• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Make Your Move 3.0-Starts Soon

Status
Not open for further replies.

KidSmash

Smash Journeyman
Joined
Jul 10, 2006
Messages
295
Location
Tijuana, BC, MEX
someone should make stuff out from Professor Layton
u know, that guy with a top hat and a puzzle solving job

I want to do it, but I dont have any ideas
if you want to help, send me a PM or something

later
 

HeoandReo

Smash Apprentice
Joined
May 16, 2008
Messages
157
There's already a moveset for him on Page 4, and I think he's already been rated.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
for the picture just do your best however I do have to count the backstory against you sorry
Alright, fair enough. I may or may not submit him, I've got enough other ideas to submit, odds are I'll just leave him out anyway.
 
D

Deleted member

Guest
TROGDOOOOR!!!

Trogdor was a man--uh, maybe he was a dragon man--er, maybe he was just a dragon. But he was still Trogdor!!

Seriously, Trogdor the Burninator has a bad habit of burninating peasants and thatched-roof cottages. That's all you need to know.

More on Trogdor.

Attributes:
Power: 5/5
Speed (movement): 1/5
Speed (attack): 3/5
Size: 5/5
Weight: 5/5
Jump: 2/5
Range: 3/5
Traction: 3/5

Attacks:
  • Standard A: Punch with beefy arm
  • Combo A: Repeatedly punch with said beefy arm
  • Side A: Headbutt
  • Up A: Headbutt upwards
  • Down A: Tail Swipe
  • Side Smash: Strong punch
  • Up Smash: Bite upwards
  • Down Smash: Punch once per side
  • Neutral Air: Punch
  • Side Air: Punch downwards, similar to Mario's
  • Up Air: Punch upwards
  • Down Air: Tail swipe
  • Grab Attack: Bites the victim
  • Foward Throw: Similar to DK's
  • Back Throw: Swings the opponent behind him
  • Up Throw: Hovers up and drops down
  • Down Throw: Throws opponent down with effects similar to DK's Side-B
  • Standard B: Bite
  • Side B: Punch
  • Up B: Fly
  • Down B: Burninate!
  • Final Smash: TOTAL BURNINATION!!
    Continously breathes fire. Anyone who touches the fire gets their head lit on fire for massive damage!

Taunts:
  • Up Taunt: Roars
  • Side Taunt:Flaps his wings
  • Down Taunt: Flexes

Victory:

Entrance: Appears out a flame.
Wiimote Sound: Roars
Cheer: TROGDOOOOOOOOOR!!!!!

Alt Costumes:
  • The S is For Sucks Dragon
  • Trogador
  • Atari Dragon
 

Samuelson

Smash Lord
Joined
Mar 29, 2008
Messages
1,754
Location
Not at Kinko's straight flippin' copies
Turok would be an awesome character

Standard B: Crossbow
Side B: Grenade Launcher
Up B: Uses his particle accelerator on himself to transport really far
Down B: ???


Fsmash: Pulls out a shotgun and shoots it for a short ranged attack
Usmash: ??
Dsmash: ??

Ftilt: Slashes his knife
Utilt: Slashes Knife up
Dtilt: Round house kick like ZSS
 

Eternal Smasher

Smash Ace
Joined
Jan 24, 2006
Messages
604
Location
Bronx, NY
(Again, spruced up and worthified. Still trying to come up with something...crazy.)

It's Banjo-Kazooie! Gu-huh!


*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*​

Backstory
Banjo and Kazooie are an unlikely, inseparable pair. This dynamic duo has had multiple run-ins with a witch named Gruntilda, who refuses to die and hates Banjo's guts (or bears in general). Their countless (3) adventures were the result of Gruntilda doing something despicable and no one else being able to stop them. Along the way, they learn exciting techniques from two moles (Bottles and Jamjars) that only a bear-bird team could perform. Their skills, coupled with the help of Mumbo Jumbo, Humba Wumba and many others allowed them to collect Jigsaw Pieces, Music Notes and other trinkets/creatures that in turn allowed them to reach and defeat Gruntilda. 3 times.
This won't exactly be the case with the next installment, though.

Overview
Banjo-Kazooie fights most effectively as a team, but it is possible to split the duo up temporarily and have each do their own thing. For this reason, this character is rather advanced. Banjo-Kazooie sports a potentially wicked projectile game, a hard-to-gimp recovery, and some interesting attacks, but they aren't too fast together. Playing these two is all about mastering the eggs and maximizing the potential of splitting up to deal some serious damage.

Attributes (together):
Power: 3.5
Speed (movement): 2.5
Speed (attack): 3
Size: 3
Weight: 3.5
Jump: 3
Range: 4
Traction: 2.5

Attributes (Banjo):
Power: 3
Speed (movement): 2
Speed (attack): 2.5
Size: 3
Weight: 3
Jump: 1
Range: 3
Traction: 2

Attributes (Kazooie):
Power: 4
Speed (movement): 3.5
Speed (attack): 3
Size: 2.5
Weight: 2
Jump: 4
Range: 3
Traction: 3.5

(all values out of a possible 5)

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*​

Standard/Tilt Attacks

Basic: A simple claw swipe from Banjo. Weak, naturally, with low knockback.

Basic x2: Two quick claw swipes from Banjo. See above.

Basic Combo: Two quick claw swipes from Banjo followed by a quick peck from Kazooie. The peck does most of the damage and all of the knockback of the combo. It also has a much higher range. A bit laggy afterwards. 2%, 3%, 6%

U-Tilt: Kazooie brings her wing in an arc, slapping all opponents in the area. Good for juggling, as it is fairly quick. 8%

F-Tilt: Banjo gets on his hands and knees while Kazooie brings both wings forward and spreads them apart quickly, swatting away opponents. About as fast as Mario's F-Tilt, with better knockback. 7%

D-Tilt: Banjo crouches while Kazooie farts out a random egg from behind her. The speed and height of the egg's bounce depends on the lay of the land. Highly spamable. (Egg details below.) 4% Normal, 7% Fire, 5% Ice along with instant freeze, 11% Grenade, 8% Battery, 15% Clockwork Kazooie

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*​

Smash Attacks

U-Smash: Banjo does a quick, arching, upward swipe, almost immediately followed by a hard upward stab from Kazooie's beak. (Imagine the first slash of Link's U-Smash followed by Marth's U-Smash.) 3% swipe uncharged/13% stab uncharged, 5% swipe fully charged/18% stab fully charged

F-Smash: Banjo grabs Kazooie by the legs and slams her hard on her back directly in front of him. Banjo's rangiest attack. Very laggy afterwards. 16% uncharged, 23% fully charged

D-Smash: Banjo swings his backpack in a complete 360. A rather quick Smash. Knocks opponents straight in the opposite direction. 13% front/8% back uncharged, 19% front/12% back fully charged

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*​

Specials

Standard: Egg Shot. Banjo crouches and Kazooie fires an egg (in sequence) straight ahead from her mouth. The eggs do not vanish and travel relatively slowly, but some are faster than others. Egg types are as follows:

Normal - Blue eggs. Can be fired 3 at a time. Do 3% a hit. Low knockback.

Fire - Red, flaming eggs. Can be fired 2 at a time. Do 7% a hit. Medium knockback.

Ice - Silver, crystallized eggs. Can be fired 2 at a time. Do 4% a hit, and instantly freeze opponents where they stand. Fastest egg.

Grenade - Green, grenade-looking eggs. Can be fired 1 at a time. Do 20% a hit. Heavy knockback. Slowest egg.

Clockwork Kazooie - Red egg with yellow polka dots. Falls to the ground when fired, where it hatches a miniature wind-up Kazooie bomb that will follow opponents on its platform for 15 seconds before exploding. Can be picked up by anyone, whereupon the countdown goes to 5 seconds. 30%. Very heavy knockback.

Battery - Black-and-yellow eggs. Can be fired 1 at a time. Do 12% a hit. The hitbox (a small ball of electricity) stays for about 2 seconds. Medium knockback.

Homing - Occasionally, Kazooie will fire an egg with afterimages. These home in on opponents relentlessly. However, they are rare and do no additional damage. (1 in 60 will home. This excludes Clockwork Kazooie eggs.)

Forward: Split Up. Cannot be performed in midair.

