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

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Harkness

Smash Apprentice
Joined
Jun 20, 2008
Messages
100
Location
Delaware
AHEM!!!!
Can someone, anyone, please comment on my new additions to my posts. I've added a stage and codec for Runaru (pg. 107), and have submitted Toon/Phantom Ganon (pg. 12). Please respond! I cant improve inf no one comments!!!
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
I kinda want to watch that movie now...xD

Very nice moveset by the way, it's always nice to see movesets that directly reference the work the character is from.

And it made me think of the Simpson's version of that...
Homer: No TV and no beer make Homer go something something...
Marge: ...go crazy?
Homer: Don't mind if I do! *starts freaking out*
 

majora_787

Smash Hero
Joined
Jun 23, 2007
Messages
6,122
Location
Texas
Custom character for the lolz. I saved myself some time and put damage and knockback in.

Ramses, keeper of the desert prison
*No picture available, initiating physical description...*
Ramses Twilin is about Ganondorf's size. He has no real physical form, but instead looks like a living suit of red, spiked armor. The armor, now ancient and gnarled, is what makes him a heavyweight character. It also gives him real physical power. However, the armor hinders his movement, which is his main weakness. At the ends of his armor are charred gloves that are the source of his flames. On his back is a sword, but he rarely uses it in battle. He tends to rely on flames and brute force.
“You cannot defeat the darkness within me, for it is my body and soul.”

========================================
Bio
Ramses is the guardian of an ancient prison that has been buried under the sands of the Thermas desert for thousands of years. Whether he is good or evil is unknown. He does not seem to know anything of his own death or of the sand covering the prison, but anyone who enters is killed. For reasons unknown, the floor and walls of Ramses’s outpost are all charred black.

========================================
Stats

Power: 3
Speed: 2
Jump: 4
Recovery: 3
Control: 3

========================================
Weak Attacks

A: Ramses punches straight forward with his fist. Low damage and knockback.

Up Tilt: Ramses does an uppercut. Low damage, medium knockback.

Forward Tilt: Ramses shoves his opponent. Low damage, medium knockback.

Down Tilt: Ramses sweeps the floor with his sword. Low damage and knockback.

Dash Attack: Ramses rams his opponent with his spiked shoulder pad. Low damage and knockback.

Ledge Attack 1: Ramses climbs up onto the ledge as it catches fire.

Ledge Attack 2: Ramses spits acid onto the ledge and climbs up.

========================================
Smash Attacks

Up Smash: Ramses punches upwards with both arms. High damage and knockback.

Forward Smash: Ramses knees forward. High damage and knockback.

Down Smash: Ramses sweeps with his leg. Medium damage, high knockback.

========================================
Special Attacks

^B: Geyser
Ramses rises into the air on what appears to be a spout of lava. The attack does damage to people who touch the lava, and has no knockback.

>B: Captive Chains
Ramses shoots chains from his hand toward his opponent. He can then carry them a short distance, and/or throw them. The throw has medium knockback.

VB: Lava Stealth
Ramses melts into a puddle of lava for a short period of time. He can move across the platform in lava form, and damages anyone he passes under. The lava moves fairly slowly, and cannot drop off ledges. The attack can also not be used in the air. Its primary use would be to pass through a solid platform to the solid platform below. After use, Ramses's armor looks charred, and he appears to be a bit exhausted. After a while, he regains his composure and his armor returns to normal, signalling the availability of the attack.

B: Desert Sun
Ramses holds up a glowing orb that sends out shockwaves that deal a small amount of fire damage to anyone nearby. Low knockback.

Final Smash: Armored Serpent
Lava begins filling the stage. The amount of lava is dependant on the size of the stage. Ramses lowers himself into the lava, and suddenly, it becomes a game of stay away as anyone who touches the lava gets eaten by a giant armored snake from below. This attack does not reach the platforms of most aerial stages, but instead simply rises to the ledge. On scrolling stages, the lava chases the screen. You have a small amount of time to escape the lava and get away before the snake eats you, but the time is relatively short.

========================================
Aerials

Up Aerial: Snakes shoot upwards from Ramses’s arm. Low damage and knockback.

Forward Aerial: Ramses punches down ahead of him. Medium damage and knockback.

Back Aerial: Ramses punches behind him. Low damage and knockback.

Down Aerial: Ramses stabs his sword downwards. Medium damage and knockback.

Neutral Aerial: Fire shoots from Ramses’s body. Low damage and knockback.

========================================
Throws

Grab: Ramses places his hand on the opponent.

Grab Attack: Fire shoots from his hand and into the opponent’s body.

Up Throw: Ramses grabs the opponent and throws them upwards, propelled by fire. High knockback.

Forward Throw: Ramses pushes his opponent down. Low damage and knockback, causes tripping effect.

Back Throw: Ramses walks around the opponent and they blow up. Low damage, medium knockback.

Down Throw: Ramses throws the opponent to the ground. Medium damage, low knockback.

========================================
Taunts + Victory Poses

Up Taunt: Ramses holds his hands to the sky and says, “My lord wills your defeat.”

Side Taunt: Ramses looks at his reflection in his sword and puts it away.

Down Taunt: Ramses waves his hand dismissively.

Victory 1: Ramses picks up his sword, holds it to his chest, and stands still.

Victory 2: Ramses beckons to the screen and growls.

Victory 3: Ramses bows with one hand raised to the sky.

========================================
Other

Idle Pose: Ramses faces forward and stays motionless. He stretches his neck and shifts around if left idle.

Losing Pose: Ramses claps for the winner.

Shield: Ramses holds one arm up in front of him.

Forward Roll: Ramses rolls around his opponent and turns to face them.

Back Roll: Ramses jumps back.

Dodge: Ramses dodges by bending sideways.

Air Dodge: Ramses pauses in mid air and dodges.

Dizzy: Ramses kneels onto the ground and breathes heavily.

Sleep: Ramses’s head rests on his shoulder, and he breathes heavily.

Stage Entry: Ramses rises from a sand pit and pulls his sword up after him.

Select Screen: Ramses yells, and the sound of a fiery explosion is heard.

========================================
Misc.

Codec:
Snake: Colonel, what IS this guy? Nothing seems to phase him!
Colonel: That’s Ramses Twilin. He’s a knight who used to look over the prisoners of an ancient jail.
Snake: Why isn’t he using his sword? I mean, he HAS one…so…
Colonel: Look at him, Snake. He’s not exactly in need of a sword. He mostly fights with hollow punches and kicks, mixed with flaming attacks.
Snake: Fire? I guess explosives are a no-go against him…I had better improvise.

Kirby Hat: Kirby wears a gnarled red helmet.

Alternate Costumes: Red armor is default. He also has costumes with golden armor, purple armor, and camo armor. The camo armor is his green team outfit.

Item: None

========================================
Stage

Desert Prison
The roof of the desert prison. It’s not very active, except for the wind that blows players to the left. No real obstacles either…except the ceiling gives away in some places. When it does, the holes lead right to the blast line. The roof is simply a large platform that extends to the bottom of the screen.

Music
Same music as on the Solar City Arena stage, with the following pieces included.
http://www.youtube.com/watch?v=Hp3hE6P2r_E (Magmoor)
http://www.youtube.com/watch?v=ifRhyRlW-Qw (Goron Mines)

========================================
Supspace Emissary
After going through a door in The Wilds, you end up in a prison hall. After going down the hall and entering the door, you face Ramses in a fight. If you defeat him, you get a number of trophies and stickers, and the level ends.

Unlock
Clear boss battles with Ian.
Defeat Ramses in the SSE.
 

Chief Mendez

Smash Master
Joined
Mar 25, 2007
Messages
3,161
Location
Somewhere
I'll destroy you AND the night!


Simon Belmont
"I'm a Belmont...that's my job."

+

+ General Summary

Simon Belmont, the most infamous of the already-legendary Belmont clan. Throughout all recorded history, the Belmonts have been locked in an unending struggle with the evil force that is Lord Dracula. Simon in particular has slain Dracula the most out af any Belmont. He's starred in nine games, though six of those are remakes of the original Castlevania. He's also made a sort of habit in appearing in various cameos, from actual fighting games, to a backgroud sprite in an unrelated, Konami-published adventure game, to a participant in a Track & Field meet.

The Castlevania games themselves are among the best 2D action games ever created, blending a mix of platforming, time limits, and combat with hordes of evil monsters into a perfectly-formulated blend of fun. After a point, however, the games took on their current form, as "Metroidvania" games. That is to say, they became Action-Adventure games, consisting of the player traversing Dracula's Castle at their own pace, collecting power-ups and leveling up as they go, rather than the stage-based pacing of earlier games.

In both cases, the games are extremely well done, and are consistently stunning examples of 2D craftsmanship. The series also shares a long history with Nintendo. Seventeen out of the Twenty-six main Castlevania games have appeared either primarily or exclusively on Nintendo consoles, which is where the series has met it's most success and critical acclaim.

Castlevania is a gaming legend, and Simon is a Castlevania legend.


+ Videos

+ A short match in Dream Mix TV World Fighters, which features Simon, among...others. +
Make sure to note the awesome Bloody Tears remix playing in the background!

+ NOT SIMON BELMONT, I'LL KILL ANYONE WHO TALKS ABOUT THIS +
I'm 100% serious. Don't make me do it.

+ Level 7 of Super Castlevania IV. Probably Simon's most famous starring role, not to mention my personal favorite Castlevania game. +
Protip: It's on VC!


+ Play Style

Simon is a medium-heavy character, along the lines of Link, Samus, and Wolf. His best aspects are his high damage-dealing capacity, stellar recovery, and incredible range. These are offset by his below-average speed, mediocre grabs and throws, and a Final Smash with limited effectiveness.

How a player works with Simon can vary, as he has a wide range of projectiles perfectly suited for long-range battling, while he also has great close-combat moves that, when used properly, can quickly lead to easy victories.

When facing Simon, the best counter is speed. A good number of his melee attacks have unusual lag attached to them; finding out how to punish those is the key to a solid victory. If the Simon player favors a long-range strategy, just remember that Simon, unlike other projectile-centric characters like Snake, Link and Samus, cannot hold onto his projectiles for later use. He has to commit to them if he wants to use them, so if you pay close attention, there's little chance of being caught off-guard.


+ Special Traits

+ Simon can wall-jump up to fifteen times before losing momentum.
+ Simon's Forward and Upward Aerials both double as Tether Recoveries.


+ Stats (Out of 10)

+ Offense: 7
+ Speed: 4
+ Weight: 5
+ Jump Height: 5
+ Fall Speed: 6
+ Recovery: 6
+ Range: 8
+ Attack Speed: 3


+ Melee

A + The standard, horizontal whip attack. Hold the A button down to make the whip go slack, and control it by moving the control stick (6%, 1-2% for each slack hit)

Notes: A true classic if there ever was one. The move doesn't have the vacuum effect that Sheik's Chain does, and hits for significantly less, with no sweetspot or electrical effect. It is, however, quite useful as an impromptu barrier against projectiles, as it can knock most low-priority ones out of the air. There's great range on this (though the twirling range is only about half), though the ending lag has the whip falling slack to the ground, and Simon pulls it back in. All that before he can act again.

Side Tilt + Simon chops across straight across at shoulder-height with his sword (13-14%)

Notes: This move goes right over a good number of characters, as it's hitbox isn't very tall at all, though it's horizontal range is decent. It does have great knockback, along the lines of Ike's Side Tilt, though it's slightly faster, and Simon doesn't telegraph the attack as badly as Ike does.

Down Tilt + Simon steps back a step and lashes the ground ahead of himself with his whip (9-10%)

Notes: Due to the step back, Simon strikes the ground right about where he was standing when the move began, so this move is best used to punish aggressive opponents who like to get close quickly, or moves like Rest or Reflector that require immediate proximity to their targets. This is Simon's fastest Tilt, but the middling damage and low range counter that.

Up Tilt + Simon pokes his sword quickly above him (6-7%, 15% sweetspotted)

Notes: There is a very small sweetspot included here, and to land it, Simon has to practically be on top of his enemy. The sweetspot is oddly placed right around his forearm, just below the hilt of the sword. Aside from that, the move is comparatively weak and short-ranged, as Simon doesn't extend his arm straight upwards: his hand only goes as far up as right above forehead-level before quickly retracting.

