cheap_josh
Smash Ace
Thanks for the review, K. Rool. Interesting commentary, much appreciated...
But, I think you did your math wrong.
But, I think you did your math wrong.
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No problem, and yes I did. I need to go back to grade 3, basic mathematics - addition. Sheesh. Well, I was just one point off, anyway.Thanks for the review, K. Rool. Interesting commentary, much appreciated...
But, I think you did your math wrong.
Thanks for your suggestions! i'm going to start adding more details like you said! and if i do the number scale thing what do you suggest it be out of 5? 10?Separating these details from your descriptions of the moves makes the moveset a lot easier to read. But you will have to add more detail about how useful a given move is, and in which situations, in order to compensate for the shorter decriptions.
The ratings you have seem a little arbitrary though. Number scales are typically easier to envisage than low, mid-low, high etc.
Personally, I prefer out of 10, becuase it gives you more freedom in fine tuning your stats. A 4/5 could be a 7,8, or 9 out of 10.i'm going to start adding more details like you said! and if i do the number scale thing what do you suggest it be out of 5? 10?
Yea now that i think about it right now i thechnically have "out of 5" stats... 1=low, 2=mid-low, 3=medium, 4=mid-high, 5=high so i will probably switch to "out of 10" for my attack stats.Personally, I prefer out of 10, becuase it gives you more freedom in fine tuning your stats. A 4/5 could be a 7,8, or 9 out of 10.
Yes, I am making a serious moveset for Chuck. I just did that one for the lulz.That move set gets 9001/42 LOL points!
I see you're making a real Chuck Norris move set in MYM 4. I hope he turns out more balanced than this.Though Meta Knight would still **** him.
Obviously you haven't seen chucknorrisfacts.com.Chuck Norris is too broken. What the f?
........
....
...
ooohhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh......it's a joke......LOL
The serious Chuck Norris moveset better be good....or else...
EDIT: WOOHOO!!! I still got the highest K. Rool score review!!! In your face Cheap_josh!!!!JK
Bah......i prefer Three Days Grace, thank you very much.The Beatles > All
I like Meadow's moveset...especially the use of Yoshi XD
So ur doing reviews too TVT? That's cool, but the moveset i want to rate is a moveset that's already been rated. Bahhh........Guess there's always my Mia moveset. How do i request a review now?I guess I should start doing reviews, now. Check my sig's new header and comment if you want some feedback.
Go ahead. It won't stand a CHANCE against my future Three Days Grace movesetThe Beatles are epic win.
I'n actually wearing a Beatles shirt right now XD
I might do a Beatles moveset in MYM4
The Beatles... My Dragonforce moveset for MYM 4... Three Days Grace...The Beatles are epic win.
I'n actually wearing a Beatles shirt right now XD
I might do a Beatles moveset in MYM4
Actually, I seriously don't know. You're a serious poster....http://www.smashboards.com/showthread.php?p=5619363#post5619363
^there you go.
The battle of the bands will be epic.....
Also, can someone tell me HOW am i nominated for funniest poster?
One of my guys, please?I guess I should start doing reviews, now. Check my sig's new header and comment if you want some feedback.
Dat dood is best charutur in barwl evur cuz al u do is pres down b and no one can kil uI just made an image for my YouTube Toilet...
Preview [SIZE="3"][COLOR="Pink"]Viola[/COLOR][/SIZE]; [IMG]http://xbox360media.ign.com/xbox360/image/article/819/819366/eternal-sonata-20070911013604373.jpg[/IMG]
As anyone who played as this godly goat herder in Eternal Sonata will profess,
Viola is by far the best character who doesn't end up as the final boss.
Not only can she deal out far more damage than the rest of the cast,
AND remain relatively safe while doing so, she can substantially heal
the entire party whenever she feels like it.
