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

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TheSundanceKid

Smash Lord
Joined
Jun 8, 2008
Messages
1,636
Location
The Secret Kingdom
I liked it. I only played the 1st game, but I thought it was a good game. Great Moveset, and I would go with the Multirang for the FS. Bull's Pen is too much of a combo of Blue Falcon and Beast Ganon (It's funny, 'cause Bull looks a lot like Beat Ganon)
Thanks, I appreciate it. I don't really get much CnC :ohwell:..... Any idea for his down B? Can anyone else CnC my Ty moveset? Page 137...
 

peeup

Smash Lord
Joined
Sep 3, 2007
Messages
1,618
Location
Hartford/Mass
Hey blitzkrieg, can we do luxord together (like how eggman was done by spade and KoJ (i think))? If you don't have the time to do the whole moveset by yourself, we could collaborate. Feel free to decline (you probably have better ideas than i do), but if I do help you, you would be able to oversee all of my moves to make sure that their good enough.
 

Collective of Bears

King of Hug Style
Joined
Nov 10, 2007
Messages
6,507
Location
North Carolina
NNID
Gark430
3DS FC
1805-3069-0371
Hey blitzkrieg, can we do luxord together (like how eggman was done by spade and KoJ (i think))? If you don't have the time to do the whole moveset by yourself, we could collaborate. Feel free to decline (you probably have better ideas than i do), but if I do help you, you would be able to oversee all of my moves to make sure that their good enough.
That sounds like a good idea. I'm not all that KH savvy, but I could make sure it's a good set as well as make the alts and stage, get some music, ATs, etc.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
I know this has probably been done many times before, but I made a moveset for K. Rool. I apologize if it's similiar to any of the others, but I haven't looked at any, so any similiarities are purely coinidence. I based the format off of Koj's/Spade's Eggman moveset.



King K. Rool:
Stats
Screen Name: K. Rool
Size: Very slightly larger then Bowser, Dedede and DK so that K. Rool is canonically correct in being bigger then DK.
Weight: 10/10 - K. Rool is slightly heavier then any of the current characters in Brawl.
(Running) Speed: 2/10 - K. Rool has problems keeping up with the rest of the cast, being as slow as Ganondorf.
Power: 10/10 - The most powerful character in the game, but not by much.
First Jump: 2/10 - Barely is able to get off the ground.
Second Jump: 2/10 - See above.
Hover: No
Fall Speed: 9/10 - He's really, REALLY heavy, especially with that breastplate armor he's got on, being one of if not the fastest fallers in the game.
Crouch: Yes.
Crawl: Yes.
Wall Jump: No.
Wall Cling: No
Gliding: No.

A: A simple swipe, indentical to Bowser's A.

AA: The second one of Bowser's swipes in his AA combo.

AAA: K. Rool does a headbutt and the spiked crown on his head rotates around somewhat like Dedede's AAA. K. Rool will stay in the position as long as you hold/mash A, doing 2% per second.

Ftilt: A strong fast punch forward, identical to Bowser's. Slightly slower then Bowser's, slightly more powerful.

Utilt: Tilts his head upward and bites for 7-8% damage.

Crouch/Crawl: K. Rool goes down to the ground and slowly goes forward/back on all fours, like Bowser.

Dtilt: The king comes up out of the crouch slightly, then falls back down to crush anybody coming up to attack him. Has impressive knockback as the enemy gets higher percentages, deals 10% damage.

Smash Attacks:

Fsmash: K. Rool does a headbutt, like Bowser's fsmash, but the crown sticks out a good deal more then that of Bowser's, increasing the hitbox. There's a sweetspot on the tip of the crown on the spikes, which if it hits will make the attack very deadly. If the blunt of the attack hits, where you'd normally have to get hit by Bowser (And where the attack most commonly connects), it's weaker then his, but if you hit with the sweetspot it's much stronger, having knockback higher then even Dedede's fsmash.

Usmash: An attack with multiple hits, K. Rool bites to the upper left of him, the upper right of him, then directly above him. The first two bites have set knockback, pushing the opponnent into the next bite, and the third one sends them flying. The first two bites deal 7% damage uncharged, while the finishing blow does 10% for a total of 24% if all the attacks hit. The total goes up to 32% if fully charged.

Dsmash: K. Rool slams down on his buttocks, letting out green shockwaves from Donkey Kong 64 that deal 17-18% damage. As you charge the move up, it doesn't do more damage, but increases how far the shockwaves from K. Rool will go out, much like Snake's usmash. Fully charged, the shockwaves would go about one fifth the length of final destination.

Aerial Attacks:

Nair: The crazed crocodile faces the camera and swipes both of his arms around on either side of his body rapidly, there being multiple hits in the attack. He does 5 swipes total, and the first four deal 2-3% while the last one does 6% and has more knockback.

Fair: K. Rool swipes with both claws and bites in the direction he's facing. He bites directly in front of him while his claws go above and under his mouth. If hit directly in the middle by the jaws, does 16% and more knockback, otherwise does 11%.

Bair: The king falls on his back in mid-air like Wario's bair, but there are two main hitboxes and it's a good deal slower. The crown and under K. Rool's buttocks, and his buttocks can spike. His rear end does 14% damage, the crown does 11%, and if you hit another portion of body it'll have less knockback and deal 9%.

Uair: The Kremling king's crown glitters and the spikes enlarge slightly, damaging anybody above the king for 12% damage. One of K. Rool's faster attacks.

Dair: K. Rool turns to face the camera, then does a summersault in midair, swiping and biting downwards. The hitbox doesn't stick around for long as K. Rool continues summersaulting so that he doesn't face downwards for much time, and that's the only time he makes a quick bite and swipe. 19% damage, spike.

Specials:

B - King's Krown: K. Rool throws his crown at his enemies, a little over half the distance of final destination. You can move around while you wait for the crown to come back to you, although there will be slight lag when the crown comes back to K. Rool as he puts it back on. Can be used to taunt cancel like the boomerangs of Link/Toon Link. The move has small knockback, but deals a decent 11% damage. Can be used to block enemy projectiles in the same fashion as Dedede's waddle dees.

B side - Kremling Klaw: Bowser's old side special from smash brothers Melee. K. Rool grabs the enemy with one hand and bites at them every time you press b until the enemy button mashes enough to escape, functioning basically just as it did in Melee, sort of like Wario's neutral special in Brawl as far as gameplay is concerned. Can be used to "Kroolcide" if you catch them with it in the air.

B up - Krusha Kollision: The helicopter pack from Donkey Kong Country 3 shows up on K. Rool's back, staying as long as FLUDD stays on Mario when you use his down special before vanishing into nothing once again. You have full control over him during the move, but the little pack on his back runs out of juice before long, letting out a few puffs and causing K. Rool to turn around to look at what's wrong with it comically. K. Rool then looks down and grins, slamming down onto the ground with his buttocks in a similiar fashion to Bowser's down B, but letting out green shockwaves from Donkey Kong 64 around him when he lands like the stars that come out from Dedede when he lands from his up special. Overall, the move works somewhat like Dedede's up special, but you have full control over K. Rool during the entire move, also being able to grab ledges. Overall, a superior version of Dedede's up special, but K. Rool only has two mediocre jumps compared to the large amount Dedede has, making his recovery far below that of the penguin king. When he's going up, the blades from K. Rool's helicopter pack will do a minimal 3% damage with tiny knockback if you bump into them, and the knockback/damage from the fall is the same as Dedede's.

B down - King's Kape: K. Rool swings his cape forward in a similiar fashion to how Meta Knight does during his final smash. If anybody is in front of him, K. Rool will capture them in his cape, taking it off his back and swirling it around them, then pounce on them for a whopping 20% damage, sending them flying and out of the cape. After the pounce, K. Rool has some more ending lag to his cape back on, making this move very dangerous to use in a free for all. If used in the air, K. Rool will pull the victim against himself, the victim unable to get out due to K. Rool having him in his grasp along with the cape, and then plummets straight down. The move has less start up lag in the air, and if you land it you only deal 15% damage as oppossed to the 20% of the normal attack. This attack is much better for Kroolcide then the side special. The cape also reflects projectiles, and while not as spammable as Mario's due to having more lag, it reflects virtually anything, including Wolf's blaster and even gordos from Dedede. This move is overall very multi purpose, being one of the king's best.

Grabs and throws:

Grab: K. Rool reaches out in front of him with both arms, having a decently long reach.

Grab attack: K. Rool bites the enemy, 2-3% damage.

Fthrow: K. Rool sinks his teeth into the enemy, dealing 3-4% damage, then hurls them forward out of his jaws which does another 3-4% damage.

Bthrow: K. Rool throws his opponent behind him, dealing 4-5% damage, then hastily follows up by throwing his crown at them (Which returns back to him shortly after), which deals an additional 2-3%.

Uthrow: The Kremling King sinks his teeth into his target and then hurls them upwards with his jaws for 6-7% damage.

Dthrow: K. Rool tosses the enemy on the ground and lets out a big bite at them, which pushes them away and does 7% damage.

Situational Attacks:

Dashing attack: A body splash like Dedede's, but it has less start up lag and more ending lag. K. Rool comically gets up, slightly dazed, and the body splash looks intentional as oppossed to a trip like Dedede's.

Ledge attack (Under 100%): K. Rool pulls himself up quickly, his head coming up in front of the rest of the body, there being a hitbox on his crown which does 5% damage.

Ledge attack (Over 100%): The crocodile king struggles to pull himself up onto the platform, slowly pulling himself up. When he first comes up, he slashes with his claws for 5%, then pulls up the rest of his body.

Getting up from ground attack: K. Rool gets up and kicks on either side of his body as he does so, the first kick doing 3% while the other does 5%.

Final Smash: Kaptain K. Rool

The camera zooms in on K. Rool and a flash occurs over him, and when he's visible again he's in his pirate costume, totally invulnerable. He holds his blunderbuss in his arms, which functions just like a cracker launcher though the gun looks different and the shots are turned into cannonballs. Giant cannonballs will also rain down from the sky while the final smash is active, doing 25% and massive knockback if they hit. Lasts 20 seconds.

Taunts:

Up taunt: Puts hands on his hips and lets out an evil laugh.

Side taunt: (If classic model with tail is used) Chase around his tail like a dog, then actually manages to catch it and bite it, yelling in pain.
Side taunt: (If modern model without tail is used) Brings up his cape, then looks at his buttocks where his tail would be and scratches his head questioningly.

Down taunt: K. Rool's classic play dead animation from the original Donkey Kong Country.

Entrance: A cannonball quickly falls from the sky then cracks open to reveal K. Rool inside, who's cape blows in the wind before settling behind him.

Alternate colors:
Default - Green team
Red body, gray breastplaste and crown - Red team
Teal body, red breastplate and crown - Blue team
Black body, white breastplate and crown
Orange body, brown breastplate and crown
Brown body, orange breastplate and crown

Results screen poses:

Win 1: K. Rool bows to the camera, taking off his crown.

Win 2: The king, folds his arms and laughs, his cape blowing in the wind.

Win 3: K. Rool tosses his crown up and it lands on his head, then he laughs.

Loss: K. Rool is seen in the background, stomping on his crown, then hops around on one foot in pain due to the spikes of his crown.

Kirby hat: Kirby gets K. Rool's crown, it being much larger then Peach's and easy to tell apart. The crown isn't reduced in size at all from K. Rool's, so it's rather big for Kirby.

