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Make Your Move 3.0: It's over, it's done, moving on.

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MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
I'd be working on a moveset if not for the SSE I'm working on for you guys. Would you prefer if I went back to moveset crafting? I'm not particularly feeling it for Cortex and really want to do Dimentio, but I'll still see about doing Cortex first.

I doubt either will turn out as well as the 3 Soul Calibur characters did, but that won't stop me from trying.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
As a slight preview, here are the characters I plan to use next two levels:

Waddle Doo, Leonardo, The Delicious One, Squeak Squad, Ty Tasmanian, Enker, Grunty

Team Big Shots, Mama Luigi, Indiana Jones, Rock (yes, you heard me, Rock)
 
D

Deleted member

Guest
As a slight preview, here are the characters I plan to use next two levels:

Waddle Doo, Leonardo, The Delicious One, Squeak Squad, Ty Tasmanian, Enker, Grunty

Team Big Shots, Mama Luigi, Indiana Jones, Rock (yes, you heard me, Rock)
Yes!!! Finally Leonardo is about to show his moves. Can't wait to see it.

Rock (yes, you heard me, Rock)


This guy?
 

TVTMaster

Smash Apprentice
Joined
Mar 7, 2008
Messages
124
Hmmm... ten new pages, one moveset, two SSE updates, and a whole lot of spam... and complaints... and soap opera chaos...

/voiceofreason

Teehee, Simba's an edgehog... so what would that make Pumbaa? *rimshot* *shot*

Looking forward to yet another exciting episode of TYATM! And any new moveset anyone might come up with! Anyone? Please?
Need my fix...
You see my Pom Pom on page 287? He's all done.
 

Vaul

Smash Apprentice
Joined
Feb 13, 2008
Messages
136
Location
Northeast


Unlock Message: Shaman, mistress of magic and mayhem, has joined the Brawl! (Alliteration FTW)

Universe

Populous: The Beginning (third game/prequel of the Populous series)


Consoles

PC
Playstation 1
Nintendo DS (as a god)

Awards

-Best Real Time Strategy 1998
-PC Games Award gold games 2000
-Best Music Level Magazine Award 1999.

How is ‘Shaman’ pronounced?

1. shah-muh n
2. shey-, sham-uh n (this is how she pronounces it; both are grammatically correct).

Shaman, a Unique Fighter

Shaman leads her tribe of zealous followers throughout the galaxy, staunchly opposing enemy armies who threaten to destroy her religion. Worshipped as a demigod (she aspires to become a God), she faces all who challenge her with her vast armies and powerful magic.
Her sorcery is unparalleled; she is able to muster earthquakes, volcanoes, lightning, and other natural forces upon command. However, there is a major catch: Shaman needs the appropriate amount of mana in order to cast these spells. Similar to the ‘invisible’ levels of fatigue for PT, strength-to-damage ratio for Lucario, and ‘Gas Content’ for Wario, Shaman must possess certain amounts of mana in order to cast certain spells. In Populous: The Beginning, mana is generated when her followers are performing some form of work (fighting, building, worshipping, etc.) and mana is generated over time. As she does not have her followers in Smash, and to prevent any attempt of a dominant camping game, she must generate mana herself through hand to hand combat! This includes any landed attacks that do NOT use mana (to be explicated). While such moves are relatively weak, they alone will allow her to summon her most devastating spells to KO the enemy.
As a result of mana, Shaman is very unique in the sense that she racks up damage in close combat and (usually) KO’s from a distance. While her vast array of ranged attacks is her greatest strength, at the same time they cannot be spammed efficiently, for her mana will soon be depleted. While she is not particularly fast, heavy, nor defense-oriented, Shaman makes up for these flaws with her impressive range, approach game and raw killing power. Her mana-generated spells serve numerous purposes, whether they are strictly for KOs, combo setups, her recovery, and, of course, mindgames—a plethora of mind games.

Story

Intro to Populous: The Beginning (good stuff!): http://www.youtube.com/watch?v=YkHQpJPpFi8

Shaman was raised by the Ikani tribe (the unofficial name for the ‘blue’ team, which one plays as during Single Player) and assumes her role as the tribe’s leader when she is chosen by divine right to possess mana and the magic within. As the Shaman, she alone can cast spells and be reincarnated following her death; as long as she has followers to believe in her faith, Shaman can never truly be killed. Yet as powerful as she may seem, she is directly threatened by the rise of rival tribes headed by their own prophets seeking power and religious dominance across the heavens. All vying for the favor of the Gods, the shamans of these tribes will stop at nothing to reign over each planet and in turn either converting or killing the inhabitants. Through worship, military strategy, sprawling cities and powerful magic, Shaman must confront the threats poised before her by the earth-altering Matak (‘green’ tribe), the fervently insidious Chumara (‘yellow’ tribe), and her most powerful rival, the Dakini (‘red’ tribe) if she wishes to save her people, preserve her faith and attain her ultimate goal: to become a God (she does so before the final battle of Single Player, seen here):

http://www.youtube.com/watch?v=aY0Fqbx5Dg4

Gameplay Screenshots








How To Unlock
Play 30 Regular Brawls with Ness, Lucas, and Zelda each. Then defeat Shaman.
Have Shaman join your party in SSE (near middle of the game).


Outfits

Blue (Ikini, default)


Red (Dakini)


Green (Matak)


Yellow (Chumara)



White


Black

Wii-Mote Sound

Shaman screams her reincarnation call: “ANNUUTTTT!” (with lots of reverb, see 2:42 in this video to hear it exactly. The whole vid is a pretty good example of Populous gameplay in general):

http://www.youtube.com/watch?v=SDocy0IH2Fk&feature=related

Entry Pose

The pillars of the Reincarnation Site rise from the earth as Shaman magically appears from within (see beginning of above vid).



Description

Shaman’s game focus’s on her mana, that is, the amount of spiritual energy she has at any given time. Mana is required to cast certain spells (to be explicated), and once these spells are cast, the required mana cost is deducted from Shaman’s mana pool (the invisible meter which contains and measures how much mana she has). Shaman starts each battle with 300 mana and there is no limit to how much she may obtain.
Here is the basic concept for acquiring mana: For every 5% damage Shaman deals to an opponent, she acquires 100 mana. However, the damage dealt cannot be done through spells which use mana, i.e. Specials and Smash moves. Instead, Shaman must use her hand-to-hand combat skills to dish out the necessary damage and acquire any mana. Moves that do not use mana include her standard ‘A’ attacks, tilts, grabs, throws, and aerials. Consequently, Shaman must use a strategy to her choosing when fighting the enemy: Should I use spells whenever I can, or should I save them for the KO? Should I spend my mana on Specials, Smashes, or both? Should I cast multiple shots of the same spell at a time (e.g. multiple Lightnings back to back) to overwhelm the enemy, or should I use them as needed? As you can see, there is certainly room for the development of a meta-game.
In order for a player to know when Shaman is running low on mana, Shaman’s eyes will turn white and her staff will inconsistently crackle with electricity when the mana meter is below 300. The mana meter is meant to be more of an incentive to fight/not camp than a crippling restriction. It forces the player to mix up their gameplay and make important decisions both before and during the fight.
Additionally:
• Mana rollovers after death/reincarnation
• Shaman’s smash attacks and specials DO NOT stale with repetition. The only control is the amount of mana.
• Melee attacks (those that do not use mana) comply with rules of stale-move degeneration.

Weapon: Casting Staff

The Casting Staff is Shaman’s irreplaceable fighting aid from both long and short ranges. When casting spells (smashes and specials) the mana is channeled through the staff after the appropriate incantation and is shot out of eye of the tip (see below insignia), where it then takes on its physical form. The Casting Staff is also an essential component of her hand-to-hand combat game. The Staff is the only reason why her melee move-set is not absolutely abysmal; it gives her a fair amount of range and is quite fast due to her extensive Bōjutsu training.

