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Make Your Move 3.0-Starts Soon

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Collective of Bears

King of Hug Style
Joined
Nov 10, 2007
Messages
6,507
Location
North Carolina
NNID
Gark430
3DS FC
1805-3069-0371
I'll just dash away ha ha. ha ha. I am dashing oh crap I tripped. Danm you Sakurai.
Yoshimitsu: It is I, Yoshimitsu!

Tira: You'll be dead before you know it!

Yoshimitsu: *Dair*

Tira: *rips you apart and then laughs at you*

Yoshimitsu: Nothing... Is as it seems.

Tira: Awww, you broke already!

I think I'm going to make Tira a character and make Voldo the AT. So, this spot reserved for Tira.
 

Smasherk808

Smash Journeyman
Joined
Jul 12, 2008
Messages
231
Its Tingle! the 35 yr old fairy from legend of zelda!



___________________________________________
|__________Tingle's Special Moves______________|
|_Standard Special Move_|_Flower Spin___________|
|___Side Special Move___|_Tingle Dance__________|
|____Up Special Move___|_Tingle Balloon_________|
|___Down Special Move__|_Hurt Him! Not Me!______|
|_____Final Smash______|_Rupee Wonderland_____|

COLORS
1. Green and red (default) (green team)
2. Red and Green (red team)
3. orange and blue
4. blue and orange (blue team)
5. purple and yellow
6. yellow and purple

STATS (out of 5)
Height- 2
Weight- 2
Power- 2
Speed- 3.5
Jump- 3.5

OTHER
Wall Jump- No
Wall Cling- No
Glide- No
Crawl- No


STANDARD ATTACKS

A-A smack
AA- Another smack (ooh a double smack combo...)
tilt forward A- Double pokes. Pokes enemy with right hand then left
tilt up A- Double punches. Punches upward with right hand then left
Tilt down A- a Crouched down kick
Dash A- Multiple fast slaps alternating right hand left hand right hand etc.

AERIALS
Nair- A kick
Fair- A punch
Uair- Tingle flips and kicks up in the process
Dair- Tingle flips in the other direction punching down in the process
Bair- Butt bash. Hits enemy with butt... pretty self explanetory

GRABS
Attack when grabbed- pokes enemy and laughs a bit
Forward throw- Trips them. Making them fall forward
Up throw- turns and faces forward. Takes the enemy by the arm and slams them down then throws them up
Back throw- Trips them making them fall back.
Down throw- throws down and gives them a small kick. says "hmm" and crosses his arms. then goes back to normal pose

SMASHES

Forward- does the monkey.. pucnhes upward and downward alternoting
Up- Swats the air like hes swatting a fly
Down- Punches sideways on both sides crouching down

B SPECIALS
Neutral- Flower Spin- Flowers appear around tingle. they spin around him and hurt enemies. Like Zeldas Nayru's Love neutral B so you can use it quickly more than once. Not very much damage but like i said you can use it continuously.





Forward- Tingle Dance- Tingle dance around happily hurting the enemy. Works like marth's forward B. Keep pressing B to continue the attack and do differant dance moves up to four hits total. first hit: 3% second hit: 4% third hit: 5% fourth hit: 8% (so if u get attacked with every hit thats 20%!) Pretty good damage if u get all four hits.

Up- Tingle Balloon- Tingle inflates his balloon and ascends in flight. Tingle floats upward u can control his movements left and right tho. After tingle ascends to his top height the balloon pops and hurts anyone in range. Or press B to have the balloon pop on command. Pop doesnt do to much damage though.

Down- Hurt him! Not me!- If tingle is close enough to an enemy he grabs them and holds them in front of him. This is used as a shield. The enemy takes percent instead of you. The range to grab an enemy is about the same as kirby's inhale range.


FINAL SMASH

Rupee Wonderland- Rupees start falling from the sky hurting enemies on their way down. Each one only does a little damage but they rain down like crazy so the damage adds up. In addition if u press any attacking buttons with tingle he will throw a handful of rupees at the enemy! Tingle really loves those Rupees!

TAUNTS

1. Tingle dances around in a circle (like in great bay in melee)

2. Tingle gets a piece of paper draws a quick map on it and then holds it in front of him to show everyone

3. Tingle hops up and down yelling "Tingle, Tingle Kooloo Limpah!"

VICTORY POSES

1. Tingle jumps and does a heel click then gives a thumbs up

2. Tingle has a rupee in his hand he examines it. then he tosses it up and catches it.

3. Tingle puts his right arm up says "tingle!" then he puts his left arm up and say "tingle!" puts both arms down and say "kooloo!" then he puts both back up and yells "Limpah!!!"

ENTRANCE
Tingle comes floating in on his balloon. It pops, he falls and then gets back up.

KIRBY HAT

Kirby gets Tingle's ears and the point at the top of his head. They are both green. Kirby also gets Tingle's beard-thing.

___________________________________________________________________________

SNAKE CODEC

Snake: Any idea why this guy is wearing spandex?

Colonel- Well thats probably Tingle. I think hes trying to be a fairy

Snake- Thats weird

Colonel- So are his moves. Tingle dances and uses flowers to attack.

Snake: You've got to be kidding Colonel

Colonel- No snake im not kidding. If he starts to dance you had better watch out!

Snake: Umm yea... ok
 

Smasherk808

Smash Journeyman
Joined
Jul 12, 2008
Messages
231
Yoshimitsu: It is I, Yoshimitsu!

Tira: You'll be dead before you know it!

Yoshimitsu: *Dair*

Tira: *rips you apart and then laughs at you*

Yoshimitsu: Nothing... Is as it seems.

Tira: Awww, you broke already!

I think I'm going to make Tira a character and make Voldo the AT. So, this spot reserved for Tira.

And good idea by the way! Voldo will be strange but unique i gess lol


EDIT: Sorry everyone i will not double post anymore
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Smasherk808, you really shouldn't double- and triple-post. Just use the edit button and edit in whatever you need to into your other post.
 

Smasherk808

Smash Journeyman
Joined
Jul 12, 2008
Messages
231
oo im sorry i didnt no if i could add another quote in the post if i edit... sory wont happen again!
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
oo im sorry i didnt no if i could add another quote in the post if i edit... sory wont happen again!
It's all good. What you can do to add a quote to an old post is click the "Quote" button, then copy the new message instead of posting it, and then paste to your old post. :) Saves a lot of space.
 

Daesik

Smash Rookie
Joined
Jun 29, 2008
Messages
2
Soma Cruz


Description:

(Taken from Wikipedia)
Soma Cruz, known in Japan as Sōma Kurusu (来須 蒼真, Kurusu Sōma?), is a fictional character and the protagonist of Konami's action-adventure games Castlevania: Aria of Sorrow and Castlevania: Dawn of Sorrow, part of Konami's Castlevania video game series. He was designed by Ayami Kojima as part of producer Koji Igarashi's desire to try a "different route" for the Castlevania series. His return in Dawn of Sorrow was due to Igarashi's satisfaction with Soma and the storyline in Aria of Sorrow, and he was recast with a new anime appearance.

In Aria of Sorrow, Soma is a transfer student studying in Japan (or simply a Japanese high school student, in the Japanese version), where he finds himself in the castle of Dracula, the principal antagonist of the Castlevania series. Soma discovers his "power of dominance," or his ability to claim the souls and abilities of the monsters he defeats as his own. As the game's story progresses, Soma learns of Dracula's demise, and how his presence is linked to a prophecy made concerning Dracula's reincarnation. Dawn of Sorrow features Soma fighting the attempts of a cult to slay him and create a new dark lord when one did not surface during the events of Aria of Sorrow.

Several video game publications have praised Soma's character. Although Soma himself was viewed as a stereotypical echo of previous Castlevania protagonists, the new context that the storyline Aria of Sorrow and Dawn of Sorrow provided for him rectified this. The storyline in particular that Soma was situated in was compared to the storyline of the widely acclaimed Castlevania: Symphony of the Night. The switch to an anime character design in Dawn of Sorrow was notably criticized, as many reviewers preferred the designs made by Ayami Kojima.