Up: Beak Bomb. Kazooie spreads her wings and, after a short rise, Banjo shoots in any direction like a missile. Travels far and bounces off opponents and walls, resulting in no more usage. Great knockback. 13%

Down: Beak Buster/Bill Drill. If B is tapped, Banjo will jump (if grounded) and Kazooie will smash into the ground beak-first, bouncing off opponents. Airborne opponents get spiked. If B is held, Kazooie will do a short spin before drilling into the ground beak-first, hitting opponents multiple times. 16%/4% a hit, 8 hits max

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*​

Aerials

U-Air: Kazooie waves her wings above her head one after the other. Another juggler. 5% per wing

D-Air: Banjo grabs his backpack and does one backward somersault, hitting below him. Laggy to start and finish, but a fantastic spike with excellent reach. 11%

F-Air: Kazooie pecks forward 3 times in succession. Height is not lost. No landing lag and few startup lag makes this one a keeper. 4%, 4%, 6%

B-Air: Kazooie performs a single reverse peck coupled with a hard swipe from Banjo. The aerial killer. 7%, 6%

N-Air: Kazooie flaps multiple times. Reduces fall speed. Minimal knockback, but pushes foes away like the Wings of Icarus. 3% a flap, 5 flaps max

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*​

Dash Attack: Banjo tumbles, with Kazooie acting as an extra layer of mass. 9%

Wake Up Attacks

Face Up: Banjo seems to be getting up normally, but then Kazooie's beak pops out and the two make an arc to the floor. 6%

Face Down: Banjo gets on his hands and knees and does a double kick backwards while Kazooie pecks forwards. 8%

Ledge Attacks

<100%: Banjo almost immediately jumps onto the stage, slashing foes away with both sets of claws. 5%

>100%: Banjo slowly brings himself to the stage. Kazooie pecks twice, with about a second of delay between pecks. 6%

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*​

Grabs and Throws

Grab: Both Banjo and Kazooie hold the opponent. Also, the duo attacks simultaneously: Banjo with swipes and Kazooie with pecks. This can be done rapidly. 4% total after both hit

U-Throw: Kazooie flings the opponent upward and shoots a random egg at him/her. 4% for the throw (see egg damages for...egg damages)

F-Throw: Banjo headbutts the opponent away. 7%

D-Throw: Banjo trips the opponent and slams his backpack onto him/her. 8%

B-Throw: Banjo gut-punches the opponent right before Kazooie flings him/her over his head, backwards. 3%, 5%

Taunts

Up Taunt: Kazooie pecks Banjo's head and giggles. Banjo strangles her in response, and she retreats into the backpack. Interruptible as soon as the strangling starts.

Side Taunt: Banjo pulls out a Jiggy. Kazooie eats it and retreats into the backpack.

Down Taunt: Banjo takes out his banjo and plays the last few notes of the theme song, then puts it away.

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*​

Final Smash 1: Breegull Barrage. Kazooie jumps out of the backpack if she isn't out already. She pulls out a nest of Red Feathers and flies out of the stage. Banjo hides in his backpack while Kazooie performs a mixture of dive-bombing (Latios/Latias style, but faster) and egg shooting (she shoots 20 up, and they rain down, twice) to all opponents. When shooting eggs, none of them are Normal and 70% of them are Grenade. Kazooie returns to the backpack when she finishes.

Final Smash 2: Attack of the Jinjos. This can only be used when Kazooie has been KO'd. Banjo whistles, and all 9 (living) Jinjo families fly in to wreak havoc on opponents. First they fly in a large circle, making it look like a Jinjo storm. It slowly becomes a Jinjo spiral, which turns itself horizontally and shoots left or right. Those caught in the entire attack can find themselves with about an additional 90% damage. The shooting part has lower knockback than a Light Arrow.

(I know what you Banjo fans are thinking: "Why didn't you pick Wonderwing? It's so obvious!" It would've been not only limited (no double-jumping), but replicable with a star and a Golden Hammer. It's not too special...so I came up with those.)

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*​

Win Poses

#1: Banjo stamps his feet happily and bows twice. (3:50-3:53)

#2: 1:26-1:30 of this video.

#3: Kazooie pecks Banjo's head, jumps out, and runs away. Banjo growls and chases after her.

More on Split Up

After the duo splits up, switching character control (Left for Banjo, Right for Kazooie) and reunification (Up or Down) are done by taunting. This can't be done in midair.
Banjo and Kazooie have limited movesets individually. Neither of them have grabs. Banjo lacks aerials (except Dair), an Up-B and a Forward Smash. Kazooie lacks tilts and a Dair. Banjo's tilts and his specials change in style, as well as Kazooie's Smash attacks and dash attack. Their ledge attacks, wake up attacks, basic attacks, taunts, and other animations also change in style.

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*​

Banjo's Standard/Tilt Attacks

Basic Combo: Only the last hit changes, which is a final hard swipe. 2%, 3%, 5%

U-Tilt: Banjo spins his backpack by the strap horizontally above his head. A multi-hitter. Up to 10%

F-Tilt: Banjo gets on his hands and knees and brings his head up quickly, knocking foes away. 7%

D-Tilt: Banjo spins his backpack by the strap horizontally on the floor in front of him. Hits twice; the first knocks opponents down. Spamable. 4%, 5%

(Banjo's U-Smash lacks Kazooie's peck, but gains another 5% of damage.)

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*​

Banjo's Specials

Standard: Pack Whack. Banjo swings his backpack in a 720 degree motion. When done in the air, it grants a double jump. Can be done repeatedly in midair. Laggy to start with good knockback all the way through. 15%

Forward: Shack Pack. Banjo removes his pack and scoops up an enemy or a projectile. He can then forcefully release it in any direction or choose to save it until later (doesn't apply to enemies, who can break free). A special type of throw. 10%

Down: Snooze Pack. Banjo climbs into his pack and sleeps as long as B is held. While sleeping, Banjo gradually regains health at a rate of 5% every 3 seconds.

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*​

Banjo's Wake Up Attacks

Face Up: Banjo swings his backpack in a large arc above him. 5%

Face Down: Banjo performs a crouching spin, swiping the floor around him. 6%

Banjo's Ledge Attacks

>100%: Banjo slowly brings himself up to the stage. Before standing, he performs a low kick to attack. 4%

Banjo's Taunts

Up Taunt: Banjo jumps into his backpack, using it as a sack, and spins around in mid-air, then gets out and puts it back on.

Side Taunt: Banjo pulls out a Jiggy, then scratches the back of his head, forgetting that they split up. He moans and puts the Jiggy away.

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*​

Kazooie's Standard Attacks

Basic: Kazooie strikes with her right wing, coming down with it to attack.

Basic x2: Kazooie follows up with another strike from her left wing.

Basic Combo: Kazooie does a short hop before coming down one final time with her right wing. This moves her forward slightly. 2%, 3%, 6%

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*​

Kazooie's Smash Attacks

F-Smash: Kazooie hops forward a good distance and comes down with both wings to spike opponents. 11% uncharged/19% fully charged

D-Smash: Kazooie spins around twice with both wings extended. At the end of the second spin, she raises both wings to knock opponents up and away. Good knockback and quick startup, but noticeable ending lag. Up to 16% uncharged/Up to 21% fully charged

(Kazooie's U-Smash is just like Marth's, just without a tipper, with a bit less range, and less lag. Strength is the same as if they were together.)

*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*​

Kazooie's Dash Attack: Kazooie twirls with her wings extended, dealing multiple hits. 3% a hit, 6 hits max

Kazooie's Wake Up Attacks

For both versions, Kazooie flaps herself back onto her feet. This, incredibly and unbelievably, damages foes. 7%

Kazooie's Ledge Attacks

<100%: Kazooie seems to let go, but instead she flaps and rises above the ledge to dropkick opponents with her talons. 8%

Kazooie's Taunts, Misc. Animations for both, the Other section, a Mumbo AT and at least 1 stage are under construction.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
I was thinking about doing a Banjo-Kazooie moveset, but I like yours. I like how you did the separation thing, that was also going to be a part of mine. But I have a couple questions about the split-up:

1) What does the other do while you're controlling the one?

and

2) How would you switch between them if your control setup doesn't distinguish between a left and right taunt? (The default Wii Remote + Nunchuk control system doesn't)
 

Eternal Smasher

Smash Ace
Joined
Jan 24, 2006
Messages
604
Location
Bronx, NY
1) What does the other do while you're controlling the one?
They are controlled by AI. Unlike the Ice Climbers, your partner doesn't follow your every move. He/she's not dumb, either. (This is gonna be in the Other section, I swear.)

2) How would you switch between them if your control setup doesn't distinguish between a left and right taunt? (The default Wii Remote + Nunchuk control system doesn't)
...Oops. Totally slipped my mind. Fine then, I'll reverse the commands later. Thanks for pointing that out.
 

Leprechaun_Drunk

Smash Journeyman
Joined
May 11, 2008
Messages
339
Location
Bronx, New York
Seamus, the Drunk Leprechaun! He lives in the mythical land of Erin (Ireland) and is keen upon sneaking into pubs and stealing whiskey. He has a reputation as a violent yet intelligent drunk who uses trickery and fighting to overcome his enemies. (I invented this character myself, I have some drawn pictures of him that I will upload later. For reference, he has a bottle of whiskey in one hand and a Shillelagh in the other, which is an Irish beating stick.)



