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Darkmega's PSA idea thread...

Darkmega

Smash Apprentice
Joined
Nov 6, 2009
Messages
88
Darkmega here again... I'm truly amazed at the work everyone has been doing with the PSAs. I have a truck load of ideas as I'm about to point out, but none of them will be doable by myself unfortunately. This is why, I wish to post these here, for whoever is interested in trying out these ideas to make some PSAs. Unless you point me to a thread with the exact same ideas to the letter, these are all my original ideas, and before anyone asks, feel free to nip off with them to use as new PSA hacks should any of you find the time to pick up another one. Please tell me if any of these are impossible or if certain parts may be impossible at the time. so I know, other than that, please look over these and tell me what you think of the ideas.

Suplex Warrior Kirby
A attack: Rapid vulcan jab. Double range as original multi-hit AAA combo finisher, 1% per hit.
Side and up tilt: the same.
Downtilt: breaker spin. (dash attack only without movement)
dash attack: Moving breaker spin (aka the same, but that's what it's called), or could be swapped with leg sweep which is a short slide distance (perhaps of the original downtilt) which trips and or spikes, or minor upwards launch.
Downsmash: Megaton punch. Kirby punches the ground with the megaton punch. Long recoil and start up, but anything on the ground gets tripped for minor damage, those relatively close get pitfalled.
Side smash: Spin kick. Aka his usual smash but it goes a short distance to the side (say half of wariomans elbow distance) and gives a second of invulnerability at start up. But has a slight recoil at the end. less knockback than usual.
Upsmash: same. or could be swapped for a minor rising break dealing multiple weak hits or a single powerful hit with moderate knockback.
all airs the same. Except down air which is toe point kick, which is the original suplex kirby's primary melee attack. Uses a downthrow in a single frame. A hit deals minor damage and spikes.
B: Inhale grab. Inhale like normal only once they reach eat range it swaps to a grab. or if possible swaps to a separate set of throws, where forward and back input uses item throw to lob enemy forward and semi-horizontal knockback. Up uses sidetaunt spin to throw enemy into air with tornado throw. Down does nothing or item throws downwards to the ground to bounce them up at a slight angle.
Side B: Starts with a dashing grab (like that of ganon). Successful hit triggers "rock drop" aka, a high jump suplex body slam where he lifts them above his head and before landing slams them on the ground. About bowser side special knockback and hammer damage.
Down B: Furry stamp. Triggered the same way as side B. Kirby rushes in, grabs, and it triggers the original downthrow which deals extra damage but with no knockback.
Up B: Ninja drop. Ditto as the last only triggers original up throw known as ninja drop and some know it as the seismic suplex. Upon landing has splash knockback for a considerable range size.
Forward throw: Same, more damage.
Backwards: Practically the same only he jumps back with them in a sonic style backthrow to slam them hard. more knockback therefore.
Downwards: Body Slam: A strong item throw or maybe weapon smash hit to slow enemy on the ground to bounces them up at a vertical angle or maybe a bit more than 45 degrees.
Up throw: backbreaker. Jumps up with them above his head and on landing they get bent behind him for major damage then throw off at a similar angle to the body slam.
Final smash: CRASH. Kirby sparks with electricity. During a charge period he is vulnerable to attacks and if he is flinched it will cancel the smash. If not canceled by charge time, the screen erupts in white (if that's possible) and everyone takes a lot of multihit damage before getting sent off with random angle considerable knockback. Afterwards he is stunned for a few seconds of cooldown (like when he seems to fall asleep for a second or so on the original games after use). During this time he is also vulnerable. During the actual crash he is invulnerable.
(obviously focuses on grabs. Would be very good for chain grabs as a speciality. :p)

Metroid prime corruption Samus
AAA: punch, blaster hit, then sidetilt attack to finish the combo. 2nd hit no longer knocks back, but spikes. kick deals the knockback.
Sidetilt: Plasma beam (fire beam, or whatever you wanna call it). Has a short charge time where she shoots a short range fireball style projectile for minor damage and no knockback. Mainly as a keep away shot.
downtilt: Same as before except she fires it three times as a rolling explosion. Less damage and knockback however.
uptilt: Same, but it spikes instead (if it didn't already).
Sidesmash: plasma punch. Has more charge up, but the punch ends with an explosion which sweepspots in the center at the tip of the handcannon.
Up smash: Same, but maybe more splash with less knock and damage to them.
down smash: same.
Grab speed is overall faster. while grabbed punch uses grapple voltage to steal 2% by 2% of energy from the enemy, therefore healing samus per hit. although the time between each possible punch is increased. She also doesn't "punch" them, but they get electrocuted while samus doesn't move. Throws are the same.
B: Charge cannot be kept. But pressing it quickly allows rapid fire like foxes blaster to deal 1% for no flinch damage. Charging is therefore faster however but the blast is weaker overall. The smaller the blast the faster it travels (if that's possible). Large blasts when they reach max range explode with a good point of splash damage. Does the same also upon a hit with the surroundings. Charge of other than instant let go has flinch and obviously increases knockback.
Side B: Smash missiles freeze (or slow, whichever is epicer and or easier) on hit and deal less damage overall. tilt b missiles are not homing but are faster but do not freeze. (not sure if this part is possible but here goes). Charging side B for a short peroid fires a spread of 5 missiles simultaneously but has a longer recoil time. Charged missiles can freeze if not a problem about balance. (thus making them just tilt missiles rather than smash missiles)
Down B: normal press uses morphball bomb. Although they do not float down, and they stay in one spot but explode larger and stronger. Charging down B uses boost ball which shoots samus forward in morphball charged with electricity of the screw jump special effect to deal one reasonably powerful hit of electricity. Has a range equal to that of wariomans sidesmash, and stopping position ends in a crouch position for a short recoil time. Also makes super armored (if possible to do so).
Up B: Same old screw jump, but it can be used multiple times with consecutive B presses. However only the first screw has upwards lift. consecutive presses have horizontal gain with only minor upwards height. After finishing does not induce free fall, but stops her from using it again until she properly lands.
Final smash: Hypermode. Using the uptaunt animation, she charges the PED deals herself some minor damage (10 or so? cause it uses her own energy to power the PED) and goes hypermode for about 15 secs and is invulnerable. During this time, the original blaster is always full charged, and if it is charged further emits a thick rapid spread fire of shots which flinch per hit. all missiles have much more splash and damage but cannot be charged. downspecial uses hyperball which is like boost ball only with a bigger hit box and a lot of electric special effects. Up special stays same. All attacks are buffed up, in terms of damage and knockback for the duration also.

(I'll chuck up a few more later, but as for now, take a look over these.)
 
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