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

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MAMA LUIGI JOINS THE BRAWL!

Stats (Out of 5):
Power: 3/5
Walking Speed: 3/5
Dash speed: 4/5
Range: 3/5
Projectile distance: 4/5
Drop speed/weight: 2/5
Size: 3/5
1st jump: 3/5
2nd Jump: 4/5
Crouch: 2/5
Traction: 2/5
Combo: 4/5
Wall jump: Yes
Wall cling: no
Crawling: Yes
Glide: no
Tether: no

Pros:
Relatively balanced
Strong projectile

Cons:
Somewhat easy to KO
Most of his non-projectiles have a short range

Standard Attacks and Tilts

A: Pulls a small punch; Low knockback, short range; 3%

AA: Left punch, right punch; Low knockback, short range; 3% per hit

AAA: Left punch, right punch kick; Low knockback, short range; 3% per hit

Side Tilt: Far kick; Low knockback, medium range; 5%

Up Tilt: Performs a headbutt; Low knockback, short range; 4%

Down Tilt: Breakdances; Medium knockback, short range; 3%

Dash: Yoshi and a plow appear in front of Luigi, who grabs the plow. Yoshi then rushes foward, pulling Luigi with him; High knockback, medium range; 4%

Smash Attacks

Side Smash: Punches, holding the football he chisled; High knockback, short range; 12%

Up Smash: Luigi's head turns into an egg, and performs a headbutt; High knockback, short range; 9%

Down Smash: Throws a fireball at the ground in front of him; Medium knockback, short range; 7%

Air Attacks

Neutral Air: Standard punch; Low knockback, short range; 3%

Foward Air: Throws a fireball; Low knockback, long range; 6%

Back Air: Kicks backwards; Medium knockback, medium range; 4%

Up Air: Throws a fireball upwards; Low knockback, medium range; 6%

Down Air: Spins in the air; Medium knockback, medium range; 3%

Situational Attacks

Get-Up: Breakdances and gets up; Low knockback, short range; 3%

Ledge: Climbs up and kicks anyone ahead of him; Low knockback, short range; 2%

Grab and throws

Grab A: Headbutt; 2%

Foward Throw: Hits captive with football, captive goes flying; High knockback; 11%

Back Throw: Swings opponent backwards; Medium knockback; 3%

Up Throw: Throws opponent upwards; Low knockback; 4%

Down Throw: Throws opponent at ground; Medium knockback; 5%

Special moves

B--Yoshi-Saur: Pulls out a baby Yoshi, who eats any projectiles that come his way

Side B--It's a Football: Throws his football; High knockback, long range; 14%

Up B--Magic Balloons: Turns into a balloon, which floats upwards briefly

Down B--Bagel: Spins around, then launches a giant bagel upwards; High knockback, medium range; 7%

FINAL SMASH--That's Mama Luigi:The "That's Mama Luigi Remix" starts playing, which triples Mama Luigi's attack power for the next minute.

Taunts:
1: "That's Mama Luigi to you!"
2: "YE-EEEEEELP!"
3: Balances his football on his finger.

Victories:
1: Throws his football at the camera, ending the recording.
2: Announce says, "Thius game's winner: Luigi." Mama Luigi replies, "That's Mama Luigi to you, announcer!"
3:

Entrance: Floats down inflated, then deflates and lands on the ground.
Wiimote Sound: "It's a football!"
Crowd: "Mama Lui-gi!"

Loss: Sits on the ground, crying.

Alt colors:
Default/Green Team: See top of page.
Red Team: Hat and overalls turn red.
Blue Team: Hat and overalls turn blue, shirt turns green.
 

PKSkyler

Smash Lord
Joined
Apr 25, 2008
Messages
1,566
Location
San Diego
Lil slugger and elite beat agents are awesome! in depth comments in a bit, i have to go now....

thanks for the compliment on Servbot`s moveset!!! Glad you liked the upsmash :D
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
So, without further ado, let's make the next moveset! Hooray!

Other Movesets by Spadefox:
Lip the Flower Fairy (Panel de Pon/Tetris Attack)
Gilius Thunderhead (Golden Axe series)
Stanislav "Spade" Serkov (Original Character)
Silver the Hedgehog (Sonic series)
Blaze the Cat (Sonic series)
Chaos (Sonic series)
Gemini Spark (Megaman Starforce)
Shadow the Hedgehog (Sonic series)
Numberman.EXE (Megaman Battle Network)
Sandbag (Super Smash Bros. series)
Dr. Ivo "Eggman" Robotnik (Cooperation with KoJ, Sonic series)
Kovomaka Students (Magical Starsign)




oOoOo Rouge the Bat oOoOo




Rouge the Bat, the rival to Knuckles the Echidna, makes her stand! She was first introduced with Shadow the Hedgehog in Sonic Adventures 2, and made herself a name in being an agent for G.U.N. She usually is teamed up with Shadow and the robot E-123 Omega. Rouge has made appearances, playable or not, in most of all Sonic games since her introduction, and she keeps on doing so.

As her moveset in the games is highly based upon kicks, Rouge's moveset here also will concentrate on her kicking. However, she also uses several other tricks and weapons to get through the fight.

Stats
Screen Name: Rouge
Size: 4/10
Weight: 4/10
(Running) Speed: 6/10
Power: 5/10
Jump: 10/10 - Rouge first jumps into the air, and is then able to fly like the Kirby-series characters or Jigglypuff
Fall Speed: 2/10
Crouch: Yes.
Crawl: Yes.
Wall Jump: Yes.
Wall Cling: Yes.
Gliding: Yes.

ATTACKS
Legend:
Attack: Attack Name - Description with damage indicator

Standard Attacks
A, A, A: Slap, 1, 2 - One of the few non-kicking attacks Rouge has, she slaps the enemy, one, two, three~. Damage: 2% each hit.
Ftilt: Knee - Yes, the Knee returns, though not that hard. Rouge kicks her knee forward, doing quite nice knockback, though the range is pretty low. Damage: 7-8%
Utilt: Shock Punch - Rouge punches upwards and electrocutes the enemy. Looooow knockback. Damage: 5-7%
Dtilt : Sweep Kick - Rouge spins herself doing a low kick with decent knockback. Damage: 6-8%

Smash Attacks
Fsmash: Power Kick - Rouge charges her momentum in holding her foot sidewards. She then hurls out a powerful kick, which makes Rouge herself move a bit to the side, as well. Very good knockback, good range, damage: 16-20%
Usmash: Somersault Kick - Rouge somersaults in her stand and sends the enemy upwards. Decent knockback. Damage: 13-16%
Dsmash: Split Kick - Rouge splits her legs on the ground. Good knockback, though it sends the enemy pretty much along the ground. Damage: 12-16%

Aerial Attacks
Nair: Spin Jump - Rouge curls herself into a ball of batty destruction. It does continous hits and has hardly any knockback. Damage 2% with a total of 4 hits.
Fair: Super Rouge - I know, the move's name is awesome and misguiding. Rouge punches forward, which makes her have the "Superman"-pose while flying. Mediocre knockback. Damage: 8-10%
Bair: Backflip - Nomen est omen. Rouge does a backflip in the air. Decent knockback. Damage: 10-12%
Uair: Flip Kick - Rouge does a somersault upwards, kicking with her heel. Good knockback, straight upwards, damage: 10-12%
Dair : Drill Dive - Rouge spins downwards, her feet first. Everyone being caught in this kick will be pulled with the bat. This attack is fast and, although not with high knockback, does hurt, because... Damage: 3% each hit, with a total of 8 hits.

Situational Attacks
Dash Attack: Spin Attack - While in locomotion, Rouge curls down and takes on a fetal position, rolling along the ground. The move needs her to get back up, thus recovery time, and does only a mediocre knockback for what it needs. Damage: 5-7%
Ledge Sweep (under 100%) - Rouge pulls herself up, does a somersault on the ground which ends in a kick.
Ledge Sweep (over 100%) - Rouge pulls herself up slowly and sweeps everything near her with a kick.
Get up Attack (under 100%) - Rouge does a handstand while splitting her legs in both directions, then does a somersault to get back onto her feet.
Get up Attack (over 100%) - The only attack including her wings, Rouge gets into a kneeling position and slaps around her with her wings while standing up.

Specials
B: Bat Cracker - Rouge sends out a small bomb resembling her looks. The bomb is homing, going to the closest target and slowly following it, however, does not last forever - it will explode if the target is too far away. When it contacts with an enemy or a wall, it explodes with good knockback. Damage: 10-12%

B side: Thunder Shoot - Rouge sends off a ball of electricity, which bounces around like Mario's fireball. Nearly no knockback. Damage: 5-6%

B up: Screw Kick - Rouge starts to hurl herself upwards - though the kick can be controlled much like Meta Knight's drill attack (whatwasitsname). It does mediocre knockback. The damage is continously, each hit does 2%, and there's a total of 6 hits.