ROLE IN THE SSE:

After Donkey Kong is captured by Wolf (In my SSE, anyway), a cutscene of Wolf delivering him to K. Rool is shown, K. Rool giving him a good sized bag of gold in return. After Wolf leaves, K. Rool is rather joyous at having his arch enemy no longer a threat, and goes up on the transportation ship that Donkey Kong is seen on when Captain Falcon, Olimar, and Diddy come to free him in the real SSE. He starts it up, and starts going to the Subspace Bomb Factory base to store DK away. Jigglypuff and the Ice Climbers see this, and a level where they chase after the fiend ensues (Not that K. Rool or his transportation ship is actually shown in the level, as when Mario’s group chases King Dedede for a few levels.).

At the end of the level, K. Rool finally notices the characters chasing after him, and a fight against him ensues. Upon the player defeating K. Rool, he is seen lying on the floor unconscious. Ice Climbers and Jigglypuff celebrate. . .Only for K. Rool to of been playing dead as in the original Donkey Kong Country. He rises up hastily and knocks them off his vehicle, gloating as he gets over a gorge with water below, Jigglypuff and the Ice Climbers unable to follow.

Jigglypuff goes off to find help, while the Ice Climbers leave in their own direction, not seen again until the point where they show up in the real version of the SSE where it is revealed they went back to their climbing of ice. Jigglypuff stumbles upon Diddy Kong and Fox before their second level and trys to get their attention, but they ignore the pudding Pokemon. Jigglypuff, angry at being ignored, sings, causing them to fall into slumber, proceeds to take out a marker and draw on their faces (Mewtwo in melee is clearly based off the version from the anime.) then slaps them awake. Now having the attention of Fox and Diddy, Jigglypuff motions off to the distance, telling them where Donkey Kong is, and they head off in that direction, starting the level. Jigglypuff stays with the group up until the end of the swamp level.

Jigglypuff joins Diddy to help free DK, being ejected from the arwing with him. However; Donkey Kong is not unguarded in this version of the SSE, K. Rool being right there, not letting the characters so easily free Donkey Kong from his bonds. However; K. Rool is still not eager to have a 4 vs 1 match, and so has the subspace enemies fight for him, and thus the fight against them goes on as in the real SSE. After the player defeats the subspace enemies, the group frees DK successfully. K. Rool gets backed up against a corner against the 5 other characters, things looking rather grim for the Kremling King. K. Rool motions to the other 4 characters at DK’s sides, laughing heartily, surprised that DK needs so much help just to take him down. The camera shows K. Rool’s eyes close up, his weird eye twitching slightly for comic effect, then the camera shows DK’s eyes close up, showing his anger. DK beats his chest and lets out a mighty roar, and a one on one fight between DK and K. Rool occurs. Upon K. Rool losing, he jumps off the transportation ship, the characters run over and look down where he went. . .Only for him to use the propeller from Donkey Kong Country 3 to fly away, successfully getting away. The 5 characters, unable to control where the transportation ship is going, are stuck going into the subspace bomb factory as in the real SSE.

K. Rool isn’t seen again until the great invasion cutscene, where he is up on the “Ganon cannon” alongside Bowser and Ganondorf. In the cutscene where Ganondorf betrays Bowser, K. Rool is also present. Ganondorf simply uses a regular attack on Bowser as opposed to the trophy gun while Bowser isn’t looking, and Ganondorf hastily moves behind K. Rool before Bowser turns around. Bowser sees K. Rool, thinking he was his attacker, and takes a slash back at him, causing K. Rool to be pissed and take a shot at Ganondorf. A free for all between the three villains follows, you getting to choose your character. After the free for all, the winner of the brawl (Whoever you picked) comes up before Master Hand as Ganondorf does in the real SSE, but Tabuu keeps on the strings controlling Master Hand and has him attack the villain. A boss fight against Master Hand follows, then the rest of the cutscene plays out as it does in the real SSE.

In the subspace levels where you play as Kirby, Dedede, Luigi, and Ness, you must save DK and Diddy in order to get K. Rool, in the same fashion as how you must get Link and Zelda for Ganondorf in the real SSE. The cutscene where K. Rool is saved basically follows the same format as the Link/Zelda/Ganon cutscene, K. Rool being very angry but ultimately willing to have to work with his greatest enemies for a more important cause. As a side note, the cutscene in which Bowser is attacking Ganondorf’s trophy also includes K. Rool, Bowser attacking his trophy angrily as well.

For anybody who was wondering about wolf's role in the SSE due to the previous all of text:

Instead of Bowser showing up with his trophy gun in the first DK/Diddy level, Wolf is the one who does so. He also shows up in the first Fox/Diddy Kong level, once again taking Bowser’s place, and is the shadow character you fight as well. He also takes Bowser's place again in the section where Falco appears and the giant shadow Diddy Kong is made.

(Note that the following cutscene is stating the illustration of how the two characters communicate, as in the typical style of the SSE cutscenes.)

Just before the cutscene where you see Falcon, Olimar, DK, and Diddy going into the base where Samus and Pikachu are, you see a cutscene of Wolf coming to report to Ganondorf, personally. Wolf looks taps his foot and rubs his fingers together rapidly, wanting his pay, and Ganondorf puts a bag of gold in front of his face. . .Only to snatch it away as soon as he tries to grab it. Wolf has a questioning exspression on his face, and Ganondorf shows Wolf the footage of Fox, Falco and Diddy defeating the giant shadow Diddy Kong in response. Ganondorf is most displeased with Wolf's failure to eliminate the other 3 characters, and refuses to pay him. Wolf demands his pay, putting his hand out and rapidly opening and closing it. Ganondorf just laughs, to which Wolf takes his blaster out.

Wolf flees the battle, Ganondorf summoning his subspace creatures to attack Wolf upon Ganon having lost.Wolf goes through a level where he flees out of the base, being chased by subspace creatures the level ending without him escaping yet. After this, the level where Falcon, Olimar, DK and Diddy enter the base occurs.

In the cutscene where Captain Falcon summons the Blue Falcon to escape from the base, there is no Blue Falcon. Instead, the group will encounter Wolf who is also escaping from the base getting into his Wolfen (Which is much more realistic, seeing Wolf’s vehicle wouldn’t be there completely randomly, seeing he was allowed to park inside the base.). The group will go onto the Wolfen, having no other choice, much to Wolf’s anger. However; before Wolf can do a barrel roll to force them off, Meta Ridley attacks. Wolf puts his Wolfen on auto-pilot and ejects himself out of the cockpit onto the plane to fight Meta Ridley with the other characters. (Note that the Wolfen could be enlarged so that the boss fight could actually be playable, nobody would particularly complain about it. Wolf would also be unlocked after the Meta Ridley fight.)

After the Meta Ridley fight, Wolf hastily drops off the other characters by Ike, Marth, Pokemon Trainer, Lucas, and the Ice Climbers. Wolf leaves them, probably going to look for more work. However; Wolf is shortly seen again in the great invasion cutscene, where he takes Kirby’s place and is the one to break the “Ganon cannon” (Which is obviously much more fitting and less random for Wolf.). He joins the rest of the characters in Subspace after this and gets no more personal cutscenes.

For anybody wondering about bowser's role in the SSE, seeing Wolf stole most of his screen time:

If you despise or otherwise detest this character, do not read and do not flame me based on his inclusion. I just simply see him fitting into it decently well, and he’s one of the most deserving characters who didn’t make it in. Add the fact that I actually know a good amount about this character and that he’d be easy to add back into Smash if Sakurai so choosed, and I can add him quite well (Better then most other characters) into the SSE.

Before we begin, you may have noticed that Bowser got a good chunk of his screen time stolen by Wolf. This section gives him back ample screen time to compensate. At the end of the cutscene “Bowser kidnaps Zelda/Peach” and gets in the Koopa Clown Car, Bowser can be seen going up to the halberd in it. Despite this, Bowser is never found by the many characters on the Halberd, making me believe that something was originally planned for Bowser there. I, however; actually intend make use of Bowser having gone up to the Halberd, as you will see.

The level Snake, Lucario, and Meta Knight share would be legenthed, around double the content in each half. This would be because I would split it into two levels. The first of the two levels ends when you get to the “lab” in the middle, with all the enemies in test tubes and the “mizzo” enemy, where a cutscene occurs. Bowser is shown at a computer, looking up at a test tube with Mewtwo in it and typing away. Snake, Meta Knight, and Lucario arrive, much to Bowser’s shock. Bowser hastily selects something on the computer and goes to flee, as Mewtwo’s test tube cracks and falls apart and Mewtwo opens his eyes as his names flashes across the bottom of the screen. Snake’s party fights Mewtwo, him having 3 stock.

After Snake’s party defeats Mewtwo, Lucario motions off to Bowser just before Mewtwo gets in another strike. Mewtwo has a questioning expression then shrugs, not knowing that Bowser is the one who did it to him. Lucario puts his hands on Mewtwo’s head, them starting to glow, then closes his eyes. A flashback is seen of Bowser at the computer tinkering with Mewtwo, and then the screen snaps back to Snake’s party and Mewtwo. Mewtwo, very believing the fellow psychic, is very angered at Bowser and hastily goes off after him before the others have a chance to follow. A Mewtwo vs Bowser battle follows, Bowser fleeing his koopa clown car once again after losing. Mewtwo stays with Snake’s party for their other level, as well as getting to be in the Duon boss fight.

For the heck of it, I'm just going to post the rest as well.

SONIC AND TOON LINK IN SSE:
Firstly, Sonic may as well not be in the real version of the SSE any more then Jigglypuff, Wolf, or Toon Link,as he just gets a random cut scene throwing him in at the end with no relevance to the rest of the story. Secondly, I’m having Sonic be playable so early because in my version of Brawl, Sonic is a starter character. If you don’t see why Sonic and Snake should be starters, go watch zero puncuation’s Brawl review on the escapist, that is all.

Inserted in-between the plains Mario/Pit level and the Rayquaza boss fight, a cutscene will occur where Sonic will see a chilli-dog out in the open. However; Yoshi also sees said chilli-dog, and they rush for it, both desiring it strongly. Sonic arrives first, being the speedy hedgehog he is, and lets out his “You’re too slow!” taunt to Yoshi, taking a bite out of the chilli dog, much to Yoshi’s annoyance. Yoshi snatches the chilli dog away from Sonic with his tounge, much to Sonic’s shock. A fight ensues between Sonic and Yoshi, you getting to select your character.

After the fight, Wario will be whoosh by and pick up the loser on his cart, adding that character to his collection of trophies while giving a taunt to the winner. Sonic will come up hastily and save Yoshi/Yoshi will save Sonic with his tounge, and Wario will be angered and proceed to flee. A level playing as Sonic and Yoshi follows, chasing after Wario on the cart, both rather angry at him.

At the end of the level, Sonic and Yoshi will have a fight against Wario, but in the end Wario lucks out as a large amount of subspace enemies happen to come by, occuping Sonic and Yoshi as Wario gets away. Sonic and Yoshi have a fight against a horde of subspace enemies. Afterwards, the next cutscene Yoshi motions to where Wario went frantically, but Sonic shrugs, Wario not being that big of a deal to him. Sonic speeds off, leaving Yoshi by himself. Yoshi shrugs and decides to take a nap on a nearby tree stump, where he is later found by Link, as in the real SSE. After this scene, the Rayquaza boss fight happens as normal.

