JOE!
Smash Hero
@ shortie: need more moves there lol.
Also, should prob work on the "advanced" tutorial...
Also, should prob work on the "advanced" tutorial...
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You were invited by the man in charge of the whole thing dude.I don't think my moveset or it's presentation are really up to standard for that.
So assuming Toon Link gets more changes to his moveset in SSB4, I'd prefer it if he had different specials but kept similar regular moves. As such, here's a nifty little idea to remove Toon Link's clone status for good.
Neutral Special: Grappling Hook - Pressing B takes out Link's Grappling Hook, which he swings above him over his head. During this "mode", Link can still move around at a reduced rate. Pressing B again makes Toon Link throw his Grappling Hook, which does damage from afar and will steal an item straight from the opponent if they're carrying one. It also acts as a tether.
Side Special: Deku Leaf - Toon Link takes out a big leaf almost as big as him. On the ground, it creates a ball of air that pushes the opponent back very far if it hits them. In the air, in addition to the ball of air, Toon Link is pushed back the opposite direction with just as much force, making it a decent side-recovery. Using it when in a helpless falling-state makes him use it as a parachute to descend slower.
Up Special: Hurricane Spin - Very similar to his previous Up Special, the Hurricane Spin requires a bit of charging like Diddy Kong's Jetpack. If fully charged, however, Toon Link goes flying upwards in a spiral of yellow spinning energy. If fully charged on the ground, it lasts for a whole 5 seconds, horizontally sucks the opponent in, does a barrage of hits, and sends the opponent flying with the last hit. This comes at the drawback, however, in that Link is dazed for a few seconds after the attack is complete, leaving him to be very vulnerable if his attack misses.
Down Special: Iron Boots - Toon Link does a short hop and puts on his Iron Boots, which effectively gives him a Metal Box effect. Falling down on an opponent from above while wearing them additionally triggers an automatic foot-stool hop that does damage to the opponent. Your jumps and movement speed is greatly reduced, however, and you can only equip and unequip them on the ground, meaning one has to use them strategically.
Final Smash: Ballad of Gales - A tornado forms in the background, creating a strong gust that blows Toon Link's opponents to the side. Unless the opponent has an extremely good side-recovery, they'll have a hard time recovering if knocked to the side the wind is blowing towards. Toon Link is unaffected by the gale and actually moves slightly faster during the duration of the Final Smash.
If they have no limit why do have to equip them?They'd be useful for staying on the ground and not getting knocked around. The effect wouldn't have a limit because it's a move, not an item, meaning the limit would be removed. And please don't use points like "that would look stupid" when that's a matter of subjectivity.
You're free to make your own variant of a new Toon Link moveset if you want. I merely took the items from Wind Waker because of their relevancy with the new WWHD coming out soon. If you believe your ideas are much better than mine, feel free to express that.
You don't need an invitation to join MYM. You can join if you just walk on in, regardless on if you've never heard of it before. So don't worry about invites (or set quality: Though if you wanna work on it more before entering, go ahead) and join on in!You were invited by the man in charge of the whole thing dude.
He doesn't just invite anyone. He saw something special. Give it a go. :D
Ever hear of a toggle?If they have no limit why do have to equip them?
I wish.Also I am secretly in charge of everything.
Thanks for the recognition!Little Mac Moveset
Pieced together using ideas posted by smashboards members Yoichi Hiruma, Shinhed-Echi, ErictheLone, VenusoftheDesertBloom, JohnKnight1 and others
Series Symbol: Boxing Glove with a Star
Music:
Punch Out Theme.
EVERY REMIX from Punch-Out!! Wii
Stages: WVBA Boxing Arena, complete with Louis Codecs.
Alt colors: Doc Louis colors, Pink jogging suit, Champion suit, other assorted colors.
The moves:
We wanted to give Mac a Dempsey Roll type move where he's bobbing and weaving while still aggressively approaching the opponent.
Instead we've given Mac a unique sidestep dodge. If you hold forward quickly after inputting the dodge Mac will actually move forward a bit, vice-versa going backwards. There you have it: a Dempsey roll without using any move slots. To balance this out, Mac will suffer increased damage and knock back if he is hit while you are doing this.
Standard moves
A-A: One-two punch
A->: Hook to the chin
A-/\: Uppercut straight
A-V: Crouching jab
Dash attack - NSMB punch - Little Mac runs (like the infamous running cutscene), but his pumping fists will actually hit the opponent when you input the attack. Animation does not change, so it can be unpredictable, as it just looks like he's just running at you.
AERIALS
neutral air - Speed bag punch (that thing where boxers roll their fists rapidly punching the small bag)
foward - Lunging punch (This is the main punch you see in PO!! NES)
Bair - Rotating aerial hook (knocks away)
Up - Leaping celebration fist pump (seen in PO!! Wii when Mac wins a match) - Mac joyfully leaps into the air punching with one fist.
down - Bonzai crusher - Meteor spike. This is Piston Honda's signature move, only downward.
SMASHES
up smash - Winner's fist pump - The double fist pump you see when Mac wins a match in PO!! NES.
Dsmash - Spin Punch (Super Macho Man) - A spinning punch that hits first in front, then behind. Normally Little Mac wouldn't use such a technique, but with the certainty of opponents surrounding him, Mac decided it would be best to practice something like this.