B down: Hip Drop - Rouge pounds her hips into the ground to trigger shockwaves running in both sides of her. They throw everyone onto their back and have good knockback. If Rouge does this move in the air, she will not make shockwaves, but Meteor Smash anyone who gets caught by that hip. Damage: Shockwave: 9-10%, Hip: 10-12%

Grabs, Throws
Grab and Pummel - Rouge pulls her opponent closer and does her Slap, 1, 2, just with holding the enemy. Damage: 2% each hit.
F throw - Rouge lets the opponent lose and kicks them into oblivion. Good knockback for a F Throw, Damage: 9%
B throw - Rouge just throws the opponent into the other direction, turning around with them. Bad knockback, damage (occurs when the enemy hits the ground) 6-8%
U throw - Rouge lifts her opponent upwards and lets them fly a few inches, and lets herself down onto her sexy batbutt and kicks upwards, just right into the enemy she just grabbed. Very good start for a juggling, since it sends the enemy high and nearly straight upwards. Damage: 7-10%
D throw - Man, that hurts. Rouge does her Hip Drop attack onto the poor enemy she just threw into the dirt. Damage: 11-13%

Misc. Animations
Sleeping - Rouge lays on the ground, breathing slowly
Dizzy - Rouge stands, holding her ears as they were in pain

Final Smash
Black Wave
Rouge lifts a little into the air - if already midair, she'll stop in her position - and starts to give a supersonic cry. It's shown as black rippling effect and has a circle shape - it's about the same size as Luigi's Negative Zone, and, as said Final Smas, holds after Rouge is finished, for a little. Enemies getting into contact with the will immediately become dizzy and constantly recieve damage like they've gotten a flower.

Taunts
Up - Rouge pulls out a Chaos Emerald, holds it up and giggles.
Side - Rouge turns herself at the player, waves her index at them, while winking.
Down - Rouge does a spin, ending with facing the player and blows a kiss at them.

Entrance
A smoke bomb creating a cloud of purple smoke, and Rouge enters out of it, waving at the player and exclaiming "Hey, sweetie!"

Alternative costumes
- White Fur, Blue Eyeshadow, Standard Outfit (Black Catsuit with Heartshaped Chestpart, White Boots and Gloves, Pink Highlights), Default
- Pink Fur, Red Eyeshadow, Standard Outfit (Black Catsuit, Pink Boots and Gloves, Red Highlights), Red Team
- Slightly green toned Fur, Cyan Eyeshadow, Standard Outfit (Green Catsuit, White Boots and Gloves, Orange Highlights), Green Team
- Slightly lilac toned Fur, Blue Eyeshadow, Standard Outfit (Purple Catsuit, Purple Boots and Gloves, Blue Highlights), Blue Team
- Cream Fur, Golden Eyeshadow, Standard Outfit (Brown Catsuit, Brown Boots and Gloves, Golden Hightlights)
- White Fur, Pink Eyeshadow, Sonic Heroes Outfit (All Pink and Purple, Link)
- Black Fur (unlike in the pic), Blue Eyeshadow, Sonic Riders Outfit (Black casual clothing with white and pink highlights, Link)

Victory Poses
Up - Rouge steps forward, tossing a Chaos Emerald like a coin
Down - Rouge lands from coming above, and then looks at the player, grinning at the,
Side - Rouge spins herself, pointing her index fingers at the player, saying "Fly in the Freedom, Sugar!"

Additional Stuff~

Codec Converation
Snake: I'm facing a human bat girl here...
Rouge: Hi, sugar. I'm Rouge the Bat, and this time I'll be your opponent.
Snake: What! How did you get into my channel?
Rouge: Awww, come one, cutiepie. It's not like an agent couldn't do that easily.
Snake: So... why did you do it?
Rouge: I just wanted to tell you that you shouldn't underestimate me because I'm a woman. My kicks are powerful, and of course I can fly, being a bat and all... Just be aware of my powers. I promise I won't hurt you too much, okay, honey?
Snake: Uh... eh... okay. Got'cha.


Kirby Hat
Of course Rouge's head, being round, is perfect for a Kirby hat. It resembles her head form, Kirby gets her ears and some blue eyeshadow (looking a little similar to the red "eye shadow" he gets when copying Falco).

Wii Remote Sound
"Hey, Sweetie!"

Unlock Message
Rouge the Bat, the sexy thief, has joined the fight!

Role in Subspace Emissary
Rouge has joined the Subspace Army, like Wario having only her own goals in achieving money and, most importantly, gems. She is Ganondorf's agent in the Bomb Factory, and when Ganondorf decides to blow it up, she sees that she had done wrong and switches like the Ancient Minister her side to Team Heroes, joining them.

Logo
Logo of Sonic franchise

Victory Theme
Victory jingle of Sonic Franchise

Home Stage
Station Square, see Chaos

THIS MOVESET IS FINISHED. IF YOU LIKED IT, PLEASE COMMENT. THANK YOU!
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Indiana Jones


Everyone's favorite whip-cracking archaeologist, Indiana Jones, has joined the brawl!

In Smash, Indiana Jones is on the verge of being a powerful heavyweight. Unlike most of the heavyweight roster so far, Indy is best from long range. Utilizing his whip and hand-to-hand prowess to full potency, Indy is a force to be reckoned with. Although, with his age comes a price: he is a quite laggy character.

STATS

Power: 7.5/10: Over the years, Indy's established himself as a formidable fighter!

Walking Speed: 3.5/10: Nothing too fast...

Dash Speed: 5/10:Average, Indy isn't too slow, but not too fast, either.

Weight: 7/10: He's not too heavy for his size, but he can still survive for a long time

Range: 8.5/10: Although Indy's hand-to-hand moves are only above average, his whip moves are a big threat at long range

Projectile Distance: 5.5 - 10/10: Indy's main projectile isn't thrown very far, but his secondary one can cover huge distances

Fall Speed: 6/10: Above average, but not too fast

Size: 7.5/10: About the same size as Snake, but taller because of Indy's hat

First Jump: 5/10: An average jump

Second Jump: 6/10: Better than the first jump, but not by much...

Crouch: 8/10: Indy has a great crouch

Traction: 7/10: He doesn't slide very much

Combo: 5/10: Many of his attacks focus on knockback, but Indy has some moves to combo from

Wall Jump: No

Wall Cling: No

Crawl: Yes

Glide: No

Tether: Yes

BASIC

A: Punch: Indy's basic move is one strong punch. Since Indy focuses on strength, he thows a powerful punch, but doesn't combo from it. Fair range and knockback, with a hitbox on his fist. 5-6%

TILTS

Side A: Swoop Punch: Indy throws a very strong punch after a brief windup. He punches out, then moves his fist down to the ground (like Ganon's F-air on the ground). This move is one of the most powerful tilts in the game (knockback wise), but has a good deal of start and ending lag. The hitbox is his fist and most of his wrist. Fair range. 8%

Down A: Stretch Kick: From his crouching position (a bow), Indy sticks out a leg to kick the opponent hard. He holds it out for about .5 sec. Good range, but little knockback. This move is a good way to start combos. The hitbox is all along Indy's leg (more knockback towards his foot). Can trip foes 16% of the time. 6-8%

Up Tilt: Uppercut: Indy rapidly hits foes with an uppercut. This has mediocre range, however, and the knockback isn't strong at all. Although this is the weakest of his tilts, it is a great move to juggle foes with. The hitbox is Indy's fist. 8%

SMASHES

Side Smash: Machete Chop: Indy takes his machete and swings it forward in a swipe. If the input for the Side Smash is pressed again immediately after he finishes the swipe, Indy will quickly swing the machete back over his head, and bring it slicing to the ground in a one-armed motion like Marth's forward smash. This move has a hitbox along the entire machete (sweetspot on the tip), decent range, and great knockback. However, this move leaves Indy highly vulnerable if he misses with either attack. 13-35% from both hits.

Down Smash: Low Double Whip: Indy takes his bullwhip and lashes it forward, then turns and lashes backwards. The end half of the whip has a hitbox, but the closer foes are hit to where Indy's holding it, the lower damage and knockback occurs. However, if foes are hit towards the tip of the whip, they will suffer massive knockback and reasonable damage. This move has a good amount of range as well. However, this is an extremely laggy attack if missed, and can be dodged easily by jumping and air-dodging to avoid the hit. 14-25%

Up Smash: Bazooka: Indy takes a bazooka launcher and holds it above his head. Upon launching, the bazooka takes off rather quickly (but not too quickly) and goes straight up, and explodes once it loses momentum (about the same momentum of Snake's mortar). This smash has the best range of Jones' smashes. Foes are only hit with the bazooka, however (there is a slight hitbox when Indy is pulling out the launcher). Also, once released, the bazooka takes about a second before actually launching. This move has decent knockback, but is the weakest of Indy's smashes. 12-23%

AERIALS

Air A: Air Kick: Indy kicks out in midair. This move can kill if a foe has around 130%, but otherwise, the knockback is below average. The hitbox is Indy's entire foot, plus a bit around his ankles. With above average range, this move can easily be strung into combos. 9%

