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Make Your Move 3.0-Starts Soon

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Smashed11

Smash Cadet
Joined
Jun 3, 2007
Messages
34
Location
Nebraska


Ahhh, lemmings. For those who played it way back in the 90's, know that this confusing puzzle game was as addictive as it got. The object was to get as many lemmings as you could from Point-A to Point-B. Along the way, there would be obstacles that made the bunch work together in mezmoring ways. At the end, if you succeed, it is a very very satisfying game.
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Stats (scale 1-to-5)

Power: 2
Defense: 2
Speed: 3.5
Recovery: 5
Jump Height: 3
Mid-air Jump Height: 2.5
Descent Speed: 1
Weight: 1
-----------------------
Standard Attacks

neutral: Leading lemming punches forward, can be used in excess three times. 4%

f-tilt: Leading Lemming headbutts forward. Can be used in excess up to three times. 6%

u-tilt: Leading Lemming lunges his head to do damage. Does up to 3%.

d-tilt: Leading Lemming perfoms a leg cookie 4% damage.
-----------------------
Smash Attacks

f-smash: Leading Lemming throws back lemming into Foe. 10%

u-smash: Secondary Lemmings gather around Leading Lemming to act as a trampoline, bouncing him up. 12%

d-smash: All lemmings grab hammers and dig down, about 2.5 feet. If enemy gets caught in, they are pounded into the ground. 14%
-----------------------
Special Attacks

standard: Suicide - All Secondary Lemmings spread out and start a detonating number above them, and after 0... Boom! (lemmings are not interactive in this form) 24%

side: Generate - As you press B, lemmings will generate out of the sky and follow you captian. Up to 8 lemmings at a time.

up: Umbrella Jump - Lemmings stack on top of each other and the final lemming will jump up and spread his umbrella. Not used for attacking, but for recovering, and is the best in the game if all 8 lemmings are generated.

down: Dig - Leading Lemming digs a tunnel (D-pad Directed) into stage. 0%
-----------------------
Final Smash

Lemming Frenzy - 100 Lemmings fill the stage and are all controlled by B attacks.
-----------------------
Battle Entrance

2 Lemmings drop from sky, and help get the 3rd one out of the ground, displaying there team work.
-----------------------
Taunts

/\ taunt: All availible lemmings stack up high, but end up all falling over.

<> taunt: Leading lemming gives other lemmings hand-signals as assignments.

\/ taunt: Same as entry, a lemming get stuck in ground, and two of your lemmings help him out.
-----------------------
Side Notes

Lemmings are still there 8-bit selves.

Lemmings: size, strength, weight, and knockbacks are all very low.

Lemmings are almost a bottom tier character on paper, but if your able to exceed in teamwork, they can be great.
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
Gah, I just finished a full moveset, and my computer logged me out, and I couldn't get the stuff back... :mad: I'll post my last one soon...
Man that sucks lol.


And about the limit on number of entries... can we keep entering as many as we like and only the 5 best are entered?

Its kind of fun making these. :)
 

dancingfrogman

Smash Ace
Joined
Jan 3, 2008
Messages
862
Location
United Kingdom, Birmingham
Switch FC
3133 8842 3910
E-102 Gamma

image of E-102 gamma

The robotic machine created by Dr. Robotnik appeared in Sonic adventure, powered by an flicky, after seeing E-101 beta being scrapped, he turned and helped amy free, anyway, onto the moveset.
E-102 is a more defensive character as the most protised part about is his projectile game
his quite standard close up, but his masterful projectiles make you have to play close up

Unlocked message: E-102 is aiming at you, E-102 prepares to fight

Stats

Power: 6.7/10
walking Speed: 3.2/10
Dash speed: 7.3/10
Range: 6/10
Projectile distance: 8.7/10
Drop speed/weight: 7.8/10
Size: 6.9/10
1st jump: 3.3/10:
2nd Jump: 4.9/10:
Crouch: 4/10
traction: 8/10
combo: 7/10
Wall jump: no
Wall cling: no
Crawling: no
Dash animation: changes his legs to wheels and travels fast

Specials:
B: laser lock, a blue line comes out a very far distance and anyone which gets caught in it gets locked and when realised, a very fast electric-type ball comes at you, the blue line stays on for 3.5 seconds until the time holding it down ends. (every hit does 6/7% damage)

Side B: multi-Missle, the shortest projectile distance in his arsenal, but even this moves quite far, the longer you hold-it, the more missles you can send (maxinum of 6) each missle does 5% and reletivly low knockback, but the last one does 10% and mid knockback (which is like samus's long straight missile)

Up-B: Hover Pad, goes up at the same way as Snakes Up-b, but E-102 carries on using at the peak of the recovery and slowly goes downwards, this does 13% damage and spikes if the foe goes into the booster at the back, this also have a decent Verical recovery and an excellent horizontle distance

Down-B: Electric Barrier, this moves makes a barrier around E-102 1.5 the size of Nesses Psi-magnet, this move causes a drill-like attack if someones caught in it which does 4 or 5% damage every hit (you can do 5 Hits at 0-45%), this move can also recovery energy like Ness's/lucas's Down-B

Standard:
Neutral: same as Samus's neutral a, a combo (3%, 5%)
F-Tilt: Stretchs the cannon arm Far forward (12%)
F-smash: an very Short Range Big shot comes out of his cannon arm which explodes upon impact (Great knockback, uncharged =19 %, charged = 26%)
U-tilt: stretches his arm above his head which can setup a combo (11%)
U-smash: shoots 3 shots in the air, each shot does 16% uncharged, and 22 charged!
D-tilt: shoots the ground like Snakes F-smash, this is very powerful far a tilt (does 16%) and can kill.
D-smash: simular to R.O.B's D-Smash (uncharged = 20%, Charged = 25%)
Dash attack: spins round viciosly which does good knockback (13%)

Aerials:
N-air: spins like his dash attach (12%)
F-air: his cannon arm goes downward in an arc that is an Meteor smash ( 13%)
D-air: shoots 2 shots downwards (each shot does 9%)
U-air: an energy ball appears in the cannon slot which does simular damage/knockback to king Dededes U-air ( 12%)
B-air: his booster does that spark simular to R.O.Bs b-air, and does slightly more knockback as it's harder to sweetspot (14%)

Grabs:
Grab animation: uses his robotin hand to gran the foes
Grab Attack: wacks the foe on the head with his cannon arm (4%)
F-throw: Shoots the enemy in the body harshly (15%)
B-throw: throws the foes into the booster and does deadly knockback(13%)
U-throw: simular to fox's U-throw (every shot does 4%)
D-throw: Shoots the foes on the floor simular to fox's D-throw (does 13%)

Final Smash: Ultimate electicity barrier: his Down-B gets literally 8 times bigger and does double damage, and Giant Shots come out of the varrier varying from 17%-22%, each shot goes in a different direction/pattern which removes the predictability, if someone shoots an projectile at it, he absorbs Double the damage you can do an 6/7 hit combo in it at 0- 67% damage, also the shots can hit you if you insidethe Barrier

Taunts:
Up: holds his cannon as the cannon glows Blue
Side: Spins round On a spot as his eyes are glowing red
Down: shoots the ground multiple of times

Entrance: a basic hover on to the stage

Victory Theme: same as sonic

Music: E-102 theme
Mk II theme
E-100 series music battle
Egg Carrier

victory Taunts
1: shoots the sky saying "Mission complete"
2: spins round in a spot and points his cannon at the screen
3: shoots repeatidly in the air

Alternate Costumes:
1: looks like E-101
2:looks like E-103
2:looks like E-104
4:looks like E-105
5: looks like E-100
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Biospark

Alright, now I'm on my home computer, cookies enabled, I'm good to go with this last one.

I figure since I have so many ideas left, I'll make my final submission someone no one else is likely to think of. So, without further adieu, I give you, straight from Dreamland, the original wall-clinger!

BIOSPARK



Biospark appeared in Kirby Superstar, giving Kirby the "Ninja" ability when swallowed. Biospark was also the Ninja-based Helper character. Both Biospark and Ninja Kirby were able to stick to walls for an indefinite amount of time, and primarily used daggers to attack. This dagger (seen in the picture above) is short, limiting Biospark's range in many attacks.

Stats
Size: Small ~ Same size as Kirby.
Weight: Mid-Light
Jump1: Mid-High
Jump2: Mid-High
FallSpeed: Mid
Speed: Mid-Fast
Power: Mid
Jumps: 2
Wall-Kick: Yes
Wall-Cling: Yes
Glide: No
Crawl: No

Standard Attacks
Standing AA -- Double Dagger Slash -- Pressing A once, Biospark slashes a dagger in front of him with very short range. 2% damage. After the first slash, a second press of A causes Biospark to slash the opposite direction, to return the dagger to its original position. Holding A will automatically perform and repeat this action, with no delay between cycles, and about .25 seconds between every slash. 3% damage for the second slash.

Side-Tilt A -- Stab -- Biospark stab his dagger forward, short range. 5% damage.

Up-Tilt A -- Overhead slash -- Biospark slashes his dagger over his head. Short range. 6% damage.

Down-Tilt A -- Low Dagger -- Biospark stabs his dagger outward near the ground. Short range. 6% damage.

Running A -- Triple Slash -- Biospark slashes his dagger, which gains a small energy fields around it to increase range. The slashing frames are repeated 3 times, while he continues to move forward, each time doing 3% damage to anyone hit. After 3 repeats, Biospark completes the slash, doing an additional 5% damage.

Smash Attacks
Side Smash -- Combo Kick -- Biospark kicks lightly with one leg, beginning a horizontal spin. When he comes all the way around again, he slashes his dagger, similarly to MK's Side Smash, but shorter range. 3% damage for the kick, 13% for the slash, uncharged. If charged, the kick does 6% damage, and the slash does 18%.

Up Smash -- Flip Kick -- Exactly like Kirby's. Same range, same damage.

Down Smash -- Rotary Kick -- Biospark spins around with one leg outstretched, doing damage first to the front, then to the back. 10% damage uncharged. 17% charged.

Air Attacks
Neutral Air -- Dagger Spin -- Same as MK's Neutral Air, but slightly less damage.

Up Air -- Backflip Slice -- Biospark slashes his dagger above his head, leaning back and doing a backflip. Short range, 7% damage.

Down Air -- Double Down Slash -- Biospark slashes downward, similar to MK, but performs the action twice automatically, once forward, then backward, with about .2 seconds in between. Short range, 5% damage per hit.

Forward Air -- Lightning Kick -- Similar to Kirby's, but Biospark kicks 5 times instead of 3, and does the kicks at about twice the speed. 4% damage per kick.

Backward Air -- Backward Lightning Kick -- Just like Lightning Kick, but to the back, and Biospark only performs 4 kicks.

Grab/Throw Attacks
Grab: Normal -- Grabs directly in front of him, no extension

Hold Punch: Punch -- Biospark punches with his free hand.

Forward Throw -- Spin Toss -- Biospark spins around once, throwing the opponent at the end of the rotation. 8% damage.

Backward Throw -- Half Spin Toss -- Same as Spin Toss, but Biospark releases his victim halfway through the spin, so they go backward.

Up Throw -- Piledriver -- Same as Kirby's. Biospark practically invented this move anyway.

Down Throw -- Slam -- Biospark throws his victim to the ground hard. 8% damage.

Ledge Moves
Get Up (Under 100%): Biospark pushes hard with his arms to basically just hop back up onto the stage.
Get Up (Over 100%): Biospark slowly pulls himself up and sort of rolls onto the stage

Attack (Under 100%): Biospark hops up quickly and slashes his dagger.
Attack (Over 100%): Biospark crawls up slowly, then kicks his leg as he gets back on his feet.

Dodge (Under 100%): Biospark jumps up, fades slightly, and floats forward the distance of a normal dodge.
Dodge (Over 100%): Biospark crawls up, then rolls on his side the distance of a normal dodge.

Jump (Under 100%): Biospark throws himself up from the ledge, high into the air.
Jump (Over 100%): Biospark climbs up onto the ledge slowly, into a handstand, then throws himself into the air.

Miscellaneous Animations
Dizzy: Biospark leans back a forth uncontrollably, with his eyes shut tight.

Sleep: Biospark falls on his side, sleeping with arms and legs limp.

Sidestep Dodge: Biospark jumps quickly to the side, then jumps back.

Forward Rolling Dodge: Biospark fades slightly, then hovers forward before reforming, facing the opposite direction.

Backward Rolling Dodge: Biospark does a very low backflip, and somersaults quickly backward upon hitting the ground.

Air Dodge: Biospark fades slightly, then reappears in full.

Special Attacks
Standard B -- Dagger Toss -- Biospark throws daggers in rapid succession. The attack is as rapid as Fox's blaster, with about the same range, doing 2% damage per dagger. It also does cause opponents to flinch, but only 5 daggers can be thrown before about a 1 second delay in the move.

Side B -- Delay Dash -- Biospark dashes to the side, followed by an energy wave. Somewhat similar to Fox's, but with a few differences. Biospark appears where he's going the instant the move is used, and is allowed to move freely (but cannot perform the move again until the rest of it is completed). The energy burst that causes damage follows his dash by about .5 seconds, as is otherwise similar to Fox's. About 8% damage.

Up B -- Double Hop -- Biospark automatically jumps two additional times, just as high as his other jumps, doing no damage. He is still free to use other attacks after this move. He has a no-flinch period from the start of the move until the peak of the second jump, but can still take damage, and can perform no attacks during this time as well.