FSmash - Fierce straight - A basic strong, fast straight punch. Mac moves forward slightly while doing it.
SPECIAL ATTACKS
Down B - Guard- Mac contracts himself into a deep defensive position. This move grants 50% reduced damage and knockback from direct attacks and physical type projectiles. If overused (more than two or three uses in a short time) Mac will enter a "pink" fatigued state in which he is unable to move fast and recieves 150% damage and knockback. This lasts for about 7 seconds. Mac will gain a star if he counter attacks with any normal attack quickly after the block is hit.
Neutral B - KO PUNCH/Sportsmanship - A strong punch that is chargeable and storeable. To charge, Mac does several bicep curls until he starts glowing. Instead of dealing powerful knockback, it does 23% damage and knocks the ememy down. Unlike a normal state of knockdown, the victim must rapidly tap the buttons to stand back up or wait out the duration of the condition (about 5 seconds unless you hit them - then it wears off immediately). If Mac does not attack while the opponent is down he will get a star and his damage will be reduced anywhere from 10% to 100%...a reward for sportsmanship, depending on the % level of the opponent at the time. There can be some strategy here... Sometimes you will be faced with the decision of going for the health or going for the sure kill.
Side B - Skipping Rope - In Punch Out Wii training cutscenes Little Mac is shown skipping rope very fast. Little did we know how fast. Turns out the speed he generates creates enough lift to carry him through the air...in the smash universe at least. In the air it is a pseudo recovery move, covering decent horizontal distance with minimal upward direction. It's effectiveness as a recovery increases with every star you get. It also reflects projectiles and thrown items.
up B - Star Punch/Uppercut - The Star Punch is Mac's signature attack. With no stars it is a basic weak uppercut, dealing about 6-7%, low knockback, more of a combo move at this point. Average vertical recovery with no stars.
On the ground:
1 Star: A decently powerful upward strike, does not jump. 10-12% but decent knockback. Good vertical recovery.
2 Stars: Even Stronger. No jump still. Just a strong powerful upward punch, 15-20 damage, above average knockback. Very good vertical recovery.
3 Stars: Very Strong, very fast. A jumping uppercut while spinning once. Vertical knockback is extreme, and will KO at medium damage, around 50-70%. The attack itself deals 25-30 damage. Excellent vertical recovery.
Grabs:
Most people suggest a double handed punch, like Bear Hugger's Bear Hug, or to clench an opponent.
I suggest to use one of Mac's signature abilities: The Stun Punch.
Also known as "The Dizzy Punch", Mac will do a quick jab that stuns the opponent. From there...
Pummel: Mac will repeatedly punch the opponent.
Forward: Mac will punch the opponent with enough force to spin the opponent around similar to the Cape. Mac can follow up with a number of attacks. Reference to Disco Kid KO cutscene.
Up: Mac deals a punch to the gut and follows it up with a powerful upwards strike.
Back: Mac runs behind the enemy, and punchs while whirling around to face them.
Down. Punches enemy who grows a flower on their head, and then falls down. The flower does what it does in Brawl. Reference to Don
Flamenco's KO Cutscene, in which his rose turns black and wilts, attached to his body as he is KO'd.
NOTE: Each character has a unique thing flying over their head when stunned by the Dizzy Punch. (i.e. Mario has his hat flying in circles over his head, Luigi has his, Peach has crowns flying in circles over her head, Bowser has Koopa Shells, etc.) As a reference to the Wii installment.
Final Smash: Shadow Boxer
Mac enters the foreground of the screen. A light shines from behind casting his shadow onto the battlefield. The shadow will do whatever you do and is immune from the opponents' attacks. However you can die if your shadow falls off the stage.
...
or Giga Mac if you like.
Taunts:
Up: Jump ropes in place.
Side: Punches in place.
Down: Mac begins doing situps.
Victory Theme:
Punch-Out Victory Theme.
Victory Poses.
1. Lifts the belt in the air, saying "WOOHOO!" Doc with him, eating chocolate.
2. Is lifted onto Doc's shoulder by Doc.
3. Doc lifts his arm up, as Mac looks happy.
Star System.
How to GAIN Stars
Successfully pull of Infiltration will all 3 hits with correct timing. Correct timing implies that you hit them again JUST as the brief hitstun wears off.
Attack an enemy while they are taunting.
Attack an enemy while they are charging a Smash Attack.
Attack an enemy, interrupting an attack by them.
Hit an enemy with a 0 Star Up Special.
Successfully land a fully charged Smash Attack.
Attack after Dodging/Sidestepping
How to Lose Stars:
Die.
Use the Star Punch.
Take a lot of damage.
Be hit by a Smash Attack.
(Note: Being KO'd, or Using the Star Punch uses all the stars. Taking a lot of damage or being hit by a Smash Attack lowers your
Star Count by one.)
For SSF2, YOU'll have to make the spritesI have a question; I've been developing move sets for characters to put into Super Smash Flash 2, under the hope it'll allow for custom characters. Most characters have no real connection to Nintendo in any way, what is the position of this thread about the move sets for third party, fourth party, and entirely non-Nintendo characters?
I'm aware of that. While my knowledge is limited I'm learning basic - at the moment - Flash and pixel art for the development of the sprites.For SSF2, YOU'll have to make the sprites