:Jab/Forward Tilt/Down Tilt/ Nair/ Bair/ Up Air: Ness hit's opponents with his famous Bash attack, however, without an item it is weaker than expected, though after Ness cleared his mind in Magicant, his punches and kicks may be threatening! Not to mention that if Ness get's a lucky SMAAAASH!! attack he will do crazy damage.

:ness64:Up Tilt/Dash Attack/Fair/Dair: Whe've said Ness's basic moves are threatening, though power it up with what seem like PK Rockin α, and you better be scared! PK Rockin α can hit various opponents at a time and wastes only 10 PSI Points, it doesn't do nearly as much as other PSI moves, however it is great for dishing some good damage.

:ness64:Side Smash: Ness uses his classic Baseball Bat, using a Gutsy Bat Ness up close can do very critical damage due to high Guts, however he may also use his Legendary Bat, which does more damage but doesn't give him more Guts, and he may just suprise you with his Casey Bat, which does CRAZY damage but most of the time misses, with all of these options, Ness is versitile and unpredictable.

:ness64:Down Smash/Up Smash: Ness uses some of his yo-yo tricks, the yo-yo has an advantage over the bat by being able to be used at a better distance, so it is great for going close, but not too close to opponents in battle, however, yo-yos aren't used as bash attacks, but shoot attacks, and so can't have a SMAAAASH!! effect, not to mention that sometimes Ness may miss his shot.

:ness64:Up Special (PK Thunder): Ness learned this nifty move before entering Smash, each version of PK Thunder can be seen used for different situations, α can be used against only one opponent or when wanting to hit only one opponent, β can be used against 2 opponents, γ can be used for 3 opponents and Ω for 4 opponents at once, it has many different options for different situations, not to mention γ and Ω can be really powerful, the only and main hinderance is the fact that PK Thunder can miss, and ,say, Ω may only hit one opponent, but besides that, it is really powerful.

:ness64:Neutral Special (PK Flash): PK Flash is a very chaotic move, with varying effects on opponents, just to have an idea, β and onward it can make the opponent cry, make him feel strange, paralyse him or straight up knock him out, so if used on an opponent, if it doesn't already KO, it will cripple the opponent so that you can him them with other moves.

:ness64:Side Special (PK Fire): At first one may think PK Fire is superior to PK Thunder, that may be true, it doesn't miss, still hit's every enemy and has superior power, however PK Fire wastes way more PP than PK Thunder and only hit's rows, it is long ranged and does great damage, but surely can't be spammed.

:ness64:Down Special (Psi Magnet): This move actually doesn't waste PP, but drain the opponent's PP to recover your's, good for getting back some PP to use attacking PSI, though doesn't recover much PP.

:ness64:Custom Neutral Special (PK Freeze): Instead of PK Flash, Ness can have as a custom move PK Freeze, Ness can hit an enemy with this chilling and powerful move, it does more than PK Fire but only hits one enemy, good for ranged damage in 1v1s.

:nessmelee:Other Properties:nessmelee:

:nessmelee:
Jump: Ness is never shown actually jumping, so it is pretty safe to say his jumping abilities are not on par to, say, Mario's. Since he is just a little kid he probably wouldn't resist a huge fall, but due to his PSI and higher than usual defense in battle, he may survive.

:nessmelee:Running Speed: Ness can't run with his hefty backpack, and only walks at a regular pace, however, after nomming on a Skip Sandwich hi's walking speed is signifcly improved.

:nessmelee:Swimming: Ness can swim really well on the shallow waters of, say, the Sea of Eden, however after a few seconds on the deep waters of the Deep Darkness he is damaged due to not being able to hold his breath.

:nessmelee:Final Smash (PK Starstorm): PK Starstorm is an extremely powerful move that is only taught manually, it is a very good range move, however, due to it draining a lot of your PP, it works best as a finisher move.

:nessmelee:Entrance Animation: Ness enters using Teleport, the α version needs space to run forward to teleport, if Ness hits someone or something during this process the move fails, the β versions needs space to run in a circle, but you still fail if you touch someone.

:ness2:Categories:ness2:

:ness2:Strength: Ness seem's like a jack-of-all-trades, having best of all, he has many short-ranged options like yo-yos and baseball bats and yo-yos and some long-ranged ones, like PK Rockin, and after passing through Magicant his power outclassed his other team members.

:ness2:Defense: Ness has a good defensive arsenal, he can takes a few hits, has a lot of moves to cripple opponents attacks and has some shields

:ness2:Speed/Agility: Ness has some pretty good speed, and uses it to his advantage to dish moves out first to attack and to support team members.

:ness2:Tactics: Ness can cripple opponents with PK Flash and from a distance use attacking PSI, he may also get some PP with Psi Magnet or get personal with a baseball bat.

:ness2:Other: One of Ness's problems is that most of his PSI Moves waste PP, if it runs out Ness's only ranged option is his yo-yo, making battling opponents with high evasion troublesome, he may then use Psi Magnet, but that won't drain much unless the opponent has high psychic energy, like Lucas or Mewtwo.

:ness2:Conclusion: Ness has many PSI moves, each with different power levels, making him an adaptable fighter, he has many different baseball bat options, suprising opponents on what he will use, he has great attack power, good speed and defense and should be considered a threat when fighting.
PS: He must also be a pretty good baseball player, if we happen to have Super Smash Bros Sluggers.

:4ness:Sources:4ness:
I used http://www.wikibound.info/wiki/WikiBound for PSI info, http://earthbound.wikia.com/wiki/Main_Page for weapon info and the top of my head for everything else.
:4palutena: STANDARD MOVESET :4palutena:
:4palutena: NEUTRAL B - AUTORETICLE

Allows the user to instantly target a nearby opponent for a brief duration of time, allowing the user to strike with absolute precision. This move is actually non-offensive of its own accord and is only intended to augment the use the user's preferred weapon.

:4palutena: NEUTRAL B - HEAVENLY LIGHT

A radiant aura of divine light envelopes the user and slowly damages all in its radius. Minor damage, but can prove an effective countermeasure against large groups of foes.

:4palutena: NEUTRAL B - EXPLOSIVE FLAME

A powerful blast of incandescent flames that purges the wicked. The blast covers a wide radius around the user and does continuous burning damage to all caught in its blast before launching them with explosive force.

:4palutena: SIDE B - REFLECT BARRIER

An aethereal barrier of solid light appears before the user, shielding them from all projectiles. Any projectile-based moves, such as energy shots, bullets, lasers or thrown objects are shielded by the barrier reflected back towards the assailant. The barrier lasts for a few seconds before dissipating and covers the area immediately in front of the user. The user can move while the barrier is active, and the barrier will remain stationary until it dissipates.

:4palutena: SIDE B - SUPER SPEED

Allows the user to straight ahead of superhuman speeds, damaging all in their path and knocking aside any wayward targets. Once activated, the user will run straight ahead at maximum velocity and will cease running only after the effect has worn off. Running into a wall or other obstacle will not deactivate this ability, and the user will run indefinitely until the effect has worn off. The user can angle their direction slightly, but cannot turn around or change direction sharply. This ability lasts for a few seconds before dissipating.

:4palutena: SIDE B - ANGELIC MISSILE

Allow the user to launch themselves ahead with explosive force. The user propels themselves straight ahead at great speeds, spinning in a gyrating motion whilst they are airborne, and will rebound with impressive force upon hitting a target. This ability covers a wide distance and will damage any targets that the user intercepts, causing them to bounce back and land soundly on their feet again.

:4palutena: UP B - WARP

Transports the user to a random part of the immediate vicinity instantly. The user has no control over where they will appear, though they will naturally arrive at a destination where they will be safe upon arrival, e.g. they will not appear inside a wall or over an empty space. The user will arrive on solid ground and in an open space without harm or compromise. The user can only be transported to an area in the immediate vicinity and no further. Because the user does not control where they end up, it can be a risky ability to use.

:4palutena: UP B - ROCKET JUMP

Propels the user upwards with explosive force. The user is launched high into the air in a vertical motion and a small explosion appears at the user's feet upon activation, damaging nearby foes.

:4palutena: UP B - JUMP GLIDE

Allows the user to leap into the air before gently floating through the skies. The user is propelled a short distance into the air and subsequently glides for a short period of time. The duration of the glide lasts for a few seconds. Landing will instantly cancel the effect of this ability.

:4palutena: DOWN B - COUNTER

Allows the user to defend against an opponent's attack and instantly counter-strike. When activated, the user is briefly guarded by a powerful aura that allows them to negate damage and instantly return with an attack of their own. This ability has no offensive power in and of itself and is merely intended to augment the user's preferred weapon.

:4palutena: DOWN B - CELESTIAL FIREWORKS

Releases a barrage of divine fireworks. Non-offensive and has no effect other than to look pretty and possibly distract nearby foes.

:4palutena: DOWN B - LIGHTWEIGHT

Briefly turns the user ultra-light in their weight, allowing them to move at great speeds, unencumbered by gravity or size. The user is much more susceptible to being thrown or launched as a result, and even a light blow can send the user flying. The user is affected equally regardless of natural size or weight. Lasts for a few seconds before dissipating.

:4palutena: STANDARD MOVES

As Palutena is seldom shown fighting in person in canon, it is difficult to gauge precisely how her standard moves would function. Based on what we have seen, however, it is clear that Palutena is a formidable fighter, possessing some degree of telekinesis and the ability to command divine light at will. She is never shown to summon wings at will, though, and thus this move is considered non-canon for the purposes of this project.

:4palutena: OTHER PROPERTIES :4palutena:

Palutena is seldom shown to interact or move around of her own accord in canon, so this is mostly conjecture and logical deduction. That being said, Palutena is a warrior goddess, and is depicted as having abilities beyond that of a mortal being. It can thus be deduced that her natural abilities are equal or greater than that of a human being at peak physical condition.
:4palutena: JUMP

Palutena is never shown jumping in canon. However, her natural pose while in battle features her floating just above solid ground, so it can be logically deduced that she is capable of some degree of telekinetic movement.

:4palutena: RUNNING SPEED

As with her jumping capabilities, Palutena is not known to run, but rather float leisurely of her own accord. When she does move, she moves at a gentle pace, preferring to strike from afar and use her telekinetic powers in lieu of walking. It can thus be deduced that she is not particularly fast on her feet, particularly considering her penchant for wearing high-heeled sandals. If she had to run, though, she would run as a human being

:4palutena: SWIMMING

Palutena is never seen swimming. She is known to recreationally bathe in hot springs, thus at least proving that she is comfortable being in the water, but it is not known how she would function when out of her own depth. Considering how she is seen to move - or, rather, avoid moving - otherwise, it can be deduced that she is capable of floating indefinitely, even when submerged in deep water.

:4palutena: FINAL SMASH

For her Final Smash, Palutena activates two of her deadliest and most potent powers, Black Hole and Mega Laser.

Black Hole creates a powerful vortex that pulls in any nearby foes with an immense gravitational field, luring them in towards its center with an inescapable force beyond conventional gravity. The vortex itself lasts for a few seconds and does no damage in and of itself.

Mega Laser releases a powerful blast of concentrated divine light that does massive damage to anything it touches. The laser fires straight ahead and lasts for a few seconds, doing continual damage to anything caught in its blast range, before subsequently immediately dissipating. The laser goes straight through physical objects and ignores material obstructions, only harming living beings.
:4palutena: ENTRANCE ANIMATION / TAUNTS

For her entrance animation, Palutena appears from a celestial doorway linked to her own realm. This interdimensional portal is a manifestation of her ability to see anywhere in the world at will and instantly transport herself between her own realm and any physical location of her choice.

Palutena's taunts all depict her wielding her telekinetic powers to some degree. Her up-taunt features her floating above the ground for a moment, her side-taunt sees her holding a pose whilst suspended just above the ground and her down-taunt demonstrates her levitating her staff independently of her body for a few seconds. This demonstrates her ability to float and move objects at will with her divine powers. She can float as she sees fit and allow other objects to float freely, too, using only her divine powers.

:4palutena: CATEGORIES :4palutena:

Palutena is seldom shown to interact or move around of her own accord in canon, so this is mostly conjecture and logical deduction. That being said, Palutena is a warrior goddess, and is depicted as having abilities beyond that of a mortal being. It can thus be deduced that her natural abilities are equal or greater than that of a human being at peak physical condition.

:4palutena: STRENGTH

It is unclear how physically strong Palutena is, as she is more renowned for using her divine powers than actual physical strength in battle. Considering her status as a warrior goddess, though, and how her physical abilities are augmented by her divine powers, it is reasonable to believe that she is quite strong for her size and body type.

:4palutena: DEFENSE

Palutena is immensely durable, capable of taking a lot of punishment from divine weaponry before being felled. However, this is only relative to moral beings; compared to other divine beings, she is incredibly frail and is easily defeated by divine weaponry. Naturally, it is reasonable to believe that she is fairly durable for her size and body type.

:4palutena: SPEED / AGILITY

Palutena is able to use her divine powers to move and navigate her surroundings quickly, capable of floating out of harm's way and even teleport at will with her divine powers. Naturally, it is reasonable to believe that she is fairly athletic and spry for her size and body type.
:4palutena: TACTICS

This is where Palutena truly shines. Palutena is a brilliant tactical mind, renowned as the wisest and most clever of all gods, and is capable of formulating strategies and tactics instantaneously. She can use her "All-Seeing Eye of Palutena" to see anywhere in the world instantly and can use her "Power of Weak-Point Exposure" to instantly recognise and detail an enemy's vital spot. A brilliant mind and consummate tactician, Palutena knows everything there is to know about her opponents, capable of reading their thoughts and analysing their soul to determine who they are and how they can fight. A true genius on the battlefield, Palutena is a nigh-omniscient combatant whose eminent strategies and tactical prowess ensure victory. It is interesting also to note her advice on the matter, quoted thusly, "Every warrior knows that cowardice is the foundation upon which victory is built."

:4palutena: OTHER

The true extent of Palutena's divine powers is unknown. It is known that she is exceptionally powerful to mortal beings and quite impressive even by divine standards, yet she does not quite match up to other deities such as Hades or Dyntos. Even so, she is renowned as a brilliant tactician and an immensely wise deity, earning the respect and awe of other divine beings.

:4palutena: CONCLUSION

Palutena is immensely powerful, a divine being with all manner of unique and varied powers at her disposal that go above and beyond anything that can be performed by a moral being. Her immense range of powers and nigh-omniscient knowledge of battle tactics and her opponents' abilities ensure that she is a vastly powerful combatant and far, far beyond the comprehension of mere mortals. To quote her own words, "Anything an angel can do, a goddess can do better."
:4palutena: SOURCES :4palutena:

http://www.kidicaruswiki.org/Main_Page
:4pit: STANDARD MOVESET :4pit:
The stats of Pits's weapons varies greatly, so a general overview of the weapons' essential characteristics will be given.

:4pit: NEUTRAL B - PALUTENA BOW

Pit's signature weapon is this Bow-type weapon, created by Lady Palutena herself. It launches arrows of sacred light and excels at ranged combat. The arrows can be launched continuously for rapid fire, or it can be charged to release a more powerful and far-reaching shot. The arrows home in on their targets to a certain degree, and the strength of their homing abilities depends on how much they are charged before release. Its true potential is unleashed when the wielder shoots whilst dashing, taking careful aim of their opponent and striking quickly and decisively, as its rapid fire is relatively weak and ill-suited for combat. As a divine weapon, its ammunition is manifest from its sacred power and it will never need need to be replenished - the wielder can potentially keep firing indefinitely without having to worry about restocking or carrying extra ammunition with them! When charged, it can pierce through organic matter, though it cannot break through solid material or heavy armour.

The bow itself can also be split apart into two divine blades and wielded as a close-ranged weapon. Its physical strength is significantly less potent than its potential as a ranged weapon, though, and it is not particularly suited to physical strikes. What it lacks in strength, it makes up for in speed, allowing the wielder to move quickly without being weighed down. It is nevertheless immensely durable, and as a divine weapon, it will never wear or break.

The bow attains its true potential when blessed by the power of a deity. When its full power is active, it will gradually store this divine power until it ready to be released as an almighty deluge of divine arrows. The range is exceptionally powerful and covers a wide area around the wielder when used. This "special attack" is exceptionally powerful, capable of annihilating weaker foes and dealing immense damage to more durable opponents. Two of these "special attacks" can be stored at a time.

:4pit: SIDE B - UPPERDASH ARM

An Arm-type weapon consisting of a metal gauntlet outfitted with a disc-shaped device. It is designed with close-ranged combat in mind and excels at dash attacks, using the momentum generated by dashing to power the disc-shaped wheel attached to it. It can also be used for striking and pummeling, though its immense weight limits the wielder's ability to strike quickly and swiftly. To be of any real use, it requires momentum - when used to strike foes with a dash attack, it is capable of launching even the heaviest of targets into the air with impressive force.

The arm is also capable of firing ring-shaped projectiles. These projectiles fire at a moderate rate and, as with the Palutena Bow, can be launched continuously or charged for a more powerful and far-reaching shot. Unlike the Palutena Bow, however, its ranged power is relatively weak compared to its physical power and it is primarily designed with physical combat in mind. Its weight means that it slows the wielder down when running, though when momentum is built up, it can allow the wielder to run continually for extended periods without tiring.

