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Make Your Move 3.0-Starts Soon

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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.

Stats(out of 5)

power: 4
speed: 3
range: 2
grab: 2.5
jump: 3
recovery:3
defence: 3
~~~~~~~~~~~~~~~~~~~~~~~

Kirby's Hat
 

twiblets

Smash Cadet
Joined
Nov 18, 2007
Messages
53
Location
North London, UK
I propose basil fawlty
1 taunt is hitler impression from 'the germans' episode - this also can be used in combos
His resident stage could be the entrance hall of the hotel w/ hazards of 'the moose' which falls down causing injury, and 'flames' from the kitchen.
also manuel and old major as assist trophies - 'Que?' - *fires shotgun*

(the taunt)
I loled at the kirby hat
 

DeathNote

Smash Apprentice
Joined
Mar 16, 2008
Messages
130
PitSnake (a Pit/Snake child)- AKA- The Most Broken Character I Can Think Of

Specials

Neutral B - "Damage"__ 5%

Auto damage, much like Pit's arrows. Very hard to dodge

> B - "Arrow Rocket"__10%

Similar to Snake's >B, however it has the speed of Pit's Arrows

UB - "Auto Teleport"__ 0%

Automatically brings you back to the unoccupied edge if under 120%

UB2- "Cypher Glide"__0%

Only works if you are over 120%
Brings you to nearly the top of the stage, and then launched you into a glide

UB2a - "Out of Glide Attack"__12%

Attack out of the glide produced from UB2

DB - "Halo C4"__8% (per C4)

A Halo travels over your opponent's head and fires C4 at them. C4 attaches to opponent and can be detonated at will by pressing DB again. Opponent takes 5% damage for each C4

Ground Attacks

Jab- See Pit's Jab

F-tilt- See Snakes Ftilt but with greater range

U-tilt- Combo of Pit, and Snakes Utilt. Does a kick while a saw comes out of the boot of the shoe and does a spinning attack much like Pit's Utilt. 12% (Kick) 5,4,3,2,1,1,1 (Saw)

D-tilt- See Snakes D-tilt but faster

Air Attacks

Neutral Air- See Pit's Nair, but with greater power- 14%

Fair- See Pit's Fair, but with more power and less lag- 10%

Bair- See Snakes Bair, but with less lag- 10%

Uair- Much like Utilt but in the air- 12% Kick, 6,5,4,3,2,2,2 (Saw)

Dair- Supah Spike! Lagless Auto Spike if opponent is at 100% or greater- 10%


Grabs

Grab Hit- 10% per hit. Knees enemy in groin

F/B Throw- Knees enemy straight in the air- 14%

D throw- Slams enemy into the ground X amount of times. Does 10% per slam

0-30%- 5 slams

30%-50%- 4 slams

50%-80%- 3 slams

80%-100%- 2 slams

100+ - 1 slam

At 130% this is an auto KO


Smashes

F/B Smash- Fires an Arrow at the opponent with the same speed as Pit's Neutral B. Does = damage to an arrow, but with the same knock back as Snakes F/B Smash.

D Smash- Plants a giant landmine in the ground that takes up roughly half of FD. Does no damage, however opponents hit by this suffer severe hit stun from attacks, move at half speed, and do half damage. However opponent will be 3x harder to kill during this time.

Lasts 10 seconds not charged, 30 seconds fully charged.

U-smash- See Snakes Usmash, however fires Heat seeking arrows instead of rockets. 10% per arrow. Fires 4 arrows uncharged, 14 arrows fully charged.
 

El_Duderino

Smash Apprentice
Joined
Nov 9, 2007
Messages
160
Location
NE
The Thing

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

Description

There have been a lot of Things that have thought themselves to be The Thing over the years, but this particular Thing is the real deal. His first name...is Sum. He is a Thing. He hails from New Thing City, capital of Thingovia, which is on the planet Thingworld (the thing about Things is that they are spectacularly unimaginative when it comes to naming...stuff), which wheels through the space of a dimension both parallel and backwards from our own.


Before going any further with this particular Thing, something has to be done to describe Things in general. Things are humanlike in very few ways, excepting their behavior and language, which strangely is English. You can usually tell if you've got a Thing on your hands if he stands about 5 feet tall, has no legs, stands balancing on a thick tail, has two arms with no definable joints and which end in wide, blobby hands, and if his head's dominating (read - only) feature is one massive ovoid eye. Also, they're a sort of dull purple. Pretty hard to miss, really.

History

Sum Thing's original occupation was that of a worker in a hot sauce factory, a position on Thingworld that commands the same level of safety procedures as a nuclear plant technician. While on a vacation he had won in a contest he didn't enter (hey, a vacation is a vacation) he inadvertently wound up saving the multiverse from the machinations of his nemesis, Wicked, upon whom he had accidentally inflicted the theoretical WDP (Worst Day Possible) by opening a vent at the wrong time and spraying him in the eye with a firehose torrent of Cap'n Nasty's Lava Sauce, which drove him completely insane.

Shortly after that incident, Thingworld was transformed into a barren nuclear wasteland after a spammer informed all the nuclear weapon computers that they were bald, fat and impotent, leading to mass sentience followed soon after by mass suicide. Sum was chosen for a dangerous inter-dimensional trip to Earth to warn it of the dangers of rampant spamming, and it was there that he met the Cyberjunkie.

Sum Thing currently is the Cyberjunkie's sidekick and resides in his basement, (very, very) Odd Couple style.

On a More Serious Note

The Thing began life as a doodle in the margins of a high school notebook. He featured prominently in designs for a game that never made it past the design stage, entitled "The Thing in 3D," and later found work in the Cyberjunkiez.com webcomic, as well as making a brief cameo in the game Cyberjunkiez: the Game. He is the first character I ever created. Enjoy.

Links:

Design document fragments from The Thing in 3D
Text
Storyboard
- Includes preliminary description of world 1, and storyboard concept for the final boss cinematics for said world.

Cyberjunkiez.com example webcomics
Comic 1
Comic 2
Comic 3
- These were the comics I still had when the website got shut down, and thus were never published and never destroyed, either.

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

Notes

Sum has been in some tough situations and come out in one piece, but overall he lacks in the physical strength, speed and grace of movement categories. He has one advantage though. Things can morph their hands into a number of predetermined shapes if they use a machine that trains their jello-like fists to do so, and Sum has come across and used quite a few of these devices in his travels. He thus makes use of many of his signature weapons in his attacks. Note that, when an attack describes such a hand transformation, the shapeshift occurs very rapidly and while he is readying the attack, not before. The affected hand shines with a white light during the shapeshift process.

When Sum moves, it is reminiscent of bipedal movement. However, since he balances on a tail rather than having actual legs, he walks by hopping. When he runs, his tail whips into a flurry of activity beneath him, whirling Roadrunner-like in a blurred ovoid wheel. He leans back and generally throws his arms up in the air as he does this, as if fleeing some massive unknown horror. When he rolls, it is a carefully executed somersault, and his spot dodge is to flatten himself against the far plane with his arms spread out.


Sum has one huge eye, and that’s it as far as a face goes. This does not stop him from talking or displaying emotion. The shape of his eye broadcasts his current state of mind, as well as the dilation of his pupil. When he speaks, his eyelids move slightly, as if they were the lips of a man trying to stuff a baseball in his mouth. Overall it’s a comical, albeit slightly disconcerting effect.

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

Stats

Size: 5/10
Weight: 7/10
Speed: 4/10
Power: 7/10
Traction: 2/10

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

A Attacks

A: Thing Punch

Sum assumes a boxing stance and jabs forward with his right fist. If performed repeatedly, the attack gradually becomes faster, but less powerful.

Dash A: Trip Attack

Sum trips over his own tail and bowls forward, tumbling and flopping until he finally slides to a stop face first on the ground. Enemies caught in this are carried forward and take multiple weak hits.

> Tilt A: Hammer Strike


Sum transforms his right hand into a wooden mallet and swings it in an horizontal arc forward. Though powerful, his mallet attacks are all quite short-range.

^ Tilt A: Mallet Flail

Sum wildly swings his wooden mallet above his head, hitting enemies above him up to three times before hurling them away.

V Tilt A: Whack-a-Mole

Sum gets a wild look in his eye as he hops into the air and puts his whole body into a massive mallet swing straight downward, where it creates a small (non-damaging) shockwave when it hits the ground. Only enemies that touch the mallet head are damaged and thrown, with extra damage heaped on anyone caught between ground and hammer at the end of the attack.

> Smash A: Lightning Rod

Those who read the Cyberjunkie’s moveset in the previous thread, take note: the design for his long-range taser was lifted directly from the Thing’s weapon, the Lightning Rod. A length of metal tipped with a brass knob and wrapped in wire, the Rod is electrified. Sum swings it in an horizontal arc like a baseball bat. If it hits enemies, they are lightly damaged, but there is a sweet spot just beyond the tip of the weapon. If he just barely misses with the actual rod, the enemy stands in place taking massive damage and making comical noises before finally being launched away.

^ Smash A: Thunderhead


Sum holds the Lightning Rod above his head. A small black cloud quickly forms about 3 feet above its tip, and a bolt of lightning arcs between the two. Enemies who are hit by the electricity are damaged and launched.

V Smash A: Drill Bit


Sum forms his left hand into a spinning drill, then crouches and jabs it into the ground. It promptly sticks, and briefly whips his body into a purple tornado which smacks enemies on both sides of him before he manages to yank it out again. Sum gets dizzy for a short period after using this attack, and his eye rolls randomly in his head as he recovers.

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

Aerial Attacks

Neutral A: Flying Kick

Sum twists in the air and kicks forward with his tail, martial arts style.

> Tilt A: Thing Slam

Sum puts both hands above his head and brings them down on his enemies with all the force that his puny muscles can deliver, putting his full body into the attack. This attack greatly resembles Donkey Kong's forward aerial and is a meteor smash, though it is much weaker.

< Tilt A: Drill Kick

Sum flattens himself out horizontally, jabs his tail straight out backwards and spins on his vertical axis, drilling enemies hit by his tail for multiple weak hits.

^ Tilt A: Tail Flip

Sum does a backflip, striking upwards with his tail when he’s upside-down.

V Tilt A: Drill Drop

Sum changes his left hand into a spinning drill and jabs straight downward, his body trailing it as he falls. Enemies struck by the device as he descends are sent on an upward trajectory. This attack causes Sum to drop rapidly. He’ll perform a shorter, less powerful version of his down smash if he hits the ground before the attack is finished.

