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Making Movesets

What moveset should I create next?

  • Luma (without Rosalina)

  • Gallade

  • Mallo from Pushmo

  • Marx


Results are only viewable after voting.

Ultomato

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Hello there, Ultomato/Triceracop/EpicSandshrew here.

I made this little thread as a place to share concenpts for movesets. This can mean completely new characters, potential echo's, revised movesets for existing characters or "joke"-movesets for non-videogame characters.

In making these, the bare minimum is having all special moves thought out. Off course, it's better to have make well-rounded ideas about movement, tilts, smashattacks and special features.

I have an enormous archive of movesets for characters I was hoping for back in the sm4sh-days I'll be refining and hopefully I'll be able to post a fully fledged Moveset a Day. Feel free to join in or to request characters for me to do. The weirder the better!

Now for some examples:


Fawful

Fawful is a rather small and slow character. Think of his body as Pikachu sized. He is a living bean after all. He's not a very stronk boi but he's really clever. That's why het uses his helmet to generate projectiles to keep his enemies at Bay.


B- Shrinking Vacuüm: the vacuüm on his helmet sucks in opponents, but with a twist. If an opponent is unable to mash out, he'll shrink for a while, poison-mushroom style. During the process, the Enemy can be spotted Inside the glass basin in the helmet, which will cartoonishly grow along with the opponent (ever seen Ridley in a Yoshi egg?).

SideB- Lazer Bolt: Think of this as Wolf-Lazer but slower.

Up-B- Jet booster: the jetpack emerges from his helmet and functions as if he had the Jetpack Item for 2 seconds before forcing hij into special-fall.

Dowb-B- Dark Magic: He'll spread out his hands to Both sides and send a beam of Darkness in Both directions. This won't deal much knockback, but will deal increasing damage the longer the opponent stays in the Beam. This move has a lot of cooldown, so watch out!

Final Smash- Dark Star: He'll Change into his Dark forme
and submerge into the background. He'll send out his claws to grab people (like the move Master Hand can do) and shoots an energy Beam at the trapped opponents.

For his Smashattacks, Fatefull borrows attributes from his many mechanical Minions.

F-smash- Mechawful: the hand of a Mechawful
appears from the helmet to punch people.

Upsmash- Crawful: The mouth of a Crawful
appears from the helmet and chomps upwards.

Downsmash- Jetpack-attack: Fatefull crouches during the charge and sends the jetpack-arms outwards without activating them, dealing huge horizontal knockback.

Aerials:
Nair- Airborne Jetpack-attack: For a brief moment, the Arms of the jetpack extend outwards to deal minor damage and knockback. Cannot be used during Jet Booster.

Fair- Shocking: Fawful stretches his (rather small) hand out, which electrifies opponents it touches.

Bair- Chomp: the helmet chomps backwards, dealing massieve damage and knockback.

Up-air- Stretch: the helmet extends upwards a bit, dealing vertical knockback.

Dair- Jet Pulse: the Jetpack Comes out and activates for a second. This deals minor Fire damage below the Jets (so not below fawful himself) and propels him upwards Slightly.

Uptilt- same as his upair
F-tilt- He waves his cape outwards
Downtilt- His jetpack appears and je crouches, hitting downward.

Throws: After he grabs people, he stuffs Them into his helmet and shoots them into the Desiree direction. For example: up is vertical and back/forward are perfectly horizontal.

Taunts:
1.
while screaming "I have Chortles!"
2.

3. A text-balloon appears above him with the words he screams: "I HAVE FURY!"

Victory Screens:
Actually, Just the same as his taunts, these are great.

Alts


For Grovyle, I decided to make him An echo of Greninja. Although I would love to see him as a seperate character, this Moveset Just works really well.

Attacks: all of his properties and attacks are the same as Greninja. Where het uses Water Blades, Grovyle uses Leaf Blades.

Specials:
Neutral B- Bullet Seed. Same as Ivysaurs, but forward.
SideB- Shadow Sneak (yes, Mystery Dungeon Grovyle uses that)
UpB- Quick Attack, same as Pikachu's but with normal damage instead of Electric.
DownB- Substitute (same as Shadow Sneak, he knows this move).

Final smash- Luminous orb: He throws An orb on the ground the covers the entire screen in Bright light. Enemies near him Will be hit by An unseen Attack dealing great knockback.

Taunts:
1. Grovyle puts a twig in his mouth and crosses his Arms.
2. Grovyle triumphantly holds up a time Gear.
3. Dusknoir pops into the background and the two stare angrily at each other.

Victory Screens:
1. The Screens starts out empty before a Luminous orb goes off and Grovyle appears with his Arms crosses.
2. Grovyle searches his pouch for a Berry and starts eating it.
3. Grovyle jumps into the screen through a time portal.

For Yoshi, I always wondered why the fruits from Mario Galaxy 2 are never used. There are two moves that I'd Change using this mechanic.

UpB- Blimp Fruit
speaks for itself.

DownB- Dash Pepper
Yoshi eats a Dash Pepper, making him insanely fast for 2 seconds. While running in this state, het leaves a trail of Fire that hurts people.


It should be noted that every line is spoken. Lets dive right in shall we?

Neutral B- Suddenly, Pineapples: a random ammount of Pineapples appear at random spots within a certain distance around the Guy and Fall down. These spike.

SideB- I like trains: a train appears that runs the Guy across the stage, dealing massive damage and knockback.

UpB- Screw Gravity: the Guy floats upwards.

DownB- Minturtle: A mineturtle appears and the Guy says "Hello Mineturtle!" To which the Mineturtle responds with "Hello!" Before making a flip and Exploding. If someone steps on the turtle while this interaction is going on, it'll explode early, ending the covesration. If the Guy is knocked out of the animation, the Mineturtle Will Stay on screen for a while and stepping on him will still strigger the explosion.

Final Smash- Everybody do the flop!: Essentially Arceus' pokeball move.

F-smash: While charging this, the Guy says: "I am going to punch your face! IN THE FACE!" After which a Giant fist appears. If this kills, a zoom in of the opponents face's face Will occur.

Taunts:
1. If says gullible on the ceiling!
2. Magical Pony flying through the Sky... Shoot it down!
3. The Guy pulls a switch, gets colours and panicks.

Victory Screens:
1. Yes I'm a real man let's go skateboards!
2. Is anybody here a doctor?
3. A car with a lama in it falls from the Sky.
 
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Zinith

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I'll see what I can squeeze through for Yoshi.

The reason the fruits from Galaxy 2 aren't used is two things: timing and space. Smash has been around 11 years before Galaxy 2 and Yoshi was in it from the beginning. It's a lot harder to alter movesets to existing characters than people realize. And the other reason is because if you implement the fruits to Yoshi's moveset, there won't be a lot of room for his more iconic moves. But if you were to ask me, I'd get rid of that ****ing awful Egg Roll, replace it with Egg Throw (which is his Up B right now), and fill the Up B with Blimp Yoshi. There'd probably be alterations to his air game to compensate for that ridiculous recovery though...
 

Ultomato

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That looks REALLY good. I like how you fit as many copy-abilities in there as you can. It'd be hell to animate though. Same kinda goes with the badges: I love it but Imagine it would be a pain to create.
But hey we're not really making anything so

BTW Is Make Your Moves an existing thing or Just a project of yours similar to mine?

I'll see what I can squeeze through for Yoshi.

The reason the fruits from Galaxy 2 aren't used is two things: timing and space. Smash has been around 11 years before Galaxy 2 and Yoshi was in it from the beginning. It's a lot harder to alter movesets to existing characters than people realize. And the other reason is because if you implement the fruits to Yoshi's moveset, there won't be a lot of room for his more iconic moves. But if you were to ask me, I'd get rid of that ****ing awful Egg Roll, replace it with Egg Throw (which is his Up B right now), and fill the Up B with Blimp Yoshi. There'd probably be alterations to his air game to compensate for that ridiculous recovery though...
I wouldn't expect him to be able to attack in that form and He'll inflate so his hitbox Will be massive... I think that's compensating enough.
 

PeridotGX

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That looks REALLY good. I like how you fit as many copy-abilities in there as you can. It'd be hell to animate though. Same kinda goes with the badges: I love it but Imagine it would be a pain to create.
But hey we're not really making anything so

BTW Is Make Your Moves an existing thing or Just a project of yours similar to mine?


I wouldn't expect him to be able to attack in that form and He'll inflate so his hitbox Will be massive... I think that's compensating enough.
Nah, it's a preexisting thing. It's a moveset making contest here on Smashboards.

https://smashboards.com/threads/mak...oliwag-galvantula-morag-arcade-rabbit.455059/
 

Ultomato

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A Moveset a day keeps the doctor away.


Today I'll be Exploring a Portal rep. Because I think that would make for some REALLY unique stuff.

No, I didn't go with the main character. Why? Because I really think the aestetic of Atlas and P-body, the Coop droids, brings something new to the game.

For the base, I went with Atlas, but P-body is a nobrainer as an Alph-style alt.


Atlas is about human-sized and can run relatively fast. His main weapon is his portal-gun but his nimble body and clumsy nature make for some interesting melee-hitboxes as well. (Not melee as in the game, but as in close Combat)


Neutral B- Portal Gun:


Naturally, the core of his playstyle. The gun shoots a Blue projectile that, when hitting a wall, floor or ceiling, creates a little Blue disc on that surface. After pressing B, you have half a second to input a direction for the shot before it fires. The next shot Will be Orange and when that hits another surface, An Orange disc Will appear. Anyone can now move through these portals, potentially from one side of the stage to another. Think of the shenannigans! You could go up through one platform and come out another! You could recover through the stage! You could throw people through a platform out the edge!

Naturally, the next shot Will be Blue again and the one after that Orange, switching constantly everytime a Portal is created.

Now, what happens if you don't hit a surface, but An Enemy?

Naturally, these shots move pretty fast. There is a difference between Blue and Orange though! Blue deals minor damage but more knockback, while Orange deals much damage with barely any knockback.

So keeping track of which shot you want to use or which portal you need is very important.


SideB- Companion Cube: You summon this large Cube and swing it at your opponent. If you hold down the B-button, you keep hold of the Cube and swing at opponents directly in front of you, dealing massive damage. If you release it, you Will throw it and it Will lose power the further it flies. The angle at which it flies is dependant on the moment in the swinging animation you release the B-button and if you don't hit anyone, the Cube Will remain on-screen and van be picked up and thrown by anyone.

UpB- Excursion Funnel: Atlas shoots in An inputted direction (similar to a normal portal shot) and opens the next portal in rotation, sommoning the funnel with the corresponding colour. A Blue funnel Will very slowly push any players upwards (still allowing for aerials to be used) and the Orange one Will very slowly pull any players downward (through the portal and onto whatever surface the last portal was on). The funnel Will remain in place until the next portal is placed.

Down-B- Shocking: Atlas Jabs his arm forward with the electrical circuit charged. This deals exactly 1% damage but stuns the opponent for a short amount of time.


F-smash- Hard Light Bridge: a Portal opens and a blue bridge emerges horizontally, stretching out to the end of the screen. This deals great damage right in front of Atlas, but only 0,3% to anyone hit beyond that. After the move, the bridge stays on-screen for 3 seconds, acting as a platform, after which it and the portal it came from Will dissappear.
Note: The portal is summoned before the smash is charged, meaning people can "Fall" through the other portal into the attack

Up-Smash- Malfuctioning Turret: Atlas pulls out a Turret and holds it up until it explodes.

Down-Smash- Split: Atlas does a clumsy and accidental looking split, spreading his legs out as hitboxes.

Nair: Atlas spins around, his limbs Flailing. He only does one lap and the gun hits you out of it, meaning that the amount of damage and the combo-ability is heavily dependent on the angle from which you hit someone.

Up-air- Atlas swings his gun in An arc above his head.

Fair- Ball: throws a weak orb forward in a descending arc.

Bair: thrusts his gun backward. Rather slow but with great horizontal knockback.


F-tilt: Atlas jams his elbow forward.

Downtilt: He does a stretched out kick sending opponents in range straight upwards.

Uptilt: Atlas stretches his body hitting in a small hitbox right above him. This moves really fast, not only making it a good surprise hit, but also a phenominal teabagging tool.


Down-throw: opens a Portal underneath you and throws you into it, sending you out through the other portal.

Backthrow: Twists his arm around his body overhead, slamming the opponent into the ground behind him. Essentially a suplex with only one arm actually moving.

Forward throw: a weak thrust of the arm during which het releases the opponent. Very weak, making it very comboable.

Upthrow: Holds the opponent up punches him with his free hand, covered in Blue gel, bouncing the opponent up extremely high. Doesn't kill.

So essentially quite some of his moves can change the position of his portals, making his playstyle VERY chaotic!
 

Luigifan18

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Hey, I remember doing this sort of thing as my first several posts on Smashboards. Sadly, those threads are locked, so I can't properly retrieve the movesets from them.
 

Ultomato

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Hey, I remember doing this sort of thing as my first several posts on Smashboards. Sadly, those threads are locked, so I can't properly retrieve the movesets from them.
Cool. What characters did you do?
 

Ultomato

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On todays menu (it's still technically today): Blinx the Timesweeper. This set is relatively simple because his source game is very limited in what you can do. Them specials tho...


Neutral B- Suck. Usually, whenever there is a sucking move, I try to think of a mechanic to make over unique, because there is a strange amount of sucking moves. In this case, Blinx can store items, projectiles and Percentage in the form of energy, which is converted to trash.

Side-B: Trash throw. He'll launch a Piece of trash at the inputted angle. The trash is random, ranging from Banana Peels to entire trash cans. Depending on the amount stored energy, chances of getting powerfull trash increase.

Up-b: Fast Forward- Emits a green aura while being propelled upwards. Everyone caught in the aura moves uncontrollably fast for the duration of the move.

Down-B: Rewind- Activates as a counter. When hit, emits a Blue aura that resets the entire battle 1 seconds back. Off course, this has a very small time-box.

Final Smash: Pause. Think Bayo, but Everyone and everything Just freezes for 10 seconds.


F-Smash: Slams a trash-can into the floor.

Up-Smash: Fox-upsmash... Because it's funny.

Down-Smash: Swings his TimeSweeper across the floor around him.


Nair: Spins his TimeSweeper around like pits Blades.

Fair: An upwards swipe with his claw.

Bair, Dair and Up-air: An appropreate swing with his TimeSweeper.


F-tilt: Roundhouse kick.

Down-tilt: Slams his TimeSweeper into the floor.

Up-tilt: Swings his TimeSweeper over his head.


Downthrow: throws the opponent forward via the floor.

Up, back and f-throw: hurls the opponent in a direction and sends a sideB item afterwards.
 
D

Deleted member

Guest
Dwight Fairfield. Yeah!
Just like Bowser Jr., the multiple costumes will be other characters (Claudette, Meg, Jake, Nea, Ace, Feng Min,, Kate (sorry Adam Francis and Jeff))
Dwight will use multiple items he obtains and use the map from the game to his advantage, making things show up that shouldn't be like Pallets, Window Vaults, and Closets (kinda like how incenaroar makes ropes appear, but on steroids)
Also, remember how Robin has limits on his spells ad when reached he can't use it for a little bit, same with Dwight and his items.

Down Special: Med-Kit healing. Every 1 second when being hold, Dwight heals 0.5 percent of health. When Dwight heals 10 stamina he can't use the Med-Kit until 15 seconds pass (SPECIAL: If team attack, Dwight can use his Down Special to heal his teammate. but this time he can only heal 7 percent before being used up.
Side Special: Gen Repair: Dwight places down a gen (only one can be onscreen unless there's multiple survivors), when Dwight holds Side Special near it he will start completing it (incase you're wondering, yes there will be skill checks) it'll take 30 seconds to complete, if completed though it will cause a HUGE explosion bigger than the item that has an explosion growing in a circle and faster. that'll do 60 damage and medium knockback.
Up Special: (This was the hardest since I had no clue and just had to think of something) Locker Launch: Dwight hides in a locker (no surprise) and for some reason it explodes in knockback, you can angle the way it flies and it falls down, it continues to fall and you can jump out at anytime while it spins. it has damage if it hits a fighter which is the exact damage and rang of Pac-Mans Fire Hydrant (to be fair it's a locker). You can send it in any directionand you have 2 seconds to chose the direction before it falls.
Neutral Special: Flashlight Blind: You have a flashlight beam and it lasts for 10 seconds, it does no knockback and does 1 damage each 0.5 second in it. you can angle it anyway you want and after reaching zero it has a cooldown of 15 seconds.

Final Smash: OH NO! IT'S THE KILLER!: Dwight hides in a locker and The Trapper, The Wraith, The Hillbilly, and one of the following will appear (random) (The Nurse, The Doctor, The Hag, The Huntress, or The Spirit)
The Trapper places traps and swings for 10 damage, low knockback.
The Wraith teleports by ringing the bell and does 8 damage and low knockback (takes 2 seconds to disappear and 3 seconds to reappear)
The Hillbilly is one of the strongest, He can use his chainsaw (takes 4 seconds to charge) and if it hits, he can make a character immediately enter free-fall) and deals 25 damage.
The Nurse does her usual blink, can immediately attack out of it (like the game) and has a fatigue that lasts 3 seconds, she deals 10 damage.
The Doctor can shock people with zero knockback and 14 damage.
The Hag places traps she can teleport to and deals 10 damage.
The Huntress throws hatchets that deal 5 damage and besides that acts exactly like the Belmont's axes.
Finally, The Spirit does huge damage (20), but less likely to get a hit since she doesn't know where she is and has a 50% chance of hitting.
The Killers can be on screen for 30 seconds.
 
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Ultomato

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Dwight Fairfield. Yeah!
Just like Bowser Jr., the multiple costumes will be other characters (Claudette, Meg, Jake, Nea, Ace, Feng Min,, Kate (sorry Adam Francis and Jeff))
Dwight will use multiple items he obtains and use the map from the game to his advantage, making things show up that shouldn't be like Pallets, Window Vaults, and Closets (kinda like how incenaroar makes ropes appear, but on steroids)
Also, remember how Robin has limits on his spells ad when reached he can't use it for a little bit, same with Dwight and his items.

Down Special: Med-Kit healing. Every 1 second when being hold, Dwight heals 0.5 percent of health. When Dwight heals 10 stamina he can't use the Med-Kit until 15 seconds pass (SPECIAL: If team attack, Dwight can use his Down Special to heal his teammate. but this time he can only heal 7 percent before being used up.
Side Special: Gen Repair: Dwight places down a gen (only one can be onscreen unless there's multiple survivors), when Dwight holds Side Special near it he will start completing it (incase you're wondering, yes there will be skill checks) it'll take 30 seconds to complete, if completed though it will cause a HUGE explosion bigger than the item that has an explosion growing in a circle and faster. that'll do 60 damage and medium knockback.
Up Special: (This was the hardest since I had no clue and just had to think of something) Locker Launch: Dwight hides in a locker (no surprise) and for some reason it explodes in knockback, you can angle the way it flies and it falls down, it continues to fall and you can jump out at anytime while it spins. it has damage if it hits a fighter which is the exact damage and rang of Pac-Mans Fire Hydrant (to be fair it's a locker). You can send it in any directionand you have 2 seconds to chose the direction before it falls.
Neutral Special: Flashlight Blind: You have a flashlight beam and it lasts for 20 seconds, it does no knockback and does 1 damage each 0.5 second in it.

Final Smash: OH NO! IT'S THE KILLER!: Dwight hides in a locker and The Trapper, The Wraith, The Hillbilly, and one of the following will appear (random) (The Nurse, The Doctor, The Hag, The Huntress, or The Spirit)
The Trapper places traps and swings for 10 damage, low knockback.
The Wraith teleports by ringing the bell and does 8 damage and low knockback (takes 2 seconds to disappear and 3 seconds to reappear)
The Hillbilly is one of the strongest, He can use his chainsaw (takes 4 seconds to charge) and if it hits, he can make a character immediately enter free-fall) and deals 25 damage.
The Nurse does her usual blink, can immediately attack out of it (like the game) and has a fatigue that lasts 3 seconds, she deals 10 damage.
The Doctor can shock people with zero knockback and 14 damage.
The Hag places traps she can teleport to and deals 10 damage.
The Huntress throws hatchets that deal 5 damage and besides that acts exactly like the Belmont's axes.
Finally, The Spirit does huge damage (20), but less likely to get a hit since she doesn't know where she is and has a 50% chance of hitting.
The Killers can be on screen for 30 seconds.
Looks very interesting, but I'm a bit thrown off by the numbers.
A damaging move lasting 20 seconds sounds insanely overpowered.
An explosion that takes 30 seconds to charge sounds practically unusable.
Healing moves are always a bit iffy but when the sole purpose of the move is to heal, 10% seems a bit lackluster.

Now if you don't mind me asking: What's he from? This gameplaystyle sounds really unique
 

Ultomato

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Today, I'm doing a shorter entry because I'm going to a classical concert my father is singing in.

So I'm sticking with some revisions to make Chrom more unique.

See ya Tomorrow!

His Side and Down specials remain the same. The dancing blade and the counter are a staple on the swordfighter playstyle.

The rest though...

NeutralB: Lance stab. This move is charged similarly to Ridley's down-B, where the animation has a set duration, while the damage output is more comparable to a Marth/Lucina Neutral B, but with a lot less knockback. The Lance doesn't shieldbreak, but it's a very long boi, meaning that when the tip is countered, Chrom Will actually be out of range of the counterattack.

Up-B: Aether. But the Awakening Aether. He starts with a forward diagonal swing moving up at a 45 degree angle, after which a delayed backwards version of the move is used. This means that the first hit can only combo into the second if the opponent is struck Just before Chrom turns back.
Neither of these hits would be very strong, but the first would have the "Sol" property, restoring health to Chrom equal to the damage dealt with it (about 7%) while the second hit had the "Luna" property, treating a target as if their weight is halved, making it a very potent but hard to land killmove.

Final Smash: Exalted Falchion. Chrom Swings forward with his sword to trigger a cutscene where he holds up his Falchion as Naga appears behind him to engulf it in divine flames. As the Exalted Falchion emits a Bright light Chrom combo's the opponent dealing 45 % damage
 
D

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Looks very interesting, but I'm a bit thrown off by the numbers.
A damaging move lasting 20 seconds sounds insanely overpowered.
An explosion that takes 30 seconds to charge sounds practically unusable.
Healing moves are always a bit iffy but when the sole purpose of the move is to heal, 10% seems a bit lackluster.

Now if you don't mind me asking: What's he from? This gameplaystyle sounds really unique
Firstly, yea I've always been bad with numbers. What seems fair to me sounds rubbish to everyone else and what seems rubbish to me sounds good to everyone else, I thought those were fair numbers but I guess not.


Secondly, he from Dead by Daylight. he arguably the most popular character from the game. I had to get creative because in the game you can't even jump.
I suggest you watch some videos and if you have a good gaming computer with stable internet, even playing it. it's only (I think) $20 on steam. you can also get it on Xbox 1 and PS4. I actually really like the game and it's actually my 2nd favorite game (Only thing ahead is Super Smash Bros Ultimate).
 
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Ultomato

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Firstly, yea I've always been bad with numbers. What seems fair to me sounds rubbish to everyone else and what seems rubbish to me sounds good to everyone else, I thought those were fair numbers but I guess not.


Secondly, he from Dead by Daylight. he arguably the most popular character from the game. I had to get creative because in the game you can't even jump.
I suggest you watch some videos and if you have a good gaming computer with stable internet, even playing it. it's only (I think) $20 on steam. you can also get it on Xbox 1 and PS4. I actually really like the game and it's actually my 2nd favorite game (Only thing ahead is Super Smash Bros Ultimate).
Oh, I've heard good things about Dead by Daylight but I'm not a big fan of the horror genre, I'm afraid.
 
D

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Oh, I've heard good things about Dead by Daylight but I'm not a big fan of the horror genre, I'm afraid.
That's a fair point, but I still recommend at least trying once. as someone who HATES puzzle games, Teslagrad was easily one of the best game I ever played this year. Usually DbD has free to play weekends when events and chapters are released, and I think even randomly too. If you want some easy beginner steps I recommend this The beginner steps . (plus, I'm going to be honest with you, I also hate horror movies and the horror genre because I'm scared. but I also like DbD because I just do) And if all else fails, just play Killer, I find no scarement in being Killer except when I don't think there's a survivor and walk to a pallet and a survivor drops it and I'm like 0o0 "I didn't know he was there!!!". but besides that not scary.
 

Ultomato

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I'm sorry for not posting yesterday.
Between litterally not sleeping because I was watching Genesis 6, doing labwork and building my Fawfull Moveset for MYM, I barely had time to build a Moveset even today!

So I'll Just do specials for Krystal.



B: Fire Shot. A small ball of Fire moves slowly forward in a straight Line. When it hits anything, it explodes in a blaze of Fire.

SideB: Ice projectile. Lobs a ball of ice i an arc. When it his anyone, it acts like a weaker pk Freeze.

UpB: Flight Boost.

