pure_awesome
Smash Lord
I figure my idea will make it in by the 14th installment of the series.
Warning! New Challenger
Approaching!
We're running out of ideas! Somewhat threatening and possibly igneous, Rock joins the Brawl!
Rock is... well, it's a rock. It's about the size of Jigglypuff, and... well. Yeah.
Basic Stats:
Power: High
Walking Speed: Very Low
Dash speed: Very Low
Range: Decent, actually
Drop speed/weight: Very High
Size: Small
Jumping: Terrible
Traction: High
Rock cannot crawl, cannot crouch, cannot walljump or cling, cannot glide, and cannot shorthop. Rock cannot swim, but by repeatedly pressing the "Jump" button when he hits the surface, the player can skip Rock over the water in a single direction. This allows him to use water to recover.
Basics animations:
Standing animation: Rock sits. That's it. It's a rock.
Idle animation: Rock tilts up slightly, then sits again.
Walking animation: Rock slides forward.
Running animation: Rock gives a little jump, then slides forward slightly faster.
Jump/Double Jump animation: He just does, okay?
Sleep animation: Rock rolls over onto his back and small Z's float over him.
Dizzy/Broken Shield animation: Rock flashes red and a large crack appears on his surface.
Forward Roll animation: Rock bounces in a V shape around his opponent.
Backwards Roll animation: Rock rolls backwards. Easy enough.
Spotdodge animation: Rock tilts onto his side.
Airdodge animation: Rock does a barrel roll. (He does not need to press Z or R twice.)
When Rock falls it will land on it's side. Left side will designate that he landed on his stomach, right side indicates he landed on his back.
Ledge animation: Rock leans onto it's front and balances precariously on the ledge.
Rock's status here is different from most characters, since if left balancing too long, he will eventually topple over the edge, ever so slowly.
Edge animation: Rock tilts up and grabs the edge. If Rock is left hanging too long, he will begin to slooowly change form into a stalactite. This change is purely aesthetic and offers no gameplay changes at all. Unlike other characters, Rock can stay hanging from the edge indefinitely.
Edge get up attack under 100%: Rock flips up into the air, then slams back down.
Edge get up attack over 100%: Rock slowly flips over the edge, staying on the ground, then shakes slightly.
Get-Up attack: Rock spins on it's side twice, then rights itself.
A Moves:
A- Rock shifts forward slightly on the ground. Low damage, pulls opponents into the
second hit.
AA- Rock is thrown straight up. Low vertical knockback, medium damage.
Ftilt- Rock flips forward into the enemy, then falls straight down. This is a Single-hit attack with medium damage and horizontal knockback.
Uptilt- Rock does several consecutive backflips. This is a multi-hit attack with medium vertical knockback on the last hit.
Dtilt- Rock shifts around slightly. Small hitboxes, low damage, but a very high chance of causing the opponent to trip.
Dash Attack- While sliding forward from his dash, Rock just kind of... tumbles. High priority, low damage and knockback.
Smashes:
Rock has a unique set of smash attacks. Once a smash attack begins charging, the player can hold any direction on the control stick, and Rock will be launched in that direction upon release. So, if the player starts an Fsmash, he can shift the control stick upwards, and it will turn into an Upsmash, since Rock will launch straight up.
Rock can be launched straight left, straight right, straight up, or at a 45 degree angle on either side. When launched, Rock simply tumbles in that direction, then follows a natural trajectory back to the ground. This makes it possible for Rock to launch himself offstage with this attack. Rock also has super armor throughout the attack portion of the movement.
If Rock is launched straight down, he will create a shockwave with two equal hitboxes on either side. If Rock is launched down and left, the shockwave's hitbox will be larger on the left and smaller on the right. Vice versa for down and right.
All smashes hit for high damage and knockback at a 45 degree vertical angle.
Aerials:
Nair- Rock immediately plunges staight down for a very short distance. This causes low damage and low knockback with next to no priority. Rock then tumbles once and continues his falling animation. Used in conjunction with Dair, this is great for mindgames.