Down B -- Recoil -- One of Biospark's most useful and deadly moves. This move must be fully charged to use, and automatically recharges itself, reaching useable capacity about every 30 seconds. You start with it charged at the beginning of a match. Biospark flashes lightly when it is fully charged. This move is somewhat like other characters' counters, but slightly different in that this move is actually used after Biospark is hit. This move can only be executed during the knockback frames when Biospark would normally be unable to perform attacks. Biospark vanishes in a puff of smoke. Biospark then reappears behind the offender about .5 seconds later, and slashes his dagger quickly. It can be dodged like Lyn's Assist Trophy, but will automatically break any shields used to block it. This move does about 25% damage, but Biospark does keep the damage he took from the move that hit him.

Final Smash
Final Smash -- Hyper Piledriver -- Biospark jumps high into the air, off the screen, spear-heading an energy wave that carries opponents caught in it with him. The energy wave is about 2/3 the size of Final Destination. He then slams back down to the ground, causing damage to both enemies caught in the energy wave and those he comes down on. Opponents caught in the energy wave from the beginning will receive about 15% damage from it, and the energy release at the end causes about 40% damage, with a very high knockback.

Taunts
Up Taunt -- Biospark raises his dagger skyward, it gleams, and he then retreats it.

Down Taunt -- Biospark tosses a smoke bomb to the ground, enveloping himself briefly in a cloud of smoke, as if practicing his disappearing skills.

Side Taunt -- Biospark whips around to look behind him, then whips around to the front again.

Items
Like with Knuckle Joe, he wouldn't really have any of his own items, as a Kirby character.

Stage
Again, as a Kirby character, he's not likely to have his own stage.

Victory/Loss Poses
Up Victory Pose -- Biospark jumps high into the air, then crashes down hard to the ground, bouncing and landing on his feet.

Side Victory Pose -- Biospark dashes in from the side of the screen, slashing his dagger when he reaches the center and finishing with it held high above his head.

Down Victory Pose -- Biospark appears in a puff of smoke, one hand to the ground, the other outstretched to his side.

Loss Pose -- Biospark stands and claps, similar to MK.

Extras
Symbol: Kirby star

Kirby Hat: Kirby dons Biospark's blue wrap and red feather/ponytail.

Entrance: Biospark appears in a puff of smoke.

Colors: Blue (default), Red, Green, Black, White.

Wii Remote Sound: A puff-of-smoke sound is followed by a quick slashing sound.

SSE Role: Biospark is found in the Ruined Zoo briefly, where he's seen directing Ness about Lucas's location and encounter with the Pig King Statue. This is how Ness knows to come save Lucas. Biospark, however, ventures off on his own to find a way to board the Halberd, as he saw its takeover. Finding a Warp Star crashed to the ground (perhaps the one Kirby and Peach/Zelda lost when the Halberd hit them), Biospark flies onboard the Halberd, and is later discovered by Meta Knight, Lucario, and Snake, shortly before they encounter the G&W crew.

To Unlock: Beat Classic with Kirby, Meta Knight, and King Dedede (the last one you do it with will be used to fight and unlock Biospark).

Unlock Message: "Biospark, the great ninja of Dream Land, has joined the brawl!"

Solid Snake Codec Conversation
Otacon: Snake! Look out!
Snake: Otacon, what is that thing?! It’s like some sort of little round ninja!
Otacon: That’s Biospark, Snake. He’s from Dream Land, and he definitely is a ninja.
Snake: Great… Just what I look for in an opponent…
Otacon: Be especially careful of his “Recoil” attack, Snake. He’ll use it right after one of your moves connects. He’ll vanish in a puff of smoke, then reappear right behind you!
Snake: What?! How?
Otacon: I wish I could tell you. All I know is you better watch your back.
Snake: No kidding…
 

Odlanier

Smash Apprentice
Joined
Aug 14, 2007
Messages
197
I call Nightcrawler, because he's amazing. I only have the basics now:



Base stats:
Real Name: Kurt Wagner
Strength, Speed, Weight: 3/5, he's pretty average in most aspects
Jump: 4.5/5, Kurt spent years working in the circus, so he's an amazing acrobat. He can also Wall cling and Wall jump.

Specials:

B: Target- Targets a nearby enemy to change the effect of his B>. This has the same range as Sonic's Homing Attack. No marker appears on the enemy, so it's up to the player to remember that he has someone targeted. If the target or Nightcrawler moves out of the range, the target is no longer targeted until it moves back into range. Pressing B again changes targets/ stops targeting.

B>: Relocation-Nightcrawler teleports next to his targeted enemy or simply teleports sideways if he has no target. This move can be used repeatedly in midair, offering great sideways recovery when above the stage. While teleporting, different commands can be entered to alter his attack:
vA: teleports above the enemy and spikes them downwards with his fists.
^A: teleports below the enemy and kicks them upwards.
AAA: teleports next to the enemy and hits them with a flurry of punches.

B^: Teleport- basic teleport, about the range of Sheik's vanish, no damage dealt. If it is directed upwards or sideways, Nightcrawler does the "useless fall" but if he directs it downward, he can still be controlled.

Bv: Shadow Aura- heals 4% damage every second Nightcrawler is in this state, with a 5 second limit. Any attack done to him will knock him out of the state, even Fox's blaster. Nightcrawler must wait before he can use this move, similar to ROB's laser and Wario's Waft. The longer you wait, the more time you can use it (1 sec, 2 sec, on until 5 sec) A faint purple glow will appear around Nightcrawler when this ability is at its max. Tell me if you think this should be nerfed a bit more, because no other character has this kind of healing.

Final Smash: Teleport Flurry- Nightcrawler teleports a short range in front of him to charge an enemy, a range slightly longer than MK's cape. I f he catches the enemy, he will barrage them with punches and teleport to the other enemies (if there are any) and barrage them as well. He will do a total of 90% damage, divided evenly among his enemies (90% for one, 45% each for two, 30% each for three) His finishing move depends on the # of opponents-
One- Smash-attacks the opponent
Two- Swaps the opponents' locations, leaving them in the "dizzy" state (Nightcrawler can do this in the comic by teleporting someone around repeatedly)
Three- Teleports the opponent he originally charged to the edge of the screen, kicks them off the screen, and teleports back.

UPDATE 1

Basic Attacks

A: Quick punch, low power and knockback
AA: Same as A, opposite hand
AAA: Turns and side-kicks the opponent

Ftilt: Nightcrawler balances himself with his hand and kicks with both feet out at the enemy. This attack has great range (the length of his entire body from shoulder to toe) and decent knockback.
UTilt: does a quick flip, kicks upwards while he's upside down, and lands perfectly. Good Knockback.
Crouch: Nightcrawler places both hands on theground and crouches.
Crawl: Nightcrawler crawls by balancing on his fingertips and toes and staying low to the ground
DTilt: Bends over and swipes at the enemy with both hands. It's quick and has low knockback, so it can combo with itself easily.

END UPDATE 1
 

gorgon.

Smash Ace
Joined
May 14, 2008
Messages
750
Location
Ontario, Canada
Just wondering, are we allowed to do as many as we want (even if some aren't entered into the contest)? I'm not really doing this for the contest (though I'll still compete) I'm really doing it just for the hell of it. Some fan-based movesets can be quite unique.

Offhand, I think I'm going to do another Pokemon, and maybe an assassin from FE (maybe Jaffar.)

EDIT: On second thought, I'm going to do Spongebob Squarepants.
 

smashbot226

Smash Master
Joined
Sep 1, 2007
Messages
3,027
Location
Waiting for you to slip up.
Reserved for Shy Guy.
Good lord and all that is holy, here comes the most unexpected Brawler to ever appear:




While certainly small and lightweight, do not underestimate him: under that mysterious mask lies a bevy of long range devastators! Best of all, the moves he uses can also change his looks. Stylish!

Speed: 4/5- He's fast and lithe, so he gets around easily.

Strength: 2/5- Though slightly weaker than most fighters, his real strength is in his range.

Weight: 1/5- As expected, Shy Guy is a lightweight, meaning it doesn't take too many shots to kill him.

Falling Speed: 2/5: Pretty floaty, Mewtwo floaty.

Jump: 3/5- Shy Guy has a passable jump and a just as good double jump.

Range: 5/5- His moves are the ultimate range-warriors, from his Fsmash to his B.

Wall Kick/Wall Cling/Crawl/Glide: No

Grabbing: No (WTF you may be thinking. Well, Shy Guy doesn't have anything to grab WITH. He has stubs for hands...) Instead of a grab, Shy Guy quickly spins around and inherits one of his guise's costumes.

Another extra: To help Shy Guy's defense, he has a longer shield than all the other fighters. Neat trick, eh?

Standard Attacks:

AAA- Shy Guy Combo: Shy Guy punches the opponent with his right fist, then follows up with a quick left fist, then finishes the foe off with a kick. Similar to Mario's AAA in damage and speed. Also range.

A>- Shy Guy Sidekick: A quick sidekick. Also similar to Mario's A>.

AV- Shy Guy Sweep: A quick low kick that trips at low percentages and is a lovely poke to keep foes away. 4%. Actually good range.

A^- Shy Guy Flip: Shy Guy turns to the stage's background and flips his mask up, smacking the opponent away. Good for combo-starters or just keeping the foe in air. Short range.

Fsmash- Stilt Guy (Yoshi's Island): Shy Guy pulls out a single stilt, then does a huge overhead slam on the target. Amazing range, about that of Olimar's grab.

Usmash- Fly Guy (Yoshi's Island)
His spinning rotor pops out on his head, as he crouches down then jumps into the air as his rotor violently spins. Afterwards, he keeps this on his head until he uses a different costume move or dies. Good range.

Dsmash- Spear Guy (Yoshi's Island)
Shy Guy faces the background and spins back around revealing a spear, which he uses to stab in front then in back of him. He dances and chants while he charges the move. He keeps his mask paint and leaf belt until he uses a different costume attack or if he dies. Great range on either side.

Dash- Kart Guy: Shy Guy's Mario Kart pops out from under him as the surprised Shy Guy tumbles out the back of it, as the Kart keeps going until it drives off the stage or into a pit.
Needless to say, range can vary.

Nair-Medi Guy (Paper Mario)
: Shy Guy appears in this Koopa Kar ripoff and spins around in it. Short range.

Fair- Ghost Guy (Luigi's Mansion): Light quickly shines from Shy Guy's face as his mask flips open, face unseen by the light, as the ghost of Shy Guy from Luigi's Mansion dives out of his body and rapidly swings his arms in front, then quickly retreats back in. Amazing range.

Bair- Greaper Guy (Super Mario RPG)
Shy Guy flips around with a scythe behind him and swings downward. It can spike and he keeps his cloth on until the costume rules apply. Excellent range.

Uair- Leaf Guy (Yoshi's Island): Shy Guy takes out a pile of leaves and tosses them upward, damaging those caught in its grasp. Moderate range.

Dair- Gourmet Guy (Paper Mario): Shy Guy's area below his neck as his whole body inflates, causing him to fall quickly down to Earth until he breathes out to release the fatty within. Spikes.

B- Army Guy (Paper Mario): Shy Guy spins around, donning a camoflauge outfit and a slingshot. This little sucker is aimable around the map, and its power is increased over time. However, Shy Guy cannot move during this stance, and its knockback is horrible. Very good for keeping foes off the stage, however. Best range in the game.

B^- Balloon Guy (Paper Mario): Three balloons of random colors inflate and slowly lift Shy Guy into the air, and you can control his horizontal movement, although it is slightly slow. He slowly ascends as the fight continues, but this is counterable. ANY attack can pop a single balloon, and once they're gone, so is Shy Guy. You can attack out of it, but why do that when you can pop the balloon yourself? To pop a balloon and slow your ascension (And unwanted suicide), press the shield button ONCE to pop a single balloon, then three more times if you wish to return to Earth. Also note that when you pop a balloon, and opponent in the pop is damaged lightly, but without flinch.

BV- Groove Guy (Paper Mario): Shy Guy spins around as a ballerina dress pops out of his belt and he spins around. Keep tapping B to make him continue to spin. You can also move the attack by moving left or right, but it cannot move up or down. Even better, it has a 10% chance to cause the caught foe to become dizzy. However, this has a fallback: spin for TOO Long and Shy Guy will tumble and become dizzy himself!

B>- Pyro Guy (Paper Mario): Shy Guy is suddenly set on fire as he runs around! OH LORD!!! Don't worry, as you can still control him. You can move him around left or right, and you can even make him hop once in the direction he's running. Another few things: he NEVER stops moving (Would YOU if you were on fire???) and also has the Piplup effect, meaning those caught in his flames become trapped in it. This can lead to ShyGuyCuyde. Of course, every move has its downsides: Shy Guy slowly takes damage the longer he's in Pyro Guy mode (Hold down B to continue the move.) When you let go of B, Shy Guy's belt shoots water on himself to douse the flame.

Final Smash: General Guy (Paper Mario): Shy Guy whistles and... jumps into the air???

Then, suddenly coming down...



Hehehehehe... FOOLED YOU!!!

He comes down in this:



Shy Guy also appears in this costume of his.

His tank stays in the spot where Shy Guy's FS activated, so make sure it isn't over a pit! In this mode, you have three attacks to choose from during a ten second time limit:


A- Stack Guy: General Guy whistles as a pile of Shy Guys on top of each other run across the battlefield. Think of this as five Piplup on each other. You can do this move over and over again once Shy Guy has his mouth out of his hand.

B- Lightning Bolt: Although slow, this is devastating at even 60%. Shy Guy ducks into his tank as the bulb charges up, then shoots a large lightning bolt at the speed of light at ONE random foe. He is thrown back and is given high damage (40%) Of course, the bulb breaks, causing no further use of it.

Grab- Stilt Guys- Shy Guy jumps in and out of his tank as two Shy Guys on stilts trample across the stage, leaving whoever they step on grounded. You can use this over and over again after Shy Guy stops jumping.

