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idk if the Zelda games are like this but this sounds ridiculous to me, like Captain Falcon throwing fireballs.Neutral B like Mewtwo's
well he has used energy balls in his series, like in OOT, so they could workidk if the Zelda games are like this but this sounds ridiculous to me, like Captain Falcon throwing fireballs.
Ganondorf's most iconic move in Ocarina of Time is a powerful magic orb that he throws at Link, which has to be reflected back and forth between the two opponents until one is damaged by it. It's called "Dead Man's Volley" by the fans and has reappeared in many boss fights since, most notably in the Phantom Ganon battle in Wind Waker and the Puppet Zelda battle in Twilight Princess. It originated in the battle with Agahnim in Link to the Past, but is most identified with Ganondorf due to OoT's iconic boss battle.idk if the Zelda games are like this but this sounds ridiculous to me, like Captain Falcon throwing fireballs.
I thought about a cosmetic change for the "Ordinary Book" custom, have the book covers alternate between various books mentioned throughout supports in FE:Awakening (e.g."Make Him Fall For You In a Fortnight", "Ribald Tales Of The Faith War", etc.)[Neutral B] Melee Shield Breaker (/) - An overhead slash with more attack range and KO power than the default. Does not grant any momentum when used midair.
[Neutral B] Sonic Wave () - Fires a shockwave that travels a fair distance. Projectile shoots diagonally when used midair.
[Side B] Axe Kick/Sonic Eagle () - A leaping somersault into a powerful overhead kick. Hold Special button for further jump distance.
[Down B] Ordinary Book () - Drops a book at Robin's leisure; does not effect the durability of other tomes. Has significantly less launching power than a tome that's run out of uses.
Falcon-shaped fireballs....? That actually might be kind of fun.idk if the Zelda games are like this but this sounds ridiculous to me, like Captain Falcon throwing fireballs.
Alternate Final Smash: shoots a falcon that flies across the screen, with cycling through all of his taunts twiceFalcon-shaped fireballs....? That actually might be kind of fun.
I'm surprised that one of 's Neutrals wasn't a Falcon Punch that could, you know, launch the falcon.
Strike Dash sounds op.Here's some ideas for Sonic.
Neutral B-
Insta-Shield- Sonic uses his Insta-Shield- from Sonic 3K and Sonic Advance to shield himself. Hitbox and Invincibility last from frames 2-4, and has 16 frames of cool down. Hitbox does miminal damage (2%) and has the knockback of Little Mac's Nair, but it has high priority and hit stun.
Side B-
Fire Dash- Sonic dashes forward quickly at a quick speed, having a somewhat strong (9%) lingering hitbox (Frames 9-30), but also a lot of cooldown.
Up B-
Rocket Shoes- Sonic uses the Rocket shoes power-up to fly at a fast speed. Can go in all directions, but is hard to turn around. You fall into a helpless state after using it.
Spring Shoes- Sonic uses the Spring shoes power-up. Gets an initial bounce and bounces vertically off anything it touches (Including other player, who get spiked and take 6%). Be sure to jump off if you don't bounce on anything, or you'll fall to your death.
Down B-
Bounce- Based off of the bounce attack in Adventure (And the water shield in Sonic 3). In the air, Sonic bounces down quickly, dealing 8%. Using it off-stage (Unless an opponent is hit) results in Sonic falling to his death). On the ground, Sonic quickly rolls forever, dealing 8% to whoever he hits.
Strike Dash- Based off the Strike Dash (Aka. Super Peel-out), Sonic charges up a dash.
If slightly charged, Sonic dashes quickly (Hitbox lasts frames 2-5) for a short distance, dealing 4% and slight knockback.
If fully charged, Sonic will dash forward at a ridiculous speed. At the start of the dash (Frames 2-11), Sonic has Super armor and hitting someone deals massive damage (14%) and knockback (Enough to kill Mario at 70%). After frame 11 of the dash, Sonic loses his hitbox and Super armor, leaving him vulnerable. The move takes 26 frames to fully charged.
I think I would actually drown myself if that was real.Strike Dash sounds op.
Perish song would be terrifyingWhilst we're at it, change Rest to Perish Song and suddenly Jiggs makes sense again.
Ooh, ooh, can I try?Some special weapons I'd have chosen for :
Neutral 2: Ballade Cracker. A bomb that slowly floats in the direction it's tossed in. Explodes on contact.
Side 2: Laser Trident. A fast laser that can pierce targets.
Side 3: Flash Bomb. Flies straight ahead like Crash Bomber, but explodes in a similar fashion to Smart Bombs.
Down 2: Jewel Satellite. I know Skull Barrier reflects stuff, but I don't remember that being the weapon's actual ability. Jewel Satellite does, though. And the jewels look much cooler than skulls, so there's that.
Down 3: Water Shield. The water droplets scatter in multiple directions upon release.
Hmm, that's a pretty good list, though I do have a comment on the Triple Blade. I've always had it in my mind that Triple Blade would be better suited as a Side B, primarily because it's a projectile he shoots rather than tosses(which is a trait of his Neutral specials, both in Smash and his original games), and that it specializes in major frontal pressure(in theory anyway)which is usually typical of a projectile-based Side B. And not to mention how the trajectory is altered depending on whether he's grounded or not. Though as I was typing this I realized that you just mentioned that last tidbit.....Ooh, ooh, can I try?
Neutral 2 - Triple Blades - Throws a dagger diagonally up, straight forward, and diagonally down in the air, and forward, diagonally up, and a sharper upwards angle on the ground. Each dagger does 4%, so up close it'll do 12% total.
Neutral 3 - Shadow Blades - They're fine the way they are.
Side 2 - Plug Ball - Travels along the ground when fired and drops straight down in the air. Can have two onscreen at the same time.
Side 3 - Magnet Missile - Fires a missile that travels straight forward or curves upwards or downwards depending on the opponents' location. Does high knockback, but you can only fire one at a time.
Down 2 - Jewel Satellite - Blocks both physical attacks and projectiles, and it deals 6% contact damage instead of 1%, but you can't throw it, you have to wait for it to vanish.
Down 3 - Water Shield - Projectiles can slip through the gaps of the shield, but the bubbles fly out in all directions when fired. They do 3% upon contact and can be used to sneak KOs.
Up 2 - Tornado Blow - Summons a small tornado below Mega Man for him to ride around freely on. Attacking will make the tornado go away, so you get a better recovery, but no Air Shooter bull**** with Rush.
Up 3 - Gravity Hold - Mega Man creates a small field around him where gravity is reversed. Mega Man will float straight upwards a set distance, and so will the opponent, so you can do Air Shooter bull****, just with a worse recovery.
I considered having Rebound Striker in Triple Blades' place, or Gemini Laser in Magnet Missile's place. There are a lot of Special Weapons that could work for side special. Makes me wish Mega Man had more than just two customs.Hmm, that's a pretty good list, though I do have a comment on the Triple Blade. I've always had it in my mind that Triple Blade would be better suited as a Side B, primarily because it's a projectile he shoots rather than tosses(which is a trait of his Neutral specials, both in Smash and his original games), and that it specializes in major frontal pressure(in theory anyway)which is usually typical of a projectile-based Side B. And not to mention how the trajectory is altered depending on whether he's grounded or not. Though as I was typing this I realized that you just mentioned that last tidbit.....
But I suppose it wouldn't HAVE to be a 1:1 translation in Smash. That's just my take on it.
You mean, like this?Another version of Crash Bomb that has less hitstun but doesn't detonate until you push side B again.