After the stage where you play as Marth but before the stage where you play as Link and Yoshi, there will be a cutscene of Sonic seeing Pikachu struggling to defend himself against a large amount of subspace enemies as he travels about, running freely. He decides to come over and help the electric rodent, Pikachu being in a rather dire condition. You’ll play as Sonic and Pikachu against a horde of subspace enemies, but afterwards another cutscene will occur where a over-whelming amount of them arrive. Sonic and Pikachu flee from the large group, but only Sonic gets away successfully due to his speed. Pikachu is captured by the subspace army, explaining how Pikachu got in captivity in the subspace bomb factory.

At the end of the “cave” level where Mario, Pit, Link, Yoshi, and Kirby are on their way to Dedede’s castle, a different cutscene will occur. The floor will give in underneath the characters at the end of the stage, and they’ll get split up and fall into separate parts. Mario and Yoshi will fall down into one section, Pit and Kirby into another, and Link into the remaining one. Pit and Kirby’s level plays first, being nothing particularly special.

After Pit and Kirby’s level, Mario and Yoshi will have a level, and at the end a cutscene will show Sonic running full speed into Mario, causing them to crash into each other. Mario assumes Sonic is hostile and sends a fireball at him, Sonic runs around it and comes over to smack Mario. A Mario vs Sonic battle follows, you getting to choose your character. After the battle, another cutscene will show Yoshi frantically coming over to the winner, telling them that the loser was his friend. This is illustrated by Yoshi rapidly flailing his arms letting out his noises, and a flashback will come on the screen in black and white. If Mario won, the flashback will show an earlier clip of Sonic and Yoshi teaming up against Wario. If Sonic won, the flashback will be an original clip showing Mario and Yoshi fighting against Bowser. The winner of the battle understands and revives the losing character, and the two of them shake hands. Sonic stays with Mario’s group for the rest of the SSE.

After the Mario vs Sonic brawl, Link will be face to face with Toon Link. They will be very shocked at each other, and Toon Link will cower slightly. Frantic, Toon Link attacks Link in fear, both being no familiar to doppelgangers (See: Dark Link). A brawl between the two Links follows, you getting to choose your character. Toon link will comes to his senses after the brawl and revive Link if he wins, while Link will shake his head reluctantly and revive the less competent version of himself if he wins. They’ll go through a level together, and then the group will be reunited and continue on to Dedede’s castle, that cutscene happening normally.

Opening cutscene:

Obviously, this would be included. For those who don’t know, Sakurai originally intended to include a cutscene where Dedede attacked Meta Knight on the halberd as the first cutscene for the adventure mode. After this, the subspace army would attack, Meta Knight too tired to defend himself due to having to of dealt with Dedede, having to flee his ship, explaining how the subspace army gained control of the halberd. I would include this, as the halberd belonging to the subspace army with no explanation is a rather large plot hole. I’d have a Meta Knight vs King Dedede fight, you being forced to play as Meta Knight. (Dedede is locked in my version of Brawl)

King Dedede’s backstory:

In the cutscene where Dedede’s timed badges revive Luigi, Ness, and Dedede himself (Dedede doesn't give the extra badges to the princess in my SSE), Luigi and Ness will get in fighting positions, ready to defend themselves against Dedede. After all, Dedede’s the one who got Luigi into this all in the first place, right? Dedede puts his hands up, telling them to stop, and starts to explain what happened, and his mouth starts moving as if talking. As opposed to the player hearing the words straight from his mouth, the screen illustrates, turning black and white and showing what he’s talking about.

The flashback shows Ganondorf, K. Rool, Bowser as well as Dedede all before Master Hand, revealing that Dedede was originally on Master Hand’s side. Master Hand points at each of the villains, one at a time, slowly, them kneeling before Master Hand as he points to them, pledging their loyalty. Master Hand points to Dedede last, but Dedede seems very worried to commit to this, illustrated by him sweating considerably. After a few moments at Dedede not kneeling, the other villains turn to look, shocked, and Master Hand repoints at Dedede, demanding that he kneel before him. Dedede refuses, and Master Hand blasts Dedede out of subspace forcefully, causing Master Hand and the other 3 villians to laugh. Dedede flies out of subspace and lands on the Halberd, explaining how he got there for the opening cutscene.

The flashback stops, Luigi and Ness no longer in their fighting positions, believing his story. The small remainder of the real SSE cutscene happens as normal, and they go out together to save the other characters.

R.O.B.’s identity:

We all know Rob fills Mr. Game and Watch’s role in Brawl, he’s a retro character important to Nintendo’s history that nobody in their right mind would expect. The role is perfectly suited to be the final unlockable character, but due to the story of subspace, this sadly did no come to pass. To counter him joining the team early in subspace, I would not have him not shed his Ancient Minister costume in the cutscene where he becomes playable, and he’d stay in it until the end of the game.

There would be one final cutscene before the latin lyrics are shown, where the characters get thrown out onto the cliff seen in the latin lyrics cutscene. The Ancient Minister’s concealing clothing falls off as he gets flown off the portal, showing his true identity. His name will flash across the bottom of the screen for the first time, and then he will skid to the end of the cliff where he will sadly watch the isle of ancients, the home of him and his friends, blowing up. A flashback of all the other robs sacrificing them will show up, and the playable Rob will look down at the ground, deeply saddened. Mr. Game & Watch comes over and pats his shoulder causing Rob to look up, feeling slightly better. The two of them will shake hands, Rob having “^ ^” eyes, and then the credits will roll.

Captain Falcon vs Captain Olimar battle:

In the cutscene where Falcon and Olimar meet, Captain Falcon kills a massive amount of Pikmin (Perhaps accidentally, perhaps not.). Olimar looks like he’s about to wet his pants, and the cutscene ends with spirits of Pikmin floating up into the air. The cut scene simply screamed that the two were going to battle, and I see it happening in all logic. Besides, who doesn’t want a battle of the captains? Seeing how little sense the Meta Knight vs Lucario fight made to this, it wouldn’t be too awkward seeing them making up afterwards and joining forces due to more subspace enemies or some such thing.

Unlocking of characters:

I for one was disappointed when I saw the roster, although it’s not truly the fault of the roster itself, but the fact that so many of our newcomers were on the starting roster. I’d put more surprises on the unlockable character list and put characters everybody knew would be on the starter roster. The full list of changes (Besides obvious ones, such as Wolf/Toon Link/Jigglypuff/characters I added):
-Captain Falcon and Olimar switch their unlockable status
-Marth and Ike switch their unlockable status
-Sonic and Snake are starters
-Ness is unlocked after you play as him in the Porky boss fight (After all, you only need 5 vs matches, why is he unlocked at the end?)
-King Dedede is an unlockable character, getting unlocked after you play as him.
 

BKupa666

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Harry Potter

http://img.dailymail.co.uk/i/pix/2007/06_01/HarryPotterL_468x456.jpg

The boy who lived and the hero of the Wizarding world, Harry Potter has joined the Brawl!

NOTE: The Harry portrayed here is the Harry that has not yet graduated from Hogwarts.

Power: 7/10: Harry knows a good deal of magic that can pack a punch.

Walking Speed: 3/10: Harry walks cautiously.

Dash Speed: 5/10: Not very fast at all, Harry jogs, wand at the ready.

Weight: 6/10: Harry's an average-sized teenage boy.

Range: 7/10: Some of his attacks have a great deal of range, others don't.

Projectile Distance: 9/10, 5/10: If charged, his main projectile can go a long way, his secondary one is only mediocre.

Fall Speed: 5/10: Harry falls at an average speed.

Size: 6/10: About Marth's height.

First Jump: 5/10: An average jump.

Second Jump: 6/10: Harry casts Wingardium Leviosa on himself, gaining a good deal of vertical distance. He also gains the ability to float for 3 seconds, like Peach.

Crouch: 7.5/10: Harry throws himself very low to the ground.

Traction: 8/10: It is rare that you'll see Harry tripping or sliding.

Combo: 5/10: He has some combos, but a good deal of powerful one-hit moves as well.

Wall Jump: No

Wall Cling: No

Crawl: Yes

Glide: No

Tether: Yes


Basic:

A: Wand Swipe: Harry jabs his wand forward without casting magic. Close range and no knockback. The hitbox is the tip of the wand. 3%

AA: Spark: After his first move, Harry produces a single red spark out of his wand that can hit foes. Average range and low knockback. The hitbox is the tip of the wand, plus the red spark (which is pretty small). 6%

AAA: Red Spark Flurry: Harry holds out his wand and a flurry of red sparks shoot out, damaging foes. Low knockback and average range. This move is like Fox and Falco's in the way that it can be held down to use infinitely, and can trap foes with multiple hits. If it's just tapped, Harry releases 4 sparks. 8% at the lowest


Tilts:

Side A: Rictusempra: The tickling charm. Harry swipes his wand horizontally 180 degrees in front of him. Foes hit get stunned as if by Zamus' plasma beam (the more damage, the longer they stay like this). Average range and no knockback (just stunning), with a hitbox on the tip of the wand. 8%

Down A: Impedimenta: Harry points his wand at the ground and casts this spell down at a slight forward angle. Just like in the books, the spell will either trip, be stunned (as if by Zamus' Plasma Beam), or knock back the foe (each one is equally likely). When foes are knocked back, it is above average. Otherwise they are just tripped or stunned in place. It has below average range since it is cast down on the ground a bit in front of Harry. The hitbox is the tip of the wand, plus the spell. 10%

Up A: Diffindo: The cutting charm. Harry points his wand over his head and casts this spell, which comes out right above his head in a purple diamond shape. Average knockback and range, with a hitbox on the diamond and the tip of his wand (diamond has much more knockback). Can't juggle foes easily, but can kill off the top at higher percents. 11%


Dash A: Monster Book of Monsters: Harry holds this vicious book in front of him as he runs forwards. The book chomps four times in an 'OHM Nom nom nom!' fashion before Harry puts it away. The first chomp is weak, but can trap foes into the other three chomps. The last chomp gives average knockback. Good range, with a hitbox on the book's 'mouth'. 3-13%

Smashes:

Side Smash: Gryffindor Pride: Harry takes the ruby-encrusted sword of Godric Gryffindor and slashes it down in an arc. Great knockback (more if you are closer to Harry), but a lot of startup and ending lag. Above average range, with a hitbox on the entire sword. 6-25%

Down Smash: Magical Firecracker: Harry holds his wand down, charging. When it's released, a mighty firecracker dragon spins around Harry's legs, hitting foes down low (it comes up to Harry's knees). Below average range and above average knockback. The hitbox is the entire dragon. The dragon spins three times around Harry's legs; the first spin does the most damage and knockback, both of which decrease for the next two spins. The dragon spins faster the longer the charge. 5-23%

Up Smash: Beater Bludgeon: Harry takes a Beater's club (from Quidditch) and whacks it in an arc over his head. This move has a lot of lag, but is one of Harry's best killing moves. Average range and great knockback (about the same as Ike's Up Smash). The hitbox is the thick end part of the club. 8-24%


Facedown A: Spark Swirl: Harry spins in a circle as he gets up, sparks coming out all around him. Close range and low knockback, with a hitbox on all of the sparks. 1-7%

Faceup A: Anger Wallop: Harry pulls back his fist as he gets up and slams it into the opponent's stomach (he does the same thing to Malfoy after being publicly humiliated). Close range and average knockback, with a hitbox on his fist. 6%

