Geno Moveset:
Overview:
I have designed two separate movesets for Geno, however, the second is just a combination of moves from the first moveset with a different neutral special attack. Before I delve into these movesets, let me explain a few things. I am by no means a very good or competitive Smash player. Although I am creative and do my best with these movesets, it should be noted that I do not have an advanced understanding of the game so I don’t include things like hurtboxes, hitboxes (although I try to describe the range and movement of attacks to the best of my ability), or have much understanding of how to make something very balanced (although I try to not make things blatantly overpowered). Also, because of my lack of skill and Geno being my most wanted fighter ever since Melee, I don’t want Geno’s skill cap to be too high to the point where I don’t stand any chance of being any good with the character. So I decided to focus on different mechanics other than timed hits because I feel that I would really struggle with a character who is relatively weak without amazing timing. Timed hits and my movesets aren’t mutually exclusive I just tried to incorporate things into the movesets that might have some semblance to timed hits instead of making that the main gimmick of the movesets.
Regardless, I still imagine Geno’s damage being slightly subpar in general, because I imagine him being super agile with amazing combo potential. I also imagine Geno being a light character who is easier to launch, but with a lot of tools at his disposal to disengage and get himself out of sticky situations. Basically, Geno players would be encouraged to be hyper aggressive in order to capitalize on Geno’s glass cannon play style while still tempering that aggressive play with an understanding of Geno’s vulnerabilities. My hope is to have created movesets that reflect this and also still have a moderate skill cap that allows unskilled players to have fun but also really reward the competitive players who decide to pick up Geno and really learn him. I also intend to create movesets around things that make sense for Geno to be able to do as a star-powered “gun mage” and having a doll body and also accurately represent what he is able to do in SMRPG. I did not look at many other movesets for inspiration for these (because I really didn’t need inspiration) although I have been lurking in the Geno thread and watched the Project M video on the first page of the thread and got some ideas from there, but mostly just used ideas I had already had for these movesets.
First Moveset:
For the first moveset, the gimmick is the ability for Geno to switch between an armed and unarmed stance and each stance has different moves that reflect the different sides of Geno (the doll and the star being respectively). In both stances, Geno is a light and agile fighter, but in the armed stance Geno has higher damage and launching power with close range attacks and in the unarmed stance Geno has lower damage and launching power with multi-hit attacks and longer range. Essentially, imagine unarmed stance being kind of like Ness and armed being kind of like Little Mac but without the KO punch and having better recovery with less damage but being quicker with better combos.
Armed Moveset:
1, 2, 3 Jab: Geno kicks once forward around the opponent’s shins, then swings his head downwards in a slight arch in front of him, then ends with a gut punch.
Rapid Jab: Geno repetitively swings his arms in upward/downward archs in front of him (imagine the goofy cartoons where people are playfighing by flailing their arms at each other and you’ve basically envisioned what this looks like...yes it’s a silly attack, but it’s somehow fitting)
Dash Attack: Geno somersaults forward 180 degrees and twists in the air while doing so landing on his hands and facing forwards then kicks forward with both legs and quickly flips back onto his feet with some end lag.
Armed Grabs/Throws:
Grabs: Geno grabs the opponent with one hand, pressing the attack button results in Geno using his other hand to slap the opponent back and forth on their face (Geno has always seemed pretty sassy to me if this wasn’t already apparent).
Up Throw: Geno throws the opponent straight up doing little damage but sets up for combos really easily, especially when the opponent is at lower percentages.
Down Throw: Geno throws the opponent down dealing damage and causing them to bounce up and forward a little. This throw can only combo at lower percentages but can launch opponents far at higher percentages.
Forward Throw: Geno throws the opponent in a diagonal upwards angle dealing damage and allowing for combos at lower percentages with good launch power at higher percentages.
Backward Throw: Geno spins (kind of like Mario’s back throw, but Geno only does one full spin) then throws the opponent diagonally downwards in the direction opposite where Geno was originally facing when he used this throw. This does some damage and easily combos.
Armed Tilts:
Up Tilt: Geno does a handstand and kicks upwards with good launching power and damage. This has a little start up delay and short end lag.
Forward Tilt: Geno swings his head in a downwards arch in front of him like the second part of his 1, 2, 3 jab. This is great for comboing into grabs and other attacks when the opponent is at lower percentages and has good damage and if done correctly at the edge of the stage can spike at the very end of the move.
Down Tilt: Geno holds his arms out at his sides and spins horizontally. This move happens very quickly making it good for disengaging but otherwise does little damage and has moderate launching power.