Its true potential is attained when blessed by the power of a deity. It can charge up to two "special attacks" at a time in this state. The arm's "special attack" releases a flurry of powerful high-pressure strikes.

:4pit: UP B - POWER OF FLIGHT

This is where things get interesting. Despite his prominent avian appendages, Pit is actually incapable of flight: he can only fly when he is blessed by the power of a deity. As his patron deity and commander, Palutena usually fulfills this role, though any deity can grant their power and enable Pit to fly. The caveat here is that Pit can only remain airborne for a maximum of five minutes at a time: any longer than that and his wings will become overwhelmed by the immense power, causing them to burn up and disintegrate. Whilst airborne, Pit's flight path is remotely controlled by whichever deity is currently blessing him with their power, and he is capable of moving freely within this designated course. The power of flight must be replenished over time before enabling it to be used again, and at least ten minutes is required for it to become active again. Attempting to use it immediately after being deactivated will cause Pit's wings to become overwhelmed by the divine power and burned up.

:4pit: DOWN B - GUARDIAN ORBITARS

A pair of Orbitar-type weapons resembling metal shields. As their name suggests, they are to defend the wielder, and can create powerful shields of divine energy when charged. These shields remain active for a few seconds and can block any incoming attacks. Whilst the shields are active, the wielder can launch a continuous rapid-fire salvo of shield-shaped projectiles.

The Orbitars themselves can be used for physical combat, too, utilising their impressive weight as makeshift blunt-force weapons. However, they are cumbersome to wield in this manner and are not designed with physical combat as a primary focus of their innate potential. They are heavy weapons and slow the wielder down significantly, causing them to tire out after running for short periods of time.

Their true potential is attained when blessed by the power of a deity. They can charge up to two "special attacks" at a time in this state. The Orbitars' "special attack" releases a stream of powerful energy blasts.

:4pit: STANDARD MOVES

All of Pit's standard moves feature him wielding the Palutena Bow as a physical weapon. As its true strength lies in its ranged power, its physical power is relatively weak, though its speed is decent and it can be used to strike quickly and effectively at close-range.

:4pit: OTHER PROPERTIES :4pit:

All of Pit's stats are altered based on the weapon he is wielding. A general overview of Pit's stats when unarmed will thus be given.

:4pit: JUMP

Pit's jumping ability varies depending on the depiction in question. In his original appearance, he is shown to be a capable jumper, able to use his wings to gain aerodynamic momentum in mid-air. In subsequent appearances, he is only shown to jump over small gaps, though he is able to cover these gaps with ease and he is physically fit enough to carry himself over long distances without any problems. In these appearances, he requires the use of a Jump Pad to reach higher areas. As he can fly for temporary periods of time, however, he seldom needs to jump to reach great distances or cross large areas.

:4pit: RUNNING SPEED

Pit's running speed depends entirely on the weapon he is wielding. At his maximum running speed, he is capable of sprinting quickly enough to cover great distances in mere seconds without losing his breath; at his minimum running speed, he can barely move without tiring himself out. Pit can walk indefinitely, though he can only run so far before becoming tired, at which point he must catch his breath before running again. Running continually will tire Pit out much more quickly, so he needs to space himself and run at a consistent pace if he is to remain active. At his average base speed, Pit is about as fast as a well-trained human of his height and weight.

:4pit: SWIMMING

Pit is never shown to swim. Considering he is a well-honed and physically capable warrior, though, it's reasonable to believe he is at least capable of swimming.

:4pit: FINAL SMASH

For his Final Smash, Pit summons the Three Sacred Treasures, legendary weapons created by Dyntos, the God of the Forge. These weapons - consisting of the Arrow of Light, Mirror Shield / Silver Armour and Wings of Pegasus - are among the most powerful in Skyworld, rivaled only by the Great Sacred Treasure and the fabled Daybreak gun. Each of the Treasures grants Pit a different ability:

- The Arrow of Light is a divine bow that launches sacred arrows, capable of piercing through and annihilating anything they touch; they home in on their targets and travel indefinitely, and it is the only weapon capable of defeating Medusa, the Goddess of Darkness

- The Mirror Shield is a divine shield that can reflect any projectile; it is the only weapon capable of defending Pit against Medusa's petrifying gaze

- The Silver Armour, which replaces the Mirror Shield in one of Pit's adventures, is a divine suit of armour that halves the damage Pit receives

- The Wings of Pegasus are divine wings that allow Pit to fly indefinitely; with these equipped, Pit can fly even without being blessed with the Power of Flight

The Three Sacred Treasures are kept in Sacred Caskets and are only used in dire emergencies, as they are the only weapons capable of defeating the diabolical rulers of the Underworld. They cannot be summoned at will and must be equipped before Pit embarks on his mission. They are later destroyed by Hades and are rendered useless thereafter.

:4pit: ENTRANCE ANIMATION / TAUNTS

For his entrance animation, Pit descends from the skies in a ray of light. This is how he appears on the ground during the land-based sections of his missions, as the Power of Flight runs out and Palutena (or whichever deity is currently aiding him) gently lowers him onto solid footing. He is sure to land safely in this way and the deity's power works anywhere that Pit may be, even indoors and in other worlds.

For his up-taunt and side-taunt, Pit merely strikes a pose with the Palutena Bow. His down-taunt is rather more interesting, depicting him rising into the air with his wings outstretched. It is known that Pit is incapable of flying, despite having wings, unless temporarily blessed by the power of a deity. He is capable of using his wings' aerodynamic properties to attain greater height when jumping, though he is incapable of floating in this way, much less holding this pose for extended periods of time.

:4pit: CATEGORIES :4pit:

All of Pit's stats are altered based on the weapon he is wielding. A general overview of Pit's stats when unarmed will thus be given.

:4pit: STRENGTH

Pit is a capable warrior, trained to be at peak physical condition. His physical strength depends on the weapon he is wielding, though he is capable of carrying even large and heavy weapons without issue, and can strike repeatedly without losing momentum or poise with even the most intense and cumbersome of weapons. That being said, his inherent strength when unarmed is not particularly noteworthy, as he is only as strong as a well-trained human being of his height and weight when not wielding his divine weapons. His variety of weapons also give him some great attack options.

:4pit: DEFENSE

Pit's defense depends on the weapon he is wielding. He is nevertheless capable of withstanding blows that would be fatal to a mortal and, even after sustaining critical damage, will not die instantly; rather, he enters a "crisis mode", in which he any subsequent attack is fatal, a state that lasts until he regains enough energy to restore a bit of his health. He is technically immortal, since even after sustaining fatal injuries, he will be revived by Palutena (or any alternative deity willing to lend their aid). He can replenish his health by eating food or resting at a hot spring. In addition, his Guardian Orbitars are good for defending from attacks in a pinch,

:4pit: SPEED / AGILITY

Pit, being at peak physical condition, is a fast runner and possesses remarkable stamina. He is capable of running great distances without tiring, though he will eventually need to catch his breath if he runs too much without taking consistent breaks in between. His agility is equally impressive, as he is shown to be capable of dodging opponents' attacks at a split-second's notice and avoiding damage with his dexterous movements. He can do this in mid-air and on land. His Palutena's Bow is the best weapon for agility.

:4pit: TACTICS

Pit is not particularly intelligent or well-versed in the finer details of modern existence, yet he is undeniably a clever fighter and consummate warrior. While he relies on Palutena's guidance to pinpoint enemies' weaknesses and figure out the best course of action for the ensuing fight, he is shown to be willing and able to fight to the best of his ability and defeat even the most powerful of foes by finding out their weaknesses and striking with clarity and focus. He is a naturally talented combatant and knows exactly what to do to achieve victory in even the most dangerous of scenarios - even if that tactic more often than not boils down to "shoot it here until it stops moving".

:4pit: OTHER

Pit is incredibly brave and committed to his mission, refusing to back down for anything and carrying out his tasks with ineffable willpower and dedication. His devotion to Palutena is unquestionable and he will do literally anything he can to help and defend her, even to the extent that his own physical and mental well-being is put in jeopardy as a result.

:4pit: CONCLUSION

Pit is essentially unremarkable, except for his natural resilience, but when he is wielding his vast and powerful arsenal of divine weapons, he is truly a force to be reckoned with and is willing and able to defeat even the most powerful and seemingly omnipotent of foes. Be they demons, ghosts, fiends or gods, Pit is a brave and dedicated warrior that can overcome any challenge through a combination of physical prowess, unfaltering willpower, powerful weapons and divine intervention.

:4pit: SOURCES :4pit:

http://www.kidicaruswiki.org/Main_Page
:4sonic:Standard Moveset:4sonic:

:4sonic:Up Smash/Dash Attack/Edge Attack/Nair: When in spinball form, Sonic's quills are hard enough and his spinning speed fast enough for him to slice through battleships without even moving at the speed of sound. When he really gets moving, however...

:4sonic:Side B (Spin Dash)/Down B (Spin Charge)/Down Throw: The Spin Dash is one of Sonic's most potent attacks, launching him off at top speed (see "Other") from a standstill, all while in the damaging spinball form. Of course, this attack is also extremely damaging, since it combines the raw ripping power of the basic Spin Attack with Sonic's signature speed. Additionally, in Sonic Adventure, with the use of the Light Speed Shoes and the Crystal Ring, the Spin Dash can also charge the Light Speed Attack, which has him use a supercharged Homing Attack at light speed, striking all nearby opponents. Speaking of the Homing Attack...

:4sonic:Neutral B (Homing Attack): Introduced in Sonic Adventure, the Homing Attack launches Sonic in midair towards an opponent, all in the blink of an eye. This attack can be used repeatedly to strike multiple opponents, or to repeatedly blast towards the same target. If there is no target in sight, Sonic will instead perform the Jump Dash, which is basically a Homing Attack, but instead of locking onto a target, it simply launches Sonic straight forward. This is useful for crossing large gaps, especially combined with his running speed or the Spin Dash.

:4sonic:Up Special (Spring Jump): While Sonic can't summon a spring in the Sonic games (unless you count debug mode :p), Springs are extremely useful tools for traversing the terrain, giving massive amounts of height (especially the red ones in the Genesis titles, which Sonic is using here, due to the shape, color, and sound effect of the spring), allowing him to keep his horizontal momentum while skyrocketing him upwards. The spring doesn't do any damage in the Sonic titles, however, but it can be used to disrupt movement (if you ever played a classic Sonic game, you probably know what I mean).

:4sonic:Up Throw: This attack takes advantage of the fact that Sonic can harden his quills at will (they are sort of floppy normally, but harden in this and his spinning attacks), and is quite damaging to anyone who falls on the quills.

:4sonic:All Other Attacks: Many of these come from Sonic Battle and Sonic the Fighters, but I haven't been able to find any good sources for how powerful each move is, so I'll just treat Smash as the canonical source for these moves.

:4sonic:Other Properties:4sonic:

:4sonic:Jump: Sonic's jump, especially when combined with momentum, is very far-reaching in his games, and his double jumps from Colors and Lost World are pretty nice as well for crossing gaps.

:4sonic:Running Speed: From Sonic News Network (Sonic Wiki)'s page on the Blue Blur himself:
Sonic is known best for his speed, with the ability to run at speeds greater than Mach 1, which is at the blistering speed of 761 mph (1,225 km/h). This is evident in many games, where Sonic is recorded to run at speeds faster than 765 mph (1,231 km/h). It is also stated in the Sonic Adventure DX manual that "He's the world's fastest, hypersonic hedgehog" which is at a staggering speed ranging from 3,840 mph (6,180 km/h) to 7,680 mph (12,360 km/h). He is occasionally referred to as "the fastest thing alive," and is even noted to be the fastest being in the universe.[28] Additionally, he can run backwards at full speed just as well as forwards, as shown in the Team Sonic opening cut-scene of Sonic Heroes. Due to such speed, he is able to scale right up the walls of buildings, or similar structures, and can also run right over water.

It is unknown how much faster Sonic can run beyond Mach 1, though it is on various occasions assumed that he can. In Sonic Battle, it is stated that he can move several times the speed of sound and when the Final Egg Blaster was about to fire, Sonic defeated Ultimate Emerl in less than 30 seconds. It is also believed that Sonic can move faster while in spinball form than running, possibly even reaching the speed of light as seen in Sonic Adventure, Sonic Adventure 2 and Sonic Heroes where he could utilize the Light Speed Attack and the Light Speed Dash to achieve light speed movements. Also, in Sonic Unleashed, the Checkpoints, which measure his speed (SPD) in-game, can clock Sonic going over 2,800 SPD; in comparison, the Light Speed Dash measures 396 SPD. This suggests that Sonic can move at speeds far greater than the speed of light.

Sonic's speed does not seem to have certain weaknesses in that recklessness (the possibility of crashing into unintended targets) and "straight-line only" concepts are invoked, showing he has complete mastery over his speed. Sonic is additionally shown to be able to run in full tight circles, thus is not exposed to the impotency of only being able to run fast in straight lines. Should he be running at uncontrollable speeds, he can utilize the Drift to opportunely control his momentum and even crash into foes with it.

Aside from running, Sonic can also apply his super speed for other abilities. He is able to heal himself by vibrating his body at supersonic speeds, launch shockwaves by spinning in his spinball form at high speeds, create barriers of super speed for a split second, and set strong winds in motions with high-speed movements which he can use to attack opponents similar to aerokinesis.

:4sonic:Swimming: Yes, Sonic can swim. He swims in Smash, so that means I'm going to have to find an instance where Sonic can swim in a Sonic game. Luckily, I didn't have to go far, since he swims in the first Sonic game I ever played: Sonic Colors. In this game, Sonic can swim using his Spin Jump infinitely in water, similarly to 2D Mario games. However, he can still run out of breath, so finding air in time is key.

:4sonic:Final Smash: Sonic's Final Smash unleashes his most powerful attack in the game (no duh): Super Sonic. In this form, Sonic can fly, is invincible, moves even faster than normal, and can use the Super Sonic Boost. His top speed in this form is so fast that it's said he can exceed the speed of light! His power is also increased tremendously, being shown to let him smash through space fleets, break enormous metal restraints without effort, and even stun the mountain-sized boss Dark Gaia. In addition, he gains the ability to freely use multiple Chaos Powers, allowing him to teleport, create shields, shoot destructive golden waves, slow down time, and more. The aforementioned Super Sonic Boost has Sonic envelop himself in a fiery aura for as long as he so desires, which, as well as destroying nearly anything in his path, can also be used to launch projectiles back at opponents or boost through attacks to block them. However, Super Sonic can only be used for a limited time, and needs fifty Rings to initiate, which drain slowly over time.

:4sonic:Taunts/Entrance Animation: Sonic loves breakdancing, and his Down Taunt is no exception. Sonic's Up Taunt is a nod to the classic "finger wag," and his Side Taunt demonstrates the Super Peel Out, which is basically a Spin Dash, but without the Spin. His Entrance Animation is just the Spin Jump, nothing special there.

:4sonic:Categories:4sonic:

:4sonic:Strength: While Sonic may not have the best pure physical strength, he definitely makes up for it with his use of speed in his offensive techniques. The aforementioned Spin Dash can tear through practically anything with ease, and the Light Speed Attack is one of his most impressive attacks. The Homing Attack also gives Sonic a quick, reliable aerial attack option. Sonic's weakness in this category, however, is his predictability. He doesn't have too many moves to pull from, but they all look similar, with the curling-into-a-ball theme, and they are pretty quick, so that definitely gives him an advantage.

:4sonic:Defense: Sonic can't take a beating very well, and relies on Rings to keep him alive. However, he can pick these Rings up after they fly out of him when he takes a hit. What Sonic lacks in toughness, though, he makes up for in evasion tactics. He has the reflexes to match his speed, and he can dodge pretty much anything you throw at him with his speed and agility. Speaking of which...

:4sonic:Speed/Agility: This is perhaps where Sonic stands out from the rest of the cast. Sonic is the fastest thing alive, known to run at speeds beyond Mach 1. He has even been stated to be "the world's fastest, hypersonic hedgehog," "hypersonic" being at a staggering speed ranging from 3,840 mph (6,180 km/h) to 7,680 mph (12,360 km/h). He can also use his speed to power his jump height and length, and when he jumps at full speed, he goes flying! In addition, he can bounce on Springs to gain even more height and soar over the competition.

:4sonic:Tactics: In addition to the aforementioned reflexes, Sonic's speed lends itself naturally to confusing opponents. He runs so fast that he can turn himself into a literal "blue blur," and this makes him very hard to hit. In addition, as mentioned above, many of his moves look similar, since they mostly rely on a hedgehog's ability to curl into a ball. This can confuse opponents as to which move Sonic will use next (in fact, the Spin Dash, the Light Speed Dash, and the Light Speed Attack all use the same move to charge).