Ledge A: Wizard Foot: As he climbs onto the stage, Harry turns slightly so as to kick his foe(s). Close range and very low knockback, with a hitbox on his foot. 5%

Ledge A (over 100%): Wand Jab: Harry takes his wand and struggles up, thrusting his wand into the opponent(s)' face (just like he did up the troll's nose from Sorcerer's Stone). Close range and below average knockback, with a hitbox on the tip of the wand. 3%


Air A: Sloth Roll: Harry does a barrel roll of sorts in midair (it's a Quidditch move). Average range and knockback. Since the hitbox is Harry's entire body, it's a great combo move, but it can kill at high percents as well. 8-11%

Forward Air A: Potion Slosh: Harry pulls out a flask of potion and sloshes it onto the foe. This is a very quick move. Average range and knockback. The hitbox is the entire potion that is sloshed. The potion disappears if it misses (doesn't fall to the ground), and can either freeze or burn foes. 10% of the time, it will cause foes damage, plus it will give them a footstool jump effect, where you can't jump until you stop spinning. A great move to use, for combo and killing. 6-14%

Backwards Air A: Schoolbag Spin: Harry takes his heavy schoolbag and swings it around behind him, hitting foes with a pleasant CLUNK. Average range and knockback, with a hitbox on the entire bag. Has about as much lag as Dedede's F-air.
10%

Up Air A: Scar Scald: Harry throws his head up and back down (in a similar motion to the Mother kids' U-air), hitting foes with fire damage (cause of his burning scar). Below average range and good knockback, with a hitbox on his forehead. This is a good move to juggle foes with. 12%

Down Air A: Crystal Ball: Harry holds a big crystal ball from Divination and plummets down, knocking foes horizontally. Average range and good knockback, with a hitbox on the entire crystal ball. This move has average startup lag, and a ton of ending lag if he hits the ground before the move finishes. 5-14%


Grab: Harry casts Accio, which comes out looking like a white-green version of Samus' grab. It has about the same range as well. This is a decently long tether recovery. When he gets the foe, they are drawn to him, but are still held by the wand beam.

Z: Pulse: Harry jerks the wand and a slight pulse goes through the wand beam and zaps the foe. This has below average speed. 4%

Side Throw: Reducto: Harry casts this at the victim, who gets blasted back. Good knockback; can kill at higher percents. 10%

Back Throw: Sectumsempra: Harry casts this at the victim after turning backwards. The victim is slashed backwards. Average knockback. 12%

Down Throw: Stupefy: Harry casts a red beam of light at the victim. This sends foes a good distance horizontally. 7-9%

Up Throw: Levicorpus: Harry casts this on his victim, who is sent up a good distance, then slammed back down for average knockback. 11-12%


Specials:

B: Expelliarmus: This is Harry's "signature spell" in the series. Here, Harry holds his wand up, charging. When he releases it, the spell goes forwards in a straight line. Charging it changes the range from 1/5 of Final Destination to the whole thing. Average knockback. The hitbox is the entire beam (more knockback at the end). In addition to knocking foes back, this move goes through all projectiles, and makes foes drop any items they are carrying (it IS the disarming spell). 4-25%

Side B: Firebolt: Harry pulls out his prized Firebolt broomstick and speeds forwards, hitting anyone in his path. The distance he flies depends on how long he's gone without using the move, so he can go from the distance of 1/5 of Final Destination to the whole thing. This is a great recovery move, but if spammed, becomes almost useless. Harry can jump off with B, but cannot throw the Firebolt. Foes can also knock him off with well timed attacks. 8-19%

Down B: Invisibility Cloak: Harry pulls out his cloak, charging. When he releases, he turns invisible, which has the effect of a Cloaking Device from Melee (turn invisible, attacks do knockback, but no damage). To avoid being broken, Harry can only charge for 10 seconds max., and if he charges again while invisible, his current invisibility time will be replaced with the time from the new charge.

Up B: Fawkes: Harry calls Dumbledore's loyal phoenix, Fawkes and grabs him by the talons. For 4 seconds, Harry has controllable recovery. He can press B again to jump off anytime he wants. Fawkes gives foes slight fire damage (but no knockback) if they touch his top side. 2-4%


Final Smash: The Power of Love:

All foes in Harry's line of vision (4/5 of Final Destination) fall facedown to the ground, with no damage, as Harry advances on them, absolutely furious, about to strike the foes. Suddenly, he stops, and Dumbledore's voice echoes about the stage, "It's not how you are alike, Harry, it's how you are NOT," As he talks, thought clouds of both of his parents, Sirius, and Lupin appear around Harry. As Harry thinks of them for a minute, he changes from angry to emotionally happy and caring. Still thinking of them, Harry turns and yells, "EXPECTO PATRONUM!", casting the most powerful Patronus charm ever. The patronuses of the above mentioned four (a stag, a doe, a dog, and a wolf) run about the stage, dealing massive damage to foes (who can move again). This is almost impossible to dodge on smaller stages, but can be avoided on larger ones.


Taunts:
Up: Harry waves his wand above his head, and declares, "I feel sorry for you!"
Side: Harry lets loose the Golden Snitch, which flies around his body. Harry says, "Grit your teeth and do it!" before catching the Snitch and stowing it.
Down: Harry does a small jig, and says, "You're the weak one!"

Victory:

Harry hoists the Triwizard Cup high above his head and says (a bit emotionally), "This one's for Cedric!"

Harry pumps his fist, holding the Golden Snitch, and chants, "Gryffindor! Gyrffindor! Gryffindor!"

Harry holds up his wand and shoots the letters 'HP' out of it, then says, "I'm the boy who lived!"

Victory Theme: A clip of Hedwig's Theme

Loss: Harry claps respectfully


Other:
Icon: His famous lightning bolt scar
Alt. Costume: Normal (jeans and a T-Shirt), black robes, Quidditch robes, Yule Ball robes, maroon Weasley sweater, pink robes
Entrance: Harry warps in with a Portkey (an old boot in this case)
Kirby Hat: Kirby gets Harry's hair, glasses, and scar. He also wields his wand.
Wiimote Sound: I'm...Harry! Just Harry! (Although this is said in movie one, before his voice got deep, here it is said his a deep voice)
Unlocked By: Get Harry Potter to join your team in SSE, play 50 vs. matches, beat All-Star mode with Twilight Zelda
Shield: Harry holds his wand up, a shield charm covering his body
Idle Pose: Harry adjusts his glasses
Forward Roll: Harry spins forwards
Backwards Roll: Harry spins backwards
Spot Dodge: Harry leans backwards, not moving much at all
Air Dodge: Harry spreads his arms and leans back
Dizzy: Harry puts a hand to his forehead and grunts in pain
Sleep: Harry lies on his stomach, his glasses falling right beside his head


Codec:
Otacon: Snake! Look who that is!
Snake: Why is Daniel Radcliffe wearing glasses?
Otacon: That's Harry Potter, Snake! He's a student at Hogwarts School of Witchcraft and Wizardry!
Snake: Is he any good?
Otacon: As a child, he was orphaned by an evil wizard named Voldemort, but when the wicked wizard tried to kill Harry, the spell backfired and defeated Voldemort for a while!
Snake: Something about that name rubs me the wrong way...
Otacon: Anyways, watch out and don't let up; they don't call him the Boy who Lived for nothing!
Snake: Got it!


Stage:
Hogwarts School of Witchcraft and Wizardry:
This stage takes you around Hogwarts on the back of Mr. Weasley's flying Ford Anglia. and drops you off one of nine different areas. Each area lasts 20 seconds.

Great Hall: You fight on the stage for the Dueling Club (as big as one and a half Final Destinations). There are no hazards here. The stage has pits on either side. The staff table, plus some spectators can be seen in the background.

Jail Tower: You fight on the tower that Sirius Black was imprisoned in. This is about as big as Battlefield without the platforms. There are no hazards here. In the background, there is a full moon, as well as Buckbeak flying past occasionally.

Hagrid's Hut: You fight on the outside, so there are walk-off edges. Occasionally a Blast-Ended Skrewt walks past, scorching foes (15%). In the background is Hagrid's Hut and pumpkin patch, as well as several shaking crates.

Courtyard: The Hogwarts courtyard. There are walkoff edges here, too, but no hazards. Students will watch from behind the walls in the background.

Staircases: You fight on one small Battlefield-sized platform suspended high above the moving staircases. There are two staircases that move around the main platform, and can be landed on. In the background are several moving pictures who watch the battle.

Dark Forest: You stay on the car as it drives through the dark and dangerous forest. If you hit the ground on either side, you are dragged off as if on Big Blue. Sometimes, giant spiders climb onto the car. They can be fought off, but they can bite (10% with poison effects). The background is a bunch of trees and spiderwebs. Centaurs can also appear and fire arrows at you (13%).

Room of Hidden Things: A part of the Room of Requirement, you fight in a giant cathedral-esque room with piles of junk on either side of your Battlefield-sized platform. You can't get hit off the sides, but if you are hit into the junk, your damage meter will steadily climb, and you'll have to jump out. In the background is mounds and mounds of random objects.

The Dungeons: This is the area where Voldemort fought Harry at the end of Sorcerer's Stone. It is the size of Final Destination, except you can be hit off the sides. The Mirror of Erised is still in the background.

Quidditch Pitch: You fight in a Bridge of Eldin sized area on the green Quidditch pitch. The hoops and audience can be seen in the background. Rarely, a bludger will fly past, giving 30% and heavy knockback.


Music:
Harry's Wondrous World
Hedwig's Theme
Mr. Longbottom Flies
The Quidditch Match / The Quidditch World Cup
The Face of Voldemort / Voldemort
Fireworks / Professor Umbridge
Potter Waltz / Neville's Waltz
Do the Hippogriff
Double Trouble
Aunt Marge's Waltz
Dueling the Basilisk
Diagon Alley and the Gringotts Vault
Leaving Hogwarts

Trophies:
Harry Potter
The Power of Love
Ron Weasley
Hermione Granger
Neville Longbottom
Ginny Weasley
Luna Lovegood
Albus Dumbledore
Severus Snape
Lord Voldemort
Avada Kedavra
Rubius Hagrid
Draco Malfoy
Lucius Malfoy
Peter Pettigrew
Bellatrix Lestrange
Sirius Black
Dobby
Remus Lupin
Nymphadora Tonks
Mad-Eye Moody
Kingsley Shacklebolt
Minerva McGonagall
Fred & George Weasley
Molly Weasley
Arthur Weasley
The Dursleys
Kreacher
Dolores Umbridge
Cornelius Fudge
Hedwig
Chocolate Frog
Deathly Hallows
Fawkes
Buckbeak
Troll
Aragog
Blast-Ended Skrewt
Portkey
Hogwarts
Dungbomb
Fire Crab
Basilisk
Dementor
Gnome
Poison Snail


Enemies:

Fire Crab: Bites (10%) and shoots fire from its rear end (up to 20%)

Gnome: Charges at foes weakly (5%)

Poison Snail: If touched, you get poison damage

Dementor: Grabs you and gives you a lot of damage by sucking from you

Boss: Basilisk:
You fight it in the Chamber of Secrets. It can bite you (25% plus poison), charge you (37%), or tail whip you (35%). Occasionally it flees, and pops up from one of three sewers on the floor (23-29%). If you attack its head, it takes more damage than anywhere else.


