- Sep 26, 2021
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Maybe it's my lack of familiarity with the characters talking (my main source of Blade knowledge is the Wesley Snipes movie, and I've only seen the original; with Carnage, I've read a bit of Maximum Carnage, and played a bit of the video game, but that's about it in terms of stories that feature him), but I figured Carnage was like Venom where he's a man who gets his power from the symbiote, and he's still human underneath it, while Blade is at least part vampire. (he's not a full vampire since he can walk around in daylight, but he's not entirely human either)Gonna be honest I think that's a little unfair. Blade is still half-human, not undead, so I'm honestly a bit surprised he even qualifies, and since he does count then it should be free game for Carnage as well; This is also in addition to the symbiote technically being a separate entity from the host.
5. Vampire Hunter
(if his moveset requires it, the bottom of the mask can be rolled up to make his mouth visible)
(I feel obligated to have at least one Wesley Snipes-based costume in here)
8. Contest of Champions
Resubmitting my Warworld stage.View attachment 363007
Beating Mongul unlocks Warworld itself as a reward. Takes place inside the arena, sort of like Shao Khan's arena from the Mortal Kombat games. Mongul sits and watches over the arena. Various aliens have gathered to watch the battle, including varoius alien races from the DC universe, and even cameos like Lobo (unless he gets in as a playable character later) and Mongul's own daughter Mongal.
I must say that I was thinking on a Lobo moveset but my keyboard is dead and is very difficult to write in my phone.A quieter day yesterday; my Blade costumes win by default. I'll see what I can come up with movesets for Lobo and Blade, if I can find the time to type them out.
Job 239: nominate arcade mode rivals for Lobo and Blade
Pick a character from the opposite company to serve as their rival in arcade mode.
Job 240: nominate a DC stage
This will be the last DC stage that we add, and it doesn't necessarily have to be tied into the characters that we've added this season - feel free to pick any DC location that you feel like we're missing. (I'll edit in a list of the DC stages that we currently have later)
|Special Move Name||Input||Description|
|Pump Shot||QCF + X||Lobo pumps his iconic shotgun and lets it rip right in the opponent's face, plain and simple. Being a shotgun, it is most effective when the opponent is as close to Lobo as possible|
|Heavy Smoker||Down, Down + X||Lobo lights up a cigar and takes a quick huff, before flicking it onto the ground as a flammable projectile with splash damage.|
|Caught on a Hook (Anti-Air)||QCB + X||Lobo throws his hook diagonally in the air; If the opponent is caught in the hook, he throws them down and drags them along the ground towards him, closing the distance between them in favor of Lobo|
|Not My Dawg||DP + X||Lobo ducks down as his pet dog, Dawg, leaps over him and bites down on any opponent in range. Dawg proceeds to momentarily maul the opponent before running off, as Lobo simply rubs his hand on the back of his head and proclaims "That wasn't my dog."|
|Suicide Bomber (Grab)||HCB + X||Lobo unpins a grenade whilst it's still attached to his belt, grabs the opponent, and lets the grenade explode, catching them both in the explosion. However, due to Lobo's regenerative abilities, he instantly heals any damage he took from the grenade and gains a 1% health boost|
|Cuts' n Bruises||Back, Forward + X||Lobo swings his chained hook around him as he lunges forward, with the hook catching any opponent it touches and getting them caught in a multi-hit attack that afflicts bleed|
|Super Move Name||Input||Description|
|Going Nuclear||2QCB + X||Lobo loads up his pump shotgun with a round of nuclear shells, temporarily giving him a highly explosive set of bullets to dish out damage|
|Versed in Destruction||HCF + X||Lobo throws out a nasty virulent agent of his own concoction- a self-made plague that infects the opponents and causes them to slowly chip damage overtime|
|The Main Man!||Press All Buttons||Lobo throws his hook straightforward at the opponent, letting the blunt side do all the damage.|
If it connects, the cinematic starts, in which the opponent is suddenly knocked out could. Lobo quickly attaches a time hopper to his spacehog, leaps on and rides off at a fast speed, sending him through time...
...and dropping him off to just a moment ago when the opponent was hit in the face with his hook; as they are falling backwards, the time traveling Lobo seeps his hook into their spine and throws them in the air; Both Lobos begin circling the opponent, unloading numerous rounds from their pump shotguns as the opponent is falling, before the time traveling Lobo goes full steam ahead, overheats his own engine and flies right into the opponent, causing a massive explosion.