Fair- Single-hit attack with medium priority. Rock Lunges forward slightly, then returns to his starting position. Fairly basic. Hitbox lasts longer than normal.
Uair-Rock spins repeatedly, pauses, then spins repeatedly again. Both hits are multi-hit attacks with high knockback attacks at the finish. The first finishing hit has near vertical knockback, the second finishing hit spikes.
Dair- Rock immediately plunges straight down, faster than his fastfall speed. This causes medium damage and high knockback with high priority. The move has no startup lag, but when Rock hits the ground, he cracks slightly. The crack will soon fix itself, but this gives the move very long ending lag. This attack only finishes when it hits something other a hurtbox.
Bair- Single-hit attack with high priority. Rock lunges backwards slightly, then returns to his starting position. Quicker than fair, with more knockback. The hitbox does not stay out very long, though.
Grabs:
When Rock grabs, he lunges forward so that his bottom faces the opponent. If he misses, he lands on his top, and must roll back to a standing position. If he connects, his opponent falls on his back, with Rock sitting on top of them. When Rock has an opponent grabbed, he has Super Armor.
Grab attack- Rock jumps up and down on his opponent.
DThrow- Rock jumps on his opponent, dealing minor damage, then simply hops backwards off, leaving his opponent on the ground in front of him.
UThrow- Rock jumps decently high (for a rock) and slams down on the ground through his opponent. The opponent receives high damage and high vertical knockback.
FThrow- Rock begins to spin quickly backwards, giving multi-hit damage to his opponent. The last hit shoots his opponent out from underneath him at a 45 degree angle forward. Medium damage, low knockback.
BThrow- Rock hops forwards off his opponent, who then goes through a fake "getting up" animation. Midway through the animation, Rock throws himself at his opponent's back, launching them horizontally with medium damage and low knockback.
Specials:
NeutralB: Useful Tool
A seagull flies in from offscreen and drops a clam on top of Rock from high up. While the clam is falling, it does medium damage, high knockback, and Rock has super armor. When the clam hits Rock, it breaks open, creating a hitbox on either side of Rock with low damage and medium knockback. There is a 5% chance that, when the clam breaks, Food will pop out.
UpB: Mossy Undergrowth
Rock becomes stationary and moss begins to build up on it's surface. When released, Rock creates a patch of moss on the ground underneath him. All opponents who walk through, run through, land on, or otherwise touch this patch slip as if on a banana. The amount of time the patch stays depends on how long it was charged. Rock may have three of these patches deployed at once. If he deploys a fourth, the first patch disappears. If Mossy Undergrowth is deployed in the air, moss will fall from underneath Rock, dragging any opponents down with it.
DownB: Rock Hard
Rock becomes completely invincible to all attacks. This move has a high startup time, lasts very long, and has very low ending lag. Rock cannot walk, jump, run, attack, or otherwise move while Rock Hard is activated. The key point is that this move has no animation. If Rock is standing still, you will have no idea when or even if it has activated Rock Hard. Rock Hard cannot be used in the air.
SideB: Window Breaker
When used on the ground: Two posts appear next to Rock, with an elastic in between them. The longer the move is charged, the more the elastic is pulled back, and the further Rock will fly when released. When the move has charged fully, it will not automatically release. Rock has super armor while charging, but the posts are destroyed with one hit. If the posts are destroyed, the elastic snaps back, damaging Rock, who is not launched at all.
When used in the air: Rock paused in the air, and a huge slingshot quickly extends up from the bottom of the screen. Rock can then charge the move as if on the ground. Rock still has super armor while charging. The slingshot itself acts as a barrier; characters cannot pass through it. However it can still be destroyed with one strong hit or two weaker ones. If the slingshot is destroyed, Rock will be launched to the side as much as his current charge would have thrown him. He takes no damage.
Final Smash: Test of Time
A large, faint clock appears on screen. The hands of the clock accelerate and begin spinning uncontrollably. All opponents caught within the clock begin to slowly accumulate damage (presumably from kidney failure). All opponents caught within the clock are unable to run or jump, and their attacks cause half damage and no knockback. Rock is unaffected.