Forward Air A:
Whip Smash: Indy pulls out his whip (all coiled up), leans forward and slams foes with a punch, while still holding the coiled whip. This is the first of Indy's two spikes; foes are spiked if they are hit close to Indy's body. The hitbox is Indy's entire arm, but if you are hit farther away from his body, you will be hit out instead of down. This move has average range, and above average knockback. With a good deal of startup lag, this is a spike that is not spammable, but if done properly, can be deadly in the hands of a pro. 11-13%

Back Air A: Back Punch: Jones turns back and punches foes in midair. This has average range, but good enough knockback to kill at higher percents. The hitbox is Indy's fist and wrist. This is a good move to finish a combo with. 9-10%

Up Air A: Overhead Whip: Indy takes out his whip (uncoiled) and whips left to right and back quickly. This move has almost no vertical range, but is devastating horizontally. If not dodged, this move can be a major bother to foes. With great range (about one-third of Final Destination), great knockback (can kill at above 75%), and a hitbox along the entire whip (sweetspot on the tip), this is Indy's best aerial for giving damage. However, he is left completely vulnerable from below. 8-17%

Down Air A: Stomp: The second of Indy's two spikes, Indy slowly pulls up his legs, then rapidly kicks down, spiking. Above average range, with a hitbox up to Indy's shins. This move is one of the most powerful spikes in the game, and can even kill off the top if a foe on the ground is stomped at a high damage level. If this move hits the ground before it's finished, Indy lags a lot. 14-15%

OTHER ATTACKS

Downed A (when he's lying facedown): 180 Degree Punch: Indy quickly leans back and punches 180 degrees around as he gets up. Good knockback and average range, with a hitbox on Indy's fist and wrist. 7-8%

Flipped A (when he's lying faceup): Double Whip: Indy leans back with his whip (hitting foes behind him), then brings it forward as he rises. Range is one-third of Final Destination, knockback is not too great (because flipped and downed attacks are not generally strong), but there is still a sweetspot on the tip of the whip (the hitbox being the entire whip). 4-10%

Ledge A: Machete Swipe: Indy hops up and swipes his machete forwards. Decent range and knockback, with a hitbox along the entire machete (no sweetspot this time). Slight ending lag. 8%

Ledge A (over 100%): Slow Kick: Indy pulls himself slowly onto the stage, sticking out his foot to kick foes as he does so. He doesn't kick very far here, and there is very little knockback. The hitbox shrinks so it only covers Jones' foot (not his ankle). 6%

Dash A: Roll Duck: Indy jumps forwards and does a quick roll. He ends in a ducking position. This is very similar to Snake's dash attack, EXCEPT that Indy's starts slower, gains almost no distance from the roll, and cannot slide with this during his Up-Smash. The hitbox starts as Indy dives, then covers his entire body as he rolls. Mediocre knockback and good range. 9%

GRAB

Indy grabs foes with his whip: This has great range (about the same as Zamus'), and is a tether recovery (one of the best in the game)

Z: Face Punch: Indy holds his foe roughly and gives them a punch in the face. 3%

Forward Throw: Nose Breaker: Indy gives the foe an extra strong punch in the face. Average knockback. A nice popping noise is heard during the punch. 12%

Back Throw: Whip Lasso Hurl: Indy spins the foe in his whip, coiling them up, then lashes them backwards. Above average knockback (the best of his throws). 8-13%

Down Throw: Face Plant: Indy quickly pulls the foe to the ground, then bashes their face against the ground rapidly three times. Little knockback but good damage (the most of all his throws). Can be escaped from if the control stick is shaken. 9-21%

Up Throw: Crotch Kick: Indy holds the foe up (as if he's about to punt them), and gives him/her a punt-style kick in the crotch. Average knockback, and fair damage. 14%

SPECIALS

B: Whip Crack: Indy takes out his famous bullwhip (all coiled up) and swings it over his head, lasso-style, charging it up. The longer you charge, the more it will uncoil, resulting in more range and power. When released, he will lash out with a powerful CRACK at foes. At full range, this move can reach half of the way across Final Destination (however, a good opponent will never allow him to charge that long). It has little startup lag, but about 1 second of ending lag if you miss. The hitbox is the entire whip (with a powerful sweetspot on the tip). Can be angled up or down by tilting the control stick DURING the charge. If timed correctly, will disarm foes with items (e.g. Super Scope). 12-29%

Side B: Pest Toss: Indy takes out a handful of the pests that are famous for appearing in his series and throws them at foes. There are four types of pests, each with varying range and damage:

Fire Ants: He underhand-tosses a handful of fire ants. He throws them an average distance. If the ants hit a foe while airborne from the throw, they will latch on and cause fire damage. If missed, they ants will hit the ground and disappear. 2-16%

Bugs: Jones underhand-tosses a handful of assorted bugs. He throws them an above average distance. If the bugs hit a foe while still airborne from the throw, they will latch on and cause minimal damage without making the victim flinch. If missed, the bugs will hit the ground and disappear as well. 1-9%

Rat: Indy throws out a single rat. The rat goes almost no where from the throw, but causes pretty great damage if it is latched on. Unlike the previous two, the rat, if missed, will walk around the confines of the stage for about 10 seconds (or until another pest is thrown), from where it can still latch on (but for less damage). 4-26%

Asp: Very rarely, Indy will pull out a poisonous asp, fumble it a bit, and yell "I HATE SNAKES!!!", throwing it a very long distance (about three-fourths of Final Destination). If the snake latches on, it will cling and cause poison damage. Since it's more rare, it clings a lot longer. If it misses, it will slither around for 15 seconds (or until another pest is thrown). However, this is the only pest that Indy has start-up lag while throwing; if he's hit during the throw, he'll drop the asp. 6-38%

Any pest can be shaken off by either spinning the control stick, or attacking the pests. The ratio of pests is 30 fire ants/15 bugs/14 rats/ 1 asp.

Down B: Holy Bow: Indy crouches into his ducking position and says "The holy one shall bow!". As he says 'bow', a poison dart will shoot over his head, hitting any foes in its path and giving them poison damage. If it misses, the dart flies until it loses momentum (about half of Final Destination), then it disappears. 3-12% Occasionally, a spear will shoot instead of a dart. The spear can travel the entire length of Final Destination, and gives above average knockback to foes. 16% Very rarely (1/275 chance), a giant boulder will fall in front of Indy and roll until it falls off a ledge or hits a wall. The boulder is about the size of two Bowsers. This is the longest ranged projectile in the game. 41-46% However, if this move is spammed too much (more than 10 times per 30 seconds), every other time the move is used from then on out, the dart/spear/boulder will hit Indy. This effect stops if Indy is KOed, or uses at least 10 other different moves. The ratio of darts/spears/boulders is 206/68/1.

Up B: Crystal Magnetism: Indy pulls out the Crystal Skull. The skull (being highly magnetic)glows and draws Indy towards the nearest ledge. This lasts for 2 seconds, before the skull vanishes and Indy is stuck in a freefall. This recovery can be edge-guarded rather easily, and Indy can still get caught under the lip of the stage (e.g. Final Destination). Foes who touch the skull while it is glowing get minor damage. 1-7%

FINAL SMASH

Lost Ark: Indy raises his hands and the Lost Ark falls from the sky, the lid falling off upon landing on the stage, and spirits coming out. As Indy (invincible) ducks and covers his eyes, foes caught in the line of vision when the lid opens get caught by a spirit, and a red spark appears on them, dealing heavy damage. After a little while, the spirits lift foes up, then slam them into the ark. The ark closes, shakes a bit, then foes are launched out with massive force. It can be avoided by dodging as the lid comes off, but there's still a chance to be stunned (as if your shield broke), trip, or go to sleep for the duration of the attack. However, since Indy can't move during his final smash, there is no need to worry. 86-92%


TAUNTS AND VICTORY / LOSS POSES

Up Taunt: Indy faces the screen and defiantly declares, "I like Ike!"

Side Taunt: Indy takes off his hat, and tosses it back onto his head, saying, "Don't touch it!"

Down Taunt: Indy folds his arms and says menacingly, "No ticket!"

Victory Pose #1: Indy spins his whip (coiled up) around his arm and gives a fist pump with the other, says, "It's not the years, it's the mileage!"

Victory Pose #2: Indy tosses the Golden Idol from Raiders hand to hand, and declares, "It belongs in a museum!"

Victory Pose #3: Indy's hat is seen sitting onscreen. Suddenly, Indy dives in, grabbing it, then stands up and cracks his whip, laughing as he puts the hat on.

Victory Theme: Clip from Raiders March

Loss Pose: Indy claps respectfully, saying, "I told you not to touch it!"


MISC.

Icon: His hat

Alt. Costumes: Normal, red tint, blue tint, Nazi uniform, white tuxedo w/ red rose, black schoolteacher suit

Entrance: Indy falls from the sky in the inflatable raft from Temple of Doom, threatening, "You wanna talk to God? Let's go see Him!"

Kirby Hat: Kirby gets Indy's hair and hat, plus a bit of facial stubble.

Wiimote Sound: A whip crack is heard, Indy says, "Why did it have to be snakes?"