Moveset:
(All moves assume Soma is using the Great Sword, the weapon he starts with)

Ground:
AAA: Simple slashing combo. Not much to say.
A>: A strong slash. Decent knockback, decent power, average lag.
A^: An upwards slice (Like Ike's A^). Very nice move, good knockback, can keep enemies in the air.
A\/: Floor stab. Almost no knockback, and can be spammed a bit. Low damage.

Aerials:
Nair: Soma performs a 360 spin in the air holding out his sword. Good Knockback and damage.
Fair: An overhead slash. Good KO move.
Bair: Basically 1/2 of a nair. soma swings around and smacks his foe. Another excellent kill move.
Dair: Soma swipes beneath his legs twice. The second hit spikes.
Uair: A simple hit above Soma's head. Low knockback.

Smashes:
Forward: Soma slides forward and slashes (similar to A>). Amazing knockback and damage, but high lag.
Down: Soma does a diagonal slash which comes in from the top right and sweeps round cutting the bottom left and back round. Hits 3 times (once behind, twice in front). Rear hit knocks upwards, front hit knocks downwards.
Up: Soma thrusts his sword into the air. Think Link's Uair but on the ground.

NOTE: All the above moves will be referenced as physical moves. So when I speak of physical moves, I am talking about all of the above moves.

B specials:

This is where it gets confusing. I am basing Soma's abilities on the soul system in the Castlevania series of games. The souls are based on 'Castlevania: Dawn of Sorrow' on DS.

B: Soul Release/Synthesis . Soma either releases the current Bullet/Guardian soul, or fuses them into his weapon. Different souls make different weapons/ weapon effects. You tap B and Soma enters the Soul Release state. Tapping down or right on the control stick releases the current Guarding or Bullet soul respectively, allowing you to summon another one. This process (from entering state to releasing the soul) takes less than half a second.

Pressing B again while in the Soul Release state will enter Soma into the Soul Synthesis state. In this state, Soma will fuse the selected soul into his weapon. You will know that you are in the Soul Synthesis state because Soma will draw his current weapon. Some effects stack with the weapons, some stack with other effects, and some just revert Soma's weapon back to the Great Sword, as they can only be used with a certain weapon. This process (from entering Soul Release state to synthesising the weapon) takes about 4 seconds.

Any damage caused while Soma is in a state will take him out of his state. Pressing the shield button whill also remove Soma from the state. Soma cannot move while in a state. The states can be entered mid-air.

B^: Bat Company Soul. Soma transforms into a bat. This is exactly the same as Pit's B^, but Soma cannot use an aerial attack out of Bat Company Soul. Soma will revert back into human form when he: takes damage/touches the ground/is in a position to grab the stage/shields.

B>: Bullet Soul. Soma summons/uses a Bullet-type soul. If you have no summoned Bullet soul, pressing B> will summon one. The chance of summoning Bullet souls are all equal. If you have a bullet soul, pressing B> will trigger the effect of the soul. It takes about half a second to summon a soul. You can summon a soul while mid-air. Here are the available souls:

Axe Armor Soul:
Bullet use - Throws an axe in an arc. Stuns and travels through players and the floor. Decent damage.
Synthesis use - Turns your weapon into an axe. An axe has more lag, but has more damage and knockback on all physical attacks. The weapon will keep all synthesised effects on the current weapon that can be used on axes.

Warg Soul:
Bullet use - A warg's head appears in front of Soma and bites infront of him. Excellent knockback and damage.
Synthesis use - Creates spikes on the weapon, increasing damage. Can only be used in conjunction with the Axe and the Great Sword. If used on any other weapon, the weapon will revert back to a Great Sword.

Slaughterer Soul:
Bullet use - Soma lashes out with a strong fist. Insane damage and knockback, but almost non-existant range.
Synthesis use - Turns your weapon into a Cerbus (fist weapon). A Cerbus has less lag on all physical attacks, but less damage, knockback and range. The weapon will keep all synthesised effects on the current weapon that can be used on fists.

Bomb Armor Soul:
Bullet use - Soma drops a large bomb next to him. Causes high damage and knockback on a 2 second fuse.
Synthesis use -Attacks have a chance to create a blast of fire in front of the weapon. This blast causes high damage and knockback.

Mandragora Soul:
Bullet use - Soma plucks a Mandragora out of the ground and tosses it. The throw does't travel very far. After a very short time the Mandragora screams, causing an explosion around it, with high damage and knockback.
Synthesis use - Creates vines wrapped around your weapon. This increases the knockback of all physical attacks. Can only be used with the Cerbus and Whip. If Soma does not have one of these weapons, he will randomly equip one of them.

Almaric Sniper Soul:
Bullet use - An Almaric sniper appears behind Soma and fires an arrow. This arrow travels through opponents. It has low knockback but high damage.
Synthesis use - See Skull Archer soul.

Killer Clown Soul:
Bullet use - Throws a card at the enemy. This causes decent knockback and decent damage. The card doesn't travel very far.
Synthesis use - Your physical attack will sometimes cause your enemy to freeze/fall asleep/become poisoned (the plant on their head). The chance is quite low.

Guillotiner Soul:
Bullet use - A Guillotiner appears in front of Soma and . . . guillotines. . . Similar to the Warg soul, but will more damage and knockback, but less range/hitbox.
Synthesis use - Your weapons become bladed, increasing damage. Has no effect on the Axe and Great Sword.

Malachi Soul:
Bullet use - Soma creates a dark sphere which rolls slowly in front of him. Does not follow terrain (meaning that it will roll in the air e.t.c.). Good damage.
Synthesis use - Imbues your weapon with dark energy, which reduces damage caused, but heals you 1% on every physical hit.

Frozen Shade soul:
Bullet use - Soma fires off a shard of ice in front of him. Has a chance of freezing the enemy that it touches.
Synthesis use - Imbues your weapon with ice. All physical attacks have a chance of freezing the enemy.

Great Axe Armor soul -
Bullet use - Soma summons a huge axe which cleaves around him in a circle. Excellent damage and knockback.
Synthesis use - Enlarges your weapon, increasing range, damage, knockback, but increases lag a great deal. Has no effect on Cerbus and Whip. Does not stack with any other effects.

Bdown: Guardian Soul. Like Bullet souls, but different. Guardian souls are more defensive than Bullet souls. You can have a Guardian soul and a Bullet soul summoned at the same time. To use the guardian soul press Bdown. Here's the list:

Skull Archer Soul:
Guardian use - Fires an arrow in a straight line. It does not arc or dip. Can be charged. Good damage and knockback.
Synthesis use - All smash attack fire a small arrow infront/above Soma for a short distance which stuns and deals a small amount of damage.

Spin Devil Soul:
Guardian use - Creates tornados where Soma is. The tornados push the enemy away when they touch them. They cause no damage.
Synthesis use - All physical attacks have increased knockback, but less damage.

Quetzalcoatl Soul:
Guardian use - Summons a Quetzalcoatl that surrounds Soma and reflects projectiles. Can be held down.
Synthesis use - Turns your weapon into a Whip. A whip has increased range on all physical attacks, but causes less damage and knockback. The Whip has a special ability that no other weapon has. After using a tilt or a jab combo, holding down the A button will loosen the whip, which you can then wiggle about to do a bit of extra damage. The loosened whip will reflect projectiles. This effect is like Shiek's chain.

Great Armor Soul:
Guardian use - Summons a Great Armor as a familiar. The Great Armor follows you around and attacks when you attack, causing some extra damage. It has good range as well.
Synthesis use - Enlarges your weapon. This increases the range, damage and knockback of the weapon, but increases lag. Can only be used with the Cestus and the Whip. This effect stacks with no other weapon effect.

