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

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Ahhh Kalas, the guy brings me memories of Baten Kaitos. (and the fact that it was plain too hard for me to beat >.>)

Anyway, thats a very nice and detailed moveset and i like the fact that you put most of Kalas' signature moves in, but you forgot the Final Smash though. The extras like victory, taunts and codec would also be nice. Overall though well done. (wait i just saw the victory poses, never mind XD)

And speaking of Baten Kaitos, i reserve this guy: http://www.rpgfan.com/pics/batenkaitos/art-006.jpg
Oh yes!!
 

TVTMaster

Smash Apprentice
Joined
Mar 7, 2008
Messages
124
Sain

Sain, proud Cavalier of Lycia, joins the brawl!



Sain, as a horse mounted character, has a unique ground-based playstyle, with a set of innovative moves based on controlling his steed. As a heavy character (horses weigh a bit more than Ike), Sain is a contradiction with high speed and fast, high-priority moves coupled with incredible knockback resistance. He's a very fast faller, and his main weakness is recovery, with two long but low jumps that have trouble reaching an airborne enemy. Thankfully, Sain has a good set of up directional moves to counteract aerial approaches, and a more than adequate ground game to approach with. His aerials need not be short-hopped, as the pitiful jump height he already has makes it unnecessary. Many auto-cancel and have little lag either way, so despite a less useful aerial game, it's plenty safe to attempt.

Pros and Cons:
+ Heavy weight
+ Fast move speed
+ Mid/fast attack speed
+ Pretty dang powerful
+ Amazing throws
+ Disjointed hitbox and weapon switch
= Fast fall speed
- Large target
- Crap for aerial mobility
- Bad offensive aerials
- Near nothing in terms of vertical recovery- easily gimped
- No anti-camping strategy other than taking % with Charge
__________________________________________
Standard A

A- Sain's mount lowers its head to let Sain take a close swing with his weapon. Does 4% with no knockback, chains into AA.
AA- After striking low, Sain whips his weapon upward for a second hit. Chains into AAA, but can be interrupted with a grab. Does 4%, 4%, no knockback.
AAA- After the weapons swing, Sain's horse lunges forward with a launching blow. This move has lots of range and moves Sain forward slightly. A nondisjointed hitbox makes it punishable if shielded. 4%, 4%, 7% for a 15% total.

Ftilt- Leans out and hits with a somewhat slow, long ranged blow from his weapon. Can be angled up, down, or neutral for a slight hitbox and angle change. 8% Angling up is generally the best choice depending on enemy height, and the move also has the most efficient trajectory and hits short-hoppers.

Utilt- Very quickly swipes overhead with a massively high-priority strike with plenty of horizontal knockback but low damage. Shuts down many aerial approches. Definitely useful against forward approaches, but the forward hitbox makes the horse's rear vulnerable. 5%

Dtilt- Sain's mount swings his head low, with a 33.3% trip chance. If the attack sweetspots at the tip of the move, it hits twice (as in, 6%, 6%) and has twice the chance to trip. 6% or 6%, 6% for a 12% total if sweetspotted.

Dash A- Sain quickly swings his weapon out for med-low knockback and 7%. This attack does not stop Sain's momentum.

Prone Attack- One of Sain's tricky trump cards, if prone from a trip or attack, this high-range, high priority attack deals a devastating blow. Sain's mount kicks out behind him for a long, low stike with pure horizontal knockback and Sain whips his weapon out for a strike that pops the enemy up. Both moves have KO power. Only useable when on the ground, but will make anyone think twice about tripping him. 11%

Ledge Attack- When Sain grabs the ledge, the horse instantly gets up and becomes part of the background, like the PT, until Sain gets up. Sain's ledge jump is telegraphed for the full, if invincible, remounting animation. His ledge attack kicks out with a spinning kick to push the enemy back before remounting. 4%, with less speed and 5% power if over 100%.
__________________________________________
Aerials

Nair- Sain whips out his weapon for a down/forward and then up/backward swipe with high priority and SA, but minimal knockback and damage. Use if you're stuck without any options in the air, as it's quick and safe. Short range is also a handicap for this unless you use the lance. 4%

Fair- Sain's only aerial worth using for anything other than getting yourself out of trouble. His horse lunges forward and bites with startup like Mario's fair. Good priority and can kill at around 100% and has SA on the horse's backside. Sain is flat against the horse's back during the move, reducing your hurtbox. 12%

Bair- The horse kicks behind with a ton of startup lag and low priority. Again, Sain is flat against the back and thus this decreases hurtbox size. Meteors if it connects, but it's very awkward to use and can't be used for edgeguarding well, dealing only 6%. If you want to meteor, use...

Dair- The horse fast falls for a body slam. If it connects in the air, it meteors and cancels your fall, and auto-faces you toward the ledge for your recovery. Very laggy, so only use it if you know their Uair doesn't beat you. 8% Naturally, if you miss, you're going down... down... down.

Uair- Sain swipes above his head three times quickly. Short range and high priority, with a bit of knockback. Good for anti-air. Unfortunately with the lance, the attack only hits on the lance head, giving the hitbox a size reduction. 7%
__________________________________________
Smashes

Fsmash- Charges and strikes with his weapon. A basic Fsmash. Medium priority and speed. The move has a pretty lateral trajectory and strikes fairly high off the ground, so certain characters can duck it with their crouch. 9-17%

Usmash- The horse turns around and delivers a massive kick 20 degrees forward of north. Somewhat laggy but massive power and knockback in the angle of the kick. Don't you dare approach from the wrong angle with this in the way. 12-21% with great priority, making it kind of a bad idea to approach from forward and above, ever, combined with Utilt.

Dsmash- The horse stomps in place. Pretty powerful and has a slowing effect that ends rolls in the middle of the move. If the opponent is spot-dodging/rolling a lot, give them a piece of your mind with this. The attack lasts for three seconds. 10-18%
__________________________________________
Specials

B: Knight's Strike- Sain attacks with his current weapon in an animation akin to the GBA cavalier attack animation. Shows the biggest change between sword and lance. 10% with sword with high speed and knockback but low priority, and 12% with lance with high priority with medium speed and knockback. Like Fsmash, this move doesn't get close to the ground.

>B: Charge- Sain rushes forward with weapon extended. B immediately cancels for instant use of normal ground moves, and has SA against projectiles. 8% sword, 9% lance, with decent range and priority. When struck by a projectile, the attack speeds up and becomes 2% more powerful.

^B: Honor of Lycia- Sain rushes upward at a 33% north of forward angle for decent distance. Hates lips and traps enemies hit for repeated 1% hits up to a 15% maximum depending on how long they are trapped. (Think Wolf Flash in terms of angle) Instead of grabbing the ledge, when you'd normally sweetspot you instantly land onstage.

vB: Weapon Shift- Quickly switches weapons. Sword trades a little speed for a little range, and the lance the other way around. Some specials have different effects based on weapon. Weapon can also be chosen at the character select screen. This is an important part of Sain's game, and the ability to quickly use it at any time makes it great for mindgames.
__________________________________________
Throws

Grab and Pummel- Normal 2% pummel. The grab is fast, but after the enemy is grabbed, pulling them to Sain is slow, letting them break free at low %s or leaving Sain open in FFAs. Sain's throws are his big kill moves.

Fthrow- The horse assists in giving the throw momentum. High knockback but comparatively little damage. 8%

Bthrow- Oh yes. This is Sain's biggest throw, and his best kill move. Plants the opponent behind the horse and the horse delivers a skull-crushing blow. KOs light characters in the 60% range if used near the edge. Massive 16%.

Dthrow- A pretty darn good CG that works best on larger opponents. Horse rears up and stomps, dealing a good 11% and allowing for a CG to 35-50% depending on weight or the edge of the stage.

Uthrow- A tricky move that has the same initial animation as Dthrow, forcing the enemy to guess which way to DI. A pretty powerful Uthrow. 12%
__________________________________________
Miscellaneous

^Taunt- Spins weapon and chuckles.
>Taunt- Dismounts, goes under horse, and remounts, while the horse whinnies.
vTaunt- Holds up weapon and exclaims "For Lycia!"

Victory 1- Trots onscreen from the right and takes a small bow.
Victory 2- Dismounts and twirls a lance.
Victory 3- The horse gallops past the screen, running away, and Sain stops in the middle of the screen to catch his breath.
Defeat- Lies back against the sitting horse, clapping disinterestedly.

Costumes- A red and blue outfit for teams, plus alternate Kent and Lowen costumes. Also gray and white outfits.

Final Smash: Cavalry- Sain leads a regiment of generic cavaliers across the battlefield, who swarm the field until someone gets hit, or until 20 secs are up, at which time the extra knights leap from the stage. (or gallop away on walk offs, and long-jump away on water stages) Each horse that hits stuns and deal 5%, until the target has been trampled several times.

Kirby Hat- Kirby summons and acts as the steed of a Waddle Dee for the duration of the move. Wears a horse head hat.

Snake Codec:
Mei Ling: Snake! You're up against a knight of Lycia!
Snake: Huh. Look at him riding around on a horse and wielding those medieval weapons. This should be a cinch.
Mei Ling: Horses may be beautiful, Snake, but don't underestimate their power. There's a reason knights use them.
Snake: Hey, no worries. It's just a big dumb animal.
Mei Ling: Snake, that big dumb animal can really put on the hurt if that knight knows how to use it. A good kick can fracture your skull!
Snake: ...well, I guess I just won't get kicked, then. How hard can it be?
Mei Ling: Watch yourself, Snake.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
I like Sain's moveset. It seems to me that you encompasses the mount into the moveset very nicely; that would probably be a pretty intimidating foe to face. The Kirby Hat is brilliant. The smashes are great too. The aerials do seem a bit bulky and slow, but I suppose that's to be expected with a character like this. You also got around the ledge-grab problem quite nicely.

Nice idea with the weapon change though; adds to the moveset's feel and gives the character some adaptability. I'm all in favour of characters having quasi-transformations like that.

...

My Pidgeot moveset is now complete, link available in my sig for those who are interested.
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
Heres my second entry.

Pelleas:


Universe:
Fire Emblem Radiant Dawn

To Unlock:
Unlock him in the SSE.
OR
Play 700 vs. matches.
OR
Beat All Star with all other FE characters.

Unlock Message:
Pelleas, the sorrowful Prince, hath joined the frey.

Story:
Pelleas is a self-less person who becomes the King of Daein when he is tricked by Izuka into believing that he is the son of the late king Ashnard. Pelleas then unknowingly signs a blood pact, believing it to be a declaration of freedom from Daein. This blood pact forces him and his country to obey the Begnion Senate's every whim or be destroyed by a terrible curse. Pelleas finds a way to break the blood pact which (in the second playthrough) involves killing the Senator who bound him to the pact and then burning the cursed parchment.
Pelleas is a Dark Sage; a master of Dark Magic and Thunder Magic, as well as staves.

Game Symbol:
The Fire Emblem symbol.

Entry Pose:
He warps in (presumably with warp powder) while reading from his tome.

Outfits:
Pelleas has 2 different outfits.
Dark Sage Outfit (shown in the picture). It comes in the following colors:
Blue (default.)
Red
Black
Green
White
Gold
Purple
Arch Sage outfit (sorry no picture available.) It comes in the following colors:
Blue (default.)
Red
Black
Green
White
Gold
Purple
*The only thing that changes color is the blue clothes under his white and gold cloak. The cloak remains in its default white and gold colors.

Wii-Mote Sound:
Pelleas says "For Daein."

Playstyle:
Pelleas is a strong but slow archetype of character, though he is light for his type, and has a variety of useful moves.
You'll mostly want to take advantage of these:
Side Special- A useful projectile (particularly in 4v4's).
Up Special- Not only is it your recovery, but it is useful and powerful projectile.
Down Special- Power up your other specials slightly.
Forward Smash- Temporarily stun enemies.
A combo- One of Pelleas's only fast damage dealers. Its great speed and multi-hits can really annoy, but it is easy to DI out of.
Nair- Probably Pelleas's best all around aerial.
Bair- An excellent RAR.
Up Smash- Prevents aerial approaches.

Stats:
Size- 4/5 (human size)
Weight- 2/5 (medium-light)
Falling Speed- 2/5 (floaty)
Power- 4-5/5
Reach- 2/5
Movement Speed- 4/5
Average Attack Speed- 2.5-3/5
Jumps- 4/5
Recovery- 4/5
Dodges- 5/5
Traction- 5/5
Average Priority- 3/5
Final Smash- 4-5/5
Wall Kick- Yes
Wall Cling- Yes (uses magic to hang on for about 2-3 seconds.)
Crawl- No

Specials:
Neutral B- Verrine
This is a powerful Dark Magic spell. Pelleas fire a short ranged blast of strong Dark Magic with high knockback. (It is about twice as wide in area as Zelda's F-Smash). This attack is very slow so it may be difficult to hit with. 17% (Darkness; Specials Direct)

Forward B- Fenrir
This is Pelleas's long range Dark Magic spell. It works much like Din's Fire, except that the projectile (and blast radius) is larger. It creates a medium-knockback sphere of Darkness upon explosion that has a slight linger effect. This is slower than Din's Fire (roughly the speed of Din's Fire in melee.) 10% Damage
*Linger effect has little knockback. (Darkness; Specials Indirect; Projectiles)

Up B- Bolting
In Fire Emblem Bolting is a long ranged Thunder Magic spell. This serves as a projectile and as Pelleas's recovery. It happens in several steps:
1. Pelleas raises both of his hands in the air as a bolt of lightning strikes his hands (similar to Pikachu's Thunder but with much lower knockback and damage.)
2. Pelleas then gathers the electrical current into a orb shape in his hands (this animation only happens while you hold the B button.)
3. When you release the B button, Pelleas fires a large bolt of Lightning in the direction you point the control stick. This lightning has much more power than the original bolt (charge length has no effect on power.)
4. The bolt of Lightning propels Pelleas in the direction opposite of the direction he fired it in. This sends you about as far as Lucas's Up-B Recovery, but only happens if Pelleas:
a) Was standing on the ground and fires the bolt downwards or downwards at an angle.
or
b) Is in the air.
5. While flying, Pelleas has invinceability frames.
6. The fired bolt of lightning has good knockback in the direction it hits the foe.
*This spell does 10% damage if the opponent is struck and can be charged (the charging is only there in order to aim the bolt.)
(Lightning; Specials Indirect)

Down B- Flare
This is the special ability of the Arch Sage class.
In Smash, Flare is used to somewhat power up your next spell.
This has a 10 second duration and adds 5% damage to your next B, Side B, or Up B.
This has a rougly 1-2 second start up lag.
*This doesn't add extra knockback.
(Specials Indirect, adds +1 damage boost).

