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General Moveset Thread

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~ Valkyrie ~

Holy Maiden Warrior
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TriHy had suggested this back in Palutena-thread, so thought I'd do it.

Anyway, post any moveset you had for a character, from any support threads if you want. Can be basic or detailed!

Do also visit Make Your Move,, a long-time community topic solely dedicated for making movesets for any character you like (even outside possibilities of Smash Bros) and has ever-on-going moveset contests!

EDIT: Stickied! Thanks for M&S Guy (if it's you.)
 

Arcadenik

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Can we post movesets for any characters we already posted in their support threads? I dunno if that's redundant or you might as well turn this thread into an Ivan support thread...

:phone:
 

jigglover

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Seems good. This post will be of all of the sets people have made so far!

Baby bros., by Jigglover:
Neutral B: Spiny shell: The babies throw a spiny shell and it zones in onto the character in first place and creates and explosion. The explosion is about the size of Bowser on all four sides. It can be dodged with a well timed air dodge or sheild, though the sheild will break and the character will be stunned. A last-second roll dodge can also be performed but it would just cause less damage. As many characters possible can get caught in it, and though it would make baby bros. boss in 1v1, the other character can just get close to the babies to cause them damage too, so it is not actually over-powered.

Up B: Stork call. Baby Mario and Luigi perform strange hand-signals that cause the Stork to come and pick them up. You can control the Stork for 4 seconds and the power of his wings flapping blows enemies away so that edge-guarding isn't a problem. If the babies hit land so that they can stand on it and not get dropped by the stork in mid-air then they get a second of Super armour though they are immobile.

Side+B: Chain-chomp. The babies get into the rattle buggy and use the chain-chomp item, the babies can be attacked from behind and it deals double the damage it usually would, but with minimal knockback. The chain-chomp rampages around the stage for a couple of seconds if the babies let go or are attacked, and the babies can control him for three seconds. They can control the chain chomp.

Down+B: Base-ball bat. The babies use a base-ball bat as a boomerang. It circles around them but the player can control it quite slightly.

Final smash: Baby Bonanza. The babies call their fellow babies to ride in on Yoshis, and attack, baby Peach attacks players with her parasol, baby DK shoulder charges the enemies, baby Wario lures them into the other Babies and baby Bowser's fire-balls with his magnet. Baby Bowser shoots large fireballs at the other characters and other Yoshis go around head-butting them. It lasts for 15 seconds.

Entrance: The stork carries the babies onto a stork stop.
Victory animation 1: Baby Mario and Baby Luigi twirl and do a hi-5.
Victory animation 2: The babies are in the goo goo buggy and chain chomp rampages around the screen for two seconds and then it stops in front of the camera while the babies wave.
Victory animation 3: A blue and a pink Yoshi (random reference to the original Mario party) carry Baby Mario and Luigi in and the two Yoshis endlessly circle around eachother.
Loss animation 1: The babies roll on the floor and start Wailing.
Loss animation 2: The Stork drops them from the sky.
Loss animation 3: The chain chomp rampages around and the babies fall off the back.


Balloon fighter, by SmashShadow:
I also have a moveset although I did borrow some of Spydr Enzo's ideas.

Neutral B: Package
Balloon Fighter pulls out a package much like link does and can throw it as a projectile. The brown package itself does about 7% damage but rarely you'll get a red package which will explode on impact doing 21% damage. (Inspired form Balloon Trip Breeze)

Side B: Flipper
A multi-hit attck in which he pulls out a flipper much in the same way Pit does though less spammy and lengthy. It reflects projectiles and the last hit sends the opponent flying in the opposite direction like the flipper from Melee did.

Down B: Balloon Pump
All that is needed to begin pumping the Balloon is the simple "Down + B" input. Whether on the ground or in midair, the Balloon Fighter will begin pumping. It takes five pumps for one Balloon, and each pump is about half a second (5 seconds total for both balloons). If the Balloon Fighter is hit while pumping, the Balloon will pop and he will have to start over. So be sure you have a couple seconds handy.

Up B: Boost Balloon
Balloon Fighter takes one of his balloons and pops it at the bottom.

In the air:
At the cost of 1 balloon, he will hold the deflating balloon as he rises while it shoots out a stream of air below him. This will act like R.O.B's Robo Burner but relatively short as it last only 1.5 seconds. Not only that but the stream of air below him acts like F.L.U.D.D or Watergun and pushes enemies below him downwards. This can be used to meteor smash opponents. This special doesn't put you in special fall and can be used twice.

On the ground:
Balloon fighter lets go of the popped balloon as it heads straight up. The balloon will hit the opponent doing 7% damage but because of the wind spewing below the balloon it will cause the person hit to be sent falling downward instead of to the sides. This attack is relatively quick and helpful for getting opponents out of the air.


Changes:
-Spydr's side B to his dash attack and down A.
- I also thought the parachute could be used in the same way the glide mechanic was used in brawl although you'd only be able to use it when you have no balloons.


Bomberman by 8-peacock-8:
B = Bomb throw/Bomb pump
If you tap the "B" button Bomberman will toss a bomb. If you hold the button, Bomberman will hold the bomb above his head and increase it's size and power.

Forward B = Rocket Bomb
Bomberman places a Rocket on the ground and it will charge forward. NOTE: If it misses everyone, it will keep going in the direction it's aiming till it leaves the screen.

Down B = Remote Bomb
Bomberman places a bomb on the ground that will only detonate after you tap the "B" button.

Up B = Jet Pack
Bomberman puts on a jet pack and flies off. (Works like Diddy's up special and has the same distance. Except it doesn't need to charge up)

Final Smash: Looie/Rooey

Bomberman gets on Rooey and rides him around the stage dropping multiple bombs on the battle field. Occasionally he'll pull out Power Bombs. (The Power Bombs have the largest range but they have a small chance of appearing.)


Bowser Junior, by SmashShadow:
Nuetral Special: Fireball
Pressing B starts him charging and after he has charged he will glow slightly. For each level of charging he is able to produce another fireball(max 3.) the next time the b button is pressed. If you quickly press b twice you will shoot one fireball. Each fireball does 8% damage so a fully charged shot will do 24% damage and a semi charged will do 16%. The fireballs move horizontally and are about the same size as Samus's uncharged charge shot. When used it has a slight lag but moves much faster and has more range than mario's fireball. You can dodge roll out of charging.

Side Special: Bill launcher
Bowser Jr. pulls out a personalized version of the bill blaster made into a rocket launcher. He shoots a single bullet bill that travels straight in the direction he's facing. The bullet bill act exactly like it did in the SSE. They have the same speed, health and atk strength and if hit and their health isn't completely depleated they will flinch but then continue on their trajectory. The one difference is that if reflected they don't go back to their normal flight direction and if reflected too many times or hits a wall it will explode. A hit from this does 15% damage and only 1 bb can be on screen at a time. Has the same lag as Snake's rocket launcher.

Down Special: Paint Trap
He pulls out his paintbrush and spins it in a circle as he drags it on the ground(cannot be used in the air). What is left is a puddle of paint 2 character lengths in size. The puddles stays for 5 seconds and you can have a maximum of 2 on screen at the same time. The puddles come out randomly in 3 colors.

Red- does fire damage to whoever steps on the puddle and last the entire 5 secs
Blue- shoots out a geisure to whoever steps on the puddle and shoots the opponent upward. This does 10% damage and has KO potential at high damage but the puddle will vanish after 1 use.
Green- traps the opponent in a guck that holds them for 2 seconds(excluding counter) in place. Opponents cannot use attacks while stuck.

Up Special: Koopa Clown Car
Junior pulls out the koopa clown car in a puff of smoke and rides it for 2 seconds and does a somersault out of it with the car vanishing in another smoke puff. He can ram opponents with it if they hit the front part of the car doing very minimal damage. Likewise opponents can destory his clown car it they attack it while in use.

Final smash: Airship Armada


Ivan by Young Horsetail:
Size: 5/10
Weight: 2.5/10
Defense: 3.5/10
Power: 3/10
Special: 8/10
Range: 8.5/10
Speed: 9/10
Jump: 8/10

Playstyle

Ivan can be classified as a mix of a fragile speedster and a spellcasting fighter. He’s very quick and nimble, and being a Jupiter Adept, can read his enemy’s movements and attack patterns, enabling him to strike first surehandedly.

Rather than attacking with his rod, Ivan uses his huge array of spells to attack, centering primarily around Jupiter Psynergy that harness electricity and wind. Most of these can inflict considerable amount of damage or annoy his opponents by either blowing them away or stunning them. Also the spells have an amazing range: thus Ivan’s strengths can be used the best by fighting in distance rather than close combat.
However, Ivan is quite frail due being young and thus isn’t very strong in means of physical power. While this can be somewhat fixed by equipping him with the stronger weapons below, his low defenses and weight makes him easier to send flying, compared to his bulkier companions.

Tips

- Ivan’s weaker, physical attacks can be useful to keep his enemies in a favourable distance from him. Let the spells rip when you shove those opponents away with his rod! The wind attacks can also be used to zone the enemy for this, but they tend to have longer startup.

- Certain electrical attacks have a ball of bolt extending from the end of the zap, which indicates a sweetspot. It can do considerable amount of damage if hit, but like Marth's Falchion, you have to hit it from a certain range enough to land it on the little bolt.

- Ivan's agility can be very rewarding if mastered: it helps baiting the enemy around and stringing attacks together thus easier, along with defending Ivan from being easily catched due his light weight. You need to take it slow when trying to keep a distance from the opponent though if you wish to not make him run right at his, enemy when moving around.


Special Moves

Standard Special: Spark Plasma

A long-chargaeble attack. Ivan charges the electric power on his rod or sword, and then calls for purple thunderbolts to hit the area around him.
The amount of thunderbolts and damage depends on how long you have charged, up to 7 bolts. This is one of Ivan’s most potent KO attacks, being quite powerful in both knockback and damage, especially if the bolts manage to hit the opponent multiple times.
Damage: 8%-13% (per bolt) Knockback: Moderate to High


Side Special: Sonic Slash
Ivan swings his rod or sword up to three times depending on the button input, creating 3 purple air swath blades. These have large range due their size (half the size as Ivan) and travels quite far and bear the trademark speed of the Ivan itself. The damage isn’t too much to brag upon but it is a versatile approaching projectile move due it’s range and speed.
Damage: 6-8 per blade. Knockback: Low


Up Special: Whirlwind
Ivan creates a miniature whirlwind in front of him and sends it off. This can blow enemies away, making it an excellent move for edgeguarding. When used in the air, Ivan is enveloped inside a whirlwind which can be moved around and trap in enemies before sending them off to different directions. (Identical to Tornado from Kirby-series)
(Aerial) Damage: 7%-9% if connecting fully. Knockback: Low to Moderate

Down Special: Bind
Ivan casts Bind on his opponent, trapping him or her inside a trigonal seal. This prevents the opponent of using any kind of projectile attack for a short time. If used repeatedly though Bind’s duration and effectiveness diminish until it has no effect: thus the psynergy has to be recharged in time to work again. This move is best used sparingly.

Final Smash: Thor
When activated, Ivan collects up his Jupiter Djinn who form into a magical seal summoning Thor out from his dimension. Thor does a cool freefall until he hits the battlefield with a huge thud, stunning the opponents near him.
When summoned, Thor proceeds to zap Ivan’s opponents severely, similar to Zapdos’s Thundershock from Melee. Then he would move into either direction, left or right, and slam his huge hammer on the ground, killing the opponents in the way. After this he disappears.
If there’s no opponent in the way he’s facing, the opponents were lucky enough to be spared and continue battling. It’s bit based on luck on which way he hits.

Damage:
Shockwave: 12% to 15%.
Thundershock: Up to 40% (if hit by the thundershock from the beginning)
Hammer Slam: 36% and High Knockback

- Notable Moves -

Side Smash: Sonic Smash
Ivan charges his weapon as the Jupiter Djinn Gust is drawn to it inside a purple aura- when released he lunges forward and slashes or strikes the enemy once (or twice) very quickly. Has a chance to hit twice for double damage.
Damage: 12%, 16% if fully charged. Knockback: Moderate


Jigglypuff, by Jigglypuffover:
Neutral B, Sing, Round, Hyper voice:
What move it is depends on how long you charge it. Instead of putting opponents to sleep, it deals damage. Sing makes 3 circles around him at about the Pikmin's size in a circle, each circle doing 8%. Round has 6 3-pikmin sized circles around Jigglypuff, with each ring dealing 10 damage. Hyper voice has the range of Olimar and 4 pikmin side-by-side around Jigglypuff, does 10 damage for each ring hitting you and has 5 rings. (My first hyper voice seemed broken, it could do 100% )

Side B, Body slam: (it was difficult choosing between this and wake-up slap, but I chose this.)
This is a little bit like Luigi's and Pikachu's, in the way that you launch yourself after charging, but these doesn't leave you helpless if you launch off-stage, and is focused on knock-back more than damage. You charge up Jigglypuff's attack, (You tell by how much since Jigglypuff inflates himself while you're charging) and once you let go of B it launches itself as if thrown down the stage. This has a very long range, from off-screen on the bridge of eldin to almost half-way along the bridge, and he goes out with his puffed up belly first. He only has 2 mid-air jumps if he goes off-stage and his recovery (and of course, body slam again for you AI who love using green missile to recover ) and deals a LOT of knockback, lots of it.

Down B, Mimic:
Think about Kirby, only... It is a counter, unlike Kirby's, in the way that when you use it when an opponent hits you with a special, you use it too. After this, you can use it 5 more times (since in the pokemon games the move always ends up with 5 PP) and this can copy a neutral, side or down special, depending on what Jigglypuff was hit by.

Up B, Fling: (there is only one move Jigglypuff can learn that could possibly be an Up B, so I can see why Sakurai hasn't given Jigglypuff one yet, especially since this is kind of obscure anyway) Basically, Jigglypuff hurtles himself into the air with a shadow force. (since it is dark type) It throws Jigglypuff up a little bit taller than Mario standing on top of Bowser's head in Smash. This goes three times as high if Jigglypuff is holding an item and uses this, but the item disappears. Out of rays ray guns and ut of fire fire flowers etc. only launch Jigglypuff up twice as high (and a bit).

Final smash, Dream eater:
Jigglypuff since a particularly sweet Jigglypuff song putting everybody on stage to sleep, even in the air. Jigglypuff then starts sucking out their hit points and regaining his own, at a rate of 10 hit points a second taking, and 8 hit points a second replenishing. This lasts 15 seconds, and at the end of, they get launched as they would being hit by a rest attack in brawl and getting a flower on their heads if they don't die.


Youngster Joey, 2 of his pokemon, a rattata and spearow - both by Jigglover!
Rattata:
A, head-butt: A simple head-butt. AA, head-butt: Head-butts twice in quick succession. AAA, head-butt: Continuously head-butts. Side smash, double edge: Charges up, and then hurtles itself in the direction you aimed. Up smash, sunny day: A sun briefly appears above rattata (think Zelda) for about 1.25 seconds. Down smash, grass knot: Creates knots of grass (did you guess!?) on each side of him about the size of pikachu crouching only higher. Staying true to the games, the heavier the opponent, the more damage it deals, so GaW is pleased with this attack, whereas Bowser is horrified. Specials: Neutral B, pursuit: This is an interesting attack, and though it may seem broken, it won't be. It releases a Bowser sized pulse of dark energy in front of it. If the opponent tries to shield, roll dodge or air dodge away from the attack, then the sheild fails and double damage and 0.25 more than the usual damage is dealt. This doesn't break a shield that was used 0.5 seconds before the attack has begun. Side B, blizzard: Realeases a fairly large gust of icy wind that freezes anyone it hits like IC in melee. No doubt this would in fact be icy wind, but unfortunately the TM was changed in gen 5 meaning Rattata can no longer learn it without trading. I suppose he can learn it via tutoring in B2/W2, so tell me if you want it changed. This is fairly basic, to be honest. Down B, (how could it not be) sucker punch: I'll be surprised if you didn't see this coming, but a counter attack using the dark energy Ganondorf uses. Simple, really. Up B, tail whip: This is kind of a copy of spearcopter, but since bandanna dee is far from in smash, I figured it'll be OK. It's basically a horizontal recovery, but you can control it quite a bit, and Rattata extends its tail at the end of the spin for a tether recovery, about 3/4 the length of Ivysaur's vine whip. Final smash, Hyper fang (mixed with a little bit of glare even though he can't learn it! :D): Rattata glares in front of itself at any opponents, and are fixed in their place with those freaky eyes from the game hovering in front of them. Rattata then sinks its teeth deeply into the character in various places with broken movement, and at the end, he uses crunch with the rocks on either side like rock smash's knockback and power x2.


Spearow:
A, peck: Does a quick nip with her beak.
AA, double peck: Does two quick nips with her beak.
AAA, fury attack: Does an endless amount of pecks in front of her.
Side smash, growl: Spearow cries its cry from the games and it creates a not-unlike-game look of the red ring in front of it or whichever way she charged. The more charging the further it travels and stronger it is.
Up smash, Thief: Spearow raises both of her wings next to her hitting any falcon punches from the side (etc.) and summons the animation from the games that looks so cool. If the opponent is holding an item then he drops. Gets rid of all parts of the dragoon he has collected, but is does not franklin badge or screw attack. If the opponent is glowing from the smash ball then if he is hit once more after getting hit by thief he loses it.
Down smash, false swipe: This attack and aerial ace, his neutral special, are similar, but oh well. An aerial ace-esque couple of slashes appear on both sides of her. True to the games, it deals practically no knock-back but a good chunk of health.

Specials:

Neutral special, aerial ace: Using similar graphics to the, 5 extremely quick slashes appear on all four corners of her as well as one through the middle. The description of aerial ace in XD says: 'An extremely speedy and unavoidable attack.' So, we have the speedy bit down, now unavoidable. This breaks through shields, roll and air dodges.

Side special, drill peck: Ok, this is kind of a copy of meta-knight's side special (which I just noticed, I thought of this attack before realising) where he begins to spin around, and shifts his body to spin in all kinds of different places.

Down special, faint attack: Disappears for a second and appears again dealing large knock-back but not much HP. This can be used as a recovery, since you can control it to go side-ways or upwards somewhat and it doesn't leave him helpless.

Up special (how could it not be), fly: Arguably the most important attack in the whole pokemon series has yet to be represented in smash. Now, this confused me, so I had to put it in Spearow's move-set. On top of Spearow's 4 mid-air jumps, he can use fly, which sends him sprawling in the air (like D3's) but you can control Spearow as he then comes down after a moment of stalling. This references multiple things in smash related to this move. First of all, the first move of fly is where he needs to charge for it, and that is why Spearow throws itself up in the air in smash. The second's stalling also references the charging aspect of this. Now, you can control him as he comes down into three slots if you like, referencing triple battles and how you can attack all three pokemon with this attack. This works because you control it freely until you go substantially above the stage where you get locked into the stage, and you can switch into three different places at the last minute to avoid any up smashes or something. This will be effective in 1v1, but not so much in team battles.

Final smash: Argh, there are three more moves I want Spearow to have. These are: Tri attack, whirlwind and Razor wind. So, I tried mixing all three of them for the final smash. 3 whirlwinds appear, trapping the opposition in them and racking up damage as quickly as a flower on their heads. Then Spearow causes multiple razor wind razors to cut across the stage, sometimes missing the trapped characters, but generally hitting at least one, like the Latio/as poke-ball or kat and ana. Spearow then finishes by releasing tri attack from it's body, doing one thing at random to each character (but you still see the beams heading for the characters). One, the freeze aspect of it, gives the opponent the effect that Articuno did in melee and freezie did in brawl (and melee), you should all know what I mean, I just don't know the name. :/ One stuns the opponent (paralysis) like the deku seed does in brawl or if you hold the shield down for too long, again, I don't know the name... Then the last (burn) causes a similar effect to PK Fire, though it is elongated, and at the end he gets a flower on his head referencing how burn hurts the pokemon in the pokemon games at the end of every battle.


