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Creating SSBU movesets for characters you wish were in smash!

silenthunder

Banned via Administration
Joined
Aug 5, 2015
Messages
812
3DS FC
0490-6839-9144
This is mostly just copying smash 64 remix's moveset for Marina but I really like it and can't imagine her playing any other way so I'm going to post it and add to it

Jab 2 punches and a rapid kick just like fox (but she doesn't have feet)

Down tilt- a foot Puch low to the ground that combos into up smash

Up tilt. A head but similar to king dedede

Forward tilt. A kick that can be angled

Up smash. Her into Punch. (That I thought was a through in the intro but I guess it's a punch here) Kinda like Marth's up smash with a fist

Forward smash. A very terrible Bowser drop kick (again she has no feet. Stubs for feet. And no lower body weight)

Down smash- a straight up rip of fox

Up air- Terry's

Forward air- falcons nair

Nair- links nair

Back air- gannons fair but different as she's got big circular hands. Sends up

Neutral special. A stall with a clan sphere. She goes "shake shake". And can dodge projectiles while recovering high

Up special - super man punch vertically

Forward special. A incinerator lunge forward followed by a throw in any direction. (Including down, it works in the air)

Down special- clan pot: absorbs projectiles and makes projectiles from her game. (clanbomb, boomerang, throwing star) clan bomb works like a bob omb, you know how a boombarang works and throwing star makes a saw blade spinning motion, sucking them in place for a free hit. Also diamonds can make items from her game

Throws. All of them straight in the direction she chooses but she has a cargo throw with the forward input. Her pummel is "shake shake" and she gets diamonds that she can use in her clanpot

One taunt is her dance
One is Usain bolt
The last could be a reference to her being a maid, using a heavy vacuum or a shop vac and aggressively throwing it away.


She has 4 jumps
She falls fast
She's fast
She's a grappler with items

Her final smash is she calls out Terran and he becomes Blockman and shoots along the stage in a Blockman like fashion.

All of this was ripped from 64 remix. I just added more taunts and an extra special and final smash.
 

Oracle Link

Smash Master
Joined
Oct 9, 2020
Messages
3,475
Location
Germany
Yunobo
He would attack via his... i dont know the english name of his Weapon so i guess its called mountain splitter? while using a iron sledge hammer for his smash attacks
His Gimmick is that if he "runs" he rolls slightly damaging his opponents
His Neutral Special is his flame Roll YOu can charge it up for more Damage/Reach
His Side Special is something goofy he would throw a... i dont know what they are called in english again it a piece of rockmeat if you use his mask costume its one of the "Special Evil Rock Meat Thingys" From Totk
His Down b Is Daruks Protection
For His Up B He Jumps in the air turns to stone and crashes Down
His final smash Summons Biggoron Who Stomps Down on The Stage!
Honestly i just really think gorons would be great in smash!
 

Perkilator

Smash Legend
Joined
Apr 8, 2018
Messages
10,539
Location
The perpetual trash fire known as Planet Earth(tm)
Intro: Crash appears from a Time Twister portal and jumps into his fighting stance

Stance/Idle 1: His default idle animation from It’s About Time
Idle 2: Crash looks to either the left or the right
Idle 3: Crash looks to the screen and raises an eyebrow while smiling

Notable Palette Swaps:
  1. US Crash
    • Crash 4: It’s About Time (default)
    • Carbon Crash (gray)
    • Coco (blue/pink)
    • Dr. Neo Cortex (yellow/black)
    • Aku Aku (brown)
    • Crunch (red)
    • Warped Biker jacket (special costume 1)
    • Spyro jacket (special costume 2)
  2. Japanese Crash
    • Colors 1-8 would switch out for Japanese Crash in the Japanese version by default
Walk: His walk from It’s About Time
Run: His iconic run from the N. Sane Trilogy
Dash: The Crash Dash
Damage: Crash spins for a split second, in a manner similar to his death animation from the very first game
Jump: His iconic Jump and Double Jump
Crouch: His crouch from the N. Sane Trilogy

Normal Attacks
Jab: Crash's 1-2 combo from the Titans games (4%, small knockback), followed by a brief spin attack (9%, OK knockback)
Forward+A: Crash turns around and does a backwards kick (11%, OK knockback)
Up+A: Incomplete Somersault; Crash does a backflip kick and then falls on his face (12%, OK knockback)
Down+A: Crash does a low kick along the ground, tripping the opponent (8%, small knockback)
Dash Attack: Crash slides along the ground (7%, small knockback)
Edge Attack: A tiny TNT crate explodes under Crash and he flops up above the edge and back onto the stage (9%, OK knockback)
Get-Up Attack: Crash does a weak spin kick with both legs (7%, small knockback)

Aerial Attacks
Air+A: Crash does a quick spin with both arms in the air (8%, OK knockback). His legs also act as an attack below him (11% with a meteor effect, OK knockback)
Air Forward+A: Crash does a spin kick similar to Coco's spin in Wrath of Cortex (9%, OK knockback)
Air Back + A: Crash does a pelvic thrust and kicks behind himself with both legs (11%, OK knockback)
Air Up+A: Crash performs an upward kick with his foot (11%, OK knockback)
Air Down+A: Belly Flop; Crash extends his arms and legs as he falls to the ground (15% with a meteor effect, OK knockback), possibly burying opponents on the ground
Smash Moves
Forward+A: Bandicoot Bounce; Crash leaps forward with a headbutt, then follows up with a flying kick with both feet (22%, medium knockback)
Up+A: Fruit Bazooka; Crash fires Wumpa Fruit juice from his Fruit Bazooka above himself (24%, medium knockback)
Down+A: Spin Slide; Crash does a powerful spin kick along the ground (19%, medium knockback); this also lets Crash slide a little (albeit uncontrollably) in the direction he’s facing

Grab Game
Grab: Crash grabs the opponent’s shoulders
Pummel: Crash slaps he opponent twice (2%)
Forwards+Throw: Twin Throw; Crash spins forward and throws the opponent (11%, OK knockback)
Back+Throw: Reverse Twin Throw; Crash spins backwards and throws the opponent at a slight angle (11%, OK knockback)
Up+Throw: Crystal Crazy; Crash lifts up a Crystal (10%, OK knockback), and its shine pushes slightly back opponents around him (6%, small knockback)
Down+Throw: Crash ducks as three boxes fall down on the opponent (3% each, OK knockback)

Special Moves
B & B + Forwards: Spin
; Pressing B once performs a short, quick spin that reflects projectiles and sends opponents flying when Crash is close (10%, medium knockback). Mashing B turns into the Death Tornado Spin (20%, OK knockback), which can also help Crash glide a good distance, but trades the reflector for super armor against weaker attacks.
B + Up : Crate; Crash jumps off a different crate that can be selected by holding B.
  • Basic crates fall down and hit the opponent (6%, small knockback)
  • TNT Crates explode after 3 seconds (20%, medium knockback) or when attacked (10%, OK knockback)
  • Nitro Crates blow up immediately and send Crash and adjacent opponents flying (20%, medium knockback)
  • When a selected crate type is already present, Crash instead jumps off a metal crate with an arrow that appears for a second; the jump height is doubled. In any case, Crash can move freely after using this special, but he can’t use it again after the metal crate.
B + Down : Supercharged Belly Flop; Crash Belly Flops into an Aku Aku Crate, summoning Aku Aku (who can only appear once per stock). Aku Aku reduces damage taken by ¼, but has a 20-second timer before he disappears (stronger attacks cause him to disappear sooner; Crash is invincible for a bit afterwards, but he can’t summon Aku Aku again until after his next K.O.). If Aku Aku is already present or disappears, Crash simply Belly Flops onto the ground, causing a shockwave (18%, OK knockback), though this becomes smaller and weaker with consecutive use.