Normal Attacks:
A- Shock Combo
Pelleas holds his hand out, releasing tiny static bolts of electricity, dealing 1% per second. Hold A to maintain this combo permanently. Easy to DI out of.
Dash Attack- Lightning Speed
Pelleas dashes forward, surrounded by lightning. This is very fast and does several small damage, low knockback hits. 3% per hit (Lightning; Body)

Situational Attacks:
Get Up Attack- Static
Peforms a simple leap to his feet, while spinning around surrounded with small static bolts. 5% (Lightning; Body)
Ledge Attack- Kick
Leaps forward and kicks. 5% (Leg)

Tilts:
Forward- Thunder
Blasts the area in front of him with the weakest Thunder Magic spell. It fires several (3) small lightning bolts that are very fast and strike for weak damage and little knockback. 3% each bolt (lightning)

Up- Dark Flames
Casts his hand upwards (like Zelda's uptilt), leaving a trail of small dark flames. It is fast and lingers slightly. 8% (Darkness)

Down- Ring of Lightning
Spins 360 degrees, leaving a ring of lightning around him. Its range may be bad but everything else is good. 12% damage. (Lightning)

Smashes:
Forward- Thoron
Pelleas releases a large bolt of electricity forward. A bit slow, but far reaching. No knockback. Stuns foes in place for a duration equal to that of ZSS's Down Smash.
15....20% damage (Lightning)

Up- Carreau
Pelleas brings one hand up and casts one of the most powerful Dark magic spells in Fire Emblem. This creates several (3) large spheres of darkness above him, which orbit horizontally, each striking for great damage and knockback. Quite slow, but great duration (which is really kind of a double edged sword.)
13....18% (Darkness)

Down- Worm
Probably the weakest Dark Magic spell in Radiant Dawn, Worm strikes from beneath the foe.
Pelleas points forward as a large (about 1.5 of Pelleas's bodylengths on each side) areas of darkness, which look kind of like circular designs on the ground. appear on both sides of him. This can be jumped over but has considerable vertical knockback when it hits. This attacks best feature is its lingering effect which helps him to avoid punishment. This is his fastest and weakest smash.
12-17% (Darkness)

Aerials:
Nair- Darkness Surrounds!
The area around Pelleas is surrounded by dark magic and anyone who comes into contact with it takes damage and knockback. Very fast but below average range. 12% (Darkness)

Fair- Dropkick
A dropkick with the power of electricity. The sound of Thunder occurs when it hits. This attack spikes the foe down. Good range, average speed and power. 10% (Leg; Lightning)

Bair- Flux
Pelleas faces towards the screen (a 90 degree turn) and casts his hand backwards of his original direction, firing a small black hole. Bad hitbox, but great speed and power. 13%
(Darkness)

Uair- Night Sky
A large black cloud appears above Pelleas striking with the force of both darkness and lightning. High knockback. Good range. Poor speed. Some lingering effect. 15%
(Lightning; Darkness)

Dair- Thunderstorm
Pelleas quickly descends (anyone struck by his feet will be dragged down). When (and if) he hits the ground a large circle of lightning strikes the area of impact and a loud crash of Thunder follows. The knockback and power of this attack is huge, as is its ending lag. This can easily result in an SD, BUT it will also take any foes hit on the way down with you, resulting in Pelleaside. 16% damage.
(Leg; Lightning)

Final Smash:
Belberith-
The most powerful dark magic in all of Tellius, Belberith is a force to be reckoned with. Pelleas starts reading from his tome and suddenly a huge sphere of darkness appears around the stage (this can fill a small sized stage like Battlefield). Everyone but Pelleas who is hit (yes this includes allies) is struck for very high damage and knockback (50%). This can kill at percentages as low as 70%
Proper sidestepping can counter this Final Smash.
*Pelleas is invinceable while performing this Final Smash.

Grabs/Throws:
Grab- "Hand of Darkness"
Grabs the foe with a "hand" of darkness this has a short "grapple" like range.
Grab Attack- Squeeze
The "hand" constricts the foe. 3%
Forward Throw- Toss
The "hand" tosses the foe forwards a good distance. 5%
Back Throw- Back Throw
The "hand" tosses the foe backwards a good distance. 5%
Up Throw- Rising Bile
Darkness rises from below the grabbed opponent knocking them upwards. This has the highest knockback of all his throws. 7%
Down Throw- Slam Dunk
The "hand" slam dunks the foe just like an NBA pro and deals heavy damage to them as they hit the floor (if the grab happened right next to the edge, the foe will be thrown to their doom.) 10%

L-Button:
Shield- Just like the normal "bubble shield" but purplish-black.
Sidestep- Pelleas sidesteps, leaving a dark cloud where he used to be.
Roll- Pretty much the same animation as the sidestep, but with a Mewtwo type Roll.
Air Dodge- Same thing as the side step but in the air.

Miscellanious Poses:
Idle Pose- Pelleas starts tossing a bolt of lightning back and forth (like a slinky =D).
Dazed Pose- Pelleas holds his head as if he had a headache.
Running- Pelleas runs and his cape flows in the wind.
Walking- Pelleas walks and starts charging a sphere of darkness in his hand.
Weapon Pose- Pelleas holds his sword in the hand opposite of his tome.
Homerun Pose- Drags his bat on the ground and swings upwards.

Taunts:
Up- Starts reading his tome.
Forward- Tosses around a ball of dark magic.
Down- Wind blows his cape around similar to Ike's Up Taunt.

Losing Pose:
Pelleas is lost reading his books and then snaps back into reality, clapping nervously.

Victory Pose:
Victory Song- Bearer Of Hope
Victory Pose 1- "This victory was for Daein."
Victory Pose 2- Says "Its all over now."

Pros:
No lack of killing moves.
Great power on many attacks.
Powerful final smash.
Good projectiles.
Doesn't have a terribly hard time racking up damage.
Tends to be unpredictable.
Decent air game.
Can Pelleaside.
Possesses a spike.
Good jumps.
Great Traction.
Great dodges.
Can wall kick.
Can wall cling.
Fast movement speed.
Fast tilts.
Strong smashes.
Many attacks have a lingering effect.
Most powerful Dair in the game (damage & knockback wise)

Cons:
Medium Light
Large target
Floaty, so easily juggled
Can't crawl.
Crouch isn't that useful.
Attacks tend to be pretty slow (except tilts, A combo, Dash A, and some aerials.)
Dair has huge ending lag.
FS can be sidestepped.
Low reach on many attacks.

Miscellanious Crap:

Kirby Hat:
Kirby gains Pelleas's hair and a miniature version of his cloak and book.
When Kirby uses Verrine he lets out a high pitched "Verrine!"

Codec Conversation:
Snake: Who is this guy and why is he carrying a book?
Octakon: That would be Pelleas, who used to be King Of Daein and that book is a magic tome.
S: Are you sure he isn't just a book nerd?
O:.... No Snake he is a Dark Mage.
S: NOOOOOOO!!! I'M SCARED OF THE DARK!!!

Crowd Cheer:
The crowd cheers, Pelleas is King! Pelleas is King!

SSE Role:
Pelleas appears as a hidden character. Only unlockable after the SSE has been beaten (just like in Radiant Dawn.)

Stage:
Daein Fort-
This is the fort where the last defensive mission of Fire Emblem happens
When Micaiah and Ike's forces clash
.
In the background you can see Daein Soldiers in defensive positions.
This is a really basic stage except that laguz units will occassionally enter the field and attack. They are easy to defeat and come in 3 forms:
Tiger Laguz- Laguz that really pack a punch. They are pretty slow.
Cat Laguz- Quick cats that aren't to strong.
Hawk Laguz- Bird Tribe laguz that fight with aerial acrobatics.

Songs:
Sorrowful Prince Pelleas
Fire Emblem Theme (Radiant Dawn Version)
Bearer Of Hope
Ike's Theme (aka Eternal Bond)
Unending Task
Dawn Brigade
March
The Devoted
Waves Of Discord
Beauty Is A Mad Mistress (the sequel to Power Hungry Fool)
Unstoppable Destiny (against the Black Knight) OR The Black Knight Lives
Wheeling Corby
Stalwarts Unite!
Zelgius The Brave
Skrimir's Pride
*All songs are from the Fire Emblem: Radiant Dawn soundtrack.

Trophies:
Pelleas- Pelleas is the prince of Daein. Micaiah helps him to gain the throne of Daein by winning the liberation war against the Begnion's that rule over Daein.

Sothe- A skilled thief who grew up on the streets of Nevassa. Sothe serves as Micaiah's constant companion and guardian (gaining the nickname of her "shadow.") He poses as her older brother but their relationship can develop into much more than that.

Micaiah- A girl who's appearance belies her true age. She is the only user of light magic not bound to the clergy. She has been blessed with many special talents from birth, including the ability to heal with a touch, slow aging, and foresight.

Ike- The leader of the Greil mercenaries. He is incredibly strong and wields the blessed two-handed sword, Ragnell with one hand to prove it. He has saved Tellius twice.

The Black Knight- A mysterious figure who murdered Ike's father. The Black Knight is considered to be Daein's greatest general and one of the most powerful swordsman in all of Tellius. Ike defeats him at Castle Nados (correct me if I'm wrong about the location), but he somehow survives.

General Zelgius- The most accomplished General of Begnion who is considered to be one of the greatest swordsmen in all of Tellius. In the Mad King's war, he helps Ike's army win the war, but in the new war between the laguz and Begnion, Zelgius becomes Ike's enemy.

Queen Elincia- The Queen of Crimea. Ike helped her to gain power by winning the Mad King's war. She is an experienced and idealistic but kind ruler. Due to this, her kingdom is crumblind beneath her, but it isn't unstoppable.

Empress Sanaki- The ruler of Begnion. The Empress has no say in the war against the Laguz and the senate is acting against her.

Skrimir- The nephew of Lion King Caneighis and future heir to the throne of Gallia. Skrimir is an arrogant but powerful lion who cares nothing for strategy.

Tibarn- The ruler of Phonecis, also known as the Hawk King. He is a powerful and skilled giant hawk in animal form.

Naesala- A greedy, caniving raven, Naesala is the king of Kilvas.

Nailah- The queen of Hatari, the nation of wolves. She is a great white wolf in animal form.

Sephiran- The Prime Minister of Begnion and the right hand to Apostle Sanaki. His powers are second only to the Apostle herself.

Ashera- The Goddess of order. Ashera is worshipped by all in Tellius.

Yune- The Goddess of freedom and chaos. Yune is feared by all in Tellius.

Assist Trophies:
The Black Knight- The Black Knight warps in and starts fighting with his Alondite. He is invinceable and immensely powerful. Lasts about 20 seconds before he warps out.
The Dawn Brigade- Edward, Nolan, and Leonardo join the fray. Edward attacks with basic sword strikes while Nolan uses a more beserk axe style and Leonardo fires arrows.
Heron- A random heron (Rafiel, Reyson, or Leanne) appears and sings a Galdr. The herons sing the following Galdrar:
Rafiel- Vigor- Increases the movement speed of the Assist Trophies user as well as decreasing attack lag temporarily.
Reyson- Rebirth- Heals the user completely and removes any effects on him such as attached Pikmin or a broken shield.
Leanne- Bliss- Causes the user's knockback to rise through the removal of anger and the increase in focus.

Items:
Herb- Heals for 10% upon pickup. Drops randomly among food items.
Vulnerary- Heals for 20% upon pickup.
Elixir- Heals completely.
Heal Staff- Heals 5% everytime you hit an ally with it. May become a stronger Mend staff that heals 10% or a physic staff that shoots a projectile that heals 5%.
Light Rune- Lays a trap that noone can run through when you throw it. If it hits someone they are trapped inside until you knock them out.
Mine Bag- Lays a mine that deals 10% damage and stun (but no knockback) when someone runs over it.

Stickers:
Pelleas (Dark Sage)- Darkness + 20
Pelleas (Arch Sage)- Darkness +40
Micaiah- Specials Direct +20
Sothe- Increase in all drops +30
Ike (Radiant Dawn)- Slashing Damage +50
Empress Sanaki- Fire +20

Event Matches:
Event Match #51 (Secret)- Pelleas the Sorrowful-
Pelleas must protect his Kingdom from... Ganondorf?! Obj.- Beat Ganondorf in a one stock match. Useable Characters- Pelleas

The event match uses Pelleas's stage and Sorrowful Prince Pelleas for the song.

Boss (Spoilers):
Ashera, The Goddess Of Order-
Ashera is the final boss of Fire Emblem: Radiant Dawn. In an ironic plot twist, the "dark god" Yune sealed inside the medallion becomes the worlds only hope of escaping Ashera's angry judgement. Empowered by Yune, the heroic cast of Fire Emblem must defeat Ashera.
Size-Roughly the size of Zelda
Attacks-
Judge
This is Ashera's most straightforward attack. It deals as low as 20% in Very Easy Mode or as high as 50% in Intense Mode. In Intense Mode it can OHKO light characters. It is a straightforward projectile aimed at the ground with a shockwave effect. jump out of the way of the beam and the projectile to avoid.
Summon Spirits-
This attack is used quite rarely. 3 Elemental Spirits (the servants of Ashera) appear on the stage. One is thunder, one is wind, and one is fire. They are easy to kill but possess a projectile attack.
Ring Attack-
This attack is highly random and Ashera's most rarely used attack. As a general rule, the closer you are to Ashera, the worse you are hurt. It comes in one of 3 random forms.
1. Light Ring- This ring deals damage affected by your distance from Ashera and the difficulty.
2. Dark Ring- This ring deals knockback affected by your distance from Ashera and the difficulty.
3. Daze Ring- This ring breaks shields (looks similar to Dark Ring.)
All rings may be avoided by learning the timing and side stepping (the timing is pretty much like side-stepping the first ring of Tabuu's X-Box 360 attack.)
Defenses:
Aura- A light blue aura surrounding Ashera must be broken before Ashera is hurt (does not rebuild).
This possesses the Aurora effect. It strikes people who hit it with projectiles for half of the projectile's damage. (Fox's blaster will not hurt him, seeing as 1/2 of 1 damage is less than 1%.)
The Aura isn't to strong. It can only take about 50% damage.
Additional Information:
Ashera is located in the center of the stage.
 
D

Deleted member

Guest
My Pidgeot moveset is now complete, link available in my sig for those who are interested.
A Pidgeotto costume man!?!? That makes my Pidgeotto moveset useless now!! How can you be so cruel man?:(

I'm kidding. Once again nice work on the moveset.

@Pelleas: really creative work on him. I didn't think Dark sages could work, but guess i'm wrong. Excellent job.
Also for the stage thing, i actually did the samething in my Volke moveset lol.
 

truendymion

Smash Cadet
Joined
Aug 23, 2008
Messages
37
Hey guys I made lots of tweaks to my Vectorman moveset. Tell me if he is balanced/interesting enough please.

Also if any of you Shadow of the Colossus fans have any suggestions, requests, ideas that you want me to incorporate into my Wander moveset I'd be glad to hear it as i've kinda run outta ideas for that one, especially his standard and smash attacks!
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
A Pidgeotto costume man!?!? That makes my Pidgeotto moveset useless now!! How can you be so cruel man?:(

I'm kidding. Once again nice work on the moveset.
It's a gift. The idea just came to me, and I thought, perfect! Evil genius! MUAHAHAHAH!

Seriously, though, I figured it would be a nice little addition. And your Pidgeotto isn't bad at all, I especially like the creative Down B you made.

I like the Pelleas moveset. Nice detail and good description.

@truendymion

Love Vectorman, love that moveset. Lots of detail, makes the character feel so real. Very nicely done. It helps that he's an awesome character to begin with.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
The silly soul calibur samurai is here! Yoshimitsu has joined the fray!



Stats:

Size: Pretty tall, though not wide. Around Ganondorf's height though slightly skinnier then the king of evil.
Weight: 6.5/10 - He's not exactly heavy, but's he more towards the heavy side then most characters. He's got a lot of gear and armor like Ganondorf and Snake, but his actual body is quite light.
Walking Speed: 6/10 - Yoshimitsu walks forward casually, though decently quickly with his long legs.
Running Speed: 6/10 - Yoshimitsu has decent agility with his long legs, but it's nothing exceptional.
Power: 6/10 - His power is above average, but he's far from a power character.
First Jump: 10/10 - Yoshimitsu's first jump is pretty high, being the best on in the game, above even Falco's first jump.
Second Jump: 4/10 Unlike his first jump, his second is below average.
Hover: No
Fall Speed: 7/10 - Yoshimitsu is a fast faller, but not as fast as Fox and the others.
Crouch: Yes.
Crawl: No.
Wall Jump: No.
Wall Cling: Yes
Gliding: No.

Basic actions:

Basic pose: Yoshimitsu stands tall. If left doing nothing, he looks to side to side of him cautiously, looking for anyone who's going to ambush him.
Walking: Walks forward, crouching slightly, being cautious.
Running: Gets up slightly from the crouch and goes faster.
Dashing: Fully gets up from crouch and sprints forward, moving his arms and legs back and forth rapidly and frantically in long strokes.
Crouching: Yoshimitsu gets on one knee.
Jump 1: Yoshimitsu crouches down, the jump having slight starting lag, then springs up with his long legs, getting a massive amount of air.
Jump 2: Yoshimitsu puts his legs together and puts his arms at his sides
Shield: The silly samurai holds his sword with both hands and puts it in front of his mask to block, his guard pose from Soul Calibur.
Sidestep: Yoshimitsu spins around in place quickly, resembling Wario's sidestep, though more professional looking.
Rolling: Yoshimitsu curls into a ball and does a summersault forwards or backwards.
Wall Cling: The samurai puts his hands and legs on the wall, clinging to it with ease, being a seasoned warrior.

