Just Copy/Pasting the Little Mac moveset over here so it doesn't get lost in the sea that is the Roster Discussion thread.
So I was actually very excited to write this, Little Mac was a character I never gave much thought to, aside from a couple moves here and there, however, I suddenly had a flash of inspiration that built this character in a way that is just fantastic and simply proves how much potential he has.
Now, I've heard several times that Mac suffers from not having much variety in regard to movesets as he's very limited in what he can do, after all he can only throw punches. However, I disagree. As a Martial Artist, I understand just how profound the art of Boxing really it, sure, on the surface it just looks like dudes throwing punches at each other, but underneath that simplicity lies possibly on of the most complex Martial Arts there is, and I hope to express that when making this character.
We can see other Boxers in fighting games with characters such as Balrog and Dudley, and you can see a lot of diversity in they style, despite the fact that they only throw punches. So with that, on to Mac's moves.
Little Mac's Moveset:
[COLLAPSE="POW Meter"]
First and foremost, his "gimmick" so this actually dawned on me today, and it's really what makes his moveset all in all.
Little Mac has a POW Meter right above his Icon on the bottom, this activates whenever he uses his specials. Essentially, by holding down his specials you activate the meter which makes a bar quickly fluctuate between full power and weak. When releasing the button, Little Mac will do that move with the amount of power indicated on the bar. There are 3 levels of power, 3 being very powerful and very satisfying. However, let me specify, that landing a Level 3 special is no easy task, it takes precise timing as the Bar only stays on POW for a very short time. Chances are you'll be landing Level 2s most of the time.
In short, it behaves a lot like Makoto's Drive "Impact" for those who have played BlazBlue, here's a video where you can see it in action in case you haven't.
http://www.youtube.com/watch?v=mWOS0o91Kr8[/COLLAPSE]
[COLLAPSE="B=Ultimate Boxing Technique: Dempsey Roll!!"]
Tap B, and Little Mac will quickly dodge as you see him do in his games:
Now, if you repeatedly tap B, Little Mac will weave back and forth dodging hits and building momentum. during this, his upper-body is invulnerable (he can still get hit with sweeps though), once you stop pressing B, Little Mac will unleash a Mean Hook Punch, followed by a flurry of consecutive Hook Punches. Now the punches, even the first one, have great hitstun, but NO knockback (only the final one does knockback). Doing the first phase longer will allow Mac to build more momentum and thus allow him to hit with more strikes when he unleashes the technique. In addition, the meter above Mac's icon activates when "charging" this move, unleashing it at full meter not only increases the damage of the punches, but also makes Mac unleash a final Uppercut at the end of the flurry, this is a Killing move at full POW. This move is very close range, as they're hook punches, you must be right in your opponent's face to execute it properly.
If you've ever read Hajime no Ippo, you've seen this move, if you haven't here it is:
http://www.youtube.com/watch?v=P5sdJSPL1Vs
Now, contrary to what you may think, this move didn't actually debut in this manga, it is in fact a real Boxing Technique first used by Legendary Boxing Champion Jack Dempsey, you can see him use it here:
http://www.youtube.com/watch?v=jmaPxa-eZss
[/COLLAPSE]
[COLLAPSE= "Side B=CROSS-COUNTER!!"]
Really, I mean how could I NOT have this in here, this is a classic Boxing move and a great one for Mac. Now this is the only move Mac cannot charge, as it IS a reactive move after all. This move is a counter, without the Parry. Essentially when you use this, Mac will quickstep right up to his opponent (it doesn't have much range so you better be real close), and deliver a cross punch (the arm in back), now here's the catch, if Mac gets hit when using this move, his Cross Punch will hit his opponent with 2x the damage and knockback he was hit with. Now, Mac will still take the damage and knockback from this move, so it's not a true counter. However, when hit, his knockback will be cut by 25%, giving him a slight edge in just who might die first during critical situations. The move has slight delay at the beginning signalling Mac's about to use it, on a whiff (if you miss-predict) , Mac's will still attack, as it's not a true counter, but he will only do around 5% damage and 0 knockback leaving you wide open to counter-attack. Oh, and obviously this move is useless against Long Range attacks, as he still gets hit. Another Dangerous Killing move.