Unlocked By: Get Indiana Jones to join your team in SSE, play 400 vs. matches, win 10 matches w/ Snake

Shield: Normal, Indy crouches behind it

Idle Pose: Indy looks around the stage curiously

Forward Roll: Indy dives forward in a forwards roll

Back Roll: Indy does a quick backwards roll

Spot Dodge: Indy leans back, and shields his face with his arms sideways

Air Dodge: Indy leans back while holding his hat to his head

Dizzy: Indy kneels on one knee, groaning, putting one hand to his forehead

Sleep: Indy lies on his back, sleeping peacefully

Credits Theme: Raiders March


CODEC

Colonel: Snake! You know who that is?

Snake: You're kidding, right? It's Harrison Ford!

Colonel: Actually, it's Indiana Jones.

Snake: Good, I know just how he plays, I've seen his trilogy

Colonel: There's a fourth, you know

Snake: What?!

Colonel: In addition to the moves you know, he's packed
with some fresh modern CGI goodness

Snake: Oh, crap

Colonel: At least he doesn't have his gun

Snake: *annoyed* Sounds familiar, doesn't it

Colonel: Anyhow, watch out! His whip can put a major hurt on you from long range

Snake: Got it!

STAGE:
Cairo Marketplace

This stage takes place in the markets of Cairo, Egypt, from Raiders. You fight in a large circular arena (about the length of Bridge of Eldin), with a crowd in a circle around you. If you get knocked into the crowd on either side, they will carry you off the stage's side boundaries(about half the speed of the river on Jungle Japes). You can escape by shaking the control stick. Occasionally, a merchant will wander into the arena, holding an item or food (only if items are turned on). He can be attacked to make him drop the item for you to use and run into the crowd. Also, sometimes bandits wearing black robes and a turban will run into the arena, wielding swords. They can be attacked and sent flying, but they can damage you as well. Each one will swipe twice with their swords, for up to 17%. If not attacked, they will run into the crowd on the opposite side after attacking you. In the background, you will see several tents selling goods, some children playing in the street, some farm animals wandering about, and tall, Egyptian-esque buildings, as well part of the crowd's circle.


MUSIC

Raiders' March (Raiders of the Lost Ark)
The Basket Game (Raiders of the Lost Ark)
Airplane Fight (Raiders of the Lost Ark)
The Mine Car Chase (Temple of Doom)
X Marks the Spot/Escape from Venice (The Last Crusade)
Finale (Kingdom of the Crystal Skull)


SSE ROLE

In Indy's first scene, Timon & Pumbaa are screaming, being surrounded by hungry hyenas after a chase level. Suddenly, a loud whip crack is heard, and several hyenas yelp and retreat, while others return, scarred and pissed. The Raiders March is heard, and Indy enters the scene heroically, and strikes a fighting pose, while Timon & Pumbaa get up, cowering slightly. A multi-man fight against the hyenas follows.

After you defeat the hyenas, Indy and Timon & Pumbaa are seen exiting the jungle, and entering the wastelands. After a brief level, they are seen meeting up with Ike, Marth, and Meta Knight. The cutscene then continues to the Halberd vs. The Great Fox cutscene.

Indy is next seen watching the great invasion.

He is also seen in the following cutscene, watching Subspace before being hit with the RROD.

His trophy is seen lying on the ground after Tabuu unleashes the RROD.

*This cutscene happens only if you rescue Snake, and Link and Zelda, therefore releasing Ganondorf* After Ganondorf is rescued by Link and Zelda, Ganondorf heads for the stairs to the Great Maze. However, on his way, he sees Indy's trophy. With a disgusting and irritated look on his face, Ganondorf revives him. Indy recognizes Ganondorf as one of the main villains behind the Great Invasion. Indy takes out his bullwhip and challenges Ganondorf. Ganondorf rolls his eyes and does his side taunt (pounds his knuckles). You play as Ganondorf here, in a stamina battle (both of you have 400 HP). Get Indy to 200 HP to trigger another cutscene.

Ganondorf is seen struggling with Indy, when Snake shows up. Snake looks confusedly and angrily between Ganondorf and Indy, then motions for Ganondorf to back off so Snake can continue the fight. Indy looks shocked and yells, "I HATE SNAKES!!" Finish the stamina battle (you play as Snake, who also starts at 200 HP) to end the level.

Indy's trophy is seen falling to the ground. Snake quickly revives it, then points the Ganondorf, who is walking up the stairs to the Great Maze. Indy realizes that Ganondorf is on the good side, and Snake helps him to his feet. Indy swoops off his hat in a bow of respect, then follows Snake up the stairs.

PROS AND CONS

PROS:

  • If it connects, F-Tilt cuts through most attacks.
  • All of his tilts, smashes, and aerials can be used to kill
  • Up Smash has great range
  • Up Air can kill at above 75%; one of the strongest vertical killers
  • D-Tilt can be spammed on foes trapped with a wall for great effect, but not infinitely
  • U-Tilt does great damage while juggling foes
  • He has a powerful sweetspot on his F-Smash
  • Almost all of his whip moves have a great sweetspot as well
  • Indy has two powerful spikes (F and D-Tilt) that work at low percents
  • Has great grab range
  • Down Throw can be used to gain up to 21% on a foe
  • Excellent range, especially on Whip Crack
  • Side B can be used very well in combos if you get anything except bugs
  • If not spammed earlier on, Down B is terrific when foes are at high damage levels
  • Good recovery, with good Up B and tether recovery with grab
  • Basic Attack has great priority and does as much damage as most tilts

CONS:

  • All tilts have some ending lag
  • All Smashes have a lot of lag if missed
  • Large target
  • Not very heavy for his size
  • Slow in the air
  • Predictable in the air
  • Foes can escape from Down Throw, and hit him before he finishes
  • Can only have one pest on stage at a time
  • Up B is very predictable, and can be caped into reverse, attacked/grabbed from, and spiked out of.
  • On the best pest of his side B, Indy has startup lag
  • Stage edges can gimp his recovery
 

IvoryFlame

Smash Journeyman
Joined
Jun 2, 2008
Messages
234
Location
Salem




Shroob!

The malevolent malcontent mushrooms from beyond the stars have joined the brawl! A lone Shroob, of which there are thousands in the Shroob empire, has flown into the fray! What sinister plot does the alien forebode?

Stats (out of 5)
Size: 1 (shroobs are a little bigger than an infant)
Power: 2
Speed: 3
Weight: 1 (super light. G&W light)
Recovery: 4
Jump: 4
Mid-air: 4
Descent speed: 2
Wall cling: no
Wall kick: no
Crawl: yes
Glide: no

Quirks

When ever Shroob dies, it does not reappear on a spawning platform. Nay, a flying saucer will descend on the stage until you press a button, at which point another shroob will drop to the battlefield. The saucer has all the properties of the respawn platform, but it’s just cooler.

Tilts

Neutral A combo: A left claw swipe, then a right claw swipe, then a headbutt. The first two moves do 4%, and the headbutt 5%.

Left/right: Shroob does another claw swipe, but lunges forward slightly.

Up: An overhead claw swipe.

Down: Shroob crouches down and swiped forward.

Dash: Shroob trips and slides forward. Like Dedede’s, but weaker.
.
Smash

Forward: The Shroob winds up its little claw and strikes forward. Does up to 11% damage. Moderate knockback.

Up: Shroob buckles over before thrusting both claws into the air.

Down: Shroob crouches, before jumping up and slamming its body down.

Aerial

Neutral: Shroob turns itself upside down and spins, like Wario’s.

Up: Shroob flails its claws above its head.

Forward: Shroob spins while facing forward like a bullet

Back: Shroob curls up and spins counter-clockwise.

Down: Shroob flips upside down and flails his arms at enemies below.

Special Moves:

Neutral B: Blaster:
Of course, the Shroob has this! Shroob pulls out a little laser blaster and fires a single bolt. This can be charged up. Does 6 to 14%, depending on the charge.

Up B: RC Shroober:
Shroob freezes in its place (sinking very slowly if in mid-air), as two antennae pop out of its head. A small RC UFO appears, and you control it with the control stick. Press A to activate the tractor beam and suck enemies up into the RC , where they will be electrically shocked doing 12% damage. If you press A above Shroob, the alien will get pulled up, but takes no damage, and you can fly Shroob back to safety by holding A. Let go of A and Shroob will be dropped and enter a freefall. The UFO lasts 7 seconds before exploding, so move fast! Also, it can be destroyed by enemy attacks.

Side B: Shrooba Diver: Shroob dives into the ground with only the tippy-top of its head poking out. Shroob can mover around in the ground by tilting the control stick, but moving it down does nothing and moving it up makes Shroob come out. Shroob is only vulnerable to attacks that strikes the ground he’s hiding in, and even then the attack will only force Shroob out. However, if you sneak up on a foe while Shrooba-diving, press A or B to hop up and sneak attack them with a powerful slash, doing 12% damage!

Down B: Dr. Shroob:
Shroob will either pull out a super mushroom or a poison mushroom (it’s a 75/25 chance) and begin eating it. Eating takes 2 seconds, and after that time, Shroob will either grow or shrink. You cannot cancel this move unless you are attacked mid-bite, so if you pull out a poison mushroom, you better pray your enemies attack you! This can only be used twice each time Shroob spawn. If you use it twice and then die, you can use it two more times upon re-spawning.