Final Smash: Invincible Aku Aku; Crash dons a golden Aku Aku mask and is invincible for 10 seconds as Nitro crates fall on top of him, exploding in a large radius (30% each, far knockback)

Crash also turns into an angel with a didgeridoo when he loses a Stamina battle.

Taunts:
Up: Crash does the first part of his victory dance
Side: Crash does the second part of his victory dance
Down: Crash performs the final part of his victory dance

Winposes:
1: "Yeee-HAW!" Crash squats for a second, and then performs his victory animation against bosses in the very first game
2: Crash vomits a Crystal out of his mouth and holds it up in the air
3: Crash's post-gem collecting animation from the first game

Applause: Crash sports a disappointed look as boxes endlessly fall on his head
Icon: The “C” symbol from the Titans games
Boxing Ring Title: N. Sane Marsupial
Star K.O.: https://youtu.be/KXVdYE3ynSg?t=17
Victory Music: A shortened version of the Time Twister theme
Kirby Hat: A replica Aku Aku mask
 

jamesster445

Smash Lord
Joined
May 7, 2015
Messages
1,136
I started making videos on Youtube for this very thing. So far only have two up. It has been a bit of a learning process.


 

Perkilator

Smash Legend
Joined
Apr 8, 2018
Messages
10,539
Location
The perpetual trash fire known as Planet Earth(tm)
Intro: Eggman floats down on the Egg Mobile, mimicking how he appears as a boss in Sonic 1.

Stance/Idle 1: Eggman sits in his Egg Mobile. If he’s on foot, he will instead stroke his mustache.
Idle 2: Eggman stretches his arms back.
Idle 3: Eggman adjusts his glasses.

Notable Palette Swaps:
  1. Dr. Eggman (default)
  2. Maria Robotnik (blue)
  3. Gerald Robotnik (gray)
  4. Eggman Nega (black)
  5. Classic Eggman
  6. Snively (green)
  7. Pajama concept art (pink)
  8. Eggrobo (special costume)
    • Note: The Eggrobo is mute

Gimmick: Eggman can switch between fighting in the Egg Mobile and fighting on foot by pressing Shield + B. When he’s shielding while in the Egg Mobile, the shield is divided into the protective glass (which takes more shield damage) and the body of the Egg Mobile (which takes less shield damage); the most this shield can take is eight hits, after which he is stunned after the Egg Mobile explodes.

Egg Mobile
Walk: Eggman walks along the ground in the Egg Mobile.
Dash: Eggman’s jets push the Egg Mobile forward.
Damage: Eggman’s damage animation from the Classic and Advance games.
Jump: The Egg Mobiles jets push it upward twice.
Crouch: Eggman hides in the Egg Mobile.

Normal Attacks
Jab: Vulcan Cannon; Eggman fires a point-blank shotgun blast (9%, small knockback)
Forward+A: Eggman attacks with one of the bumpers from the EGG-HVC-001 (8%, OK knockback)
Up+A: Eggman performs an uppercut (12%, OK knockback)
Down+A: Eggman sends out a boxing glove attached to a spring that sends opponents flying (11%, medium knockback)
Dash Attack: Eggman rushes forward in a drill car (15%, OK knockback)
Edge Attack: After hanging on with the Egg Mobile’s Big Arms, Eggman slams a robotic fist onto the ground (10%, small knockback)
Get-Up Attack: Eggman fires two fireballs from the bottom of his Egg Mobile and spins them around (8%, small knockback)

Aerial Attacks
Air+A: Eggman attacks using the flippers from the final boss of Sonic CD (12%, OK knockback
Air Forward+A: Eggman performs a backflip with a wrecking ball (18%, OK knockback)
Air Back + A: Eggman attacks using the Egg Mobile’s jets (16%, OK knockback)
Air Up+A: Eggman raises a drill from the Marble Garden boss above himself (14%, OK knockback)
Air Down+A: Eggman drops down with a spike at the bottom of the Egg Mobile (13% with a meteor effect, OK knockback). The spike pierces through passable platforms and can still hit opponents.

Smash Attacks
Forward+A: Egg Hammer; Eggman slams the ground with a giant hammer that can bury an opponent on the ground (25%, medium knockback)
Up+A: Eggman clamps the two claws from the Casino Night Zone boss (22%, medium knockback)
Down+A: Eggman sends out two Egg Viper platforms, one on each side of him (20%, medium knockback)

Grab Game
Grab: Eggman uses Big Arms to grab the opponent
Pummel: Eggman slowly squeezes the opponent (5%)
Forwards+Throw: Eggman tosses the opponent forward (13%, OK knockback)
Back+Throw: Eggman throws the opponent behind himself (13%, OK knockback)
Up+Throw: Eggman throws the opponent above himself (10%, small knockback)
Down+Throw: Eggman hovers up a bit and buries the opponent with a full-force ground slam (10%)

Special Moves
B : Dastardly Dozen
; Eggman fires twelve missiles that lock on to a single opponent (2% each, OK knockback). Hold B before firing to choose which opponent to lock on to. The missiles take 12 seconds to recharge; during this time, Eggman instead fires a beam from his laser pistol that locks on to the nearest opponent (12%, OK knockback).
B + ← → : Egg Hornet; Eggman flies forward in the Egg Hornet, attacking anyone in his way (16%, OK knockback). Once he lands into the ground, the Egg Hornet is momentarily buried.
B + ↑ : Egg Carrier; Eggman hovers into the air with the Egg Mobile, with the jets below acting as a hitbox (5% each hit, small knockback). The jets give out after reaching apex height, though Eggman won’t enter freefall afterwards. Press Shield + B at any time during the recovery to jump out, but just know Eggman will enter freefall after jumping out.
B + ↓ : Laser from M.E.; Using power “borrowed” from the Master Emerald, Eggman fires a one-hit laser beam (28%, far knockback). This attack has a cooldown between uses, and Eggman can move slowly left or right before the laser fires.

On-foot
Walk: Eggman slowly walks along
Dash: Eggman hunches down and dashes
Damage: Eggman’s damage animation from the Classic and Advance games
Jump: Eggman jumps once, and his jetpack propels him for the second jump. He can also use the jet for a Peach-esque hover.
Crouch: Eggman gets down and squats.