Game Insignia: Head of Shaman’s Staff




Specials

Note: All spell durations are AFTER incantation

Neutral-B: Ghost Army
1. Shaman summons three warrior-decoys to her side! While they cannot deal damage and upon enemy contact will disappear as a cloud of (Shaman-colored) smoke, they can provide defense as a human/ghost shield and can impede an advancing opponent should they get within range.
2. Start up lag, incantation: Kelate! (Pronounced ‘Kee-la-tay’)
3. After incantation, three ghost warriors (see Assist Trophies) will magically appear next to Shaman
4. Mana permitting, Shaman can cast numerous Ghost Armies
5. Though they cannot deal damage, Ghost Armies can still engage the enemy and briefly keep them occupied and relatively stationary while the opponent fights them off
6. Once any enemy contact (projectile or otherwise) hits a ghost warrior, they will disappear as a puff of smoke
7. Can lightly force opponent from the ledge if nearby (though no damage dealt)
8. If two opposing Ghost Armies combat each other, they will negate one another and disappear. Will negate enemy items and projectiles if hit
9. Duration: Until enemy contact dispels each member of a Ghost Army
10. Mana required: 200





Side B: Swarm
1. Medium range projectile (about same distance as Wolf’s blaster)
2. Startup lag, incantation: Unaga!
3. Swarm of stinging insects (hitbox about the size of DDD) randomly moves across the stage at medium speeds
4. Upon contact with enemy, opponent will be attacked by swarm and will ‘panic’; character flees madly and player temporarily loses control of character until character out of swarm’s hitbox
5. Direction character flees is shortest distance away from hitbox. If flees in direction swarm is moving, will continue to panic and be dealt damage!
6. No knockback (only ‘panic’ animation). Swarm deals 2-3% each second character is ‘overswarmed’.
7. Will not affect teammates nor deal damage to them (Swarm does not harm own followers in Populous)
8. Will not go off ledge
9. Will dispense of enemy Ghost Armies, Waddledees, and activate/neutralize enemy items
10. Duration: 8-10 seconds
11. Mana required: 200


Up B: Landbridge

1. Shaman summons a Landbridge, in which the ground rises to her feet and pushes her upwards and forwards at a 45 degree angle in an escalator-like fashion (similar concept to Squirtle’s Waterfall)
2. Landbridge causes ground to move in a wave beneath Shaman. As ground rises before her, ground behind her recedes.
3. Startup lag, incantation: Tu-scats! (Pronounced ‘Two-scots’)
4. Has limited distance off the stage (approximately the length of Samus’s Zair for sweet-spotting)
5. Since Landbridge is the ground itself rising to meet her, Shaman regains her second jump afterwards!
6. Control: Can use as much as desired until mana is depleted
7. Landbridge always sends Shaman at 45% angle upwards in direction she is facing. If Shaman below stage and in range of ledge, Landbridge will sweetspot the ledge (will ‘push away’ opponent on ledge if not invincible, á la IC’s and Wolf’s Up Bs). If not in range and in the air, Landbridge will only send her a small distance upwards (similar to Ganondorf’s Dark Dive), yet she will regain her second jump and can perform LB again if she has mana to do so.
8. Duration: ~2 seconds, similar speed and motion to Squirtile’s Waterfall
9. Mana required: 300
10. Mindgames?! Landbridge gimps for recovering opponents?! Pursuing airborne enemies?!

Down B: Lightning

1. Long distance projectile (range roughly same as Samus’s Super Missiles)
2. Startup lag, incantation: Zoka!
3. Following incantation, lightning bolt targets closest opponent. Target position based on enemy’s location at point Lightning is first cast (i.e. before incantation).
4. If opponent moves from location they were originally at when spell was cast, Lightning will target that point, NOT the enemy’s current position.
5. Hitbox runs from summoned thunder cloud (same height and size as Pikachu’s Thunder) to point of ground contact. Narrow hitbox in air compared to wider hitbox on the ground.
6. Very powerful spell, kills at low percents, ~14% damage if hit in the air, 22% if hit on the ground. High vertical knockback when sweetspotted (lands hit with opponent on ground). Has electric properties (naturally).
7. Duration: <1 second
8. Mana required: 300
9. Mindgames?! Useful against recovering/stalling enemies?! Perfect during opponents get-up animation?!

Standard Attacks

AAA – Bōjutsu. Shaman’s standard melee attacks; the first two hits are with her staff while the third is a roundhouse kick which sends the enemy straight up, setting up for a combo. While not particularly strong in hand-to-hand combat, Shaman is well trained in Bōjutsu (art of using a bō staff) and her attacks come out very quickly. Each individual hit in this three-pronged attack can be cancelled/interrupted with any grab, tilt, smash or special. Contributes to Shaman’s mana. 4%, 4%, 3%

Dash Attack – Joust. Shaman runs, does a small jump, a full 360 and then extends her staff outwards. Good range, the staff’s tip is electric and can be sweetspotted. Has significant startup and ending lag (think DDD’s dash attack). Sweetspot has good knockback while the rest of the hitbox can result in follow up attacks. Contributes to Shaman’s mana. 6%, 9% if sweetspotted.

Ledge Attack – Below 100%: Shaman does a very quick somersault back onto the stage with her right leg extended, knocking away the opponent. Contributes to Shaman’s mana. 4% Above 100%: Shaman slowly crawls back onto stage and swipes at the enemy’s feet with her staff. Contributes to Shaman’s mana. 3%

Get-Up Attack – Shaman performs a break-dance kick, hitting both in front and behind her for about 60-75 frames (think mini version of Sheik’s down smash). Contributes to Shaman’s mana. 4%

Tilts

Forward Tilt – Hypnotize
Shaman chants “Noctana!” as a ball of light suddenly appears at the end of her now extended staff. The hitbox/ball of light becomes activated when Shaman says “-tana” and lasts for a few frames afterward as well, thus this move comes out slightly faster than her specials. Has small startup lag. Range is slightly smaller than Lucario’s Fsmash, yet hitbox is (proportionally) the same size. Little to medium knockback, Hypnotize has high priority and delivers a fair amount of hitstun that can be followed through. EATS shields like there’s no tomorrow. Contributes to Shaman’s mana. Deals 7-8% damage.

Up Tilt – Pendulum Swing
Shaman quickly swings her staff in a rodeo fashion around her head, hitting opponents forward, behind, and directly above her. This move comes out very quick with about 30 frames of ending lag, upon which Pendulum Swing may be repeated or stringed into another attack. Good range both behind and in front of Shaman with a very small hitbox on top. Low knockback pops enemy into air close to Shaman, and can often be comboed into another up tilt, down tilt, and/or up smash. Contributes to Shaman’s mana. 5-6%

Down Tilt – Rising Bō Staff
Facing the opponent, Shaman quickly crouches, turns in place and, when nearing the 360, rises with her staff in an uppercut-like fashion. Has medium knockback and average range, but sets up for combos at lower percents and can kill light characters vertically at high percents. Very fast with hardly any starting or ending lag (thus can be chained together with relatively little risk of punishment, or chained into other standard attacks). Contributes to Shaman’s mana. 7%

Smashes

Forward Smash – Blast

1. Short range projectile (roughly same distance as blue/red/yellow Pikmin throw)
2. Startup lag, incantation: Ta-ka!
3. After incantation, moves VERY fast, fairly large hitbox
4. When Blast hits airborne opponent, knockback will be primarily vertical. If Blast hits enemy on the ground, there will be good diagonal/horizontal knockback which kills at high percents
5. High hit-stun, delivers ~8-10% damage
6. Has fire properties.
7. Duration: <1 second
8. Mana required: 100




Up Smash – Tornado

1. Shaman engulfs herself in the center of a tornado. This funnel-shaped hitbox covers all of Shaman’s body and a little bit in front and behind her. The hitbox towers until about two body lengths of her height and angles outwards appropriately (as a funnel/tornado does)
2. Startup lag, incantation: Gee-nak!
3. If non-shielding enemy comes into contact with Tornado’s hitbox, they will be sucked into the center and spat out vertically. Very high vertical knockback which can kill lighter characters below 80% on FD with no DI.
4. Damage: 12%
5. Duration: ~3 seconds. Like Lucas’s up smash, Shaman is very vulnerable afterwards with many frames of ending lag
6. Shaman is immobile during the duration of the spell, but has SA frames
7. Mana required: 200



