This is my first moveset, so it's bound to be unbalanced and potentially not good. Constructive criticism is greatly appreciated.
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There's been a smattering of posts and sketches on the Miiverse SSB community to the popularity of this guy, but I've not seen anyone attempt a moveset, and since I'm too lazy to go through every post here and he does in fact feature in the Roster Maker, I thought what the hell?
Steve from MineCraft?!
Didn't see that one comin', did ya? Blasphemy!
Before you report me to the admins, I'll make my case. If you don't already know, Steve is the protagonist in the MineCraft games. As Steve you begin with nothing, collecting blocks, crafting tools, building shelters and workshops. The game progresses with the more resources you collect, food from animals, wood from forests, and most importantly the raw minerals deep in the stone. By day, Steve continues to develop the infrastructure of the overworld. By night, Steve defends himself and nearby villages from zombies, skeletons firing arrows and strange looking green creatures the villagers call "Creepers" that explode when touched.
When he discovers how, Steve builds a portal and travels to the Nether, a hellish underworld full of fire, Netherack rock and evil beings ready for a fight. After defeating the inhabitants Steve exploits the resources there as well and returns to the overworld with the treasures of the Nether. Continuing further down in the overworld Steve encounters a stronghold with an End Portal and, with his enderpearls activates and jumps straight into the End dimention to face the Endermen and the final boss; the Enderdragon.
In-game, Steve has a copy of virtually every item he can wield to deal damage to the opposition, from tools to weapons, potions to throwable objects, even TNT. Steve is a bit of an everyman; taking away his items has a normal build and size, and his speed is equal in all respects. His unique ability however is the main thing that distinguishes him from the rest...
Unique Ability - Upgradable Attacks
Inspired by Lucario's Aura in Brawl and Bomberman's special moves in the fan game Super Smash Flash 2, Steve has the ability upgrade some of his attacks and inflict more damage as he fights by attacking fighters and crafting better versions of his arsenal between lives. Steve begins with a wooden version of the sword, axe, hoe, shovel and pickaxe; each dealing the lowest damage in the slowest time. As Steve uses his pickaxe, every time he lands a bow with it, one block of a particular resource may drop for Steve to promptly pick up and place into his inventory. Whenever Steve wants or needs to he can retire to a quite spot and craft new tools that slightly increase the damage they inflict and decrease any time taken to either attack or charge to reach maximum output. As his pickaxe is his Side Special, the pickaxe can also be charged to increase both its damage and the chances of increasing the amount of blocks ejected when landing a blow, the maximum blocks in one blow is two.
The four 'mine-able' resources are released as each new upgrade on the pickaxe is made: Stone, Iron, Gold and Diamond; when the pickaxe is upgraded, depending on the state of the tools, older resources can still be mined to upgrade other tools. Steve can only store nine blocks at a time before he needs to use them and craft weapons. In general, Stone tools increase the damage by +1% and reduce the charge time and attack time by 10%. Iron tools increase the damage by an additional +1% and reduce the times a further 10%. Gold tools suffer a penalty in both MineCraft and here, Gold tools still decrease the times by another 10% but negate the +2% damage bonus earned from Iron tools. Diamond tools add +3% damage to Gold tools, making them the most damaging, and decrease the charge and attack times by another 10%, making them the quickest as well.
This telescopic ability does have drawbacks though; as mentioned before Gold tools have the same attack strength as Wooden tools by negating the damage bonuses from inferior tools, making a difficult choice for the player; sacrificing short-term damage racking for long-term pinnacle attacks. Also, when crafting Steve needs to stay exactly where he is for up to 0.9 seconds for him to craft the weapons - one tenth of a second for every block in his inventory, if within that time you get attacked by anyone else, while saving the tools you have made, you lose the remainder of your resources and need to gather them again. Lastly, I italicized 'between lives' for a reason. Just like Lucario, and just like in MineCraft, when Steve dies, or is KOed, depending on your outlook in life, all the upgrades from his weapons are lost and he returns to the stage with puny Wooden tools again. Well, that's his abilities, let's move onto his stats...
Stats; stats in italics are not solidified and open to changes and edits.
Weight: 5
Size: 5
Ground Speed: 5
Air Speed: 5
Fall Speed: 5
There, what'd I tell you, everyman. For a first time moveset maker it's a bit difficult to formulate a good set of stats for essentially an everyman. What I can say is that Steve's jumps are rather short. I can imagine Steve's first jump being not much taller than Ganondorf and his second jump being only as high as his first. Now the actual moveset...