:4sonic:Other: Sonic doesn't really have a "gimmick" to him like some other characters do, so I'll use this space to talk about Super Sonic. This form turns Sonic from the Blue Blur into the Golden Blur, which, while not being as catchy, amplifies his speed, defense (making him practically invincible), and power. However, this transformation is short-lived, as it requires fifty rings or more to activate, and it drains rings constantly. When the ring count reaches zero, Sonic is forced out of the transformation. However, when this happens, Sonic is restored to peak physical condition, regardless of his prior state.

:4sonic:Conclusion: I'd say with this huge pool of attacks, strategies, and evasion techniques, Sonic is definitely more than capable of holding his own against much of the Smash cast.

:4sonic:Sources:4sonic:
http://sonic.wikia.com/wiki/Sonic_the_Hedgehog#Powers_and_Abilities
http://sonic.wikia.com/wiki/Spin_Attack
http://sonic.wikia.com/wiki/Spin_Jump
http://sonic.wikia.com/wiki/Spin_Dash
http://sonic.wikia.com/wiki/Homing_Attack
http://sonic.wikia.com/wiki/Light_Speed_Attack
http://sonic.wikia.com/wiki/Super_Sonic
 
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Munomario777

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Proposal for :4mario::
Mario's Canonized Moveset:

:4mario:Standard Moveset:4mario:

:4mario:
Neutral B (Fireball)/Side Smash: Mario has been shown in games such as Mario RPG to be able to control fire natively, even without a Fire Flower. He can toss fire in multiple directions, and this can also be used underwater. These fireballs are powerful to completely burn many standard Mario enemies, and with enough hits, he can even use one to defeat Bowser!

:4mario:Side B (Cape): This ability allows Mario to don a cape and soar through the air indefinitely, as long as he gets the timing right! In addition to granting Mario the power of flight, the Cape also gives him a new method of attack in the form of the Cape's spin attack, which can defeat even Dry Bones, which can only otherwise be defeated with a Starman item or by using the Hammer Suit.

:4mario:Up B (Super Jump Punch): Mario's fists are so rock-solid that he can punch through brick! These solid brick blocks are shattered instantly when Mario even lays a finger on the bottom of them, so when Mario treats you as the brick, you'd best watch out!

:4mario:Down B (F.L.U.D.D.): F.L.U.D.D. (short for Flash Liquidizer Ultra Dousing Device) is one of Mario's most versatile tools, providing a variety of nozzles to squirt water with. The Squirt Nozzle, which is the one Mario uses in Smash Brothers, is the basic nozzle, allowing Mario to squirt water in front of him to clean of goop, as well as damage enemies. He can also do a spin while using this nozzle to spray in all directions. The Hover Nozzle shoots two streams of water directly below Mario, allowing him to hover as well as cleaning up goop and damage foes beneath him. The Rocket Nozzle shoots a single, powerful blast of water downward to launch Mario upwards at incredible speeds, as well as clean up goop and harm enemies below him. Finally, the Turbo Nozzle is basically a Rocket Nozzle pointed behind Mario, letting him run at super speeds while cleaning goop and harming foes behind him. In addition, Mario can slide at super speeds on any area he makes wet using F.L.U.D.D.

:4mario:Down Aerial: In the Super Mario Galaxy games, Mario can use the power of the Lumas to perform the Spin attack. This move lets Mario attack enemies by spinning around quickly, fists out. In addition, it can grant Mario extra jump height, as well as reflect projectiles.

:4mario:Throws: Mario has been shown to possess superhuman strength, having lifted up Bowser multiple times, a huge Bob-omb, and even an entire fortress! His Down Throw uses his Ground Pound ability, which can slam through multiple foes at once.

:4mario:Other Physical Attacks: While he prefers jumping on enemies, Mario is still skilled in punches and kicks. In Super Mario 64, Mario uses a variety of attacks, such as a punch-punch-kick combo and a breakdance kick. In SM64, these attacks can defeat a Goomba just as effectively as his standard Jump.

:4mario:Other Properties:4mario:

:4mario:Jump: Excerpt from Mario Wiki's page on Mister Video Game himself:
Mario's most notable ability is his Jump. He among the best jumpers in the Mushroom Kingdom, second only to Luigi, although he is more well-known. He is also capable of several acrobatic maneuvers, including the Long Jump, Back Flip, Spin Jump, and Wall Jump, with the Wall Jump being one of his most recurring abilities. His jumps have defeated enemies, toppled fortresses and even crushed Pagosu, a type of spaceship.

:4mario:Running Speed: In addition to his jumping prowess, Mario is also a capable jogger, moving at a breezy pace in many games, especially when using the aforementioned Turbo Nozzle on F.L.U.D.D.

:4mario:Swimming: Mario is also a skilled swimmer, using many techniques such as diving with the Ground Pound, as well as swimming in all directions fairly efficiently. Also, Mario has been seen to be able to breathe underwater, without needing to come up for air, and can use many of his attacks underwater, including his Spin, Fireballs, and Cape.

:4mario:Final Smash: The Mario Finale is an enhanced version of Mario's Fireball attacks, sending a swarm of fireballs in front of him. This attack resembles Mario's Ultra Flame from Mario RPG, which is his most powerful fire attack in that game.

:4mario:Taunts/Entrance Animation: Mario apparently has the ability to grow in size at will, if his Up Taunt is any indication. That or he has an infinite supply of Super Mushrooms as well as Poison ones in his overalls, but I kind of doubt that. His other taunts aren't anything special, and his entrance animation shows him emerging from a pipe onto the battlefield, even when he spawns on a six-inch platform, which is... interesting to say the least.

:4mario:Categories:4mario:

:4mario:Strength: As stated before, Mario has superhuman strength, being able to lift objects that are many times his size and weight. He can also swing such objects around with ease, as demonstrated in Super Mario 64's Bowser battles. In addition, his punches, kicks, Fireballs, and other offensive techniques give him some great attack options.

:4mario:Defense: Mario is pretty tough in many of his games, shown by his eight-hit power meter in Super Mario 64. However, this varies from game to game, so Mario's true toughness is debatable.

:4mario:Speed/Agility: As stated above, Mario has many jumping techniques, such as the Triple Jump, Wall Jump, Backflip, Spin Jump, and Long Jump. In addition, his Spin can give him some extra height, and his Cape gives him indefinite flight, making Mario a very mobile contender. F.L.U.D.D.'s Rocket, Turbo, and Hover nozzles also give him some great mobility options.

:4mario:Tactics: Mario has quite a few options for turning opponents on their heads. For example, his Spin can reflect projectiles back at opponents, and his many jump techniques can confuse opponents as to which he will use for approach.

:4mario:Other: The Mario Finale is a long-range Final Smash, and can hit opponents at a variety of angles, which can prevent opponents from evading if they're caught in the middle of the firestorm.

:4mario:Conclusion: With his variety of attacks, great mobility, and versatility, Mario is a great jack-of-all-trades fighter, and can definitely hold his own against much of the cast.

:4mario:Sources:4mario:
http://www.mariowiki.com/Mario#Powers_and_abilities
http://www.mariowiki.com/F.L.U.D.D.
http://www.mariowiki.com/Cape_Feather
http://www.mariowiki.com/Fire_Flower
http://www.mariowiki.com/Spin
 

Etc_Guy

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Could you do one on :4bowser: and :4wario2:? I can name the Bowser Bomb from SMB3 and Fire Breath from various Mario games. Wario's inhale chomp is based off the inhale from Wario World to suck up coins, and the shoulder bash from various Wario Land games. (Y u remove shoulder bash Samurai?)
 

Munomario777

Smash Master
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Could you do one on :4bowser: and :4wario2:? I can name the Bowser Bomb from SMB3 and Fire Breath from various Mario games. Wario's inhale chomp is based off the inhale from Wario World to suck up coins, and the shoulder bash from various Wario Land games. (Y u remove shoulder bash Samurai?)
You could do one, if you're so knowledgeable about the characters. It's a collaborative project, so anyone can submit! :) (And yes, it will be added to the list if the info's correct and all that good stuff.)
 
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IvanQuote

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Nice. For Mario's defense, you may want to reiterate the strength of his legs, as while he suffered fall damage in early games, it has gotten to the point where large falls do not phase him anymore. Therefore, if one tried to go for a low blow, his legs will most likely be the last part of him to break.

I really can't afford to make one proposal due to finals, but I'll add one once I'm done.
 

DunnoBro

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DunnoBro
I think the only way to make rest canon and somewhat balanced would be to have jiggly puff so light that about 2.5 smashes would kill her (think fox's upsmash killing at 60% from mid-fd or diddy's upair at 50 while full jump height and in rage mode) and rest would fully heal her.

Would be extremely annoying for casual players, and "broken" on several levels but I think it could be made balanced in the same vein Little Mac's KO Punch and other gifts were balanced by his recovery.

Rest is not what makes jigglypuff, jigglypuff though. She puts people to sleep, not sleeps herself! Would probably be better to try to work something else in. Healing doesn't work well in smash.

Fun thing to do would be to make sing a command grab. If in the air, she'd grab them and they'd instead of fall janky air sleep stuff. She can only sing while on the ground though, so only while grabbing them on the ground will it consistently put them to sleep. They can mash out, and it gets harder with percentage, but it also contributes to how long they stay asleep too.

Essentially, 1 part cute charm, 1 part sing.

0-30%: She'd get punished for it if they have a faster jab than her. All she can do is jab if they mash right.
35%-80%: Free f-tilt. Fsmash if they suspect they mashed wrong at the later ends of those percents.
100%+: Can walk up and grab the sleeping enemy again, except when they're sleeping or shielding this turns into wake-up slap. If it catches them while sleeping, it does double damage and kills around 100%

Fsmash is now pound's animation
Upsmash is now jiggly sucking in air to puff itself up, the longer you charge the larger jigglypuff gets.
Downsmash is now doubleslap (jiggly quickly slaps to the ground left and right of her)

Rollout becomes rollout, AND defense curl. Rollout can be shield-canceled, and you keep how much you charged it.

Not sure what to do with sideb now. Maybe round, uses sings old animation but is actually a hitbox. It doesn't stay out as long but jigglypuff hovers in the air when she does it. Maybe make it get bigger/do more damage in doubles to be canon :p
 
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Munomario777

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I think the only way to make rest canon and somewhat balanced would be to have jiggly puff so light that about 2.5 smashes would kill her (think fox's upsmash killing at 60% from mid-fd or diddy's upair at 50 while full jump height and in rage mode) and rest would fully heal her.

Would be extremely annoying for casual players, and "broken" on several levels but I think it could be made balanced in the same vein Little Mac's KO Punch and other gifts were balanced by his recovery.

Rest is not what makes jigglypuff, jigglypuff though. She puts people to sleep, not sleeps herself! Would probably be better to try to work something else in. Healing doesn't work well in smash.

Fun thing to do would be to make sing a command grab. If in the air, she'd grab them and they'd instead of fall janky air sleep stuff. She can only sing while on the ground though, so only while grabbing them on the ground will it consistently put them to sleep. They can mash out, and it gets harder with percentage, but it also contributes to how long they stay asleep too.

Essentially, 1 part cute charm, 1 part sing.

0-30%: She'd get punished for it if they have a faster jab than her. All she can do is jab if they mash right.
35%-80%: Free f-tilt. Fsmash if they suspect they mashed wrong at the later ends of those percents.
100%+: Can walk up and grab the sleeping enemy again, except when they're sleeping or shielding this turns into wake-up slap. If it catches them while sleeping, it does double damage and kills around 100%

Fsmash is now pound's animation
Upsmash is now jiggly sucking in air to puff itself up, the longer you charge the larger jigglypuff gets.
Downsmash is now doubleslap (jiggly quickly slaps to the ground left and right of her)

Rollout becomes rollout, AND defense curl. Rollout can be shield-canceled, and you keep how much you charged it.

Not sure what to do with sideb now. Maybe round, uses sings old animation but is actually a hitbox. It doesn't stay out as long but jigglypuff hovers in the air when she does it. Maybe make it get bigger/do more damage in doubles to be canon :p
Well, the point of the thread isn't to put Smash movesets into canon, but rather to put canon into Smash movesets. It's not really discussing anything relating to gameplay, just how strong each character is (so in-game mechanics like smash attacks, shields, launching, etc. aren't applied). So in this discussion, Rest, rather than launching fighters, would heal the user, but leave them open for attack for a bit afterward. Rollout isn't a combination of moves from Pokemon; it's just Rollout from Pokemon.
Nice. For Mario's defense, you may want to reiterate the strength of his legs, as while he suffered fall damage in early games, it has gotten to the point where large falls do not phase him anymore. Therefore, if one tried to go for a low blow, his legs will most likely be the last part of him to break.

I really can't afford to make one proposal due to finals, but I'll add one once I'm done.
That's a good point, actually, but his other body parts have been shown to be just as tough (not to mention shockwave attacks in some boss fights that can hit Mario in the legs with the same damage as, say, his head).

Any contributions are welcome! :)
 

Munomario777

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Proposal for :4megaman:: (Edited for custom moves)
:4megaman:Standard Moveset:4megaman:

:4megaman:Jab/Forward Tilt/Nair (Mega Buster): Mega Man's basic weapon, the Mega Buster fires compressed solar energy and has unlimited ammo. It is built in to both of his arms, and he can use it no matter what he's doing, even while running and jumping! While it may not do the most damage, it's a good rapid-fire, mid-range weapon for whittling down opponents.

:4megaman:Side Smash (Charge Shot): In Mega Man 4, Mega Man gained the ability to charge up his Mega Buster to fire the charge shot. It takes a couple of seconds to charge, but the result is three times as powerful as a standard Mega Buster shot. However, if Mega Man is hit during the charge sequence, he loses all the built up energy and must start over.

:4megaman:Up Tilt (Mega Upper): Originating in Mega Man's earlier fighting game appearances such as Mega Man 2: The Power Fighters, the Mega Upper is Mega Man's only real punching attack. When performing the attack, Mega Man envelops his fist in energy and punches his opponent with a powerful uppercut. This is one of his best options when getting up close and personal.

:4megaman:Down Tilt/Edge Attack (Slide): Mega Man 3 saw Mega Man use his Slide ability, in which he gets low to the ground and does a sliding kick, allowing him to fit into tight spaces and attack opponents (the attack is only present in his fighting games). This allows him to easily dodge attacks aimed above the ground, and can help him shake things up when in combat.

:4megaman:Up Special (Rush Coil): Mega Man's robot dog Rush helps Mega Man since Mega Man 3, and one of his abilities is Rush Coil, where Rush teleports in front of Mega Man with a spring on his back for Mega Man to bounce on. Rush can also turn into a jet-propelled platform, a mini-submarine, and a spaceship. Mega Man and Rush can also fuse together with the Super Adaptor, which replaces the Mega Buster with a flying fist attack, as well as giving Mega Man a double jump, charged punches, the ability to attack shielded and otherwise invulnerable enemies, and increased strength (shown by his block pushing abilities). However, Mega Man cannot slide in this form, due to its bulkiness.
- Custom 1 (Tornado Hold): Obtained from Mega Man 8's Tengu Man. 16 uses. Drops a fan on the ground that creates a gust of wind to hold enemies in place. Can also propel Mega Man upwards and act as a barrier to protect from projectiles.
- Custom 2 (Beat): Beat can only carry Mega Man for a short time, like in Smash Brothers. However, his main function is attacking enemies, similar to Cheese the Chao from Sonic Advance 2. There's no ammo limit on Beat, but he doesn't do very much damage.

:4megaman:Dash Attack (Top Spin): In addition to his standard abilities, Mega Man can also use the Robot Master abilities he's gained by defeating bosses over the years. The first of these is the Top Spin, gained by defeating Top Man in Mega Man 3. This attack has unpredictable ammo usage, ranging from draining all of its energy at once to none at all. This attack has very short range, and can only be used in the air. It's not a very potent attack, but it can be used to destroy projectiles.

:4megaman:Down Smash (Flame Blast): The Flame Blast is Flame Man's weapon from Mega Man 6. It can be used up to 28 times before running out of ammo, and can be used underwater. When using this move, Mega Man shoots a fireball in a low arc, and when it lands, it creates a pillar of fire to damage opponents (like Ness's PK Fire in Smash). This move can also be aimed at a wall to create a sideways fire pillar.

:4megaman:Up Smash (Spark Shock): Introduced in Mega Man 3, Mega Man obtained the Spark Shock by defeating Spark Man. It can be used up to 28 times before running out of ammo, and it can only damage certain enemies, such as Magnet Man. However, it stuns other enemies (unless they have some sort of insulative coating), but it can only stun two at a time, and Mega Man can't switch weapons while an enemy is stunned.

:4megaman:Dair (Hard Knuckle): Hard Man's weapon is the Hard Knuckle, used by Mega Man in Mega Man 3. It can be used up to 14 times before running out of ammo, and can be slightly guided up and down while in motion. Mega Man shoots his fist forward, and it detaches from his arm, rocketing towards opponents. It is a bit slow and has a bit of startup delay, but it packs a punch (literally), being able to break through destructible blocks and doing a hefty chunk of damage.