DownB: Forcefield. Acts as a reflector. You also can't move through it but melee attacks with a large enough hitbox can hit through it.

FS: Landmaster Mindcontroll. Summons a Landmaster that moves in sync with het, essentially meaning you controll 2 characters at once, one of which is a Landmaster. Krystal is still vulnerable now.

Also, I'd like to use magic effects from her Staff for her aerials, for some Nice obnoxious multi-hits
 

CodakTheWarrior

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This is a great idea for a thread!

I’ve made multiple movesets for newcomers, and I’ll go ahead and share my first one- Excitebiker!

Excitebiker Moveset





The Excitebiker is always on his bike, meaning he is incredibly speedy. In my mind his speed would be comparable to Captain Falcon's or Fox's. As a result, though, his jump is quite low to the ground and doesn't cover much distance. His weight is pretty heavy given his bike, the weight being around that of Wario's.





Excitebiker also has a special mechanic that is somewhat similar to Cloud's limit. Above his icon on the hud is a meter that determines the Excitebiker's overall speed. The faster the Excitebiker moves and the more damage he deals out, the more the meter fills up. Once the meter is full, the Excitebiker enters a speed up state for 10 seconds. During this state, Excitebiker moves MUCH faster, having a run speed greater than that of even Sonic's. This state will also increase his jump height, allowing him to recover drastically better as well. After the ten seconds is up, Excitebiker returns to normal and has another 10 seconds of cool down before the meter will begin to charge again. Alternatively, Excitebiker can use his down Special to use up the meter instantly in exchange for an attack.



Specials:



Neutral Special: Wrench Toss- A wrench bounces across the ground that deals moderate damage and knockback. Up to 3 can be on screen at once.



Side Special: Wheelie: Excitebiker performs a wheelie that causes decent damage. The move speeds up Excitebiker, making it a great move to quickly fill up his speed gauge.



Up Special: Ramp Trick- A ramp appears that Excitebiker rides off of to recover. The move does slight damage, but when the meter is full the move recovers FAR better. Excitebiker will do a different pose after riding the ramp depending on which direction you press the stick.



Down Special: Rev Up/ Burn Out- While the meter isn't full, using this move will slowly fill it up. You will be completely vulnerable while using it, however. If the gauge is full, using this move will instantly deplete the speed meter and causes the bike to briefly crash. The move deals MASSIVE damage, but also has the most recoil damage of any move in the game, dealing around 30% to yourself. Excitebiker will also stay stationary while using it, so it's a risky move to use.



Normals:



Jab: The front tire on the bike will rapidly roll around in place, dealing quick-fire damage.



F-Tilt: The bike will shift forward slightly, dealing slight damage.



U-Tilt: One of the few times the biker himself will attack, the biker will headbutt the opponent in an upward fashion.



D-Tilt: The bike will quickly squat to the ground and pop both tires in either direction causing damage.



Dash Attack: The bike will burst forward into opponents. Doesn't deal much damage, but is good for filling up the speed meter.



Smashes:



F-Smash: Similar to his F-Tilt, Excitebiker will rev up his engine and kick up dust into the opponent before jutting his bike forward sharply.



U-Smash: The biker takes a wrench and throws it up in the air where it will be suspended for a moment. One of the very few projectile smashes in the whole game.



D-Smash: Excitebiker will perform a 360 on the bike, all the while kicking up dust into his opponents.



Aerials:



N-Air: The biker will do a 360 in midair, causing some damage.



F-Air: The biker will whack opponents with his fist, has a meteor effect if hit on sweet spot.



B-Air: The bike's exhaust will let out a little smoke, dealing minimal damage.



U-Air: The biker will swing his fist upward dealing damage.



D-Air: The bike's back wheel will quickly slam downward, has meteor effect on sweet spot.



Grab/Pummel: The biker reaches forward off of bike to grab opponents. In Pummel, Biker just whacks away at opponents with wrench in hand.



Throws: Forward throw has Biker simply throw foe away. Back throw has bike's exhaust smoke opponents. Up throw has bike's front knock opponents upward.

Down throw has opponent thrown under bike and run over before flying away.



Final Smash: Victory Lap- Oppenents are transported to the race track where they are stampeded by oncoming excitebike racers.



Taunts: Up Taunt has biker pump his fist up in excitement. Side Taunt has biker quickly do spinning wheelie in place. Down Taunt has biker, for the only time, hop out of the bike and tighten wheels before hopping back on.





Alts: All colors are simply based off of other drivers from Excitebiker, with red being the default.



Stage: Excitebiker Arena- A scrolling stage in the vein of Big Blue. Players will have to avoid oncoming racers and ramps while fighting.



Boxing Ring title: "The Original Speedster"


Let me know what you all think, I’ll probably post my other periodically here!
 
Last edited:

Ultomato

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This is a great idea for a thread!

I’ve made multiple movesets for newcomers, and I’ll go ahead and share my first one- Excitebiker!

Excitebiker Moveset





The Excitebiker is always on his bike, meaning he is incredibly speedy. In my mind his speed would be comparable to Captain Falcon's or Fox's. As a result, though, his jump is quite low to the ground and doesn't cover much distance. His weight is pretty heavy given his bike, the weight being around that of Wario's.





Excitebiker also has a special mechanic that is somewhat similar to Cloud's limit. Above his icon on the hud is a meter that determines the Excitebiker's overall speed. The faster the Excitebiker moves and the more damage he deals out, the more the meter fills up. Once the meter is full, the Excitebiker enters a speed up state for 10 seconds. During this state, Excitebiker moves MUCH faster, having a run speed greater than that of even Sonic's. This state will also increase his jump height, allowing him to recover drastically better as well. After the ten seconds is up, Excitebiker returns to normal and has another 10 seconds of cool down before the meter will begin to charge again. Alternatively, Excitebiker can use his down Special to use up the meter instantly in exchange for an attack.



Specials:



Neutral Special: Wrench Toss- A wrench bounces across the ground that deals moderate damage and knockback. Up to 3 can be on screen at once.



Side Special: Wheelie: Excitebiker performs a wheelie that causes decent damage. The move speeds up Excitebiker, making it a great move to quickly fill up his speed gauge.



Up Special: Ramp Trick- A ramp appears that Excitebiker rides off of to recover. The move does slight damage, but when the meter is full the move recovers FAR better. Excitebiker will do a different pose after riding the ramp depending on which direction you press the stick.



Down Special: Rev Up/ Burn Out- While the meter isn't full, using this move will slowly fill it up. You will be completely vulnerable while using it, however. If the gauge is full, using this move will instantly deplete the speed meter and causes the bike to briefly crash. The move deals MASSIVE damage, but also has the most recoil damage of any move in the game, dealing around 30% to yourself. Excitebiker will also stay stationary while using it, so it's a risky move to use.



Normals:



Jab: The front tire on the bike will rapidly roll around in place, dealing quick-fire damage.



F-Tilt: The bike will shift forward slightly, dealing slight damage.



U-Tilt: One of the few times the biker himself will attack, the biker will headbutt the opponent in an upward fashion.



D-Tilt: The bike will quickly squat to the ground and pop both tires in either direction causing damage.



Dash Attack: The bike will burst forward into opponents. Doesn't deal much damage, but is good for filling up the speed meter.



Smashes:



F-Smash: Similar to his F-Tilt, Excitebiker will rev up his engine and kick up dust into the opponent before jutting his bike forward sharply.



U-Smash: The biker takes a wrench and throws it up in the air where it will be suspended for a moment. One of the very few projectile smashes in the whole game.



D-Smash: Excitebiker will perform a 360 on the bike, all the while kicking up dust into his opponents.



Aerials:



N-Air: The biker will do a 360 in midair, causing some damage.



F-Air: The biker will whack opponents with his fist, has a meteor effect if hit on sweet spot.



B-Air: The bike's exhaust will let out a little smoke, dealing minimal damage.



U-Air: The biker will swing his fist upward dealing damage.



D-Air: The bike's back wheel will quickly slam downward, has meteor effect on sweet spot.



Grab/Pummel: The biker reaches forward off of bike to grab opponents. In Pummel, Biker just whacks away at opponents with wrench in hand.



Throws: Forward throw has Biker simply throw foe away. Back throw has bike's exhaust smoke opponents. Up throw has bike's front knock opponents upward.

Down throw has opponent thrown under bike and run over before flying away.



Final Smash: Victory Lap- Oppenents are transported to the race track where they are stampeded by oncoming excitebike racers.



Taunts: Up Taunt has biker pump his fist up in excitement. Side Taunt has biker quickly do spinning wheelie in place. Down Taunt has biker, for the only time, hop out of the bike and tighten wheels before hopping back on.





Alts: All colors are simply based off of other drivers from Excitebiker, with red being the default.



Stage: Excitebiker Arena- A scrolling stage in the vein of Big Blue. Players will have to avoid oncoming racers and ramps while fighting.



Boxing Ring title: "The Original Speedster"


Let me know what you all think, I’ll probably post my other periodically here!
I really like it!
Never thought there was much potential there, but wheels and wrenches can do a lot.

Does seem a bit overpowered though. Like a Little Mac on steroids with a projectile. In that regard, the speed meter seems like a balance, cause that speed-boost would be difficult to controll.


Also, sorry I didn't post anything myself in a while. Had a rough week.
 

CodakTheWarrior

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Messages
548
I really like it!
Never thought there was much potential there, but wheels and wrenches can do a lot.

Does seem a bit overpowered though. Like a Little Mac on steroids with a projectile. In that regard, the speed meter seems like a balance, cause that speed-boost would be difficult to controll.


Also, sorry I didn't post anything myself in a while. Had a rough week.
Hey man I appreciate it, also I’m sorry you had a rough week, life’s difficult sometimes but we get through it.

If you want, you don’t have to worry about posting any loveseats here daily if it’s difficult for you, I’ve made multiple and can cover for a while. Whenever anyone else wants, I can post another one in a bit!
 

Ultomato

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Hey man I appreciate it, also I’m sorry you had a rough week, life’s difficult sometimes but we get through it.

If you want, you don’t have to worry about posting any loveseats here daily if it’s difficult for you, I’ve made multiple and can cover for a while. Whenever anyone else wants, I can post another one in a bit!
I assume Loveseats means Movesets?

Also, I really appreciate the offer, but there's not enough frequenters of this thread to really care about consistent posting. As long as I don't forget about it alltogether.

But you're very welcome to post movesets as well!
 

CodakTheWarrior

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Messages
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I assume Loveseats means Movesets?

Also, I really appreciate the offer, but there's not enough frequenters of this thread to really care about consistent posting. As long as I don't forget about it alltogether.

But you're very welcome to post movesets as well!
Ah yes I did mean movesets, dang autocorrect!

I do see what you mean, this thread does seem pretty sparse, but if you don’t mind I think I will periodically post my movesets here, better than them just sitting there where nobody could see them at all
 

Idon

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Ah, this seems like a fun thread. Less stressful than the MYM contest, haha

Anyway, here's two movesets I've made, with accompanying gifs for visual flair.
First one is the SMT1 Hero
View attachment 169973
Unique Trait/Gimmick- Demon summoning
Playstyle archetype- mid-range space control


Kazuya (better known as "The Neutral Hero" of Shin Megami Tensei), is unlike most JRPG heroes in that completely unable to use any form of magic. As such he has to rely mostly on weapons and his demons to attack his foes. He comes equipped with his deadly katana, and a sci-fi pistol high-power pistol.

His specials are unique in that it is not him that is actively casting these spells- it’s his demons. While this incurs a longer “cast time” until an active effect is applied on the game, it also means that he can move while the spell is being cast, leading to mix-ups and setups otherwise impossible for everyone else (Imagine Zelda’s Phantom Knight summon except much more versatile and applicable to more situations). Instead of the specials being specific moves to zone out the enemy and push them back, the knockback is instead directed towards the player so they can finish the enemy off themselves. The demons don't fight for you; they fight with you, so pull your weight.

This is combined with his unorthodox ability to have access to a ranged weapon at all times and a disjointed blade for several of his attacks comes at the cost of a rather sluggish ground and air speed and slower than average startup for his close range attacks. His powerful disjointed attacks and complete control of mid and long range should more than make up for that. Pushing momentum and keeping a safe distance will be key to victory. Just like in the game, one mistake could spell your doom, but keep the momentum up and you'll be sure to prevail.

Instead of a typical fantasy motif, he has a retro sci-fi theme for his abilities and focuses on the act of summoning rather than direct spellcasting.

Disclaimer: Yes, he uses a gun, which isn't allowed in Smash looking at Snake. However, guns that aren't realistic like Bayonetta and Fox, Falco, and Wolf are fine. The solution is simple then. For most attacks that aren't explicitly long range, the damage is only located in the muzzle flare and the guns themselves are blockier and more sci-fi than a normal gun. For example:
>Miscellaneous animations
Stance: Gun and Sword Stance
With his left hand he holds up a pistol vertically, ready to fire it and in his right he holds a katana ready to slice foes near him.
(Most SMT protagonists carry two weapons, a sword and gun)
Intro animation: Dramatic Terminal Entrance
White Lightning strikes his point of entry as Kazuya appears leaping into the air and drawing his blade and gun
(Flynn's teleportation animation from SMT4 and Raidou Kuzunoha’s Boss Battle in SMT3)
Idle: Menu management
When idling, he puts his pistol hand down horizontally in front of his face to look at his Hand Computer, or COMP, clicking away at it while various screens pop up.
(SMT games have a large amount of menu-management. The screens that pop up have the UI from Devil Summoner: Soul Hackers)
Walk: Cautious walk
Similar to Marth's except his left hand has his gun raised up ready to fire.
Run: Alert Sprint
Similar to Marth's except his left hand has his gun raised up ready to fire.
Shield: Tetrakarn/Makarakarn
Holds his katana up diagonally to block incoming attacks while bracing it with his left forearm, making an X shape.
The shield will look a bit unique with a pixel-y texture to it.
(Spell in SMT games that makes the user invulnerable from all threats physical or magical)
>Dodges: Avoid
Back Roll: Guarding Backflip
Does a quick backflip
(Raidou Kuzunoha's backflip in his 2nd game)
Front Roll: Dive Roll
Does a dodge-roll
(Raidou Kuzunoha's forward roll in his 2nd game)

Spot Dodge: Sukukaja
Deftly ducks to the background with a slight teal effect covering their body
(Sukukaja buff in SMT games)
Air Dodge: -Avoid
Lunges body in direction of air-dodge. Has a slight teal effect.
(Sukukaja buff in SMT games)
Shield Broken: Confused!
Kazuya will be dizzy and hunched over, clutching his left arm with his right hand.
(Raidou's low-HP or inflicted ailment pose)
>Get-up Moves: Death Counter\
Ledge Attack: Desperate Hit
Reaches up and fires 2 shots above the ledge before rolling on.
(Almighty attack used by Demonee-Ho, a gun-toting Jack Frost)
Face Down Attack: Relatiate
Fires a shot above his head (in front) and does a spin slash to cover the area behind him. Little damage, little knockback. The sword hit does slightly more damage and more knockback.
(Skill that activates when the player is hit with a physical attack)
Face Up Attack: Counter
Fires a shot above his head (behind him) before doing an arcing slash forward to cover the area above and in front of him. Little damage, little knockback.
(Skill that activates when the player is hit with a physical attack)
Normal Get Up: Endure!
Stabs his sword into the ground and uses it as leverage to pull himself up.
Dodge Get Up: Avoid!
Rolls backwards or forwards.
>Kirby Copy Ability: Jack Frost
Kirby appears to be wearing a Jack Frost hat, the iconic mascot of Atlus and MegaTen as a whole. He casts the bufu line of skills directly instead of summoning someone to do it.
The reason for this is that it reduces the workload required so 8 different Kirby copy appearances don't have to be made for 8 of the different alternate costumes.
(It's also way cuter.)
>Specials: Bad Company

His specials have 3 unique traits about them.
  1. The spells' effects are not done by the player. The player summons demons who will then cast the spell
  2. During the summoning process, he can charge the spell about to be casted to unleash more powerful versions with more devestating effects.
  3. Their abilities are purely meant as support for the player. They won’t be kill-moves in and of themselves and will tend to knock the enemy toward the player rather than away.

Neutral B: Jack Frost's ice
  • During the summoning, Kazuya raises his left hand vertically to his face as ice effect swirls arounds his COMP. Releasing it jerks his hand down, summoning Jack Frost.
  • Uses the bufu line of ice spells. When summoned, Jack Frost will begin casting an ice trail along the ground close to the player. If in the air, it will instead be a faint icy mist. When released, the ice will freeze anyone on or inside it setting them up for follow-ups, encasing them in an ice block similar to Lucas’s PK Freeze and popping them up. This does extreme shield damage, due to it’s slow nature of summoning and is more useful for threatening enemies who play it safe and block to be on their toes. The damage here is the lowest as its utility is far better than the other specials.
  • Longer charge times will make Jack frost cast bufula and then bufudyne, granting a larger vertical hitbox and longer freeze times.

Down B: Pixie's lightning
  • During the summoning, Kazuya raises his left hand to the sky, electricity swirling around his COMP. Releasing it makes him slam his palm to the floor, summoning Pixie.
  • Uses the zio line of electric spells. When summoned, Pixie will summon a storm high above the player. When released, lightning will strike down opponents towards Kazuya's feet, dragging any enemies down along the way. Similar to Pikachu’s Thunder, except the lightning striking down from slightly in front of Kazuya so he can follow up before the enemy hits the ground. This does percent damage greater than angel’s force due to being quite situational.
  • Longer charge times turn the spell into zionga and ziodyne, increasing the height and speed and slightly increasing the horizontal size.

Up B: Angel's force
  • During the summoning, Kazuya’s left hand is horizontal at his side, green wind swirling around his COMP. Releasing it makes him raise his hand to the sky, summoning Angel.
  • Uses the zan line of force spells. When summoned, Angel will form a gale beneath the player's feet. When released, wind will quickly blast the area around the player’s feet, launching them and enemies nearby into the air. The player is not in a helpless state during the ascent, but IS helpless on the descent, leading to potential kills on hit. This does percent damage less than pixie’s lightning due to being a recovery move.
  • Longer charge times turn the spell into zanma and zandyne, increasing the horizontal hitbox and percentage damage to the enemy.
  • (Side note: Due to its nature as a recovery move, it will have a slightly longer summon time, but an almost instantaneous cast time)

Side B:Jack O'Lantern's fire
  • When summoning, Kazuya raises his hand to his other shoulder, fire swirling around his COMP. Releasing it swings his hand out, summoning Pyro Jack.
  • Uses the agi line of fire spells. When summoned, Jack O'Lantern will incant a fiery spell a medium sized distance away from the player, say half of Final Destination’s distance. When released, a fiery explosion will knock the enemy towards the player to follow up. Percentage wise, this is the highest damaging of all the specials since it requires specific spacing to be effective.
  • Longer charge times turn the spell into agilao and agidyne, increasing the hitbox, damage, and knocking the enemy towards the players at more aggressive angles.
>Normals: Physical and Gun Skills

Jabs: Dark Sword
Jab 1: Ichi
A horizontal slash from right to left with his katana. Decent range and is extremely safe on shield. Sluggish start to compensate for exceptional jab range.
Jab 2: Ni
A diagonal slash from slightly low left to a slightly high right. Also safe on shield, but has a shorter range due to being primarily a linking move. Low endlag leading to a possible mixup between the final jabs or going into a grab.
Jab 3: San
A diagonal, almost vertical, slash from very high right to the ground on the left. Unsafe on shield, and has low killing power, but pushes the enemy at an aggressive low angle and has decent damage.
(Raidou Kuzunoha's triple square combo in his own games)
Tilts: Fatal Sword
Up Tilt: Big Gamble
Does a jumping rising slash, which leaves the user airborne. Leads to more aerial pressure, and has average killing power. Similar to Megaman’s upper, but focused more around damage and potential pressure afterwards instead of raw killing.
(Yu Narukami's rising slash in Persona 4 Arena)
Forward Tilt: Hell Thrust
Does a quick advancing stab with decent killing power, moves him noticeably forward. During this attack, he is very low to the ground, and is invulnerable to weak projectiles. With an exceptional stabbing range made longer by its advancing position and it’s killing potential, it’s sure to be one of his staple killing moves, along Ike’s ftilt. However, to compensate for this, this ftilt has below average endlag and is extremely punishable if blocked due to pressing up right into the shield’s face on top of the endlag.
(Raidou Kuzunoha's forward+square attack in his first game)
Down Tilt: Circle Slash
Does a quick spinning slash toward the enemy's feet diagonally downward. Hits twice at Kazuya's lower-front and once behind him higher up. This move pops the enemy diagonally upwards and covers a huge range in front and behind him. Not as fast or safe compared to a dtilt like Marth’s, but has more range and its double hitting property might get past shields the second time.
(Raidou Kuzunoha's charge attack in his first game)
Dash Attack: Mist Rush + Godslaying Sword
Moves so quickly he is temporarily shrouded in mist. He appears to teleport a short distance and begins pressuring the enemy with a barrage of slashes. At minimum hits only twice and pops which pops the enemy up for continued pressure.
(Kazuya's multi-hit attack in SMT4:A's DLC)
Additional inputs can add more hits up to 4, with one more last hit with mediocre killing power. Instead of a horizontal slash, it is a downwards diagonal flip slash.
(Flynn’s overworld slash from SMT4 and a reference to his ultimate attack in SMT4A)
>Smashes: Akasha Arts

Forward: Lightspeed Slash + Gideon Bullet
Two part forward-Smash similar to Link. First part readies his katana to his side, holstering his gun, ready to strike. Releasing it, as the name implies, makes him charge forward so fast that he disappears and only reappears as he slashes. Increased charge time increases the range of the teleport. While it doesn’t have as much strength as most forward smashes, it is supplemented with the next part of the smash. Charging the Fsmash increases the damage, but not the knockback. Instead, it increases the hit-stun time for the following attack.
(Kazuya's strongest attack in SMT4:A's DLC)


Only after hitting with that slash, can a 2nd Forward Smash can be charged. The second smash sheaths his sword as Kazuya takes aim with his gun and fires an extremely long range projectile laser beam that can pick off enemies offstage. As it has to be aimed and has a specific linear hitbox, it creates a conundrum: charge further for a more damaging kill option and risk the opponent avoiding, or do the 2nd part instantly, providing reliable damage but risk the opponent not dying.
(Aleph's strongest attack in SMT4:A's DLC)



While individually, these moves are nothing special, together, they can get extremely early kill confirms by knocking an enemy off-stage and finishing them off with a well-aimed and timed shot. As such, practice and prediction are required to use this tool well.
Down Smash: Blade Storm
Holsters his gun and readies his sword in a quick draw fashion at his side. Releasing it causes causes Kazuya to quickly slice a large sphere of sword strikes. Further charging increases the radius of the sphere. The sword and arm itself are so fast, they aren’t seen, merely the slashes as a result of them. Due to its large AOE and relatively fast start-up, it does less damage than most Smashes to compensate and kills far less early than the other smashes.
(Raidou Kuzunoha's “Strong Attack” in his 2nd game)



Up Smash: Myriad Arrows
Sheaths his sword and prepares to aim his gun in the sky. This Smash can be angled a bit in a narrow fan above. A targeting reticle appears from his head visor indicating the future direction of his shot. When released, he slams his gun upwards, sending foes in front of him above directly into the line of fire for the next shot. After the gun is raised Kazuya fires 2 bullets at minimum charge. This can be charged up to 4 bullets. Initial bullets will stun the enemy, but only the last bullet will kill. The damage falloff is great with really only a character’s length of the bullet shot having true killing potential.
(Aleph's multi-hitting attack in SMT4:A's DLC)
>Aerials: Riot Gun

Neutral Air: Fang Breaker
A double roundhouse kick that goes in an upward arc that comes out relatively fast, low killing power, better used as a “get off me” option. The kick arcs from the front of him over and behind him. While it comes out fast and covers both sides, it’ll rarely be used over his other aerials due to having a much smaller hitbox. Being forced to use this move often means you’ve failed to keep your optimal space and it’s very likely you’ll be punished. Also has a deadzone directly underneath him where it won’t hit.
(Raidou Kuzunoha’s attack while blocking in his 2nd game)


Forward Air: Crescent Slash
An arcing slash upward and then downwards. Two-parter like Link’s forward air. Covers a large distance, but has low killing power. Comes out decently fast. Think a Lucina fair except going upwards first before going downwards. The move can be auto-canceled early by landing leading to a set knockback for other follow-ups. Can potentially cover a large amount of space if used properly.
(Kazuya's double hitting sword attack in SMT4:A's DLC)


Back Air: Sonic Shot
Kazuya pulls his gun hand behind and aims two shots, one diagonally down and one horizontal. They travel a medium distance before disappearing. Decent killing power, but much more reliable for gimping people with poor horizontal recoveries. If an enemy is close enough, they’ll get hit with both shots, or possible be knocked into the second shot by the first shot.
(Aleph's double hitting bullet attack in SMT4:A's DLC)


Down Air: Megido Slash
Two input move. First input prepares a downward slash by lifting his sword over his head. Pressing the A button in this pose will make him swing down. There is a spike hitbox on the tip of the blade, activating only when the blade is almost horizontal. Due to the predictable and risky nature of the move along with the precision and timing, it’s extremely deadly, even as powerful as a Ganondorf stomp. The preparation part of the move can be canceled into an airdodge. If Kazuya lands while in preparation, he will slam the floor and cause a white explosion in an AOE around him. Like most aerial attacks that hit the floor, this has a large amount of endlag.
(Raidou Kuzunoha’s skill as an ally in SMT3)


Up Air: Down-Shot
Flips his body and aims his gun up, firing 2 shots straight upwards. Has a unique trait of turning him the other direction when done with the animation. It’s killing power is high, and it has very low-startup, making for an effective way to kill people very near to the top.
(Taken from Joker’s follow-up gun attack in Persona 5)
>Grabs and Throws: Shibaboo

Grab: Shibaboo
Lunges forward and appears to grab the enemy at first glance. However, on closer inspection, it can be seen that he is thrusting the COMP at the enemy, causing an electric effect to surround the enemy
(Shibaboo spell which stuns the enemy to make it easier to follow up with more attacks)
Pummel:
Pummel tightens the bind and has a shocking effect effect.
Throws: Megaton Press
Forward: Boogie-Woogie
Stabs them, knocking them up short distance, then fires 3 shots directly at the enemy, similar to Mewtwo’s forward throw, except launching them at a sharper, lower angle. Has very low killing power and is mainly used to reposition and gain percent.
(Raidou Kuzunoha’s bossfight in SMT3 where he shoots the enemy repeatedly)


Back: Backstab
Backhands the sword, ducks behind the enemy, and stabs his sword backwards into the enemy’s back, sending the enemy flying. Has an extreme amount of killpower, a very reliable kill option near the ledge.