Taunts:
Up- The seagull from his NeutralB appears. It swoops down and perches on top of rock. It looks around, pecks a few times, then flies away. If Rock is interrupted during this taunt, the seagull will squawk angrily in protest, then fly away. It will not have a hitbox or a hurtbox.
Side- Rock spins in place.
Down- A claw appears underneath Rock. Rock is lifted slightly off the ground and a gopher pokes it's head out from underneath. It looks around warily, then lowers Rock back down.
Other stuff:
Victory Pose 1- Rock sits there, entirely unmoving.
Victory Pose 2- The seagull is seen poking around screen. It looks up, squawks in fear, and barely makes it out of the way in a flurry of feathers as Rock slams into the ground. It then sits, unmoving. Occasionally, the seagull will fly through the background.
Victory Pose 3- Rock is seen loaded into the slingshot from his SideB. He launches and cracks the screen, then bounces back and comes to a rest by the slingshot.
Entrance Animation- Dust and small pebbles fall from the top of the screen. Rock then tumbles down from the sky. He lands on his side, rights himself, and the Brawl begins.
Losing animation- Rock sits there, numerous cracks on his surface.
Crowd Chant- Chant begins with some lady screaming "I love you, Rock!!!" Then the crowd chants "Gooooooo Rock! Gooooooo Rock!" At the end of the chant, a man can be (barely) heard asking "Is it just some rock, or what?"
Role in SSE:
Falco and Diddy crashland in a canyon while on their rescue mission. Here, they are ambushed by hoards of Primid, which the player must defeat. Then, cutscene!
As Falco and Diddy strike cool poses with the last of the Primid dissipating in front of them, shuffling noises are heard behind them. They whirl around: Koopas! Three Koopas are manning a Trophy Gun, two are holding the front up, and a third working the trigger. Backed into a corner, Falco tries to make a run for it, but is turned into a trophy by the koopas. The koopas then point the gun at Diddy, who is backed into a corner, frightened, and helpless. His eyes suddenly flick upwards and makes a goofy "Huh?" noise. The camera switches to the three koopa, who look quizzically at Diddy, then look upwards as well. Rock suddenly falls into view, landing on the head of the trigger-operating koopa and knocking him out cold. The two remaining koopas struggle to hold up the huge gun by themselves, but eventually just fall over. Rock just sits there.
Diddy lets out a yelp of joy, and leapfrogs over Rock to go free Falco. Just then, loads more Primid show up, and the player must fend them off with playable characters as Diddy (who strikes a cool pose), Falco (who strikes a cool pose), and Rock (who sits there).
Stage: Rock Bottom
Players Brawl at the bottom of a small canyon. The canyon is a basic floor with high walls. The walls are not destructible. Every so often, a few pebbles and some dust would fall off either side. Soon after, a large boulder would come crashing down. The boulder gives high damage and high knockback. Once it's landed, the boulder can be used as a platform, and it is destructible. A boulder will not fall if there is already another boulder in place.
Music for the stage:
Death Mountain (Legend of Zelda: Ocarina of Time)
Guts Man Stage (Megaman 1)
Tetris Type B (Tetris)
Dig Dig (Dig Dug)
Alternate Costumes:
Wait, really? It's a rock. Just make it different rock colours.
and finally, because everyone else seems to be doing it...
Snake Codec:
Snake: Colonel, we're missing somebody here.
Colonel: Snake, what are you talking about? Your opponent is right in front of you.
Snake: What, this rock?
Colonel: Affirmative, Snake.
Snake: You want me to fight a rock?
Colonel: Just keep your cool now. Mission brief told you this would be dangerous.
Snake: ...it's just a rock.
Colonel: Don't lose your head, Snake! Yes it's going to test you to your limits-
Snake: It's not even moving!
Colonel: -but that doesn't mean he can't be overcome. You'll need-
Snake: ...it's not like I can just punch it...
Colonel: -all your tactical expertise and-
Snake: ...I could just throw it in a pond, I guess...
Colonel: Snake! Focus!