K.K Slider by SmasherMaster:
Stats

Strength: 2/5
Speed: 3/5
Jump: 4/5
Fall: 2/5
Weight: 2.5/5
Traction: 3/5

A: quick punch 1%
AA: slower punch 3%
AAA: hits with guitar 5%

Dash Attack: Slider Slides and kicks %7

F Tilt- a regular punch 4%
U Tilt- a sweeping kick 6%
D Tilt- hits above him with his guitar 5%

F Smash- slams his guitar infront of him twice (4% each but 6% each if fully charged)
U Smash- holds his guitar upside-down and spins it multiple times (3% each time hit but 5% each time if fully charged)
D Smash- spins around with his guitar once (10% but 15% if fully charged)

N Air- Slider does a slide kick. 5%
F Air- Slider does a stabbing motion with his guitar head. 7%
B Air- Slider kicks behind him with both of his feet. 9%
U Air- Slider does a headbutt motion above him. 8%
D Air- K K Slider simply kicks underneath him. 5%

Neutral B- K. K. Rock. Slider strums his guitar and a musical night goes the direction you held. It goes as far as Mario’s fireball but it stays even after being hit. 6%
Side B- K. K. Swing, Slider throws his guitar, which goes around the length of 3 Donkey Kongs. It then comes backs back and flies into his arms. 7% damage for each time hit by the guitar.
Up B- K. K. Condor- K K Sider points the guitar underside odwn and play a hard rife. It out from underneath him (similar to the ones from DK’s final smash). Slider gets knocked up about the same amount of a jump and a half. Sound Wav gives about 8% damage.
Down B- K.K Lullaby. K K Slider plays a lullaby like music for about two seconds. Has the same effect and range as Jigglypuff’s Sing.

Final Smash- The K. K. Funk. K K Slider starts to play one of his songs for about 30 seconds. Animal Crossers are seen walking around the listening to his music. The spotlight goes on him, and nobody can see where they are. Animal Crossers cause about 7% damage each time they are walked into.


Pummel- Slider give them a headbutt. 3% damage each time.
F Throw- Slider lets go of his opponent and slams his guitar in their face. 9% damage
B Throw- Slider spins around and throws his opponent. 7%
U Throw- Slider throws his opponent us and then bring his guitar upwards. 10%
D Throw- Slider throws his opponent under him and knocks them on the head with his guitar. 12%

Side Taunt- K K Slider adjusts the string on his guitars.
Up Taunt- K K Slider tosses his guitar in the air and catches it.
Down Taunt- K K Slider strums his guitar. Then a string pop out.

Victory Poses
Slider plays the guitar on a stump.
Slider spins his guitar around twice and poses.

Losing Poses
Slider claps with his guitar on his knee.


Mallo by Kikwi-Kiwi:
Special moves:

I’ll carry the Special moves over from the eShop thread to here and explain further about his other animations.

* Neutral Special: Flying slam
Basically works the same way as how Bowser does his side special in Brawl. Mallo grabs his opponent and then slams his opponents by jumping up and crushing them to the ground. Though unlike Bowser, Mallo can’t use the claw attack (because he doesn’t have any claws... unless their under his gloves...). In order to avoid making it clone-ish. I would say give Bowser his old Side Special from Melee back and give his Brawl one to Mallo for this.

*Side Special: Block Push/Pull
Mallo grabs his opponent and then pushes or pulls them closer to the edge of the stage. During the pull you can press the button again to let him punch or throw his opponent away. His opponents can also resist by pushing/pulling him back.

*Up Special: carrier bird
He uses one of Poppy’s birds to fly him upwards. Kinda similar to Snake’s up special but Mallo has a bit more control of how far sideway’s he can fly. They can also damage any opponents that come in contact with them. After a short time of flight, he will let go and the bird flies away. This move is good for making up of his lower normal jumps since it can cover quite a distance from the ground.

*Down Special: Shockwave
Mallo does the signature sumo wrestlers Raise-your-feet-in-the-air-and-then-slam-it-to-the-ground move. Once his feet hits the ground it gives off a shockwave that can damage you’re opponents. The longer you charge the move up by holding down the button, the stronger it gets. If you charge the move to it's max, you can save the attack up for later use. Just Like Donkey Kong, Samus etc with their chargeable special moves.


Final Smash: Crashmo/Fallblox reset

Those who have played the games likely remember the reset switches that you can press on to start over the level if you get stuck. If you played Crashmo/fallblox, when you press those switches the puzzle you couldn’t complete comes falling down from the sky.
This is how I think his final smash would work; As Mallo activates the final smash he slams his feet to the ground getting any nearby opponents stuck to the ground, a reset switch appears next to him on the foreground as he jumps on it and then a Crashmo/Fallblox puzzle falls to the ground hitting you’re opponents and launching them away. Once Mallo finishes his final smash, Poppy’s birds come along and take the puzzle away from the stage and the battle continues.

Also if Mallo activates this final smash in the air, his stomp will act as a meteor smash and if he perform's it above a bottomless pit. The Crashmo/Fallblox puzzle will fall straight down without the bird's carrying it back up.

Mallo’s smash attacks.

*Neutral smash:
Mallo performs two punches on a similar speed as wario’s neutral smash.

*Side smash:
Mallo charges a stronger punch by moving his arm in circle’s and then dealing the blow onto the enemy by charging it straight at them.

*Down smash:
Mallo does a weaker variation of his down Special. He raises his feat in the air and then slams it onto the ground. It won’t send out a shockwave so you need to make sure it actually hit’s your opponent with this.

*Up smash:
Mallo charges his arm down, when the player lets go of the button he delivers a skyward punch.


Mallo’s aerial moves.

* Neutral smash:
Mallo waves his arm’s in a circular fashion kind of similar to the cute animation he does when he fall’s down in the games. He move can score multiple hits.

* Side smash:
It would be similar to how Ness did his aerial Side Smash in Smash 64.

* Down Smash:
I’d call this the “Mallo bomb”. He curls himself up into a ball and then makes a strong fall to the ground. I would say it’s his meteor smash.

* Up Smash:
Mallo does an upward punch.


Muddy mole, (shockingly) by Opossum:
A: Right Claw Swipe 2%
AA: Left Claw Swipe 3%
AAA: Alternating claw barrage. 2% per hit
A Side: Muddy does a small punch. Can be performed in quick succession. 8%
A Up: Muddy holds his hands up like a goal post and jumps up. 12%
A Down: Muddy gets low and kicks at the opponent’s feet. 14%
Dash A: Muddy does a leaping somersault forward. 13%

Smash Side: Muddy does a strong headbutt. 18%
Smash Up: Muddy spins upward corkscrewing his claws.22%
Smash Down: Muddy spins low to the ground kicking up a small wave of dirt to both of his sides. 20%

Air A: Muddy does a small midair cartwheel for weak damage. 5%
Forward Air A: Muddy slaps the foe weakly in midair. 4%
Backward Air A: Muddy roundhouse kicks in midair. 7%
Up Air A: Muddy sweeps his claws in an arc. 4%
Down Air A: Muddy kicks the opponent down with both feet. Meteor-Smash. 9%

Grab and Pummel: Muddy grabs the foe and knees them in the torso. 4%
Forward Throw: Muddy kicks the foe ahead of him. 10%
Back Throw: Muddy spins the opponent and throws them back, similar to Mario. 8%
Up Throw: Muddy digs under the foe and hits them with a tack from underneath, sending them upward. 15%
Down Throw: Muddy slams his foe into the ground, kicking up some dirt in the process. 12%

His Neutral B would be the iron ball. Press B once, and it spawns, and stays on the ground in front of you. You can keep it there, and it will act as an unbreakable wall. However, if you press B again when you are close to the ball, you can throw it at your opponent! It will be very slow and not very powerful at first, but if you hold B, Muddy will charge up the throw, increasing the speed, distance, and damage. However, if the opponent hits you during start up, you will drop the ball. The ball will eventually disappear if A.) Too much time passes without you throwing it, or B.) You hit the opponent. Only one Ball can be present at a time per Muddy Mole. It does 15% when pushed forward with no charge, 22% when charged. Going backwards, it does 20% uncharged, and 30% when charged.

His Side B will be the Hole Trap. Muddy would crouch low, dig a small hole, and then be able to leave the scene. The foe wouldn't know where the pitfall spot is, under normal circumstances. When it is stepped on, they fall into a pitfall. Muddy cannot get trapped by this move. So yeah, it's the pitfall item, essentially. Muddy can have up to two of these out on the stage at any given time. 0%

His Up B would be the cabbage jump. After Muddy Mole defeats a boss in his games, he saves one of his children, who pop out of a giant cabbage that falls from the sky, and leap up with a corkscrew-like jump. Muddy would essentially do the same. A giant cabbage would surround him, and he'd pop out using a Wario-like Corkscrew. If used in Midair, the cabbage will fall to the ground, potentially doing damage, and possibly a meteor-smash. When used on land, it disappears after use. I guess you can call it a mix between Wario's and Sonic's. 16% with the corkscrew, 10% if the cabbage hits you.

Muddy Mole's Down B would be Burrow. Going underground was key in Muddy Mole's adventures, so naturally Smash should reflect that. He would dig a hole, and go underground. If used on a passable platform, he'd fall through it. While underground, he can move around very fast, but at the expense of not being able to see where he is. By releasing B, he will pop out of the hole, causing minimal damage. However, you only have a three second time frame to stay underground, otherwise you are forcefully removed from the dirt. This would make up for Muddy's lackluster aerial game.

Finally, his Final Smash would be the Mole Family. When the Smash Ball is obtained, Muddy whistles loudly. His children and wife appear by his side and burrow into the stage. Going with Muddy's theme of stage control, his family makes the entire stage shake with violent tremors. To make matters worse, if the foe gets hit by one of the descending moles, they will be put into a Pitfall state. Every two or so seconds, the tremors cause 6% damage to any foe on the ground. Tripping is also slightly more likely. The effect only lasts for 15 seconds, but Muddy himself is free to move about and perpetuate the foe's agony by keeping them grounded. After 15 seconds, the family emerges. Muddy's wife puts the baby moles in their wagon, and they disappear.


Plusle and Minun by Jigglover:
A: Slash upwards while facing sideways with ears. 8% for Minun, 6% for Plusle.
AA: Slash back down while facing sideways with ears. 9% for Minun, 6% for Plusle
AAA: Slash up and down repeatedly with ears. 6% Each slash for Minun, 4% each slash for Plusle.
Up tilt and A: Criss-cross ears above them. 16% Short knock-back for Minun, 13% moderate knock-back for Plusle.
Up smash A: Minun jumps on top of Plusle (or vice versa) and jumps up with an electric ball in-between it's ears. 28% moderate knock-back. for Minun, 23% High knock-back for Plusle.
Side tilt A: Simple head-butt. Plusle and Minun both do it on differentiating sides and so it does not matter which way you tilt, as long as it is left or right. 13% per headbutt minimal knockback but enters the characters into the helpless state so has great edge-guarding capabilities. Since this uses both Plusle and Minun doing the same thing, the hit-box and knock-back stays the same for Plusle/ Minun.
Side smash A: Minun shoves Plusle (or vice versa depending on which way you smash the control stick) to the side and deals 26+ (21+ for Plusle) damage to anyone it hits. Plusle and Minun has priority over the attack once they are shoved but becomes helpless once the shove runs out. The player can make the character go anywhere, up, down, even turn around while their pokemon has been launched. The helpless state only lasts for 1.25 seconds, so if the pokemon is up a long way, it's possible to recover if it drops for a long time. Has a major percentage of knock-back (lesser so for Minun) and is to be feared. It also causes the pusher to trip, but will get back up in half a second.
Down tilt A: A simple kick on the ground in both directions. Trips anyone it hits and could be referred to as low kick ( I know he can't learn the pokemon move, just a suggestion.) It also delivers 21% (14% for Plusle) to anyone it hits but deals no knock-back for Minun whatsoever, it deals very small knockback for Plusle. Also, the character can't get up if either Plusle and/or Minun kicks them for 1 whole second.
Down smash A: They both simultaneously jump, then launch themselves off of each-others feet(?) at a slightly more horizontal angle of mario's fireball, so it's clearly more effective after being charged up and launched in the air. High knock-back capabilities (Guaranteed KO for any character above 45% if Plusle hits anyone) coupled with a 42% (34% for Plusle) possible hit-box makes this a move to watch very carefully for. Since it is a glass cannon move, it would be difficult to pull off. Also since Plusle is obviously the more dangerous user of this move, it is fired in the direction the character tilts the control stick after you begin charging the attack, with Minun being fired on the other side.
Neutral special: Fake tears. A brilliant move if you've been building up HP for the opponent, and need to finish it quickly. It also requires no charging. Plusle and Minun make no warning, and then suddenly shoots tears out of there eyes. You can control where the tears go for 6 seconds, but if an opponent starts coming towards you, then you can go straight into another move (minus that moves starting lag.) It deals 3% damage for each tear, but tears launch themselves in two's since there are two eyes, so unless he manages to roll to the side, it's 6% damage rapidly firing at him over and over again. It fires them upwards and is the meaning of a vertical finisher; It fires them straight up and has star KO's a plenty. Let me give you a taste of how strong it is. On Bridge of Eldin (It's the lowest stage of any stage) you can star KO opponents at 112% - that's if a horizontal finisher doesn't get him first.
Side special: Thunder wave. Does what it says, really. It creates a wave of thunder on both sides of Plusle and Minun and traps any characters it hits as it travels off-stage, it lasts for about 3 seconds, so if it hits anyone recovering, it can easily trap them and carry them beyond the blast-line.
Down-special: Baton pass. Plusle taps Minun (or vice versa) and creates a short shockwave launching for 0.45 seconds on the backs of both the characters. This enables the player to switch between plusle and minun freely with minimal(ish) lag (0.8 seconds) and can then control the other character. While switching, it leaves the pair completely vulnerable from the above, so the players have to time the switch pretty well.
Up B: Electro-ball. For this attack I wanted to make a reference to the fact that they're called: 'the cheer-leading pokemon' so naturally it would involve some cuteness. Plusle and Minun combine their electricity to create a giant ball of electricity and they jump on top of it, they can control it for a short amount of time to get back on stage. They do this while chanting their respective names and both wave pom-poms. it also meteor smashes any opponents that come into contact with the ball. 33% Very strong meteor smash.
Final smash: Charge beam. Both Plusle and Minun Go to the top of the screen, much like Lucario now, and they both use charge beam. I looks much like aura storm, but there are two of the beams (controlled symmetrically) and the beams are a little bit smaller. It also includes some things surrounding discharge to it, since random shocks of thunder come out of the beams if you press A during the smash
Taunt 1: They both: twirl, hi5, sleep and awaken in 2 -- 3 seconds.
Taunt 2: Plusle and Minun seperate, then launch a ball of electricity in-between each other to create a bigger ball in the middle of them deals 2% is caught in it and minimal damage.
Taunt 3: Plusle and Minun wrap one arm around the others neck, take out pompoms, wink, spin around and then put the pom poms away.
Victory pose 1: Both use rest and then snore, where musical notes come out of them and join in the middle, looking pretty.
Victory pose 2: They use attract, letting hearts swirl around them and for them to look into each other longingly.
Loss pose 1: They use fake tears and roll on the floor wailing.
Loss pose 2: Their ears flop down and they start shaking their head from side to side, then fall over onto their backs. This imitates what they do when they faint in pokemon colosseum, it just fits them well as a loss pose.


Proffesor Layton, by Kikwi-Kiwi:
Special moves.

This is just one idea I have involving his many inventions he made. I'm not thinking in a competitive way so don't expect me to go all technical or talking about combos and all.

Standard Special, Slot Machine Gun: He charges up his slot machine gun for a few moments. Once its charged he can shoot the coins out for about 5 seconds. Think Ivysaurs bullet seed move, except he shoots them sideways and are stronger, as well as having the potential to send his opponents flying.

Down Special, Catapult: His "Town Made" Catapult that Layton used against Descole in the Last Spectre/ Specters Call would be his side special move. Except it would be much smaller to more Layton size and it would stand right next to him. He can charge it up by holding down the button and release it in order to fire. The distance and strength he can fire his rocks depend on how long you hold down the button. He will automatically release if holding the button for too long.

Up Special, the Glider: The Glider he made in order to save Flora in Curious Village and to take down Don Paolo could be his Up Special move. He rises up 45 degrees skywards in a paper plane type fashion and then automatically switch to a glide like Meta Knight and Pit can. The tip of the Glider can deal quite a bit of damage and while he's in a glide phase (Unlike Pit, Meta Knight and Charizard) he can also deal a little bit of damage while in glide mode thanks to his contraption. The best way to take him down is to attack him from behind or from either below or upwards, not from the front. (unless you use a projectile.)

Side Special, the Photo Camera: Yeah this is a little bit less creative. Currently I can't really think of a better side special move since that does involve using a sword, I'm sorta trying to represent all four first Layton games so for referencing Pandora's Box. I chose the Photo Camera. There isn't really much to say, it basically works the same way as Mewtwo's Down Special from Melee except it has more range and he can blind his opponents even from behind if their close enough. Sorry it was either the Photo Camera, that Hamster or the good o'll fencing.

Smash attacks.

Since I believe his smashes will be involving him using a sword for his fencing job since he rarely actually delivers any punches in the games. From the games he looks like he fights much like Marth but I'll still try to differentiate him from him. Here goes.

* Side smash: Like the way Marth uses his side special in Brawl. With Layton doing some sort of stab attack. He used that move in the Elysian Box as well as the movie.
* Up-smash: He swings his sword more like the way Toon Link swings his up-smash in Brawl.
* Down-smash: In the Elysian Box when Layton was fighting Anton he sometimes did a small move where he dodges behind Anton and then attacked him from behind while he ducked if I remember correctly. So Laytons down-A smash attack would be him doing something similar to that. with him ducking behind his opponent and attacking them from behind.
* Neutral smash: He does a quick fencing barrage attack like he does in the games when he's fighting his opponents.

Aerial smash attacks.

* Up-air smash attack: Upwards stab attack. The tip which can cause damage similar to how the spikes do in Brawls stage builder.
* Front-air side smash: He does a regular stab attack.
* Back-air side smash attack: He does a backwards kick.
* Down-air smash attack: He does a downwards kick which can also be used as a meteor smash.
* Neutral-air smash attack: He does a spin attack with his sword. Similar to Link's up special at airborne. But without him gaining extra height and with less spinning around.

Grab attacks.

* When he's in idle grab motion and uses a basic attack. He hits the foe by simply kicking him/her.
* Back throw: He pushes his opponents towards the back and then following it with a stab attack.
* Forward throw: He forces his opponent into his catapult and then launching them away.
* Down throw: He rams his opponent towards the floor and then followed by him using his slot machine gun to shoot straight at his opponent.
* Up throw: He throws his opponent in the air followed by a quick stab up from his sword like the way Marth does his up-smash.

Final Smash.

His Final Smash would likely involve the Puzzles themselves. One way I thought of incorporating it without being too time consuming is Layton sending out a barrier the size of Luigi's negative zone, and anyone who is caught into it gets trapped in a quick puzzle session that lasts for about 10 or 15 seconds. If you can solve it correctly and quickly, you're opponents will then get harmed and knocked off. The quicker you solve it correctly the stronger the final smash's effect will be, the longer you take the weaker it will be. If it's an electricity based puzzle, you're opponents will get electrified. If it's an explosive type puzzle, they will get blown up etc. If you solve it incorrectly the final smash gets deactivated and none of your opponents will get harmed. the answers would be randomized each time. Though I think this FS may be too overpowering if say, computer opponents used it or if you managed to memorize every puzzle and how to answer them. So I'm not sure if this would be a fair FS or not. So I would be more than happy to hear others suggestions.


Samurai Goroh, by Opossum:
A: Right Katana Swipe 6%
AA: Left Katana Swipe 6%
AAA: Samurai Goroh performs a “Sparta Kick” for 8%
A Side: Goroh does an outwards swipe of the katana for 12%.
A Up: Goroh swiftly moves the sword up to a 120 degree angle for 9%.
A Down: Goroh jabs the katana down diagonally in front of his feet. 6%
Dash A: Does a stumbling-type movement and jabs the katana downward as he runs. Does 8%

Smash Side: Goroh swings the katana in an upward arc for 18%.
Smash Up: Swiftly brings his katana down from over his head to the ground for 20%.
Smash Down: Goroh swipes his katana along the ground in a circle and produces a small ring of fire for 22%.