Dash Attack + Dropping on his side to the ground, Simon slides forward, feet-first. The attack covers a large distance, but only trips, with no knockback besides (5-7%)

Notes: This is a great attack to use for setup purposes. Simon travels a smidgen farther than Snake's ridiculous Dash Attack, though the attack is totally incapable of KO'ing, as there is literally no knockback to the attack. The 100% trip rate makes up for this, and is a perfect way to switch up the flow of a match. There's some slight lag as Simon rises from the ground at the end of the attack, however. Also, the move has very low priority...though it's hitbox is so low to the ground that this hardly matters, as most other moves won't reach it before their users are tripped up.


+ Smashes

Side Smash + Simon brandishes both of his weapons, bringing them down diagonally across himself. The sword has higher damage but the whip reaches farther (16-18% sword uncharged, 11-12% whip uncharged / 25-26% sword charged, 17-18% whip charged)

Notes: Easily Simon's best KO move up close. The charged sword attack can KO at less than 100% (though not by much), and the whip extends roughly as far as Zamus' Side Smash, though the range is greater, as the whip crosses over in a vertical motion, catching all enemies in front of Simon.

Up Smash + Simon swirls his whip above his head, like a miniature tornado for multiple hits (4%/6%/8% uncharged, 7%/11%/15% charged)

Notes: There is a vacuum in this Smash, though it lacks a "finisher". Once the hits are done, the opponent drops right into Simon's face. As such, it's best used when you have a counter-measure to this (such as a team-mate waiting to knock the foe away), or can get away without issue (if the enemy is on a platform above Simon, for example).

Down Smash + Simon quickly spins once in place, swiping his sword and whip around at his waistline (10-12% uncharged, 15-18% charged)

Notes: Another move that can fly right over low-hanging opponents. Excellent crowd control/dodge roll punisher, as it reaches a good distance to both sides of Simon. The damage leaves something to be desired, surely, but it serves it's purpose quite well otherwise. Simon exits this move in the same sort of pose Link exits a ground-based Spin Attack, with appropriate ending lag.


+ Aerials


Neutral Air + A quick and simple karate-kick ahead of him (8-9%)

Notes: It's not a sex kick, but rather a short and sweet jab with his leg. It goes out fast and pulls back just as quickly. The hitbox here is only active for a very short time, though the speed and sharp knockback are worth it if the player can connect reliably.

Forward Air + Simon's whip flies straight out at a diagonally-downwards direction (9-10%)

Notes: This attack has almost the same properties as Simon's Neutral A attack--the button can even be held in to keep the whip brandished, in which case Simon will transition smoothly into his "Slack Mode" upon landing, no delay. It is slightly stronger, though it doesn't reach as far. Also of note: this move doubles as a tether recovery, though use of this is limited, due to the angle. Still, I'm sure you'll find a time where it's appropriate.

Back Air + As Simon twists around in midair, he raises his sword above his head, and brings in straight down in front of him as he finishes turning around (13-14%)

Notes: Launches the opponent in a diagonally-downward angle, though it's not really a spike. Also, upon completion of the move, Simon will stay turned around, in case you wanted to, say, follow up with his Forward Air...

Up Air + Simon whips straight upwards (9-10%)

Notes: Another tether recovery. You'd have to be right under the ledge to take use of it, however, so it's very situational. This attack's range more closely resembles Simon's standard whip attack, though the hitbox is thinner than any of the. And again, holding in the button will allow Simon to combo right into his slack whip.

Down Air + Simon rockets downwards, one foot ahead (4-5%)

Notes: This move always sends him into a fastfall. It happens in the games when you slide (Down and Jump) in midair, and if you land on an enemy monster, you'll bounce off of them, going back up into the air. It only does like, 1 or 2 damage, and is a really bad (but really cool) way to slay monsters, but in Smash Bros., it's not quite as enigmatic. Landing directly on top of an enemy's head will cause Simon to pop back up into the air, though he won't be able to use the move again until he lands. Also of note: if you tilt the control stick a little bit to the left or right, you can make Simon travel down an angled path, rather than a directly vertical one.


+ Miscellaneous Attacks


Rising Attack + Rising to one knee, Simon circles his whip once around him (5-6%)

Notes: Low damage, low range, and some ending lag. However, there's a 50% chance to trip any enemy that it connects with, and it does hit towards both sides.

Ledge Attack + After getting one foot on the ground, he swipes his sword along the ground, then whips upwards, knocking away those tripped up by the sword (1-3% sword and trip, 8-9% whip)

Notes: An excellent attack if both hits land, as the sword will cause the enemy to trip directly towards Simon, prime for the lashing. Otherwise it's pretty average, as neither weapon has a particularly large range or knockback factor.

Ledge Attack over 100% + Simon crawls slowly onto the stage, and brings his whip quickly across the floor of the stage, tripping any in front of him (4-6% and trip)

Notes: The move always trips, and has decent range, though if the foe is even the slightest bit off the ground, it'll go right by them, as the hitbox is active for only a split-second. There's also a great amount of unprotected ending lag, as Simon struggles up from his stomach.


+ Grabs and Throws


Grab + Simon tosses his sword to his whip hand, holding them both in one while he reaches out ahead of him
Grab Hit + Simon smacks his enemy in the face with the bottoms of both his weapons (2-4%)

Notes: The actual range of the grab is bad, but the strange pause between move input and execution (as Simon rearranges his weapons) can catch some enemies off their guard. The grab attack is slow, but one of the strongest in the game.

Forward Throw + Tossing his enemy in front of him, Simon follows up by rapidly whipping the prone, airborne adversary three times, the third one sending them flying away (3%/3%/4%)

Notes: The whippings cover a large, circular area, making this a throw that doubles as crowd control in cramped quarters. However, Simon can be interrupted by an attack on his unguarded flank, stopping the move wherever it was, and leaving it's target un-launched.

Up Throw + Simon tosses his enemy above him, then hurls an axe upwards at them (1-2% throw, 9-11% axe)

Notes: The axe acts like Mewtwo's energy balls from his Forward Throw, going through the enemy. But unlike Mewtwo, the axe will succumb to gravity, and return to earth dealing light damage (about 2-3%) to all in it's path, then clinking off the ground and disappearing. The axe travels in the familiar arc from the games.

Down Throw + The enemy is dropped to the floor, then takes a strong overhead whip to the back, ricocheting them upwards (13-14%)

Notes: At low percentages, the opponent barely moves upwards at all, leaving them ripe for some Tech Chasing or makeshift Chain Grabs (though Simon doesn't actually have a built-in, Dedede/Falco-esque ability). As a neat extra, Simon turns his back on the enemy as part of his whipping motion.

Back Throw + Simon stands the enemy behind him, then spins around in a single motion. His whip arm elbows the enemy, then his sword chops across, knocking the foe away (4% elbow, 8-9% sword)

Notes: Simon ends the move facing forward again, having spun full-circle. There's some sizable lag at the end of this as Simon situates himself back into his standard pose. Also, like his Forward Throw, he can be interrupted, canceling the Throw's knockback.


+ Special Moves


Neutral Special: Knife + Simon flicks a knife forwards. Hold down the button to throw three knives in sequence (3% per knife)

Notes: The knives can't be held like Sheik's, and will fire as soon as they're fully charged or you let go of the button. Note that Simon has three separate motions, one for each knife. The real advantage to charging is having the increased rate of fire, as there's spam-inhibiting lag on the end of the move if you simply tap the button.

Side Special: Cross + A cross that flies ahead like a boomerang, then returns to it's sender. Simon will not catch it as it returns, so it can hit enemies behind him before flying off-screen. (9-12% forward, 4-7% return trip)

Notes: Unlike Link's Boomerang, the Cross is not stopped by hitting things, and will go a predetermined distance (no Smashing to extend the length, either) before turning around. It's return trip is faster, as well. The weapon always follows the same arc, with unchanging momentum, no matter how many enemies it goes through. A good Simon player will toss it so that it connects with the target at the apex of it's forward flight, just as it turns around, as it slows down enough there to hit twice in a row. Also, only one Cross can be on-screen at once. Imagine Link's Boomerang if he always missed it as it came back: the wait for a new Cross is similar to the wait for another Boomerang.

Up Special: Griffon Wing + A massive, fiery uppercut, with range comparable to Sonic's recovery. Enemies in the way of Simon will be burnt and sent upwards, except at the base of the move, when they'll be sent flying sideways (10% at base, 5-6% in midair)

Notes: Also called the "Super Jump". In the games, it's used to spam certain bosses and reach new, higher-up areas. This is Simon's quickest move, firing off with next to no lag, and it has a slight floaty effect at it's zenith as the fires dissipate into the air. It's possible to influence the direction of the rise with the control stick, as well. Finally, the move only damages to one side of Simon, and not exactly on him, so if you're going for the Base Hit, you don't need to get as close as Luigi would.

Down Special: Holy Water + Simon tosses a glass bottle of purified water on the ground ahead of him. Upon contact, the bottle breaks, and blue flames streak across the floor for a few feet (5% per hit, rapid damage)

Notes: Even in the air, the bottle still flies at the same trajectory: diagonally down. Only when one bottle has all but burned out (which takes around two seconds, as the flames cover roughly the length of, say, Wolf's Forward Smash) can another be thrown down. Unlike in the games, where Simon would almost imperceptibly-quickly toss a bottle on the ground, Smash Bros. Simon raises the vessel dramatically above his head before whipping it downwards, making it easier for opponents to see coming. However, if you manage to catch an enemy in it from start to finish (the front of the fire carries foes along with it), the move can deal upwards of 25% damage)


Final Smash: Grand Cross + Righteous power courses through Simon's being, and is unleashed in the form of a large, fiery crucifix. The cross slowly expands, releasing shards of it's power all around it. The shards do negligible damage, but being caught in the crucifix itself deals devastating damage (5-10% shards, maximum of 70% damage if hit by the entire attack, from start to finish)

Notes: The initial range of Grand Cross is roughly equal to that of a fully-expanded Smart Bomb, though it expands by a foot or two as it grows. There's a powerful vacuum effect on the ground to either side of Simon, pulling nearby objects into the holy inferno.

You can see it (along with most of Simon's Special Moves) via this video demonstration of "Richiter Mode" in Castlevania: Portrait of Ruin. Note how the Cross travels, how the Holy Water works, and (at the very, very end) Grand Cross, in all it's pixelated glory.


+ Other Elements


Taunt 1 + Simon tosses his weapons spinning in the air above him, tosses back his hair with a "Hmph", then catches the falling objects.
Taunt 2 + Simon displays his proficiency with his weapons, twirling them about in front of him. A series of blue-purple afterimages follow his movements during this taunt.
Taunt 3 + Simon raises his hand in front of him, arm straight and palm open. If the player holds in the button, after a while, he'll lower all but his index finger, then begin to waggle it towards his opponents. Keep holding it, and he'll finally spin around and strike a cool pose while saying "How dramatic". You can then hold this pose as long as you hold in the taunt button.


Kirby Hat + Kirby dons Simon's elegant red locks, as well as his neat feathered chestplate.

Symbol + The reverse-crucifix and devil wings; a Castlevania standard.



Entry Animation + Simon falls from the sky and lands on the stage, then twirls his weapons around a bit as he rises and prepares to fight.

Victory Act 1 + Simon spins his whip around above his head, then strikes the ground with an ear-splitting crack, then stands, back turned to the player.
Victory Act 2 + Simom tosses his weapons into the air, then catches them and crosses his arms, with a satisfied "Hmf", while looking defiantly toward the player.
Victory Act 3 + Simon's semi-ridiculous catchphrase from Judgment. After he whips the floor a few times, he says "I'm a Belmont...that's my job".

Victory Fanfare + One of many Castlevania themes, "Vampire Killer". Only the opening riff, however.

+ CODEC Conversation

Otacon: Oh! Snake, do you know who that is?
Snake: What, this guy with the frilly outfit and leather shorts?
Otacon: I wouldn't make fun of him like that if I were you Snake. That's Simon Belmont, the most infamous Vampire Killer in history.
Snake: Hmm. Well, when you put it that way...
Otacon: Yeah, don't get on his bad side, Snake. He's personally taken down Dracula several times.
Snake: ...Impressive. I'm not sure I could handle the supernatural like that, y'know?
Otacon: Well, I wouldn't be so sure, Snake. You have more in common with him than you might think...
Snake: ?

+ Alternate Outfits

Classic Simon + Simon's original look, sporting his brown hair and viking-esque outfit.
Judgment Simon + Simon's most recent design, straight from Castlevania's first Wii game.
Richter Belmont + The most powerful Vampire Killer in the Belmont line, and sucessor to Simon's grand legacy.