After the ten seconds, Shy Guy's tank starts to glow, then after two more seconds of glowing, it explodes, damaging and insta-killing anyone near it. (The blast is small though...) You can then see a scorched Shy Guy, undamaged, as he gets back up and fights once more.

Entrance: A huge Shy Guy mask appears out of thin air, turns around, and reveals a smiling Shy Guy. The mask then disappears behind Shy Guy.

Taunt 1: He backflips, but lands on his head, and groggily gets back up.

Taunt 2: He jumps around in a circle as he trips and his mask falls off, but he's facing the background, and quickly picks it up and puts it back on his face.

Taunt 3: He does the face change thing from Mario Strikers Charged.

Victory 1: He runs around smiling making airplane noises.

Victory 2: His mask is upside down, unbeknownst to Shy Guy, as he looks around, rearranges his mask, and then scratches his head in embarrassment.

Victory 3: Shy Guy spins around on his head, but then starts moving around erratically and then falls over, with a dizzy look on his mask.

Loss: A normal clap.

Idle Stance: Looks around the arena before scratching his head, looks at the player and shrugs, giving the "I don't know" look.

SSE Role: Employed by Bowser, he charges Shy Guy with the capture of the princess you escaped with, but along the way, you run into a frightened Luigi, whom you must against as Luigi. You defeat him with Luigi, but make the mistake of bringing him back. As a result, Shy Guy jumps on top of Luigi's head and runs off down the hill.

A little later (After Bowser captured the escaped princess himself, as Shy Guy went the wrong way.) Shy Guy finds a strange platform. After jumping on it many times, the launch pad activates, sending Shy Guy flying towards the Subspace Bomb base. He lands in front of a surprised Olimar, who you use to fight against Shy Guy. Shy Guy, close to death, whistles as a giant R.O.B comes nearby as Shy Guy escapes onto a nearby floating pad, like the one with DK's trophy.

After his failure, Shy Guy is charged with defending the Princess Peach's trophy, but finds a rowdy group of Lucario, Meta Knight, and Snake. Fearing ANOTHER defeat, he runs away. Later on in the Halberd stage as Peach or Zelda, the two run into a desperate Shy Guy. Putting up his stubby hands and putting on an angry face, Peach just laughs and walks by. Shy Guy, enraged, shoots a slingshot pellet at Peach's head. Angry, the two princesses prepare to beat up Shy Guy, but not before a Mr. Game & Watch clone arrives, assisting the crony in the fight. They both lose, and Shy Guy is trophytized.

Later on, as Halberd is taken by Subspace and Tabuu killed the other fighters, Shy Guy is awoken by Kirby, who sees Shy Guy as an elite Waddle Dee. Shy Guy wary of his surrounding, hops up with Kirby to help save the fighters. Shy Guy joins in the fight against Tabuu, if you so please.

Unlock: Make him join you in SSE, play 290 vs. matches, or beat Classic with Yoshi on Hard.

Snake Convo:

Snake: Mei Ling, there's this ****** in a red suit and white mask,

ML: That's a Shy Guy. It has that mask for who knows what kind of reason! Some say it's because he's vain, others due to his bashfulness.

S: I think he's just packing an ugly mug.

ML: Snake... Whatever. In any case, Shy Guy has a wide array of costumes and guises, using each of their abilities to their fullest, from using spears and stilts to scythes and even flower bushes!

S: Flower bushes?!? Now I've heard everything...

ML: Wait until you see Gourmet Guy...

----------

I'm very proud of this set.
 

dancingfrogman

Smash Ace
Joined
Jan 3, 2008
Messages
862
Location
United Kingdom, Birmingham
Switch FC
3133 8842 3910
Homer Simpson


Image of homer Simpson

The most famous cartoon character up to date, Travelled here, To brawl by an Airplane, from springfield, is ready to start an uproar in the brawl community. Homer is an Brawler, an offensive brawler who has good defence.

Unlocked Message: the Duff beer drinking mainac is near, Homer is Here!

Stats

Power: 7.4/10
walking Speed: 4.2/10
Dash speed: 7.0/10
Range: 5.6/10
Projectile distance: 8.7/10
Drop speed/weight: 7.6/10
Size: 6.9/10
1st jump: 3.8/10:
2nd Jump: 6.5/10:
Crouch: 6.4/10
traction: 7.5/10
combo: 6.8/10
Wall jump: no
Wall cling: no
Crawling: yes

Specials

B: Donut throw, homer throws a donut that goes as far as marios fireball, isn't affected by gravity (6%)

Side B: Power Thrown: Homer runs with his arms out far, when someone is in the way, Homer First puts the enemy on the floor,then homer Kicks them like how you would kick a football, in the air, homer just throws them strongly head-first straight downwards to the ground. ( 15%)

Up B: Beercan ride, Homer rides a giant Beer can that recovers 1.3 times more that squirtles recovery (7% for every hit, as opponents normally go to far to get hit again)

Down B: Duff shake: Homer shakes up a Duff can, the more you hold it down, the quicker it explodes, Homer throws it as far as Snakes grenade throw, knockback is decent-good fully charged ( Uncharged= 7%, Charged = 22%)


Standard:
Neutral: a slap, an punch, and an hook (3%, 3%, 4%)
F-tilt: A punch simular to bowsers F-tilt just not as good knock-back (10%)
F-smash: a belly slam, Homers tucks his belly out an jumps out quite far, when you get hit by the belly, it does great knockback (Uncharged = 20%, Charged = 26%)
U-tilt: Homer tilts his whole body to move his leg quite straight up in the air (12%)
U-smash: homer does a strong upward headbutt (uncharged = 21%, charged = 26%)
D-tilt: and small upper-cut which hits people who are crawling (13%)
d-smash: Homer spins round in a circle on the floor, this is as fast as marios D-smash ( uncharged = 21%, charged = 27%)
Dash attack: rams his head forward into the stomach of an foes (10%)

Aerials
N-air: both legs and arms stretch as far as possible, this has great range and knockback (15%)
F-air: extends his arm diagonally outwards, does the same amount of knockback as Warios F-air (11%)
B-air: a kick that does a simular animation as Jigglys B-air ( 12%)
U-air: an Headbutt which is the same animation as his U-smash, has the same combo ability as DK's U-air in melee ( 13%)
D-air: His whole body looking downwards to the floor, he sucks his belly out,and then straight out, this is an meteor smash, and can end a combo well (13%)

Grab:
Grab attack: Strangle the opponents neck
F-throw: while saying "why you little", he'll choke out the enemy and throw them foward (13%)
B-throw: an German suplex, same knockback as Jigglypuffs B-air (12%)
U-throw: an standard throw-upward (11%)
D-throw: Does a multiple of butt stomps on the foes on the ground (16%)

Final smash: Drunken Mode. homer is drunk for 15.7 seconds, while this he'll have the an 1.3 stronger power boost than Warioman, recovery is better, He obviosly can't fly, he basically have the same upgrade as wario being wario-man

other moves:
Edge 1: when he gets on, he smacks in a diagional direction (8%)
Edge 2: He rolls on the floor spinning (9%)
Back on Floor: Tries a front flip, but lands on his butt (7%)
Belly on Floor: he gets up and pnces in both directions (6%)

Taunts
Up: with has hands on his head, he'll go " OH MY GOD" or "AHHHHH"
side: he shouts with his hand near his ears " you suck diddly uk"
down: Drinks a can of beer

Victory Theme: the last 6 seconds of the opening simpson theme

Victory taunts:
1: Homer will go "I am so smart, I am so smart, S.M.R.T i mean S.M.A.R.T"
2: Homer, in a devil suit will go "I am evil homer, I am evil homer, I am evil homer, I am evil homer"
3: Drinks a giant Can of beer, every 2 seconds he'll go, "UmMmMm, Beer"

Entrance: comes in on a skateboard, and breaks it in halve, and stands up again

Costume:
1: with a pink top
2: with a green top
3: with a black top
4: with a blue Top

Snake codec:
Snake: Otacon. theres a yellow person standing infront of me, do you know anything about him
Otacon: thats Homer simpson from the hit cartoon series The series.
he drinks beer and watches T.V all the time
Snake: Is this person a joke or something, he probably wouldn't realise if I put a C4 on his face
Otacon: Homer is normally a laid back person, but he is very aggressive and would do anything to get you.
Snake: so what do you think I should do then, wise guy.
otacon: sneek up behind him
Snake: I could've thought of that, I'll take that yellow guy back to his own world.

Pros:
his moves are powerful and high in damage
His quite quick for a mid-heavy person
a great juggler in the air...
Cons:
air movement is strange, so mastering the air capability takes time
a big target
Smashes have smaller hit boxes than most moves.
 

Eternal Smasher

Smash Ace
Joined
Jan 24, 2006
Messages
604
Location
Bronx, NY
(Made this a while back. It's been spruced up and made worthy of this topic.)

Ristar. Yay!



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

Backstory (from Wikipedia, of course):
The game takes place in the seven-planet Valdi System (also known as the "Vadji" System according to the back of the European box). The Legendary Hero is a shooting star that protects this galaxy. An evil space pirate, Kaiser Greedy, has kidnapped him and made the planets' leaders obey him. The inhabitants of Planet Neer (Flora outside Japan) pray for a hero before Greedy's mind control snatches them. The desperate prayers reach the nebula of the Star Goddess, Oruto. She awakens one of her children, Ristar, with the sole purpose of granting the wishes of the innocent people. He must stop Greedy and rescue the Legendary Hero – who is also Ristar's father.

Overview:
Ristar is unique in his elasticity; he has the ability to extend his hands far beyond his body to attack and, mainly, to grab. His grabbing potential is astronomical (pun slightly intended) as he can grab in any given direction on the ground and in midair. Unfortunately, he's small (Meta Knight's height), a bit weak (most attacks don't exceed 18% damage), and very light (only slightly heavier than Jigglypuff), and his speed doesn't make up for it too much, unlike a certain mini-rat. Playing Ristar is all about using his range to his full potential, as well as clever grabbing strategies.

Power: 2.5
Speed (movement): 3
Speed (attack): 2.5
Size: 2
Weight: 1.5
Jump: 3.5
Range: 5
Traction: 3
(all values out of a possible 5)

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

Standard/Tilt Attacks
Basic: Ristar quickly extends one arm forward to punch. Deceptive range.

Basic (held): Ristar rapidly extends both arms forward for repeated, alternated punches.

U-Tilt: Ristar extends both arms upward, then brings them down on both sides, slapping opponents away. Rather slow, but good for a kill at higher percents.

F-Tilt: Ristar kicks as if punting. About as fast as Lucas' forward tilt. Knocks opponents upwards.

D-Tilt: Ristar extends his arm and performs a sweeping chop along the ground. This is his most spamable tilt. Causes foes to fall down and does decent damage.

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

Smash Attacks

U-Smash: Ristar gets on his hands and knees and briefly becomes a shooting star, attacking airborne enemies with his points. Good range and damage, but lacking in knockback.

F-Smash: Ristar extends both hands forward for a double punch. (Think Lanky Kong.) Kinda slow. Sweetspot lies where the fists leave the body, so the closer, the better. Ristar's best kill move.

D-Smash: Ristar crosses his arms, then extends each fist to both sides. Fairly quick and great for clearing space.

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

Specials

Standard: Stariken. A star falls from above on Ristar's head. He catches it and throws it straight ahead (even in the air) like a shuriken, at Needle speed. Can be repeated. Does .5% of damage to Ristar each time a star hits him. It can stick to walls, where it can be picked up by anyone, including Ristar. The Stariken doesn't vanish during flight.

Forward: Decoy. Ristar quickly pulls out a gray statue of himself and holds it in front of him. If it is attacked, it disappears and Ristar gets a free punch in. He can walk and jump with the decoy if the button is held for a limited time. A counterattack. Reminiscent of Marth's Counter from Melee in that the damage is fixed (but not the knockback). If attacked from behind, the decoy becomes a throwable item, and the move can't be used again until it goes away.

Up: Shooting Star. In the air, when the button is held, Ristar does multiple backfilps, starting out slow, but increasing in speed. When the button is released, Ristar becomes a shooting star and takes flight, leaving a trail of stars behind him. At maximum, he flies for about 5 seconds, and can be controlled to fly in any direction at any point. Also, he bounces off floors and walls while in flight. Anyone in his path gets hit. On the ground, he can only fly straight up, and for only a second. High priority. Tough to sweetspot the ledge with, but possible.

Down: Star Stomp. Ristar quickly stamps one foot on the ground. A star flies out of the ground in a 45 degree angle. It and the stomp itself damages foes, but the star hurts more. The stomp can bury opponents at high enough percentages.

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

Aerials
All aerials are aimed double punches (except for the Nair, which is a Pikachu-style tumble).

Dash Attack: Ristar performs a quick forward somersault that strikes twice. The second kick meteors opponents. A good setup that's hard to punish, like Diddy's dash attack.

Wake Up Attacks

Face Up: Ristar extends both hands in both directions twice to poke opponents.

Face Down: Ristar uses his hands to propel himself backwards to kick opponents, then forward to headbutt them, then flips himself on his feet.

Ledge Attack

<100%: Ristar does a brief handstand, quickly lands on his back, then propels himself forward with his extended hands to kick foes.

>100%: Ristar tumbles onto the stage slowly. At the end, he slams his fists on the floor to attack.

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

Grabs and Throws (oh, goody)

Grab: Ristar can grab forward, diagonally up and down, and straight up and down on the ground and in the air. When grounded, Ristar latches onto the opponent, rendering them suspended in midair if they're airborne. In the air, Ristar hangs from the opponent, dragging them down slowly (cause, you know, it can't be too fast).
As an attack, Ristar launches into foes head-first, knocking them away and dealing decent damage.