Grabs

Grab attack: Shroob, with its enemies in grasp, slaps its foe.

Up throw: Shroob tosses his foe straight up and follows with a laser blast.

Forward throw: Shroob uses a hammer like it was seen to have in the Koopaseum to knock his foe forward.

Back throw: Shroob spins around and tosses his enemy backwards.

Down throw: Shroob drops his enemy, followed by tossing a small Shroob-omb (think a purple bob-omb with red eyes) on his foe. Not as powerful as you might think. Does 13%.

Final Smash: Yoob:



Shroob makes a call on a space walkie-talkie, and a UFO comes and picks him up, flying away from the battlefield.

When suddenly…

A giant purple dinosaur with a green belly, the Yoob lands on the battlefield with a tremendous “thud”! Yoob is immobile but touching Yoob does 5%, and characters cannot walk past or through Yoob. He’s like a wall. You can attack with Yoob’s prehensile tongue by pressing any buttons. You can control the angle of Yoob’s tongue by using the control stick to move his head or turn Yoob around. Characters attacked by Yoob’s tongue will be pulled into the beast’s mouth, chewed thoroughly. Then spat back out, dealing 45% and killing at 80%. After 9 seconds, Yoob does a mighty leap off the stage, and Shroob returns to the fight.

Taunts:

Taunt 1: Spins around.
Taunt 2: Laughs an unearthly laugh.
Taunt 3: Raises right claw.

Victory Poses:
1: A large swarm of shroobs are laughing and jumping up and down
2: Shroob eats a super mushroom, grows big, and smiles.
3: A UFO flies onscreen and beams Shroob up. The UFO then flies away.

Lose pose: Shroob claps.

Miscellaneous Crap

Symbol: The Mario Mushroom

Alt. Costumes:
Default: Purple skin, white spots, pink eyes
Flaming Shroob: Red skin, yellow spots, pink eyes (Red Team)
Dr. Shroob: Yellow skin, white spots, white eyes
RC Shroober: Blue skin ,pink spots, pink eyes (Blue Team)
Guardian Shroob: White skin, blue spots, pink eyes
Shrooba Diver: Green skin, white spots, yellow eyes. (Green Team)
Shroid: Gray skin, yellow spots, green eyes.

Entrance: A UFO beams Shroob down, Star Trek style.

Kirby Hat: Kirby turns purple and gets the mushroom-top on his head.

Stage: Shroob Ship:


(Only MUCH bigger)

This is a spaceship uses by the alien shroobs, but the one you fight on is much larger than the ones that drop Shroob off for battle. Go figure. You fight on top of the UFO, and occasionally other UFO’s will soar into the background and fire at you with the laser guns seen above. Every now and then, after the Shroob Ship is hit by a blast from another Shroob Ship, it will begin to plummet to earth, shaking and smoking all the while. In this state, the stage’s gravity will be considerably less, like when The Summit slides down the mountain. It will eventually crash at an angle on the ground, where you can hop off and fight, making the stage a walk-off at that point.

Stage music: Mario & Luigi: Partners in Time Main Menu
Koopaseum
Yoob’s Belly
Star Hill
Shroob Pep Rally! (The music in the Koopaseum cutscene where
the shroobs feed Peach to Petey Pirahna
.)
Vim Factory
VS Elder Princess

Role is Subspace Emissary/How to Unlock: Following the defeat of their rulers in M&L: Partners in Time, the shroob empire found a leader and surrogate father in Tabuu, who used them to help spread Subspace, and the Shroob happily accepted when promised a slice of the profit. The Shroob set up camp in the Vim Factory in the Toadwood Forest, which Diddy Kong, Falco, and Fox stumble into while looking for DK. They infiltrate the Vim Factory, fighting lots of shroobs of all shapes and sizes, until they stumble into the main room, discovering a massive set of Subspace Missiles, which could activates Subspace vortexes from miles away. These missiles were the first of their kind, so after Fox and co. destroyed them, no Subspace Missiles were left in existence. The Shroobs did not take kindly to this, and sent a celebrated Shroob Warrior to defeat the intruders:

BOSS: Shrooboid Brat:


(Imagine about 1.5x Bowser’s size)

The Brat attacks by throwing his lollipop at you. Easily dodgeable, yes, but it does 30% if it hits you. After throwing his lollipop, he pulls another one out of his maw. Seems he has an infinite supply in there. Also, Shrooboid Brat can spew Fireballs and Poison Mushrooms that actually poison you (8% initially, 1% every half-second for ten seconds) instead of shrink you. He will, once in a blue moon, hurl a piece of food from his mouth, but this is rare. Brat takes 900% damage before dying, which is how much HP he had in M&L, but isn’t that hard, so it’s just a test of endurance.

Character analysis: Yoob is an extremely light character, but he is not of the light-and-fast adage. He is average speed, but excels at jumping and recovery. Use his diverse specials to win the fight!

After Fox and co. defeat the Brat, a barrage of shroobs will start pouring into the room. In an action-packed cinematic, Fox Falco and Diddy dispose of all the shroobs, and notice one has been turned into a trophy. They reanimate it, and the shroob runs away.

If you play through the Vim Factory level again after defeating Tabuu, there is a secret door where you fight Shroob one-on-one. Win and shroob becomes a playable character.

Snake Codec:
>call!<
Snake: Colonel, I’m fighting a purple mushroom!
Colonel: Careful, Snake. That’s a shroob part of a very advanced alien race. They once tried to invade the mushroom kingdom but were repelled by Mario and Luigi.
Snake: Well if those guys could handle a whole invasion, I think I can take a single one of ‘em.
Colonel: Actually, if you could, we’d like you to try and capture one for study, Snake.
Snake:……?!?


------------------

While we're here, if he hasn't been called, I'd liek to do King Arthur from Monty Python and the Holy Grail.
 

smashbot226

Smash Master
Joined
Sep 1, 2007
Messages
3,027
Location
Waiting for you to slip up.
I'm putting Xigbar on hold for an OC:

SMASHBOT226



Holy crap, it's Smashbot226! He's joined the bandwagon of user characters!

S-226 is an army of one, capable of transforming his body into weapons befitting of the situation, from his arms into missile launchers, feet into razor swords, and other such feats. And his B moves act as a shooter of sorts, relying on S-226's weaponry and survival skills; tactical use of his weaponry! Just wait and see...

--------

POWER: 4- S-226 is a powerful bot, with his wide array of peacemakers and other ballistics.

SPEED: 2- S-226 wasn't exactly built with speed in mind, but he still manages to get around fine.

RANGE: 5- S-226 has weapons capable of spanning even Hyrule Temple. That's a lot of range to cover.

JUMP: 3- Though designed as an assault robot, S-226 is secondly designed to go escape from dangerous situations.

SIZE: 4- S-226 is a big bot.

WEIGHT: 4- All that artillery makes S-226 a heavy dude, and a fast freefaller.

TRACTION: 4- S-226 has great traction, due to stopping using a Cowcatcher.

CRAWL: Yes. S-226's legs can shift into small treads causing S-226 to crawl at a medium speed.

WALL CLING/JUMP: Yes. S-226's arms can shift to mining drills, causing him to stick to walls as well as shooting off of them.

---------
A & TILTS:
A- PWN Punch: S-226 punches the foe with his basic right fist. Small damage (4%) with smaller knockback.

A,A- PWN One-Two: Basically a carbon copy of his A move, except with his left fist. This move ALSO deals bigger damage (5%) and can actually knock the foe back a noticeable few inches.

A,A,A- PWN Combo: After the punch, S-226 sends a two-fisted punch at the foe, causing medium damage (6%) and knockback, as well as covering quite a length.

A>- Edgy Guy: S-226 spins his torso around, revealing a large blade protruding from his back and slicing the foe, as S-226 turns back around. Good range and knockback, but low damage for a tilt (4%).

A^- Got A Light?: S-226's head tilts upwards as a light ignites from his open neck, shooting upwards, as S-226 quickly lowers his head down. Wide range for a narrow attack, as well as high fire damage (13%).

AV- You Take Low Road: S-226 sticks his feet, now tank treads, out and under, spinning them in reverse. Does nice damage (8%), knockback, and pulls the foe in for a grab. A very versatile move, albeit with small range.

SMASHES & DASH:

Fsmash- Shocked He Owns?: S-226's chest opens up, revealing a strange node, which shortly shoots electricity in a concentrated circle in front of S-226. Great damage (16% uncharged.) and knockback, with better range, although it takes quite some time for S-226 to revert his chest to normal.

Usmash- Gold Digger: S-226 quickly forms into a cube, and rumbles while charging, and then shoots a mining drill upwards. Does great vertical knockback, as well as medium damage (14%), with great vertical range.

Dsmash- Ridin' Spinners: S-226 plants a hand into the ground and rotates, his two legs now miniature chainsaws. Knocks foes back on a single strike, dealing awesome damage (23%) and mediocre knockback, but has large beginning lag with a small range.