Buer Soul:
Guardian use - Flames surround you, absorbing damage and projectiles. You have 5 absorbs. Once the Guardian soul has been activated used it cannot be used again, and must be synthesised or released.
Synthesis use - Creates a fire lash effect on all weapon attacks. This stacks with no imbue other than White Dragon imbue (Fire imbue). This lash appears after attacks, doing some extra damage with extra range.

White Dragon Soul:
Guardian use - Breath fire. Simple as.
Synthesis use - Imbues your weapon with fire. Increases damage and knockback by a small amount.

Ukoback Soul:
Guardian use - Soma creates a fire in his location. Enemies who touch the flames will take damage. You can have two on the stage at one time.
Synthesis use - Lowers knockback on physical attacks, but increases damage.

Manticore Soul:
Guardian use - Soma grows a tail which attacks enemies above him.
Synthesis use - Increases the damage and knockback of USmash, Uair and Utilt.

Black Panther Soul:
Guardian use - Increases movement speed and attack speed momentarily. When used, cannot be used again for 5 seconds.
Synthesis use - Decreases lag of all physical attacks, but slightly lowers damage and knockback.

Gergoth Soul:
Guardian use - Soma fires a laser out of his hands. Can be aimed. Once used, cannot be used again for 3 seconds.
Synthesis use - Physical attacks have a chance to stun your enemy momentarily.
 

Darkwashu

Smash Ace
Joined
Jul 17, 2008
Messages
555
Location
hi
Character: Paper Mario

Game of Origin: Paper Mario
Costumes: His red/blue overalls,fire flower,wario color,waluigi theme,and luigi theme overalls
Stage:peachs flying castle in the original paper mario,it is a flat stage,large as bridge of eldin,and bowser appears on his plane firing missles that knock you into the ground
Music:Koopa bros them
Gneral guy`s theme,only that the middle caribean theme will be longer
Tubba Bluuba battle theme
Insignia:The SSBB mushroom
Kirby Hat:


Height: Small
Weight: Light as paper
Speed: Slightly faster than G&W
Jump: Like mario`s,but his second jump he "blows on the wind" to move again,and he goes more horizantal,not vertical
Power: More of a speed character than deadly attacker,great combo maker

A Button Attacks

Standard A:3 hit hammer smash,2 horizonal smashes left then right,then a vertical smash,dealing3,3, then 6 damage,12 in total
Up + A:He sets the hammer downward on the ground,so lift himself up,readies his head,and does a swift headbutt.
Side + A: Points the cylindar point of his hammer towards in front of him,and stabs them like a dagger....with a hammer,9%
Down + A: A stomp like kick,3%
Dash:A spin around hammer attack,that deals 6%

Aerial Attacks

Standard A: Does an average kick,5%
Up + A: Does an arc smash above his head,13%,great killer move
Forward + A:Does a torpedo type move,sticks his hammer infront of him and spins around,1% each strike,6 strikes in total (similar to falco`s)
Back + A: a meteor smash,swiftly knocks his hammer behind him upward,then quickly smashes it down,12% in total
Down + A: Using the long point of his hammer,he points it to teh ground and pushes down with all his power,another meteor smash 16%

Misc.

Air Dodge:Use his paper power to hide in the backround
Ground Dodge:Lies down flat as paper on the ground
Get-Up: A swift punch that knocks them away,nothing else(2%)
Edge Recovery: A swift kick,not that great of a move(3%)

Throws

In Grip: a headbutt,1%
Upward Throw: Turns into a tube,catches the enemy inside the tube,spins rapidly and blows them away.8%
Downward Throw: throws them onto the ground and hammer slams em,8%
Forward Throw: Simply punches them forwards,8%
Backward Throw: Idenical the forward throw,cept backwards

Smash Attacks

Up + A: Holds his hammer in the air,and the longer you charge it,the more he turns his wrist,then spins is rapidly,keeping the enemy caught in the spin,then sending em flying(great move),18-25 damage.
Side + A: Holding his hammer like a baseball bat,he charges it up and teh more the charge it up,the more is leg goes into the air and then thwacks the enemy,away!
20-27 damage
Down + A:Does a whack-a-mole type smash,infront and behind him,lighting quick infront of him,even faster behind him,15-22%

Special Moves:

Ill use this picture to describe some of his moves.

Standard B: Hammber charge,for every second its charge,he does a vertical smash that traps them in his blows,7% each,can deal a total of 5 thwacks

Side + B:The blue spining turtle as seen in the first picture appears,shooting about the same distance as the floating platform in smashville,homes across the ground(floats in air),and comes back,dealing 8% if contact,and minor knockback
IF Paper Mario is hit,the attack is canceled,and his move also brings any item back to paper mario,even a smash ball.Not a great killing move.

Down + B: As seen,where Paper mario disapears,this move works as a counter attack,he disapears for the same time ike has his counter up,leaving the ghost,Bow in his place and if shes struck,mario appears and spins his hammer around knocking them away,dealing 12%

Up + B:Near the top you see mario riding on a cloud person,this is his recovory move,it covers about half the distance of Pit`s move,and is VERY easy to controll(it can be used as an alternative to walking),yet has no offensive capabilities.

Taunts

Up Taunt: Checks his map and then looks around his surroundings
Side Taunt: Thwacks his hammer infront and back of him,then looks at the camera,clueless
Down Taunt: Panicks,then falls flat on the ground(he plays dead XD)


Final Smash Theme Music:Plays till PM final smash is over.

Final Smash:Star Spirits,all 8 star spirits appear,then all will leave except one,trigering their own power,with this final smash there is a 1/8 chance that one of the following attacks will occur:

Refresh- Doubles the attack power and KB of Paper Mario`s attacks for 30 seconds

Lullaby- Forms a lullaby circle around Paper Mario,(like a jigglypuff up+B)for 1 minute,they follow him around

Star Storm- 10 stars (large as snorlax going up),rain down in the pattern of 1,2,3,and then 5 rain down,once a star has fallen,they stay on the ground for items to stand on,they disapear after 3 minutes

Chill Out- Lowers enemy speed,attack power,and weight dramatically for 30 seconds

Smooch- Restores all of Paper Mario`s HP,and reduce damage done to him by half for 1 minute

Time Out- Cause all enemies to sleep for 30 seconds

Star Away-An octogan of the star spirits from paper mario the original will magically form around the
opponent,capture them and then magically fly them away,making an auto star KO





I copied this from a site that I made it,so i dont know if the typing and image stuff is the same here,also,I made a Meowth character,can i post it also?
 

HeoandReo

Smash Apprentice
Joined
May 16, 2008
Messages
157
Paper Mario's been made twice already, once on page 23, and again on page 46. Not to defer you from it, but it's up to GreatClayMonkey if he will accept it or not.


Man, I've got 10 pages to cover for the list. That'll teach me not to update it for a week. :o


I'm curious...can the person that made a character make another character?
Yes, you can. The limit is 8, as far as I know of.
 

chubb-o-wub

Smash Journeyman
Joined
Feb 24, 2007
Messages
494
Location
Midwest
http://i143.photobucket.com/albums/r145/IchinomiyaMisato/Alphonse_Elric_by_Ameba.jpg
Alphonse Elric (Full Metal Alchemist)

Edward's younger brother, he lost his body in an alchemy-related accident.

Height - 4
Weight - 4.5
Power - 4
Speed - 3
Jump - 1.5

A - A punch, nothing out of the ordinary.
A, A - Punch, then elbow. Could have KO potential at high percent.
Dash + A = Slams into foe. Like Samus', only bigger and slower.

Grab - Decent range
Grab A - Hits foe with knee. Does 3%

Forward Throw - Underhand throws foes and scraping the foe on the ground before tossing the foe. Has remarkable knockback and power.

Backward Throw - Al swings his arm with the foe in it above his head and slams them to the ground behind you. They stay there to roll, get up, or attack from the ground.

Down Throw - Does a piledriver. Makes them go up.