Items:

Chocolate Frog: Jumps around the stage. If eaten, heals 75%.

Deathly Hallows: Similar to the Dragoon, the Invisibility Cloak, the Elder Wand, and the Resurrection Stone appear one at a time in random places. If you can unite all three, you get to fire a deadly gold beam at foes (like Lucario's, but more powerful). You can knock Hallows out of people.


SSE Role: Will be written when it's published.
 

Chief Mendez

Smash Master
Joined
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BKupa666 said:
Don't worry, it's a lot different than yours.
Yeah, as long as they're not blatant rip-offs, multiple 'sets of the same guy are allowed this time.

Also, Harry's FS had better be Expecto Patronum. Anyway, I'm looking forward to it.
 

MasterWarlord

Smash Champion
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Aug 24, 2008
Messages
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Can't say I'm a potter fan, but I am eager to see your K. Rool moveset when it comes around. Now that I've entered into this moveset crafting, may as well delve further in. My next target: Big the cat, as I really doubt anybody's done him and he has more moveset potetional then a lot of characters in the series.
 

cheap_josh

Smash Ace
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Messages
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@K Rool, cool moveset but you might want to post a picture of him and colorcode the text. You might also want to be more descriptive than saying "Bowser's" for some attacks.
 

MasterWarlord

Smash Champion
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Messages
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Added in a picture, made the couple of basic bowser attacks more descript, added some color. Hopefully the presentation looks better now.
 

BKupa666

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K.Rool is okay, but he is held back because of his similarities to Bowser. He should have a more original character IMO.

And this doesn't count for anything, but although he's canonically bigger than DK, Bowser is always the biggest and heaviest at whatever he's in, so I'd bump K.Rool down to second heaviest.

working on Harry's smashes
 

cheap_josh

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@Ty, I can barely read the purple text for the grabs. For the Final Smash, if we're supposed to pick, I'd go with the bull one, it just seems more interesting. Great moveset, can't find any problems with it.... I think you should find something other than counter for down b. I never played the game so I don't have any ideas.

edit - Do throws usually do 20%? Those throws seems too powerful after rereading it.
 

BKupa666

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Unless he has a ton of lag grabbing, or really poor range, 20% is way too much. Even 15% is pushing it.
 

TheSundanceKid

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Jun 8, 2008
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The Secret Kingdom
@Ty, I can barely read the purple text for the grabs. For the Final Smash, if we're supposed to pick, I'd go with the bull one, it just seems more interesting. Great moveset, can't find any problems with it.... I think you should find something other than counter for down b. I never played the game so I don't have any ideas.

edit - Do throws usually do 20%? Those throws seems too powerful after rereading it.
I have no idea if they do...XD
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
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I couldn't come up with much of anything original for the tilts besides the AAA. Besides the Fsmash, A/AA, crouch and ftilt, I don't think I took anything from Bowser. The side B is different from the current one Bowser has, so I thought it'd be a good idea to not waste an old move. I find the move more fitting for K. Rool then Bowser anyway.

In any case, comparing my K. Rool moveset to Bowser is like comparing Lucario to Mewtwo. The movesets share a select few single moves, but are vastly different.
 

Delta_BP26

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Aug 23, 2008
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Xatu Moveset

THIS SPOT IS RESERVED FOR...



It's Xatu, the Mystic Pokemon!

==================================================

Name: Xatu

Unlock message: The Mystic Pokemon, Xatu is done staring at the sun! He's here to join the fray!

Stats:

Size: 3/10 (Just a bit taller than Toon Link)
Power: 7/10 (Surprisingly strong)
Weight: 3/10 (A bit less than Toon Link)
Walking Speed: 7/10 (Pretty Fast)
Dash speed: 7/10 (A fast dash)
Drop Speed: 2/10 (Falls a bit slower than Luigi. Come on, it's a short bird)
First Jump: 8/10 (Very high, goes up fast too)
Second Jump: 10/10 (He actually has 4 second jumps. Each one gets a bit shorter, a la Kirby and Jiggs)
Traction: 8/10 (Basically stops when you want him to. However, he stops in place immediately, so he wobbles back and forth like a penguin. If you don't move right away this wobbling may move you forward a bit)
Range: 5/10 (Melee attacks are short ranged, though he has other methods of attack that have good range)
Priority: 7/10 (Average on his attacks, good priority on his specials)
Hit Stun: 5/10 (A bit below average. He can't combo very well)
Wall-jump: No
Wall Cling: Yes
Crawl: No
Glide: Yes
Tether: No



Standard Attacks

A:
A weak wing strike. (Resembles a fan, making it very useful with crouch canceling at lower percentages)
AA: A little kick with his foot. (Short ranged, but shouldn't be a problem if you hit with the fan at first)
AAA: A peck with his long beak. (Long ranged, good knockback)
Dash Attack: A horizontal wing strike. (The horizontal property makes it more sword like. It has a sweetspot that makes it have killing potential at high percentages at the tip)


Tilts

Forward: A slap with his right wing. (Low knockback, pretty high damage and good combo set up)
Up: Xatu does nothing, but after a very short pause the area above him has a bunch of shadow stuff like Lucario's attacks or Ganondorf's attacks. (Has high knockback, a disjointed hitbox and high damage, as well as good range. His primary method of Star KO's)
Down: Xatu quickly bobbles his body back, then bends forward quickly before bending back up. (This attack is unique because it's a good killer, but the way it kills is like if you're hit hard while crouching. This makes the target slide across the stage floor until ultimately they're forced very low and must use vertical recovery to make it back)


Aerials

Neutral: Xatu spins with his wings out (Very much like Toon Link's N-Air)
Forward: Xatu quickly spreads his wings out before slamming them together, and then he goes back to normal. (Very powerful... Like Luigi's F-Air from Melee in power, but it has a sweetspot that spikes towards the lower area of his wings when they're joined together)
Up: Xatu looks up, then flies up a tiny bit before dropping again. (Like Mario's U-Air in power)
Down: Xatu... it's hard to explain. Let me use a cheap diagram of sorts. When he's falling, his feet are like this: l - meaning that the left one is pointed down and the right one is flat like if he was on the ground. From there, for about two seconds he will constantly switch their positions before going back to normal. (It is a very reliable spike because the sweetspot is on the claws of his feet. Since the attack is out for so long you'll probably hit them with it at some point. Other than that, the knockback is a bit weaker than Luigi's D-Air)
Back: Does a backflip, with his feet fully extended as their behind his original position. (Good knockback)


Smashes

Forward: Xatu uses Drill Peck. He pecks straight ahead, beak out, with a little drill shaped tornado like thing in front of his beak. (The tornado thing does multiple low damage hits, until a last one that deals a lot of damage with decent knockback. Getting hit by the very short ranged beak itself makes it have very good knockback as the target will fly straight through the tornado, ignoring its effects. The F-Smash as a whole has pretty good range)
Up: Xatu looks up, and there is a small shadow explosion above him, sorta like Ivysaur. (Is pretty slow, but has good knockback. The range isn't bad, but it's less than the U-tilt, and the fact that it's slower means the U-tilt is a better KO option. However, this move kills a lot earlier)
Down: Jumps up and stomps. The areas beside him (where there'd normally be smoke as you land, however more range than just that) will have a short shadow explosion. (Like his D-tilt in the way it launches opponents. However, it is a more reliable killing move. Very short ranged, but gets the job done)

Specials

Neutral Special: Shadow Ball

Think Lucario's Aura sphere when he's at 70%, but it looks more shadowy than aura-ey, like Mewtwo's.

Side Special: Psychic
There will be a short pause, and then a small area in front of him will have the colors inverted and the area will bend as if there was some extreme heat waves there. An opponent caught in this area will take some damage until they smash into the floor. The attack can be charged. It can't kill unless the opponent is at an extremely high percentage. (Over 320%, but unless it's like Sudden Death or a crazy stage this should NOT be happening) The true strength of this attack lies not in the damage, but in the fact that it messes your opponent up. Max charge is 3 seconds (1 being you just used it with no charge). Each second you charge, it deals 2 more damage (5 initially) and deals 2 more seconds (3 initially) of your opponents controls being completely scrambled. There is never a set thing to change your opponent's buttons to; it is always random. At full charge, it deals 9 damage and has your opponent's controls screwed over for a full 7 seconds.

Up Special: Fly
Yes, how generic. Xatu will fly straight up a good distance, and then you get to fly in one more direction, the distance of Wolf's Up+B, with the same charge. A very good, yet quite gimpable recovery. Going up, there is no damage or invulnerability, but the second time, it deals one hit of 10% or so with no kill power under 250% or so. But they shouldn't be getting to that damage in the first place...

Down Special: Wish
Xatu will look to the sky while emitting a WHOLE LOT of stardust (Fire the Star Rod and what comes out with the star also consists of a lot of stardust) until the tip of his beak has a big shiny star shaped thing appear on it and vanish in an instant, until he goes back to normal. It last as long as Ike's Counter. If he is hit with anything during the time he emits stardust, he will heal as much as he should have taken. If he is hit when the star on his beak flashes before vanishing, he will heal what he should have taken +10%. There is a pause between the time the star appears and the stardust vanishes, so it is punishable. However, this move is very useful.

FINAL SMASH: Night Shade
The whole screen darkens a lot. Xatu spreads his wings out whilst facing the screen, and then looks up and closes his eyes. You hear a whistling sound, a trees rustling sound, the sound of wind, and another high pitched whistle, followed by a ringing sound, and then it stops. Everyone will take 50% with no flinching (Except Xatu of course), but anyone who had over 100% damage will be sent flying straight up, instant kill if there is no solid ceiling above you style. Xatu will then return to his idle pose as the screen returns to normal. Every time Xatu performs the Final Smash in one game, the damage will increase by 10, and the instant kill range will lower by 10. The second time it is performed, the players who didn't die will fall asleep.


Other

Grab: A shadowy hand resembling that of Haunter swipes the area ahead of him very fast. (A good grab range)
Grab attack: Xatu will peck the target whilst being squeezed by the hand. (Does 2 damage)
Forward Throw: The shadowy hand explodes, launching the opponent ahead. (Great power. Kills around 110%)
Back Throw: Xatu stabs the target with his beak, then swings around and lets them go flying backwards. (Good damage, bad knockback)
Up Throw: The hand flies up really high, like Kirby's U-throw, then the target is seen flying down at high speeds into the ground. (Good damage, decent combo set-up at low percentages. Makes for a HILARIOUS kill when used at the edge, as you can slightly control the trajectory of the hand)
Down Throw: Xatu does the same motion as his F-tilt. (Low knockback and damage)
Get Up Attack A (Under 100%): Since Xatu grabs the ledge with his wings as if they were arms, he does a head first leap frog kind of thing with his beak pointed out. (Actually very reliable. Deals good damage and has decent knockback)
Get Up Attack B (Over 100%): Xatu struggles to get up, gets up sitting down, and kicks whilst sitting down. (He has Super Armor while getting back into his idle pose)


Taunts

Up Taunt: Looks up into the sky.
Side Taunt: Spreads his wings out and looks to the side.
Down taunt: Stabs his beak into the ground, then pulls it out. This taunt is unique because it causes him to trip, so it can grant invincibility frames as you get back up. (Rolling)


Entrance

A bunch of shadow energy gathers, then vanishes in a bright flash. Once the bright flash leaves, Xatu can be seen standing where it once was.