:4megaman:Bair (Slash Claw): Mega Man's reward for defeating Slash Man in Mega Man 10 is the Slash Claw. It can be used up to 18 times before running out of ammo, and is most effective against smaller enemies. Mega Man swings his arm to create a crescent-shaped beam of energy in front of him, and this can damage enemies. This is another of Mega Man's shorter-range attacks, best suited for close combat.

:4megaman:Uair (Air Shooter): Introduced in Mega Man 2, the Air Shooter is the weapon Mega Man gets for defeating Air Man. This attack can be used up to 14 times before running out of ammo, and is most effective against airborne enemies. This attack has Mega Man shoot several small tornadoes upwards, which can damage enemies. The attack does triple damage if all three tornadoes connect.

:4megaman:Fair (Flame Sword): Mega Man 8's Flame Sword ability is gained upon defeating Sword Man. This attack can be used up to 32 times before running out of ammo, and is a close combat weapon. Mega Man creates a blade of fire with his arm, which, besides dealing damage, can also ignite flammable substances (such as plants, paper, wood, etc.).

:4megaman:Neutral Special (Metal Blade): In Mega Man 2, Mega Man defeats Metal Man to gain access to the Metal Blade. This attack can be used up to a whopping 112 times before running out of ammo, and can be aimed in all eight directions. Mega Man throws a spinning saw blade through the air, and can use this move rapid-fire. This is also one of his most powerful attacks, having the most bosses weak to it in all of Mega Man 2, that amount being three.
- Custom 1 (Hyper Bomb): Obtained from Mega Man 1's Bomb Man. 14 uses. Throws a bomb in a small arc that can bounce up to three times, and creates a decent-sized explosion.
- Custom 2 (Shadow Blade): Obtained from Mega Man 3's Shadow Man. 56 uses. Throws a large shuriken that can be shot in five directions (left, right, diagonally up+left/right, and straight up). Has a short range, but boomerangs back. Only one can be thrown at a time.

:4megaman:Side Special (Crash Bomber): Crash Man's weapon in Mega Man 2 is the Crash Bomber. This attack can only be used seven times before running out of ammo, and can stick to surfaces. Mega Man fires a sticky bomb, which sticks to enemies and detonates after a few seconds. Enemies with thick armor aren't affected by this weapon, and it refills Heat Man's energy if it's used on him. However, it can penetrate the Leaf Shield.
- Custom 1 (Ice Slasher): Obtained from Mega Man 1's Ice Man. 28 uses. Shoots a small blade that can freeze enemies to a temperature of 200 degrees below zero. Only one can be out at a time, but it can go through most obstacles.
- Custom 2 (Danger Wrap): Obtained from Mega Man 7's Burst Man. 14 uses. Releases a bomb inside a bubble, which rises upwards, or places one in front of him on the ground. Can trap enemies in the bubble.

:4megaman:Down Special (Leaf Shield): The Leaf Shield is Wood Man's weapon, appearing in Mega Man 2. This attack can only be used nine times before running out of ammo (only when it disappears/is thrown, not on activation), but it's more useful than its Smash Brothers appearance lets on. The ability creates a shield of leaves (shocking, I know) around Mega Man, protecting him from attacks. However, if Mega Man moves, the shield will fly off in that direction. The thrown shield can damage opponents, but the shield can't block projectile attacks.
- Custom 1 (Skull Barrier): Obtained from Mega Man 4's Skull Man. 14 uses. Functions similarly to the Leaf Shield, but Mega Man can walk with it and can't throw it.
- Custom 2 (Plant Barrier): Obtained from Mega Man 6's Tomahawk Man. 7 uses. Functions similarly to the Leaf Shield, but can't be thrown and deals heavy damage to shielded enemies.

:4megaman:Other Properties:4megaman:
:4megaman:
Jump: Mega Man has jumping abilities on par with platforming characters such as Mario and Sonic, thanks to the suspension and air pressure pumps in his feet. These mechanisms also allow him to survive extreme falls without damage.

:4megaman:Running Speed: Mega Man can walk at an average pace, and many of his weapons can be used on the move.

:4megaman:Swimming: Classic Mega Man can't swim in his original games, but retains mobility while submerged.
:4megaman:Final Smash (Mega Legends): Mega Man's Final Smash gives him a huge advantage in this thread, but not for the reason you might think. First off, it gives him access to the Black Hole Bomb (Galaxy Man, Mega Man 9, 7 uses), which pulls in nearby enemies and projectiles, neutralizing them. More importantly, however, this move summons Mega Man X, MegaMan.EXE, Mega Man Volnutt, and Star Force Mega Man. This gives Mega Man the unique advantage of not being one, but five Super Fighting Robots, each with their own abilities (X has wall jumps, .EXE could potentially take over electronics, being a "virus," Volnutt has a shield system to aid defense, and Star Force has Star Break) and Robot Master abilities, not to mention the extra firepower granted by the extra units. This attack bumps Mega Man up from average to standing out amongst the already varied Smash Brothers cast.

:4megaman:Taunts/Entrance Animation: For his Down Taunt and Entrance Animation, Mega Man uses the teleportation beam used to enter levels in his games. However, Mega Man can only teleport into and out of a specified area, but this could be used to dodge attacks. His other taunts are just poses; nothing special here.

:4megaman:Categories:4megaman:

:4megaman:Strength: Mega Man has a wide variety of offensive options, both long- and short-range, both rapid-fire and heavy hitters, both anti-air and anti-ground. This wide variety makes him well-equipped for almost any situation, and is definitely one of his strong points.

:4megaman:Defense: Defense isn't one of Mega Man's best fields, since he has few defensive tactics. However, he has a decent amount of hitpoints, and can use his Leaf Shield, Skull Barrier, and Plant Barrier to block attacks. Additionally, his Slide can help his evasion, and the Black Hole Bomb and Tornado Hold can neutralize projectiles and suck in enemies.

:4megaman:Speed/Agility: Mega Man has average running and jumping abilities, but cannot swim. That said, he's still capable of getting around, with Rush giving him multiple mobility options, including the Jet Adapter, which allows him to fly. His Slide can also help him fit into tight spaces, and Beat can carry him briefly.

:4megaman:Tactics: The Crash Bomber can be sneakily stuck to opponents or surfaces, setting up potential traps. His wide variety of weapons can also leave opponents guessing his next attack, and the multiple Mega Men his Final Smash introduces can also overwhelm opponents. Beat can also be used to distract opponents while Mega Man charges his Mega Buster.

:4megaman:Other: Perhaps Mega Man's greatest weakness is the fact that most of his attacks have limited use before he runs out of ammo, which could give him trouble against characters with good evasion skills, such as Sonic. However, he also has his four extra Mega Men, each with their own ammo supplies. Mega Man's multiple partners make him a very interesting contender.

:4megaman:Conclusion: With his huge arsenal, good mobility, and four additional Mega Men at his side, Mega Man will definitely pose a challenge for most of the other fighters, and can definitely hold his own in this battle royale.

:4megaman:Sources:4megaman:
Since there's so many articles I referenced, I'll just link to the Wikia's home page: http://megaman.wikia.com/wiki/Mega_Man_Wiki
This one was a doozy. So many references! He's got a very unique advantage that you might not expect; I recommend reading the whole way through!
 
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ChikoLad

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I was invited by Munomario to make a post here about Rosalina, though I do not have the time to go in-depth right now. However...there isn't a whole lot to say anyway.

I'll just summarise my thoughts on the matter - there isn't a whole lot to be said about Rosalina & Luma, because their Smash moveset is mostly completely original in terms of the actual motions. They are more things that anyone who knows them from SMG would assume they would be able to do (especially Rosalina since her power seems infinite in canon, what with her basically being god in the Mario-verse, and even outside Galaxy, they basically pull out new powers and abilities for her in every new game she is playable in that isn't Mario Kart - and even MK is going to have some relevance to what I will be saying later).

And out of the two, Luma will probably be a bit more interesting to talk about in this context.

I'll get back to this when I have the time/energy/motivation.
 

Meta-Kraid

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I'll make one for :4greninja: right now. I'll do one for :4charizard: too, if I can be creative enough considering how one directional Pokémon moves are.
 
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Reiga

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I'm going to try doing a moveset for mah boy Ness.:ness2:

Standard Moveset:4ness:

:ness64:Jab/Forward Tilt/Down Tilt/ Nair/ Bair/ Up Air: Ness hit's opponents with his famous Bash attack, however, without an item it is weaker than expected, though after Ness cleared his mind in Magicant, his punches and kicks may be threatening! Not to mention that if Ness get's a lucky SMAAAASH!! attack he will do crazy damage.

:ness64:Up Tilt/Dash Attack/Fair/Dair: Whe've said Ness's basic moves are threatening, though power it up with what seem like PK Rockin α, and you better be scared! PK Rockin α can hit various opponents at a time and wastes only 10 PSI Points, it doesn't do nearly as much as other PSI moves, however it is great for dishing some good damage.

:ness64:Side Smash: Ness uses his classic Baseball Bat, using a Gutsy Bat Ness up close can do very critical damage due to high Guts, however he may also use his Legendary Bat, which does more damage but doesn't give him more Guts, and he may just suprise you with his Casey Bat, which does CRAZY damage but most of the time misses, with all of these options, Ness is versitile and unpredictable.

:ness64:Down Smash/Up Smash: Ness uses some of his yo-yo tricks, the yo-yo has an advantage over the bat by being able to be used at a better distance, so it is great for going close, but not too close to opponents in battle, however, yo-yos aren't used as bash attacks, but shoot attacks, and so can't have a SMAAAASH!! effect, not to mention that sometimes Ness may miss his shot.

:ness64:Up Special (PK Thunder): Ness learned this nifty move before entering Smash, each version of PK Thunder can be seen used for different situations, α can be used against only one opponent or when wanting to hit only one opponent, β can be used against 2 opponents, γ can be used for 3 opponents and Ω for 4 opponents at once, it has many different options for different situations, not to mention γ and Ω can be really powerful, the only and main hinderance is the fact that PK Thunder can miss, and ,say, Ω may only hit one opponent, but besides that, it is really powerful.

:ness64:Neutral Special (PK Flash): PK Flash is a very chaotic move, with varying effects on opponents, just to have an idea, β and onward it can make the opponent cry, make him feel strange, paralyse him or straight up knock him out, so if used on an opponent, if it doesn't already KO, it will cripple the opponent so that you can him them with other moves.

:ness64:Side Special (PK Fire): At first one may think PK Fire is superior to PK Thunder, that may be true, it doesn't miss, still hit's every enemy and has superior power, however PK Fire wastes way more PP than PK Thunder and only hit's rows, it is long ranged and does great damage, but surely can't be spammed.

:ness64:Down Special (Psi Magnet): This move actually doesn't waste PP, but drain the opponent's PP to recover your's, good for getting back some PP to use attacking PSI, though doesn't recover much PP.

:ness64:Custom Neutral Special (PK Freeze): Instead of PK Flash, Ness can have as a custom move PK Freeze, Ness can hit an enemy with this chilling and powerful move, it does more than PK Fire but only hits one enemy, good for ranged damage in 1v1s.

:nessmelee:Other Properties:nessmelee:

:nessmelee:
Jump: Ness is never shown actually jumping, so it is pretty safe to say his jumping abilities are not on par to, say, Mario's. Since he is just a little kid he probably wouldn't resist a huge fall, but due to his PSI and higher than usual defense in battle, he may survive.

:nessmelee:Running Speed: Ness can't run with his hefty backpack, and only walks at a regular pace, however, after nomming on a Skip Sandwich hi's walking speed is signifcly improved.

:nessmelee:Swimming: Ness can swim really well on the shallow waters of, say, the Sea of Eden, however after a few seconds on the deep waters of the Deep Darkness he is damaged due to not being able to hold his breath.

:nessmelee:Final Smash (PK Starstorm): PK Starstorm is an extremely powerful move that is only taught manually, it is a very good range move, however, due to it draining a lot of your PP, it works best as a finisher move.

:nessmelee:Entrance Animation: Ness enters using Teleport, the α version needs space to run forward to teleport, if Ness hits someone or something during this process the move fails, the β versions needs space to run in a circle, but you still fail if you touch someone.

:ness2:Categories:ness2:

:ness2:Strength: Ness seem's like a jack-of-all-trades, having best of all, he has many short-ranged options like yo-yos and baseball bats and yo-yos and some long-ranged ones, like PK Rockin, and after passing through Magicant his power outclassed his other team members.

:ness2:Defense: Ness has a good defensive arsenal, he can takes a few hits, has a lot of moves to cripple opponents attacks and has some shields

:ness2:Speed/Agility: Ness has some pretty good speed, and uses it to his advantage to dish moves out first to attack and to support team members.

:ness2:Tactics: Ness can cripple opponents with PK Flash and from a distance use attacking PSI, he may also get some PP with Psi Magnet or get personal with a baseball bat.

:ness2:Other: One of Ness's problems is that most of his PSI Moves waste PP, if it runs out Ness's only ranged option is his yo-yo, making battling opponents with high evasion troublesome, he may then use Psi Magnet, but that won't drain much unless the opponent has high psychic energy, like Lucas or Mewtwo.

:ness2:Conclusion: Ness has many PSI moves, each with different power levels, making him an adaptable fighter, he has many different baseball bat options, suprising opponents on what he will use, he has great attack power, good speed and defense and should be considered a threat when fighting.
PS: He must also be a pretty good baseball player, if we happen to have Super Smash Bros Sluggers.

:4ness:Sources:4ness:
I used http://www.wikibound.info/wiki/WikiBound for PSI info, http://earthbound.wikia.com/wiki/Main_Page for weapon info and the top of my head for everything else.
 

Munomario777

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I'm going to try doing a moveset for mah boy Ness.:ness2:

Standard Moveset:4ness:

:ness64:Jab/Forward Tilt/Down Tilt/ Nair/ Bair/ Up Air: Ness hit's opponents with his famous Bash attack, however, without an item it is weaker than expected, though after Ness cleared his mind in Magicant, his punches and kicks may be threatening! Not to mention that if Ness get's a lucky SMAAAASH!! attack he will do crazy damage.

:ness64:Up Tilt/Dash Attack/Fair/Dair: Whe've said Ness's basic moves are threatening, though power it up with what seem like PK Rockin α, and you better be scared! PK Rockin α can hit various opponents at a time and wastes only 10 PSI Points, it doesn't do nearly as much as other PSI moves, however it is great for dishing some good damage.

:ness64:Side Smash: Ness uses his classic Baseball Bat, using a Gutsy Bat Ness up close can do very critical damage due to high Guts, however he may also use his Legendary Bat, which does more damage but doesn't give him more Guts, and he may just suprise you with his Casey Bat, which does CRAZY damage but most of the time misses, with all of these options, Ness is versitile and unpredictable.

:ness64:Down Smash/Up Smash: Ness uses some of his yo-yo tricks, the yo-yo has an advantage over the bat by being able to be used at a better distance, so it is great for going close, but not too close to opponents in battle, however, yo-yos aren't used as bash attacks, but shoot attacks, and so can't have a SMAAAASH!! effect, not to mention that sometimes Ness may miss his shot.

:ness64:Up Special (PK Thunder): Ness learned this nifty move before entering Smash, each version of PK Thunder can be seen used for different situations, α can be used against only one opponent or when wanting to hit only one opponent, β can be used against 2 opponents, γ can be used for 3 opponents and Ω for 4 opponents at once, it has many different options for different situations, not to mention γ and Ω can be really powerful, the only and main hinderance is the fact that PK Thunder can miss, and ,say, Ω may only hit one opponent, but besides that, it is really powerful.

:ness64:Neutral Special (PK Flash): PK Flash is a very chaotic move, with varying effects on opponents, just to have an idea, β and onward it can make the opponent cry, make him feel strange, paralyse him or straight up knock him out, so if used on an opponent, if it doesn't already KO, it will cripple the opponent so that you can him them with other moves.

:ness64:Side Special (PK Fire): At first one may think PK Fire is superior to PK Thunder, that may be true, it doesn't miss, still hit's every enemy and has superior power, however PK Fire wastes way more PP than PK Thunder and only hit's rows, it is long ranged and does great damage, but surely can't be spammed.

:ness64:Down Special (Psi Magnet): This move actually doesn't waste PP, but drain the opponent's PP to recover your's, good for getting back some PP to use attacking PSI, though doesn't recover much PP.

:ness64:Custom Neutral Special (PK Freeze): Instead of PK Flash, Ness can have as a custom move PK Freeze, Ness can hit an enemy with this chilling and powerful move, it does more than PK Fire but only hits one enemy, good for ranged damage in 1v1s.

:nessmelee:Other Properties:nessmelee:

:nessmelee:
Jump: Ness is never shown actually jumping, so it is pretty safe to say his jumping abilities are not on par to, say, Mario's. Since he is just a little kid he probably wouldn't resist a huge fall, but due to his PSI and higher than usual defense in battle, he may survive.

:nessmelee:Running Speed: Ness can't run with his hefty backpack, and only walks at a regular pace, however, after nomming on a Skip Sandwich hi's walking speed is signifcly improved.

:nessmelee:Swimming: Ness can swim really well on the shallow waters of, say, the Sea of Eden, however after a few seconds on the deep waters of the Deep Darkness he is damaged due to not being able to hold his breath.

:nessmelee:Final Smash (PK Starstorm): PK Starstorm is an extremely powerful move that is only taught manually, it is a very good range move, however, due to it draining a lot of your PP, it works best as a finisher move.

:nessmelee:Entrance Animation: Ness enters using Teleport, the α version needs space to run forward to teleport, if Ness hits someone or something during this process the move fails, the β versions needs space to run in a circle, but you still fail if you touch someone.

:ness2:Categories:ness2:

:ness2:Strength: Ness seem's like a jack-of-all-trades, having best of all, he has many short-ranged options like yo-yos and baseball bats and yo-yos and some long-ranged ones, like PK Rockin, and after passing through Magicant his power outclassed his other team members.

:ness2:Defense: Ness has a good defensive arsenal, he can takes a few hits, has a lot of moves to cripple opponents attacks and has some shields

:ness2:Speed/Agility: Ness has some pretty good speed, and uses it to his advantage to dish moves out first to attack and to support team members.

:ness2:Tactics: Ness can cripple opponents with PK Flash and from a distance use attacking PSI, he may also get some PP with Psi Magnet or get personal with a baseball bat.

:ness2:Other: One of Ness's problems is that most of his PSI Moves waste PP, if it runs out Ness's only ranged option is his yo-yo, making battling opponents with high evasion troublesome, he may then use Psi Magnet, but that won't drain much unless the opponent has high psychic energy, like Lucas or Mewtwo.

:ness2:Conclusion: Ness has many PSI moves, each with different power levels, making him an adaptable fighter, he has many different baseball bat options, suprising opponents on what he will use, he has great attack power, good speed and defense and should be considered a threat when fighting.
PS: He must also be a pretty good baseball player, if we happen to have Super Smash Bros Sluggers.

:4ness:Sources:4ness:
I used http://www.wikibound.info/wiki/WikiBound for PSI info, http://earthbound.wikia.com/wiki/Main_Page for weapon info and the top of my head for everything else.
Thanks for the contribution! :D Very well written; I'll add it to the list shortly. Also, I like how you used the different icons :)
 

Reiga

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I'll try to make a :4kirby: one in the future, he has a really diverse moveset, even his A moves are based on copy abillities!
 

Reiga

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Ok, here's my Kirby contribution, for making this, I did a little self-challenge: I'd try to play some Kirby games and see similarities between moves and copy abillities, then, after I had enough, I'd see a video talking about Kirby's origins and compare, the result: I only missed the side tilt and side smash, not bad I'd say.

Standard Moveset:4kirby:

:kirby64:Jab/Forward Tilt/Forward Smash: Kirby uses his Fighter Kirby abillities, you may say how does Kirby use Fighter without an enemy? Well, something interesting is that all of Kirby's moves based on copy abillities have Copy Essances Deluxe, meaning they can be used any time. Back to the topic at hand, Fighter Kirby can use many powerful attacks for close combat, such as uppercuts and punches, but can also use balls of energy for long range.

:kirby64:Dash Attack: Kirby uses his Yo-Yo abillity, taking a page out of Ness's book, he can use yo-yos as somewhat long-ranged weapons, grab opponents with it or spin on his own head.

:kirby64:Side Grab: Kirby uses his Suplex abillity, with this move he lunges to the opponent then throws them, while Kirby uses this move, projectiles on the way are destroyed, however, foes can attack him during the lunge.

:kirby64:Up Grab: In his Up-Grab, Kirby uses his Ninja abillity to jump off screen holding them then falling with the enemy head-first, other abillities of Ninja Kirby include throwing stars and kunai for long-range damage, and stabbing with knives for close range addidtionaly he can cling on walls.

:kirby64:Up Special (Cutter): With Cutter, Kirby can toss boomerang blades, cut with the blades and of course use the final cutter, which is actually a finisher of a combo-move. In Kirby Squeak Squad Cutter can be upgraded with bigger cut blades, one can also angle the boomerang cutter.

:kirby64:Neutral Special (Inhale): Kirby uses his Inhale move, it has short range but if you get close you get eaten whole, Kirby can from then on turn you into a copy abillity or a star to shoot at other enemies, one may think this move is really dangerous, however Kirby can only swallow right away opponents same-sized or smaller than him, for opponents bigger than him he has to use his super-suck from Amazing Mirror, opponents then can punish Kirby while he still can't suck them, and big opponents like Bowser can only be sucked after defeated like Mini-Bosses.

:kirby64:Side Special (Hammer): Hammer is a really powerful Kirby power-up, it can dish out great damage to mini-bosses and bosses and beat them in seconds, Kirby can do a variaty of moves with the hammer, from spinning along with the hammer, setting it on fire and throwing it, however throwing it makes you lose the abillity and have to select the CEDX again, in Squeak Squad you can also upgrade it to become a giant hammer when charged up.

:kirby64:Down Special (Stone): Stone Kirby is a more defensive abillity, capable of turning into stone and becoming invincible, unlike in smash, Kirby can stay in stone form indefinetly, if used in air can fall on opponents, Kirby can also use the Stone Uppercut from Kirby's Return to Dreamland to hit opponents in the air.

:kirby64:Custom Neutral Special (Ice): Ice Kirby can use his short-ranged Ice Breath to freeze opponents and then kick them, he can also surround himself in ice, like what was originally Freeze Kirby, his running is also changed to an ice-skating movement.

All other moves are Smash canon.

:kirbymelee:Other Properties:kirbymelee:

:kirbymelee:
Jump: Kirby's jump is incredible, his normal jump may be basic, but he can then puff himself up with air and fly indefinetly, this tactic can be used for dodging attacks and quick air mobility.

:kirbymelee:Running Speed: Due to being light, Kirby can run nicely, his running can be even compared to Mario's.

:kirbymelee:Swimming: Kirby is a great swimmer, he has great mobility on water and even has an attacking move underwater by squirting water, not to mention he can use his hammer underwater.

:kirbymelee:Final Smash (Ultra Sword): After inhaling a Super Blade Knight, Kirby can use his Ultra Blade for 2-3 minutes, despite it's name it can be a variaty of humungous weapons, like kitchen knives, fans and fish (!?). When using the move, Kirby slashes with the giant weapon to the side, it can do a lot of damage, though opponents can dodge it if skilled enough.

:kirbymelee:Entrance Animation and Taunts: The Warp Star is Kirby's main mode of transportation, it can travel through skies and even space and destroys any breakable block in it's way. One of Kirby's taunt is his victory dance, where Kirby multiplies and each Kirby simuntaneously dance after beating a boss.

:kirby2:Categories:kirby2:

:kirby2:Strength: Kirby himself can't do direct damage, however with copy abillities he has attacking options, if he want's to get close and personal he can use Hammer or Fighter, if he want's to hit from up far he haas Ninja and Yo-Yo, he certainly can get the job done.

:kirby2:Defense: One may consider Kirby weak, as he can get hit by a Waddle Dee or an Apple, however, he can take hit's even from extremely powerful enemies like Marx Soul, so he's no pushover.

:kirby2:Speed/Agility: Kirby has some nice speed, as seen by beating the Gourmet Race, not to mention as Fighter Kirby he can do many punches in just one second.

:kirby2:Tactics: Kirby can straight up eat his opponents that are his size, but for bigger ones he may cripple opponents by grabbing them with his Yo-Yo or Suplex abillities and then finish them with a charged up hammer.

:kirby2:Other: If a Kirby with his opponent's abillity get's hit by a powerful move or many weak moves his abillity might go away as a star, he can from then still retrieve it by swallowing it, however after a while the star poofs away. Kirby can also discard his ability as a star, which then can be used as a projectile.

:kirby2:Conclusion: Kirby has a great moveset arsenal, with different copy abillities, however he sometimes can be weak and can't even inhale certain enemies, but if you call him a pushover you WILL say sorry with a black eye.

:4kirby:Sources
Games: Kirby Super Star Ultra, Kirby and the Amazing Mirror, Kirby Squeak Squad
Sites: Kirby Wiki
Videos: https://www.youtube.com/watch?v=LwHEupP2lCs
 

Munomario777

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Ok, here's my Kirby contribution, for making this, I did a little self-challenge: I'd try to play some Kirby games and see similarities between moves and copy abillities, then, after I had enough, I'd see a video talking about Kirby's origins and compare, the result: I only missed the side tilt and side smash, not bad I'd say.

Standard Moveset:4kirby:

:kirby64:Jab/Forward Tilt/Forward Smash: Kirby uses his Fighter Kirby abillities, you may say how does Kirby use Fighter without an enemy? Well, something interesting is that all of Kirby's moves based on copy abillities have Copy Essances Deluxe, meaning they can be used any time. Back to the topic at hand, Fighter Kirby can use many powerful attacks for close combat, such as uppercuts and punches, but can also use balls of energy for long range.

:kirby64:Dash Attack: Kirby uses his Yo-Yo abillity, taking a page out of Ness's book, he can use yo-yos as somewhat long-ranged weapons, grab opponents with it or spin on his own head.

:kirby64:Side Grab: Kirby uses his Suplex abillity, with this move he lunges to the opponent then throws them, while Kirby uses this move, projectiles on the way are destroyed, however, foes can attack him during the lunge.

:kirby64:Up Grab: In his Up-Grab, Kirby uses his Ninja abillity to jump off screen holding them then falling with the enemy head-first, other abillities of Ninja Kirby include throwing stars and kunai for long-range damage, and stabbing with knives for close range addidtionaly he can cling on walls.

:kirby64:Up Special (Cutter): With Cutter, Kirby can toss boomerang blades, cut with the blades and of course use the final cutter, which is actually a finisher of a combo-move. In Kirby Squeak Squad Cutter can be upgraded with bigger cut blades, one can also angle the boomerang cutter.

:kirby64:Neutral Special (Inhale): Kirby uses his Inhale move, it has short range but if you get close you get eaten whole, Kirby can from then on turn you into a copy abillity or a star to shoot at other enemies, one may think this move is really dangerous, however Kirby can only swallow right away opponents same-sized or smaller than him, for opponents bigger than him he has to use his super-suck from Amazing Mirror, opponents then can punish Kirby while he still can't suck them, and big opponents like Bowser can only be sucked after defeated like Mini-Bosses.

:kirby64:Side Special (Hammer): Hammer is a really powerful Kirby power-up, it can dish out great damage to mini-bosses and bosses and beat them in seconds, Kirby can do a variaty of moves with the hammer, from spinning along with the hammer, setting it on fire and throwing it, however throwing it makes you lose the abillity and have to select the CEDX again, in Squeak Squad you can also upgrade it to become a giant hammer when charged up.

:kirby64:Down Special (Stone): Stone Kirby is a more defensive abillity, capable of turning into stone and becoming invincible, unlike in smash, Kirby can stay in stone form indefinetly, if used in air can fall on opponents, Kirby can also use the Stone Uppercut from Kirby's Return to Dreamland to hit opponents in the air.

:kirby64:Custom Neutral Special (Ice): Ice Kirby can use his short-ranged Ice Breath to freeze opponents and then kick them, he can also surround himself in ice, like what was originally Freeze Kirby, his running is also changed to an ice-skating movement.

All other moves are Smash canon.

:kirbymelee:Other Properties:kirbymelee:

:kirbymelee:
Jump: Kirby's jump is incredible, his normal jump may be basic, but he can then puff himself up with air and fly indefinetly, this tactic can be used for dodging attacks and quick air mobility.

:kirbymelee:Running Speed: Due to being light, Kirby can run nicely, his running can be even compared to Mario's.

:kirbymelee:Swimming: Kirby is a great swimmer, he has great mobility on water and even has an attacking move underwater by squirting water, not to mention he can use his hammer underwater.

:kirbymelee:Final Smash (Ultra Sword): After inhaling a Super Blade Knight, Kirby can use his Ultra Blade for 2-3 minutes, despite it's name it can be a variaty of humungous weapons, like kitchen knives, fans and fish (!?). When using the move, Kirby slashes with the giant weapon to the side, it can do a lot of damage, though opponents can dodge it if skilled enough.

:kirbymelee:Entrance Animation and Taunts: The Warp Star is Kirby's main mode of transportation, it can travel through skies and even space and destroys any breakable block in it's way. One of Kirby's taunt is his victory dance, where Kirby multiplies and each Kirby simuntaneously dance after beating a boss.

:kirby2:Categories:kirby2:

:kirby2:Strength: Kirby himself can't do direct damage, however with copy abillities he has attacking options, if he want's to get close and personal he can use Hammer or Fighter, if he want's to hit from up far he haas Ninja and Yo-Yo, he certainly can get the job done.

:kirby2:Defense: One may consider Kirby weak, as he can get hit by a Waddle Dee or an Apple, however, he can take hit's even from extremely powerful enemies like Marx Soul, so he's no pushover.

:kirby2:Speed/Agility: Kirby has some nice speed, as seen by beating the Gourmet Race, not to mention as Fighter Kirby he can do many punches in just one second.

:kirby2:Tactics: Kirby can straight up eat his opponents that are his size, but for bigger ones he may cripple opponents by grabbing them with his Yo-Yo or Suplex abillities and then finish them with a charged up hammer.

:kirby2:Other: If a Kirby with his opponent's abillity get's hit by a powerful move or many weak moves his abillity might go away as a star, he can from then still retrieve it by swallowing it, however after a while the star poofs away. Kirby can also discard his ability as a star, which then can be used as a projectile.

:kirby2:Conclusion: Kirby has a great moveset arsenal, with different copy abillities, however he sometimes can be weak and can't even inhale certain enemies, but if you call him a pushover you WILL say sorry with a black eye.

:4kirby:Sources
Games: Kirby Super Star Ultra, Kirby and the Amazing Mirror, Kirby Squeak Squad
Sites: Kirby Wiki
Videos: https://www.youtube.com/watch?v=LwHEupP2lCs
Nice! Adding to the list. Thanks for the contribution! :)
 

Wintropy

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This is a great idea! Sounds like a fun and informative project~

I'll write up some proposals for :4pit: and :4palutena: later on, if nobody else wants to claim them first?
 

Reiga

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I think I will in the future do :4samus: and maybe :4zss:, but I already did 2 contributions, so i'm going to take a little break from posting them.
By the way, would :zerosuitsamus: be considered a diferent or the same fighter as :samus2:?
 

Munomario777

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I think I will in the future do :4samus: and maybe :4zss:, but I already did 2 contributions, so i'm going to take a little break from posting them.
By the way, would :zerosuitsamus: be considered a diferent or the same fighter as :samus2:?
Sounds good! And they're the same one, since canonically, they're the same character. I'll add that detail to the OP.
 

Meta-Kraid

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Greninja:4greninja:
All of Greninja's attacks are capable of being learned in Pokémon X, Y, Omega Ruby, And Alpha Sapphire, unless stated otherwise.

Water Shuriken Neutral Special Smashes F-Air
When thrown the shurikens are extremely sharp and capable of slicing through steel. They are one of the fastest moves in the game, with ExtremeSpeed, Fake Out, and Sucker Punch being the only attacking moves that are guaranteed to out speed it. It hits from two to five times with four and five having twice the chance of two and three. This move can be used 20-32 times when attacking, depending on how many PP ups it's used. (Multiple hits in one attack only count as one attack.)

Shadow Sneak Side Special
Shadow Sneak is a low powered attack that is just as fast as Water Shuriken. When using Shadow Sneak, Greninja extends his shadow a towards his opponent and attacks from behind. Greninja can use this move to maneuver himself quickly avoid attacks. This move can be used 30-48 times when attacking depending on how many PP ups it's used.

Hydro Pump Up Special
Using Hydro Pump lets loose an extremely high powered blast of water. Despite its power it's hard to control, and misses more often then most attacks. In the Pokémon Adventure Manga, Green's Blatoise uses Hydro Pump to fly, it can be used for long periods of time; however, Greninja doesn't seem to be able to have as much of a supply. When used as an attack, Greninja can only use this move 5-8 times depending on how many PP ups it's used.

Substitute Down Special
Greninja creates a see-through copy of itself at the cost of one fourth of its health/energy. The substitute has only a tiny percent more durability than Greninja gave up. This takes all attacks for Greninja, and is extremely useful if the opponent looks for Greninja instead of attacking him. Greninja can still attack without any change in power in his attacks. A substitute can't be created if Greninja has less than a fourth of his health left. This move can be used 10-16 times depending on how many PP ups it's used.

Power-Up-Punch Jab's first and second hits
By punching, this move makes Greninja's fists harder and increases the power of Greninja's physical moves by 50%, and it stops stacking at 400%. Non-physical moves are unaffected. This move can be used as an attack 20-32 times depending on how many PP ups have been used.

Water Pulse Finisher in Jab
Water Pulse is an attack that has a chance to confuse enemies. It can be used 20-32 times.

Low Kick Down Tilt
When Low Kick is used, it knocks the opponent over, and in generations 1 and 2 has a 30% chance to cause flinching. Low Kick's power depends on the opponent's weight, ranging from 20-120 base power. It can be used 20-32 times. http://bulbapedia.bulbagarden.net/wiki/Low_Kick_(move) more information on calculating Low Kick's power can be found here.