Entrance: Seamus comes tumbling down a rainbow, incredibly drunk, screaming "Where teh feck am I?"

Attacks:

A: Swift slap with his Shillelagh

AAA: 3 hits with his Shillelagh, the last hit having massive knockback.

Foward-tilt: Seamus uses his Shillelagh as support and kicks foward with both legs.

Up-tilt: Seamus extends his Shillelagh vertically with mighty force.

Down-tilt: Seamus crouches down and slaps with his bottle of whiskey.

N-Air: Seamus spins 360 degrees violently, Shillelagh extended, knocking his opponents away.

U-Air: Seamus does a back-flip kick, knocking opponents vertically.

D-Air: Seamus takes off his tophat and throws it downward, then stomps down upon it.

F-Air: Seamus kicks powerfully.

F-Smash: Seamus smashes his whiskey bottle on his opponent.

U-Smash: Seamus takes off his tophat and throws it upward.

D-Smash: Seamus spins around 360 degrees, sweeping his Shillelagh across the ground.

B: Seamus tosses a bottle of whiskey at his opponent. 20% damage on contact but zero knockback. If the opponent catches it, they automatically drink it and proceed to pass out, not being able to move until they have sobered up.

Forward B: Seamus exclaims "Luck o' teh Irish!" as he removes his tophat, aims it at the opponent, and fires Potatoes and/or Shamrocks. The potatoes can be eaten as food but only by Seamus, healing him completely for each potato eaten. The Shamrocks act as a normal projectile, causing 5% damage per hit.

Down-B: Seamus takes a swig from his bottle, causing him to become harder to control, but also causing his attacks to become 50% more powerful and decreasing all damage and knockback dealt to him by 75%. This move can only be used once every 20 seconds.

Up-B: A rainbow appears from a pot of gold and Seamus can run along it. It is only tangeble to Seamus though, and if other characters try to jump on it they will fall.

Final-Smash: Every character on the stage becomes incredibly drunk and passes out on the spot and adds 100% to however much damage they have at the moment. Seamus, whose alcohol tolerance is godly, is still standing, and is free to smash out each and every opponent.

Up Taunt: Seamus smiles, collapses, and says "Top o' teh mornin' to ya!" incredibly drunk.

Side Taunt: Seamus exclaims "Erin Go Bragh!" and chugs whiskey.

Down Taunt: Seamus finishes his current bottle, then pulls out a pot of gold and takes another bottle from it.

Victory 1: Seamus removes his tophat and pulls out a bottle of whiskey.
Victory 2: Seamus is shown passed out on the ground, face down, breathing heavily.
Victory 3: Seamus is sitting on a rock, smoking a pipe.
 

Sun-Wukong

Smash Journeyman
Joined
Nov 24, 2007
Messages
392
Location
Eastern Kentucky
I'm posting my Shadow the Hedgehog moveset because Sun-Wukong's got 2 stars. I can't contact him, and I'm tired of waiting.
Sorry about that, I haven't been on in like forever, at this point I don't plan on finishing it anyway. In fact, GreatClayMonkey can go ahead and replace my Shadow move set with this one on the first page.

A note to Sun-Wukong, I've not used any of your material: our movesets share one move in common but that was completely coincidental.
I appreciate that.

Anyway, I know this won't count what with it being a Semi-Clone and all but here goes. Please include the Metal Gear Awesome Style Grey Fox.

Metal Gear Awesome style Snake



Basic Info: Think Toon Link, but with Snake. In other words, he's mostly a clone. He has a few differences that make him unique, though. Anything not listed is the same as Snake's. Watch the video or you probably wont understand the moves.

Stats:
Size: *** Snake was a slightly above average sized character in Brawl, so a cartoonish version should be a little smaller.
Weight: *** He's not that big or heavy, but he's got a lot of heavy equipment.
Power: *** A lot of his attacks are ordinance based and very powerful, but his body weight and strength detract from his overall power.
Speed: *** He's not very little, but he's very fit. On the other hand, he caries a lot of heavy equipment.
Jump: ** Just like regular Snake, he never actually jumps in his games, so he's not very good at it.
Fall Speed: *** See speed description.

Down smash: Sweat Blast- He holds up his arms and pushes opponents away with a massive blast of sweat. Knock back with no damage, like a lot of FLUDD’s attack’s. Related quote: "****, I just killed a dog by sweating!"

Neutral Special: Hand Gun- He shoots the nearest opponent in the head like the DARPA Chief and the ArmsTech president (In the movie, not the game). Obviously not fatal. It does no knock back but a lot of damage, say about 20%. Related Quote: "Colonel, the DARPA Chief just died of a heart attack! I don't know what happened. Metal Gear. Whatever"

Up Special: Claymore- He gets blasted upwards by a bunch of claymores and flails wildly through the air, but more or less in a straight line, as seen near the beginning of Metal Gear Awesome 2. Remember, they explode almost immediately after appearing. If they touch some one else before MGA Snake falls on them, they stop appearing and the move ends, but damages the opponent, which makes it a semi-effective suicide move. The explosion of the Claymores themselves are like the explosions from Motion Sensor Bombs.

Final Smash: Inferred Lasers- Unlike regular inferred laser, these hurt. They damage everyone, but MGA Snake takes a ration which returns his percentage to what it was before the attack. The other characters aren't so lucky. Does about 80% damage, but no knock back.

Entrance: Rises up from a pool of water which quickly disappears. He says "I hate this suit!" and takes off his scuba suit.

Up Taunt: He pulls out a gun and says “The safety’s on!” then it turns into a balloon animal and he eats it.

Side Taunt: Smokes the cigarettes he had in his stomach, saying the appropriate quote. Again, from the second movie.

Down Taunt: Points at the nearest female character and says “**** right I’m gonna hit that!” It Doesn’t work if there aren't an female characters on the stage.

Victory Pose: Contacts Meryl on his Codec (You don't see it, you just hear him talking.) and says "Hey hotness, what's up? I'm done here."

Metal Gear Awesome Style Grey Fox

First, he talks to the character who summoned him, to make things simple lets use FLUDD as an example. He grabs their shoulder and says "[FLUDD]! Hurt me! A lot! Please!", the character responds and Grey Fox continues "More [FLUDD], hurt me more dog!" then finishes with "I'm so ******* crazy!". Then he starts slinging himself around the stage, and has the same effect as a purple Pikmin when he lands on another character.
 

gorgon.

Smash Ace
Joined
May 14, 2008
Messages
750
Location
Ontario, Canada
Thanks for being cool with it Sun-Wukong. Lulz, that moveset had a lot of funnies in it.

Just a PS to whoever cares, I'm almost finished with my last moveset (unless GCM removes the 5-character limit,) Spongebob Squarepants.
 

HeoandReo

Smash Apprentice
Joined
May 16, 2008
Messages
157
I had some creative energy and inspiration from previously looking at some poorly done fanfiction. This is my third moveset now. Here goes.

Mary Sue

From Wiki:
"Mary Sue, sometimes shortened simply to Sue, is a pejorative term used to describe a fictional character who plays a major role in the plot on such a scale that suspension of disbelief fails due to the character's traits, skills and abilities being tenuously or inadequately justified. Such a character is particularly characterized by overly idealized and clichéd mannerisms, lacking noteworthy flaws, and primarily functioning as wish-fulfillment fantasies for their authors."

As such, Mary is somewhat of a subjective character, showing up in many forms of media, but dominantly in fan fiction.

I was inspired not only by poorly done fan fiction, but I was also honestly inspired by the various original characters in the two topics. (Train of thought went like OCs-fan fiction-Mary Sue. Hope I don't offend anyone.)

Not to say that all OCs are like that, but a very large portion are. If anything, it's getting increasingly common for people to parody Mary Sues to portray an over-the-top version of an author's fantasy, often for comedic effect. That's how often it occurs. Mary Sues are very common in both anime/manga fandoms and fantasy fandoms, Inuyasha, Harry Potter, and Dragon Ball having some of the worst cases of this.

As such, because few actually like the Mary Sue, this moveset will be the previous mentioned 'over-the-top' kind. Also, because it's much easier to have a sense of balance. This Sue will be a fusion of school manga & fantasy elements, simply because these 2 are the most common, and both together are also fairly common.

There are no pictures given, because since Mary is a concept and not a character, a picture would be hard. To make up for it, though, I will make up an appearance that covers genres she appears in, and put more description in it.


Appearance: A myrtle green schoolgirl outfit with sapphire-plate armour around the chest area & a royal blue hilted sword. This iteration also has long cream-coloured hair with streaks, with purple eyes, with somewhat light skin. Because Mary Sues are like that in terms of appearance.
She also has a heart-shaped locket on her neck, which apparently holds a picture of her apparently told-to-be-deceased-but-eventually-revealed-to-be-alive parents. Apparently.