Up: Critical Shot
Readies his leg backwards and unleashes a humongous kick launching them far up into the air. Launches them at a straight 90 degree angle, but lacks killing power outside of decently high percents.


Down: Execution
Does an overhead Slash and knocks the enemy to the ground, after which he fires 3 bullets into the enemy, launching then diagonally behind Kazuya. No killing power and is mainly used to combo into other moves like fair or bair.
>Final Smash: DIE FOR ME!

Final Smash: Alice’s darkness
Similar to his specials, this is a summoning spell. However, the main difference is that the animation shows that it is clearly involuntary, and is the will of the demon residing within the COMP rather than Kazuya calling out its power. Activating the final smash causes Kazuya to grip his right elbow as dark energy and lightning courses through the COMP as it rises of its own will. Alice summons herself and casts DIE FOR ME!
(Interesting to note is that while Kazuya has the “Final Smash” effect on him, he does not have the yellow eyes. Instead, the ghost of Alice will appear floating behind him with glowing yellow eyes.)
It’s a cinematic finisher with 2 activation variants. When on the ground, dark hands will rise up from a blue ring of fire and pull everyone in it down into Alice's world. When in the air, the ring of fire will be vertical, facing towards the enemy. Again, dark hands will grasp the enemy and pull them into her world.




When in her World, enemies will appear before an innocent looking Alice in a velvety blue void. Alice then does her signature spin, grin, and point as her eyes change from yellow to a glowing magenta.. The enemy is then assaulted from every which direction with red and black playing cards until Alice throws a single magenta card at the enemy, breaking her illusory “world” and blasting everyone caught to the blastzone.
(Reference to multiple interpretations of the Die for Me! Spell over the years)
>Taunts: Demon-amie_

Down: Pixie's Dia
Summons Pixie who will circle Kazuya sprinkling sparkling dust on him as the healing sound effect plays, blows him a kiss, and then teleports back into his COMP.
The healing is, of course, entirely cosmetic and doesn’t do anything, similar to Link’s Navi taunt.
(Trademark healing skill of Pixie)



Side: Charge
Puts away his weapons and crosses his arms, staring directly forward with his eyes closed. Then, opens his eyes, lets out a loud "Hmph!" and releases a large amount of electric energy around him.
(One of his skills in the SMT4:A's DLC which more than doubles his next attack’s damage. Animation from Raidou Kuzunoha's boss fight in SMT3 where he uses "Provoke")



Up: Pascal the dog is here
Summons Pascal the dog and plays with him. This taunt lasts indefinitely until it is canceled, where Pascal is then called back to his COMP.
(Original skill he has in the first SMT)


If the user is not Kazuya, it will instead summon a generic Cerberus
>Victory: Level Up!_

1st Victory: Running Start
Kazuya breathes a sigh of relief, beckons toward the camera, and then begins to run around the camera and the victory arena. This animation is continuous and does not end. He will keep on running for as long as the player is on the victory screen.
(Joker's victory animation in Persona 5where he runs in a circle around the camera.)



2nd Victory: Team Support
Kazuya slices top right to bottom left, bottom left to top right, then bottom right to top left, before spinning around and flourishing his sword to his side. All four of his demons then jump over him and pose towards the camera.
(Raidou Kuzunoha's Yo****sune show-up animation from his boss fight in SMT3)

3rd Victory: Ground stab
Falling from the sky, Kazuya impales his katana into the floor, before turning towards the camera and aiming his pistol at it.
(Yu's victory animation in Persona 4 Arena where he stabs the sword into the ground + Dante from the Devil May Cry Series’s entrance to the Demi-fiend in SMT3 for the gun aiming part)

Second one is the Demi-fiend, the guy on my avatar.

The Demi-fiend has gained access to a limitless supply demonic power, and with that, a huge variety of unnatural abilities that one wouldn't expect, such as summoned swords and energy bullets. Unlike the other protagonists, he is neither defensive nor elegant. His strength lies in keeping that same momentum through his brutality and aggressiveness.

His entire kit revolves around picking up around picking up momentum and keeping it through a series of aggressive plays. His focus move leaves him open, but makes his advantage state much more powerful, increasing the killing power of every single grounded normal, including grabs. If he can continually achieve stage-control and keep himself focused, victory will come easy. However, a single mistake and he's left wide open in the wake of missing his focused attacks, and with a recovery as sub-par as his, this could spell his doom. Similar to his own games, being an effective Demi-fiend relies on making difficult battle decisions between attacking, defending, counter-attacking, and preparing, but with his myriad combat options, he's a force to be reckoned with.
Voice
Miscellaneous animations
Stance:
Has one hand lowered palm down and one hand raised to his face, palm outwards. His tattoos pulsate softly in a neon blue.
(Battle Stance associated with )
When the Demi-fiend is >100% he'll change to a new battle position. Both hands are down balled in fists. His chest rises and falls with every breath. His tattoos pulsate softly in a deep red. Though he remains expressionless as ever, he emanates a quiet fury.
(Normal battle stance in Nocturne)
Intro animation:
A red portal opens up in the sky with the Demi-fiend falling through it. He lands hard, punching the ground and cracking the earth before resuming his battle position.
(First time encountering a Fiend)
Idle:
He puts his left arm on his right shoulder and rolls his right arm while he stretches his right arm
When the Demi-fiend is >100%, He takes a deep breath and cracks his neck
Walk:
Sidesteps forward cautiously, with arms still in battle position.
When the Demi-fiend is >100%, he'll walk forward menacingly.
Run:
Flies low to the ground toward the enemy in a battle pose
When the Demi-fiend is >100%, he'll run forward stomping the earth with the weight of a super-heavyweight like Bowser
(His standard run animation in the games)
Shield:
Crosses his arms in an X shaped form.
(his most iconic pose and the one that gets featured in promotional material often)
Parry:
Pushes palms forward as the "void" sound effect plays.
(Unused animation. Sound effect is from when a move is nullified)
Shield Broken: Dizzy
Clutches his arm while crouched over. A special effect is over his head
(Dizzy animation from SMT3)
Face Down animation: Game Over
Lays down body outstretched
(Game Over screen from SMT3)
Victory: Leitmotif
0:10-0:18
(From SMT3 Title Loop 2)
Dodges
Back Roll:
Ducks backwards leaving an afterimage behind
Front Roll:
Dodge rolls through the enemy circling around the enemy.
Spot Dodge:
Dodges into the background before phasing right back in.
(His dodge animation from SMT3)
Air Dodge:
Twirls his body in a little spin while his tattoos let out a faint glow
Get-up Moves
Ledge Attack:
Flips up and lets out a war cry blowing away the enemy.
(War Cry skill in SMT3)
Face Down Attack:
Punches the ground, creating a shockwave to get up.
Face Up Attack:
Lets out a shockwave from his body while levitating to his feet
Normal Get Up:
Rises to his normally, his tattoos aglow for a second.
Dodge Get Up:
Dives either forward or backward to get up.
Kirby Copy Ability:
Divine Shot. Holds one of its stubs out while light gathers around it before launching it. Due to its power, if used without footing, it will launch Kirby in the opposite direction from which it was fired. Can be aimed in 8 directions. On the ground, it can also be aimed downwards to launch Kirby up.
Neutral Aerial: Prominence
Extends both his palms out slightly angled downward while black-blue flames erupt from both hands knocking the enemy away from the center. It's a deceptively powerful move and comes out extremely quickly while also being a potent combo option. Similar to Roy's Nair, it's sure to see use at both low and high percentages.
(Lucifer's almighty attack in SMT3)
Forward Aerial: High King
Rears back his right palm before striking forward, releasing a large explosion on the shape of his palm. This move can be angled both up and down making for a potent combo finisher and amazing for edgeguarding. Powerful, but the delay leaves him open to counterattack.
(Lucifer's almighty attack in SMT3 where he generates electricity from his hands)
Back Aerial: Gigantomachia
Flips over and kicks back at a downwards angle, doing a large amount of damage and knockback while if spaced correctly spiking the enemy at the end of the kick. A risky, but decisive move with a large amount of range.
(Physical skill Lucifer learns in Persona 5. Alternatively it is called "Titanomachia")
Up Aerial: Hamadyne
Gathers energy around his feet as he does two quick roundhouse overhead kicks that drag all enemies in front into the second kick. Very powerful and very fast making it a go to combo and kill option.
(Demi-fiend can learn the hamaon skill in SMT3. The -dyne variant was added in Dx2)
Down Aerial: Mudodyne
Dark energy gathers around his fists as he performs a diving punch below. The move is unlike most stall-then-falls in that it has far less startup meaning that it comes out much faster and that the distance that he goes down is a set short distance. Demi-fiend can angle it slightly making the dive punch go straight below or slightly forward. If it connects with the ground, there is also a shockwave on landing. If the move is sweet-spotted the enemy is hit with a devestating spike that launches the enemy in the direction of the punch. Otherwise, they are knocked up and away.
(Demi-fiend can learn the mudoon skill in SMT3. The -dyne variant was added in Dx2. The animation is taken from the diving minigame within the Amala Network)
Neutral Special: Divine Shot
Reaches left hand out, bracing it with his right hand, charging it up and then shooting a ball of pure light. Can be aimed downwards to launch the Demi-fiend off the ground, the first few frames turning his body into a weak hitbox that knocks away enemies nearby. This move can be used in the air, but will launch Demi-fiend in the opposite direction of it being shot. It only covers the area in front of him and slightly below and behind him, allowing him to use it to recover.
(Skill in SMT3 where Demi-fiend fires a ball of light from his arm)
(Air version/launch off ground version)
Side Special: Deadly Fury
Rushes forward and slices forward with a purple energy sword.
(Move where Demi-fiend charges a katana with his right hand before gripping it with his left before slicing in an iai style)
Up Special: Xeros Beat
Spin Kick that unleashes explosive balls. Similar to Roy's Flare Blade, can be angled to move in a more horizontal or vertical motion. When used on the ground, Demi-fiend does not move.
(Magical attack where Demi-fiend does a spin kick launching several explosive balls from his feet)
Down Special: Focus
Charges up and changes the animation of the next grounded normal attack. This can only be used on the floor, limiting its spammability
(Skill that doubles the damage of the next attack)
FOCUSED: Gaea Rage
Due to already being focused, a grounded down b activates his strongest attack: The Gaea Rage. Here, the ground cracks underneath him and a giant blast of light explodes from underneath with him at the epicenter. It's similar to Cloud's Finishing Touch, but has a bigger vertical hitbox and deals more damage in exchange for less early killing power.
(Skill where Demi-fiend cracks the earth and OHKOs everyone with little exception)
Down Special (Aerial): Chaos Blade
Summons a blue energy sword midair and comes crashing down, spiking anyone caught within its length to the ground. Similar to Bayonetta's down air, but disjointed.
(Chaos Blade skill that creates blue energy blade)
Jab: Attack
A simple right hook. Comes out fast and has a decent amount of knockback. Akin to Ganondorf's jab. Can be charged up with increasing levels of flame to increase the power and mixup any spot-dodges. The charge itself is ridiculously long. Charged for long enough it actually exceeds the strength of a fully charged forward-smash though any instance of this happening will only be from shield-breaks.
(Default attack from SMT3)
FOCUSED: Heat Wave
Lets out a flurry of firey jabs from the left fist while the right unleashes a finisher charged up with the right fist.
Forward Tilt: Iron Claw
Scratches the area in front, a quick ranged punishing move with little startup or lag. Kills fairly late, but is useful for getting the enemy offstage and has a decent overhead hitbox as well.
(Iron Claw skill from SMT3)
FOCUSED: Blight
Creates two energy swords, on the right hand blue, on the left hand purple. Slightly increases the range of the tilt, but not by much. The blue sword strikes first locking the opponent into the second part of the attack, a quick horizontal slash that deals far more damage and knockback killing much earlier.
(Blue sword that's summoned for several sword attacks)
Up Tilt: Fire Breath
Breathes a stream of fire all around his body in an arcing motion above him. Covers a large portion above him, and knocks the enemy up for further aerial pressure.
(Fire Breath skill from SMT3)
FOCUSED: War cry
Lets out a furious shout which covers a large amount of space around and above Demi-fiend. If hit by this move, the enemy is put into full paralysis leaving them vulnerable for any punish.
(War Cry skill in SMT3)
Down Tilt: Hades Blast
Punches the earth, letting out a shockwave that travels low to the ground and could easily go through depleted shields that don't cover the enemy's feet. Knocks them directly upward for a followup.
(Hades Blast skill from SMT3)
FOCUSED: Deathbound
Does an axe kick which crushes the earth in front of him with greater force than the punch. The epicenter of the explosion is moved forward which increases the range. The move also arcs far above Demi-fiend and spikes the enemy on contact while doing a large amount of shield damage dissuading blocking it. It also spikes enemies on the ledge. Overall, extremely powerful
(Hades Blast Skill from SMT3)
Dash Attack: Lunge
Rushes into the enemy arms crossed. Does weak damage and knockback, but launches at a shallow angle putting the enemy in an awkward recovering position.
(Lunge skill in SMT3)
FOCUSED: Berserk
Summons two swords, one blue and one purple that slash after the initial lunge. This increases the range massively and makes dash attack kill far more early.
(Lunge Skill in SMT3)
Forward Smash: Freikugel
Crosses his arms in front of his face while energy gathers. When released, he fires a laser beam of pure energy from his eyes. This move can be angled up or down.
(Freikugel Skill in SMT3)
FOCUSED: Piercing Freikugel
Now has more visual flair and does more damage while wearing down more shield damage.
(Pierce is an ability Demi-fiend learns which lets him nullify enemy defenses)
Up Smash: Megidolaon
While charging he gathers energy into his fist. Releasing it makes him punch into the sky causing the energy gathered in his fist to explode in a purple-blue almighty blast doing critical damage to anyone caught above him. It also has a hitbox at the beginning near his feet that launch the opponent up into the explosion similar to Marth's Up-Smash.
(Megidolaon skill in SMT3)
FOCUSED: Piercing Gaea Rage
Now has more visual flair and does more damage while wearing down more shield damage.
(Pierce is an ability Demi-fiend learns which lets him nullify enemy defenses)
Down Smash: Javelin Rain
Launches explosive micro-missiles from his back that travel a short distance up before coming back down and exploding all around him. Hitting the missile while it's mid-air will have a small amount of stun but won't hurt significantly.
(Javelin Rain Skill in SMT3)
FOCUSED: Piercing Javelin Rain
Now has more visual flair and does more damage while wearing down more shield damage.
(Pierce is an ability Demi-fiend learns which lets him nullify enemy defenses)
Grab: Might
Reaches over with his left hand and holds the enemy up in a choke.
(Skill that increases Demi-fiend's attack)
Pummel: Tempest
Pummels the enemy with his right fist that is set aflame. Very slow for a pummel, but does a greater than average amount of damage for a pummel.
(Tempest skill Demi-fiend learns in SMT3)
Throws:
Forward Throw: Magma Axis
Grasps the enemy before rearing back and chucking the enemy as far as possible.
(Magma Axis skill Demi-fiend learns in SMT3)
FOCUSED:
Forms a fiery circle with his hands lifting the enemy far into the air and damaging them all the while. Then chucks the enemy full force while they're set ablaze.
Back Throw: Spiral Viper.
Slams the enemy over and behind him, bouncing them off the ground, before kicking them away. Doesn't kill, but good for re positioning the target.
(Spiral Viper skill in SMT3)
FOCUSED:
Slams the enemy over and behind him, where he then follows up with a beam that explodes on impact, killing the enemy at higher percent ranges.
Down Throw: Oni-Kagura
Slams the enemy into the floor with both arms being used to hold the enemy, bouncing them off the floor. While there are few, if any true combos that come from this move, it sets the enemy up in a mixup position where the Demi-fiend can choose to pressure or to charge a focus.
(Oni-Kagura skill Demi-fiend learns in SMT3)
FOCUSED:
Charges up an energy ball around the enemy's head before Demi-fiend headbutts the enemy and the ball causing an explosion and burying the opponent into the ground, setting up for any killing blow. While the headbutt itself deals a small amount of damage, it also launches several small explosive balls around the enemy which explode dealing damage, but not knocking the enemy out of the bury.
Up Throw: Apocalyptic Deadly Fury
Rears his right fist back before the flames on his fist flare up. Then uppercuts the opponent with all his might. This is by no means a kill-throw, but it sets the enemy up in an uncomfortable position above demi-fiend where they can be pressured with nair and uair.
(Deadly Fury skill Demi-fiend learns in SMT3. However in SMT4: Apocalypse, the animation changed from a single clash to a series of claw strikes)
FOCUSED:
Lets out a flurry of clawed strikes before rearing back and letting loose with a brutal jumping kick, one that is dangerously lethal in power. This is a throw made explicitly for killing enemies at higher percents that are not close to a blastzone in front or behind.
Final Smash: Morning Star
Lets out a War Cry that stuns the area in a sphere around him and knocking surrounding enemies towards himself. Then he leaps into the sky before a cinematic displays him crashing down from the atmosphere while engulfed in an almighty purple-blue flame exploding on impact and dealing an extreme amount of damage. Past a certain percentage, anyone caught inside the blast is outright deleted.
(Lucifer's strongest attack, one that only gets put into the game past SMT3. Animation taken from Demi-fiend's strike when he dives in the Amala Labyrinth)
Taunt 1: Dia
Summons Pixie who will circle Kazuya sprinkling sparkling dust on him as the healing sound effect plays, blows him a kiss, and then teleports back into his COMP.
The healing is, of course, entirely cosmetic and doesn’t do anything, similar to Link’s Navi taunt.
(Trademark healing skill of Pixie)
Taunt 1: Provoke
Crosses his arms, staring directly forward with his eyes closed. Then, opens his eyes, lets out a loud "Hmph!" and releases a large amount of electric energy around him.
(Animation from Raidou Kuzunoha's boss fight in SMT3 where he uses "Provoke")
Taunt 3: Wild Dance
Sarcastically claps in a mocking manner.
Victory 1: Mind's Eye
Falling from the sky, Demi-fiend cracks the earth on impact before looking up at the camera, whereby the screen will flash.
(Animation taken from Dante from the Devil May Cry Series’s introduction to the Demi-fiend in SMT3. Mind's Eye is a skill learnt in SMT3 that prevents Demi-fiend from being ambushed)
Victory 2: Jive Talk
Summons Pixie on his shoulder and walks away before Pixie beckons towards the camera and they both look at it.
(Pixie is Demi-fiend's trademark partner demon. Jive Talk is a skill learned in SMT3 that allows Demi-fiend to more easily converse with demons)
Victory 3: True Demon Ending
Walks toward the camera slowly as it slowly zooms up to reveal his face. The victory screen splashes and for a second as Demi-fiend's eyes glow red. When the flash finishes, a horde of demons would've appeared behind Demi-fiend during the flash.
(The final and most difficult ending in SMT3 to achieve)

It's a lot to go through, but I've broken it up into segments so it shouldn't be too overwhelming.
 

CodakTheWarrior

Smash Ace
Joined
Jun 7, 2017
Messages
548
Ah, this seems like a fun thread. Less stressful than the MYM contest, haha

Anyway, here's two movesets I've made, with accompanying gifs for visual flair.
First one is the SMT1 Hero
View attachment 169973
Unique Trait/Gimmick- Demon summoning
Playstyle archetype- mid-range space control


Kazuya (better known as "The Neutral Hero" of Shin Megami Tensei), is unlike most JRPG heroes in that completely unable to use any form of magic. As such he has to rely mostly on weapons and his demons to attack his foes. He comes equipped with his deadly katana, and a sci-fi pistol high-power pistol.

His specials are unique in that it is not him that is actively casting these spells- it’s his demons. While this incurs a longer “cast time” until an active effect is applied on the game, it also means that he can move while the spell is being cast, leading to mix-ups and setups otherwise impossible for everyone else (Imagine Zelda’s Phantom Knight summon except much more versatile and applicable to more situations). Instead of the specials being specific moves to zone out the enemy and push them back, the knockback is instead directed towards the player so they can finish the enemy off themselves. The demons don't fight for you; they fight with you, so pull your weight.

This is combined with his unorthodox ability to have access to a ranged weapon at all times and a disjointed blade for several of his attacks comes at the cost of a rather sluggish ground and air speed and slower than average startup for his close range attacks. His powerful disjointed attacks and complete control of mid and long range should more than make up for that. Pushing momentum and keeping a safe distance will be key to victory. Just like in the game, one mistake could spell your doom, but keep the momentum up and you'll be sure to prevail.

Instead of a typical fantasy motif, he has a retro sci-fi theme for his abilities and focuses on the act of summoning rather than direct spellcasting.

Disclaimer: Yes, he uses a gun, which isn't allowed in Smash looking at Snake. However, guns that aren't realistic like Bayonetta and Fox, Falco, and Wolf are fine. The solution is simple then. For most attacks that aren't explicitly long range, the damage is only located in the muzzle flare and the guns themselves are blockier and more sci-fi than a normal gun. For example:
>Miscellaneous animations
Stance: Gun and Sword Stance
With his left hand he holds up a pistol vertically, ready to fire it and in his right he holds a katana ready to slice foes near him.
(Most SMT protagonists carry two weapons, a sword and gun)
Intro animation: Dramatic Terminal Entrance
White Lightning strikes his point of entry as Kazuya appears leaping into the air and drawing his blade and gun
(Flynn's teleportation animation from SMT4 and Raidou Kuzunoha’s Boss Battle in SMT3)
Idle: Menu management
When idling, he puts his pistol hand down horizontally in front of his face to look at his Hand Computer, or COMP, clicking away at it while various screens pop up.
(SMT games have a large amount of menu-management. The screens that pop up have the UI from Devil Summoner: Soul Hackers)
Walk: Cautious walk
Similar to Marth's except his left hand has his gun raised up ready to fire.
Run: Alert Sprint
Similar to Marth's except his left hand has his gun raised up ready to fire.
Shield: Tetrakarn/Makarakarn
Holds his katana up diagonally to block incoming attacks while bracing it with his left forearm, making an X shape.
The shield will look a bit unique with a pixel-y texture to it.
(Spell in SMT games that makes the user invulnerable from all threats physical or magical)
>Dodges: Avoid
Back Roll: Guarding Backflip
Does a quick backflip
(Raidou Kuzunoha's backflip in his 2nd game)
Front Roll: Dive Roll
Does a dodge-roll
(Raidou Kuzunoha's forward roll in his 2nd game)

Spot Dodge: Sukukaja
Deftly ducks to the background with a slight teal effect covering their body
(Sukukaja buff in SMT games)
Air Dodge: -Avoid
Lunges body in direction of air-dodge. Has a slight teal effect.
(Sukukaja buff in SMT games)
Shield Broken: Confused!
Kazuya will be dizzy and hunched over, clutching his left arm with his right hand.
(Raidou's low-HP or inflicted ailment pose)
>Get-up Moves: Death Counter\
Ledge Attack: Desperate Hit
Reaches up and fires 2 shots above the ledge before rolling on.
(Almighty attack used by Demonee-Ho, a gun-toting Jack Frost)
Face Down Attack: Relatiate
Fires a shot above his head (in front) and does a spin slash to cover the area behind him. Little damage, little knockback. The sword hit does slightly more damage and more knockback.
(Skill that activates when the player is hit with a physical attack)
Face Up Attack: Counter
Fires a shot above his head (behind him) before doing an arcing slash forward to cover the area above and in front of him. Little damage, little knockback.
(Skill that activates when the player is hit with a physical attack)
Normal Get Up: Endure!
Stabs his sword into the ground and uses it as leverage to pull himself up.
Dodge Get Up: Avoid!
Rolls backwards or forwards.
>Kirby Copy Ability: Jack Frost
Kirby appears to be wearing a Jack Frost hat, the iconic mascot of Atlus and MegaTen as a whole. He casts the bufu line of skills directly instead of summoning someone to do it.
The reason for this is that it reduces the workload required so 8 different Kirby copy appearances don't have to be made for 8 of the different alternate costumes.
(It's also way cuter.)
>Specials: Bad Company

His specials have 3 unique traits about them.
  1. The spells' effects are not done by the player. The player summons demons who will then cast the spell
  2. During the summoning process, he can charge the spell about to be casted to unleash more powerful versions with more devestating effects.
  3. Their abilities are purely meant as support for the player. They won’t be kill-moves in and of themselves and will tend to knock the enemy toward the player rather than away.