Air A: Goroh does a somersault flip for 14%.
Up Air A: Goroh spins his katana upwards (similar in execution to Pit’s Up Air) for 10%.
Backward Air A: Goroh slashes his katana backwards for 7%.
Forward Air A: Goroh kicks outward for 4%.
Down Air A: Goroh slashes a downward flamed arc for 6%.

Grab and Pummel: Goroh grabs the foe and knees them in the torso. Pummel does 2%.
Forward Throw: Goroh picks up the foe and body slams them for 13%.
Back Throw: Goroh throws the foe back and kicks them for 8%.
Up Throw: Goroh throws foes upwards and jabs them with the katana for 9%.
Down Throw: Goroh throws the foe down on them and stomps on them for 12%.


His Neutral B would be the Stingray Slice. Samurai Goroh would slash his sword in an overly-fancy arc to start off the move. Then, in reference to his machine, the Fire Stingray, a flame emerges from the sword. It forms a Stingray shape, and glides along toward the opponent. It can reach the length of two and a half Battlefield platforms. Upon impact, the Stingray bursts for 15% damage and a fire effect.

His Side B will be the Katana Combo. This is somewhat similar to Marth’s Side B in some respects. Goroh steps forward and begin a katana slash, quickly succeeded by another. Now, for the third one, you could keep going for a normal slash, hit up for Goroh to do a headshot (this dazes opponents if sweet-spotted), or Down for a foot swipe which causes tripping. With all three hits, the move does 18%. It is a pretty good move for mix-ups.

His Up B would be the Fiery Tornado. Goroh swings his katana around him at a feverous pace. It glows, and then bursts into flames. He then rises upward in a tornado of fire while spinning. It does 18% and has a burn effect if opponents are hit.

Samurai Goroh's Down B would be Speed Boost. This is key to Goroh’s playstyle. Goroh first says, “I gotta go faster!” After a pause, he faintly glows red and jumps a bit. After this, for the next 30 seconds, all moves are executed 50% faster and do 5% more damage. In addition, he will move at Captain Falcon’s speed. It requires a ten second cool down before the next use.

Finally, his Final Smash would be Red Canyon Raid. Like in F-Zero GX, his lackeys would swarm the stage and attack the foes for 30%. Goroh will then go offscreen and return in the Fire Stingray, which zooms horizontally across the stage with the knockback of a racer on Port Town Aero Drive. This also causes an additional 25%.


Stafy Starfy by Opossum:
A: Small Spin with his arms. This spin can suck opponents toward him. 5%
AA: An additional spin in the opposite direction. 8%
AAA: A much larger spin that lasts much longer as you hold A. 12%
A Side: Starfy slaps the opponent quickly. 6%
A Up: Starfy leaps up with a headbutt. 13%
A Down: Starfy gets on the ground and does a spin similar to Starly’s crawling spin. 15%
Dash A: Starfy’s eyes bug out and he slides into the foe. 11%

Smash Side: Starfy punches forward and releases a small pearl when it connects. The pearl is just for show. 18%
Smash Up: Starfy spins upward corkscrewing his body. 22%
Smash Down: Starfy leaps up and when he hits the ground, a torrent of water hurts opponents on both sides. 17%

Air A: Starfy does a small aerial spin like a cartwheel. 12%
Forward Air A: Starfy leaps toward the opponent with a body slam-type motion. 20%
Backward Air A: Starfy leaps back and kicks the opponent. 9%
Up Air A: Starfy leaps upward on an air current and hits the foe with the top of his head. 9%
Down Air A: Starfy bashes a pearl below him to meteor smash opponents. 22%

Grab and Pummel: Starfy grabs opponents and hits them with his arms. 4% per pummel.
Forward Throw: Starfy kicks the foe ahead of him. 13%
Back Throw: Starfy jumps backwards and slams the opponent into the ground. 12%
Up Throw: Starfy tosses the foe in the air with high speed. 6%
Down Throw: Starfy slams his opponent downward with a pork cutlet. 18%


Starfy’s Neutral B is the Star Spin. Similar to his AAA combo, Starfy spins, but his spin can now cover distances. When you hold B, he charges up. When you release it, he does a long spin depending on how long you held B. During this time, you can move around while spinning, a bit like Metaknight’s tornado, but much less overpowered. If held for too long, Starfy goes into a dazed state while the familiar sound to Starfy fans plays. 15-30% depending on charge.

His Side B is the Ultra Star Spin. This is a corkscrew spin that Starfy does in his games. It is one of Starfy’s stronger moves, but it only covers a short distance (about the length of a Battlefield platform.). Opponents also get sucked toward the move. 28%

His Up B is the Level Warp Cauldron. At the end of a Starfy level, this cauldron appears and sends Starfy skyward to the next level. Basically, this appears under Starfy and simply sends him upward. The cauldron causes no damage, but if Starfy hits the opponent on the way up, it causes 23% damage.


Starfy’s Down B would be Shooting Star. This attack only works in the air. Starfy spins downward like a shooting star and hits the opponents for good knockback and 35% damage if sweetspotted, 20% otherwise.

Finally, his Final Smash would be Transformation. Bunston hops in to Assist Starfy. Starfy touches a stone of his, and goes through the process of transforming. First, he becomes Monstar, and covers the ground of the stage with fire similar in effect to Ness’s PK Fire. Next, he turns into Starfright and covers the aerial ares with shadowy will-o-wisps. If either of these hit, they combo at 15% each. Next, Starfy becomes Starpedo to freeze the opponents and take 3% damage every two seconds. Finally, he becomes Roostar and sends the opponents away with the loud chicken screech with high knockback. After this 20 second period, Starfy returns to normal and Bunston is sent away.


Glide: Yes
Crawl: Yes
Wall Jump: Yes
Wall Cling: No


Takamaru (specials only), by Opossum:
Neutral Special: Shurikens.

Takamaru, with lightning speed, throws shurikens in all four cardinal directions based on how long the charge was held. The pattern is >, ^, <, and V (assuming Takamaru is in the air.). The attack does about 10% per hit.

Side Special: Torch Touch

Also known as "Me trying to differentiate Takamaru's Fireballs from Mario or Luigi's." As these had a very short range in the source material, this is what I thought. Basically, if the opponent was close enough, Takamaru would touch them, but with some mystical power, set his opponent on fire. The burning foe will be semi trapped, being able to move slowly due to the damage stopping them each step. Typically, if the opponent doesn't shake it off, they stay ablaze for five cycles of damage, doing roughly 3% each time, doing up to 15%.

Up Special: Windmill Swords.

Takamaru leaps upwards and pulls out an additional katana. He spins the two beneath him to make the windmill sword effect, pushing him further upwards like a propeller. The gust sends opponents beneath Takamaru flying downwards. A swipe from the katana does 10%, 20% if at the sword's tip.

Down Special: Invisibility.

Takamaru drops a smoke bomb and when the dust settles, he turns invisible. For roughly 15 seconds, invisible Takamaru can do however he pleases and sneak up on foes to attack. He still can get hurt, however, but the facade won't break. Requires a 30 second cool down before using the move again.

Final Smash: Ancient Lightning

The stage gets covered by a misty fog and water deep enough so that all characters must swim. Except Takamaru, of course, because he can walk on water. Takamaru can then call down three bolts of lightning by pressing B. If the opponents get hit, or even worse, stay in the water as the lightning comes down, they get fried, doing great knockback, electric damage, and a total of 30%


Vaati, by SmashShadow:
Neutral Special - Warlocks Pyre:
You press B and Vaati starts charging fire in his hand and press it again to fire a fireball that moves in a straight horizontal line. You can reserve this moves charge for later by finishing the charge completely or dodging out of the attack.

Charge Lv.1: does 6% sends out a small fireball with little to no knockback and short range
Charge Lv.2: does 11% sends out a faster medium sized fireball with medium to little knockback with descent range
Charge Lv.3: does 18% sends out a a large sized fireball with large knockback and good range.
Charge Lv.4: does 25% sends out a ball of lightning that moves extremely quick(slightly faster than a fully charged charge shot by Samus) and has large knockback as well as range.
(Based off Wrath "Minish Cap", Reborn "Minish Cap" & Bat Form "Four Swords")



Down Special - Shadow Barb:
Throws a purple spike an extremely short distance that stays on the ground for 5 seconds before disappearing. Any player that runs into or falls on it will take damage much like the spikes in Brawl cause. The spikes each have 14HP before they are destroyed so other players can destroy them usually with a smash attack. He can have 2 of these on the stage at once before having to wait for one of his to be destroyed or vanish on its own before using this move again. (Based off Transfigured Form "Minish Cap") Does 7% damage a hit.

Up Special - Cyclone:
Creates a big cyclone beneath himself and rides it diagonally upwards. This attack picks up items as well as other players sucking them upwards. Though this attack does no damage it only leaves him semi-helpless and he can still use his A moves.
(Based off Bat Form "Four Swords Adventures" and 1st form "Four Swords" )

Down Special - Mage Ray:
He sends out a single orb on both sides of him slightly above his height. They both shoot directly downwards damaging any opponent below them. If used in the air he sends out only one directly above himself that shoots diagonally downward.
(Based off Reborn Form "Minish Cap") Does 10% damage

Final Smash: Vaati's Wrath



Wobbufet:
Stats:

Size- 5
Weight- 3
Ground Speed- 4
Jump- 7
Aerial Speed- 2
Fall Speed- 8
Traction- 5

Due to him being a "Punching Bag", Wobbuffet takes 50% less knockback

A: Slap 2% "F"
AA: Slap, Slap 2%, 2% "F"
AAA: Slap, Slap, Tail Slap 2%, 2%, 6% "D"
Running A: Runs and slaps 11% "D"

Tilt:

U-Tilt: Small Headbuut 8% "C"
D-Tilt: Low Slap 9% "D"
F-Tilt: Head Clap 10% "B"

Air:

N-Air: Tail Spin 15% "B"
U-Air: Overhead Clap 17% "B"
D-Air: Tail Drill 3% x 7 "D"
F-Air: Karate Chop 15% "B"
B-Air: Tail Whip 18% "A"

Grabs:

Pummel: Slap
U-Grab: Wobbuffet Headbutts his opponent up. 13% "C"
D-Grab: Wobbuffet Slaps his opponent with his tail, sending down, otg. 14% "C"
F-Grab: Wobbuffet Slaps his opponent. 12% "C"
B-Grab: Wobbuffet does a round house tail. 12% "C"

Smashes:

U-Smash: Head Smash 4% x 3, 12% "B"
D-Smash: Tail Sweep 18% "B"
F-Smash: Back Hand 22% "A"

Taunts:

1: Wobbuffet Salutes and says "Wobbuffet
2: Wobbuffet Puffs out his chest
3: Wobbuffet Yawns

Victory Poses:

1: Same as Taunt 1
2: Wobbuffet does the Egyptian dance
3: Wobbuffet eats a feast then says "Wobba"

Specials:

N-Special Counter: Puffs out his chest for 3 seconds. When Wobbuffet is hit, he slaps his opponent, dealing 150% of the damage he would have received and does the same amount of the moves knock back.

F-Special Encore: Shoots a ball of light that does 0%. When it hits an opponent, it traps them in a loop of the last special move they did for 7 seconds. (if no special move was used, it uses the N-Special). When he casts it with in 30 seconds of the last casting time, the encore fails and wobbuffet looks surprised

U-Special Tailicopter: Spins his tail really fast, causing him to rise to (around a ness double jump) in height. Becomes helpless afterwords.

D-Special Magic coat: Reflects a projectile at 2x the speed, dealing 150% of the projectiles damage and the same amount of the projectiles knock back

Final Smash Destiny Bound: Wobbuffet resets his damage counter to 300% and is given an aura. When wobbuffet is KO'ed while he has this aura, the KO'er is dragged off the screen and is KO'ed by wobbuffet. (When wobbuffet dies due to SD, the aura goes away when he respawns)
 

~ Valkyrie ~

Holy Maiden Warrior
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Arcadenik: Of course you can! That's why I named this "General Moveset Thread". Go ahead.

(And Ivan support thread, hahahah... can't see that happening.)

Moving my moveset here:


[COLLAPSE=" Ivan (Golden Sun)"]
Ivan (Golden Sun)

Size: 5/10
Weight: 2.5/10
Defense: 3.5/10
Power: 3/10
Special: 8/10
Range: 8.5/10
Speed: 9/10
Jump: 8/10

Playstyle

Ivan can be classified as a mix of a fragile speedster and a spellcasting fighter. He’s very quick and nimble, and being a Jupiter Adept, can read his enemy’s movements and attack patterns, enabling him to strike first surehandedly.

Rather than attacking with his rod, Ivan uses his huge array of spells to attack, centering primarily around Jupiter Psynergy that harness electricity and wind. Most of these can inflict considerable amount of damage or annoy his opponents by either blowing them away or stunning them. Also the spells have an amazing range: thus Ivan’s strengths can be used the best by fighting in distance rather than close combat.
However, Ivan is quite frail due being young and thus isn’t very strong in means of physical power. While this can be somewhat fixed by equipping him with the stronger weapons below, his low defenses and weight makes him easier to send flying, compared to his bulkier companions.

Tips

- Ivan’s weaker, physical attacks can be useful to keep his enemies in a favourable distance from him. Let the spells rip when you shove those opponents away with his rod! The wind attacks can also be used to zone the enemy for this, but they tend to have longer startup.

- Certain electrical attacks have a ball of bolt extending from the end of the zap, which indicates a sweetspot. It can do considerable amount of damage if hit, but like Marth's Falchion, you have to hit it from a certain range enough to land it on the little bolt.

- Ivan's agility can be very rewarding if mastered: it helps baiting the enemy around and stringing attacks together thus easier, along with defending Ivan from being easily catched due his light weight. You need to take it slow when trying to keep a distance from the opponent though if you wish to not make him run right at his, enemy when moving around.



Special Moves

Standard Special: Spark Plasma

A long-chargaeble attack. Ivan charges the electric power on his rod or sword, and then calls for purple thunderbolts to hit the area around him.
The amount of thunderbolts and damage depends on how long you have charged, up to 7 bolts. This is one of Ivan’s most potent KO attacks, being quite powerful in both knockback and damage, especially if the bolts manage to hit the opponent multiple times.
Damage: 8%-13% (per bolt) Knockback: Moderate to High


Side Special: Sonic Slash
Ivan swings his rod or sword up to three times depending on the button input, creating 3 purple air swath blades. These have large range due their size (half the size as Ivan) and travels quite far and bear the trademark speed of the Ivan itself. The damage isn’t too much to brag upon but it is a versatile approaching projectile move due it’s range and speed.
Damage: 6-8 per blade. Knockback: Low


Up Special: Whirlwind
Ivan creates a miniature whirlwind in front of him and sends it off. This can blow enemies away, making it an excellent move for edgeguarding. When used in the air, Ivan is enveloped inside a whirlwind which can be moved around and trap in enemies before sending them off to different directions. (Identical to Tornado from Kirby-series)
(Aerial) Damage: 7%-9% if connecting fully. Knockback: Low to Moderate

Down Special: Bind
Ivan casts Bind on his opponent, trapping him or her inside a trigonal seal. This prevents the opponent of using any kind of projectile attack for a short time. If used repeatedly though Bind’s duration and effectiveness diminish until it has no effect: thus the psynergy has to be recharged in time to work again. This move is best used sparingly.

Final Smash: Thor
When activated, Ivan collects up his Jupiter Djinn who form into a magical seal summoning Thor out from his dimension. Thor does a cool freefall until he hits the battlefield with a huge thud, stunning the opponents near him.
When summoned, Thor proceeds to zap Ivan’s opponents severely, similar to Zapdos’s Thundershock from Melee. Then he would move into either direction, left or right, and slam his huge hammer on the ground, killing the opponents in the way. After this he disappears.
If there’s no opponent in the way he’s facing, the opponents were lucky enough to be spared and continue battling. It’s bit based on luck on which way he hits.

Damage:
Shockwave: 12% to 15%.
Thundershock: Up to 40% (if hit by the thundershock from the beginning)
Hammer Slam: 36% and High Knockback

- Notable Moves -

Side Smash: Sonic Smash
Ivan charges his weapon as the Jupiter Djinn Gust is drawn to it inside a purple aura- when released he lunges forward and slashes or strikes the enemy once (or twice) very quickly. Has a chance to hit twice for double damage.
Damage: 12%, 16% if fully charged. Knockback: Moderate


[/COLLAPSE]
 

Big-Cat

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I kind of feel this thread is redundant since we have MYM and couldn't these posts be in their respective threads?

Of course, I have no intention of resurrecting the Kumatora support thread from Brawl (boy was I moron), so this would be the place I could post my idea of a moveset here.
 

Curious Villager

Puzzles...
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Sure, here's mine.

Professor Layton.
Special moves.

This is just one idea I have involving his many inventions he made. I'm not thinking in a competitive way so don't expect me to go all technical or talking about combos and all.

Standard Special, Slot Machine Gun: He charges up his slot machine gun for a few moments. Once its charged he can shoot the coins out for about 5 seconds. Think Ivysaurs bullet seed move, except he shoots them sideways and are stronger, as well as having the potential to send his opponents flying.

Down Special, Catapult: His "Town Made" Catapult that Layton used against Descole in the Last Spectre/ Specters Call would be his side special move. Except it would be much smaller to more Layton size and it would stand right next to him. He can charge it up by holding down the button and release it in order to fire. The distance and strength he can fire his rocks depend on how long you hold down the button. He will automatically release if holding the button for too long.

Up Special, the Glider: The Glider he made in order to save Flora in Curious Village and to take down Don Paolo could be his Up Special move. He rises up 45 degrees skywards in a paper plane type fashion and then automatically switch to a glide like Meta Knight and Pit can. The tip of the Glider can deal quite a bit of damage and while he's in a glide phase (Unlike Pit, Meta Knight and Charizard) he can also deal a little bit of damage while in glide mode thanks to his contraption. The best way to take him down is to attack him from behind or from either below or upwards, not from the front. (unless you use a projectile.)

Side Special, the Photo Camera: Yeah this is a little bit less creative. Currently I can't really think of a better side special move since that does involve using a sword, I'm sorta trying to represent all four first Layton games so for referencing Pandora's Box. I chose the Photo Camera. There isn't really much to say, it basically works the same way as Mewtwo's Down Special from Melee except it has more range and he can blind his opponents even from behind if their close enough. Sorry it was either the Photo Camera, that Hamster or the good o'll fencing. :p

Smash attacks.

Since I believe his smashes will be involving him using a sword for his fencing job since he rarely actually delivers any punches in the games. From the games he looks like he fights much like Marth but I'll still try to differentiate him from him. Here goes.

* Side smash: Like the way Marth uses his side special in Brawl. With Layton doing some sort of stab attack. He used that move in the Elysian Box as well as the movie.
* Up-smash: He swings his sword more like the way Toon Link swings his up-smash in Brawl.
* Down-smash: In the Elysian Box when Layton was fighting Anton he sometimes did a small move where he dodges behind Anton and then attacked him from behind while he ducked if I remember correctly. So Laytons down-A smash attack would be him doing something similar to that. with him ducking behind his opponent and attacking them from behind.
* Neutral smash: He does a quick fencing barrage attack like he does in the games when he's fighting his opponents.

Aerial smash attacks.

* Up-air smash attack: Upwards stab attack. The tip which can cause damage similar to how the spikes do in Brawls stage builder.
* Front-air side smash: He does a regular stab attack.
* Back-air side smash attack: He does a backwards kick.
* Down-air smash attack: He does a downwards kick which can also be used as a meteor smash.
* Neutral-air smash attack: He does a spin attack with his sword. Similar to Link's up special at airborne. But without him gaining extra height and with less spinning around.

Grab attacks.