+ Trophies

Simon Belmont
+ The legendary Vampire Killer of the cursed Belmont clan.
Lord Dracula
+ The Lord of Evil, eternally reborn to bathe the world in darkness.
Grand Cross
+ Simon's Final Smash, shown destroying Lord Dracula.
True Dracula
+ Lord Dracula's Final Smash, and the ultimate form of his black heart.
Death
+ Lord Dracula's ever-faithful servant, and master of the Underworld.
Dracula's Castle
+ The setting for most Castlevania games, and the stage in Super Smash Bros.
Alucard
+ Adrian Farenheights Tepes, the son of Dracula, sworn to destroy his evil origins.
Medusa and Medusa Heads
+ The mythological beast and her inumerable servants.
Maria Renard
+ A village girl who rises to her fate, and defeats Count Dracula in Rondo of Blood.
Richter Belmont
+ While Simon may be the most well-known Belmont, Richter is the more powerful of the two.
Soma Cruz and Mina Hakuba
+ Two teenagers from the year 2035. Due to Soma's mysterious "Soul Steal" ability, mysterious forces attempt to turn him into Dracula's successor...
Vampire Killer
+ The legendary whip of the Belmont clan.
Hearts
+ The source of Simon's special abilities.
Order of Ecclessia
+ The only organization that is capable of standing up to Dracula in a time without a Belmont or the Vampire Killer.


+ Stickers

Simon Belmont (Castlevania, NES)
Classic Simon (Super Castlevania IV, SNES)
Count Dracula (Dracula X: Rondo of Blood, PC Engine)
Death (Casltevania: Aria of Sorrow, GBA)
Cross (Castlevania, NES)
Nathan Graves (Castlevania: Circle of the Moon, GBA)
Julius Belmont (Castlevania: Aria of Sorrow, GBA)
Resurrected Death (Castlevania: Dawn of Sorrow, DS)
Heart (Castlevania II: Simon's Quest, NES)
Neo Dracula (Castlevania: Dawn of Sorrow, DS)
Jonathan Morris & Charlotte Aulin (Castlevania: Portrait of Ruin, DS)
Bat (Castlevania III: Dracula's Curse, NES)
Yoko Belnades (Castlevania: Dawn of Sorrow, DS)
Succubus (Castlevania: Symphony of the Night, PSX)
Trevor Belmont (Castlevania III: Dracula's Curse, NES)
Konami Man (various)
Half Chicken (Castlevania: Order of Shadows, Mobile)
Brauner (Castlevania: Portrait of Ruin, DS)
Fleaman (Castlevania, NES)
Old Axe Armor (Castlevania: Portrait of Ruin, DS)
Hector (Castlevania: Curse of Darkness, PS2)
Reinhardt Schneider (Castlevania, N64)
Medusa Head (Castlevania, NES)
Genya Arikado (Castlevania: Dawn of Sorrow, DS)
Shaft (Castlevania: Symphony of the Night, PSX)
Shanoa (Castlevania: Order of Ecclessia, DS)
Zombie (Castlevania II: Simon's Quest, NES)
Granfaloon (Castlevania: Symphony of the Night, PSX)
Maria Renard (Castlevania Judgment, Wii)
Juste Belmont (Castlevania: Harmony of Dissonance, GBA)
Alura Une (Castlevania: Dawn of Sorrow. DS)
Leon Belmont (Castlevania: Lament of Innocence, PS2)
Skeleton (Castlevania, NES)
Eric LeCarde (Castlevania Bloodlines, Genesis)
Dracula's Castle (Castlevania: Harmony of Dissonance. GBA)
Lisa Farenheights (various)
Soma Cruz (Castlevania: Aria of Sorrow, DS)
Vampire Hunter Iga (various)


Stage: Dracula's Castle + A moonlit stage atop Dracula's famed castle. There is the main platform on top of the tower, followed by two smaller ones on either side (think Pokemon Stadium). There are another two directly above those, and a final platform in the middle of the stage, above all the others. Skyward KOs are difficult to accomplish on this stage. There are also two platforms that jut out on either side of the tower, and whenever clouds cover the moon, the stage darkens and torches set all around the stage light themselves.

Hazards include the ever-present Medusa Heads, simple Bats, and bone-tossing skeletons. The former two make their ways across the stage every now and then, dealing a few points of damage and small knockback to whatever they come in contact with, though any attack will destroy them. The Skeletons climb up the castle walls and position themselves on the platforms that stick out from the sides of the tower, and proceed to hurl bones at players on the main level. These bones damage similar to Bats and Medusa Heads, and travel in an upward arc before falling to the ground, where they can be picked up and thrown by players in the same upward arc at other players. The Skeletons can also be destroyed, though they take more damage to slay (around 20% damage), and fighting them in close-combat can result in the player being knocked off the edge of the stage, as contact with the Skeletons deals damage as well.

Item: Bible + After a player picks up the item, it flies around them in a circle for a limited time, spewing papers as it travels. If it contacts an enemy, it will deal 8-10% damage and good knockback. It also reflects energy-based projectiles, though due to it's small size and constant rotation, this rarely happens.

Assist Trophy: Death + Dracula's faithful servant emerges from the capsule, and slowly levitates towards the center of the stage. Once properly positioned, he lifts his arms into the air, holding his scythe aloft. The scythe dematerializes, and calls forth a barrage of Deathsickles--tiny scythes that materialize randomly all over the stage, and whirl in slightly-homing lines toward the nearest fighter. Each Deathsickle deals anywhere from 3-5% damage, with slight knockback. After fifty Deathsickles have been summoned, Death lowers his hands and grips his returned scythe, before disappearing in a cloud of swirling blackness.


+ Music

Vampire Killer + The classic cool.
Vampire Killer ~ Yamane Remix + Perfectly upbeat.
Heart of Fire + A (relatively) recent favorite.
Theme of Simon Belmont + Links to the Chronicles version. This must be in.
Nocturne + I exploded when I first heard this. No lie.
Cross a Fear + The PS: Dracula Battle remix.
Bloody Tears + A classical version fits this song best, I think.
The Tragic Prince + Contrasting styles make this an exemplary Castlevania track.
Iron-Blue Intention + The only DS piece that measures up to the classics.
Aquarius + Amazing what the GBA can put out, isn't it?
Praying Hands + There's quite a range on this one.
Dance of Illusions + The music for Richter's signature duel with Dracula.
Dracula Battle 64 + Dracula's prolific theme, here in Castlevania 64 form.
Bloodlines + Castlevania's shining moment on the Genesis.
Another Vamp Killer + From the Dreamcast vaporware, "Casltevania Resurrection".
Monster Dance + 8-bit monster slaying at it's finest.
Room of Close Associates + Every good game needs a good boss theme.


As you can hopefully hear, the Castlevania series has some amazing music. It's one of the few series that can so regularly boast such amazing quality and originality in it's scores, which, unlike series like the Legend of Zelda, always consist mainly of newly-made music, rather than remixes or compilations.

---​

The only thing necessary for evil to triumph is for good men to do nothing.
 

BKupa666

Barnacled Boss
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Messages
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Captain Jack Sparrow

http://content2.myyearbook.com/zenhex/images/quiz47/232310/232310_res3_CaptainJackSparrow.jpg

Captain Jack Sparrow, the witty rogue of a swashbuckler, has joined the Brawl, savvy?

Power: 5.5/10: He's a good fighter, but isn't that strong.

Walk Speed: 5/10: A steady speed walk, sword sheathed.

Dash Speed: 8.5/10: Sparrow can really hightail it; he runs holding his sword.

Weight: 6.5/10: Above average, but not a heavyweight at all.

Range: 7/10: Many of his attacks have decent range.

Projectile Distance: 5 - 10/10: When he throws it, it does go too far, but if it's hit, it can roll a long way.

First Jump: 4.5/10: Slightly below average.

Second Jump: 6.5/10: A decent second jump.

Crouch: 8/10: Jack stays very close to the ground; very effective for dodging

Traction: 7/10: Jack doesn't slide very much.

Wall Jump: No

Wall Cling: No

Glide: No

Tether: Yes

Crawl: Yes


Basic:

A: Sword Slash: Sparrow takes his sword in his right hand and swings it left, diagonally. It has average range and no knockback (it's for combos). The hitbox is the entire sword (with a sweetspot on the tip). 3%

AA: Side Slash: After his first move, Sparrow swings his sword back, held up in a diagonal position. This has average range and very little knockback. The hitbox is the entire sword (with a sweetspot on the tip). 6%

AAA: Spin Swing: After his first two moves, Sparrow spins around once, slashing foes left to right with his extended sword. Average range and knockback, with the hitbox still on the entire sword (sweetspot on the tip). Slight ending lag, but still easy to swing into combos. 10%


Tilts:

Side A: Sword Stab: Sparrow takes his sword and stabs it forward (like a weaker version of Shield Breaker). Above average range and good knockback, with a hitbox on the entire sword (sweetspot on the tip). A good move for building damage, but not so much for combos. 7%

Down A: Amulet Bash: Sparrow takes a golden amulet (from the treasure cove on the Isla de Muerta) and swings it 180 degrees in front of him. The amulet isn't that big, so the range is only average. The knockback is above average, though. The hitbox is the entire amulet. This starts and finishes quickly, so it's a great move for combos. 8%

Up A: Handcuffs Swing: Sparrow takes a pair of handcuffs and swings them above his head. Average range and knockback. The hitbox is the upper cuff (the part that can hit you). It is a fast move; although it's not a killing move, it can juggle foes easily. 8%

Dash A: Cyclone Blade: As he's running, Jack extends his sword and spins around (with slight forward momentum) three times. This move hits at slightly above average range, and gives good knockback, although he has slight ending lag as he recovers his footing. The hitbox is the entire sword (with a sweetspot on the tip). 4-15%


Smashes:

Side Smash: Oar Clobber: Jack takes out a rowing oar and swings it in a manner similar to Dedede's down smash, except this move hits higher up and has a lot more range. It gives great knockback if it hits, but Jack has a good deal of ending lag to compensate. The range is really good as well (about 1/4 of Final Destination). The hitbox is the head part of the oar. If opponents are ready, they can dodge this with relative ease, but this move starts quick enough that if you catch them off guard, you should hit them. 12-23%

Down Smash: Sand Blind: Jack kneels down, then throws sand up into the opponents face. This has no knockback, but if foes are close enough, they will be stunned (as if their shield broke). The range is pretty good as well, and foes can take damage even if they aren't stunned. The hitbox is the entire cloud of sand that is thrown. The cloud gets bigger with the charge. 3-18%

Up Smash: Hand Cannon Blast: Jack holds a hand cannon above his head and launches a miniature cannonball. The cannonball explodes once it reaches max. range. The speed of the cannonball depends on the charge (it goes from average, to very fast). Great range and above average knockback (it hits foes horizontally). The hitbox is the entire cannonball. However, to make up for its excellent range, it has a ton of start-up lag, so it can be very hard to use effectively against a good player. 9-26%


Get-Up A (facedown): Back Hand Spring Kick: Jack does a back hand spring to get up, kicking foes while upside down. Close range and low knockback, with a hitbox on his feet.
3-7%

Get-Up A (faceup): Double Lash: Jack gets up, slashing backwards with his sword, then slicing forward. Close range and low knockback, with a hitbox on the entire sword (sweetspot on the tip). 2-5%

Ledge A: Boot: Jack rapidly climbs up and boots the foe(s) as he does so. Close range and average knockback, with a hitbox on his boot. 6%

Ledge A (over 100%): Slow Knee: Jack struggles onto the stage and gives nearby foes a weak knee. Close range and very low knockback, with a hitbox on his knee. 4%


Aerials:

Air A: Bone Bash: Sparrow pulls out a bone (from the coffin he hid in at the start of Dead Man's Chest) and swings it in front of him, towards the ground. Average range and knockback, with a hitbox on the entire bone. Good for combos and killing. 9%

Forwards Air A: Swashbuckler Slash: Sparrow takes his sword and slashes 180 degrees in front of him. Above average range and good knockback. The hitbox is the entire sword, with a sweetspot on the tip. Great, fast, damaging combo move. 9-12%

Back Air A: Cannonball Slam: Sparrow turns, holding a cannonball, then slams it downwards. This can spike foes who are close to Jack, and hit foes who aren't back a long way. Average range. The hitbox is the entire cannonball. This move has a lot of startup lag, but little ending. 10%

Up Air A: Bicycle Slash: Sparrow does a bicycle kick, while holding his sword parallel with his legs, so it hits foes as well. Great range and knockback, with a hitbox on his legs and the entire sword (sweetspot on the tip). This is a really great move; it's good for combos,
killing, and comes out and ends quickly. 9-11%

Down Air A: Bucket Swing: Sparrow takes a wooden washing bucket below him in a "half-moon" attack of sorts. Average range and good knockback. The hitbox is the entire bucket. This move has average ending lag, but very little starting up, so it can be used to end combos very effectively. 7%


Grab: Jack leans forward, grabbing foes by the collar around their neck. Great range, running or from a stand-still.

