I made a bunch of different movesets last night out of sheer boredom. Some are likely contestents to SSB4, but most of them aren't, so I'll just post'em all for you all to see.
Aura Unleashed: Lucario Returns to the Fight!
(B): Aura Sphere
Lucario gathers Aura energy, developing a sphere behind himself. This move is alot like SSBB's Lucario, except you can now shoot the Aura Sphere (In eyesight) straight up, straight forward, or diagnolly upwards. In the sky, you can fire it straight downwards, straight forward, or diagnolly downwards. Like in SSBB, Lucario carries his Aura Power trick, gaining Aura power as he takes damage. The same effects Aura Sphere has in SSBB with the Aura Power trick still resides in himself.
(B)>: Bullet Punch
Lucario throws rapid punches forward, much like MK's (A) hold. You can move Lucario slowly as you use this move. Just hold the (B) button to enter this phase, then use the directional pad to move. You can only move within eyesight. You can't turn around. Stopping has a bit of a stall-time, and it can't last forever. Only about 4 seconds. When activating this move near opponents, Lucario starts combo-pummeling them for about 3 seconds, then sparta-like kicks them forward. This does a great amount of damage, and is effected by Lucario's Aura Power trick.
(B)v: Low-Kick
Like the old (B)v DT of Brawl, Lucario stops, and holds a karate position. Whoever hits him will hold their frame position. Lucario will then dash behind them quickly, and Low-Kick them from behind. This not only auto-trips, but does damage equal to what would of been dealt to Lucario, making this a seriously feared move. Lemme wrap it up for you: Trip= free combo chance. Damage done without knockback= higher chance to KO.
(B)^: Extremespeed
Like in Brawl, he speeds forward like a rocket. But there's a cool techique to Lucario's success with this move. When he hits someone straight-on (Meaning he isn't turning), he will blast them away, and get a free bounce off them, meaning his Extremespeed's distance get's longer. The legnth just resets. On the ground, he rushes forward (As fast as Sonic's max running speed). When he hits someone, he stops, and pushes them away with both paws extended outwards. This has serious knockback distance. However, it's like Jigglypuff's Rollout: You can turn in this phase, but it lasts a certain amount of time. So, if you fall off the edge, it might be the end for you.
Final Smash: Aura Storm
So, as we know in SSBB, Lucario's FS wasn't that good. Characters such as Jigglypuff and other Multi-jumpers just time their jumps and jump-stall the laser. Others use their (B)^s to counter the laser as well. The power of the hellish-looking beam was a bit weak, too. Well, I decided to take a different route with it. When Lucario activates this move, he fires the beam ON THE GROUND and it's fired off EXTREMELY QUICKLY, about as fast as it fires off as soon as he hits the sky in SSBB. The beam is as big as it is in SSBB. So, now you can guide this giant laser more accuratly, and it beats Samus's FS due to it's speed. It lasts as long as it did in SSBB.
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The Victorious Wonder: Victini appears!
(B): Searing Shot
Victini holds his head high, and tightens his paws into fists. A fiery orb starts to form on top of VIctini's forehead. A charge-sphere attack, but more deadly due to it's power. At full charge, and only at full charge will the orb explode, being only a tiny bit weaker than a Bob-Omb's explosion. Searing Shot is like Lucario's Aura Sphere attack, except it's a bit slower as it's thrown. This attack's power depends on it's charge. The charge cannot be held at full charge.
(B)>: Zen Headbutt
Another charge attack, but more technical. Like Ike's (B)> dash attack, Victini can hold the charge in place. Unlike Ike, he can stop the charge by pressing one of the Shield/Block buttons (In this case, let's say we're using a Gamecube controller. So by default, it'd be the L/R buttons). When Victini hits someone after he dashes, he stops. Before the attack, you can choose to either knock them upwards or forward. Press nothing, and they'll go forward. But if you hold up before you hit the opponent, Victini does a shuttle-loop, knocking the opponent upwards. This also counters anyone nearby. At full charge, Victini goes 4.5 character spaces away.