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

B Attacks

Neutral B: Laser


Sum turns his right hand into a rounded mechanical device that fires a laser beam. Similar to R.O.B.’s laser, this attack grows in power the longer it goes unused. However, it never gains real launching power, and it can be fired repeatedly. Higher charges cause more damage, but the true difference is only apparent at full charge, which takes 15 seconds to achieve. A fully charged laser beam will set the opponent on fire and cause them to run screaming in circles randomly for 2 seconds.

Side B: Bicycle Pump


Sum turns his left hand into a cylindrical bicycle pump with a plunger handle and a long air hose extending from underneath. He manipulates this attack much like how Shiek manipulates her chain, and if the B button is released before he touches an enemy, the attack does nothing. However, the first enemy touched by the flailing hose will be immobilized! Tap the B button repeatedly to damage the opponent and cause them to temporarily both grow in size and shrink in weight. They can escape early by mashing their buttons, but the effect automatically ends when they reach a specific size. As long as an enemy is afflicted by the effects of the bicycle pump, they will shrink at a constant rate and make a sound like air noisily escaping a balloon.

^ B: Chopper Rotor


Sum thrusts his left hand into the air, and it morphs into a whirling helicopter rotor, greatly slowing his falling speed. Tapping B while his hand is in this state causes him to gain a small amount of altitude, but this can only be done five times. A choice must thus be made between horizontal and vertical recovery. Enemies who touch the spinning blades are caught up and held above him for several weak hits, but it is fairly easy to escape the attack.

V B: MFF 5000


The Microwave Flash Fryer 5000. Sum’s ultimate shapeshift, this attack transforms his right hand into a massive satellite dish. He drops it into firing position and charges it as long as the B button is held, the charge being represented by a shining ball of yellow energy growing in front of it. When it fires, the ball travels along in an horizontal line, decimating everything in its path. Well, decimating may not be the right word. It does cause fairly massive damage at higher charge levels, but there is no knockback. Instead, it transforms enemies it strikes into steaming roasted chickens, in an immobilizing mechanic similar to Yoshi’s eggs. If this attack is performed in the air, Sum fires at a diagonal downward trajectory. One important note about this attack is that when Sum fires it, the sheer force of it hurls him backwards on a shallow arc.

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

Grabs and Throws

Grab: Grappling Hook


For all these high tech devices Sum can turn his hands into, the grappling hook is decidedly low-tech. His right hand morphs into a contraption wrapped in coils of rope, tipped at the end by a short blade. He fires this blade straight forward, where it embeds in a hapless opponent and reels them in. The attack can also be used as a tether recovery.

Running Grab: Grappling Hook

Grab Attack: Thing Smack

Sum deals his opponent a pride-obliterating smack across the face with his free hand.

> Throw: Hammer Throw

Sum whirls once, letting the rope out as he spins so that his opponent winds up being whipped in a circle. The hook releases at the end of the spin, flinging the opponent forward.

< Throw: Double Hook

Sum flicks his hook hand and throws his opponent a short distance forward. Then he whirls around and turns his other hand into a grappling hook! He catches the thrown enemy before they hit the ground and whips around, launching them backward with considerable force.

^ Throw: Lariat Spin

Sum throws his opponent into the air still attached to the hook, and spins his arm in a circle, sending a wave of motion up the rope and spinning it like a lasso. At the end of the attack the opponent is released and launched a short distance upwards.

V Throw: Double Slam

Sum throws his opponent into the air still attached to the hook. Then he throws his free hand into the air and transforms it into a second grappling hook. With both hooks in the enemy, he heaves downward with both hands, slamming the enemy into the ground and bouncing them away.

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

Final Smash

More Things to Consider


Sum calls in his allies from his game, The Thing in 3D! Know Thing, who wears a colander on his head and catches enemies around him with his Psychic Spoon attack, which acts much like the pokemon Raikou’s electrical attack. Big Thing, who wears a radiation mask and launches his signature weapon, the Nuke, at the center of the stage, with an effect similar to a Smart Bomb with a much wider radius. Cap’n Thing, who plasters enemies with his patented Chum Gun and thereby calls down the wrath of massive Kraken tentacles from offscreen on his victims. And finally, Thing Foo, who can’t move without performing a flying kick and who dices enemies with whirlwind attacks from his Katana.

These four remain on-screen for 10 stage-obliterating seconds. Sum remains mobile and can be damaged by opponents while his friends go on their rampage, but with all of the attacks flying around his enemies will have a hard enough time just evading them.

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

Entrance

A cylindrical escape pod crashes down from the sky. A door opens in its front and Sum leaps out.

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

Taunts

Up Taunt:

Sum grabs his lower eyelid with his right hand and pulls it down. The sound of a raspberry can be heard.

Side Taunt:

Sum pulls out a small, dull yellow coin with a pattern of three eyes on it, examines it closely, shrugs, and puts it back.

Down Taunt:

Sum tries to fire his laser. It fizzles. He peers down its aperture to see what the problem is and it goes off, lighting his head on fire. This is followed by a short period of him running in circles flailing.

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

Victory Poses

Victory Pose 1:

Sum stands with his undefined chest puffed out, his hands on what might be his hips and a smug look in his eye.

Victory Pose 2:

Sum got around in The Thing in 3D using teleporters, the key difference between them and regular teleporters being that he tended to exit them at considerable speed. Far in the distance a flash of blue light winks, and shortly after Sum hurtles screaming diagonally past the camera. He does not enter the frame again.

Victory Pose 3:

Sum mimics Samus, pointing his laser from side to side and finishing with a fist pump while nodding once.

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

Kirby Hat

Kirby wears a sort of brim-less purple cap with Sum’s eye looking out diagonally upward, its pupil looking quickly in random directions. When he uses Sum’s Laser, his own arm transforms into a miniature version of the weapon.

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

Snake Codec

Bzzt!

Snake: Colonel! What the hell is that?

Colonel: Snake, that's Sum Thing.

Snake: Classified, eh? Well what's its name?

Colonel: I told you, Snake, he's Sum Thing.

Snake: What kind of game are you playing at, Colonel?

Colonel: It's no joke, Snake. Watch out for his hands. He can shapeshift them into a variety of weapons at will. If he forms a satellite dish, get out of there fast or your goose is cooked.

Snake: So I'm playing with fire, huh? Maybe I'll gain the advantage if I fight up close.

Colonel: It's worth a shot Snake. Good luck.

Bzzt.

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

Icon

A circle with three oval eyes set in it. This represents the Guardian Talisman, an artifact left behind by the Three Thing Stooges…er, Gods, when they created the Thingworld. The overarching objective of The Thing in 3D was to recover the Talisman and use it to return home.

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

Alternate Colors

Sum’s entire body changes color with the different palettes.

Default Color: Purple

Color Change 1: Green

Color Change 2: Blue

Color Change 3: Yellow

Color Change 4: Red

Color Change 5: White - his white eye has a thin black outline in this palette, to distinguish it from the rest of his body

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

Crowd Chant

The crowd chants his name in call-and-response fashion. “Sum Thing! Sum Thing!”

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

Stage

Castle Spammenstein

Hailing from the Cyberjunkiez.com webcomic, this stage is the abode of the Cyberjunkie and the Thing’s odious enemy, the Spammer! Gameplay takes place on a wide platform inside the dimly-lit castle, with its edges dropping off into bottomless pits on either side. Walls prevent players from going under the central platform. In the background at the center of the platform, the Spammer goes about his business. The fat, balding man in a t-shirt many sizes too small for him sits in a tiny swivel chair with his back to the players and faces an array of many monitors and keyboards that are connected to a huge set of pipes and wires that run up to the ceiling. He runs his fingers across this arrangement as if it were a pipe organ, and indeed often gestures like a musician playing with furious concentration.

When the Spammer becomes especially fixated on his array of computers and the screens all flash with skull-and-crossbones symbols, watch out! The mass of pipes at the center of the stage becomes electrified, briefly splitting the platform into two sections. This happens at random intervals and lasts for five seconds each time, but the visual cues provide warning well ahead of time, so try to use the event to your advantage.

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

Stage Music

In the Hall of the Mountain King (Theme of the Thing)

Anitra’s Dance (Cyberjunkiez: the Game boss theme)

Intergalactic Planetary – The Beastie Boys

Space Lord – Monster Magnet

Virus Alert – “Weird Al” Yankovic

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

Assist Trophy

Pop-Up Ads

Pills! Free money! Emails about other emails! Open this AT and you may wish you hadn’t, since for the next 15 seconds the screen will be inundated with these, the most common enemy of Cyberjunkiez: the Game. They appear one at a time, at a constant rate, and they all disappear at once when the timer is up. They don’t hurt anyone, but they can’t be moved through, and if one pops up directly over a player that person will be pushed away. Some pop-ups will even appear in front of the playing field, partially blocking the view of the stage. Use them as platforms, try not to get boxed in or pushed off the stage, but whatever you do don’t click on them. If one is hit with an attack, an additional ad will spawn nearby.
 

gorgon.

Smash Ace
Joined
May 14, 2008
Messages
750
Location
Ontario, Canada
"I don't pick fights I can't win."

Ephraim



Warning, very slight Fire Emblem: Sacred Stones spoilers follow.

Ephraim, the crown prince of Renais, has joined the Brawl! Ephraim is a main character in Fire Emblem: Sacred Stones for the GBA. He is one of the two lords you control in this FE game, the other being his sister, Princess Eirika.
Ephraim is caught between a war against his neighbouring country Grado. Renais and Grado have long since been allies, and Ephraim is shocked by the attack. Grado attacks his country, kills his father and attempts to destroy the continent’s (Magvel) Sacred Stones, the orbs that protect Magvel from evil. With two Sacred Stones already destroyed, Ephraim must stop Grado from destroying the Sacred Stones of the other countries of Magvel before beasts swarm the continent.

Ephraim is a unique character. He is much like Zelda and Sheik; he can switch between two forms. Ephraim starts the battle atop his horse, but can dismount by using his down special. There are noticeable differences between mounted Ephraim and dismounted Ephraim, and some entirely different attacks. You cannot choose to start with the horse or without it on the selection screen, and aside from having different taunts, moves, and victory poses, Ephraim mounted and dismounted are considered the same character.

Ephraim, dismounted

Stats
Size: 6/10 About the same as Marth
Weight: 6.4/10 Has quite a bit of armour on.
Walk Speed: 5/10
Dash Speed: 5.6/10 A bit faster than Ike
Power: 4.5/10
First Jump: 7/10
Second Jump: 6/10
Fall Speed: 4/10 Ephraim is surprisingly floaty for a human character.
Traction: 9/10
Priority: 8/10 Uses a lance, disjointed hitbox. His lance reaches farther than a sword.
Crouch: 6/10

Standard Attacks
A - Swings his lance diagonally down-right.
AA - Takes a step and swings his lance left like a baseball bat.