(If someone wants to draw her to give or get a visual, go ahead because I suck at drawing and using Paint.)


Stats:
Size: *** Not a tall and strong woman, but not petite, either. And very lean. 'Just the right size'.
Speed: **** Mary Sues are quick by nature, as they have to outrun the enemy in short amounts of time, and quickly 'rescue' various canon characters.
Weight: ** Due to the petite figure so sought after in stories, Mary tends to fall in the lightweight range. Probably the same weight as Peach.
Jump Height: **** Mary Sues are only really limited by the physics in their world, and even they can bend them to their will.
Power: ** If literature has taught a person anything about tactics, it's that a quick set of blows tends to fare better than a large, powerful one. Apparently. Mary Sues usually take that to heart.
Fall Speed: * Mary takes all of her sweet time to show off how much grace she has when falling.
Traction: ** Since this Sue is half of the 'school life' variety, she has to function with a degree of clumsiness. This is the law. :grrr:

Can she...
Crawl?: Yes.
Glide?: No.
Wall Jump?: No.
Wall Cling?: No.

Alt costumes:
Green skirt, sapphire armour, blue sword hilt, cream hair, purple eyes (default)
Red skirt, ruby armour, red sword hilt, orange hair, orange eyes (Red Team)
Blue skirt, sapphire armour, blue sword hilt, blue hair & blue eyes (Blue Team)
Green skirt, emerald armour, green sword hilt, neon green hair & green eyes (Green Team)
Indigo skirt, quartz armour, purple sword hilt, purple hair, purple eyes (Purple)
Black skirt, opal armour, black sword hilt, black hair, red eyes, paler skin (Angsty. Or vampire.)


Entrance: She is penciled in from the foreground, as if the author wanted to draw her into the fight.
Series: Fanfiction series overall.
Logo: A computer with fanfiction on it.


A: Slaps an enemy in the face. Usually done against a comrade who says something stupid or obvious, but not quite enough to drive away the orcs who attack during her cheerleading practice. (Arm)

Dash A: Mary quickly hops up in a sitting position, as a unicorn appears under her and rams into the opponent. Has some startup, a strong hit, & end lag, like Dedede's dash attack. (Body/Spin, Magic)

ftilt: Goes on her right hand, and kicks twice with her legs extended just ahead of her. Think Pit's utilt turned 90 degrees. Has little knockback. (Leg)
utilt: Does a backflip. It is slower than other characters' backflip smashes, and is weaker as well. Probably her worst tilt. (Leg)
dtilt: Picks a flower from the ground and tosses it ahead of her slightly. Because much of her free time is spent going into the forest, singing sweetly while picking flowers, and bringing many animals to her. A weak attack at best. (Weapon, Magic)

As you can see, at least she has a below average tilt game as a weakness. ;)


fsmash: Brings her sword back and slashes it in front of her, like Marth, but with mystic energy as it hits. Because it's not an ordinary sword. It's a legendary sword. Not that one could tell the difference. Now that I think about it, this Sue reminds me of the early Valis games. (Weapon, Slash, Magic)
usmash: Brings her sword up with both hands and hits with it. Also utilises mystic energy. (Weapon, Slash, Magic)
dsmash: Raises her arms upwards and waves them as fire circles both sides of her. The Sue also needs to have some sort of supernatural power to make the magicians in the group get a hard-on when they see it and ask her to be their bride. (Flame)


nair: Spins her sword around many times in front of her, like Pit's nair. (Weapon, Slash)
fair: Slices and dices ahead of her with her sword. Does 3 weak hits, with the last one doing a little more knockback than the other 2. Does not utilise the alleged mystic power in the sword. (Slash)
bair: Turns herself somewhat and kicks with both feet out behind her. (Leg)
uair: A frontflip kick used to show off her suddenly-needed-for-a-plot-point acrobatic skills. Like Falcon's uair, but in a reverse direction. Somewhat laggy if she hits the ground, because she has to hop up from a handstand. (Leg)
dair: Kicks downwards with her left foot. A stall-and-fall aerial, with a sweetspot at the heel that does slightly more damage. (Leg)


Grab: Puts her hands on her hips and shakes her breasts to 'attract' a character with them. This covers around the same distance as Olimar's grab, and anyone in her radius slides towards her when they are grabbed. (Throwing)
Grab A: Knees the opponent in the crotch. (Leg)
fthrow: Uses magical fire to immolate the opponent and send them ahead of her. (Flame, Throwing)
bthrow: Turns around and slashes with her sword in an instant, because Sues also have good reflexes for this plot point. (Slash, Throwing)
uthrow: Telepathically lifts up the opponent above her and throws them up. (Throwing)
dthrow: Lifts herself up slightly with her mind, and telepathically slams her opponent on the floor.


Standard Special Move: Shift of Focus

The camera moves slightly in the direction that Mary is facing to move her to the side, like the effect of the Devil Assist Trophy. After a few seconds, Mary yells "HEY!" to get attention, and the camera moves to where she is. It does not damage opponents unless they go offscreen, but it does disorient the players somewhat. Mary has super armour when she yells. No damage.


Side Special Move: Fatal Attraction

Mary uses her... er... womanly wiles to drag to her an opponent from further away. (Same animation as a grab, except twice the length) She grabs them when they are close enough. Instead, however, she kisses them to steal 5% of health from them. The move does not work if the opponent is facing away, though, and a roll or sidestep at the right time is enough to avoid it. (Specials: Direct)


Up Special Move: Magic Wing

With the author's whims, Mary can be made to fly! Wings sprout out from her shoulders and she flys in an controlled upwards 20 degree angle. She is not rendered helpless after this, but all she can use is her Up-B again. But the second time, she gains no height, because the wings don't appear. She simply looks on either shoulder quizzically. Doing this also stops her momentum. No damage.


Down Special Move: Pyrokinesis Again

Mary Sue fires a fireball ahead of her. Unlike Mario's Fireball, it is larger, travels in a straight line, and does more damage. However, it is slower and has more startup and afterlag. If done in the air, the fireball travels in a 45 degree angle down. (Flame, Specials: Indirect)



Final Smash: Rewriting The Story
This is a somewhat unique Final Smash, in the fact that it isn't activated immediately. When Mary Sue uses this, she keeps the Final Smash glow around her for 20 seconds. She is totally vulnerable to attacks by the opponent at this time. If she is KO'd, and it isn't an SD, the scene changes to a young adolescent girl facing a computer, saying "No, that's not how it goes." She holds back space, and types some more, eventually saying "There." After this, it flashes back to the stage, with Mary on it, and the opponents being KO'd. This FS may sound somewhat impractical, and can be avoided by simply not attacking her, but because of Brawl's new definition of an SD, this can be surprisingly easy to land.



Up Taunt: A butterfly comes down and lands on her finger, while she strokes it with her hand. The butterfly is accidentally squished, and Mary shakes her hand to get it off.
Side Taunt: She waves her hands around, like Pikachu's side taunt, saying "Over here!"
Down Taunt: Takes out a book, and a quill pen, and writes into it.

Victory Poses:
1: Clasps her hands together, and says the cliche'd "I knew I could do it!"
2: Adjusts her skirt and sword, and says the cliche'd "I hope I didn't let the group down."
3: Kneels down, looking depressed, and staring at her locket. She sighs in a depressingly depressed manner.


Crowd Cheer: "Mary Sue! Mary Sue!"
Wiimote sound: "Yes!"
Victory music: I don't know. I'm not exactly sure what type of song would fit.


Kirby Hat: Kirby gets a small hat on his head that says 'MARY SUE' on it. His yell when using Shift of Focus sounds more like a 'Hee'.


Snake Codec: (With Mei Ling)
S: There's a suspicious looking girl here, fighting.
M: That's a Mary Sue, Snake. Mary Sues are the creations of many writers, from all over the world.
They can do anything, from fighting like a fierce warrior, or solving problems like the smartest geniuses.
Kind of like you, Snake!
S: ... (grumbles)
M: What? Is something wrong?
S: I wouldn't want that concept to be applied to me...

Stickers:
Mary gets few exclusive stickers, but she can make use of Magic Attack stickers.


Trophies: (later)


Mary Sue:
An idealistic girl, displayed in many stories of her time. A Mary Sue is usually everything the author wants to be, whether it be athletic, intelligent, or seductive. This particular Mary Sue is inspired from fantasy works and school manga, with elements of both onto her character. However, Mary Sues appear in stories of every genre, creating ire from many respectable writers.


Rewriting The Story:
When Mary gets the Smash Ball, she becomes potentially very dangerous. Mary Sues, in general, are not supposed to lose. When Mary is KOed with the effect of the Smash Ball on her person, the writer of her story appears to completely change the outcome, putting it in her favour. While it is useful for getting KOs, the flame aura of a Smash Ball surrounds her, and a smart opponent can wait it out.
 

gorgon.

Smash Ace
Joined
May 14, 2008
Messages
750
Location
Ontario, Canada
Oh, alright. Thanks alot GCM.

I just realized however, that if I submit all of my good movesets now, I won't have any more ideas if there's a Make Your Move 3.0.

Do you know if there'll be a 3.0?
 

Collective of Bears

King of Hug Style
Joined
Nov 10, 2007
Messages
6,507
Location
North Carolina
NNID
Gark430
3DS FC
1805-3069-0371

YES! Fed Fredburger has joined the fray!

Stats (out of 5)
Power: 3
Speed: 2.5
Jump: 4
Weight: 3.5
Fall: 3.5

Tilts:
A: Slaps twice
Forward Tilt: Slaps with trunk
Up Tilt: Jumps up and swings trunk
Down Tilt: Sits down spins on his butt
Dashing A: Bounces on his butt 3 times

Smashes:
Forward Smash: Yells out and headbutts
Up Smash: Waves arms around
Down Smash: Bounces on his butt and makes a small shockwave.

Aerials:
Neutral Air: Flops arms and legs around him
Forward Air: Leans forward and shakes his trunk
Up Air: Yells and flips backward
Down Air: Bashes the ground with his butt
Back Air: Wags tail behind him

Throws:
Grab A: Slaps with his trunk
Forward Throw: Lets out a loud "LAAAAAAA!!!" that blows enemies away.
Backward Throw: Places them behind him, then farts.
Up Throw: Throws upward a few times weakly, then says, "Up you go!" and throws them with power.
Down Throw: Sets them down and then bounces on them a few times.

Specials:

B: LALALALALA
Begins to sing badly. Creates waves around Fred Fredburger that hurt enemies.

Side B: Hammer Thingy
Grabs on to an opponent and hammers them several times with a gavel aka Hammer Thingy. He then sets them down gently and says, "Here you go!"

Up B: Nachos
Fred Fredburger eats Nachos, then farts and shoots into the air.

Down B: Pee Break
Yells, "I have to peepee, real bad!!!" Stuns the other character.

Final Smash: Yes!
Puts his arms out and says...

This is an instant kill to anyone within range. However, the move's range is only a few feet, so you have to get in very close to execute it.

Taunts/Other:

Taunt 1: Says, "Yes!"
Taunt 2: Says his name over and over
Taunt 3: Eats Nachos and smiles

Victory Pose 1: Begins to sing badly and dance.
Victory Pose 2: Fred Fredburger is in a bathroom stall taking a crap, and says his name over and over
Victory Pose 3: Spells his name. When he's done, he yells, "Fred Fredurger yes!" and begins to bounce on his rumpus.

Yes. I am a genius.
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
This entry used to be Innes, Prince of Frelia, but was changed in order to fit the no repeating universes rule.

Aidan


Universe:
Guild Wars (an MMORPG)

To Unlock:
Beat Classic Mode with every other character, play 500 brawls, or have him join your party in the Subspace Emissary.

Unlock Message:
Aidan, Ascalon's master archer, has joined the fray.

Wii-Mote Sound:
The sound of an arrow flying through the air and striking a target is heard.

Probable Tier:
Middle-High

Story:
Aidan is the ranger of a small group of Ascalon's finest heroes, led by Devona.
To quote the Guild Wars handbook, "The son of a huntsman, Aidan grew up with a quiver of arrows on his back. His mother died giving birth to him while his family was on a wagon train from Kryta to Ascalon. As soon as the boy was old enough to hold a bow in one hand, Aidan's father packed up just the good steel heads of their tools and the two men headed off into the wild. They found a spot in the middle of a forest clearing, refitted their tools with hand-carved handles, and built their own home from scratch.
Aidan is a survivor. Nothing is out of the question if it means he and his companions will live for another day. He thinks fast and acts even faster. His inner calm, a sort of simple confidence, has a way of infecting everyone around him. Being the oldest member of the party, he has the wisdom of years his younger counterparts lack, though he never feels the need to lord it over them. He does feel a certain amount of responsibility to keep the group informed and out of trouble if at all possible. From time to time, he takes on the role of group patriarch, but only if there is a meltdown and he sees the need for his cooler head to prevail."

Alternate Outfits:
Blue (default)
Red
Green
Yellow
White
Black
*alt. outfit changes his cloak color.


Wii-Mote Sound:
The sound of an arrow being fired is heard.

Taunts:
Up- Pulls an arrow out of his quiver, shoots it a short distance in the air, and catches it in his quiver.
Left/Right- Enters an archer stance.
Down- Ready's an arrow and fires it.
*This taunt does damage and can be followed up with a second arrow.

Victory Pose:
Tapping his right shoulder with his bow, Aidan says "You shouldn't have lost your cool."

Specials:
Neutral B- Quick Shot- Uses an elite archer ability to fire an arrow of peerless speed. This arrow can be aimed in all directions and flies very fast with excellent reach, but deals only 2% damage. 2%

Side B- Sundering Shot- Fires an arrow that flies (slightly) slower than normal and can't be aimed. It flies straight forward and has excellent shield breaking abilities. 5%

Up B- Rope Shot- Fires an arrow with a rope tied to it. This can tether to the edge or even directly to the stage and pulls Innes to the tether spot. 10%

Down B- Preparation- Aidan kneels to the ground and applies a random preperation to an arrow. The next arrow that is fired will randomly be one of the following:
Poison Arrow- If this arrow connects it deals poison damage for 5 seconds. (Each second is 1% damage)- 25% chance
Ignited Arrow- This arrow is set on fire and causes the opponent to suffer a burn for 3 seconds (each second is 3% damage.)- 15% chance
Broad Headed Arrow- This arrow is heavy and breaks any shield it hits. It flies slightly slower than normal and has high knockback.- 10% chance
Barbed Arrow- This arrow causes an additional 3% damage after it hits.- 50% chance

Normal Attacks:
A- Punches the foe 3% damage
A,A- Punches the foe with his other fist. 3% damage
A,A,A- Roundhouse kicks the foe. 5% damage
Dash Attack- Hits the foe with his bow. 7% damage.

Situational Attacks:
Get off your ***- Trips the foes on both sides. 5% damage
Ledge Attack- Leaps out and kicks the foe. 5% damage

Tilts:
Forward- Performs a high kick to the foes head. 7%
Upward- Performs a hand-standing kick. 7%
Downwards- Performs a sweeping kick with one leg that trips the foe. 6%

Smashes:
Forward- Swings his bow forwards. 13-20%
Upward- Fires a broad headed arrow upwards. This has high knockback. Comparable to Snake's Up Smash. 15-23%
Downwards- Performs a double sweeping kick with both legs on both sides. 10-20%
*Highest parcentages are when fully charged.

Aerials:
Nair- Flips in the air with his foot kicking all around. 7%
Fair- Leaps forward, flips, and kicks the foe downwards. This can spike. 8%
Bair- Backhands the foe. Good knockback. 7%
Uair- Fires an arrow upwards. High knockback and range. 10%
Dair- Fires an arrow downwards. Great range and vertical knockback. 10%

Throws:
Grab- Grabs the opponent by the neck.
Grab Attack- Punches the foe across the face. 3%
Up Throw- Throws the opponent upwards and fires an arrow at them. 5%
Forward Throw- Throws the opponent diagonally downwards a short distance. 5%
Backward Throw- Lets the opponent go and roundhouse kicks them backwards. 7%
Downward Throw- Throws the opponent to the ground and stomps them. 5%

L-Button:
Shield- Aidan uses the standard "bubble" shield.
Sidestep- Aidan parry's with his bow (if the attack that would be sidestepped hits from behind, he turns and parry's. This works just like a regular sidestep.
Roll-Dodge- Aidan does a high flip that is capable of going over a characters head. This is a fast dodge.
Aerial Dodge- Aidan parry's with his bow quickly. This behaves much like his Sidestep.

Final Smash:
Read The Wind-
Aidan reads the winds direction to temporarily increase the damage of his arrows. This adds 10 damage to all arrows and noticeably increases their speed. This lasts 20 seconds.

Stats:
Fall Speed- 3/5
Weight- 2/5
Size- 4/5
Range- 3/5 (not counting projectile based attacks)
Recovery- 5/5
Movement Speed- 4/5
Attack Speed- 4/5
Average Attack Power- 2.5/5
Throws- 4/5
Jump Height- 4/5
Crouch- 4/5
Crawl- Yes
Dodges- 5/5
Wall Jump- Yes
Wall Cling- 2 seconds.

Pros:
Arguably one of the best projectile users in the game because of his aimable Quick Shot, shield penetrating Sundering Shot, his Down Taunt with no ending lag, his Up Smash, Up Aerial, Down Aerial, Rope Shot, and Preperation, which buffs your next arrow.
One of the games best campers.
Preparation is very useful for increasing the damage and versatility of your projectiles.
Rope Shot is an excellent recovery, doubling as both a tether and a stage recovery.
If the opponent attempts to gimp Rope Shot, they are hit by the arrow and you are pulled (and tied to) them. Both of you then fall till you hit the ground or die. This results in the Aidanside.
Attacks combo fairly easily.
Possesses some killing ability.
Attacks are fast.
Great damage racker.
Can wall jump.
Can wall cling.
Can crawl.
Good crouch.
Good air game.
Down tilt causes tripping.
Up Smash, Up Aerial, and Down Aerial have huge range and are fairly powerful.
Powerful Final Smash.
Can be difficult to predict. Arrows appear very similar and attacks are usually not obvious (with the exception of Up Smash, Up Aerial, and Down Aerial.)
Good Throws
Dodges are very fast and result in little lag.
Down Taunt can be used to damage with an arrow that has no ending lag, allowing a regular arrow to immediately follow.
Preperation has no time limit and only expires when you either die or fire an arrow.

Cons:
Floaty enough to be juggled fairly easily, but also falls fast enough to combo.
Light-Medium Light character.
Large target.
The above 3 attributes give him an innate weakness that requires you to play defensively.
One of the harder characters to master short hopping on.
Most attacks have low knockback.
His 4 most powerful attacks have downsides. Up Smash, Up Aerial, and Down Aerial are all predictable. Broad Headed Arrow is random and only appears 10% of the time Preperation is used.
Overly reliant on projectiles and camping.
Preperation takes roughly 1 second to perform, and is thus punishable.
Forward Tilt cannot hit small characters who are standing at ground level.

Kirby Hat:
Kirby gains Aidan's hair, facial hair, and a miniature version of Aidan's cloak (complete with quiver.)

Codec Conversation:
Snake: Colonel, what can you tell me of my opponent?
Colonel Campbell: Your foe is Aidan, the master Ranger of Ascalon.
C: He is a talented archer and an expert survivor. He always keeps a cool head.
S: How can I beat such a man?
C: Keep the fight up close.
C: Show him what you're made of Snake.

Stage:
Ascalon City-
The largest remaining city in Ascalon. It is not the capital, despite its name. The true capital is Rin, which was wiped out 3 years ago (from the start of Prophecies) in a huge Charr attack.
Layout-
This stages layout is basic and circular. Charr will occasionally attack the fort by they are wiped out by the Ascalon Guards. The background fighting is for visual effect only. There are no platforms, but you will find some areas with stairs. The appearance is comparable to castle siege's first part. The stage is roughly the size of the 1st part of Castle Siege as well.
Songs-
Guild Wars: Prophecies Theme
Guild Wars: Factions Theme
Guild Wars: Nightfall Theme
Guild Wars: Eye of the North Theme

Items:
Troll Ungeunt- A ranger potion that heals 2% damage per second, for 10 seconds upon pickup.
Minipet- A random miniature version of a Guild Wars creature or character appears. The different minipets are for visual effect only and all have the same function. To actively follow the person who picks them up and attack opponents for minor damage.

Assist Trophies:
Vekk- A small creature of great intelligence and magical talent. He is voiced by the same man who voiced The Brain (of Pinky and the Brain.) He uses a water spell to snare the foe and then an air spell to strike for high damage (no knockback.) Deals 30% damage.
Devona- Runs onto the stage and strikes foes with her hammer. This causes them to be knocked down (similar to tripping.) She deals about as much damage as a human character.

Related Trophies:
Devona
Aidan
Cynn
Mhenlo
Eve
Vekk
Ogden Stonehealer

Role in the Subspace Emissary:
Aidan appears with Cynn and Eve to fight Tabuu. Cynn's magical prowess is what kept the explosion from the Subspace Bomb inside Galleom's head from reaching far enough to turn the other characters into trophies. The group however, is turned into trophies by the explosion and dragged into Subspace to eventually be revived after the fight against Tabuu.

Included Bosses:
(Spoilers)
The Lich-
The Lich is the final boss of Guild Wars Prophecies. He created an army of undead in order to secure the scepter of Orr, free the Titans, and rule the continent. He is later reveiled to be a worshipper of Abaddon, the evil god of Guild Wars Nightfall. The Lich is a necromancer type enemy.
Attacks-
Soul Vortex-
The area around the lich becomes surrounded in a vortex that does high damage. This works kind of like Metaknights "Whorenado."
Life Siphon-
Shoots a projectile that sucks a small amount of health from the opponent and gives it to the Lich.
Hunger of The Lich-
Attacks the foe at hand to hand range and attempts to steal health from them.
Size-
Somewhat taller than Ganondorf.
Movement-
Comparable to Porky.
Difficulty (How hard the boss is)-
Medium-High
 

forumdude

Smash Rookie
Joined
Jun 9, 2008
Messages
3
is there anyone that can give me a technique on how to get a good move? coz i have a difficulty on how to do it.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
ill make the limit 8 characters now
Excellent! Just in time, I've got another three ready to submit! But it's getting late, so I'll just wait till tomorrow, after I do a little touch-up.

And just to try and prevent the possibility of anyone slipping in before me, I'll (whether futily or not) reserve the following:

Ray 01
Baby Mario & Baby Luigi
Megaman.exe
 

gorgon.

Smash Ace
Joined
May 14, 2008
Messages
750
Location
Ontario, Canada
EDIT: Sorry for the double post.

Spongebob Squarepants




Ohhh… who lives in a pineapple under the sea? That’s right, straight out of Bikini Bottom, Spongebob Squarepants joins the Brawl! Spongebob’s unique style of bubble-blowing, jellyfishing, frycooking and ka-ra-te give birth to a new, if not quirky, fighting style!

Stats
Size: 3/10
Weight: 1.7/10 About the 3rd lightest… well, he is a sponge!
Walk Speed: 4/10
Dash Speed: 5/10 Not very fast…
Power: 5/10 Sponge’s smashes are strong, but many of his other moves aren’t.
First Jump: 9/10 Second to Falco.
Second Jump: 5.3/10
Fall Speed: 3.6/10
Traction: 8/10
Priority: 10/10 Pretty much outprioritizes most moves… really to make up for his lack of excellence in other areas.
Crouch: 10/10

Many of Spongebob’s attacks were inspired from a specific episode. If so, the episode will be named beside the move.

Standard Attacks
A - Sponge slaps.
AA - Sponge backhand slaps.
Ftilt - Reef Blower --

Sponge takes out a reef-blower (leaf-blower) and turns it on. A gust of wind comes out that casues no damage, but acts like Mario’s FLUDD or Squirtle’s Water Gun, pushing the target back.
Utilt - Sandy, Spongebob, and the Worm --

The best Utilt ever. Sponge’s eyes widen in shock, he paces his hands on his face and screams. The screen shakes and right in front of Spongebob emerges an… “ALASKAN BULL WORM!!” This beast emerges from the ground straight up like a pole, it’s mouth facing the sky. The hitbox for this move is titanic, and most reaching the top blastline from Final Destination. The hitbox is the whole worm, the whole time it is out and/or rising out of the ground.
Amazing killing power if you are hit when the worm is emerging, minor knockback and damage while it is unmoving. Not actually broken as this move has horrible startup and ending lag, and Spongbob is completely vulnerable during this attack.
Dtilt - Home Sweet Pineapple -- A crowd of nematoads (small, green, worm-like things) come from behind Spongbob and crowd around him. They quickly go behind him again. Good range, low knockback and damage.

All of Spongebob’s smashes utilise “ka-ra-tay” (karate) power. He puts on his red gloves and helmet for these attacks.

Fsmash - Spongebob rips off his right arm and holds it in his left. He shouts “Hi-yah!” and karate chops in front of him with his left hand, using his dislocated right hand as an extension. Good damage, good knockback, above average range. Hitbox counts as disjointed.
Usmash - Spongebob claps his hands over his head with a crazy look on his face. Very quick move. Mid-damage, low knockback, low range. Vertical knockback.
Dsmash - Sponge spins rapidly until he looks merely like a yellow blur. Awesome damage builder; traps, and is near impossible to DI out of, even though the attack lasts awhile.

Aerials
Nair - The Sponge Who Could Fly -- Spongebob’s pants inflate quickly, then deflate. Good knockback; this move stops Sponge’s aerial movement as it comes out, like Fox’s reflector. Ending lag.
Fair - Have You Seen This Snail? -- Spongebob pulls out a paddleball paddle and paddles the paddleball. Lulz. Great range, mid everthing else. If you hold A, Sponebob will keep paddling until he touches the ground.
Bair - SUDS -- Sponge turns and sneezes, pink bubbles coming from his mouth. Mid everything, vertical knockback.
Uair - Help Wanted -- Spongebob takes out his Hydro-Dynamic Spatula with Port and Starboard attactchments and Turbo Drive, which spins like helicopter blades above his head. Traps, low knockback, good damage, low range.
Dair - The Chaperone --
Spongebob puts on his suit, wig, and stilt-legs and kicks downward with both feet. Amazing range due to legs being as long as traffic-light poles, and spikes, making a deadly aerial. However, due to range issues, this aerial can’t be short-hopped (well, it can if it’s a short hop off the ledge.)

Dash Attack - Spongebob starts driving a boat that appears out of nowhere, but crashes. His boating teacher, Mrs. Puff, inflates to massive proportions being a pufferfish. Hitbox changes three times; deals low knockback while boat is driving, high knockback and damage when the boat craches, then very high damage and knockback when Mrs. Puff inflates. Despite being strong, pretty bad dash attack. Large ending lag, and Spongebob is vulnerable since he is not part of the hitbox.

Ledge Sweep - Dying for Pie -- Spongebob shoves a pie in the opponent’s face, which explodes. Funnily enough, this under-used attack is one of Sponge’s best killers. (At high damage) - Your Shoe’s Untied -- Sponge climbs the ledge and trips, his shoes untied.

Specials
B - Sponge-Bob (various episodes) -- Sponge engorges himself (swells himself up.) In this state, Sponge will absorb all energy-based projectiles, but he’ss be unable to move. He can only absorb one at a time, and when one is absorbed, he will be dripping water. Press down to absorb the projectile (the stronger the projectile the more health recovered) or press B to have Sponge squeeze his sides, sending streams of water out of the holes in his body. Great range.
B side - Fry-Cooking (various episodes) -- Spongebob works as a fry cook at the successful fast food restaurant the “Krusty Krab.” Fry cooking is one of his passions, and he loves making “Krabby Patties.”
When this move is initiated, Spongebob will put on his Krusty Krab hat, pull out a grill in front of him (which has a hitbox; low damage and knockback; fire damage) and will start flipping burgers. These burgers travel in a large arc, three at a time, causing low damage and low knockback. Very good spammable projectile, but high startup lag. The burgers travel about as far as Link’s boomerang.
B up - Jellyfishing (various episodes) --
Spongebob puts on his jellyfishing glasses and takes out his jellyfishing net (which looks like a bamboo butterfly net.) A jellyfish comes out of nowhere and flies underneath Spongebob, lifting him onto its head (see pic.) It acts much like Snake’s Cypher; it automatically travels up and you can control its horizontal movement (lasts about the same time too.) Anyone who touches it will receive electrical damage and moderate knockback. When the jellyfish drops Sponge, he twirls around and catches it in his net.
B down - Bubble-Blowing (various episodes) --
Spongebob pulls out a bubble-blowing wand and blows a bubble. This bubble will stay where it is placed, acting as a mine. Anyone who touches it will become shield-stunned (for about ¼ of the time of a regular shield-stun,) taking no damage. Spongebob is able to blow two bubbles at a time. They will pop naturally after about a minute.

Grabs, Throws
Grab and Pummel - Musclebob Buffpants --
Spongebob grabs with his fake, inflated muscley arms. If A is pressed, he will slap the opponent with his tongue.
F throw - Spongebob pulls out his foghorn alarm clock. It hits as it comes out, dealing minor damage (3%), and then sounds its foghorn alarm dealing great knockback and no damage.
B throw - Something Smells -- Sponge turns around with his target and breathes his ketchup-onion-dirt sundae breath on them. Low knockback. 20%, wow.
U throw - Hooky -- Sponge screams as a gigantic fishhook drops from the sky and pulls the target up. Your opponent will continue to be pulled up until they die. They can escape by wiggling the control stick.
D throw - Squeaky Boots --
Sponge drops the opponent to the ground and stomps on them with his sqeaky boots. 8%

Final Smash - Spongebob Squarepants: The Movie - Goofy Goober Rock --
Spongebob explodes in a puf of smoke and reemerges with the outfit seen in the picture and the respective Goofy Goober peanut guitar. He will fly to the top-centre of the stage (about where the Aura Storm initiates) and will start rocking out to this song:
http://www.metacafe.com/watch/518945/spongebob_squarepants_the_movie_goofy_goober_rock/ Watch the video, it’s basically what he does in his FS. At about 1:05, his FS inspiration will start.
After rising to the top centre, you will have control of his guitar. You can change the angle with the control stick, and press A to fire a blue laser. These lasers are incredibly quick to come out with virtually no lag, so they are spammable. The lasers stun and cause about 6% each, and considering you can fire about 4 per second, this smash lasting around 25 seconds; you can accumulate almost 100% on one person. Get two stunned in the same spot and that sucks for them.

Taunts
Up - Spongebob will face the camera, flatten his hands along his body, and laugh his annoying trademark laugh.
Side - Sponge will run on the spot, chanting “I’m ready!” three times.
Down - Spongebob will do the worm.

Entrance
Spongebob emerges from his pineapple house (which disappears) and announces, "I'm ready!"


Alt Costumes
Tie, Shirt and Pants (default)
Caveman

Goofy Goober Hat

Kelp Moustache

Underpants


Victory Poses
Up - Spongebob had his karate gear on. He sticks his arms out on either side of him, one arm in an L shape the other in an upside-down L shape. They rotate as he whoops.
Side - Spongebob has his white suit on. Watch the Goofy Goober Rock video for this pose. It is the part where the white-suited mini-Sponge with the star-eyes and cane on the tongue starts singing.
Down - Spongebob puts on the techno-glasses he wears in the video and starts dancing, which again is seen in the video.

SSE role, Items, ATs, and Stage coming soon.
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
Prince Lyon

Sorry for the double post.

This character has been WITHDRAWN in order to fit the no repeating universes rule, but is being kept for viewing purposes.



Game Universe:
Fire Emblem: The Sacred Stones

To Unlock:
Play 300 vs. matches, kill 20 enemies in Cruel Brawl, or defeat him in the Subspace Emissary.

Unlock Message:
Lyon, the host of the Demon King, has joined the fray!

Wii-Mote Sound:
A faint "I'm the demon king" is heard.

Probable Tier:
Middle

Story (spoilers):
Lyon is the Prince of Grado. After learning of his father's terminal illness, Lyon resorted to using his dark magic on the Sacred Stone of Grado, in which lived the demon king. One day, Lyon became possessed by the Demon King as a result. Lyon, now the Demon King, then started the war between Grado... and everyone else in order to destroy all the Sacred Stones and allow the Demon King to return to this world. The Demon King has two simple goals. 1. The destruction of humanity and 2. To rule over everything. Lyon and then the Demon King were later defeated in Darkling Woods by Ephraim and Eirika, who struggled at the thought of killing their former best friend. Lyon now mysteriously reappears in the SSB series with fragments of the Demon Kings power still at his disposal.

Alternate Outfits:
Red (default)
Blue
Green
Yellow
Black
White
Maddened Lyon (Lyon under the full possession of the Demon King. He looks physco and evil.)
*Outfit color affects cloak.
*Maddened Lyon is also available in all of the above colors.

Entry:
Lyon warps in and becomes surrounded in dark flames.

Taunts:
Up- Pulls out the sacred stone of Renais and shatters it.
Left/Right- Puts his hands together and creates a dark flame.
Down- Wind blows his cloak around and he holds his hands at his sides building power as dark flames surround his body.

Victory Poses:
Appearing in his maddened form Lyon says "I'm the Demon King. None can defeat me."

Specials:
Neutral B- Naglfar- Naglfar is the most powerful dark magic spell that has unlimited uses and is available only to Lyon. In SSB, Naglfar is a powerful spell with a Point Blank Area of Effect (PBAoE) nature. This means that the hitbox is an area around the user of the spell. In this case, Naglfar is 3 of Lyon's body lengths. Upon using Lyon has the option to charge it and a huge hitbox from him to the sky is surrounded by dark flames and lightning. Naglfar has 3 hit boxes. The sweespot is the center body length (anywhere directly above Lyon.) The sourspots are the body lengths to the left and right of Lyon. Naglfar can OHKO if someone is hit by a fully charged sweetspot. Naglfar has the same exact effect when used in the air, and the hitbox will still reach from ground to sky. Naglfar's primary weakness is that it is slow and predictable when compared to Thunder. Up to 30% (fully charged, sweetspot)

Side B- Fenrir- In the Sacred Stones, Fenrir was the third most powerful dark magic spell. In Super Smash Bros., Fenrir appears as a ground hugging projectile. Fenrir moves across the ground, appearing as a black and purple flame moving across the ground. When Fenrir hits its target, they take damage and are surrounded by dark black and purple flames for a moment. Fenrir is not like the Ice Climbers ice blocks in that it does not go off the edge and never weakens. It is not like Thunder Bolt in that it does not continue to follow the course of the stage once it reaches the edge. When used in the air, Fenrir is a projectile that goes straight downwards from Lyon to the ground. 7%

Up B- Dark Portal- Lyon uses his dark magic to warp in the direction controlled. This does no damage at any point. This teleport happens quickly.

Down B- Summon Corspse-Lyon summons a skeletal warrior with an axe. This warrior has significant attack power (10% damage per hit) but it is only about as smart (and as durable) as a Primid. Lyon can summon no more than 2 skeletons at a time (and this spell has some ending lag.)

Normal Attacks:
A- Lyon punches the area in front of him. His fist is surrounded by dark flames. 3%
A,A- Lyon kicks the foe. Hit foot bursts into dark flames. 4%
A,A,A- Lyon raises both hands over his head and smashes the foe with dark flames while screaming "FLUX!" 5%
Dash Attack- Lyon's entire body is surrounded by dark black and purple flames as he charges the foe. 10%

Situational Attacks:
Get up attack- Lyon jumps up and punches both sides with darkness all around his fists. 5%
Ledge attack- Lyon warps right behind the foe (if there is one at the edge) and pushes them right off the stage. 5%

Tilts:
Forward- Lyon quickly swings his fist forwards while it is surrounded by dark aura (similar to Zelda's forward tilt.) 7%
Upward- Lyon warps slightly upwards and brings his leg down (it is surrounded by dark flames.) This can spike foes. 9%
Downward- Lyon quickly points forward and dark flames rise out of the ground just in front of him. 8%

Smashes:
F-Smash- Lyon brings his hands together and thrusts them forwards, creating a surge of dark power. He screams "LUNAAAA!!!" while doing this. The hitbox of this move is rougly 1 of Lyon's bodylengths in front of him. High knockback. 15-30%
U-Smash- Lyon raises one hand upwards and surrounds an area around it with dark flames (very similar to Mewtwo's up smash in Melee.) This can KO vertically at medium percentages. 10-22%
D-Smash- Lyon spins around and a cyclone of black flames surrounds him. Lyon screams "GLEPNIR!" while using this move. This can KO at fairly low percentages. 17-33%
*Highest parcentages are when fully charged.

Aerials:
Nair- Darkness surrounds Lyon creating several weak surges of magic. 3% per hit.
Fair- Lyon jabs forwards with great power. People hit by the dark flames take a weak hit, but people hit by the fist feel the full power of this attack. 5% flames 15% fist
Bair- Lyon throws a dark fireball backwards. Foes hit by Lyon's fist are sweet-spotted. 5% Fireball, 10% fist.
Uair- Lyon flies upwards, surrounded by an aura of dark flames. Anyone rammed by this attack suffers fairly high knockback. 10%
Dair- Lyon hovers and brings his hands together, pointing them at the ground. A powerful surge of magic is created. Anyone hit by the tip of the "magic spike" is spiked downwards. 10%

Grabs/Throws:
Grab- Lyon holds the foe in place with a magic seal.
Grab Attack- A pulse of dark magic surges through the enemies body, and Lyon gains 3% health. Lyon says "Nosferatu!" while using this.
Up- Lyon flies into the air, still carrying the foe, and dives back down, surrounded by dark flames. 7%
Forward- Lyon uses a surge of magic to make the foe go forward. 7%
Downward- Lyon throws the foe to the ground and bruns them with several pulses of dark flames. This is highly damaging for a throw but has low knockback. 10%
Backward- Lyon warps backwards, still carrying the foe, throws them to the ground, and then warps back. 7%
*None of these throws can Chaingrab.

L-Button:
Shield- Uses the Barrier Staff Effect from Fire Emblem.
Sidestep- Warps to the side to dodge.
Aerial Dodge- Warps slightly in the controlled direction to dodge.
Rolling Dodge- Warps in the direction controlled.

Final Smash:
Power Of The Demon King-
Lyon awakens the fragments of the Demon King still inside of him to make him more powerful. In this form Lyon appears as "maddened Lyon" and is surrounded by a constant aura of dark flames that causes 3% damage every second the foe is hit by them. Lyon's attacks are powered up with increased knockback. In this form, Naglfar also charges twice as fast and can OHKO a foe when fully charged no matter which hitbox strikes them. Fenrir is also buffed in this form. In this form, Fenrir appears as 3 larger flames (rather than smaller one) going across the ground.

Stats:
Power- 4/5
Attack Speed- 2/5
Movement Speed- 3/5
Reach- 4/5
Traction- 5/5
Jumps- 3/5
Recovery- 4/5
Weight- 2/5 (Light)
Size- 4/5 (human size)
Falling Speed- 2/5
Throws- 4/5
Crouch- 3/5
Dodges- 5/5
Crawl- No
Wall Jump- No
Wall Cling- 3 seconds

Pros:
Many powerful attacks.
Naglfar has the potential to OHKO any character. This only works when it hits the sweetspot while fully charged.
Naglfar has huge range.
Fenrir is a powerful ground-hugging projectile.
Summon Corspe gives Lyon valuable distractions, as the skeletons can absorb any projectile and do good damage when they hit.
Lyon's grab attack heals him.
Good and hard to gimp recovery.
Dark Portal can double as an easy, lagless way to get around the stage.
Incredible Final Smash.
Possesses a fairly long wall cling.
One of the better power characters.
Good air game.
Good throws.
Long reach on many attacks.
Possesses two spikes, Up-Tilt and Dair.
Possesses great traction.
Can be very unpredictable. Almost all attacks use dark flames in their animations.
Good dash attack.
One of the games best roll dodges.
Doesn't have much problem racking up damage compared to most power characters.

Cons:
Floaty so easily juggled.
Large target.
Light.
Most powerful attacks are rather slow.
Skeleton Minions are easy to kill.
Naglfar is slow.
Grab Attack does no damage.
No chain grab.
Lacks the ability to wall jump and crawl.
Both spikes must be sweet-spotted.

Kirby Hat:
Kirby gains Lyon's hair and a miniature version of his cloak.

Codec Conversation:
Snake: Colonel, what can you tell me about my opponent?
Colonel Campbell: His name is Lyon. He is the prince of the Grado empire.
S: A prince huh? How does he fight?
C: Prince Lyon wields dark magic, and it is rumored that he possesses the power of the ancient demon, Fomortiis, in his body.
S: Sounds like fun.

Items:
Vulnarary- Heals 10% upon pickup, then heals 10% two more times at 5 second intervals.
Heal Staff- Heals 5% each time you hit your ally with it. *Occassionally appears as Mend Staves, which heal double, and Physic Staves which shoot a healing projectile.
Elixir- The next time you are hit, you are fully healed.

Stages:
Darkling Woods-
This stage takes place where Eirika and Ephraim defeated the Demon King using the sacred stone of Rausten and the sacred twin weapons of all the nations.
This stage is very basic, circular room.
Music-
Twisted Shadows A
Powerful Foe
Return of the Demon King
The Prince's Despair
Lyon
Lyon (Organ Arrangement)
Lost Heart
The Final Battle
Lights in the Dark
Solve the Riddle
*All songs from the Fire Emblem: The Sacred Stones soundtrack.

Role in the Subspace Emissary:
Lyon appears as a villain in the SSE. He plots with the evil trio (Bowser, Wario, Ganondorf) in order to get rid of Marth, Ike, and all the other Fire Emblem characters.

Included Bosses:
Fomortiis, The Demon King
Fomortiis is the true name of the king of demons. After SSB's cast of Fire Emblem heroes defeats Lyon, Fomortiis is awakened and you must now fight him.
Attacks:
Demon Light- Fomortiis uses his most basic attack. His eyes begin to glow and an area is covered with light that burns away the health of anyone in its area.
Ruinous Might (I think thats the name of his second attack, though I'm probably wrong.)- Fomortiis uses his full strength and smashes the stage with his demon fist. This can OHKO.
Slumber- Fomortiis casts a curse that puts any nearby characters to sleep.
 

gorgon.

Smash Ace
Joined
May 14, 2008
Messages
750
Location
Ontario, Canada
Actually Chris Lionheart, I'm not so happy you did Lyon. I was going to. But I love what you made him anyway. Where'd you get the pic?

BTW, I did the Darkling Woods stage in my Ephraim post... fortunately I did the outside rather than the inside.
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
Actually Chris Lionheart, I'm not so happy you did Lyon. I was going to. But good job anyway.

BTW, I did the Darkling Woods stage in my Ephraim post... fortunately I did the outside rather than the inside.
Lol sorry about that. :ohwell: Maybe you could do another badass character like Joshua or Cormag.
 
Status
Not open for further replies.
Top Bottom