Hey, first post.
I've been lurking for a while at Smashboards and haven't seen Arthur from Super Ghouls & Ghosts be suggested at all, and I wonder why. He's practically tailor-made for a game like this! Besides the fact that Ghosts & Goblins was the first game ever to use double-jumping, Arthur has a myriad of moves to take advantage of. He'd probably be projectile-based like Samus. There's also Mega Man for a Capcom rep, but I think Arthur fits the SSB mold better AND has the "WTF?" factor Mr.G&W had. In fact, here's an idea for the B moves:
B: Dagger: Arthur rapidly tosses daggers forward. Only 3 daggers can be onscreen at a time. Each dagger does 2% damage with little stun. Good for tacking on damage when you're up close.
B^: Red Arremer: A Red Arremer appears behind Arthur, grabs him, then flies upwards at a 45 degree angle, while Arthur panics. Towards the end, the flight path can be steered a little up or down. The Red Arremer can hit opponents for 10-12% fire damage.
B>: Lance: Arthur's standard weapon. He tosses a lance forward, which travels until it hits something. Similar to the dagger, but there can only be 2 onscreen. The tip of the lance does 9-10% and has good knockback, and the rest does 4% with little knockback. If Arthur does this in the air, he does a little flip and stays in the air a little longer, which can be used for recovery.
Bv: Torch: Arthur chucks a torch, and when it hits the ground it creates a wave of fire that travels a little. The torch itself is tossed about one Bowser length before it hits the ground. The torch does 8%, the fire wave hits 5 times for 3% each. The fire wave only happens if the torch hits the ground, not if it hits a shield or a character. Only two torches onscreen at a time.
Super Smash: Gold Armor Magic
Arthur dons the ultimate Gold Armor, and casts a different weapon magic depending on the last weapon move used.
-Dagger Magic: Arthur summons a giant blue flame dragon. It travels in a forward, up, forward, down pattern until it leaves the screen, leaving small gaps for dodging. The dragon deals around 40-50% damage.
-Lance Magic: Arthur raises the lance into the air, and lightning hits it, sending two more bolts of electricity to Arthur's sides. The lightning bolts form an upside-down T, if you will. It traps opponents and shocks them for 50-60% damage maximum.
-Torch Magic: Three blue orbs start circling Arthur. The orbs deal 10-15% damage if an opponent is hit by them, and they reflect thrown items and projectiles. (By reflect I mean like Fox's Bv) The orbs stick around for 15 or so seconds after being activated. (I think this one might be overpowered...)
Taunt: Arthur's leggings drop down, revealing his briefs, then he scrambles to pull them back up.
So who likes the idea? (Or doesn't?)
I've been lurking for a while at Smashboards and haven't seen Arthur from Super Ghouls & Ghosts be suggested at all, and I wonder why. He's practically tailor-made for a game like this! Besides the fact that Ghosts & Goblins was the first game ever to use double-jumping, Arthur has a myriad of moves to take advantage of. He'd probably be projectile-based like Samus. There's also Mega Man for a Capcom rep, but I think Arthur fits the SSB mold better AND has the "WTF?" factor Mr.G&W had. In fact, here's an idea for the B moves:
B: Dagger: Arthur rapidly tosses daggers forward. Only 3 daggers can be onscreen at a time. Each dagger does 2% damage with little stun. Good for tacking on damage when you're up close.
B^: Red Arremer: A Red Arremer appears behind Arthur, grabs him, then flies upwards at a 45 degree angle, while Arthur panics. Towards the end, the flight path can be steered a little up or down. The Red Arremer can hit opponents for 10-12% fire damage.
B>: Lance: Arthur's standard weapon. He tosses a lance forward, which travels until it hits something. Similar to the dagger, but there can only be 2 onscreen. The tip of the lance does 9-10% and has good knockback, and the rest does 4% with little knockback. If Arthur does this in the air, he does a little flip and stays in the air a little longer, which can be used for recovery.
Bv: Torch: Arthur chucks a torch, and when it hits the ground it creates a wave of fire that travels a little. The torch itself is tossed about one Bowser length before it hits the ground. The torch does 8%, the fire wave hits 5 times for 3% each. The fire wave only happens if the torch hits the ground, not if it hits a shield or a character. Only two torches onscreen at a time.
Super Smash: Gold Armor Magic
Arthur dons the ultimate Gold Armor, and casts a different weapon magic depending on the last weapon move used.
-Dagger Magic: Arthur summons a giant blue flame dragon. It travels in a forward, up, forward, down pattern until it leaves the screen, leaving small gaps for dodging. The dragon deals around 40-50% damage.
-Lance Magic: Arthur raises the lance into the air, and lightning hits it, sending two more bolts of electricity to Arthur's sides. The lightning bolts form an upside-down T, if you will. It traps opponents and shocks them for 50-60% damage maximum.
-Torch Magic: Three blue orbs start circling Arthur. The orbs deal 10-15% damage if an opponent is hit by them, and they reflect thrown items and projectiles. (By reflect I mean like Fox's Bv) The orbs stick around for 15 or so seconds after being activated. (I think this one might be overpowered...)
Taunt: Arthur's leggings drop down, revealing his briefs, then he scrambles to pull them back up.
So who likes the idea? (Or doesn't?)