AAA - Thrusts his lance forward in a stabbing motion. Has quite a bit of knockback, excellent range.
Ftilt - Pokes the opponent with the blunt end of his lance. Also has quite a bit of knockback, low damage, mid-range.
Utilt - Thrusts his lance upward. Excellent vertical range, low knockback, low damage, much end lag.
Dtilt - Crouches and stabs at the opponents feet. Good range, low damage and knockback, may cause tripping.

Fsmash - Rears back, and stabs with his lance, looks much like Marth’s neutral B. Mid-damage, excellent range, good knockback, bit of ending lag.
Usmash - Twirls his lance above his head. Sucks in and traps if hit, like Pika and Bowser’s Dsmash. Good damage, low knockback and mid-range.
Dsmash - Twirls his lance directly infront of him. Sucks and traps. Decent damage, poor range, but at the end he stops twirling his lance; the spearhead points to the ground and he quickly flips it rightside-up, doing no damage but a lot of knockback (most opponents escape the hit before this last blow, however.)

Aerials
Nair - Ephraim twirls his lance in front of him weak multi-hits, low knockback and range.
Fair - Ephraim stabs in front of him, retracts his lance and twirls in the air. Good range, mid everything else, bit of ending lag.
Bair - Ephraim shoves his lance under his armpit to hit behind him. Mid-range and knockback, good damage.
Uair - Ephraim does a flip-kick. Low knockback and range, mid-damage. If Ephraim lands on the ground when performing this move, he lands on his hands and has the option of rolling forward or backwards.
Dair - Ephraim spreads his legs apart and thrust his lance downward. Same as Ike, but does not spike (o u c wat i did thar)

Situational Attacks
Dash Attack - Ephraim thrusts his lance forward while running, then skids to a stop.
Ledge Sweep (under 100%) - Ephraim jumps from the ledge and does a flying kick.
Ledge Sweep (over 100%) - Ephraim slowly climbs from the ledge and thrusts his lance at the opponent’s feet.
Get up Attack (under 100%) -
Get up Attack (over 100%) -

Specials
B - Siegmund -- Like the other FE characters, Ephraim’s neutral B is a chargeable hit. It has some unique properties, however. While charging, he can choose to aim this stab up, front or back. The up stab hits on his sides, and the front and back stabs have a downwards hit trajectory. Good damage, knockback and range when charged, but pretty useless uncharged. This does more damage and knockback to heavy characters.
B side - Javelin -- Ephraim tosses his lance. It cannot be charged, and travels about the same distance as Toon Link’s uncharged arrows, but faster and straighter and with a larger hitbox. Low damage and knockback, but makes Ephraim one of the only sword-users with a projectile (well really more of a lance.) Ephraim somehow pulls another lance out of nowhere after he throws the first. Cannot be spammed because of ending lag.
B up - Calibur -- Ephraim tucks his lance under his arm and spins around in the air, slowly rising up. Visually similar to Ganondorf’s Dark Dive, but Ephraim spins much faster. At the end of the animation, Ephraim pulls the lance from under his arm, hitting with more knockback than if hit with the beginning of the attack. Low damage, knockback and range, but high reaching recovery: better then Ike and Marth’s. This travels straight up.
B down - Mount -- Ephraim’s horse remains where he dismounted last, like Wario’s bike. The horse cannot be killed, but if it is attacked, it will rear back on its hind legs and cause damage. Ephraim can only mount his horse if he is beside it, and if he does, he turns into Ephraim, mounted.

Grabs, Throws
Grab and Pummel - Grabs the opponent with his left hand. If A is pressed, Ephraim will elbow the opponent.
None of Ephraim’s throws have killing power, or very much knockback.
F throw - Ephraim pokes the opponent in the back with his lance. 7%
B throw - Ephraim throws the opponent back with one hand and kicks them. 5%
U throw - Ephraim throws his lance into the ground and uppercuts the opponent with his right hand. Same as Ike. 9%
D throw - Ephraim throws the opponent down to the ground and stomps on them with one foot. Sends them sliding across the ground, can act as a chaingrab to the edge of the stage. 7%

Misc. Animations
Sidestep Dodge -
Rolling Dodge (forward) -
Rolling Dodge (backward) -
Sleeping -
Dizzy -
Ledge Roll (R/L) -

Final Smash
- Sacred Stone -- Ephraim pulls out a red orb, the Sacred Stone of Renais. A shining red bubble appears at the centre of the stage. The source; the Sacred Stone. This stone is meant to repel evil, so it does just that in Brawl. It acts as a giant bumper in the middle of the stage, however, it bounces you even farther and causes about 20% damage. Ephraim cannot be hit by this. Last about 20 seconds.

Taunts
Up - Ephraim raises his lance in front of his face, it pointing horizontally, and his cape blowing in the wind. He mutters a nearly ineligible “Hmph.”
Side - Tosses his lance in the air and catches it with his left, in a “fight me” position.
Down - Slashes twice with his lance and says, “Let’s duel.”

Entrance
Ephraim appears by Warp Powder like Marth and Ike, on horse. His horse whinnies and he shouts “Hee-yah!”

Alt Costumes
Blue, Red cape (default)
Green, Yellow cape
Brown, Red cape
Red, Black cape
Silver, Blue cape

Victory Poses
Up - Twirls his lance and says, “I don’t pick fights I can’t win.”
Side - Thrusts his lance forward and looks at the camera.
Down - Twirls his lance and holds it high above his head.

Ephraim, mounted

Stats
Size: 8/10 Much bigger than Ephraim while dismounted.
Weight: 7/10 Much heavier than Ephraim while dismounted.
Walk Speed: 6/10 Much faster than than Ephraim while mounted
Dash Speed: 8/10 Much faster than than Ephraim while mounted
Power: 4.5/10 Same strength.
First Jump: 3/10 Very bad jump. Ephraim mounted sucks in the air.
Second Jump: 2/10 Terrible. Ephraim mounted sucks in the air.
Fall Speed: 8/10 Ephraim mounted sucks in the air.
Traction: 4/10 Not great.
Priority: 8/10 Same.
Crouch: 3/10 Not great.

Standard Attacks
A - Pokes from the side of his horse.
AA - Pokes again, horse slightly moves forward.
AAA - Swings lance. Horse turns around, *** to the target, to increase velocity of the swing.
Ftilt - Horse turns around and kicks with both feet. Ever been kicked by a donkey? Yeah, amazing knockback.
Utilt - Thrusts his lance upward. Even greater vertical range than when dismounted, low knockback, low damage, much end lag.
Dtilt - Stabs forward. Mid-range, low damage and knockback.

Fsmash - While charging, Ephraim twirls his lance. Horse leaps forward and turns sideways, so Ephraim is directly in front of the opponent. As the horse turns, Ephraim stabs. Mid-damage, excellent range, good knockback, bit of ending lag. Horse moves forward a great distance, further increasing the range of this attack.
Usmash - Ephraim twirls his lance above his head. Horse stands on hind legs, further increasing the vertical range of this attack. Sucks and traps. Great damage, low knockback and good range.
Dsmash - Ephraim spurs his horse and the horse rears on its hind legs, its front legs flailing. Good damage, mid-knockback, bad range: target must be touching Ephraim.

Aerials
While mounted, Ephraim is slow and clumsy in the air with terrible jumps, laggy aerials, and fast falling.
Nair - Horse stretches its front and back legs out. Decent range, low knockback and damage.
Fair - Ephraim stabs in front of him. Mid-range, low knockback and damage.
Bair - Horse back-kicks. Low range, mid-knockback, low damage. High ending and landing lag.
Uair - Ephraim twirls his lance above him. Low range, knockback and damage.
Dair - Ephraim swings from his saddle, under the horse, and to the other side of the saddle, all while kicking. range, knockback and damage.

Situational Attacks
Dash Attack - The horse lunges. High ending lag.
Ledge Sweep (under 100%) - Horse bumps with his hip.
Ledge Sweep (over 100%) - Ephraim slowly stabs at the target’s legs.
Get up Attack (under 100%) -
Get up Attack (over 100%) -

Specials
B - Joust -- Chargeable. While charging, the horse runs on the spot; when released, the horse surges forward. The horse surges farther or shorter depending on the duration of the charge. Once fully charged, will release automatically. Ephraim’s lance is leveled horizontally, and will hit anyone in its path. Good damage and knockback, excellent range when fully charged, surges forward the length of FD.
B side - Javelin -- Identical to when dismounted.
B up - Calibur -- Simply terrible. While mounted, Ephraim’s recovery sucks. While mounted, this recovery is strikingly identical (visually) to Marth’s Dolphin Slash. Low damage, knockback and range, and low reaching: reaches about the same as DK vertically.
B down - Dismount -- Ephraim’s horse remains where he dismounted last, like Wario’s bike. Ephraim cannot dismount in the air. When this move is used, Ephraim transforms into Ephraim dismounted

Grabs, Throws
Grab and Pummel - Horse turns to the side. Ephraim grabs and hold the target in his left hand. If A is pressed, Ephraim will punch the target.
F throw - Lets go of the opponent, raises his lance. The horse snorts and hooves the ground twice, then Ephraim stabs. Animation lasts awhile, actually. 12%
B throw - Horse donkey-kicks. 8%
U throw - Ephraim throws the target up and uppercuts. 9%
D throw - Horse picks up target in its mouth and throws the target. 3%

Misc. Animations
Sidestep Dodge -
Rolling Dodge (forward) -
Rolling Dodge (backward) -
Sleeping -
Dizzy -
Ledge Roll (R/L) -


Final Smash - Sacred Stone -- Identical to when dismounted.

Taunts
Up - Horse rears back and whinnies, legs flailing. Kind of looks like Dsmash, but longer and more drawn out.
Side - Tosses his lance in the air and catches it with his left, in a “fight me” position.
Down - Horse hooves the ground several times.

Entrance
Ephraim appears by Warp Powder like Marth and Ike, on horse. His horse whinnies and he shouts “Hee-yah!”

Alt Costumes
Horse doesn’t change colour.
Blue, Red cape (default)
Green, Yellow cape
Brown, Red cape
Red, Black cape
Silver, Blue cape

Victory Poses
Ephraim’s horse is standing behind him.
Up - Twirls his lance and says, “I don’t pick fights I can’t win.”
Side - Thrusts his lance forward and looks at the camera.
Down - Twirls his lance and holds it high above his head.

SSE
Ephraim is on a quest to save the Sacred Stone, which Wario stole from him. Wario was planning on hoarding it with his other treasures, that greedy *******.
Ephraim starts out in the wilderness area close to the tower Pokemon Trainer braved. He sees Wario traverse to the ruins, so he follows. A long, winding level “The Deserted Lands,” is filled with long stretched and enemies.
He reaches the ruins and finds Wario as a trophy, a satchel next to him. In the satchel he finds the Stone, and a Chaos Emerald. Ephraim looks at it curiously, but suddenly Shadow the Hedgehog falls from the sky and attacks Ephraim. Ephraim notices a Hitmontop trophy in the bag. He revives Hitmontop, who senses danger immediately. As Ephraim or Hitmontop, you must defeat Shadow.