Past Lobo simply lights up a smoke as body parts from the time traveling Lobo rain down, followed by the opponent, covered in ash, as Lobo simply retorts "Oh yeah, almost forgot about ya'," and resumes a fighting stance
|Lexcorp||The Daily Planet|
The father of Victor Stone, A.K.A. Cyborg. This one is just obvious
The creator of Red Tornado and co-creator of Amazo. In-canon, I mean. They're robots, y'know.
|The Atom (Ryan Choi)|
Ryan is a frequent staff member of S.T.A.R., and his tenure as the Atom makes him ripe for a cameo here.
A recurring Superman villain that previously held ties to S.T.A.R. Labs.
A scientist turned superhero in the wake of Superman's death, Steel would be perfect for a cameo here. The stage is in Metropolis, after all!
I figured it was important to reference some of the CW Flash characters given how important S.T.A.R. is this, so here's Vibe!
|The Cosmic Treadmill|
So, technically not a character, but the Cosmic treadmill is hugely iconic and now also has a heavy relation to S.T.A.R. due to the CW show, so this feels justified.
The second half of Firestorm and a huge name in science within the DC Universe. I felt I had too many metahumans, but a Firestorm cameo was needed.
Given that they're responsible for Cyborg's origin, and are usually placed within S.T.A.R. Labs during numerous storylines I figure this would work.
A popular DC villain that has since has strong ties to S.T.A.R. Labs due to Firestorm and the Flash.
She could be seen locked up in a research containment block
A former S.T.A.R. Labs scientist who underwent an accident and became a deadly Superman villain. This interpretation is a little different then the trading card I did for him but equally important as it's the modern use of the character
He could make an appearance locked up in a research containment block
A recurring staff member of S.T.A.R. in several continuities; She is an intern and is usually part of Cyborg's supporting cast.
1. Gotham Knights (Ra's al Ghul)
1. Stark-Tech Armour (Ms. Marvel)
2. Arkham Asylum (Catwoman)
2. Purr-fect Partner (Ultimate Spider-Man)
Spider-Man the cat is purely cosmetic, though he peeks his head out, swipes ineffectually, etc. for some animations
Is there an aspect more iconic to the entire genre of superheroes than the concept of an alter ego? A secret identity, a second life, and the spirit of two people in one soul; The story of a man or woman that lives behind the hero is what makes the character to begin with, and has become a permanently fixed staple of the genre... and a category very ripe for untouched costume concepts in this project!
1. Clark Kent
Truth be told, having taken a look at Superman's alternate costumes in this project a while, I have to say I am very underwhelmed. Granted the decision was before my time but nonetheless it is a specific category that I intend to fix. And of course I have to start it out with one of Superman's most iconic designs... Clark Kent, the underpaid reporter of the Daily Planet!
For this costume, I fully intend for his shirt to be half-opened with the Superman logo, as it adds a lot of visual appeal beyond just "Supes in a suit". And, honestly, what is a more iconic image to this character than Clark Kent running down an alley with the half-opened shirt?
2. Peter Parker
I mean, c'mon, Peter is the alter ego character, the pure embodiment of the secret identity trope, and is the face behind one of the most iconic characters of all time. He needs a costume where he is just, well, himself.
I had originally considered a design based on the upcoming MCU Animated series, as it's a perfect blend of modern and classic-Ditko era Peter... but I'm using the comics as the basis to stay consistent with the rest of the costumes, and also because this the guy we all think when it comes to Peter (Maguires, Garfields and Hollands aside). Ideally, the actual in-game design would be more uniquely high-school based, but I digress.
3. Bruce Wayne
And the "Man of the Year" award goes to...
Of course, Bruce Wayne is easily the most shoe-in alter ego on here. He just demands having the inclusion; It's bloody Bruce Wayne, the entire center of Batman's character, the broken child that become a vigilante and wears his unmasked persona as a mask. He was even included as a Premiere Costume in Injustice 2, so this is definitely completely viable territory we should explore here.
4. Matt Murdock (I'm Not Daredevil)
So, of course, after this costume got shafted for the base game, I'll be playing another hand to have it included. Because honestly, look at it!