Normal Attacks
Jab: Eggman slaps twice (6%, small knockback), then punches the opponent (7%, OK knockback)
Forward+A: Eggman kicks forward (9%, OK knockback)
Up+A: Eggman performs an uppercut (12%, OK knockback)
Down+A: Eggman jumps up and stomps on the ground (10%, small knockback)
Dash Attack: Super Dash; Eggman twirls like a ballerina (12%, OK knockback)
Edge Attack: Eggman gets back up and launches his body forward (12%, small knockback)
Get-Up Attack: Eggman performs a sweeping kick (8%, small knockback)

Aerial Attacks
Air+A: Eggman extends his body (8%, small knockback)
Air Forward+A: Eggman mimics Mario’s Meteor Knuckle (13% with a meteor effect, OK knockback)
Air Back + A: Eggman slaps behind himself with considerable force (11%, OK knockback)
Air Up+A: Eggman performs a backflip kick (8%, small knockback)
Air Down+A: Eggman strikes a pose mimicking this artwork from Sonic Adventure (9%, small knockback)

Smash Attacks
Forward+A: Eggman fires a bazooka at point blank range (18%, OK knockback)
Up+A: Eggman performs an upward thrust with a lance (17%, OK knockback)
Down+A: Eggman spins around while firing two laser guns at the ground (15%, OK knockback)

Grab Game
Grab: Eggman nonchalantly grabs the opponent.
Pummel: Eggman nonchalantly slaps the opponent twice (2%)
Forwards+Throw: Eggman launches the opponent forward with an energy gun (14%, OK knockback)
Back+Throw: Eggman tosses the opponent behind him (10%, OK knockback)
Up+Throw: Eggman launches the opponent into the air with an energy gun (14%, OK knockback)
Down+Throw: Eggman slams the opponent on the ground (13%, OK knockback)

Special Moves: When he’s not in the Egg Mobile, Eggman’s special moves see him summoning a Badnik to do his dirty work. Eggman can only have one Badnik out at a time, and they fall part over time or upon being attacked.
B : Egg Pawn; Eggman summons an Egg Pawn that cycles between one of four types of attacks
  • Barehanded Pawns chase down opponents to punch and kick them
  • Pawns with laser guns move more carefully shoot at opponents rapidly, in a similar fashion to Fox’s Blaster
  • Pawns with lances and shields charge in a straight line and reflect projectiles with their shields
  • Pawns with bazookas stay still and fire explosive shots
B + ← → : Buzz Bomber; Eggman summons a Buzz Bomber that intercepts opponents in the air (8% with a meteor effect, small knockback)
B + ↑ : Egg Flapper; Eggman summons an Egg Flapper that shoots at a diagonal angle, similar to Falco’s Blaster (3%, small knockback). When used in the air, the Flapper carries Eggman before falling apart to give him a boost; Eggman can do this even with another Badnik already in the stage.
B + ↓ : Motobug; Eggman summons a Motobug to dash forward and trip opponents (8%). Eggman can only have one Motobug out at a time.

Final Smash: Death Egg Robot; Eggman summons the Death Egg Robot. Both of its arms can be controlled with either control stick, and pressing B has Eggman fire both of them towards the screen (40% each, far knockback); if opponents are at 100% or higher, they will suffer a screen K.O.

Taunts
Up: “Hehe…” Eggman glares at the opponent with a sinister smile.
Side: “Time for a change of pace!” Eggman does a “Well! What is it?” gesture.
Down: “Ohohoho!” Eggman leans back as he laughs.

Winposes
1: “Now you know why I am the best!” Eggman mimics the bad ending from Sonic the Hedgehog.
  • “Ohoho! Try again, Sonic!” (Vs. Sonic)
2: The camera moves up to Eggman, who takes a bow on top of a capsule full of captured animals.
3: “Think you can stop me?!” Eggman walks forward and points his palm at the camera.

Applause: Eggman begrudgingly claps, with a look of complete disappointment on his face
Icon: The Eggman Empire emblem
Boxing Ring Title: Baldy McNosehair (or Hard-Boiled Henchman as Eggrobo)
Star K.O.: “You’ll regret thiiiiiis…!”
Victory Music: E.G.G.M.A.N.
Kirby Hat: Eggman’s glasses and mustache
 

Perkilator

Smash Legend
Joined
Apr 8, 2018
Messages
10,539
Location
The perpetual trash fire known as Planet Earth(tm)
Intro: Zoroark breaks through reality, while Zorua follows it.

Stance/Idle 1: Zoroark loosely imitates Wolf’s idle stance.
Idle 2: Zoroark slashes the air.
Idle 3: Zorua briefly appears and snickers.

Notable Palette Swaps:
  1. Default
  2. Shiny
  3. N (white/green)
  4. Delphox (orange/red)
  5. Mightyena (black/white)
  6. Raikou (yellow/purple)
  7. Entei (brown/white)
  8. Suicune (blue/purple)
Walk: Wolf’s walk animation
Dash: Wolf’s dash animation
Damage: Wolf’s damage animation
Jump: Wolf’s jump animations
Crouch: Wolf’s crouch animation

Normal Attacks
Jab: Zoroark slashes with one arm, then the other, and then bites the opponent (3% each hit, small knockback)
Forward+A: Zoroark leans forward with both arms together and swipes, separating its claws on impact (11%, OK knockback)
Up+A: Zoroark kicks upward in front of its body, knocking opponents vertically (9%, OK knockback)
Down+A: Zoroark kicks out with its foot, which can trip opponents (7%, small knockback)
Dash Attack: Zoroark backflips out of a run (9%, OK knockback)
Edge Attack: Zoroark gets up and hammers the ground with a kick (9% with a meteor effect, OK knockback)
Get-Up Attack: Zoroark spins and kicks nearby opponents (6%, small knockback)

Aerial Attacks
Air+A: Zoroark curls up and flips several times (11%, OK knockback)
Air Forward+A: Zoroark slashes forward (11%, OK knockback)
Air Back + A: Zoroark jams its leg backwards with deceiving range (13%, OK knockback)
Air Up+A: Zoroark swipes in an arc above its head (14%, OK knockback)
Air Down+A: Zoroark plunges both hands below itself (15% with a meteor effect, OK knockback)

Smash Attacks
Forward+A: Thunder; Zoroark transforms into shiny Raikou and lunges forward with a thunderbolt (22%, medium knockback)
Up+A: Eruption; Zoroark transforms into shiny Entei and erupts fire from its back (23%, medium knockback)
Down+A: Blizzard; Zoroark transforms into shiny Suicune and unleashes an icy wind around itself that freezes opponents at higher damage (22%, medium knockback)

Grab Game
Grab: Zoroark swipes forward and grabs the opponent
Pummel: A knee strike (2%)
Forwards+Throw: Zoroark slashes the opponent forward (8%, small knockback)
Back+Throw: Zoroark throws the opponent behind itself and slashes them (7%, small knockback)
Up+Throw: Zoroark throws the opponent upward and slashes them with both claws (12%, OK knockback)
Down+Throw: Zoroark throws the opponent onto the ground, then jumps up and slashes them (12%, OK knockback)

Special Moves
B : Dark Pulse
; Zoroark charges a dark shockwave that briefly paralyzes opponents at max charge (12%, small knockback). Zoroark can store the charge.
B + ← → : Night Slash; Zoroark quickly propels diagonally upwards at a 35° angle (15% with a meteor sweetspot, OK knockback)
B + ↑ : Pursuit; Zoroark propels forward in the direction tilted and kicks his opponent, hitting multiple times (15%, OK knockback)
B + ↓ : Embargo; Zoroark braces itself for an attack. When hit, it kicks behind the opponentn and places on them a seal that prevents them from using any special moves.