Dash A- I Know What I Want: S-226's entire body comes to a halt, but his head extends forward as a wildly spinning open compass, then retracts. Pushes the foe back lightly, with small damage (6%).

AIR ATTACKS:

Nair- Bronze & Bronzer: S-226's whole body takes the form of a scale, as his two weighers swing back and forth one and a half times. Think of it as a multi-side sex kick, with heavier damage (12%) and more range, but worse lag on both ends.

Fair- Lead of Awesomeness : S-226's chest opens up and shoots a pencil forward. Great horizontal range and damage (16%), but less than acceptable knockback.

Bair- Hook, Line, & Sinker: S-226 swings his legs forward, which take the form of a fishing hook and line, and swings backwards, dealing moderate damage (12%) and low knockback. It's REAL strength, however, is its range- THREE character distances. Couple this and this move's low lags and you've got a long range poke.

Uair- Reaper Won't Be Needin' It: S-226 swings his whole lower body upwards, which portrays the form of a scythe. Has long range, large starting lag, and can spike on its backward descent. A versatile move with high damage (17%) but otherwise has very narrow horizontal range, making little sense with a SCYTHE.

Dair- Glandular Problem... : S-226's legs form into a weight, crashing downwards onto foes. This spikes, and sends S-226 falling at the fastest rate in the game, taking three seconds to SD from the top of the East Side of Hyrule Temple. You'd think you were spiked yourself! Does 20 damage, albeit with MUCH ending lag.

GRABS:

Grab A- PWN Hold: Held in a huge claw, the claw squeezes, tightening its grip on the foe, crushing him. 3%.

Fthrow- Get 'Em While They're Down: The foe is thrown onto the ground, as S-226 shoots a grenade on the fallen foe, sending him flying. No sunscreen could cover THAT burn. Also emits 15% damage and kills at 70%.

Bthrow- Gotcha!: S-226 bounces the foe into the air, catches him in a giant catching net, then slams him behind his position. Not much horizontal distance, but good vertical distance and an excellent setup for combos. Individually, not so special; kills at 180% and deals 5% damage.

Uthrow- Fly Me To The Moon: S-226 straps the foe to a miniature rocket, which goes up for three seconds, then explodes, sending the foe slightly farther up. Deals 10% damage and sends the foe quite a vertical distance.

Dthrow- It Hurts When I-: S-226 slams the foe INTO the ground, and fires flames at him through his... pelvis. He should see a doctor... After all, a stream of flaming excretion dealing 15% damage and having relatively low knockback can't be healthy for ANY of us!

-------

SPECIALS:

B- Fire Weapon- S-226 fires his currently selected weapon of choice, ranging from a Beam Rifle, Spread-Shooter, and Ray Gun. Each weapon has a cool-down that is required when you fire excessively. While cooling down, you cannot do any other Special attacks, aside from B^ and B>.

Ray Gun- Shoots fast moving, SSB64 style rays. Deals small damage (3%) and knockback, has an average firing rate, and covers a good five character distances before disappearing. Electrical damage is also added. Also has the smallest cool-off before being usable, a wee three seconds after five shots in a row.

Beam Rifle- Shoots a long range purple beam that can reach a large distance. Deals medium damage (9%) and knockback, has the average firing rate, and covers up to seven character distances before disappearing. A VERY narrow beam, however; it's quite easy to jump over, and SOME characters can just CRAWL under it. The Rifle also has the LONGEST cool-off time, being seven seconds.

Spread-Shooter- A small makeshift shotgun shooting a spread of five pellets that covers three character distances, but gets progressively weaker the farther it hits. It can either do GREAT damage or poor damage, with corresponding knockback. (20%-5%.) Also has an average cool-off time, of five seconds.

B^: Grappling Hook- S-226 shoots a spike connected by a tether rope upwards in a diagonal angle. On the ground, he shoots it forward. It can go through foes to grab onto ledges, so he isn't so gimpable. 12% damage and somewhat small knockback, equal to Olimar's Chain.

BV: Switch Weapon- S-226 switches to the next weapon on his artillery, taking only two full seconds.

B>: Node Response- S-226 takes a medium amount of time before shooting nodes three C.D's in front of him. If nothing is made contact with, then S-226 whines as he gets back into the fight. IF, however, he DOES manage to hit a foe or item, then that item is able to be controlled by a stationary S-226 for three seconds. Feel free to toss him left, right, up, or down by pushing the control stick in the desired direction, and do the same with items! Campy Kirby spamming that **** taunt?!? Pick up a Bob-Omb and toss it over the wall blocking you and the pink puffball!

Final Smash: Final Laser- S-226 fumbles around with a small pistol with a laser scope, as he transforms into a cube, with one hand shakily pointing his gun out, as he pulls the trigger, and:



BLAM! One thin laser, about the size of Mr. Game & Watch, shoots down as you control it horizontally, but not vertically. It is able to move across the screen at the speed of Sonic's walk, remaining in its pillar-like structure. Its effects are akin to Lucario's, except with less knockback and more damage (60% on a complete lasering.), and is only able to go through pass through platforms, and not the whole stage. Foes could be able to find adequate cover if they aren't shot by the laser. After fifteen seconds of activity, the laser flies back up into the sky, dragging any trapped foes with it.

TAUNTS:

Taunt 1: S-226 puts on a crown and announces, "I AM THE SMASH LORD OF SMASH LORDS." and puts it away.

Taunt 2: S-226 transforms his face into an imitation of a random foe's.

Taunt 3: S-226 performs a pelvic thrust- robot style!

ETC:

Victory 1: S-226 does the robot, while saying, "I WON. I WON. I'M AWESOME."

Victory 2: S-226 looks to the screen, narrows his eyes, and says, "WHO THE HELL IS THAT?" (Breaking the fourth wall, I am.)

Victory 3: S-226 spins his torso around while saying, "SUCK ON THAT GIMPYFISH."

Loss: S-226 pretends to malfunction.

SSE Role:

S-226 is drawn to Subspace by an awesome blue dude. He calls himself Tabuu, and kills S-226 before he could do anything.

S-226 is tossed to the ocean, and revived by a fish. He returns with a vengeance, and joins the heroes against Tabuu.

Wii Noise: A bunch of mechanical whirls.

Alt Colors:

Red- Wears a red bandana on his head.

Blue- Wears a blue top hat on his head.

Green- Wears a green knight's helmet on his head.

Pink: Wears a pink bow on his head.

Gold: Wears a gangster chain around his neck.

--------

Unlock: S-226 would be unlocked ONLY if you collect 15 Classic Trophies.

SSE CODEC:

Snake: Otacon, I've encountered some sort of robot! This guy is seriously cool...

Otacon: What the- That's Smashbot226, or S-226 for short! I know him from an internet forum! I didn't know he was real!

Snake: No, seriously, he's really cool. Coming from me, that's something. How do you know him?

Otacon: He'll know me as Kirby King...

Snake: AWESOME.
--------
PLZ RATE AND COMMENT.
 

mantlecore77

Smash Journeyman
Joined
Jul 17, 2008
Messages
440
Location
Ohio
Wow guys, amazing movesets!
I would specify who, but that's for the voting when this contest is over, I suppose.

As for me, I'm putting my heart and soul into Peter Griffin. He's on page 7, but when I fully finish him I will repost him completely in a newer page and DELETE THE OLD ENTRY, so don't freak.
 

Stroupes

Smash Lord
Joined
Jun 2, 2008
Messages
1,810
Location
Tennessee
A New Challenger has arrived~

Toadsworth, Princess Peach's elderly attaché joins the fray.




Toadsworth is rarely seen absent from Peach's side. He has made appearances in numerous Mario games. Next, he joins the Smash community!

Costumes- Toadsworth appears as an elder, but also has an alternate costume- Young Toadsworth!






STATS:

Size:2.5
Reach: 3
Power: 3
Speed: 2.5
Weight: 2
Defense: 2
Jump: 4.5
Other: No Crawl; No Wall-jump/cling.