Up Throw - Throws them up like a spear. They go up the same height as his fully charged Up Smash.

Forward Tilt - A shove. Lot of knockback and range, can be tilted up or down, spikes if tilted down, but must hit the sweetspot. The sourspot leaves you vulnerable due to lag.

Up Tilt - Swats at foe. Average range and knockback, foe goes slightly in the direction you are facing.

Down Tilt - Kicks in front of him. The knee has a sweetspot that sends them upwards instead of slightly ahead of you. Can be used in succesion until they are out of reach.

Neutral Air - He does somersaults in the air. His hair-whip things hurts the enemy, as well as his armor.

Forward Air - It's exactly like Snake's back air, only going forward.

Back Air - Three kicks go backward. The first spikes, the second stuns for a while, and the last sends them flying. Can KO at low percents, like 70%

Down Air - One foot goes downward, spiking the opponent. They can't recover from it for a second or two, so you could try to chain it with Up Smash.

Up Air - Something has to be bad. Alphonse does a flip in a Captian Falcon-style. Barely any knockback.

I want these smashes to be very unique and have him move. A LOT.

Forward Smash - Depended on how much you charge, Alphonse flings himself with alchemy. He is treated as a projectile, so he can be reflected. With no charge, he goes for about half a second, whereas he flings himself at top speed for 1 second. KO's around 60% when not charged, and 40% when fully charged. SAF during flight.

Up Smash - Uses alchemy to create a pillar beneath him and raises himself while raising fists in the air like Superman's flying position. This moves uses the same amount time (about 1 second) no matter how much you charge it. You're left in the air afterwards. Will suffer lots of lag if the enemy destroys the pillar while you're on it.

Down Smash - Because Ed is much more skilled in alchemy than Al is, he can mess up sometimes. Like in his Down Smash, he uses alchemy to make pilars his height beside him. Either it works, only one pillar appears, or nothing happens. It's a good KO move, one of his best, but hard to land.

It's hard to come up with specials for him X(

B - Soul Transfer - In the FMA movie, Alphonse can transfer a part of his soul to others. If Alphonse is in grabbing range, he can take over their body for a brief period of time.

Forward B - Stone Toss - With alchemy, Al throws a stone that can be charged to make it faster and more likely to break their shield.

Up B- Platform- Can only be used in the air and be charged on the ground.. After making the platform, Al goes in one direction and then another like Pikachu's Quick Attack. If not charged, it goes half the distance (of Pikachu's UpB's). If fully Charged, it goes 1.5x the distance. While using it, it goes half the speed of Pikachu's UpB and you can use any attack off of it. You can be knocked off of it, and if you are, you're going to die if nothing beneath you. What makes this awesome though is you could use Fsmash as a recovery on the platform.

Down B - Counter Grab - I just thought of this :) . Works like Marth's Counter, only if you get hit, you do a grab. If it's a projectile, you can try to throw it back, but you have to time the Counter Grab at the precise moment you get hit. Think of it as a powersheild grab.

Up Taunt - Tips his head like a hat. If hit during it, he is very vulnerable, as he is trying to find his head

Side Taunt - Does a fighting pose.

Down Taunt - Makes a statue of out alchemy.

Final Smash - Super Soul Transfer - Like his Soul Transfer, only more deadly, and not on anyone. Within the stage appear about 6 suits of armor and attack the opponent (s). Each suit can take 25% before fading.
 

Collective of Bears

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



Tira, The Misguided Angel of Death, joins the Brawl! Addicted to killing, she gets more pleasure from your death than anything else!

Like Yoshimitsu, Tira's moveset is almost completely fom her SC movesets. She has one of the most diverse and unpredictable movesets around, as some of her attacks can become one of many different attacks.

Bio

Tira's origins begin with a European organization hidden in the shadows, which went by the name of the "Bird of Passage." Aside from her training as an assassin, very little is known about Tira's history. Tira was raised exclusively as an assassin, as the Bird of Passage specialized in forming contracts with powerful people of prestige and dispatching assassins to eliminate important targets, and began killing at a very young age. Due to her upbringing, Tira became utterly inured to the sight of death, eventually becoming so engrossed in her ability to kill without experiencing any remorse or conflicting emotion that she started to rely on killing to provide stimulation. During an assignment, the Evil Seed pervaded through the sky, burning the leader's mind and dissolving the chain of command.

Inadvertently, Tira was freed, and inexplicably drifted into the custody of an adopted family. Although she struggled to adapt to an "average" life, Tira ruminated on the new freedoms that were provided, and decided that this new life could be acceptable. However, Tira's peaceful new existence didn't last for long, as, after she was scolded for releasing the youngest daughter's pet bird, she murdered her entire adopted family in a blind rage. Realizing she could not live among ordinary people and could not live without the fundamental excitement inflicting death created for her, Tira fled.

Amidst her travels, Tira learned of the Azure Knight's massacres, and started to harbor a twisted fondness for the terrifying figure. During this leaderless period, Tira's emotions spiraled out of control, rapidly swinging between extremities with the slightest provocation. Because she had grown up without the freedom to make her own decisions, Tira ultimately resolved to track down the Azure Knight and become his servant, believing him to be a kindred spirit due to his ability to spread pain and suffering. Tira arrived at Ostrheinsburg, where she met Zasalamel. Zasalamel explained that Nightmare was no more than a puppet being controlled by the evil sword, Soul Edge. Tira was disappointed by this information, but later jumped at the opportunity when she learned of the Azure Knight's resurfacing. After following a trail of massacres, Tira found Nightmare and became his servant. After this acceptance, she was given two tasks: to destroy the spirit sword, Soul Calibur, thus liberating Soul Edge from its prison, and locate a new, permanent host for Soul Edge.

In order to fulfill these objectives, Tira was granted the protection of Nightmare's raven sentries, the Watchers. Tira is seen affectionately kissing one of these ravens on the head in the opening cinema for Soulcalibur III.

Universe Symbol:


Overview

Tira is a specialty character. People who use her with dedication can learn to be very good with her. Tira's game is all about surprise, making opponents expect one move and winding up getting another. Tira's aerial game is good, but not great. While Tira can rack up damage fairly quickly with her various spinning and combo attacks, she also has a good KOing arsenal, especially in the Rumbling Robin (Down B) and her Claw Dive (During Updraft B). In the right hands, she can lock opponents into combos only imagined in dreams and North Korea.

Stats (Out of 5)
Power: 2.5
Speed: 4
Jump: 3.5
Range: 3
Size: 3
Weight: 2 (She's a 17 year old goth chick, what did you expect? A fattie?)

Poses/Visuals
Standard: Her basic pose from all her games.
Walking: Walks slowly, still keeping her basic pose.
Running: leans forward and runs, still holding the blade with two hands.
Dashing: Runs, holding her weapon in one hand behind her.
Jump 1: Puts her weapon around her shoulder and jumps.
Jump 2: Spins around, silimar to how Wario does.
Crouch: Crouches similar to Shiek, but a bit higher up.
Shielding: Holds her weapon in front of her (In reality, that wouldn't do much good, though, it's got a giant hole in it -_-)
Idle: Spins her weapon around her hand a few times.

Tilts
A: Two-Step Beak- Tira swings her weapon over her head once, then spins and does it again. 5% per hit, low knockback.
Forward Tilt: Double Rhythm- Tira holds her ring out, and spins it twice. 4% per hit, low knockback.
Up Tilt: Cross Wing Legato- Tira swings her blade upward, then spins and swings it again horizontally. 6% per hit, medium knockback.
Down Tilt: Undertone Rectrix- Tira swings her blade low. 6%, medium knockback.
Dashing A: Polonaise Claw- Tira jumps forward and kicks in the air, one leg out, the other out behind her. 7%, good knockback.