Armed Smash Attacks:
Up Smash: Geno puts his left hand on the ground and turns his body to point his other arm straight upwards and shoots his upward-facing arm straight up with a small hitbox and short range but excellent launch power and damage.
Forward Smash: Geno holds out his arm in front of him and it unhinges like he’s going to use a projectile and then shoots out a star in front of him with short range and good damage and knockback.
Down Smash: Geno crosses his arms and sticks them out to his sides as he shoots his arms out on both sides as a short range attack with great damage and low launching power.
Armed Aerials:
Up Air: Geno swings one arm in an arch above him. This move is amazing for juggling and combos.
Forward Air: Geno kicks forward with one leg then twists his lower half around horizontally to kick forward with his other leg. The second hit has greater damage and launching power.
Back Air: Geno turns back and shoots his arm straight behind him as a short range projectile being one of Geno’s best killing tools with excellent damage and launching power.
Down Air: Essentially the same as MegaMan’s down air. Geno shoots his arm straight down with moderate range and great damage with a small hitbox but great for spiking opponents.
Neutral Air: Geno flips forward 360 degrees with one leg out around in a circle damaging anything around him similar to Joker’s neutral air but with his leg instead of a knife, obviously.
Armed Specials:
Neutral Special: This move unhinges both of Geno’s arms, switching him to Unarmed Stance. Geno can switch between stances very quickly without delay or end lag allowing players to really utilize both stances to the best of their abilities if they want to and address many different situations.
Up Special: Geno sticks his arms out and upwards and spins horizontally as he moves in the direction the player presses. This hits opponents multiple times and has decent killing potential, but is generally a relatively poor recovery tool compared to some others.
Side Special: Geno leaps forward with arms outstretched horizontally and slightly behind him (as in his arms are not just out at his sides but not in a way that would deal damage think like “Naruto running”) and cape unfurled striking opponents with his knee, the player can press the control stick in the opposite direction he is facing to flip backwards and kick opponents behind him, this kick is great at spiking if it hits the opponent at the end of the move (this looks similar to Geno’s armed neutral aerial). The first part of this move has long range and good launching power but is awkward to hit (like Wolf’s side special) and the second part of this move is short range with good damage, but low launching power.
Down Special: Geno uses Geno Boost temporarily increasing his attack power, if you time the second hit correctly it also gives Geno super armor for a brief period. This move is similar to Wii Fit Trainer’s down special in execution and in the sense that it becomes less reliable if used in succession.
Unarmed Moveset:
1, 2, 3 Jab: Geno shoots little stars out of one of his unhinged arms, then the other, then both at the same time.
Rapid Jab: Geno shoots pellets out of his unhinged arm in front of him in a slight upward and downward arch.
Dash Attack: Geno slides forward while shooting little stars out of one of his unhinged arms in front of him. If Geno actually slides into an opponent while doing this the opponent is launched, otherwise this is a multi hit attack that does little damage.
Unarmed Grabs/Throws:
Grabs: For all of Geno’s unarmed grabs, Geno turns into a cannon and the opponent is stuck inside taking damage whenever you press the attack button.
Up Throw: Geno fires the opponent diagonally upward and forward dealing little damage with small launching power.
Forward Throw: Geno fires the opponent straight forward with the highest damage and launching power of any of his throws.
Backward Throw: Geno fires the opponent diagonally upwards slightly behind him allowing for combos since it has low launch power.
Down Throw: Geno fires the opponent diagonally downwards and forwards with good damage and low launch power allowing for combos.
Unarmed Tilts:
Up Tilt: Geno fires a beam diagonally upwards in front of him. Small hitbox with good damage and launch power.
Forward Tilt: Geno fires a beam forward from each unhinged arm one after the other with good damage and moderate launching power.
Down Tilt: Similar to Cloud’s down tilt except that Geno also shoots little stars at a diagonal upwards angle as he slides forward. This travels slightly farther than Cloud’s down tilt but does less damage and has little end lag.
Unarmed Smash Attacks:
Up Smash: Geno points of his unhinged arms diagonally upwards behind him, then straight above him, then in front of him with a star appearing above his unhinged arm each time. This does moderate damage with good launching power.
Forward Smash: Geno charges Geno Beam and fires forwards, depending on how long he charges this move, 0-3 stars appear above Geno releasing the button at 3 stars does the most damage and has the most launch power with lower stars dealing less and less.
Down Smash: Geno uses Geno Blast casting damaging light down all around him. This does moderate damage with low launching power, but can hit multiple times.
Unarmed Aerials:
Up Air: Geno waves one unhinged arm back once and forth once in an arch above him while shooting out little stars. Low damage with moderate launching power.