Special Moves
Neutral Special - Craft
As mentioned before his Special Attack is Craft. Steve places a Crafting Table block and quickly manufactures his new weapons. When complete Steve returns to the fray with his new tools, the Crafting Table remains on the stage for Steve and others to use as a Wooden Crate for only three seconds. No items will eject when the Crafting Table is broken. Steve's Craft move allows him to upgrade his Side Special, Side Tilt, Down Tilt, Up Smash and Down Smash attacks. Steve needs to stay at the Crafting Table for the entire duration of the craft uninterrupted to utilize the full effect of the craft.
Side Special - Pickaxe
Steve pulls out his pickaxe and 'mines' the fighter in front of him to both deal damage and yield resources to improve his weapons. The attack can be charged to deal the most damage possible and the most blocks; a fully charged blow yields two blocks, otherwise one block will drop. The pickaxe requires three resources to upgrade.
Wooden Pickaxe: 3 - 7% damage, 2.0 second charge time.
Stone Pickaxe: 4 - 8% damage, 1.8 second charge time.
Iron Pickaxe: 5 - 10% damage, 1.6 second charge time.
Gold Pickaxe: 3 - 8% damage, 1.4 second charge time.
Diamond Pickaxe: 6 - 11% damage, 1.2 second charge time.
Up Special - Swiftness Potion
Steve drinks a swiftness potion and jumps upward, extending his right arm up and punching everyone within his path. Anyone who hits Steve is dealt 20% damage, anyone who is unfortunate enough to hit his right fist in the air also suffers an extra 5% fire damage. During the jump Steve also moves faster for three seconds after drinking the potion, giving him the ability to move through the air faster and on the ground faster during that time. The effect is the same as Steve gaining 1.5 Ground and Air Speed tiers. There's a very brief lag of about one third of a second before Steve drinks the potion, as he does he is invincible until he jumps.
Down Special - Flint and Steel
Steve pulls out his Flint and Steel and sparks the ground around him to ignite fire. If anyone is right next to Steve as he ignites fire, instead of the ground, Steve ignites the fighter. Anyone who is either ignited by Steve or steps into the fire suffers 1% fire damage every half a second until the fire is put out, either by being hit or using the appropriate items and/or moves, or letting the fire die out randomly. Fires ignited by Flint and Steel may last for up to ten seconds.
Standard Attacks
Neutral Attack - Break
Steve uses his fists to 'break' a fighter like he does in MineCraft to blocks without any tools. Steve quickly bashes the fighter, entering into a quick combo. As he continues to hit the fighter, the victim cracks visually like a block. The break combo reaches a high as eight before Steve 'breaks' the fighter, the victim suffers 1% damage for every hit in the combo and at the end of the combo also immediately suffers knockback equal to 10% damage. While Steve is breaking a fighter, he is completely vulnerable from every other fighter and can break his combo by attacking him.
Dash Attack - Charge
Steve quickly charges at the fighter and thrusts his fist right at them. The attack yields just 4% damage, but like in MineCraft the attack deals a knockback effect equal to deal double damage - ie 8%. The charge is a useful way to push the opposition back and give yourself space to attend to your affairs such as crafting new weapons.
Side Tilt - Sword
Steve pulls out his sword and slashes the fighter in front of him up to twice. The sword requires two resources to upgrade. The sword, being the prime tool to use against hostile mobs in MineCraft, deals the most damage from the tools, therefore the Diamond Sword is the single most aggressive tool Steve can craft to use against fighters. This move is unique for potentially being a 2-hit combo; when the tilt aims diagonally up or down Steve can also deal a Critical Hit when the tilt moves down or up respectively, by moving the control stick during the attack. The attack also produces different knockback effects when doing this combo; when the tilt first strikes down and moves up, the Critical Hit produces vertical knockback, when the tile first strikes up and moves down, the Critical Hit produces horizontal knockback. If the attack is, or is close to, straight in front of Steve the attack deals the same damage as a first strike, but cannot combo.
Wooden Sword: 5% damage first hit, 5% damage Critical Hit, 0.50 second attack time.
Stone Sword: 6% damage first hit, 5% damage Critical Hit, 0.45 second attack time.
Iron Sword: 7% damage first hit, 6% damage Critical Hit, 0.40 second attack time.