Final Smash: Night Daze Illusion; Zoroark bursts dark energy. If one opponent is hit, Zoroark then emits a shockwave of darkness all around itself (40%, medium knockback). Then, with the help of Zorua, it temporarily shapeshifts into the opponent hit by the initial burst. Zorua’s tail is visible during this time.

Taunts
Up: Zoroark roars to the sky.
Side: Zorua appears, and then Zoroark pets it before it climbs back into Zoroark's hair
Down: Zoroark turns into an illusion of either a shiny Suicune, Entei or Raikou.

Winposes
1: Zoroark looks for Zorua, who then pops out of the former's hair.
2: Zoroark jumps down and performs Night Daze.
3: Illusions of Raikou, Entei and Suicune briefly appear before Zoroark jumps in at the last second.

Applause: Zorua claps for the winner while Zoroark looks away.
Icon: Poké Ball
Boxing Ring Title: Master of Illusion
Star K.O.: “Aarrrk!”
Victory Music: Victory! Pokémon Series
Kirby Hat: Zorua’s ears and tail.
 
Last edited:

KneeOfJustice99

Smash Champion
Joined
Oct 29, 2018
Messages
2,062
Location
the building from smash mouth's astro lounge
No, seriously. A Tank. Like from Tanks!, the ninth minigame in Wii Play. Whilst the moveset is predominantly inspired by Wii Tanks, I'm also going to take inspiration from other pieces of media in some places, like 51 Clubhouse Games's Toy Tanks, just to flesh out the moveset beyond just "it fires a bullet".


Aesthetics:
Tank retains its cartoonish and simplistic appearance from Wii Play, albeit with just a little bit more detail added so as to allow it to stack up with other members of the roster. Notably, it's not as detailed as the Toy Tanks in 51 Clubhouse Games. It's also going to use this cartoony appearance to its advantage, as the Tank will need to have a small degree of squash and stretch to allow for it to effectively indicate movements. That said, I'm still going to make an effort for it to appear mostly as rigid as you'd expect a cartoon tank to look.

In terms of alts, the Tank has alts all pulled from Wii Play's Tanks!. These are as follows:
  1. Blue - Player 1.
  2. Red - Player 2.
  3. Brown - The first tank you ever go up against, seen in Mission 1.
  4. Teal - Tanks with the ability to shoot rockets, first seen in Mission 5.
  5. Green - Stationary tanks that can rapidly fire two extremely accurate bullets, introduced in Mission 12.
  6. Purple - Quick and multifaceted enemies first introduced in Mission 15.
  7. White - Tanks that can become invisible, introduced in Mission 20.
  8. Black - The final tank, basically a final boss of sorts, first seen in Mission 50.
Not only this, but Tank has a few unique visual elements of note.
  • Tank's crouch animation has it slightly lower itself on its own chassis, having little to no effect. However, Tank doesn't lose any ground speed whilst doing this, so it might be worth considering.
  • When dodging, Tank momentarily flashes and becomes invisible before reappearing. This is intended to reference the ability of the White Tank in Tanks!, albeit in a slightly different manner compared to the source material.
Properties:
Overall, Tank is a ground-focused heavyweight with decent ground movement who somewhat crumbles when in the air - effectively having a combination of Little Mac's ground control coupled with someone like Bowser's staying power. However, this is a double-edged sword - when forced into a disadvantageous aerial position, Tank's options are kind of limited.

Tank has one mid-air jump just like most of the rest of the cast, does not have the ability to wall-jump or wall-cling, but can crawl. (It should be noted that Tank's crouch is very minimal, simply having the chassis sit a little lower than normal.) Furthermore, Tank has Passive Armor, which works similarly to Bowser's Tough Guy or Kazuya's Tough Body. This allows Tank to be immune to flinching when hit by an attack that deals 15 units of damage or less, but only when grounded. (Comparatively, Bowser has 19 units and Kazuya has 14.)
  • Stats
    • Weight: 133 (King K. Rool)
    • Walk Speed: 1.115 (Samus)
    • Initial Dash: 2.115 (Mewtwo)
    • Run Speed: 1.925 (Inkling)
    • Air Speed: 0.924 (Link)
    • Fall Speed: 1.85 (Simon)
  • Ratings
    • Size: 7/10
    • Frame Data: 2/10
    • Damage: 8/10
    • Combos: 3/10
    • KO Power: 7/10
    • Recovery: 4/10
Gimmicks: Tank doesn't have any gimmicks or unique meters/UI elements of note.

Normals:
  • Jab
  • Side Tilt
  • Up Tilt
  • Down Tilt
  • Dash Attack has Tank envelop itself in a shockwave and suddenly burst forward, using its own weight to hit opponents away.
  • Ledge Attack
  • Get-Up Attack

Smash Attacks:
  • Side Smash
  • Up Smash has Tank perform the Lob Shot, a move used in 51 Clubhouse Games' Toy Tanks. This has it effectively charge up and toss a bomb out from its turret, which explodes on impact with an opponent or the ground. The amount you charge the attack will impact how high it goes, though it will always fall in a slight arc forward after use. Interestingly, the bomb itself counts as a projectile, so you're actionable even after using the attack.
  • Down Smash sees Tank rapidly drive in a circle and plant two mines, one to either side of it. Then, when you actually perform the attack, it shoots the mine to its front - with both of them exploding with their own circular radius. Whilst the attack itself is very powerful, it's unique in that the mines will damage Tank itself if an opponent hits them first, so be careful about using it if they're in a position to let that possibly happen.
Aerials:
  • Neutral Air has Tank rotate in such a way that the top is facing the camera, before the turret rapidly spins around once. It's a fairly quick tool, but lacks in outright damage and isn't safe on shield.
  • Forward Air has Tank pivot forward whilst firing a quick spray of three consecutive shots with low-powered bullets, one to the front, and then two diagonally downward. It massively lacks in vertical coverage.
  • Back Air has Tank swing around the turret and create a blast behind it, which pushes it forward and deals surprisingly big damage. That said, it's got quite a bit of endlag seems as the turret then needs to rotate back into place.
  • Up Air has Tank tilt the turret upward before firing a rocket, which has the effect of putting you in fast-fall when used, but also does big damage on opponents that it manages to actually hit.
  • Down Air has Tank rev up its tracks below it, which multi-hit opponents that it hits, comboing into its own hits akin to Yoshi's down air. Unlike Yoshi's, Tank's has somewhat less range and a couple less overall hits, but deals more outright damage.
Grabs & Throws:
  • Grab has Tank roll on top of the enemy and use its own weight to hold them in place!
  • Pummel simply has Tank spin its treads, crushing them into the ground in a sense.
  • Forward Throw has Tank roll backward, having left a mine in front of it - which explodes, knocking the opponent forward and setting them on fire!
  • Back Throw has Tank move forward before spinning its turret and firing a rocket down into the opponent, resulting in an explosion that launches them away with pretty high knockback!
  • Up Throw has Tank simply move out of the way as the opponent ends up on the turret, before it fires upward with an explosion that launches the opponent directly above it.
  • Down Throw has Tank fire an explosion out of its turret directly above it, using the resulting downward force to crush and bury the opponent below it. The length of time they remain buried depends on how high their damage is, akin to K. Rool's down throw.
Specials:
  • Neutral Special - Bullet has Tank fire forward a small bullet, which it's also able to spam by repeatedly tapping the attack (though only three can be on screen at a time.) Interestingly, the bullet can richochet off walls, items, and other surfaces up to twice, though vanishes in a small explosion if directly attacked. It's capable of making an opponent flinch. If you hold the attack, Tank is now capable of aiming the bullet, with the direction it will move in being indicated by a dotted line and an X akin to the original game's cursor. You can control the direction the bullet fires in with the control stick. This allows a greater degree of control over the attack.
  • Side Special - Rocket is a more powerful projectile that explodes on impact with an opponent, object, or surface. It's fast-moving, and you can slightly influence the direction of fire by holding up or down whilst inputting the attack. However, there's a slight backward recoil after use which is even more pronounced when airborne, so try not to use this when recovering?
  • Up Special - Self-Detonation
  • Down Special - Mine has Tank plant a Mine underfoot, before rolling forward slightly. If used on the ground, it'll plant itself there - if used whilst airborne, it'll drop to the ground. The Mine itself will automatically detonate after 10 seconds, or if anything touches it - including a player or an attack - with a large, circular blast radius capable of K.O.ing opponents from mid-Battlefield at around 80%. That said, you're also not immune to the blast, so be sure to stay clear. That being said, similar to Snake's C4, you can use this as a recovery tool if you're really in a pinch.
  • Final Smash -
 