Neutral B: Jack Frost's ice
  • During the summoning, Kazuya raises his left hand vertically to his face as ice effect swirls arounds his COMP. Releasing it jerks his hand down, summoning Jack Frost.
  • Uses the bufu line of ice spells. When summoned, Jack Frost will begin casting an ice trail along the ground close to the player. If in the air, it will instead be a faint icy mist. When released, the ice will freeze anyone on or inside it setting them up for follow-ups, encasing them in an ice block similar to Lucas’s PK Freeze and popping them up. This does extreme shield damage, due to it’s slow nature of summoning and is more useful for threatening enemies who play it safe and block to be on their toes. The damage here is the lowest as its utility is far better than the other specials.
  • Longer charge times will make Jack frost cast bufula and then bufudyne, granting a larger vertical hitbox and longer freeze times.

Down B: Pixie's lightning
  • During the summoning, Kazuya raises his left hand to the sky, electricity swirling around his COMP. Releasing it makes him slam his palm to the floor, summoning Pixie.
  • Uses the zio line of electric spells. When summoned, Pixie will summon a storm high above the player. When released, lightning will strike down opponents towards Kazuya's feet, dragging any enemies down along the way. Similar to Pikachu’s Thunder, except the lightning striking down from slightly in front of Kazuya so he can follow up before the enemy hits the ground. This does percent damage greater than angel’s force due to being quite situational.
  • Longer charge times turn the spell into zionga and ziodyne, increasing the height and speed and slightly increasing the horizontal size.

Up B: Angel's force
  • During the summoning, Kazuya’s left hand is horizontal at his side, green wind swirling around his COMP. Releasing it makes him raise his hand to the sky, summoning Angel.
  • Uses the zan line of force spells. When summoned, Angel will form a gale beneath the player's feet. When released, wind will quickly blast the area around the player’s feet, launching them and enemies nearby into the air. The player is not in a helpless state during the ascent, but IS helpless on the descent, leading to potential kills on hit. This does percent damage less than pixie’s lightning due to being a recovery move.
  • Longer charge times turn the spell into zanma and zandyne, increasing the horizontal hitbox and percentage damage to the enemy.
  • (Side note: Due to its nature as a recovery move, it will have a slightly longer summon time, but an almost instantaneous cast time)

Side B:Jack O'Lantern's fire
  • When summoning, Kazuya raises his hand to his other shoulder, fire swirling around his COMP. Releasing it swings his hand out, summoning Pyro Jack.
  • Uses the agi line of fire spells. When summoned, Jack O'Lantern will incant a fiery spell a medium sized distance away from the player, say half of Final Destination’s distance. When released, a fiery explosion will knock the enemy towards the player to follow up. Percentage wise, this is the highest damaging of all the specials since it requires specific spacing to be effective.
  • Longer charge times turn the spell into agilao and agidyne, increasing the hitbox, damage, and knocking the enemy towards the players at more aggressive angles.
>Normals: Physical and Gun Skills

Jabs: Dark Sword
Jab 1: Ichi
A horizontal slash from right to left with his katana. Decent range and is extremely safe on shield. Sluggish start to compensate for exceptional jab range.
Jab 2: Ni
A diagonal slash from slightly low left to a slightly high right. Also safe on shield, but has a shorter range due to being primarily a linking move. Low endlag leading to a possible mixup between the final jabs or going into a grab.
Jab 3: San
A diagonal, almost vertical, slash from very high right to the ground on the left. Unsafe on shield, and has low killing power, but pushes the enemy at an aggressive low angle and has decent damage.
(Raidou Kuzunoha's triple square combo in his own games)
Tilts: Fatal Sword
Up Tilt: Big Gamble
Does a jumping rising slash, which leaves the user airborne. Leads to more aerial pressure, and has average killing power. Similar to Megaman’s upper, but focused more around damage and potential pressure afterwards instead of raw killing.
(Yu Narukami's rising slash in Persona 4 Arena)
Forward Tilt: Hell Thrust
Does a quick advancing stab with decent killing power, moves him noticeably forward. During this attack, he is very low to the ground, and is invulnerable to weak projectiles. With an exceptional stabbing range made longer by its advancing position and it’s killing potential, it’s sure to be one of his staple killing moves, along Ike’s ftilt. However, to compensate for this, this ftilt has below average endlag and is extremely punishable if blocked due to pressing up right into the shield’s face on top of the endlag.
(Raidou Kuzunoha's forward+square attack in his first game)
Down Tilt: Circle Slash
Does a quick spinning slash toward the enemy's feet diagonally downward. Hits twice at Kazuya's lower-front and once behind him higher up. This move pops the enemy diagonally upwards and covers a huge range in front and behind him. Not as fast or safe compared to a dtilt like Marth’s, but has more range and its double hitting property might get past shields the second time.
(Raidou Kuzunoha's charge attack in his first game)
Dash Attack: Mist Rush + Godslaying Sword
Moves so quickly he is temporarily shrouded in mist. He appears to teleport a short distance and begins pressuring the enemy with a barrage of slashes. At minimum hits only twice and pops which pops the enemy up for continued pressure.
(Kazuya's multi-hit attack in SMT4:A's DLC)
Additional inputs can add more hits up to 4, with one more last hit with mediocre killing power. Instead of a horizontal slash, it is a downwards diagonal flip slash.
(Flynn’s overworld slash from SMT4 and a reference to his ultimate attack in SMT4A)
>Smashes: Akasha Arts

Forward: Lightspeed Slash + Gideon Bullet
Two part forward-Smash similar to Link. First part readies his katana to his side, holstering his gun, ready to strike. Releasing it, as the name implies, makes him charge forward so fast that he disappears and only reappears as he slashes. Increased charge time increases the range of the teleport. While it doesn’t have as much strength as most forward smashes, it is supplemented with the next part of the smash. Charging the Fsmash increases the damage, but not the knockback. Instead, it increases the hit-stun time for the following attack.
(Kazuya's strongest attack in SMT4:A's DLC)


Only after hitting with that slash, can a 2nd Forward Smash can be charged. The second smash sheaths his sword as Kazuya takes aim with his gun and fires an extremely long range projectile laser beam that can pick off enemies offstage. As it has to be aimed and has a specific linear hitbox, it creates a conundrum: charge further for a more damaging kill option and risk the opponent avoiding, or do the 2nd part instantly, providing reliable damage but risk the opponent not dying.
(Aleph's strongest attack in SMT4:A's DLC)



While individually, these moves are nothing special, together, they can get extremely early kill confirms by knocking an enemy off-stage and finishing them off with a well-aimed and timed shot. As such, practice and prediction are required to use this tool well.
Down Smash: Blade Storm
Holsters his gun and readies his sword in a quick draw fashion at his side. Releasing it causes causes Kazuya to quickly slice a large sphere of sword strikes. Further charging increases the radius of the sphere. The sword and arm itself are so fast, they aren’t seen, merely the slashes as a result of them. Due to its large AOE and relatively fast start-up, it does less damage than most Smashes to compensate and kills far less early than the other smashes.
(Raidou Kuzunoha's “Strong Attack” in his 2nd game)



Up Smash: Myriad Arrows
Sheaths his sword and prepares to aim his gun in the sky. This Smash can be angled a bit in a narrow fan above. A targeting reticle appears from his head visor indicating the future direction of his shot. When released, he slams his gun upwards, sending foes in front of him above directly into the line of fire for the next shot. After the gun is raised Kazuya fires 2 bullets at minimum charge. This can be charged up to 4 bullets. Initial bullets will stun the enemy, but only the last bullet will kill. The damage falloff is great with really only a character’s length of the bullet shot having true killing potential.
(Aleph's multi-hitting attack in SMT4:A's DLC)
>Aerials: Riot Gun

Neutral Air: Fang Breaker
A double roundhouse kick that goes in an upward arc that comes out relatively fast, low killing power, better used as a “get off me” option. The kick arcs from the front of him over and behind him. While it comes out fast and covers both sides, it’ll rarely be used over his other aerials due to having a much smaller hitbox. Being forced to use this move often means you’ve failed to keep your optimal space and it’s very likely you’ll be punished. Also has a deadzone directly underneath him where it won’t hit.
(Raidou Kuzunoha’s attack while blocking in his 2nd game)


Forward Air: Crescent Slash
An arcing slash upward and then downwards. Two-parter like Link’s forward air. Covers a large distance, but has low killing power. Comes out decently fast. Think a Lucina fair except going upwards first before going downwards. The move can be auto-canceled early by landing leading to a set knockback for other follow-ups. Can potentially cover a large amount of space if used properly.
(Kazuya's double hitting sword attack in SMT4:A's DLC)


Back Air: Sonic Shot
Kazuya pulls his gun hand behind and aims two shots, one diagonally down and one horizontal. They travel a medium distance before disappearing. Decent killing power, but much more reliable for gimping people with poor horizontal recoveries. If an enemy is close enough, they’ll get hit with both shots, or possible be knocked into the second shot by the first shot.
(Aleph's double hitting bullet attack in SMT4:A's DLC)


Down Air: Megido Slash
Two input move. First input prepares a downward slash by lifting his sword over his head. Pressing the A button in this pose will make him swing down. There is a spike hitbox on the tip of the blade, activating only when the blade is almost horizontal. Due to the predictable and risky nature of the move along with the precision and timing, it’s extremely deadly, even as powerful as a Ganondorf stomp. The preparation part of the move can be canceled into an airdodge. If Kazuya lands while in preparation, he will slam the floor and cause a white explosion in an AOE around him. Like most aerial attacks that hit the floor, this has a large amount of endlag.
(Raidou Kuzunoha’s skill as an ally in SMT3)


Up Air: Down-Shot
Flips his body and aims his gun up, firing 2 shots straight upwards. Has a unique trait of turning him the other direction when done with the animation. It’s killing power is high, and it has very low-startup, making for an effective way to kill people very near to the top.
(Taken from Joker’s follow-up gun attack in Persona 5)
>Grabs and Throws: Shibaboo

Grab: Shibaboo
Lunges forward and appears to grab the enemy at first glance. However, on closer inspection, it can be seen that he is thrusting the COMP at the enemy, causing an electric effect to surround the enemy
(Shibaboo spell which stuns the enemy to make it easier to follow up with more attacks)
Pummel:
Pummel tightens the bind and has a shocking effect effect.
Throws: Megaton Press
Forward: Boogie-Woogie
Stabs them, knocking them up short distance, then fires 3 shots directly at the enemy, similar to Mewtwo’s forward throw, except launching them at a sharper, lower angle. Has very low killing power and is mainly used to reposition and gain percent.
(Raidou Kuzunoha’s bossfight in SMT3 where he shoots the enemy repeatedly)


Back: Backstab
Backhands the sword, ducks behind the enemy, and stabs his sword backwards into the enemy’s back, sending the enemy flying. Has an extreme amount of killpower, a very reliable kill option near the ledge.


Up: Critical Shot
Readies his leg backwards and unleashes a humongous kick launching them far up into the air. Launches them at a straight 90 degree angle, but lacks killing power outside of decently high percents.


Down: Execution
Does an overhead Slash and knocks the enemy to the ground, after which he fires 3 bullets into the enemy, launching then diagonally behind Kazuya. No killing power and is mainly used to combo into other moves like fair or bair.
>Final Smash: DIE FOR ME!

Final Smash: Alice’s darkness
Similar to his specials, this is a summoning spell. However, the main difference is that the animation shows that it is clearly involuntary, and is the will of the demon residing within the COMP rather than Kazuya calling out its power. Activating the final smash causes Kazuya to grip his right elbow as dark energy and lightning courses through the COMP as it rises of its own will. Alice summons herself and casts DIE FOR ME!
(Interesting to note is that while Kazuya has the “Final Smash” effect on him, he does not have the yellow eyes. Instead, the ghost of Alice will appear floating behind him with glowing yellow eyes.)
It’s a cinematic finisher with 2 activation variants. When on the ground, dark hands will rise up from a blue ring of fire and pull everyone in it down into Alice's world. When in the air, the ring of fire will be vertical, facing towards the enemy. Again, dark hands will grasp the enemy and pull them into her world.




When in her World, enemies will appear before an innocent looking Alice in a velvety blue void. Alice then does her signature spin, grin, and point as her eyes change from yellow to a glowing magenta.. The enemy is then assaulted from every which direction with red and black playing cards until Alice throws a single magenta card at the enemy, breaking her illusory “world” and blasting everyone caught to the blastzone.
(Reference to multiple interpretations of the Die for Me! Spell over the years)
>Taunts: Demon-amie_

Down: Pixie's Dia
Summons Pixie who will circle Kazuya sprinkling sparkling dust on him as the healing sound effect plays, blows him a kiss, and then teleports back into his COMP.
The healing is, of course, entirely cosmetic and doesn’t do anything, similar to Link’s Navi taunt.
(Trademark healing skill of Pixie)



Side: Charge
Puts away his weapons and crosses his arms, staring directly forward with his eyes closed. Then, opens his eyes, lets out a loud "Hmph!" and releases a large amount of electric energy around him.
(One of his skills in the SMT4:A's DLC which more than doubles his next attack’s damage. Animation from Raidou Kuzunoha's boss fight in SMT3 where he uses "Provoke")



Up: Pascal the dog is here
Summons Pascal the dog and plays with him. This taunt lasts indefinitely until it is canceled, where Pascal is then called back to his COMP.
(Original skill he has in the first SMT)


If the user is not Kazuya, it will instead summon a generic Cerberus
>Victory: Level Up!_

1st Victory: Running Start
Kazuya breathes a sigh of relief, beckons toward the camera, and then begins to run around the camera and the victory arena. This animation is continuous and does not end. He will keep on running for as long as the player is on the victory screen.
(Joker's victory animation in Persona 5where he runs in a circle around the camera.)



2nd Victory: Team Support
Kazuya slices top right to bottom left, bottom left to top right, then bottom right to top left, before spinning around and flourishing his sword to his side. All four of his demons then jump over him and pose towards the camera.
(Raidou Kuzunoha's Yo****sune show-up animation from his boss fight in SMT3)

3rd Victory: Ground stab
Falling from the sky, Kazuya impales his katana into the floor, before turning towards the camera and aiming his pistol at it.
(Yu's victory animation in Persona 4 Arena where he stabs the sword into the ground + Dante from the Devil May Cry Series’s entrance to the Demi-fiend in SMT3 for the gun aiming part)

Second one is the Demi-fiend, the guy on my avatar.

The Demi-fiend has gained access to a limitless supply demonic power, and with that, a huge variety of unnatural abilities that one wouldn't expect, such as summoned swords and energy bullets. Unlike the other protagonists, he is neither defensive nor elegant. His strength lies in keeping that same momentum through his brutality and aggressiveness.

His entire kit revolves around picking up around picking up momentum and keeping it through a series of aggressive plays. His focus move leaves him open, but makes his advantage state much more powerful, increasing the killing power of every single grounded normal, including grabs. If he can continually achieve stage-control and keep himself focused, victory will come easy. However, a single mistake and he's left wide open in the wake of missing his focused attacks, and with a recovery as sub-par as his, this could spell his doom. Similar to his own games, being an effective Demi-fiend relies on making difficult battle decisions between attacking, defending, counter-attacking, and preparing, but with his myriad combat options, he's a force to be reckoned with.
Voice
Miscellaneous animations
Stance:
Has one hand lowered palm down and one hand raised to his face, palm outwards. His tattoos pulsate softly in a neon blue.
(Battle Stance associated with )
When the Demi-fiend is >100% he'll change to a new battle position. Both hands are down balled in fists. His chest rises and falls with every breath. His tattoos pulsate softly in a deep red. Though he remains expressionless as ever, he emanates a quiet fury.
(Normal battle stance in Nocturne)
Intro animation:
A red portal opens up in the sky with the Demi-fiend falling through it. He lands hard, punching the ground and cracking the earth before resuming his battle position.
(First time encountering a Fiend)
Idle:
He puts his left arm on his right shoulder and rolls his right arm while he stretches his right arm
When the Demi-fiend is >100%, He takes a deep breath and cracks his neck
Walk:
Sidesteps forward cautiously, with arms still in battle position.
When the Demi-fiend is >100%, he'll walk forward menacingly.
Run:
Flies low to the ground toward the enemy in a battle pose
When the Demi-fiend is >100%, he'll run forward stomping the earth with the weight of a super-heavyweight like Bowser
(His standard run animation in the games)
Shield:
Crosses his arms in an X shaped form.
(his most iconic pose and the one that gets featured in promotional material often)
Parry:
Pushes palms forward as the "void" sound effect plays.
(Unused animation. Sound effect is from when a move is nullified)
Shield Broken: Dizzy
Clutches his arm while crouched over. A special effect is over his head
(Dizzy animation from SMT3)
Face Down animation: Game Over
Lays down body outstretched
(Game Over screen from SMT3)
Victory: Leitmotif
0:10-0:18
(From SMT3 Title Loop 2)
Dodges
Back Roll:
Ducks backwards leaving an afterimage behind
Front Roll:
Dodge rolls through the enemy circling around the enemy.
Spot Dodge:
Dodges into the background before phasing right back in.
(His dodge animation from SMT3)
Air Dodge:
Twirls his body in a little spin while his tattoos let out a faint glow
Get-up Moves
Ledge Attack:
Flips up and lets out a war cry blowing away the enemy.
(War Cry skill in SMT3)
Face Down Attack:
Punches the ground, creating a shockwave to get up.
Face Up Attack:
Lets out a shockwave from his body while levitating to his feet
Normal Get Up:
Rises to his normally, his tattoos aglow for a second.
Dodge Get Up:
Dives either forward or backward to get up.
Kirby Copy Ability:
Divine Shot. Holds one of its stubs out while light gathers around it before launching it. Due to its power, if used without footing, it will launch Kirby in the opposite direction from which it was fired. Can be aimed in 8 directions. On the ground, it can also be aimed downwards to launch Kirby up.
Neutral Aerial: Prominence
Extends both his palms out slightly angled downward while black-blue flames erupt from both hands knocking the enemy away from the center. It's a deceptively powerful move and comes out extremely quickly while also being a potent combo option. Similar to Roy's Nair, it's sure to see use at both low and high percentages.
(Lucifer's almighty attack in SMT3)
Forward Aerial: High King
Rears back his right palm before striking forward, releasing a large explosion on the shape of his palm. This move can be angled both up and down making for a potent combo finisher and amazing for edgeguarding. Powerful, but the delay leaves him open to counterattack.
(Lucifer's almighty attack in SMT3 where he generates electricity from his hands)
Back Aerial: Gigantomachia
Flips over and kicks back at a downwards angle, doing a large amount of damage and knockback while if spaced correctly spiking the enemy at the end of the kick. A risky, but decisive move with a large amount of range.
(Physical skill Lucifer learns in Persona 5. Alternatively it is called "Titanomachia")
Up Aerial: Hamadyne
Gathers energy around his feet as he does two quick roundhouse overhead kicks that drag all enemies in front into the second kick. Very powerful and very fast making it a go to combo and kill option.
(Demi-fiend can learn the hamaon skill in SMT3. The -dyne variant was added in Dx2)
Down Aerial: Mudodyne
Dark energy gathers around his fists as he performs a diving punch below. The move is unlike most stall-then-falls in that it has far less startup meaning that it comes out much faster and that the distance that he goes down is a set short distance. Demi-fiend can angle it slightly making the dive punch go straight below or slightly forward. If it connects with the ground, there is also a shockwave on landing. If the move is sweet-spotted the enemy is hit with a devestating spike that launches the enemy in the direction of the punch. Otherwise, they are knocked up and away.
(Demi-fiend can learn the mudoon skill in SMT3. The -dyne variant was added in Dx2. The animation is taken from the diving minigame within the Amala Network)
Neutral Special: Divine Shot
Reaches left hand out, bracing it with his right hand, charging it up and then shooting a ball of pure light. Can be aimed downwards to launch the Demi-fiend off the ground, the first few frames turning his body into a weak hitbox that knocks away enemies nearby. This move can be used in the air, but will launch Demi-fiend in the opposite direction of it being shot. It only covers the area in front of him and slightly below and behind him, allowing him to use it to recover.
(Skill in SMT3 where Demi-fiend fires a ball of light from his arm)
(Air version/launch off ground version)
Side Special: Deadly Fury
Rushes forward and slices forward with a purple energy sword.
(Move where Demi-fiend charges a katana with his right hand before gripping it with his left before slicing in an iai style)
Up Special: Xeros Beat
Spin Kick that unleashes explosive balls. Similar to Roy's Flare Blade, can be angled to move in a more horizontal or vertical motion. When used on the ground, Demi-fiend does not move.
(Magical attack where Demi-fiend does a spin kick launching several explosive balls from his feet)
Down Special: Focus
Charges up and changes the animation of the next grounded normal attack. This can only be used on the floor, limiting its spammability
(Skill that doubles the damage of the next attack)
FOCUSED: Gaea Rage
Due to already being focused, a grounded down b activates his strongest attack: The Gaea Rage. Here, the ground cracks underneath him and a giant blast of light explodes from underneath with him at the epicenter. It's similar to Cloud's Finishing Touch, but has a bigger vertical hitbox and deals more damage in exchange for less early killing power.
(Skill where Demi-fiend cracks the earth and OHKOs everyone with little exception)
Down Special (Aerial): Chaos Blade
Summons a blue energy sword midair and comes crashing down, spiking anyone caught within its length to the ground. Similar to Bayonetta's down air, but disjointed.
(Chaos Blade skill that creates blue energy blade)
Jab: Attack
A simple right hook. Comes out fast and has a decent amount of knockback. Akin to Ganondorf's jab. Can be charged up with increasing levels of flame to increase the power and mixup any spot-dodges. The charge itself is ridiculously long. Charged for long enough it actually exceeds the strength of a fully charged forward-smash though any instance of this happening will only be from shield-breaks.
(Default attack from SMT3)
FOCUSED: Heat Wave
Lets out a flurry of firey jabs from the left fist while the right unleashes a finisher charged up with the right fist.
Forward Tilt: Iron Claw
Scratches the area in front, a quick ranged punishing move with little startup or lag. Kills fairly late, but is useful for getting the enemy offstage and has a decent overhead hitbox as well.
(Iron Claw skill from SMT3)
FOCUSED: Blight
Creates two energy swords, on the right hand blue, on the left hand purple. Slightly increases the range of the tilt, but not by much. The blue sword strikes first locking the opponent into the second part of the attack, a quick horizontal slash that deals far more damage and knockback killing much earlier.
(Blue sword that's summoned for several sword attacks)
Up Tilt: Fire Breath
Breathes a stream of fire all around his body in an arcing motion above him. Covers a large portion above him, and knocks the enemy up for further aerial pressure.
(Fire Breath skill from SMT3)
FOCUSED: War cry
Lets out a furious shout which covers a large amount of space around and above Demi-fiend. If hit by this move, the enemy is put into full paralysis leaving them vulnerable for any punish.
(War Cry skill in SMT3)
Down Tilt: Hades Blast
Punches the earth, letting out a shockwave that travels low to the ground and could easily go through depleted shields that don't cover the enemy's feet. Knocks them directly upward for a followup.
(Hades Blast skill from SMT3)
FOCUSED: Deathbound
Does an axe kick which crushes the earth in front of him with greater force than the punch. The epicenter of the explosion is moved forward which increases the range. The move also arcs far above Demi-fiend and spikes the enemy on contact while doing a large amount of shield damage dissuading blocking it. It also spikes enemies on the ledge. Overall, extremely powerful
(Hades Blast Skill from SMT3)
Dash Attack: Lunge
Rushes into the enemy arms crossed. Does weak damage and knockback, but launches at a shallow angle putting the enemy in an awkward recovering position.
(Lunge skill in SMT3)
FOCUSED: Berserk
Summons two swords, one blue and one purple that slash after the initial lunge. This increases the range massively and makes dash attack kill far more early.
(Lunge Skill in SMT3)
Forward Smash: Freikugel
Crosses his arms in front of his face while energy gathers. When released, he fires a laser beam of pure energy from his eyes. This move can be angled up or down.
(Freikugel Skill in SMT3)
FOCUSED: Piercing Freikugel
Now has more visual flair and does more damage while wearing down more shield damage.
(Pierce is an ability Demi-fiend learns which lets him nullify enemy defenses)
Up Smash: Megidolaon
While charging he gathers energy into his fist. Releasing it makes him punch into the sky causing the energy gathered in his fist to explode in a purple-blue almighty blast doing critical damage to anyone caught above him. It also has a hitbox at the beginning near his feet that launch the opponent up into the explosion similar to Marth's Up-Smash.
(Megidolaon skill in SMT3)
FOCUSED: Piercing Gaea Rage
Now has more visual flair and does more damage while wearing down more shield damage.
(Pierce is an ability Demi-fiend learns which lets him nullify enemy defenses)
Down Smash: Javelin Rain
Launches explosive micro-missiles from his back that travel a short distance up before coming back down and exploding all around him. Hitting the missile while it's mid-air will have a small amount of stun but won't hurt significantly.
(Javelin Rain Skill in SMT3)
FOCUSED: Piercing Javelin Rain
Now has more visual flair and does more damage while wearing down more shield damage.
(Pierce is an ability Demi-fiend learns which lets him nullify enemy defenses)
Grab: Might
Reaches over with his left hand and holds the enemy up in a choke.
(Skill that increases Demi-fiend's attack)
Pummel: Tempest
Pummels the enemy with his right fist that is set aflame. Very slow for a pummel, but does a greater than average amount of damage for a pummel.
(Tempest skill Demi-fiend learns in SMT3)
Throws:
Forward Throw: Magma Axis
Grasps the enemy before rearing back and chucking the enemy as far as possible.
(Magma Axis skill Demi-fiend learns in SMT3)
FOCUSED:
Forms a fiery circle with his hands lifting the enemy far into the air and damaging them all the while. Then chucks the enemy full force while they're set ablaze.
Back Throw: Spiral Viper.
Slams the enemy over and behind him, bouncing them off the ground, before kicking them away. Doesn't kill, but good for re positioning the target.
(Spiral Viper skill in SMT3)
FOCUSED:
Slams the enemy over and behind him, where he then follows up with a beam that explodes on impact, killing the enemy at higher percent ranges.
Down Throw: Oni-Kagura
Slams the enemy into the floor with both arms being used to hold the enemy, bouncing them off the floor. While there are few, if any true combos that come from this move, it sets the enemy up in a mixup position where the Demi-fiend can choose to pressure or to charge a focus.
(Oni-Kagura skill Demi-fiend learns in SMT3)
FOCUSED:
Charges up an energy ball around the enemy's head before Demi-fiend headbutts the enemy and the ball causing an explosion and burying the opponent into the ground, setting up for any killing blow. While the headbutt itself deals a small amount of damage, it also launches several small explosive balls around the enemy which explode dealing damage, but not knocking the enemy out of the bury.
Up Throw: Apocalyptic Deadly Fury
Rears his right fist back before the flames on his fist flare up. Then uppercuts the opponent with all his might. This is by no means a kill-throw, but it sets the enemy up in an uncomfortable position above demi-fiend where they can be pressured with nair and uair.
(Deadly Fury skill Demi-fiend learns in SMT3. However in SMT4: Apocalypse, the animation changed from a single clash to a series of claw strikes)
FOCUSED:
Lets out a flurry of clawed strikes before rearing back and letting loose with a brutal jumping kick, one that is dangerously lethal in power. This is a throw made explicitly for killing enemies at higher percents that are not close to a blastzone in front or behind.
Final Smash: Morning Star
Lets out a War Cry that stuns the area in a sphere around him and knocking surrounding enemies towards himself. Then he leaps into the sky before a cinematic displays him crashing down from the atmosphere while engulfed in an almighty purple-blue flame exploding on impact and dealing an extreme amount of damage. Past a certain percentage, anyone caught inside the blast is outright deleted.
(Lucifer's strongest attack, one that only gets put into the game past SMT3. Animation taken from Demi-fiend's strike when he dives in the Amala Labyrinth)
Taunt 1: Dia
Summons Pixie who will circle Kazuya sprinkling sparkling dust on him as the healing sound effect plays, blows him a kiss, and then teleports back into his COMP.
The healing is, of course, entirely cosmetic and doesn’t do anything, similar to Link’s Navi taunt.
(Trademark healing skill of Pixie)
Taunt 1: Provoke
Crosses his arms, staring directly forward with his eyes closed. Then, opens his eyes, lets out a loud "Hmph!" and releases a large amount of electric energy around him.
(Animation from Raidou Kuzunoha's boss fight in SMT3 where he uses "Provoke")
Taunt 3: Wild Dance
Sarcastically claps in a mocking manner.
Victory 1: Mind's Eye
Falling from the sky, Demi-fiend cracks the earth on impact before looking up at the camera, whereby the screen will flash.
(Animation taken from Dante from the Devil May Cry Series’s introduction to the Demi-fiend in SMT3. Mind's Eye is a skill learnt in SMT3 that prevents Demi-fiend from being ambushed)
Victory 2: Jive Talk
Summons Pixie on his shoulder and walks away before Pixie beckons towards the camera and they both look at it.
(Pixie is Demi-fiend's trademark partner demon. Jive Talk is a skill learned in SMT3 that allows Demi-fiend to more easily converse with demons)
Victory 3: True Demon Ending
Walks toward the camera slowly as it slowly zooms up to reveal his face. The victory screen splashes and for a second as Demi-fiend's eyes glow red. When the flash finishes, a horde of demons would've appeared behind Demi-fiend during the flash.
(The final and most difficult ending in SMT3 to achieve)