As part of the costume, Daredevil's billy clubs will be replaced with two candy canes, that can be combined to form a larger candy cane that would take the place of his staff for his special moves. And having candy canes in places of his billy clubs is hilariously awesome.
RA'S AL GHUL
Batman: The Dark Knight
The Amazing Spider-Man
Avengers: Infinity War
Resubmitting Red Hood once again.I'm going to resubmit my favorito Batman character for this round. Some credits goes to PinkFlare whose previous moveset gave me some inspiration.
RED HOODGeneral Playstyle
Red Hood mix his talent in Martial Arts with deadly firearms changing between close combat and zoning midmarch. There is no room for mercy with him.
Unique Action - Forbidden Chains
Jason has a series of special rekkas using his two pistols at point blank range, see Noel Vermillion's Drive that
please ignore the fact that I name this exactly the samefor a better reference. This chains can be cancelled from a normal attack, to a special move and between themselves, thought they can't be canceled to a normal attack again nor a special move can be canceled to a Forbidden Chain. These chains gives Jason invulnerability but they have a cost in the form of ammo, each attack during the chain consumes a pack of ammo and the battle starts with a total of 15 packs. After using all of them the next time you use the Unique Action button Jason would require a "reload" animation, thought you can do the reload manually using the move properly called "Reload" with 214 + UA Button.
MOVE NAME INPUT DESCRIPTION Shurikens 236 + X Jason throws a set of shurikens at the opponent at once, different buttons throws the shurikens at different angles; This move functions similar to Batman's Batarang, however, it moves faster and applies bleed. While the projectile it's small and doesn't do too much damage, it's also very fast and sometimes unpredictable Thunderclap 214 + X Jason uses his two electric crowbars to attack the opponent, the light version it's an overhead, the medium version is a low attack that knocksdown the opponent and the heavy version it's a strong unblockable attack (though it requires charge it). You can also hit his own grenades (see below) to overcharge them and do more damage. Counter Parry 623 + X Acting as a parry, Jason starts out putting his arms in a defensive position, regularly only blocks mids and highs but the strong version makes him crouch allowing him to counter lows; From here, the player can either follow up with a combo attack, or perform the move's specific counter depending of the position where he was attacked, if it's attacked with a mid or high attack Jason grabs the opponent by the arm and twists it against their back, then grabs the opponent by the head and then slams them into the ground. If it's low he knockdown them with a leg press, then he stands up above the opponent and steps on them finishing with a single shot. Neckbreaker 63214 + X Jason grabs the opponent switching sides in the screen, then he use a CQC technique to suffocate the opponent (yes even if that opponent is Starro) and when they are unconscious he cracks their neck (again even if it's Starro) knockdown them Tether Grab 421 + X Jason throws a grapples onto the opponent, acting as a tethered grab, and pulls them in; There is a brief pause in which Jason can followup with an attack. If Jason misses the opponent, he will pull the hook back to him in a quick fashion, with the end of the hook acting as a reverse-projectile which can deal damage. Grenade Toss 22 + X Jason unpins and throws a grenade in front of him with different arcs depending of the strength of the button pressed, which has a 3-second window before it explodes; It can be cooked, but this can backfire if not let go on time. They can also be overcharged with Eskrima Techniques to increase the blast radius. Watch Your Steps 22 + UA Button Jason lays a Ground Mine in the ground, putting it directly near him. It explodes when the opponent pass over them or when Jason activates it with an explosion. There can only be a total of two Ground Mines at the same time. Level 1 Super: Full Barrel 236236 + X (Air OK) Jason repeteadly fires shoots of his dual pistols, depending of the button used these shoots could be straight, crouching or as an anti-air. In the air they always shoot straight. Level 1 Super: All-Blades 214214 + X Jason summons the All-Blades, a pair of mystical blades manifested from Jason's own soul, he uses them to slash to the opponent at fast speed multiple times ending thrusting the blades to their back. Level 2 Super:
Calling for Arsenal
632146 + X Believe it or not, Jason has friends, one of them is Arsenal who he calls to shoot multiple arrows from the sky that explode in contact with the floor. Level 3 Super:
All Buttons Pressed Jason throws a flashbang grenade at the opponent and shoots it, causing it to explode; If the hitbox lands, the cinematic starts from the opponent's perspective, in which they are in a temporarily blinded daze.
