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Battle of the Pics!

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Kinzer

Mammy
Joined
Jun 2, 2008
Messages
10,397
Location
Las Vegas, NV
NNID
Kinzer
3DS FC
2251-6533-0581


Santa < The Easter bunny.

I don't know really know this, but something about Easter is like the ressurection of Jesus, while Christmas was Jesus' birth...right?

Then again...which is more important...ah screw it, for the sake of the game find a counter!
 

Darkslash

Smash Master
Joined
Feb 1, 2008
Messages
4,076
Location
Strangereal Equestria
Weight: 5
Size: 5
Traction: 5
Falling Speed: 7
Aerial Movement: 4
Jumps: 10
Movement: 10
Speed: 4

Confidence

Armor break with negative confidence


Neutral special: Assassination


If the enemy is beyond the range of 2 stage builder blocks, Ezio will raise his arm, ready his hidden gun, and will automatically aim for the closest opponent. While charging the move, white squares will appear taking 1 second to create a line. Trying to fire the weapon before the lines have a chance to align will result in a miss. As the move won't miss in it's charged state, hitting the opponent will cause 15% damage, with medium knock back, and minor hitstun. After firing the gun, Ezio will be open to attack for 0.3 seconds, helplessly standing in place, reloading his gun. The move cannot be canceled. Hitting a opponent with the Hidden Gun will net Ezio with a 5% increase in his confidence.

At 1 stage builder block the move will change attributes and become a melee move. Ezio will raise his arm, flex his hand, and activate his hidden blade, taking about 0.3 seconds to do. He will then tackle the opponent and stab their vital organs, dealing about 30% in damage and heavy knock back. Sounds a bit to over powered right? Unfortunately, you can't use this until Ezio's confidence meter is at 100%. Trying to use this move before the confidence meter reaches the required amount results in Ezio being pushed backwards automatically by the opponent over a distance of 1 stage builder blocks and being open to attack for 1 second. In a addition to that, Ezio will lose around 30% from his confidence meter. Successfully hitting the opponent will reset the meter to 50%, due to balancing due to Ezio letting his guard down. The memory file doesn't expect opponents to come back from the grave.

Forward Special: Free Running

Free Running is something most Assassins of the order learn in their early years. While called Free Running, the kind of aerobatics used by Ezio are more like Parkour than free running.

When used on the ground, Ezio will have increased speed and lowered traction. His running speed increases to one comparable to Captain Falcon, while his traction lowers enough that he has to stop to turn in order to avoid tripping. When encountering a opponent, Ezio will jump over said opponent, and preform a round house kick, dealing about 10% in damage with low knock back. Ezio also gets 5% added to his confidence meter. What's preventing you from spamming this attack? After landing the kick, Ezio will land on the ground, and try to regain his balance, which takes around .5 seconds. It's here that Ezio is vulnerable to any forms of attack. But, the higher the confidence percentage, say 10% compared to 50%, the greater the hitstun output. Every 10% of confidence adds 0.5 seconds of hitstun to the opponent, and maxes out at 50% confidence, which means you get a total of 2.5 second of hitstun to the move. Attempting to use the move in negative confidence will automatically have the opponent throw you 2 stage builder blocks away.

When used in the air, Ezio will double jump either left or right.

Up Special: Leap of Faith




Down Special: Smoke bomb / Duster


Neutral Attack: Parry

Forward Tilt: Sword related swipes

Up Tilt: Slash underarm, then front or back

Down Tilt: Dagger in the foot then the throat

Dash Attack: Throwing Knives

Forward Smash: Street Sweeper
Grab Forward Smash: Neck Violator

Down smash: Stylish Execution
Grab Down smash: Stomach then back of neck stab

Up smash: BALL SMASH
Up Smash Grab: Neck Stab then Slash

Neutral Aerial: Tackle

Forward Aerial: Flying Demon Kick

Down Aerial: Air Assassination

Back Aerial:

Grab

Pummel: combination of head but, knee and punch

Forward throw: Face punch, stab in back then kick

Up throw: Throw Down

Down Throw: Curb Stomp

Back Throw: THIS IS ITALIA

Final Smash: Apple of Eden
 

Kinzer

Mammy
Joined
Jun 2, 2008
Messages
10,397
Location
Las Vegas, NV
NNID
Kinzer
3DS FC
2251-6533-0581
D***, I'm afraid the only way to beat that pic might be to post something even more pornographic...