Snake: Hey, what's that seagull doing?
Warning! New Challenger
Approaching!
We're running out of ideas! Somewhat threatening and possibly igneous, Rock joins the Brawl!
Rock is... well, it's a rock. It's about the size of Jigglypuff, and... well. Yeah.
Basic Stats:
Power: High
Walking Speed: Very Low
Dash speed: Very Low
Range: Decent, actually
Drop speed/weight: Very High
Size: Small
Jumping: Terrible
Traction: High
Rock cannot crawl, cannot crouch, cannot walljump or cling, cannot glide, and cannot shorthop. Rock cannot swim, but by repeatedly pressing the "Jump" button when he hits the surface, the player can skip Rock over the water in a single direction. This allows him to use water to recover.
Basics animations:
Standing animation: Rock sits. That's it. It's a rock.
Idle animation: Rock tilts up slightly, then sits again.
Walking animation: Rock slides forward.
Running animation: Rock gives a little jump, then slides forward slightly faster.
Jump/Double Jump animation: He just does, okay?
Sleep animation: Rock rolls over onto his back and small Z's float over him.
Dizzy/Broken Shield animation: Rock flashes red and a large crack appears on his surface.
Forward Roll animation: Rock bounces in a V shape around his opponent.
Backwards Roll animation: Rock rolls backwards. Easy enough.
Spotdodge animation: Rock tilts onto his side.
Airdodge animation: Rock does a barrel roll. (He does not need to press Z or R twice.)
When Rock falls it will land on it's side. Left side will designate that he landed on his stomach, right side indicates he landed on his back.
Ledge animation: Rock leans onto it's front and balances precariously on the ledge.
Rock's status here is different from most characters, since if left balancing too long, he will eventually topple over the edge, ever so slowly.
Edge animation: Rock tilts up and grabs the edge. If Rock is left hanging too long, he will begin to slooowly change form into a stalactite. This change is purely aesthetic and offers no gameplay changes at all. Unlike other characters, Rock can stay hanging from the edge indefinitely.
Edge get up attack under 100%: Rock flips up into the air, then slams back down.
Edge get up attack over 100%: Rock slowly flips over the edge, staying on the ground, then shakes slightly.
Get-Up attack: Rock spins on it's side twice, then rights itself.
A Moves:
A- Rock shifts forward slightly on the ground. Low damage, pulls opponents into the
second hit.
AA- Rock is thrown straight up. Low vertical knockback, medium damage.
Ftilt- Rock flips forward into the enemy, then falls straight down. This is a Single-hit attack with medium damage and horizontal knockback.
Uptilt- Rock does several consecutive backflips. This is a multi-hit attack with medium vertical knockback on the last hit.
Dtilt- Rock shifts around slightly. Small hitboxes, low damage, but a very high chance of causing the opponent to trip.
Dash Attack- While sliding forward from his dash, Rock just kind of... tumbles. High priority, low damage and knockback.
Smashes:
Rock has a unique set of smash attacks. Once a smash attack begins charging, the player can hold any direction on the control stick, and Rock will be launched in that direction upon release. So, if the player starts an Fsmash, he can shift the control stick upwards, and it will turn into an Upsmash, since Rock will launch straight up.
Rock can be launched straight left, straight right, straight up, or at a 45 degree angle on either side. When launched, Rock simply tumbles in that direction, then follows a natural trajectory back to the ground. This makes it possible for Rock to launch himself offstage with this attack. Rock also has super armor throughout the attack portion of the movement.
If Rock is launched straight down, he will create a shockwave with two equal hitboxes on either side. If Rock is launched down and left, the shockwave's hitbox will be larger on the left and smaller on the right. Vice versa for down and right.
All smashes hit for high damage and knockback at a 45 degree vertical angle.
Aerials:
Nair- Rock immediately plunges staight down for a very short distance. This causes low damage and low knockback with next to no priority. Rock then tumbles once and continues his falling animation. Used in conjunction with Dair, this is great for mindgames.