Lick Up Tilt
Lick is exactly what it sounds like. However, it also has a 30% chance of causing paralysis. It can be used 30-48 times. Lick is made useless by the addition of Bounce and Shadow Sneak.

Bounce D-Air
Bounce is a two turn attack that has a 30% chance of causing paralysis. On the first turn Greninja springs up into the air, and on the second turn Greninja crashes down on the opponent. Bounce has a slightly lower chance of missing than Hydro Pump. It can be used 5-8 times.

Water Pledge N-Air
Water Pledge is a pillar of water that is more powerful than Water Pulse and has better accuracy than Hydro Pump. When used with a partner's Fire Pledge it creates a rainbow that doubles the chances of added effects like Paralysis and Confusion. When used with Grass Pledge it creates a swap that lowers the speed of the opponents. It can be used 10-16 times.

Strength: Greninja has decent attack stats, but with the addition of Greninja's hidden ability Protean, Greninja changes his type to that of the move he uses. This gives a 50% boost to every single one of Greninja's attacks and makes Greninja one of the most powerful non-legendary Pokémon. He can OHKO almost any Pokémon he hits with a super effective attack.

Defense: Greninja's defenses are downright terrible, but Protean can allow him to resist certain attacks. For example Shadow Sneak makes him immune to all fighting and normal type attacks. More can be found here on resistances, immunities, and weaknesses:http://bulbapedia.bulbagarden.net/wiki/Type#Type_chart

Speed/Agility: Greninja has excellent speed, and is able to out speed almost any Pokémon. The Pokédex mentions that Greninja vanishes and appears with a ninja's grace.

Tactics/Strategies: Greninja enjoys toying with opponents by vanishing and appearing behind opponents to attack them. Changing type quickly to lessen damage can save Greninja from a potential KO.

Final Smash: Greninja's Mat Block can only be used when entering battle. It blocks all attacks slower than it, but doesn't block status moves. Greninja follows up with a series of Night Slashes (which can be used at any time during battle). This move has a high critical hit rate.

I decided not to count the U-Air as Acrobatics, because it seemed like to much of a stretch. Also would :4zelda: and :4sheik: be considered different characters? Technically Zelda is the Zelda from Twilight Princess and Sheik is from Ocarina of Time.
 
Last edited:

Munomario777

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Greninja:4greninja:
All of Greninja's attacks are capable of being learned in Pokémon X, Y, Omega Ruby, And Alpha Sapphire, unless stated otherwise.

Water Shuriken Neutral Special Smashes F-Air
When thrown the shurikens are extremely sharp and capable of slicing through steel. They are one of the fastest moves in the game, with ExtremeSpeed, Fake Out, and Sucker Punch being the only attacking moves that are guaranteed to out speed it. It hits from two to five times with four and five having twice the chance of two and three. This move can be used 20-32 times when attacking, depending on how many PP ups it's used. (Multiple hits in one attack only count as one attack.)

Shadow Sneak Side Special
Shadow Sneak is a low powered attack that is just as fast as Water Shuriken. When using Shadow Sneak, Greninja extends his shadow a towards his opponent and attacks from behind. Greninja can use this move to maneuver himself quickly avoid attacks. This move can be used 30-48 times when attacking depending on how many PP ups it's used.

Hydro Pump Up Special
Using Hydro Pump lets loose an extremely high powered blast of water. Despite its power it's hard to control, and misses more often then most attacks. In the Pokémon Adventure Manga, Green's Blatoise uses Hydro Pump to fly, it can be used for long periods of time; however, Greninja doesn't seem to be able to have as much of a supply. When used as an attack, Greninja can only use this move 5-8 times depending on how many PP ups it's used.

Substitute Down Special
Greninja creates a see-through copy of itself at the cost of one fourth of its health/energy. The substitute has only a tiny percent more durability than Greninja gave up. This takes all attacks for Greninja, and is extremely useful if the opponent looks for Greninja instead of attacking him. Greninja can still attack without any change in power in his attacks. A substitute can't be created if Greninja has less than a fourth of his health left. This move can be used 10-16 times depending on how many PP ups it's used.

Power-Up-Punch Jab's first and second hits
By punching, this move makes Greninja's fists harder and increases the power of Greninja's physical moves by 50%, and it stops stacking at 400%. Non-physical moves are unaffected. This move can be used as an attack 20-32 times depending on how many PP ups have been used.

Water Pulse Finisher in Jab
Water Pulse is an attack that has a chance to confuse enemies. It can be used 20-32 times.

Low Kick Down Tilt
When Low Kick is used, it knocks the opponent over, and in generations 1 and 2 has a 30% chance to cause flinching. Low Kick's power depends on the opponent's weight, ranging from 20-120 base power. It can be used 20-32 times. http://bulbapedia.bulbagarden.net/wiki/Low_Kick_(move) more information on calculating Low Kick's power can be found here.

Lick Up Tilt
Lick is exactly what it sounds like. However, it also has a 30% chance of causing paralysis. It can be used 30-48 times. Lick is made useless by the addition of Bounce and Shadow Sneak.

Bounce D-Air
Bounce is a two turn attack that has a 30% chance of causing paralysis. On the first turn Greninja springs up into the air, and on the second turn Greninja crashes down on the opponent. Bounce has a slightly lower chance of missing than Hydro Pump. It can be used 5-8 times.

Water Pledge N-Air
Water Pledge is a pillar of water that is more powerful than Water Pulse and has better accuracy than Hydro Pump. When used with a partner's Fire Pledge it creates a rainbow that doubles the chances of added effects like Paralysis and Confusion. When used with Grass Pledge it creates a swap that lowers the speed of the opponents. It can be used 10-16 times.

Strength: Greninja has decent attack stats, but with the addition of Greninja's hidden ability Protean, Greninja changes his type to that of the move he uses. This gives a 50% boost to every single one of Greninja's attacks and makes Greninja one of the most powerful non-legendary Pokémon. He can OHKO almost any Pokémon he hits with a super effective attack.

Defense: Greninja's defenses are downright terrible, but Protean can allow him to resist certain attacks. For example Shadow Sneak makes him immune to all fighting and normal type attacks. More can be found here on resistances, immunities, and weaknesses:http://bulbapedia.bulbagarden.net/wiki/Type#Type_chart

Speed/Agility: Greninja has excellent speed, and is able to out speed almost any Pokémon. The Pokédex mentions that Greninja vanishes and appears with a ninja's grace.

Tactics/Strategies: Greninja enjoys toying with opponents by vanishing and appearing behind opponents to attack them. Changing type quickly to lessen damage can save Greninja from a potential KO.

Final Smash: Greninja's Mat Block can only be used when entering battle. It blocks all attacks slower than it, but doesn't block status moves. Greninja follows up with a series of Night Slashes (which can be used at any time during battle). This move has a high critical hit rate.

I decided not to count the U-Air as Acrobatics, because it seemed like to much of a stretch. Also would :4zelda: and :4sheik: be considered different characters? Technically Zelda is the Zelda from Twilight Princess and Sheik is from Ocarina of Time.
Nice! I'll add it to the list. And no, Zelda and Sheik aren't the same characters, since canonically, Sheik is Zelda's disguise, even if the Zelda portrayed in Smash doesn't really have a Sheik form.
 

Wintropy

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Here you go! As promised, here's Pit's canon moveset!

:4pit: STANDARD MOVESET :4pit:

Pit is only capable of wielding one weapon at a time. He must equip this weapon before embarking on his mission and can only change it if he is defeated mid-mission and chooses to select a different weapon before re-departing into battle. The stats of these weapons varies greatly, so a general overview of the weapons' essential characteristics will be given.

:4pit: NEUTRAL B - PALUTENA BOW

Pit's signature weapon is this Bow-type weapon, created by Lady Palutena herself. It launches arrows of sacred light and excels at ranged combat. The arrows can be launched continuously for rapid fire, or it can be charged to release a more powerful and far-reaching shot. The arrows home in on their targets to a certain degree, and the strength of their homing abilities depends on how much they are charged before release. Its true potential is unleashed when the wielder shoots whilst dashing, taking careful aim of their opponent and striking quickly and decisively, as its rapid fire is relatively weak and ill-suited for combat. As a divine weapon, its ammunition is manifest from its sacred power and it will never need need to be replenished - the wielder can potentially keep firing indefinitely without having to worry about restocking or carrying extra ammunition with them! When charged, it can pierce through organic matter, though it cannot break through solid material or heavy armour.

The bow itself can also be split apart into two divine blades and wielded as a close-ranged weapon. Its physical strength is significantly less potent than its potential as a ranged weapon, though, and it is not particularly suited to physical strikes. What it lacks in strength, it makes up for in speed, allowing the wielder to move quickly without being weighed down. It is nevertheless immensely durable, and as a divine weapon, it will never wear or break.

The bow attains its true potential when blessed by the power of a deity. When its full power is active, it will gradually store this divine power until it ready to be released as an almighty deluge of divine arrows. The range is exceptionally powerful and covers a wide area around the wielder when used. This "special attack" is exceptionally powerful, capable of annihilating weaker foes and dealing immense damage to more durable opponents. Two of these "special attacks" can be stored at a time.

:4pit: SIDE B - UPPERDASH ARM

An Arm-type weapon consisting of a metal gauntlet outfitted with a disc-shaped device. It is designed with close-ranged combat in mind and excels at dash attacks, using the momentum generated by dashing to power the disc-shaped wheel attached to it. It can also be used for striking and pummeling, though its immense weight limits the wielder's ability to strike quickly and swiftly. To be of any real use, it requires momentum - when used to strike foes with a dash attack, it is capable of launching even the heaviest of targets into the air with impressive force.

The arm is also capable of firing ring-shaped projectiles. These projectiles fire at a moderate rate and, as with the Palutena Bow, can be launched continuously or charged for a more powerful and far-reaching shot. Unlike the Palutena Bow, however, its ranged power is relatively weak compared to its physical power and it is primarily designed with physical combat in mind. Its weight means that it slows the wielder down when running, though when momentum is built up, it can allow the wielder to run continually for extended periods without tiring.

Its true potential is attained when blessed by the power of a deity. It can charge up to two "special attacks" at a time in this state. The arm's "special attack" releases a flurry of powerful high-pressure strikes.

:4pit: UP B - POWER OF FLIGHT

This is where things get interesting. Despite his prominent avian appendages, Pit is actually incapable of flight: he can only fly when he is blessed by the power of a deity. As his patron deity and commander, Palutena usually fulfills this role, though any deity can grant their power and enable Pit to fly. The caveat here is that Pit can only remain airborne for a maximum of five minutes at a time: any longer than that and his wings will become overwhelmed by the immense power, causing them to burn up and disintegrate. Whilst airborne, Pit's flight path is remotely controlled by whichever deity is currently blessing him with their power, and he is capable of moving freely within this designated course. The power of flight must be replenished over time before enabling it to be used again, and at least ten minutes is required for it to become active again. Attempting to use it immediately after being deactivated will cause Pit's wings to become overwhelmed by the divine power and burned up.

:4pit: DOWN B - GUARDIAN ORBITARS

A pair of Orbitar-type weapons resembling metal shields. As their name suggests, they are to defend the wielder, and can create powerful shields of divine energy when charged. These shields remain active for a few seconds and can block any incoming attacks. Whilst the shields are active, the wielder can launch a continuous rapid-fire salvo of shield-shaped projectiles.

The Orbitars themselves can be used for physical combat, too, utilising their impressive weight as makeshift blunt-force weapons. However, they are cumbersome to wield in this manner and are not designed with physical combat as a primary focus of their innate potential. They are heavy weapons and slow the wielder down significantly, causing them to tire out after running for short periods of time.

Their true potential is attained when blessed by the power of a deity. They can charge up to two "special attacks" at a time in this state. The Orbitars' "special attack" releases a stream of powerful energy blasts.

:4pit: STANDARD MOVES

All of Pit's standard moves feature him wielding the Palutena Bow as a physical weapon. As its true strength lies in its ranged power, its physical power is relatively weak, though its speed is decent and it can be used to strike quickly and effectively at close-range.

:4pit: OTHER PROPERTIES :4pit:

All of Pit's stats are altered based on the weapon he is wielding. A general overview of Pit's stats when unarmed will thus be given.

:4pit: JUMP

Pit's jumping ability varies depending on the depiction in question. In his original appearance, he is shown to be a capable jumper, able to use his wings to gain aerodynamic momentum in mid-air. In subsequent appearances, he is only shown to jump over small gaps, though he is able to cover these gaps with ease and he is physically fit enough to carry himself over long distances without any problems. In these appearances, he requires the use of a Jump Pad to reach higher areas. As he can fly for temporary periods of time, however, he seldom needs to jump to reach great distances or cross large areas.

:4pit: RUNNING SPEED

Pit's running speed depends entirely on the weapon he is wielding. At his maximum running speed, he is capable of sprinting quickly enough to cover great distances in mere seconds without losing his breath; at his minimum running speed, he can barely move without tiring himself out. Pit can walk indefinitely, though he can only run so far before becoming tired, at which point he must catch his breath before running again. Running continually will tire Pit out much more quickly, so he needs to space himself and run at a consistent pace if he is to remain active. At his average base speed, Pit is about as fast as a well-trained human of his height and weight.

:4pit: SWIMMING

Pit is never shown to swim. Considering he is a well-honed and physically capable warrior, though, it's reasonable to believe he is at least capable of swimming.

:4pit: FINAL SMASH

For his Final Smash, Pit summons the Three Sacred Treasures, legendary weapons created by Dyntos, the God of the Forge. These weapons - consisting of the Arrow of Light, Mirror Shield / Silver Armour and Wings of Pegasus - are among the most powerful in Skyworld, rivaled only by the Great Sacred Treasure and the fabled Daybreak gun. Each of the Treasures grants Pit a different ability:

- The Arrow of Light is a divine bow that launches sacred arrows, capable of piercing through and annihilating anything they touch; they home in on their targets and travel indefinitely, and it is the only weapon capable of defeating Medusa, the Goddess of Darkness

- The Mirror Shield is a divine shield that can reflect any projectile; it is the only weapon capable of defending Pit against Medusa's petrifying gaze

- The Silver Armour, which replaces the Mirror Shield in one of Pit's adventures, is a divine suit of armour that halves the damage Pit receives

- The Wings of Pegasus are divine wings that allow Pit to fly indefinitely; with these equipped, Pit can fly even without being blessed with the Power of Flight

The Three Sacred Treasures are kept in Sacred Caskets and are only used in dire emergencies, as they are the only weapons capable of defeating the diabolical rulers of the Underworld. They cannot be summoned at will and must be equipped before Pit embarks on his mission. They are later destroyed by Hades and are rendered useless thereafter.

:4pit: ENTRANCE ANIMATION / TAUNTS

For his entrance animation, Pit descends from the skies in a ray of light. This is how he appears on the ground during the land-based sections of his missions, as the Power of Flight runs out and Palutena (or whichever deity is currently aiding him) gently lowers him onto solid footing. He is sure to land safely in this way and the deity's power works anywhere that Pit may be, even indoors and in other worlds.

For his up-taunt and side-taunt, Pit merely strikes a pose with the Palutena Bow. His down-taunt is rather more interesting, depicting him rising into the air with his wings outstretched. It is known that Pit is incapable of flying, despite having wings, unless temporarily blessed by the power of a deity. He is capable of using his wings' aerodynamic properties to attain greater height when jumping, though he is incapable of floating in this way, much less holding this pose for extended periods of time.

:4pit: CATEGORIES :4pit:

All of Pit's stats are altered based on the weapon he is wielding. A general overview of Pit's stats when unarmed will thus be given.

:4pit: STRENGTH

Pit is a capable warrior, trained to be at peak physical condition. His physical strength depends on the weapon he is wielding, though he is capable of carrying even large and heavy weapons without issue, and can strike repeatedly without losing momentum or poise with even the most intense and cumbersome of weapons. That being said, his inherent strength when unarmed is not particularly noteworthy, as he is only as strong as a well-trained human being of his height and weight when not wielding his divine weapons.

:4pit: DEFENSE

Pit's defense depends on the weapon he is wielding. He is nevertheless capable of withstanding blows that would be fatal to a mortal and, even after sustaining critical damage, will not die instantly; rather, he enters a "crisis mode", in which he any subsequent attack is fatal, a state that lasts until he regains enough energy to restore a bit of his health. He is technically immortal, since even after sustaining fatal injuries, he will be revived by Palutena (or any alternative deity willing to lend their aid). He can replenish his health by eating food or resting at a hot spring.

:4pit: SPEED / AGILITY

Pit, being at peak physical condition, is a fast runner and possesses remarkable stamina. He is capable of running great distances without tiring, though he will eventually need to catch his breath if he runs too much without taking consistent breaks in between. His agility is equally impressive, as he is shown to be capable of dodging opponents' attacks at a split-second's notice and avoiding damage with his dextrous movements. He can do this in mid-air and on land.