It's a lot to go through, but I've broken it up into segments so it shouldn't be too overwhelming.
Woah... that’s SUPER well done! I don’t know much about the series these characters are from... like at all, but I can tell you put your heart and soul into making these movesets, great work!
 

Idon

Smash Legend
Joined
May 24, 2018
Messages
17,623
Location
Waxing Moon Ritual
NNID
Miyamoto Iori
Switch FC
SW-4826-9581-3305
Woah... that’s SUPER well done! I don’t know much about the series these characters are from... like at all, but I can tell you put your heart and soul into making these movesets, great work!
Hey hey thanks, they're part of my support thread for those two characters so I wanted to make a good impression.
 

CodakTheWarrior

Smash Ace
Joined
Jun 7, 2017
Messages
548
I’m gonna go ahead and post one more of my movesets here today, this one is one of my most wanted, yet most unorthodox characters- King Boo!

King Boo Moveset



The ghastliest ghoul the Mushroom Kingdom has ever seen, King Boo has come to Smash to fright his foes! King Boo harnesses the power of his loyal Boo minions to startle his opponents, as well as temporary invisibility, shape shifting, ghostly magic, and more!



Given that King Boo is a ghost, his weight is INCREDIBLY light. Overall, his weight is one of the lightest in the entire game, being slightly lighter than that of Mewtwo's. To make up for this featherweight status, however, King Boo is very quick on feet (well, at least where his feet would be). King Boo's speed falls within the top ten speeds of the game, having speed comparable to Captain Falcon's. King Boo also hits really hard in all of his attacks, making for an interesting mix of a lightweight fighter with heavy attacks. Surprisingly, King Boo can also perform a sort of crawl. Using the Boo species' ability to sink into solid surfaces, King Boo can sink to the ground and move around, having only his top half exposed. This allows King Boo to literally slide under oncoming attacks that would normally hit him.



Specials:



Neutral Special: Boo Summon- This attack will have King Boo summon one of three different Boo types to attack the opponent, with each having a different attack pattern and different effects.

-Boo- The most common type to appear, the generic Boo will target the nearest foe and chase after them. The Boo will pursuit the opponent until one of two things happens. If the Boo does make it to the enemy, they will attack them and dea, a decent amount of damage. However, the generic Boo will disappear after 10 seconds have passed. This is made more difficult by the fact that, like in the Mario games, Boos will stop their track of movement if looked at. This makes strategic placement of both the minion Boo and King Boo vital.

-Circle of Boos- Appearing slightly less often than the regular Boo, this variant is, like the name would imply, a large circle consisting of 6 Boos in total. Unlike the normal version, the circle's movement can't be stopped by being looked at, meaning they can't be stopped once summoned. However, they don't track the opponent either, meaning they can be avoided some what easily. Their damage output is higher as well, and if opponents somehow find them self in the middle of their rotation, all the Boos will strike at once, dealing massive damage.

-Big Boo- The rarest type to appear. This Boo, as the name would imply, is a much bigger variant of the first type. It works the same way for the most part, with some minor differences. For one, the Big Boo deals FAR more damage than its smaller counterpart, dealing upwards of 25% if it hits. To counter its enormous damage, though, the Big Boo is by a landslide the slowest Boo variant. This allows opponents to easily avoid it with careful planning or staring it down for its 10 second timer. The Big Boo is also the only type that ignores shields.



King Boo is allowed to have three Boos total on screen at once, and this attack has direct correlation to his down Special. This makes it very important to space yourself properly in order to harness the Boo's special abilities.



Side Special: Ghost Surge- This special functions similarly to Greninja's down Special in that the move is a counter. When using the move, King Boo's color will become incredibly dark and shadowy for a brief moment. If he is hit while in this state, King Boo will counter with a surge of ghostly energy and power drive through the opponent. The move does more damage the stronger the enemy's move is, making it a solid kill move at opportune times.



Up Special: Platform Boo-st- Dozens of the pink Boos from Super Mario Sunshine appear beneath King Boo before launching him upward in the air. Afterward, three of the pink Boos will rise up and form platforms for King Boo to jump off of. The platforms will permanently stay unless King Boo jumps off of them, in which they will automatically disappear and stop others from using them.



Down Special: Permeate- This Special thrives with the use of the neutral Special accurately. Above King Boo's character icon on the HUD is a three-stage gauge known as the Ghost Meter. Essentially, the more Boos the King can hit opponents with, the more the gauge will fill up. Once King Boo has hit at least the first level on the meter, he can use this attack to enter a state of invisibility, the duration of which (as well as the number of Boos needed) are as follows;

-Green- In order to reach the first level on the meter, King Boo has to hit opponents with a total of 3 Boos. Using the attack on this stage will only yield 3 seconds total of invisibility.

-Red- Hitting others with a total of 5 Boos will activate this stage on the meter. Activating the Special while the meter is red will grant King Boo 7 seconds of invisibility.

-Purple- The maximum the Ghost Meter can reach, King Boo must hit foes with a total of 7 Boos. This stage will grant the King a total of a whopping 15 seconds of invisibility.



While invisible, King Boo enters the shadowy state from his side Special. This allows King Boo to still be seen and he can hit the opponent, but the opponent cannot hit him. Using the move will also reset the Ghost Meter, although King Boo can immediately begin refilling it right after using it up. This makes hitting and setting up Boo placements vital in order for King Boo to strike the opponent when they least expect it.



Normals:



Jab: King Boo rapidly smacks the enemy with his large, bulbous tongue.



F-Tilt: King Boo swipes the foe with an upward swing of his tongue.



U-Tilt: King Boo spins upward in the air a ways. The attack is most powerful at the crown.



D-Tilt: The King spins his tongue on the ground in a circle, dealing damage.



Dash Attack: The King spins directly into the opponent, the sweet spot of the attack being the crown.



Smashes:



F-Smash: King Boo covers his eyes and shakes in place while the attack is charging. Afterward, King Boo releases dark energy in the form of a giant, dark manifestation of a Boo that charges through opponents, dealing major damage. The attack deals even more damage if the opponent is directly facing King Boo while he's charging it.



U-Smash: King Boo covers his eyes and shakes in place while charging, then releases a giant, dark Boo that flies a large distance upwards. The attack is powerful, but will deal even more damage if the opponent happens to be directly above or below King Boo while he is charging the attack.



D-Smash: The King covers his eyes and spins around in place whilst shaking as the move charges. Two enormous shadowy Boos then fly downwards from the sky into the ground, causing some massive damage. The damage will only be amplified if the opponent happens to be facing King Boo as he releases the attack.



Aerials:



N-Air: A large circle of Boos appears to encircle the King, acting as a sort of shield of sorts. The Boos disappear as soon as the move is over and have no bearing on the Ghost Meter in any way.



F-Air: King Boo juts his massive tongue out once again to surprise those in his line of fire.



U-Air: King Boo does a short flip in midair, with the most damage coming from his crown compare to other areas of his being.



D-Air: The King does a quick spin while upside-down. The crown has a meteor Smash effect, making spacing very important.



B-Air: The King quickly wags his 'tail' on his backside. The attack has a minuscule hitbox, but if it lands, it will deal EXTREMELY massive damage. Probably the King's most powerful move overall.



Grab/Pummel: Similar to Pacman's grab, King Boo sends out a large beam from his crown that will pull opponents in. For the Pummel, the King repeatedly bashes the opponent with his crown before releasing them.



Throws: For Forward throw, King Boo sharply bashes into enemy to send them away. Back throw has the King toss foes behind him, begin to act scared, then turns around and scares them away. Up throw sees the King throw opponents upwards with the beam from his crown. Down throw has King Boo briefly swallow the opponent whole, chew them up, and spit them back off the ground, dealing some impressive damage.



Final Smash: Boolossus' Return- King Boo will summon a large, dark painting that will appear in the middle of the stage, sucking fighters in. Any that are trapped by the painting will then be greeted by King Boo who will undergo a borderline demonic sequence in which he turns upside down and everything becomes dark. Behind him appears the otherworldly large Boolossus, who then rushes forward into the trapped opponents. Along with Boolossus are countless other Boos of various shapes and sizes, all of which relentlessly stampede the stuck characters as they are helpless to fight back. All the while, King Boo sits back and watches. He gives a grimace and a devilish laugh until the onslaught is over.



Taunts: Up Taunt consists of King Boo take off his crown for the only time and tip it in a 'Gentleman' gesture. Side Taunt has King Boo burp up a Bonefish enemy with a nauseated expression. Down Taunt has him sink into the ground, like in his crawl, and hop out and back into the ground several times in a row as if jumping between puddles.



Alts: King Boo only has color swaps to choose from. All of his colors are based on different colored Boos from the Mario series, with the iconic white as the default. Some examples include a pink Boo from Super Mario Sunshine, a black Boo from Super Mario Galaxy, a light blue Boo from Super Mario World, and several others.



Stage: Evershade Valley- The main setting from Luigi's Mansion: Dark Moon. A transformation stage that periodically shifts between the 5 main mansions from the game. Each mansion has a completely different layout, with different hazards in each as well.



Boxing Ring title: "Ghastliest Ghoul with a Jewel"

It’s definitely a bit more complicated, but I’m super happy with it overall. Let me know what y’all think!
 

Ultomato

Smash Master
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Ah, this seems like a fun thread. Less stressful than the MYM contest, haha

Anyway, here's two movesets I've made, with accompanying gifs for visual flair.
First one is the SMT1 Hero
View attachment 169973
Unique Trait/Gimmick- Demon summoning
Playstyle archetype- mid-range space control


Kazuya (better known as "The Neutral Hero" of Shin Megami Tensei), is unlike most JRPG heroes in that completely unable to use any form of magic. As such he has to rely mostly on weapons and his demons to attack his foes. He comes equipped with his deadly katana, and a sci-fi pistol high-power pistol.

His specials are unique in that it is not him that is actively casting these spells- it’s his demons. While this incurs a longer “cast time” until an active effect is applied on the game, it also means that he can move while the spell is being cast, leading to mix-ups and setups otherwise impossible for everyone else (Imagine Zelda’s Phantom Knight summon except much more versatile and applicable to more situations). Instead of the specials being specific moves to zone out the enemy and push them back, the knockback is instead directed towards the player so they can finish the enemy off themselves. The demons don't fight for you; they fight with you, so pull your weight.

This is combined with his unorthodox ability to have access to a ranged weapon at all times and a disjointed blade for several of his attacks comes at the cost of a rather sluggish ground and air speed and slower than average startup for his close range attacks. His powerful disjointed attacks and complete control of mid and long range should more than make up for that. Pushing momentum and keeping a safe distance will be key to victory. Just like in the game, one mistake could spell your doom, but keep the momentum up and you'll be sure to prevail.

Instead of a typical fantasy motif, he has a retro sci-fi theme for his abilities and focuses on the act of summoning rather than direct spellcasting.

Disclaimer: Yes, he uses a gun, which isn't allowed in Smash looking at Snake. However, guns that aren't realistic like Bayonetta and Fox, Falco, and Wolf are fine. The solution is simple then. For most attacks that aren't explicitly long range, the damage is only located in the muzzle flare and the guns themselves are blockier and more sci-fi than a normal gun. For example:
>Miscellaneous animations
Stance: Gun and Sword Stance
With his left hand he holds up a pistol vertically, ready to fire it and in his right he holds a katana ready to slice foes near him.
(Most SMT protagonists carry two weapons, a sword and gun)
Intro animation: Dramatic Terminal Entrance
White Lightning strikes his point of entry as Kazuya appears leaping into the air and drawing his blade and gun
(Flynn's teleportation animation from SMT4 and Raidou Kuzunoha’s Boss Battle in SMT3)
Idle: Menu management
When idling, he puts his pistol hand down horizontally in front of his face to look at his Hand Computer, or COMP, clicking away at it while various screens pop up.
(SMT games have a large amount of menu-management. The screens that pop up have the UI from Devil Summoner: Soul Hackers)
Walk: Cautious walk
Similar to Marth's except his left hand has his gun raised up ready to fire.
Run: Alert Sprint
Similar to Marth's except his left hand has his gun raised up ready to fire.
Shield: Tetrakarn/Makarakarn
Holds his katana up diagonally to block incoming attacks while bracing it with his left forearm, making an X shape.
The shield will look a bit unique with a pixel-y texture to it.
(Spell in SMT games that makes the user invulnerable from all threats physical or magical)
>Dodges: Avoid
Back Roll: Guarding Backflip
Does a quick backflip
(Raidou Kuzunoha's backflip in his 2nd game)
Front Roll: Dive Roll
Does a dodge-roll
(Raidou Kuzunoha's forward roll in his 2nd game)

Spot Dodge: Sukukaja
Deftly ducks to the background with a slight teal effect covering their body
(Sukukaja buff in SMT games)
Air Dodge: -Avoid
Lunges body in direction of air-dodge. Has a slight teal effect.
(Sukukaja buff in SMT games)
Shield Broken: Confused!
Kazuya will be dizzy and hunched over, clutching his left arm with his right hand.
(Raidou's low-HP or inflicted ailment pose)
>Get-up Moves: Death Counter\
Ledge Attack: Desperate Hit
Reaches up and fires 2 shots above the ledge before rolling on.
(Almighty attack used by Demonee-Ho, a gun-toting Jack Frost)
Face Down Attack: Relatiate
Fires a shot above his head (in front) and does a spin slash to cover the area behind him. Little damage, little knockback. The sword hit does slightly more damage and more knockback.
(Skill that activates when the player is hit with a physical attack)
Face Up Attack: Counter
Fires a shot above his head (behind him) before doing an arcing slash forward to cover the area above and in front of him. Little damage, little knockback.
(Skill that activates when the player is hit with a physical attack)
Normal Get Up: Endure!
Stabs his sword into the ground and uses it as leverage to pull himself up.
Dodge Get Up: Avoid!
Rolls backwards or forwards.
>Kirby Copy Ability: Jack Frost
Kirby appears to be wearing a Jack Frost hat, the iconic mascot of Atlus and MegaTen as a whole. He casts the bufu line of skills directly instead of summoning someone to do it.
The reason for this is that it reduces the workload required so 8 different Kirby copy appearances don't have to be made for 8 of the different alternate costumes.
(It's also way cuter.)
>Specials: Bad Company

His specials have 3 unique traits about them.
  1. The spells' effects are not done by the player. The player summons demons who will then cast the spell
  2. During the summoning process, he can charge the spell about to be casted to unleash more powerful versions with more devestating effects.
  3. Their abilities are purely meant as support for the player. They won’t be kill-moves in and of themselves and will tend to knock the enemy toward the player rather than away.

Neutral B: Jack Frost's ice
  • During the summoning, Kazuya raises his left hand vertically to his face as ice effect swirls arounds his COMP. Releasing it jerks his hand down, summoning Jack Frost.
  • Uses the bufu line of ice spells. When summoned, Jack Frost will begin casting an ice trail along the ground close to the player. If in the air, it will instead be a faint icy mist. When released, the ice will freeze anyone on or inside it setting them up for follow-ups, encasing them in an ice block similar to Lucas’s PK Freeze and popping them up. This does extreme shield damage, due to it’s slow nature of summoning and is more useful for threatening enemies who play it safe and block to be on their toes. The damage here is the lowest as its utility is far better than the other specials.
  • Longer charge times will make Jack frost cast bufula and then bufudyne, granting a larger vertical hitbox and longer freeze times.

Down B: Pixie's lightning
  • During the summoning, Kazuya raises his left hand to the sky, electricity swirling around his COMP. Releasing it makes him slam his palm to the floor, summoning Pixie.
  • Uses the zio line of electric spells. When summoned, Pixie will summon a storm high above the player. When released, lightning will strike down opponents towards Kazuya's feet, dragging any enemies down along the way. Similar to Pikachu’s Thunder, except the lightning striking down from slightly in front of Kazuya so he can follow up before the enemy hits the ground. This does percent damage greater than angel’s force due to being quite situational.
  • Longer charge times turn the spell into zionga and ziodyne, increasing the height and speed and slightly increasing the horizontal size.