Down Smash – Earthquake

1. Shaman causes the ground beneath her to tremor, briefly stunning any enemies within range before molten lava emerges from the Earthquake’s fissure!
2. Startup lag, incantation: La-kai-ee!
3. Has two separate hitboxes. First is the tremor instigated directly after the incantation, in which grounded opponents are dealt 2% damage and momentarily stunned, while the second hitbox occurs approximately two seconds after the tremors begin in the form of lava on the ground in front and behind Shaman
4. Both hitboxes can only affect characters on ground within a ‘DK Ftilt’ of Shaman both behind and in front of her.
5. Second hitbox has large horizontal knockback at start, deals ~15% at start and ~11% at end
6. Duration: Tremor = 2 seconds, Eruption = 3 seconds
7. Shaman is mobile during this time (she can even cast another EQ if she has the mana!). She can only be interrupted if attacked during her incantation. If interrupted, spell is not cast and mana not ‘taxed’.
8. Has fire properties, lava hitbox lasts for 3 seconds but strongest at start and weakest at end
8. Mana required: 300

Aerials

Neutral Air – Somer-Assault
Shaman quickly somersaults in the air with her right leg extended, knocking players swiftly away. Very similar to her standard ledge attack, this move comes out very fast and the hitbox (her leg) has moderate range. Very little ending lag and can be strung together. If positioned correctly, the Somer-Assault will spike (her heel must be moving downward and perpendicular to the opponents head); difficult to time and apply consistently. Having moderate knockback, Somer-Assault adds to Shaman’s mana supply. 5-6%

Forward Air – Hypnotize
Shaman juts her staff outwards while chanting “Noctana!” A ball of light (about the size of a Waddledee) simultaneously emerges at the tip. Has little to no knockback, but has high priority and the amount of hitstun allows for follow-ups at lower percentages. In the same spirit as Shaman’s forward tilt, her forward air EATS shields and the circular hitbox increases the chances of shield poking. Roughly 30 frames of startup lag. This move contributes to Shaman’s mana pool. 8%

Back Air – Bloodlust
Shaman becomes infuriated with rage! With Bloodlust’s increased strength, she whips her staff behind her, aiming at the opponent’s neck. The head of the staff wraps around the opponent’s neck and propels them forward (Shaman’s forward) as Shaman spins back to her original position and throws them in that direction, similar in the manner one throws a lacrosse ball. This move CANNOT be shielded; counts as an aerial grab. Has high knockback (the exception in regards to Shaman’s melee attacks) and is unique in the sense that it sends the opponent in the direction Shaman is facing (in contrast to 99% of back airs which send them in the opposite, more conventional direction). Bloodlust comes out quickly, but has nearly 100 frames of ending lag. Bloodlust has moderate range and contributes to Shaman’s mana pool. 11%

Up Air – Jolt
Shaman thrusts her staff skywards as a jolt of electricity is emitted from the head in all directions (please ignore the seemingly ‘implied’ sexual connotations…just kinda noticed that). The hitbox is a bit smaller than a Waddledee (the great unit of measure), but has high priority and stays out for over a second; it is comparable to the IC’s up air. Good range, good priority, and fairly good knockback; has electric properties (big shocker). Jolt contributes to Shaman’s mana pool. 8%


Down Air – Flatten

With hardly any startup lag at all, Shaman plunges directly downward with her feet first to embrace for the oncoming impact. It falls into the same category as those of Sheik’s, Toon Link’s, ZSS’s, and Sonic’s (and being even more similar to Sonic’s Up B, Shaman can cancel hers by using her Up B, Landbridge). If she hits an enemy below her, the opponent will be slammed to the ground escorted by Shaman rather than being instantly propelled at the very moment of contact. With a loud crash she crushes whoever may be below her, sending a ripple effect through the ground (see picture). If the opponent was accompanied by Shaman to the ground (as opposed to have continually plunged off the stage), there will be high vertical knock back. Has very high priority against attacks coming from directly below (not so much on her sides). Flatten contributes to Shaman’s mana pool. 9-10% upon landing

Grabs

Shaman grabs the pressure point between the shoulder and neck and forces the opponent to their knees. She pummels by kneeing to the face. Her pummel is very fast, but only deals 1-2% per hit (similar to Samus’s). All her grabs contribute to her mana pool.

Forward Throw – Blast
Shaman casts a mini Blast spell which propels the enemy straight forward at high speeds with moderate knockback. If not DI’ed otherwise, the knockback’s trajectory will be very close to the ground and can be teched. Having fire properties, the enemy is projected while engulfed in flames. Contributes to Shaman’s mana pool. 8%


Backwards Throw - Trebuchet
Shaman raises her staff in an upward arch with the staff’s head horse-collaring the opponent’s neck. Shaman arches her back and continues the arc, bringing the staff all the way behind her until it touches the ground. As the opponent is hooked, they will be slammed into the ground and bounce at a ~75% angle behind Shaman (think Kirby’s Back Throw from Smash 64…or Sector’s throw in Mortal Kombat 3 Ultimate). Happens very quickly (15 frames) with average knockback. This is Shaman’s most damaging throw and contributes to her mana pool. 11%

Upwards Throw – Telekinetic Slam
A very entertaining throw, Shaman raises her hand upwards, raising the opponent into the air without touching them via telekinesis. She then thrusts her hand downwards, slamming the opponent into the ground with a vertical trajectory (think Ermac from Mortal Kombat 3 Ultimate...yea I'm a fanboy, what of it?). Has the highest knockback of all her throws (kills MK on Final Destination while fresh around 90% with no DI). Great combo finisher as it easily flows from her various melee attacks that have little knockback. Contributes to Shaman’s mana pool. 7%

Downwards Throw - Firestorm
From the pressure point hold, Shaman pushes them to the ground and unleashes Firestorm from her staff while pointed at the victim’s head. A series of fireballs pummels the enemy before sending them slightly upwards. Has somewhat low knockback and can be comboed out of at lower percents. Its fire properties have a good deal of hitstun. Fox’s down throw + Charizard’s down throw + Samus’s down tilt = Firestorm. Contributes to Shaman’s mana pool. 6-7%

Dash Grab – Shaman’s dash grab is unique in the sense that it has tether grab properties. While in the dash animation, Shaman will horizontally swipe her staff at the opponents neck (á la her back aerial) and haul them in. It has twice the range and twice the ending lag of her standing grab. Her pivot grab is AMAZING with over three times the range of her standing grab (remember, she must be in her full dash animation).


Defensive Tactics

Shield - Magical Shield

Shaman’s shield takes on the form of the spell Magical Shield. She surrounds herself with an odd energy barrier that takes on the color of the shaman (see picture). Similar to Yoshi’s shield, Magical Shield is highly resistant to being shield-poked (although it is still possible, as opposed to Yoshi). However, it is somewhat smaller than the average shield size and is subject to slightly more shield-stun when defending against energy based attacks, making her shield-grab less practical than others.

Sidestep – Invisibility
By casting the spell Invisibility, Shaman seemingly disappears for a VERY brief period of time (i.e. the duration of a spot-dodge, roughly the same as R.O.B.’s) before reemerging. This makes her sidestep last a bit longer than most.



Forward Roll and Backwards Roll – Teleport

Shaman’s dodge animation takes the form of the spell Teleport, a unique spell that allows Shaman to be transported anywhere in the world in Populous. She vanishes and then reemerges in a puff of smoke in whichever direction she rolled in. The duration of her roll from first disappearing to the end is about 1.5 seconds long. Although one of the slower dodges in the game, her forward and backwards rolls, combined with her spot-dodge, make it very difficult to predict where Shaman will appear next. Truly, this is the epitome of all that is mindgames.


Aerial Dodge – Normal
Shaman has a normal air dodge with similar animation and duration as Yoshi’s.

Miscellanious Animations

Dazed/Broken Shield: Shaman wobbles back and forth with her head down. A Hypnosis symbol appears over her head.

Idle Pose: Shaman impatiently taps her thigh with her staff as she does so in Populous.

Final Smash: Angel of Death

Shaman grabs the Smash Ball! This is not the best day for Shaman’s enemies…

“MORTAZA!!!”