Victory Poses

1. Xatu looks into the sky.
2. Xatu looks back at the losers and wobbles from side to side.
3. Xatu spreads out his wings out, and 3 Natu run in. One jumps on top of his head, and the other jump on top of each other, forming a sort of totem pole. They then remain perfectly still.

Victory Music

The Pokemon victory music.


Costumes/ Colors

1. Standard Costume: Mainly green, with white wings and red, yellow and black highlights.
2. Blue Team: Xatu will be a darker shade of bluish purple (Like the Gravity Suit) instead of green. His wings' white color is replaced with bright blue, his beak and the yellow on his body becomes dark gray, and the red is changed to white.
3. Red Team: Xatu will be a darker shade of red, with green where the red highlights once were.
4. Green Team: Xatu will have his wings turned into a dark green, with white and yellow highlights rather than the red and black ones.
5. Yellow: The green and yellow on his body are exchanged (Including his beak), the red becomes dark green, and the black changes to dark brown.
6. Shadow Xatu: Xatu is mostly dark gray, with a silver beak. He has read and white highlights.


Assist Trophy: Natu

5 Natu will appear, and attack 1 random opponent. They will surround him and are very difficult to shake off. They constantly peck the target for low damage and hitstun, and when they are about to leave, they will use Return, which deals just as much damage as the player who unleashed them has.


Kirby Hat:

Kirby will, much like with Yoshi, wear a hat bearing Natu on it. (Xatu's head is basically Natu, so go figure)


Misc

Idle Pose:
Xatu will stand just like in the picture of him.
Losing Pose: Xatu looks down, occasionally kicking the ground.
Shield: Just the standard issue Smash shield.
Forward Roll: It isn't a roll. It's more like Ike's but a bit more range and faster.
Back Roll: Same as his Forward roll but in the other direction.
Sidestep Dodge: Xatu spreads his wings a little while shaking a bit before going back to normal. Lasts a good amount of time.
Air Dodge: Xatu does a slow spin. Lasts a long time.
Dizzy: Xatu wobbles back and forth like a walking penguin.
Sleep: Xatu stands on one leg, eyes closed.
Select Screen: Xatu will let out two low chirps.

THE LOWDOWN

Xatu isn't the fastest character around, nor is he the strongest, and he has very bad range, making characters with disjointed hitboxes have a distinct advantage over him. However, his superior air ability is more than enough to compensate, ad well as a reliable projectile and ways to counter projectile spammers and campers reliably. Xatu has good KO potential and a very good way to play around with the opponents game. His low weight and small size make anybody with a very fast and powerful move take him out easily, but Xatu is no slouch on the ground either. No matter what the situation, Xatu is likely to find a way.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
edit - Do throws usually do 20%? Those throws seems too powerful after rereading it.
I believe the weakest throw damage-wise in the game (Marth's) does 4%, while the strongest (King Dedede's Back Throw) does... 16%? I think. It's close to that, at least. So 20% is definitely high. Most characters are around or a little below 10% for their throws.
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
I think I'll enter another OC:

Kid With Overstuffed Backpack
Win. This is win.

What kind of sadist requires all teachers to give their students textbooks on the same day???
I can already sense part of the moveset. I see a similar B-Side to D3's... Am I the only one?
 

Chief Mendez

Smash Master
Joined
Mar 25, 2007
Messages
3,161
Location
Somewhere
I believe the weakest throw damage-wise in the game (Marth's) does 4%, while the strongest (King Dedede's Back Throw) does... 16%? I think. It's close to that, at least. So 20% is definitely high. Most characters are around or a little below 10% for their throws.
Blue Pikmin can do over 20% with most of Olimar's grabs.

But that's obviously a special case, so...yeah, y'might want to tone that down a bit. :chuckle:
 
D

Deleted member

Guest
<Challenger approaching!!!>
or should i say, challengers?!?!?

The Nickelodeon duo joins the Smash team. Drake is the weaker, faster brother that brings his guitar to the battlefield. Josh is the more powerful brother, but obviously slower and uses his knowledge instead. Is it Ice Climbers? Yes (although, they only work together for ther B moves). Is it Zelda/Shiek? Also yes. Do they join the Brawl, just to entertain there fans? Yes, yes and more yes.

Note: If the lead brother dies, they lose a stock. Doesn't matter if other brother is still around. If the brother that isn't leading dies, the stock is still safe. You can only use the Down B if the other brother isn't knockout and he's close.



~Stats~
~Drake~

Attack: 2 (Drake's not really powerful. He also only kills around 150% damage)
Running speed: 3.5 (nice here. Not the best running speed, but he's almost as fast as Fox)
Jumps: 3 (Well rounded here as well. Not the best, but acceptable)
Falling speed: 3 (well rounded here as well. not much to say here)
Walk: 3 (......um........well rounded here as well?)
Range: 4 (Nice here thanks to the good old guitar.)
Weight: 2 (can get koed........EASILY)
Height: 3.5 (Unbelievebly............he's pretty tall for a light weight :bee:)
Attack speed: 3.5 (Average here as well. Most attacks are fast, while others are somewhat slow.)
Wall jump: no
Wall cling: no
Glide: no


~Josh~
Attack: 3.5 (Obviously, the powerhouse has to be powerful, but not too powerful.)
Running speed: 2 (he actually runs like Ganondorf. If only his good looking self was here....)
Jumps: 2 (Being a heavyweight, what do you expect?)
Falling speed: 4 (He falls pretty fast due to his heavyweightfulness)
Walk: 2 (.......Do i really have to say something?)
Weight: 4 (Joshyboy here is hard to Ko obviously)
Height: 4 (Josh is taller than Drake, and Drake was already tall to begin with!!! not good)
Attack speed: 2.5 (Worse than Drake's speed. Most attacks are slow, while others are somewhat fast)
Wall jump: No
Wall Cling: No
Glide: No
range: 2 (Simply ok here. Need to get in front of opponent to hit)


~Alternative costumes~
~Regular~
above pic
~red~

~Blue~

~Green~

~WTF~


~Description~
These are 2 ordinary boys who were forced to be brothers after there parents married each other. They don't get along well, but eventually, there brother ship becomes a huge bond, that they could tackle any obstacle....not to mention, when they can't get along, its usally pretty hilarious. Drake is the bad boy and the pretty boy while Josh follows the rules , but is incrediblely smart. Drake & Josh focuses around the lives of Drake Parker (Drake Bell) and Josh Nichols (Josh Peck), two teenagers who become stepbrothers when Drake's mother, Audrey Parker-Nichols (Nancy Sullivan), and Josh's father, Walter Nichols (Jonathan Goldstein), got married. Drake is portrayed as an easygoing, simple, lucky teenager, while Josh is a smart, unlucky and unpopular teenager. They are often aggravated by Drake's pre-teen sister, Megan Parker (Miranda Cosgrove), who is evil to Drake and Josh. She never gets in trouble because she acts innocent around her parents. Walter, Josh's father, can be described as unlucky and clumsy, like Josh, and an outdated meteorologist, and Audrey, Drake and Megan's mom, is more strict than Walter, and is lucky and easygoing, like Drake. She is the only person in the family unaware of the torture they go through with Megan, as Walter begins to realize Megan is truly evil in seasons 3 and 4. Throughout the series, Drake and Josh go through many conflicts. The conflicts are mainly social, others include school, work and Megan, their "evil" sister.

Also note that Drake is a guitar player, while Josh is a video game fanatic. Plus Josh is a computer geek as well.


Basic A attacks:

Drake's:
~A: Drake's first hit~
Drake first headbuts his opponent to the forward direction. It doesn't reach far, so it had little range. The hitbox is Drake's entire head shape, so it kinda hits only anyone who's as tall as Drake. A no knockback attack (besides causing the opponent to flinch) and part of an AAA combo. A very fast attack basically. (3%)

~AA: Drake's second hit~
Drake then swings his guitar at his opponent to the body. His guitar is pretty long, so it has some decent range (like 3 pokeballs forward). This attack also has barely any knockback (besides causing the opponent to flinch) and part of an AAA combo. A bit slower than the last attack, but still pretty fast. (2%)

~AAA: Drake's third hit~
Drake then stabs forward with his guitar. This last hit has little knockback if it hits. It also has some good range (like 3 pokeballs forward). It ends with a 0.8 second of lag, to end it off the AAA combo. The entire AAA combo is good for racking up damage. (5% for this hit and 10% damage for the entire AAA combo.) Can be used to kill at 230% damage.

~Side Tilt:Guitarish swing~
Drake swings his guitar horizontally forward to his opponent. It causes little knockback with about 6% damage. It doesn't partically reach far, but its no that bad, as it reaches with ok range (2 pokeballs). Slight bit of lag at the end (0.6 seconds). It can be used to kill at around at 150% damage.

~Down Tilt: Guitar stab~
Drake stabs the guitar downwards to the ground standing up. The ground will shake a slight bit, targetting all around Drake. It shall cause very little knockback with somewhat bad range (like only a pokeball around Drake. It cause 4% damage and ends with a slight bit of lag (like 1 slight second of lag is all). Can kill at 200% damage.

~Up tilt: Guitarish String pluck~
Drake holds his Guitar, upwards horizontally to the sky with both his arms. He then uses one of his hands to play a guitar note, attacking opponents, up in the sky. It reaches somewhat far (like 3 pokeballs upwards.) It causes OK knockback upwards with a included 7% damage. It also ends with a 1.2 second of lag at the end, but no lag at the beginning. Can kill at 190% damage.

~Dash attack: Guitar fronter~
Drake shoves his opponent with the front of his guitar while charging forward. It causes better than little knockback with 5% damage. It reaches some what bad, considering where Drake is (like it only reaches 1 pokeball) but with Drake charing while doing this attack, its not bad. A slight bit of lag at the end (0.6 seconds). Can kill at 180% damage.


Josh's
~A: Knee of the brothers~
Josh knees his opponent forward. For a starting AAA combo, it obviously absolutely no knockback with about 4% damage to the opponent. It doesn't partically reach far (like 1 and a half pokeballs) so that means it has little range. Bit of lag at the end if you decide to end the combo (like 0.8 seconds).

~AA: Karate chops~
Remember episode one of Drake and Josh? Josh karate chops forward 2 times at his opponent. Both of them are fast but have barely any knockback and only the second chop has knockback (little knockback). It deals 5% damage for each chop. A bit of lag at the end (0.8 seconds of lag.) Kills at around 200% damage.

~Side tilt: Roundhouser~
Josh does a round house punch to the face with his videogame controller in front of the fist. Nice knock back attacker with a total of 12% damage. It has better than average range (about a 2 pokeballs and a half range forward). It ends with a small lag at the end (0.8 seconds). It can kill at 190% damage.

Down Tilt: Video game Playah:
Josh puts a video game controller on the ground. He then sits to the ground at botton mashes the controller. This attack is a multiple hitter. The attack causes ok knockback at the end. Each hit does around 2% damage each and Josh hits 6 buttons. Josh ends with a bit of lag at the end. (1 second to be exact.) There is a 0.8 second startup there as well. Can kill at 190% damage.

~Up tilt: Controller upwarders~
Josh throws his video game controller upwards. It reaches far with 4 pokeballs in the upwards diagonally forward direction. It causes ok knockback upwards with 10% damage to the opponent. Josh starts up with a 0.7 second start before throwing the controller. It ends with a 1.4 second lag trying to pull the controller to his hand. Can kill at around 180% damage to the upwards direction.

