Hello, i used to host "create-a-character" threads back in the melee days, i'm glad to see that they keep the this practice.
I was thinking of Characters that brought something innovative and i came up with this character idea.
DARKNUT
(i'll post pictures later but the model used should be either the one in Twilight Princess or Wind Waker)
Game of Origin: The Legend of Zelda
Usual Role: Tough Enemy, Tough Miniboss
Bio: Darknuts, pretty much like Iron Knuckles, tend to be heavily armored, sword-wielding foes and almost always are among Link's toughest foes. They are skilled in parrying and swordplay and are generally fun to fight against. They sometmes carry other heavy weapons but they prefer Greatswords. They also carry a buckler for defense.
In the latest games they've appeared in, Darknuts are fully covered in armor, and you have to strip them of it in order to actually damage them. They usally carry lighter armor under the heavy plates (Light chainmail in Twilight Princess) so they're not naked. I decided to use this concept for his smash bros incarnation:
The Darknut Starts the battle wearing a full suit of armor, which makes him extremely slow and heavy but also very resistant to knockback and incredibly strong. He actually takes no damage with his armor, instead the armor gets damaged and loses parts: Helmet, Armor, Shoulderpads, Leg Protection, Gauntlets, Buckler and finally its Sword. All of them become throwable items when they fall off (you can't put them back on). I haven't decided how much damage the armor takes, but it should be a balanced number; Darknut's statistics change completely when he loses his armor: he begins taking damage, becomes considerably lighter and faster and his attacks lose strenght. This should be implemented so he doesn't become broken. As soon as he loses all of his armor, his greatsword falls as well, and as soon as he stands on the ground he pulls a smaller, thinner one-handed sword which he keeps for the rest of the fight (that is, until he dies; when Darknut revives he comes back with full armor)
The armor comes off faster if Darknut is attacked from behind.
Character Stats
The stats are different for full armor / unarmored.
Weight: 5/5 (armor), 2/5 (no armor)
Speed: 1/5 (A), 3/5 (NA)
Strength: 5/5 (A), 2/5 (NA)
Falling Speed 5/5 (A), 4/5 (NA)
Jumping: 1/5 (A), 3/5 (NA)
In Exchange for his initial durability, he has a great difficulty returning to the platfom if knocked out of it, as his jumping and recovery are subpar. If he ever falls off the platform while wearing his full armor, he drops like a rock (although as previously mentioned, he doesn't accumulate damage while in his armor)
While he has his buckler, he can crouch to block most projectiles and weaker hits too, making Darknut a pretty tough foe to bring down (again, this should be carefully balanced)
If he picks up his greatsword after he loses it, and throws it, it acts as a high priority thrown weapon, ignoring shielding and dodges. It also travels very fast but disintegrates after contact. Only Darknut can throw it in this manner.
Darknut's Dodge lasts like Link's, and his Roll is a quick sidejump, but has a bit of lag upon finishing the move.
A Moves
-Darknut's A and Triple A are a relatively quick Elbow attack, then Punch, then a Fast Kick. Somewhat difficult to combo.
- Darknut's Tilt A moves are a variety of medium speed sword slices, kicks and Buckler Charges (if he loses the buckler, it's an elbow charge)
-Darknut's Air Moves are limited because of his weight and low jumps: he just pokes his sword at the direction you press, and his Neutral Air is a Knee Kick somewhat like Captain Falcon's forward Air. All of these attacks become faster as he loses armor pieces. Down Air makes him thrust his sword in the ground, with insane strength but a long recovery time.
-Darknut's Smash Attacks all take a split second to come off but the attack itself is very fast.
-Upsmash makes a Vertical Swing starting from the ground after charging power.
-Front Smash pauses for a split second before sending an arc-slash from the back , similar to Marth's.
-Down Smash does a Low Spin Attack hitting Front, then back.
Grabs / Throws
Darknut's grab has decent speed and average range. The throws themselves don't have much force but it's easy to start a combo with them on Big Characters at low percentages.
B Moves
Up B - Helmsplitter: Darknut rolls forward in a small arc and lands a powerful slash on the ground. It doesn't gain much altitude but it covers a decent horizontal length. Think of it as an horizontal Final Cutter.
Forward B - Shield Attack: You can charge this move. Darknut rushes forward with his buckler in front, stunning the enemy. Doubles as an extra recovery move. It doesn't do much damage, but has a chance to leave the foe stunned (just like when their shield is broken). Also, Darknut blocks projectiles as he does this attack. If you have lost the buckler, the attack becomes a chargeable tackle, and isn't protected from projectiles. It does, however, become much faster.
Neutral B - Mortal Draw: When you press B, Darknut stands with his greatsword in front of him. (If he has his secondary sword, he sheathes it). Press B again and it will unleash a lightning-quick attack, but only if there's an enemy in range. This attack hits very hard and has top priority but it's a bit predictable if used too often.
Down B - Ending Blow: Another chargeable move. Darknut builds power and smashes the floor in front of him creating a huge shockwave. The effect is greater if you do it in the air and land the blow from a considerable height. Once you hit the floor, Small rocks and debris will fly up. When this happens you can combo it with another B move ! :
- Down B + Up B: The Helmsplitter will crush the debris, making it form a sort of projectile shield around the attack.
- Down B + Forward B: The Shield will send rocks flying horizontally.