MasterCheef

Smash Ace
Joined
Jul 7, 2021
Messages
649
Master Chief’s Final Smash = Incineration Cannon
Master Chief’s weapons = Z-180 Scattershot & needler
MC’s down Special = reinforce = ( damage / speed ) boost or ammo
Master Chief’s Horizontal Special = light armor shield
Master Chief‘s Neutral Special = weapon fire
Master Chief’s up Special = grapple-shot
 

Perkilator

Smash Legend
Joined
Apr 8, 2018
Messages
10,539
Location
The perpetual trash fire known as Planet Earth(tm)
Intro: Estelle jumps from the sky and twirls her Bo Rod.

Stance/Idle 1: Estelle’s battle stance from the Trails games.
Idle 2: Estelle twirls her Bo Rod once.
Idle 3: Estelle stretches her arms while holding her Bo Rod.

Notable Palette Swaps:
  1. SC design (default)
  2. FC design (red)
  3. Joshua (black)
  4. Scherezard (purple)
  5. Olivier (white/yellow)
  6. Kloe (blue)
  7. Agate (green)
  8. Loewe (grey)
Walk: Estelle cheerfully walks forward.
Dash: Estelle runs with her Bo Rod in both hands.
Damage: Her damage animation from the Sky trilogy.
Jump: Estelle pushes her Bo Rod on the ground for her first jump, then twirls around for the second jump.
Crouch: Estelle crouches with her Bo Rod in one hand.

Normal Attacks
Jab: Pummel; Estelle constantly pummels the enemy with her Bo Rod (1-2% each hit, small knockback), finishing with a horizontal swing (5%, small knockback)
Forward+A: Estelle spins her Bo Rod around (10%, OK knockback)
Up+A: Estelle pokes her Bo Rod above herself (9%, OK knockback)
Down+A: Estelle pokes the ground with her Bo Rod, tripping the opponent (8%, small knockback)
Dash Attack: Estelle thrusts forward while pointing her Bo Rod diagonally downward (11%, OK knockback)
Edge Attack: Estelle pokes along the ground (9%, small knockback)
Get-Up Attack: Estelle sweeps around herself (8%, small knockback)

Aerial Attacks
Air+A: Estelle twirls her Bo Rod in front of herself (12%, OK knockback)
Air Forward+A: Estelle swings her Bo Rod forward (13% with a meteor effect, OK knockback)
Air Back + A: Estelle pokes the opponent behind her (10%, small knockback)
Air Up+A: Estelle swats above herself with her Bo Rod (13%, OK knockback)
Air Down+A: Estelle swats below herself with her Bo Rod (13%, OK knockback)

Smash Attacks
Forward+A: Estelle plants her Bo Rod into the ground and holds onto it while performing a horizontal kick (22%, medium knockback)
Up+A: Estelle fiercely twirls her Bo Rod above herself (22%, medium knockback)
Down+A: Estelle pokes her Bo Rod on both sides downward (17% each hit, OK knockback)

Grab Game
Grab: Estelle grabs the opponent by the ear
Pummel: Estelle bonks the enemy with her Bo Rod (2%)
Forwards+Throw: Estelle shoves the opponent with her rear end (12%, OK knockback)
Back+Throw: Estelle runs behind the opponent and bats them away (10%, OK knockback)
Up+Throw: Estelle kicks the opponent into the air (9%, small knockback)
Down+Throw: Estelle catches the opponent with her Bo Rod and tosses them to the ground (14%, OK knockback)

Gimmick: S-Break
Each special move has a charged version called an S-Break that can be stored for later by holding B, even during a special move, but only one special move can be charged at a time. If you use a special move other than the S-Break (which is indicated by what color the orb on the HUD is), you use the normal version of that special move. Pressing Shield before the full charge resets the charging process.

S-Break Colors:
  • Red = Neutral Special
  • Blue = Side Special
  • Yellow = Up Special
  • Green = Down Special
In addition, Estelle’s Bo Rod has different sweetspots depending on whether she uses a poke attack or a swing attack.

Special Moves
B : Comet
; Estelle fires a ballistic wave of energy that can be aimed using the control stick.
  • The normal version fires a spread shot in a somewhat small radius (14%, OK knockback)
  • The charged version fires an actual comet that goes through multiple opponents (25%, medium knockback)
B + Forwards : Barrage; Estelle jumps towards the opponent before beating them with her Bo Rod.
  • The normal version sees Estelle performing a vaulting jump and swinging her Bo Rod downwards (16%, OK knockback). However, Estelle is left wide open during the attack, so if she gets hit, she will be sent spinning towards the ground, unable to do anything in the process.
  • The charged version sees Estelle spinning her body in the direction pointed and hitting opponents multiple times (25%, medium knockback).
B + Up : Hard Break; Estelle leaps into the air and falls down, using her Bo Rod to attack opponents from above.
  • The normal version has Estelle jump up and use her Bo Rod as a pogo stick, bouncing off either the ground or an opponent (14% with a footstool effect, OK knockback)
  • The charged version has Estelle jump higher (at the cost of less horizontal distance) and deliver a strike that breaks an opponent’s shield, at the cost of not being able to pogo off of anything (23% with a meteor effect, medium knockback)
  • Both versions of the attack can be canceled by tilting up on the control stick after you’ve jumped into the air
B + Down : Hurricane; Estelle twirls her Bo Rod in front of herself and blows away whatever’s in front of her, but can’t protect from behind.
  • The normal version is a twirl that reflects projectiles
  • The charged version has Estelle spinning wildly in the direction she’s facing, hitting opponents multiple times (20%, OK knockback)
Final Smash: Wheel of Time; Joshua appears in front of Estelle and dashes towards a single opponent (5%). The opponent is then taken into a cutscene where Joshua unleashes Phantom Raid, and then Estelle runs around in a vortex as orange lightning rains down from the sky (55%, devastating knockback).