She summons the Angel of Death! This terrifying beast falls from the sky, seeking those who oppose its beloved Shaman!
The Angel of Death is a large, dragon-like creature with a serpent body, wings, a mouth and nostrils (no eyes), and no legs. The AOD takes on the color of the Shaman. The AOD flaps its wing, hovering slowly around the stage until it comes upon an unlucky opponent. The AOD will breathe fire before swooping down at great speeds, grabbing the enemy with its fangs (cannot be shielded or spot-dodged), then flying high and spewing them in a giant ball of fire. Once caught, there is no chance for survival, as this embrace by the Angel of Death is a one-hit KO!
However, a smart opponent has a (somewhat slim) chance of survival. Although the AOD is invincible, it can still be delayed from its death swoop while flying. Projectiles and long ranged attacks will keep it off balance as it must physically align itself to successfully catch an opponent. This aggressive tactic, combined with simply running like a rabbit (the AOD is slow while flying) does give the opponent hope. However, the Shaman is very much mobile while the AOD is in play and is just as dangerous as the Angel itself. Survival is possible, but it will be quite a challenge to even the most cunning of players.
AOD Duration: 20 seconds
If Shaman is killed during her Final Smash, the AOD will disappear as well, increasing chances of survival.




Taunts

Up Taunt – Shaman faces the screen, raises her staff into the air and shouts “Now is the time for war!”, á la introduction video. Bolts of electricity are emitted in all directions from the staff head.

Left/Right Taunt – Shaman temporarily hovers above the ground (very much Lucas’s Up Smash) with her back arched and her face towards the sky while shouting “ANNUUTTTT!” followed by a resounding echo, this being her reincarnation incantation (see Wii Mote for link to sound).

Down Taunt – Shaman gets onto one knee and bows her head in prayer for ~3 seconds.

Losing Pose

Shaman’s shoulder faces the camera and gives a ‘slow clap’ (see MK).

Victory Poses

1. Shaman chants “Noctana” (incantation for “Hypnosis” spell, temporarily converts enemies) and screen turns into the hue of Shaman’s color! E.g. Blue shaman=blue hue, Red shaman= red hue, etc.
2. Shaman shows off her Bōjutsu skills by twirling her staff around her at incredible speeds before getting into a defensive position: one leg bent forward (her weight is on this foot), the other fully extended to the side, one hand jutted towards the screen as an open palm and the other bracing the staff against her back [Zhang Liao style, from Dynasty Warriors :-) ]
3. Shaman is surrounded by the pillars of her Reincarnation Site, in which she is immersed in a beam of light and vanishes into the heavens (á la outro video).
Victory Screen Music: http://www.youtube.com/watch?v=GC0h7DcVifg&feature=related

Stat Ratings

Running Speed- 4/10
Walking Speed – 5/10
Air Speed – 7/10 (semi-fast faller)
Attack Speed – 9/10 melee, 1/10 magic
Power – 2/10 melee, 10/10 magic
Range – 4/10 melee, 10/10 spells
Weight – 3/10
Fall Speed – 8/10 (semi-fast faller)
Recovery – 7/10
First Jump Height – 5/10
Second Jump Height – 4/10
Throws – 5/10
Priority – 2/10 melee, 9/10 magic
Traction – 5/10
Dodges – 8/10
Size – 4/10 (As in below average size)
Crouch – 4/10 (Prayer position is half her normal height)
Jumps: Initially two, Landbridge regains second jump and can be cast multiple times
Wall Jump: No
Wall Cling: No
Glide: No
Tether: No

Pros

High risk/High reward
Superb ranged game through Specials and Smashes
Enormous versatility in regards to approaching and distancing herself, numerous strategies
Overall good range for both magic and melee
Very powerful spells which can KO at lower percents
Melee attacks are very quick
Multiple vertical KO moves to choose from, great on stages with low ceilings and against lighter characters
Mana supply allows for her to cast multiple spells at once
Landbridge = Renewed second jump. Large mana supply = multiple jumps!
Swarm and Lightning prevent extensive enemy camping, Ghost Army defends
Final Smash = Crime Against Humanity
Solid balance between her combo and KO games
Unlike most characters, can level the playing field against smaller, lighter opponents (e.g. MK, Olimar, Squirtle, etc.)
Ranged attacks helpful for keeping pressure on recovering opponents
Is an absolute BA


Cons

High risk/High reward
Relies heavily on mana supply
Must focus on generating and saving mana for appropriate times
Often compelled to engage in close combat despite the circumstances (e.g. high damage, losing, etc.)
Melee combat is relatively weak and has poor priority
Generally screwed if off the stage with little to no mana
Considerable startup-lag before nearly all specials and smashes
Below average running speed
Cannot abuse/depend on best spells which rely on mana
Has trouble with characters who apply constant close-combat pressure (e.g. Sonic, Diddy Kong, Marth, etc.)
Medium-Lightweight
Falls faster than average characters, hence susceptible to being comboed and gimped
With exception of specific spells, generally poor priority

Miscellaneous

Stage: Armageddon

The spell Armageddon is perhaps the single most epic way to end any real time strategy game. On levels in Populous that have an Armageddon spell available, each tribe must vie for control of the Stone Head which holds it. By worshipping at the Stone Head uninterrupted for some period of time, a team will be rewarded with the right to cast Armageddon whenever they deem appropriate. When cast, a giant natural arena forms from the earth. The Shamans arrive first, each controlling one portion of the arena. The four tribes face each other in a large circle and begin to muster their forces one by one into the all-natural coliseum, all while yelling battle cries as they begin to amass (pumps up the adrenalin). Once all fighters have entered the arena, for 5 seconds everything is perfectly still; no noise, not motion, just staring at one another. Then on queue, the fighters rush to the center and the epic battle begins as a free-for-all between the four tribes. The Shamans have Magical Shields (protects them from magic), yet still continue to cast spells on one another while the war rages on. This causes the spells to rebound in a random direction, half of the time ending up in the center of the arena and further adding to the chaos. The warriors slice and dice on the front lines while firewarriors (projectile-based units) fire from a distance in massive waves of down pouring fire. When all of the followers of a tribe have been destroyed in the arena, the respective Shaman loses her Magical Shield and is subsequently Lightninged by another Shaman. With the former Shaman now deceased, that tribe is eliminated. This continues until there is only one tribe left standing, upon which they may claim absolute victory.

l__________________________________l
l__________________________________l
_\________________________________/
__\______________________________/
___\____________________________/
____\__________________________/

Wow that took forever to set up on the forums (ignore the model's asymmetry and black lines).

The solid white line represents the bottom of the arena, while the slashes are the sloped hills that make up the arena’s circumference. This is a unique level in the aspect that it is a hybrid between a traditional king-of-the-hill style map and a walk-off map. While the stage’s floor extends from one side of the stage to the other, one cannot actually walk off the stage due to the increasingly slopping hills on either side (think of it as the slope on the first Yoshi’s Island on both sides and eventually giving way to an insurmountable wall). As there is no actual ‘off the stage’, obviously tactics such as recovering, edge guarding, gimps and spikes are not very relevant here. Horizontal KO’s will usually take more damage than usual as the opponent will often hit one of the side walls before dying vertically. As a blatant exemption of the rule for most Smash stages, Armageddon favors heavier characters with poor recoveries and more vertical killing options (hometown advantage for Shaman). This is also a unique stage in the sense that the camera will revolve around the fighting when appropriate (example: character being hit and teching off the wall. Camera will realign opponents by revolving around them instead of the usual fixed camera). This is purely for cosmetic purposes, as it gives the impression of actually being in an enclosed three dimensional arena where the fighting doesn’t always have to take place on a single plane (Dead or Alive comes to mind).
The stage will be quite a visual feast, with combatants from their respective tribes fighting in the background and the Shaman’s casting various spells into the arena. Yet once again this is all purely cosmetic; the only actual way it would interfere with the gameplay is by simply posing as a visual distraction from the fight on hand. Even still, the antics occurring outside of the Smash fighting itself will by no means be an obtrusive factor in the match and would be very much tolerable for the experienced Smasher. The rotating camera and the additional cosmetics are simply the attempt to recapture the senses and feelings one experiences while witnessing the Armageddon of Populous.