Into the Brawl, Viola brings with her;
[LIST]
[*]An insane projectile game which leaves the opponent no choice but to approach
[*]The [COLOR="royalblue"]Echoes system[/COLOR], which punishes those who do approach
[/LIST]
[COLOR="RoyalBlue"]Echoes System[/COLOR]: Whenever Viola lands a regular attack or throw, she gains 1 Echo.
She can accumulate up to 32 echoes, but will lose them all if she is KO'd.
The more echoes Viola has, the stronger her special attacks will be. If she uses a
special attack, however, she expends all of her echoes in the process and must
start again from 0. Viola can also gain echoes by passing various milestones
(she can only pass each milestone once per stock). These milestones are;
[CENTER][SIZE="1"]Survive 2 minutes (2 echoes)
Survive 5 minutes (4 echoes)
KO an opponent (2 echoes)
KO a second opponent (4 echoes)
Deal 250% damage (4 echoes)
Take 50% damage (2 echoes)
Take 150% damage (2 echoes)
Take 250% damage (3 echoes)
Make the audience gasp (1 echo)
Make the audience chant Viola's name (2 echoes)
Have Viola attacked during her taunt (2 echoes)
Stay in one spot for 15 seconds (4 echoes)[/SIZE]
[COLOR="YellowGreen"][SIZE="4"]Neutral B: "Arrow Spam" (4%-12%): [/SIZE][/COLOR][/CENTER]
[COLOR="SandyBrown"]Controls[/COLOR]: Viola puts that bow of hers to good use. When holding B,
and after a lag of 0.8 seconds, she will have an arrow fully nocked and ready to fire.
Releasing B fires an arrow, which flies in a heavy arc. Using the control stick,
however, Viola can angle the bow upwards (45 degrees) or downwards (30 degrees)
in order to alter the arrow's tradjectory. After firing one arrow,
she can continue firing arrows rapidly by tapping B, each arrow having a
lag of 0.4 seconds before firing. Viola cannot change her aim during rapid fire.
There is a lag of 1 second after she finishes firing arrows (1.2 seconds if she was
firing rapidly) before she can act again.
[COLOR="sandybrown"]Arrow properties[/COLOR]: The arrows Viola fires are very heavy, meaning that they quickly
fall to the ground after firing. Firing an arrow straight foreward would see it land at a
distance of 1.5 crates ahead of Viola. Angle it up as far as possible and the arrow
will travel much further, covering 3/4 of Final Destination before hitting the ground.
Angling the bow downwards results in Viola firing at her feet. Viola's arrows travel
at a speed halfway between Link's and Toon Link's arrows and deal damage relative
to the distance they flew (minimum 4% maximum 12%). The sheer weight of the
arrows causes light knockback, but the arrows can be canceled out by any
other projectile in the game
[COLOR="RoyalBlue"]Echoes effect[/COLOR]: Increases the damage dealt by the arrow by NumberOfEchoes/2
(i.e. a maximum of 16%). At 32 echoes, the arrow travels 1.5x as fast
[COLOR="Lime"][B][SIZE="3"]Pros[/SIZE][/B][/COLOR];
Can fire arrows at a rapid pace
Can aim downwards, off the edge of a platform
Causes knockback
At a distance the arrows can deal a lot of damage
[COLOR="Orange"][SIZE="3"][B]Cons[/B][/SIZE][/COLOR];
Can't fire arrows further by holding down B
Laggy at both the beginning and the end
Out prioritised by a lot of projectiles
Deal mediocre damage up close
[CENTER][COLOR="YellowGreen"][SIZE="4"]Up B: "Heal ARROW!" (Heal 8%): [/SIZE][/COLOR][/CENTER]
[COLOR="SandyBrown"]Controls[/COLOR]: Upon pressing B, Viola fires a healing arrow
directly upwards. She can delay the firing for as long as she wants by holding B.
There is a lag of 0.9 seconds before Viola fires the arrow, and a further 0.8 seconds
before she can act again. Viola can only fire one healing arrow at a time, and must
wait until the arrow dissapears before she can fire another.