- Down B + Neutral B: Slashing the rocks will make them fly in a very vertical Arc (sort of like Yoshi's Eggs)
That's it for now, i'll think of more later ^^
I was thinking of Characters that brought something innovative and i came up with this character idea.
DARKNUT
(i'll post pictures later but the model used should be either the one in Twilight Princess or Wind Waker)
Game of Origin: The Legend of Zelda
Usual Role: Tough Enemy, Tough Miniboss
Bio: Darknuts, pretty much like Iron Knuckles, tend to be heavily armored, sword-wielding foes and almost always are among Link's toughest foes. They are skilled in parrying and swordplay and are generally fun to fight against. They sometmes carry other heavy weapons but they prefer Greatswords. They also carry a buckler for defense.
In the latest games they've appeared in, Darknuts are fully covered in armor, and you have to strip them of it in order to actually damage them. They usally carry lighter armor under the heavy plates (Light chainmail in Twilight Princess) so they're not naked. I decided to use this concept for his smash bros incarnation:
The Darknut Starts the battle wearing a full suit of armor, which makes him extremely slow and heavy but also very resistant to knockback and incredibly strong. He actually takes no damage with his armor, instead the armor gets damaged and loses parts: Helmet, Armor, Shoulderpads, Leg Protection, Gauntlets, Buckler and finally its Sword. All of them become throwable items when they fall off (you can't put them back on). I haven't decided how much damage the armor takes, but it should be a balanced number; Darknut's statistics change completely when he loses his armor: he begins taking damage, becomes considerably lighter and faster and his attacks lose strenght. This should be implemented so he doesn't become broken. As soon as he loses all of his armor, his greatsword falls as well, and as soon as he stands on the ground he pulls a smaller, thinner one-handed sword which he keeps for the rest of the fight (that is, until he dies; when Darknut revives he comes back with full armor)
The armor comes off faster if Darknut is attacked from behind.
Character Stats
The stats are different for full armor / unarmored.
Weight: 5/5 (armor), 2/5 (no armor)
Speed: 1/5 (A), 3/5 (NA)
Strength: 5/5 (A), 2/5 (NA)
Falling Speed 5/5 (A), 4/5 (NA)
Jumping: 1/5 (A), 3/5 (NA)
In Exchange for his initial durability, he has a great difficulty returning to the platfom if knocked out of it, as his jumping and recovery are subpar. If he ever falls off the platform while wearing his full armor, he drops like a rock (although as previously mentioned, he doesn't accumulate damage while in his armor)
While he has his buckler, he can crouch to block most projectiles and weaker hits too, making Darknut a pretty tough foe to bring down (again, this should be carefully balanced)
If he picks up his greatsword after he loses it, and throws it, it acts as a high priority thrown weapon, ignoring shielding and dodges. It also travels very fast but disintegrates after contact. Only Darknut can throw it in this manner.
Darknut's Dodge lasts like Link's, and his Roll is a quick sidejump, but has a bit of lag upon finishing the move.
A Moves
-Darknut's A and Triple A are a relatively quick Elbow attack, then Punch, then a Fast Kick. Somewhat difficult to combo.
- Darknut's Tilt A moves are a variety of medium speed sword slices, kicks and Buckler Charges (if he loses the buckler, it's an elbow charge)
-Darknut's Air Moves are limited because of his weight and low jumps: he just pokes his sword at the direction you press, and his Neutral Air is a Knee Kick somewhat like Captain Falcon's forward Air. All of these attacks become faster as he loses armor pieces. Down Air makes him thrust his sword in the ground, with insane strength but a long recovery time.
-Darknut's Smash Attacks all take a split second to come off but the attack itself is very fast.
-Upsmash makes a Vertical Swing starting from the ground after charging power.
-Front Smash pauses for a split second before sending an arc-slash from the back , similar to Marth's.
-Down Smash does a Low Spin Attack hitting Front, then back.
Grabs / Throws
Darknut's grab has decent speed and average range. The throws themselves don't have much force but it's easy to start a combo with them on Big Characters at low percentages.
B Moves
Up B - Helmsplitter: Darknut rolls forward in a small arc and lands a powerful slash on the ground. It doesn't gain much altitude but it covers a decent horizontal length. Think of it as an horizontal Final Cutter.
Forward B - Shield Attack: You can charge this move. Darknut rushes forward with his buckler in front, stunning the enemy. Doubles as an extra recovery move. It doesn't do much damage, but has a chance to leave the foe stunned (just like when their shield is broken). Also, Darknut blocks projectiles as he does this attack. If you have lost the buckler, the attack becomes a chargeable tackle, and isn't protected from projectiles. It does, however, become much faster.
Neutral B - Mortal Draw: When you press B, Darknut stands with his greatsword in front of him. (If he has his secondary sword, he sheathes it). Press B again and it will unleash a lightning-quick attack, but only if there's an enemy in range. This attack hits very hard and has top priority but it's a bit predictable if used too often.
Down B - Ending Blow: Another chargeable move. Darknut builds power and smashes the floor in front of him creating a huge shockwave. The effect is greater if you do it in the air and land the blow from a considerable height. Once you hit the floor, Small rocks and debris will fly up. When this happens you can combo it with another B move ! :
- Down B + Up B: The Helmsplitter will crush the debris, making it form a sort of projectile shield around the attack.
- Down B + Forward B: The Shield will send rocks flying horizontally.
- Down B + Neutral B: Slashing the rocks will make them fly in a very vertical Arc (sort of like Yoshi's Eggs)
That's it for now, i'll think of more later ^^