And here it is, in all its glory: http://www.youtube.com/watch?v=aiZ0RgpwLoI

Stage Music

NOTE: Unfortunately, there is some VERY good original Populous battle music, however, it is simply nowhere to be found. The below songs are composed by their respective authors and are not the property of neither myself nor Bullfrog Studios (developer of Populous).

“Mosane Pi” by E.S. Posthumus
Link: http://www.youtube.com/watch?v=WMoJWSjuDKk

“Isunova Pi (Piri Reis Remix)” by E.S. Posthumus
Link: http://www.youtube.com/watch?v=bTpVzzZKX1Q (closest thing I can find to it. Exact version I’m referring to is on E.S. Posthumus’s album “Cartographer [Piri Reis Remixes]”)

“Boss Battle” by Robin Beanland and Graeme Norgate from the Jet Force Gemini Soundtrack
Link: http://www.youtube.com/watch?v=r5O86vJ70fM&feature=related

“Mona Lisa” by Juno Reactor (Yes, a bit cliché, but that doesn’t change the fact that it’s still awesome. Remember to listen to the transition at 2:20!)
Link: http://www.youtube.com/watch?v=5mgL3kJ2vsM

“Genesis” by Justice
Link: http://www.youtube.com/watch?v=ThKNt-GY1ww

“Stress” by Justice
Link: http://www.youtube.com/watch?v=i5S0dkLZoTg

“Blood Sugar” by Pendulum…yea, that’s right, I said it.
Link: http://www.youtube.com/watch?v=ffqeipPFQ-o

Assist Trophies

Shaman’s Army
Three different units of Shaman’s army arrive on the scene, aiding those who summoned them! There is one Warrior, one Firewarrior, and one Preacher. The Warrior has very strong and fast melee attacks, but little range. The Firewarrior shoots Blasts from his hands, a projectile that has long range and okay knockback. However, the Firewarrior is much more vulnerable during hand-to-hand combat. The Preacher is used in Populous to convert enemy followers to their Shaman’s cause. In Smash, the Preacher has a static hypnotize effect, very much like Jigglypuff’s Sing except always constant. If you get too close, you’ll be lulled by the Preacher’s magical sermons and even sit to listen to him! This effect lasts for roughly 5 seconds before one can recover. Unlike most Assist Trophies, these three units can be successfully attacked and eradicated; they won’t disappear otherwise.

Stone Head
A Stone Head from the Populous series appears! It simply stands on the stage, perfectly harmless…that is, until someone worships it.
Any character may pray at the Stone Head by going to it and holding down A to worship (lol pika prayer). The player must worship the Stone Head for a total 10 seconds (if interrupted after, say, 5 seconds by another player, they may go back and pick up where they left off. The other player has their own timer). Once a player reaches the 10 second marker, the Stone Head sinks back into the ground and a spell is cast!
There are three different spells, and each is chosen randomly and has a 1:3 chance of being cast:

Firestorm
Great balls of fire hail from the sky! Anyone in the proximity of these falling meteors will immediately take damage and catch on fire, wildly panicking across the stage (similar effect as Swarm). This does not affect the player who cast the spell, so they are free to take advantage of the chaos and disorder. Each hit deals about 6 damage and Firestorm lasts for approximately 12 seconds.





Bloodlust
When Bloodlust is cast, the player who ‘won’ the Stone Head becomes TWICE as powerful. Their strength, running speed, attack speed and air speed all double for up to 20 seconds! This is shown by having glowing red dots about their head. Knockback remains the same and the player can still be attacked/KO’d.



Swamp
The Swamp icon is shown over the victors head. The next time they press B/Special, they will lay a Swamp at their feet (roughly the length of 1/4th of Final Destination). Although Swamp cannot affect the player who cast it, when any opponent steps into the Swamp, they will be dealt damage at a rate of 2% damage per second with LOTS of hitstun (so much that they are only able to take a step forward before being hit again), and as a result are extremely ‘bogged’ down (ZING). Once caught in the Swamp, they are at the mercy of the player who cast it! Swamp lasts for up to 45 seconds before disappearing.


Kirby Hat: Shaman’s mask (see alternative costumes) covers Kirby’s face! Hilarious!


Codec Conversation

Snake: Colonel…Colonel What the HELL is going on?!
Colonel: That’s Shaman, Snake. I take it you’ve already met?
Snake: I’m being attacked by a bunch of bees! You didn’t exactly equip me for that, Colonel!
Colonel: That’s one of her spells: Swarm. Don’t be fooled, Snake. That mask and cane may seem harmless, but she has harnessed a power that we can’t even begin to fully understand. Keeping your distance from her may not be your best option in this case…
Snake: I (expletive!) hate bees!
Colonel: ………
Snake: ………
Colonel: ………
Snake: ………
Colonel:……Dane Cook?
Snake: What?
Colonel: Nevermind.

Event Matches

#5 – Death From Above
The Dakini Shaman threatens domination by worshipping at a Stone Head which grants the Angel of Death spell! Not only must you stop her and seize the spell for yourself, you must also fight off her constant stream of followers (see Assist Trophies)! Worshiping the Stone Head takes 30 seconds; only one stock available.
Stage: Battlefield
Useable Characters: Shaman

#15 - Incarceration
What the...Shaman has no mana! Caught in the midst of a battle frenzy, will she be able to hold out against the magic-wielding Zelda?
Objective: Defeat Zelda in a 2-stock-each match with no Specials or Smash moves.
Stage: Armageddon
Useable Characters: Shaman

Subspace Emissary Role

The Ikani (default blue) Shaman is at war with her arch nemesis, the Dakini (red). Initially indifferent to the Subspace threat, she is only motivated to defeat her worst enemy. However, when she sees in battle that the Dakini Shaman had allied to the side of evil in exchange for the ability to turn characters into lifeless trophies, she realizes that the plight of our heroes is directly connected to hers and after much thought, joins them in their quest.


Conclusion

Shaman’s a highly complex character with a move-set true to her game. She is not easy for anyone to pickup; mastering the scarcity of mana is no easy task. Yet she promises a multifaceted aggressor-play and there is much depth for her players to discover. That said, it would be impossible to tell at this point where Shaman would place on the tier lists. If I had to, I would predict that like Samus and to a lesser extent Donkey Kong from Melee, a few talented players will excel with Shaman beyond the rest, their unique styles of gameplay being very difficult for an opponent to predict.



Character by Vaul (Alexander Binder) 9/19/08
 

Collective of Bears

King of Hug Style
Joined
Nov 10, 2007
Messages
6,507
Location
North Carolina
NNID
Gark430
3DS FC
1805-3069-0371
As a slight preview, here are the characters I plan to use next two levels:

Waddle Doo, Leonardo, The Delicious One, Squeak Squad, Ty Tasmanian, Enker, Grunty

Team Big Shots, Mama Luigi, Indiana Jones, Rock (yes, you heard me, Rock)
Yay! And I can't wait to see Rock in action.
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
Chapter 4: Sain Loves the Ladies

Part 1- Why don't the ladies love him?

Bored of his duties, Sain leaves Lyn's court in search of a woman who can actually tolerate his womanizing ways. His journeys take him to Trophy Land. Sain travels from town to town, being turned down by most of the ladies in the known Nintendo universe.

One day he was particularly unwelcome in a village near the Mushroom Kingdom and is chased off by a mob of women.

Playable Characters- Sain
Objective- Escape the mob
This works kind of like the racetrack level of Melee's adventure mode, except that you are constantly being chased by a crowd of angry women. Don't count on getting lucky. :laugh:

Before he is chased off by the mob, he hears about a ball being held at Princess Peach's castle. The guest list was huge and contained people from several countries, including Hyrule and Sain's home, Lycia. Many beautiful women were sure to attend, and even someone as dim-witted as Sain knew this. Sain, of course, does not hesitate to go.