[COLOR="sandybrown"]Arrow properties[/COLOR]: The healing arrow travels slowely (Toon Link's uncharged arrow speed)
upwards, until it leaves the screen, whereupon it falls back down to the ground.
If at any stage it hits an item or the ground, it will simply dissapear, but if it hits a
player, then that player recovers 8% damage (any player can snatch the healing
benefits). Other projectiles do not affect the healing arrow, but thrown items
can block it
[COLOR="RoyalBlue"]Echoes effect[/COLOR]: Increases the damage healed by
the arrow. Directly related to the number of echoes (i.e. a maximum of 32%).
At 32 echoes, the attack becomes "Night Arrow", which homes in on
Viola as it descends.
[COLOR="Lime"][B][SIZE="3"]Pros[/SIZE][/B][/COLOR];
It heals damage
Excellent in team battles
Firing a heal arrow usually forces opponents to approach, since they'll want the healing benefits too
Echoes benefit this move greatly
[COLOR="Orange"][SIZE="3"][B]Cons[/B][/SIZE][/COLOR];
Up B does not help Viola recover from off stage
Your opponent could intercept the arrow, and take the 8% heal for themself
Arrow takes a long time to come back down
8% is mostly not worth it, if the opponent is anywhere near Viola
I'm glad I amused you. That preview is pretty good, I don't think I have seen anything like that before. It looks useful and not entirely broken. I look forward to the full moveset.Since everyone else has been doing it. I thought I'd join the bandwagon of people who give previews of movesets they'll be making in MYM4
Code:Preview [SIZE="3"][COLOR="Pink"]Viola[/COLOR][/SIZE]; [IMG]http://xbox360media.ign.com/xbox360/image/article/819/819366/eternal-sonata-20070911013604373.jpg[/IMG] As anyone who played as this godly goat herder in Eternal Sonata will profess, Viola is by far the best character who doesn't end up as the final boss. Not only can she deal out far more damage than the rest of the cast, AND remain relatively safe while doing so, she can substantially heal the entire party whenever she feels like it. Into the Brawl, Viola brings with her; [LIST] [*]An insane projectile game which leaves the opponent no choice but to approach [*]The [COLOR="royalblue"]Echoes system[/COLOR], which punishes those who do approach [/LIST] [COLOR="RoyalBlue"]Echoes System[/COLOR]: Whenever Viola lands a regular attack or throw, she gains 1 Echo. She can accumulate up to 32 echoes, but will lose them all if she is KO'd. The more echoes Viola has, the stronger her special attacks will be. If she uses a special attack, however, she expends all of her echoes in the process and must start again from 0. Viola can also gain echoes by passing various milestones (she can only pass each milestone once per stock). These milestones are; [CENTER][SIZE="1"]Survive 2 minutes (2 echoes) Survive 5 minutes (4 echoes) KO an opponent (2 echoes) KO a second opponent (4 echoes) Deal 250% damage (4 echoes) Take 50% damage (2 echoes) Take 150% damage (2 echoes) Take 250% damage (3 echoes) Make the audience gasp (1 echo) Make the audience chant Viola's name (2 echoes) Have Viola attacked during her taunt (2 echoes) Stay in one spot for 15 seconds (4 echoes)[/SIZE] [COLOR="YellowGreen"][SIZE="4"]Neutral B: "Arrow Spam" (4%-12%): [/SIZE][/COLOR][/CENTER] [COLOR="SandyBrown"]Controls[/COLOR]: Viola puts that bow of hers to good use. When holding B, and after a lag of 0.8 seconds, she will have an arrow fully nocked and ready to fire. Releasing B fires an arrow, which flies in a heavy arc. Using the control stick, however, Viola can angle the bow upwards (45 degrees) or downwards (30 degrees) in order to alter the arrow's tradjectory. After firing one arrow, she can continue firing arrows rapidly by tapping B, each arrow having a lag of 0.4 seconds before