Taunts
Up: “Let’s go, let’s go!” Estelle rolls her arm backward twice to boost her teammates’ morale.
Side: “Hey! Pay attention!” Estelle reaches her hand forward.
Down: Estelle makes a face by pulling her eyelid and sticking out her tongue while twirling her Bo Rod.

Winposes
1: “Piece of cake!” Estelle twirls her Bo Rod and gives a peace sign.
2: Estelle and Joshua do a high five before standing back to back with each other.
3: Estelle twirls her Bo Rod before giving a fist bump into the air.

Applause: Estelle respectfully claps for the winner.
Icon: The emblem of the Bracer Guild
Boxing Ring Title: The Extraordinary Bracer
Star K.O.: “I’m sorryyyyyy…!”
Victory Music: Victory! (Trails in the Sky)
Kirby Hat: Estelle’s hair
 
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Perkilator

Smash Legend
Joined
Apr 8, 2018
Messages
10,539
Location
The perpetual trash fire known as Planet Earth(tm)
Intro: Chun-Li’s battle intro from 3rd Strike.

Stance/Idle 1: Chun-Li’s stance from SFIV onwards. Like other fighting game characters in Smash, Chun-Li always faces her opponent in 1v1 matches.
Idle 2: Chun-Li’s secondary idle animation from SFIV onwards.
Idle 3: Chun-Li rolls her head from left to right.

Notable Palette Swaps
  • Chun-Li as she appears in 3rd Strike
    1. Default
    2. LK (purple)
    3. Start + LP (turquoise/red)
    4. Start + HP (red)
    5. Start + HK (black/red)
    6. SSF2 Punch (gray)
    7. SSF2 Kick (orange)
    8. Shadow Lady
  • Chun-Li as she appears in Alpha
    1. Default
    2. Alpha Strong (gray)
    3. Alpha Fierce (slate blue)
    4. Alpha Short (green/red)
    5. Alpha Forward (pink)
    6. Alpha Roundhouse (orange)
    7. V-Ism Punch (red/white)
    8. ICPO bomber jacket (special costume)

Walk: Her walk animation from 3rd Strike.
Dash: Her run animation from 3rd Strike.
Damage: Her damage animation from 3rd Strike.
Jump: Her jump animation from 3rd Strike; unlike Ryu and Ken, Chun-Li can triple jump.
Crouch: Her crouch animation from 3rd Strike.

Normal Attacks
Chun-Li can perform her famous Hyakuretsukyaku by mashing A or B after performing most attacks. Not every attack can go straight into this, though, and while it can beat out normals, it loses to projectiles and disjoints. Her normals also have Light and Heavy variations.

Jab:
  • Light: LP, LK, Yokusenkyaku (9%, OK knockback)
  • Heavy: Standing Roundhouse (11%, OK knockback)
  • Heavy Close: Hakkei (11%, OK knockback)
Forward+A:
  • Light: Standing MK (8%, small knockback)
  • Light Close: Close Standing HK (9%, OK knockback)
  • Heavy: Standing HP (11%, OK knockback)
Up+A:
  • Light: Standing LK (5%, small knockback)
  • Heavy: Far Standing MK (9%, OK knockback)
Down+A:
  • Light: Crouching LK (3%, small knockback)
  • Heavy: Crouching HK (11%, OK knockback)
  • Heavy Close: Crouching MK (9%, OK knockback)
Dash Attack: Souseikyaku (12%, OK knockback)
Edge Attack: Sweeping Blow (6%, small knockback)
Get-Up Attack: Spinning Kick (5%, small knockback)

Aerial Attacks
Air+A: Jumping HP -> HP (6% -> 5%, small knockback)
Air Forward+A: Jumping MK (10%, OK knockback)
Air Back + A: Jumping HK (14%, OK knockback)
Air Up+A: Jumping LK (6%, small knockback)
Air Down+A: Yousoukyaku (4% each hit with a footstool effect, small knockback)

Smash Attacks
Forward+A: Kikosho; Chun-Li thrusts forward and generates a wave of energy in front of her, as it appears in 3rd Strike (18%, medium knockback). When fully charged, it becomes a giant orb that slightly covers Chun-Li, similar to its appearance in Marvel vs. Capcom 3 (28%, medium knockback). However, Chun-Li tires after the attack no matter the charge, so you can’t follow up with Hyakuretskyaku.
Up+A: Tenkukyaku (22%, medium knockback)
Down+A: Genden Assassination Kick (23%, medium knockback)

Grab Game
Grab: Her grab animation from the games.
Pummel: Chun-Li knees the opponent (2%)
Forwards+Throw: Koshuutou (11%, OK knockback)
Back+Throw: Tenshin Shushu (14%, OK knockback)
Up+Throw: Chun-Li performs a two-hit rising kick that launches opponents upwards (10%, small knockback)
Down+Throw: Sen’en Shu (10%, OK knockback)

Gimmick: Super Art Gauge & EX Command Inputs
Chun-Li has a gauge that allows her to use one of three stocks to perform an EX Special by inputting the original commands. This gauge also changes her Final Smash.

Special Moves
B : Kikoken
; Chun-Li shoots a fireball from a single hand (12%, small knockback). Light Kikoken travels further but slower, while Heavy Kikoken travels faster but less of a distance. The EX Command Input is ←↙↘→ or ←↓→.
B + Forwards : Spinning Bird Kick; Chun-Li performs a spinning kick that hits opponents multiple times (15%, OK knockback). This attack can pass through projectiles and, like Kikoken, the Light version travels slower while the Heavy version covers less range. The EX Command Input is hold ↓, then press ↑ and B.
B + Up : Tenshokyaku; Chun-Li launches into the air with a series of powerful rising kicks (15%, OK knockback). This move's great launch power makes it an effective kill confirm, but it can't snap to ledges, making it easy to edgeguard against. The EX Command Input is →↗↑ or →↑.
B + Down : Hazanshu; Chun-Li performs a frontflip kick that launches anything in her path with considerable force (22%, medium knockback). The end of the attack can also spike opponents, but the rest of the move makes Chun-Li susceptible to whiff punishes. The EX Command Input is →↘↙← or →↓←.