~Dash: Laptop push~
Josh throws a shove forward with the top of his laptop. It doesn't exactly reach far (like only half a pokeball range), but since Josh is dashing forward, it makes up for it. The hitbox is the entire small laptop (so not exactly good). It cause ok knockback forward with about 8% damage. It ends with no lag at the beginning, and at the end, 0.9 seconds. Can kill at 190% damage.


Smashes:

Drake's:
~Side smash: "Be so simple...."~
Drake starts to play his guitar. He then plays a note from is guitar, and then sings the line, "Be so simple" from the Drake and Josh theme song. The song attack goes somewhat far (like 4 pokeballs forward.) It has no starting lag, but ends with a slight bit of lag (0.7 seconds). It deals with better-than-ok knockback with 10% damage uncharged, and nice knockback and 14% damage fully charged. Can kill at around 190% damage uncharged and can kill at around 160% damage fully charged.

~Down Smash: "Never thought be too crazy"~
Drake will be on his knees for this attack. He'll then play his guitar on the ground, singing the part from the Drake and Josh theme song, "Never thought be too crazy." It reaches all around Drake, but doesn't partically go far (like only 2 pokeballs range.) It's a multiple hitter, doing 2% damage for each hit uncharged with ok knockback and 3% damage with nice knockback fullycharged, hitting fully 5 hits. Drake ends with a 1 second lag, but no startup. This can kill at 200% damage uncharged and at 170% damage fully charged.

~Up smash: "Going to take some time"~
Drake looks upwards and puts his guitar in an upwards pose. He then plays his guitar, singing the part from the Drake and Josh theme song, "Going to take some time." The song note reaches diagonally upwards with good reach (4 pokeballs). It does around 12% damage with ok knockback upwards diagonally uncharged and 15% damage with nice knockback upwards diagonally fully charged. A slight bit of lag coming out (0.6 seconds) and ends with 0.8 seconds of lag. Can kill at 190% damage uncharged and 150% damage fully charged.


Josh's:
~Side smash: Laptop bash~
Josh pulls his arms back, and then send them both forward with as much strength as he can with his laptop right in front of him, bashing the opponent with it. This attack reaches pretty far for a forward smash (like 4 pokeballs.) This attack dishes out good knockback, and 15% damage uncharged and great knockback with 23% damage fully charged. Bit of a small lag at the beginning (0.8 seconds) and little bit of lag at the end (0.9 seconds). This attack can kill at 94% damage uncharged, and 75% damage fully charged.

~Down smash: Laptop light~
Josh will place his laptop on the ground for a moment. The laptop will then, have its light flash, and attacks any enimies surrounding it. This attack surrounds all around Josh, but doesn't partically reach far (only one pokeball range). It does about nice knockback with 14% damage uncharged, and good knockback with 19% damage fully charged. Bit of a small lag at the beginning for the laptop to shine (1 second) and ends with 0.8 second lag. This attack can kill at 108% damage uncharged and and 90% damage uncharged.

~Up smash: Geeky homework tool attack~
Josh randomely brings out a rular (weak reach, aka 1 pokeball), telescpoe (medium aka 2 and a half pokeballs) or Meter stick (Highest reach aka 4 pokeballs)and swings upwards once. This attack is a slow startup (like 0.7 seconds) and ends with 0.8 seconds. It can dish out 14% damage with nice knockback upwards uncharged, and 19% damage with good knockback fully charged. The range is completely random, so watch out. This attack can kill at 130% damage uncharged and 100% damage fully charged.


~Aeriels~
Drake's:
~Neutral: 2 kicker~
Drake does a good old 2 kicker. They don't partically reach far (only 1 pokeball.) Though it's a fast attack with absolutely no lag at the beginning or the end. Each kick will do 3% damage with the second kick dealing ok knockback if somehow they all manage to land a hit. The hitbox are only Drake's legs only. Can kill at 150%.

~Forward: Guitar stab of justice~
Drake stabs forward with his guitar. It has a bit of lag at the end (like 0.8 seconds.) but no start up at the beginning. It reaches partically far (like 4 pokeballs.) If Drake manages to land a hit with this attack, it dishes out 7% damage and ok knockback. It can kill at 140% damage. This sends Drake in the air, forward a bit, a good idea for a more better recovery.

~Backwards: Guitar backwards stab~
Drake will have his back turned for this attack. Drake will then stab behind him, on his waist (hes not stabbing himself >.>) level, and attack the opponent. This has rather short range, as the guitar doesn't go very far. The hit box is the guitar (so this is difficult to land with.) If Drake manages to hit the opponent with this poker, it will do about 10% damage and nice knockback, in the backwards direction. Can kill at 120% damage. This makes Drake lose some of his air game a bit.

~Downwards: Burning Guitar~
Drake puts his guitar in the downwards direction. All of a sudden, the guitar sets aflame on fire, and Drake charges downwards with the guitar (whoa......talk about heavy playing). It has a small 0.8 second startup for the guitar to set aflame, but the attack can only end if you touch the ground as you charge straight downwards. It can dish out 10% damage with nice knockback if it hits someone on the way down. If Drake manages to make it all the way to the ground, there will be a small explosion that blasts all around Drake 2 pokeballs wise. This attack can kill at 120% damage.

~Upwards: Guitar stab~
Drake puts his guitar upward and stabs with both him arms upwards. It can reach far upwards (3 pokeballs.) Thie hitbox is the entire guitar that Drake is using to attack. If Drake can land a hit, it deals around 8% damage with ok knockback upwards. Drake will have no startup lag at the beginning and ends with 0.6 seconds of lag. This attack can kill at 150% damage. This is a good air juggler move.

Josh's:
~Neutral: Flail!!!~
Josh flails around in the air, with his arms and legs moving. It basically covers all around Josh, except for the top, but unfortunately, it has little range (expanding only one pokeball around. This is a multiple hitter suprisingly, as it can dish out a total of 10 hits, with little knockback on the last one. Each hit does around does around 2% damage (that means this attack has the potential to get 20% damage, although its difficult to do.) This one of Josh's faster attacks, as it comes out very fastly.

~Forward: Laptop Punch!!!~
Josh lets loose a huge swing with his laptop forward. It has rather bad reach (like only 1 pokeball), so this is best used when you`re getting in close to the opponent. Surprisingly though, its one of Josh`s faster attacks, with little lag at all (0.4 seconds). If this attack hits, it can dish out 10% damage with nice knockback. There is a electricity effect. This attack can kill at 120% damage.

~Backwards: Pushing you away~
Josh pushes his arms backwards to hit the opponent, with his shoulders. Suprisingly, this is a fast move for Josh as well (but there is a 0.6 second lag at the end). It has little reach however (expanding only 1 pokeball backwards.) The hitbox is partically only his shoulders too, so making this attack difficult to hit with. It can dish out nice knockback and 12% damage if this attack can hit. This attack can kill at 110% damage.

~Upwards: Head butt~
Josh does a huge headbutt upwards, forcifully. This is probably the only laggy attack for Josh (0.8 seconds at the beginning, and 0.6 at the end.) It can only hit with Josh's big head however, and it doesn't reach far (only one pokeball.) It is difficult to land a hit with this attack as well. If this manages to hit, it can deal 15% damage with ok knockback. This attack can kill at 120% damage.

~Downwards: Mathbook attack~
Josh brings out a math book and uses it to attack straight downward. Josh's fastest aerial attack, and probably the fastest attack overall for Josh (no lag at the beginning or at the end!!). It reaches far downwards (3 pokeballs), but can ONLY reach downwards. If this manages to hit, it can deal 8% damage, and little knockback. Occastionally (only 10% of the time) a pencil might fall out, and drops all the way to the bottem, extending the reach by far. This attack can kill at 200% damage.


Grabs:
Drake:
Beat down:
He punches. Nothing special (2% damage).
Forward:
HE swings his guitar forward to launch his opponent. This attack can cause nice knockback with 6%-7% damage.
Back:
He kicks his opponent backwards and then swings his guitar. (Nice knockback, 10%)
Upward:
Drake throws his opponent in the air and then throws his guitar upwards (Little knockback, 10%)
Downwards:
Drake throws his opponent to the ground and leg drops them. (8%) ok knockback


Josh:
Beat down:
he kicks the opponent.
Forward:
Josh kicks them forward and randomly throws a calculator. Ok knockback (8%)
Back:
Josh kicks them back wards. little knockback (7%)
Upwards:
Josh throws them diagonally upwards and throws a pen at the opponent. nice knockback (7%)
Down:
Josh throws them downwards and does a pose and leg drops them. little knockback, (6%)


B attacks:
Drake's:
~Standard B: Song attack~
Drake will start to play a random song on his guitar. There is a 3 second lag at the beginning to start with. Drake will play it for a short 3 seconds (so that's 6 seconds in total.) Some songs will hurt the opponent, others will help the brothers out. If its an attacking song, the range reaches around 4 pokeballs all around him. There are 5 potential songs that Drake might sing. There's a one in 6 chance that it will do nothing. Drake, due to being tired of singing songs, will take a 20 second break in between singing songs. Also note that Drake will not be movable when he performs the songs, but can still be hurt by damage.

1. Makes me happy. Drake will sing that song. It helps the brothers out rather than attacking. It helps them by cheering each other up with this song. This move will cause the duo to recover 10% damage of there health. Though you should be warned, any near by opponents will be cheered up and healed 10% damage as well.

2. I found a way. Drake will sing that song. The opponent will seem addicted to the song. They will look like they are dancing to the song. They'll be dancing for 5 seconds, giving Drake and Josh a chance to score some hits into them.

3. Superhero movie theme. Drake will sing that song. Drake will play the song so hard, that it will hurt the opponent. I'm not saying it's a bad song, it's just that Drake will cause 12% damage to everyone near Drake. It will not cause any knockback what so ever nor will they flinch.

4. Hollywood girl Drake will sing that song. Drake will play the song so good, that it will cause knockback. The knockback will be good knockback, but will not cause any damage whatsoever. This song can kill at 120% damage.

5. Girl next door. Drake will play this song. Unfortunately for Drake, this is one of my least favourite songs, so it won't actually help the brothers. This will temporaly cause the brothers to suffer an additional extra 5% damage with every hit by the opponent for the next 10 seconds. Won't help the brothers at all.


~Side B: The Dragonfly!!~


Drake will turn in to the TOTALLY cool dragonfly superhero in the Superhero movie. The longer that Drake stays in this form, he'll suffer 3% damage or every second he's in this form. He then has his speed increased, has now has attacks that do 5% damage extra and can now have the abilty to glide and wall cling. No other changes however.

~Down B: I choose you, Joshachu!!!~
Move useless with Josh near him or if Josh is knocked out. Drake lets out a "Josh its your turn!!!!!" and tags him and know you are now controling Josh instead of Drake.

~Up B: Let me step on you!!!~
Move is useless if Josh is knocked out or isn't near him. Josh jumps upward a bit, only to have Drake say "Excuse, coming through!" stepping on his head to recover. Josh is sent downward. Not a attack. Its a recovery. It goes about as far as Marth's recovery move.


Josh's:
~Standard B: Intelligent boost~
Josh thinks for 3 seconds and does one of 5 attacks:

1. [Magnet pull.] Josh brings out his magnet he entered for the science fair and he pulls his opponents towards him.