Smashes
Forward Smash: Blazing Cadenza- Tira's blade catches fire, and she swings it forecefully. 11%, high knockback.
Up Smash: Somersault Scratch: Tira does a cartwheel, kicking enemies. 10%, good knockback.
Down Smash: Low Pitch Pointe- Tira points her blade down and spins it in her hand, hitting twice. 6% per hit, good knockback.

Aerials
Neutral Air: Hovering Lark- Tira spins her blade around her arm many times. 3% per hit, low knockback.
Forward Air: Cadence Kick- Tira jumps through her weapon and kicks. 10%, high knockback.
Back Air: Retrograde Beak- Tira swings her blade over her head and behind her. 8%, Meteor Smash.
Up Air: Harmonic Wing- Tira swings her blade around twice, about where her neck is. 6% per hit, medium knockback.
Down Air: Strayed Robin- Tira slashes her weapon down. If you press A at the right time, you can use Rumbling Robin (Down B) after this move. 9%, good knockback.

Throws
Grab A: Karate chops their neck. 3%, no knockback.
Forward Throw: Sweet Lullaby- Tira puts the opponent's neck in her blade, then pushes them against the edge with her feet. She then spins around and slams down, sending the enemy flying. 11%, high knockback.
Back Throw: Death Spindle- Tira tosses them up, then slashes them backwards. 7%, medium knockback
Up Throw: Bloody Tale- Tira tosses them up, then throws her blade at them, which spins and hits them many times. 10%, medium knockback
Down Throw: Neck Slice- Tira slams the opponent down and stands on them. She then spins her blade around her arm and slices the opponent's neck many times. 14%, no knockback. (can be seen at the beginning of this video)

Specials

B: Polanaise Spin
Tira spins around many times with her blade. You can't move during this attack. Press B rapidly to continue the move. 5% per hit, 4 hits maximum, medium knockback.

Side B: Canary Waltz
Tira swings her blade horizontally, then spins and swings vetically. Press A and B with good timing for multiple hits. Unlike PS, it can go on forever, and Tira moves a little ways forward with every hit. 5% first hit, 6% second, medium knockback (both)

Up B: Updraft
Tira jumps up, similar to how Zamus would with her Down B, but it has more verticall direction and is higher. During the attack, you can do one of 3 moves to cancel the jump:

A: Diving Wing Flap- Tira shoots down, then swings her blade when she lands. 8%, good knockback.
B: Claw Dive- Tira slams down, and upon landing, she slides along the ground, with her legs through her weapon, damaging anyone she contacts. 10%, high knockback.
A+B: Diving Talon Thrust- Tira swings her Ring Blade down and hits the ground hard. 9%, high knockback.

However, these do make Tira slam down, so unless you're using this move for offense or are close to the edge, it is advised that you just let Tira go into helpless mode.

Down B: Rumbling Robin
Tira crouches down, and spins her blade around her hand 3 times. You can attack by pressing B. The attack becomes more powerful depending on how long you wait to attack. The peak of it's power is signaled by Tira's blade giving off lightning. But if you don't attack by the end, Tira just returns to her pose and the attack does nothing. 1st Spin: 4%, low knockback. 2nd Spin: 6%, medium knockback. Early 3rd Spin: 8%, good knockback. Late 3rd Spin: 10%, high knockback.

Final Smash: Soul Edge
Soul Edge appears next to Tira. She grabs it, and it takes shape to her weapon type. Tira then uses Soul Edge to attack enemies. Tira takes damage during this attack, but health is regained by attacking enemies. Soul Edge makes Tira invincible, more powerful, faster, and she breaks through shields. So you don't really need to worry about keeping the damage done from this attack.

Other

Entrance: Jumps in from the top of the screen.

Taunt: She says, "Does it hurt? Tell me it hurts!" This causes Tira to swap personalities, from acting and speaking like an innocnent girl, to evil and twisted. This causes her whole outlook to change, for example. During Cross Wing Legato (Utilt) She says, "Bye-Bye!" But when her personality swaps, she says instead, "You're gonna die!" Among other things, her taunts also change.

Normal:
Taunt 1: See above.
Taunt 2: Says. "That's it? That's all? How lame!"
Taunt 3: Kicks her blade into the air, then catches it.

Evil:
Taunt 1: Says, "Hey, does it hurt, really?" This makes her persona go back to normal.
Taunt 2: Says, "That quick? How boring!"
Taunt 3: Says, "Pathetic! What a waste of my time!"

Victory Pose 1: Swings her blade around, then sits down and say, "Awww, you broke already!"
Victory Pose 2: Kicks her blade up into the air, then catches it. After which, she says, "Is that the best you can do? What a killjoy!"
Victory Pose 3: Puts her weapon around her shoulder. Looks around and says, "That's it? There's no one else?"

Alt. Costumes:

From left to right top: SC4 (Red), SC3 (Green), SC3 Alt. Costume (Yellow), Original (Blue) (credit to GEK of Soul Calibur Universe Forums)
Bottom: SC4 Alt. Costume (No color)

Kirby Hat:


Snake Codec:
Snake: This girl is very odd.
Colonel: That's Tira, Snake. she's a servant of Soul Edge.
Snake: She worships a sword?
Colonel: Essentialy.
Snake: Wow, that must be one good sword...
Colonel: Snake? SNAKE? SNAAAAAAKE!
Snake: *talking to Tira* So, tell me more about this Soul Edge...

Subspace Boss

Abyss

Abyss! He may not be as big as some other bosses, standing only a bit taller than Ganondorf, but his combos are insane and he can rack up damage very quickly. He is faced by the team of Yoshimitsu and Chibi Robo at the Lost Cathedral. Abyss works with Subspace, trying to collect Soul Edge and Soul Calibur for Tabuu.
 

Raging-Banebou

Smash Cadet
Joined
Jul 13, 2008
Messages
53
I got another character!
----------------------------

Marina Liteyears


Description: Marina Liteyears is an Ultra-Intergalactic-Cybot G, created by Professor Theo. She mainly uses punches and grab-attacks in fights and loves justice.
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Standard A Attacks:

A: A single punch.
A, A: A one-two punch.
A, A, A: A one-two punch followed by an uppercut.

Tilt A (up): A summersault kick.
Tilt A (left/right): A headbutt.
Tilt A (down): A sweep kick.

A (air): Does a kick.
Tilt A (up in air): Does a flip kick.
Tilt A (left/right in air): Does a hook punch.
Tilt A (down in air): Does a dive kick.

Smash A (up): Does a powerful uppercut.
Smash A (left/right): Does a spinning lariat.
Smash A (down): Pounds the ground with her fists, making a small shockwave.

Throw Attacks:

While holding the opponent: Marina holds the opponent the same way a person holds a crate by its sides.
During hold, press A: Marina shakes the oponent up & down.
Up throw: Marina tosses the opponent upwards.
Left/Right throw: Marina swings the opponent around before she tosses the poor sap away.
Down throw: Marina flips the opponent upside-down and does a piledriver.
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B Attacks:

Neutral B: Rocket Punch
Description: Marina rears back, clenches her fist and punches the opponent...Falcon Punch-style!

Left/Right B: Snatch Attack
Description: Marina grabs the opponent's projectile/a thrown item. You can shake the projectile to make it more powerful before tossing it away. If she grabs an opponent, she tosses the opponent away automatically.

Up B: Jet Boosters
Description: Marina activates her jet boosters and launches herself into the air, much like R.O.B.

Down B: Barrier
Description: Marina activates a barrier. It's like Fox's Reflector, except temporary. (Around 30 seconds)

Final Smash: Marina Driver
Description: Marina dashes forward with a shoulder ram. If it connects, the opponent is knocked high into the air and Marina jumps after the opponent. She then grabs the opponent, flips them upside-down, plants her feet on the undersides of the opponent's arms and drives the poor sap head-first into the ground.
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Entrance: Flies onto the stage with her jet boosters while yelling "STOOOOOOP!".
Up taunt: Flexes like in this picture.