firing. Viola cannot change her aim during rapid fire. There is a lag of 1 second after she finishes firing arrows (1.2 seconds if she was firing rapidly) before she can act again. [COLOR="sandybrown"]Arrow properties[/COLOR]: The arrows Viola fires are very heavy, meaning that they quickly fall to the ground after firing. Firing an arrow straight foreward would see it land at a distance of 1.5 crates ahead of Viola. Angle it up as far as possible and the arrow will travel much further, covering 3/4 of Final Destination before hitting the ground. Angling the bow downwards results in Viola firing at her feet. Viola's arrows travel at a speed halfway between Link's and Toon Link's arrows and deal damage relative to the distance they flew (minimum 4% maximum 12%). The sheer weight of the arrows causes light knockback, but the arrows can be canceled out by any other projectile in the game [COLOR="RoyalBlue"]Echoes effect[/COLOR]: Increases the damage dealt by the arrow by NumberOfEchoes/2 (i.e. a maximum of 16%). At 32 echoes, the arrow travels 1.5x as fast [COLOR="Lime"][B][SIZE="3"]Pros[/SIZE][/B][/COLOR]; Can fire arrows at a rapid pace Can aim downwards, off the edge of a platform Causes knockback At a distance the arrows can deal a lot of damage [COLOR="Orange"][SIZE="3"][B]Cons[/B][/SIZE][/COLOR]; Can't fire arrows further by holding down B Laggy at both the beginning and the end Out prioritised by a lot of projectiles Deal mediocre damage up close [CENTER][COLOR="YellowGreen"][SIZE="4"]Up B: "Heal ARROW!" (Heal 8%): [/SIZE][/COLOR][/CENTER] [COLOR="SandyBrown"]Controls[/COLOR]: Upon pressing B, Viola fires a healing arrow directly upwards. She can delay the firing for as long as she wants by holding B. There is a lag of 0.9 seconds before Viola fires the arrow, and a further 0.8 seconds before she can act again. Viola can only fire one healing arrow at a time, and must wait until the arrow dissapears before she can fire another. [COLOR="sandybrown"]Arrow properties[/COLOR]: The healing arrow travels slowely (Toon Link's uncharged arrow speed) upwards, until it leaves the screen, whereupon it falls back down to the ground. If at any stage it hits an item or the ground, it will simply dissapear, but if it hits a player, then that player recovers 8% damage (any player can snatch the healing benefits). Other projectiles do not affect the healing arrow, but thrown items can block it [COLOR="RoyalBlue"]Echoes effect[/COLOR]: Increases the damage healed by the arrow. Directly related to the number of echoes (i.e. a maximum of 32%). At 32 echoes, the attack becomes "Night Arrow", which homes in on Viola as it descends. [COLOR="Lime"][B][SIZE="3"]Pros[/SIZE][/B][/COLOR]; It heals damage Excellent in team battles Firing a heal arrow usually forces opponents to approach, since they'll want the healing benefits too Echoes benefit this move greatly [COLOR="Orange"][SIZE="3"][B]Cons[/B][/SIZE][/COLOR]; Up B does not help Viola recover from off stage Your opponent could intercept the arrow, and take the 8% heal for themself Arrow takes a long time to come back down 8% is mostly not worth it, if the opponent is anywhere near Viola
(Chuck Norris moveset made me chuckle)
Three Days Grace is better than the Beatles.The Beatles are better that Three Days Grace...*runs*
there are so many things wrong with that statement.Three Days Grace is better than the Beatles.
*Chris Lionheart doesn't run.... you run from him.*
OH MY GOD. Somebody should make a Dragonforce Moveset!Three Days Grace is better than Dragonforce.
*Chris Lionheart doesn't like women, he loves men*
Really?OH MY GOD. Somebody should make a Dragonforce Moveset!
I dislike the gaybashing in your edit, smashbot.*Chris Lionheart doesn't like women, he loves men*