Fair- Single-hit attack with medium priority. Rock Lunges forward slightly, then returns to his starting position. Fairly basic. Hitbox lasts longer than normal.
Uair-Rock spins repeatedly, pauses, then spins repeatedly again. Both hits are multi-hit attacks with high knockback attacks at the finish. The first finishing hit has near vertical knockback, the second finishing hit spikes.
Dair- Rock immediately plunges straight down, faster than his fastfall speed. This causes medium damage and high knockback with high priority. The move has no startup lag, but when Rock hits the ground, he cracks slightly. The crack will soon fix itself, but this gives the move very long ending lag. This attack only finishes when it hits something other a hurtbox.
Bair- Single-hit attack with high priority. Rock lunges backwards slightly, then returns to his starting position. Quicker than fair, with more knockback. The hitbox does not stay out very long, though.
Grabs:
When Rock grabs, he lunges forward so that his bottom faces the opponent. If he misses, he lands on his top, and must roll back to a standing position. If he connects, his opponent falls on his back, with Rock sitting on top of them. When Rock has an opponent grabbed, he has Super Armor.
Grab attack- Rock jumps up and down on his opponent.
DThrow- Rock jumps on his opponent, dealing minor damage, then simply hops backwards off, leaving his opponent on the ground in front of him.
UThrow- Rock jumps decently high (for a rock) and slams down on the ground through his opponent. The opponent receives high damage and high vertical knockback.
FThrow- Rock begins to spin quickly backwards, giving multi-hit damage to his opponent. The last hit shoots his opponent out from underneath him at a 45 degree angle forward. Medium damage, low knockback.
BThrow- Rock hops forwards off his opponent, who then goes through a fake "getting up" animation. Midway through the animation, Rock throws himself at his opponent's back, launching them horizontally with medium damage and low knockback.
Specials:
NeutralB: Useful Tool
A seagull flies in from offscreen and drops a clam on top of Rock from high up. While the clam is falling, it does medium damage, high knockback, and Rock has super armor. When the clam hits Rock, it breaks open, creating a hitbox on either side of Rock with low damage and medium knockback. There is a 5% chance that, when the clam breaks, Food will pop out.
UpB: Mossy Undergrowth
Rock becomes stationary and moss begins to build up on it's surface. When released, Rock creates a patch of moss on the ground underneath him. All opponents who walk through, run through, land on, or otherwise touch this patch slip as if on a banana. The amount of time the patch stays depends on how long it was charged. Rock may have three of these patches deployed at once. If he deploys a fourth, the first patch disappears. If Mossy Undergrowth is deployed in the air, moss will fall from underneath Rock, dragging any opponents down with it.
DownB: Rock Hard
Rock becomes completely invincible to all attacks. This move has a high startup time, lasts very long, and has very low ending lag. Rock cannot walk, jump, run, attack, or otherwise move while Rock Hard is activated. The key point is that this move has no animation. If Rock is standing still, you will have no idea when or even if it has activated Rock Hard. Rock Hard cannot be used in the air.
SideB: Window Breaker
When used on the ground: Two posts appear next to Rock, with an elastic in between them. The longer the move is charged, the more the elastic is pulled back, and the further Rock will fly when released. When the move has charged fully, it will not automatically release. Rock has super armor while charging, but the posts are destroyed with one hit. If the posts are destroyed, the elastic snaps back, damaging Rock, who is not launched at all.
When used in the air: Rock paused in the air, and a huge slingshot quickly extends up from the bottom of the screen. Rock can then charge the move as if on the ground. Rock still has super armor while charging. The slingshot itself acts as a barrier; characters cannot pass through it. However it can still be destroyed with one strong hit or two weaker ones. If the slingshot is destroyed, Rock will be launched to the side as much as his current charge would have thrown him. He takes no damage.
Final Smash: Test of Time
A large, faint clock appears on screen. The hands of the clock accelerate and begin spinning uncontrollably. All opponents caught within the clock begin to slowly accumulate damage (presumably from kidney failure). All opponents caught within the clock are unable to run or jump, and their attacks cause half damage and no knockback. Rock is unaffected.
Taunts:
Up- The seagull from his NeutralB appears. It swoops down and perches on top of rock. It looks around, pecks a few times, then flies away. If Rock is interrupted during this taunt, the seagull will squawk angrily in protest, then fly away. It will not have a hitbox or a hurtbox.
Side- Rock spins in place.
Down- A claw appears underneath Rock. Rock is lifted slightly off the ground and a gopher pokes it's head out from underneath. It looks around warily, then lowers Rock back down.
Other stuff:
Victory Pose 1- Rock sits there, entirely unmoving.
Victory Pose 2- The seagull is seen poking around screen. It looks up, squawks in fear, and barely makes it out of the way in a flurry of feathers as Rock slams into the ground. It then sits, unmoving. Occasionally, the seagull will fly through the background.
Victory Pose 3- Rock is seen loaded into the slingshot from his SideB. He launches and cracks the screen, then bounces back and comes to a rest by the slingshot.
Entrance Animation- Dust and small pebbles fall from the top of the screen. Rock then tumbles down from the sky. He lands on his side, rights himself, and the Brawl begins.
Losing animation- Rock sits there, numerous cracks on his surface.
Crowd Chant- Chant begins with some lady screaming "I love you, Rock!!!" Then the crowd chants "Gooooooo Rock! Gooooooo Rock!" At the end of the chant, a man can be (barely) heard asking "Is it just some rock, or what?"
Role in SSE:
Falco and Diddy crashland in a canyon while on their rescue mission. Here, they are ambushed by hoards of Primid, which the player must defeat. Then, cutscene!
As Falco and Diddy strike cool poses with the last of the Primid dissipating in front of them, shuffling noises are heard behind them. They whirl around: Koopas! Three Koopas are manning a Trophy Gun, two are holding the front up, and a third working the trigger. Backed into a corner, Falco tries to make a run for it, but is turned into a trophy by the koopas. The koopas then point the gun at Diddy, who is backed into a corner, frightened, and helpless. His eyes suddenly flick upwards and makes a goofy "Huh?" noise. The camera switches to the three koopa, who look quizzically at Diddy, then look upwards as well. Rock suddenly falls into view, landing on the head of the trigger-operating koopa and knocking him out cold. The two remaining koopas struggle to hold up the huge gun by themselves, but eventually just fall over. Rock just sits there.
Diddy lets out a yelp of joy, and leapfrogs over Rock to go free Falco. Just then, loads more Primid show up, and the player must fend them off with playable characters as Diddy (who strikes a cool pose), Falco (who strikes a cool pose), and Rock (who sits there).
Stage: Rock Bottom
Players Brawl at the bottom of a small canyon. The canyon is a basic floor with high walls. The walls are not destructible. Every so often, a few pebbles and some dust would fall off either side. Soon after, a large boulder would come crashing down. The boulder gives high damage and high knockback. Once it's landed, the boulder can be used as a platform, and it is destructible. A boulder will not fall if there is already another boulder in place.
Music for the stage:
Death Mountain (Legend of Zelda: Ocarina of Time)
Guts Man Stage (Megaman 1)
Tetris Type B (Tetris)
Dig Dig (Dig Dug)
Alternate Costumes:
Wait, really? It's a rock. Just make it different rock colours.
and finally, because everyone else seems to be doing it...
Snake Codec:
Snake: Colonel, we're missing somebody here.
Colonel: Snake, what are you talking about? Your opponent is right in front of you.
Snake: What, this rock?
Colonel: Affirmative, Snake.
Snake: You want me to fight a rock?
Colonel: Just keep your cool now. Mission brief told you this would be dangerous.
Snake: ...it's just a rock.
Colonel: Don't lose your head, Snake! Yes it's going to test you to your limits-
Snake: It's not even moving!
Colonel: -but that doesn't mean he can't be overcome. You'll need-
Snake: ...it's not like I can just punch it...
Colonel: -all your tactical expertise and-
Snake: ...I could just throw it in a pond, I guess...
Colonel: Snake! Focus!
Snake: Hey, what's that seagull doing?