Gold Sword: 5% damage first hit, 6% damage Critical Hit, 0.35 second attack time.
Diamond Sword: 8% damage first hit, 6% damage Critical Hit, 0.30 second attack time.
Up Tilt - Splash Harming
Steve pulls out a Harming Potion to throw directly up at the fighter about him. If Steve misses, the splash potion continues up and falls back down, Steve can then catch the potion and use it like any other projectile item. Anyone who is hit by the Splash Harming potion suffers 6% damage. The Splash Harming potion has the dual ability to be either a quick projectile above to hit the fighter for extra damage, or can by used as a projectile to use strategically to throw to whoever you like within Steve's throw range, with is nothing special, similar to most other characters of his size.
Down Tilt - Axe Spin
Steve pulls out his Axe and crouches down as his spins around and strikes the legs of any adjacent fighters around him. The attack requires three resources to upgrade. The Axe attack is for the most part invented by me. Because Steve crouches down to perform the attack, any moves that generally target Steve's head or torso miss and do not damage or in any other way affect him. The Axe Spin does generate vertical knockback, making an ideal combo starter to anyone you don't like a great deal.
Wooden Axe: 4% damage, 0.50 second attack time.
Stone Axe: 5% damage, 0.45 second attack time.
Iron Axe: 6% damage, 0.40 second attack time.
Gold Axe: 4% damage, 0.35 second attack time.
Diamond Axe: 7% damage, 0.30 second attack time.
Smash Attacks
Side Smash - Bow and Arrow
Steve takes out his Bow, loads an Arrow and charges the shot to fire at the fighters in front of him. The attack can be charged to deal the most damage possible. The Arrow can both deal more damage and travel further the longer it is charged; 1-9% damage. Another staple to Steve's arsenal in dealing with Creepers, the Bow and Arrow also has a Critical Hit rule; while the damage of a fully charged arrow deals 9%, if the fully charged shot hits the torso of a fighter it deals 10% damage and a knockback effect equal to 15%, making a charged shot even more useful in close-quarter combat.
Up Smash - Hoe Swipe
Steve pulls out his Hoe and quickly hooks around the fighter above him and pulling them to the ground, creating a Meteor Strike effect. The How requires two resources to upgrade. Generally the Hoe does not actually serve an aggressive purpose in MineCraft, used to till Grass and Dirt blocks to grow foodstuffs; this is most evident in the fact that, while other tools like the Axe and Pickaxe do improve the Attack Strength of Steve, the Hoe - even a Diamond Hoe - does not. Therefore the move for using the Hoe required a second, more primary application, hence its ability to drag fighters to the floor and generating damage based on the force used to do so. The Hoe is made more unique by the fact that unlike the other upgradable tools, the upgrade to Gold does not reduce its attack strength, instead it reduces its rate of increase.
Wooden Hoe: 5% damage, 0.50 second attack time.
Stone Hoe: 7% damage, 0.45 second attack time.
Iron Hoe: 10% damage, 0.40 second attack time.
Gold Hoe: 11% damage, 0.35 second attack time.
Diamond Hoe: 15% damage, 0.30 second attack time.
Down Smash - Shovel
Steve pulls out his Shovel and quickly smacks the fighters around him twice; once in the legs and again in the face. Each hit deals the same damage and no knockback, but when the above hit lands on the face it instantly stuns the fighter for up to 1.5 seconds. This is another entirely unique move by me, Sakurai beat me to burying fighters into the ground. So instead of immobilizing the enemy that way, I went with an entirely different direction. Aside from the stun effect from the second blow the attack is rather ordinary and does not launch the fighters in any direction; the attack is designed to stop fighters from moving long enough to retaliate and lay down your own fire.
Wooden Shovel: 2% damage each hit each side, 0.50 second attack time.
Stone Shovel: 3% damage each hit each side, 0.45 second attack time.
Iron Shovel: 4% damage each hit each side, 0.40 second attack time.
Gold Shovel: 2% damage each hit each side, 0.35 second attack time.
Diamond Shovel: 5% damage each hit each side, 0.30 second attack time.
Grab Attacks
Grab
Nothing special here, Steve grabs the fighter in front of him to deal any of the following attacks;
Pummel - Use
Steve carries the fighter in his right hand and begins striking them into the ground like an item. Every hit deals just 1% damage - 'using' the fighter every second - and can combo up to 8 hits before letting go of them.