MOVESET:
Knockback legend-
1. None- it's a DI lock.
2. Very little- easily followed-up.
3. Little- Barely within reach for a second attack.
4. Below Moderate- Out of reach.
5. Moderate- A moderate distance away.
6. High- about 5 body spcaes away from the character. (excluding aerials)

Standard Moves-

Standard A: Toadsworth swings his cane outward in front of him. One hit: 4% dmg.
Knockback: Little

Side Tilt: Toadsworth jabs his cane forward, like a battering ram. One hit: 9% dmg.
Knockback: Moderate

Up Tilt: Toadsworth jumps up slightly, damaging with his head. One hit: 8% dmg.
Knockback: Below Moderate

Down Tilt: Toadsworth smacks his cane, upright, onto the ground twice. Two hits: 3%, 5% dmg. 15% chance to cause a trip.
Knockback: Very little

Dash: Toadsworth performs a baseball-slide. One hit: 7% dmg. 20% chance to trip.
Knockback: Below Moderate


Smash moves-

Side Smash: Toadsworth swings his cane, striking with both ends. Two hits: 7% dmg each.
Knockback: Moderate

Up Smash: Toadsworth spins his cane in the air rapidly. 6 hits: 1%-1%-3%-2%-3%-6% dmg.
Knockback: Below Moderate

Down Smash: Toadsworth swings his cane around the ground. One hit: 12%
Knockback: Moderate


Aerials-

Nair: Toadsworth does a backwards flip, damaging with his cane, head, and feet. Three hits: 4%-3%-4% dmg.
Knockback: Little

Fair: Toadsworth extends his cane outward. One hit: 7% dmg.
Knockback: Very little

Bair: Toadsworth kicks backwards. One hit: 8% dmg.
Knockback: Moderate

Uair: Toadsworth swings his cane diagonally-upward twice, striking with both ends. Two hits: 7%-9% dmg
Knockback: High

Dair: Toadsworth swings his cane downward in a sweeping-motion, which spikes. One hit: 13%
Knockback: High


Special Moves (B)-

Neutral B: Peach Doll- Toadsworth pulls out a small doll of Baby Peach, reflecting any attack made upon the hitbox. Attacking the doll produces small stars and sparks, doing anywhere from 5% dmg to 19% dmg.
Knockback: Very Little

Side B: Spell- Toadsworth shoots a magic spell out of his cane, which travels slowly for a long distance. It has slight start-up lag.
Knockback: None

Down B: Spare Crown- Toadsworth places one of Princess Peach's spare crowns on the ground. It stays on the ground for around 10 seconds. If hit, it sends the victim sliding a moderate distance. Once hit, it disappears. It can be dropped from the air, but it will not hit or damage until it has landed on the ground. One Hit: 10% dmg.
Knockback: High

Up B: Toad Rocket- Toadsworth propels upward for 2 seconds with a Toad jetpack. The jet is controllable, but it cannot be charged, like Diddy Kong's Up-B. The hitbox on the flame from the jetpack is very small. One hit: 10% dmg.
Knockback: Below Moderate


Grabs

Grabjab- Toadsworth kicks the opponent. 1% dmg per hit.
Forward Throw- Toadsworth stabs the opponent, sending them flying forward. 9% dmg.
Back Throw- Toadsworth flings the opponent backward. 6% dmg.
Up Throw- Toadsworth headbutts the enemy upward. 12% dmg.
Down Throw- Toadsworth jumps up int he air, and slams the opponent into the ground with his cane. This move kills at moderate damage and kills with the least amount of damage compared to the other throws. 10% dmg.


Taunts-
Side Taunt- Toadsworth polishes his cane, and twirls it around.
Down taunt- Smacks his cane on the ground, and says "Pip pip."
Up Taunt- Toadsworth shields his eyes (as in shading your eyes from the sun), and chuckles.


Misc. information:

Logo-

Ledge Recovery 1- Toadsworth crawls back onto the stages, rising with a headbutt. 4% dmg.
Ledge Recovery 2- Toadsworth hops onto the stage, and slams his cane down. 7% dmg.
Ground Recovery- Toadsworth rises, spinning his cane. Two hits: 3% dmg each.
Stunned- Toadsworth doubles-over, with his cane by his side.
Idle- Old Toadsworth adjusts his glasses, and knocks the bottom of his cane on the ground twice. Young Toadsworth will only perform the cane action.
Entrance- Toadsworth jumps down from Peach's jet.
Victory Poses- 1) Toadsworth appears, carrying Baby Peach piggy-back. 2) Toadsworth polishes his cane. 3) Toadsworth twirls around.
Victory Song- Normal Mario-series characters' theme.

Feedback please. :)
 

darkserenade

Smash Ace
Joined
Aug 1, 2008
Messages
793
Location
SoCal
Nice job on Toadsworth! He looks very interesting. Also, there is a certain final boss in my mind to shut fanboys up.Hint: He's an 'angel'.
 
D

Deleted member

Guest
Nice job on Toadsworth! He looks very interesting. Also, there is a certain final boss in my mind to shut fanboys up.Hint: He's an 'angel'.
I didn't know Sakurai was an angel. Unless you're talking about
Sephiroth
, in which case you automatically fail.
 

Negi-Kun

Smash Lord
Joined
Feb 16, 2008
Messages
1,494
Location
Plastic Beach


Negi-Kun

What?! You can't add yourself into a video game! ...Can you? Well with people in Youko's stickam chat saying they want me to make myself as a playable character, I join the Brawl!​


  • Size: 7/10
    Power: 7/10
    Weight: 4/10
    Attack speed: 8/10
    Walking Speed: 4/10
    Dash speed: 7/10
    Fall Speed: 6/10
    Jumping: 6/10
    Traction: 6/10
    Wall-jump: Yes
    Wall Cling: No
    Crawl: Yes
    Glide: No
    Tether: Yes

Standard A Combo
A: Punch with Right
AA: A Quick Kick to the Chest
AAA: A Roundhouse Kick Similar to Snake's

Tilts
Forward: A High Kick Like Sonic's Forward Throw
Up: An uppercut
Down: A Simple Kick...

Aerials
Neutral: A flip in the air but kicking while flipping
Forward: Takes out a leek and slashes it
Back: A backflip kick like Lucas' back air.
Up: Basically Snake's Up Air...
Down: Drillkick

Smashes
Forward: A Giant Slash of my Leek
Up: Flipkick, similar to Fox's Up Smash (Deals 39%; but it's very slow)
Down: Swings an iPod full of SMYN 360º

Specials
Neutral: Stabs Leek
Forward: I say a word from the SMYN Dictionary, the better the word, the more damage. Like Game And Watch's Judge. Dang Skippy would be equal to Game and Watch's Nine.
Up: Shoryuken (Hey, I didn't know how to spell it!)
Down: Throws leek and comes back; like Link boomerang except you can't direct it and it's stronger.

Final Smash
I eat ice cream, then everyone randomly dies.

Other
Grab: Tether grab; grabs people with a leek
Grab Attack: Hits people with a leek
Edge Grab: Holds on with one hand
Edge Attack (Under 100%): Flips back up to the stage likes Fox's edge attack
Edge Attack (Over 100%): Slowly gets up and stabs with Leek

Taunts
Up: Eats a spoonful of ice cream
Side: Does leekspin
Down: Starts dancing

Entrance
Walks in all casual

Victory Poses
Sits eating a bucket of ice cream
Listens to SMYN on an iPod then realized the camera is on and gives a thumbs up
Does leekspin

Kirby hat
My hair.

Snake Codec
Snake: What the heck? Otacon, who's this guy that looks like a furry?!
Otacon: Uhh... Snake, that's Negi.
Snake: Negi? Kind of a... weird name.
Otacon: Yes... well he loves ice cream. And seems to know a little too much about the Super Smash Bros. Brawl podcast, Show Me Your News.
Snake: Show Me Your News? Sounds like a ripoff of Captain Falcon to me...
Otacon: Anyway, watch out for his Leek.
Snake: Leek? You mean that green vegetable he has?
Otacon: Yes. It might look weak, but Negi can really do some damage with it.
Snake: Hmm... I think I'll have fun with this guy...
Otacon: ...
Snake: ...
Otacon: Good luck, Snake.
Snake: Got it.

Victory Music
This.

Teh Other Sprites

This whole moveset is based off of inside jokes on Youko's stickam chat... Also thanks to FangzV for the sprites and art edit!
 
D

Deleted member

Guest
For starters, I've never heard of whom you're talking about.
 

GreatClayMonkey

Smash Lord
Joined
Sep 24, 2007
Messages
1,674
Location
Rigging the enemy base with explosives, which is l

The Real Inferno

Smash Hero
Joined
Jan 22, 2008
Messages
5,506
Location
Wichita, KS
Monty Python fanatic that I am, this had to be done...



King Arthur Joins the fray! OMGWTF?! Only zany antics could possible ensue now.

Costumes

Color 1 - His classic armor and coat of arms.
Color 2 - Lancelot the Brave's armor, black and white. The most....eager of the lot.
Color 3 - A Brave Sir Robin (The Not Quite So Brave as Sir Lancelot) armor set, complete with chicken logo. (Green Team)
Color 4 - Sir Bedivere's blue and white armor. Wise in the ways of science (and witch hunting) he is! (Blue Team)
Color 5 - It's Sir Gallahad the Pure's armor! He's the most...virginly? (Red Team)
Color 6 - A Sir Not Appearing in This Film armor set that does not appear in this game.

Stats

Weight - Heavy (all that armor can weigh one down)
Fall Speed - Fast (And it makes you drop like a rock!)
Jump Height - Low (he needs to lose some weight!)
Number of Midair jumps - Just the usual 1, at least it goes a little better than his base jump
Attack Strength - Arthur deals good damage, but his sloppy, goofy tactics leave him with iffy knockback.
Running Speed - Medium (All that "riding" keeps his legs in good shape for this)
Reach - Good
Grab Range - Medium
Projectile Blocking - Arthur's shield protects him from some projectiles when in his idle animation.

Taunts

Up Taunt - Arthur sheeths his sword and leans forward shouting "Ni!" Those directly in front of thim take a small bit of damage from this technique after hearing the powerful word!
Damage: 4%
Knockback: Low

Side Taunt - Arthur rides his trusty steed. ....wait a minute, he's not riding, he's just got two coconut halves and is bangin' 'em together! Arthur gallops in place as the faithful Patsy appears from behind him clapping the coconuts.