* When he's in idle grab motion and uses a basic attack. He hits the foe by simply kicking him/her.
* Back throw: He pushes his opponents towards the back and then following it with a stab attack.
* Forward throw: He forces his opponent into his catapult and then launching them away.
* Down throw: He rams his opponent towards the floor and then followed by him using his slot machine gun to shoot straight at his opponent.
* Up throw: He throws his opponent in the air followed by a quick stab up from his sword like the way Marth does his up-smash.

Final Smash.

His Final Smash would likely involve the Puzzles themselves. One way I thought of incorporating it without being too time consuming is Layton sending out a barrier the size of Luigi's negative zone, and anyone who is caught into it gets trapped in a quick puzzle session that lasts for about 10 or 15 seconds. If you can solve it correctly and quickly, you're opponents will then get harmed and knocked off. The quicker you solve it correctly the stronger the final smash's effect will be, the longer you take the weaker it will be. If it's an electricity based puzzle, you're opponents will get electrified. If it's an explosive type puzzle, they will get blown up etc. If you solve it incorrectly the final smash gets deactivated and none of your opponents will get harmed. the answers would be randomized each time. Though I think this FS may be too overpowering if say, computer opponents used it or if you managed to memorize every puzzle and how to answer them. So I'm not sure if this would be a fair FS or not. So I would be more than happy to hear others suggestions.

Mallo. *UPDATE* Included grab attack moves.
Special moves.​

I’ll carry the Special moves over from the eShop thread to here and explain further about his other animations.

* Neutral Special: Flying slam
Basically works the same way as how Bowser does his side special in Brawl. Mallo grabs his opponent and then slams his opponents by jumping up and crushing them to the ground. Though unlike Bowser, Mallo can’t use the claw attack (because he doesn’t have any claws... unless their under his gloves...). In order to avoid making it clone-ish. I would say give Bowser his old Side Special from Melee back and give his Brawl one to Mallo for this.

*Side Special: Block Push/Pull
Mallo grabs his opponent and then pushes or pulls them closer to the edge of the stage. During the pull you can press the button again to let him punch or throw his opponent away. His opponents can also resist by pushing/pulling him back.

*Up Special: carrier bird
He uses one of Poppy’s birds to fly him upwards. Kinda similar to Snake’s up special but Mallo has a bit more control of how far sideway’s he can fly. They can also damage any opponents that come in contact with them. After a short time of flight, he will let go and the bird flies away. This move is good for making up of his lower normal jumps since it can cover quite a distance from the ground.

*Down Special: Shockwave
Mallo does the signature sumo wrestlers Raise-your-feet-in-the-air-and-then-slam-it-to-the-ground move. Once his feet hits the ground it gives off a shockwave that can damage you’re opponents. The longer you charge the move up by holding down the button, the stronger it gets. If you charge the move to it's max, you can save the attack up for later use. Just Like Donkey Kong, Samus etc with their chargeable special moves.


Final Smash: Crashmo/Fallblox reset​

Those who have played the games likely remember the reset switches that you can press on to start over the level if you get stuck. If you played Crashmo/fallblox, when you press those switches the puzzle you couldn’t complete comes falling down from the sky.
This is how I think his final smash would work; As Mallo activates the final smash he slams his feet to the ground getting any nearby opponents stuck to the ground, a reset switch appears next to him on the foreground as he jumps on it and then a Crashmo/Fallblox puzzle falls to the ground hitting you’re opponents and launching them away. Once Mallo finishes his final smash, Poppy’s birds come along and take the puzzle away from the stage and the battle continues.

Also if Mallo activates this final smash in the air, his stomp will act as a meteor smash and if he perform's it above a bottomless pit. The Crashmo/Fallblox puzzle will fall straight down without the bird's carrying it back up.

Mallo’s smash attacks.​

*Neutral smash:
Mallo performs two punches on a similar speed as wario’s neutral smash.

*Side smash:
Mallo charges a stronger punch by moving his arm in circle’s and then dealing the blow onto the enemy by charging it straight at them.

*Down smash:
Mallo does a weaker variation of his down Special. He raises his feat in the air and then slams it onto the ground. It won’t send out a shockwave so you need to make sure it actually hit’s your opponent with this.

*Up smash:
Mallo charges his arm down, when the player lets go of the button he delivers a skyward punch.


Mallo’s aerial moves.​

* Neutral smash:
Mallo waves his arm’s in a circular fashion kind of similar to the cute animation he does when he fall’s down in the games. He move can score multiple hits.

* Side smash:
It would be similar to how Ness did his aerial Side Smash in Smash 64.

* Down Smash:
I’d call this the “Mallo bomb”. He curls himself up into a ball and then makes a strong fall to the ground. I would say it’s his meteor smash.

* Up Smash:
Mallo does an upward punch.

Mallo's grab attacks.​

* Neutral grab attack: Mallo deals regulr punches to his opponent to rack up more damage.

* Forward throw: Mallo pushes his opponent three steps forward and then throw's his opponent forward.

* Backward throw: Mallow pulls his opponent three steps backward and then throws his opponent backwards.

* Skyward throw: Mallo smashes his opponent to the floor and then throws him/her skyward.

* Downward throw: Mallo jumps up and then dives hard to crush his opponent.
 

~ Valkyrie ~

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Isn't Make Your Move more of a contest? I mean most of people here post movesets a lot around in support threads and cluttering MYM with them would be pointless and annoying for them.
 

jigglover

Smash Lord
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Young horsetail, I wouldn't mind at all putting all of the sets onto my post, which besides your's is the first. Seriously, I may get a tiny bit behind (such as no computer over Christmas) but I'll find the time. I won't start until you gave me consent... so...
 

~ Valkyrie ~

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Well if you really want to do it, then sure. Though I wish it doesn't make browsing this first page of the topic too difficult. But go ahead. a_(-l´l)
 

Opossum

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Hmm...I'll post mine.



[collapse="Takamaru (specials only)"]Neutral Special: Shurikens.

Takamaru, with lightning speed, throws shurikens in all four cardinal directions based on how long the charge was held. The pattern is >, ^, <, and V (assuming Takamaru is in the air.). The attack does about 10% per hit.

Side Special: Torch Touch

Also known as "Me trying to differentiate Takamaru's Fireballs from Mario or Luigi's." As these had a very short range in the source material, this is what I thought. Basically, if the opponent was close enough, Takamaru would touch them, but with some mystical power, set his opponent on fire. The burning foe will be semi trapped, being able to move slowly due to the damage stopping them each step. Typically, if the opponent doesn't shake it off, they stay ablaze for five cycles of damage, doing roughly 3% each time, doing up to 15%.

Up Special: Windmill Swords.

Takamaru leaps upwards and pulls out an additional katana. He spins the two beneath him to make the windmill sword effect, pushing him further upwards like a propeller. The gust sends opponents beneath Takamaru flying downwards. A swipe from the katana does 10%, 20% if at the sword's tip.

Down Special: Invisibility.

Takamaru drops a smoke bomb and when the dust settles, he turns invisible. For roughly 15 seconds, invisible Takamaru can do however he pleases and sneak up on foes to attack. He still can get hurt, however, but the facade won't break. Requires a 30 second cool down before using the move again.

Final Smash: Ancient Lightning

The stage gets covered by a misty fog and water deep enough so that all characters must swim. Except Takamaru, of course, because he can walk on water. Takamaru can then call down three bolts of lightning by pressing B. If the opponents get hit, or even worse, stay in the water as the lightning comes down, they get fried, doing great knockback, electric damage, and a total of 30%
[/Collapse]


[COLLAPSE="Samurai Goroh"]A: Right Katana Swipe 6%
AA: Left Katana Swipe 6%
AAA: Samurai Goroh performs a “Sparta Kick” for 8%
A Side: Goroh does an outwards swipe of the katana for 12%.
A Up: Goroh swiftly moves the sword up to a 120 degree angle for 9%.
A Down: Goroh jabs the katana down diagonally in front of his feet. 6%
Dash A: Does a stumbling-type movement and jabs the katana downward as he runs. Does 8%

Smash Side: Goroh swings the katana in an upward arc for 18%.
Smash Up: Swiftly brings his katana down from over his head to the ground for 20%.
Smash Down: Goroh swipes his katana along the ground in a circle and produces a small ring of fire for 22%.

Air A: Goroh does a somersault flip for 14%.
Up Air A: Goroh spins his katana upwards (similar in execution to Pit’s Up Air) for 10%.
Backward Air A: Goroh slashes his katana backwards for 7%.
Forward Air A: Goroh kicks outward for 4%.
Down Air A: Goroh slashes a downward flamed arc for 6%.

Grab and Pummel: Goroh grabs the foe and knees them in the torso. Pummel does 2%.
Forward Throw: Goroh picks up the foe and body slams them for 13%.
Back Throw: Goroh throws the foe back and kicks them for 8%.
Up Throw: Goroh throws foes upwards and jabs them with the katana for 9%.
Down Throw: Goroh throws the foe down on them and stomps on them for 12%.


His Neutral B would be the Stingray Slice. Samurai Goroh would slash his sword in an overly-fancy arc to start off the move. Then, in reference to his machine, the Fire Stingray, a flame emerges from the sword. It forms a Stingray shape, and glides along toward the opponent. It can reach the length of two and a half Battlefield platforms. Upon impact, the Stingray bursts for 15% damage and a fire effect.

His Side B will be the Katana Combo. This is somewhat similar to Marth’s Side B in some respects. Goroh steps forward and begin a katana slash, quickly succeeded by another. Now, for the third one, you could keep going for a normal slash, hit up for Goroh to do a headshot (this dazes opponents if sweet-spotted), or Down for a foot swipe which causes tripping. With all three hits, the move does 18%. It is a pretty good move for mix-ups.

His Up B would be the Fiery Tornado. Goroh swings his katana around him at a feverous pace. It glows, and then bursts into flames. He then rises upward in a tornado of fire while spinning. It does 18% and has a burn effect if opponents are hit.

Samurai Goroh's Down B would be Speed Boost. This is key to Goroh’s playstyle. Goroh first says, “I gotta go faster!” After a pause, he faintly glows red and jumps a bit. After this, for the next 30 seconds, all moves are executed 50% faster and do 5% more damage. In addition, he will move at Captain Falcon’s speed. It requires a ten second cool down before the next use.

Finally, his Final Smash would be Red Canyon Raid. Like in F-Zero GX, his lackeys would swarm the stage and attack the foes for 30%. Goroh will then go offscreen and return in the Fire Stingray, which zooms horizontally across the stage with the knockback of a racer on Port Town Aero Drive. This also causes an additional 25%.
[/COLLAPSE]

[COLLAPSE="Starfy"]A: Small Spin with his arms. This spin can suck opponents toward him. 5%
AA: An additional spin in the opposite direction. 8%
AAA: A much larger spin that lasts much longer as you hold A. 12%
A Side: Starfy slaps the opponent quickly. 6%
A Up: Starfy leaps up with a headbutt. 13%
A Down: Starfy gets on the ground and does a spin similar to Starly’s crawling spin. 15%
Dash A: Starfy’s eyes bug out and he slides into the foe. 11%

Smash Side: Starfy punches forward and releases a small pearl when it connects. The pearl is just for show. 18%
Smash Up: Starfy spins upward corkscrewing his body. 22%
Smash Down: Starfy leaps up and when he hits the ground, a torrent of water hurts opponents on both sides. 17%

Air A: Starfy does a small aerial spin like a cartwheel. 12%
Forward Air A: Starfy leaps toward the opponent with a body slam-type motion. 20%
Backward Air A: Starfy leaps back and kicks the opponent. 9%
Up Air A: Starfy leaps upward on an air current and hits the foe with the top of his head. 9%
Down Air A: Starfy bashes a pearl below him to meteor smash opponents. 22%

Grab and Pummel: Starfy grabs opponents and hits them with his arms. 4% per pummel.
Forward Throw: Starfy kicks the foe ahead of him. 13%
Back Throw: Starfy jumps backwards and slams the opponent into the ground. 12%
Up Throw: Starfy tosses the foe in the air with high speed. 6%
Down Throw: Starfy slams his opponent downward with a pork cutlet. 18%


Starfy’s Neutral B is the Star Spin. Similar to his AAA combo, Starfy spins, but his spin can now cover distances. When you hold B, he charges up. When you release it, he does a long spin depending on how long you held B. During this time, you can move around while spinning, a bit like Metaknight’s tornado, but much less overpowered. If held for too long, Starfy goes into a dazed state while the familiar sound to Starfy fans plays. 15-30% depending on charge.

His Side B is the Ultra Star Spin. This is a corkscrew spin that Starfy does in his games. It is one of Starfy’s stronger moves, but it only covers a short distance (about the length of a Battlefield platform.). Opponents also get sucked toward the move. 28%

His Up B is the Level Warp Cauldron. At the end of a Starfy level, this cauldron appears and sends Starfy skyward to the next level. Basically, this appears under Starfy and simply sends him upward. The cauldron causes no damage, but if Starfy hits the opponent on the way up, it causes 23% damage.


Starfy’s Down B would be Shooting Star. This attack only works in the air. Starfy spins downward like a shooting star and hits the opponents for good knockback and 35% damage if sweetspotted, 20% otherwise.

Finally, his Final Smash would be Transformation. Bunston hops in to Assist Starfy. Starfy touches a stone of his, and goes through the process of transforming. First, he becomes Monstar, and covers the ground of the stage with fire similar in effect to Ness’s PK Fire. Next, he turns into Starfright and covers the aerial ares with shadowy will-o-wisps. If either of these hit, they combo at 15% each. Next, Starfy becomes Starpedo to freeze the opponents and take 3% damage every two seconds. Finally, he becomes Roostar and sends the opponents away with the loud chicken screech with high knockback. After this 20 second period, Starfy returns to normal and Bunston is sent away.


Glide: Yes
Crawl: Yes
Wall Jump: Yes
Wall Cling: No[/COLLAPSE]

[COLLAPSE="Muddy Mole"]A: Right Claw Swipe 2%
AA: Left Claw Swipe 3%
AAA: Alternating claw barrage. 2% per hit
A Side: Muddy does a small punch. Can be performed in quick succession. 8%
A Up: Muddy holds his hands up like a goal post and jumps up. 12%
A Down: Muddy gets low and kicks at the opponent’s feet. 14%
Dash A: Muddy does a leaping somersault forward. 13%

Smash Side: Muddy does a strong headbutt. 18%
Smash Up: Muddy spins upward corkscrewing his claws.22%
Smash Down: Muddy spins low to the ground kicking up a small wave of dirt to both of his sides. 20%

Air A: Muddy does a small midair cartwheel for weak damage. 5%
Forward Air A: Muddy slaps the foe weakly in midair. 4%
Backward Air A: Muddy roundhouse kicks in midair. 7%
Up Air A: Muddy sweeps his claws in an arc. 4%
Down Air A: Muddy kicks the opponent down with both feet. Meteor-Smash. 9%

Grab and Pummel: Muddy grabs the foe and knees them in the torso. 4%
Forward Throw: Muddy kicks the foe ahead of him. 10%
Back Throw: Muddy spins the opponent and throws them back, similar to Mario. 8%
Up Throw: Muddy digs under the foe and hits them with a tack from underneath, sending them upward. 15%
Down Throw: Muddy slams his foe into the ground, kicking up some dirt in the process. 12%

His Neutral B would be the iron ball. Press B once, and it spawns, and stays on the ground in front of you. You can keep it there, and it will act as an unbreakable wall. However, if you press B again when you are close to the ball, you can throw it at your opponent! It will be very slow and not very powerful at first, but if you hold B, Muddy will charge up the throw, increasing the speed, distance, and damage. However, if the opponent hits you during start up, you will drop the ball. The ball will eventually disappear if A.) Too much time passes without you throwing it, or B.) You hit the opponent. Only one Ball can be present at a time per Muddy Mole. It does 15% when pushed forward with no charge, 22% when charged. Going backwards, it does 20% uncharged, and 30% when charged.

His Side B will be the Hole Trap. Muddy would crouch low, dig a small hole, and then be able to leave the scene. The foe wouldn't know where the pitfall spot is, under normal circumstances. When it is stepped on, they fall into a pitfall. Muddy cannot get trapped by this move. So yeah, it's the pitfall item, essentially. Muddy can have up to two of these out on the stage at any given time. 0%

His Up B would be the cabbage jump. After Muddy Mole defeats a boss in his games, he saves one of his children, who pop out of a giant cabbage that falls from the sky, and leap up with a corkscrew-like jump. Muddy would essentially do the same. A giant cabbage would surround him, and he'd pop out using a Wario-like Corkscrew. If used in Midair, the cabbage will fall to the ground, potentially doing damage, and possibly a meteor-smash. When used on land, it disappears after use. I guess you can call it a mix between Wario's and Sonic's. 16% with the corkscrew, 10% if the cabbage hits you.

Muddy Mole's Down B would be Burrow. Going underground was key in Muddy Mole's adventures, so naturally Smash should reflect that. He would dig a hole, and go underground. If used on a passable platform, he'd fall through it. While underground, he can move around very fast, but at the expense of not being able to see where he is. By releasing B, he will pop out of the hole, causing minimal damage. However, you only have a three second time frame to stay underground, otherwise you are forcefully removed from the dirt. This would make up for Muddy's lackluster aerial game.

Finally, his Final Smash would be the Mole Family. When the Smash Ball is obtained, Muddy whistles loudly. His children and wife appear by his side and burrow into the stage. Going with Muddy's theme of stage control, his family makes the entire stage shake with violent tremors. To make matters worse, if the foe gets hit by one of the descending moles, they will be put into a Pitfall state. Every two or so seconds, the tremors cause 6% damage to any foe on the ground. Tripping is also slightly more likely. The effect only lasts for 15 seconds, but Muddy himself is free to move about and perpetuate the foe's agony by keeping them grounded. After 15 seconds, the family emerges. Muddy's wife puts the baby moles in their wagon, and they disappear.[/COLLAPSE]
 

SmashShadow

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I only make movesets for specials usually.
Anyways...

[collapse="Vaati"]
Neutral Special - Warlocks Pyre:
You press B and Vaati starts charging fire in his hand and press it again to fire a fireball that moves in a straight horizontal line. You can reserve this moves charge for later by finishing the charge completely or dodging out of the attack.

Charge Lv.1: does 6% sends out a small fireball with little to no knockback and short range
Charge Lv.2: does 11% sends out a faster medium sized fireball with medium to little knockback with descent range
Charge Lv.3: does 18% sends out a a large sized fireball with large knockback and good range.
Charge Lv.4: does 25% sends out a ball of lightning that moves extremely quick(slightly faster than a fully charged charge shot by Samus) and has large knockback as well as range.
(Based off Wrath "Minish Cap", Reborn "Minish Cap" & Bat Form "Four Swords")



Down Special - Shadow Barb:
Throws a purple spike an extremely short distance that stays on the ground for 5 seconds before disappearing. Any player that runs into or falls on it will take damage much like the spikes in Brawl cause. The spikes each have 14HP before they are destroyed so other players can destroy them usually with a smash attack. He can have 2 of these on the stage at once before having to wait for one of his to be destroyed or vanish on its own before using this move again. (Based off Transfigured Form "Minish Cap") Does 7% damage a hit.

Up Special - Cyclone:
Creates a big cyclone beneath himself and rides it diagonally upwards. This attack picks up items as well as other players sucking them upwards. Though this attack does no damage it only leaves him semi-helpless and he can still use his A moves.
(Based off Bat Form "Four Swords Adventures" and 1st form "Four Swords" )

Down Special - Mage Ray:
He sends out a single orb on both sides of him slightly above his height. They both shoot directly downwards damaging any opponent below them. If used in the air he sends out only one directly above himself that shoots diagonally downward.
(Based off Reborn Form "Minish Cap") Does 10% damage

Final Smash: Vaati's Wrath [/collapse]
[collapse="Balloon Fighter"] I also have a moveset although I did borrow some of Spydr Enzo's ideas.