Forward Throw - Drop
After he's done using the fighter Steve drops them, throwing them forward and dealing 8% in the process. The Drop doesn't yield any knockback but does create brief stun effect for only 0.5 seconds.
Backward Throw - Back Throw
Or if he likes, instead of simply dropping the fighter Steve decides to actually throw the character behind him. The Back Throw is a faster and further Drop this yields 12% damage and a decent amount of vertical knockback when the victim lands. This move was also invented by me.
Up Throw - Rocket Launch
Steve quickly binds the fighter to a Firework Rocket he happens to have and sets the Rocket alight. The Rocket shots to above the stage, near the top of the screen and bursts, dealing horizontal knockback. The damage is determined by the rocket used. Another uniqueness for Steve is his Up Throw attaches a random Firework Rocket to the fighter and deals damage depending entirely on the rocket used.
Small Firework: 10%, 30% chance
Large Firework: 15%, 25% chance
Star Firework: 19% + 1 - 6% fire damage, 20% chance
Burst Firework: 19% + 1 - 11% electric damage, 15% chance
Creeper Firework: 24% + 1 - 11% explosion damage and 50% extra knockback, 10% chance
Down Throw - TNT Toss
Steve places a TNT block and quickly jumps up with the fighter directly above it. Steve throws the fighter down into the TNT block, causing it to explode and dealing a massive 25% damage and vertical knockback. Since the TNT block is left unattended during the throw, it is possible to for any other fighter who unfortunately strikes the block to detonate it themselves, dealing the 25% damage to them and instead causing horizontal knockback. If that happens the resulting throw from Steve still yields 10% damage but no knockback at all. The TNT Toss is a great deadly blow attack against fighters ripe for a KO.
Aerial Acrobatics
In the air Steve delves into his enchanted weapons to deal the same amount of greater damage. Just a note, none of these weapons can upgrade like the other tools affected by the Craft move, each attack here has just one yield that cannot vary unless by other means.
Neutral Aerial - Fire Aspect Sword
Steve produces a Sword enchanted with Fire Aspect. As Steve begins to use the Sword it bursts into flames and causes fire damage to any fighters in front of him. The Sword itself yields 10% damage and the fire causes 1% extra damage every half a second for up to five seconds. Unlike the normal Sword move, this attack generates a shorter fire attack similar to the Flint and Steel at the cost of losing the ability to charge the attack to deal a Critical Hit.
Forward Aerial - Punch Bow
Steve pulls out his Bow enchanted with Punch. Steve fires a normal Arrow with the Punch Bow and can deal 10% damage, with the arrow also dealing a double knockback effect, ie knockback equal to 20% damage. Unlike the normal Bow and Arrow, the Punch Bow deals a double knockback effect as well as firing faster and continuously in a straight line until it lands or leaves the screen at the cost also losing its ability to charge and losing the Critical Hit bonus. Despite this the double knockback effect makes for an ideal defensive attack in the air.
Back Aerial - Fortune Pickaxe
Steve produces a Pickaxe enchanted with Fortune. Steve quickly strikes the fighter behind him with the Pickaxe and gains one free resource into his inventory. The Fortune Pickaxe deals 12% damage. Unlike the normal Pickaxe the Fortune Pickaxe deals the most damage from any other Pickaxe attack at the cost of charging the attack and the chance to gain more. The Fortune Pickaxe is really only useful to quickly extract a free block, to discourage spamming the attack for the resources the attack also has a good deal of lag - one entire second after the start of the attack - before Steve can move again.
Up Aerial - Sharpness Axe
Steve takes out his Axe enchanted with Sharpness. He quickly cuts above him to strike the fighter and deals 14% damage. Unlike the normal Axe the Sharpness Axe deals twice the attack of a Diamond Axe at the cost of defending himself from the rest of the fighters like the Axe Spin move does. The Sharpness Axe is good to increase the damage of the opposition and bring you closer to KO chances.
Down Aerial - Meteor Shovel
Steve takes out his Shovel enchanted with Meteor Strike. Steve points it down and quickly falls onto the stage floor, burying any unsuspecting fighters into the ground. The attack yields a whopping 25% damage and buries the fighter into the ground for up to five seconds, with a minimum time of 2.5 seconds. This attack is again made by me, there is no Meteor Strike enchantment in MineCraft. If the Villager can bury characters into the ground, then I say so should Steve! In a much, much more awesome way too. The Meteor Shovel is a great way to rack up knockback when a fighter is stuck in the ground for an extended period of time.