:4pit: TACTICS

Pit is not particularly intelligent or well-versed in the finer details of modern existence, yet he is undeniably a clever fighter and consummate warrior. While he relies on Palutena's guidance to pinpoint enemies' weaknesses and figure out the best course of action for the ensuing fight, he is shown to be willing and able to fight to the best of his ability and defeat even the most powerful of foes by finding out their weaknesses and striking with clarity and focus. He is a naturally talented combatant and knows exactly what to do to achieve victory in even the most dangerous of scenarios - even if that tactic more often than not boils down to "shoot it here until it stops moving".

:4pit: OTHER

Pit is incredibly brave and committed to his mission, refusing to back down for anything and carrying out his tasks with ineffable willpower and dedication. His devotion to Palutena is unquestionable and he will do literally anything he can to help and defend her, even to the extent that his own physical and mental well-being is put in jeopardy as a result.

:4pit: CONCLUSION

Pit is essentially unremarkable, except for his natural resilience, and requires the aid of Palutena or another available deity to attain his true potential. When blessed by the power of a deity and wielding his vast and powerful arsenal of divine weapons, though, he is truly a force to be reckoned with and is willing and able to defeat even the most powerful and seemingly omnipotent of foes. Be they demons, ghosts, fiends or gods, Pit is a brave and dedicated warrior that can overcome any challenge through a combination of physical prowess, unfaltering willpower, powerful weapons and divine intervention.

:4pit: SOURCES :4pit:

http://www.kidicaruswiki.org/Main_Page
 

Meta-Kraid

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Well Charizard is sadly going to be to hard for me, however I may make one for :4shulk:. I wouldn't expect one soon, but I have unlocked most of the moves Shulk uses in SSB4.
 

Munomario777

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I'll Do Robin
Well Charizard is sadly going to be to hard for me, however I may make one for :4shulk:. I wouldn't expect one soon, but I have unlocked most of the moves Shulk uses in SSB4.
Sounds great! Can't wait! :)
Here you go! As promised, here's Pit's canon moveset!

:4pit: STANDARD MOVESET :4pit:

Pit is only capable of wielding one weapon at a time. He must equip this weapon before embarking on his mission and can only change it if he is defeated mid-mission and chooses to select a different weapon before re-departing into battle. The stats of these weapons varies greatly, so a general overview of the weapons' essential characteristics will be given.

:4pit: NEUTRAL B - PALUTENA BOW

Pit's signature weapon is this Bow-type weapon, created by Lady Palutena herself. It launches arrows of sacred light and excels at ranged combat. The arrows can be launched continuously for rapid fire, or it can be charged to release a more powerful and far-reaching shot. The arrows home in on their targets to a certain degree, and the strength of their homing abilities depends on how much they are charged before release. Its true potential is unleashed when the wielder shoots whilst dashing, taking careful aim of their opponent and striking quickly and decisively, as its rapid fire is relatively weak and ill-suited for combat. As a divine weapon, its ammunition is manifest from its sacred power and it will never need need to be replenished - the wielder can potentially keep firing indefinitely without having to worry about restocking or carrying extra ammunition with them! When charged, it can pierce through organic matter, though it cannot break through solid material or heavy armour.

The bow itself can also be split apart into two divine blades and wielded as a close-ranged weapon. Its physical strength is significantly less potent than its potential as a ranged weapon, though, and it is not particularly suited to physical strikes. What it lacks in strength, it makes up for in speed, allowing the wielder to move quickly without being weighed down. It is nevertheless immensely durable, and as a divine weapon, it will never wear or break.

The bow attains its true potential when blessed by the power of a deity. When its full power is active, it will gradually store this divine power until it ready to be released as an almighty deluge of divine arrows. The range is exceptionally powerful and covers a wide area around the wielder when used. This "special attack" is exceptionally powerful, capable of annihilating weaker foes and dealing immense damage to more durable opponents. Two of these "special attacks" can be stored at a time.

:4pit: SIDE B - UPPERDASH ARM

An Arm-type weapon consisting of a metal gauntlet outfitted with a disc-shaped device. It is designed with close-ranged combat in mind and excels at dash attacks, using the momentum generated by dashing to power the disc-shaped wheel attached to it. It can also be used for striking and pummeling, though its immense weight limits the wielder's ability to strike quickly and swiftly. To be of any real use, it requires momentum - when used to strike foes with a dash attack, it is capable of launching even the heaviest of targets into the air with impressive force.

The arm is also capable of firing ring-shaped projectiles. These projectiles fire at a moderate rate and, as with the Palutena Bow, can be launched continuously or charged for a more powerful and far-reaching shot. Unlike the Palutena Bow, however, its ranged power is relatively weak compared to its physical power and it is primarily designed with physical combat in mind. Its weight means that it slows the wielder down when running, though when momentum is built up, it can allow the wielder to run continually for extended periods without tiring.

Its true potential is attained when blessed by the power of a deity. It can charge up to two "special attacks" at a time in this state. The arm's "special attack" releases a flurry of powerful high-pressure strikes.

:4pit: UP B - POWER OF FLIGHT

This is where things get interesting. Despite his prominent avian appendages, Pit is actually incapable of flight: he can only fly when he is blessed by the power of a deity. As his patron deity and commander, Palutena usually fulfills this role, though any deity can grant their power and enable Pit to fly. The caveat here is that Pit can only remain airborne for a maximum of five minutes at a time: any longer than that and his wings will become overwhelmed by the immense power, causing them to burn up and disintegrate. Whilst airborne, Pit's flight path is remotely controlled by whichever deity is currently blessing him with their power, and he is capable of moving freely within this designated course. The power of flight must be replenished over time before enabling it to be used again, and at least ten minutes is required for it to become active again. Attempting to use it immediately after being deactivated will cause Pit's wings to become overwhelmed by the divine power and burned up.

:4pit: DOWN B - GUARDIAN ORBITARS

A pair of Orbitar-type weapons resembling metal shields. As their name suggests, they are to defend the wielder, and can create powerful shields of divine energy when charged. These shields remain active for a few seconds and can block any incoming attacks. Whilst the shields are active, the wielder can launch a continuous rapid-fire salvo of shield-shaped projectiles.

The Orbitars themselves can be used for physical combat, too, utilising their impressive weight as makeshift blunt-force weapons. However, they are cumbersome to wield in this manner and are not designed with physical combat as a primary focus of their innate potential. They are heavy weapons and slow the wielder down significantly, causing them to tire out after running for short periods of time.

Their true potential is attained when blessed by the power of a deity. They can charge up to two "special attacks" at a time in this state. The Orbitars' "special attack" releases a stream of powerful energy blasts.

:4pit: STANDARD MOVES

All of Pit's standard moves feature him wielding the Palutena Bow as a physical weapon. As its true strength lies in its ranged power, its physical power is relatively weak, though its speed is decent and it can be used to strike quickly and effectively at close-range.

:4pit: OTHER PROPERTIES :4pit:

All of Pit's stats are altered based on the weapon he is wielding. A general overview of Pit's stats when unarmed will thus be given.

:4pit: JUMP

Pit's jumping ability varies depending on the depiction in question. In his original appearance, he is shown to be a capable jumper, able to use his wings to gain aerodynamic momentum in mid-air. In subsequent appearances, he is only shown to jump over small gaps, though he is able to cover these gaps with ease and he is physically fit enough to carry himself over long distances without any problems. In these appearances, he requires the use of a Jump Pad to reach higher areas. As he can fly for temporary periods of time, however, he seldom needs to jump to reach great distances or cross large areas.

:4pit: RUNNING SPEED

Pit's running speed depends entirely on the weapon he is wielding. At his maximum running speed, he is capable of sprinting quickly enough to cover great distances in mere seconds without losing his breath; at his minimum running speed, he can barely move without tiring himself out. Pit can walk indefinitely, though he can only run so far before becoming tired, at which point he must catch his breath before running again. Running continually will tire Pit out much more quickly, so he needs to space himself and run at a consistent pace if he is to remain active. At his average base speed, Pit is about as fast as a well-trained human of his height and weight.

:4pit: SWIMMING

Pit is never shown to swim. Considering he is a well-honed and physically capable warrior, though, it's reasonable to believe he is at least capable of swimming.

:4pit: FINAL SMASH

For his Final Smash, Pit summons the Three Sacred Treasures, legendary weapons created by Dyntos, the God of the Forge. These weapons - consisting of the Arrow of Light, Mirror Shield / Silver Armour and Wings of Pegasus - are among the most powerful in Skyworld, rivaled only by the Great Sacred Treasure and the fabled Daybreak gun. Each of the Treasures grants Pit a different ability:

- The Arrow of Light is a divine bow that launches sacred arrows, capable of piercing through and annihilating anything they touch; they home in on their targets and travel indefinitely, and it is the only weapon capable of defeating Medusa, the Goddess of Darkness

- The Mirror Shield is a divine shield that can reflect any projectile; it is the only weapon capable of defending Pit against Medusa's petrifying gaze

- The Silver Armour, which replaces the Mirror Shield in one of Pit's adventures, is a divine suit of armour that halves the damage Pit receives

- The Wings of Pegasus are divine wings that allow Pit to fly indefinitely; with these equipped, Pit can fly even without being blessed with the Power of Flight

The Three Sacred Treasures are kept in Sacred Caskets and are only used in dire emergencies, as they are the only weapons capable of defeating the diabolical rulers of the Underworld. They cannot be summoned at will and must be equipped before Pit embarks on his mission. They are later destroyed by Hades and are rendered useless thereafter.

:4pit: ENTRANCE ANIMATION / TAUNTS

For his entrance animation, Pit descends from the skies in a ray of light. This is how he appears on the ground during the land-based sections of his missions, as the Power of Flight runs out and Palutena (or whichever deity is currently aiding him) gently lowers him onto solid footing. He is sure to land safely in this way and the deity's power works anywhere that Pit may be, even indoors and in other worlds.

For his up-taunt and side-taunt, Pit merely strikes a pose with the Palutena Bow. His down-taunt is rather more interesting, depicting him rising into the air with his wings outstretched. It is known that Pit is incapable of flying, despite having wings, unless temporarily blessed by the power of a deity. He is capable of using his wings' aerodynamic properties to attain greater height when jumping, though he is incapable of floating in this way, much less holding this pose for extended periods of time.

:4pit: CATEGORIES :4pit:

All of Pit's stats are altered based on the weapon he is wielding. A general overview of Pit's stats when unarmed will thus be given.

:4pit: STRENGTH

Pit is a capable warrior, trained to be at peak physical condition. His physical strength depends on the weapon he is wielding, though he is capable of carrying even large and heavy weapons without issue, and can strike repeatedly without losing momentum or poise with even the most intense and cumbersome of weapons. That being said, his inherent strength when unarmed is not particularly noteworthy, as he is only as strong as a well-trained human being of his height and weight when not wielding his divine weapons.

:4pit: DEFENSE

Pit's defense depends on the weapon he is wielding. He is nevertheless capable of withstanding blows that would be fatal to a mortal and, even after sustaining critical damage, will not die instantly; rather, he enters a "crisis mode", in which he any subsequent attack is fatal, a state that lasts until he regains enough energy to restore a bit of his health. He is technically immortal, since even after sustaining fatal injuries, he will be revived by Palutena (or any alternative deity willing to lend their aid). He can replenish his health by eating food or resting at a hot spring.

:4pit: SPEED / AGILITY

Pit, being at peak physical condition, is a fast runner and possesses remarkable stamina. He is capable of running great distances without tiring, though he will eventually need to catch his breath if he runs too much without taking consistent breaks in between. His agility is equally impressive, as he is shown to be capable of dodging opponents' attacks at a split-second's notice and avoiding damage with his dextrous movements. He can do this in mid-air and on land.

:4pit: TACTICS

Pit is not particularly intelligent or well-versed in the finer details of modern existence, yet he is undeniably a clever fighter and consummate warrior. While he relies on Palutena's guidance to pinpoint enemies' weaknesses and figure out the best course of action for the ensuing fight, he is shown to be willing and able to fight to the best of his ability and defeat even the most powerful of foes by finding out their weaknesses and striking with clarity and focus. He is a naturally talented combatant and knows exactly what to do to achieve victory in even the most dangerous of scenarios - even if that tactic more often than not boils down to "shoot it here until it stops moving".

:4pit: OTHER

Pit is incredibly brave and committed to his mission, refusing to back down for anything and carrying out his tasks with ineffable willpower and dedication. His devotion to Palutena is unquestionable and he will do literally anything he can to help and defend her, even to the extent that his own physical and mental well-being is put in jeopardy as a result.

:4pit: CONCLUSION

Pit is essentially unremarkable, except for his natural resilience, and requires the aid of Palutena or another available deity to attain his true potential. When blessed by the power of a deity and wielding his vast and powerful arsenal of divine weapons, though, he is truly a force to be reckoned with and is willing and able to defeat even the most powerful and seemingly omnipotent of foes. Be they demons, ghosts, fiends or gods, Pit is a brave and dedicated warrior that can overcome any challenge through a combination of physical prowess, unfaltering willpower, powerful weapons and divine intervention.

:4pit: SOURCES :4pit:

http://www.kidicaruswiki.org/Main_Page
Very nice! I do, however, have a couple of things to point out. First off, limitations between changing weapons don't apply here, since they don't in Smash. In other words, weapons can be stored in hammerspace. Second, on the subject of Pit being revived by Palutena, any sort of injury that counts as losing a life/having to retry/game over/etc. in-game counts as a loss for that character, so extra lives and the like don't apply. I'll edit those into the OP, and I'll let you edit those into your proposal. Sorry for the inconvenience.

EDIT: I'll just edit the proposal myself, actually. Thanks for the contribution! Adding to OP. :)
 
Last edited:

Wintropy

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Sounds great! Can't wait! :)

Very nice! I do, however, have a couple of things to point out. First off, limitations between changing weapons don't apply here, since they don't in Smash. In other words, weapons can be stored in hammerspace. Second, on the subject of Pit being revived by Palutena, any sort of injury that counts as losing a life/having to retry/game over/etc. in-game counts as a loss for that character, so extra lives and the like don't apply. I'll edit those into the OP, and I'll let you edit those into your proposal. Sorry for the inconvenience.

EDIT: I'll just edit the proposal myself, actually. Thanks for the contribution! Adding to OP. :)
Ahh, right, right. I must admit that I was very, very much forcing myself to stay awake when I wrote that, so cheers for pointing that out and fixing it for me~

Palutena's moveset should be done shortly, though I shan't deny that it's a bit tricky. We seldom actually see Palutena fighting first-hand and most of her standard moves are created solely for Smash. Is that going to be an issue and is there some way of working around such technical limitations?
 

Munomario777

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Ahh, right, right. I must admit that I was very, very much forcing myself to stay awake when I wrote that, so cheers for pointing that out and fixing it for me~

Palutena's moveset should be done shortly, though I shan't deny that it's a bit tricky. We seldom actually see Palutena fighting first-hand and most of her standard moves are created solely for Smash. Is that going to be an issue and is there some way of working around such technical limitations?
No problem! I know how you feel, lol. As for Palutena, she does have quite a few customs that reflect the different Powers, so those could be used.

Also, let me just clarify that just because there's an "Expected" in the checklist doesn't mean you can't make a proposal for that character; that just means that there's someone who said they might/will make it. While it may be courteous to save that spot for whoever said they might do it, you can still submit that proposal to be added to the list.
 

Wintropy

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At the risk of bumping an inactive thread, I am quite fond of this project and think it has a lot of potential. Ergo, I'm going to contribute something I've been working on for a while.

This is the canonised moveset for Palutena.

:4palutena: STANDARD MOVESET :4palutena:

:4palutena: NEUTRAL B - AUTORETICLE


Allows the user to instantly target a nearby opponent for a brief duration of time, allowing the user to strike with absolute precision. This move is actually non-offensive of its own accord and is only intended to augment the use the user's preferred weapon.

:4palutena: NEUTRAL B - HEAVENLY LIGHT

A radiant aura of divine light envelopes the user and slowly damages all in its radius. Minor damage, but can prove an effective countermeasure against large groups of foes.

:4palutena: NEUTRAL B - EXPLOSIVE FLAME

A powerful blast of incandescent flames that purges the wicked. The blast covers a wide radius around the user and does continuous burning damage to all caught in its blast before launching them with explosive force.

:4palutena: SIDE B - REFLECT BARRIER

An aethereal barrier of solid light appears before the user, shielding them from all projectiles. Any projectile-based moves, such as energy shots, bullets, lasers or thrown objects are shielded by the barrier reflected back towards the assailant. The barrier lasts for a few seconds before dissipating and covers the area immediately in front of the user. The user can move while the barrier is active, and the barrier will remain stationary until it dissipates.

:4palutena: SIDE B - SUPER SPEED

Allows the user to straight ahead of superhuman speeds, damaging all in their path and knocking aside any wayward targets. Once activated, the user will run straight ahead at maximum velocity and will cease running only after the effect has worn off. Running into a wall or other obstacle will not deactivate this ability, and the user will run indefinitely until the effect has worn off. The user can angle their direction slightly, but cannot turn around or change direction sharply. This ability lasts for a few seconds before dissipating.

:4palutena: SIDE B - ANGELIC MISSILE

Allow the user to launch themselves ahead with explosive force. The user propels themselves straight ahead at great speeds, spinning in a gyrating motion whilst they are airborne, and will rebound with impressive force upon hitting a target. This ability covers a wide distance and will damage any targets that the user intercepts, causing them to bounce back and land soundly on their feet again.

:4palutena: UP B - WARP

Transports the user to a random part of the immediate vicinity instantly. The user has no control over where they will appear, though they will naturally arrive at a destination where they will be safe upon arrival, e.g. they will not appear inside a wall or over an empty space. The user will arrive on solid ground and in an open space without harm or compromise. The user can only be transported to an area in the immediate vicinity and no further. Because the user does not control where they end up, it can be a risky ability to use.

:4palutena: UP B - ROCKET JUMP

Propels the user upwards with explosive force. The user is launched high into the air in a vertical motion and a small explosion appears at the user's feet upon activation, damaging nearby foes.

:4palutena: UP B - JUMP GLIDE

Allows the user to leap into the air before gently floating through the skies. The user is propelled a short distance into the air and subsequently glides for a short period of time. The duration of the glide lasts for a few seconds. Landing will instantly cancel the effect of this ability.

:4palutena: DOWN B - COUNTER

Allows the user to defend against an opponent's attack and instantly counter-strike. When activated, the user is briefly guarded by a powerful aura that allows them to negate damage and instantly return with an attack of their own. This ability has no offensive power in and of itself and is merely intended to augment the user's preferred weapon.

:4palutena: DOWN B - CELESTIAL FIREWORKS

Releases a barrage of divine fireworks. Non-offensive and has no effect other than to look pretty and possibly distract nearby foes.

:4palutena: DOWN B - LIGHTWEIGHT

Briefly turns the user ultra-light in their weight, allowing them to move at great speeds, unencumbered by gravity or size. The user is much more susceptible to being thrown or launched as a result, and even a light blow can send the user flying. The user is affected equally regardless of natural size or weight. Lasts for a few seconds before dissipating.

:4palutena: STANDARD MOVES

As Palutena is seldom shown fighting in person in canon, it is difficult to gauge precisely how her standard moves would function. Based on what we have seen, however, it is clear that Palutena is a formidable fighter, possessing some degree of telekinesis and the ability to command divine light at will. She is never shown to summon wings at will, though, and thus this move is considered non-canon for the purposes of this project.

:4palutena: OTHER PROPERTIES :4palutena:

Palutena is seldom shown to interact or move around of her own accord in canon, so this is mostly conjecture and logical deduction. That being said, Palutena is a warrior goddess, and is depicted as having abilities beyond that of a mortal being. It can thus be deduced that her natural abilities are equal or greater than that of a human being at peak physical condition.

:4palutena: JUMP


Palutena is never shown jumping in canon. However, her natural pose while in battle features her floating just above solid ground, so it can be logically deduced that she is capable of some degree of telekinetic movement.

:4palutena: RUNNING SPEED

As with her jumping capabilities, Palutena is not known to run, but rather float leisurely of her own accord. When she does move, she moves at a gentle pace, preferring to strike from afar and use her telekinetic powers in lieu of walking. It can thus be deduced that she is not particularly fast on her feet, particularly considering her penchant for wearing high-heeled sandals. If she had to run, though, she would run as a human being

:4palutena: SWIMMING

Palutena is never seen swimming. She is known to recreationally bathe in hot springs, thus at least proving that she is comfortable being in the water, but it is not known how she would function when out of her own depth. Considering how she is seen to move - or, rather, avoid moving - otherwise, it can be deduced that she is capable of floating indefinitely, even when submerged in deep water.

:4palutena: FINAL SMASH

For her Final Smash, Palutena activates two of her deadliest and most potent powers, Black Hole and Mega Laser.

Black Hole creates a powerful vortex that pulls in any nearby foes with an immense gravitational field, luring them in towards its center with an inescapable force beyond conventional gravity. The vortex itself lasts for a few seconds and does no damage in and of itself.

Mega Laser releases a powerful blast of concentrated divine light that does massive damage to anything it touches. The laser fires straight ahead and lasts for a few seconds, doing continual damage to anything caught in its blast range, before subsequently immediately dissipating. The laser goes straight through physical objects and ignores material obstructions, only harming living beings.

:4palutena: ENTRANCE ANIMATION / TAUNTS


For her entrance animation, Palutena appears from a celestial doorway linked to her own realm. This interdimensional portal is a manifestation of her ability to see anywhere in the world at will and instantly transport herself between her own realm and any physical location of her choice.

Palutena's taunts all depict her wielding her telekinetic powers to some degree. Her up-taunt features her floating above the ground for a moment, her side-taunt sees her holding a pose whilst suspended just above the ground and her down-taunt demonstrates her levitating her staff independently of her body for a few seconds. This demonstrates her ability to float and move objects at will with her divine powers. She can float as she sees fit and allow other objects to float freely, too, using only her divine powers.

:4palutena: CATEGORIES :4palutena:

Palutena is seldom shown to interact or move around of her own accord in canon, so this is mostly conjecture and logical deduction. That being said, Palutena is a warrior goddess, and is depicted as having abilities beyond that of a mortal being. It can thus be deduced that her natural abilities are equal or greater than that of a human being at peak physical condition.

:4palutena: STRENGTH

It is unclear how physically strong Palutena is, as she is more renowned for using her divine powers than actual physical strength in battle. Considering her status as a warrior goddess, though, and how her physical abilities are augmented by her divine powers, it is reasonable to believe that she is quite strong for her size and body type.

:4palutena: DEFENSE

Palutena is immensely durable, capable of taking a lot of punishment from divine weaponry before being felled. However, this is only relative to moral beings; compared to other divine beings, she is incredibly frail and is easily defeated by divine weaponry. Naturally, it is reasonable to believe that she is fairly durable for her size and body type.

:4palutena: SPEED / AGILITY

Palutena is able to use her divine powers to move and navigate her surroundings quickly, capable of floating out of harm's way and even teleport at will with her divine powers. Naturally, it is reasonable to believe that she is fairly athletic and spry for her size and body type.

:4palutena: TACTICS


This is where Palutena truly shines. Palutena is a brilliant tactical mind, renowned as the wisest and most clever of all gods, and is capable of formulating strategies and tactics instantaneously. She can use her "All-Seeing Eye of Palutena" to see anywhere in the world instantly and can use her "Power of Weak-Point Exposure" to instantly recognise and detail an enemy's vital spot. A brilliant mind and consummate tactician, Palutena knows everything there is to know about her opponents, capable of reading their thoughts and analysing their soul to determine who they are and how they can fight. A true genius on the battlefield, Palutena is a nigh-omniscient combatant whose eminent strategies and tactical prowess ensure victory. It is interesting also to note her advice on the matter, quoted thusly, "Every warrior knows that cowardice is the foundation upon which victory is built."

:4palutena: OTHER

The true extent of Palutena's divine powers is unknown. It is known that she is exceptionally powerful to mortal beings and quite impressive even by divine standards, yet she does not quite match up to other deities such as Hades or Dyntos. Even so, she is renowned as a brilliant tactician and an immensely wise deity, earning the respect and awe of other divine beings.

:4palutena: CONCLUSION

Palutena is immensely powerful, a divine being with all manner of unique and varied powers at her disposal that go above and beyond anything that can be performed by a moral being. Her immense range of powers and nigh-omniscient knowledge of battle tactics and her opponents' abilities ensure that she is a vastly powerful combatant and far, far beyond the comprehension of mere mortals. To quote her own words, "Anything an angel can do, a goddess can do better."

:4palutena: SOURCES
:4palutena:

http://www.kidicaruswiki.org/Main_Page
 

Munomario777

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At the risk of bumping an inactive thread, I am quite fond of this project and think it has a lot of potential. Ergo, I'm going to contribute something I've been working on for a while.

This is the canonised moveset for Palutena.

:4palutena: STANDARD MOVESET :4palutena:
:4palutena: NEUTRAL B - AUTORETICLE

Allows the user to instantly target a nearby opponent for a brief duration of time, allowing the user to strike with absolute precision. This move is actually non-offensive of its own accord and is only intended to augment the use the user's preferred weapon.

:4palutena: NEUTRAL B - HEAVENLY LIGHT

A radiant aura of divine light envelopes the user and slowly damages all in its radius. Minor damage, but can prove an effective countermeasure against large groups of foes.

:4palutena: NEUTRAL B - EXPLOSIVE FLAME

A powerful blast of incandescent flames that purges the wicked. The blast covers a wide radius around the user and does continuous burning damage to all caught in its blast before launching them with explosive force.

:4palutena: SIDE B - REFLECT BARRIER

An aethereal barrier of solid light appears before the user, shielding them from all projectiles. Any projectile-based moves, such as energy shots, bullets, lasers or thrown objects are shielded by the barrier reflected back towards the assailant. The barrier lasts for a few seconds before dissipating and covers the area immediately in front of the user. The user can move while the barrier is active, and the barrier will remain stationary until it dissipates.

:4palutena: SIDE B - SUPER SPEED

Allows the user to straight ahead of superhuman speeds, damaging all in their path and knocking aside any wayward targets. Once activated, the user will run straight ahead at maximum velocity and will cease running only after the effect has worn off. Running into a wall or other obstacle will not deactivate this ability, and the user will run indefinitely until the effect has worn off. The user can angle their direction slightly, but cannot turn around or change direction sharply. This ability lasts for a few seconds before dissipating.

:4palutena: SIDE B - ANGELIC MISSILE

Allow the user to launch themselves ahead with explosive force. The user propels themselves straight ahead at great speeds, spinning in a gyrating motion whilst they are airborne, and will rebound with impressive force upon hitting a target. This ability covers a wide distance and will damage any targets that the user intercepts, causing them to bounce back and land soundly on their feet again.

:4palutena: UP B - WARP

Transports the user to a random part of the immediate vicinity instantly. The user has no control over where they will appear, though they will naturally arrive at a destination where they will be safe upon arrival, e.g. they will not appear inside a wall or over an empty space. The user will arrive on solid ground and in an open space without harm or compromise. The user can only be transported to an area in the immediate vicinity and no further. Because the user does not control where they end up, it can be a risky ability to use.

:4palutena: UP B - ROCKET JUMP

Propels the user upwards with explosive force. The user is launched high into the air in a vertical motion and a small explosion appears at the user's feet upon activation, damaging nearby foes.

:4palutena: UP B - JUMP GLIDE

Allows the user to leap into the air before gently floating through the skies. The user is propelled a short distance into the air and subsequently glides for a short period of time. The duration of the glide lasts for a few seconds. Landing will instantly cancel the effect of this ability.

:4palutena: DOWN B - COUNTER

Allows the user to defend against an opponent's attack and instantly counter-strike. When activated, the user is briefly guarded by a powerful aura that allows them to negate damage and instantly return with an attack of their own. This ability has no offensive power in and of itself and is merely intended to augment the user's preferred weapon.

:4palutena: DOWN B - CELESTIAL FIREWORKS

Releases a barrage of divine fireworks. Non-offensive and has no effect other than to look pretty and possibly distract nearby foes.

:4palutena: DOWN B - LIGHTWEIGHT

Briefly turns the user ultra-light in their weight, allowing them to move at great speeds, unencumbered by gravity or size. The user is much more susceptible to being thrown or launched as a result, and even a light blow can send the user flying. The user is affected equally regardless of natural size or weight. Lasts for a few seconds before dissipating.

:4palutena: STANDARD MOVES

As Palutena is seldom shown fighting in person in canon, it is difficult to gauge precisely how her standard moves would function. Based on what we have seen, however, it is clear that Palutena is a formidable fighter, possessing some degree of telekinesis and the ability to command divine light at will. She is never shown to summon wings at will, though, and thus this move is considered non-canon for the purposes of this project.

:4palutena: OTHER PROPERTIES :4palutena:

Palutena is seldom shown to interact or move around of her own accord in canon, so this is mostly conjecture and logical deduction. That being said, Palutena is a warrior goddess, and is depicted as having abilities beyond that of a mortal being. It can thus be deduced that her natural abilities are equal or greater than that of a human being at peak physical condition.
:4palutena: JUMP

Palutena is never shown jumping in canon. However, her natural pose while in battle features her floating just above solid ground, so it can be logically deduced that she is capable of some degree of telekinetic movement.

:4palutena: RUNNING SPEED

As with her jumping capabilities, Palutena is not known to run, but rather float leisurely of her own accord. When she does move, she moves at a gentle pace, preferring to strike from afar and use her telekinetic powers in lieu of walking. It can thus be deduced that she is not particularly fast on her feet, particularly considering her penchant for wearing high-heeled sandals. If she had to run, though, she would run as a human being

:4palutena: SWIMMING

Palutena is never seen swimming. She is known to recreationally bathe in hot springs, thus at least proving that she is comfortable being in the water, but it is not known how she would function when out of her own depth. Considering how she is seen to move - or, rather, avoid moving - otherwise, it can be deduced that she is capable of floating indefinitely, even when submerged in deep water.

:4palutena: FINAL SMASH

For her Final Smash, Palutena activates two of her deadliest and most potent powers, Black Hole and Mega Laser.

Black Hole creates a powerful vortex that pulls in any nearby foes with an immense gravitational field, luring them in towards its center with an inescapable force beyond conventional gravity. The vortex itself lasts for a few seconds and does no damage in and of itself.

Mega Laser releases a powerful blast of concentrated divine light that does massive damage to anything it touches. The laser fires straight ahead and lasts for a few seconds, doing continual damage to anything caught in its blast range, before subsequently immediately dissipating. The laser goes straight through physical objects and ignores material obstructions, only harming living beings.
:4palutena: ENTRANCE ANIMATION / TAUNTS

For her entrance animation, Palutena appears from a celestial doorway linked to her own realm. This interdimensional portal is a manifestation of her ability to see anywhere in the world at will and instantly transport herself between her own realm and any physical location of her choice.

Palutena's taunts all depict her wielding her telekinetic powers to some degree. Her up-taunt features her floating above the ground for a moment, her side-taunt sees her holding a pose whilst suspended just above the ground and her down-taunt demonstrates her levitating her staff independently of her body for a few seconds. This demonstrates her ability to float and move objects at will with her divine powers. She can float as she sees fit and allow other objects to float freely, too, using only her divine powers.

:4palutena: CATEGORIES :4palutena:

Palutena is seldom shown to interact or move around of her own accord in canon, so this is mostly conjecture and logical deduction. That being said, Palutena is a warrior goddess, and is depicted as having abilities beyond that of a mortal being. It can thus be deduced that her natural abilities are equal or greater than that of a human being at peak physical condition.

:4palutena: STRENGTH

It is unclear how physically strong Palutena is, as she is more renowned for using her divine powers than actual physical strength in battle. Considering her status as a warrior goddess, though, and how her physical abilities are augmented by her divine powers, it is reasonable to believe that she is quite strong for her size and body type.

:4palutena: DEFENSE

Palutena is immensely durable, capable of taking a lot of punishment from divine weaponry before being felled. However, this is only relative to moral beings; compared to other divine beings, she is incredibly frail and is easily defeated by divine weaponry. Naturally, it is reasonable to believe that she is fairly durable for her size and body type.

:4palutena: SPEED / AGILITY

Palutena is able to use her divine powers to move and navigate her surroundings quickly, capable of floating out of harm's way and even teleport at will with her divine powers. Naturally, it is reasonable to believe that she is fairly athletic and spry for her size and body type.
:4palutena: TACTICS

This is where Palutena truly shines. Palutena is a brilliant tactical mind, renowned as the wisest and most clever of all gods, and is capable of formulating strategies and tactics instantaneously. She can use her "All-Seeing Eye of Palutena" to see anywhere in the world instantly and can use her "Power of Weak-Point Exposure" to instantly recognise and detail an enemy's vital spot. A brilliant mind and consummate tactician, Palutena knows everything there is to know about her opponents, capable of reading their thoughts and analysing their soul to determine who they are and how they can fight. A true genius on the battlefield, Palutena is a nigh-omniscient combatant whose eminent strategies and tactical prowess ensure victory. It is interesting also to note her advice on the matter, quoted thusly, "Every warrior knows that cowardice is the foundation upon which victory is built."

:4palutena: OTHER

The true extent of Palutena's divine powers is unknown. It is known that she is exceptionally powerful to mortal beings and quite impressive even by divine standards, yet she does not quite match up to other deities such as Hades or Dyntos. Even so, she is renowned as a brilliant tactician and an immensely wise deity, earning the respect and awe of other divine beings.

:4palutena: CONCLUSION

Palutena is immensely powerful, a divine being with all manner of unique and varied powers at her disposal that go above and beyond anything that can be performed by a moral being. Her immense range of powers and nigh-omniscient knowledge of battle tactics and her opponents' abilities ensure that she is a vastly powerful combatant and far, far beyond the comprehension of mere mortals. To quote her own words, "Anything an angel can do, a goddess can do better."
:4palutena: SOURCES :4palutena:

http://www.kidicaruswiki.org/Main_Page
Thanks for the contribution! Adding to the list.
 
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