Z: Kick: Jack kicks the foe down low (in an unpleasant area to be kicked in). Individual kicks are not very damaging, but several can be done rapidly to make up for this. 2%

Side Throw: Poker Jab: Jack takes a burning poker and touches the foe with it, giving them good knockback and fire damage. 8%

Back Throw: One-Arm Spin Slash: Jack holds the foe back with one arm and slashes them with his sword in with the other arm. Average knockback. 7%

Down Throw: Chest Mash: Jack takes a heavy treasure chest and crushes it onto the foe. Low knockback, but good damage. 9%

Up Throw: Overhead Half-Moon: Jack tosses up the foe and does a rapid half-moon slash at them, giving them average knockback. 8%


Specials:

B: Jar of Dirt: Jack pulls out his jar of dirt from Dead Man's Chest and taunts the foe, singing, "I've got a jar of dirt!". He holds out the jar for about 1 second. If foes attack him while the jar is out, the attack will do no damage to Jack, and will give him superarmor frames for the amount of damage that the blocked attack would've done. If used twice in a row, the period of superarmor frames is not added to the first; the first is erased and the new one is in effect instead. If spammed too much (3 times in a period of 20 seconds), the jar will break, and Jack will not be able to use this move until he uses at least 10 other moves, or is KOed. The jar does not work on grabs or final smashes.

Side B: Waterwheel Roll: Jack pulls out the giant rolling waterwheel from Dead Man's Chest (obviously resized to about the size of Bowser). He then rolls it at foes. Jack can attack the back of the wheel to make it roll farther and faster, but foes can attack it (when it's rolling at any speed) and hit it right back at Sparrow. The wheel will hurt anyone (including Jack) in front of it. Once it accumulates about 50%, it will break and disappear. Jack can only have one wheel out at a time. If it loses momentum, the wheel falls over, and can be thrown (like Wario's bike). Great range and knockback, with a hitbox on the front of the wheel. 8-21%

Down B: Medallion Backlash: Jack pulls out a golden medallion from Black Pearl and flips it up and catches it. If foes attack Jack while the coin is out, Jack will turn into a skeleton with a ray of moonlight, declare, "That's interesting...", and lash back at the foe with his sword for a counter. The counter is at 1.4X the damage of the attack (at least 7%). Above average range, with varying knocback. The hitbox is the entire sword, with a sweetspot on the tip.


Up B: Buckaneer Grapple: Jack takes out a grappling hook (the kind used to swing from ship to ship) and throws it up for a tether recovery. It has pretty decent range (about the length of 5 Pikmin in a Pikmin Chain), but almost no knockback. The hitbox is the hook part of the grappling hook. Great recovery. 3-7%

Final Smash: 'Ello, Beastie!
To hit foes with this final smash, you must hit with the initial hit. Jack swings forwards(about 1/3 of Final Destination) , then upwards; you must hit foes with the swing to get them in the full final smash. In a cinematic cutscene, Jack and the hit foe(s) land on a random pirate ship. Jack looks down, notices his hand turning black (he's a marked man), and then stares out to sea. Upon seeing ripples in the sea, Jack says, "Ello, beastie!" and climbs into the rigging. Immediately after he's gone, the Kraken attacks the ship, whacking foes with its tentacles (25-40%), grabbing foes and throwing them (up to 50%), and tipping the ship so water traps foes. During this period, foes can move around the ship and try to dodge, but with the number of tentacles the Kraken has, this is very difficult. The attack lasts 10 seconds, before everyone (including Jack) appears back on the original stage.

Taunts:
Up: He pulls out his famous compass and says, "Show me that horizon!"
Side: Jack takes off his pirate hat and says, "Savvy?"
Down: Jack pulls out a big bottle of rum, takes a swig, and says, "Welcome to the Caribbean, love!"

Victory:
Jack turns and faces foes, saying, "You've forgot one very important thing, mate! I'm Captain Jack Sparrow!"

With his compass out, Jack hums to himself, sings, "Drink up me hearties, yo ho!", and shuts his compass with a click.

Jack rolls in, balancing on the giant waterwheel (this time it's canon size) and says, "It's a good thing I'm not a fool!"

Victory Theme: A clip from The Medallion Calls

Loss: Pulls out his pistol and aims it at the winner, saying, "This shot was not meant for you!"


Other:
Icon: A golden medallion from Black Pearl
Alt. Costumes: Normal, red, blue, green, black, pink, British uniform, skeleton
Entrance: Jack swings in on a rope, and says, "You think it wise to cross blades with a pirate?"
Kirby Hat: Kirby gets his facial hair, eyebrows, dreadlocks, and pirate hat.
Wiimote Sound: Sparrow yells, "Quit blowin' holes in my ship!"
Unlocked By: Get Captain Jack Sparrow to join your team in SSE, play 200 vs. matches, get 9999 coins in the Coin Launcher
Shield: Jack ducks behind his shield
Idle Pose: Jack peers through a pocket telescope at his surroundings
Forward Roll: Jack does a quick forwards somersault
Backward Roll: Jack does a quick backwards somersault
Spot Dodge: Jack reels back, looking disgusted
Air Dodge: Jack leans backwards, looking curiously at his attackers
Dizzy: Spins around, stumbling dizzily
Sleep: Jack lies on his back, snoring

Codec:
Otacon: *excitedly* Snake! Look who it is!
Snake: It's Jack Sparrow.
Otacon: Captain Jack Sparrow!
Snake: *groans*
Otacon: Through his life on the sea, he's picked up a deadly and effective fighting style!
Snake: He looks pretty vulnerable from a distance...
Otacon: That may be true, but keep a sharp eye on him; he has some mysterious tricks that even I don't know about!
*end of Codec*


Assist Trophy: Will Turner

Will jumps out of the assist trophy and says, "I practice three hours a day so when I meet a pirate, I can kill it!" He then proceeds to runs about the stage, sword-fighting foes. He can get up to 60% on one foe (he'll stop attacking that foe then, and seek a new target). If any foe is in his path as he's about to leave, he'll throw an axe at them for heavy knockback (25%

Stage: Black Pearl:
You fight on Jack's pride and joy, the Black Pearl, as it sails through many pirates settings. It sails the open sea for 20 seconds in between areas. The ship is about four times as big as the Toon Ship. The areas appear at random and last 25 seconds each:

Isla de Muerta: In the background is the Isla de Muerta (Island of the Dead), along with many shipwrecks and sharks. Occasionally, skeleton pirates will come out and attack (up to 30% on one foe).

Cannibal Island: The ship is beached on Cannibal Island here. You can see lush trees and jungle plants in the background. Occasionally a cannibal will shoot darts onto the ship (15%).

World's End: Here, you go over World's End (jumps are extra floaty) and land in Davy Jones' Locker with a splash. You stay there for the rest of the 25 seconds. To get back up, the stage flips (you stay attached to the stage by gravity) as the sun sets.

The Final Battle: You fight in the whirlpool, as the East India Trading Company, the Flying Dutchman, and the pirates fight in the background. Occasionally, a cannonball will hit the stage (foes unfortunate enough to get hit get 30% and heavy knockback).

Music:
He's a Pirate
The Medallion Calls
Will and Elizabeth
Fog Bound
Barbossa is Hungry
Skull and CrossbonesBootstrap's Bootstraps
Jack Sparrow
Dinner is Served
Up is Down


Boss: Davy Jones
http://z.about.com/d/toys/1/7/e/6/DavyJones.jpg

Davy Jones fights as a heavier, more powerful clone of Captain Jack Sparrow himself. However, to damage him, you must attack him to reveal his heart, which you must attack to damage him. He has relatively low HP, but he can be difficult to hit at times.

Enemies:
Skeleton Pirate: These guys just attack by sword-fighting. They have average HP.

Flying Dutchman Crewmate: These guys are sailors melded with sea creatures from their life in the sea. They fight with swords and physical attacks, and have high HP.

Trophies:
Captain Jack Sparrow
'Ello, Beastie!
Will Turner
Captain Barbossa
Elizabeth Swann
Davy Jones
Commodore Norrington
Lord Beckett
Governor Swann
Gibbs
Pintel & Ragetti
Marty
Cotton
Anamaria
Jack the Monkey
Skeleton Pirate
Flying Dutchman Crewmate
Tia Dalma
Sao Feng
Medallion
Rum
Waterwheel
Crab
Compass
Black Pearl
Flying Dutchman
Cannibal
Jail Dog w/ Keys

Stickers:
Black Pearl Poster
Dead Man's Chest Poster
At World's End Poster

SSE Role: Will write when it's published
 

KoJ

Smash Journeyman
Joined
Aug 16, 2008
Messages
317
Some comments on my Jack moveset would be nice, no?;)

I like Simon, but the up-B needs some more creativity, and the F-B needs to be less "boomerangish." Some more description on normal moves would be nice.

Ramses is awesome, but a physical description needs to be in there if you want me to understand what the heck he's doing.
 

Chief Mendez

Smash Master
Joined
Mar 25, 2007
Messages
3,161
Location
Somewhere
Some comments on my Jack moveset would be nice, no?;)
I thought his Losing Pose was brilliant. The ending to the book was much, much better, though.

Anyway, putting aside to utter, total impossibility of him ever appearing in any Smash Bros. game, ever...it's a d*mn fine moveset. I especially like All Work and No Play.

Though his Final Smash really should be taken from the ending of the book, methinks. :ohwell:

I like Simon, but the up-B needs some more creativity, and the F-B needs to be less "boomerangish." Some more description on normal moves would be nice.
After I get around to expounding on Griffon Wing and Cross, hopefully you'll fell different about them.

Essentially, the Cross has almost no knockback, and hits multiple times without losing it's momentum, and Griffon Wing is a really, really fast move with almost no lag and tremendous vertical range.

Also it goes without saying his standard moves need more descrition, as I haven't written anything for them yet. :lick:
 

KoJ

Smash Journeyman
Joined
Aug 16, 2008
Messages
317
You did Jack Sparrow as well? Or some other Jack? Either way, what page is it on?
Jack Torrence from the Shining. He's on page 128.

Anyways, I'd like some comments on my Sparrow as well.
:dizzy: That moveset is VERY creative. I certainly wouldn't think of using sand, a hand cannon, and the locket as techniques.

It's a very good start, but you need to put in the range of the up-smash, the duck Jack Sparrow has, and finish the moveset. Don't give the U-smash too much range, or else it'll be overpowered. Side-smash has very, very, very good range.

Also, the oar does too much damage.
 

LUVTOY77-ROGUE WIREFRAME

Smash Champion
Joined
Jul 26, 2006
Messages
2,372
BanjoKazooie looks solid! A few tips though... COLOR. "A wall of white text is difficult to read."
Also, [nerd] has a name. His name is bottles. His army brother is Jamjar. These are the rules. Also, the hyperlink doesnt have to be the WHOLE first two paragraphs...
[nerd] is the character Snake chats with occasionally during his codes, he's the one with the glasses--I couldn't think of his name...

I know who bottles and his militant brother is :]
And colors sound fun, I'll add thm
 

KoJ

Smash Journeyman
Joined
Aug 16, 2008
Messages
317
I thought his Losing Pose was brilliant. The ending to the book was much, much better, though.
I haven't read it.:(

Anyway, putting aside to utter, total impossibility of him ever appearing in any Smash Bros. game, ever...it's a d*mn fine moveset. I especially like All Work and No Play.
That's my favorite move of his, mainly because it's my favorite part of the movie.

Though his Final Smash really should be taken from the ending of the book, methinks. :ohwell:
PM me a good idea if you have one! I'll be happy to credit you with it.

After I get around to expounding on Griffon Wing and Cross, hopefully you'll fell different about them.