When Shadow is defeated, Ephraim realizes that Shadow was only after the Chaos Emerald. He revives Shadow and returns it to him, and Shadow teleports away. Hitmontop the appeals to Ephraim, telling him (somehow) that he was separated from his friend Lucario. Ephraim joins Hitmon to find Lucario.
They climb up the mountains (“The Incline”) Ephraim having abandoned his horse, and find the Ice Climbers. The IC’s are very terretorial, fighting the pair off the side of the mountain. The Icy duo continue climbing (later meeting with Meta) while the other duo are saved by a cliff. They continue up the mountain (“The Cliffs”) and finally meet Lucario, who is with Meta. Ephraim and Hitmontop then join the party and the SSE continues as in-game.

Items
Fili Shield -- A teal-coloured shield that the user carries. It reflects projectiles back at the sender with twice the speed and power, but the user moves slow and can’t jump while using it.

Bolting -- A yellow book filled with magic. If you pick it up you will hold it. Press A and a bolt of lightning will come down identical to Pika’s Down B. 3 bolts.

Berserk -- A wand with a red jewel at the end. Press A to fire a blast of red magic horizontally. You can only fire one and then this item will vanish. Anyone hit will lose control of their movements and will either:
- be controlled by an AI for a short time
- taunt uncontrollalby
- or sprout a Lip’s Stick flower

AT
Eirika





Ephraim’s younger sister. When summoned, she will raise her rapier into the air, its end sparkling, and lunge left, back, then right, lightning fast. Each lunge is about as long as the Fox Illusion, with 3x as much knockback.

Myrrh





Myrrh is a Manakete: a human that can transform onto a dragon by use of a Dragonstone. When summoned, Myrrh will transform into a giant dragon and fly to one side of the stage. She will then unleash her Dragonbreath, red flames that engulf most of the stage. Targets are trapped in this if hit, and deals about 60%.

Stages


Darkling Woods





Darkling Woods is home of the Maneketes. It is a dark, dank, and eerie forest, and very ancient.
This stage is simple. It has walk-off edges and a large temple right in the middle. On each side of this temple are stone columns that are destructible, and will regenerate if destroyed. You can jump on top of the temple and columns or fight on the ground. This temple is only solid at the top though, as you can walk past it on the ground. You can’t walk past the columns. Very rarely, a large purple Manekete-dragon will appear at the side of the stage. This is Morva, Myrrh’s father, cursed and tranformed into a zombie. He wil unleash Wretched Air, identical to Myrrh but lasting much less time. Will destroy the columns.

Music
Assault
From the Darkness
The Battle Must Be Won
Raid!
Powerful Foe
 

Fawriel

Smash Master
Joined
Apr 2, 2007
Messages
4,245
Location
oblivion~
Aaaaaand Duderino wins the thread!

Until I decide to join in at least.
Which I might. Possibly. Maybe. Dunno.
 

El_Duderino

Smash Apprentice
Joined
Nov 9, 2007
Messages
160
Location
NE
The Duderino's make-a-character is win.

>.>; Do you have a link to the webcomic? It sounds really awesome.

Smooth Criminal
Sorry, the website it was on was taken down a few years ago, and the guy who ran it did not retain the archives for me. I still have a few comics stored away somewhere, though. Perhaps I'll upload and link them in the Thing's post when I find them.
 

dancingfrogman

Smash Ace
Joined
Jan 3, 2008
Messages
862
Location
United Kingdom, Birmingham
Switch FC
3133 8842 3910
I updated my Previous Character Movesets/stats


Juggernaut


E-102 Gamma


Homer Simpson


I added more things like entrances, music etc. And I greatly boosted the power of some moves.

Now, I'm going to do E-101 Beta Mk II as a boss, His quite standard as his powerful and quick. most moves can kill you at 80%


Image of E-101 beta MK II
(from easiest to hardest)
MK II health: 350, 400, 450, 500, 550

Moveset:
Move 1: Giant Explosion Bomb, Mk II jumps into the air and sends out 3 giant explosions, people who played Sonic adventure knows what move I'm talking about (24,27,32,37,44)

Move 2: Charge, he'll rush towards you, if you dodge it, his vulurnable as it ends 5 seconds after the move is exectued (16, 19, 21, 24, 23)

Move 3: Multi-Missiles, sends 7 missiles at you (3,4,6,9,11)

Original Move 4: Electro-Ball: sends an irregular pattern of Electro Balls on easiest, he sends 3, on hardest, he sends 5! (12,14,17,20,24)

Original move 5: Mine scatter: Multiple of mines scatter on the floor, they are easily spotted so they can be dodged easily, on easiest, he scatters 4 mines, on hardest, he scatters 8 (8,10,13,15,16)

Original move 6: Fire beam: Mk II travels from one side to the other, in the air, he sends a fire tornadoe underneath him, you need to use your recovery to get over him, so people with terrible recovery gets toasted by this move (15, 18, 22, 25, 28)

Original move 7: Circuit recharge: when you are battling with Mk II for so long, he'll use this move, this move recovers a little bit of energy, which can't be stopped, the move recovers 1/20 of his energy on easiest, and 1/12 on hardest . if you get contacted with Mk II is does 9,12,14,17,20 percentage of damage
 

Smooth Criminal

Da Cheef
Joined
Oct 18, 2006
Messages
13,576
Location
Hinckley, Minnesota
NNID
boundless_light
Sorry, the website it was on was taken down a few years ago, and the guy who ran it did not retain the archives for me. I still have a few comics stored away somewhere, though. Perhaps I'll upload and link them in the Thing's post when I find them.
That's a shame, man. Seriously. Have you considered starting an independent venture or perhaps maybe approaching the guys at the Snafu website? Sum Thing is a really, really cool concept.

@Fawriel: You should do a moveset for...well, you.

One of your moves has to be throwing a rock, though.

Smooth Criminal
 

Sheik_Pwns

Smash Apprentice
Joined
Sep 2, 2007
Messages
157
Location
Miami Gardens, FL
NNID
aluran
3DS FC
0834-1378-6308
MY Ultimate weapon

Alucard

Description
The most powerful warrior of the Hellsing organization (and arguably the world), Alucard is not a mere vampire, but one of the most ancient. He usually dresses in a Victorian fashion, including a charcoal suit, leather riding boots, and a flamboyant and intricately knotted red bowtie, covered by a long red trench coat. He also wears a red fedora hat with a wide, floppy brim and a pair of circular, heavily tinted, wire-framed yellow sunglasses. He does wear other outfits, however. He has a vast range of supernatural techniques and is an expert gunfighter, his enhanced strength allowing him to wield pistols that most would consider heavy weaponry. He fights with ferocity and often extreme cruelty, rarely shooting to kill until his target has been totally disabled and humiliated. He has a massive ego, and frequently gives enemies more than one chance to kill him before retaliating, if only to demonstrate his enormous powers.
Smash attacks
F smash = Jabs opponent in chest with his hands
D smash = ghouls grab opponents legs from the ground
U smash = Dark aura stabs above

Special attacks
Side = Fires Hellsing ARMS .454 Casull Auto
Up = Uses Hellhound "Baskerville latches on the the foe and crunches them"
Down = Fires Hellsing ARMS 13 mm Auto Anti-Freak Combat Pistol 'Jackal'
Final Smash
Zero Release
Alucard's clothes change he becomes truly immortal for 1 minute. ex. cant be pushed off the stage , cant be thrown, can hypnotize any opponent , base neutral attack and Up special does 70% damage.
Grabs
All grabs drain opponent of blood regain 5% each hit after , opponent is minimally paralyze

Anyone the knows hellsing knows this is godly character
 

El_Duderino

Smash Apprentice
Joined
Nov 9, 2007
Messages
160
Location
NE
Ok, I've edited the Thing's post to include links to some referential papers I pulled out of my mountain of papers. Link below.

Updated Thing Moveset

I also have H.P. Lovecraft extremely close to completion. As in, he'll probably be up tonight. He's probably the hardest single character I've worked on, but his side B is the DOOM that Came to Sarnath, so look forward to it.
 

Shadow5567

Smash Journeyman
Joined
Apr 11, 2008
Messages
223
Location
In your mom
Zero

Ok here is my Zero, and the "storyline" for how he shows up.

ZERO
AAA-left diagonal downward slash, right diagonal downward slash, continues reflecting circular slash-4%, 4%, 2%

>AAA- 3 slashes that form a “Z”- 4%, 4%, 4%

D-A-while standing, horizontal slash along the ground- 5%

^A- stabs the sword straight up over his head- 6%

S>A-vertical downward slash in front of you that releases a small energy wave that can reflect-16-32%

S-D-A-stabs sword into ground and releases 2 energy spikes at his sides-9-20%

S^A-slashes into the air above his head and releases a small energy wave that travels upward-13-25 %-(small energy wave)-5-12%-(charge effects the distance and speed the energy wave travels)

Dash-slightly hovers over ground using boosters in his feet (body doesn’t move)

Dash-A- holds sword horizontally in front of him then after a second spins around

B-straight forward dashing stab-5-16%- (charge effects speed and distance of the dash)

>B- continuously slashes upward and downward releasing energy waves-(sword)-4%-(energy wave)-3%

D-B-puts sword in front of body for 2 seconds, if attacked, attacker is momentarily paralyzed-11%

^B-does an uppercut slash- 6%

Nair- spin wheel slashes- 4%

Uair-throws his sword in the air above him in a spinning motion then catches it-3%

Fair-upward diagonal slash-5%

Bair-stabs sword behind him like he is sheathing his blade- 8%

Dair-Uses boosters to attack below him-12%

Ngrab-knees the enemy-2%

Fgrab-stabs the enemy with the blade then sends a shockwave through the sword blowing the enemy away-17%
Bgrab-kicks the enemy over your head then does a horizontal spin slash-13%

Ugrab-bounces the enemy above his head off the ground then slashes –them upward11%

Dgrab-stabs the enemy into the ground then sends energy pulses through the ground then kicks them away-26%

Taunt 1- says “I am zero…” then holds the Z-saber in front of him “and this! This is the Z-saber!” The Z-saber becomes larger offering him more range for 10 seconds

Taunt 2-holds the Z-saber in a fencing stance the says “target acquired, threat level zero”

Taunt 3- Leans against the background (if nothings there you see a ripple come from an invisible data wall) and says “amateur”, during this time he is invincible

Time skip 1- puts his left hand to his ear and looks in both directions

Time skip 2- crosses his arms and faces the screen

Final Smash(Z)-Zero does a straight forward dash, anyone touched is included in his cinematic final smash. Shows Zero walking in a jungle area, he looks left and sees the “second” zero, the 2 have “!?” appear over their heads then they charge each other with whomever was touched being caught in the middle, it shows “both” Zeros smile then you collapse and take over as the “second zero”

Final Smash(BZ)-Zero smashes his sword into the air towards the top-middle part of the stage. Anyone touched will be in the combo, he will do 10 slashes releasing energy waves that travel the stage until they reach the edge or hit an obstacle, then he will sheath his Z-saber and quick draw for his final attack. (slashes)-7% (energy waves)-5% (quick draw)-13%

Final Smash(AZ)-Latches on to one opponent and trades your hit percentage, no knock back.