Forward Air: Geno dives forward with his unhinged arms outstretched while shooting pellets out (somewhat similar to Ness’ forward air).
Back Air: Geno turns and holds one unhinged arm diagonally downwards behind him and shoots out a single star that spikes well and does moderate damage with moderate launching power.
Down Air: Geno shoots a beam straight below him. Hitting opponents at the very edge of this beam beam can spike them. This does low damage with low launching power.
Neutral Air: Geno flips 360 degrees forward while holding out one unhinged arm and shooting out pellets. Low damage and low launching power.
Unarmed Special Moves:
Neutral Special: Geno swings his arms back to be hinged thus switching back to armed stance. Essentially the same as his armed neutral special.
Up Special: I took this one from the Project M video. Geno turns into a cannon and fires himself in the direction pressed when the player releases the B button. Geno can keep moving and attacking after using this move allowing for a lot of variability in how you use his moves. This move can be aimed anywhere on a 360 degree axis.
Side Special: This is a chargeable version of Geno Beam that can be aimed on a 360 degree axis. Stars appear above Geno while charging, if the player releases B at 3 stars it does great damage with moderate launching power and lower stars deals less and less. If stars go back down to 0 or the player shields, then Geno does not fire the beam. The stars show up quickly at slightly varied random timing forcing the players to really pay attention when using this move.
Down Special: Geno uses Geno whirl. I like the idea posted on the thread about Geno throwing out a disc and timing a second hit allows the disc to deal a lot of damage and launch the opponent really far if not KO them depending on the opponents percentage, but not timing the second hit well causes it to deal rather pathetic damage with measly launching power. I’m not opposed to this being an instant kill at higher percentages as some have proposed.
Taunts:
Taunting will always change Geno back to armed stance like taunting removes any powers that Kirby has gained.
Up Taunt: Geno shrinks into just the doll while a little star rises up out of the doll and then Geno pops back to life.
Side Taunt: Geno turns with his back to the screen then tilts his head back so that his left eye is visible while holding out his left arm which has smoke rising from all of his fingertips on his left hand.
Down Taunt: Gaz shows up and is crying next to Geno and Geno turns and consoles Gaz before Gaz disappears.
Final Smash:
Geno hinges his arms if he was in unarmed stance then shoots both arms forward, if they connect, then Geno repetitively shoots both his arms at the opponents that were hit crazy fast then spins horizontally and fires a huge Geno Beam that can be tilted up or down slightly.
Second Moveset:
This moveset incorporates moves from both armed and unarmed stances and has a different neutral special attack that further allows for combos and is my attempt to give the illusion of timed hits. This is actually my preferred moveset, but I also liked the concept in the first set.
1, 2, 3 Jab: Geno kicks once forward around the opponent’s shins, then swings his head downwards in a slight arch in front of him, then ends with a gut punch.
Rapid Jab: Geno shoots pellets out of his unhinged arm in front of him in a slight upward and downward arch.
Dash Attack: Geno somersaults forward 180 degrees and twists in the air while doing so landing on his hands and facing forwards then kicks forward with both legs and quickly flips back onto his feet with some end lag.
Grabs/Throws:
Grabs: For all of Geno’s grabs, Geno turns into a cannon and the opponent is stuck inside taking damage whenever you press the attack button.
Up Throw: Geno fires the opponent diagonally upward and forward dealing little damage with small launching power.
Forward Throw: Geno fires the opponent straight forward with the highest damage and launching power of any of his throws.
Backward Throw: Geno fires the opponent diagonally upwards slightly behind him allowing for combos since it has low launch power.
Down Throw: Geno fires the opponent diagonally downwards and forwards with good damage and low launch power allowing for combos.
Tilts:
Up Tilt: Geno does a handstand and kicks upwards with good launching power and damage. This has a little start up delay and short end lag.
Forward Tilt: Geno fires a beam forward from each unhinged arm one after the other with good damage and moderate launching power.
Down Tilt: Similar to Cloud’s down tilt except that Geno also shoots little stars at a diagonal upwards angle as he slides forward. This travels slightly farther than Cloud’s down tilt but does less damage and has little end lag.
Smash Attacks:
Up Smash: Geno puts his left hand on the ground and turns his body to point his other arm straight upwards and shoots his upward-facing arm straight up with a small hitbox and short range but excellent launch power and damage.
Forward Smash: Geno charges Geno Beam and fires forwards, depending on how long he charges this move, 0-3 stars appear above Geno releasing the button at 3 stars does the most damage and has the most launch power with lower stars dealing less and less.
Down Smash: Geno uses Geno Blast casting damaging light down all around him. This does moderate damage with low launching power, but can hit multiple times.