Up B: Angel's force
  • During the summoning, Kazuya’s left hand is horizontal at his side, green wind swirling around his COMP. Releasing it makes him raise his hand to the sky, summoning Angel.
  • Uses the zan line of force spells. When summoned, Angel will form a gale beneath the player's feet. When released, wind will quickly blast the area around the player’s feet, launching them and enemies nearby into the air. The player is not in a helpless state during the ascent, but IS helpless on the descent, leading to potential kills on hit. This does percent damage less than pixie’s lightning due to being a recovery move.
  • Longer charge times turn the spell into zanma and zandyne, increasing the horizontal hitbox and percentage damage to the enemy.
  • (Side note: Due to its nature as a recovery move, it will have a slightly longer summon time, but an almost instantaneous cast time)

Side B:Jack O'Lantern's fire
  • When summoning, Kazuya raises his hand to his other shoulder, fire swirling around his COMP. Releasing it swings his hand out, summoning Pyro Jack.
  • Uses the agi line of fire spells. When summoned, Jack O'Lantern will incant a fiery spell a medium sized distance away from the player, say half of Final Destination’s distance. When released, a fiery explosion will knock the enemy towards the player to follow up. Percentage wise, this is the highest damaging of all the specials since it requires specific spacing to be effective.
  • Longer charge times turn the spell into agilao and agidyne, increasing the hitbox, damage, and knocking the enemy towards the players at more aggressive angles.
>Normals: Physical and Gun Skills

Jabs: Dark Sword
Jab 1: Ichi
A horizontal slash from right to left with his katana. Decent range and is extremely safe on shield. Sluggish start to compensate for exceptional jab range.
Jab 2: Ni
A diagonal slash from slightly low left to a slightly high right. Also safe on shield, but has a shorter range due to being primarily a linking move. Low endlag leading to a possible mixup between the final jabs or going into a grab.
Jab 3: San
A diagonal, almost vertical, slash from very high right to the ground on the left. Unsafe on shield, and has low killing power, but pushes the enemy at an aggressive low angle and has decent damage.
(Raidou Kuzunoha's triple square combo in his own games)
Tilts: Fatal Sword
Up Tilt: Big Gamble
Does a jumping rising slash, which leaves the user airborne. Leads to more aerial pressure, and has average killing power. Similar to Megaman’s upper, but focused more around damage and potential pressure afterwards instead of raw killing.
(Yu Narukami's rising slash in Persona 4 Arena)
Forward Tilt: Hell Thrust
Does a quick advancing stab with decent killing power, moves him noticeably forward. During this attack, he is very low to the ground, and is invulnerable to weak projectiles. With an exceptional stabbing range made longer by its advancing position and it’s killing potential, it’s sure to be one of his staple killing moves, along Ike’s ftilt. However, to compensate for this, this ftilt has below average endlag and is extremely punishable if blocked due to pressing up right into the shield’s face on top of the endlag.
(Raidou Kuzunoha's forward+square attack in his first game)
Down Tilt: Circle Slash
Does a quick spinning slash toward the enemy's feet diagonally downward. Hits twice at Kazuya's lower-front and once behind him higher up. This move pops the enemy diagonally upwards and covers a huge range in front and behind him. Not as fast or safe compared to a dtilt like Marth’s, but has more range and its double hitting property might get past shields the second time.
(Raidou Kuzunoha's charge attack in his first game)
Dash Attack: Mist Rush + Godslaying Sword
Moves so quickly he is temporarily shrouded in mist. He appears to teleport a short distance and begins pressuring the enemy with a barrage of slashes. At minimum hits only twice and pops which pops the enemy up for continued pressure.
(Kazuya's multi-hit attack in SMT4:A's DLC)
Additional inputs can add more hits up to 4, with one more last hit with mediocre killing power. Instead of a horizontal slash, it is a downwards diagonal flip slash.
(Flynn’s overworld slash from SMT4 and a reference to his ultimate attack in SMT4A)
>Smashes: Akasha Arts

Forward: Lightspeed Slash + Gideon Bullet
Two part forward-Smash similar to Link. First part readies his katana to his side, holstering his gun, ready to strike. Releasing it, as the name implies, makes him charge forward so fast that he disappears and only reappears as he slashes. Increased charge time increases the range of the teleport. While it doesn’t have as much strength as most forward smashes, it is supplemented with the next part of the smash. Charging the Fsmash increases the damage, but not the knockback. Instead, it increases the hit-stun time for the following attack.
(Kazuya's strongest attack in SMT4:A's DLC)


Only after hitting with that slash, can a 2nd Forward Smash can be charged. The second smash sheaths his sword as Kazuya takes aim with his gun and fires an extremely long range projectile laser beam that can pick off enemies offstage. As it has to be aimed and has a specific linear hitbox, it creates a conundrum: charge further for a more damaging kill option and risk the opponent avoiding, or do the 2nd part instantly, providing reliable damage but risk the opponent not dying.
(Aleph's strongest attack in SMT4:A's DLC)



While individually, these moves are nothing special, together, they can get extremely early kill confirms by knocking an enemy off-stage and finishing them off with a well-aimed and timed shot. As such, practice and prediction are required to use this tool well.
Down Smash: Blade Storm
Holsters his gun and readies his sword in a quick draw fashion at his side. Releasing it causes causes Kazuya to quickly slice a large sphere of sword strikes. Further charging increases the radius of the sphere. The sword and arm itself are so fast, they aren’t seen, merely the slashes as a result of them. Due to its large AOE and relatively fast start-up, it does less damage than most Smashes to compensate and kills far less early than the other smashes.
(Raidou Kuzunoha's “Strong Attack” in his 2nd game)



Up Smash: Myriad Arrows
Sheaths his sword and prepares to aim his gun in the sky. This Smash can be angled a bit in a narrow fan above. A targeting reticle appears from his head visor indicating the future direction of his shot. When released, he slams his gun upwards, sending foes in front of him above directly into the line of fire for the next shot. After the gun is raised Kazuya fires 2 bullets at minimum charge. This can be charged up to 4 bullets. Initial bullets will stun the enemy, but only the last bullet will kill. The damage falloff is great with really only a character’s length of the bullet shot having true killing potential.
(Aleph's multi-hitting attack in SMT4:A's DLC)
>Aerials: Riot Gun

Neutral Air: Fang Breaker
A double roundhouse kick that goes in an upward arc that comes out relatively fast, low killing power, better used as a “get off me” option. The kick arcs from the front of him over and behind him. While it comes out fast and covers both sides, it’ll rarely be used over his other aerials due to having a much smaller hitbox. Being forced to use this move often means you’ve failed to keep your optimal space and it’s very likely you’ll be punished. Also has a deadzone directly underneath him where it won’t hit.
(Raidou Kuzunoha’s attack while blocking in his 2nd game)


Forward Air: Crescent Slash
An arcing slash upward and then downwards. Two-parter like Link’s forward air. Covers a large distance, but has low killing power. Comes out decently fast. Think a Lucina fair except going upwards first before going downwards. The move can be auto-canceled early by landing leading to a set knockback for other follow-ups. Can potentially cover a large amount of space if used properly.
(Kazuya's double hitting sword attack in SMT4:A's DLC)


Back Air: Sonic Shot
Kazuya pulls his gun hand behind and aims two shots, one diagonally down and one horizontal. They travel a medium distance before disappearing. Decent killing power, but much more reliable for gimping people with poor horizontal recoveries. If an enemy is close enough, they’ll get hit with both shots, or possible be knocked into the second shot by the first shot.
(Aleph's double hitting bullet attack in SMT4:A's DLC)


Down Air: Megido Slash
Two input move. First input prepares a downward slash by lifting his sword over his head. Pressing the A button in this pose will make him swing down. There is a spike hitbox on the tip of the blade, activating only when the blade is almost horizontal. Due to the predictable and risky nature of the move along with the precision and timing, it’s extremely deadly, even as powerful as a Ganondorf stomp. The preparation part of the move can be canceled into an airdodge. If Kazuya lands while in preparation, he will slam the floor and cause a white explosion in an AOE around him. Like most aerial attacks that hit the floor, this has a large amount of endlag.
(Raidou Kuzunoha’s skill as an ally in SMT3)


Up Air: Down-Shot
Flips his body and aims his gun up, firing 2 shots straight upwards. Has a unique trait of turning him the other direction when done with the animation. It’s killing power is high, and it has very low-startup, making for an effective way to kill people very near to the top.
(Taken from Joker’s follow-up gun attack in Persona 5)
>Grabs and Throws: Shibaboo

Grab: Shibaboo
Lunges forward and appears to grab the enemy at first glance. However, on closer inspection, it can be seen that he is thrusting the COMP at the enemy, causing an electric effect to surround the enemy
(Shibaboo spell which stuns the enemy to make it easier to follow up with more attacks)
Pummel:
Pummel tightens the bind and has a shocking effect effect.
Throws: Megaton Press
Forward: Boogie-Woogie
Stabs them, knocking them up short distance, then fires 3 shots directly at the enemy, similar to Mewtwo’s forward throw, except launching them at a sharper, lower angle. Has very low killing power and is mainly used to reposition and gain percent.
(Raidou Kuzunoha’s bossfight in SMT3 where he shoots the enemy repeatedly)


Back: Backstab
Backhands the sword, ducks behind the enemy, and stabs his sword backwards into the enemy’s back, sending the enemy flying. Has an extreme amount of killpower, a very reliable kill option near the ledge.


Up: Critical Shot
Readies his leg backwards and unleashes a humongous kick launching them far up into the air. Launches them at a straight 90 degree angle, but lacks killing power outside of decently high percents.


Down: Execution
Does an overhead Slash and knocks the enemy to the ground, after which he fires 3 bullets into the enemy, launching then diagonally behind Kazuya. No killing power and is mainly used to combo into other moves like fair or bair.
>Final Smash: DIE FOR ME!

Final Smash: Alice’s darkness
Similar to his specials, this is a summoning spell. However, the main difference is that the animation shows that it is clearly involuntary, and is the will of the demon residing within the COMP rather than Kazuya calling out its power. Activating the final smash causes Kazuya to grip his right elbow as dark energy and lightning courses through the COMP as it rises of its own will. Alice summons herself and casts DIE FOR ME!
(Interesting to note is that while Kazuya has the “Final Smash” effect on him, he does not have the yellow eyes. Instead, the ghost of Alice will appear floating behind him with glowing yellow eyes.)
It’s a cinematic finisher with 2 activation variants. When on the ground, dark hands will rise up from a blue ring of fire and pull everyone in it down into Alice's world. When in the air, the ring of fire will be vertical, facing towards the enemy. Again, dark hands will grasp the enemy and pull them into her world.




When in her World, enemies will appear before an innocent looking Alice in a velvety blue void. Alice then does her signature spin, grin, and point as her eyes change from yellow to a glowing magenta.. The enemy is then assaulted from every which direction with red and black playing cards until Alice throws a single magenta card at the enemy, breaking her illusory “world” and blasting everyone caught to the blastzone.
(Reference to multiple interpretations of the Die for Me! Spell over the years)
>Taunts: Demon-amie_

Down: Pixie's Dia
Summons Pixie who will circle Kazuya sprinkling sparkling dust on him as the healing sound effect plays, blows him a kiss, and then teleports back into his COMP.
The healing is, of course, entirely cosmetic and doesn’t do anything, similar to Link’s Navi taunt.
(Trademark healing skill of Pixie)



Side: Charge
Puts away his weapons and crosses his arms, staring directly forward with his eyes closed. Then, opens his eyes, lets out a loud "Hmph!" and releases a large amount of electric energy around him.
(One of his skills in the SMT4:A's DLC which more than doubles his next attack’s damage. Animation from Raidou Kuzunoha's boss fight in SMT3 where he uses "Provoke")



Up: Pascal the dog is here
Summons Pascal the dog and plays with him. This taunt lasts indefinitely until it is canceled, where Pascal is then called back to his COMP.
(Original skill he has in the first SMT)


If the user is not Kazuya, it will instead summon a generic Cerberus
>Victory: Level Up!_

1st Victory: Running Start
Kazuya breathes a sigh of relief, beckons toward the camera, and then begins to run around the camera and the victory arena. This animation is continuous and does not end. He will keep on running for as long as the player is on the victory screen.
(Joker's victory animation in Persona 5where he runs in a circle around the camera.)



2nd Victory: Team Support
Kazuya slices top right to bottom left, bottom left to top right, then bottom right to top left, before spinning around and flourishing his sword to his side. All four of his demons then jump over him and pose towards the camera.
(Raidou Kuzunoha's Yo****sune show-up animation from his boss fight in SMT3)

3rd Victory: Ground stab
Falling from the sky, Kazuya impales his katana into the floor, before turning towards the camera and aiming his pistol at it.
(Yu's victory animation in Persona 4 Arena where he stabs the sword into the ground + Dante from the Devil May Cry Series’s entrance to the Demi-fiend in SMT3 for the gun aiming part)

Second one is the Demi-fiend, the guy on my avatar.

The Demi-fiend has gained access to a limitless supply demonic power, and with that, a huge variety of unnatural abilities that one wouldn't expect, such as summoned swords and energy bullets. Unlike the other protagonists, he is neither defensive nor elegant. His strength lies in keeping that same momentum through his brutality and aggressiveness.

His entire kit revolves around picking up around picking up momentum and keeping it through a series of aggressive plays. His focus move leaves him open, but makes his advantage state much more powerful, increasing the killing power of every single grounded normal, including grabs. If he can continually achieve stage-control and keep himself focused, victory will come easy. However, a single mistake and he's left wide open in the wake of missing his focused attacks, and with a recovery as sub-par as his, this could spell his doom. Similar to his own games, being an effective Demi-fiend relies on making difficult battle decisions between attacking, defending, counter-attacking, and preparing, but with his myriad combat options, he's a force to be reckoned with.
Voice
Miscellaneous animations
Stance:
Has one hand lowered palm down and one hand raised to his face, palm outwards. His tattoos pulsate softly in a neon blue.
(Battle Stance associated with )
When the Demi-fiend is >100% he'll change to a new battle position. Both hands are down balled in fists. His chest rises and falls with every breath. His tattoos pulsate softly in a deep red. Though he remains expressionless as ever, he emanates a quiet fury.
(Normal battle stance in Nocturne)
Intro animation:
A red portal opens up in the sky with the Demi-fiend falling through it. He lands hard, punching the ground and cracking the earth before resuming his battle position.
(First time encountering a Fiend)
Idle:
He puts his left arm on his right shoulder and rolls his right arm while he stretches his right arm
When the Demi-fiend is >100%, He takes a deep breath and cracks his neck
Walk:
Sidesteps forward cautiously, with arms still in battle position.
When the Demi-fiend is >100%, he'll walk forward menacingly.
Run:
Flies low to the ground toward the enemy in a battle pose
When the Demi-fiend is >100%, he'll run forward stomping the earth with the weight of a super-heavyweight like Bowser
(His standard run animation in the games)
Shield:
Crosses his arms in an X shaped form.
(his most iconic pose and the one that gets featured in promotional material often)
Parry:
Pushes palms forward as the "void" sound effect plays.
(Unused animation. Sound effect is from when a move is nullified)
Shield Broken: Dizzy
Clutches his arm while crouched over. A special effect is over his head
(Dizzy animation from SMT3)
Face Down animation: Game Over
Lays down body outstretched
(Game Over screen from SMT3)
Victory: Leitmotif
0:10-0:18
(From SMT3 Title Loop 2)
Dodges
Back Roll:
Ducks backwards leaving an afterimage behind
Front Roll:
Dodge rolls through the enemy circling around the enemy.
Spot Dodge:
Dodges into the background before phasing right back in.
(His dodge animation from SMT3)
Air Dodge:
Twirls his body in a little spin while his tattoos let out a faint glow
Get-up Moves
Ledge Attack:
Flips up and lets out a war cry blowing away the enemy.
(War Cry skill in SMT3)
Face Down Attack:
Punches the ground, creating a shockwave to get up.
Face Up Attack:
Lets out a shockwave from his body while levitating to his feet
Normal Get Up:
Rises to his normally, his tattoos aglow for a second.
Dodge Get Up:
Dives either forward or backward to get up.
Kirby Copy Ability:
Divine Shot. Holds one of its stubs out while light gathers around it before launching it. Due to its power, if used without footing, it will launch Kirby in the opposite direction from which it was fired. Can be aimed in 8 directions. On the ground, it can also be aimed downwards to launch Kirby up.
Neutral Aerial: Prominence
Extends both his palms out slightly angled downward while black-blue flames erupt from both hands knocking the enemy away from the center. It's a deceptively powerful move and comes out extremely quickly while also being a potent combo option. Similar to Roy's Nair, it's sure to see use at both low and high percentages.
(Lucifer's almighty attack in SMT3)
Forward Aerial: High King
Rears back his right palm before striking forward, releasing a large explosion on the shape of his palm. This move can be angled both up and down making for a potent combo finisher and amazing for edgeguarding. Powerful, but the delay leaves him open to counterattack.
(Lucifer's almighty attack in SMT3 where he generates electricity from his hands)
Back Aerial: Gigantomachia
Flips over and kicks back at a downwards angle, doing a large amount of damage and knockback while if spaced correctly spiking the enemy at the end of the kick. A risky, but decisive move with a large amount of range.
(Physical skill Lucifer learns in Persona 5. Alternatively it is called "Titanomachia")
Up Aerial: Hamadyne
Gathers energy around his feet as he does two quick roundhouse overhead kicks that drag all enemies in front into the second kick. Very powerful and very fast making it a go to combo and kill option.
(Demi-fiend can learn the hamaon skill in SMT3. The -dyne variant was added in Dx2)
Down Aerial: Mudodyne
Dark energy gathers around his fists as he performs a diving punch below. The move is unlike most stall-then-falls in that it has far less startup meaning that it comes out much faster and that the distance that he goes down is a set short distance. Demi-fiend can angle it slightly making the dive punch go straight below or slightly forward. If it connects with the ground, there is also a shockwave on landing. If the move is sweet-spotted the enemy is hit with a devestating spike that launches the enemy in the direction of the punch. Otherwise, they are knocked up and away.
(Demi-fiend can learn the mudoon skill in SMT3. The -dyne variant was added in Dx2. The animation is taken from the diving minigame within the Amala Network)
Neutral Special: Divine Shot
Reaches left hand out, bracing it with his right hand, charging it up and then shooting a ball of pure light. Can be aimed downwards to launch the Demi-fiend off the ground, the first few frames turning his body into a weak hitbox that knocks away enemies nearby. This move can be used in the air, but will launch Demi-fiend in the opposite direction of it being shot. It only covers the area in front of him and slightly below and behind him, allowing him to use it to recover.
(Skill in SMT3 where Demi-fiend fires a ball of light from his arm)
(Air version/launch off ground version)
Side Special: Deadly Fury
Rushes forward and slices forward with a purple energy sword.
(Move where Demi-fiend charges a katana with his right hand before gripping it with his left before slicing in an iai style)
Up Special: Xeros Beat
Spin Kick that unleashes explosive balls. Similar to Roy's Flare Blade, can be angled to move in a more horizontal or vertical motion. When used on the ground, Demi-fiend does not move.
(Magical attack where Demi-fiend does a spin kick launching several explosive balls from his feet)
Down Special: Focus
Charges up and changes the animation of the next grounded normal attack. This can only be used on the floor, limiting its spammability
(Skill that doubles the damage of the next attack)
FOCUSED: Gaea Rage
Due to already being focused, a grounded down b activates his strongest attack: The Gaea Rage. Here, the ground cracks underneath him and a giant blast of light explodes from underneath with him at the epicenter. It's similar to Cloud's Finishing Touch, but has a bigger vertical hitbox and deals more damage in exchange for less early killing power.
(Skill where Demi-fiend cracks the earth and OHKOs everyone with little exception)
Down Special (Aerial): Chaos Blade
Summons a blue energy sword midair and comes crashing down, spiking anyone caught within its length to the ground. Similar to Bayonetta's down air, but disjointed.
(Chaos Blade skill that creates blue energy blade)
Jab: Attack
A simple right hook. Comes out fast and has a decent amount of knockback. Akin to Ganondorf's jab. Can be charged up with increasing levels of flame to increase the power and mixup any spot-dodges. The charge itself is ridiculously long. Charged for long enough it actually exceeds the strength of a fully charged forward-smash though any instance of this happening will only be from shield-breaks.
(Default attack from SMT3)
FOCUSED: Heat Wave
Lets out a flurry of firey jabs from the left fist while the right unleashes a finisher charged up with the right fist.
Forward Tilt: Iron Claw
Scratches the area in front, a quick ranged punishing move with little startup or lag. Kills fairly late, but is useful for getting the enemy offstage and has a decent overhead hitbox as well.
(Iron Claw skill from SMT3)
FOCUSED: Blight
Creates two energy swords, on the right hand blue, on the left hand purple. Slightly increases the range of the tilt, but not by much. The blue sword strikes first locking the opponent into the second part of the attack, a quick horizontal slash that deals far more damage and knockback killing much earlier.
(Blue sword that's summoned for several sword attacks)
Up Tilt: Fire Breath
Breathes a stream of fire all around his body in an arcing motion above him. Covers a large portion above him, and knocks the enemy up for further aerial pressure.
(Fire Breath skill from SMT3)
FOCUSED: War cry
Lets out a furious shout which covers a large amount of space around and above Demi-fiend. If hit by this move, the enemy is put into full paralysis leaving them vulnerable for any punish.
(War Cry skill in SMT3)
Down Tilt: Hades Blast
Punches the earth, letting out a shockwave that travels low to the ground and could easily go through depleted shields that don't cover the enemy's feet. Knocks them directly upward for a followup.
(Hades Blast skill from SMT3)
FOCUSED: Deathbound
Does an axe kick which crushes the earth in front of him with greater force than the punch. The epicenter of the explosion is moved forward which increases the range. The move also arcs far above Demi-fiend and spikes the enemy on contact while doing a large amount of shield damage dissuading blocking it. It also spikes enemies on the ledge. Overall, extremely powerful
(Hades Blast Skill from SMT3)
Dash Attack: Lunge
Rushes into the enemy arms crossed. Does weak damage and knockback, but launches at a shallow angle putting the enemy in an awkward recovering position.
(Lunge skill in SMT3)
FOCUSED: Berserk
Summons two swords, one blue and one purple that slash after the initial lunge. This increases the range massively and makes dash attack kill far more early.
(Lunge Skill in SMT3)
Forward Smash: Freikugel
Crosses his arms in front of his face while energy gathers. When released, he fires a laser beam of pure energy from his eyes. This move can be angled up or down.
(Freikugel Skill in SMT3)
FOCUSED: Piercing Freikugel
Now has more visual flair and does more damage while wearing down more shield damage.
(Pierce is an ability Demi-fiend learns which lets him nullify enemy defenses)
Up Smash: Megidolaon
While charging he gathers energy into his fist. Releasing it makes him punch into the sky causing the energy gathered in his fist to explode in a purple-blue almighty blast doing critical damage to anyone caught above him. It also has a hitbox at the beginning near his feet that launch the opponent up into the explosion similar to Marth's Up-Smash.
(Megidolaon skill in SMT3)
FOCUSED: Piercing Gaea Rage
Now has more visual flair and does more damage while wearing down more shield damage.
(Pierce is an ability Demi-fiend learns which lets him nullify enemy defenses)
Down Smash: Javelin Rain
Launches explosive micro-missiles from his back that travel a short distance up before coming back down and exploding all around him. Hitting the missile while it's mid-air will have a small amount of stun but won't hurt significantly.
(Javelin Rain Skill in SMT3)
FOCUSED: Piercing Javelin Rain
Now has more visual flair and does more damage while wearing down more shield damage.
(Pierce is an ability Demi-fiend learns which lets him nullify enemy defenses)
Grab: Might
Reaches over with his left hand and holds the enemy up in a choke.
(Skill that increases Demi-fiend's attack)
Pummel: Tempest
Pummels the enemy with his right fist that is set aflame. Very slow for a pummel, but does a greater than average amount of damage for a pummel.
(Tempest skill Demi-fiend learns in SMT3)
Throws:
Forward Throw: Magma Axis
Grasps the enemy before rearing back and chucking the enemy as far as possible.
(Magma Axis skill Demi-fiend learns in SMT3)
FOCUSED:
Forms a fiery circle with his hands lifting the enemy far into the air and damaging them all the while. Then chucks the enemy full force while they're set ablaze.
Back Throw: Spiral Viper.
Slams the enemy over and behind him, bouncing them off the ground, before kicking them away. Doesn't kill, but good for re positioning the target.
(Spiral Viper skill in SMT3)
FOCUSED:
Slams the enemy over and behind him, where he then follows up with a beam that explodes on impact, killing the enemy at higher percent ranges.
Down Throw: Oni-Kagura
Slams the enemy into the floor with both arms being used to hold the enemy, bouncing them off the floor. While there are few, if any true combos that come from this move, it sets the enemy up in a mixup position where the Demi-fiend can choose to pressure or to charge a focus.
(Oni-Kagura skill Demi-fiend learns in SMT3)
FOCUSED:
Charges up an energy ball around the enemy's head before Demi-fiend headbutts the enemy and the ball causing an explosion and burying the opponent into the ground, setting up for any killing blow. While the headbutt itself deals a small amount of damage, it also launches several small explosive balls around the enemy which explode dealing damage, but not knocking the enemy out of the bury.
Up Throw: Apocalyptic Deadly Fury
Rears his right fist back before the flames on his fist flare up. Then uppercuts the opponent with all his might. This is by no means a kill-throw, but it sets the enemy up in an uncomfortable position above demi-fiend where they can be pressured with nair and uair.
(Deadly Fury skill Demi-fiend learns in SMT3. However in SMT4: Apocalypse, the animation changed from a single clash to a series of claw strikes)
FOCUSED:
Lets out a flurry of clawed strikes before rearing back and letting loose with a brutal jumping kick, one that is dangerously lethal in power. This is a throw made explicitly for killing enemies at higher percents that are not close to a blastzone in front or behind.
Final Smash: Morning Star
Lets out a War Cry that stuns the area in a sphere around him and knocking surrounding enemies towards himself. Then he leaps into the sky before a cinematic displays him crashing down from the atmosphere while engulfed in an almighty purple-blue flame exploding on impact and dealing an extreme amount of damage. Past a certain percentage, anyone caught inside the blast is outright deleted.
(Lucifer's strongest attack, one that only gets put into the game past SMT3. Animation taken from Demi-fiend's strike when he dives in the Amala Labyrinth)
Taunt 1: Dia
Summons Pixie who will circle Kazuya sprinkling sparkling dust on him as the healing sound effect plays, blows him a kiss, and then teleports back into his COMP.
The healing is, of course, entirely cosmetic and doesn’t do anything, similar to Link’s Navi taunt.
(Trademark healing skill of Pixie)
Taunt 1: Provoke
Crosses his arms, staring directly forward with his eyes closed. Then, opens his eyes, lets out a loud "Hmph!" and releases a large amount of electric energy around him.
(Animation from Raidou Kuzunoha's boss fight in SMT3 where he uses "Provoke")
Taunt 3: Wild Dance
Sarcastically claps in a mocking manner.
Victory 1: Mind's Eye
Falling from the sky, Demi-fiend cracks the earth on impact before looking up at the camera, whereby the screen will flash.
(Animation taken from Dante from the Devil May Cry Series’s introduction to the Demi-fiend in SMT3. Mind's Eye is a skill learnt in SMT3 that prevents Demi-fiend from being ambushed)
Victory 2: Jive Talk
Summons Pixie on his shoulder and walks away before Pixie beckons towards the camera and they both look at it.
(Pixie is Demi-fiend's trademark partner demon. Jive Talk is a skill learned in SMT3 that allows Demi-fiend to more easily converse with demons)
Victory 3: True Demon Ending
Walks toward the camera slowly as it slowly zooms up to reveal his face. The victory screen splashes and for a second as Demi-fiend's eyes glow red. When the flash finishes, a horde of demons would've appeared behind Demi-fiend during the flash.
(The final and most difficult ending in SMT3 to achieve)

It's a lot to go through, but I've broken it up into segments so it shouldn't be too overwhelming.
Damn, you talk about MYM being too much but the amount of effort put into these is awesome.
Too bad I don't know that much about Shin Megami Tensei.

On the topic of MYM, I spent some time enhancing my Fawful Moveset and I Just submitted it. Fingers crossed, I guess.
 

Idon

Smash Legend
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Damn, you talk about MYM being too much but the amount of effort put into these is awesome.
Too bad I don't know that much about Shin Megami Tensei.

On the topic of MYM, I spent some time enhancing my Fawful Moveset and I Just submitted it. Fingers crossed, I guess.
Nah it's not about effort. It's about worrying about balance and all that. Trying to get the right fit between knockback angles and percent's just too much of a hassle.
 

Ultomato

Smash Master
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I’m gonna go ahead and post one more of my movesets here today, this one is one of my most wanted, yet most unorthodox characters- King Boo!

King Boo Moveset



The ghastliest ghoul the Mushroom Kingdom has ever seen, King Boo has come to Smash to fright his foes! King Boo harnesses the power of his loyal Boo minions to startle his opponents, as well as temporary invisibility, shape shifting, ghostly magic, and more!



Given that King Boo is a ghost, his weight is INCREDIBLY light. Overall, his weight is one of the lightest in the entire game, being slightly lighter than that of Mewtwo's. To make up for this featherweight status, however, King Boo is very quick on feet (well, at least where his feet would be). King Boo's speed falls within the top ten speeds of the game, having speed comparable to Captain Falcon's. King Boo also hits really hard in all of his attacks, making for an interesting mix of a lightweight fighter with heavy attacks. Surprisingly, King Boo can also perform a sort of crawl. Using the Boo species' ability to sink into solid surfaces, King Boo can sink to the ground and move around, having only his top half exposed. This allows King Boo to literally slide under oncoming attacks that would normally hit him.



Specials:



Neutral Special: Boo Summon- This attack will have King Boo summon one of three different Boo types to attack the opponent, with each having a different attack pattern and different effects.

-Boo- The most common type to appear, the generic Boo will target the nearest foe and chase after them. The Boo will pursuit the opponent until one of two things happens. If the Boo does make it to the enemy, they will attack them and dea, a decent amount of damage. However, the generic Boo will disappear after 10 seconds have passed. This is made more difficult by the fact that, like in the Mario games, Boos will stop their track of movement if looked at. This makes strategic placement of both the minion Boo and King Boo vital.

-Circle of Boos- Appearing slightly less often than the regular Boo, this variant is, like the name would imply, a large circle consisting of 6 Boos in total. Unlike the normal version, the circle's movement can't be stopped by being looked at, meaning they can't be stopped once summoned. However, they don't track the opponent either, meaning they can be avoided some what easily. Their damage output is higher as well, and if opponents somehow find them self in the middle of their rotation, all the Boos will strike at once, dealing massive damage.

-Big Boo- The rarest type to appear. This Boo, as the name would imply, is a much bigger variant of the first type. It works the same way for the most part, with some minor differences. For one, the Big Boo deals FAR more damage than its smaller counterpart, dealing upwards of 25% if it hits. To counter its enormous damage, though, the Big Boo is by a landslide the slowest Boo variant. This allows opponents to easily avoid it with careful planning or staring it down for its 10 second timer. The Big Boo is also the only type that ignores shields.



King Boo is allowed to have three Boos total on screen at once, and this attack has direct correlation to his down Special. This makes it very important to space yourself properly in order to harness the Boo's special abilities.



Side Special: Ghost Surge- This special functions similarly to Greninja's down Special in that the move is a counter. When using the move, King Boo's color will become incredibly dark and shadowy for a brief moment. If he is hit while in this state, King Boo will counter with a surge of ghostly energy and power drive through the opponent. The move does more damage the stronger the enemy's move is, making it a solid kill move at opportune times.



Up Special: Platform Boo-st- Dozens of the pink Boos from Super Mario Sunshine appear beneath King Boo before launching him upward in the air. Afterward, three of the pink Boos will rise up and form platforms for King Boo to jump off of. The platforms will permanently stay unless King Boo jumps off of them, in which they will automatically disappear and stop others from using them.



Down Special: Permeate- This Special thrives with the use of the neutral Special accurately. Above King Boo's character icon on the HUD is a three-stage gauge known as the Ghost Meter. Essentially, the more Boos the King can hit opponents with, the more the gauge will fill up. Once King Boo has hit at least the first level on the meter, he can use this attack to enter a state of invisibility, the duration of which (as well as the number of Boos needed) are as follows;

-Green- In order to reach the first level on the meter, King Boo has to hit opponents with a total of 3 Boos. Using the attack on this stage will only yield 3 seconds total of invisibility.

-Red- Hitting others with a total of 5 Boos will activate this stage on the meter. Activating the Special while the meter is red will grant King Boo 7 seconds of invisibility.

-Purple- The maximum the Ghost Meter can reach, King Boo must hit foes with a total of 7 Boos. This stage will grant the King a total of a whopping 15 seconds of invisibility.



While invisible, King Boo enters the shadowy state from his side Special. This allows King Boo to still be seen and he can hit the opponent, but the opponent cannot hit him. Using the move will also reset the Ghost Meter, although King Boo can immediately begin refilling it right after using it up. This makes hitting and setting up Boo placements vital in order for King Boo to strike the opponent when they least expect it.



Normals:



Jab: King Boo rapidly smacks the enemy with his large, bulbous tongue.



F-Tilt: King Boo swipes the foe with an upward swing of his tongue.



U-Tilt: King Boo spins upward in the air a ways. The attack is most powerful at the crown.



D-Tilt: The King spins his tongue on the ground in a circle, dealing damage.



Dash Attack: The King spins directly into the opponent, the sweet spot of the attack being the crown.



Smashes:



F-Smash: King Boo covers his eyes and shakes in place while the attack is charging. Afterward, King Boo releases dark energy in the form of a giant, dark manifestation of a Boo that charges through opponents, dealing major damage. The attack deals even more damage if the opponent is directly facing King Boo while he's charging it.



U-Smash: King Boo covers his eyes and shakes in place while charging, then releases a giant, dark Boo that flies a large distance upwards. The attack is powerful, but will deal even more damage if the opponent happens to be directly above or below King Boo while he is charging the attack.



D-Smash: The King covers his eyes and spins around in place whilst shaking as the move charges. Two enormous shadowy Boos then fly downwards from the sky into the ground, causing some massive damage. The damage will only be amplified if the opponent happens to be facing King Boo as he releases the attack.



Aerials:



N-Air: A large circle of Boos appears to encircle the King, acting as a sort of shield of sorts. The Boos disappear as soon as the move is over and have no bearing on the Ghost Meter in any way.



F-Air: King Boo juts his massive tongue out once again to surprise those in his line of fire.



U-Air: King Boo does a short flip in midair, with the most damage coming from his crown compare to other areas of his being.



D-Air: The King does a quick spin while upside-down. The crown has a meteor Smash effect, making spacing very important.



B-Air: The King quickly wags his 'tail' on his backside. The attack has a minuscule hitbox, but if it lands, it will deal EXTREMELY massive damage. Probably the King's most powerful move overall.



Grab/Pummel: Similar to Pacman's grab, King Boo sends out a large beam from his crown that will pull opponents in. For the Pummel, the King repeatedly bashes the opponent with his crown before releasing them.



Throws: For Forward throw, King Boo sharply bashes into enemy to send them away. Back throw has the King toss foes behind him, begin to act scared, then turns around and scares them away. Up throw sees the King throw opponents upwards with the beam from his crown. Down throw has King Boo briefly swallow the opponent whole, chew them up, and spit them back off the ground, dealing some impressive damage.



Final Smash: Boolossus' Return- King Boo will summon a large, dark painting that will appear in the middle of the stage, sucking fighters in. Any that are trapped by the painting will then be greeted by King Boo who will undergo a borderline demonic sequence in which he turns upside down and everything becomes dark. Behind him appears the otherworldly large Boolossus, who then rushes forward into the trapped opponents. Along with Boolossus are countless other Boos of various shapes and sizes, all of which relentlessly stampede the stuck characters as they are helpless to fight back. All the while, King Boo sits back and watches. He gives a grimace and a devilish laugh until the onslaught is over.



Taunts: Up Taunt consists of King Boo take off his crown for the only time and tip it in a 'Gentleman' gesture. Side Taunt has King Boo burp up a Bonefish enemy with a nauseated expression. Down Taunt has him sink into the ground, like in his crawl, and hop out and back into the ground several times in a row as if jumping between puddles.



Alts: King Boo only has color swaps to choose from. All of his colors are based on different colored Boos from the Mario series, with the iconic white as the default. Some examples include a pink Boo from Super Mario Sunshine, a black Boo from Super Mario Galaxy, a light blue Boo from Super Mario World, and several others.



Stage: Evershade Valley- The main setting from Luigi's Mansion: Dark Moon. A transformation stage that periodically shifts between the 5 main mansions from the game. Each mansion has a completely different layout, with different hazards in each as well.



Boxing Ring title: "Ghastliest Ghoul with a Jewel"

It’s definitely a bit more complicated, but I’m super happy with it overall. Let me know what y’all think!
It's funny.
King Boo is a surprisingly popular character yet Everyone seems to struggle with thinking up moves.
Let alone incorporating his being a ghost and all.
I like it (even though it's completely overpowered)

I added two movesets to my list of MYM sets on post #2. They're Chill Penguin (Mega Man X) and Weavile (Pokemon).
An ice theme, huh?

I always forget that stuff like stages and classic mode runs can be considered part of a "Moveset" too.

Sidenote: I love "Taunt"!
 
Last edited:

CodakTheWarrior

Smash Ace
Joined
Jun 7, 2017
Messages
548
Another moveset, this one is going to be used in an upcoming fangame; Crash Bandicoot!

Crash Moveset



Making a shocking appearance from Activision's world renowned Crash Bandicoot, Crash has arrived to Smash, allowing the battle between the console titans of the 90s to finally come to fruition. Crash's play style is centered around lots of crazy, zany movement to match his bonkers personality. Crash also uses his special 'super powers' and the various iconic crates from his games, allowing him to have a fast-paced style to match the quick nature of his series.



Crash's run speed is overall very quick, being slightly slower than Mario's. However, his jump height is pretty low, having a jump only slightly better than Ganondorf's. Crash's weight is right around the middle, leaning slightly more toward the heavy side. Also, like in his home games, Crash has the ability to crawl along the ground to avoid some attacks.



Specials:



Neutral Special: Death Tornado Spin- Does Crash's signature spin move. A very quick attack that deals moderate damage to enemies, Crash can also repeatedly use the move in midair to help him recover.



Side Special: Crate Throw- One of his most unique moves, Crash throws one of five crates out on the battlefield, with each crate type having different effects;

-Wooden Crate- Deals minimal damage to opponents, but can be broken to yield possible Wumpa Fruit, allowing Crash to heal, or even other items. The most common crate type to appear.

-Cage Crate- This crate is essentially a wooden crate that requires far more hits to break. If broken, there will be a guaranteed 3 Wumpa Fruit. However, the crate will automatically disappear after 10 seconds. Second most common crate to spawn.

-TNT Crate- A much more dangerous crate overall, the crate does the least amount of damage after being thrown. Instead, once it lands, it will begin a countdown beginning at 3 seconds. After the timer, the crate will immediately explode, causing major damage. Be careful, though, as this is the only crate that can damage Crash himself. Third most common crate type.

-Iron Crate- After being thrown, the crate will very quickly fall to the ground. If opponents touch any part of the crate, they will be meteor smashed, making it a great crate to throw off of the stage. If the crate does land on solid ground, though, it can't be broken, and will, instead disappear after 10 seconds. Fourth most common crate variation.

-Nitro Crate- The final crate type is also the strongest. Once thrown, the crate will instantly explode once it hits anything, having a blast even more deadly than the TNT Crate. To balance its raw power, however, this crate is by far the rarest to appear from the attack.



Up Special: Bounce Crate- Once used, this move will spawn a wooden bounce crate beneath Crash that allows him to recover. Unlike other bouncing recoveries in the game, the crate will permanently stay where Crash uses it unless an opponent breaks it or Crash uses the move again in a different location. This also means that Crash can bounce off of the crate as many times as you want, so long as it is present.



Down Special: Fruit Bazooka- This move allows Crash to take his bazooka and aim towards his opponents. The bazooka can be aimed in any direction, and has a reticle to show where the shot will end up. Once you're aimed where you want, press the button again to shoot out a lightning fast Wumpa Fruit at your opponents, dealing some pretty good damage.





Normals:



Jab: A basic one-two punch followed up by Crash bashing against the opponent with his rear.



F-Tilt: Crash kicks forward and up, dealing slight damage.



U-Tilt: Crash does a headbutt to hit the opponent.



D-Tilt: Crash does a split on the ground and kicks his fit out on either side, all the while having a pained expression on his face.



Dash Attack: Crash's slide Attack from his games. Just like in the games, the attack can be cancelled with a jump to allow him to have a far better jump height.



Smashes:



F-Smash: Has Crash reel back to punch the opponent, only to trip and have various colored gems and crystals fall out of his pockets and toward the foe, hurting them.



U-Smash: Crash summons Aku-Aku, who flies straight up in the air in a spiral formation.



D-Smash: Aku-Aku appears and spins in circles around Crash, dealing damage.



Aerials:



N-Air: Crash spread out his arms and legs in a joyous pose to surprise attack the opponent.



F-Air: Crash claps his hands together and swings his arms down in a slashing manner.



B-Air: Crash kicks his leg backwards sharply, is very strong at sweet spot.



U-Air: Similar to Mario's U-Air, Crash flips in midair while kicking upward.



D-Air: The iconic Super Belly Flop move from Crash 3. Crash belly flops all the way down to the ground, having some significant power as well as a meteor effect. However, the move can't be cancelled once activated unless hit, which means an imminent death if the attack is used too far off stage.



Grab/Pummel: Grab is simply just Crash lunging forward slightly and grabbing opponent with hands. Pummel involves Crash repeatedly kicking opponent with foot until he lets go.



Throws: Forward throw has Crash give a hearty kick to send enemy away. Back throw consists of Crash throwing foe behind him and then knocking them back with his head. Up throw sees Crash holding opponent in both arms before slinging them upward with all his might. Down throw has Crash throw opponent on ground before stomping around on them to send them flying.



Final Smash: Nitro Rampage- Opposition is sent through a portal to a vortex where countless enemies and villains from the Crash series hit them with a barrage of attacks.



Taunts: Up Taunt causes Crash to pull gem out of his mouth, examine it, and then swallow it again. Side Taunt makes Crash do the gem collection dance from Crash 2.

Down Taunt has Crash do the 'Perfect' dance from the original Crash game. Both dance taunts can be cancelled due to their length as well.



Alts: All of Crash's alts are basic color swaps based off of other Crash characters/bosses, such as a yellow for Cortex, grey for Koala Kong, etc.



Stage: The Time Twister- A traveling stage that periodically warps players between various locations from the first three Crash games. Some of these locations include Cortex's blimp, The Lost City, an ice location, Area 51, and several others.



Boxing Ring title: "Crash 'The Brash' Bandicoot"

Thoughts?
 

Ultomato

Smash Master
Joined
Dec 31, 2018
Messages
3,177
Location
Tallon IV
Switch FC
SW 1995 0060 1138
Another moveset, this one is going to be used in an upcoming fangame; Crash Bandicoot!

Crash Moveset



Making a shocking appearance from Activision's world renowned Crash Bandicoot, Crash has arrived to Smash, allowing the battle between the console titans of the 90s to finally come to fruition. Crash's play style is centered around lots of crazy, zany movement to match his bonkers personality. Crash also uses his special 'super powers' and the various iconic crates from his games, allowing him to have a fast-paced style to match the quick nature of his series.



Crash's run speed is overall very quick, being slightly slower than Mario's. However, his jump height is pretty low, having a jump only slightly better than Ganondorf's. Crash's weight is right around the middle, leaning slightly more toward the heavy side. Also, like in his home games, Crash has the ability to crawl along the ground to avoid some attacks.



Specials:



Neutral Special: Death Tornado Spin- Does Crash's signature spin move. A very quick attack that deals moderate damage to enemies, Crash can also repeatedly use the move in midair to help him recover.



Side Special: Crate Throw- One of his most unique moves, Crash throws one of five crates out on the battlefield, with each crate type having different effects;

-Wooden Crate- Deals minimal damage to opponents, but can be broken to yield possible Wumpa Fruit, allowing Crash to heal, or even other items. The most common crate type to appear.

-Cage Crate- This crate is essentially a wooden crate that requires far more hits to break. If broken, there will be a guaranteed 3 Wumpa Fruit. However, the crate will automatically disappear after 10 seconds. Second most common crate to spawn.

-TNT Crate- A much more dangerous crate overall, the crate does the least amount of damage after being thrown. Instead, once it lands, it will begin a countdown beginning at 3 seconds. After the timer, the crate will immediately explode, causing major damage. Be careful, though, as this is the only crate that can damage Crash himself. Third most common crate type.

-Iron Crate- After being thrown, the crate will very quickly fall to the ground. If opponents touch any part of the crate, they will be meteor smashed, making it a great crate to throw off of the stage. If the crate does land on solid ground, though, it can't be broken, and will, instead disappear after 10 seconds. Fourth most common crate variation.

-Nitro Crate- The final crate type is also the strongest. Once thrown, the crate will instantly explode once it hits anything, having a blast even more deadly than the TNT Crate. To balance its raw power, however, this crate is by far the rarest to appear from the attack.



Up Special: Bounce Crate- Once used, this move will spawn a wooden bounce crate beneath Crash that allows him to recover. Unlike other bouncing recoveries in the game, the crate will permanently stay where Crash uses it unless an opponent breaks it or Crash uses the move again in a different location. This also means that Crash can bounce off of the crate as many times as you want, so long as it is present.



Down Special: Fruit Bazooka- This move allows Crash to take his bazooka and aim towards his opponents. The bazooka can be aimed in any direction, and has a reticle to show where the shot will end up. Once you're aimed where you want, press the button again to shoot out a lightning fast Wumpa Fruit at your opponents, dealing some pretty good damage.





Normals:



Jab: A basic one-two punch followed up by Crash bashing against the opponent with his rear.



F-Tilt: Crash kicks forward and up, dealing slight damage.



U-Tilt: Crash does a headbutt to hit the opponent.



D-Tilt: Crash does a split on the ground and kicks his fit out on either side, all the while having a pained expression on his face.



Dash Attack: Crash's slide Attack from his games. Just like in the games, the attack can be cancelled with a jump to allow him to have a far better jump height.



Smashes:



F-Smash: Has Crash reel back to punch the opponent, only to trip and have various colored gems and crystals fall out of his pockets and toward the foe, hurting them.



U-Smash: Crash summons Aku-Aku, who flies straight up in the air in a spiral formation.



D-Smash: Aku-Aku appears and spins in circles around Crash, dealing damage.



Aerials:



N-Air: Crash spread out his arms and legs in a joyous pose to surprise attack the opponent.



F-Air: Crash claps his hands together and swings his arms down in a slashing manner.



B-Air: Crash kicks his leg backwards sharply, is very strong at sweet spot.



U-Air: Similar to Mario's U-Air, Crash flips in midair while kicking upward.



D-Air: The iconic Super Belly Flop move from Crash 3. Crash belly flops all the way down to the ground, having some significant power as well as a meteor effect. However, the move can't be cancelled once activated unless hit, which means an imminent death if the attack is used too far off stage.



Grab/Pummel: Grab is simply just Crash lunging forward slightly and grabbing opponent with hands. Pummel involves Crash repeatedly kicking opponent with foot until he lets go.



Throws: Forward throw has Crash give a hearty kick to send enemy away. Back throw consists of Crash throwing foe behind him and then knocking them back with his head. Up throw sees Crash holding opponent in both arms before slinging them upward with all his might. Down throw has Crash throw opponent on ground before stomping around on them to send them flying.



Final Smash: Nitro Rampage- Opposition is sent through a portal to a vortex where countless enemies and villains from the Crash series hit them with a barrage of attacks.



Taunts: Up Taunt causes Crash to pull gem out of his mouth, examine it, and then swallow it again. Side Taunt makes Crash do the gem collection dance from Crash 2.

Down Taunt has Crash do the 'Perfect' dance from the original Crash game. Both dance taunts can be cancelled due to their length as well.



Alts: All of Crash's alts are basic color swaps based off of other Crash characters/bosses, such as a yellow for Cortex, grey for Koala Kong, etc.



Stage: The Time Twister- A traveling stage that periodically warps players between various locations from the first three Crash games. Some of these locations include Cortex's blimp, The Lost City, an ice location, Area 51, and several others.



Boxing Ring title: "Crash 'The Brash' Bandicoot"

Thoughts?
Upcoming fan game?
 

CodakTheWarrior

Smash Ace
Joined
Jun 7, 2017
Messages
548
Upcoming fan game?
Yep, I have helped contribute several movesets to an upcoming fan game titled ‘Super Smash Bros: PC Edition’, with the main appeal of the game being non-video game characters as half of the game’s cast. The Crash moveset is one of the movesets that will be used in it, and I’ve made several other movesets for non-video game characters that are also going to be used in it. In a little bit I’ll probably post another moveset that will be used in it.
 

Ultomato

Smash Master
Joined
Dec 31, 2018
Messages
3,177
Location
Tallon IV
Switch FC
SW 1995 0060 1138
Yep, I have helped contribute several movesets to an upcoming fan game titled ‘Super Smash Bros: PC Edition’, with the main appeal of the game being non-video game characters as half of the game’s cast. The Crash moveset is one of the movesets that will be used in it, and I’ve made several other movesets for non-video game characters that are also going to be used in it. In a little bit I’ll probably post another moveset that will be used in it.
Sounds epic.
Could you link the game here when it releases?
 

CodakTheWarrior

Smash Ace
Joined
Jun 7, 2017
Messages
548
Sounds epic.
Could you link the game here when it releases?
Yeah for sure, it’ll probably be a while until it releases though.

Actually, I’m going to go ahead and post the first of those non-video game character movesets here; keep in mind, these are very silly and I had to think VERY creatively to make some of these work well. That being said, here’s Spongebob Squarepants!

***Spongebob Moveset***



The iconic sea-dwelling sponge himself, Spongebob is here to mix up the fight! Spongebob utilizes his various power ups and gadgets from his games to assist him in battle. He also makes use of the raw power of the Jellyfish to literally shock those who treat him as a mere joke. Spongebob's ready to prove he's the sickest sponge in the sea.



Spongebob's run speed is overall decently quick, falling slightly below average on the speed scale. His weight is also quite light as well, given his spongey nature. To make up for these weaknesses, the Sponge shines in two major areas. For one, his jump height is very high. This, along with his incredible recovery, allows Spongebob to easily slip past enemies to make a swift escape. Surprisingly, Spongebob also hits quite hard on a number of his attacks, making him a serious force to be reckoned with at times. Spongebob also has the ability to crawl along the ground by sliding on his back, as well as a wall jump.



One more unique attribute only Spongebob possesses is the ability to absorb all water-based attacks. So, for example, if Spongebob is hit with Mario's FLUDD attack, Spongebob will just absorb the attack and will heal some damage! The percent he heals will change depending on how powerful the water move is. This allows Spongebob to harness his true potential as a sponge while on the battlefield.



Specials:



Neutral Special: Net Swing- Spongebob swings his net in a quick 360 motion. Damage-wise, this attack is very minimal. However, using it in midair can help Spongebob slightly recover. The move will also fully retain Spongebob's momentum when used on the ground, allowing him to chain this move into combos with ease. Lastly, this move can also be used in direct conjunction with Spongebob's down Special to achieve some very beneficial effects. Overall, the move is very versatile despite its minimalistic appearance.



Side Special: Bubble Bowl- One of Spongebob's many power ups from 'Spongebob Squarepants: Battle for Bikini Bottom', this attack has Spongebob whip out a Bubbly Bowling Ball and get ready to aim. While charging the attack, Spongebob can move back and forth on the ground, although he can't actually turn around. Once he releases, the Bubble Ball will roll forward and strike through opponents. The Ball will have more power depending on how long Spongebob charges his aim. If the attack is aimed off the stage, gravity will take effect and cause it to fall down, making this move great to halt others' recoveries.



Up Special: Jellyfish Lift- This move will summon a giant Jellyfish that will quickly fly upwards with Spongebob on top. Spongebob can't move once the move starts, but it's vertical movement is a far enough distance that Spongebob should make it back to the stage relatively easily if he's close enough. The Jellyfish's electricity also allows Spongebob to be completely invulnerable while the move is active, which will cause electric damage to opponents who touch the Jellyfish's tentacles.



Down Special: Catch and Release- This move has some direct compatibility with Spongebob's neutral Special. This attack will send out a small Jellyfish that will act on its own volition once sent out. The Jellyfish will periodically fly about and sting opponents, but be careful, as the Jellyfish can hurt Spongebob, too. Spongebob can send out three Jellyfish in total at once, with each Jellyfish staying around for 10 seconds. Spongebob is able to use his neutral Special to catch the Jellyfish, able to catch a total of ten Jellyfish in total. If Spongebob is able to catch a total of ten Jellyfish while still staying alive, he can then release the elusive King Jellyfish by using the attack again. The King Jellyfish is much larger and FAR stronger than the normal Jellyfish, causing roughly 5x as much damage as the normal variant. The King Jellyfish will also stay around for 15 seconds as opposed to the normal 10. However, be very wary, as the King can still attack Spongebob, making this a high-risk, high-reward move if used at its full potential.