At 200% damage, Zero transforms into Black Zero, he is pretty much the same except for a power/ speed/ reach/ defense increase and an alternate final smash.

At 400% damage, Zero transforms into Absolute Zero, Besides the ability boost and the alternate Final Smash he is almost an entirely new character, he has a 5 jump ability and can spider walk up walls. Here is his moves.

AAA- right slash, left slash, then a right jab- 11%,11%,9%

>AAA-does 3 slashes in front of him while gliding forward-8%,8%,8%

D-A-Does a diagonal spin while slashing-7%

^A-puts his right hand at his left side and his left hand at his right side and swipes over his head in an arc motion-8%

S>A-Stabs forward with his right claw, enemies freeze on contact-18-32%
S-D-A- Stands straight up with his hands over his head the smashes down putting his arms stretched out away from his body and his knees bent, releases ice wave along ground, freezes enemies on contact-(arms)-15-20% (ice wave)-9-15%

S^A-Crouches down then drills into the air above him-16-27%

Dash-glides above ground

Dash-A-Extends claw in front of him-8%

B-Charges a ball of energy, anyone hit turns to ice-4-20%

>B-Pushes both hands forward and a mist shoots forward, if hit, enemies freeze-6%

D-B- the background within a radius of Zero gets slightly blurry for 3 secs., anyone that enters this radius is frozen-8%

^B-he does a controlled drill-4%

Nair-covers himself with his wing then quickly folds them out releasing a strong gust of wind around him-5%

Uair-uses his right claw to arc slash above him, uses a jump-4%

Fair-does a straight forward kick in front of him-8%

Bair- Does a quick turn and elbows the enemy-12%

Dair-does a vertical spin kick in the air-15%

Ngrab-gut punches-4%

Fgrab- Does a gut punch then an ice beam flies the enemy forward

Bgrab-bends back slamming the fow on their head-15%

U-grab-throws the enemy up then grabs them by their ankle, whips them into the ground then whips them back up-20%

Dgrab-Throws the enemy into the ground where they then freeze then he does a lightning quick trample on them-26%

Taunt 1-he holds his right claw in a fist then says “Bring it”, you see an icy mist come out of his mouth as he says it

Taunt 2- he says “I am Absolute Zero”, he then snaps his finger and you see a giant piece of ice appear in the background then shatter

Taunt 3- he levitates while it looks like he’s laying down and says “just chill out”

Time skip 1- Stares at his right claw for a second

Time skip 2- tilts his head looking at the screen

PROS *Using his fully charged neutral special, he can lodge his Z-saber in ledges using it as a platform until he jumps off
*Quick-multiple reflectors
*Moderately fast
*Long reach
*Good horizontal recovery
*Character switch
*Powerful grabs
*Most attacks are similar in appearance making Zero less predictable
*Alternate Forms
CONS
*Few projectiles
*Most attacks are similar
*Slightly large target
*Takes triple damage from spikes
*Auto KO at 500% damage
*falls quickly

story intro

(Fades in)

A picture of Sonic relaxing on a beautiful hill when the sky turns dark and thunder wakes him up. Sonic looks around and sees a tower that extends into space which seems to be the source of the disturbance, Sonic hears something and turns around to see a pitch black humanoid figure about 10 ft away from him. The figure extends its hand, palm out at Sonic who then realizes he is starting to fade away and lets out a murderous yell. Sonic wakes up and figures it was all just a bad dream but turns around to see the unknown tower, he races off towards the tower enraged. Upon arrival he soon finds that not just him but everybody has wound up at base of the tower. The characters decide the only way to hope to explore this tower is split up so they went with teams of 5. These teams were…

Team hero-Mario, Sonic, Link, Pit, Fox/ Leader- Mario
(This was an instant connection.)

Team cute- Pikachu, Jigglypuff, Kirby, Toon Link, Peach/ Leader- Pikachu
( Peach nearly hand picked the team but is obviously not qualified to lead so Pikachu
took charge.)

Team warrior- ZS Samus, Lucario, Metaknite, Ike, Marth/ Leader- ZS Samus
(The members were skeptical about taking such a beautiful woman along but after some
head smashing ZS Samus became the leader.)

Team commando- Snake, Falco, Pokemon Trainer, Olimar, Cpt. Falcon/ Leader- Falco
( These loners just sorta fell into place and due to some loner or apethitic attitudes, Falco
was chosen as leader.)

Team brave- Luigi, Lucas, Ness, R.O.B., Yoshi/ Leader- Luigi
( When Peach saw Lucas, Ness, and R.O.B. playing together she figured they needed a babysitter so she went and dumped the job on Luigi who got Yoshi since he knew Yoshi was great with kids from his childhood.)

Team bodyguard- Zelda, DK, Diddy Kong, Ice Climbers, Mr. Game & Watch
Leader- Zelda
( Mr. Game& Watch, having nothing else to do decided to work for Zelda while DK and Diddy Kong just jumped to chance to help this beautiful princess. The Ice Climbers didn’t really care where they went and just ended up within this team.)

Team Villain- Bowser, Ganondorf, Wario, Wolf, King Dedede/ Leader- Wolf???
(The remaining characters after all the teams were chosen, they were just sort of forced together. All but Wolf claims to be the leader and if someone were to ask to speak to the leader a brawl would probably merge between the members except for Wolf, who, with common sense, the person would talk to.)

(The screen would then fade black and white letters would appear spelling “Meanwhile…” then the screen would fade in with “tower of End (exterior), floor 102” written in the upper right corner. A tense battle with X and Zero versus Bass would be being fought, neither side having a clear edge in the fight. X then launches his X-Buster at Bass who leaps out of the way causing the blast to hit Zero which sends him flying over the edge of the tower. X rushes toward the edge only to receive a round house kick from Bass sending him flying back. While being knocked back X looks and sees a red blur falling from above at the exact location Zero fell from, he then sees a shockwave and hears a clash of swords.

that's the intro to the story,technically its longer but that's all that's relavent

recruitment
Team warrior stumbles across a damaged Zero and Megaman Zero fighting. Zero notices the new comers, Megaman Zero uses the distraction and knocks Zero flying with his power knuckles. Your team steps in and you brawl with Megaman Zero. After winning, Megaman Zero takes off. Your team stays and recruits Zero. (floor 85)

that's all... i know it's a little lacking but i think it works, if you want to discuss the tower of end with me ill be happy to share, also, since there's no way Zero could get in without the star charecter "X", I have made an X script if anyone wants to see it
 

The_Great_Panda

Smash Apprentice
Joined
Apr 19, 2008
Messages
82
Location
Flint, Michigan
Zero (Megaman Zero)

Zero​
(As seen in the MegamanZero gaming series for the GBA)​


A’s​


AAA- 3 slash combo with Z-Saber 2%-2%-3%
Up A- Stab up with Recoil Rod 9%
Up A Smash- Soul Launcher 18% small energy fires 4% (Heavy stab up releases energy fires that fall back to stage; 8% with fire chip. Heavy stab has high knock back)
Left/Right A- Stab with Recoil Rod in pressed dierection12%. Repeatedly press a to activate Thousand Slash (Rapid stabs)
Left/Right A Smash- Punch with Z-Knuckle in pressed direction 12-24%
Down A- Shield Boomerang (Reflects projectiles, does not charge as seen in Megaman Zero 2, 3, 4)
Down A Smash- Orbit Shield 5%( Shield Boomerang spins around Zero Reflecting projectiles)

B’s

B- Buster shot: simple bullet- 4% half charge- 8% full charge- 12%

Fire type chip equipped: Burst shot- Fires red ball that explodes on contact 14%
Ice type chip equipped: Blizzard Arrow- 3 ice shots fired 3% each; if all 3 hit freeze effect activates
Elec. type chip equipped: V-Shot- Fire yellow ball that splits into V formation smaller shots on contact. Main shot- 6% splits- 4%​

Up B- Tenshouzan 4% 3 hits possible (Rising slash with high knock back at 3rd hit of attack; 6% when fire type chip equipped)
Down B- Throw Blade 4% 3 hits possible (Slash releases energy wave moving in the direction you are facing; 6% when ice type chip equipped)
Left/Right B- Shield Sweep 10% 2 hits possible (Shield Boomerang rolls on ground in the pressed direction then rises up and returns to Zero; reflects projectiles)

Arial’s

Neutral A- Rolling Slash 4% 4 hits possible
Up A- Whips Chain Rod up 12%
Left/Right A- Slash with Z-Saber 12%
Down A- Saber Smash 14% Rocks 4% (Zero plummets straight down and stabs Z-saber into ground scattering rocks)

Grabs

Grab- Energy Chain (Zero whips the chain rod forward; the target will stand still untill any button is pressed, during this time Zero will deal and recover 1% each second. Can grab ledges with Chain Rod)
Neutral Grab- Zero hits target with the hilt of the Z-Saber 4%
Up Grab- Zero pulls the target in and then flip kicks them into the air 8%
Down Grab- Zero pulls in target and smashes them into the ground with Z-knuckle 14%
Forward Grab- Zero pulls the target in then knocks them forward with Z-Knuckle 10%
Back Grab- Zero pulls in target and whips him/her behind him with Chain Rod 12%

Possible Final Smashes

If paired with other Zero
(A friend of mine is entering the Zero seen in the Megaman X games and we're looking to have this final smash work like Samus' and Zero Suit Samus linking them in Brawl, though it seems the two Zeros may be different characters all together.)​

2 Zeros?! - Other Zero appears, “!” appear over both Zero’s heads and they charge each other. Anyone caught in the middle takes 70% with very high knock back and the Zero you were playing as explodes while you take over as the “new” Zero.

Solo​

Dark Elf- The Dark Elf appears center stage as the baby elves try to bring targets to the Dark Elf. Targets can struggle free but also be knocked into the Dark Elf by any other player. If brought to the Dark Elf the target will receive 60% with massive knock back.

Omega- Zero will start to glow and then turn into Omega; this transformation will last 20 seconds. Omega has higher jumps, a higher running speed, 2x damage and knock back for his A attacks, doubled dash length, takes ¼ normal damage and his movement is not fazed by any attacks. Also includes a whole new set of attacks.