Essentially, the Cross has almost no knockback, and hits multiple times without losing it's momentum, and Griffon Wing is a really, really fast move with almost no lag and tremendous vertical range.
Wow, you already make me feel different. Cross is a really good idea, as I've always wondered why the boomerang doesn't hit several times.

Also it goes without saying his standard moves need more descrition, as I haven't written anything for them yet. :lick:
Okay.

:lick:

So, who should I choose next?

Team Chaotix?

I have a request.... If this has not been done already, someone should do Kira from death note.
Already done. It's a duel moveset with Ryuk.
 

BKupa666

Barnacled Boss
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Location
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Sparrow's losing pose is pretty awesome, too (if you've seen his fight with Will Turner from Black Pearl, you can probably guess)
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
[nerd] is the character Snake chats with occasionally during his codes, he's the one with the glasses--I couldn't think of his name...
Otacon.


Anyway, I've begun work on my latest moveset. Mere minion no longer, WADDLE DOO will shortly enter the fray. Yeah, I had to do another Kirby entry. I can't go a whole MYM without doing at least one. I had, what, four last time? I'll probably do more this time, as well... Lol, but it'll be good. Trust me.
 

Smasherk808

Smash Journeyman
Joined
Jul 12, 2008
Messages
231
Ok i added Damage, Knockback, and Lag stuff to all of Medicham's moves. Pleeease tell me if it looks good or bad!!! I still have to add a couple more things to Medicham and finish up a little more on Kirby friend moveset. I may try a "Mii" moveset... i'm not quite sure yet. Soo FEEDBACK please! Thanks! (Links to Medcham and Kirby Friends are in my sig!)
 

KoJ

Smash Journeyman
Joined
Aug 16, 2008
Messages
317
Wow, Medicham is awesome! The idea of making damage, knockback, and lag so simple is astounding.

I might steal that idea.

Speaking of which, I'm doing a pokemon now! I'm currently unsure of whether to choose Hairyama or the regi trio.
 

Smasherk808

Smash Journeyman
Joined
Jul 12, 2008
Messages
231
Wow, Medicham is awesome! The idea of making damage, knockback, and lag so simple is astounding.

I might steal that idea.

Speaking of which, I'm doing a pokemon now! I'm currently unsure of whether to choose Hairyama or the regi trio.
Thanks!!! i'm glad you like it!!! o also a reji trio would be cool! but feel free to do whichever one you want.
 

KoJ

Smash Journeyman
Joined
Aug 16, 2008
Messages
317
Thanks!!! i'm glad you like it!!! o also a reji trio would be cool! but feel free to do whichever one you want.
I'm thinking of having them like PT without the fatigue.

Regirock's the damage and knockback king, but its attacks are the slowest.
Registeel's the heaviest character in the game, is much smaller than its allies, and has quick attacks, but it's very weak in general.
Regice's the fastest (Running) of the trio and has good aerials and ranged attacks, but it's very light for its size.
 

Smasherk808

Smash Journeyman
Joined
Jul 12, 2008
Messages
231
I'm thinking of having them like PT without the fatigue.

Regirock's the damage and knockback king, but its attacks are the slowest.
Registeel's the heaviest character in the game, is much smaller than its allies, and has quick attacks, but it's very weak in general.
Regice's the fastest (Running) of the trio and has good aerials and ranged attacks, but it's very light for its size.
They seem to balance out quite nicely! O and for the final smash you could do Rejigigas! or you could go P.T. style and do a triple finish! Lots of possibilities!
 

KoJ

Smash Journeyman
Joined
Aug 16, 2008
Messages
317
They seem to balance out quite nicely! O and for the final smash you could do Rejigigas! or you could go P.T. style and do a triple finish! Lots of possibilities!
I'm actually going to do individual final smashes for each of them, with a fourth final smash that activates Regigigas by using their b-down to switch.

Registeel's was the easiest.

Final Smash: Pure Metal, Registeel’s body starts glinting oddly, and then with a bright flash of light which can stun nearby opponents, the Regi starts glowing and is invincible to all attacks for the next 20 seconds. Not only that, but all enemies are turned into metal so that they fall faster but get LIGHTER).

The other two won't use "transformation final smashes" (Except for the Regigigas one), but instead single hit final smashes.
 

Smasherk808

Smash Journeyman
Joined
Jul 12, 2008
Messages
231
I'm actually going to do individual final smashes for each of them, with a fourth final smash that activates Regigigas by using their b-down to switch.

Registeel's was the easiest.

Final Smash: Pure Metal, Registeel’s body starts glinting oddly, and then with a bright flash of light which can stun nearby opponents, the Regi starts glowing and is invincible to all attacks for the next 20 seconds. Not only that, but all enemies are turned into metal so that they fall faster but get LIGHTER).

The other two won't use "transformation final smashes" (Except for the Regigigas one), but instead single hit final smashes.
LoL thats a lot more creative than my idea! Good job!
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,294
Location
Hippo Island
BEAUTY AND THE BEAST UNIT



Game of Origin: Metal Gear Solid Four: Guns of the Patriots
The Beauty and the Beast Unit is a group of four shock troopers created by Liquid Ocelot in order to kill Solid Snake. All four members are women who have been traumatized by war. I will go more in depth with each member as I get to them, but for now, just know that their names are Laughing Octopus, Raging Raven, Crying Wolf, and Screaming Mantis.

UNIT OVERVIEW
The Beauty and the Beast unit is a 4-in-1 character. As with other multiple move set characters, you can switch characters mid-battle, but this isn’t done through down special or a final smash, oh no, this is done through your taunts!

Unlike other characters, the Unit has four taunts, which determine who you switch to:

Up: Laughing Octopus
Right: Raging Raven
Down: Crying Wolf
Left: Screamin Mantis

Going clockwise, it's the same order as when the characters are fought in MGS4. Each character has a special that they do when appearing on the battlefield, while the leaving character simply jumps into the background and disapears. If you press the same direction as the character you're currently controlling, nothing happens, so in esscence, each character still has three "taunts".


LAUGHING OCTOPUS (LO)



When she was just a teenager, Laughing Octopus’s home village was attacked by insane bigots. While most of the village was simply executed, LO was instead forced to kill her family while laughing. After being found by Liquid Ocelot, she was given mental conditioning, a set of mechanical tentacles, and a device known as FaceCamo. Laughing Octopus often laughs (I would have never guessed that!) manically while executing her targets, but it isn’t really laughter…

OVERVIEW

Laughing Octopus, as you’d expect, has a rather good reach due to her tentacles, and has a respectable amount of power and speed behind it to boot. She’s certainly nowhere near being the fastest or strongest character in the game, but neither stat would really be major flaw either. Her movement speed, however, is lacking, and unless she’s using specific moves, her air mobility isn’t so great either. In addition to tentacle strikes, LO also has a personal machine gun, and will occasionally throw in a few kicking attacks for good measure.

STATS
Movement Speed: 3/10 (poor)
Attack Speed: 5/10 (average)
Attack Strength: 5/10 (average)
Range: 8/10 (great)
Priority: 5/10 (average)
Weight: Slightly heavier than Samus
Jump Strength: 4/10 (below average)
Second Jump Strength: 5/10 (average)
Fall Speed: 6/10 (above average)
Size: A little bigger than Ike

SPECIAL ABILITIES

Laughing Octopus has no special abilities.

Pros:
Great range backed by decent power and speed
A long range grab

Cons:
Lacking in both ground and air mobility
Below average recovery

MOVE SET

Standard Attacks

A: Mid level kick. 3%

AA: A quick “elbowing” motion with a tentacle. 3% below average knockback.

>A: A short range tentacle whip. This can be performed up to four times in succession, with a different tentacle being used for each attack. First 3 do 1% damage and guarantee the next hit, the final one does 4% with low knockback.

VA: LO sweeps one of her tentacles on the ground. 7% damage low knockback, with a small chance of tripping the opponent.

^A: LO swings two of her tentacles upwards and behind her. 8% below average knockback.

Dash attack: LO performs a lunging kick. 5% low knockback.

Smash Attacks

FSmash: LO pulls out her machine gun and fires a volley of 10 rounds. Each round reaches about 1/5 of final destination and does 2% damage with no knockback.

DSmash: LO whips forward one of her tentacles while it is charged with electricity. 16% above average knockback. This move is slower than average.

USmash: LO releases a small orb that will slowly follow an opponent. If it makes contact with one, it will stick to that player like a gooey bomb. Attached orbs can be detached and deactivated by rolling. After 4 seconds, the orb will explode doing 10% damage with above average knockback. Using this move while an orb is already in use will deactivate the current one.

Aerial Attacks

Nair: LO spins around while rolled into a ball. 6% average knockback.

Fair: LO reaches forwards with two tentacles. 5% average knockback. Afterwards LO will quickly pull herself towards the end point of the tentacles.

Bair: Lo reaches backwards at a low 45 degree angle. 6% average knockback. Afterwards LO will quickly pull herself towards the end point of the tentacles.

Uair: LO kicks upwards. 4% low knockback.

Dair: LO fires 5 machine gun rounds downwards. Each round has the same properties has the ones in her FSmash.

Special Attacks

B: “Ink Smokescreen”: LO fires cloud of ink a short distance in front of her that is slightly larger than her. This cloud lasts for five seconds. Nothing can be seen behind the cloud. If an opponent's head is behind the cloud, all of their attacks do slightly less damage and knockback due to poor vision. Up to two clouds of ink can be onscreen at a time from each LO (or Kirby) being played.

>B: “Octopus Ball”: Named after a type of sushi, LO rolls herself into a ball and starts to roll around at an above average speed. Getting hit will result in 16% damage with above average knockback. LO will not stop unless she hits an opponent or the special move button is hit again. LO will enter freefall if this move ends in the air.

VB: “FaceCamo”: LO disappears after a cloud of ink, and after the ink clears, she will be in the form of one of her opponents (randomly chosen). The character’s stats will be adjusted to be more like LO’s, so expect to see things like an Ike that has a reasonable attack speed, a Sonic that can finally be on the receiving end of his side taunt, and a Meta Knight that might be considered balanced. The character’s size is also adjusted. LO inherits her opponent’s entire move set, except for their Down-B, which instead ends the FaceCamo, and their Final Smash (collecting a smash ball instantly cancels FaceCamo). If LO wins the battle with FaceCamo activated, she will actually stay in her opponent’s form and perform one of their win animations.

^B: “Tentacle Lariat”: LO reaches out a longer than normal distance with two of her tentacles. Getting hit will result in 4% damage with low knockback. This is a tether recovery, and when that happens, the main part of the move begins. After grabbing the ledge, LO will very quickly pull herself towards the platform, but as she draws near, she will let go with her tentacles and perform a very quick spinning drill kick. Getting hit will result in 12% damage with above average knockback.

Grabs

Grab Animation: LO reaches out with one of her tentacles, and then pulls the opponent close to her.

Grab Attack: An electric charge is sent through the tentacle, shocking her opponent. 4%

Fthrow: LO tosses her opponent forwards. 6% above average knockback.

Bthrow: LO tosses her opponent backwards, but quickly catches her opponent behind her and slams him or her to the ground. 6% no knockback, opponent is lying on the ground afterwards.

Uthrow: LO tosses her opponent in the air and then shoots him or her with a volley from her machine gun. 10% average knockback.

Dthrow: LO spins the opponent around. 4% damage low knockback, with the opponent facing away from LO.

Other Attacks

Lying down front: LO lashes out with her tentacles. 4% below average knockback.

Lying down back: Same as above

Ledge attack <100%: LO does a small strike with one of her tentacles. 3% low knockback.

Ledge attack 100%: LO fires a small ink cloud that lasts for 2 seconds.

OTHER

Entrance: LO slithers onto the screen while chuckling

Swap-in taunt: LO crashes down from above while saying, “Laugh with me!”

Idle animation: LO stands propped up by her tentacles

Crouch: LO crouches down with her tentacles silently thumping the ground

Walking animation: LO slithers along the ground using her tentacles.

Dashing: LO leans forwards and slithers faster.

Win: LO rises on her tentacles and says “Why is no one laughing?”

Loss: Claps with two tentacles.

Wiimote noise: “Let me hear you laugh!”

Kirby hat: Kirby gets the tentacle head piece.

Alt Colors

1) Default
2) Deep blue jumpsuit (Blue team)
3) Green jumpsuit (Green team)
4) Red jumpsuit (Red team)
5) Purple jumpsuit
6) Black Jumpsuit


RAGING RAVEN (RR)



Raging Raven was captured by rebels and thrown into a crowded prison cage when she was an adolescent. Every day more and more anger built up inside of her as the guards tortured her. One day she finally snapped, and ended up killing her captors as well as most of the prisoners. Raging Raven has a special flying unit known as a slider that effectively functions as wings. Her primary weapon is a grenade launcher, but she can also summon other individual sliders to assist her.