Left/Right taunt: Checks her surroundings, nods and says "Got it."
Down Taunt: Falls asleep, before she wakes up and says "Oh, I forgot!"

Victory 1: Does the classic "Peace" sign...with both hands!
Victory 2: Pumps her fist in the air while smiling.
Victory 3: Does the "Caramelldansen" dance. (Y'know...http://www.youtube.com/watch?v=UX6e7sO1ss0)
 

Kiki52

Smash Journeyman
Joined
Dec 9, 2007
Messages
418
I hope her throws are great, she should be able to throw like Donkey Kong does. Or like Ness' bthrow... naw not that powerful.
 

mantlecore77

Smash Journeyman
Joined
Jul 17, 2008
Messages
440
Location
Ohio

DIXIE KONG

Yes, yes, yes, the third playable Kong hero in the DKC series. She assisted her friend Diddy Kong in rescuing good ol' DK from mean Mr. Kaptain K. Rool.
If any of you know who Dixie Kong is, you should know that she is most famous for her famous hair twirling ability. And because of this, you probably see my ideas being very bland and weak and stupid. But hear me! Dixie Kong would rule.

Symbol


(Note: If you really look, I'm pretty bad at labeling attack power when it comes to percentages. Critique me please.)

Statistics (1-5)
Stength = 2 : she basically is in the same ballpark as Diddy, but slightly stronger
Dodge = she's a speedy little girl, she can dodge quickly like Fox & Co.
Recovery = 5
Speed = 4.4 (slightly slower than Diddy)
Initial Jump = 3 : average, so, compare her to someone like Kirby if you must
Secondary Jump = 3 : average again. She gets an average combined jumping distance overall.
Weight = 2 : lightweight! A high con of hers considering that she falls slow as well
Height = quite small, a tiny bit taller than Diddy but wider nonetheless
Fall Speed = 2


Basic Attacks
Standard "A" = Dixie slaps their face. 'Nuff said. 3%
Double "A" tap = Dixie slaps then back slaps. 6%
Triple "A" tap (Max standard combo = Dixie slaps, backslaps, then goes back on her arms and kicks the fool away. Good knockback but still poor damage. 9% (altogether)[COLOR]

Forward Tilt = Headbutt! 8%
Up Tilt = Crouches to the ground and whips them up with her hair. 7-9%
Down Tilt = Kinda like the whole breakdance kick where she balances on one arm and flips the opponent over? Eh? 6-10%

Smash!
Forward/Back Smash = Takes a huge whip of her hair at them. However, instead of one hit, it's similar to a tornado-like move where she catches her foe in a one-two-three twirling combo and does about 5 to 7% damage each time, maxing up to 21%
Up Smash = Does a backwards somersault, but does major kickage and flips the opponent upward. 18%
Down Smash = Dixie leaps about a foot into the air and mercilessly stomps on her enemy... it's her weakest smash, consdering that she is a little chimp. 16%

Aerial Attacks
Neutral Air = You guessed it. Takes one good spin and whacks with her limbs and her hair, causing decent damage. 8%
Forward Air = Sort of immitates Donkey's Meteor Smash, but this isn't nearly as powerful and is very quick. Dixie claps her hands together and smacks the opponent down and flipping in motion. Good meteor smash when percentages are high. 9%

Down Air = Dixie twirls in a 720 degree spin and sends the opponent flying in a direction tangent to where she was facing. ex. If Dixie is facing the screen, the opponent goes towards the stage, if she's facing right-backish they fly off to the right and away from the stage. Damage varies on how long the opponent was sucked into her twirl.

Up Air = Another flipper! Kick's them at peak height of her legs. 11%

Back Air = Simply stretches her legs back and kicks the foe in the FACE! But not so strong. She has small legs. 9%




Specials
Standard = - Fruit Bomb - Dixie whips out a random fruit and throws it! Hate me all you want, it's the best I got and it sort of mimics the variety of fruits that they used in DK64, despite the fact that she wasn't in that game...
ex. Orange - small bomb, about 10% damage, Grape - smaller bomb, doesn't even phase foe, watermelon becomes a crate that she hulls around, coconut becomes a shrapnel-like explosion where it does small damage but gives off small shrapnel damage to surrounding foe, including herself, and finally the Strawberry, which goes through opponents but still causes damage. It's an unstoppable projectile but is weak.

Up B = Hairisoul - Now listen carefully, here. I'm going to make Dixie Kong unique. Every character in Super Smash Bros. history is not allowed to make a further action when they execute their Up B move, unless hit by another fighter. Dixie Kong? Nope. She pulls off the unknown. When she does her Up B move, she is able to attack afterwards of execute any other move she wants. She does not become completely vulnerable.
Her Up B move would be like Peach's Parasol, where she shoots up with her long ponytail and causes small damage. But she does not float down...

Side B = Twirlwind - This is how she descends peacefully. This move makes Dixie vulnerable when she is done making the move, too, unlike her unique Up B. Now this move is the famous one: the infinite hair twirl. When in the air, Dixie becomes vulnerable but is safely falling and causing small, continuous damage with her hair to neighboring enemies. It is a great combo move. Now, should she use it on the ground, she dashes forwards and does a great spin move but it only does good damage but with no knockback. This move was built to be in midair or when near an airborne enemy. It comboes great and combined with the Up B move, she can get serious recovery distance.

Down B = Whirlwind - Dixie starts to savagely spin in place and depending on how long you charged, she creates a huge whirlwind that revolves around her. This move does NOT do any damage. It is A) a shield for when projectiles are sent her way: they fly in a random direction of Dixie, B) a propellor of foes: she can catch people and send the whirlwind in a manually chosen direction. This is a great edgeguarder and can get instant KO's if the whirlwind is big enough, and C) a distractor: foes who come near Dixie generally try to run away and not touch her because the minute they touch her, they're sucked in and spit away or thrown away with the whirlwind. This move has two great weaknesses though. 1.) If your foe waits it out, Dixie will eventually become dizzy and she will let the whirlwind fade and she will be in a slight state of paralysis. This isn't shield-broken paralysis, but enough for a a charged Smash to do its work on her. 2.) Any foe with long range grabs can snag Dixie out of her shield and do what they will with her. But this move is an amazingly good defensive asset, and can turn a battle around with proper timing and location.

Grabs & Throws
Remember back when Dixie would grab barrells with her "head" and balance it with her hair by grappling it? That's how it works now.
If the foe is not "Super Huge" (Bowser, King Dedede, King K. Rool :-) ), Dixie will grab them with good range and hold them above her head and carry them around in her hair. The only disadvantage is that she can't do any Grab punches and such. She can, however, make very powerfully compass throws. When it comes to picking up trucks like Bowser and said list? Dixie simply wraps her hair around them and is stuck. Another poor feature of Dixie: incapable of picking up giants.

She doesn't grapple because she can't reach her carried opponent w/ her hands!

Forward Throw = Dixie simply whips them like a barrell. Not only do they land, but they tumble along the ground with the roll she game them. 11%
Back Throw = Turns around quickly and does the same barrell shot. 11%
Up Throw = Dixie throws them straight up, follows them and up-kicks them in the crotch, sending them even further. Probably her strongest, but most risky, throw. 13%
Down Throw = Dixie chucks the enemy into the ground and body slams them, sending them slightly into the air. This move is amazing for starting a combo that your foe will have trouble breaking. 11%

Final Smash
Barrell Blast-o-rama!

Dixie simply whips a barrell out. Jump in. She will do the damage.
All Dixie does is fly around, from barrell to barrell, while twirling her hair. This does great damage and knockback to any foe she touches (22%, but this attack is totally unpredictable. Foes can dodge this with good timing and reflexes, and if Dixie ends up off the stage then she ends up having to recover back to stage, leaving herself vulnerable to counter attacks.

Taunts
1: Dixie squeals like the classic Chimp and waves to the crowd.
2: Dixie fake cries like she cried when she was hit in the DKC series, then winks.
3: Plays her guitar like she celebrated in DKC2.
4: Does a somersault and cartwheel to her standing position.