Next poster is going to have his hands full.
 

Jonkku

Lacks pick-up lines.
Joined
Jun 23, 2006
Messages
5,842

Something with the power level of over nine thousand should be able to dodge that.
 

Darkslash

Smash Master
Joined
Feb 1, 2008
Messages
4,076
Location
Strangereal Equestria
Alex Mercer

Weight: 8
Size: 7
Traction: 5
Falling Speed:
Aerial Movement:
Jumps:
Movement: 10
Speed: 7

Consumption


Grab:

Pummel: Has no pummel, consume

Forward throw: Claw slice

Up throw: Muscle Man

Down Throw: Hammer Fist smash

Back Throw: Blade Blackslash




Neutral special: Ground Spike


Forward Special: Sprint and Glide


Up Special: Sky Surfer


Down Special: Street Sweeper


Neutral Attack: Blade Fury


Forward Tilt:


Up Tilt:


Down Tilt:


Dash Attack: Claw


Forward Smash: Critical Pain Devastator

Down smash: Groundspike Graveyard Devastator

Up smash: Tendril Barrage Devastator


Neutral Aerial: Air Combo

Forward Aerial: Flying Kick

Down Aerial: Ground Stomp

Back Aerial:



Final Smash: Armor
 

Darkslash

Smash Master
Joined
Feb 1, 2008
Messages
4,076
Location
Strangereal Equestria
Gendum


An Engineer of the shadow group Make your Military was tasked to create an evolution of the Fighting Alloy grunts commonly deployed by MYM. The engineer, somewhat up to the task, came up with the concept of the VX battle mech line. The only VX unit was an experiment prototype created 2 years ago, as the engineer's entrance application into the organization. During the building of VX, a glitch in his AI programing caused VX to create a persona for himself (seemingly overlooked by the engineer) causing it to adapt a masculine similar to the engineer's personality. The engineer responsible for the creation of VX also had a thing for Mobile Suit Gundam, having VX's armor styled after the titular robot, and was fascinated by plasma making VX able to charge enemies with plasma, or siphon plasma away.

Despite being 100% operational, the VX line never went into mass production. Make your Military cited that the VX unit was too costly, and took to long to make, and was NOTHING like the fighting alloy's leaving VX the only battle mech in the series. VX was left hidden in a warehouse in an undisclosed warehouse, seemingly abandoned. The engineer himself

In the year 20XX, VX was reactivated, and the first thing he saw was a masked man, who promptly deactivated his optics. When VX's optics came back online, the masked man was gone, and VX found him self near the ninth base of Make your Military. Now VX finds himself caught up in MYM brawls, fighting for answers and survival.

Stats

Weight: 8
Size: 7
Traction: 5
Falling Speed: 5
Aerial Movement: 6
Jumps: 8
Movement: 8
Speed: 7

Grab Game

Grab
Plasma Extraction

In order to get Plasma stored in a opponent, you'll need to execute Extraction . If VX is 2 Battlefield platforms away, he'll boost that distance in 0.5 seconds and grab the opponent's face. The move has enough knock back to actually knock someone to the ground, regardless of size and weight class. If VX misses the opponent, he'll be vulnerable for 0.3 seconds.

When VX has the opponent in his grasp, he'll drain around 5 units of Plasma over a second automatically, and will be completely exposed during the move. This grab can be used when the opponent is standing up, is stunned on the ground or in mid air.