Neutral B: Package
Balloon Fighter pulls out a package much like link does and can throw it as a projectile. The brown package itself does about 7% damage but rarely you'll get a red package which will explode on impact doing 21% damage. (Inspired form Balloon Trip Breeze)

Side B: Flipper
A multi-hit attck in which he pulls out a flipper much in the same way Pit does though less spammy and lengthy. It reflects projectiles and the last hit sends the opponent flying in the opposite direction like the flipper from Melee did.

Down B: Balloon Pump
All that is needed to begin pumping the Balloon is the simple "Down + B" input. Whether on the ground or in midair, the Balloon Fighter will begin pumping. It takes five pumps for one Balloon, and each pump is about half a second (5 seconds total for both balloons). If the Balloon Fighter is hit while pumping, the Balloon will pop and he will have to start over. So be sure you have a couple seconds handy.

Up B: Boost Balloon
Balloon Fighter takes one of his balloons and pops it at the bottom.

In the air:
At the cost of 1 balloon, he will hold the deflating balloon as he rises while it shoots out a stream of air below him. This will act like R.O.B's Robo Burner but relatively short as it last only 1.5 seconds. Not only that but the stream of air below him acts like F.L.U.D.D or Watergun and pushes enemies below him downwards. This can be used to meteor smash opponents. This special doesn't put you in special fall and can be used twice.

On the ground:
Balloon fighter lets go of the popped balloon as it heads straight up. The balloon will hit the opponent doing 7% damage but because of the wind spewing below the balloon it will cause the person hit to be sent falling downward instead of to the sides. This attack is relatively quick and helpful for getting opponents out of the air.


Changes:
-Spydr's side B to his dash attack and down A.
- I also thought the parachute could be used in the same way the glide mechanic was used in brawl although you'd only be able to use it when you have no balloons. [/collapse]
[collapse="Bowser Junior"]
Nuetral Special: Fireball
Pressing B starts him charging and after he has charged he will glow slightly. For each level of charging he is able to produce another fireball(max 3.) the next time the b button is pressed. If you quickly press b twice you will shoot one fireball. Each fireball does 8% damage so a fully charged shot will do 24% damage and a semi charged will do 16%. The fireballs move horizontally and are about the same size as Samus's uncharged charge shot. When used it has a slight lag but moves much faster and has more range than mario's fireball. You can dodge roll out of charging.

Side Special: Bill launcher
Bowser Jr. pulls out a personalized version of the bill blaster made into a rocket launcher. He shoots a single bullet bill that travels straight in the direction he's facing. The bullet bill act exactly like it did in the SSE. They have the same speed, health and atk strength and if hit and their health isn't completely depleated they will flinch but then continue on their trajectory. The one difference is that if reflected they don't go back to their normal flight direction and if reflected too many times or hits a wall it will explode. A hit from this does 15% damage and only 1 bb can be on screen at a time. Has the same lag as Snake's rocket launcher.

Down Special: Paint Trap
He pulls out his paintbrush and spins it in a circle as he drags it on the ground(cannot be used in the air). What is left is a puddle of paint 2 character lengths in size. The puddles stays for 5 seconds and you can have a maximum of 2 on screen at the same time. The puddles come out randomly in 3 colors.

Red- does fire damage to whoever steps on the puddle and last the entire 5 secs
Blue- shoots out a geisure to whoever steps on the puddle and shoots the opponent upward. This does 10% damage and has KO potential at high damage but the puddle will vanish after 1 use.
Green- traps the opponent in a guck that holds them for 2 seconds(excluding counter) in place. Opponents cannot use attacks while stuck.

Up Special: Koopa Clown Car
Junior pulls out the koopa clown car in a puff of smoke and rides it for 2 seconds and does a somersault out of it with the car vanishing in another smoke puff. He can ram opponents with it if they hit the front part of the car doing very minimal damage. Likewise opponents can destory his clown car it they attack it while in use.

Final smash: Airship Armada [/collapse]
 

jigglover

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Third comment updated with move-sets!!!

Note: I won't have access to a computer from today at noon to probably Thursday so don't expect an update over that period.
 

SmasherMaster

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Here one that I made that is on the K K Slider thread.

[COLLAPSE="K K Slider"]Stats

Strength: 2/5
Speed: 3/5
Jump: 4/5
Fall: 2/5
Weight: 2.5/5
Traction: 3/5

A: quick punch 1%
AA: slower punch 3%
AAA: hits with guitar 5%

Dash Attack: Slider Slides and kicks %7

F Tilt- a regular punch 4%
U Tilt- a sweeping kick 6%
D Tilt- hits above him with his guitar 5%

F Smash- slams his guitar infront of him twice (4% each but 6% each if fully charged)
U Smash- holds his guitar upside-down and spins it multiple times (3% each time hit but 5% each time if fully charged)
D Smash- spins around with his guitar once (10% but 15% if fully charged)

N Air- Slider does a slide kick. 5%
F Air- Slider does a stabbing motion with his guitar head. 7%
B Air- Slider kicks behind him with both of his feet. 9%
U Air- Slider does a headbutt motion above him. 8%
D Air- K K Slider simply kicks underneath him. 5%

Neutral B- K. K. Rock. Slider strums his guitar and a musical night goes the direction you held. It goes as far as Mario’s fireball but it stays even after being hit. 6%
Side B- K. K. Swing, Slider throws his guitar, which goes around the length of 3 Donkey Kongs. It then comes backs back and flies into his arms. 7% damage for each time hit by the guitar.
Up B- K. K. Condor- K K Sider points the guitar underside odwn and play a hard rife. It out from underneath him (similar to the ones from DK’s final smash). Slider gets knocked up about the same amount of a jump and a half. Sound Wav gives about 8% damage.
Down B- K.K Lullaby. K K Slider plays a lullaby like music for about two seconds. Has the same effect and range as Jigglypuff’s Sing.

Final Smash- The K. K. Funk. K K Slider starts to play one of his songs for about 30 seconds. Animal Crossers are seen walking around the listening to his music. The spotlight goes on him, and nobody can see where they are. Animal Crossers cause about 7% damage each time they are walked into.


Pummel- Slider give them a headbutt. 3% damage each time.
F Throw- Slider lets go of his opponent and slams his guitar in their face. 9% damage
B Throw- Slider spins around and throws his opponent. 7%
U Throw- Slider throws his opponent us and then bring his guitar upwards. 10%
D Throw- Slider throws his opponent under him and knocks them on the head with his guitar. 12%

Side Taunt- K K Slider adjusts the string on his guitars.
Up Taunt- K K Slider tosses his guitar in the air and catches it.
Down Taunt- K K Slider strums his guitar. Then a string pop out.

Victory Poses
Slider plays the guitar on a stump.
Slider spins his guitar around twice and poses.

Losing Poses
Slider claps with his guitar on his knee.[/COLLAPSE]
 

8-peacock-8

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[collapse=Bomberman (Specials only)]


B = Bomb throw/Bomb pump
If you tap the "B" button Bomberman will toss a bomb. If you hold the button, Bomberman will hold the bomb above his head and increase it's size and power.

Forward B = Rocket Bomb
Bomberman places a Rocket on the ground and it will charge forward. NOTE: If it misses everyone, it will keep going in the direction it's aiming till it leaves the screen.

Down B = Remote Bomb
Bomberman places a bomb on the ground that will only detonate after you tap the "B" button.

Up B = Jet Pack
Bomberman puts on a jet pack and flies off. (Works like Diddy's up special and has the same distance. Except it doesn't need to charge up)



Final Smash: Looie/Rooey

Bomberman gets on Rooey and rides him around the stage dropping multiple bombs on the battle field. Occasionally he'll pull out Power Bombs. (The Power Bombs have the largest range but they have a small chance of appearing.)
[/collapse]
 

SmashShadow

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I think you left out Young Horsetail's Ivan Moveset on the first page.
 

TheJohnMonster

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Just a suggestion, why not move all of the movesets into folders in the OP: like with Venus of the Desert Bloom's palette swap thread. Anyone could send them in a message or in a post, with a link to the support thread or something, and you could put it in the OP.
If it is just posting it as a comment it will be real hard for someone to become interested in a possible and supported character.Because if you are going to make a thread like this you need to support it actively.

Here's an edit of the ridley moveset, straight from the support thread, by Oasis_S:
[COLLAPSE="Moveset"]
A – Quickly swipes with left hand claws. Fixed knockback. 4%-2%
AA – Follows up with right hand claws. Fixed knockback. 3%
AAA – Follows up with a quick bite. All together relatively good damage. 5%
Dash – Ridley spins above the ground (think Falco’s F-air) to lightly knock opponents upward. 10%-7%

F-tilt – Extends neck to bite. Awkward to connect due to the length of his neck. Could very well miss an opponent that is too close. Good damage and horizontal knockback to compensate. 12%-9%
U-tilt – Quickly puts his head down and lifts it upward over his body in an arcing motion. Flips opponents up into the air with fixed knockback. Naturally combos into U-smash. Does not hit behind him. 11%-8%
D-tilt – Sweeps the ground in front of him with his tail. One of his faster ground attacks and can trip opponents. 9%-5%

F-smash – Winds up his tail while charging, then stabs straight forward. Sweetspot at the tip which can KO. Awkward to connect like his F-tilt. Good damage and a bit of ending lag. 17-15%
U-smash – Breathes a single large burst of fire upward. Combos with U-tilt. Good damage and knockback. Does not hit to either side of him. 16%-14%
D-smash – Lowers himself and spins around once. While spinning he extends his tail outward and breathes fire. The fire does not have much knockback, but may be followed up by the tail at lower percentages. The tail is mainly what you want to hit with. It sends opponents up into the air. His slowest ground attack. This move recalls an attack from Metroid Prime 3: Corruption. Tail: 9%, Fire: 6%

N-air – Spins his tail around his body (clockwise when facing to the left). Think Meta Knight, Wolf, etc. Tip knocks opponents outward, while non-tip hits knock opponents at the angle they were hit. Combo potential. Mostly just gets opponents off you. Sweetspot: 13%, Sourspot: 7%
F-air – Stabs tail forward quickly. Already a good KO move, but a sweetspotted tip makes it even more so. Tipper: 18%, Non-Tipper: 12%
B-air – Twirls his tail closely behind his body for multiple (six) hits. Similar to Yoshi’s. 2% every hit, finishing hit is 5%
D-air – Stabs his tail downward. Tip sweetspots with a meteor smash. If not sweetspotted, it causes a pogo effect similar to Link’s. Sweetspot: 14%, Sourspot: 8%
U-air – Attacks with wing spikes. Slight upward knockback. Can probably hit with it a few times if you’re moving upward, like with Meta-Knight’s. 5%

Glide attack – A strong bite. As strong as Charizard’s. 12%

Pummel – While holding opponent by their head, he breathes fire on them. Relatively slow yet damaging among pummel attacks. 4%
F-throw – While holding opponent by their head, he quickly stabs them with his tail about five times, then with a sends them flying with a stronger sixth stab. Very damaging. 2% each stab, 4% last stab
U-throw – Grabs opponents with his talons and carries them into the air while swatting them twice with his tail. He quickly descends, slamming them into the ground with all his weight. Most damaging throw due to the high vulnerability. Opponents are sent upward after being slammed. 4% each swipe, 7% on slam
D-throw – Grabs opponents in his mouth, raises them upward and brutally slams them into the ground. Very damaging. 12%
B-throw – Stabs tail into opponent while they are in his grasp. He then flings his opponent, now impaled on his tail, behind him. 8%

Special – (Fireball) – When tapping the special button, Ridley releases a spray of four fireballs. They travel a relatively short distance for a projectile, and are essentially a wall of hitboxes. They do not do much knockback or damage. When holding special, Ridley releases a single large fireball. This fireball travels a longer distance, and causes more knockback and damage. When done in the air, the large fireball travels in a downward diagonal direction. If it were to hit the ground, a small damaging shockwave comes from the impact. His special can actually be used while gliding to fire up to four shots that “bomb” the stage. These do little damage and knockback. 2% each fireball, 5% on large one, 2% on shockwave
Side Special – (Command Grab) – Ridley flies forward a distance longer than Ganondorf’s side special, but with slightly longer startup. Ridley can only do this once in the air, but he will not be put into a helpless state. If the grab connects Ridley will essentially act as though he has a second normal grab. He can pummel opponents with his tail, and opponents can also break out of the grab. On the ground, “throwing” forward or back causes Ridley to drag the opponent across the ground for a set distance, racking up damage. At the end of the animation (he cannot fall off ledges during this) he will simply toss the opponent upward. You can also simply throw the opponent upward to begin with as a sort of “U-throw” option. Unlike Bowser and Ganondorf, Ridley has wings and does not have to plummet to the ground when connecting his command grab in the air. Again, while in the air it is essentially a second grab. There are no “F-throw” and “B-throw” options in the air, but you can “U-throw” opponents upward. You can also dive-bomb while holding the opponent as a “D-throw.” This will result in a suicide if done off the stage. Same percents as normal throws.
Down Special – (Reflector) – Holding down special charges up a reflector. While charging, you are vulnerable to any attack. Once the charge is complete, you can move around freely as though you have a Franklin Badge. Ridley’s skin darkens while you have these properties, accompanied by particle effects. All together, the charge time and effect time lasts about 3.5 to 4 seconds.
Up Special – (Fly/Unfly) – This move is similar to R.O.B. and Pit’s Up Specials. It works with Ridley’s five jumps. If you were to use Fly (and Unfly) five times, Ridley could no longer jump, and vice versa if you were to jump five times, you would not be able to use Fly. Pressing down while using Fly causes Ridley to Unfly. You are not put into a helpless state. You can attack with aerials normally while Flying, as well as after Unflying. Like R.O.B.’s “fuel,” you can only Fly for a certain amount of time – 3.5 seconds.
Alternate final smash
Final Smash – Meta-Ridley Transfo—**** THAT. SPACE PIRATE RAID: The camera zooms in on Ridley as he roars to summon two Space Pirate ships. The Space Pirates hop out to attack Ridley’s opponents. Think of them as enemies from Melee’s adventure mode. They have limited methods of attack, and can be attacked and killed themselves. The problem for your opponents is that there would be so many of them to deal with. The amount would depend on the amount of players, and Ridley’s damage. There would also be different kinds of Space Pirates that hop out. Grey pirates are the simplest to kill, with only a small amount of health. Green pirates have more health, Red have even more, and Gold pirates have the most. They all attack by shooting beams (which can be fired horizontally or diagonally upward) and jumping. Gold pirates can do a jump kick which has a lot of knockback. They disappear after a set amount of time.[/COLLAPSE]
I'll come and keep adding movesets of the less visited threads.
Here is Dark Samus.By Venus of the Desert Bloom
[COLLAPSE="Moveset"]Dark Samus B Specials

Phazon Cannon is Dark Samus’ Neutral B attack. Pressing B once will result in three separate Phazon energy shots to travel across the stage. They last around 6 seconds and deals 2% Dark damage for each energy ball. It does 6% damage if hit fully. It can be fired repeatedly by hitting B. Holding down B while cause a Phazon laser to shoot out. It usually takes 6 seconds to charge. Once fired, the beam will shoot out but will end when it reaches a certain length. It lasts around 8 seconds and Dark Samus cannot move during this period. The Phazon laser does 3% every hit and can do up to 10 hits. In total it does 30% Dark damage.

Phazon Pillar is Dark Samus' Side B move. Dark Samus unleashes a series of phazon pillars that either erupt from the ground or appear in thin-air if Dark Samus is in the air. It is a chargeable attack that, when charged, determines how far the Phazon Pillars will travel. If uncharged, it only does three Phazon Pillars and travels about 3 1/2 Dark Samus bodies away. However, a fully charged attack will unleash up to six pillars that will travel 6 1/2 Dark Samus bodies away. It has the ability to travel the entire length of a small stage on Fountain of Dreams or Pokemon Stadium. However, if it hits a wall, it will stop. Each pillar is able to be sweetspotted in it hits right at the point at the top of the pillar but the highest amount of knock back from the sweetspot is the last fully charged pillar. All the others do below average knock back when sweetspotted.

Phazon Boost is Dark Samus’ recovery move and Up B move. Dark Samus propels herself up by using Phazon. Holding B will cause her to continue to soar higher. She can stay in the air for a total of 10 seconds if the player holds down B without stopping. The propulsion is slower though so she is somewhat vulnerable to camping.

Dark Echo is Dark Samus’ Down B move. Dark Samus flips backwards and a Dark Echo dashes out. A Dark Echo, physically, is the same as Samus but it’s speed and strength has been nerfed. In fact, is strength does out a 3rd of the original damage. So a basic attack only does 1-3% damage. The Dark Echo will run, jump, and attack other characters. However, if it gets hit with enough damage, it will vanish. Being hit 1 to 4 times with a basic attack or once with a powerful attack will cause it to vanish. It lasts for 15 seconds before it vanishes. If it is destroyed or vanishes, it releases a powerful Phazon blast that does 12% Dark damage and high knock back. If Dark Samus presses Down B again to summon a Dark Echo while another Dark Echo is on the screen, it will vanish immediately with no explosion and the new Dark Echo will dash out. Two Dark Echoes can’t be in play at the same time.

Final Smash

Aurora Unit is Dark Samus’ Final Smash. Dark Samus’ merges with the Aurora Unit and becomes a giant mechanical being comprised of dark matter and Phazon. Dark Samus/Aurora Unit sits behind the stage and attacks that way.

- Pressing A will fire a single eye laser that does 25% Dark damage in the middle of the stage.
- Up Tilt fires a single eye laser that does 28% Dark damage that comes from the top to the bottom of the screen.
- Left or Right Tilt fires a single eye laser that does 23% Dark damage that comes from the left or right if the screen.
- Down Tilt fires a single eye laser that does 25% Dark damage that comes from the bottom to the top of the screen.
- Pressing B will cause the eye to grow red and a short laser burst will fire. It has a high radius and high knock back. It does between 26-30% Dark damage.
- Pressing Down B will cause a Dark Echo to appear and run around. Hitting it will cause it to vanish.
- Pressing Grab will cause Dark Samus/Aurora Unit to grab the opponent and shock it with Phazon. It does 45% Dark damage.

Aurora Unit lasts for 13 seconds before it vanishes.

Proposed Dark Samus Move Set

Ground Attacks

Normal

Dash Attack – Arm cannon thrust. 9% damage. A quick and far reaching attack that does decent knock back. Fairly fast and no lag at the end.
Neutral Attack – Punches first and then punches with her arm cannon. First hit does 5% while the second does 7% damage. The last hit is slower and is a bit delayed after the first punch is thrown.
Forward Tilt – Short-hop kick. Dark Samus slightly jumps and does a spinning kick in the air. Does 5-8% damage depending on the distance. Has high knock back and can defeat enemies at percentages 100% and higher.
Up Tilt – Elbows upwards. Very fast and quick. Does 6% damage with moderate knock back. very hard to KO; even at higher percentages.
Down Tilt – Crouches and performs a 360 leg sweep. Does 8-11% damage depending on the length. It has decent knock back but it has a long reach.

Smash

Forward Smash – Engulfs her hand in Phazon and punches forward with it. Oppnents ar ehit with Dark damage because of the Phazon. It does between 15-21% Dark damage and has moderate knock back. It can OHKO opponents as low as 70%. It is fairly quick but a slow ending lag that may leave Dark Samus helpess. However, it has a very long reach and a very small blast radius because of the Phazon.
Up Smash – Engulfs her hand in Phazon and then thrusts it above her head. The Phazon leaps slightly from her hand. It has a disjointed hit box and can attack from a small length. It also has a small blast radius around it. It is her best killing Smash move since it does between 13-19% Dark damage. It has very high vertical knock back, a little startup lag, but no ending lag.
Down Smash – Several points of frozen Phazon erupts around her. It is unique since it blocks most basic attacks and projectiles for half a second. It has very high vertical and horizontal knock back. It does 16-20% Dark damage and can OHKO as low as 50%. However, it suffers from both start up and ending lags so it’s best to use to juggle or kill an opponent.

Aerial Attacks

Neutral Air – Spins around while activating her Phazon Booster. It deals hits four times and deals 2% each hit. In all, it deals 8% Dark damage and can meteor spike at the last frame. Extremely quick move with no start up and ending lag.
Forward Air – Spins forward while encasing herself in Phazon. It hits 3 times and does 4% damage for each hit. It does a total of 12% Dark damage for each hit. It is one of her best aerials because it is quick, powerful, and useful in high competitive playing.
Back Air – Activates her Phazon Booster and loosens a short Phazon burst that burns the opponent. Does 8% Dark damage and has one of the highest aerial knock backs in the game.
Up Air – Turns upside down and kicks high in the air with both feet. It has high vertical knock back but suffers from start up and ending lag; especially when Dark Samus lands on the ground right after the attack. It does 12% damage.
Down Air – Kicks her feet down and spins rapidly. It hits 5 times and does 2% damage each time. It totals for 10% damage for each hit. Low knock back and one of the lowest KO abilities in the game.
Grapple Beam – Sends grapple forward, with long range. 3% damage, 6% damage at tip.

Grabs & Throws

Grab – Reaches forward with Grapple Beam. While shorter then Samus, it’s faster. Much, much faster.
Pummel – Burns opponent with Phazon. Does 2% damage for each Phazon burn.
Back Throw – Tosses the opponent backwards and activates her Phazon Booster. Deals 10% Dark Damage. Her best
Forward Throw – Slams opponent down and chucks them with a over-head throw Does 7% damage.
Up Throw – Fully extends the Grapple Beam and thrusts the opponent upwards. Does 8% damage.
Down Throw – Throws her opponent down and slams her heel into them. Does 8% damage.[/COLLAPSE]
And Krystal.By KumaOso
[COLLAPSE="Moveset"]B: Fire Blaster
Krystal shoots a Fireball with small knockback from her staff. However, by holding B, you can hold the charge and have a stronger, in general fireball. The main purpose for this attack is for zoning and scaring your opponent that you’ll shoot a fireball.

Side B: Ice Spray
Shoots a spray of ice from her staff. While Krystal is in any part of the startup or while it’s active, Krystal can adjust her aim. This is used as an anti-air, keep-out attack, or an edge guard move. Over time, the range of the spray decreases. If the spray is done at point blank, however, the opponent will be frozen.

Down B: Quake
Krystal strikes her staff to the ground to create a localized shockwave, there are three “points” where the shockwave will rise. This depends on your directional input. If you hold back during the startup, the shockwave will be close to you, while holding forward goes for max range. Holding just down or neutral lands between the two points. Useful for countering camping, or like the fireball, scaring the opponent. This attack is also jump cancelable. This attack does not work in the air for obvious reasons.

Up B: Rocket Boost
Krystal raises her staff and flies up. Doing straight Up causes her to go up vertically while Up-Left and Up-Right will cause her to travel in those directions. Like’s Snake’s Cipher recovery, Krystal can exit out of the recovery.
AAA: Krystal does a forward jab with her staff high, then low, and then does two kicks.
FTilt: Swings her staff downward. A good poke.
DTilt: Krystal crouches and sticks her staff out, this is her best poke.
Up Tilt: Like Pit’s UTiltt, but has two hitboxes. If the opponent is next to you as you hit, the move has more knockback and damage, but the hitbox on the feet has less knockback and damage.
Dash: Does a swipe at the opponent's foot, causing them to trip, but because of the reward, this attack is unsafe at close range.
FSmash: Krystal raises the staff behind her and drops the staff like an axe.
DSmash: Krystal places her staff to the ground, spins around and then does a downward angled double kick to the opponent. This has good horizontal knockback, but poor vertical knockback. This is best used for tech chasing or as an edgeguard.
USmash: Krystal holds her staff like a baseball with the charge going to her staff’s head. She swings upward. Unlike the above attack, this has poor horizontal knockback, but good vertical knockback.
Wakeup Attack: Like AA, but the second hit goes behind her.
Ledge Attack: Climbs and does a quick, weaker version of her FTilt
100% Ledge Attack: Weaker version of her DSmash
NAir: Spins once with her staff horizontally.
FAir: Spins once with her staff vertically. The range, unlike her NAir, goes far in front instead of covering both sides.
BAir: Swings staff horizontally behind her. Has two attacks. First few active frames have good knockback not too far from Zelda's kicks. The rest of the active frames function as a sex kick.
DAir:pokes directly below her.
UAir: Extends her staff 30 degrees upward to the direction she’s facing.
Pummel: Knees the opponent.
FThrow: Lunges at them in the stomach.
BThrow: Stomps on their foot, uses the staff to push them behind by their neck moving them behind her, and then kicks them.
DThrow: Tosses them to the ground, does a quick jump and spin of the staff above her, land with her staff hitting the opponent and causing a ground bounce.
UThrow: Punches the opponent and then uses the staff like a shovel to launch the opponent.
[/COLLAPSE]
 

Opossum

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You forgot the Space Pirate Raid Final Smash.
 

Opossum

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Right in the Ridley OP. Here you go.

Oasis the Strong said:
Final Smash – Meta-Ridley Transfo—**** THAT. SPACE PIRATE RAID: The camera zooms in on Ridley as he roars to summon two Space Pirate ships. The Space Pirates hop out to attack Ridley’s opponents. Think of them as enemies from Melee’s adventure mode. They have limited methods of attack, and can be attacked and killed themselves. The problem for your opponents is that there would be so many of them to deal with. The amount would depend on the amount of players, and Ridley’s damage. There would also be different kinds of Space Pirates that hop out. Grey pirates are the simplest to kill, with only a small amount of health. Green pirates have more health, Red have even more, and Gold pirates have the most. They all attack by shooting beams (which can be fired horizontally or diagonally upward) and jumping. Gold pirates can do a jump kick which has a lot of knockback. They disappear after a set amount of time.
 

lobotheduck21

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[COLLAPSE="Wobbuffet Moveset"]
Stats:

Size- 5
Weight- 3
Ground Speed- 4
Jump- 7
Aerial Speed- 2
Fall Speed- 8
Traction- 5

Due to him being a "Punching Bag", Wobbuffet takes 50% less knockback

A: Slap 2% "F"
AA: Slap, Slap 2%, 2% "F"
AAA: Slap, Slap, Tail Slap 2%, 2%, 6% "D"
Running A: Runs and slaps 11% "D"

Tilt:

U-Tilt: Small Headbuut 8% "C"
D-Tilt: Low Slap 9% "D"
F-Tilt: Head Clap 10% "B"

Air:

N-Air: Tail Spin 15% "B"
U-Air: Overhead Clap 17% "B"
D-Air: Tail Drill 3% x 7 "D"
F-Air: Karate Chop 15% "B"
B-Air: Tail Whip 18% "A"

Grabs:

Pummel: Slap
U-Grab: Wobbuffet Headbutts his opponent up. 13% "C"
D-Grab: Wobbuffet Slaps his opponent with his tail, sending down, otg. 14% "C"
F-Grab: Wobbuffet Slaps his opponent. 12% "C"
B-Grab: Wobbuffet does a round house tail. 12% "C"

Smashes:

U-Smash: Head Smash 4% x 3, 12% "B"
D-Smash: Tail Sweep 18% "B"
F-Smash: Back Hand 22% "A"

Taunts:

1: Wobbuffet Salutes and says "Wobbuffet
2: Wobbuffet Puffs out his chest
3: Wobbuffet Yawns

Victory Poses:

1: Same as Taunt 1
2: Wobbuffet does the Egyptian dance
3: Wobbuffet eats a feast then says "Wobba"

Specials:

N-Special Counter: Puffs out his chest for 3 seconds. When Wobbuffet is hit, he slaps his opponent, dealing 150% of the damage he would have received and does the same amount of the moves knock back.

F-Special Encore: Shoots a ball of light that does 0%. When it hits an opponent, it traps them in a loop of the last special move they did for 7 seconds. (if no special move was used, it uses the N-Special). When he casts it with in 30 seconds of the last casting time, the encore fails and wobbuffet looks surprised

U-Special Tailicopter: Spins his tail really fast, causing him to rise to (around a ness double jump) in height. Becomes helpless afterwords.

D-Special Magic coat: Reflects a projectile at 2x the speed, dealing 150% of the projectiles damage and the same amount of the projectiles knock back

Final Smash Destiny Bound: Wobbuffet resets his damage counter to 300% and is given an aura. When wobbuffet is KO'ed while he has this aura, the KO'er is dragged off the screen and is KO'ed by wobbuffet. (When wobbuffet dies due to SD, the aura goes away when he respawns)
[/COLLAPSE]

Here is my wobbuffet moveset
 

Big-Cat

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And Krystal.By ShortieCanBrawl
[COLLAPSE="Moveset"]B: Fire Blaster
Krystal shoots a Fireball with small knockback from her staff. However, by holding B, you can hold the charge and have a stronger, in general fireball. The main purpose for this attack is for zoning and scaring your opponent that you’ll shoot a fireball.

Side B: Ice Spray
Shoots a spray of ice from her staff. While Krystal is in any part of the startup or while it’s active, Krystal can adjust her aim. This is used as an anti-air, keep-out attack, or an edge guard move. Over time, the range of the spray decreases. If the spray is done at point blank, however, the opponent will be frozen.

Down B: Quake
Krystal strikes her staff to the ground to create a localized shockwave, there are three “points” where the shockwave will rise. This depends on your directional input. If you hold back during the startup, the shockwave will be close to you, while holding forward goes for max range. Holding just down or neutral lands between the two points. Useful for countering camping, or like the fireball, scaring the opponent. This attack is also jump cancelable. This attack does not work in the air for obvious reasons.

Up B: Rocket Boost
Krystal raises her staff and flies up. Doing straight Up causes her to go up vertically while Up-Left and Up-Right will cause her to travel in those directions. Like’s Snake’s Cipher recovery, Krystal can exit out of the recovery.
AAA: Krystal does a forward jab with her staff high, then low, and then does two kicks.
FTilt: Swings her staff downward. A good poke.
DTilt: Krystal crouches and sticks her staff out, this is her best poke.
Up Tilt: Like Pit’s UTiltt, but has two hitboxes. If the opponent is next to you as you hit, the move has more knockback and damage, but the hitbox on the feet has less knockback and damage.
Dash: Does a swipe at the opponent's foot, causing them to trip, but because of the reward, this attack is unsafe at close range.
FSmash: Krystal raises the staff behind her and drops the staff like an axe.
DSmash: Krystal places her staff to the ground, spins around and then does a downward angled double kick to the opponent. This has good horizontal knockback, but poor vertical knockback. This is best used for tech chasing or as an edgeguard.
USmash: Krystal holds her staff like a baseball with the charge going to her staff’s head. She swings upward. Unlike the above attack, this has poor horizontal knockback, but good vertical knockback.
Wakeup Attack: Like AA, but the second hit goes behind her.
Ledge Attack: Climbs and does a quick, weaker version of her FTilt
100% Ledge Attack: Weaker version of her DSmash
NAir: Spins once with her staff horizontally.
FAir: Spins once with her staff vertically. The range, unlike her NAir, goes far in front instead of covering both sides.
BAir: Swings staff horizontally behind her. Has two attacks. First few active frames have good knockback not too far from Zelda's kicks. The rest of the active frames function as a sex kick.
DAir:pokes directly below her.
UAir: Extends her staff 30 degrees upward to the direction she’s facing.
Pummel: Knees the opponent.
FThrow: Lunges at them in the stomach.
BThrow: Stomps on their foot, uses the staff to push them behind by their neck moving them behind her, and then kicks them.
DThrow: Tosses them to the ground, does a quick jump and spin of the staff above her, land with her staff hitting the opponent and causing a ground bounce.
UThrow: Punches the opponent and then uses the staff like a shovel to launch the opponent.
[/COLLAPSE]
Actually, I was the one that made that moveset. Shorts even credits me in the post.
 

FrozenRoy

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Since it looks like you're all writing movesets, you all might be interested to hear about MYM or "Make Your Move". It's a place basically dedicated to making movesets for characters: Even ones you would never expect in SSB4! There's even voting for people to say which ones they liked the best. We're always open for new sets and ideas(Well, except between when one thread ends and the next begins and during voting) and people even comment on sets, letting you know what they liked, didn't like and how they might think on improving. I'm pretty active there. If you want, feel free to check it out:

http://www.smashboards.com/showthread.php?t=326189
 

~ Valkyrie ~

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Since it looks like you're all writing movesets, you all might be interested to hear about MYM or "Make Your Move". It's a place basically dedicated to making movesets for characters: Even ones you would never expect in SSB4! There's even voting for people to say which ones they liked the best. We're always open for new sets and ideas(Well, except between when one thread ends and the next begins and during voting) and people even comment on sets, letting you know what they liked, didn't like and how they might think on improving. I'm pretty active there. If you want, feel free to check it out:

http://www.smashboards.com/showthread.php?t=326189
OP now has a link to your topic now! I might go so far as to include tutorials: I personally found them interesting, though I hope they don't make MYM feel more of a serious contest thing than it should. (-lul-);
 

FrozenRoy

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OP now has a link to your topic now! I might go so far as to include tutorials: I personally found them interesting, though I hope they don't make MYM feel more of a serious contest thing than it should. (-lul-);
Tutorials, huh? It'd probably be a good idea for someone in MYM to write them.
 

FrozenRoy

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Ah, okay. Well, if you want me to explain anything or write something up, I'll be as a avalibile as I can, which should be fairly so.
 

JOE!

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JOE'S MOVESET TUTORIAL

JOE! here with an introduction on how to make a moveset for a character in Super Smash Bros! Or at the least, the MYM way of going about it.


STEP 1: Choose your character!
The most obvious step before even thinking of the specials is the choice of character, though it can be much easier said than done based on the material provided. For example, coming up with an interesting set for Takamaru would be much easier than Balloon Fighter, given Takamaru's ninja qualities over Balloon Fighter's... uhm, balloons and slingshot?

Anywho, no matter the choice be sure it's A) somebody/something that you like and B) has enough material to actually be fleshed out into a full moveset. Sure, you could fill in the inputs for a character you really like, but more often than not it can be obvious what is "filler".

FrozenRoy said:
Rattata


"Miss me?"​

Rattata. The rat pokemon. But you probably know it better as that pest that always shows up at the start and was only useful in a few generations. And created the starter rat phenomenon.

Still, Rattata is not as useless as it first appears, especially with it's signature move "Super Fang", which always halves the foe's HP. In fact, in the first generation, Rattata's evolution Raticate was almost OU on this move alone, due to Ghost not being immune to it!

Let's see how this little survivor lasts in Brawl, though.
My buddy FrozenRoy has chosen Rattata as his character, providing a picture and a little backstory to the choice as well (both are mandatory in MYM so that readers know who you are making a set for if they aren't familiar with the series/character). Seeing as it's a Pokemon, Rattata has an existing stable of moves to draw upon (which can be both good and bad) that makes it a solid choice for a character, even if he is just a basic rat!



STEP 2: Characterization!
Just one more step before actually looking at the inputs, but this one can also be done as you are making said set. At this point you should be thinking of how your chosen character should play out in Smash bros. Will they be a rush-down character like a Space Animal? A Tank like Bowser? Glass Cannon like GDubs? Or an everyman like Mario and Link?

FrozenRoy said:
Ratistics

Rattata is a small little guy and the fact he stands as a quadraped only accentuates that. Rattata keeps it's tail curled up and close to it when standing still and it can dodge a fair amount of projectiles like this, such as Falco's Lasers. Even some physical attacks won't be able to connect, going right over his head!

It also moves quite fast, though not quite to the speed of Captain Falcon, this allows it to run around the field like the spry little creature it is, going to and fro'. Unfortunately, it's tail will uncurl and hang a bit high while running or walking, thus causing it's height to be raised enough to be hit more. Can't dodge Falco lasers like that!

Rattata can, however, crawl. While it can't move as fast like this, it will keep it's tail low to the ground, giving it an approach to projectile campers.

Rattata is also quite light, though heavier than Jigglypuff, but lighter than everyone else in the game. You will need to play smart with your speed, as you are quite light, your second jump is pretty bad though your first jump is actually fairly good and spoilers: Your recovery isn't anything great.

As far as the air, Rattata is not particularly adept in it, but is not bad either. It is a bit floaty and blunt to control, but has decent movement. It's traction is entirely average.

Onto the moveset!
Rattata's characterization starts with his Stats. Stats represent a character's Size, Weight, Ground Speed, Air Speed, Jumps, Fall Speed, and any other special features such as Glide/Crawl/Wall Cling/Etc. that make them who they are beyond their actual moveset. Usually represented as a value between 1 and 10, an example with weight would be:

:jigglypuff:=1/10 --- :pit:=5/10 --- :bowser2:=10/10​

You can also do as FrozenRoy did and simply offer descriptions of the character compared to others. It may also be a good idea to include any idle animations, how they run/jump/etc too for flavor, but it isn't necessary in many cases. Here, Rattata is characterized as being a tiny, frail, but rather quick and evasive character.


STEP 3: Specials!
Once you have laid the groundwork for your character, the next part of characterization comes in his or her Special Moves. The specials are undoubtedly the most important aspect of any moveset as it hosts the character's signature moves, recovery, bread and butter, and are generally the flashiest and most memorable. Allow me to break down what the 4 specials generally are:

:bbutton:
Neutral Specials are what you'd think would be the most varied, but in most cases are some sort of charge move or projectile.

:bbutton::stick6:
Side or Forward Specials are either a Special Projectile, Movement Attack (horizontal) or Command Grab of some sorts. There are definitely variations, especially when there can be Smashed inputs, but those are the common ones.

:bbutton::stick8:
Up Specials are near universally recovery moves, with about one or two exceptions in-smash. Recovery types include: Super Jumps, Teleports, Tethers, Spinning attacks, and Free-Flight, but can also include projectiles such as PK-Thunder and Yoshi's Egg Toss. While mainly used offstage, Uspec can be a valuable tool for some characters while grounded such as with Yoshi or Ivysaur, Don't be afraid to experiment with it!

:bbutton::stick2:
Down Specials are by far the most varied, with the only common theme to them being that they are slightly defensive as a whole. Feel free to do whatever you please with it!

Now that that's out of the way, why not look at what Rattata has for his specials?

[collapse=Specials]
FrozenRoy said:
Specials

Neutral Special: Super Fang

Super Fang is Rattata's signature move. Its bread and butter. Its coup de grace. So it shouldn't be surprising it is so important to Rattata, despite being a simple move.

In the games, Super Fang deals damage equal to half the current HP of the foe. Unfortunately, we do not have HP here, we have damage...or is it so unfortunate?

When Rattata uses Super Fang, it will do a visibly STRONG bite in front of it, targetting the most critical area of the opponent's body to rend a vicious blow on the opponent. Not only will this attack leave an actual bite mark on the foe, but it will do a lot of damage if used right. In fact, the damage it does is equal to half of the foe's current damage.

So if your opponent has 10% damage, this moves does 5% damage. If they have 50%, this move does 25%. And if they have 100%, this moves does an amazing 50%. And so on. It's knockback is not so greatly scaled, set at a set knockback of one Battlefield platform away.

Needless to say, this move is an amazing boon for Rattata, as it has little to know true "KO moves", so you need to rack damage to truly ludicrous extremes...and Super Fang will let you do it fast. Indeed, as the match goes on, the foe and Rattata can get in a game where each must be very careful, lest Rattata land this and put them right into KO range or the foe hit Rattata and send it flying right off.

This move starts very quick with variable ending lag, depending on if it hit or whiffed. If it hit, the end lag leaves Rattata in a frame neutral situation with the foe from their knockback, but it has some really bad ending lag, as Rattata chomping down strong actually hurts itself visibly and causes it to flinch, in addition to taking 5% damage. It's range is also almost non-existant, due to Rattata's small frame and just biting in front of it. This move requires the utmost of preciseness to use and not get punished, in exchange for massive rewards.

Side Special: Run Away

Run Away is one of Rattata's abilities, which allows it 100% fleeing against wild pokemon.

Fittingly, Run Away is one of Rattata's spacing moves, and a crucial one in its arsenel. When this move is used, Rattata will either jump back or leap forward one Battlefield platform, depending on if you inputted the way Rattata was facing or not, quickly. The key thing about this move is that it can be used in the attack lag of any move or DURING any move.