U-Throw: (on ground) Ristar jumps above the opponent, still holding on, and headbutts him/her into the ground. Ristar bounces off while the opponent remains grounded. (in air) Ristar swings to the top of the foe and jumps off of him/her. A Meteor. Can be used for stylish recoveries and unexpected kills. Essentially, a stronger Footstool.

F-Throw: (on ground) Ristar jumps over the foe completely, brings him/her over his head, and slams him/her into the ground. When near a ledge, the opponent is sent flying down. Otherwise, the foe bounces into the air. Ristar's strongest throw. (in air) Ristar simply throws the opponent straight ahead.

D-Throw: (on ground) Ristar launches into an enemy, but instead of a headbutt, he slides on the ground and under a foe's feet, knocking them upward. Low knockback. (in air) Ristar swings the opponent 360 degrees and launches him/her straight down. Meteor, slightly stronger than his up throw.

B-Throw: (on ground) Ristar jumps over the opponent and lands with his back turned. He then quickly pulls the enemy into his points, knocking them away. Great, fixed knockback. (in air) Ristar simply throws the enemy backwards. Fun. Weakest throw.

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

Taunts

Up Taunt: Ristar turns to the screen, gives a thumbs-up, winks, and chuckles.

Side Taunt: A star falls from the sky and almost hits Ristar on the head, but he catches it right before it connects. He plays with it for a bit, looking at both sides and then up into the sky before tossing it behind him.

Down Taunt: Ristar sticks his thumb in his mouth, closes his eyes and blows. He becomes a shooting star for about a second, then reverts to normal.

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

Final Smash: Supernova. Ristar grunts, yells, and begins to turn red. During this point, all Ristar can do is jump and grab. The poor, unfortunate soul that gets grabbed gets supernova'd. The explosion is big (duh), like half of Skyworld big. The one caught in it will be KO'd unless they tech (which, because of the humongous knockback, is very hard), and all surrounding enemies get it too (higher damage than the one who was grabbed, but much less knockback). However, the attack leaves Ristar wide open for about 5 seconds as the attack takes a lot out of him. The redness lasts for 15 seconds before he calms down. High damage, insanely high knockback.

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

Win Poses

#1: Ristar, as a shooting star, does two complete loops before landing and cheering.

#2: Ristar, on a horizontal pole, swings around and around before taking off.

#3: Ristar, in the above picture, nods, then looks into the sky.

Misc. Animations

Dizzy: Ristar grabs his head (read: body) with both hands and struggles to stand in one spot, stumbling back and forth.

Sleeping: Ristar sits, holding his body up with his hands as he snores.

Curry: Ristar hops in place quickly, fanning his mouth.

Standing: Ristar normally stands with his arms at his sides, mostly unmoving. His animation changes depending on the stage he's battling on. On "plain" levels like Battlefield and Temple, he briefly looks at the screen, says "Play with me?" and resumes normal stance. On action-oriented/realistic levels like Castle Siege and Halberd, Ristar acts like a boxer for a few seconds; frowning, punching air, and dodging. On levels with pretty colors and moving backgrounds, like Lylat Cruise and Final Destination, Ristar will look around as if mesmerized by the beauty surrounding him. On tropical-type levels like Green Hill Zone and Yoshi's Island, Ristar will tap his foot and snap his fingers to...a beat. On retro-type/WTF levels like 75m and PictoChat, Ristar will shrug at the player.

Entrance: Ristar descends from the sky, spinning, surrounded by small blue stars. When he lands, the stars disappear. He says "Come on" before going into standing animation.

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

Other

Kirby Hat: When Kirby swallows Ristar, he retains his color but gains a star-shaped body and a black backside.

Victory Theme: An updated, sexified version of the stage clear theme's intro (here at 04:25-04:29).

Miscellaneous Abilities: Crawling.

Colors

Ristar comes in 6 alternate colors: Red, Blue, Green, Purple, Black & White, and Reverse. For the first four colors, Ristar's body and the stripes on his shoes undergo a color change. Also, his gloves and backside gain a slight tint. For Black & White, Ristar's body, gloves, and shoe stripes become black while the shoes and his backside become white. For Reverse, the colors of Ristar's backside and body switch, as well as his shoes and their stripes.

(Hmm...should I make a stage? Eh. Sure.)

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

Planet Flora

Description: The very first planet Ristar lands on. As one can tell by the name, the planet is very floral and has lots of exotic plants (and creatures as well). This place makes a great battleground.
The structure is simple and symmetrical. There are two tall, flat, grass-covered platforms on both sides of the stage. Some small space on the sides of both are flat and walk-off sections (like Onett's right side, but also on the left). On the other sides, there is more flat ground. In the middle, a structure takes up about 60% of the stage. It is a wall with several grass-covered holes in it; 4 in a row, 6 in a column. It is possible to stand on top of this structure, and the many vines inside are drop through and solid. Every once in a while, two purple, snake-like creatures will appear in the holes and climb through another horizontally or vertically next to them. (The idea can be seen here at 03:32-04:04) They are easily destroyable, but do a solid 30% damage if they bite.

Music

Shooting Ristar

Break Silence

Busy Flare

Intension/Du-Di-Da!!

Crying World

Concentration/Crazy Kings

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

Yes, I stole El_Duderino's separator. Yes, I'm making another one.
 

hippochinfat!!

Smash Lord
Joined
Feb 21, 2008
Messages
1,814
Location
Toronto
I wish I could find the thread I posted my Johnny Sasaki moveset in.

Ah, whatever his moveset was diarrhea except for his final smash which was a Landmaster.
 

PKboy89

Smash Journeyman
Joined
Mar 20, 2008
Messages
470
Location
Tuckahoe, don't say anything...lol
Not sure if anyone did this but...

Earthworm Jim comes blasting into the Brawl upon his Pocket Rocket!!! He certainly does add a more "comical" fighting style in Smash Bros. How can someone so silly pack such a punch?

He may seem like some crazy Earthworm , but his power suit is what makes him such a amazing fighter!! It provides him with a much great physical strength then you may realize!!!

Entrance: Earthworm Jim attempts to make a epic entrance on his pocket rocket, but he falls off clumsily upon his head, knocking himself inside the powersuit. He quickly gets up, sticks his hand inside his powersuit, and pulls out his head in the nick of time for battle.

Special B Moves

Neutral B: Ray Gun Blast-He simply just can't fight without his trusty ray gun!The blasts sure are big and have good speed to them! Earthworm Jim simply dominates his opponents when it comes to range! Careful though...fire it to many times and it will overheat and blow up right in Jim's face!

Forward B: The worm head whip!-This move is a classic!!!! He pulls his head out of his suit and uses the tip of his worm body as a whip. Getting hit with this is sure to leave a mark! It goes perfectly straight forward on the ground, in the air, however, he aims it at a upward angle. The tip of this attack is its sweet spot, so try to hit with the tip! Is he using the whip as a tether recovery??!!! (Kills at mid, high percents)

Down B: The snott counter!!-Whoa, looks like Jim brought his trusty sidekick Snott along with him in battle!! He hides inside Jim's backpack, but pressing down b will call Snott to counter your opponent's attacks. Time it just right and your opponent will get stuck to Snott's sticky body, and Snott will hurl them across the stage!!! He sure is loyal to his buddy Jim! (Kills at high percents)

Up B Recovery: The Worm Copter-Jim spins his around and around!!! Giving him a great boost high into air. It sure does take him high. However, keep in mind your momentum during this move, and you can perform any attack out of it, including a head whip to grab the ledge! He sure is a tricky fighter to "gimp". However, after he reaches his maximum height, he'll get dizzy and fall down defenseless.

Jab Combo-Punch, Punch, Kick!!!
His jab performs a very simple punch, punch, kick combo with decent knockback. (Doesn't Kill)

Ftilt-Jim performs a roundhouse kick. Great distance with great knockback!!! Can kill from mid to high percents!!! Really makes up for the lag his forward smash has, and is one of this best killing moves!

Dtilt-Jim does a very quick sweet kick. Very fast and spammable, can trip your opponents.

Uptilt-Jim quicky pops his head out of his suit, performing a headbutt onto anyone above him. Great for juggling, decent knockback, doesn't really kill until high percents (around 200)

Dash attack-Jim performs a shoulder charge at his opponent!!! Provides decent knockback, doesn't really kill (Around 200)

Forward Smash-Jim pulls out his ray gun and shoots a powerful blast at the tip of his gun!!! Its a little slow to pull off, but blast sure is powerful. Can kill, even at low percents!! (The blast is like Snake's forward smash, only hits in front of you)

Down Smash-Jim performs a split kick that covers both sides of him!!! Really fast and great for punishing dodge rolls! Kills at mid, high percents

Up Smash-Jim shoots his worm body out of the suit and twirls around. If your opponent gets caught, they get multiple, strong hits and the final hit sends them flying. Kills at mid, high percents. The hitbox does cover his sides but its rather small, but the hitbox is large above him. (It works like Olimar's up smash)

Neutral Air-Jim does a kung fu kick in the air (Like Mario's neutral air) It has decent priority but little knockback. It is fast though and provides zero lag upon landing, allowing you to flow it into combos

Forward Air-Jim performs many sweeping kicks, with the last providing great knockback (Pretty much just like Fox's forward air) Very little lag upon landing. Can kill at high percents.

Down air-Jim flips over and shoots his head downward, performing another headbutt but this one is a meteor smash. The boost from his head butt gives him a very small boost in the air, but can't really use it as means of recovery, only to delay your fall. There is start up lag for this attack.

Back air- Jim swings his leg behind him. It doesn't stay extended like a sex kick, but has the power of one!!! Its really fast, so timing it is no problem, can kill at mid, high percents.

Up air- Jim pretty much performs a up smash in the air (Has the same effect of Olimar's up air pretty much) Can kill at mid percents if the opponent is close to the top of the stage, or at high percents when lower to the ground.

Throw-Jim pulls out his head and attempts to grapple his opponents with it. Once he has them tied up, he can twist and tighten his body to cause damage.

Up throw-The suit swings Jim's body upwards, hurling your opponent upward

Forward Throw-Hurls the opponent forward

Back Throw-he spins around and around and around and finally lets go and hurls the opponent far behind him. Kills at high percents

Down throw-Slams his opponent into the ground

Final Smash-Meteor Shower!!! A small asteroid falls upon Jim's head. He says "huh?" and looks up and realizes what is really happening! He hops upon his pocket rocket and blasts off into the sky while the entire stage is bombarded with by a meteor shower!!! When its all over he falls down from the sky and says "Wow, that was close!"

Up taunt-Jim crawls out of the power suit and twirls around it as his power suit crosses its arms and tap its foot, waiting for Jim to stop acting so silly.

Forward Taunt-Jim flips his gun in the air, attempting to catch it behind his back, but falls on top of his head instead. He rubs his head with a comical look on his face.

Down Taunt-The suit pulls out his worm body and uses it as a jump while saying "I can do this all day!" in a rather, annoying voice...

When Jim dies he screams out "Ow!!" When he is sent flying into the background, he screams out his classic "Whoooooooaaaaaaa Nelly!!!!"

Stage-Heck from level 2 in Earthworm Jim- There is a single, large platform in the middle, then two small pillars at the side that you can stand on. Every once in awhile, Evil the Cat will pop up and throw a bomb, causing sharp pillars made of cheese to fall from the sky. You can see Evil the Cat dancing in the background, and sometimes even see a Snowman dancing along to the music...strange, isn't it?

Assist Trophy-Pete the Puppy walks around the stage. He enjoys skipping about but if you harm him, he changes into his monster form and goes on a mad rampage, that damages everyone!! The final blow from him will kill anyone near him.

Victory 1-Jim flies around on his pocket rocket, lands and says "Yay for me!!!"
Victory 2-Jim twirls his gun in the air, but catches it backwards and blasts himself in the face...His face is covered in black ash and you can see are his eyes.
Victory 3-Jim flies around using the worm copter, but gets dizzy and collapses on the ground. Stars fly around his head.

He has average running speed and is medium weight. His attacks, except for his forward smash, are pretty fast, so he is a tough one. Might be a little overpowered but ah well, thats Earthworm Jim for ya, if you never played his classic SNES game (not part 2) then kill yourself (Jk) I got sick of my fake dojo talk at around half way as you can tell...lol
 

Professional Idiot

Smash Apprentice
Joined
Mar 24, 2008
Messages
94
Location
Vancouver, British Columbia
Nagato Yuki
Yuki isn't uber powerful, but she makes up for most of it in unpredictability and decent speed. Due to her ability to manipulate reality on extra dimensions (not to the extent of Haruhi's ability, though), she can perform special attacks without changing her physical stance; certain attacks are hard to see coming.

Costumes


Attributes
Power: 3/5
Speed: 4/5
Dash: 4/5
Jump: 3/5
Weight: 2/5
Wall-Jump: Yes
Crawl: No
Traction: 8/10

Taunts
U-Taunt: Puts on/takes off glasses. (The glasses will stay on until the U-Taunt is executed again, and vice versa.)
F-Taunt: A baseball flies at Yuki from the screen. Depending on the trajectory, she will move her hand to catch it, or let it pass her. If it misses her and hits someone else, they sustain damage. If she catches it, it turns into an item which can be thrown. (4% in both scenarios)
D-Taunt: Pulls out book from uniform and takes a quick peek inside.