(B)v: Endure
Victini holds his ground, as a fiery aura surrounds his body. When someone attacks him, he takes damage, but no knockback damage. This lasts as long as you hold the (B) button. When you let go, Victini will explode, and fly upwards. The damage of the explosion depends on the damage Victini took within Endure mode. The downside is that too much damage will make Victini fly upwards more. It's possible to KO yourself by flying to the off-screen dead zone. Be aware of this.
(B)^: Inferno
Victini's body becomes a fiery orb, and he can then be flown like ROB's Hover (B)^. As you fly around (On limited time), you can do three things: Fly to the ledge, removing the fiery orb around Victini and grab the ledge, Press (B)v again and drop like a meteor, exploding when you touch the ground, or U-Turn opponents. Press (A)v, and Victini dashes forward in a quick dash. If he hits someone, he'll back away from them (As they're knocked away), and fall with action (Except (B) moves).
Final Smash: Victorious V-Create
A very terrifying attack, V-Create is. With a power of 180, this makes V-Create the strongest Fire-type move in the Pokemon games. In SSB4, this is no exception. Victini's forehead turns on fire, and he now flies around the arena. As he hits people, they're blasted upwards. This sounds Sonic-like, but be prepared for this: Victini can Dash as he flies around. When he dashes, he has a 50% chance to OHKO one of the opponents, doing exactly 180% damage. It'll also hit a mini-clip of the opponent being tossed away, as Victini flies by them. After the V-Create is done, he flies to his original spot, and the fire on his forehead extinguishes, ending the Final Smash.
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The Roughneck Dragonite: Iris and her Badass Dragonite challenge you!
(B): Thunderpunch
Dragonite holds his fist back, and the fist electrifies. After a 2 and 1/2 second charge, his fists stay electrical. Now, his (A) attacks do even MORE damage with electricity powering them. The electricty breaks if you either die, press (B), or use a fully charged (A)> attack, which is a powerful Thunderpunch attack!
(B)>: Ice Beam
Dragonite shoots an Ice Beam from his mouth straight in front of himself, shooting it at the ground. If the opponent is hit, they freeze on contact and stay on the ground. Use this time to charge up your Thunderpunch, or rake up damage on the opponent.
(B)v: Hidden Power
Dragonite raises his paws, and a blue fiery Dragon comes out of Dragonite's paws. It circles Dragonite. As it does, opponents nearby get stuck in the Draco-Cyclone. After a few seconds, the blue dragon slams the opponents to the ground eyesight of Dragonite. Using this in the sky slows Dragonite's fall.
(B)^: Power Flight
Dragonite jumps up, with the blue dragon power circling him. Anyone hit by his upwards, sonic-spring like jump is knocked away.
Final Smash: Hyper Beam
Dragonite roars, and then fires a Hyper Beam forward. You can control this beam by pressing up and down, guiding the beam. In the sky, Dragonite stops in place, so he flies when in the sky when he engages this attack.
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Large and in Charge: Snorlax attacks Mario in a grumpy rage!
(B): Yawn
Snorlax yawns, sending enemies nearby to sleep. Unlike Jigglypuff, this attack lasts half the time! That's pretty cool, 'cause he's obviously slow, and he can't use it in the sky.
(B)>: Take Down
Snorlax jumps up, then lands one and 1/2 character spaces ahead of himself. This move will sometimes pit opponents. Use that time to give them a beat-down.
(B)v: Stockpile
Snorlax starts eating a bunch of Sitrus Berries. After five seconds, he heals his HP by 30%. Body Slam and Yawn make great starters for using this move.
(B)^: Body Slam
He jumps up, then drop-lands. This is almost exactly like King DDD's (B)v, except it can possibly pit opponents if they're straight under Snorlax.
Final Smash: Ultra Slam
Snorlax grabs the nearest opponent, then jumps up, doing a spin. He holds them by his belly, and drops. He causes an earthquake on both sides of himself, knocking opponents near the spot away. This OHKO's the grabbed target, as they're knockbacked upwards at a fast pace.
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Gotta Snag'em All: Micheal's going all out with the Eevee his father gave him!
(B): Tail Whip
Eevee's tail glows for a moment. Hold the (B) button, and you can walk/run around with this charging. Let it go on the ground, and Eevee will spin, using his hard tail to smash forward. In the Sky, it makes Eevee like a helicopter, floating upwards a bit after one spin.