Final Smash: Super Arts; Chun-Li performs a Super Art, with the level depending on how many stocks she had in her Super Art Gauge. Keep in mind that the level of the Super Art is how many stocks it requires.
  • Lv. 1: Senretsukyaku; Chun-Li moves forward and attacks with a series of powerful kicks with both legs (8% each leg) before finishing with an upwards kick that launches opponents vertically upward (19%, far knockback). This is the only Super Art that can still be used even when Chun-Li has no meter.
  • Lv. 2: Shichisei Ranka; Chun-Li performs a Spinning Bird Kick that sucks in opponents within the vicinity, followed by a Tenshokyaku and finishing with a Tensei Ranka that smashes the enemy downwards (49% with a meteor effect, far knockback)
  • Lv. 3: Shichisei Senkukyaku; Chun-Li dashes forward. If it connects, the first opponent the attack hits sends a shockwave behind them that hits any opponent behind them, finishing with a powerful kick that launches opponents backwards. (63%, devastating knockback). If the attack brings the opponent’s damage past 100%, they are instantly K.O.’d. This Super Art can also be used to recover purely because of the incredible distance traveled, even if it doesn’t hit anything.

Taunts
Up: “Are you serious?” Chun-Li’s taunt from SFV.
Side: Chun-Li performs her famous “Gomen ne!” taunt; it can also damage nearby opponents (3%)
Down: Chun-Li’s taunt from 3rd Strike.

Winposes
1: Chun-Li’s “Yatta!” victory animation from SFII.
2: Chun-Li’s victory animation from Marvel vs. Capcom 3.
3: Chun-Li’s victory animation from SFIV.

Applause: Chun-Li respectfully claps for the winner
Icon: SF
Boxing Ring Title: The Strongest Woman in the World
Star K.O.: A variation of her K.O. scream from SFII.
Victory Music: Victory! Street Fighter
Kirby Hat: Chun-Li’s hair, the appearance of which changes depending on which of Chun-Li’s alts is being used
 
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LiveStudioAudience

Smash Master
Joined
Dec 1, 2019
Messages
3,998
Mallow

A Jabs: Unarmed Punches

A Side/Dash: Cymbals

A: Down/Up: Whomp Glove

Air Neutral/Forward/Back/Up/Down: Froggie Stick

Floor/Edge Attack: Sticky Glove

Grabs/Pummels/Throws: Ribbit Stick

Smash Side/Up/Down: Sonic Cymbals

[All special moves will be based around Mario RPG button timing with stronger effects if done right]

Neutral Special: Thunderbolt - Scattered lightening around Mallow that will damage other fighters [Area of effect will expand if perfectly timed)

Forward Special: Snowy - Temporarily creates a snowman in front which will damage & temporarily slow down fighters [freezing them if perfectly timed]

Up Special: Trampoline - Mallow bounces off a smile trampoline [turns into a warp trampoline that damages nearby fighters if on ground and perfectly timed]

Down Special: Shocker - A powerful lightening bolt in front of Mallow [small continual electrical damage to fighters if perfectly timed]

Final Smash: Star Rain - A giant star hits the stage with greater damage via B button timing

Up Taunt: Mallow's body separates a few times
Side Taunt: Mallow briefly starts to cry before quickly shaking his head
Down Taunt: Mallow temporarily turns into a scarecrow before turning back

Victory Screen 1: Mallow holds up victory sign with fingers.
Victory Screen 2: Raises up and consumes a Froggiedrink complete with sparkle
Victory Screen 3: An HP Cloud rains on a smiling Mallow

Alts: Normal/Thick Pants/Mega Pants/Happy Pants/Sailor Pants/Fuzzy Pants/Fire Pants/Prince Pants

Fighting Strategy: Mallow is the close range fighter. Major use of timed hits as he is all about staying close to fighters and hitting them hard at select moments. He's floaty in air and lacks some speed while having stronger throws/pummel as a trade off.
 

Perkilator

Smash Legend
Joined
Apr 8, 2018
Messages
10,539
Location
The perpetual trash fire known as Planet Earth(tm)
Inspired by Delzethin's recent video:
Intro: BWD flies onto the stage with his parasol, then closes it as he lands

Stance/Idle 1: His idle animation from Return to Dream Land onwards.
Idle 2: BWD stretches his arms.
Idle 3: BWD admiringly glances at his weapon.

Notable Palette Swaps
  1. BWD (dee-fault)
  2. P2 colors (yellow)
  3. P3 colors (cyan)
  4. P4 colors (green)
  5. Kirby (pink)
  6. King Dedede (cyan/red)
  7. Meta Knight (navy blue)
  8. Game Boy sprite (monochrome)
Walk: His walk from the modern Kirby games.
Dash: His dash from the modern Kirby games.
Damage: His damage animation from the modern Kirby games.
Jump: His jump from the modern Kirby games, followed by a Parasol Drift that works similar to Mewtwo’s double jump. You can glide by holding the jump button after the parasol opens.
Crouch: His crouch from the modern Kirby games.

Normal Attacks
Jab: Multispear Thrust; BWD stabs once (2%, small knockback), followed by a flurry of spear thrusts (1% each, small knockback), finishing with one final thrust (3%, small knockback)
Forward+A: Spear Thrust; BWD thrusts his spear straight forward (7%, small knockback)
Up+A: Skyward Thrust; BWD thrusts his spear upwards (7%, small knockback)
Down+A: Slide; Slide; BWD slides across the ground (7%, small knockback)
Dash Attack: Ground Thrust; Ground Thrust; BWD dashes a long distance and runs his spear through the ground, thrusting upwards at the end (8%, OK knockback). By pressing the jump button again during the attack, BWD instead performs an evasive pole vault.
Edge Attack: BWD pokes on the edge (6%, small knockback)
Get-Up Attack: BWD spins on the ground (8%, OK knockback)

Aerial Attacks
Air+A: Windmill; BWD twirls his spear below himself (9%, OK knockback)
Air Forward+A: Beam Blast; BWD turns forward and electrifies the beam staff to the point that sparks surround it (9%, OK knockback)
Air Back + A: Back Thrust; BWD thrusts his spear behind himself (9%, small knockback)
Air Up+A: Cycle Beam; BWD waves the beam staff above himself (9%, small knockback)
Air Down+A: Moon Drop; BWD falls down while spinning and thrusting his spear below himself (11%, OK knockback)

Smash Attacks
Forward+A: Beam Whip; BWD swings a beam downwards (16%, OK knockback)
Up+A: Chumbrella; BWD thrusts his parasol above his head and opens it around the entire space just above it (17%, OK knockback)
Down+A: Back Thrust; BWD jabs forward once, then behind himself the second time. The spear thrusts focus on attacking the opponent directly (16% each hit, OK knockback), while the beam staff blast focuses on defending BWD from behind (16%, OK knockback).

Grab Game
Grab: BWD grabs the opponent with his stubby little hand
Pummel: A headbitt (2%)
Forwards+Throw: Parasol Drill; BWD charges forward while holding his parasol in front of him, drilling into opponents and dragging them along (9%, OK knockback)
Back+Throw: Capture Beam; BWD turns around and fires the opponent away with a flurry of energy balls (8%, small knockback)
Up+Throw: Circus Throw; BWD hoists the opponent on top of his parasol then spins them around before tossing them away (11% OK knockback)
Down+Throw: BWD jumps up and performs a weaker Megaton Punch (9%, small knockback)

Special Moves
B : Wave Beam; after charging up energy, BWD fires a large ball of energy straight forward (19%, medium knockback)
B + ← → : Spear Throw; BWD throws his spear in an arc ahead of him (7% each, small knockback). On the ground, BWD can charge three spears to throw at once by holding B. When B is mashed in the air, BWD throws several spears in rapid succession.
B + ↑ : Waddle Copter; BWD twirl his spear around above his head, using it to take flight and hit opponents multiple times (16%, OK knockback)
B + ↓ : Parasol; BWD uses his parasol to attack in different ways. On the ground, BWD performs Parasol Twirl, where he hops up and multi-hits the opponent (2% each hit, small knockback) until he rides along the ground by holding B. In the air, BWD instead performs Parasol Dive, where he dives diagonally downward while twirling his parasol beneath him (13% with a meteor effect, OK knockback)

Final Smash: Megaton Punch; BWD punches up to two opponents in front of him (7%), both of which are taken into a cutscene emulating the Megaton Punch minigame. BWD jumps high into the air, and then punches the ground with enough force to create a fissure that snaps Pop Star in two (55%, devastating knockback). Opponents above 100% are instantly K.O.'d.