This move gives Rattata an amazing mobility option, leaping around during the lag of it's moves, though it should be noted Rattata still suffers the move's lag. In addition, Rattata is never dodging or anything, so the only way you'll dodge something is with speed and prediction.

This move has a extra thing it can do, in that if you hit the B button when you land, Rattata will either do a quick skidding turn or flip in place, changing the direction he is facing quickly. This allows you to move forward but face backwards, for example.

This move has almost no starting or ending lag, though the lag of any move you interrupt on this is still taken when Rattata lands, making it more of a get away move than anything in those instances. And of course, you can combine this with starting lag or even during a move to mess around with your hitbox. It's an interesting move, for sure.

Down Special: Hustle

Hustle is another ability of Rattata's. In the game, it increases the power of all of Rattata's moves by 50%, but reduces their accuraccy to 80% of what it was.

In Brawl, activating this move causes Rattata to hustle. Its speed increases to a bit faster than Captain Falcon's, start and end lag is very lightly reduced and, most importantly, all of Rattata's moves deal 50% more damage from Rattata expending the extra effort. Just like the actual ability, though, Hustle has a downside. In fact, it has two. First off, Rattata's trip chance is doubled, including attacks with a chance to trip, because of the fact it is running so hard it gets easily messed up. Finally, since Rattata is pushing its body past its limit, it takes 1/4th the damage of any move it uses as recoil damage. These effects last a long ten seconds before wearing off, whereupon Rattata is too tired to activate it for another five seconds, though it maintains enough energy to not be adversely affected when it wears off.

This move has little lag on either end of the move, so you can enter it in a ton of situations, maybe even flinging yourself at the foe with Run Away and using both of their low lags to have them have to deal with a souped up Rattata nearby. Still, it's drawback is notable, so you have to choose when to use Hustle correctly.

Up special: Hyper Fang

Rattata and Raticate used to have Hyper Fang as a signature move, though never as much as Super Fang.

The move itself is relatively simple, as Rattata thrusts up in a jump that goes about the height of Marth's Dolphin Slash, biting at it's apex. This move is actually Rattata's best KO move, starting to KO reliably at an amazingly early...150%. It's really awkward to hit with, though, so you'll rarely be using it for that purpose and mostly for recovery. It does a keen 15% damage, making it an awesome damaging tool as well, and you hear a satisfying little crunching noise if you manage to hit with. It's recovery range is slightly deceptive as well, as Rattata will be extending to bite as high as it can, so it can actually catch ledges with it's teeth that would normally be just out of reach. Doing so causes him to grab on to the ledge in a laggy and vulnearable animation, however, so you almost always would prefer to sweetspot it or recover high. Like most recoveries, it causes you to go into helpless.

The fact it does not go all that far, combined with Rattata's light weight and bad second jump, means try to avoid getting hit off the stage as much as possible. Rattata might be a survivor, but it's not because it's a tank, it is because it's a cunning, fast rodent who avoids getting hit.
[/collapse]

As you can see, Rattata has a Movement-based Side Special, Super-Jump Up Special, a high-risk/high-reward attack for Neutral Special, and changes his "fighting stance" for Down Special. While all have their uses, they also all come together to characterize and build upon Ratatta's nature: they allow him to zip in and out of combat, as well as able to land good offense when he can, despite it being very risky for him to do so.


STEP 4: Standards/Smashes!
Next up are the moves we call "standards", aka moves you can do while in a neutral position and without much effort. These are generally bread and butter moves, but that all varies from character to character.

:abutton:
The "Jab", generally either a single hit, 1-3 hit, or combo-to-infinite hit maneuver, all jabs are generally the fastest/weakest attacks in a character's arsenal.

:abutton::stick6:
Forward Tilt (Ftilt) is usually a ranged version of the jab. Slightly slower, usually able to angle up and down, Ftilt can be good for creating space/poking as it is usually a single hit (multi hits and combo versions do exist), and can even be a KO move on some characters.

:abutton::stick8:
Up Tilt (Utilt) is often an anti-air or juggling maneuver that hits up/above the character. Utilts can also hit in front of or behind the character and can be KO moves on occasion, but generally aren't too powerful.

:abutton::stick2:
Down Tilt (Dtilt) is similar in many ways to Ftilt aside from the ability to angle the attack, Dtilts always hit low to the ground and often pop foes up or forward. Often good to poke at defenses as well as set foes up, a few Dtilts here and there can KO near ledges of the stage.

:stick6: => :abutton:
Dash Attacks are (DA) are generally a "tackle" or lunge/slide type maneuver, and generally don't serve a specific purpose as a whole being more character dependent in use. If anything a defining trait is that they are almost always single-hit moves that push forward or slightly upwards. A type of DA found in MYM is a "keep dashing" DA where the attack does not end until you stop the character manually, or they hit an edge/character.

As a whole, the Standards are all usually used for basic combat and spacing, and at times to KO. However, the other part of the ground game are Smash Attacks, which almost always are used to land the finishing blows!

:abutton::stick6:
Forward Smash (Fsmash) is to Ftilt as Ftilt is to Jab, and is a very powerful forward attack. Often the go-to KO move for many characters (especially Heavyweights), Fsmash can also usually be angled or have optional combo-hits as seen with Link.

:abutton::stick8:
Up Smash (Usmash) is an upward facing attack that is always either single or multi-hit, with the latter being great for damage racking and the former best for KO's. Usmash generally has the best coverage of a character's Smashes but generally isn't the best to KO with (with some exceptions) as it is a valuable juggle tool as well, which can stale the move's power.

:abutton::stick2:
Down Smash (Dsmash) almost always is a full-body attack, or at least covers both sides of the character along the ground. Often good for KO's as well as Fsmash, Dsmash is often a tad weaker but faster which can lead it to being a "saved" KO move when landing other smashes is troublesome. Dsmash can also be just in front of the character at a low angle like with Lucas or Zero Suit Samus, and like many others is then used for nasty punishes.

Smashes are up there with specials as some of a character's most memorable and/or flashy moves. Stuff like Ike's Fsmash, Fox's Usmash and Game&Watches' Dsmash are all examples. That said, don;t be afraid to get creative with smash attacks, take Lucario and Zero Suit Samus for example. All their smashes use their Energy attack whereas most of their normals do not, showing the effort put behind them. MYM also uses Smash attacks as a way to do "altered" moves. For example, a character's Fsmash could be drastically different in purpose when fully charged than when you just use the C-stick, or even different depending on the stage of charge!.

Lets check out Rattata's Standards and Smashes.

FrozenRoy said:
Ground Game

Jab: Tackle

Tackle is a move Rattata pretty much always knows. It's very common to see a ton of Rattata with Tackle at the start of the game.

Here, Tackle is a very simple jab. Rattata will tackle forwards a very small bit in an infinitely repeatable jab much like Pikachu's. This move does 2% damage and is extremely fast, it's not unsurprising to get off two or maybe even three if you're lucky before you can expect much retaliaition, though it has more lag when it hits a shield. This move does not actually cause any any or knockback, so the fact it's so fast is required to really hit with it. Plus, it'll do 3% if used with Hustle, making it even better, for minimal problem to you.

A good idea is to weave in and out with Tackle and Run Away to rack up some small damage, but it's easy to get whacked, especially out of the shield, if you get too predictable with this.

Forward Tilt: Tackle Rush

Not a move, but it's a good descriptor of it.

When you input this, Rattata will tackle forwards, leaping ahead 3/4ths of a Battlefield platform. This move starts up quick, though not always as quick as Rattata's other moves, with some decent ending lag. It deals 8% damage and low knockback, but it's a good mix-up move with the jab, mostly because of the fact that when used at an appropriately close range, you'll go right past shields, unlike the obvious shielding solution to Tackle.

This move also has two cool interactions with Run Away, as you can either use it during the start lag of this to cause Rattata to go an absolutely large length and essentially be a flying tackle, or use Run Away during the end lag, either allowing you to retreat very far or even mindgame the foe by going back the way you came and ending up just a bit further than you were before, especially if they turn around.

Down Tilt: Tail Slap

Tail Slap is not a pokemon move.

Rattata swipes its tail forward in front of it. As far as Rattata attacks go, this actually has good range, especially since Rattata's tail will get larger in Brawl fashion. The move deals 8% damage and the most knockback of any of Rattata's tilts, KOing at about...240%. Which is not entirely unrealistically reachable with Super Fang. The knockback is straight-up, too, making it a bit of a setup.

This move has two primary uses. One, it's one of Rattata's few decent reaching moves that does not move Rattata, giving it one his few decent ranged moves, and that since Rattata is so damn small, it can shieldpoke well. It starts up very fast, even if not quite as much as the jab, but it has deceptively long ending lag. As sad as it sounds, it is also one of Rattata's KO moves, so you might not want to stale it too much.

Up Tilt: Bite

Bite is yet another common move for Rattata's. It was originally a normal type move Rattata got STAB off of, but was changed to Dark in Generation II.

Unsurprisingly, Bite is a pretty simple move, as Rattata will make a very short hop and, at the apex of it, bite with it's small mouth. The bite itself does 8% damage and deals knockback that goes straight down, albeit weak knockback, throwing foes to the turf or, if you are right next to the ledge, weakly spiking them. This move can actually hit grounded foes that are large enough, such as Bowser and Ganondorf, and if so will produce weak upwards knockback. This move, compared to Rattata's other moves, has a bit of a startup lag as it prepared to hop, though it is still fast as far as tilts go, and has the least ending lag of any of Rattata's tilts. This move will move you forward 1/4th of a Battlefield platform from the hop, as well.

This move occupies a simple part of Rattata's tilt game, as the one that hurts the least to whiff with. It also provides a way to move just a bit forward while also producing a hitbox, compared to Tackle Rush moving you a good distance, giving you more combinations with Run Away.

Forward Smash: Double-Edge

Double-Edge is one of the stronger Normal-type moves in the game and, indeed, can be learned by Rattata at the relatively low level of 31. However, it also causes the user to take recoil damage.

This life-risking tackle is one of Rattata's strongest KO moves, even if it is not really too strong. When used, Rattata will rear up for a moment before leaping head-first an entire Battlefield platform, flinging itself forward with all the strength it can muster. This strong tackle does an awesome 16-20% damage and great knockback...for Rattata. It actually only kills at around 170% unless you edgeguard, making it a poor KO move compared to others, but great for Rattata. Combined with the damage and the fact that while it's startup is not as quick as others of Rattata's moves, it is quick for a smash, it seems like a perfect move, except for two things that make it sort of terrible.

First off, you will take 1/4th of the damage you deal as recoil damage, adding it to Rattata's damage %. Uncharged, this means Rattata takes 4% when he hits with this, or 5% fully charged. When you are as light as Rattata with a poor recovery, that is a big deal. And secondly, this move has some bad ending lag, a bit above average for a smash period, as Rattata hits the ground a bit hard and has to scramble back into a fighting position. This makes the move extremely punishable, seeing as hitting with it damages you and missing or even hitting at very low %s will leave you vulnearable for what is likely a smash or, in MYM Brawl, some super powered move that'll slaughter ya.

Of course, you can use Run Away to fling yourself around during the end lag, but you'll still have to take it...and if you just always go the same way, it's not hard to just follow you and still smash you. Indeed, the key to avoiding getting punished is either using this solely as a killer or mixing up your Run Aways, sometimes flinging yourself back right where you were to confuse an opponent chasing the other way. Hustle can also be used both to boost this move to obscene damage %s(24-30%!) and lower the lag...but note that if you DO hit with it and Hustle, you'll be taking 1/2 recoil damage, meaning 12-15%. That is a lot of self-inflicted damage, so be careful.

Up Smash: Headbutt

Headbutt is a Pokemon move that Rattata was once able to learn and, more importantly, a very accurate description of what this move is.

Rattata rears up a bit, quicker and not as much as Double-Edge, before leaping headfirst into the sky, going about as high as Falco's first jump in a full-body hitbox. This move does 12-16% damage and knockback that KOs at 210%, which also happens to be almost purely vertical. The end lag is about average, perhaps a bit quick, but will leave Rattata in the air, where he can either jump away or try to pursue for an aerial assault, or maybe come down faster with his down aerial. It's also, as far as Rattata moves go, a decent killer. The key thing is that it functions as a good anti-air move and lets you jump even higher than your normal first jump, at the cost of a little lag at the end of it. Just like Bite, this can hit tall characters that are near you when you jump.

Down Smash: Tail Sweep

Tail Sweep is not a Pokemon move.

Rattata does a really quick spin with it's tail fully extended, which just like the Down Tilt expands a little(though not as much), clearing out both sides right near it. Since it is attacking with it's tail, this move has more range than most of Rattata's moves, without actually moving Rattata. It's also the quickest of Rattata's smash attacks, starting quickly and having little end lag for a smash attack. It deals 12-16% damage and knockback that KOs around 210%, which has a diagonal angle to it and thus makes momentum cancelling a bit less effective.

This is your quickest killing move and it lets you clear out the space on both sides of you, which makes it really good. It's also one of your few ranged moves, so you'll be seeing Tail Sweep a lot if you main Rattata.

Dash Attack: Pursuit

Rattata learns this dark type move at Level 13.

In a keep-dashing attack, Rattata will slightly slow it's dash but gain a determined look in it's eyes as it charges forward, not attacking until it gets close to it's opponents, where it will leap forward a little and try to get off a quick gnawing bite. The bit itself does little damage, 8%, and no knockback, but it does have pretty good hitstun and Rattata can continue dashes when it lands behind the opponent. This also makes the move hard to shieldgrab, as you need to grab Rattata before it reaches you or you won't have time.

This move is not called pursuit for nothing, though. After landing from this attack, an almost lagless affair, you can press the A button to have Rattata almost laglessly turn right around and, if you want, continue the dash attack! Since Rattata will fire off this attack even against a rolling or spot-dodging foe, this allows Rattata to relentlessly pursue the foe through their dodges. The lag for it matches well with the hitstun from when it hits as well, leaving you and the foe in an almost frame neutral situation and from there, the mindgames on if you'll charge right back in, Run Away in a direction or just plain stop using the attack shall begin. Vary it up and the foe will be dodging right into you ready to pursuit again, gaining valuable spacing through Run Away and getting in the valuable damage you need.

Run Away in particular has a lot of fun with this. You can turn around, then immedietely leap backwards to fake out the foe, not turn around and Run Away backwards to do the opposite or even Run Away right towards the foe when you turn around as a switch-up. The fact this move has an almost lagless ending lag and not a great deal of starting lag helps with that.
Rattata has an infinite Jab, a single hit "lunge" for Ftilt, a tail sweep that hits away for Dtilt, and a hopping attack for Utilt. As for Smashes he has another lunge for Fsmash, a large leap up for Usmash, and a circular sweep for Dsmash, as well as a keep-dashing DA. All things listed above that work to show how Rattata has to literally throw himself at foes while evading all the way in order to fight with his small frame.


STEP 5: Aerials!
The most unique aspect of Smash is how the stages allow you to move about platforms and into the depths of off-stage, allowing for aerial combat to really shine. Aerials are what really tie together a character's offense as nearly all stocks involve the foe going airborne, and you having to follow up on them. Aerials are different than the rest of the set not only due to having to jump to perform them, but in that they can be used differently depending on where you are: ground to air, air to air, air to ground, air to a platform, off stage to onstage, the list goes on!

:abutton:
Neutral Air (Nair) is similar to the Dsmash in that it is often a full-body attack that completely covers the character, but can also be a forward-facing move. Nairs are generally weak to mediocre in power (GW's Parachute being a notable exception) and are either single hit with "sex kick"* properties or multi-hitting. Generally used for creating space either defensively or offensively.

*A sex-kick is a move that has a strong initial hit, but then lingers for a weaker hit, like Fox's Nair.

:abutton::stick6:
Forward Air (Fair) comes in a variety of flavors, but as the name suggests it is a forward facing attack. On the whole, Fairs generally are either KO moves or spacing moves (or both depending on the hits/spacing). These are often a single swipe, but can also be a multi-hitting move.

:abutton::stick4:
Backwards Air (Bair) is a bit different as it's the first move that is specifically backwards, not just turning the character around for their Ftilt/Smash/Special (although some MYM'ers do make Side Specials have "backward" inputs for a little variety). In general, Bairs are usually safer or riskier versions of Fair with their role, often being a spacing tool if Fair is a KO option, or vice versa. Some characters have both moves serve the same role however, just in different ways like in Ganon's case. A common trait in MYM is to have Bairs turn the character around to face that direction like with Marth's Bair.

:abutton::stick8:
Up Air (Uair) like Utilt is an upward attack that is often either a narrow hit upward, or an arcing strike above the character (flip kick). On occasion Uairs can be multi-hit but it isn't common. Uair is unique in that it is often a KO and Combo move in one, as while a move may be good at juggling you can position you and the foe up high to KO off the top, or send the foe at a low angle offstage with some of the "flip kick" type moves.

:abutton::stick2:
Down Aerial (Dair) is a downward attack that is almost always a KO move or multi-hit pressure move (Drill). Dair can on occasion be a more "normal" hitting move, but for the majority if one of the ones mentioned before. As for KO's, these are done mainly by spike/meteor hits that send foes straight down, and preferably to their doom offstage. Meteor/Spike hits also pop foes up if they are standing on the ground, so can also be used for combos. Of note are "stall then fall" Dairs that are like Toon Link's or Bowser's Down B, where the character pauses a moment before plummeting downwards a distance.

Let's check out Rattata's aerials.

FrozenRoy said:
Aerials

Down Aerial: Body Slam

Rattata has been able to learn Body Slam for a while now, usually by TM or Move Tutor. So yeah.

As you may have guessed from the name, this is a stall than fall, though there is very little stall, as Rattata quickly turns it's back downwards while pushing the same way, sending it plummeting to the ground at about the speed of the Ice Climber's dair. This move deals a low 6% damage and low diagonally upward-forward knockback, really more serving to get the foe out of the way than for knockback purposes. Indeed, this move's primary purpose is to get Rattata to the ground faster, given it's floaty nature, and for being a decent move to hit people under you.

This move is actually pretty controllable as you descend, allowing you to better choose where to land. When Rattata lands on a solid surface, and just like Toon Link and Zamus' stall than falls this won't stop until you do or you grab a ledge, it'll actually pop up as it lands on it's back and flips onto its legs. Rattata will pop in whatever direction you are holding at the time, about half a Battlefield platform, or you can let the control stick stay in the middle and pop in place. Indeed, this move allows a good little ground movement once you get there.

Forward Aerial: Tail Slam

Tail Slam ain't a Pokemon move.

Rattata flips in place, slamming downwards as hard as it can with it's tail. This doesn't amount to a particularly strong move, but it does do the most damage of any of Rattata's aerials, 10%, and produces a quite weak meteor smash. You won't really be KOing too many people with this until very high %s(300% or so?), but it is a decent enough way to get someone in the air back down to the ground and at low %s you can combo with this from the down tilt, albeit not a true combo past anything but meager %s. Overall though, this is mostly just for the spike and to help get people where you want them to be, where you can use Run Away and Pursuit and your much better ground agility. As far as the lag goes, it's pretty fast as far as aerials go, but nothing special compared to your other aerials go.

Neutral Aerial: Tail Spin

Also not a Pokemon move.

Rattata itself curls into a ball, extending out it's tail to try and hit anyone around it. Hitting with Rattata's body deals a meager 2% non-flincing, non-knockback causing damage, but will most likely only cause them to get hit by the tail, which deals 6% damage and knockback that can start KOing at around...oh...320%. However, it has decent base knockback, it's more that it's knockback scaling is pretty bad. The tail will make three revolutions around you for a pretty long duration move, but it's unlikely to hit with more than one.

This generally be your somewhat generic aerial GTFO move, as it hits all around you pretty fast and deals enough knockback to be a good GTFO move. It has some fast startup, but somewhat uncharacteristically long end lag, as Rattata has to right itself after spinning, especially if it hits the ground. So it's sort of punishable.

Up Aerial: Tail Swipe

Nope, not a Pokemon move either.