You can also combine this move with the Nuetral Special, but at the cost of losing the plasma draining aspect of the move.

Forward Throw



Neutral Special
Plasma Power

VX will reach into his chest and extract 2 units of plasma, each unit taking 0.3 seconds to take out. Each Plasma unit will take the form of glowing blue balls of electric fire. Throwing one of these grenades will result in a small shock explosion with a small blast radius, dealing 5% damage with low knockback. Despite the apparently weak attributes, the Plasma Grenade will change completely when you manage to stick an opponent. The attack damage will double to 10% with no knockback. Instead, the opponent will get be bound to the floor, and will be vulnerable for 1 second on the floor. When the attack is charged by holding down the Special input, the two grenades will combine to make a concentrated ball of plasma dealing 15% damage with 2 units added to the opponents meter.

Gendum can't hold them for ever though. Despite harnessing the power of plasma, after holding the grenades for 3 seconds, they'll melt right back into his body, causing 20% damage and stunning him for 0.5 seconds.

This move can be coupled with the grab input, causing a extremely fun variation (or desperate) of the move. VX will start the move as normal, but when the grab input is executed VX will dash to the opponent and stick the grenades on them. But as soon as you land the grenades, they'll instantly explode, causing 15% damage to the opponent with 1 plasma unit added to their meter, while VX will suffer 10% damage, with a plasma unit added back to his meter.

Down Special
Discharge

When VX uses his down special when he has less than 20 units of plasma, VX will create a small circular Shockwave with blast radius being 1 battlefield platform long. Any one caught in the blast will be pushed back another Battlefield platform, regardless of size and weight class, and receive 10% in shock damage.

How ever holding down this input with a full plasma meter will result in a entirely different move. VX's Plasma meter will start to drain, taking 4 seconds to deplete a 20 unit plasma gauge. Protective goggles suddenly cover his optics, and a purplish aura surrounds him granting him super armor and a 50% damage reduction. When you release the down special, every opponent will be inflicted 30% in shock damage, and have their plasma meter completely filled.


Forward Special
Plasma Burn

Tapping the Side Special will cause VX to fly forward, travelling about 2 battlefield platforms. If the player makes contact with anyone, VX will deal 10% damage and transfer a unit of Plasma into the opponent at the cost of one from his meter.

Charging this move on the other hand will have different effects. At the cost of 5 Plasma units, VX will boost half the distance of Final Destination. In this state, VX is temporarily invisible and immune to damage for 5 seconds. But the player themselves cannot attack. The initial part of this move does 0% Damage, so you can pass through opponents in your way. In his place, an after image of the mech will be where VX was.The after image itself is controlled by the character. If any one attacks this after image with a melee move, they will be electrocuted and take 10% damage. In addition to the damage, 4 Plasma units will be added to their meter.



Up Special
Ride the Lightning




Neutral Attack:
Plasma


Forward Tilt:


Up Tilt:


Down Tilt:


Dash Attack:


Forward Smash:
Storm Smasher

Down smash:

Up smash:


Neutral Aerial: Collar Grab

Forward Aerial: Double Drop Kick

Down Aerial: Elbow Smash

Back Aerial: Elbow Lockdown
 

Darkslash

Smash Master
Joined
Feb 1, 2008
Messages
4,076
Location
Strangereal Equestria
Neutral Special
Telekenisis


Down Special
Shield


Forward Special
Teleportation

Teleportation is regarded as one of Twilight Sparkles special moves. When Twilight


Up Special
Blazing Pony



Neutral Attack:
Plasma


Forward Tilt:


Up Tilt:


Down Tilt:


Dash Attack:


Forward Smash:
Storm Smasher

Down smash:

Up smash:


Neutral Aerial: Collar Grab

Forward Aerial: Double Drop Kick

Down Aerial: Elbow Smash

Back Aerial: Elbow Lockdown
 
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