Other Attacks
Two other attacks not yet covered are the Floor Attack and the Ledge Attack.
Floor Attack - Spin Kick
When Steve is lying on the ground he can spread his legs and quickly spin around, kicking fighters around him and propelling himself up standing. The attack yields just 3% damage each side of Steve. The move is also invented by me.
Ledge Attack - Egg/Snowball Toss
When hanging on a ledge, Steve pulls himself up and when he's above the stage, he promptly pulls out an Egg and throws it. The attack changes to a Snowball when Steve has 100% damage or more. The Egg Toss deals 2% damage and a triple knockback effect, ie knockback equal to 6%. The Snowball Toss deals 2% damage on contact and an extra 1 - 3% ice damage, as well as the triple knockback effect. The aim of the attack is to deal little damage but push the fighter back to give Steve space to return to the fray.
the Final Smash - The End
There's no better sight than to see the end of a game, except to see the end of a game when the other three fighters are minced by a big black block dragon. When Steve possesses the Smash Ball and activates it, Steve quickly places Enderpearls around an End Portal and activates it, sending himself, the fighters, the entire stage, into the End dimension. When the stage travels through the End Portal the MineCraft loader briefly appears as it loads the terrain, obscuring everyone's view for a few seconds before revealing the End dimension, a dark world with a sort of florescent ground, full of Endermen. Steve transforms into Herobrine and prepares to battle the massive beast inside, the Enderdragon. The Enderdragon appears from the background and swoops over the stage, attacking the other fighters as it does so, dealing a massive 50% damage and hefty vertical knockback. Herobrine attempts to destroy the Enderdragon with arrows, enderpearls, beds and snowballs in the background. After four shots from Herobrine, the Enderdragon is killed and a portal opens up to send the fighters and the stage back to where it came from. Herobrine transforms back into Steve and control of Steve is returned to the player.
The Enderdragon will only attack three times, generally fixing on one fighter at a time to swoop down, deal the damage and send the fighter sky high; due to the size of the beast however it is not impossible for all three fighters to be caught in the same hitbox for the Enderdragon to attack. In order to survive the Enderdragon, it's actually rather simple; stay away from everyone else, the further away you are from the other fighters, the less likely you'll get attacked more than once. The only way to survive the Enderdragon completely is to be lucky enough to get an Invisibility Star during the attack, doing so kills the Enderdragon itself and cancels the rest of the Final Smash. The chance of an instant KO is moderate; the fact that the Enderdragon deals 50% damage in one attack tends it indoctrinate fighters with a ripe damage counter to fly of the screen when attacked by it, fighters with a low damage counter may or may not be instantly KOed by the Enderdragon, depending entirely on where they are in respect to the edges of the stage, fighters with less than 35% damage are unlikely to be KOed by the Enderdragon's attack unless they are close to the top edge of the screen.
Steve's Playstyle - Special Specialist
Steve's Special Ability and Special moves are what unlock his powers to deal greater damage quickly. His playstyle therefore is to quickly mine the fighters to upgrade his weaponry, he will almost always charge his Side Special in order to score more resources to further hasten his crafting. When Steve isn't mining or crafting though he will defend his position instead of attacking the other fighters for theirs, most of his attacks can push the fighters further back in order to give him breathing space in a fight, in a few cases he can naturally stun fighters as well to give him an aggressive stance and deal free damage.
The combination of upgrading weapons with defensive attacks creates a sort of faux turtle fighter; Steve would first attempt to mine the combatants to gain the resources needed to upgrade his arsenal, when he is satisfied with his inventory he turns to either immobilizing or pushing the fighters far away to give him the space he needs to craft his weapons, when he does Steve is ready to return to the aggressive stance to gain more and better resources to craft even better weapons. Ultimately Steve is a crafter by nature and will ensure his armaments are the best they can be to deal the most damage they can.
Survival Inventory - Extras
Extra Moves
Entrance - Steve enters the stage from a Nether Portal.
Taunt - Steve looks back at the screen, he blinks and reveal himself as Herobrine with his brightened eyes before blinking again as Steve.
Side Taunt - Steve quickly pulls out and wears a random stylized hat from the other characters before removing it.
Down Taunt - Steve looks back at the screen and bows with his on his head, removing his head and revealing it as a Steve Head before returning it to his top.
Idle - Steve stares back at the screen.
Win Pose - Steve stares back at the screen and points his Sword at it.
Lose Pose - Steve stares at the winner and points his Sword at them.
New Stage - Nether Fortress
The stage is similar to the Melee stage Rainbow Cruise where the stage begins by side-scrolling across the ground of the Nether for a few moments, the ground is a little bumpy and, like in MineCraft, players need to jump over the topology of the Nether. In the background are trickling rivers of lava pouring out onto the ground in the back and Zombie Pigmen moving around randomly. During this period a Ghast may randomly appear, spitting out fireballs onto the field. The Ghast's fireballs are very powerful when fighters are right next to it - 17% explosive damage, but the further the fireball travels the less damage it does, the damage reduces at a rate of 10% damage per second. The fireballs also produce horizontal knockback when it hits a fighter. Similarly to MineCraft these fireballs can be reflected by projectile attacks or other reflective moves - or for Super Smash Brothers, using your shield. If the reflected fireball returns to the Ghast it is killed instantly, triggering the current Zombie Pigmen in the background to turn hostile and quickly run up to the fighter who killed the Ghast and attack, usually between one and three. The Zombie Pigmen deal 5% damage with every strike and can be killed after just 20% damage is dealt to one.
After between 10 and 20 seconds a Nether Brick bridge appears and the map continues over the bridge as the fighters slowly make their way into a Nether Fortress. The background changes to a large lava lake from the very bottom of the Nether with Nether Brick pillars supporting the bridge. After a total of 30 seconds the fighters begin to enter the internal structure of the Nether Fortress. The players fight in a narrow corridor for 10 seconds, leading into a Lava Well room; this room just an open space with a raised section of ground in the middle and a gap filled with lava. This room is always the first room in the Nether Fortress stage and lasts for 30 seconds and after this room is another 5 seconds of fighting in a narrow corridor, but from then onward the rooms are randomized and separated by 5 second corridors. The following is a list of rooms within the Nether Fortress that have an equal chance of occuring;
- Another Lava Well room. Any following Lava Well rooms will be exactly the same as the first, but the screen may sometimes be obscured randomly by lava flows trickling in front of the screen.
- Nether Brick Staircase. A room with a Soul Sand base opens up, players fight on the base for 10 seconds. Being Soul Sand, all fighters move across the ground at half their normal Ground Speed, encouraging close quarter combat. After the time passes a Nether Brick Staircase starts to rise from the ground and the fighters battle up the case for another 10 seconds, scaling up until their eventually reach the narrow corridor.
- Blaze Spawner room. The fighters climb up a small set of Nether Brick Stairs for just 5 seconds before entering a Blaze Spawner room. The room is normally outside the Nether Fortress; fighters don't just fight against each other but upon entering the room they also need to stave off one Blaze in the room that, when killed, will respawn after 3 seconds. The Blaze will attack the closest fighter to the Monster Spawner in the background and, like in Minecraft, will attack by both firing fireballs and through "melee" attack, if you want to call it that. The Blaze can fire three fireballs in quick succession dealing 5% damage each and when in contact with a fighter will deal 6% fire damage and, just like the Zombie Pigmen, the Blaze is killed after being dealt 20% damage from all fighters. The fighters must fight in the Blaze Spawner room for 15 seconds before entering the corridor.
- Extended Corridor. The narrow corridor may lead to......another corridor! If after 5 seconds the narrow corridor does not open into another room, the corridor itself becomes the next room to fight in. The fighters first travel the interim 5 second corridor between rooms, then the corridor room continues for another 10 seconds, before the following interim 5 second corridor leading to the next room; that's 20 seconds in a narrow stretch of ground and ceiling as high as Ganondorf with only the sides to KO fighters. If the fighters do enter an Extended Corridor, the next room has no chance of being another Extended Corridor.
- Broken Bridge. The fighters exit the Nether Fortress onto another Nether Brick bridge for 15 seconds, fighting across the length of the bridge again, until at the end the bridge is broken off. When the first fighter falls off the edge of the bridge the rest of the fighters need to follow as the camera begins to follow the falling fighter for only 5 seconds before everyone lands back onto the ground and the cycle starts again.
Foods
Baked Potato - Restores 6% damage.
Bread - Restores 5% damage.
Cake - Restores 12% damage.
Cooked Porkchop - Restores 8% damage.
Cookie - Restores 2% damage.
Enchanted Golden Apple - Restores 4% damage and provides Fire Resistance and Regeneration for five seconds.
Consumable Items
Generally these are potions......yea...........
Fire Resistance Potion - Exclusive to certain stages. (Stages with stage hazards that yield fire damage, such as fireballs or lava) Grants immunity to all forms of fire damage (from all attacks, projectiles, items and stage hazards) for 3 seconds. There's a 20% chance the potion becomes Level 2, lasting 8 seconds.
Healing Potion - Recovers 10% damage. There's a 20% chance the potion becomes Level 2, recovering 20% damage.
Invisibility Potion - Turns the player invisible for 3 seconds. There's a 20% chance the potion becomes Level 2, lasting 8 seconds.
Regeneration Potion - Recovers damage at a rate of 10% per second for 4.5 seconds. There's a 20% chance the potion extends to 12 seconds.
Strength Potion - Increases all Melee attacks by 3% for 3 seconds. There's a 20% chance the potion extends to 8 seconds.
Swiftness Potion Extended - Increases the Ground and Air Speed by 1.5 tiers for 8 seconds. There's a 20% chance the potion becomes a Swiftness Potion Level 2, increases the Ground and Air Speed by 2.5 tiers for 3 seconds.
Projectile Weapons
More potions..........
Splash Harming (increased the size to make the text easier to see) - The potion immediately deals 6% damage. There's a 20% chance the potion becomes Level 2, dealing 12% damage.
Splash Poison - The potion deals damage at a rate of 10% damage per second for 4.5 seconds. There's a 20% chance the potion extends to 12 seconds.
Splash Slowness - The potion decreases the Ground and Air Speed of the victim by 1.5 tires for 1.5 seconds. There's a 20% chance the potion extends to 4 seconds.
Splash Weakness - The potion halves all Melee attacks for 1.5 seconds. There's a 20% chance the potion extends to 4 seconds.
TNT Block - When thrown and hits a fighter it immediately explodes, dealing 25% damage and horizontal knockback. The block will explode immediately when it hits anything, even the ground when missing all other players.
New Item - Monster Spawner
This item is exactly the same as an Assist Trophy, when a fighter picks up a Monster Spawner and throws it, when the spawner lands on the ground monsters spawn near the spawner and attack all the other attackers, equal to the number of other fighters on the field. After a second the monsters immediately attack the other fighters until they are killed. The following is a list of MineCraft monsters that can be spawned from the Monster Spawner;
- Blaze. The Blaze will only spawn in fire themed stages, and has only a 10% chance of spawning. Blazes can fire three fireballs in quick succession dealing 5% damage each and when in contact with a fighter will deal 6% fire damage and will be killed after being dealt 20% damage.
- Cave Spider. The Cave Spider will only spawn in cave themed stages and has a 10% chance of spawning. Cave Spiders poison fighters, initially dealing 2% damage, then dealing a effect similar to a Posion Potion for 1 second. Cave Spiders are killed when they are dealt just 12% damage.
- Silverfish. Silverfish have a 20% chance of spawning. Silverfish deal just 1% damage and can be killed with just 8% damage, however the Silverfish's primary function is to push the other fighters very quickly and often towards the edge of the stage; their Ground Speed is tier 9.5. In cases where the ground extends beyond the edge of the screen, for example the Brawl stage Bridge of Eldin, the Silverfish will continue to push the fighter past the screen and cause hoop damage in the process.
- Skeleton. Skeletons have a 30% chance of spawning. Skeletons can fire arrows at fighters from afar and can attack with a sword when caught in close quarter combat. The shots from a Skeleton's arrows deal 3 - 4% damage each and their aim rarely misses. Skeletons are much better from a distance than defending themselves, they only deal 2% damage from the sword and can take just 20% damage before being killed.
- Spider. Spiders have a 10% chance of spawning and in certain themed stages are replaced with other monsters. Spiders deal just 2% damage per attack but they attack quickly and can rack up a good deal of damage in a short space of time. Spiders are killed when they are dealt 16% damage.
- Zombie. Zombies have a 40% chance of spawning. Zombies begin with a meager attack strength of 3% damage every attack, but as it gets hurt more and more, just like in MineCraft and similar to Lucario, its attack strength increases; every 5% damage it is dealt the Zombie's attack strength increases by 1%. When the Zombie is close to death its attack will have doubled to 6%. Zombies are killed when they are dealt 20% damage.
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That's my moveset, you can call the admins now.