Aerials:
Up Air: Geno swings one arm in an arch above him. This move is amazing for juggling and combos.
Forward Air: Geno kicks forward with one leg then twists his lower half around horizontally to kick forward with his other leg. The second hit has greater damage and launching power.
Back Air: Geno turns and holds one unhinged arm diagonally downwards behind him and shoots out a single star that spikes well and does moderate damage with moderate launching power.
Down Air: Essentially the same as MegaMan’s down air. Geno shoots his arm straight down with moderate range and great damage with a small hitbox but great for spiking opponents.
Neutral Air: Geno flips forward 360 degrees with one leg out around in a circle damaging anything around him similar to Joker’s neutral air but with his leg instead of a knife, obviously.
Special Moves:
Neutral Special: This move can be charged very briefly and can be aimed at a 180 degree angle in front of Geno; after the button is released or the charge time is up, Geno fires one of his arms out in the direction the player was pressing when the button was released or charge time was up. Pressing B again allows Geno to fire his other arm in the same manner. Pressing B after having fired both arms pulls both arms back towards Geno dealing damage to opponents hit on the way back. If Geno’s arms hit a surface they ricochet. If Geno’s arms fall off stage they return after a short delay. This move can be incorporated into combos really easily racking up some serious damage and will be competitive players best friend as it is the core of this set and how Geno seriously puts the hurtin’ on opponents. Also, using another move after both arms have been fired has the same effect as pressing B again to call back Geno’s arms. Other moves still work the same as they normally would even if Geno has fired one of his arms. If Geno moves into the path of one of his arms, he gains that arm back and gains a damage bonus on his next attack adding yet another layer of strategy to how this move can be used.
Up Special: I took this one from the Project M video. Geno turns into a cannon and fires himself in the direction pressed when the player releases the B button. Geno can keep moving and attacking after using this move allowing for a lot of variability in how you use his moves. This move can be aimed anywhere on a 360 degree axis.
Side Special: This is a chargeable version of Geno Beam that can be aimed on a 360 degree axis. Stars appear above Geno while charging, if the player releases B at 3 stars it does great damage with moderate launching power and lower stars deals less and less. If stars go back down to 0 or the player shields, then Geno does not fire the beam. The stars show up quickly at slightly varied random timing forcing the players to really pay attention when using this move.
Down Special: Geno uses Geno whirl. I like the idea posted on the thread about Geno throwing out a disc and timing a second hit allows the disc to deal a lot of damage and launch the opponent really far if not KO them depending on the opponents percentage, but not timing the second hit well causes it to deal rather pathetic damage with measly launching power. I’m not opposed to this being an instant kill at higher percentages as some have proposed.
Taunts:
Using a taunt returns both of Geno’s arms like how taunts remove abilities that Kirby had gained.
Up Taunt: Geno shrinks into just the doll while a little star rises up out of the doll and then Geno pops back to life.
Side Taunt: Geno turns with his back to the screen then tilts his head back so that his left eye is visible while holding out his left arm which has smoke rising from all of his fingertips on his left hand.
Down Taunt: Gaz shows up and is crying next to Geno and Geno turns and consoles Gaz before Gaz disappears.
Final Smash:
Geno gets both of his arms back then shoots both arms forward, if they connect, then Geno repetitively shoots both his arms at the opponents that were hit crazy fast then spins horizontally and fires a huge Geno Beam that can be tilted up or down slightly.
Geno’s Reveal Trailer:
Geno’s reveal trailer would play off of peoples’ fears that another Fire Emblem character is inbound. It would start out with Lucina fighting a shadow Marth (or whoever really I just think their relation is more interesting). They would be battling in a castle moving between different rooms. They move into a room that appears to be a child’s room filled with toys that could have various references to Smash Bros. As their swords clash in this room, you hear a big boom and the whole castle shakes and walls start crumbling and pieces from the ceiling fall as Lucina and shadow Marth continue to fight albeit now at more unsteady footing. Through the dust you can now see the sky and a small glimmer seems to descend from the sky and settle in a toy chest as one wall totally falls away and the source of the boom is revealed to be none other than Exor! Simultaneously to Exor’s reveal, Geno springs out of the toy chest with the splash screen “Geno Stars in Smash” and pushes shadow Marth out of the opening in the Castle wall. Then both Lucina and Geno look up at Exor then at each other and strike a fighting pose as Boss Rush mode is revealed now with Exor included and online coop. Then SMRPG x Fire Emblem is revealed. And then Geno is revealed as DLC for Mario Kart 8 Deluxe. Then SMRPG remaster and sequel are revealed. OK maybe not all that, but one can wish upon a star right?