Standard Attacks
N-Attack: Swift middle kick. (3%)
N-Attack: Light punch. (2%)
N-Attack: High roundhouse kick. (5%)
F-Tilt: Lunging kick with high knock-back. Moves Yuki forward by a considerable amount. Very little startup and cooldown delay.(7%)
U-Tilt: Vertical split-kick. (11%)
D-Tilt: Reverse roundhouse kick. Long range that affects both sides, but weak. (6%)
Dash-Attack: Yuki puts her hands on the ground and performs a cartwheel attack. High duration, but high cooldown. (14%)

Smash Attacks
F-Smash: Swift downwards strike with palm. When the attack button is pressed again, she performs a roundhouse kick. When the attack button is pressed again, she performs a reverse flip kick. Moves her forwards a bit, but has short range. (7%, 8%, 12%)
U-Smash: Powerful flip kick that sends the opponent upwards. Most effective when hit with the very tip of the foot. (21%)
D-Smash: Reverse roundhouse kick followed by an punch to the ground. The kick affects both sides, and trips up opponents. Slight startup delay, and slight cooldown delay. (11% during kick, 19% during punch.)

Special Attacks
N-Special: Yuki rearranges the atomic structure of the atmosphere to produce 12 tiny metallic spheres revolving around her body at high velocity. The spheres follow atomic orbitals, protecting her on all sides. After 1.3 seconds of performing the attack, the spheres will drop to the floor as they become unstable, and anyone hit by them will sustain damage. This attack retains momentum from previous moves, allowing it to be used in a variety of situations. Any spheres used to attack will evaporate immediately after hitting. (5% per sphere, 3% from falling spheres)
F-Special: Yuki stands still while she disassembles the molecules in the air and re-assembles 4 sharp metallic crystals using those elements. The crystals then suddenly thrust forwards, with each having a progressively longer range than the last. When they reach the end of their range, they evaporate. (4% per crystal)
U-Special: Yuki will appear to do nothing, but then suddenly reappear at a different location, leaving a shrinking pitch black hole in her previous location. After the move is executed, the game will accept controller input to direct her relocation.
D-Special: Yuki stands still for 1.5 seconds. During the attacks' 1.5 second duration, any projectiles that come within a short range are swallowed by black holes, and suddenly reappear behind their shooters as a counterattack. Anyone within medium range will be pushed away while sustaining damage. Defensive move. There is a considerable amount of cooldown, so it doesn't completely nullify projectiles. (8% during, counter-attack damage dependent on projectiles redirected.)
Final Smash: When activated, Yuki slams her palm on the ground. A pitch black dome then start to form around her, and anyone caught in it will freeze in place. Then, Yuki takes her hand off the ground, making everyone affected by the attack disappear. 5 seconds later, they reappear occupying each others' locations and sustan damage with no knockback. Anyone who tries to enter the dome will sustain damage and be knocked away. After the attack, the dome then evaporates. (40% during main attack, 10% during mid-attack deflection)

Aerial Attacks
N-Air: Yuki sticks her hands out and performs a midair spin. Quick attack that keeps people away, but lacking in power. (6%)
F-Air: High knockback backfist attack that moves Yuki forwards. Can KO at high percents. (14%)
B-Air: Swift backwards flip kick with very little knockback. (14%)
U-Air: During the attack's 2 second duration, anyone above Yuki will be shocked by electricity and knocked upwards. It's pretty quick and has a lot of knockback, so it's a good KO move. (11%)
D-Air: Drilling kick type move. Multiple hits with no knockback until the final hit. (15% collectively)

Grabs & Throws
Grab: Lunging grasp. Moderate startup and cooldown with slightly less than average range. When grabbed, the opponent will face away from Yuki.
N-Attack: Knee kick. (3%)
F-Throw: Yuki lifts the grabbed opponent up and throws them at the ground at a 45 degree angle. Since they bounce after the attack, it can be followed up depending on their damage. (15%)
B-Throw: Yuki Hugs the opponent tightly and flips backwards, crushing their head. Very little knockback. (18%)
U-Throw: Yuki throws the opponent upwards and performs a flip kick to hit them away. (16%)
D-Throw: Yuki flips jumps upwards and flies straight down into the ground while hugging the grabbed opponent, crushing their head. Decent knockback. (19%)
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
alright, don't think she's been done...


Sheena Fujibayashi (tales of symphonia) ~ the beautiful ninja from the hidden village of mizuho joins the brawl!!

Power: 5.5/10
Height: 7/10
Weight: 5/10
Walk speed: 3/10
Run speed: 8.5/10
Jump power: 7/10
Drop speed: 6/10
Sheena can wall cling & wall jump

AAA attack: slight uppercut followed up by a horizontal punch with her other arm & another uppercut. The third hit has slight upward knockback. A few cards appear and move around with each hit. See how she attacks in this video for a better example: http://www.youtube.com/watch?v=p_gruFf7-JI (3%, 2, 3)

Dash attack: sheena simply kicks out in front of her. (6%)

>tilt – a weak roundhouse kick. Like sheik’s but a tiny bit weaker (5%)
^tilt – an quick upward kick. Sheena jumps up a tiny bit as she uses it, & it has decent upwards knockback (7%)
vtilt – a decently fast sweeping kick (6%)
fsmash – sheena lunges forward a bit as she forcefully knocks the opponent forward with an open palm. It resembles sonic's fsmash, but has a tiny bit bigger hitbox and a bit more power.
^smash – sheena does a handstand and powerfully kicks upward twice. Its pretty much like wolfs
vsmash – sheena basically does the splits in a seemingly painful manner. This attack comes out quick, but has low power and knockback for a smash. (12%)

nair – sex kick; sheena simply kicks out in front of her (6%)
fair – swings downwards with one arm. A spike like marios, but it has less range & less lag before & after (7%)
bair – quickly kicks behind her twice (3%, 4)
uair – quickly flips in the air & kicks above her. Basically like falcons (6%)
dair – a diving kick like the one sonic, shiek & zamus have.

grab: sheena grabs her opponent by the throat with one arm & puts her other hand over her opponent’s mouth. Its similar to snake’s.
grab attack: sheena chokes her opponent
fthrow: sheena hits her opponent with her knee. Little knockback, but her opponent will sometimes trip right after landing. (7%)
bthrow: sheena kicks her opponent behind her. Its similar to sheik’s and has decent knockback. (7-8%)
uthrow: cyclone seal - http://www.youtube.com/watch?v=kAMqTL1B0Bo – it basically launches them into the air as seen at :43 in this video, but only damages them on the second hit. (9%)
dthrow: sheena simply lets go of her opponent, and they instantly fall to the ground and take a decent amount of damage. They will be forced to get up afterwards. (10%)

B: pyre seal – sheena punches out in front of her, causing a small explosion of cards around her fist that forces the opponent back and causes good damage. It typically knocks the opponent onto the ground, so it usually cant KO. Sheena must wait a couple seconds between uses. (15%)
>B: pinion seal – sheena throws a card out in front of her, which stays suspended in the air & stuns the opponent, and follows up by slapping in front of her with a couple of cards in her other hand. Sheena will yell out either ‘power seal pinion’, ‘mirage seal pinion’ or ‘serpent seal pinion’ when she does this move, which will determine an extra effect that will have a 50% chance of occurring. These effects last about 10 seconds, and more than one can’t affect a character at the same time (you have to wait for the previous effect to wear off before another can be afflicted). (3%, 5)
Power seal pinion: this will slightly raise the power of sheena’s own attacks (2 to 3%). If the effect is activated, sheena will flash red and be briefly surrounded by red chucks of energy.
Mirage seal pinion: this will slightly lower the opponents attack power (2 to 3%). If its activated, the opponent will flash pink and be briefly surrounded by chunks of pink energy.
Serpent seal pinion: this will slightly decrease the opponents running and attack speed. If its activated, the opponent will flash blue & be briefly surrounded by black smoke.
^B: ninja dash – sheena stops for a second & then dashes in the held direction; it reaches about as far as wolfs ^B, and does no damage.
vB: guardian seal – Sheena takes a guarding stance as a clear green protective shield forms all around her, which lasts for about a second. It protects against any sort of attack (even some Final smashes), but causes no damage. You have to wait a couple seconds between uses.

FS: summon – sheena will summon one of eight different summon spirits to attack. Sheena will enter a short spell casting sequence, during which she is invincible. She yells out a different incantation for each spirit before she holds one arm up and completes the summoning. The spirit appears next to sheena unless otherwise noted. You can see all these spirits being summoned in this video: http://www.youtube.com/watch?v=-3Zlu9Wxhr8

http://www.freewebs.com/pooshies_of_doom/Tales of Symphonia/Undine.jpg
Undine, the spirit of water
Incantation: I call upon the maiden of the mist. I summon thee. Come, Undine!!
Attack: many huge geysers of water erupt from the ground, causing about 25% damage per hit, but no knockback. Also, sheena and any character on her team in team battle recovers between 50 & 100% damage instantly.

http://www.freewebs.com/pooshies_of_doom/Tales of Symphonia/Efreet.jpg
Efreet, the spirit of fire
Incantation: I call upon the ruler of hellfire. I summon thee. Come, Efreet!!
Attack: Efreet appears next to a random opponent (time is frozen during this), and slams both his fists down, causing a huge explosion of fire which deals great damage & knockback & is almost certain to KO the opponent. (50%)

http://www.freewebs.com/pooshies_of_doom/Tales of Symphonia/Sylph.jpg
Sylph, the spirit of wind
Incantation: I call upon the heavenly messengers. I summon thee. Come, Slyph!!
The three members of the Sylph, Sephie, Yutis & Fairess, appear and attack all opponents. Sephie & yutis attack like latias & latios, but deal a bit more damage. Fairess will run quickly on the ground & attack opponents with her large shield, which does awesome damage & knockback. (sephie & yutis- 15 to 20% per hit; fairess- 25%)

http://www.freewebs.com/pooshies_of_doom/Tales of Symphonia/Gnome.jpg
Gnome, the spirit of earth
Incantation: I call upon the servant of mother earth. I summon thee. Come, Gnome!!
Attack: Gnome appears above a random opponent (time is frozen until he falls) and plunges down on them, causing heavy damage and knockback. This can be avoided by a perfectly timed sidestep. (40%)

http://www.freewebs.com/pooshies_of_doom/Tales of Symphonia/Volt.jpg
Volt, the spirit of lightning
Incantation: I call upon the hammer of godly thunder. I summon thee. Come, Volt!!
Attack: Volt appears above an opponent and shoots purple lightning down to deal heavy damage (time is frozen). After the attack is over, the opponent will be paralyzed for a couple seconds and wide open to an attack. (50%)

http://www.freewebs.com/pooshies_of_doom/Tales of Symphonia/Celsius.jpg
Celsius, the spirit of ice
Incantation: I call upon the disciple of everlasting ice. I summon thee. Come, Celsius!!
Attack: Celsius appears next to an opponent and fires off large glaciers that travel in both directions until they fly off an edge or go off a walk off end. They cause about 35% damage when they hit an opponent, freeze them for twice as long as a freezie and has great upwards knockback.

http://www.freewebs.com/pooshies_of_doom/Tales of Symphonia/Luna.jpg
Luna, the spirit of light
Incantation: I call upon the light of the heavens. I summon thee. Come, Luna!!
Attack: Luna appears and causes A LOT of concentrated beams of light rain down, causing about 20 to 25% damage per hit with no knockback. They are able to pass through any platform.

http://www.freewebs.com/pooshies_of_doom/Tales of Symphonia/Shadow.jpg
Shadow, the spirit of darkness
Incantation: I call upon the envoy from the dark abyss. I summon thee. Come, Shadow!!
Attack: Shadow appears near an opponent and creates a circle of dark energy under the target and traps the opponent, causing heavy damage but no knockback. (80%)

idle stance – sheena folds her arms and taps her foot against the ground impatiently.
Roll dodge – Sheena rolls on the ground rather quickly. She has one of the quickest roll dodges.

taunts
^taunt: cards briefly revolve around sheena in four different directions. It causes 2% damage with no knockback to anyone who comes into contact with it, but no knockback or flinching occurs
<>taunt: sheena tosses a card out in front of her, which rotates a couple times in the air before disappearing.
vtaunt: Corrine jumps up onto sheena’s shoulder from behind her, and sheena quickly pets his head before he jumps back behind her.

