Super_Primid
Smash Apprentice
I think that Primid should be in Project M and that he would be a great addition to the roster. He also wouldn't be messing with any of the given rules. Also he would be from his own seris (technically from smash). Do without wasting any more the I shall show u the move set I thought up for him.
Jab:
Damage: 2% per jab
Startup: 6 frames
Active: Frames 3 - 26
End lag: 4 frames
Priority: Medium
Knock back: very low
Notes:slower than Kirby's but does more damage per jab.
F Tilt:
Damage: 12%
Start up: 10 frames
Active: Frames 5-14
Endlag: 19 frames
Knock back: Medium
Priority: Very High
Notes: hitting on the last active frame causes tripping.
D Tilt:
Damage: 8%
Start up: 6 frames
Active: Frames 3-12
Endlag: 15 frames
Knock back: low
Priority: Medium
Notes: not really for edge guarding since hitting at the tip of the blade sends them behind u.
U tilt
Damage: 6% ( 2% per hit)
Start up: 13 frames
Active: 12 frames
End lag: 10 frames
Knock back: Varies
Priority: Low
Notes: the knock back goes from first hit (very low), second hit (low) third hit (medium); the distance of each Shot is shown in the pic and u can choose how many to shoot.
F Smash:
Damage:19-32%
Start up:14 frames
Active: frames 15- 25
Endlag: 29 frames
Knock back: Very high
Priority: High
Notes: hitting on the very tip if the hitbox cause a spike. This
Move also hits threw platforms. There is a small hitbox on his hand when he us charging.
D Smash:
http://www.ssbwiki.com/images/7/78/Primid_acrobatic_stomp.gif
Damage: 12-26%
Start up: 10 frames
Active: frames 3-20
End lag: 38 frames
Knock back: Medium high
Priority: medium
Notes: U can jump off stages with this move for the most swag of edge guards. The taunt he does in the vid is his actually taunt. He didn't auto do a taunt when he hits the move.
U Smash: community help
Nair:
Damage: 5%-15
Start up: 3 frames
Active: frames 3- 13
End lag: 10 frames
Knock back: Medium low
Priority: High
Notes:More for combos then killing; Sends u at a diagonal u angle; Each active frame the damage goes up but not the knock back.
Uair:
Damage: 10- 15%
Start up: 6 frames
Active: frames 6-14
End lag:10 frames
Knock back: High
Priority: low
Notes: Kill move.....that'd all u need to know.
Fair: Community help
Dair:
Damage: 10%
Start up: frame 5
Active: Frames 9- 22
Endlag: 6 frames
Knock back: Very High
Priority: Medium low
Notes: Unlike the other sword dive attacks, this one doesn't bounce off people. This one goes straight threw the opponent.
Bair:
Damage: 4%
Start up: 4 frames
Active: frames 6-10
End lag: 4 frames
Knock back: very low
Priority: Medium
Notes: Combo aireal. Sends them in a shine type angle. There is armor on this move(hint the metal)
Dash Attack:
Damage: 5%
Start up: 6 frames(armor starts on frame 2)
Active: frames 6-14
End lag: 12 frames( armor ends on frame 11)
Knock back: High Medium
Priority: Medium
Notes: Use this move to power threw projectile spams.
Neutral B:
Damage: 6-15%
Start up: 3-16 frames (chargeable)
Active: 2 frames after release
End lag: 6 frames
Knock back: Depending on charge, goes from very low, to low, to medium, to medium high.
Priority: medium (doesn't increase until 100% charge)
Notes: Replace the fireball with a shadow ball. The shadow ball size increases withthe charge. After 50% charge the shadow ball becomes a multi hit attack.
Neutral B: 100% Charge
Damage: 7 percent per hit( 5 hits)
Start up: 21 frames
Active: Frame 24-36
End lag: 16 frames
Knock back: first four hits medium, last one high.
Priority: Very High
Notes: All hits combo into each other. Extremely high shield pressure ( right below a auto shield break). Again shadow bugs Not fire.
Air Neutral B:
Damage: 3%
Start up: 3 frames
Active: frame 5
End lag: 3 frames
Knock back: low
Priority: Medium
Notes: Cancel when landing on the ground. Can't be charged. Can only shoot one ..... U already know it's not a fire ball. (Note that I am not showing anymore aireal specials because they are all the same as the grounded one)
Forward B:
Damage 6% on hit
Start up: 8 frames
Active: frames 9-18
End lag: 4 frames
Knock back: low
Priority: High
Notes: Unlike normal boomerangs, this one doesn't automatically come back to u when it hits someone. The boomerang will always stay out the same amount Of time no matter what. U can land up to 3 hits in someone if u hit then with it while it is going forward, then while it is spinning in place for a second about to turn around, then green it's coming back. Throwing this at a wall of some sort with keep the boomerang on the wall until it goes in its return phase. Meaning u could rack on ALOT of damage If someone hits it. (Even to all they need to do is quickly SDI) Aimable.
Down B:
Damage: 2-24%
Start up: Frames 4-20 (charge)
Active: 4 frames after shot.
End lag: 19 frames
Knock back: very low to high.
Priority: medium High
Notes: VERY slow projectile. Fully charged is higher knock back then Samus's change shot. (C.H on this option) Either has homing or can be manipulated like Pit's arrows.