(B)>: Bite
Eevee lounges forward, with razor sharp teeth. If he hits someone, he latches onto them, doing damage as he gnaws on their head. He lets go, knocking them away with his tail after awhile.
(B)v: Elemental Swap
Eevee jumps to Micheal, and he gives Eevee a Stone. The stone is either Fire, Water, or Thunder. Which one will it be? In the Character Selection menu, You can choose to have either stone. You can only choose one for that fight, so pick wisely. The stone evolves Eevee, as the new evolution jumps into the fight. You can only evolve Eevee after you fight with Eevee for a little bit in the fight. In order to know when you can Evolve, watch Micheal; He'll shine a Stone to the sky every once in awhile.
Evolution is Eevee's biggest factor. Here, it's no different. He has the choice to evolve into Flareon, Vaporeon, or Jolteon. Many changes occur:
Jolteon: Fastest.
Flareon: Strongest.
Vaporen: Heaviest.
(B): Tail Whip= Elemental Tail Whip (Shock Whip, Flare Whip, and Aquatic Whip)
The attack is boosted in attack and range, along with an addition of an elemental add-on. Vaporeon's Aquatic Tail Whip does as much damage as Eevee's Tail Whip, but pushes opponents more. The trio loses the hover ability that Eevee had with Tail Whip.
(B)>: Bite= Elemental Fang attack (Thunder Fang, Fire Fang, and Ice Fang)
The attack is boosted, allowing the evolved Eevee form to hold the opponent longer and deal more damage. Flareon can hold the opponent down the most, and deal the most damage.
(B)v: Flamethrower, Thunderbolt, and Surf
Flareon: Flamethrower
Flareon shoots a fireball forward. This Fireball deals great damage, but is slow.
Jolteon: Thunderbolt
When an opponent is near, a homing Thunderbolt attack from Jolteon strikes the opponent. It's quick, and has quick recovery.
Vaporeon: Surf
Vaporeon sits, then from behind, a large, two character-space wave crashes on Vaporeon, not knocking him over, but sweeps the opponent away. VERY defensive, and probably the best edge-guarding attack out there.
(I saved (B)^ because it's the same for all of them..)
(B)^: Refresh
This move was added due to all the Pokemon in Pokemon XD being able to learn special moves (At it's time). This moves let's Eevee or it's evolution choice stop in midair, then leap upwards. Nothing too special.
Final Smash: Purified Lugia
Micheal nods, then holds a thumbs up, as the Camera focuses on him. He yell out, with a grin. "Let's go! Finish them!" or "Lugia, end them!". Lugia appears in the background, and uses Psycho Boost- his special move in XD. The move makes random spots in the area blow up in a purple and blue explosion. He also uses Featherdance- another special move in XD- to slow/weaken opponents. This lasts about 7 seconds. After the limit is reached, Micheal turns around, and waves good-bye to Lugia, shouting either, "See you later!" or "That... Was... Awesome!!". Oh, and the entire time, Eevee (Or the evolution choice) sits next to Micheal, with a mocking smile. Vaporeon just sits there, however. He'll snicker sometimes, though.
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The Minor Aura: Riolu ain't messing around in this fight!
(B): Aura Sphere: EXACTLY like the Lucario's (B) attack I made above. No changes made, except it's a tiny bit weaker, but is shot off and charged faster.
(B)>: Vaccuum Wave:
Riolu punches forward, sending fist-shaped aura spheres forward. He can fist-pump (Or shoot upwards) too. This moves does more knockback than damage.
(B)v: Blaze Kick
To make Riolu not seem like the next Pichu, he has a counter attack that's WAY better than Lucario's (My (B)-Set Lucario).
Like the old (B)v DT of Brawl, Riolu stops, and holds a karate position. Whoever hits him will hold their frame position. Riolu will then jump above them, and stomp on them with fiery legs. This auto-pits opponents, along with dealing damage equal to how much Riolu takes from the attack he counters.