They come back to the senses to see Jason rising on a motorcycle straight towards them, with a rifle in hand; Jason stands up and begins shooting them; Once he's out of ammo, he throws the rifle aside, and whips out his grapple hook to grab the opponent by the leg and drag them across from his motorcycle; Jason spins around, causing the opponent to experience an intense whiplash, as they're soaring right towards Jason, who, with a taser in hand, leaps off the motorcycle, electrocutes them in midair, and throws them onto the ground.
The cinematic ends from the opponent's PoV, with Jason standing over the them, and stomping right on their face.
i'll resubmit KatanaJob 220:Katana
View attachment 362861
Tatsu Yamashiro (AKA Katana) is a DC superheroine,she is a samurai warrior that loses her husband Maseo,whose soul becomes traped on her blade. Outside the comics,Katana appears in cartoons as Batman:The Brave and The Bold and games as Lego Batman 2 and 3,but in live-action she appears in Suicide Squad 2016 and Arrow.
|Peacemaker's standard helmet mode has no function, but gives him a boosted health-bar whilst the others do not.|
|The Screwdriver helmet wraps Chris in a full-body forcefield, shielding him from any damage taken for a limited time. However, this slows down his movement speed|
|When activating Sonic Boom, an initial blast wave shoots out, acting as a repulsive explosion dealing heavy damage to the opponent. This automatically reverts Peacemaker's helmet to Base mode, and leaving all others unavailable for a limited period|
|When using Anti-Gravity, Chris becomes lightweight, granting him a double jump and increasing his speed, air mobility and knockback output, at the cost of damage output being lowered|
|The Resistance Helmet gives Chris as temporary resistance to all status effects - poison, fire, bleed, all of it. This comes at the cost of his defense being lowered|
|Special Move Name||Input||Description|
|Barrel of Peace||QCF + X||Chris whips out his signature long-barrel pistol and fires it off, acting as a projectile. It is a basic weapon but fires off 1 round every second before needing to reload after 6 rounds. At pointblank range, it does extra damage|
|Eagly's Warcry||DP + X||Chris ducks down as Eagly glides onto the battlefield, screaming as he swoops in and tackles the opponent briefly before flying off|
|Over-Equipped||HCB + X||Chris pulls out a real, military-grade rocket launcher from his backpack, as he fires off a rocket that spirals across the stage and eventually hits the ground closest to the opponent, dealing a small sized explosion that does moderate damage.|
This move is on a cooldown, as Peacemaker can only fire one rocket at a time.
|Anti-Swamp Thing Escrima Sticks||Back, Forth + X||Chris equips himself with a pair of chemically treated bio-tech rods, ones specifically designs to fight Swamp Thing, and runs towards the opponent as he brutalizes them in an automatic multi-hit attack|
|Guns Blazing||QCB + X||Chris uses a pair of twin shotguns as he fires them sporadically in front of him, no thought to his aim. He fires both 4 times each, meaning 8 damage outputs will occur within short distance of Chris, each hit having an unpredictable landing. This most useful as a get-off-me tool|
|Flight Pack (Anti-Air)||Down, Down + X||Chris activates a jetpack as the flames hit the ground, dealing splash damage, whilst Chris slashes his sword in the air|
|Super Move Name||Input||Description|
|Level 1 - Activate Human Torpedo!||2QCF + X||Chris activates the human torpedo function of his helmet, and he begins to glow all-blue as he swirls torwards the opponent like a human-sized projectile|
|Level 2 - Eat Peace!||HCF + X||Chris ties a grenade to a russian tank-shell, throws it, and takes cover as a massive explosion occurs, afflicting both damage and burn effects|
|Level 3 - Pax Americana (Cinematic)||All Buttons Pressed||Chris throws a flashbang grenade at the opponent to blind them. If the move connects, the cinematic starts.|
The blinded opponent stands still, trying to come to their senses, only to realize that Peacemaker is gone. Where could he have gone?
Zoom out hundreds of miles into the air, and Chris is clinging onto the edge of a weather balloon, with a sniper rifle in hand. He fearlessly leaps off and loads a round into the rifle, pumps it, and flips around mid-air.
One eye through the scope, Chris gets a perfect shot at the target, and with no ounce of hesitations, he fires, hitting the opponent in the head as if it were pointblank range. Just as Peacemaker is about to hit the ground, Eagly swoops in, catches him, and lands him safely onto the ground.