• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Candyman (Lethal League) Moveset

MrNurt

Smash Rookie
Joined
Jul 27, 2020
Messages
6
Candyman Moveset
(Lethal League)

Attributes: Candyman will have a very high first jump (about Falco's heigh) and a short double jump). Candyman will be a lightweight fighter.

Jab: Candyman will have a single hit jab that pops opponents up for follow-ups.

F-Smash: Candyman will swing his cane forward. During the charge-up of the move, if the button is held down, Candyman can jump and move in the air while in the charge animation. The move will still do equal damage and knockback even in the air.

F-tilt: Candyman will spin his cane in front of him. This move will do good damage but wont have strong knockback. The launch angle will allow for the beginning of strings.

Down-tilt: Candyman will use his cane to sweep the opponents leg. This will cause the opponent to trip.

Up-tilt: Candyman will kick his leg straight up. His leg will be invincible durring the move. This move will be a strong anti air and will be a kill option.

Down-Smash: Candyman will do a split. This move will be very quick like his f-smash but wont have very strong knockback. This move can also 2 frame.

Up-Smash: Candyman will put his hands over his mouth and blow very hard, causing his head to rapidly inflate. This will be his slowest smash attack but also his strongest.

Nair: Candyman spins his cane in a circle. This is a multihitting move that can combo into his other aerials.

Fair: Candyman will perform a spike. This means he will swing his cane in front of him from his head to below him. This move will spike and also have a sour spot that send more outwards.

Dair: Candyman will swing his cane under him, spiking the opponent. This move will also have a sour spot that sends more upwards.

Bair: Candyman will swing his cane upwards sending the opponent upwards. This move will combo into itself. It will only kill at very high percents.

Up-air: Candyman does a scissor kick above him. It is a multihitting move that sends opponents up and kills at earlier percents.

Neutral Special: Candyman will throw a ball in front of him in a short arch. The ball will bounce off of every surface in the game as well as the side blastzones, simulating the boxed in gameplay of lethal league. Candyman can only have one ball on the screen at a time and he or an opponent can hit the ball away, increasing its speed. The faster the ball goes, the more damage and knockback it will do, continually increasong after every hit eventually capping out at a point where the ball is going so fast you only see the after image. Since the smash stages are far larger than lethal league ones, the ball will decrease in speed after a few seconds of not being touched to balance it out. When the ball is hit the color highlight around it will turn to the color player that hits it. It is grey when it is neutral. Also, when other players hit the ball, it will do less damage and knockbavk compared to when cansyman hits the ball. If there are two candyman players in a match, both do the base amount regardless of who let out the ball first. If Candyman press the b button while the ball is out, it will call the ball back to him, he can then press the b button to release it again, after some added lag, at half of the previous speed

Side Special: Candyman will shoot hit cane forward extending a lot of distance, similar to canes used to drag people off of a stage. This will be a command grab that will bring opponents close to Candyman will then spin in a circle very quickly will an opponent and launch them backwards, this move will not do much damage but will be a great grounded kill option. This move is also quite slow to balance it out.

Down Special: Candyman will use the remote bomb power up. He will stand still and send out a small controllable remote bomb. This move will work similarly to the base game but will have a few changes for one, Candyman gets no invincibility or super armor while using this move, second this move will be proximity based. This meets Candyman can place this bomb anywhere on the stage and if an opponent gets near it, it will explode. The trigger radius for this move will be large, but the actual explosion will be small by comparison, making it not a free ledgetrap tool. If an opponent hits the bomb with a move that does over 5% the bomb will break, even if the bomb is about to be detonated. The bomb will take a second to actually explode after ot detects you, giving you a small amount of time to pick an option. The bomb's explosion will be similar to a snake grenade, not enough to do to much for you, but enough that you dont want to get hit by it. This move will not kill until very high percents.

Up Special: Candyman will use his ability to go through walls. After a channel Candyman will gain the ability to go through the nearest wall to him, this includes blastzones, it allows him to go to the opposite side of said surface, immerging after a bit of lag. This move will not send him into freefall. But it will put him in a bad position if the opponent knows where he will appear. The channel for this move does not halt your downwards momentum so players cannot use it as a get out of jail free card when they are too far down. This move can also be used only once before touching the ground. There is also a delay between using it more than once. This is to prevent players from going beneath the stage and then back up again, camping out the opponent.
 

MrNurt

Smash Rookie
Joined
Jul 27, 2020
Messages
6
Ball will definitely be broken, so if anyone has any ideas how to balance it better let me know.
 
Top Bottom