OVERVIEW
Raging Raven is a superb aerial combatant. She has some very punishing moves in the air, and most specials receive some type of enhanced functionality while airborne. In fact, one of her smash attacks is performed in the air instead of the ground! If only she could say the same about her ground game. Most of her ground attacks will probably only be used if you want to counteract stale move negation. If I wanted to sum up Raging Raven in 6 words it would be: DO. NOT. STAY. ON. THE. GROUND.

STATS
If a stat has two ratings, it means ground stat, air stat

Movement speed: 5/10
Attack speed: 4/10, 7/10
Attack Strength: 4/10, 7/10
Range: 6/10,
Priority: 3/10, 6/10
Weight: same as Samus
Jump Strength: 3/10
Second Jump Strength: 9/10
Fall Speed: 6/10
Size: 50% taller than Captain Falcon. Even through her wingspan is quite large, her wings don’t have hit boxes.

SPECIAL ABILITIES

Glide
DSmash and Grab are performed in the air instead of the ground.

Pros:
Great air game
Good Recovery

Cons:
Poor ground game

MOVE SET

Standard Attacks

A: A weak punch. 2% small knockback.

>A: Left hook. 4% small knockback.

VA: RR shoots a small grenade at the ground that makes a small explosion. 5% below average knockback.

^A: RR kicks upwards in a motion similar to Ganon’s up tilt. While this move has good range, it also has rather bad priority due to RR having to try and balance on only one of her talons. 6% below average knockback.

Dash Attack: RR jabs forwards with her grenade launcher. 7% below average knockback. If this move seems better than the others so far, it’s probably because of RR’s dashing animation.

Smash Attacks

FSmash: RR swings her grenade launcher horizontally. 9% average knockback.

USmash: RR fires a wind grenade at the ground. Does no damage, but the opponent is launched an above average amount straight upwards, forcing the opponent into aerial combat with you.

Aerial Attacks

DSmash: RR points her talons straight down as she drops to the ground at a high velocity. 18% above average knockback. RR hovers in place while charging. Warning: RR will most likely be on the ground again after using this move. See that x button? Use it!

Nair: RR does a backwards flip kick. 7% average knockback.

Fair: RR does two consecutive spin kicks. First one does 8% damage with average knockback, second one does 10% damage with slightly higher knockback. The first hit does not guarantee the second.

Bair: RR fires a grenade into the air at an angle that causes it to fall backwards. The grenade can be caught in midair and will explode if it hits an opponent or the ground. 12% above average knockback. A good edge guarding move, but be a little cautious, as RR can be damaged by it if she keeps moving backwards while using this move.

Uair: RR points her grenade launcher upwards, and a small explosion emits from it (think Zelda’s Uair). 10% above average knockback straight upwards.

Dair: RR stomps downwards with both talons. 8% damage, meteor smash. If you ms your opponent into the ground, try following up with a DSmash.

Glide Attack: RR does a rapid spinning motion. 8% average knockback.

Special Attacks

B: “Specialist Ammo”: RR fires an incendiary grenade straight ahead that travels at the same speed as Samus’s super missile. The grenade does 6% damage with average knockback, and it counts as fire damage. If done in the air, RR instead fires a flash-bang grenade downwards at a forty-five degree angle. This grenade has the same properties as a deku nut. There is a small delay between aiming the launcher and firing for both variations of the move.

>B: “Slider Assist”: RR puts her free hand to her ear as if she’s radioing something. After about 1.5 seconds, a slider appears in the background, observing the battle. The next time this move is performed, RR will do the same motion, and the Slider will fly off the screen to the side, only to come dashing by at the same height as RR mid-section, disappearing for good afterwards. Hitting the slider results in 7% average knockback. If the attack command is done in the air, the Slider will fly by on its side, giving it more vertical range.

VB: “Rage Mode”: RR looks down and begins charging for four seconds. Afterwards, she screams “Rage!” and is covered in a red aura. During this time, all aerial attacks have one quarter stronger damage and knockback. This lasts for six seconds. If done in the air, RR enters freefall afterwards. Note that specials are not affected by this move, and pressing VB while Rage Mode is activated will do nothing.

^B: “Rising Raven”: RR rises upwards the distance of Sonic’s up special with a mighty flap of her wings. Hitting her results in 6% damage with below average knockback. If performed in the air, A downwards gust of wind is formed beneath her as she takes off, pushing opponents down. This can be really nasty on an opponent who relies on vertical recovery.

Grabs
Remember, RR performs her grab in the air.

Grab Animation: RR hovers while choke-holding her opponent.

Grab attack: RR smacks her opponent with her grenade launcher. 5%

Fthrow: RR puts her grenade launcher to her opponent and blasts them away. 10% above average knockback.

Bthrow: RR tosses the opponent backwards. 6% average knockback.

Uthrow: RR flip kicks her opponent skywards. 5% above average knockback.

Dthrow: RR puts her opponent in between her talons, and then slams them into the ground. 8% damage, opponent is lying on stomach afterwards.

Other attacks

Lying down front: RR swats at the air. 2% damage small knockback.

Lying down back. RR swings her grenade launcher. 4% below average knockback.

Ledge attack <100%: RR pokes with her grenade launcher. 4% low knockback.

Ledge attack 100%: RR shoots the ground with her grenade launcher. 7% average knockback.

OTHER

Entrance: RR appears in a burst of feathers.
Swap-in taunt: RR flies in and says “Let me see your rage!”
Idle animation: RR stands still. For someone who’s always full of rage, she sure seems calm. Note that she’s always holding her grenade launcher, in her right hand.
Crouching: RR kneels down.
Walk: RR walks forwards on her talons.
Dash: RR glides along, similar to Meta Knight.
Win: RR floats up and says, “You must be furious!”
Loss: RR throws a hissy fit.
Wiimote Noise: “RAGE!”
Kirby hat: Kirby gets her facemask.

Alt Colors

1) Default
2) Blue jumpsuit with a black Slider (blue team)
3) Red jumpsuit (red team)
4)Green jumpsuit with a silver slider (green team)
5) white jumpsuit and slider (it's angelic Raven!)
6) Golden jumpsuit with a black slider


CRYING WOLF (CW)



Crying Wolf’s village was attacked by militants. After escaping with her baby brother, Crying Wolf became afraid of capture as her brother started crying loudly. In an attempt to quiet him, Crying Wolf accidently suffocated him. Her brother’s crying still haunts her to this day. Crying Wolf’s armor suit has several grenade canisters on her front shoulders, and she also packs a powerful rail gun that requires her to temporarily reveal herself outside of her armor.

OVERVIEW

Crying Wolf is essentially a stealthy, sniper based character in MGS4, as well the biggest and strongest member of the BB unit. CW’s armor suit gives her great mobility, allowing her to get into position for an attack. However, like a sniper, she needs time to set up her strike, so her attack speed is slow. While her rail gun isn’t a spamable projectile, it is a very effective edge guarding tool.

STATS
Movement Speed: 8/10
Attack Speed: 3/10
Attack Strength: 8/10 (overall, her speed/strength ratio is comparable to being a faster and weaker Ike)
Range: 6/10
Priority: 6/10
Weight: a little bit lighter than Bowser.
Jump Strength: 6/10 (both jumps have the same strength)
Fall Speed: 7/10
Size: Around Bowser’s size. Her armor suit’s practically like a mini-mecha unit!

SPECIAL ABILITIES

Crawl

Pros:
Very strong
Good mobility
Good at edge guarding

Cons:
Slow attack speed
Somewhat predictable recovery

MOVE SET

Standard Attacks

A: A quick swipe with a front paw. 4%

AA: Head butt. 4% average knockback

>A: A slow but strong slash. 7% above average knockback

VA: A low swipe. CW sure likes claw swipes! 6% above average knockback

^A: The top hatch of CW’s suit pops up to smack the opponent. 4% below average knockback straight up

Dash Attack: CW does a small pounce. 7% above average knockback

Smash Attacks

FSmash: CW does a short range shoulder barge. Hitting an opponent with this does 10% damage, and also causes the grenades on her shoulder to detonate. The grenades create a small explosion that does 7% damage with high knockback. Opponents that weren’t hit by the initial shoulder barge can still be hit by the explosion, so watch out!

DSmash: CW shakes like a dog drying itself, releasing two grenades that land in front of and behind her. The grenades’ fuse last for 5 seconds, can be picked up and thrown, and explode for 8% damage and above average knockback.

USmash: CW jumps up like a dog catching a Frisbee. Hitting her head results in 14% high knockback straight upwards.

Aerial Attacks

Nair: CW does a quick forwards head butt. 6% average knockback

Fair: CW does a front flip. 8% above average knockback

Bair: CW does a drop-kick maneuver. 10% above average knockback

Uair: CW does two scratches in an arc above her. Each scratch does 8% above average knockback.

Dair: CW spread her limbs and drops to the ground. 10% damage, Meteor Smash.

Special Attacks

B: “Rail Gun”: The top hatch of CW’s armor opens as she appears lying on a small harness on top of her armor. She will then start to charge a rail gun bolt. It takes two seconds to charge a bolt. You know when charging is complete when her rail gun starts to emit purple flames. Press the special attack button again to fire it. The bolt moves extremely fast, like, as fast as a shot from Fox’s blaster. When it hits an object (or enemy), it will create a small explosion that does 10% damage with borderline high knockback. CW will then begin charging another shot. Press the standard attack button to cancel the move and return to normal control. CW cannot move while using this attack, but can angle her shot up to 45 degrees upwards, and 20 degrees downwards. Finally, CW’s suit has super armor while using this move, but hitting CW herself will do a quarter-more damage than normal.

>B: “Leaping Pounce”: CW leaps forwards after a one second windup. If she makes contact with an enemy, she will knock him or her down, doing 12% damage but no knockback. This is unblockable, but can only hit one enemy, and CW stops moving forwards afterwards. Afterwards, you can press the special attack button again to attempt an additional charge that will do 16% damage and high knockback. This charge can be blocked, but CW will keep moving forwards even if she hits an enemy, making this a good KO move in free-for-alls.

VB: “Howl”: CW lets out a pitiful howl that emits a small sound wave around her. Hitting the sound wave results in 6% damage with below average knockback. The sound wave can reflect projectiles.

^B: “Kinetic Jump”: CW kicks off the ground (or air) and jumps up. The momentum of this move functions like Dedede’s up-special, however, CW can still grab the ledge without having to cancel the move (then again, CW can’t even cancel the move in the first place). Hitting CW during her ascend results in 6% damage with below average knockback, hitting her during her descend results in 10% damage with above average knockback.

Grabs

Grab animation: CW holds the opponent with one paw.

Grab attack: CW head butts the opponent. 6%, cannot be performed very rapidly.

Fthrow: CW does a strong head butt that sends her opponent away. 10% above average knockback.

Bthrow: CW spins around and tosses the opponent. 12% average knockback and CW is facing the opposite direction afterwards.

Uthrow: CW slams her opponent on the ground, knocking him or her skywards. 8% average knockback. If this is used at the stage’s edge, this could be used as a meteor smash due to having no ground for the opponent to bounce off of.

Dthrow: CW slashes at her opponent. 7% average knockback

Other Attacks

Lying down front: looks like Bowser’s. 6% below average knockback.

Lying down back: CW lashes her tail. 4% low knockback

Ledge attack <100%: CW scratches at the ground. 6% low knockback

Ledge attack 100%: CW releases a grenade. It has the same properties as the ones in her DSmash

OTHER
Entrance: Leaps onto the screen.
Swap-in taunt: jumps onto the screen and says “Let your tears drop.”
Idle animation: CW stands on all fours while occasionally sniveling
Crouch: CW gets closer to the ground
Walk: Like a wolf stalking its prey
Dash: Like a wolf going for the kill
Win: Howls and says “It’s okay if you want to cry.”
Loss: CW silently pouts. She appears out of her armor.
Wiimote noise: “I’m so sad…” (Is Crying Wolf related to Gygas?)
Kirby hat: Kirby gets a little shoulder harness with grenade canisters. Note that when using Rail Gun that Kirby does not get the super-armor effects of CW’s armor, nor does he get the weakened defense of CW’s vulnerable body.