Basic attacks:

A: A basic horinzontal swipe forward, as expected from the basic A attack, though does have decent range. Does next to no knockback and 3-4% damage. This is his most basic attack in the Soul Calibur games.

AA: Yoshimitsu follows up the horizontal swipe with a vertical swipe, doing a sweeping motion with this blade, starting at his feet then going upwards to his head. The move has good range and decent priority, doing slight knockback and 6-7% damage.

Ftilt: Yoshimitsu puts both hands on his blade and stabs straight forward quickly, shouting "Owah!". The move is very quick to come out and has good range, having okay knockback and doing 8-9% damage. This is one of his few moves stolen from Mitsurugi in the Soul Calibur series.

Utilt: Yoshmitsu holds his blade above his head with one hand, it on the hilt of the sword, and bends back the upper half of the samurai's weapon with the other. Yoshimitsu then releases the blade, and it twangs upwards to hit any foes above him. Has slight start up lag and small range, but has high knockback, sending foes straight up and doing 11-12% damage. If you manage to hit foes with this, it's a good method of star KOs.

Dtilt: The samurai gets both hands on the hilt of his blade and stabs it downward letting out a short "Namu namu!", being a decently quick attack with good range, though directed into the ground. Does below average knockback and 6-7% damage. Good for hitting small foes, in particular a crouching Kirby.

Dashing Attack: Yoshmitsu curls into a bal and summersaults forward, going about one fifth the length of final destination. This part of the attack doing a measly 3% damage and nearly no knockback, but after going the full length Yoshimitsu kicks both his long legs out forward diagonally, the rest of his body still on the ground. If hit by the end of his boots, you'll get sent in the opposite direction with good knockback and 13-14% damage, but you'll get significantly less knockback if the blunt of the attack hits, only doing 8-9% damage. This attack has notable ending lag as Yoshimitsu retracts his legs from the kick and gets back up and should be used with care.

Ledge Attack (Under 100%): Yoshimitsu flings his entire long body up onto the platform with a single graceful motion, it landing perfectly flat and surprisingly quickly, damaging any enemies he lands on. His body is a large hitbox and does 6-7% damage with okay knockback if it hits.

Ledge Attack (Over 100%): The samurai pokes his blade up first, dealing 3-4% damage with little knockback, then struggles to pull himself up.

Getting up from ground Attack: Yoshmitsu gets up from the ground, first slashing in the direction behind him then in front of him. Each slash does 3-4% damage and minimal knockback, not having too much range as he's not putting much effort into the slashes.

Smash Attacks:

Fsmash: Yoshimitsu lifts up one of his legs as he's charging the attack, then upon releasing the charge he spins around shouting "Eyah!", then kicks out his leg, letting out a typical samurai "Hi-yah!". The move has large start up lag due to the spin not doing any damage, but when the kick comes out it does high knockbak with 18-19% damage uncharged. The kick also has long range due to the length of Yoshmitsu's leg, and is one of his most powerful attacks. This move is Yoshimitsu's default kick in the Soul Calibur series.

Usmash: The crazed warrior holds his blade above his head with one hand as he charges, then upon releasing the attack he spins his blade around rapidly in a fashion like how Pit does with his side special, yelling "REPENT!". The slash does multiple hits, doing 2-3% per hit uncharged, not doing any knockback. Upon finishing with the upward slashing, Yoshimitsu smacks them with his fist, sending them skyward, having small range and only hitting them if they were caught by the previous part of the attack. The punch does 12-13% uncharged and has above average upward knockback.

Dsmash: Yoshimitsu crouches down as he's charging the attack, then upon releasing the attack he kicks both his legs forward letting out a long cry of "NAMUUUUU!". The attack has good range in front of the samurai, but unlike most down smashes does nothing to enemies behind Yoshimitsu. The kick does decent knockback and 13-14% damage uncharged.

Aerial Attacks:

Nair: Yoshimitsu does the splits in mid air, his two long legs giving the attack good range on either side. Does 8-9% damage if the legs hit with okay knockback, but does 12-13% damage if his boots hit the enemy with good knockback. This is mainly a defensive moves to keep enemies away from the samurai.

Fair: Yoshimitsu gets in a pose like Captain Falcon's "knee of justice" forward air, but with both knees coming up to knee the enemy. The attack has longer range to the large size of Yoshimitsu's legs and has no sweetspot like Falcon's, but does much better then when Falcon hits with the blunt of his attack. Does 8-9% damage with average knockback.

Bair: The samurai stabs the enemy with the hilt of his blade, bringing it back behind him letting out the "Owah!" cry, the attack coming out pretty fast. Has very small range, but if it hits does 13-14% damage with above average knockback.

Uair: The seasoned warrior stabs directly upwards with his blade. The move has some start up lag for Yoshi to grab the hilt of the blade and then thrust it upwards, but is a powerful attack. If the tip of the blade hits you at any point when Yoshi's thrusting it upwards, it gives good knockback straight upwards with 14-15% damage, if the blunt of the sword hits it does 7-8% damage instead.

Dair: Yoshimitsu hops on his sword and points the sword downwards then plummets to the ground, like Toon Link's down aerial. This move spikes and does 11-12% damage with more range then Toon Link's. It can be used to pogo on top of enemies more easily then Toon Link's as well, but the moves comes out slower then that of the green tunic wearing swordsman.

Specials:

B - Meditate: Yoshimitsu sits down with his legs crossed and holds his sword in his lap, it facing upwards. Yoshi then raises it up and down, "Pumping it", letting out various cries as he does so, meditating. If you press left or right on the control stick, Yoshimitsu will teleport around one fifth of the length of final destination and slash in that direction for 6-7% damage and average knockback. Every 5 "pumps" (Each pump taking a single second) of the sword heals Yoshimitsu for 1% damage. The heal can get the stale moves effect after healing Yoshimitsu three times in a row, not being completely refreshed until he uses ten (Eight minimum for a single heal) other moves. This is one of his better known moves from the Soul Calibur series.

B side - Samurai Spin: Yoshimitsu is able to charge this attack, and when he releases it he spins around rapidly in the direction he's facing. This attack does multiple hits, although it's rather hard to catch the enemy in them. Each hit does 2-3% damage, and when you pass by an enemy with it you'll usually get in at least two hits. The longer you charge, the further you'll spin forward. At the end of the spin, Yoshimitsu does a downward slash which can spike the enemy. This move doesn't take away Yoshi's ability to use his second jump or up special. Can be used for horizontal recovery like Ike's side special. As the samurai charges the attack he slowly says "Naaaa. . ." then upon releasing the attack he finishes with "MUUUU!". This is a move Yoshi uses in the Soul Calibur series.

B up - Helicopter Havoc: Yoshi spins his blade above his head rapidly, causing him to go straight upwards for four seconds, helicopter sound effects playing. You can move left and right by tilting the control tsick, but you must go up at all times. If an enemy hits the spinning blade above the samurai, they'll be hit for 2-3% damage, probably being caught for multiple hits. The player cannot cancel this move, but if they press any attack button Yoshi will swing the blade forward as he uses it in the helicopter position, doing 6-7% damage and small knockback. This is one of Yoshimitsu's most famous attacks in the Soul Calibur series.

B down - Sword Pogo: The samurai hops on the hilt of his blade, it amazingly being able to hold him up. Move the control stick left and right to cause Yoshimitsu to jump in that direction while remaining in the pogo position, letting out a "YA!" noise as he does so. If you land on an enemy, it will spike them, although the down aerial is better and less predictable then this move. Does 14-15% damage, being one of Yoshi's most damaging moves. To get out of the sword pogo, simply press B or A. The attack has super armor frames when Yoshimitsu falls down with the pogo to land on an enemy, making it less punishable. Like the up special, this is one of Yoshimitsu's most famous attacks in the Soul Calibur series.

Grabs and Throws:

Grab: Yoshimitsu attempts to circle both his arms around the enemy, reaching them out.

Grab Attack: Yoshi headbutts the enemy. 1-2% damage, though very fast.

Fthrow: The samurai pulls the enemy against himself and spins around rapidly, going up off the top of the screen with his enemy then coming flying back down, doing good knockback for a throw and 10-11% damage. Can be used to "Yoshimitsucide", as you have slight directional influence control over Yoshimitsu as he goes up in the air and comes down. Only Kirby and Meta Knight share throws that work in this fashion.

Bthrow: Yoshimitsu throws his enemy behind him for 4-5% damage, then kicks behind him to hit the enemy for another 4-5% damage. Has above average knockback for a throw.

Uthrow: Yoshimitsu tosses his enemy into the air for 4-5% damage, then stabs upwards into them with his blade for another 5-6% damage, sending them upward.

Dthrow: Yoshimitsu releases his enemy from the grab and strikes them down to the ground with his blade for 7-8% damage, yelling "REPENT!". This is his the samurai's most basic throw in the Soul Calibur series.

Final Smash - Soul Edge:

The screen zooms in on Yoshimitsu and a flash occurs over his sword as he shouts at the top of his lungs "NAMUUUUUUUUUU!". When the flash is gone, Yoshimitsu's blade is now soul edge, a demonic red blade with a creepy living eye in the middle. Yoshimitsu is still vulnerable, but his attacks do twice as much damage and he leechs life out of his enemies with the cursed sword. The life leech heals half as much damage off Yoshimitsu's damage bar as he does damage to his enemies, and with his attacks being twice as powerful it can add up pretty fast. This final smash can be used to finish off enemies with the added power or heal yourself when you're severely damaged, or a combination of both if the situation calls for it. Although if your damage is above 80%, it might not be the best idea, as you're still perfectly vulnerable and it's not any easier to hit your foes. Lasts 30 seconds, being one of the longest lasting final smashes in the game.

Taunts:

Up Taunt: Turns to face the camera and rapidly says his trademark "Namu!" a grand total of 7 times in very quick succession. Can be rather annoying when spammed.

Side Taunt: The samurai puts his hands on his hips and laughs heartily.

Down Taunt: Yoshimitsu points forward with his sword and says "Heaven's net is wide, but not wide enough to let YOU through!".

Entrance: Yoshimitsu comes down onto the stage using the helicopter havoc move, then gets in a fighting stance.

Results Screen Poses:

Win 1: Yoshimitsu swipes forward twice and says "A raging fire becomes dying embers.", as in the Soul Calibur series.

Win 2: Yoshimitsu takes a swipe forward and says "Heaven's net is wide, but lets nothing through!", one of his victory speeches in the Soul Calibur series.

Win 3: Yoshimitsu uses his helicopter havoc move to go up off the victory screen, tossing down gold coins for the losers. The losers stare up at Yoshimitsu, stopping their clapping, who lets out his trademark "Namu!". This comes from Yoshimitsu's robin hood like mind set of stealing from the rich and giving to the poor.

Loss: Yoshimitsu gets on his back and claps his feet together for the enemy, one of his winning poses in Soul Calibur.

Kirby Hat: Kirby gets Yoshimitsu's head gar, although not his mask. The move has a very small hitbox on Kirby due to the sword decreasing in size so that pink puffball can wield it.

Alternate Colors:
Default
The outfit turns green and mask turns white, resembling his alt costume in Soul Calibur 2. - Green Team
Yoshimitsu's outfit turns red while his mask turns orange, giving him a fiery look. - Red Team
The outfit of the samurai turns a navy blue while his mask becomes white. - Blue Team
Yoshimitsu's dark costume turns his outfit black and his mask white.
The samurai's main outfit becomes brown while his mask turns orange.

Snake Codec Conversation:

Snake: So who's this crazy samurai running around doing all those crazy moves with his sword? He must've practiced day and night with that thing!
Mei Ling: That's one of the Yoshimitsu tribe. There's only been one member at a time, the most recent one living on the legacy of the previous one. They date back thousands of years, and if they fall in battle they'll of let down all those samurai who have gone before them. Maybe you shouldn't take this guy out Snake. . .Don't you think it's rather sad?
Snake: Yeah yeah. I don't have much choice here, he hopped up on his sword and is using it like a. . .pogo stick. How does he do that?
Mei Ling: Like you said, Snake, the samurai have to go through endless training before they can live up to the Yoshimitsu name.
Snake: But how is it physically possible? There's no way that thing can hold up his weight!
Mei Ling: . . .You're on your own Snake.

Role in SSE:

After the first level with Fox and Diddy Kong, a cutscene shows Yoshi (Not Yoshimitsu) sleeping peacefully on his tree stump where Link finds him later on. However, Yoshi hears an annoying noise nearby that wakes him up. Yoshi, annoyed gets up and turns his head to see Yoshimitsu meditating nearby, letting out various annoying noises. Yoshi angrily goes up and headbutts him, and a battle starts between Yoshi and Yoshimitsu, you being forced to play as Yoshi. After defeating Yoshimitsu, a cutscene shows him being turned into a trophy, and Yoshi returns to his slumber.

Before the second ruins level with Lucas and Pokemon Trainer (The one where they face Wario at the end), a cutscene shows Wario coming up to the trophified Yoshimitsu. Wario shrugs and touches his trophy stand, reviving him. Wario then points off towards the ruins area, his eyes turning into dollar signs. Yoshimitsu says a simple "Namu!" and nods in agreement, and the two characters head off for the riches that await them, having to go through a ruins level together. At the end of the level a cutscene shows them finding a large stockpile of gold, and Wario's jaw drops open and he starts collecting all of it. Yoshimitsu goes to get some as well, but Wario blocks him from doing so. Yoshimitsu gets in a fighting stance, and a battle follows, you getting to choose your character. If Wario wins, he chuckles and kicks the trophy away and continues collecting treasure, while if Yoshi wins he takes off his mask, the camera not showing his face, and spits on Wario's trophy, going on to collect treasure.

The battle against Wario takes place inside the treasure room rather then outside the ruins like the standard battle. If Wario won the battle, the cutscene will go on as normal, but he'll revive Yoshimitsu to help him, pointing at the other two characters. If Yoshimitsu won the battle, he'll get in a defensive position in front of the gold, then shrug and revive Wario. In any case, you play as Pokemon Trainer and Lucas against Wario and the samurai. After defeating them, a cutscene shows Wario being trophified, and Charizard closing in on Yoshimitsu letting out a mighty roar. Yoshimitsu lets out an intimidated "NAMU!" and uses his helicopter havoc move to fly up and and out of the area. Yoshimitsu isn't seen again until the Duon boss fight, where he lands onboard the halberd, having gone a long way with his helicopter havoc move, and has no more individual cutscenes.
 

Chief Mendez

Smash Master
Joined
Mar 25, 2007
Messages
3,161
Location
Somewhere
But enough talk...have at you!


Lord Dracula
"What is a man? A miserable little pile of secrets."

+

General Summary

Dracula is the main villain in most of the Castlevania titles. He is the final boss of almost all of the games, the only exceptions being the first and last games in the series' chronology.

The Dracula of Castlevania is loosely based on Bram Stoker's character, which was in turn based on the infamous Vlad Tepes of Wallachia. The Castlevania Dracula draws some history from both, but instead of preying on maidens this one threatens whole realms with his armies at the least, and at worst is presented as the very embodiment of evil.

Dracula did not receive much characterization in the earlier games of the Castlevania series, but in later games he is depicted as arrogant, disdainful of humanity (whom he regards as petty and greedy), and somewhat abusive towards his own minions.



Videos

+ Simon vs. Dracula, from Super IV +

+ Dracula's boss battle from Dracula X: Rondo of Blood. + Both Hell Fire and Hell Meteor are in full display here.

+ The Castlevania Chronicles version of the unending battle +


Play Style

Lord Dracula, the Scion of Darkness, naturally prefers not to stoop to the level of mere mortals, and so rarely uses his actual body to fight his enemies. Instead, he relies on the infinite amount of black energy that comprises his being.

As such, Dracula players will want to use his great spacing techniques to get as much distance as they can between themselves and the opponent so they can use Dracula's incredible range to their advantage. This is key, as in a close-contact scenario, Dracula is bested by nearly every character in the game. Almost all of Dracula's standard attacks are very slow, and the hitbox for most of them doesn't reach within Dracula's totally immediate vicinity. So if Jigglypuff was coming in to use Rest on him, all but one of this melee attacks would simply go right past the little pink puffball. Thankfully, he has an incredible array of tools crafted specifically to keep his opponents away/get him away from his opponents.

Dracula is also one of the heaviest characters in the game, making him difficult to launch very far. He's also a very floaty character, falling slower than most due to him being made almost entirely of evil energy, rather than flesh and bone. Countering this obvious winning combination, he has a difficult time scoring KOs most of the time, as he has few real "KO moves", and those he does possess force him to compromise his "distance and damage" strategy by getting in close to his target.


Special Traits

+ Dracula can glide through the air, coasting along on a ghostly wind.
+ Dracula has two midair jumps. He merely pushes off the air for the first, while the second has his spinning around quickly as he rises and chuckles quietly, lifted by a wave of dark energy.
+ Dracula's Shield Roll is the longest in the game, carrying him almost twice the distance of the standard distance. A beam of energy strikes him from above, turning him into a cloud of bats, which fade into the beam as it dissipates into thin air. An identical beam strikes a long distance away in the direction you "rolled", where Dracula reforms, ready for combat.
+ Dracula's Air Dodge halts his vertical (though not horizontal) momentum, as he transforms into a group of bats, then shifts back to human form. However, once he uses one, he cannot do so again until he touches ground, then lifts into the air again.
+ Dracula never actually falls down. His helpless state (after using his recovery, or when dizzy) resembles a group of disheveled bats with broken wings, screeching faintly as they plummet slowly downward. Upon contact with the ground, they hurriedly reform into Dracula, who kneels on one knee, head bowed and breathing heavily. If Dracula is hit while in a helpless state, he returns to his normal form.
+ Dracula does not run, and has no Dash Attack.


Stats (Out of 10)

+ Offense: 4
+ Speed: 3
+ Weight: 9
+ Jump Height: 2
+ Fall Speed: 3
+ Recovery: 8
+ Range: 10
+ Attack Speed: 3
+ Traction: 5

Pros and Cons +

Pros
  • Incredible aerial versatility
  • Amazing moves for spacing
  • Large, wide ranges of nearly all standard attacks
  • Far-reaching grab and powerful pummel
  • Unconventional and versatile Smashes
  • Two powerful, far-reaching projectiles
  • Stellar recovery
  • Life-restoring move
  • Rapid attacks for fast damage-dealing
  • Sweetspot Aerial and Aerial Spike

Cons
  • Constant blind spot close to Dracula
  • Significant lag on Special Moves and most Standard Attacks
  • Final Smash requires skill and timing to use
  • Up and Down Smashes do little damage
  • A number of attacks are based on how often Soul Steal is used
  • Steep learning curve
  • Very few moves have actual knockback (difficult to KO normally)
  • Aside from projectiles, most moves don't do too much damage
  • Dracula is a pompous, arrogant jerk


Standard Attacks

A, A: Morose Attraction + Dracula throws a side of his cape out ahead oh himself, lightly damaging the enemy. Pressing A again will cause him to quickly draw the cape back inward, pulling the enemy along with it (4-6% initial hit, 1% follow-up)

Notes: The move reaches about as far as your average Side Tilt, though the hitbox is such that the move will miss enemies right next to Dracula. Pulling an enemy in close might seem counter-intuitive for Dracula at first, but sometimes this can lead to a quick Soul Steal right after.There's very little lag on this attack by itself, but doing both attacks will result in much more.

Side Tilt: Shady Vagrant + Dracula chuckles darkly as he dashes backwards, leaving a dark, smoky facsimile of himself where he was standing, which bursts apart after a second, damaging and knocking away any enemies in range (10-11%)

Notes: The backward dash (he still faces the same direction) doesn't go as far as his normal Shield Roll, rather, only as far as a normal character's. The shadow clone will explode after a second, unless an attack hits it, which will disperse it without it doing any damage. So in effect, this creates a wall between you and your opponent when you use it, making it a great tool to mix up with Dracula's standard Shield Roll for spacing purposes. If the shadow-figure is hit before it explodes, it cringes inward as it fades away, with a echoing shout of pain. However, if it goes off as planned, it triumphantly raises it's arms, fists curled, into the air as it laughs in victory while it tears apart...

Down Tilt: Penumbra + Dracula tamps his foot (though under his cloak, it's a bit hard to see), and his shadow extends along the ground ahead of him, as far as he is tall. Any enemies that are touched by it trip and take steady damage with no knockback (1-2% per hit)

Notes: The shadow extends and retracts at a moderate speed (about as quickly as Mario walks, say), but Dracula can't move until it returns, which takes just under two seconds. Also, unless the enemy is actually on the ground, this won't hit them. It's a great edge-guarding move, however, as the shadow literally crawls over the edge and down the side of the stage, knocking a hanging enemy into a helpless fall.

Up Tilt: Visitant Swarm + A small company of bats flies out from the left side of Dracula's robes after he lifts his arm and parts them. They fly above him in a circle, damaging any characters in range, before swirling back around Dracula's rear and returning to the safety of his cloak, this time the right side, which is held open for them by the Count (2-3%, multiple hits)

Notes: As it sounds, this move has tons of lag on it, and leaves Dracula open to attack from the sides throughout most of it. There's also very little knockback from the bats, though they can draw an opponent in front of Dracula if said enemy is caught in the swarm as it circles around Dracula's back, potentially leading into a Soul Steal. Emphasis on the lag though, as it is very, very substantial. The move has great vertical range, and good range to the sides (while the bats are on each side, that is) though.


Smashes


Side Smash: Love Lost + Dracula stands, body facing the screen (and player) while his head is turned toward his opponent. He lifts his arm up and points toward his enemy, while a large mass of darkness emanates from under his cloak and springs forwards. The mass travels forward the same distance as Link's Forward Smash (both swings) covers, damaging all the way, before delivering it's final attack and fading away, knocking enemies up into the air and dealing great damage (3% traveling, 17% final blow uncharged / 5% traveling, 25% final blow charged)

Notes: In a rare move for Dracula, this move hits from start to finish, with no "blind spot" close to him. However, unless an enemy is hit by the final blow, they only flinch, and won't go flying away. As Dracula is vulnerable until the move ends (which takes around three seconds), he'll usually be attacked by enemies in that situation, though the attack will still complete itself, even without him. Now, concerning the "final blow". At the end of it's course, the shadowy mass rears up to reveal it's contents...the form of a beautiful woman. Yes, Dracula uses the soul of his deceased lover, Lisa Farenheights, to destroy the humans he so hates as a result of her death (Lisa was burned at the stake for practicing witchcraft: which led to Dracula swearing revenge against all of mankind). Only her torso is visible, and what's there is skeletal from the sternum down, the rest being covered by the ragged remains of a dress. She raises her hands to heaven, as if trying to escape her ****ed service, causing the rest of the shadowy mass to course upwards along her arms, bursting at the tip of her hands and sending Dracula's opponents flying away.

Up Smash: Spectral Augur + Dracula swirls his arms around in a circle, then brings them together towards the ground, causing his cape to fly upwards as a surge of shadowy bats erupts from the mass of inky blackness underneath his robes, flying upwards on both sides of him and dealing rapid damage (2-3% multiple hits uncharged, 5% multiple hits charged)

Notes: Uncharged, this move is essentially a slightly more powerful version of his Up Tilt that strikes to both sides simultaneously. However, the bats simply fade into nothingness, rather than returning to the confines of Dracula's cape, making the ending lag almost non-existent. Again, like his Up Tilt, there's no real knockback here, and the move doesn't draw opponents in. The real reason to use this move is that if it's fully charged, Dracula will actually dive down into his own shadow, resurfacing wherever his shadow-print, created via his Down Smash, is located. If he hasn't planted one, he simply resurfaces where he dove in. Traveling through the shadow-print will use it up, letting Dracula create a new one.

Down Smash: Phantom Courante + Dracula compresses his dark will into his shadow, leaving a inky, swirling imprint of it on the ground where he stands. This shadow-print stays where it is until Dracula uses the move again or an opponent runs across it, at which point it will do damage based on how much damage Dracula has dealt with Soul Steal (5%, increases up to 33%)

Notes: The shadow-print is about the width of two Mario's usually, though it's shape is dependent on Dracula's actual shadow at the time he uses it, so on a sunny stage like Delfino Isle, it might span a much larger area. When an opponent walks or runs over it, they're sucked down into it up to their ankles as the "Souls" Dracula has stolen take their revenge on the hapless victim. The opponent will always take 5% damage minimum, though for every point of damage Dracula regains through the use of Soul Steal, that amount increases by 1 point, up to a maximum of 33%. This increase in damage resets whenever Dracula loses a life, however. Also, apart from the actual damage, the move will hold an enemy still for roughly a second while it deals it's damage, possibly giving Dracula an opening to attack. Charging this move doesn't change the damage dealt, though it will slightly increase the size of the imprint.


Aerials


Neutral Air: Black Dervish + Dracula spins once in the air as he transforms into a whirling cyclone of shadows and fluttering bats. The move draws enemies in, dealing light and rapid damage. As the move ends, Dracula reforms, still spinning. Enemies hit by the ending spin will be knocked away (1-2% bats and shadows, 10% ending spin)

Notes: Dracula is invincible for the middle portion of this move, when he's in shadow/bat form: all attacks will pass right through him, and usually result in the attacker being pulled in. It's very rare to avoid the ending spin, unless you're caught from the beginning, and have DI'd properly throughout the entire move, or the middle section only just grazes you. After the ending spin, there's a large window where Dracula is open, as he spins twice before returning to normal, and only half of the first spin deals damage.

Forward Air: Cursed Bore + Dracula snaps his left arm out ahead of him, and several tendrils of shadow stick out in long, spear-like spikes in a fan formation, dealing quick and solid damage and knockback to enemies in front and below Dracula (6-8%)

Notes: The spikes extend very shortly after his cape is flung wide, and reach a good distance away from him. They deal vertical knockback, so catching an opponent with a lower-positioned spear can send them up into the one(s) above it, dealing multiple hits. There's not much lag if the move ends in the air, but if the spears come into contact with the ground, they'll get stuck, and it will take Dracula a while to pull them free.

Backward Air: Incubic Snap + Dracula glances behind him, grins, and twists his torso around while extending an arm directly behind him. He then sharply snaps his fingers, creating a small spark of dark energy (0-1% sourspotted, 28% sweetspotted)

Notes: The most powerful sweetspot move in the game. It is understandably difficult to land, as Dracula's hand must connect with the center of an opponent, and there's about a second of delay between inputting the move and Dracula's execution of it, but if you manage to land the attack, it deals a ridiculous amount of damage, and sends the foe flying away in a random direction. Randomly spiking an opponent with this move is among the most satisfying acts in the game.

Upward Air: Hell Flame + Dracula holds his hands above his head, and creates a medium-sized flame within them. The flame damages anyone that touches it, and stays lit for a few seconds. When the move ends, the flames disperse in a quick burst as Dracula snaps both his fingers (5-6% on contact, 13-15% at moment of dispersal)

Notes: The snapping fingers here are purely for effect. The move has great priority, and is great for juggling airborne opponents. However, you must be careful: if Dracula touches ground before he extinguishes the fire, it will fall on him when he lands, as he momentarily loses his concentration. The fires fall over him, dealing 2-3% and no knockback, though Dracula isn't too happy about it, and a few bats will madly scramble out from under his smoking robes.

Downward Air: Gloomy Stride + The Count crosses his arms under his robes and looks indignantly below him as he raises one of his legs, then drives it downward, dealing damage and spiking (10% and spike)

Notes: The move is akin to Zelda's Downward Aerial, but only in that the move is largely concealed by her long gown. While the same is true for Dracula, it's much easier to spike with this move, and even if you don't manage that (the opponent must be at or below Dracula's knees, and roughly straight below, not to one side), it still deals solid damage and has good vertical knockback. If you do land the spike, a look of disgust will cross Dracula's face, as though he just stepped on something foul.


Miscellaneous Attacks


Rising Attack: Black-a-Vised Servants + Dracula curls back his arm, then throws his cape out wide ahead of him, pushing the enemy back with a gust of wind (though no damage is dealt by the movement). Several bats are sent forward, dislodged by the sudden and powerful move. The bats deal light damage and flinching knockback, though they eventually evaporate into thin air (1-2% per bat hit)

Notes: This has amazing range for a rising attack, though it only hits to one side. Also, aside from the wind push (similar in scale to Angel Ring's), the only damage comes from the bats, which travel in random patterns, dizzy and weak from the fall as they are.

Ledge Attack: The Master's Rebuttal + Dracula quickly pulls himself back on-stage, and sweeps one side of his cape out wide ahead of him. If an enemy is caught inside of it, he pulls them around with him as he spins once before tossing them out with an indignant slap to the head (5%)

Notes: A generally bad attack, as the hitbox to catch the enemy is very specific (the enemy has to be a good distance away from Dracula, and on the ground or very close to it), and unless you do catch them the cape won't deal any damage to them. However, if the Dracula player presses the A button again before Dracula spins fully about, Dracula will stop the attack earlier than usual, swatting the enemy in the opposite direction: straight off the stage. If this is done, Dracula will scoff and say "Impudent--" as he smacks his victim away.

Ledge Attack over 100%: The Master's Response + The same concept as his normal Ledge Attack, though much weaker and a little slower (1%)

Notes: You can still use the early-A trick to throw your opponent off-stage, though the knockback is much, much weaker, and in that case, no damage will be dealt.


Grabs and Throws


Grab: Loving Vice + Dracula extends his hand forward and makes a grasping motion in the air. Like most of his standard attacks, this will miss if the enemy is too close, but the range is very good, extending invisibly ahead of his hand. What actually grabs the opponent is the sheer power of Dracula's dark will.
Grab Hit: Bloody Vise + Dracula clenches his fist and rotates his wrist, pressing in on all sides of his victim with unholy power. Slow but powerful (5%)

Notes: As mentioned, the Count has a grab that's as long as the average tether grab, but if an enemy is withing the range of a normal character's grab to him, the move will miss. Also, this move can't be used as a tether recovery, despite it's similarity to tether grabs.

Forward Throw: Sudden Banishment + Dracula makes a pushing motion with his hand, and the caught foe is sent flying away as a burst of dark energy explodes on top of them (9-11%)

Notes: The blast, though relatively small, can catch other foes in it if they happen to be close enough. This is also Dracula's fastest grab, with virtually no lag on either end of it.

Upward Throw: The Count's Appraisal + Dracula motions with his hand, as if to gently lift something, and the enemy flies up into the air (3-4%)

Notes: Though very little damage is dealt, this throw has insane vertical knockback. On a stage like Sky World or Yoshi's Island (Melee), it can KO beneath 80% in the right places. It has large ending lag though, as Dracula has a penchant for watching his victims as they fly away to their inevitable doom...

Down Throw: Death Pool + The victim is plunged into the ground, straight into their own shadow (6-7%)

Notes: On normal ground, the enemy is thrust back into the open air after a second "underground", with minimal knockback. However, if they're sent into their shadow on a platform that can be dropped through, they'll be spit out of the other side, with similarly moderate knockback. A neat move to use on an opponent on moving stages, as Dracula can leap to safety while the opponent, stuck in their own personal darkness for a full second, are taken off-screen as the platform they were planted in leaves the arena.

Backward Throw: Carnal Invitation + Dracula roughly pulls the opponent toward him (1%)

Notes: The perfect setup move for Soul Steal. Unless the enemy DI's immediately and directly away from Dracula, they will almost always be caught if the Dracula player uses the Down Special as soon as they can. Though if they don't, they'll find themselves in a very bad position.


Special Moves


Neutral Special: Hell Fire + Dracula lifts his right arm, raising that side of his robes. From the mysterious folds of his attire fly three fireballs that shoot forward in a column. These go all the way across the stage, and damage varies depending on which fireball connects with an opponent (4% top and bottom fireballs, 7% center)

Notes: Dracula's first projectile fires twice as slow as Waddle Dee Toss. In other words, it's difficult to spam with. The center fireball travels slightly ahead of the other two, and is slightly larger. The vertical range this move covers is the size of a medium character, such as Link or Marth. What this means is that most characters, on the ground, will only be hit by the center and lower fires (though a small, crouching character could only take the lower), while taller fighters (Ganondorf, Ike, Link, etc.) will be hit by all three if they take no evasive action. The projectiles gather speed the farther they fly, at first only going as slow as a Nikita Missile that's turning, but possibly going as quick as Link's fully charged Arrow (though it takes about one Final Destination to pick up such speed).

Side Special: Hell Meteor + Dracula lifts his left arm, raising that side of his robes. From the mysterious folds of his attire flies a spinning, flaming rock. The meteor spins across the stage, drifting slowly toward the nearest opponent, though any enemy that touches it will take damage, and it will still continue to move until it hits it's original target or disappears after a set time (15% intended target, 8% innocent bystanders)

Notes: Unlike Hell Fire, Hell Meteor doesn't stop upon contact. It will go through any opponents in it's way, dealing very only flinching knockback, and decent damage. However, if it manages to hit it's original target (which is whomever is closest to Dracula when he uses the move), it deals greater damage and solid knockback. It also flies much slower than any other projectile in the game: slightly slower than a Nikita Missile that's turning. Like Hell Fire, the ending lag is significant, as Dracula closes his cape with an unnecessary flourish. Hell Meteor fades away after traversing distance equal to the length of Final Destination.

Up Special: Shriek of Bats + Dracula dissipates into a frenetic swarm of small bats, which fly around the level, damaging anyone they come into contact with rapid hits before reforming into Dracula's normal form (1-2% per hit, rapid damage)

Notes: You can control the swarm's flight path, but as it's a large gathering of bats, it's not as easy to control as something like Pit's recovery is. In fact, the controls bear more in common with Volt Tackle, though the bat's random nature adds a good deal of "stutter" to whichever flight path you choose, and you always rise, so you couldn't sly straight across a stage, damaging opponents as you go. The move will pull in nearby foes, taking them along with you, and dealing around 14-19% damage if caught in the swarm from the beginning of the move. There's no knockback to speak of, besides the repeated flinching the bats cause, which only serves to keep the opponent from retaliating, so using this as an outright attack is a highly punishable idea. The actual recovery range of the move is fairly standard, reaching only about as far as Fire Fox or Screw Attack if you don't maneuver left or right as you fly.

Down Special: Soul Steal + Dracula spreads his arms wide and rears back. If an enemy is next to him, he'll wrap them in an embrace, enveloping them in the folds of his voluminous cloak and turning them away from the screen while he drains their life energy (3-25%, varying)

Notes: The opponent has to be basically on top of Dracula for the move to connect (thus he "rears back" a little bit). Once you've embraced an enemy, rapidly tapping the B button will...well, let your imagination tell you what Dracula does to them as his back is turned to the screen. Anyway, rapidly tapping B will deal damage faster, in a similar fashion to Koopa Klaw (Bowser's Melee Side Special), though this is affected by the damage of the opponent. You'll always be able to pull off at least one B button press, even on an opponent with 0%. The more damage they have, the more extra hits you can get in before Dracula unfurls his cloak and casts them out of his loving embrace, doing a set amount of knockback (it's small) and no damage. Dracula recovers damage equal to 1/2 (rounded down) the damage he does with this attack. So he'll always regain at least 1%, though that's only if you don't tap the B button at all. Also, once Dracula has stolen an enemy's soul, he won't regain more life from them by doing it again until either 2 minutes have passed or they lose a stock. He can still do the attack for damage, but not life.


Final Smash: True Dracula + Dracula concentrates the dark energies within him, transforming into his monstrous, beastly true form, becoming at least twice as large in the process. This lasts for approximately 10 seconds, during which time Dracula's regular moveset is replaced with the following abilities.

A: Death Claw + True Dracula slams his claws into the ground ahead of him, then rakes them along the ground as he pulls his arms back towards himself. The attack reaches a very, very long ways ahead of True Dracula. Enemies on the ground hit by the claw slam are buried in the ground, and will take more damage as the claws are scraped along the ground, which pulls them along for the duration. Enemies in the air hit by the attack take a solid 15-16% damage, but enemies that take the full attack will take upwards of 35% (15-16% for the first hit, 5% multiple times for the retracting hits).
When used in the air, Death Claw manifests as such: True Dracula extends his arms straight downward, again burying ground-based enemies (though this is an incredibly powerful spike against airborne enemies). He then swings them out wide to both sides of his body, covering a wide area to both sides of his person, and flinging victims away. Damage is identical to the on-stage incarnation of the move.
This attack takes three full seconds to fully execute.

B: Hell Pyre + True Dracula spews a gout of flame across the floor of the stage, sweeping up any enemies in it's path, and dealing repeated damage (about 8-11% per second). When used in the air, the attack is aimed downwards, and splits in both directions as it hits the ground, though the damage is halved as a result.
This attack takes three full seconds to fully execute.

L/R: Shadow Dance + A shaft of shadowy power descends on True Dracula, which warps him away from where he was, and transports him to the space directly above a random opponent. This does no damage, takes two seconds to execute, and can be done an infinite number of times, even in the air.

Notes: The attack is very powerful, but doesn't last for very long. Most times, you'll only have enough time to pull of one or two attacks before reverting to normal. Use your time wisely.


Other Elements​


Dracula's Role in the Subspace Emissary: Castle in the Solar Eclipse +

In the year 1999, Dracula and his castle were sealed inside of a Solar Eclipse, ending his curse on mankind by sealing his power away within the eternal confines of a star. In the world of Super Smash Bros., he still resides there, trapped within the Sun itself.

As it happens, the powers of the eclipse are inexorably linked to Subspace. The creation of the Great Maze has the added effect of weakening the barrier around Dracula's Castle enough to let the Master Himself enough leeway to escape the confines of the solar body. Dracula calmly waits on a dark throne by the entrance to Tabuu's stage, calmly observing the struggle of the Smash Brothers while slowly regaining his strength. The player must confront and defeat the Count before moving on to challenge Tabuu. Upon defeat, Dracula applauds the player for their obvious skill, then melts into the shadows to explore this new world he finds himself in.

Who knows what evil Lord Dracula will create for the world...


How to Unlock +

After you defeat Dracula in the Great Maze, there's a 5% chance that when you go through a door as you replay any level, you'll be transported to Dracula's Castle to fight the Dark Lord in a final showdown. Defeat him there, and he'll be yours for regular play, as well as in your party in the Subspace Emissary.


Miscellaneous Animations

Idle + Dracula will occasionally reach up and stroke his well-kept facial hair, glance side to side with a disinterested look on his face, or simply cross his arms under his robes while tapping his foot slowly.
Crouch + An cobweb of shadowy material springs up from the ground, creating a makeshift throne for Dracula to recline on. If held for a while, Dracula will produce a delicate glass of blood-red wine from his breast pocket, sipping it occasionally. When he gets up, he tosses it to the floor, where it shatters.
Walking + Dracula glides silently forward, feet shrouded by swirling shadows.
Ground Dodge + Dracula takes on the property of smoke, becoming transparent, with hazy, undistinguished features. Unflinching (or moving, in any way), attacks will go right through this incorporeal form, but only until he returns to normal.


Taunt 1 + Dracula smooths back his hair with a hand. As he reaches up, a lone bat escapes from under his robes.
Taunt 2 + "Ah, sarcasm..." the Count says, as he ***** his head and crosses his arms under his robes. Highly patronizing.
Taunt 3 + Dracula sneers and laughs low and deep, while evil energy bubbles up from under his robes, making them swirl about his legs.

Kirby Hat + Kirby sports Dracula's prim facial hair, as well as his effervescent cloak.

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



Entry Animation + Dracula descends from the sky on a shaft of dark light, downing a glass of champagne, which he then tosses on the ground, where it shatters into pieces.

Victory Theme + The main refrain of Bloody Tears (though in the game, it's played on a large pipe organ).

Victory Act 1 + Dracula contemplatively strokes his chin while chuckling under his breath and grinning at the screen.
Victory Act 2 + "Mankind ill needs a savior such as you!" says Lord Dracula as he twirls his cape around him and dissipates into nothingness in a swirl of shadows.
Victory Act 3 + Dracula laughs in villainous fashion as he spreads wide the folds of his cape, and an endless swarm of shadowy bats fly out from within.

Losing Act + Dracula nobly applauds his opponent, while looking to the side, dejected.

Wii Remote Selection Sound + Ironic laughter followed by the flapping of leathery wings and the screeching of hunting bats.

Crowd Cheer + In a slow chant: "Master...master...master..."

CODEC Conversation +

Colonel: Snake! That's Count Dracula, also known as Vlad Tepes. He's extremely dangerous. His ambition is to conquer the human race, and it's only a matter of time before he reaches that goal.
Snake: Wait, so you're saying it's impossible to stop him?
Colonel: Not necessarily. The Belmont clan almost always foils his plans, but he's the embodiment of pure evil, so it's going to take something truly remarkable to destroy him once and for all.
Snake: ...Mmm. So any ideas? I don't think modern weaponry's going to do much against the 'embodiment of pure evil'.
Colonel: Just do your best Snake. Dracula may be immortal, but that doesn't mean he can't be hurt.

Alternate Outfits

Classic Dracula - As he appears in the final battle of Dracula X.
Symphony Dracula - Dracula's iconic appearance from the PSX classic, Symphony of the Night.
Judgment Dracula - The Master's most recent redesign, from Castlevania Judgment.



+ Trophies

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


+ Stickers

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


Stage: Dracula's Castle + A moonlit stage atop Dracula's famed castle. There is the main platform on top of the tower, followed by two smaller ones on either side (think Pokemon Stadium). There are another two directly above those, and a final platform in the middle of the stage, above all the others. Skyward KOs are difficult to accomplish on this stage. There are also two platforms that jut out on either side of the tower, and whenever clouds cover the moon, the stage darkens and torches set all around the stage light themselves.
Hazards include the ever-present Medusa Heads, simple Bats, and bone-tossing skeletons. The former two make their ways across the stage every now and then, dealing a few points of damage and small knockback to whatever they come in contact with, though any attack will destroy them. The Skeletons climb up the castle walls and position themselves on the platforms that stick out from the sides of the tower, and proceed to hurl bones at players on the main level. These bones damage similar to Bats and Medusa Heads, and travel in an upward arc before falling to the ground, where they can be picked up and thrown by players in the same upward arc at other players. The Skeletons can also be destroyed, though they take more damage to slay (around 20% damage), and fighting them in close-combat can result in the player being knocked off the edge of the stage, as contact with the Skeletons deals damage as well.

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

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


+ Music

Vampire Killer + The classic cool.
Vampire Killer ~ Yamane Remix + Perfectly upbeat.
Heart of Fire + A (relatively) recent favorite.
Theme of Simon Belmont + Links to the Chronicles version. This must be in.
Aquarius + The power and beauty of the electric guitar, only from Castlevania.
Bloodlines + Castlevania's shining moment on the Genesis.
Iron-Blue Intention + One of the Holy Trinity of Castlevania songs, appearing in nearly every game in the franchise.
Another Vamp Killer + From the Dreamcast vaporware, "Casltevania Resurrection".
Monster Dance + 8-bit monster slaying at it's finest.
Praying Hands + The quiet calm before an unholy storm.
Room of Close Associates + Every good game needs a good boss theme.
The Tragic Prince + Quite the symphony...
Cross a Fear + The PS: Dracula Battle remix.
Bloody Tears + A classical version fits this song best, I think.
Dance of Illusions + Richter Belmont's epic duel with the Master.
Dracula Battle 64 + Dracula's prolific theme, in 64 format.
Nocturne + Nothing more needs to be said.

You have been doomed since you lost the ability to love...​
 

TVTMaster

Smash Apprentice
Joined
Mar 7, 2008
Messages
124
Shy Guy

The jack of all trades, Shy Guy, has joined the Brawl!



The Shy Guy's aerial mobility is incredible, with 3 midair jumps that can take him wherever he needs to be in a flash. A crazy aerial game and some funny tricks on the ground with his projectile make him able to adapt to most situations. Being tiny, however, and lighter and even Squirtle, the Shy Guy must either press the attack or camp from afar to survive. Despite a good recovery, the SG is so light his deaths will come more from being launched than falling down.

Pros and Cons:
+ Fantastic aerial mobility and recovery
+ Fair is a pro in and of itself
+ Groove Guy
+ Sick aerial game
+ Spammable projectiles
= Medium/fast fall speed
- Very light
- Needs to be played carefully to survive, despite an aggressive playstyle
- Plenty of startup lag on non fair/bair kill moves
- Dash A is more a punishment than a move
- Low ranged mediocre ground game

Standard A

A- The SG leans forward and slaps, bringing the opponent in and chaining to AA. 4%
AA- SG slaps again, chaining inescapably into AAA. 2%
AAA- SG twirls and delivers a final kick for medium knockback- KOs at around 170%. 4% (Total 10%)

Ftilt- SG hops forward and tackles. Low priority and high lag make this move apparently useless, but SA and a trip effect make it sometimes worthwhile. 7%

Utilt- SG hops up and headbutts. Very high priority makes this a great anti-air, and it can kill at around 120%. Has slight lag if it misses. 9%

Dtilt- SG executes a slide attack, with low priority and a 25% trip chance. Pops the enemy up for the perfect aerial string. 4%

Dash A- Tackles the opponent. If it whiffs, SG "trips", and has significant lag while getting up. A short hop after the end of the animation provides a little dodge for some Dtilts, but the dodge is very situational. Try to avoid this move. 8%

Prone Attack- SG gets up, and backs away toward the direction he was facing. This move dodges one side and hits the other side with his back for 4%.

Ledge Attack- SG cartwheels onstage with a wind effect that keeps him safe. 5%, slower and 6% when above 100%.


Aerials

Nair- SG spins in the air with decent priority. This move knocks the opponent back at a 10 degree south of forward angle and stalls momentum. High knockback makes this the perfect edgeguarding tool. 10%

Fair- SG's bread and butter move, the Shy guy laglessly moves forward with a foot out. This attack is a sex kick but can be cancelled by a jump at any time to pursue or keep a hitbox. It features epic priority, beating almost every other aerial, and it has set knockback that sets Nair up perfectly, up until the enemy is at 100%, at which point the move becomes a kill move. 12%

Bair- SG does a lagless standard two-leg back kick. This is similar to the fair minus priority, the cancelling effect, and the set knockback property. This is a kill move pure and simple, and sets up a fastfall->SH sweetspotted Uair perfectly. 13%

Uair- The Shy Guy dons Spy Guy camo and executes a simple headbutt with a sweetspot that becomes a monster kill move that kills at 80% on even the heaviest characters if they're up in the air. The sweetspot is very tiny, but have no fear- normal Uair is a great followup attack to keep juggling the opponent with the Shy Guy's arsenal. 9% normal, 20% sweetspot.

Dair- Does a downwards drill kick that finishes with a meteor smash. Great for edgeguarding with great priority and a full-body hitbox. The first half of the attack even has SA! 1%-1%-1%-10%


Smashes

Fsmash- SG pulls out a baseball bat from Mario's sports outings. Slow and reflects projectiles, much like a certain PSI youth, but has more of a horizontal hitbox. 11-18%

Usmash- SG blows up one to three balloons above, in lieu of Sky Guys, and pops them one by one, depending on charge. Meteors straight up. 2-5%, 2-5%, 2-5%

Dsmash- SG dons a jester cap and does a 3 second dance, in lieu of Groove Guys: left, right, spin. Low priority and small hitbox make this less useful, but highly damaging if it connects. 4-5%, 4-5%, 6-8%


Specials

B: Slingshot- Pulls out a Spy/Sky Guy slingshot and fires a pebble. Chargeable, spammable, and angle-adjustable. Press a control-stick direction while he's pulling back to aim and fire. 3-7%

>B: Spear Guy- Spins in a circle with a spear for as long as B is held, wearing a grass skirt and war paint. 2% per hit, without DI goes up to 60%.

^B: Encore- The Shy Guy does a flip forwards. Has about the reach of Captain Falcon's recovery, but if this move makes contact with an edgeguarder, SG with meteor them down with 7% and land flawlessly on the stage, taking a bow and regaining 2%. If it meets with an attack, no meteor occurs, but SG still makes it back, it just does a disappointed dance and takes 2% in addition to the attack's damage.

vB: Pyro Guy- HE'S ON FIYAH!! SG becomes an immobile ball of flame for as long and B is held. It deals 1% every two seconds to you, but it the enemy makes contact, they will get knocked back and take 5% and a fire effect.


Throws

Grab and Pummel- What? You were expecting this little guy to be able to toss people? That's not his game. His throws are all very weak (although he can Dthrow CG up to 20%), and his grab is very short. 1% slow pummel.

Fthrow- Very weak, 5%. Not much to say here.

Bthrow- Slightly stronger and can KO at 200%. 6%

Uthrow- Pops them up for aerials, but otherwise doesn't KO. 4%

Dthrow- Slams them on the ground, and CGs up to 20%. Fun times. 6%


Miscellaneous

^Taunt- Backflips and bows, with confetti and cheering.
>Taunt- Does his Dsmash animation, extended.
vTaunt- Thrashes around in frustration.

Victory 1- Drops from the top, doing his bow from his Up taunt.
Victory 2- Continually does his Groove Guy dance.
Victory 3- HE'S ON FIYAH!!
Defeat- Claps whilst hopping up and down.

Costumes- Default red. Dark green and blue for teams, plus yellow, pink, and light blue-- classic Shy Guy colors.

Final Smash: General Guy- Dons a military cap and jumps into a toy tank, firing 15% lightning bolts forward with A, and up with B. Cstick aims a 10% movable beam. Is surrounded by a Shy Squad that deals 3% if contact is made, and a Shy Stack and Stilt Guy accompany him in the background. Lasts 19 secs.

Kirby Hat- Kirby gets a Shy Guy mask and shoots a slingshot.

Snake Codec:
Otacon: Snake! That's a Shy Guy. They're michievous denizens of Yoshi's Island.
Snake: Wait, this one's fighting? I though they were cardboard cutouts with food on them.
Otacon: ...um, no. This little guy will give you no end of trouble. Watch out for his different forms and aerial attacks!
Snake: Doesn't look too smart. I bet I can set him up with some bombs...
Otacon: It's smarter than it seems. It can ride karts, play golf, hit home runs, and even go 40-love in a tennis match!
Snake: So, no different from any other one of Mario's weird buddies.
Otacon: ...well, okay, yeah. Just watch yourself.
 

smashbot226

Smash Master
Joined
Sep 1, 2007
Messages
3,027
Location
Waiting for you to slip up.
The jack of all trades, Shy Guy, has joined the Brawl!



The Shy Guy's aerial mobility is incredible, with 3 midair jumps that can take him wherever he needs to be in a flash. A crazy aerial game and some funny tricks on the ground with his projectile make him able to adapt to most situations. Being tiny, however, and lighter and even Squirtle, the Shy Guy must either press the attack or camp from afar to survive. Despite a good recovery, the SG is so light his deaths will come more from being launched than falling down.

Standard A

A- The SG leans forward and slaps, bringing the opponent in and chaining to AA. 4%
AA- SG slaps again, chaining inescapably into AAA. 2%
AAA- SG twirls and delivers a final kick for medium knockback- KOs at around 170%. 4% (Total 10%)

Ftilt- SG hops forward and tackles. Low priority and high lag make this move apparently useless, but SA and a trip effect make it sometimes worthwhile. 7%

Utilt- SG hops up and headbutts. Very high priority makes this a great anti-air, and it can kill at around 120%. Has slight lag if it misses. 9%

Dtilt- SG executes a slide attack, with low priority and a 25% trip chance. Pops the enemy up for the perfect aerial string. 4%

Dash A- Tackles the opponent. If it whiffs, SG "trips", and has significant lag while getting up. A short hop after the end of the animation provides a little dodge for some Dtilts, but the dodge is very situational. Try to avoid this move. 8%

Prone Attack- SG gets up, and backs away toward the direction he was facing. This move dodges one side and hits the other side with his back for 4%.

Ledge Attack- SG cartwheels onstage with a wind effect that keeps him safe. 5%, slower and 6% when above 100%.


Aerials

Nair- SG spins in the air with decent priority. This move knocks the opponent back at a 10 degree south of forward angle and stalls momentum. High knockback makes this the perfect edgeguarding tool. 10%

Fair- SG's bread and butter move, the Shy guy laglessly moves forward with a foot out. This attack is a sex kick but can be cancelled by a jump at any time to pursue or keep a hitbox. It features epic priority, beating almost every other aerial, and it has set knockback that sets Nair up perfectly, up until the enemy is at 100%, at which point the move becomes a kill move. 12%

Bair- SG does a lagless standard two-leg back kick. This is similar to the fair minus priority, the cancelling effect, and the set knockback property. This is a kill move pure and simple, and sets up a fastfall->SH sweetspotted Uair perfectly. 13%

Uair- A simple headbutt with a sweetspot that becomes a monster kill move that kills at 80% on even the heaviest characters if they're up in the air. The sweetspot is very tiny, but have no fear- normal Uair is a great followup attack to keep juggling the opponent with the Shy Guy's arsenal. 9% normal, 20% sweetspot.

Dair- Does a downwards drill kick that finishes with a meteor smash. Great for edgeguarding with great priority and a full-body hitbox. The first half of the attack even has SA! 1%-1%-1%-10%


Smashes

Fsmash- SG pulls out a baseball bat from Mario's sports outings. Slow and reflects projectiles, much like a certain PSI youth, but has more of a horizontal hitbox. 11-18%

Usmash- SG blows up one to three balloons above, in lieu of Sky Guys, and pops them one by one, depending on charge. Meteors straight up. 2-5%, 2-5%, 2-5%

Dsmash- SG dons a jester cap and does a 3 second dance, in lieu of Groove Guys: left, right, spin. Low priority and small hitbox make this less useful, but highly damaging if it connects. 4-5%, 4-5%, 6-8%


Specials

B: Slingshot- Pulls out a Spy Guy slingshot and fires a pebble. Chargeable, spammable, and angle-adjustable. Press a control-stick direction while he's pulling back to aim and fire. 3-7%

>B: Spear Guy- Spins in a circle with a spear for as long as B is held, wearing a grass skirt and war paint. 2% per hit, without DI goes up to 60%.

^B: Encore- The Shy Guy does a flip forwards. Has about the reach of Captain Falcon's recovery, but if this move makes contact with an edgeguarder, SG with meteor them down with 7% and land flawlessly on the stage, taking a bow and regaining 2%. If it meets with an attack, no meteor occurs, but SG still makes it back, it just does a disappointed dance and takes 2% in addition to the attack's damage.

vB: Pyro Guy- HE'S ON FIYAH!! SG becomes an immobile ball of flame for as long and B is held. It deals 1% every two seconds to you, but it the enemy makes contact, they will get knocked back and take5% and a fire effect.


Throws

Grab and Pummel- What? You were expecting this little guy to be able to toss people? That's not his game. His throws are all very weak (although he can Dthrow CG up to 20%), and his grab is very short. 1% slow pummel.

Fthrow- Very weak, 5%. Not much to say here.

Bthrow- Slightly stronger and can KO at 200%. 6%

Uthrow- Pops them up for aerials, but otherwise doesn't KO. 4%

Dthrow- Slams them on the ground, and CGs up to 20%. Fun times. 6%


Miscellaneous

^Taunt- Backflips and bows, with confetti and cheering.
>Taunt- Does his Dsmash animation, extended.
vTaunt- Thrashes around in frustration.

Victory 1- Drops from the top, doing his bow from his Up taunt.
Victory 2- Continually does his Groove Guy dance.
Victory 3- HE'S ON FIYAH!!
Defeat- Claps whilst hopping up and down.

Costumes- Default red. Dark green and blue for teams, plus yellow, pink, and light blue-- classic Shy Guy colors.

Final Smash: General Guy- Dons a military cap and jumps into a toy tank, firing 15% lightning bolts forward with A, and up with B. Cstick aims a 10% movable beam. Lasts 19 secs.

Kirby Hat- Kirby gets a Shy Guy mask and shoots a slingshot.

Snake Codec:
Otacon: Snake! That's a Shy Guy. They're michievous denizens of Yoshi's Island.
Snake: Wait, this one's fighting? I though they were cardboard cutouts with food on them.
Otacon: ...um, no. This little guy will give you no end of trouble. Watch out for his different forms and aerial attacks!
Snake: Doesn't look too smart. I bet I can set him up with some bombs...
Otacon: It's smarter than it seems. It can ride karts, play golf, hit home runs, and even go 40-love in a tennis match!
Snake: So, no different from any other one of Mario's weird buddies.
Otacon: ...well, okay, yeah. Just watch yourself.

I already made one of these, and not to toot my own horn, but I also made a BETTER one.

Your not giving homage to enough guys. My Aerials were also Guises and your Final Smash has no Stack Guys or Stilt Guys.

WHERE ARE FLY GUYS?!?

There's also Gourmet Guy, Flower Guy, from Yoshi's Island, Greaper Guy, from SMRPG, Pirate Guy, Kart Guy (Okay, he's the Shy Guy from Mario Kart...), and plenty more Guys.

And you could REALLY make some use of his SSE Role.
 

cheap_josh

Smash Ace
Joined
Mar 24, 2008
Messages
914
Location
Northern Virginia
@Shy Guy, cool moveset, very descriptive and technical. It was fun reading your Snake Codec too.

@Dracula, your movesets are looking great, as usual.

@smashbot, maybe he doesn't want that stuff....
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
Any comments on Yoshimitsu before I move on? Smashbot, were you actually serious on him not saying Namu enough in the actual moveset? I actually did sort of worry about that.

Shy guy seems average to me, nothing really to say. Not bad at all, but not that much above average.

Dracula looks good so far, but I'm waiting on the entire moveset before I say anything more.
 

Delta_BP26

Smash Ace
Joined
Aug 23, 2008
Messages
606
Location
NYC
Not enough Namu... and REPENT!!!! Give Yoshimitsu some more of that and it'll be good.

Also, that Shy Guy moveset could use more Paper Mario.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
That Dracula is absolutely epic, Chief Mendez. From what you have right now, it's just as good if not better than your other ones. Somehow, you managed to convey his playstyle well enough that I can envisage him and wish that he was in the game, while also intriguing and making me want to know more. Amazing work.

@ Shy Guy

Shy Guy has a lot of potential, and you used most of it. I particularly like Up Smash, Down Smash (Groove Guy FTW!), and Pyro Guy.

I've been thinking of doing a Grim Reaper (the enemy from Kid Icarus) moveset next. I've got an interesting concept brainstormed already. King Hippo is also on my to-do list. May as reserve them now.
 

Chief Mendez

Smash Master
Joined
Mar 25, 2007
Messages
3,161
Location
Somewhere
Thanks for the compliments on Dracula, everybody! I really appreciate it.

Now then, in descending order:

Yoshimitsu: The green and red color scheme doesn't fit. It should be purple and red or something more in-line with the character's outfit. Also, I don't play too much Yoshimitsu in SC, but I think his Neutral B could be...whatever it is when he sits cross-legged on the ground and pumps his sword. Depending on the input afterwards, he could teleport, teleport and attack, etc.

Also his helicopter spin should only go straight up (though you can still move left and right as you go).

@ smashbot226 - I really would prefer it if you did the Windwaker Link, but as it's not up to me...

Shy Guy: I like it, but I do agree with smashbot226's feeling on it (however indelicately put it may have been). There should be more use of the guy's different "forms". Also, movesets with blocks of color look weird, and in some cases are even harder to look through than otherwise...
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
Edited in a good deal more Namus and a couple "repents". Remembering back to actually playing him in Soul Calibur, he pretty much let out a noise after every single attack. No other character really does that in Smash, but it's needed for Yoshimitsu to do him justice. He know lets out cries on the majority of his attacks.

Edit: Excellent suggestions, mendez. I made the change to his neutral b/down taunt and turned it into a healing move, making him more unique to boot. I took great care in not making it imbalalnced, and he can't camp to spam it as he has no projectiles. I don't really see what you mean with the colors, and the green one's defenitely staying, it's the only one that's not a toally generic color swap.
 

KoJ

Smash Journeyman
Joined
Aug 16, 2008
Messages
317
ZOMBIE


A generic Zombie has joined the Brawl! Zombie wants to eat brains! Brains! Braaaaaaaiiiinssssss… Brains brains brains brains… In America! Brains… Brains brains brains brains… Braaaaaaaaaiiiiiinnnssssss… Eat brains… Kill... Eat… Brains… Play… Resident… Evil… Dead… Rising… Braaaaaaiiiiinnnnnsssss…


Playstyle

Zombie is very awkward as a character. He's excruciatingly slow, which is annoying. His attacks are a bit faster, but still aren't fast enough. He has power and and weight, but not a lot in either category. His attacks usually either have very little range, with a few exceptions. However, Zombie isn't terrible for several reasons. His grab is, without a doubt, the best in the game. His specials are all very nice, especially his B-down, which insures lots of stage control. His crawl is as good as Solid Snake's (Well, almost as good. He doesn't go into it out of a dash attack, and he has an awful d-tilt). Zombie is a quirky, fun to use character who rises beyond his mediocrity.


Statistics out of 10

Height: 6 (Normal person)
Weight: 7 (They’re not easy to kill)
Running Speed: 2 (Braaaaiiiinsssss…)
Traction: 9/10 (Since Zombie moves so slowly.)
Attack Speed: 3 (They fumble a lot.)
Attack Power: 7 (They have a grip like iron.)
Falling Speed: 4 (Lack of flesh helps)
First Jump: 5 (Normal)
Second Jump: 4 (Leg tissue rots)
Duck: 8
Crawl: Yes.
Wall Jump: None.
Wall Cling: None.
Footstool: Yes.

Standing Pose: Zombie has both arms outstretched, his head slightly tilted to the side.

Standing Animation: Zombie moans “Braaaaiiinnnsss…” while grasping with its hands. This only happens every 10-20 seconds.

Walking Animation: The zombie limps forward with stiff-legs, keeping his hands outstretched. He still mutters “Braaaaaaiiiiinnnssssss…” occasionally.

Running Animation: The zombie now runs forward slowly with very short leg movements, his hands still outstretched in a Scooby Doo pose, but he’s not slightly bent over. Still moans “Braaaaiiinnnsss…”

Dizzy Animation: Zombie’s head leans backwards, and it frantically tries to grasp forward with his hands.

Sleeping Animation: Zombie’s head leans back and his arms go limp at his sides.

First Jump: Zombie crouches and jumps. Pretty basic. He still keeps his hands outstretched while in midair.

Second Jump: Zombie kicks one foot downwards, keeping hands outstretched.

Duck: Zombie lies on his belly with his elbows sticking up.

Crawl: Zombie pulls itself along the ground very slowly using its arms.

Rolling Animation: Similar animation to Snake’s dash attack, but it only goes as far and fast as a normal role. The zombie tosses himself forward and tumbles into a standing position. If he rolls backwards, he turns around while doing it.

Sidestep Animation: The zombie stands on one leg and turns slightly, waving his arms. It has normal sidestep time.

Attacks

Jabs and Dash

Claw, Jab 1: Zombie swings one of his hands feebly in front of him in a clawing gesture. Not much range, and very little knockback, which pushes foes into the next jab. It’s quick, but not as quick as some other jabs. Think of Bowser and Charizard’s jab.

Damage: 3%

Infection Bite, Jab 2: Zombie leans forward while opening his mouth and bites. It has low-medium knockback and is very quick at the beginning if it connects. It knocks foes straight up.

Damage: 5%

Leap of Terror, Dash Attack: Zombie leaps about 5 feet forward, outstretching its hands. If it connects, the zombie grabs the opponent and bites once, causing the opponent medium-high horizontal knockback. This goes through shields, so just dodge it! If it misses, it has a bit of ending lag. This attack great for closing distance, as the initial attack moves faster than Zombie’s run.

Damage: 9%


Ledge Attack and Getting Up

Ledge Attack 1: Zombie leaps onto the ledge while extending his head and biting rapidly. It has medium knockback, and is very quick. It has very little range, however.

Damage: 8%

Ledge Attack 2: Zombie crawls onto the ledge and swipes along the ground once he’s gotten up. This attack is slow, weak, and has very little range. Do not use.

Damage: 4%

Getting Up Attack: Zombie jumps straight up and bites in the direction his feet were facing when he was lying down. Very little range, medium knockback, and very quick.

Damage: 6%

Tilts

Slash of the Dead, F-tilt: Zombie leans forward and swings one hand and then the other in a clawing way. First hit has very little knockback, second has very nice horizontal knockback. The starting lag is very low, but it’s easy to attack Zombie when he’s using it and misses.

First Hit Damage: 3%
Second Hit Damage: 5%

Skywards Teeth, U-tilt: Zombie aims his head up, jumps a short distance (About a foot high), and bites down hard if he connect. It causes medium vertical knockback, and has very little start-up and ending lag. His only hitbox is his head, so make sure to only use this if the opponent is above you!

Damage: 7%

Crawl Bite, D-tilt: Zombie pulls itself forward a few feet quickly and bites. It has very little range for a D-tilt, but it does loads of vertical knockback. It also has very little lag, and moves the zombie slightly forward.

Damage: 7%


Smashes

Give Me a Hand! F-smash: Zombie rips off his own arm and swings it at the opponent while holding it at the wrist. He then attaches it back on quickly. It contains very large knockback and lag (Mostly ending). It also has large range, due to the extra arm of distance. The arm is a disjointed hitbox.

Damage: 14%-21%

Evil Head, U-Smash: Zombie grabs his head by the hair, rips it off (The head, not the hair), and swings it in a circle above him like a lasso. At the end of the attack, he quickly tosses the head back on his neck stump. This attack is fast at the beginning, and the head part of the zombie has super armor (The opponent can damage it, but he can’t knock it until it’s back on the body. The opponent CAN, however, attack the body.). The knockback is medium-high. The ending lag is annoying, however.

Damage: 12%-19%

No Bones About It, D-smash: Zombie crouches and digs his hands in the ground, charging up. When he attacks, he pulls out a large femur bone from the dirt in each hand and swings them around his legs. He then drops the bones (They disappear). This attack has a disjointed hitbox on each side of him, and it has powerful vertical knockback. The tip of each bone does more damage than the base. It has very large side range for a D-smash, similar to that of Marth’s D-smash. Enemies should take advantage of the enormous ending lag.

Damage: 10%-17%
Tip Damage: 13%-20%

Aerials

Dead Rush, N-air: The zombie claws with its arms repeatedly in front of it, doing multiple small hits. It has very little range and not much knockback. Unlike most N-airs, the hitboxes don't reach behind it. There's no real startup and ending lag, but the time it takes for him to finish the attack is a good window for punishment.

Damage for each individual hit: 2%

Air Chomp, F-air: Zombie pulls back his head for a second before he leans forward and bites. This attack has massive horizontal knockback, but it has a lot of lag starting up. Luckily, ending lag is small and the attack has decent range, allowing it to connect if you don't use it often.

Damage: 10%

Gruesome Reminder, D-air: The zombie pulls out a severed head and drops it. The head is a physical projectile that goes through shields. When it hits the ground, it will bounce slightly and then disappear. Although it only does a bit of knockback while falling, when it bounces off the ground it will do much larger (Medium-high) knockback. The head has no range limit, and will continue falling until it either hits an object/ground or goes off the screen. There is quite a bit of start up lag when Zombie's pulling the head out.

Damage: 5%
Bouncing damage: 12%

Machete, B-air: Zombie's best aerial. He pulls out a machete at high speed and slices the air behind him. This attack has medium knockback, a long disjointed hitbox, and has incredibly low lag. Use it often.

Damage: 8%

2(8) Fists Later, U-air: Zombie swings a clenched fist above his head. If it connects, Zombie slams the other fist straight up, doing a more powerful hit (Medium knockback). This attack has a bit of ending lag if it doesn't connect, but little starting lag. Its range above his head quite small.

First Hit Damage: 2%
Second Hit Damage: 6%

Specials

Zombie Puke, Neutral-B: This attack is chargeable and storable. Zombie pulls back his head, charging up. When he attacks with it, he’ll lean forward and vomit forward an enormous amount of… Stuff forward. Depending on how long you charge this, it could just be a few little drops, or an enormous wave, similar to a fully charged FLUDD. In essence, this is like FLUDD, except that it does damage and knockback instead of pushing, has slightly less range, and is made of VOMIT.

The charging time is a full 4 seconds, so step on it! Knockback depends on how charged it is. It has horizontal knockback that’s very weak when uncharged and high when fully charged. There’s a bit of lag before the attack where the zombie pulls back his head, so enemies should take advantage of this!

Damage: 5%-18%

Lawnmower, B-Forward: The Zombie pulls out a big, red lawnmower. He puts the lawnmower in front of him, turns it on, and slides it forward across the stage. It will continue going for about half the length of the Bridge of Eldin. If it hits an object, the lawnmower will collide and start doing repeated small hit, ending with a final medium knockback hit before disappearing.

If the lawnmower hits a non-breakable wall, it will explode. If it’s damaged enough, it will explode. If you damage Zombie while he’s pulling it out, it will explode, hurting both of you. To put it bluntly, don’t make it explode, unless you want to feel Bob-bomb style knockback. There’s a bit of lag before doing the move, and a lot of lag afterward. If the lawnmower is in mid-air, it will continue moving straight forward with no respect for gravity.

Small Hits: 1-2% Each
Final Hit: 6%
Explosion: 15%

Zombie Drone, Down-B: Zombie reaches his hand in the ground and pulls out a random zombie onto the stage. Make sure to do this when you have time, as it takes a full second to pull 1 out. There can only be up to 3 random zombies on the field at one time.

90% of the time, you’ll pull a zombie drone. The zombie drone is a normal, everyday zombie that slowly walks towards opponents, feebly swiping with its arm when close. It is VERY slow: Imagine Bowser walking. The zombie drone does not flinch when hit, and will die after taking 20%. It has no concept of ledges or jumping, so it will follow an opponent off the edge and mistakenly self-destruct if required.

Damage: 4%

10% of the time, you’ll pull a Redead. The Redead acts identical to the one in Melee, and takes the exact same amount of damage and knockback to defeat.

Damage: Same as in Melee.

Zombie Raven, Up-B: Zombie pulls out a zombified bird by the foot from no where. He then allows the bird to start flying upwards, pulling him up. He can then let go by pressing any button. Using the control stick can control the angle of this Up-B.

Anyone hit by the zombie raven will receive high horizontal knockback and damage, but the zombie is completely vulnerable to attack, which will knock him off. Hitting the raven enough will cause it to fall apart and drop the zombie. Zombie is helpless after dropping off. This recovery is technically infinite, because the bird will keep flying until the zombie drops off or the bird is killed.

Damage: 15% (Yes, it’s very powerful to make up for its gimpability.)

Grab

Deathly Embrace, Grab: The Zombie gropes forward with surprising range. If he catches no one, he gropes around for half a second before pulling back. It has little starting lag, but terrible ending lag if you miss.

Zombie is a unique thrower. When it grabs, instead of pulling the person in and then being able to slap and throw them, the zombie begins dealing damage by… Eating their flesh! Yum yum. The more damage the have, the longer they’ll be held and eaten. For every 5% you deal, rounded down, you will receive a 1% health gain.

The equation for damage and hold time is this…

Damage: (2+(Opponent’s damage, divided by 4 and rounded up.))%

Extras

Final Smash, Night of the Living Dead: Zombie pulls back his head and lets out a bloodcurdling howl as a full moon shows up in the sky. 15 zombie drones pull themselves out of the ground and stay on the stage for 25 seconds, attacking your opponents if they get close. During that time, you have constant super-armor and do not flinch. You cannot pull up more zombies during this time. Yes, some of these zombies will be Redead. At the end of 25 seconds, any remaining zombies will disappear.

Wii Sound: “BRAINS!”

Entrance: A freshly dug grave with a gravestone appears on the stage. Zombie digs his way out and gets in a fighting pose. Then, the grave disappears.

Taunt 1: Zombie sits down, pulls out a brain, and messily eats it, getting brain chunks everywhere. He then wipes his mouth clean and stands back up.
Taunt 2: Zombie turns towards the screen and hisses while making scratching motions with its arms.
Taunt 3: Zombie pulls out his eye with one hand and then throws it into his open mouth. He then regurgitates it back out, wipes it clean, and inserts it back into its socket.


Kirby Hat: Kirby gains bloodstains on his body, empty eyes, and scraggly hair. He gains the Zombie Puke attack.

Crowd Cheer: “Braaaaaaaaaiiiiinnnnnssssss… Braaaaaaiiiiinnnnsss… BRAAAAAAAAAIIIIIIIIINNNNNNNSSSSSSS…”

Franchise Symbol: http://www.spraypaintstencils.com/a-zlistings/chain-saw-image.gif

Victory Music: http://www.youtube.com/watch?v=1PVDNai_kGg

Victory 1: Dozens of zombies walk past the screen slowly, outstretching their arms and moaning. This is a loop, meaning there’s an infinite amount of zombies just walking by.
Victory 2: The zombie moans and walks towards the screen, trying to grab the viewers through it. His hands and face soon are right next to the screen as he tries and fails to reach through.
Victory 3: Zombie rides in on the lawnmower, but it then explodes, sending blood, organs, and body parts flying everywhere, including on the screen and the other fighters.

Loss: Zombie body parts litter random parts of the screen, including the foreground.

Unlocking Method: Kill 30 Zombie drones in the SSE, Kill 15 Redeads in the SSE, Do more than 10 continues in a row on a level, play 666 brawl matches.

Color

Normal: Zombie wearing a white shirt and gray suit with red blood stains.
Red: Zombie wearing a maroon suit and a blue shirt with much more blood. His facial skin is red.
Green: Zombie wearing a dark green suit and a blue shirt. The blood stains are neon green, and the skin is green.
Blue: Zombie wearing a dark blue suit and a white shirt. He doesn't have any blood stains.
Evil: Zombie with parts of his skull exposed, a red shirt, a black suit, and many more blood stains.

Snake Codec

Snake: Hello, Otagon. Got any new info on this? It looks like a dead guy.

Otacon:
Snake: How about you, Mei Ling?
Mei Ling:
Snake: Colonel?
Colonel:
Snake: Hello, guys, where are you? The living dead are attacking! I don’t have time to wait. He fights using anything, even his own body limbs! He keeps trying to eat me! Help guys!
Otacon:…Braaaaaaaiiiinnnsss…
Snake: Great, just when I thought technical support couldn’t get any worse.

SSE Role

As Bowser and Snake search for Gray Fox across the ocean using Bowser's flying battleship (Super Mario Galaxy), they hear screaming from an island below. Snake requests Bowser to land the battleship there, challenging his authority. Bowser, however, has no plans of putting himself at risk, and steers the battleship away.

Then, however, a laser beam hits the pirate ship. Wondering what the heck happened, Bowser and Snake run to the edge and see Rayquaza fling away into the clouds. As Bowser curses, Snake steers the sinking sky-ship back to the island.

Once they land in a village, they notice something is wrong. There are no people. Suddenly, a group of zombie drones jump on Bowser. Snake throws a grenade to kill them and mistakenly transforms Bowser into a trophy. After he revives the Koopa King, Bowser gets angry. Their discussion is interrupted when a horde of more zombies and Redeads attack.

The zombie drones and Redeads are finally dispatched, but the character zombie jumps the pair. He attempts to eat Snake, but is trophified when a projectile slamming into his head at high-speed hits him. Snake and Bowser turn to see their savior… It’s none other than Xaldin, who gives them the thumbs up and reloads his guns. More zombies, zombie drones, and Redeads then surround the group. Xaldin and Snake fight through the zombies, but they notice Bowser is gone.

They look up to see him piloting his ship and turning it so that its cannons were facing the zombies. Then, he lets down a rope ladder. Snake climbs up, while Xaldin teleports on the ship. Bowser then signals to his koopa soldiers on the ship. They pull out a Subspace Bomb and two ROBs, carry it to the side, and drop it on the island. The zombies are all engulfed by the blast, including the trophified one that was shot by Xaldin. Snake watches the island sadly as it gets covered in the blast, but is then patted on the back by Bowser, who has come to see him as a valuable comrade. Xaldin, Bowser, and Snake fly away, searching for Gray Fox.



By the way, I really like the Dracula moveset, but the two specials seem a bit alike.
Can't rate Yoshimitsu. Even though he's my favorite Soul Caliber character, I don't play enough to get the details. Looks well organized.
Shy Guy needs more different guys, and it also needs more description. Did Spear Guy really only have to be a special?
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
@KoJ: your moveset has inspired me with its awesome-ness. If I EVER manage to finish my batman moveset, my next one will be:



... this will be epic no matter what I do ... lol
 

Chief Mendez

Smash Master
Joined
Mar 25, 2007
Messages
3,161
Location
Somewhere
Edit: Excellent suggestions, mendez. I made the change to his neutral b/down taunt and turned it into a healing move, making him more unique to boot. I took great care in not making it imbalalnced, and he can't camp to spam it as he has no projectiles. I don't really see what you mean with the colors, and the green one's defenitely staying, it's the only one that's not a toally generic color swap.
For the colors, I meant the actual colors you used in the moveset, not his alternate outfits.

His standard outfit is almost all-purple, so it would help the design of the actual moveset as a written document if you used the color in it. And there's absolutely no green anywhere in his standard outfit (or at least, not in the picture you posted), so it's just ever-so-slightly disorienting.

Anyways, I really like what you did with Meditate. It creates a really great dynamic that would take way too long to write out. Really, all you need to know is: awesome job. :chuckle:

@ KoJ: The picture for Zombie alone is enough to make me like it.

ALSO, Dracula's coming along slowly. All that's left are Smashes, Aerials and Grabs. But really, I did a lot more with the Special Traits near the top, so if nothing else--check those out.
 

SkylerOcon

Tiny Dancer
Joined
Mar 21, 2008
Messages
5,216
Location
ATX
Though I'm sure somebody has done this before...

Masahiro Sakurai



Non-smash ground attacks

AAA- Causes the opponent to trip

Dash attack- Causes the opponent to trip

Side tilt (10%)- Causes the opponent to trip

Up tilt- Causes the opponent to trip

Down tilt- Causes the opponent to trip

Smashes

Forward- Causes the opponent to trip

Up- Causes the opponent to trip

Down- Causes the opponent to trip

Aerials

Neutral- Causes the opponent to trip

Up- Causes the opponent to trip

Back- Causes the opponent to trip

Down- Causes the opponent to trip

Specials

Up-B: I MUST RECOVER. Automatically returns himself to the stage and causes his opponent to trip.

Side-B: Double trip. Causes the opponent to trip twice in a row.

Down-B: Banana trip. Spawns a bananan under the opponents feet, causing them to trip.

Neutral-B: REAL MEN USE ITEMS. A golden hammer spawns right next to Sakurai.

Throws

Grab Attack- Makes the tripping sound, but the opponent doesn't actually trip. Great for mindgames.

Up- Throws opponent to the ground; causes them to trip.

Forward- Throws opponent to the ground; causes them to trip.

Backward- Throws opponent to the ground; causes them to trip.

Down- Throws opponent to the ground; causes them to trip.

Final Smash

Sakurai landmaster. It's totally different from Fox, Falco, and Wolf's, he swears.

Miscellaneous stuff

Entrance: Sakurai trips.

WiiMote sound: An evil laugh.

Victory pose 1: Causes opponent to trip
Victory pose 2: Causes opponent to trip

Defeat pose: Makes himself top tier, and gives himself wavedashing.