Here you can see good Ol' Dudley use this move:
http://www.youtube.com/watch?v=76MNVXkzHSg
[/COLLAPSE]
[COLLAPSE="Up B= Let's See Ya Grit Those Teeth: FINISHING UPPERCUT!!"]
This is Ryu's Shoryuken by the Book, I mean there's no way around it, this is meant to be an anti-air by and large. Now this is how it works:
This technique comes up real fast, thus why it's an anti-air, opponent's will be hit back in a similar fashion as in SF, now it can also be used on ground opponents, and this is where the move changes. It has two hitboxes, one at the beginning and one at the end. Against aerial opponents, it's just a good AA, and will deal decent damage and knockback, but won't really earn you a KO, unless they're at very high damage. However, when hitting a grounded opponent, this move rocks! Here's the thing though, like Mac's other specials, this move is also delayable, holding down B will allow you to once again activate Mac's POW meter, giving you three levels of power and range, two of which correspond with Ryu's 3 different Shoryukens (Weak and Medium), however, if you get a level 3 Finishing Uppercut, well... I guess you know what happens then. Each successive level gives Mac increased range as well as power, meaning really much coordinate your timing to achieve what you want. This applies to recover as well, as Level 3 has the best range.
[/COLLAPSE]
[COLLAPSE="Down B= Grand Slam: Knock Out PUNCH!!"]
Little Mac's ultimate technique. It functions differently in Air than it does on the Ground. Once again, this move is also delay-able and POWable. Each one giving you more Power. In this move, the range stays the same. Mac will simply glide across the ground (a set range, about half of Fox's illusion) very quickly and hit his opponent with a Powerful Punch. The higher the level the stronger the Punch, Level 3 being very painful (as powerful as the Falcon Punch). In mid-air, Mac doesn't dash at all, he stays in place and delivers a downward Hook Punch, one that hits his opponents downward at a diagonal angle, making for a very good Spike Move if used at highest level.
[/COLLAPSE]
[COLLAPSE="Final Smash= I'll Never Give Up: The Underdog's Comeback!!"]
This is Mac's comeback move, basically his final gambit, he puts it all one the line putting all his power into his moves. His Power and Speed go up when he uses this increasing all his properties, and his body gets redder as it begins to emit steam. This is his "Kaio-Ken" if you will (really, I would compare it more to Luffy's Gear 2nd
http://www.youtube.com/watch?v=JzEWSxPEPMo). Basically what this does is it makes it so that Mac's POW meter is always at Level 3 when using this, making all of his specials brutal. The power of his neutrals and aerials increase, and his speed increases slightly. However, when using this, Mac's damage begins to rack up (2% every second for the first 10 seconds, and 5% afterwards, as well as 10% damage for each hit he lands). It goes away once he's KO'd.
[/COLLAPSE]
As an avid manga fan, to me Mac represents the typical Shounen Battle Manga Hero. The tough guy who never gives up, the underdog that surprises opponents with his hidden potential, his POW meter is a representation of that, showing that Mac can surprise opponents with his moves by tapping into himself. It also makes it so that Mac players have to learn to use him, they have to tap that feeling of KNOWING when to use his moves and let them go, thus creating a fine connection or synchronization if you will between the player and his avatar. In addition, his Specials are a great representation of Boxing Classics, earning him the titles of a TRUE Boxing Champion.
His general playstyle is a Beatdown character like C.Falcon. Very powerful, and fast. However, since he's just a normal guy (and somewhat short) Mac's air game is near garbage and his jumps are rather shallow as well. However, his ground game DOMINATES, making him a truly interesting character. He's a bit lighter than Falcon, however, he's much more resilient to taking hits than he appears and by no means a "Lightweight." Obviously, his weaknesses lie in ranged characters and Aerial characters.
Anyway, tell me what you think. I plan on drawing up some gesture for this as well like I did with Lyn and also working on his Neutrals and Smash attacks.
EDIT:
Also adding the Ike and Chrom ideas for future use.