Omega’s New Attacks

B- Large high grade charge shot 20% (Fire one shot every 3 seconds)
Up B- A higher grade Tenshouzan (Doubled in size and goes much higher)
Down B- Omega Punches the ground scattering multiple rocks
Punch= 40% Rocks= 20%
Left/Right B- Omega unleashes a huge stab in the direction pressed 30%​


Ragnarok - A large beam comes down center stage 10% 8 hits possible. Ragnarok then explodes and falls to the stage in pieces (Pieces vary in amount based on stage size and do 20% each)

Movement

Dash- Same as the dash from the games with Shadow foot chip. He can dash through ANYTHING but only moves so far.

Dash A- Rolling Slash 10%

Wall Slide- Slides down walls instead of grabbing them or falling off of them.

Battle Entrance- Walks out of one of the electronic doors as seen in the game and activates Z-saber.

Taunts

Taunt 1- Change type chip; current type chip appears over Zero’s head and flips to the next one. (Also selectable as alternate colors when choosing characters)

Type chips in order: Neutral (red), Fire(orange), Ice (blue), Elec. (yellow), “?” (black)

“?” type chip causes completely random effects both good and bad for user, no other changes.​

Taunt 2- Zero slashes with the Z-Saber and says, “No more games!”

Taunt 3- Zero spins his Z-Saber and says, “Is that all you’ve got?”


Story

Traveling through the new tower evicted from the story line created by Shadow 5567 above (or the new adventure mode for next installment) he ends up getting caught in a brawl with another character who deems him as a threat (originaly to be the Zero mentioned above in Shadow5567's post). Following the cut scene he is knocked out of sight. Later in the story he will return fully recovered with a vendeta to settle with the other Zero. To unlock him win this fight.

Stats
(out of 5)

Power-3.5
Speed-4
Range-3
Grab-2.5
Jump-3
Recovery-3
Defense-3​

Just to help clear things up me and Shadow 5567 know eachother outside of this site and had this idea planned for a while now.
 

The_Great_Panda

Smash Apprentice
Joined
Apr 19, 2008
Messages
82
Location
Flint, Michigan
The rest of Zero (MegamanZero)

Yea, I've not posted here much so I'm not sure why but I couldn't fit everything for the Zero I made in my last post so here's what couldn't fit.

Pros
Cons​

Doesn’t slide on ice
Few kill moves​

Wall Slide
Wall Slide​

Multi. Ranged
Slow shield recharge​

“?” Type Chip
“?”Type Chip​

Z-Knuckle steals held items
Takes 60% from spikes​

Grabs
Few long ranged attacks​

Somewhat heavy
Somewhat heavy​

Multiple reflecting attacks
 

PKboy89

Smash Journeyman
Joined
Mar 20, 2008
Messages
470
Location
Tuckahoe, don't say anything...lol
Things are about to get groovy!

Earthworm Jim joins the brawl!

Bio:
Once a simple earthworm, Jim was turned into a hero when a mysterious super suit fell upon him from the sky. Jim now spends his time traveling the universe to right the various wrongs dealt upon it in the most groovy of ways.

Stats:
Size: 7/10
His suit is fairly bulky, but all and all he stands around an average height.

Speed: 6/10
The build of the suit is fairly disproportionate, though it has a large muscular upper half, it's legs are fairly scrawny.

Strength: 8/10
If Jim has one thing it's brawn. The suit gives him the edge he needs when the situation gets rough.

Weight: 6/10
Oddly enough Jim isn't too heavy. Unfortunately for him this leads to him getting knocked around quite a bit.

Jump: 7/10
Nothing too special about his jump, gets about an average height.

Standard Attacks:
Neutral A: Standard Jab
Neutral A Combo: Punch, Punch, Kick
U-Tilt: Snott shoots upwards out of the pack on Jim's back.
F-Tilt: Kicks forward.
D-Tilt: Jim does the splits, landing a hit in both directions.
Dash A: Throws himself forward.

Aerials:
N-Air: Throws his arms and legs out spread-eagle.
F-Air: Launches a flying kick.
D-Air: Punches downwards.
U-Air: Once again fires Snott out of his pack, though he fires out at more of an angle.


Smashes:
F-Smash: Jim Pulls a 10-ton weight from his pocket and swings it forward.
D-Smash: Jim fires his blaster downwards in a sweeping motion.
U-Smash: Jim pulls a brick from his pocket and throws it upwards a small distance. It spins for a moment in the air, then falls back downwards, hitting him in the head.

Special Attacks
Neutral B: Blaster- Jim pulls out his blaster and fires in a short burst. To ensure the attack isn't spammed one of two things can happen. If his blaster is fired excessively it will simply run out of ammo and require a few moments to regenerate ammo. On rare occasions he will pull out the bubble gun and fire out short bursts of bubbles, which are useless though decorative.

Forward B: Pocket Rocket- Jim hops on the pocket rocket and rushes forward, similar to Wario and his bike. To ensure that the attack isn't spammed, after a short period of time the rocket will malfunction and explode. Unlike the Wario Bike, Jim can't get off the Pocket rocket, therefore when he cancels the move he simply returns it to his pocket. Excessive attacks landed on it will speed up the malfunction/explosion process. Once the move is ended, Jim will have to wait a small amount of time before he can use it again.

Down B: Manta Shield- Jim presses his arms together, shouts out "Manta!", and activates his shield (which of course looks like a manta ray). Reflects projectiles, only lasts a few seconds per use.

Up B: Worm Whip- The super suit grabs a hold of Jim and uses him as a whip. When on the ground he whips in the direction he's facing. When airborne he whips upwards at an angle. Acts as tether recovery.


Grabs/Throws:
Up: Jim throws his opponent upwards and shoots them with his blaster.
Down: Jim throws his opponent onto the ground and stomps them.
Forward: Jim reels his arm back, then delivers a punch to his opponent, knocking them forward.
Back: Jim suplexes his enemy.

Final Smash(s)?:
Peter No!!!
Jim calls his buddy Peter Puppy onto the stage, who immediately after appearing, gets injured thus causing him to mutate into his ravenous rage filled alter ego and attack Jim. As Peter is beating on Jim and they roll around the screen, anyone who comes in contact with the two will take heavy damage. Pros: This final smash delivers a significant amount of damage to whom every it may touch, practically guaranteeing a K.O. Cons: Jim slowly takes damage as the attack rolls on, he will generally take about 50-60% damage from the attack. Probably best used as a last resort. Ends with Jim sitting there, rubbing his head, then getting back to his feet.

Or at random Jim will experience a rather...different Final Smash:
Blind Sally

Jim transforms into Blind Sally, a blind cave salamander. Sally flies around the stage and fires the blaster. You must rapidly tap the A button to make Sally flap her arms in order to fly around the stage. In order to fire the blaster you rapidly tap the B button, the blaster can be aimed. The final smash lasts about 40 seconds. At the end of it Sally unzips herself and Jim hops back onto the scene. He was in disguise!

Colors/Costumes:
Original blue and white costume.
Red and white.
Battle Damaged Super Suit: Jim's Super suit is torn in places and the mechanic workings inside are visible.
Scuba Jim: Jim is in a blue and green suit, his feet are adorned with flippers.
Evil Jim: Jim is in a green and white power suit. His head (or rather body) turns a shade of green, and his eyes turn yellow.

Taunts:
Up: Jim pulls out his blaster and spins it a couple times.
Down: Jim flexes and his pants drop, leaving him standing there in his underwear.

Side: The suit uses Jim's head (or body) as a jump rope.


Victory poses:
1: Jim Poses and shouts "Groovy!"
2: Blind Sally flies onto the screen.
3: Jim plays the Accordion.

Stage:
Planet Heck- The stage has a basic platform with two smaller platforms hovering above it. Evil the cat can be seen in the back ground and every so often he'll jump into the air and fall down onto the stage, if he lands on you he'll claw at you violently delivering around 20-25% damage.

Songs:
1. Andy asteroids theme
2. What the Heck? Theme
3. Anything but Tangerines! theme
4. Psycrow's Theme

Boss:
If Jim were to be incorporated into some form of story, his boss fight would definitely be:
Psycrow- A simple enough boss fight it would be. Psycrow would fly around the stage and fire the hook gun at you. On occasion he would power up his jet back and rush towards you on the stage. He would also throw a bomb onto the stage occasionally.

Other:
Just a small bit of information. Earthworm Jim has the ability to hover for a short amount of time using his heli-head ability.
Amazing, much better then my moveset...
I just don't like his final smash that much though...I think Pete would be a better assist trophy who skips around the stage and if you attack him he changes, my final smash was Jim flying off on his pocket rocket as a asteroids rain down...
 

El_Duderino

Smash Apprentice
Joined
Nov 9, 2007
Messages
160
Location
NE
HP Lovecraft

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Description


They say that knowledge is power. What then of knowledge man was not meant to attain, of forces ancient and terrible which lie beyond the capacity of reason and sanity to comprehend? Such things are only whispered of in the Book of Eibon, Prinn's De Vermis Mysteriis and the blasphemous Unaussprechlichen Kulten of von Junzt, but it is the Necronomicon, written by the mad Arab Abdul Alhazred, in which is recorded the secrets of the Old Ones and the clearest revelation of the powerlessness of man against them. O, give us the blessing of ignorance!

Howard Phillips Lovecraft, author of eldritch horror, steps into the Brawl arena! His weapons? His stern lantern jaw and a library card from Miskatonic University's rare book collection. In his left hand he wields that dreaded text of dark, forbidden lore, the unabridged Necronomicon, reading from its unholy pages and casting arcane spells and rituals which shatter the divide between the planes and draw the Old Ones closer to their time. In his right hand, he holds his fountain pen, for mad, incoherent scribblings in the margins as well as for inscribing his opponents with his fevered prose.

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Stats

Size: 6/10

Lovecraft stood 5'10", thus making him of average height in Brawl.

Weight: 3/10

A sickly man, Lovecraft does not have much girth and is easily thrown.

Speed: 5/10

Neither physically fit nor particularly quick with his translations of the Necronomicon, Lovecraft's speed of movement and attack is average on the whole, though he does possess some speedy attacks.

Power: 7/10

What Lovecraft lacks in speed and physical ability, the Necronomicon and its many spells and curses make up for in efficacy. The power of the Old Ones resonates through him as he fights.

Traction: 4/10

Flat-soled Victorian shoes and lack of fitness combine to cause Lovecraft small difficulty in stopping.

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Notes

Lovecraft was not an inhabitant of the Victorian period, but his love for it was so great that his works made use of Victorian phrases which appeared archaic even in his day. For this reason, he appears in Brawl dressed as a Victorian gentleman in a black frock suit, black low cut vest, white shirt, and a black bow tie with pointed ends. His appearance, however, is somewhat disheveled because his perusal of the Necronomicon has driven him somewhat mad.