Alt Colors

1) Default
2) Red armor (Red team)
3) Dark blue armor (blue team)
4) Green armor (green team)
5) golden armor
6) pink armor


SCREAMING MANTIS (SM)



WARNING: DO NOT READ THIS IF YOU HAVE A WEAK STOMACH
Screaming Mantis stumbled upon a hidden torture chamber while hiding from rebels. The screaming haunted her day after day. In order to not die from starvation, she was forced to eat the flesh of the dead corpses. As a member of the Beauty and the beast unit, Screaming Mantis has been given the ability to control living creatures with nanomachines in them. She also has teleportation abilities and a powerful scythe-like sword on one of her arms. Finally, SM has “inherited” Psycho Mantis’s abilities’ to play mind games with her opponent.

OVERVIEW

Screaming Mantis’s biggest strength is her mobility. In addition to having the fastest movement and attack speed of the BB unit, several of her attacks move her around the battlefield while damaging her opponents. Her speed comes at a price, however. Her KOing power is relatively weak, and she isn’t as heavy as you might think. Her down special is either borderline useless or borderline broken, depending on how you see it.

STATS
Movement Speed: 8/10
Attack Speed: 8/10
Attack Strength: 3/10
Range: 6/10
Priority: 4/10
Weight: Slightly heavier than ZZS
Jump Strength: 5/10
Second Jump Strength: 6/10
Fall Speed: 4/10
Size: Slightly larger than ZZS

SPECIAL ABILITIES
Screaming Mantis has no special abilities

Pros:
Very Fast
Good mind games with some attacks (and I’m not just talking about strategy here)

Cons:
Poor KO potential
Relatively easy to KO

MOVE SET

Standard Attacks

AAAA….: the Psycho Mantis and The Sorrow dolls alternate swinging forwards in a punching motion. 2% small knockback each. Can be done indefinitely.

>A: SM swings her knife-holding hands in an x shape in front of her. 5% low knockback.

VA: SM swings her Psycho Mantis doll as if it were doing a leaping kick. 4% low knockback.

^A: SM does a subtle flick with one of her free hand’s fingers, causing the text “HIDEO1” in green letters to briefly appear above her. Hitting the text results in 6% damage with below average knockback.

Dash Attack: SM points forwards with the text “VROOM!” appearing in front of her in yellow comic-book style letters. Hitting this results in 4% with below average knockback.

Smash Attacks

FSmash: SM swings her free arm as if swinging a sword. While doing this, the image of a Wiimote is in front of her doing the same motions (I guess Motionplus is made from nanomachines). Hitting the Wiimote results in 10% damage with average knockback.

DSmash: SM swings her scythe forwards. 9% average knockback. SM moves backwards while charging, but quickly teleports back to her starting point when releasing the attack, making this a good move for dodging and counter-attacking.

USmash: SM teleports upwards and then swings her scythe in an upwards arc. At full charge, she can land on the lower floating platform of battlefield. 10% above average knockback.

Aerial Attacks

Nair: The two dolls spin around SM while doing a kicking motion. 5% low knockback.

Fair: SM “swings” a character selection chip downwards and in front of her. 7% below average knockback.

Bair: SM teleports a small distance backwards, and then does a spinning motion with her scythe. 4% below average knockback.

Uair: SM points upwards and a gust of wind blows upwards (She “blew up”!). No damage, but the wind gust can push you away like G&W’s Uair.

Dair: SM points downwards and the image of a small meteor appears below her. 6% damage, meteor smash.

Special Attacks

B: “Mind Reader”: SM puts her scythe to her hips like a Samurai. A half a second later, she quickly swings it across, doing 15% damage with above average knockback. In addition to being a viable KO move, a clean hit will result in one of the following graphics appearing, that are randomly chosen based on your game saves:

-Default: The smash bros logo
-Any Mario Wii game: A star
-Any Mario VC game: An 8-bit sprite of Mario jumping
-Any Metroid game: Samus’s helmet
-Any Zelda Wii game: The master sword
-Any Zelda VC game: The triforce
-Any Pokemon game: A pokeball
-Earthbound VC (if it ever comes out): A static picture of Gygas!

>B: “Knife Toss”: SM throws a quickly traveling knife. The knife’s trajectory will curve slightly if the target is above or below SM. 4% small knockback.

^B: “Teleport”: Remember Mewtwo’s up special? That’s basically what this does. The primary difference is that SM may perform one aerial attack after teleporting before she enters freefall.

VB: “Mind Control”: SM charges up for four seconds, and then fires a ball of light out of her Psycho Mantis doll that goes about one character length in front of her. The ball does no damage, but if it connects, you gain control over your opponent’s character for two seconds. In addition to being able to make your opponent suicide, any KOs that the controlled character makes in a free-for-all go to you! SM hovers in place while the target is being controlled, and being hit will break the control. The ball cannot be reflected.

Grabs

Grab Animation: SM holds the opponent by the throat with her free hand.

Grab Attack: SM hits her opponent with one of her knives. 2%

Fthrow: The dolls grab her opponent and toss him or her away. 4% low knockback.

Bthrow: SM turns around with her opponent, and then… places him or her gently on the ground. Can be followed up with pretty much any attack that has a reasonable speed.

Uthrow: SM throws the opponent upwards. A possesed dead Haven Trooper then quickly performs a jump kick through the opponent 6% average knockback.

Dthrow: SM teleports behind her opponent and then slashes him or her with her scythe. 8% average knockback.

Other Attacks

Lying down front: swings knives in both directions. 4% low knockback

Lying down back: SM kicks off the ground. 5% low knockback

Ledge attack <100%: SM swipes with her scythe. 6% low knockback.

Ledge attack 100%: SM releases… a smash ball?!? Don’t be fooled; touching it results in a small explosion that does 8% damage with above average knockback. It will disappear after two seconds.

OTHER
Entrance: Walks out of the Foxhound logo, which then disappears.
Swap-in taunt: Teleports onto the screen while screaming.
Idle animation: SM floats just above the ground
Crouch: SM crouches down while the dolls “hide” behind her
Walk: SM floats forwards
Dash: Like Mewtwo’s.
Win: SM gives a scream of delight
Loss: SM puts her hands to her head like the painting “Scream”.
Wiimote noise: “Prepare for scream for help!”
Kirby Hat: Kirby gets her face-mask

Alt Colors

1) Default
2) Blue jumpsuit (blue team)
3) Deep red jumpsuit (red team)
4) Green jumpsuit (green team)
5) golden jumpsuit
6) The dolls are replaced with Mario and Luigi dolls.


EXTRAS

Special Win Animation

If all four members of the Unit are used for at least 20 seconds each, a special animation will play at the victory screen. The BB member’s will appear out of their armor and clap in unison together.

The BB unit has Snake's icon and win jingle (they're from the Metal Gear Series after all).

Codec

As a reference to the fact that Brawl was released before MGS4, the codec is the same for all members of the Unit:

Snake: Otacon, who is that women? I’ve never seen her before.
Otacon: I have no idea Snake. She may be some type of new super soldier.
Snake: Is there anything at all you can tell me about her?
Otacon: Well, it looks like her armor isn’t invincible. You could definitely damage her.
Snake: Well that’s better than nothing I suppose.
Otacon: You know, I wonder if there’s a beautiful face underneath that beastly armor.
Snake: Sounds like an old movie… Beauty and the Beast…

FINAL SMASH

“Beauty of Emotion”: The current unit member sheds her armor in a burst of light. Afterwards, you are now controlling the member in her “beauty” form. The beauty is invincible and can only walk (though it’s a decent speed) and jump once for movement. If she makes contact with an enemy, she will grab her opponent in a somewhat suggestive way (I can already see the pics of this move done on ZZS). After grabbing your target, you may throw your opponent forwards, backwards, or upwards, doing 40% damage with high knockback. The Final Smash lasts for 10 seconds. At the end of it, the beauty will let out a loud sound based on her name while going into another burst of light, and afterwards she will be in “beast” form again.

SSE Role (Potential Spoilers)

After completing the SSE 100%, a new level will appear on the map called “Shadow Moses Island”. In this level, you will make your way through many of the same rooms Snake traveled through in MGS1 while fighting off PMC troopers and Gecko units. Once you enter the central courtyard (same place where Crying Wolf was fought in MGS4), you will face Laughing Octopus and Crying Wolf in a brawl. Upon reaching Metal Gear Rex’s hangar, you will face Raging Raven and Screaming Mantis. At the end of the level, you will face Metal Gear Ray (complete with KoJ’s move set for him ^_^). Complete the level and your file will read 101%.
 

Charizard92

Smash Champion
Joined
May 13, 2008
Messages
2,207
Oh, there's a new one Now? OK, here's an Idea of mine. If you're sick of Pokemon, please skip.

Darkrai:
A pitch Black Pokemon, it lures people to sleep, and gives them nightmares. It is active namely during the new moon. While sinister in appearance (and possibly nature), it had a protagonist role in The 10th Pokemon movie and in the upcoming Ranger sequel, along with being the main antagonist of The new mystery dungeon. OK, off of bio and onto attacks:

A: It just claws, that is simple enough.
A combo: it links claw swipes similar to how Jigglypuff links punches. It just claws as long as you bash the A button.

Tilts:
Ftilt: claws in a way similar to Wolf.
Utilt: upwards swipe
D tilt: swipes away with some Dark energy (Yeah, if you didn't get it by now, Darkrai's natural Physical movepool is mostly shadow claws, so the tilts have a sort of shadow like aesthetics)

Aerials:
Nair: Surrounds itself in dark energy for a sec.
Fair: Blasts a bit of Dark energy in a similar pattern to Charizard's Fair
Bair: Swipes backwards.
Uair: Unleashes Dark energy in an upwards direction. Sends opponents far.
Dair: Unleashes Dark energy downwards, Meteor

Throws:
Grab attack: Sinks claws into opponent.
Fthrow: Sends off forwards from dark energy burst.
Bthrow: Does same thing, except backwards.
Uthrow: Throws up, then follows with dark burst
Dthrow: Throws to ground and immediatly blasts a darkburts into the opponents face.

Smashes:
Fsmash: Charges up some Dark energy to unleash forwards, similar To Lucario's
Usmash: Charges up Dark energy Upwards, Similar to Lucas'
Dsmash: unleashes Dark energy downwards, splash effect goes forwards and behind it.

Specials:
B Shadow Ball: Remember Mewtwo's, just duplicate it.
B> Dark Pulse: Sends a pulse of Dark energy some distance. Aesthetically, it look's like a larger version of Razor leaf that doesn't rotate.
B^ Quick attack: Similar to Pikachu's (Yes, Darkrai Knows Quick attack)
BV Hypnosis: Puts opponent's to sleep

Special mechanic: Any opponent that is asleep gets damage, due to Darkrai's ability, Bad Dreams

Final Smash (Where my creativity finally kicks in):
Dark Void: Combine Luigi's and Peach's final smash, and you get something similar. Surrounding Darkrai's immediate area is a Circle that instantly turns a set area into a black and white version of the arena. Anyone in this area to start, even in the air, will fall asleep, and start to take damage. Sleep continues even when hit, and doesn't stop until the smash is over. Hope you're on ground by the end of the 20 seconds, as it is hard, if not impossible, to recover when you're sleeping and falling to your doom at the same time. Expect Cheap KOs, but then again, what do ya think a final smash is?

Note: I have come up with the specials on my own. Darkrai is a speedy character a bit larger than Lucario. Darkrai is a mostly special attack Pokemon, so it primarily uses indirect attacks like the constant Dark energy burst. I know it would look semicloned and I have come up wit a poor looking moveset, But outside of the specials and Final smash, they're formed at the top of my head. This is unlikely to win anything. Deep Apologies if this is merely wasting your time.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,294
Location
Hippo Island
Looks good so far! I used the taunt switching on Kirby Friends on page 68 too!
The Kirby friends moveset looks cool. You did a good job balancing the characters, which would be understanadbly hard, considering there's six movesets in one. And I loved that you implemented Kine's version of spark.:grin:

Charizard92: Darkrai has a good base, you just need to go into a little more detail with the attacks. You know, damage, knockback. A stats section wouldn't hurt either, so we can get a general idea of how he plays.
 