Part 2- Princess Peach

It turns out that organizing a party is more stressful than Barby Peach thought. The palace had to be decorated, the food had to be prepared, and the toads knew nothing about being waiters. Apparently Peach didn't think ahead, as the only thing that had been finished was the guest list. She couldn't count on Mario being there to help, as he was nowhere to be found. Peach decides to take a stroll through the garden to relieve her nerves. She is attacked by Subspace Army.

Playable Characters- Peach
Objectives- Defeat the Subspace Army units (30 in all).

After these Subspace Army units are defeated more appear. Fortunately for her, the previous fight made a lot of noise, alerting the guards (now why can't they ever stop Bowser). When the fighting is done, even Peach was smart enough to (somewhat) realize the gravity of the situation. She has her servants post messages around the villages of the Mushroom Kingdom requesting the help of any able-bodied tropps to serve as guards. The party must go on!

Part 3- The Noble Sir Sain

Sain sees this message and decides to take advantage of this opportunity. Being out of work for so long was starting to take its toll on Sain's wallet. He had also heard that the Princess was quite a beauty.

So Sain hops on his trusty steed and sets off for Princess Peach's Castle. He wasn't the first to arrive unforunately, as many other knights, human and mushroom alike, also had their eyes set on the job. The toads had advised peach to hold a tournament to decide who should become a member of Peach's personal guard.

Playable Characters- Sain
Objective- Win the tournament (64 entries)
Notes- Each match is a one on one 1 stock match.
The opponents are common knights except for the final round, each opponent uses the same moveset as Link.
In the last round, you fight a stronger knight, who uses your moveset. He is heavier and slightly stronger than you are.

After he wins the tournament, Sain is appointed to be Peach's personal guard. True to his nature, Sain hits on the Princess using his Shakespearean style language. This goes right over the Princess's head (she doesn't understand that he is trying to hit on her.)

"I'm sorry my good knight... I have no idea what you're saying," said Peach.
Sain, frustrated, replies "I'm sorry, my Princess, I just said that you are truly beautiful."
"Thank you. May I ask your name?"
"I am Sain, of Lycia."
"Well, Sir Sain. Would you mind escorting me to the party?"

Sain, as you might expect, was overjoyed by this. Usually, girls walk off or slap him by now. His sweet-talking may not have been effective, but he had a date nonetheless (or atleast thats the way he saw it.)

Part 4- The Party

Thanks to the diligent toads, the preparations for Peach's ball had been finished in time. The guests were already starting to pour in. Among the more well-known guests were Princess Zelda of Hyrule, who had befriended Peach before the fight with Tabuu.

As the party commenced, the castle soon went undersiege by subspace army, led by none other than Bowser.

Playable Characters- Sain, Peach, Zelda
Objectives- Destroy all enemies.
Notes-
There are about 30 Subspace Army enemies. After those are all defeated, you will face Bowser.

Bowser has no intention of being defeated so easily. His own Koopas immediately storm the palace and he runs off with Peach.

Part 5- Sain to the Rescue

Before Sain could rescue the Princess, he would have to take care of the Koopas first.

Playable Characters- Sain, Zelda
Objective-
Defeat all Koopas (30 total).
Notes-
These come in an assortment of Koopa Troopas and Koopa Paratroopas.
Use their shells to help score additional kills.

Sain wastes no time pursuing Bowser. In his rashness, he leaves without taking Zelda with him, making this a solo mission.

Playable Characters- Sain
Objective-
Find the Princess
Notes-
This works like pretty much any SSE side-scrolling level.

Bowser almosts escapes with the Princess. He flees to his Koopa Clown Car located near a volcano. Fortunately for Peach, she was lucky to have Sain as a guard. Sain arrives just in time to fight the dragon... turtle... thing.

Playable Characters- Sain
Opponent- Bowser
Objective- 1 stock match

When Sain defeats Bowser, Bowser is knocked into the lava. It looks like the end of Mario's arch-rival. The Princess is grateful to be rescued and completely ignores the fact that she was kidnapped in the first place.

"I'm sorry, Princess. There were to many enemies to stop him."
"You've saved my life and thats what matters," replies Peach.
"Hey... the ball doesn't have to end yet. I'm sure everyone will be thrilled to see you safe," says Sain, "Let me take you back to the palace."
"Thank you, Sir Knight."

End Of Chapter... Or is it...

Cutscene- Night of the Living Bowser

Bowser isn't yet dead. After Sain and Peach leave the area, a skeletal hand bursts from the lava. Bowser is now.... Dry Bowser!


Hope you enjoyed this chapter.
 

Delta_BP26

Smash Ace
Joined
Aug 23, 2008
Messages
606
Location
NYC


Name: MegaMan SF


Unlock message:
Pulse in! MegaMan has arrived!

Stats:

Size: 4/10 (About Toon Link's height)
Power: 8/10 (Great power in damage and knockback)
Weight: 4/10 (Low...)
Walking Speed: 6/10 (Decent)
Dash speed: 6/10 (Decent)
Drop Speed: 4/10 (Floaty and has good horizontal air movement)
First Jump: 7/10 (High)
Second Jump: 7/10 (A great second jump, but not like Falco's or anything)
Traction: 8/10 (Nothing wrong with it)
Range: 5/10 (All over the place. Really bad on some, good on others)
Priority: 7/10 (Not the best)
Hit Stun: 7/10 (Pretty good)
Wall-jump: No
Wall Cling: No
Crawl: Yes
Glide: No
Tether: No

Standard Attacks

A: Jab.
AA: A kick to the side.
AAA: Fires a TailBurnr1 straight ahead. (Has the range of Wolf's F-Smash, horrid lag, 8 damage, can only hit once, and only knocks them back like a standard jab)
Dash Attack: A FlickrKck1. (MegaMan stops, does 3 quick kicks, 3 damage each, deceiving range, renders MegaMan invisible for 3 seconds)

Tilts

Forward: StunNukle. (Deals 13 damage and stuns. The punch is slow, but for 1 and a half seconds the enemy will flash yellow and be stunned in their pain animation. It's too slow to infinitely chain them together)
Up: A PoisNukle. Like Mario's Up-Tilt in animation, but slower. (Deals 15 damage, high knockback, and poison damage for 3 seconds. Poison damage is basically like what a Lip's Stick does to you)
Down: StikyRain1. (Interesting attack. MegaMan swipes his hand, immediately followed by rain coming in from the top and hitting the spot directly in front of MegaMan. It deals 6 hits of 2 each, and keeps them in jab-like hitstun each hit. Good combo starter, but knocks them upwards with each hit at higher positions, meaning you can't use it whenever. Like Pika's Thunder, it is stopped by platforms. Has bad ending lag and a bit of start up time)

Aerials

Neutral:
Fokx-Fu1. (Very useful. Use it, and for a split second, MegaMan will transform into a Fokx-Fu virus. Getting hit in this state will cause MegaMan to reappear and immediately slash the enemy for high damage and knockback. Unlike counters, it can be avoided. The timing is very difficult to pull off)
Forward: BigAx1. (MegaMan takes out an axe, is idle for a moment, until he slashes it horizontally. Powerful and large range, however it has very bad lag on both sides)
Up: JetAttack1. (MegaMan will thrust his arm backwards while looking up. He will them fly straight up with a large bird-like thing in his hand. It has heavy starting lag and only deals 10 damage, but has some interesting properties. First, it has a strange hitbox. If you hit with it when he's at his very peak, it spikes. If you hit with the wings, the enemy will be sent flying horizontally in the respective direction. If you hit with the tip as he's going up, they will be sent flying upwards. He also has Super Armor as he first goes up for a quick moment. It cannot be used practically for recovery because every time you use it in one air time, he goes up less. Eventually, you will lose distance as you fall more than you go up. A powerful move)
Back: MegaMan spins with his arm out. (If it connects, Omega-Xis will bite the enemy numerous times and end in a powerful one, like Mario's D-Air. It can't kill and is solely for damage racking. If you miss the initial spin, the attack will end there. Quite reliable, being his only great aerial)
Down: Randomly puts on a barrier. (MegaMan is surrounded in a barrier, which goes down in one hit. It has very interesting properties as well. First, he thrusts his arm down as it is put on. Getting hit by the tiny ranged thrust will spike. Second, it can only be used once per stock. It has some starting lag as well, making it impractical for most situations. However, it does give immunity, so anyone without a projectile can be pressured by it)