Also thanks to his madness, Lovecraft's movement and attack style is jerky, feverish and nearly manic. At all times he holds the Necronomicon in the crook of his elbow, open to a random page. The pages shuffle on their own accord as he reads aloud from it. The tome is attached to his clothing by means of a gold pocket watch chain linking its scarred leather binding to his coat pocket. If he is sent flying, he drops it, but the chain ensures that he is always prepared to read from it again upon his landing. The chain also makes a faint tinkling sound when Lovecraft lands from a jump.

The majority of Lovecraft's attacks are spells and rituals read from the loathsome book, and as such they generally are quite powerful. However, disjointed hitboxes and relatively long startup lag make his spells difficult to pull off at close range. Lovecraft is most effective as a mid-to-long range fighter. At close range his nimble pen can be used, but though they are quick these attacks have no power behind them, so at the soonest opportunity experienced Lovecraft players will gain distance to fight on their own terms.

Lovecraft holds items in his right hand, never using his left for anything but clutching the Necronomicon.

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

A Attacks

A: Unfinished Work

"There came to that room wild streams of violet midnight glittering with dust of gold; vortices of dust and fire, swirling out ofthe ultimate spaces and heavy with perfumes from beyond the worlds..."
- H.P. Lovecraft, Azathoth

Lovecraft holds his arm out and etches a brief snatch of a story into an opponent. This is a very weak attack.

Combo A: Punctuation

Lovecraft leans forward and continues writing in intense concentration, poking, scratching and underlining. This is an infinite combo, but each hit is quite weak.

Dash A: Necronomicon Press

Lovecraft runs with the Necronomicon shut, holding it at the middle of its binding with his arms flung out behind him. When he performs his dash attack, he swings his right arm around as he slides to a halt, smashing those in front of him with the broad side of the heavy book. After the hit, he continues the follow-through, then swiftly brings his arm back into its standing position, with the Necronomicon fluttering open to a desired passage.

> Tilt A: The Unnameable

"No - it wasn't that way at all. It was everywhere - a gelatin - a slime - yet it had shapes, a thousand shapes of horror beyond all memory. There were eyes - and a blemish. It was the pit - the maelstrom - the ultimate abomination..."
- H.P. Lovecraft, The Unnameable

Lovecraft leans forward and scribbles a name to unnameable fears on his opponent as dark magic draws fleeting runes in the air around them. This attack has multiple weak hits, with the last having medium knockback.

^ Tilt A: Dark Young of Shub-Niggurath

"Something black in the road, something that wasn't a tree. Something big and black and ropy, just squatting there, waiting, with ropy arms squirming and reaching. . . It came crawling up the hillside. . . and it was the black thing of my dreams – that black, ropy, slime jelly tree-thing out of the woods. It crawled up and it flowed up on its hoofs and mouths and snaky arms."
- Robert Bloch, Notebook Found in a Deserted House


Lovecraft leans back and grasps each cover of the Necronomicon, holding it wide open. From its pages, a summoning circle draws itself in the air just above it, and from this unholy portal erupts the upper portion of a creature which could be mistaken for a tree if it were dark and the observer were quite mad. Its tentacles briefly lash at the air above it, and its many mouths gnash and shriek. Horrified at what he’s done, Lovecraft slams the book shut and the creature dissipates like a gas cloud. The top of the monster extends only as far as half of Lovecraft’s height beyond the pages of the Necronomicon while it is summoned, and it damages anything that touches any part of it.

V Tilt A: Reanimator

"There was no sound, but just then the electric lights went out and I saw outlined against some phosphorescence of the nether world a horde of silent toiling things which only insanity - or worse - could create..."
- H.P. Lovecraft, Herbert West - Reanimator

Lovecraft kneels and places one hand on the ground as he studies the Necronomicon. A short distance in front of him, a monstrous, decayed corpse erupts from the ground, lashing out at enemies above it before once again descending into the soil.

> Smash A: Pickman’s Model

"You know how ****ed lifelike Pickman's paintings were - how we all wondered where he got those faces..."
- H.P. Lovecraft, Pickman's Model

Lovecraft hunches forward and furiously studies a passage in the Necronomicon. A pentagram draws itself in the air in front of him, and from it emerges a painting from the private gallery of Richard Upton Pickman. Upon it is depicted some great horrible thing of the lower planes, gnawing on a human corpse as if it were a child with candy. Opponents in a medium range who are facing Lovecraft when this attack takes place take damage from the sight of it, and hurl themselves away from the canvas in horror and disgust. Opponents who are hit by the actual canvas take less damage and knockback since they are blissfully ignorant of the portrait’s subject, so gruesomely realistic that it appears to have been painted from life!

^ Smash A: Dreams in the Witch House

"He must meet the Black Man, and go with them all to the throne of Azathoth at the centre of ultimate Chaos.... He must sign in his own blood the book of Azathoth and take a new secret name.... What kept him from going with her...to the throne of Chaos where the thin flutes pipe mindlessly was the fact that he had seen the name 'Azathoth' in the Necronomicon, and knew it stood for a primal horror too horrible for description..."
- H.P. Lovecraft, Dreams in the Witch House

Lovecraft slams the Necronomicon shut, then leans back and holds the cursed book skyward, its upturned pages falling open to a passage of runes and angles that glow a fiery red. Opponents who touch the book fall into the lower plane of non-Euclidean half-shapes, of shimmering tetrahedrons and bubble congeries chittering as they travel to the Throne of Chaos. Terrible things happen to those caught in the vortex, things mercifully hidden from our view, but shortly afterward they return to this world through the pages of the Necronomicon, flying as though struck by some titan power from beyond!

V Smash A: The Colour Out of Space

Lovecraft traces across a page with one finger, muttering to himself. His eyes open wide, and he leaps backward! Where he stood now gently floats and weaves a small, glowing, multi-colored object. Its gaseous form is barely perceptible, like a heat shimmer above the ground, but woe to the first to touch it! It will enter that person’s body and drain their very life energy from them! The victim’s health will drop steadily for 5 seconds, during which time they also become slower and slower in movement speed. Lovecraft himself can be hit with this attack, which becomes deadly as soon as it leaps from the pages of the Necronomicon, so be careful in using it.

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Aerial Attacks

Neutral A: Nyarlathotep

"Into the lands of civilisation came Nyarlathotep, swarthy, slender and sinister, always buying strange instruments of glass and metal and combining them into instruments yet stranger. He spoke much of the sciences - of electricity and psychology - and gave exhibitions of power which sent his spectators away speechless, yet which swelled his fame to exceeding magnitude..."
- H.P. Lovecraft, Nyarlathotep

Lovecraft intones a spell that invokes the black pharaoh, the Messenger, the Crawling Chaos, Nyarlathotep! The powers of the malign entity briefly encase Lovecraft in a writhing shell of electricity, shocking all enemies close by.

> Tilt A: The Call of Cthulhu

Lovecraft’s eyes glow with a malign light as he monotonously shouts words not meant for the human tongue. “Cthulhu ftaghn!” As he chants, enemies up to a medium distance in front of him find themselves unable to do little more than remain still in a state of psychic shock. They can escape this state by furiously mashing their buttons.

< Tilt A: The Shadow Over Innsmouth

Lovecraft wheels around and strikes at opponents with his pen hand. He is shocked to discover that the hand is now like the webbed paw of some hideous aquatic creature! He shakes it once, and it reverts to its normal state. This attack causes Lovecraft to turn around in the air, and has much more power than his frail, human frame would suggest.

^ Tilt A: The Other Gods

"The other gods! The other gods! The gods of the outer hells that guard the feeble gods of earth! ...Look away....Go back....Do not see! Do not see! The vengeance of the infinite abysses....That cursed, that ****able pit....Merciful gods of the earth, I am falling into the sky!"
- H.P. Lovecraft, The Other Gods

Lovecraft stalls in the air, lifts one hand to the sky and summons the power of the Other Gods, opening a chaotic portal to the Outer Hells above himself. In a column the width of the vortex that extends down past Lovecraft's feet, gravity is reversed, and opponents caught in this region fall into the sky! If they don't touch the portal, nothing else happens, and since the portal is open but briefly there is a good chance this could happen. But if they do touch the portal they disappear, reappearing a short time later from the same spot damaged and flying in a random direction.

V Tilt A: The Hound

Lovecraft points downward with his pen, and to the sound of the baying of a massive hound, a winged ghoul, its bones caked with the blood of its victims, erupts from its tip and flies straight downward a short distance before again disappearing, striking enemies in its loathsome passage. Its wide, skeletal wings do no damage, just its ancient, gnarled body.

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

B Attacks

Neutral B: The Nameless City

"...I heard the ghastly cursing and snarling of strange-tongued fiends. Turning, I saw outlined against the luminous aether of the abyss...a nightmare horde of rushing devils; hate-distorted, grotesquely panoplied, half-transparent devils of a race no man might mistake - the crawling reptiles of the nameless city..."
- H.P. Lovecraft, The Nameless City

Deep in the trackless desert lie the ruins of a city built before the coming of man, filled with the terrible spirits of its immortal constructors. Lovecraft points forward and reads from the Necronomicon, which glows with a sickly green luminescence. Enemies in front of him are pushed back by a roaring wind. The light of the Necronomicon shines against foul reptilian shapes, unsubstantial crawling, gnashing, gibbering things that rush past him and fly forward, their ghostly force pressing his opponents away from him. This attack can be charged, and the charge can be stored. The higher the charge, the fiercer and longer lasting the chill wind is against his enemies. It does no damage, however.

Side B: The DOOM That Came to Sarnath

The people of Sarnath believed themselves the victors when they cast down the ancient stone city of Ib, but truly it was a portent of the DOOM which awaited them! Lovecraft leans back and laughs as a wave of shadowy shapes crawl along the ground in front of him. If they strike an opponent…nothing seems to happen. But the next time that opponent strikes Lovecraft with any attack, the blow will rain down with equal and opposite force on them.

^ B: Night-Gaunt

"Carter could see only the blackness around him; but never did the winged steeds falter, bred as they were in earth's blackest crypts, and seeing not with any eyes, but with the whole dank surface of their slippery forms..."
- H.P. Lovecraft, The Dream Quest of Unknown Kadath

Lovecraft calls out wildly. Suddenly, without explanation, he rises diagonally forward into the air in a gentle arc. Above him slowly seeps into reality the form of a night-gaunt, flapping skyward and clutching him with its clammy hands. The creature will release him at the apex of its flight or when he tries to perform an attack, and when it does it dissolves back to from whence it came. If it is attacked while carrying Lovecraft, it will drop him and, shrieking, depart.