2. [Brother comeback] Only works if Drake was knocked out. Josh uses his time machine to bring Drake back to the field. Only works once a stock.

3. [Can't come of anything up] Josh couldn't think of anything. He's left wide open, for 3 seconds.

4. [Teamwork] Josh tell Drake that they must work together to win. Now Drake will attack in unison for ten seconds with Josh. It feels like your controlling 2 characters at once.

5. [Drake and Josh pawnchh] Only works if Drake is on the field with Josh. they team up together to do a really powerful punch. Great knockback attack with 24% damage included. There's a small bit of lag at the end though (1 second) and 1 second lag at the beginning. Though it reaches pretty good (like 5 pokeballs.) Can kill at 80% damage.


~Side Special: HUG ME BROTHAH!!!!~
Josh will first start off, by saying the following thing: "HUG ME BROTHER!!!!" Drake isn't needed for this attack, but it can save a stock if he is still alive. Basically, Josh grabs his opponent, and leaps unusually high, and falls down with his opponent on the bottem. It causes 15% damage with good knockback if Josh hits his opponent while on the battlefield and anyone else near will suffer 10% damage with nice knockback (within a 3 pokeball range.) This can also be used as a Joshascide move, if done correctly by landing into a pit instead of solid ground. If Drake is still alive, once Josh does his Joshacide on his opponent and dies, the player will switch to controlling Drake. Very useful for a potentially easy kill without a stockloss.

~Downwards special: Drake Parker is up~
Basically like Drake's down b except that you're swiching to Drake instead and Josh says "Drake, don't be lazy and get up there!!!"

Upwards special: Parachute's hope
They both jump upwards and Josh uses a huge parachute to save each other (remember that Drake and Josh episode where Drake decides to go skydiving? Thats where i got this idea from). Drake holds on to Josh if hes near to recover as well. It does as high as Falco's recovery move. This is not an attacking move.

FINAL SMASH: [Soul man]
They both share the same final smash. Drake is singing this song: http://www.youtube.com/watch?v=-fuwwT9ooYI Josh is going to dance. The Final smash lasts for 30 seconds and it covers mostly all of Battlefields radius. A mini game of guitar hero starts playing, only instead of 5 strings, you only have 3. A button is the red note, B button is blue and Z button is Green. The more well you pay, the more effective the final smash is. The most power you can get is 20% hit and Great knockback and its 4 played notes in a row. 3 Notes in a row is Good knockback and 10%. 2 Notes in a row is Ok knockback and 8% and one note is little knockback and 5%. You mess up 3 notes, Final smash is over.

TAunts:
Up: Drake plays his guitar and Josh dances around silly.
Side: Josh says "aww come on!" While Drake flashes 20 bucks.
Down: Josh does says "HUG ME BROTHER!!!!" while Drake stays away from him.

Victory
Victory song: http://www.youtube.com/watch?v=kxcjzEVu2ek
Victory pose one: Josh and Drake high five each other
Victory pose 2: Drake says "You are an awesome brother" while Josh smiles in admirement.
Victory pose 3: Josh does his down taunt, but this time he doesn't resist although when they hug, looks like Drake was suffacating.

Snake Codec:
Snake: Mei ling, who are these dweebs?
Meiling: thats Drake parker. Hes uses his guitar often and uses it to fight. Not to mention, he plays incredible music on it.
Snake: And the fat one?
Mei ling: Snake, be nice, that's josh. Hes the smart one of the two. Hes a poerful fighter , so watchout.
Snake: I see.....so why are they here?
Mei Ling: I seriously have no idea.

Assist Trophy:
Crazy Steve

Crazy Steve joins the Brawl as an a assist trophy. At first he'll do nothing. He seems all calm and kinda useless as an assist trophy if you don't fight right in front of him. He'll just say, "May i help you?" from time to time. If you do fight right in front of him however, he'll start freaking out by saying, "No VIOLENCE!!!!" He'll will then charge forward, attempting you to push you off the stage. He can deal 15% damage with good knockback if he manages to hit you. Crazy Steve will last out after 20 seconds.

Craig and Eric:

The nerdy duo is here at last. They help out by disrupting your opponents movement. First of all, they travel at around Ike's running speed. They are obviously invincible, so they can't get hurt. Though you really might want to hurt them. Why? Because if they manage to get right next to a character, they will talk about there life, boring stories that truly only nerds can understand. They will move on after 3 seconds. The character will be annoyed so much that they can't move at all for 10seconds. You can use this opportunity to kill your opponent right? Not really. If you are right to Craig and Eric as well, you'll suffer the same effect.....and they are suppose to help you. They last about 20 seconds.

Boss Battle: Megan Parker
"You guys are such boobs...."
All of a sudden, Megan's eyes had that evil look and she smiled. Dark aura surrounded her. She all of a sudden had all of evil weapons with her. Drake and Josh knew what to do. They had to kill there little sister.


Little sister begging: She'll charge right at the duo, and then latching on top of one of them. She'll start going crazy on there backs. The longer she's on them, the more damage she drains. Button mash the A and B button to get her off them.

It's a trap!!: If Drake and Josh are far enough from Megan, she'll pull out a switch to get a hole into the ground. It's huge pit, but can easily be avoided. The hole patches up soon.

Super soaker: Megan will pull out a super soaker to blast at Drake and Josh. It will push the duo off the stage with great force. Just avoid it. It's not partically big.

A baseball: Megan's primary attack. She'll whip out a baseball bat at the brothers and it's very powerful. It will do about 15% damage for each hit, plus including nice knockback.

Icarly: As soon as you beat her down to less than 50%, she'll start transforming in to Icarly. Her attacks are now pumped uped too the next level in knockback and 5% damage increase to her attacks. Watch out.

As soon as you beat her, she explodes.........weird.

Stage:
Drake and Josh's home

Awesome. You fight inside the house though. There are multiple things to do in this stage. At first, you fight outside the house, being a no pit stage, with no hazards. When the door opens up however, you'll move along with it, but still fighting your opponent. Kinda of like Castle Siege.

1. The living room

Nothing much here. The father (who comes out of nowhere) of Drake and Josh might occastionally throw some baseball from the left to the right side of the screen and at the same time say, "Think fast!!!". It deals 10% damage and ok knockback. If he misses, a random lamp will break. Like in the first episode. You may also see Drake's mother sitting there.....watching the animal channal!!!

2. The kitchen
NO PIC AVAILBLE :(

Anyway, there is also not much to do here either. Just basically distractions that seem to be in the way, but is really just part of the back ground. the biggest being their Dad exercising on the treadmill and singing "Highway to Nowhere", (which does nothing, and is just a distraction).

3. Stairs

It's a narrow hallway, which is hard to fight in. You can't move around much in this stage either. Though you may RANDOMLY fall off the stairs, falling to your doom.

4. Drake and Josh's room
Lots of cool stuff here.

a) There is Drake's guitar that you can use as a weapon that deals 14% damage with nice knockback. It's rather slow though.
b) Josh's laptop will cause you to be distracted and not be able to attack while holding it.
You can still move around though.
c) BAAAHB the sheep walks around their bedroom and gives you a "present", which you can slip on.
d) Drake and Josh's mom and dad will come out of nowhere screaming there names, and if you are right in front of them, you'll suffer 15% damage with good knockback. Talk about mad parents. LOL.
e) There is a refrigerator that you can break open by attacking it, for food and drinks that heal roughly 5% damage.
f) there is a higher place you can get up. There is a low place where you can fight on, and a high place that you can fight on.

5. Megan's room

AWWWW a girly stage. Anyway, at the first 10 seconds you are in this room, there is nothing much. However, after those 10 seconds, Megan's high tech security she has will spot you or your opponent as intruders, and start shoot blast of lasers to get you out of there. There deal 20% damage but no knockback whatsoever. There is also a trap that comes out of nowhere that traps you in a fish net, unless you break your way out.
I can has feed back???
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
^...so, Drake and Josh are both on the battlefield at the same time... but the B-Down chooses which one is in the lead? I get it, I think... If the brother that ISN'T in the lead dies, then you keep playing. But... what if only the player that is in the lead is falling? Couldnt you use B-Down to change to the safe one? I'm confused... but nice final smash. It combines Konga Beat with the ability to know when to hit the notes. :chuckle:

EDIT: You referenced my LOLcat! Good for you! Now, everyone must do what the EPICLEPTIC SEIZURE SMILIES say.
 

KoJ

Smash Journeyman
Joined
Aug 16, 2008
Messages
317
For Drake and Josh: Too much punch, punch, kick on Josh. Seriously, doesn't he have some item from his series he can use instead of a simple punch? Drake's better, but his aerials are pretty boring. The nuetral B is cool, but the throw me brother is repeated twice.

Snake Codec is just wrong in so many ways. Mei Ling being obsessed with a teenager?
 
D

Deleted member

Guest
For Drake and Josh: Too much punch, punch, kick on Josh. Seriously, doesn't he have some item from his series he can use instead of a simple punch? Drake's better, but his aerials are pretty boring. The nuetral B is cool, but the throw me brother is repeated twice.
KK, and the throw me brother is me not thinking of anything else. i made them both different though.
Snake Codec is just wrong in so many ways. Mei Ling being obsessed with a teenager?
You hae no idea what Drake can do.
Answers are bolded in red

Side note: after seeing some feedback so far, i change some of the attacks.
 

Chief Mendez

Smash Master
Joined
Mar 25, 2007
Messages
3,161
Location
Somewhere
TWILTHERO said:
I honestly hope your joking.
I honestly hope you know a quick remedy for horribly painful disbelief at what horrors have come out of the Make Your Move 3.0: It Returns! thread. :bee:

I'm kidding. I was a bit surprised to see...Drake & Josh, but I mean no ill will.
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
I honestly hope you know a quick remedy for horribly painful disbelief at what horrors have come out of the Make Your Move 3.0: It Returns! thread. :bee:

I'm kidding. I was a bit surprised to see...Drake & Josh, but I mean no ill will.
Oh boy... now I'm worried to post my 5th grade comic book character moveset... but I wrote a 1000some word subspace emissary segment, so I may as well. :bee:
 

Chief Mendez

Smash Master
Joined
Mar 25, 2007
Messages
3,161
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Somewhere
Oh boy... now I'm worried to post my 5th grade comic book character moveset... but I wrote a 1000some word subspace emissary segment, so I may as well. :bee:
Well, I've got some personal hatred bottled up for Drake & Josh, so that sort of explains the unusual reaction (it's really hard to clean half-digested tacos from in-between laptop keys).

EDIT - It's a good thing. I'm not hatin' or anything, but I don't like the Drake & Josh TV show, as it sort of heralded Nickelodeon's shift away from cartoons, and towards crappy pre-teen live-action drama and "comedy".
 
D

Deleted member

Guest
Well, I've got some personal hatred bottled up for Drake & Josh, so that sort of explains the unusual reaction (it's really hard to clean half-digested tacos from in-between laptop keys).
Awww, my moveset must suck then :p
 

nakedsnake

Smash Journeyman
Joined
Jul 26, 2008
Messages
362
Location
Shadow Moses Island(Blaine,MN)
@MAGIKOOPA
Looks good so far though controlling 6 different characters seems like it would be confusing
@ Drake and josh
Great Idea I would have never have thought to do something like that maybe I will do Hannah Montana after Rachet and Clank


 
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