(B)^: Quick Attack
Like Lucario's (B)^ (My B-Set Lucario's (B)^), except it rises Riolu more in the air, is slower when charging on the ground, doesn't have the Jiggz Recoil effect, and does less damage.
Final Smash: Aura Rain
Riolu growls, then starts hurling Aura Spheres in front of him like a mad man; throwing many at a time. He can run, with an angry kid-expression, if you move him around. He'll still keep throwing those Aura Spheres. After awhile, Riolu stops, then sighs, saying, "Rio, rio...", ending the Final Smash.
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Welcome to the Streets: Scrafty and the hood don't appriciate your Attitude!
(B): Focus Punch
Like Captain Falcon's (B) attack, this move is extremely powerful, and does massive damage. Scrafty, unlike Falcon and Ganon, can cancel this move by pressing the shield/block buttons and tilting left or right. He can also spin his body around as he uses this attack.
(B)>: Sludge Bomb
Scrafty crosses his arms, then spits a toxic bomb forward. This move does more damage the more damage Scrafty has taken.
(B)v: Scary Face
Scrafty snarls, waving his fists in the air. Anyone in front of him goes under a new mode; Terror mode. This freezes opponents on the spot, as they hold their heads in fear. Like SSBM Mewtwo's Disable attack.
(B)^: Hi Jump Kick
Scrafty leaps upwards. In the sky, press (B), and he'll fall down, with his strong foot out. Anyone he kicks in the air will be knocked his falling way. He'll then land on them, knocking them away. Don't press (B), and he'll free-fall with action (Except (B) moves).
Final Smash: Beat Up
If an opponent is in front of him, Scrafty yells out, calling for his buddies. They then attack the opponent together, using their powers to beat the living crap out of the opponent. They all then use Focus Punch on the foe, ensuring a KO. If an opponent is not in front of him, the FS fails.
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Elemental Monkey Trio: The Pan-Monkey Pokemon work TOGETHER!
Okay, to start; in the Character select screen, you choose ONE of these monkeys. You play as them the entire match. We'll just refer to the playing Pan-Monkey as, "Pan".
(B): Ember, Water Gun, or Bullet Seed
Depending on who you chose, Pan uses either move. Panpour uses Water Gun, Pansear uses Ember, and Pansage uses Bullet Seed.
But they all have the same effect: Ray gun laser-like attacks. Cannot be used successivly like the Ray Gun.
(B)>: Fling
Pan throws something forward. If he's holding an item, he throws it. Depending on the item, it does more damage and has different effects. (Bob-Ombs become twice as powerful; Ray Guns make the opponent trip sometimes). If not, Pan will pick up a random item, being either just a plain ol' rock, a soda can, a stuffed Clefairy plush (Which may make opponents dizzy at rare times when hit by it), or at rare occasions, the powerful Iron Ball. You'll know if it's the Iron Ball, because Pan will spin before throwing it. It's extremely fast, and is like the Poke Ball pokemon in SSBB- Bonsly. Rock/Soda cans do minimum damage.
(B)v: Assist Dig
Depending on which Pan you choose, you have a battle partner that'll spice up the party. Here's the chart:
If you choose Panpour, you're battle partner is Pansage.
If you choose Pansage, you're battle partner is Pansear.
If you choose Pansear, you're battle partner is Panpour.
Now what they do: They appear from under the opponent, and grab their legs. The partner Pan then brings them underground, and pummels them- which you can't see. They then spit the opponent out of the hole. In the sky, this move doesn't work.
(B)^: Acrobatics
Pan spin-jumps upwards, envelopping themselves in an elemental counter shield. The shield's elemental type depends on the Pan:
Pansear takes the opponent with him, in a stick-attacking Fire spin-jump attack.
Pansage knocks them away more with a green-aura spin-jump attack.
Panpour deals ice damage, with a rare chance of freezing the opponent with an icy spin-jump attack.
This attack goes as high as SSBB Fox's (B)^ move, and works like it.
Final Smash: Triple Trouble
The three Pan-Pokemon get together, and fire beams forward (Like Pokemon Trainer's FS in Brawl). Pansage fires a Solarbeam, Pansear fires a Flamethrower, and Panpour fires an Ice Beam. Works exactly like Pokemon trainer's FS.
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