Here’s Corrine:


entrance: sheena appears in a ninja-like manner in a cloud of smoke. She then slowly gets into her fighting pose.

victory animations
1- sheena flings her arms to her side a bit awkwardly, saying “who’s next?” quickly. She keeps her arms at her sides, breathing heavily (but not nearly as bad as luigi lol)
2- Sheena tosses a card out in front of her and folds her arms, saying “None of you even stood a chance.” The card continues to rotate in the air.
3- Corrine jumps up onto sheena’s shoulder, slightly surprising her, and says “way to go sheena!” Sheena answers with a “thanks corrine” and pets him for a while.
victory theme: http://www.youtube.com/watch?v=4N5wfDSdZD8 – from :13 to :21

icon: A white outline of a key crest-less exsphere.
wiimote sound: sheena says "lets go!"

alt. costumes: basically the color of her ninja robe changes.
Red, blue, green, yellow, white
She also has several other costumes that go beyond a simple color change:
biker costume – she’s wearing it in the vid I used to show her uthrow
‘successor’ costume – http://www.creativeuncut.com/gallery-03/art/tos-sheena-successor.jpg

Kirby hat: Kirby gains sheena’s black hair

Snake codec:
S: so I’m fighting this ninja… & she’s using cards as a weapon!
Colonel campbelll: That’s sheena, snake. She’s the successor of the mizuho ninja clan. She is also able to summon powerful spirits to assist her.
S: spirits?! What do you mean?
C: They are elementals that watch over the land. She regained the ability to summon them, even after her disastrous failure as a child put the clan in harm’s way.
S: I know that feeling…
C: It ended up making her stronger in the end, so don’t take her lightly.

stage: temple of lightning – I can’t find any pics… look at this vid (don’t watch it too long if you want to avoid spoilers lol) - http://www.youtube.com/watch?v=68S9Tc3C290
anyway, it would have walk-off sides in both directions, and one side would have a thin layer of water(below the level of the main platform). The water would have an apparatus in it w/ a lightning rod sticking up out of it, which would occasionally get hit by lightning and cause 20% damage to anyone standing in the water, in addition to paralyzing them for a few seconds. The one apparatus that called volt at the beginning of the above vid would be visible in the direct background. Volt himself will occasionally appear in that manner there, and will do one of two things. One of the things he could do is simply sit in the background for 10 seconds and fire quick bursts of purple lightning randomly at the players, which do 15 to 20% damage and cause good knockback. He also could come onto the stage itself like dialga or palkia do on SP and use the attack it uses when sheena summons it.

music:
fatalize - http://www.youtube.com/watch?v=iQApJo4TBeY&feature=related
fighting of the spirit/spirits whisper - this consists of 2 parts:
fighting of the spirit - http://www.youtube.com/watch?v=UxtPCpPUCdw
and like 30 seconds or so of 'spirits whisper' - http://www.youtube.com/watch?v=xnANFBYJp6o
sheena's theme(dawn of the new world version) - http://www.youtube.com/watch?v=kNk8RjOMklc
keep your guard up - http://www.youtube.com/watch?v=uehFijXHMgI
search a seal(Sylvarant) - http://www.youtube.com/watch?v=gr3zW2hR3TQ
search a seal(Tethe’alla) http://www.youtube.com/watch?v=9x9SpiPXAXs
renegade encounter! http://www.youtube.com/watch?v=nKwRLpXnR9o

SSE role/unlock: Sheena plays no role in SSE; she appears in a secret door in The Lake. She appears in a cloud of smoke on a high platform in the temple of lightning, and jumps off the wall to get down to the stage. She says “get ready…” as she gets into her fighting stance.
Sheena can also be unlocked by fighting on temple of lightning (unlocked at the beginning of the game) 15 times.

Assist trophies:

Zelos wilder
Zelos runs around the stage and, in addition to regular sword swipes, will use lightning blade, hell pyre & light spear cannon to attack opponents. He’ll then use super lightning blade, which deals awesome damage and knockback, to finish.

Lightning blade – zelos stabs his sword in front of him, causing small damage & stunning the opponent. Lightning will then strike the sword out of nowhere, causing good damage & knockback.
Hell pyre – zelos jumps up into the air & swings his sword, which lifts the opponent up with him. He then fires a large fireball downwards at them, which does good damage but little knockback.
Light spear cannon – zelos jumps into the air while bringing his sword upwards, which can score multiple hits on the opponent while lifting them slightly off the ground. He then quickly lands, and stabs directly in front of him at an upward 45 degree angle. This also scores multiple hits, with the last one having low knockback.
Super Lighting blade – zelos stabs out in front of him, causing small damage & stun. Lightning & a small burst of wind (like sheena’s cyclone seal) will then strike the sword, which deals surprisingly high damage & knockback

Aside from yelling the names of the attacks he uses, he’ll say different things upon being summoned depending upon which characters are fighting.

If there are no females in the battle: “yup yup, it’s the great zelos wilder” or “No offense, but I'm not interesting in talking to guys.”
If there’s at least one female in battle: “yup yup, it’s the great zelos wilder” or “I’m just too pretty. Seriously!” or “I want to make beautiful memories with you.” … or “You’re ‘name of female character’, right?”
If there’s 2 or more females in battle: “now, now my hunnies…” or “Oh it's so hard being popular!”
If sheena summons him: “bet you love me now, huh?” sheena automatically answers – “what about that one time you…” Zelos cuts her off “That was just… natural curiosity towards the unknown.” Sheena responds with “oh brother.”
One more detail – zelos will always go for a female character first

~ updated 6/18 :)
 

MajinNecro69

Smash Ace
Joined
Dec 14, 2007
Messages
657
Here's mine:


The White Stripes
Bio (Wikipedia): The White Stripes are an American alternative rock band from Detroit, Michigan formed in 1997 by guitarist, singer, multi-instrumentalist and songwriter Jack White and drummer/percussionist Meg White, who have remained the consistent line-up. After releasing several singles and three albums within the Detroit independent music scene, The White Stripes rose to prominence in 2002 as part of the garage rock revival movement. Their successful albums, White Blood Cells and Elephant, drew them attention from a large variety of media outlets in the United States and the United Kingdom. The White Stripes utilize a low fidelity, do-it-yourself approach to writing and recording, stressing a minimalistic simplicity of composition and arrangement mostly inspired by punk rock, blues rock, folk rock and country music. The band's color scheme of red, white, and black colors and clothing sets them aesthetically apart from many other bands. The band's latest three albums have each won a Grammy for Best Alternative Album.

Explanation: Jack and Meg White, the White Stripes, fight as a duo, similarly to the Ice Climbers. They would be considered middle-weights, due to their human appearances, as they are not particularly muscular, and both of them are rather thin. The player controls Jack White, while Meg will be controlled by a CPU. Their moveset is rather minimalistic and out there, similar to their music. Jack can summon musical notes and random instruments via his special moves, which, in tandem with Meg, who controls drums and a number of percussion instruments.

Statistics:
-Power: 5/10
-Speed: 7/10
-Specials: 7.5/10
-Weight: 6/10
-Jumping Ability: 6.5/10
-Launch Resistance: 4.5/10
-Launch Power: 6/10
-Flinching Resistance: 6/10
-Shield Resistance: 5/10
-Shield Recovery: 7/10
-Crawling: No
-Wall-Jump: Yes
-Wall-Cling: No

Costumes:
Jack and Meg White do not have traditional blue or green costumes, due to their color scheme of reds, blacks and whites, and as such, will have costumes of different shades to represent this.


Kirby Hat:
Kirby gains Jack's wavy black hair, as well as his Neutral B, Blue Orchid.


Basic Moves:
A, A, A (Hold): Seven Nation Army
-Jack gets out his trusty 1950 Kay Hollowbody Semi-Acoustic guitar and hits once, twice, and rapidly spins it in front of him. Meg uses drumsticks in similar effect, ending with a tambourine twirl around her wrist.

Side A:
-Jack forces his guitar forward, stomping his foot in the process. Meg points in that direction, delivering a shield crush if the timing is right.

Side Smash A: Screwdriver
-Jack gets out his 1950 Kay Hollowbody Semi-Acoustic guitar, charges it, and twists it with one hand straight forward, delivering multiple hits. Meg rolls a small drum in the same direction.

Down A:
-A piano appears out of the ground, Jack slams on the keys, damaging and juggling anyone close by. Meg hits a triangle in response.

Down Smash A: The Denial Twist
-Jack coils, charges, and does a sort of dance with Meg. Meg, from time to time, will twist away, adding to the range of the attack.

Up A:
-Jack wails his guitar upwards. Meg tosses a cymbal up in the air and catches it.

Up Smash A: Walking with a Ghost
-Meg changes her outfit into something of more elegance, and begins to float up. Jack notices she is about to fly away, charges, and whips her up, then back down.

Dash Attack: Fell in Love with a Girl
-Jack and Meg turn into Lego variations of themselves and leap forward.

Aerials:
Neutral A:
-Jack and Meg embrace and curl into a ball. They spin so fast, they look like a peppermint candy.

Forward A: My Doorbell
-A door appears, in which Jack holds the door open for Meg, who delivers a dropkick through it.

Back A: My Doorbell
-See Forward Aerial, except reverse. Meg delivers a flying side kick through the door.

Down A: Little Cream Soda
-Jack pulls out a glass of cream soda and throws it down. Meg does the same.

Up A: I Think I Smell a Rat
-Jack tosses a rat into the air. If it is close enough and is timed right, the rat stuns the target, leaving them open for a few seconds. Meg sticks her tongue out and points.

Special Moves:
Neutral B: Blue Orchid
-Jack pulls a staff out of his pocket, which subsequently turns into a snake that lashes forward. If close enough, the snake will strangle and bite an opponent, leaving them stunned and unable to shield for a few seconds. Meg will toss plates in either direction.

Side B: Conquista
-Jack reveals a red cape he twirls, disappears for a brief moment, then reappears atop a bull, and charges straight toward the opponent. If Jack is knocked off, the bull will remain charging until it runs off the stage. Meg is atop the bull behind him.

Up B: Jimmy the Exploder
-Jack plants a bomb, which propels him upward. If Meg is close by, the explosion doubles, and damages those standing nearby.

Down B: Dead Leaves and the Dirty Ground
-Jack taps his foot, pointing in the air, and a whirlwind of leaves and dust allows him to disappear and teleport a short distance. Meg follows suit.

Final Smash: The Hardest Button to Button
-Jack grabs the Smash Ball and jumps off the screen. Meg teleports to the top of the screen on the highest platform, and begins to drum. She moves down the stage quicker and quicker, covering the field with drums, which may roll off on their own. Drums begin to fall from the sky as well. Meg is unable to fall off on completely level stages, with move side to side on a platform. On slightly angled platforms, she will slide off until she either falls off the stage or she hits a completely level platform.

Grapples:
Tether Recovery: Candy Cane Children
-Jack pulls out a candy cane that allows the player to recover. If Jack misses, Meg can leap on top of his head to attempt a second recovery.

Grapple Stance:
-Jack holds them down while elbowing them in the face. Meg does the move required, if necessary.

Forward Grapple:
-Meg slams the opponent's head with cymbals.

Back Grapple:
-Meg suplexes them onto a drum.

Up Grapple:
-Meg drums on their head.

Down Grapple:
-Meg shoves them down and drops a timpani drum on their head.

Taunts
:
Up: Jack plays the opening riff to Icky Thump.
Side: Meg drums the opening of Blue Orchid.
Down: The White Stripes play the opening riff of Seven Nation Army

Win Music and Taunt is random, music is based on whatever taunt is used for the win pose, albeit altered to sound more like a win theme.

Icon: A Peppermint Candy.

Stages:
Hotel Yorba: The infamous Hotel Yorba. Begins outside, may shift to an elevator shaft, in which players can be crushed by a renegade elevator. Elements from other White Stripes videos can be seen, including Karen Elson (English model and wife of Jack White, who appears in Blue Orchid), the bull from Conquest/Conquista, Lego Jack & Meg from Fell in Love with a Girl, etc.

Stage Music:
-Hotel Yorba
-Jolene
-We're Going to be Friends
-Black Math
-Red Rain
-Take, Take, Take
-Rag and Bone
-Ball and Biscuit
-300 MPH Torrential Outpour Blues
-You Don't Know What Love Is (You Just Do What You're Told)
-In the Cold, Cold Night
-You've Got Her in Your Pocket
-Apple Blossom
-Astro
-Jumble, Jumble


If I forgot anything, I'll be sure to add it.

EDIT: Forgot dash attack ^^;
 

IvoYaridovich

Smash Cadet
Joined
Mar 29, 2008
Messages
46
Location
Akron, Ohio
3DS FC
4355-9654-5728
I didn't see anyone do this, I only did a quick skim though >.> and I didn't see his name on the OP. Someone probably did do it and I'm just blind, in which case... sorry <.< If he hasn't actually been done, I'll be shocked :x



Bowser Jr.
Carries his paintbrush and uses it for most of his attacks. He uses trickery and mischievous tactics in his fighting style. He may look small and comical, but one shouldn't underestimate his power. His recovery isn't too hot for a lightweight, so keep his little spikey butt on stage! The name of his game is to make the stage as unsafe as possible with puddles and minions. The fact that he's trying to get paint all over you doesn't help either!

Specials:

Neutral b: Graffiti. Swirls his paintbrush in front of him lightly. If it makes contact, it applies paint to the opponent, making it more likely that they trip when dashing and recieve a very minor DoT effect. 2% per second. Lasts 6 seconds unresisted. Shortened by rapid movement. Low Range. Ending lag eliminated if it connects.
Side b: Goopy. Much like King Dedede's forward b. He swings his paintbrush and a Goopy plops down to inch forward. Occasionally jumping at a foe for damage. Occasionally a flaming goopy will appear. 5% damage for normal Goopy toss with KO at 310%. Flaming Goopy 17% and KOes at 110%. Normal Goopy attacks for 5% damage and low ,static knock back. Flaming Goopy hurts for 7% damage upon contact and does moderate knock back for KO at 180%. Cannot re-throw Goopies like Dedede and his Waddle Dees. 2 Goopies on stage at a time. Ratio for Goopy to Flaming Goopy is 14:1 Goopies come in many different colors, but normals will not come in Red. Red Goopies are the flaming ones. Standard Goopies have 15hp and simply pop when killed.
Down b: Puddle. Swings his paintbrush beneath him and places a puddle of paint. If an opponent makes contact with it they will slip off and trip. Only 1 puddle can be placed at a time. Lasts 8 seconds. No effect in the air.
Up b: Cannon Ball. Swings his paintbrush under him to paint a small cannon which fires immediately. Bowser Jr. Rides the canon ball on its ascent and hops off at its peak into a special fall. He can cancel the move early by jumping off early and retain the ability to attack. However if canceled he cannot use another special until hit or touching the stage. Cannon Ball hits very hard out of canon and loses power as it travels. 20-11% damage. High knock back to low Knock back. KO at full power at 95%. Trajectory based on angel of control stick when fired. ranged is from 45% angle forward, to a 110% angle backwards, assuming 90% is vertical. Canon Ball explodes upon contact with anything (Stage edge included). If it makes contact before Bowser Jr. jumps off, he is launched vertically into special fall at about his normal jump height.