Smashes

Forward: A WideSword. (I hate to say things like this, but it is exactly the same as Ike's F-Tilt in basically everything)
Up: CloudShot2. (MegaMan picks up a gray cloud and holds it above him. After a quick moment, a small area around the cloud will be shocked 3 times, each time dealing 5-7 damage. It is slow and not very powerful. Generally not useful)
Down: VolticEye3. (MegaMan swipes his open hand through the air, followed by 3 crosshairs appearing on his feet, and two crosshairs beside the initial one on each side. They will flash 3 times, each one doing 5-7 damage. It comes out pretty fast but has a slow attack speed. Which means bad end lag. If you get hit by one, you will get hit be every one after it)

Specials

Neutral Special: MagiCrysl
A very unique attack. An orb will appear in front of MegaMan, either yellow, blue, or red. It has varying HP and effects, but they all do generally the same thing; fire out slow moving projectiles a bit larger than those of Wolf's Blaster with the same range from various starting points either pretty far above it, above it, or at level with it. Once it is deployed, it takes a while to start firing; enough time to escape. After one is gone, it cannot be used again for 15 seconds. It can also not be used in the air.

MagiCrysl1: There is a 55% chance the red orb will appear. It fires red fire-damage shots that deal 3 damage each and just deal flinch knockback. (Like a jab) It has 5 HP and disappears after 6 seconds.
MagiCrysl2: There is a 35% chance the blue orb will appear. It fires blue shots that deal 4 damage each and push the enemy back quite far, like the FLUDD. It has 10 HP and disappears after 4 seconds.
MagiCrysl3: There is a 10% chance the yellow orb will appear. It fires yellow shots that deal 5 damage each, rapidly, and deal hitstun based electric hits. (Once again, like a jab) If you are close to it, it is likely that you will get hit by everything. Ouch. It has 15 HP and disappears after 3 seconds.

Side Special: Whistle
Anybody within the range of half of FD will be called to you immediately. They take no damage and it happens very quickly. It merely moves the players to you, so any moves they are using will still be used. It has many purposes that are up to the user, liking making someone who is charging up a smash attack come to you and short hop an N-Air. A mysterious special move indeed.


Up Special: GhstPulse1
MegaMan will fire a GhstPulse1 straight ahead. It deals 8 damage and scrambles the opponent's controls into a random set-up for 3 seconds. Using it will cause MegaMan to quickly fly straight up and backwards, like if it were very strong and forced him to move back. The shots travel rather slowly, but they cannot be reflected. They go on until they are off-screen, and only two rounds can be on-screen at once. It launches him backwards, so you should use it and immediately follow up by DI-ing towards the stage. A pretty good recovery move, and a really good edgeguard.


Down Special: JunkCube3
A large cube of crap is deployed. This cube, if you go anywhere near it (As in a quarter of FD's range) will flash twice before immediately rushing at high speed towards the direction of whoever set it off. It can kill well. It cannot be used in the air. It is not an effective edgeguard because it cannot go off-stage and will attempt to strike while the enemy is in their invincibility frames. It has 20 HP, and vanishes automatically in 6 seconds. They must be deployed within 15 seconds of each other.


FINAL SMASH: Big Bang
This gives MegaMan the opportunity to use 6 Final Smashes. Yes, 6. He will randomly transform in 1 of 6 things; Leo StarForce, Pegasus StarForce, Dragon StarForce, Zerker, Ninja, or Saurian. Each of them have different abilities. He will be transformed into one of these, and pressing B will activate it.
LEO: The Zero Laser. With fiyah. It deals more damage but less knockback, comes out fast, and has better range.
PEGASUS: The screen will dim, MegaMan will charge up energy, and then, ice. Everywhere. It jets out of the ground everywhere, deals 65 damage, and freezes everyone for 4 full seconds with no knockback.
DRAGON: MegaMan spins until a giant leaf cyclone forms. You can control it for about 7 seconds, and it is basically a massive, long lasting Mach Tornado.
ZERKER: MegaMan will do a huge slash in front of him with a massive electric sword. If it connects, a cinema begins. MegaMan slashes horizontally, horizontally once more in the other direction, holds the sword above him, and then crashes down. As he crashes down, a massive bolt of lighting appears and engulfs everyone who was caught in the cinema. It deals 60 damage and has the knockback of Pikachu's Down B.
NINJA: MegaMan turns into a huge tornado like for Dragon. You can control it, but it's more like a one-hit-sent-flying thing, rather than a bunch of small hits.
SAURIAN: Like Aura Storm, but much bigger, more powerful, and less control.

Other

Grab: Omega-Xis (MegaMan's arm) bites forward. Good range but slower than usual.
Grab attack: Bites again. (Deals 3%)
Back Throw: Throws them up, backflip kick. Good damage and knockback.
Forward Throw: Punches them in THE FACE. (Low everything)
Up Throw: Throws them up, sword stab. (Strong)
Down Throw: Headbutts them into the ground, like DK's Side-B. However, they don't get stuck into the ground. The animation just looks like DK's Side-B.
Get Up Attack A (Under 100%): Omega-Xis quickly attempts to bite the enemy. (Very interesting. Has a short range, but if it connects, the enemy will be dragged off stage as MegaMan instantly climbs up. Deals decent damage)
Get Up Attack B (Over 100%): MegaMan swipes his hand across the floor. No point in using it.


Taunts

Up Taunt: MegaMan yells out "For my friends!" while holding his cannon (Omega-Xis) arm up.
Side Taunt: Punches with his cannon arm and keeps the arm out as Omega-Xis bites. (Can deal up to 5 damage if Omega-Xis bites the enemy)
Down taunt: Pumps his fist while saying, "Yes!"

Entrance

A blue beam comes from the sky, hit the floor, and transforms into MegaMan.

Victory Poses

1. MegaMan takes out the Zerker OOPArt, Omega-Xis bites it, MegaMan struggles to pull it away, and quickly puts it back away.
2. Omega-Xis says, "Crikey! What kind of fight was that?!"
3. MegaMan says, "Pulse out!" and transforms back into Geo, followed by a pump of his fist.

Victory Music

A selection of the MegaMan StarForce theme song plays.

Costumes/ Colors

1. Standard Costume: A blue and silver MegaMan with the red visor, and Mega's flames are green.
2. Blue Team: MegaMan is a much darker blue with black where the silver once was. The visor is now sky blue, as well as his ear piece thing. The golden stripes and chest piece are now red. Mega's flames are gray.
3. Red Team: MegaMan is red, with a dark gray visor and ear piece thing. His jumpsuit is black, the stripes and chest piece are blue, and Mega's flames are blue.
4. Green Team: MegaMan is simply changed to green, whilst the flames are changed to purple.
5. Rogue Colors: MegaMan's hair is changed to white. His visor is a dark purple, his ear pieces are gold, the silver is changed to red, his shoulder pieces are changed to an ugly gold color, Mega's Flames are light purple, the stripes and chest logo are gone, the jumpsuit is changed to black, and any remaining blue armor is changed to very dark gray.
6. Alternate Costume: Megaman X!
7. Alternate Costume 2: MegaMan EXE. This costume lets you pick different colors for it as well.


Assist Trophy: Megaman classic

Megaman will show up and say, "FOR STARTERS, I'M GONNA TAKE OUT THOSE ROBOTS!!" and shoot everyone down with various forms of weaponry. He will vanish after a short while.


Kirby Hat:

Kirby will get the helmet, complete with visor and everything.

Misc

Idle Pose: MegaMan stands in a slightly hunched position, cannon slightly out in front of him. After a while, he will stand straight and look at Mega.
Losing Pose: MegaMan looks exhausted, dead on the floor in the back. You can see that he breathes though...
Shield: Regardless of controller port, it will always be blue and much larger than usual. The size is just for looks, however, as it is the same as any other shield.
Forward Roll: A regular roll.
Back Roll: A regular back roll.
Sidestep Dodge: Basically Luigi's.
Air Dodge: Same as Luigi's.
Dizzy: Nothing special. Just a generic dizziness.
Sleep: MegaMan stays crouched, resting on his knee.
Select Screen: You hear a warping noise, which shows that he's turning from Geo into MegaMan.