Smasherk808

Smash Journeyman
Joined
Jul 12, 2008
Messages
231
The Kirby friends moveset looks cool. You did a good job balancing the characters, which would be understanadbly hard, considering there's six movesets in one. And I loved that you implemented Kine's version of spark.:grin:

Charizard92: Darkrai has a good base, you just need to go into a little more detail with the attacks. You know, damage, knockback. A stats section wouldn't hurt either, so we can get a general idea of how he plays.
Thanks!!! I luvz feedback!
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,294
Location
Hippo Island
Love Laughing Octopus, although her B is useless.:(
Admitadly(sp?), the only really useful thing I can think of with it is hiding behind it and preparing a side-b. Maybe later I'll think of a way to make it better. Thanks anyways for the (mostly) posiive feedack, hopefully the others will be just as good, if not better.
 

PKSkyler

Smash Lord
Joined
Apr 25, 2008
Messages
1,566
Location
San Diego
Admitadly(sp?), the only really useful thing I can think of with it is hiding behind it and preparing a side-b. Maybe later I'll think of a way to make it better. Thanks anyways for the (mostly) posiive feedack, hopefully the others will be just as good, if not better.
you should be able to spam it more, that would make it semi useful. and it wouldnt be too game breaking, you could still see where you are from the P1 or the name above your head.
 

Eternal Smasher

Smash Ace
Joined
Jan 24, 2006
Messages
604
Location
Bronx, NY
Slight edit done to Akabane. And by slight edit, I mean how-the-hell-did-I-forget-that-oh-well-it-isn't-really-that-serious-but-I'll-fix-it-anyway edit.

My next one is gonna be for this little guy. Right down there.
















(On a side note, I like how there were 3 B-K movesets total in both contests. I was gonna finish mine and submit it here, but that seems kinda redundant now. I'll just stick with Toku and Enril up there. Hi, Toku.)
 

truendymion

Smash Cadet
Joined
Aug 23, 2008
Messages
37
/////////////// Under Construction \\\\\\\\\\\\\\\

I wasn't happy with Skylers Ganon so I decided to make my own! I intend to keep some of Ganondorfs existing moves from Brawl/Melee as well as incorporate brand new moves based on his appearances in Twilight Princess and Ocarina of Time. And of course he's armed with his badass Executioner Sword.

THE GREAT EVIL KING
GANONDORF


Overall Changes from Brawl
-Running speed is faster
-Sword attacks incorporated into his arsenal, increasing his range and priority
-Special moves completely redesigned, reflecting his abilities from Twilight Princess and Ocarina of Time

Stats

Size: 4.5/5 Large (He's tall but not too wide)
Power: 5/5 (Some of the strongest attacks in the game)
Range: 4/5 (his sword extends his range on most attacks)
Projectile Distance: 5/5 Excellent
Weight: 4.5/5 Total Fatass
Walking Speed: 3/5 Average
Dash speed: 3/5 Average (buffed)
Traction: 4.5/5
Drop Speed: 3/5 Average
1st Jump: 3/5 Average
2nd Jump: 2.5/5 Below Average
Air Mobility: 3/5 Average
Wall-jump: No
Wall Cling: No
Crawl: No
Glide: Sort of (hold jump to levitate, kinda like Peach)
Tether: No

Movement

Walk : He walks forward menacingly with his sword pointed downward. Same animation as in Twilight Princess.

Run : Gannondorf runs at a brisk pace pointing his sword upward, ready to strike! He runs at a pace somewhere between Brawl and Melee speed. Same animation as in Twilight Princess.

Jump : Leaps into the air. The height and speed of his jump is the same as it is in Brawl, but the animation is closer to Twilight Princess.

Second Jump : Flips forward or backward. Same as Brawl.

Levitate : Hold down the jump button to levitate in the air. This is based on his appearance in Ocarina of Time. While in this state you can only move horizontally and you can perform any aerial attacks including Special Attacks. Obviously this improves Ganondorf's recovery immensely as compared to his Brawl incarnation and combined with his improved specials makes it much more difficult to gimp his recovery!

Standard Attacks

A, A : Backfist, Thunder Lunge
3%, 7 - 9%

Ganondorf swings his fist left fist then thrusts his sword forward. The pose for his sword thrust is similar to his thunder palm. It has the same timing, damage, and knockback as his A in brawl except its buffed with much greater range and priority. However it has similar weaknesses due to its slow speed. If this attack is power shielded you are extremely vulnerable to shield grabs.

Side A : Storming the Gate (sparta kick)
13%

This move is unchanged from its Brawl counterpart EXCEPT it has slightly faster recovery and has an added lightning effect similar to Brawls thunder lunge.

Down A : Greave Crush
12%

This move is unchanged from its Brawl counterpart.

Up A : Rising Boot
14%

Say goodbye to the craptastic Volcano Kick forever! Ganondorf leans forward then swings his right leg upward, almost like he's punting a football. Its a bit faster then his Upsmash in Brawl and has a bit more forward range, with less damage and a little less knockback. Still a viable KO move at high percentages.

Dash A : Demon Siege
15%

Ganondorf rushes forward and executes a two-fisted overhand vertical slash. This doesn't have as much forward momentum as his dash attack in brawl, but it makes up for it with its increased range and priority.

Get up Attack :


Ledge Attack :


Smash Attacks

Side Smash : Nightmare Spinning Slash
24% (33% charged)

Ganondorf turns around and does a back hand slash. This attack has the same damage/knockback properties of his fsmash from Brawl, however it comes out slightly slower and has much greater range/priority. This attack will miss short characters and some ducking characters, luckily this move can be angled slightly up or down, which is helpful for catching short opponents or airborne opponents.

Down Smash : Shadow Slicer
18% (26% charged)

Ganondorf hops up into the air then does a spinning slash as he lands. The hit box has decent range in front and behind him as he's attacking. This attack has quite a lot of windup but recovers pretty quick

Up Smash : Grim Execution
8% & 14% (11% & 19% charged)

Ganondorf swings his sword twice over his head back and forth. This has great range above him, the first slash has a bit of range behind, the second slash has a bit of range in front. This attack comes out rather fast but leaves you vulnerable as you recover.

Aerial Attacks

Neutral Air : Flying Keese
7% - 11%
Ganondorf rapidly swings his sword horizontally. The hit box is almost perfectly horizontal and has good range. This move comes out rather quickly and both hits usually connect. And unlike in Brawl this move has no landing lag.

Forward Air : Weaving Skewer
15% - 17%

Swings his sword forward with the tip of the sword pointing downward. This attack is meant to penetrate the opponents neck and enter the ribcage damaging vital organs. This attack has the same amount of damage/knockback/speed (or lack there of) as Ganondorfs fair in Brawl, except it now has better range and priority. Just like in Brawl this move has a lot of landing lag unless you autocancel.

Down Air : Thunder Drop
22%

This move is unchanged from its Brawl counterpart.

Back Air : Thief Thrust
14%-16%

Ganondorf thrusts with his sword behind him. This is somewhat of a sex kick as he holds out the sword for some time, doing the most damage at the start of the attack. This attack has great range and priority and it comes out very fast but has some landing lag unless you autocancel.

Up Air : Curse the Gods
13% or 15%

Ganondorf thrusts his sword upwards as if trying to cut God. This attack stays out for quite a while, doing the most damage at the very start of the attack.

Special Attacks

Neutral B : Warlock Blast
Ganondorf raises his fist directly over his head and collects energy for a moment, then swings his arm forward releasing a ball of thunder. Unlike most projectiles this attack can neither be charged nor spammed as it has considerable startup time. The projectile has a slight homing property and will stun your opponent temporarily if it connects. The length of the stun depends on your opponents damage percentage.

Side B : Flame Choke
9%

This move is unchanged from its Brawl counterpart.

Up B : Gerudo Storm
4%, 1%, 1%, 1%, 1%, 1%, 7% (16% overall)

Ganondorf does a spinning sword thrust straight up in the air surrounded by dark energy. This is a Psycho Crusher type move that does multiple hits, the last hit possessing some good knockback. You have some slight maneuverability during this attack, about as much as Dark Dive in brawl. Also this move travels a bit higher than Dark Dive. ALSO Ganondorf has some Super Armor frames in the beginning frames of this attack which come in handy. You go into Fallspecial after the attack ends which makes you very vulnerable.

Down B : Dark Geyser
15% (35% charged)

Ganondorf begins moving his arms around in a circle then he slams the ground with his fist, releasing a burst of dark energy out of the ground. The hitbox covers his body and slightly in front and behind him. This move can be charged just like Samus's and DK's standard specials. It takes approx. 3 seconds to fully charge and as you are charging there is a vacuum effect (like the volcano kick in Brawl). When this move is fully charged the dark geyser covers almost half a body length around him, 1 body length above him and does considerable knockback. Ganondorf has some Super Armor frames in the beginning of the Geyser blast.

Throws

Grab Attack :

Down Throw : The Dirt Nap
13%

Gannondorf slams his opponent down to the ground then runs them through with his sword.

Up Throw :

Forward Throw :

Back Throw :
 

truendymion

Smash Cadet
Joined
Aug 23, 2008
Messages
37
Whos Trace?

EDIT: Ah I see. Sounds cool but all of his B moves seem kinda samey, I think he needs a bit more variety, also his flaming tornado sounds like it will be an annoying attack :p
 

KoJ

Smash Journeyman
Joined
Aug 16, 2008
Messages
317
FINAL SMASH:

DORMIN:
Wander tranforms into the corporeal form of 'Dormin', a large shadowy beast with long horns and glowing eyes. This hulking beast walks very slowly and can't jump, but if you get hit with a slash from his massive claws your a goner!
Dormin wasn't fun to play as, and we have too many transforming final smashes. Have his final smash be unleashing a random computer controlled Colossus AT-type thing.

My ideas would be the first Colossus (You know him), the third Colossus (Sword Guy), the fifth Colossus (Eagle), the eleventh colossus (Kitty), and the last colossus (Giant fireball wielding skirt thing).

Remember to use both Agro and the lizards/fruit (And perhaps a few of the hidden items) in your moveset

Make sure it's good, because I loved that game.

Almost done with Trace on pg. 128! all I have left is the extras! feedback plzplzplz!
Good job, but where's entei/Solar emperor?
http://www.onemanga.com/One_Piece/441/18/

Up B and Down B are awesome.

Whos Trace?
PortgaS D ACE (I call him by his real name).
 

truendymion

Smash Cadet
Joined
Aug 23, 2008
Messages
37
Dormin wasn't fun to play as, and we have too many transforming final smashes. Have his final smash be unleashing a random computer controlled Colossus AT-type thing.

My ideas would be the first Colossus (You know him), the third Colossus (Sword Guy), the fifth Colossus (Eagle), the eleventh colossus (Kitty), and the last colossus (Giant fireball wielding skirt thing).

Remember to use both Agro and the lizards/fruit (And perhaps a few of the hidden items) in your moveset

Make sure it's good, because I loved that game.
OK Dormin wasn't fun to play as in that game but this wouldn't play the same way, considering this would be in 2d not 3d and you aren't surrounded by annoying archers and it doesn't take 20 minutes to turn around!

Summoning a colossus is interesting but I don't think it really makes sense, not that that matters in Smash Bros :p

Maybe the final smash could be the 3rd Colossus (Earth Knight) slamming his sword down across the stage and killing everybody!

I don't think Agro is feasible (you don't see Link with Epona do you?) but the fruits/lizards are a good idea! And yeah I was thinking of having the Parachute item as a recovery.

Also I want to incorporate his prayer animation somehow. Maybe his down special, but what would the effect be? Also want to incorporate his ray of light thing...

BTW the names of the Colossi are
1). The Minotaur "Valus" [Minotaurus Colossus]
2). Taurus Major "Quadratus" [Taurus Magnus]
3). Earth Knight "Gaius" [Terrestris Veritas]
4). Equus Prime "Phaedra" [Equus Bellator Apex]
5). Delta Phoenix "Avion" [Avis Praeda]
6). The Goliath "Barba" [Belua Maximus]
7). Sea Dragon "Hydrus" [Draco Marinus]
8). Wall Shadow "Kuromori" [Parietinae Umbra]
9). Storm Echo "Basaran" [Nimbus Recanto]
10). Sand Tiger "Dirge" [Harena Tigris]
11). Flame Guardian "Celosia" [Ignis Excubitor]
12). Great Basilisk "Pelagia" [Permagnus Pistrix]
13). Trail Drifter "Phalanx" [Aeris Velivolus]
14). Destruction Luster "Cenobia" [Clades Candor]
15). The Sentinel "Argus" [Praesidium Vigilo]
16). Grand Gigas "Malus" [Grandis Supernus]
 
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