Down Taunt - Arthur dances a jig from Knights of the Round Table

Victory/Defeat Poses
When Arthur wins, a piece of the Flying Circus theme plays followed by the farting sound of the foot dropping.

Win Animation 1 - "What are you gonna do? Bleed on me?" Arthur smirks, arms crossed.

Win Animation 2 - "Victory is MINE!" Arthur kneels and places his head to his sword's hilt, praying. "We thank thee lord..." He is then booted in the head by an armless Black Knight.

Win Animation 3 - "Come Patsy!" Patsy arrives and they "ride" off.

Win Animation 4 - "You're a looney." Arthur rolls his eyes, placing his hand on an entirely limbless Black Knight stuck on the ground to prop himself on.

Lose Animation - Arthur claps two coconut halves together for the opponent.

Crowd Chant
The Crowd is chanting...something...I can't quite make it out? "UUuuuhg" or is it "aaaahg?" Maybe they are trying to tell Arthur some message?

Attacks
Arthur isn't very used to fighting the most skilled of opponents. His sword attacks are long reaching, but often sloppy and slow as he wields his blade with one hand much of the time. Be careful though or he might just lop your limbs off!

Ground Attacks

Jab Combo - Arthur swiftly swings his sword in front of him, stunning the opponent on the first hit and bringing the hilt down on their head with the next. He finishes with a kick to the gut to knock them back.
Damage: 7% --> 2% --> 3%
Knockback: Low

Forward Tilt - Arthur sloppily swings his sword in an overhead arc, bringing it down before him. Gosh, I hope he doesn't have to fight anyone with more than one arm with moves like that!
Damage: 9%
Knockback: Medium

Down Tilt - Arthur thrusts out a shrubbery to trip up the opponent! It has a very high trip rate.
Damage: 7%
Knockback: Very Low

Up Tilt - Arthur hooks his shield upward, knocking the opponent up.
Damage: 10%
Knockback: Medium

Forward Smash - Arthur puts his sword and shield...somewhere (best we don't ask) and brings his hands together with two coconut halves, clapping them together hard around the opponent's head! Ouch!
Damage: 14-17%
Knockback: High

Up Smash - Arthur stabs his sword skyward like Marth!...but falls flat on his butt as he loses his balance, dragging the stabbed opponent down with him for a second hit as he lands. The fall actually has a meteor effect on those recovering to the ledge. Oops!
Damage: 16-18% -->3%
Knockback: Medium

Down Smash - Arthur produces a herring and proceeds to swing it low as if chopping down a mighty tree! Be careful, that fish looks old and stiff. This move only attacks in front, but does so twice. Arthur actually puts more of his might into the second hit than the first, but if they get hit by the first, they won't be there for the second.
Damage:15-17% -->18-20%
Knockback: High --> Very High

Dash Attack - Arthur braces his shield and charges through behind it, pushing the opponent straight back as he barrels through.
Damage: 9%
Knockback: Low

Air Attacks

Nuetral Air - Arthur places his body horizontal to the ground and delivers a dropkick! Somebody cover that guy for the three count.
Damage: 10%
Knockback: High if contected with the feet, otherwise low

Up Air - Arthur swings his blade rapidly about above him, jabbing at the sky wildly for several hits.
Damage: 2% per hit, five hit total
Knockback: Medium

Down Air - Arthur has trouble staying up in the air and might as well have himself a seat. He sits down in mid-air, dropping quickly, rear first onto his opponent's head in a meteor smash that will propel them straight down.
Damage: 11%
Knockback: High

Forward Air - Arthur produces a Duck! He swings it by the neck in a pummeling arc to send the opponent forward. Perhaps he's testing to see if they are a witch?
Damage: 9%
Knockback: Medium

Back Air - Arthur tries to sheeth his sword in midair, but misses and ends up stabbing it behind him! Anyone connecting with this small but painfully sharp and pointy hitbox will surely remember it.
Damage: Sweetspot - 15% Sourspot - 5%
Knockback: Sweetspot - Very High Sourspot - Very Low

Throws

Grab - "Bloody Peasant!" Arthur snatches up the opponent by their shirt (or fur) and lifts them face to face screaming this.

Grab Pummel - Arthur proceeds to "opress" the person by shaking them back and forth.
Damage: 1% per shake

Forward Throw - Arther releases the foe and tosses them forward onto their back.
Damage: 6%
Knockback: Very Low

Back Throw - Arthur hoists them up and over his head!, tossing the foe behind him like a javaline!
Damage: 9%
Knockback: Medium

Up Throw - Arthur delivers a jaw shattering uppercut! He shoulda been a contender!
Damage: 7%
Knockback: Medium

Down Throw - Arthur drops the opponent on their feet then trips them with his sword, tricky!
Damage: 7%
Knockback: Very Low

Specials

Nuetral B - Camelot. Oh, no it's only a model. Arthur causes a small model of camelot to pop up before him with considerable startup lag. It causes no damage, but anyone foolish enough to run over it while it remains on the field will be tripped.

Side B - Unladen Swallow. Arthur, friend to small, migrating birds everywhere. Arthur tosses a swallow at the opponent! The bird zooms in with a small bit of homing capabilities. Once in a while, he'll throw a swallow carrying a coconut though. These heavier birds fly perfectly straight but have improved damage and knockback!
Damage: 3% (12%)
Knock back: Low (High)

Down B - Trojan Rabbit. Arthur is suddenly inside a wooden rabbit! He drifts slowly forward on his own, but will gain speed with the control stick. Careful, it doesn't have the best turning so it will probably fall apart on you! Opponents can try attacking it to break the wooden exterior too. When used in the air, Arthur can blaze sideways back to the stage, but the frame will shatter on impact (possibly crushing any Patsys standing beneath it?).
Damage: 10%
Knockback: Low

Up B - Laden Swallow. Arthur grabs onto a swallow as it carries him up to safety! Use the control stick to guide the swallow around, but keep in mind a laden swallow isn't very quick and can only hold Arthur for so long. This move deals no damage, but Arthur can let go of the swallow and attack, however he won't get another swallow until he lands.

Final Smash - It's....the Holy Hand Grenade of Antioch?!


That's right! as the image of God appears in the background to guide him ( http://i7.photobucket.com/albums/y298/InfernoRage1/god.jpg ) Arthur pulls out the legendary weapon. Run for your lives! He pulls the pin, shouting: "One...two....FIVE!" and launches the grenade across the battlefield...where it fizzles and smokes? What the hell happened? But suddenly...

A mighty foot crashes down where it landed, flattening all those in its path!
Damage: 85%
Knockback: Very High!

Assist Trophy



Aaawww, what a cute bunny!



OMFG!!!

Stage
Camelot Castle - Welcome to the halls of Camelot. This is a walk off stage that takes place in the castle with one large table in the middle of the battle field that is set higher than the two side grounds. The knights dance in the background, sometimes stepping forward and kicking those on the table! And what's that over on the wall...is that a prisoner clapping his hands? My, everyone gets into the festivities here!....what a silly place, I think we'll pick another stage.

Stage Music

Knights of the Round Table - http://www.youtube.com/watch?v=yNqMi0TuL6o
Brave Brave Sir Robin - http://www.youtube.com/watch?v=BZwuTo7zKM8
Monty Python's Flying Circus (Opening theme) - http://www.youtube.com/watch?v=49c-_YOkmMU
Lumberjack Song - http://www.youtube.com/watch?v=clPYfaTvHT0
Every Sperm is Sacred - http://www.youtube.com/watch?v=U0kJHQpvgB8

Story Mode Plot

After meeting up with The Chosen One who was battling Arthur's old nemesis The Black Knight (the duo once again render him limbless before moving on), Arthur "rides" via coconut gallop to Camelot, in order to free it from the mysterious forces that have attacked the Smash world. Upon their arrival Arthur is again reminded of the odd antics of the knights there. He and Chosen One decide to leave the silly place and go find something else to do.

Snake Codec

Snake: "Colonel, I'm fighting a man who seems to be completely insane. He says he's King Arthur."
Colonel: "He is who he says he is Snake. Don't let his oddities fool you. His sword si the real deal, and he's defeated many challenging foes."
Snake: "Such as?"
Colonel: "The Knights That Say Ni, Tim the Enchanter, and an evil rabbit."
Snake: "You have got to be kidding me."
Colonel: "I wish I was Snake. By the way, do you know the airspeed velocity of an unladen swallow?"
Snake: "Um...an African or European Swallow?"
Colonel: "Well I don't know th-aaaaaah!"
Snake: "Colonel? Colonel?! COLONEEEEEL!"
 

Collective of Bears

King of Hug Style
Joined
Nov 10, 2007
Messages
6,507
Location
North Carolina
NNID
Gark430
3DS FC
1805-3069-0371
I call Gimpyfish, before anyone even says it.

Infernorage: I demand that you use the Holy Hand Grenade for his Final Smash.
 
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