Final Smash: Banzai Bill. Bowser Jr. pulls his mask up and swings his paintbrush in front of him to disappear. A Banzai Bill then immediately crashes down where he stood causing massive damage and knock back to anyone unfortunate to have been close. Easily avoided by not being near Bowser Jr. when performed, but almost a guaranteed KO if hit. Can be spot/air dodged with excellent timing. Hit does 50% damage and Extremely nasty knock back. Large circular range.

Standard Attacks:
Jab: Strikes with non bristled end of paintbrush. Very Fast, but weak and low ranged. 2 damage.
Jab2: A fast reverse kick. Very Fast, but weak and low ranged. 3 damage.
Jab3: Swings Paintbrush overhead and brings it down on opponents head to the ground. Very Fast, moderate range. 4 damage. KO at 280%
Forward Tilt: Grabs very end of paintbrush and thrusts entire thing in front of him, reminiscent of Dedede's F-Tilt. Sweet Spots at end. Moderate Speed, high range. Low damage and knock back. 8 damage normal, 10 sweet spotted. KO at 300%
Down Tilt: Jabs ground in front of him with brush (Bristled end). 7 damage, can trip. Very low knock back with low to moderate range. KO at 400~%
Upward Tilt: Grasps Brush with right hand, holds it above his head and spins once. 10 damage. Hit box encompasses all moving parts. Fast. Moderate Knock back, KO at 200%
Forward Smash: Grasps the brush in a baseball swing pose to charge. When released he hesitates for a split second then swings fast and hard in front of him. Momentum causes him to spin once (no hit box behind him) before resuming standard pose animation. Low-Medium Startup Lag, Moderate ending lag. Hit box time is very short (Easily spot dodged). Range is moderate to high. Damage is 19% uncharged, 26% full charge. Good Knock back, Trajectory is dependent on direction held. DI has a low effect on trajectory. KOes with standard forward hit at 90%. Sweet Spot at paint covered bristles KOes at 80%.
Down Smash: Drops Brush and crouches slightly for charge. When released Bowser Jr. throws a mini tantrum. He spins around twice fast wildly trashing his limbs. Attack ends with a scream from him that launches vertically. Trajectory heavily influenced by DI, attack is multiple hit with suction effect. 1 damage per strike during tantrum. Scream hits for 9 damage uncharged, 13 damage fully charged. Max damage with all hits and full charge is around 24%. KOes at around 125% Very Low startup lag. Hit box is open for a long time. Initial hits range only on Bowser Jr. Scream hits about his body length away from him on all sides. Shock waves are emitted on scream for effect. Slight ending lag.
Up Smash: Charge starts immediately almost looking just like his standard pose. When released Bowser Jr. slams the bristles into the ground which launches foes just nearby above him (no damage here but enough hit stun to guarantee the hit). He then spins around the brush once before launching himself above it. He then tucks into his shell before impact and spins wildly launching foes at any number of angles depending on when and where they took the hit. He then plops down on the tip of the standing brush, pops back out of his shell and pulls the brush from the ground. Has about a 120 degree radius in which it can launch foes. Shock wave from brush slam only affects those touching the ground, but has about a half of brush length of range and can easily hit through a slightly depleted shield. The hit itself is Bowser Jr.'s shell and the area around it for a short distance. When done out of a dash it stops him dead cold when the brush hits the ground. Damage ranges from 23%-27%. Start up is fast due to the first hit, middle ranged to actually open the damaging hit box. Ending lag is long and easily punishable on a whiff. KOs with a good trajectory at around 100%. While he is tucked into his shell he is under the Super Armor effect and will not flinch.
Neutral Air: Spins brush around horizontally. Low damage and knock back, hit box is open for the majority of the animation. 9% damage 45% angle knock back. KOes at around 220% Hit box is the paintbrush as he spins. Lasts about a full second.
Forward Air: Pulls paintbrush over head then makes a slamming motion in front of him. Spike like trajectory at the bristles when hit directly in front of Bowser Jr.. 12% damage at bristles with a spike. 7% damage otherwise with very little horizontal knock back. KOes from Spike at 75%. Heavy ending lag, moderate startup.
Down Air: Bowser Jr. stops cold mid-air, then flips around to a sitting position. He then slams to the ground. Hit box before hitting the ground hits for 2% then spikes them to the ground. Striking the ground opens up the main hit box for 13% and launches enemies directly up. KOes at 180%. Hit box is on Bowser Jr.. Long startup and ending lag. Will not grab edge while falling.
Up Air: Taking after "Papa", Bowser Jr. does a funny little bite upwards. The Hit box is when he chomps his jaws shut. Does 17% damage and vertical launch. KOes from just above stage height at 110%. Hit box is extremely small and based at Bowser Jr.'s mouth.
Dash Attack: Plants brush in ground and vaults forward off of it feet first. Very fast and almost lagless. Bowser Jr. leaves this attack still able to be dashing making it easily combo able. Very low trajectory. 9% damage. low to moderate knock back with a static base knock back. KOes at around 210% from center stage on FD.

Grabs: Lunges forward with his free hand to snatch at the opponent.
Grab Jab: Rubs the paint brush bristles in the opponents face. 1% Very fast.
Forward Throw: Bowser Jr. lets go and pulls the paint brush back into a golf swing postion. He then swings and strikes the foe at the beginning of the up swing. Does 11% damage. KOs at 175% Low trajectory. Initial knockback is quite far.
Back Throw: Bowser Jr. rolls onto his back then shoves the opponent behind him with his feet. Simultaneously launching himself after him backflipping to end rightside up. Moves ends with Bowser Jr. Airborn retaining his mid air jump. This move can carry Bowser Jr. off the ledge. Static knockback. Very combo friendly. 8% damage.
Down Throw: Bowser Jr. releases his grip, does a short hop and slams his paintbrush down on the opponents head using both hands. Looks very similar to his F-air. 75 degree up and away launch trajectory. KOes at 260%
Up Throw: Bowser Jr. Slams foe on ground at his feet. Attempts to breath fire on them, only managing a puff of smoke, then kicks the foe vertically up. Does 7% damage. Static vertical knockback. Combo friendly.

Others:
Edge Cling: Grasps ledge with left hand while holding brush in right hand.
Get Up Attack: Whips Brush across ground before pulling himself up.
Get Up Attack 100%+: Pulls himself up and jabs with the brush.
Wake Up Attack: Does a slight break dance on his shell before standing upright.
Forward Roll: Tiptoes comically just off to the side quickly then turns around. Great speed and distance.
Backward Roll: Does a backwards stumbling somersault. Very fast and long distanced.
Spot Dodge: Steps off to the side clumsily on one foot.

General Stats:
Weight: 3.5/10 He's small, so kind of light. He is heavier to launch vertically then horizontally.
Jump: 4/10 Jump from the ground is unimpressive, his mid-air jump only being slightly better. Lackluster horizontal air speed, slightly fast fall speed.
Speed: 8.5/10 He moves rather fast. Respectable dash speed.
Power: 6.5/10 He's got power to his laggier attacks, but its nothing to really brag about.
Traction: 9/10 Sticks the the ground for great control. Slides on Ice though.
Rolls: 9.5/10 Rolls with him are very fast and with good range.

Taunt ideas:
"I'll make papa proud!" Spoken loudly and proudly facing screen.
Pulls mask up and assumes Shadow Mario form briefly.
Attempts to roar like Bowser, looking slightly disappointed afterward.

Victory Poses:
1. Takes his paintbrush and paints a scribble on the screen laughing.
2a. Raises his paintbrush in a triumphant manner. "That's for my papa!" (Changes if Bowser played)
2b. (Bowser present.) "Aren't you proud Papa?"
3. Assumes Shadow Mario form and runs off screen.

Defeat Pose:
Sits on ground with paintbrush behind him. Traces ground with finger in a sulking manner.

(Speedy spell checked so I probably slaughtered some things, I'll fix it when I'm not so tired :x)

Stage: Bowser Hot Tub (From Super Mario Sunshine) too lazy to define it atm. I'm sure you can guess it involves Bowser Jr.s boat and Peach's Rubber Ducky though.
Music: Final Boss from Super Mario Sunshine
Gooper Blooper Boss Music.
Mecha Bowser Boss Music.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
So are we allowed to submit more than 5 entries? Or should I just save my other ideas for possibilities in another "Make Your Move" thread or something?
 

Collective of Bears

King of Hug Style
Joined
Nov 10, 2007
Messages
6,507
Location
North Carolina
NNID
Gark430
3DS FC
1805-3069-0371
THIS MOVESET HAS BEEN WITHDRAWN FROM THE CONTEST


Dingodile joins the fray from the Crash Bandicoot universe! Sporting his signuature flamethrower, he scorches enemies with amazing accuracy!
Symbol:


Stats (out of 5)
Power: 4
Speed: 2.5
Range: 3.5
Jump: 3
Grab: 3
Awesomeness: OVER 9000!!!

Tilts:
A: Fires from his flamethrower, stays on as long as the button is held.
Forward Tilt: Swings tail and kicks at the same time.
Up Tilt: Jumps up and bites
Down Tilt: Tail Spin

Aerials:
Neutral Air: Somersaults while firing flamethrower
Foward Air: Tail swing
Back Air: Falls back in the air
Up Air: Fires a burst from his flamethrower, propelling him downward
Down Air: Flips and stomps downward, meteor smash

Smashes:
Forward Smash: Powerful burst from flamethrower
Up Smash: Fires and swings flamethrower above him. Hits multiple times.
Down Smash: Points flamethrower down and spins around while firing.

Throws:
Foward Throw: Trips enemy, then kicks them away
Back Throw: Throws them up, then leaps up and dropkicks them backward.
Up Throw: Throws them up, then fires several blasts from his flamethower on them.
Down Throw: Tosses them down and lands on his back. That's got to hurt, considering he has a giant metal barrel on his back.

Specials:

B: Flamethrower Shot
Chargeable. Takes approx. 4 seconds to charge fully. You can move and aim your shot when you are charging. The move initiates when the button is released. You can't save the charge.

Side B: Magma Bombs
Fires the "Magma Bombs" (as I call them) from the Crash 3 Boss fight. Essentialy, they're balls of lava he shoots from his flamethrower. Fires 3 of them. When they hit the ground, they expand and then dissapear.

Up B: Explosion
Dingodile's tank flashes red, then explodes, propelling him upward.

Down B: TNT Crate
Pulls out a TNT Crate and kicks it away. The Crate explodes after 3 seconds or if attacked. Sometimes, he will kick a Nitro Crate, which explodes automatically, or a Wumpa Crate, which opens when Dingodile kicks it and restores up to 20% health (depending on the amount of Wumpa in the crate).

Final Smash: Pyromania
Dingodile's tank flashes red and signals that it's going to explode. His flamethrower then starts to fires a blue flame. This flame damages anyone it touches. You can move while under the influence of this attack, and after 10 seconds, the tank creates a massive explosion, blowing anyone near him out of the fray.

Taunts/Victories:
Entrance: Appears out of an explosion. Appears all scorched up. Shakes his head, the burn comes off and he stands up.

Taunt 1: Looks up and sneers
Taunt 2: Holds flamethrower in one hand and says, "Bring out the butter, I'm gonna make TOAST!!!" (Note: He actually said that in CB3)
Taunt 3: Points flamethrower and laughs

Victory Pose 1: His signuature Victory Dance. He jumps around like a crazy man and periodically fires his flamethower upward.
Victory Pose 2: Goes crazy laughing and fires his flamethower everywhere.
Victory Pose 3: Firing his flamethrower very powerfully. Dingodile's tank explodes and he falls over.

Victory Theme: http://www.youtube.com/watch?v=D3Ddg1YgP5k

Other:

Role in Subspace: Dingodile works with Wario in Subspace. He is fitted with a tank that transforms his flamethrower into a trophy gun. However, after the two get the snot beat out of them, Dingodile joins the team while Wario runs away.

Assist Trophy: N. Gin

N. Gin appears in his mech from CB2 and flies behind the screen, firing lasers. Footage here:
http://www.youtube.com/watch?v=AlSC0x40rRo at 0:28

Stage: N. Cortex's Lab
http://www.youtube.com/watch?v=jkcNmXuHYLM&amp
A basic stage. Aku Aku and Uka Uka will every now and again come out and feud for about 30 seconds. Also, the vent in the middle will occasionally break open.

Available music:
Dingodile Battle: http://www.youtube.com/watch?v=1oM0wQhM710&amp
N. Cortex Battle: http://www.youtube.com/watch?v=jNeUyJsJzq0
N. Gin Battle: http://www.youtube.com/watch?v=9FuGRxWH-Sc&amp
N. Tropy Battle: http://www.youtube.com/watch?v=8WL-83SNZRE
CTR Boss Battle: http://www.youtube.com/watch?v=KJa_h6N7kRE
CTR Track- N. Gin Labs: http://www.youtube.com/watch?v=NYgSZzl1lvw&amp
Tiny Tiger Battle: http://www.youtube.com/watch?v=YUOfUoyxQm0&amp

Alternate Costumes:

Dingodiles' new look from Crash of The Titans.


"Underwater" Dingodile from Crash: The Huge Adventure.