Up B: Community Help
Final Smash: Community help.
Taunt 1: Face switch
Extra note: anything I didn't mention is community choice.
Jab:
Damage: 2% per jab
Startup: 6 frames
Active: Frames 3 - 26
End lag: 4 frames
Priority: Medium
Knock back: very low
Notes:slower than Kirby's but does more damage per jab.
F Tilt:
Damage: 12%
Start up: 10 frames
Active: Frames 5-14
Endlag: 19 frames
Knock back: Medium
Priority: Very High
Notes: hitting on the last active frame causes tripping.
D Tilt:
Damage: 8%
Start up: 6 frames
Active: Frames 3-12
Endlag: 15 frames
Knock back: low
Priority: Medium
Notes: not really for edge guarding since hitting at the tip of the blade sends them behind u.
U tilt
Damage: 6% ( 2% per hit)
Start up: 13 frames
Active: 12 frames
End lag: 10 frames
Knock back: Varies
Priority: Low
Notes: the knock back goes from first hit (very low), second hit (low) third hit (medium); the distance of each Shot is shown in the pic and u can choose how many to shoot.
F Smash:
Damage:19-32%
Start up:14 frames
Active: frames 15- 25
Endlag: 29 frames
Knock back: Very high
Priority: High
Notes: hitting on the very tip if the hitbox cause a spike. This
Move also hits threw platforms. There is a small hitbox on his hand when he us charging.
D Smash:
http://www.ssbwiki.com/images/7/78/Primid_acrobatic_stomp.gif
Damage: 12-26%
Start up: 10 frames
Active: frames 3-20
End lag: 38 frames
Knock back: Medium high
Priority: medium
Notes: U can jump off stages with this move for the most swag of edge guards. The taunt he does in the vid is his actually taunt. He didn't auto do a taunt when he hits the move.
U Smash: community help
Nair:
Damage: 5%-15
Start up: 3 frames
Active: frames 3- 13
End lag: 10 frames
Knock back: Medium low
Priority: High
Notes:More for combos then killing; Sends u at a diagonal u angle; Each active frame the damage goes up but not the knock back.
Uair:
Damage: 10- 15%
Start up: 6 frames
Active: frames 6-14
End lag:10 frames
Knock back: High
Priority: low
Notes: Kill move.....that'd all u need to know.
Fair: Community help
Dair:
Damage: 10%
Start up: frame 5
Active: Frames 9- 22
Endlag: 6 frames
Knock back: Very High
Priority: Medium low
Notes: Unlike the other sword dive attacks, this one doesn't bounce off people. This one goes straight threw the opponent.
Bair:
Damage: 4%
Start up: 4 frames
Active: frames 6-10
End lag: 4 frames
Knock back: very low
Priority: Medium
Notes: Combo aireal. Sends them in a shine type angle. There is armor on this move(hint the metal)
Dash Attack:
Damage: 5%
Start up: 6 frames(armor starts on frame 2)
Active: frames 6-14
End lag: 12 frames( armor ends on frame 11)
Knock back: High Medium
Priority: Medium
Notes: Use this move to power threw projectile spams.
Neutral B:
Damage: 6-15%
Start up: 3-16 frames (chargeable)
Active: 2 frames after release
End lag: 6 frames
Knock back: Depending on charge, goes from very low, to low, to medium, to medium high.
Priority: medium (doesn't increase until 100% charge)
Notes: Replace the fireball with a shadow ball. The shadow ball size increases withthe charge. After 50% charge the shadow ball becomes a multi hit attack.
Neutral B: 100% Charge
Damage: 7 percent per hit( 5 hits)
Start up: 21 frames
Active: Frame 24-36
End lag: 16 frames
Knock back: first four hits medium, last one high.
Priority: Very High
Notes: All hits combo into each other. Extremely high shield pressure ( right below a auto shield break). Again shadow bugs Not fire.
Air Neutral B:
Damage: 3%
Start up: 3 frames
Active: frame 5
End lag: 3 frames
Knock back: low
Priority: Medium
Notes: Cancel when landing on the ground. Can't be charged. Can only shoot one ..... U already know it's not a fire ball. (Note that I am not showing anymore aireal specials because they are all the same as the grounded one)
Forward B:
Damage 6% on hit
Start up: 8 frames
Active: frames 9-18
End lag: 4 frames
Knock back: low
Priority: High
Notes: Unlike normal boomerangs, this one doesn't automatically come back to u when it hits someone. The boomerang will always stay out the same amount Of time no matter what. U can land up to 3 hits in someone if u hit then with it while it is going forward, then while it is spinning in place for a second about to turn around, then green it's coming back. Throwing this at a wall of some sort with keep the boomerang on the wall until it goes in its return phase. Meaning u could rack on ALOT of damage If someone hits it. (Even to all they need to do is quickly SDI) Aimable.
Down B:
Damage: 2-24%
Start up: Frames 4-20 (charge)
Active: 4 frames after shot.
End lag: 19 frames
Knock back: very low to high.
Priority: medium High
Notes: VERY slow projectile. Fully charged is higher knock back then Samus's change shot. (C.H on this option) Either has homing or can be manipulated like Pit's arrows.
Up B: Community Help
Final Smash: Community help.
Taunt 1: Face switch
Extra note: anything I didn't mention is community choice.
Last edited: