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No offense to FairKnight (the one who did most of those), but he never (from what I've seen) resizes any of them and by default they're huge and a number of them are walk-offs.Gamedominator: There are some stages of Tos2 in Brawlvault, but still, it can be interesting to see what you have to suggest.
Good thing, now we have absolutely all the moves that can be affected by centurions, I couldn't dream of anything better!Emil is a fast character with good jumping, and can come back easily on the battlefield. Of course, he is a little easy to eject because his weight is not so high.
Emil normal mode:
B: Blade Fury. Base artes. 4 hit max for Blade Fury, can't eject.
Forward B: Havoc Strike. Base arte. Can be used to come back on the battlefield, one hit max, can't eject. (In ground you jump then you fall with the foot pointed forward. In air, you don't jump but you travel the same distance as in ground following an angle of 45 degree down like in ground.)
Up B: Ravaging Tiger. Base arte. Can be used to come back on the battlefield. Three hit max, eject the ennemy down with the last hit, but not a good killing move.
Down B: Phoenix Rush. Base arte. Can be used to come back on the battlefield.Two hit max. Can't eject.
There are base artes. Forward B, Up B, and Down B, can be connected each other. It means you can do Ravaging Tiger then Phoenix Rush, or Phoenix Rush and Havoc Strike.
A movement: Three slashes. (basic attack.The three slashes can be used by pressing A three time, or by keep pressing A.) Can't eject.
Forward tilt: Demon Fang (base arte, projectile. It does a shockwave on the ground that does one hit, and it does a projectile that moves that does one hit as well, but the sword doesn't inflict any damage of course. So, 2 hits max.) Can't eject.
Down tilt: Savage reaper (Base arte. 2 hit max.) Doesn't eject.
Up tilt: Raining Fang (Base arte, jumping movement similar to hell pyre. 5 hit max) Can't eject.
Smash Forward: Sword Rain Alpha (Arcane arte 9 hit max.) Knockback for the last hit sends the ennemy in air, best killing move on ground if the last hits works.(the upward hit.)
Smash down: Roaring Tiger (arcane arte, 8 hit max). Doesn't eject but with the architecture of the movement, can hit opponents that are in front of Emil at the beginning of the movement, and opponents who were behind Emil when he uses his raining fang attack at the end of this movement.
Smash up: Light Spear Cannon (Arcane arte 5 hit max) Medium knockback for the last hit, eject the opponent at 45 degree up.
Dash attack: Converging Fury (only the final movement where Emil goes behind the ennemy by slashing him. One hit.) Doesn't eject.
Aerials:
Neutral: 3 slashes in the air. (Basic attack) Can't eject.
Forward A: Demon fang (base arte One hit only because in air.) Can't eject.
Down A: Heavenly Tempest (arcane arte, 6 hit max) Eject the ennemy forward, decent knockback if the last hit works.
Back A: Savage reaper (base arte, be careful with this move, with the first slash Emil should turn back then make a thrust like original but the thrust is behind him while the first slash is next to him. 2 hit max with great chances) Doesn't eject. Is slower than the grounded version because it requires more movement, and is less powerful. Cannot be immediately connected with an arcane arte because of an ending lag as it is hard to do a move like this in the air.
Up A: Dark radiance (arcane arte 6 hit max) Medium knockback, eject the opponent down with the last hit following an angle of 45 degree, good killing move if the last hit works. (in fact the direction of the demon fang as it is the last attack.)
Taunt Up: Sorcerer ring, fires a fire projectile. Little damages and no knockback.
Taunt side: Sorcerer ring, fires a thunder projectile, less strong than fire, but can stun the ennemy (like the mojo item), the projectile moves slower than the fire. No knockback.
Taunt down: Fiend Fusion, allows Emil to be faster than normal during some times (normally in the game it is 45 seconds) and doesn't inflicts damage.
Grabs:
Grab hitting: Emil grabbed the opponent with his left hand, then give his opponents some hits with his right hand, but he's still holding his sword.
Grab forward: Emil makes a circular horizontal slash on his opponent. Low knockback.
Grab back: Emil releases his opponent, goes behind him, and slash him. Medium knockback.
Grab down: Emil puts his opponent on the floor then uses his sorcerer ring to send fire on his ennemy. No knockback, but most damaging grab.
Grab up: Emil makes an upward slash that sends the ennemy up. Between low and medium knockback.
Emil relies a lot on his combos, this why basic attacks can be connected to a base arte, and why a base arte can be connected to an arcane arte.
The only base arte that can't be used after a basic attack, or lead to an arcane arte is Fiend Fusion as it is put as a taunt.
But this is not over, there are two other modes.
Centurion mode: Enters in this state automatically after you have taken 70% of damages All these moves do superior damages than the previous obviously, but some of them gains some changes which will be described.
Here are the changes this mode does.
Demon Fang: 3 hits, in air and on ground, darkness element, and no longer a projectile, no other changes, can only hit in front of Emil.
Havoc Strike: Fire element, 3 hits max on ground and in air. No other changes, excepted it has a larger range in ground only, so it can hit opponents really close behind Emil because of the first hit which is a line of fire following Emil jump.
Blade Fury: 5 hits max, Ice element, in ground. No other changes.
Fiend Fusion: 4 hits, Earth element (pillars of earth surrounds Emil that hits near opponents and it strengthens his defense, no longer his mobility). No knockback.
Ravaging Tiger: Thunder element, 5 max hits, eject efficience improved because of the support of the thunder.
Savage Reaper: Light element, 4 max hits, on ground, and with great chances, in air as well, 2 hits for the thrust in fact and two hits for the first movement of this attack. No other changes.
Raining Fang: Water element, 5 hits too, but stronger than original obviously. (in the game it is four hits, but I honestly don't see why...) Between little and medium knockback.
Phoenix Rush: 4 hits, wind element. No knockback so no other changes.
Emil in this mode can do basic attacks, but instead of 3 slashes, can do 4 slashes.
And the last mode:
True Ratatosk mode:
Keeps the changes of Centurion mode, activated automatically above 130% of damages.
When you enter this mode, the neutral B move is changed to this move, that can only be used once before you die, after have done this move, the Blade Fury attack comes back.
Devil's Maw: Darkness element. Second strongest attack in term of damages but no knockback. 10 hit max.
And now, the basic attacks allows Emil to do 6 slashes instead of 4.
And to finish:
Final Smash: Dual death+ Devil's Hellfire+ Ain Soph Aur. (When Emil activates this final smash, he does Dual Death. He makes a thrust then unleashes two projectiles that travels along the ground ( do not make them travel as far as in the game). 3 hits max for Dual Death. If this movement makes no hit, the final smash is lost, but if there is an hit, those who are touched by this movement, are forced to be hit by Devil's Hellfire and Ain Soph Aur. The other opponents are safe because they are not seen in the screen, like in Captain's falcon final smash for example.) Do not forget to zoom on Emil when it is necessary like in the game.
22 hits max for Devil's hellfire. And 7 hits max for Ain Soph Aur. Ain Soph Aur, has medium knockback in first, mode, better knockback in second mode, and very good knockback in third mode.
The Final Smash is stronger according the mode you are, and has more knockback too.
The damages when you change mode are susceptible to change, because I don't truly know what weight Emil will have, it will be determined by the tests which will be made. But what I'm sure is that the Centurion mode won't come when Emil is in very bad shape, because this mode doesn't grants so high advantages, even in the game.
There's one Gunnungagap battle scene that I had been refining for a while in addition to a Twilight Palace battle scene that I had mostly gotten to work nicely; there's like one or two crystals I still need to move out of the way on it and then it's good. The sizes on both are pretty good, the former being larger than Final Destination and the latter being about the same or larger, I think.Gamedominator: If you plan to do something different than Fairknight, even if you use the same stages as him, like you says resize them, it will be a pleasure! Just a question however, in these stages, there is a recurrent problem of camera, if you make stages, can you try to make a stage without this problem? It would be good.