Outfit Colors
Primary : Pink top, pink hat, pink knee pads
Red Team : Red top, red hat, red knee pads, all with Diddy's star mark on them
Blue Team : Blue top, blue hat, blue knee pads
Green Team : Green striped white top, teal hat, green knee pads
Other #1 : Purple top, purple hat, purple knee pads
Other #2: Mime-like clothing for top, black beret, painted face, looks like a mime from France
Casual fridays: Jeans, worn pink top, faded pink hat


Diddy Kong can wall cling, wall jump, and glide. Her glide is her Side B move, though, and it does damage.


Her entrance is bustin' out of her DK barrell with a perty little flower on it with pink letters.


Solid Snake stuff

Snake : What the heck? Another Kong?

Otacon : That's right, Snake. Another primate to show you up.

Snake : Should I feel insulted?

Otacon: Ha. You should. But that's Dixie Kong, the girly little hero of Donkey Kong's crew... she's quick.

Snake : Doesn't look like a threat to me.

Otacon: Don't get cocky, Snake. That hair you see on her head has been known to cause unnatural storms.

Snake : Storms?

Otacon: Whirlwinds, flash floods, spread of hypothermia, you name it. This little cutie was built for construction.

Snake : Well, I guess I'll have to watch the weather, won't I?

Otacon: Just do your job, Snake. And remember. Hair.



MESSAGE WHEN UNLOCKED
Diddy's partner in crime, Dixie Kong, has been spun into the fray!


HOW TO UNLOCK?
Attain a combined high score of 33, 000 ft. in Homerun Derby.




STAGE : Bramble Scramble
Bramble Scramble was a stage in DKC2 in Kremland. The picture is bad, I know, but if you look it's basically like a giant thorn brush stage with wooden planks for ground.

LAYOUT



...(1)____________
.........\/\/\/\/\/\/\/
..................|
..................|
..................|
...................................(2)_________
..................|
..................|

.......(3)_________/\/\/\/\/\/\/\__________

__ = wooden plans, regular ground, good traction
/\ = thorns, act as spikes
| = vines, climb them like ladders

1.) Distance above original ground is above two Link heights.
Length is about the size of
2.) Distance above original ground is above height of Bowser.
Length is the average size of a break-through platform, like is Battlefield.
3.) Length is about the size of Final Detination, broken into thirds.

EVENTS IN STAGE:
1.) A barrel will randomly float down above platform 2. If you jump in it, it will spit you in 4 different random directions and fire you. One is down to platform 2, one is straight to the vine, one is up to platform 1, and one is near-automatic KO to the right.
MUSIC
http://www.midishrine.com/ostepop/sns/Donkey_Kong_Country_2/BRAMBNES.MID
^If this doesn't work and you're REALLY eager to listen to the music...
www.midishrine.com
Super Nintendo section
scroll down to Donkey Kong Country 2
download file called "BRAMBES"




ASSIST TROPHY: Kiddy Kong

Dixie's trusty but clumsy and large sidekick in DKC 3, Kiddy Kong, releases a huge charged roll across the stage he's on! If he hits water, he bounces back onto the stage and rolls back. He inflicts about 15% damage and good knockback. When he hits a target, he rolls in the opposite direction after stopping and crying. His scene lasts awhile.
 

PKSkyler

Smash Lord
Joined
Apr 25, 2008
Messages
1,566
Location
San Diego
Thanks! ^_^ I worked hard on the moveset and I got the "Marina Driver" idea from the "Kinniku Driver". :D
She could rrrreally be in the next smash too....if i remember correctly. Wasnt that game only for N64? Although I do remember the game having some anime-style pervert stuff with that docter dude in it xD

Ok. Here goes. I pray nobody has done these characters. Somebody send me a message if you hate, love, or whatever my characters or something 'cause I'm new here and don't know what's going on.

<font size=14><b>DIXIE KONG</b>

Umm i dont necessarily like Dixie, but no one done a moveset for her.




BTW Im gonna make a moveset for Poo soon...I called it xD
 

PKSkyler

Smash Lord
Joined
Apr 25, 2008
Messages
1,566
Location
San Diego

Poo, the Prince of Dalaam, joins the brawl!

History: Poo is a character in the SNES game, Earthbound. He is the prince of a country known as Dalaam. He is the last member of the Chosen 4. Poo was a help to the team because he could offer more PSI. He could also mimic certain foes and gain their moves. Poo was unique in another sense that he didnt gain much HP or PP in eating western foods, he would get more PP from drinking a bottle of water or from eating eastern foods.

Stats:
Height: Id say hes taller than Ness (even though Kiki told me that he was shorter in the clay dolls)
Weight: Same as Jeff
Speed: He is a bit slow, but some of his attacks are fast.
Move Speed: The same as Ness
Jump: His first jump is a pretty good jump, a bit higher than Lucas`
Second Jump: He jumps the same height as Ness, Poo swings his arms around as he rises with PSI below him
Fall Speed: Fast
Wall Jump: Yes
Wall Cling: Yes
Glide: No
Crouch: Yes
Crawl: Yes (he crawls like Lucario)

A Moves and Tilts

A:He punches foward with his right palm. This attack comes out at a decent speed (7%, can kill at about 170%)

TiltA: He roundhouse kicks. Takes a sec to get back in his nuetral pose after the attack is done.(9%, same knockback as nuetral a)

DownTilt: A slow kick at the feet of the opponent. This move is a meteor smash if the opponent is hanging ont he edge and they are not invincible(8% this attack can trip the foe)

UpTilt: He punches upward. A small blast of PSI comes out as well. This move is slow but has good range for a grounded attack. (10% a little bit better killier move than tiltA)

Aerials

Nair: He spins his Sword of Kings around him quickly (10%, can kill at like 130%)

Fair: He does a karate chop foward. this move has no lag and can be linked with itself or other Aerials (6%)

Uair: He swings his sword and covers 180 above him upwards. Its slow...(10%, can kill at 110%- 120%)

Bair: He chops his sword behind him quickly. its like Ike`s bair (kills at 100%-125%)

Dair: He shoots a small blast of psi diagnolly downwards, like Ness when he uses PK Fire in the air. The PSI blast goes on till it goes offscreen or hits the ground. It has low knockback., and can be used to edgeguard because this move has low lag.( 5%)

Grabs

Pummel: He punches them in the face. It hurts.Its kinda slow tho(3%)
Fthrow: He just chucks them like there nothing.(8%)
Dthrow: throw them on the ground and they get blasted with PSI (10%)
Bthrow: Kicks them behind him while still facing fowards(9%)
Uthrow: Slashes them with his sword upwards,(oppnent can di this diagnolly left or right) then he blast them with 10 psi blasts(think falco and fox`s throws.) (8% throw, 1% each blast, the blasts are inaccurate.)

Smashes

Fsmash: He swings his sword foward.It hits the ground and makes a loud clash. This ike is about the same speed as Ness` baseball bat This move has a PSI after effect when charged all the way. The PSI works like aura and increases the attacks range and damage. In this way the fsmash can be used to keep opponents away. However, it gets stale after 3 consecutive uses. (17% uncharged, 22% charged.)

Dsmash: With one hand he hits the sword of kings on the ground, the other hand he blasts PSI at the ground. This happens at the same time and is a bit slow to start up, but quick to use and no ending lag really. (13% sword side, 10% fist side, 20% sword side charged, 15% fist side charged, fist side has more knockback.)

USmash: He waves his arm around the area above him. 5 PSI blasts shoot out, they are like his dair blasts only they go upwards. The blast go each in a different angle, up left far left right and far right. There is a space between each blact but each blast is alunched at the same time. If this move is charged up 10 blast come out and cover the gaps between the other blasts. this move has good knockback. (5% uncharged, 10% fully charged.)