For Ike, give him Axes, such as the Tomohawk/Hand Axe as a 5B for some mid/long range zoning. It's a lot like Link's Boomerang but with more of a "slashy" multi-hit ability.
His 2B is now Eruption rather than Counter, it's got strong resistance to hit-stun making it a good defensive move. His 4/6B is modified, giving him less range, but more speed. It also takes much less to charge.
All of his defenses are upped so he has less hitstun, takes less damage, and less knockback from hits, thus making him more of a heavyweight, like he should. His running speed is the same, but his fall speed is faster, this is both a buff and a restriction. His jump height is reduced a bit. His attack range stays the same
His tilts and aerials are all given less delay, thus making them faster. His 4/6A is replaced to be an Anti Air attack, it is an angled hit that hits at 45 degrees above him, the range and speed on his 2A is dramatically increased to compensate for the lack of a horizontal poke. Lastly, like all characters, he's given the ability to chain and string moves together, so a standard combo for him would look like this 5A>5A>2A>8A>8Smash. All of his Smash attacks remain the same in speed, range and power, they are meant to be slow killing moves, and the best way to use them is in combos. Well, his 2Smash can be changed to be a faster move with a little less power, horizontal knockback maybe?
Overall Ike is meant to be a slow defensive character, he has deadly range and good pokes a la Sagat, his Anti Air is very fast and very lethal, his 5B Axe makes for a good defensive poke/zoning move. Due to his poor jump, his air game is terrible however, it is only good defensively, however, Aether makes up for it by giving him a good mix up move and a great recovery attack. Some of his A attacks and Aerials have replaced Ragnell with his dad's Axe, giving them different hitboxes. Likewise, his 4/6 Smash is Ragnell in one hand and his Dad's Axe in the other, thus justifying its power. Obviously he gets his FE10 getup.
Also, all of his stupid "I fight for my friends" taunts and attitude, has been changed to make him a more honorable and heroic figure. However, his personality is more Ruthless and Brutal (think Simon in Gurren Lagann), the kinda guy who get's **** done and counts on his will power to do so. Also, his ruthlessness reflect his vindictive, yet respectful demeanor from his games (he fought to avenge his father, yet still had compassion for his rival).
Chrom
4/6B is Aether, since he too has Aether, he gets it as well, but as a SideB, the only similarity with Ike's Aether here is the name. This Aether steals health from foes on impact, not much, but it still does it (a la Ragna in BB, his drive steals health), it is a Two-hit rush move, and a great combo opener.
His 2B is Holy Shield (I think it was you who suggested this), it is a temporary Ability that increases Chroms frail defenses for a while, while also increasing the power of all his SPECIAL attacks. After being used, it must be recharged before her can use it again. It recharges faster the more hits Chrom lands.
Somewhere in his tilts he has a Javelin as a weapon (Fair? or 4/6A), he throws it but it has a chain attached to it so it returns to him, it hits opponents twice. If you hit with the tip (at peak range) it hits once, but has much greater knockback, a decent killing move.
The rest of the moves will have to wait till I play FE13.
Chrom's general playstyle is a nice contrast between Marth's offence and Ike's defense. He's a very well rounded character, with a lot of diverse abilities, his specials have mediocre power, but once he powers them up with Holy Shield they become very powerful (think Tsubaki in BlazBlue with her specials and power up ability). He's got good ground and air attacks, but has less aerial range than Marth, he's also slower than Marth, his defensive game is good as far as defensive moves, unlike Marth, but like Marth, he's in trouble once takes high damage and can be knocked around easily. UNLESS, he has Holy Shield activated which lets him be more reckless (doesn't make him as tough as Ike, but still better than Marth), however, at high damages, Holy Shield lasts less time.
A far as personality, he inherits that "I fight for my friends" attitude Ike had in Brawl.
As for Marth, he's buffed to be more like in Melee, and his 4/6B is improved to be more like the Astral abillity in FE (what it's based off of), in fact I would make Marth's 4/6B like Noel's Drive in BB, where activating it changes his specials and allows combos to be stung more easlily.
With this, I no longer find them being similar at all. All 3 of them have very unique and diverse moves, playstyles and personlities.