Dingodile from Crash: Twinsanity
 

Adapt

Smash Lord
Joined
May 7, 2008
Messages
1,489
Location
NS, Canada
I'm sure someone already made megaman, but I'd like to make my own moveset for him

(Based on x/x2/x3)

A (2%) - weak punch
AA (4%) - smack with the x-cannon
ftilt (8%) - sweeps cannon in front, similar to AA but more powerful and lasts longer
utilt (10%) - headbutt
dtilt (6%) - weak but quick ground kick, knock character 30 deg forward, possible set-up for charged cannon shot at certain percentages
dash (11%)- dashes forward, arm cannon glows, does electrical type stun damage, animation looks like in-game dash

his dash attack can be canceled early to give a boost to the horizontal distance/speed of his first jump

fsmash (16-23%)- Zero Sabre slash forward
usmash (13-19%) Zero Sabre slash up, hits to the front and back slightly
dsmash (14-19%) Zero Sabre sweep the ground, above average speed

B (3-18%) - charge shot, projectile is weaker and faster than samus's, at full charge he glows like in the games.
fB (8-18%) - special charge up like after Zero dies in X (can also be charged but not held in reserve, doesn't travel as far and charges slower than neutral b + better knockback)
uB (6%) - similar to air dash/boost from X3 except more directions and longer.
hits opponent 90deg angle from direction of movement
dB (N/A) - shoots out storm eagle's windtunnel attack (no damage, pushes ppl, 50% chance of trip)

nair (10%)- shoots out boomerang cutter, it circles around close to body once in horizontal plane (front then back). decent knockback
fair (8%) - performs a short airborne lunge, can aid recovery, but he will not grab ledge if in attack animation.
bair (13%) - kicks backwards, best killing aerial move
uair (11%) - swing x-cannon over head, average knockback
dair (3x4%) - shoots blasts of fire downwards, range~1/2 of megaman's height. slows falling speed. will spike if last blast hits

- Can wall jump and if he tries to wall cling he slides down the wall
- jumping animation same as in game

Grabs: weak grab range
pummel: 1% (quick)
up: 6% - tosses character a bit in the air, too high for reliable following except at low damage
Down: 10% - slams char into ground and shoots them once
forward: 7% - sends char at a 45 deg angle forward, low knockback. most reliable for combo potential
back: 9% - swings character around and skids them along the ground. decent knockback, not a great tech chase, but doable

Overall Character:
- Not very strong, but quite quick and has good projectiles.
- smash attacks and bair will be best killing moves
- Faster horizontal air speed than vertical. Jumps are average height.
- low weight
- move faster than running speed by short hopped canceled dash attack

reference videos: so you can see some of the weapons and moves I am talking about:

http://www.youtube.com/watch?v=Y3LN1Z_x5GE&feature=related
http://www.youtube.com/watch?v=JvPD18tGes4&feature=related (3:38 for example of F-B)
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Kirby's hands aren't constrained with an article of clothing.
He is, however, constrained by a lack of fingers. And yet, he still grabs and holds with a single hand. In my opinion, Shy Guy should have as much grabbing potential as Kirby, but it's your moveset, you do what you want. I'll shut up now. Lol.
 

PKboy89

Smash Journeyman
Joined
Mar 20, 2008
Messages
470
Location
Tuckahoe, don't say anything...lol
King K. Rool


-----------------------
Stats

Power: 5
Defense: 3
Speed: 1
Recovery: 3
Jump Height: 2
Mid-air Jump Height: 2
Descent Speed: 5
Weight: 5
-----------------------
Standard Attacks

neutral: Does a punch with the left fist. Press again to do a second. Both punches do up to 5% damage.

f-tilt: Lunges his fist at his foe. Does up to 10% damage.

u-tilt: Lunges his head to do damage. Does up to 10% damage.

d-tilt: Smacks the foe with a low angled fist. Does up to 8% damage.
-----------------------
Smash Attacks

f-smash: Attacks with a powerful headbutt. It's very slow in execution speed however. Does up to 34% damage uncharged, but it deals a whopping 50% damage if fully charged. Plus, the fully charged attack can deliver instant KOs on small stages.

u-smash: Spins his body and hits the foe with his feet. Does up to 15% damage uncharged, but does up to 26% damage if fully charged.

d-smash: Spins like a twister to deal damage. Damage is variable, but the last hit packs a punch. The strength of the last hit increases if fully charged.
-----------------------
Aerial Attacks

n-air: Attacks with his belly. Does up to 12% damage.

f-air: Smacks the foe with his hand. Does up to 15% damage.

b-air: Kicks the foe from behind. Does up to 11% damage.

u-air: Does an aerial headbutt. Does up to 10% damage.

d-air: Works like Wario's d-air. Damage is variable.
-----------------------
Special Attacks

standard - Blunderbuss: K. Rool takes out his Blunderbuss and begins to charge it up. It fires a cannonball that goes a certain distance before hitting the ground. The cannonball is heavy, but can be picked up to deal damage. If K. Rool holds his fire for too long, the Blunderbuss explodes and K. Rool takes 12% damage. The cannonball also goes flying without hitting the ground. The cannonball can deal up to 34% damage.

side - Kroc Klaw: K. Rool attempts to grab the foe. He'll then bite the foe. After that, he'll either throw the foe forward or backward. Foe can break free from the attack, but the attack resistance weakens as the foe's damage increases. Damage can vary.

up - Rocket Barrel Blast: K. Rool takes out his rocket powered barrel and flies at an angle based on the Control Stick's angle. It does up to 11% damage if it hits foes.

Image of K. Rool's vehicle.

down - Body Slam: K. Rool attempts to squish his foes with his belly. Attack does up to 23% damage, and the knockback is powerful. However, K. Rool leaves himself vulnerable after using the attack.
-----------------------
Grabs & Throws

grab: Attempts to grab with his hands.

attack: Bites the foe. Does up to 3% damage.

f-throw: Punches the foe forward. Does up to 10% damage.

b-throw: Spins the foe around and throws it backwards. Does up to 11% damage.

u-throw: Throws the foe upwards. Does up to 6% damage.

d-throw: Lays the foe down and squishes it. Does up to 12% damage and the knockback is not affected by damage percentages.
-----------------------
Final Smash

Blunderbuss Blast: K. Rool starts to fire his Blunderbuss in a relentless manner; firing cannonballs that each can deal up to 34% damage. K. Rool will fire up to 10 cannonballs before his Final Smash ends.
-----------------------
Battle Entrance

Drops from the sky and laughs in an evil manner.
-----------------------
Taunts

/\ taunt: Intimidates his foe with a roar.

<> taunt: Waves his hands while making growls.

\/ taunt: Throws his crown upwards, grabs it again, and puts it back on his head.
-----------------------
Alternate Costumes

Recolors affect K. Rool's skin color and cape.

Default (Green)
Red (wears a purple cape)
Blue (wears a green cape)
Yellow (wears a blue cape)
Black (wears a red cape)
Brown (wears a white cape)

Kaptain K. Rool

Unlock this outfit by clearing All-Star Mode with King K. Rool.

Recolors affect K. Rool's skin color and cloak.

Default (Green)
Red (cloak is black)
Blue (cloak is green)
Yellow (cloak is blue)
Black (cloak is white)
Brown (cloak is red)
-----------------------
Side Notes

K. Rool's appearance is based on his Donkey Kong 64 appearance.

K. Rool's descent speed rivals that of Fox, which makes him one of the fastest fallers in the game.

When wearing his Kaptain K. Rool outfit, K. Rool will throw his captain hat while doing his \/ taunt.

K. Rool is as slow as Ganondorf. He is also the heaviest fighter in the game (being heavier than King Dedede).

The King K. Rool trophy that you win by clearing Target Smash level 4 with all fighters is renamed King K. Rool (Jungle Climber).
-----------------------
How to unlock

After clearing the Subspace Emissary, clear Boss Battles with either Donkey Kong or Diddy Kong.

Have King K. Rool join your party in the Subspace Emissary.
-----------------------
Subspace Emissary Role

Despite being a villain, K. Rool plays no role in the Subspace Emissary. However, once The Great Maze is cleared, a secret door will appear in the Subspace Bomb Factory (stage 26). Entering the door will pit you against King K. Rool. Defeat him and he'll join the party.
-----------------------
Stage: Gangplank Galleon


This is the ship that Donkey Kong and Diddy Kong first fought K. Rool on. It was also the first area in Donkey Kong Country 2.

Basically, it's a large ship that's a tad similar to the Pirate Ship stage, but without environmental hazards.

The size of the stage will be similar to New Pork City's stage size, and you can even go on Krow's Nest to fight.

This stage is unlocked after you've won 5 standard brawls with King K. Rool.
-----------------------
Songs

King K. Rool / Ship Deck 2*
Mainbrace Mayhem
Rattle Battle
K. Rool Duel
Lakeside Limbo

*That song will NOT be played on Rumble Falls.
-----------------------
Its pretty cool that you made a pretty good moveset for one of my favorite characters, but there are a few things I would like to mention...

His forward b is pretty much Bowser's from melee...its not bad, but when I was thinking of a moveset for King K. Rool, I thought his charge from Donkey Kong Country, the one where he runs extremely fast at the kongs, would make a pretty good side b...It'll give good knockback, really boost his speed, and also be used as a recovery...

The blundlerbluss idea was awesome. Mine was the exact same thing except he throws his crown...you can charge it up but after it hits the opponent, it falls on the ground...the opponent can pick it up and throw back and it won't go back on your head until you get it back or is thrown off stage...

Barrel recovery is amazing, I was thinking of a super kremling jump, like d3's, but your idea is a lot better

Overall, his moveset is really good, I would definitely main him, but I was thinking of sticking a little more to the classic King K. RooL cause I was thinking that Kaptain K. Rool could be a different character all together.
 

llovell

Smash Cadet
Joined
May 28, 2008
Messages
46
Location
a speacial place where you fart where you burp, an
Amna Warrior

Amna Warrior has joined the Brawl! Get ready to face the Heat.

2 poses just for the heck of it.


Standard Attacks

Neutral: swings his shields as if it was a fly swatter(sideways). Do this as a combo and you wont be able to see flies for miles.

F-tilt: does a simple jab

F-dash: swings his shield upwards.

u-tilt: does a small uppercut.

d-tilt: gives a low kick while only using his hands and his right foot to stand straight and support him.
~~~~~~~~~~~~~~~~~~~~~~~

Smash Attacks

F-smash: stretches one of his arms up to 30 ft.(depending how long you hold on A)(you can measure in home run contest)

U-smash: stretches his arms while they cross each other.stretches up to 20 ft.

D-smash: gives a small leap and stretches his arms while they cross each other.
~~~~~~~~~~~~~~~~~~~~~~~

Aerial Attacks

N-air: curls up into a ball and spins making him look like a spinning ball of spikes.

F-air: smacks your foe downwards making him fly directly down.

B-air: activates the rockets he has on his metal wings. Leaves ur opponent suprised with a burnt face.

U-air: hits your opponent straight on with his pointy shield.

D-air: stretches his arms straight down like a parallel line.
~~~~~~~~~~~~~~~~~~~~~~~

Speacial Attacks

Standard: begins to charge a ball of fire by draining the suns rays. It grows bigger and bigger till it charges fully. The fire ball doesnt suddenly disappear like samus or lucario, it presents it on the tip of his shield. It will be attached to it no matter what(unless you release it or get KO'd). The more you use this ball of fire the more faster it goes. The fifth one is on its max speed. Its so fast its almost impossible to reflect(but it is possible with the right timing).

Side: suddenly hes inside by a ovel shape forcefield of fire and flies either side.it spins around causing more damage. In the ending he shatters the forcefield giving it a smack wich also gives damage to your opponent.

Up: spins around spreding out his arms and legs while on fire. Its like hes a giant shuriken on fire.

Down: he leaps and stretches out his arms and legs and starts rolling(like a wheel). Obviously on fire.
~~~~~~~~~~~~~~~~~~~~~~~

Grabs & Throws

Grab: stretches out his arm and attempts to grab your opponent.

Attack: starts to burn your foe by starting a fire with the hand he's grabing him/her with.

F-throw: throws your opponent (not so high) and headbutts him/her sending to the ground.

U-throw: hold your opponent with one hand and does an uppercut with the other.

D-throw: throws your opponent down and activates his rockets burning your opponent badly.

B-throw: throws your opponent backwards along with a ball of fire he send him/her.
~~~~~~~~~~~~~~~~~~~~~~~

Final Smash

Dooms Day: the mother of all fire attacks. This move cant be dodged unless you have a reflector like fox,wolf and falco. He screams into the sky and flies up so high that it doesnt show him on the screen. Then the platform starts to shake and a red light coming from above. all of the sudden the sun comes crashing down wiping out every opponent on the field(unless you use a reflector). After that, he comes down and starts chuckling in a maniacle way. The reflector can dodge this because it present is reflecting like alot of things.
~~~~~~~~~~~~~~~~~~~~~~~

Battle Entrance

Comes soaring from the sky and land on the field on his knee.(like the position that a person has to be in when a queen or king knight him/her)
~~~~~~~~~~~~~~~~~~~~~~~

Taunts

^: he crosses his arms and nods his heads and says "hmph".
<,>: does various backflips.
V: does a handstand with hand and then jumps and while in the airs spings around(like sonic).
~~~~~~~~~~~~~~~~~~~~~~~

Alternate Costumes

Recolors affect Amna Warrior's armor and shields.
default(red)
black(gold shields)
blue(purple shields)
green(yellow shields)
gold(black shields)
violet(brown shields)
~~~~~~~~~~~~~~~~~~~~~~~

The Story

It's a mystery to many people. Amna is the only one of his kind. He was born by the energy that the sun supports. "They" call him the "son of the sun". The planet sohnar gave him that name. In they're planet "amna" means "wisdome within". He slayed the evil over lord named drogarcos that terrorized the planet sohnar. He killed drogarcos with the energy that the sun supports. The energy that the sun supports is called "emnos": the fire gods esence. He searches for information about the history of his people and seeks for his purpose. DESTRUCTION OR JUSTICE.(its fun to make stories)
~~~~~~~~~~~~~~~~~~~~~~~

How to Unlock

you must defeat the last boss in subspace with fox or falco in hard mode.
~~~~~~~~~~~~~~~~~~~~~~~

Stage


His main stage will be the sun. if Amna Warrior does his final smash at the sun, instead of the sun crashing down, a small abyss opens and lava spues out of the sun.
 
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