THE LOWDOWN

MegaMan SF is a very strange character. First off, his moveset is ridiculously situational. Everything has its own purposes. His aerial game is weak, for the most part, his specials are mainly for controlling the stage, his tilts and smashes are all over the place, and his AAA combo is exceptionally useful. This is a character who seems to be too much at once. Is he an aerial character? No. A speed character? No. A power character? No. A campy character? No.
So what the hell is he? I designed this character to be like a MegaMan StarForce/Battle Network Folder. What does that mean? His attacks work is unison is what it means. Everything has some kind of combo associated with it. So maining this mysterious character is all about the mind of the player. Not for newbs.
 
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@Shaman dude: Looks great. Really detailed in his/her attacks. I really like his/her B attacks.

@Megaman: Awwwww....i hate that version of Megaman. But other than that, it just needs some colors and it would look great. I like the idea of 6 final smashes.
 

Shadow5567

Smash Journeyman
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Heh, I had an awesome moveset planned out for Megaman Tribe but just another one that got lost in my obsesiveness for another moveset.....
 

smashbot226

Smash Master
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Waiting for you to slip up.
RESERVED FOR:


"The war is over... but WE still have a score to settle!"

Biography: Liquid is a separate entity from both Liquid Snake OR Revolver Ocelot; he is Liquid's mind "implanted' through Ocelot's body through an anesthetic arm (Liquid's.)

In Metal Gear Solid 4 (which continues the story from where Metal Gear Solid 2 left off), he assumes the identity of Liquid Ocelot, with the Liquid Snake persona having seemingly taken complete control of his mind. He attempts to resurrect Outer Heaven in his conflict with the Patriots, establishing a dummy corporation that runs the five largest PMCs that exist in the game. It is explained that Ocelot's possession by Liquid was an elaborate act, made possible through self-hypnosis and nanomachines, in order to 'become' Liquid Snake and trick the Patriot AIs into focusing their energies on battling Liquid. According to the Metal Gear Solid 4: Database, Liquid's arm threw Ocelot's psyche out of balance during the Tanker and Big Shell incidents. Ocelot believed that the arm was driving him insane in the presence of Solid Snake. Thus, he removed the arm and had it replaced with a cybernetic prosthetic prior to the events of Guns of the Patriots.

The game's final battle is a fist fight between Snake and Liquid Ocelot atop the warship, Outer Haven, with background music from the previous Metal Gear Solid games played during the fight. There are four main stages of the battle, in which Liquid Ocelot's fighting strategy changes from being more aggressive to more technical. Initially, Liquid's persona continues to be in control, as evidenced by the name header under his life gauge, which simply says "Liquid". In the second and third phases, the name header changes to "Liquid Ocelot" and then simply "Ocelot" when he attacks Snake using CQC. In the end, Ocelot tires and collapses to the ground, eventually returning to his normal-self state. Although he appears to die from exhaustion after the final fight, his death is actually caused by the new strain of FOXDIE that was injected into Snake by Drebin (as revealed by Big Boss in the game's debriefing).


Style:
Ocelot's style revolves around his CQC skills and his magnum, calling it "the best gun ever." Ocelot focuses on precision and swift attacks, throwing in some mindgames and quick, but fierce, attacks. His main downfalls are his size, poor aerial game, and long ending lag between many of his moves. He's a risky, technical character, but also a very accurate one in terms of range, power, and speed.

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MORE 2 COME
 

TheSundanceKid

Smash Lord
Joined
Jun 8, 2008
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The Secret Kingdom
My poor fans will be so disappointed...

:shyguy: :beezo:
<--My fans.
:( I guess I'll keep you in mind when I accept more applicants. A waiting list I guess.
****. I always miss these things.
I think you made an appearance already:laugh: I can give you a second one if you want....
Looking forward to yet another exciting episode of TYATM!
Thanks, will more than likely be up today.

As a slight preview, here are the characters I plan to use next two levels:

Waddle Doo, Leonardo, The Delicious One, Squeak Squad, Ty Tasmanian, Enker, Grunty

Team Big Shots, Mama Luigi, Indiana Jones, Rock (yes, you heard me, Rock)
HORRAY!!
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
Lots of movesets and a SSE chapter to boot. I'll have a lot to catch up on. I just finished my own SSE chapter, but I don't have the time atm to put in HTML code due to having to go. Shaman looks really good, a potetional best moveset, I'm exceptionally looking forward to reading that one.

Expect the SSE chapter up at 9:30 pacific time. This chapter helps give the plot some more substance, and is going to explain what happened to the characters who wern't shown as vampires.
 

Shadow5567

Smash Journeyman
Joined
Apr 11, 2008
Messages
223
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In your mom
It's all good, I've got Mega Man 9 to keep me busy =)
Being a fan of the starforce series, USE RESPECT! Call him Geo, or use Starforce but do not confuse him with the failures of the past (-X/Network naturally), it is an awesome series, I could actually say that they are comparable, ever so slightly to the awesomeness that is Zero
 

smashbot226

Smash Master
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Waiting for you to slip up.
1. WHY HAS NOBODY COMMENTED ON OCELOT YET? Make-e me sad...

2. Next DoT should be up soon.

3. Might make a moveset for:







(There are two others, whom pictures I cannot find.)
THE CRUSH BOMBERS!!!
 

Shadow5567

Smash Journeyman
Joined
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Messages
223
Location
In your mom
Huh? o_O; Did I miss something...?
you said megaman 9, where is the 9 comming from? it doesnt matter, the newest megaman, no matter how cheesy, is to cool to be compared to the others so refer to him as Megaman Starforce, or Geo, yes I am being ubsessive but I am a little bored and was happy to see that though my starforce died, someone else did it
 

TVTMaster

Smash Apprentice
Joined
Mar 7, 2008
Messages
124
Um, I think he's talking about the kickawesome WiiWare 8-bit retro Megaman with Hornet Man, Tornado Man, Splash Woman, etc. Judging from SirKibble's avatar I'm guessing he gets the distinction as well. Starforce is a crappy knock-off of a knock-off of a classic.
 

MarthTrinity

Smash Lord
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Aug 9, 2007
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The Cosmos Beneath Rosalina's Skirt
Mega Man 9 is the new Mega Man game that just came out today on WiiWare, it's based on the old NES Mega Man games and is quite hard...I actually haven't played the Megaman Starforce/Geo games, but I've heard good things...and also I'm a pretty big fan of the Battle Network games admittedly hehe.
 

Chris Lionheart

Smash Champion
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Apr 6, 2008
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Make Your Move
I do!


Lol I apparently picked the wrong time to put up my SSE chapter... 2 movesets at the same time as it. I was thinking that it would be one of the most popular chapters I've written. :ohwell:
 

TVTMaster

Smash Apprentice
Joined
Mar 7, 2008
Messages
124
I do!


Lol I apparently picked the wrong time to put up my SSE chapter... 2 movesets at the same time as it. I was thinking that it would be one of the most popular chapters I've written. :ohwell:
I still read it and Sain ftw. Just like him to hit on Peach. And just like Peach to be gullible enough to fall for it.
 

truendymion

Smash Cadet
Joined
Aug 23, 2008
Messages
37
I decided to abandon the Wander moveset I had been working on and replace it with Ganon! I've been playing Ganon in brawl and getting frustrated so I decided to make a moveset that is more true to the character, I.E give him a sword and magical attacks woot!

I hope its not against the rules or anything...
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Did you ever get a chance to see my Mew moveset, KingK.Rool?
Ah yes, I did, but forgot to comment on it. I definitely like what you did with the character, using Mew's possibilities to the fullest. Spite is a great, unique idea, and I like the way you laid it out as Attackdex entries translated to Smash. You also integrated Mew's signature Force Field with all those crazy TMs. Some attacks seem a bit too powerful for a lightweight, and a Playstyle section would be appreciated, but overall, nicely done.

WHO ELSE BE WANTING AN UPDATE?!
I... be?
 
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