Rattata swiftly swipes above it with it's tail, dealing a quick 6% damage with almost non-existant knockback, but similiarly almost non-existant hitstun. This can actually combo into itself pretty easily at almost any %, but only at most you'll get two hits with this due to aerial movement and the severe lack of meaningful hitstun. Think like Pikachu's UAir. This move also leaves Rattata in the somewhat disadvantageous situation of being under a foe who most likely outranges it, outdamages it and outprioritizes it. You'll need to be careful in combining this possibly great damage racking tool, especially at higher %s, with the downsides of possible retaliation. It might not be a bad idea to try and Body Slam right out of the air after this.

It starts the quickest of any Rattata aerial and has the least ending lag.

Back Aerial: Crunch

Crunch is a Pokemon Move which Rattata learns naturally at Level 22.

When this move is used, Rattata will quickly turn around and deliver a HARD crunching chomp. This causes 9% damage and the most knockback of any Rattata aerial, killing at around 270%, but has the flaw of the fact that its range is extremely short, especially since Rattata has to turn around and can't really get any extension. If the opponent is anything more than a token distance away, expect to whiff, meaning this move needs to be used very carefully. It starts up deceptively quick, but its end lag is sort of bad, moreso if it misses, as Rattata chomping down so hard causes it to flinch a little, though unlike Super Fang it is not hard enough to cause any self damage.

This move has another use to it too, albeit a small one. If you hit A after this move is finished and during the end lag, Rattata will actually turn around, allowing you to change direction easily in the air. Nifty, eh?

This is your primary killing aerial, as Tail Slam only works with spiking and Tail Spin takes longer and is a bit less reliable. Just be very careful about how you use it, because it can't just be thrown out at will. Wall of paining is right out. You can also use it to turn around, but this might not always be a good idea, though it CAN be used to threaten a foe hit by it near the edge with a FAir meteor smash.
He has a spinning sex-kick-like Nair, a Stall then Fall Dair, Flip Uair, and both Fair and Bair are single hit moves with different methods to either KO or Combo in the case of Fair. Notice how FrozenRoy uses Rattata's tail as a weapon to extend what he can do here.


STEP 6: Throws!
Apart from smashes, this is the other area where you can showcase your character's more signature abilities. Take Ness for example with his powerful PK abilities put to use in all his throws, or how Falco uses his blaster in nearly all of them where the only other time it's shown is Nspec.

:zbutton:
The Grab command (also done via Shield + Attack) allows you to grab another character through their shield and other attacks if timed right. If you have a foe grabbed you get to do essentially free damage via a throw or pummel, which is an extremely potent tool. Grabs come in two varieties: jointed and disjointed. Jointed grabs are standard grabs that use the character's arms or what have you, while disjointed ones involve a tether such as Link's Clawshot or just simply aren't attached to the character as with Mewtwo's slight range beyond the hand on his grab.

:abutton:
Pressing A allows your character to "pummel" the foe, usually kneeing them or such to cause damage before you throw or to just keep them grabbed. Pummels usually do either quick hits for low % or medium paced for 3-4% a pop, and allow the grabbed character to break free. Many MYM'ers employ special pummels due to it allowing the foe to escape before being thrown, adding effects such as leeching HP or putting a debuff on the foe are common.

:stick6:
Forward Throw (Fthrow) has the character throw their victim forward in usually a straight or diagonally upward fashion. Usually not a KO throw.

:stick4:
Backwards Throw (Bthrow) has the character throw their victim behind themselves, usually at a high or low angle. It is commonly either a KO move at an edge or valuable combo starter/extender.

:stick8:
Up Throw (Uthrow) as you guessed, tosses the foe upwards. It is usually either a straight up KO throw or combo/juggle starter.

:stick2:
Down Throw (Dthrow) slams the opponent downwards and either leaves them there for the character to chase (tech chase) or pops them up to combo off of. Dthrows very rarely ever kill, and if they do it is usually due to them being sent off an edge at just the right angle to be tossed downwards.

:xbutton:/:ybutton:/:stick8::zbutton:
Z-Air (Zair) is a specific move where you can do a "grab attack" mid air. Samus' Grapple Beam is a famous example as it gives her a giant-range poke. Zairs are generally used by characters with tether-like grabs, but some like myself in MYM have made efforts to try and make it universal, with things such as aerial grabs that only let you pummel until you land, or making them alternate attacks you can only use once before landing.

Rattata on the other hand has a special version of the "throws" section:
FrozenRoy said:
Grab Game

Grab: Gnaw

Gnaw is not a Pokemon move, but Rattata can use Gnaw in the Pokemon TCG.

Rattata has a very odd grab. When the grab is used, Rattata will hop forward just a tad. Normally this does nothing, but if it hits a foe during this, Rattata will swiftly run onto the foe. While Rattata is on the foe, you can move on them with the control stick, up and down causes you to move up and down the foe, while left and right allow you to move around them, such as to the sides. During this same time, the character is unable to move, but moving the control stick causes the character to move their hands or whatever they would grab Rattata with. If they hit A over Rattata, they'll grab it and fling it off. Miss and take lag. There is a very slight delay between the button press and actually grabbing Rattata, so you need to catch Rattata either gnawing you for damage, which it does by pressing A while on you and deals rapid 3% damage, or trick Rattata on where to go.

Rattata, as mentioned, can hit A to gnaw on the foe for rapid 3% damage, which is a mostly quick animation but will cause the foe to at least someone catch up to you. After ten seconds of this grab, if Rattata has not been caught, it will automatically jump off half a Battlefield platform in front of the foe. Rattata has no throws. If the foe grabs Rattata, they will now have Rattata in their grab, where they can do whatever throwgame they might have. If they have some special grab game that would not work, such as another Rattata, they will throw him away one Battlefield platform, dealing 10% damage. Rattata can, at any time, press B to exit this grab by jumping off the foe half a Battlefield platform in front of them, leaving Rattata and the foe in a frame neutral situation. This deals 2% damage.

I am pretty sure this grab is actual a horrible abomination to grabs, but YOU try and come up with something for Rattata! It's just not suited to any kind of grab game whatsoever. Sad. It's at least unique, I guess?
True to character, Rattata doesn't actually throw the character but rather combines throws and a pummel into a sort of mini-game where he can wrack up a ton of free damage if he's on his toes. Just like the rest of his gameplay!

Feel free to experiment with special throw effects like this if you want.


STEP 7: Extras!
Extras are things such as little Easter Eggs, taunts, victory poses, loss posses, stickers, you name it as long as it isn't really essential to the character's core moveset. Final Smashes also count as an extra due to them being linked to an item. Feel free to add as much as you want to flesh your character out her,e it can do wonders for those reading the set who are curious about the character!
FrozenRoy said:
Final Smash: Rattatarmy

Rattata has managed to somehow grab a Smash Ball! When you unleash this move, a whopping 19 Rattata will frantically run onto the stage. These Rattata act as the main Rattata at 40% damage and have it's full moveset and will rampage across the stage for an amazing 20 seconds, acting as enemies to anyone not Rattata as CPU characters with a CPU level of 7. They can be knocked off the stage to get rid of them, but as there are 19 of them, it is quite hard. It can also be hard to find the main Rattata if you wished to hit it, as the summoned Rattata are always the same color/costume of it.

After 20 seconds, the Rattatas will run off the stage, each one having found a Chilan Berry. I guess they only came because they smelled it. There's no honor among Rattata, is there?
Rattata's final smash should be funny to those who have played the first few generations of pokemon, it mimics the experience of running through the first handful of routes perfectly!


STEP 8: Summary!
After you've laid out your moveset, it can help still to provide a bit of insight into the character's core game plan when it comes to actually using him or her in Smash. Generally you can keep it short and sweet, but with more intricate characters you could even extend it to a few paragraphs to detail their strategies.
FrozenRoy said:
Playstyle of The Rat

Rattata is all about quick attacks, damage racking and mobility. Rattata cannot win in a heads-on fight with the foe, as it's attacks low % and bad range means it's priority is garbage, plus it's general lack of a KO move and, indeed, it's grab rendering it's defensive options out of it somewhat poor. This is not counting it's bad weight and terrible recovery!

But fret not, as Rattata are spry creatures, and they have to catch you before they can wail on you. Your speed will serve you well here, as will your mind, as Run Away becomes a centerpiece, allowing you unparallelled mobility options on the ground and even able to use your short lag to move around. Once you've gotten the foe to a decent %, somewhere around 80-100% depending on the weight, the threat of Super Fang will loom above the foe's head, threatening to do 50% damage and bring them closer to the percentage where Rattata can finally score the KO it so dearly wants.

Hustle also provides Rattata a high-risk, high-reward option, especially when COMBINED with Super Fang. After all, it does increase attack power by 50%...and Super Fang can deal a TON of damage. Landing Super Fang on a foe with just 80% means an amazing 60% damage(40% from Super Fang + 20% more from Hustle), almost doubling their damage right then and there! The drawback, however, is severe, as you will be taking MASSIVE recoil to your already small frame. That 60% you just did? It also means you just dealt yourself 15% damage. And no matter how good you are at dodging, if the foe has 80%, you'll have taken some damage yourself. Considering Rattata has little survivability, this is quite bad. Hustled Super Fang, while an incredibly dangerous tool, is also an incredibly dangerous risk. And if you miss, you still take 5% and that bad end lag, even if you can place yourself around with Run Away.

Hustle's other use is to turn Rattata's moves into more legitimate damage rackers. For example, Rattata's up aerial combo now gives you a solid 18% on the foe. D-Tilt to F-Air early on with Hustle will give you a great 25% damage on the foe early on. Your fast tilts are upgraded to legitimate damages and even your smashes start looking like a true powerhouse's! Just remember this all comes at the cost of Rattata's small survivability: That up aerial combo is going to cost you about 8% damage to do. D-Tilt to F-Air? That'll be about a solid 8-9% too. And your foe WILL be able to last longer than you.

Indeed, Rattata is an uphill battle, and perhaps a bit underpowered.

Rattata also has some mindgames to it, really somewhat required to play Rattata. All the times you can use Run Away and change direction with it mean that tricking the foe as to what way you will go with it is really needed to use it truly effectively, otherwise it can be chased down and you'll be exterminated, given no invincibility frames. Pursuit allows you some too, such as the short but important mental battle when it hits on how you will proceed, or how to proceed when you miss your foe. Turn around for another pass? Turn around and Run Away backwards to maybe trick a foe? Maybe you won't turn around, but Run Away backwards to get behind a foe who was charging a predicted backwards Run Away. Varying up how you go about it will keep the foe confused for the most simple follow-up of charging at them. Maybe even mix in a few of the same to make the opponent think they've got a pattern on you, before pulling the rug out from under them?

Be spry, be nimble and you've got a chance, little Rattata.
As you can see, FrozenRoy wraps up Rattata here with his strategy of hit and run to build up damage to either get his moves to finally KO, or get a stronger smasher to do it for him


Coming soon: Advanced moveset ideas / mechanics.


 

~ Valkyrie ~

Holy Maiden Warrior
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Sorry if this comes late but that tutorial is just SPLENDID. It's very comprehensive and indepth on how to make an effective moveset. Hope you include more advanced tutorials later on!
 

Shorts

Zef Side
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I could always throw these out there:

Dixie Kong ~

^B Hair-copter: On the ground it works similar to Ice Climber’s spin attack, only lasts a little longer, and moves quicker. It is however, slightly weaker as well. In air the move is a useful gliding tool.
B Chewing Gum: Hold down B, and Dixie will begin to blow a bubble. The longer you hold it, the bigger the bubble gets, but if you hold it too long it will EXPLODE in your face and cause you damage. When you release it it slowly floats across the stage, acting as a moving bomb, one touch and BOOM! You can use it’s slow moving properties to your advantage and aim to knock your opponent into it, if you’re cool.
B> Hair Grab: Dixie whips her Ponytail forward for an extra long reaching grab. If the opponent is too close to you however, it will simply act as a normal attack, and just hit them. So it can be used as a hair slap, or a hair grab. YOU DECIDE!
VB Barrel throw: Dixie puts her long blonde ponytail to work, and throws a barrel forward. Depending on how long you charge B, you could get a wooden barrel (Just rolls normally) a metal barrel (Bounces, but moves slower), or a TNT Barrel (Explodes when it comes in contact with something/someone, but moves the slowest)

King K. Rool ~

B Crown Toss: This is supposedly his most iconic move? Go figure he would rip it from Sailor Moon. Anyways, K. Rool Tosses his crow forward swiftly, acting as a boomerang.
>B K. Rool Crusher: K. Rool rushes forward and tackles the opponent. This move sort of acts like a further moving version of Wario’s shoulder ram move. It also ends with him diving to the ground, unlike Wario’s shoulder ram.
^B Kombo: Hailing from DK64, K. Rool ‘s up B is a chargable uppercut. The longer you charge, the stronger and higher he will lung upwards.
VB Belly Bounce: This move acts as a counter, as well as a reflector. K. Rool puffs his chest quickly. If attacked, he releases and his belly smacks the opponent. If a projectile is aimed at him, his stomach will bounce it back at the opponent.

Krystal ~

B Demon Sniper Rifle: Krystal pulls out the demon Sniper rifle from Assualt, and takes aim. Here, you have the ability to pretty much aim in any direction, and then fire. Tap B once to pull out the sniper, aim it at the target of your choosing, and BAM. Shoot them down.
>B Tricky rushdown: Krystal shouts “Tricky, now!” and out from a small warp tunnel from behind her tricky rushes forward.If the opponent is hit by Tricky, he will launch them forward. Once Tricky is summoned, Krystal can move about, however when she is in the middle of summoning, she is vunerable to attack.
VB Psychic Insight: This is Krystal’s counter move. Like Marth or Lucario, Krystal closes her eyes as a purple aura surrounds her. She uses her powers as a Psychic to feel what the enemies next attack is, dodge it, and subdue them properly. When attacked in this state, she opens her eyes, makes a blocking motion of whatever attack is hitting her, pulls out her staff,and flips the opponent behind her with it
B^ Lunge and strike: Krystal launches upward, and slightly forward, holding the staff above her head with both hands. And at the height of her jump she brings the staff down, like a hammer, bashing the opponent. The attack does the most damage if the opponent is hit with the END of the staff, but being hit by say the middle of the staff will still do damage.
Side note: I felt like her B-Moves should try to incorporate both aspects from Assault and Adventures. Instead of just catering to her staff, I used the aspect of her being a Psychic (VB), her relationship with Sauria(B>), as well as her battle skills she learned from both Sauria(B^) and her StarFox teammates(B). Her normal and air moves would incorporate both her staff, as well as her physical combat skills.

Rosalina ~

B: Star piece: She throws out one of thse star peices. They can be aimed, and do not disappear like Fox's blaster, but they moves slowly like something would in space They do break when they are hit though.
^B: Zero Gravity: Her third jump allows her to hover, but unlike peach she hovers for a shorter time, and can move 360 degrees. Her A moves can be used in this state, but not her B moves.
vB: Star trap: You know those things in Mario galaxy that act like cannons and blast you places? Well using this move will cause one of these to pop up. on the ground they are at an angle, so they will shoot the opponent, causing them to fly through the air in a "rainbow" type of pattern. If used in the air, the cannon will shoot them towards the ground.
B>: Luma dash: Rosalina flicks her wand and Luma dashes forward a few feet, and swiftly returns to her side. Think ZSS's B>, but slightly higher in the air, (unless she is ducking) and a Luma!
 

Pheta Ray

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GARY OAK (PLACED NEXT TO POKEMON TRAINER)


==========
= Arcanine =
==========

A: Bite (3%)
AA: Bite, Scratch (3%, 3%) (Total: 6%)
AAA: Bite, Scratch, Tail Whip (3%, 3%, 5%) (Total: 11%)
Dash A: Dash-roll (9%)

F-tilt: Headbutt (7%)
D-tilt: Sweeps out with tail (6%) [Trips opponent]
U-tilt: Kicks up with front legs (7%)

N-Air: 360 degree spin in a flame coat (11%)
U-Air: Bite/Headbutt upwards (13%)
F-Air: Two-paw slash (14%)
D-Air: Hind leg kick down (14%) [May spike]

Pummel: Hits with head (2-3% per pummel)
U-throw: Tosses opponent upwards (12%)
F-throw: 360 spin with the opponent in Arcanine's mouth (13%)
D-throw: Stomps on opponent and breaths fire (14%)
B-throw: Toss back with hind leg kick (14%)

U-Smash: Kicks up with hind legs (17%)
D-Smash: Sweeps in a circle with hind legs and tail (17%)
F-Smash: Smashes shoulder forwards (19%)

Neutral-B: Flamethrower (3-5% per hit)
Forward-B: Fire Fang (6% x 3[bites]) [Short dash at beginning]
Down-B: Roar (14%) [Knockback 165% normal]
Up-B: Extremespeed (10% in movement, 15% in reappearance) [Directional with D-pad, vanishes and reappears; vulnerable afterwards]

U-taunt: Rears up on hind legs and growls cutely
D-taunt: Rolls over and yawns
F-taunt: Roars while prancing in a circle


===========
= Nidoqueen =
===========

A: R-Slash (4%)
AA: R-Slash, L-Slash (4%, 3%) (Total: 7%)
AAA: R-Slash, L-Slash, Horn jab (4%, 3%, 6%) (Total: 13%)
Dash A: Shoulder ram (10%)

F-tilt: Tail swipe (8%)
D-tilt: Quick L-R slash at feet (4% + 5%) [May trip opponent]
U-tilt: Horn attack up in a semi-circle [ends behind Nidoqueen, resets to original position] (8%)

N-Air: 360 spin with legs/arms out (12%)
U-Air: Head smash (13%)
F-Air: Two-handed overhead hit (14%)
D-Air: 360 spin with tail drill (3-5% x 4) [5% rarer]

Pummel: Knees into stomach (2-4% per pummel)
U-throw: Uppercut (15%)
F-throw: Jump and kangaroo kick (13%)
D-throw: Slam into ground (15%)
B-throw: Spin and left hook (14%)

U-Smash: Two-handed uppercut that arcs over head (17%)
D-Smash: Hard stomp into the ground (17%)
F-Smash: Slams hands together in front (19%)

Neutral-B: Poison Sting (3-5% per sting)
Forward-B: Submission (If tackled, grabbed, and thrown, 18%; if not, 14%)
Down-B: Digs a hole, then comes up a little ways away (12%)
Up-B: Spins with her horn first as she rises up into the air (15%) [Vulnerable afterwards]

U-taunt: Spreads arms and roars to the sky
D-taunt: Rubs nose with hand and points to the ground, smirking
F-taunt: Throws three punches then says "Nido!"


==========
= Blastoise =
==========

A: L-Punch (4%)
AA: L-Punch, R-Punch (4%, 5%)
AAA: L-Punch, R-Punch, Uppercut (4%, 5%, 6%)
Dash A: Tackle-slide (11%)

F-tilt: Forward punch (10%)
D-tilt: Swipes at feet with arms (8%) [May trip opponent]
U-tilt: Tosses body up slightly (9%)

N-air: Spins 720 degrees in shell (15%)
U-air: Shoots a burst of water upwards (17%)
F-air: Turns body and blasts water forwards (17%)
D-air: Smashes down with two fists (18%) [Spikes opponent]

Pummel: Bashes with skull (4-6% per pummel)
U-throw: Bursts water from jets (16%)
F-throw: Kicks into the stomach (18%)
D-throw: Throws down hard (18%)
B-throw: Hits with shell (17%)

U-smash: Bursts water from jets (17%)
D-smash: Spins 360 on stomach on a puddle of water (16%)
F-smash: One step then shoves body forwards (19%)

Neutral-B: Hydro Pump (10% no charge, 5% charged with big knockback/pushback)
Forward-B: Short-range Ice Beam (14%) [Freezes opponent 6/10 times]
Down-B: Fires water into the ground, causing water to erupt from the ground around Blastoise (15%)
Up-B: Blasts water at an angle to propel up (16%) [Chargeable, becomes vulnerable afterwards]

U-taunt: Sprays water to create a rainbow
D-taunt: Sits down and puts hands behind head
F-taunt: Stretches and says "Stoise..." while yawning
 
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