Up taunt: Causes opponent to trip
Side taunt: Causes opponent to trip
Down taunt: Causes opponent to trip


Snake codec conversation:


Snake: Isn't that the game director?
Otacon: Yes! Be careful Snake! He likes to make people trip!
Snake: What do you mean tri- *trips*
Otacon: Hey, you can't be on this channel!
Sakurai: (laughs)

Overall

Pros: Causes opponent to trip

Cons: To much tripping.
 

KoJ

Smash Journeyman
Joined
Aug 16, 2008
Messages
317
Could anybody tell me what's so good about my zombie moveset?

Sakurai would have been funny if you hadn't put "nobody likes him" and had added things like removing wavedashing, making Meta overpowered, nerfing C Falcon to an extreme degree, and made horrible online.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Pretty good, but needs moar "I MUST RECOVER" in the Up Special.

And his Final Smash should be "Sakurai Landmaster Which Is Totally Different From Fox's, Falco's, and Wolf's But Not Really" and right before using it, he says, "No time to ponder such questions, as I have just grabbed a Smash Ball..."
 

SkylerOcon

Tiny Dancer
Joined
Mar 21, 2008
Messages
5,216
Location
ATX
Trip Sakurai is mine, and if you don't make him win the contest, he'll increase the tripping rate 50% for SSB4.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
The Zombie moveset is exceptionally good, Koj, especially for such a generic character. Ripping off his body parts for attacks gives him really original looking and feeling moves, and his animations are all pricelessly hillarious. I'm also likin how you're developing your own continuity with your SSE roles. When it's finished, perhaps you should post your full list of SSE changes somewhere?

Dracula is easily the best moveset I've seen in the topic so far, even without knowing the aerials and smashes. His moves are all very detailed and unique, above any other character I've actually read the moveset for I can really feel as if I know how this character would play. To be honest, I find him underpowered, as you're constantly listing negatives to his moves.

For my next moveset, I'm thinking Dingodile from the Crash Bandicoot series as well as Voldo from the Soul Calibur series. I'll probably make them both eventually, but Dingodile's probably coming first.
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
well... since I'm too lazy to start on another moveset right now, I again edited my Lloyd & Colette movesets on page 14. This was mostly for organizational purposes; since apparently that made it unworthy of an 'S' ranking from SirKibble (he really was much harsher in his re-ratings lol). I might do the same to my Stanley Yelnats moveset later, if I feel like it XD :)

@SkylerOcon: Sakurai is absolutely epic, but he still needs 2 moar things: DELAY, ... & a never-ending mach tornado :laugh:
 

Delta_BP26

Smash Ace
Joined
Aug 23, 2008
Messages
606
Location
NYC



Name: Noxus

Unlock message: The Vhozon warrior is here to break the ice with the smash cast! It's Noxus!

Stats:

Size: 8/10 (About Samus' height)
Power: 6/10 (Great in damage and has some tough sweetspots, but suffers from lack of KO moves, bringing an otherwise high score down)
Weight: 7/10 (He's about Ike's weight)
Walking Speed: 5/10 (Average)
Dash speed: 6/10 (A decent dash)
Drop Speed: 5/10 (He doesn't fall fast, but he doesn't fall slowly either)
First Jump: 7/10 (Quite High)
Second Jump: 7/10 (A great second jump)
Traction: 3/10 (He has trouble stopping. He'll slide a LOT, but he doesn't have any trouble making sharp turns)
Range: 5/10 (Poor range on most attacks, however attacks involving the Vhoscythe or projectiles have good range)
Priority: 8/10 (His attacks will outdo those of others)
Hit Stun: 8/10 (Many of his attacks temporarily freeze the enemy, making his otherwise very low score high)
Wall-jump: No
Wall Cling: No
Crawl: Yes
Glide: No
Tether: No
Note: As the Vhoscythe, Noxus sticks his left arm out (The right side in the Vhoscythe picture) and it has a sharp edge, which is what I'll be referring to when I say he uses the Vhoscythe. When he crouches, he turns into the Vhoscythe, making for a very fast crawl. While crouching/crawling, he doesn't attack though.


Standard Attacks

A: A little uppercut.
AA: An uppercut with his gun arm.
AAA: Basically the second part of Snake's F-Tilt.
Dash Attack: Noxus pushes both arms forward. Short range and lasts a short time, but if you hit them with it they'll freeze for a second.


Tilts

Forward: Noxus jumps while turning into the Vhoscythe, spins once as the Vhoscythe, and as he falls he reverts to normal. It is quite powerful, however it is like Ike's in speed.
Up: Fires a charged Judicator above him. However, the charged Judicator normally fires 3 shots, but instead it will fire a sort of mist barrier. This barrier has a good range; it fires all around him, but it is slow. It has good upwards knockback and freezes.
Down: When Noxus crouches, he turns into the Vhoscythe. The Down tilt merely extends his blade and spins once. (It is rather fast and pretty powerful, however you must sweetspot with the tip to make it strong. Otherwise, it's weak and will usually cause the opponent to trip. It is a lot faster when used during a crouch, making it a good approach. Not a reliable KO move, but it can KO at high percentages)


Aerials

Neutral: A sex kick. (Powerful if sweetspotted)
Forward: Sort of does Falco's F-Smash in midair. (It is very weak, however has a sweetspot at this tip that makes it a bit stronger)
Up: Fires 5 Power Beam shots straight up. (Ranged, making it very good for juggling. It does a max of 15 damage, and has little knockback)
Down: Think Snake's D-Air, but only once, and that one time is made stronger. (If you hit with the tip of his foot, it will not spike, but be granted a similar effect. The opponent will freeze for exactly two seconds, putting vertical recovery to the test)
Back: Spins with his arms out once. (Freezes the opponent for two seconds if you hit with the cannon arm)


Smashes

Forward: You ever notice in a Metroid Prime game, how you charge the weapon and it kind of sticks out of the cannon's front in an orb shape? Well, Noxus hits the opponent with this orb. The animation is more like Ike's F-Tilt than Samus' F-Smash, because he swipes his arm horizontally instead of thrusting. (The attack WILL freeze for 3 whole seconds, making DI useless. Add that effect to what is otherwise as good a kill move as Mario's F-Smash and you have one of his best close range moves)
Orb can be seen here, sticking out of Samus' arm cannon:
http://metroidrecon.planets.gamespy.com/mphunters/screenshots/mphunters_08.jpg
Up: Basically Luigi's U-tilt in animation. (However, as an attack, it is much different. It freezes for 1 second if you tip with it, and has low knockback. Not a reliable kill move)
Down: Noxus turns into the Vhoscythe and spins 5 times. This attack is just like Pikachu's D-Smash, because it is annoying as **** and does a bunch of smaller hits with a big, final one. (It is sort of like Giga Bowser's Up-B because every hit has an ice effect to it, until they are eventually sent skyrocketing while frozen. It is unreliable for ko'ing)


Specials

Neutral Special: Judicator
Press B, and you'll see a thin, white, pointed laser beam fly out of his cannon. This thing has various effects. First of all, it will last on screen for 2 seconds. Second, it takes 3 seconds to charge and cannot be stored. Third, the rate of fire is 1 and a half seconds in between each shot. Fourth, the shot will freeze for one second. Fifth, it has the knockback of one of Toon Link's arrows. And lastly, the shot will bounce off of everything. It can be fired at basically any time, so his position has a large role in the bouncing. This makes it JUST like ROB's laser bouncing ability. However, this will bounce off of ceilings and walls as well as bent floors. When charged, it will fire 3 Judicator shots; one angled slightly up, one angled slightly down, and one straight. It will also create, and expel, a barrier of thick white mist. The barrier goes a short distance before vanishing. Getting caught in it will freeze you for 3 seconds with no knockback and around 10 damage dealt. It is a versatile projectile, however isn't good for spamming.
Judicator can be seen here. In the first picture, Noxus fires it at Samus and you can see the 3 beams going past her. In the second picture, it is being fired from far away at the enemy hunter: http://metroidrecon.planets.gamespy.com/mphunters/screenshots/mphunters_18.jpg
http://metroidrecon.planets.gamespy.com/mphunters/screenshots/mphunters_15.jpg

Side Special: Secondary Weapon

Missile:Same as Samus' Side special. I mean the Super Missile one. It trades some speed for power and knockback.
Battlehammer: Noxus will fire a Battlehammer shot. It has a fairly fast rate of fire, decent explosion range, and low knockback/ damage. (So it can be spammed) It's weakness, however, lies in the fact that it lobs, so it has a short firing range. The user can also hurt himself when he fires with it. However, much like his standard B, firing it when Noxus is pointing his cannon in different directions will cause it to be fired at a different angle. (This makes for interesting strategy due to the lobbing. Battlehammer is to lobbing as Judicator is to bouncing)

Up Special: Vhozon Spin
This is a lot like the Spin Attack. Noxus will turn into the Vhoscythe, spin like a million times, and once he is done, he will turn back to normal while still spinning. (like Mario's tornado in Melee but a shorter time) As a recovery, it grants about the distance of Toon Link's Up+B. As an attack, think of it as the first 2/3 of Toon Link's Up+B, and then 1/2 of the old Melee Mario Tornado. Not a kill move.

Down Special: Secondary Weapon Switch
Change the Side B to something else. There are two options.

FINAL SMASH: Omega Cannon
Noxus will, for 20 seconds, gain the ability to fire Omega cannon shots. They are massive in size, have a ridiculous explosion range (about the size of FD in explosion range, and the size of the center thing in Melee's FD [Or Battlefield, I don't remember] in round size) and they deal 35 damage. They have a very rapid rate of fire and ridiculous knockback. The downside is that the user can hurt himself with it. The user can only hurt himself in damage; he cannot shoot himself to death. At the end, he fires what is basically Ganon's Final Smash. (It will explode on contact with something, which instant-kills everyone automatically) What may seem broken is made balanced because if the user is not careful, he can destroy himself in the process, and easily at that.


Other

Grab: Noxus pulls the enemy in with the Shock Coil. (It is slower than the other ranged grabs, but goes a longer distance)
Grab attack: Hits them with his arm. (Not the cannon arm. Deals 2%)
Back Throw: The same as Fox's, but with more knockback and a fancy Judicator shot, as well as freezing for 1 second.
Forward Throw: Kicks them away. (The same as Mario's)
Up Throw: Throws them up a bit, then does a backflip. (Weak)
Down Throw: Lets go of the enemy, then hits them with a quick Vhoscythe smack. (Has a 50% chance of freezing and a 25% chance of tripping)
Get Up Attack A (Under 100%): Swipes his cannon arm at the enemy's feet. (Trips at under 50% and deals good damage.)
Get Up Attack B (Over 100%): After struggling to get up, Noxus will deliver a quick sweeping kick. (Weak, slow, punishable, useless)


Taunts

Up Taunt: Noxus spins slower and lower until he's a Vhoscythe, and then spins back to normal in the same fashion.
Side Taunt: Noxus looks at the Octolith in his hand, clutches it, and presses it to his chest so it vanishes.
Down taunt: Noxus crosses his arms and looks down.


Entrance

A bunch of ice appears, shatters, and Noxus is left where the ice once was.


Victory Poses

1. Noxus proudly stands tall before doing his Up taunt repeatedly and very fast.
2. Noxus puts his hand to his chest, then holds up an Octolith high into the air.
3. Noxus points his cannon straight at everyone in the audience before noding and putting his cannon back to his side.

Victory Music

Metroid victory music.


Costumes/ Colors

1. Standard Costume: A purplish blue Noxus. He has clear/silver highlights.
2. Blue Team: Noxus is a more defined sky blue color, with red glowing eye spots.
3. Red Team: Noxus is an orange color, with red highlights and blue glowing eye spots.
4. Green Team: Noxus is bright green, with dark green highlights and black glowing eye spots.
5. Navy Noxus: Noxus is dark, gray-ish navy blue. He retains this color throughout, but has some white highlights. He has light blue highlights and eye spots.
6. Rundas Colors: Noxus is a dark gray with soft brown highlights. He has a light gray cannon and a light gray forearm on the other arm. He has a dark gray head but it is a bit lighter than the other gray on his body. He has no eye spots in this costume.


Assist Trophy: Rundas

Rundas will show up sliding around on all the ice he likes, firing ice at people. He basically can't kill, but he deals heavy damage with the freezing and, well, freezes the enemy.

Kirby Hat:

Kirby will wear a hat with Noxus' head on it, sort of like the Yoshi hat.


Misc

Idle Pose: Noxus stands tall, holding his cannon out. After a while, he will point the cannon up, turn around, and then go back to normal.
Losing Pose: Noxus stays on the floor, crouched and ashamed.
Shield: Is covered in an ice cocoon. It gets darker and more cracked as it weakens.
Forward Roll: A very slow roll, like the Gayman. It goes a very far distance, but is slow. t consists of him sliding across the ground to the desired destination. Very punishable.
Back Roll: Same as the forward one.
Sidestep Dodge: Noxus spins. Lasts longer than others.
Air Dodge: Same as the sidestep dodge.
Dizzy: Nothing special. Just a generic dizziness.
Sleep: Noxus stays crouched like in his losing pose.
Select Screen: You will hear the Judicator charge and fire, followed by an odd yell by Noxus.


THE LOWDOWN

Noxus is a very competent character. Many of his attacks freeze, which ignores DI. He also has very reliable special moves. He even has excellent approaches. He seems like the perfect character. However, there are some disadvantages with this character. His roll, an important part of Smash, is very unreliable in a 1 one 1. Second, he has trouble KO'ing. Only his F-Smash and F-Tilt are good for KO's. His aerial game suffers in general, and he has no spike. His range for most attacks is poor as well. On top of that, his biggest, glaring disadvantage is double damage and knockback for any attack that involves fire. Yes, it's true. Almost everyone has an attack that involves fire, and it will be twice as effective in all aspects. Imagine killing him at 10% with Luigi's Up+B or Rest, or dealing over 60 damage and obliterating him with a charged Eruption. It can happen to Noxus, and only Noxus. That and his range make this a character whose disadvantages perfectly outweigh his great advantages.
 

Chief Mendez

Smash Master
Joined
Mar 25, 2007
Messages
3,161
Location
Somewhere
Dracula is easily the best moveset I've seen in the topic so far, even without knowing the aerials and smashes.
MISSION F*CKING ACCOMPLISHED

His moves are all very detailed and unique, above any other character I've actually read the moveset for I can really feel as if I know how this character would play. To be honest, I find him underpowered, as you're constantly listing negatives to his moves
Hopefully the rest of his attacks will balance that out, but you've gotta' keep in mind:

1. His Shield Roll is as fast as everyone else's, but takes him nearly twice as far.

2. He's a beast in the air (wait til' I get to those attacks), with three jumps, very floaty physics, an awesome recovery, an Air Dodge that can carry him exclusively horizontally, and the fact that he's very hard to launch, due to his high weight.

3. Well.....his Smash Attacks are different, let's say.

But yeah, I'm really, really glad to hear you like it that much. :chuckle:

I've actually been surprising myself with how different Dracula's becoming as I fill in his moveset. I think he's probably my most original character so far, if nothing else.

ANYHOO

If you're going to do Voldo, I have a suggestion: give him a "Crawl Attack". Obviously, his crawl will have him bending over backwards and walking along like a crab, as he does in the games. But if you press A while crawling (to do a Down Tilt, you'd need to be still), he'd dash forward and trample enemies in the way.

@ KoJ: What MasterWarlord said. :chuckle:
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
A crawling dash attack. . .Makes sense for Voldo more then pretty much any other character, and yes that's what I was gonna use for a crawl. Voldo has more moveset potetional then Yoshimitsu IMO with how insanely flexible he is, so hopefully I'll have an easier time with him. I think I will do Voldo over Yoshimitsu first, just because more people here would probably know who he is.

With what you've said, Mendez, I'm really looking forward to the rest of the Dracula moveset. I've never even played a castlevania game or even seen a picture of him (If there was a picture you posted, doesn't work on my cpu), but I'm just picturing him as a generic vampire and the moveset's just beautiful.

Noxus is almost -too- detailed, it's hard to read and get what's important out of your descriptions. Colors would also be very welcome. He seems rather overpowered with the constant freezing. His grab also seems rather unbalanced, and he doesn't seem to have any real negatives. You also forgot to give him an fthrow.
 
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