Specials

Nuetral B: PK Brainshock: He focuses his mind by putting both his fingers on his head(like ness when he uses PK Thunder) then he closes his eyes, and says "PK Brainshock!" a small barrier appears around him after 2 secs. Keep holding down the button to leave the barrier on. Anyone in the bariar when activated will be stunned for 4 seconds. Anyone who touches the barrier while activated will take 5% damage and get knocked back. Any projectiles launched at the barriar are instantly reflected. Poo can hold the Brainshock for about 10 seconds.

Side B: PK Fire: Poo launches 2 pk fires from his hands and says "PK Fire" These can be angled up and down, or stay in the middle. With quick reflexes you can launc one up and one down, etc. Thes PK Fires keep goign and dotn disseaper if they miss. They also dont cause any knockback and pass through people for 7% damage. the effect is the same if used in mid air

UP B: PK Teleport: When used, a small blue portal appears by poo, poo enters it, then whichever way you press on the control stick, another portal appears and poo walks or jumps out of it (depending if it on the ground or in the air) Sometimes as a bonus, poo will be covered in black soot(this move is just like Ness` entrance) and it will stay on him for about 15 secs. After that, he takes very quickly to shake it off of himself.

Down B: Mimic: This is a counter type move. When the move is activated and someone attacks Poo, Poo blocks the attack and send the fore back with a quick blast of energy (1% gets the foe away from him though) After that Mimic is gone and poo can use whatever his opponents down B is.(he doesnt change appearance, even though he did in the games.) When Poo dies he gets mimic back again.

Final Smash: Mimic/PK Starstorm.

Whats this? Poo has TWO final smashes? Appearantly its true! If you press B in the air, Poo will use PK Starstrom. If you press B on the ground, Poo will use the foe`s final smash (if there is more than one foe, its random.)

Taunts, Stages, other stuff


Taunts
UpTaunt: He gets in the pose he was in for the earthbound clay models
SideTaunt: He shoots an aesthetic PSI Blast to the right or left(depends where your facing) it does no damage and goes through fors. It could eb used to fake out foes, maybe.
DownTaunt: He dissapears in a cloud of smoke, the reappears quickly

Wins:
The song is the same as Ness` winnign song(which should be different since its from Mother 1/Earthbound Zero)
Win1: He says "PK Farewell!" and dissapears in a cloud of smoke, reappears behind the opponets, then dissapears again and doesnt come back. (Kudos if you know where this is from)
Win2: He jumps down from the sky, like he did when he first met ness, and says"I am Poo, Prince of Dalaam.
Win3: He wields his sword, does some fancy moves with it, then makes his sword dissapear.

Stage: Pink Cloud


This is a pretty uneventful stage, well suited to be a neutral or a counter-pick. This stage was one of Ness` Your Sanctuary Locations, which is where he had to travel to gain the power of the Eight Melodies, used to help defeat Giygas. This Your Sanctuary Location was located in Dalaam. The stage has a fall through bottom, so if you press down you can drop through it like a platform. If spiked, however, you will not fall through it to your demise. You can lay on it and Ukemi on it, etc. The stage has slightly more ground to the right of it than to the left. this stage has edges you can grab.


Item: (this is an earthbound item, not Poo`s item only)

Sound Stone: The sound stone is a uniquie item. It doesnt dissapear if you leave it idle. It starts charging right when it appears in the battle. Every tens econds, it gets another charge.(you can let it charge while you hold it as well.) When you throw it with no charge, it does nothing but 1% damage. 1charge, 5% damage and it plays the first part of the 8 melodies. Its damage and blast radius(it blows up when it hits something, not an explosion of fire more like an explosion of PSI and music notes) get bigger while it charges. On the final charge it explodes and the explosion keeps getting bigger until the whole song plays, and it stops the stages normal BGM. Its pretty much an auto death if you get the full charge (80 secs.) You can get hurt by the blast radius too, so be careful.
SIDE NOTE: this move will hurt everyone except Earthbound characters. Sorry! :p

Costumes:
His original is in the picture
Inverse: White Belt, Black Gi
Red: Red Gi, Black belt
America: Blue gi, red belt, white thingy on his head
Ness: He wears Ness` hat, Ness` shirt, and Ness` Pants! (oh..and his shoes too. Duh)
Ryu: Exactly the same, but he has brown hair and instead of that thing on his head he has a headband

Snake Codec: (i forgot this last time!)

Snake: Colonol, theres some weird Karate Kid running around here?

Colonol: Ahh you must be talking about Poo

Snake: So its not Daniel-San?

Colonol: No snake. Poo is a martial artist from the country of Dalaam. He is also a sword master and he can use PSI like his buddy Ness

Snake: A triple threat eh?...wait, did you say his name was POO?!

Colonol: Watch the wise-cracks Snake. He`s a tough fighter who shouldnt be underestimated...especially because of his name...

Snake: Got it Colonol....he he....Poo.....


So thats it...any comments?
 

Kiki52

Smash Journeyman
Joined
Dec 9, 2007
Messages
418
Great I see that you did a moveset for Poo! I like Poo too (how disgusting that sounds...). I think what he meant by the grenade launcher is that if Snake uses his final smash on him, Poo can counter it and mimic the grenade right back at snake.

@Commander Blitzkrieg
Opps no I meant Marina Liteyears throws, not Tiras :lick:

That makes me wanna redo my Paula moveset. I probably want to post it all new, it already got graded and isn't going to count but I say why not we already have Jeff and Poo so I probably want to give Paula's a new style.
 

PKSkyler

Smash Lord
Joined
Apr 25, 2008
Messages
1,566
Location
San Diego
Great I see that you did a moveset for Poo! I like Poo too (how disgusting that sounds...). I think what he meant by the grenade launcher is that if Snake uses his final smash on him, Poo can counter it and mimic the grenade right back at snake.

@Commander Blitzkrieg
Opps no I meant Marina Liteyears throws, not Tiras :lick:

That makes me wanna redo my Paula moveset. I probably want to post it all new, it already got graded and isn't going to count but I say why not we already have Jeff and Poo so I probably want to give Paula's a new style.
Lol, yeah I didnt realize how he would look with some of the final smashes. Super Sonic= Super Saiyan Poo Yoshi`s Final= Super Dragon Poo

Marina`s throws should be good, tira not so much. Marina`s like a cyborg, after all.

You should redo it if you want. I just made these 2 for fun, I dont REALLY care if mine get graded xD

Or try a new Earthbound/ Mother Character? Im thinking about making a Starman next...if you want to you can tho.
 

mantlecore77

Smash Journeyman
Joined
Jul 17, 2008
Messages
440
Location
Ohio
Aw dude Poo? Good choice.
The physical fighter of the Earthbound series? I like it.

If I had to chose another Earthbound character, however, it would be Pauline.
Not just to throw a girl in but 'cause I've read that her PSI powers will kill everything.

EVERYTHING.
 

PKSkyler

Smash Lord
Joined
Apr 25, 2008
Messages
1,566
Location
San Diego
Aw dude Poo? Good choice.
The physical fighter of the Earthbound series? I like it.

If I had to chose another Earthbound character, however, it would be Pauline.
Not just to throw a girl in but 'cause I've read that her PSI powers will kill everything.

EVERYTHING.

you mean Paula? Someone did her already....but she is frickin` powerful. PK Freeze rips apart 1 foe, PK Fire and Thunder are extremly strong too.


I like Ness` PK Rockin` a little more tho xD
 

PKSkyler

Smash Lord
Joined
Apr 25, 2008
Messages
1,566
Location
San Diego
I really like the moveset for Poo. There's just one kind of funny thing I noticed..."Get back Poo! Go Charizard!" Maybe he'd copy a different move for Pokemon Trainer and Zelda/Sheik?


Whoops! I guess he could copy their side B or Neutral B, but activate it with his Down-B?

..."Get back Poo! Go Charizard"...

LOL i really laughed here.
 
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