Taunts
Up: BWD happily waves his arms.
Side: BWD looks around him, loosely mimicking his artwork from Return to Dream Land.
Down: BWD falls asleep, thinking about an apple.

Winposes
1: BWD’s win pose from the Megaton Punch minigame.
2: BWD spins his spear and raises it upwards, mimicking his summon animation from Star Allies.
3: BWD's victory animation from Return to Dream Land.

Applause: BWD opens his parasol in the rain, sad about losing
Icon: Kirby series icon
Boxing Ring Title: Helper to Hero
Victory Music: Victory! Kirby Series
Kirby Hat: BWD’s…well, bandana.
 

Perkilator

Smash Legend
Joined
Apr 8, 2018
Messages
10,539
Location
The perpetual trash fire known as Planet Earth(tm)
Intro: Revali lands with grace before getting ready to fight.

Stance/Idle 1: Revali makes a pose similar to his artwork from Breath of the Wild.
Idle 2: Revali brushes his feathers.
Idle 3: Revali adjusts the string on the Great Eagle Bow.

Notable Palette Swaps
  1. Revali (default)
  2. Teba (white)
  3. Saki (purple)
  4. Harth (black)
  5. Kaneli (gray)
  6. Kass (cyan)
  7. Quill (brown)
  8. Decidueye (green)
Walk: Revali walks proudly with the Great Eagle Bow by his side.
Dash: Similar to Falco’s dash.
Damage: Similar to Falco’s damage animation.
Jump: Revali jumps with grace, then flaps his wings up to five times while resting the Great Eagle Bow on his back.
Crouch: Revali observes the opponent with an eagle’s eye.

Fighter Ability: Arrows
Revali can select different arrows for his attacks
  • Wind Arrows are regular arrows imbued with the power of wind. Fast and long-range, but somewhat weak and only deals knockback when further away (and even then, only OK knockback)
  • Fire Arrows deal more damage and knockback but take slightly more startup
  • Ice Arrows deal less damage but have a chance of freezing opponent at higher percents
  • Shock Arrows deal more damage at the cost of less knockback
  • Bomb Arrows deal the most damage and knockback but also hurt Revali if he’s too close
For the sake of consistency, no damage values will be shown in this moveset, as each type of arrows deals different amounts of damage.

Normal Attacks
Jab: Revali performs two roundhouse kicks followed by a strike from his bow. The Wind, Fire and Shock Arrows can lead to a flurry attack, but the Ice and Bomb Arrows cannot.
Forward+A: A downward backhanded strike with the Great Eagle Bow.
Up+A: A 540 kick.
Down+A: Revali sweep kicks across the ground.
Dash Attack: Revali performs a multi-hit spinning beak attack.
Edge Attack: An axe kick.
Get-Up Attack: A 360 sweep kick across the ground.

Aerial Attacks
Air+A: Revali spins the Great Eagle Bow in front of himself.
Air Forward+A: Condor Dive; Revali dives downward at a curved angle while attacking with his beak.
Air Back + A: A spinning hook kick.
Air Up+A: A backflip kick.
Air Down+A: A frontflip kick.

Smash Attacks
Forward+A & Up+A: Revali fires a spread shot from his bow with various effects.
  • Wind and Fire Arrows fire in a fan shape consisting of five arrows
  • Ice and Shock Arrows explode in a burst, with the latter dealing multiple hits
  • Bomb Arrows fly off from the Great Eagle Bow and explode upon contact with the ground or with another opponent
Down+A: Revali jumps into the air and fires an arrow that bursts on the ground below him

Grab Game
Grab: Revali grabs the opponent with his open hand and a smug look on his face.
Pummel: A knee strike.
Forwards+Throw: Revali flaps his wings and attacks with a sonic boom.
Back+Throw: Revali nonchalantly tosses the opponent behind himself.
Up+Throw: A backflip kick.
Down+Throw: Revali shoots an arrow at the ground.

Special Moves
B : Aero Sniper; Revali charges an arrow that can be aimed and shot in front of Revali. The power is comparable to that of the Staff item, but at the cost of high endlag. When used in the air, Revali instead turns his body sideways and spins in the air while firing a volley of arrows.
B + ← → : Rito Talons; Revali grabs the opponent with his talons.
  • When used on the ground, Revali performs a spinning heel kick. If successful in grabbing the opponent, Revali performs a graceful backflip before slamming his opponent on the ground. Revali can move either forward or backward during the second part of the grounded version, but the opponent can push back.
  • When used in the air, Revali instead pins the opponent to the ground before hopping backwards and firing an arrow.
    • Be warned that if you use the aerial version and there’s no platforms to land on after grabbing an opponent, Revali will K.O. both himself and his opponent, with Revali being K.O.’d first.
B + ↑ : Revali’s Gale; Revali performs a variation of Falco’s Fire Bird that travels further but doesn’t deal damage.
B + ↓ : Great Eagle Bow; a menu similar to that of Breath of the Wild appears above Revali’s head and five types of arrows (Wind, Fire, Shock, Ice and Bomb) are available to select.

Final Smash: Divine Beasts; a gust of wind travels forward in front of Revali and snares any opponents in front of him. Any opponents hit are subject to Revali dashing forward and then taken into a cutscene where he and the other three Champions summon their respective Divine Beasts on a space with a gray-ish floor and dark background The Divine Beasts fire lasers at the center, which then burst into smaller lasers that rain upon the opponents.

Taunts
Up: “You really think you can keep up?” Revali beckons the opponent to attack.
Side: “REVALI’S GALE! …is now ready.” Revali says this in line with the animation that plays in Breath of the Wild.
Down: “Watch and learn.” Revali strikes a pose where he readies the Great Eagle Bow.

Winposes
1: “Impressive, I know.” Revali spins the Great Eagle Bow in victory before striking a pose resembling his artwork from Breath of the Wild.
2: Revali mockingly laughs at the opponent as he flies in and lands.
3: “You revolt me. Begone.” Revali folds his arms and looks the other way.

Applause: Revali folds his arms and looks to the side in disappointment.
Icon: Triforce
Boxing Ring Title: Champion of the Rito
Star K.O.: “Nooooo…!”
Victory Music: https://youtu.be/CvaFBKE2DW0
Kirby Hat: Revali’s head feathers, eyebrows and braids.
 
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