Normals:



Jab: Spongebob rapidly slaps the opponent repeatedly with his noodle-like arms, all the while doing his famous, annoying laugh.



F-Tilt: Spongebob takes out his pack of Bubbles from the Movie and blows some at the opponent. Each bubble does minimal damage, but stacks up with the sheer amount of them.



U-Tilt: Spongebob rises up in the air while wearing his Bubble Helmet from 'Battle for Bikini Bottom'. The attack goes a good distance in the air, with the horns being the most powerful.



D-Tilt: Spongebob faces the foreground and crouches down with both arms outstretched on either side, dealing damage.



Dash Attack: The green seahorse from the earlier Spongebob episodes appears, allowing Spongebob to stampede opponents.



Smashes:



F-Smash: While the attack is charging, Spongebob takes out his bubbles and begins to blow them in the shape of Bubble Buddy. Once he releases the attack, Bubble Buddy will fully materialize before giving a hearty punch to the opponent. After the attack, he will dissolve.



U-Smash: Spongebob's Krusty Krab hat on his head grows to an enormous size before headbutting the opponent with it. The attack's sweet spot is the very top of the hat.



D-Smash: The giant Hook from an earlier Spongebob episode drops all the way down from the top of the screen to hit the opponent. The sweet spot is the Hook's razor sharp tip, which deals some MASSIVE damage if hit just right.



Aerials:



N-Air: Spongebob does a 360 spin in midair with his arms outstretched, dealing some damage.



F-Air: Spongebob swipes downward with his trusty spatula. Although a very slow attack, it can spike opponents.



U-Air: Spongebob takes his spatula and tosses a Krabby Patty quickly up in the air. The projectile does very minimal damage but it can be spammed.



D-Air: The Soap Shoes attack from 'Battle for Bikini Bottom'. Spongebob plummets to the ground while leaving a trail of suds above him. Any opponents hit by him will be meteor smashed, but Spongebob can't cancel the attack unless he's hit. This makes the move very risky, but very rewarding, to use.



B-Air: Spongebob sharply kicks behind him, dealing minor damage.



Grab/Pummel: Similarly to Villager's grab, Spongebob grabs opponents using his Jellyfish net. Once foes are ensnared, a small Jellyfish comes out to assist Spongebob by repeatedly zapping the opponent until the attack is over.



Throws: Forward throw has the Sponge sling opponent away while in his net. Back throw has Spongebob back into opponent with his rear to knock them away. Up throw sees the Jellyfish knock the opponent upward with its top. Down throw has Spongebob do a funky dance on top of enemy, damaging them.



Final Smash: Goofy Goober Rock- Spongebob lunges to the center of the stage in midair where strings drop down to hold him in place. Spongebob is wearing his wizard costume from the end of the Spongebob Movie, and he then goes through his solo while playing an electric guitar. All the while, lasers shoot out of the guitar and hit opponents on the screen. Once the solo is over, Spongebob drops back to the ground and returns to his normal appearance.



Taunts: Up Taunt has Spongebob dance around in circles while excitedly yelling "I'm ready! I'm ready! I'm ready!". Side Taunt has Spongebob take out the elusive Magic Conch Shell, which will say one of several different lines. Down Taunt has Spongebob play his nose like a flute like at the end of the show's theme song.



Alts: Spongebob only has color swaps to choose from, with his default appearance being the iconic look with the Krusty Krab hat. The colors are based off of other characters from the show, with examples including; Brown for his Grandparents, Pink for Patrick, Green for Plankton, Red for Mr. Krabs, and several others.



Stage: Bikini Bottom- A traveling stage that has players play on various iconic locations from the show. These include the Krusty Krab, Spongebob's 'neighborhood', Goo Lagoon, and a few others. Unlike other transformation stages, however, players are transported via a bus instead of a generic platform.



Poseidome title: "All's Square in Love and War"

Thoughts? Also, the next several posts here will likely be more of the non-video game characters movesets I’ve made, hope that’s ok.
 

Ultomato

Smash Master
Joined
Dec 31, 2018
Messages
3,177
Location
Tallon IV
Switch FC
SW 1995 0060 1138
Yeah for sure, it’ll probably be a while until it releases though.

Actually, I’m going to go ahead and post the first of those non-video game character movesets here; keep in mind, these are very silly and I had to think VERY creatively to make some of these work well. That being said, here’s Spongebob Squarepants!

***Spongebob Moveset***



The iconic sea-dwelling sponge himself, Spongebob is here to mix up the fight! Spongebob utilizes his various power ups and gadgets from his games to assist him in battle. He also makes use of the raw power of the Jellyfish to literally shock those who treat him as a mere joke. Spongebob's ready to prove he's the sickest sponge in the sea.



Spongebob's run speed is overall decently quick, falling slightly below average on the speed scale. His weight is also quite light as well, given his spongey nature. To make up for these weaknesses, the Sponge shines in two major areas. For one, his jump height is very high. This, along with his incredible recovery, allows Spongebob to easily slip past enemies to make a swift escape. Surprisingly, Spongebob also hits quite hard on a number of his attacks, making him a serious force to be reckoned with at times. Spongebob also has the ability to crawl along the ground by sliding on his back, as well as a wall jump.



One more unique attribute only Spongebob possesses is the ability to absorb all water-based attacks. So, for example, if Spongebob is hit with Mario's FLUDD attack, Spongebob will just absorb the attack and will heal some damage! The percent he heals will change depending on how powerful the water move is. This allows Spongebob to harness his true potential as a sponge while on the battlefield.



Specials:



Neutral Special: Net Swing- Spongebob swings his net in a quick 360 motion. Damage-wise, this attack is very minimal. However, using it in midair can help Spongebob slightly recover. The move will also fully retain Spongebob's momentum when used on the ground, allowing him to chain this move into combos with ease. Lastly, this move can also be used in direct conjunction with Spongebob's down Special to achieve some very beneficial effects. Overall, the move is very versatile despite its minimalistic appearance.



Side Special: Bubble Bowl- One of Spongebob's many power ups from 'Spongebob Squarepants: Battle for Bikini Bottom', this attack has Spongebob whip out a Bubbly Bowling Ball and get ready to aim. While charging the attack, Spongebob can move back and forth on the ground, although he can't actually turn around. Once he releases, the Bubble Ball will roll forward and strike through opponents. The Ball will have more power depending on how long Spongebob charges his aim. If the attack is aimed off the stage, gravity will take effect and cause it to fall down, making this move great to halt others' recoveries.



Up Special: Jellyfish Lift- This move will summon a giant Jellyfish that will quickly fly upwards with Spongebob on top. Spongebob can't move once the move starts, but it's vertical movement is a far enough distance that Spongebob should make it back to the stage relatively easily if he's close enough. The Jellyfish's electricity also allows Spongebob to be completely invulnerable while the move is active, which will cause electric damage to opponents who touch the Jellyfish's tentacles.



Down Special: Catch and Release- This move has some direct compatibility with Spongebob's neutral Special. This attack will send out a small Jellyfish that will act on its own volition once sent out. The Jellyfish will periodically fly about and sting opponents, but be careful, as the Jellyfish can hurt Spongebob, too. Spongebob can send out three Jellyfish in total at once, with each Jellyfish staying around for 10 seconds. Spongebob is able to use his neutral Special to catch the Jellyfish, able to catch a total of ten Jellyfish in total. If Spongebob is able to catch a total of ten Jellyfish while still staying alive, he can then release the elusive King Jellyfish by using the attack again. The King Jellyfish is much larger and FAR stronger than the normal Jellyfish, causing roughly 5x as much damage as the normal variant. The King Jellyfish will also stay around for 15 seconds as opposed to the normal 10. However, be very wary, as the King can still attack Spongebob, making this a high-risk, high-reward move if used at its full potential.



Normals:



Jab: Spongebob rapidly slaps the opponent repeatedly with his noodle-like arms, all the while doing his famous, annoying laugh.



F-Tilt: Spongebob takes out his pack of Bubbles from the Movie and blows some at the opponent. Each bubble does minimal damage, but stacks up with the sheer amount of them.



U-Tilt: Spongebob rises up in the air while wearing his Bubble Helmet from 'Battle for Bikini Bottom'. The attack goes a good distance in the air, with the horns being the most powerful.



D-Tilt: Spongebob faces the foreground and crouches down with both arms outstretched on either side, dealing damage.



Dash Attack: The green seahorse from the earlier Spongebob episodes appears, allowing Spongebob to stampede opponents.



Smashes:



F-Smash: While the attack is charging, Spongebob takes out his bubbles and begins to blow them in the shape of Bubble Buddy. Once he releases the attack, Bubble Buddy will fully materialize before giving a hearty punch to the opponent. After the attack, he will dissolve.



U-Smash: Spongebob's Krusty Krab hat on his head grows to an enormous size before headbutting the opponent with it. The attack's sweet spot is the very top of the hat.



D-Smash: The giant Hook from an earlier Spongebob episode drops all the way down from the top of the screen to hit the opponent. The sweet spot is the Hook's razor sharp tip, which deals some MASSIVE damage if hit just right.



Aerials:



N-Air: Spongebob does a 360 spin in midair with his arms outstretched, dealing some damage.



F-Air: Spongebob swipes downward with his trusty spatula. Although a very slow attack, it can spike opponents.



U-Air: Spongebob takes his spatula and tosses a Krabby Patty quickly up in the air. The projectile does very minimal damage but it can be spammed.



D-Air: The Soap Shoes attack from 'Battle for Bikini Bottom'. Spongebob plummets to the ground while leaving a trail of suds above him. Any opponents hit by him will be meteor smashed, but Spongebob can't cancel the attack unless he's hit. This makes the move very risky, but very rewarding, to use.



B-Air: Spongebob sharply kicks behind him, dealing minor damage.



Grab/Pummel: Similarly to Villager's grab, Spongebob grabs opponents using his Jellyfish net. Once foes are ensnared, a small Jellyfish comes out to assist Spongebob by repeatedly zapping the opponent until the attack is over.



Throws: Forward throw has the Sponge sling opponent away while in his net. Back throw has Spongebob back into opponent with his rear to knock them away. Up throw sees the Jellyfish knock the opponent upward with its top. Down throw has Spongebob do a funky dance on top of enemy, damaging them.



Final Smash: Goofy Goober Rock- Spongebob lunges to the center of the stage in midair where strings drop down to hold him in place. Spongebob is wearing his wizard costume from the end of the Spongebob Movie, and he then goes through his solo while playing an electric guitar. All the while, lasers shoot out of the guitar and hit opponents on the screen. Once the solo is over, Spongebob drops back to the ground and returns to his normal appearance.



Taunts: Up Taunt has Spongebob dance around in circles while excitedly yelling "I'm ready! I'm ready! I'm ready!". Side Taunt has Spongebob take out the elusive Magic Conch Shell, which will say one of several different lines. Down Taunt has Spongebob play his nose like a flute like at the end of the show's theme song.



Alts: Spongebob only has color swaps to choose from, with his default appearance being the iconic look with the Krusty Krab hat. The colors are based off of other characters from the show, with examples including; Brown for his Grandparents, Pink for Patrick, Green for Plankton, Red for Mr. Krabs, and several others.



Stage: Bikini Bottom- A traveling stage that has players play on various iconic locations from the show. These include the Krusty Krab, Spongebob's 'neighborhood', Goo Lagoon, and a few others. Unlike other transformation stages, however, players are transported via a bus instead of a generic platform.



Poseidome title: "All's Square in Love and War"

Thoughts? Also, the next several posts here will likely be more of the non-video game characters movesets I’ve made, hope that’s ok.
There was An ASDF-guy Moveset in the OP SP really anything goes
 

Ultomato

Smash Master
Joined
Dec 31, 2018
Messages
3,177
Location
Tallon IV
Switch FC
SW 1995 0060 1138
Medeus


I had inspiration today. The Shadow Dragon himself, Medeus. Why? Because I've been wondering how to use a true manakete in Smash. Corrin is a manakete, but uses swords as well. In Fates, Corrin proved that manaketes decending from remarkably powerfull dragons can Change parts of their body without their dragon Stones in addition to being able to Change their whole body with a dragon stone. Seeing as Medeus is the King of the Earth Dragons and the only one to escape the Fire Emblem without going insane, I'd say het qualifies as a "remarkably powerfull dragon."
This means that he can Change body parts with his moves, but it's a more intricate part of his playstyle than it is with Corrin.


Medeus is about ganondorfs body type, but one head smaller. He moves a bit slower and jumps about as high as ganon too.


Whenever Medeus uses a special, a lengthy animation plays to transform the corresponding body part before he can attack, but he has zero to no lag afterwards, because the bodypart remains. The next time he uses the same move, the body part will be out, so he can start immediately, but the move ENDS with the body part transforming back, with the corresponding lag. This means any special has Both a "transformation-lag" and a "non-transformation-lag" frame-stat.


Medeus Will always Spawn fully human and hitting him during a tramsformation in which a dragon part appears Will cancel the transformation, while the dissappearing Will always happen, even when hit out of the animation.


Whenever a dragon part is out, moves using that body part will be stronger. For example: his forward smash uses his hand, which is weak and small, but if he has his claws out, the damage and hitbox increase significantly.
Transformed body parts have scales, so their defense is increased slightly. Dragon parts being hit take 0,85 of the base damage. This seems fair, as the parts drastically increase Medeus' hurtbox.

Specials:


NeutralB: Dark Breath
His head transforms and he breathes Dark Fire. This Fire is marginally stronger than Bowsers but instead of decreasing in size, it Just stops after 3 seconds.


SideB: Earth Swipe
Medeus grows his tail and swipes forward across the floor, dealing great damage and minor knockback.


Hitting the tail will cause Medeus to take normal scale-damage, but no knockback.


UpB: Wings
Medeus sprouts Wings and propels himself upwards. However, it doesn't go very high and deals only a little bit of damage and barely any knockback.


With his Wings out, Medeus' jump hight is 1,5 Times his normal jump hight.


DownB: Great Claws
Medeus transforms one hand into a claw and swipes forward, during which the second claw transforms to prepare for a followup Swipe. The first Swipe deals great damage and minor knockback, allowing to easily hit it into the second Swipe, which deals only 4% but great knockback and can be angled, similarly to dancing blade. This move has the slowest formation-lag of all the specials, to balance out the killpower of the move and the many applications of the claws.


Final Smash: True forme
Medeus transforms into his Giant Shadow Dragon forme and Descends into the background, his head remaining on the stage. From his head, he spreads a large surge of Fire, with 1,5 Times the size and range of Tiki's Fire. The move deals 2,4 damage every 0,25 seconds and stays around for 6 seconds, during which you can turn around the head to aim the Fire. The last frame of the Fire deals great knockback.
At the end of the move, Medeus turns fully human.
(yes, with that facial expression)
Smash Attacks


F-Smash: Claw Swipe
Medeus swipes his hand in front of him, scratching opponents. Has a very small hitbox. Deals 6%
Draconic Claw Swipe: hitbox increase x3, deals 18%


UpSmash: Headbutt
Has a very small hitbox and upwards knockback. Deals 7%
Draconic Headbutt: hitbox increase x3, deals slight downwards knockback and 21%


Downsmash: Dark Spin
Crosses his Arms and spins around in place. Touching Medeus in the spin results in taking upwards diagonal knockback and 5 %.
Draconic Dark Spin: His claws don't affect this move. Rather, his tail sweeps around once to either side of him. His regular Dark Spin hitbox stays on top of the Tail-hitbox, which is about 1,5 Medeus' wide, dealing 12,5 % and huge knockback. Due to the "armor" on the tail, this can be considered one of his best tools.
Aerials:


NAIR: Upwards kick.
He performes a weak kick in front of him, with an upwards moving hitbox. Deals 6%.
Draconic Upwards kick: His tail follows the track of his foot, greatly enlarging his hitbox, dealing 12%.


Fair: Downwards Swipe.
Swipes Downwards with his hand (duh). Doesn't spike, don't Worry. Deals 7 %.
Draconic Downwards Swipe: Uses his claw. Hitbox increase x3, deals 17,5%.


Bair: Backwards Swipe.
Strikes behind him with his hand, dealing great knockback and 6,5 %.
Draconic Backwards Swipe: uses his claw. Hitbox increase X2, deals 9,8%. Also, when his Wings are out, they Will hit behind him as he turns around for 8,1%.


UpAir: Reach
Claws above him with his hands as if to grab something out of the air. Deals 3%.
Draconic Reach: chomps upwards with his fangs. Deals 8% and great knockback.


DownAir: Draconic oppertunity
Points whichever dragon part came out last Downwards for An attack.
No part: kicks down. Deals 1% but is the only one that spikes.
Head: summersaults to sweep his scaly head underneath him, dealing 10%.
Tail: Think upsidedown Mewtwo uptilt. Deals 9%.
Wings: claps his Wings, propelling him upwards and sending opponents underneath away with horizontal knockback and 10,1%.
Claws: Storms Downwards, claws first, toppling opponents on the ground. Deals 8,7%.
Tilts:


F-tilt: Punches in front of him. Deals 5,2 % with his hand and 10,9 with his claws.
Uptilt: Scratches above him with his hands for 3% or his Wings for 6,3%.
Downtilt: stamps in front of him for 7%. If his tail is out, it smacks up and down behind him for 11,2%.
Throws:
It should be noted that his Claws have a vastly greater grab-range than his hands.


F-Throw: Flings opponents forward with his right hand. If his claws are out, He'll try to Scratch Them with his left hand too. Only connects below 20% and deals 6% extra.


Backthrow: Flings opponents backwards and attempts to strike them in their path with their tail. Only connects below 25% and deals 4% extra.


Upthrow: Flings opponents upwards. Attempts to chomp after Them, dealing 6% extra.


Downthrow: Slams opponents into the ground behind him and Throws himself on top of them, back-first. If he has his wings out, they deal 1% extra and a lot of extra knockback, making it a decent killthrow..
 

BowserKing

Smash Lord
Joined
Feb 16, 2019
Messages
1,857
Location
winnipeg
Here is a bit of movesets


While :ultbowser: is my smash main, for the next possible smash game, Bowser could receive a bit of buffs

Up-Special: Instead of shell spin, Bowser curls into a ball and rams up, increasing speed and power. Has greater recovery as a result, but also does 24% damage to opponents

Forward Air Attack or what we call Sliding Haymaker: Bowser provides this move quickly, similar in Bowser's Inside Story

Up Taunt: Bowser emits his Evil Laugh. Also Bowser can talk now. When he activates his final smash, he will yell "Showtime" as he becomes Giga-Bowser

Here is something different

Shield: Instead of using his shield, he hides in his shell, until his shield group breaks, or you stop pressing the shield button. Here is an interesting thing however, jumping on his shell will not damage him, instead, you be taking damage from his Spiky Shell

Now for a newcomer

:249: is my most wanted Pokémon in this game, and I came up with an interesting move set

Jabs: Lugia lashes it's fingers at it's opponents, doing quick damage

Tilt attacks: Lugia is notable for using it's neck for tilt attacks, giving that this pattern is also shown in Giraffes, but for the side Tilts, Lugia slams it's hands at it's opponents

Air Attacks: Lugia's air attacks often involves Lugia lashing it's hands at opponents, but it's down Air Attack, Lugia slams it's hands down, doing quite a bit of damage

Throws: Lugia grabs opponents with it's hands. For pummel, Lugia pecks it's beak at them. For Side Throws, Lugia throws with it's hands. For Down Throw, Lugia brings the opponent underneath, before stomping on them once (traps opponents, until they escape, similar to King K.Rool's down throw). For Up Throw, Lugia grabs opponents, flies up, spins once and then throws the opponent.

Up-Smash: Lugia hands form fists and they punch upward

Side-Smash: Lugia takes cues from Donkey Kong and claps onto the enemies

Down-Smash: Lugia tail slams the opponents sending them back a bit

Neutral Special: AreoBlast: Lugia's signature move, as Lugia fires it from it's mouth, doing damage, but as you hold it, the damage enemies will take from it (similar to :ultbowser: and :ultcharizard: fire breath) (one press would be 10%, but a full charge would be 45%)

Side Special: Wind Gust: Lugia flaps it's hands, creating wind gusts that deal damage (20% range)

Up-Special: Rising Up: Lugia's recovery move. Lugia, will being the biggest playable Pokémon by far (tall as :ultbowser::ultkrool: and :ultridley:), but it has great recovery. While it can use the jump button 4 times, it's recovery move has Lugia flap it's hands quickly propelling it 3 meters up, while it does 16% damage

Down-Special: Predicted Return: Lugia's Counterattack, when enemies are ready to attack, Lugia uses it's defence to tank the hit, before using it's quick AreoBlast to counterattack, damage depends on what attack was landed. Interestingly, Lugia will take 5% damage from a landed attack, but Lugia's counter is till super effective.

Final Smash: Whirlwind: Lugia creates a Tornado move that damages opponents quickly. It is preformed similar to Corrins final smash, but with Lugia spinning around quickly. It does 57.5% damage

Up-Taunt: Lugia grunts out it's name at the opponents, while rising up

Side-Taunt: Lugia flies around in a circle, Grunting a bit of it's name, before it lands again

Down-Taunt: Lugia rests a bit, while Grunting it's name once more

Also Shadow Lugia would be an alternate costume

Idle Movements: Lugia rears up a bit Another one is Lugia turns around for a bit, rising it's wings a bit, before turning back.

Note, I updating because I forgot to mention the throws and idle movements
 
Last edited:

Ultomato

Smash Master
Joined
Dec 31, 2018
Messages
3,177
Location
Tallon IV
Switch FC
SW 1995 0060 1138
Here is a bit of movesets


While :ultbowser: is my smash main, for the next possible smash game, Bowser could receive a bit of buffs

Up-Special: Instead of shell spin, Bowser curls into a ball and rams up, increasing speed and power. Has greater recovery as a result, but also does 24% damage to opponents

Forward Air Attack or what we call Sliding Haymaker: Bowser provides this move quickly, similar in Bowser's Inside Story

Up Taunt: Bowser emits his Evil Laugh. Also Bowser can talk now. When he activates his final smash, he will yell "Showtime" as he becomes Giga-Bowser

Here is something different

Shield: Instead of using his shield, he hides in his shell, until his shield group breaks, or you stop pressing the shield button. Here is an interesting thing however, jumping on his shell will not damage him, instead, you be taking damage from his Spiky Shell

Now for a newcomer

:249: is my most wanted Pokémon in this game, and I came up with an interesting move set

Jabs: Lugia lashes it's fingers at it's opponents, doing quick damage

Tilt attacks: Lugia is notable for using it's neck for tilt attacks, giving that this pattern is also shown in Giraffes, but for the side Tilts, Lugia slams it's hands at it's opponents

Air Attacks: Lugia's air attacks often involves Lugia lashing it's hands at opponents, but it's down Air Attack, Lugia slams it's hands down, doing quite a bit of damage

Up-Smash: Lugia hands form fists and they punch upward

Side-Smash: Lugia takes cues from Donkey Kong and claps onto the enemies

Down-Smash: Lugia tail slams the opponents sending them back a bit

Neutral Special: AreoBlast: Lugia's signature move, as Lugia fires it from it's mouth, doing damage, but as you hold it, the damage enemies will take from it (similar to :ultbowser: and :ultcharizard: fire breath) (one press would be 10%, but a full charge would be 45%)

Side Special: Wind Gust: Lugia flaps it's hands, creating wind gusts that deal damage (20% range)

Up-Special: Rising Up: Lugia's recovery move. Lugia, will being the biggest playable Pokémon by far (tall as :ultbowser::ultkrool: and :ultridley:), but it has great recovery. While it can use the jump button 4 times, it's recovery move has Lugia flap it's hands quickly propelling it 3 meters up, while it does 16% damage

Down-Special: Predicted Return: Lugia's Counterattack, when enemies are ready to attack, Lugia uses it's defence to tank the hit, before using it's quick AreoBlast to counterattack, damage depends on what attack was landed. Interestingly, Lugia will take 5% damage from a landed attack, but Lugia's counter is till super effective.

Final Smash: Whirlwind: Lugia creates a Tornado move that damages opponents quickly. It is preformed similar to Corrins final smash, but with Lugia spinning around quickly. It does 57.5% damage

Up-Taunt: Lugia grunts out it's name at the opponents, while rising up

Side-Taunt: Lugia flies around for a bit, before it lands again

Down-Taunt: Lugia rests a bit, while Grunting it's name once more

Also Shadow Lugia would be an alternate costume
Bowser King: *References Bowsers Inside Story And Giraffes
Me, a giraffe who mains Fawful: Ah, I see you're a man of culture as well!
 
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