V B: The Thing on the Doorstep

The dread book flares as a spiral of black light erupts skyward from its pages and Lovecraft hollowly intones his spell. The first opponent to be caught in the energy is surprised to find that he is no longer master of his own body! For five seconds, control of the ensnared opponent is given to Lovecraft, and control of Lovecraft is given to the victim, with essentially the same effect as Manaphy’s Heart Swap. Damage taken by each adversary is transferred over along with the controls when the spell has run its course, and though KOs can be scored in this state, either opponent committing suicide does not result in a KO.

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

Grabs and Throws

Grab: Summoning Ritual

A foul glow issues from the Necronomicon as a pentagram draws itself into the ground a short distance in front of Lovecraft. An array of foetid tentacles erupts through the rift, snaring hapless opponents standing above.

Running Grab: Summoning Ritual

Lovecraft summons an abomination from the planes beyond what the sane call reality to trap an opponent. This is much like his standing grab, but the summoning circle appears a further distance in front of him when he performs the attack running, then slides to a halt next to it, lowering his right hand to the ground for balance.

Grab Attack: Cosmic Vista



The cthonian horror holding Lovecraft’s opponent offers that person a glimpse of panoramas of infinite stars and galaxies wheeling through the cosmos, circled by planets weed-choked and covered with the decadent ruins of great races. One by one the stars wink out, snuffed by the forces of entropy and chaos, until only utter darkness remains. We the players don’t see any of this. What we do see is the trapped opponent struggling futilely against their bonds as they let out an inhuman, blood-curdling scream.

> Throw: The Yellow Sign

Lovecraft steps forward and inscribes his opponent with that terrible sigil, the Yellow Sign! The tentacles of the beast release their victim and withdraw back into the circle. Be warned, though this throw does not actually launch the opponent, the insidious Sign will increase the damage of the next attack aimed at that person by 30%.

< Throw: The Lurker at the Threshold

Lovecraft steps backwards as the terrible beast retracts back into the summoning circle, dragging its victim with it into the planes beyond. Shortly afterward, the opponent reappears and drops from the sky near the ko ceiling some distance behind Lovecraft, immobilized until they strike the ground or pass its level in their descent. This allows them to attempt to recover if the beast drops them over the edge.

^ Throw: Broken Link

Lovecraft slams the Necronomicon shut, abruptly breaking the link between the planes. The thing he has summoned stiffens its tentacles in surprise, hurling its captive straight upwards before swiftly retreating back beyond the fast-closing portal.

V Throw: Withdraw

The clutching feelers draw back into the dark world from which they came, dragging their captive to the ground and crushing them to it before finally releasing, whereon the opponent is bounced into the air from the relief of pressure.

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

Final Smash

The Music of Erich Zann

Lovecraft glows with a purple aura from the Smash Ball. In his hands, the Necronomicon stretches and twists into a new shape, that of a viol. His pen has become a bow! He plays a few notes on this terrible instrument, and the sound of it forms a bubble of darkness around him. Take care not to enter this domain! If no-one is caught within this initial attack, the Final Smash is wasted. However, all who are enveloped by the darkness are transported to a new location.

The trapped find themselves in a dingy, candlelit sixth-floor garret room whose single gable window is draped with a heavy curtain. Lovecraft stands amid them, and with manic intensity he plays a curious fugue of repeating phrases, laced with notes beyond the capability of a mere viol to make. The curtains violently blow inward and tear from their moorings, revealing not a city, but black gulfs of illimitable darkness, unimagined space alive with motion and music, and having no semblance of anything on earth. The viol grows wilder and more unearthly as the candles gutter and are blown out, plunging the room into din and pandemonium. Within a moment, it is over, and gameplay returns to the stage.

The attack does no damage. It does, however, have enormous knockback akin to that of the Ultimate Chimera. It takes both great skill and great luck to survive an encounter with the Music, so perhaps it is better to avoid being hit at all?



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

Entrance

A summoning circle draws itself on the ground in fiery runes, and Lovecraft floats upward out of it. He extends his legs and lands gently, then opens the Necronomicon and assumes his fighting stance.

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

Taunts

Up Taunt:

Lovecraft hastily shuts the Necronomicon and holds it away from himself as he appears to wrestle with the thought of destroying it and expunging its cursed knowledge from this world forever. He comes to a decision. Greedily he pulls it back, and opens it once again.

Side Taunt:

Lovecraft rummages in his pocket and removes a small silver key of curious workmanship. He examines it as if trying to remember something long forgotten, then replaces it in his pocket.

Down Taunt:

The Necronomicon flutters to a particular passage, and above its pages floats a ghastly apparition with a corpulent humanoid body, a head like an octopus and long, narrow dragon-like wings behind. Its disembodied subterrene voice shouts monotonously in unintelligible sense impacts. Lovecraft hurriedly slams the book shut, and the vision dissipates.

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

Victory Poses

Victory Pose 1:

Lovecraft is standing and muttering as he reads from the Necronomicon. His opponents are nowhere to be found, but at his feet rest labeled jars containing naught but pieces of lead suspended pendulum-like, which curiously vibrate in response to his voice.

Victory Pose 2:

Lovecraft is holding a bug sprayer filled with some arcane potion. He turns and sprays once at his opponents applauding behind him. The mist passes them and alights on an invisible thing behind, briefly flashing the sight of a vast tentacled monstrosity lurking there before its form is blissfully rendered unseen once again.

Victory Pose 3:

Lovecraft stands in the winner’s position, nervously looking around himself as if anticipating the attacks of unknown assailants. In his pen hand he grips a revolver, but he never raises it.

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

Kirby Hat

Kirby gains Lovecraft’s hairdo. He also holds in his hand a miniature version of the Necronomicon.

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

Snake Codec

Bzzt!

Snake: What's this guy doing in a fight, Otacon? He looks like he'd fall over if I breathed on him wrong.

Otacon: Be a little more cautious, Snake. That's HP Lovecraft. His strength isn't in his punches, but in that book he carries. It's the Necronomicon.

Snake: So what? He'll try to hit me with it?

Otacon: More likely he'll try to summon some horrible thing long-since banished from this world. Just be glad the stars aren't right yet, or his power would be a lot greater.

Snake: The stars? What the hell are you talking about, Otacon?

Otacon: Cthulhu ftaghn, Snake. That's all I can say for now.

Snake: Has the whole world gone crazy? Otacon? Otacon? OTACON!!

Bzzt.

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

Icon

The series icon that was given to Cthulhu in the previous Make Your Move thread also belongs to Lovecraft himself. It depicts the Elder God’s loathsome squid-head with outstretched wings behind.

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

Alternate Colors

Lovecraft’s frock coat and pants change color with most of his different palettes. No other article of clothing or accessory is affected.

Default Color: Black

Color Change 1: Dun (Yellow Team color)

Color Change 2: Dark Red

Color Change 3: Dark Blue

Color Change 4:
Dark Green

Color Change 5: Sepia tones. This color scheme affects his entire body, making him look as if he was pulled from an aging photograph.

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

Crowd Chant

When Lovecraft begins to gain a decisive lead, the crowd roars. "Ia! Ia! Shub-Niggurath, the Black Goat of the Woods with a Thousand Young!"

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

Stage

At the Mountains of Madness

"...for this place could be no ordinary city. It must have formed the primary nucleus and center of some archaic and unbelieveable chapter of earth's history whose outward ramifications, recalled only dimly in the most obscure and distorted myths, had vanished utterly amidst the chaos of subterrene convulsions long before any human race we know of had shambled out of apedom. Here sprawled a Palaeogaean megalopolis compared with which the fabled Atlantis and Lemuria, Commoriom and Uzuldaroum, and Olathoe in the land of Lomar, are recent things of today - not even of yesterday; a megalopolis ranking with such prehuman blasphemies as Valusia, R'lyeh, Ib in the land of Mnar, and the Nameless city of Arabia Deserta..."
- H.P. Lovecraft, At the Mountains of Madness


Deep beneath the ice sheet of Antarctica lies a city built by the race of Elder Things which made war with Great Cthulhu when the world was young. They used their advanced technology to create life, and from this were born the Shoggoths, which Alhazred himself refused to believe were ever cultivated on Earth. Formless things which could mold their protoplasmic bodies into temporary limbs and organs, they were slaves to the Elder Things. Inevitably, they turned on their masters, and now the city beneath the ice lies in ruin and decay, slick with the slime of the Shoggoths.

Less like a fighting arena than an SSE stage, the Mountains of Madness pits fighters against each other in a long series of forced side-scrolling tunnels which wind up and down through the Antarctic rock, interspersed with three areas where the scrolling ceases. In the tunnels, the walls are chiseled with murals of the lives of the Elder Things as they fell from power into decadence. There is little time to ponder this, however, because a Shoggoth pursues the fighters, filling the entire tunnel on one side with its putrid oily-black form and sprouting luminescent eyes at random. Touch the Shoggoth and it will draw you into itself and try to suction your head off of your shoulders. Failing this, it will launch you back out with incredible power.

When the fighters reach an open area, the Shoggoth falls back and seems to give up the chase. After 30 seconds of unhindered combat, however, the blasphemous, formless thing will surge back into view and resume the chase down new passageways.

The first open area, which the match begins on, is the staging area for descent into the mountains. It consists of a wide, flat platform, on either side buttressed by high, impassable walls of rock. Abandoned dog sleds lie piled against the background, but no evidence of dog tracks is apparent. The tunnel entrances on either side offer a means to ko your opponents, but the only other direction a killing blow can occur is directly skyward. The wind howls across this area, constantly changing direction and pushing the players to one side or the other. The wind also occasionally picks up, and the otherwise slight snowfall increases to nearly blizzard-like levels during these times, partially obscuring the playing field.

The second open area is a cavern far beneath the mountains. The players fight on the slick rocks of a subterranean shore, while far in the distance rises from the water the outline of a vast and fantastic city, lost to the ravages of war and time immemorial. The ground is particularly slippery here, and the platform is no longer flat, but broken and uneven. In addition, a flock of huge albino penguins squawk and waddle in the background. They are mostly cosmetic, but will go into a panic and dive into the water when the Shoggoth is close to reappearing.

The final open area is at the pinnacle of one of the terrible mountains. The entry and exit tunnels for this area are both vertical shafts that act as bottomless pits when the stage is at rest, and beyond the dominating feature of the area, an array of ancient cube-like structures hewn from solid rock that occupy the center of the stage, the eye is inexorably drawn to the vast panorama of evil whiteness which lies beneath in all directions, save for where the other unnatural mountains rise from the icy plain below. This is the only area of the stage where there are no walk-out edges.

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

Stage Music

At the Mountains of Madness (Video Game)

Theme from The Call of Cthulhu (Movie)

Theme from Call of Cthulhu: Dark Corners of the Earth (Video Game)

Theme from The Other Gods (Short Film)

Hellboy - Main Titles

Theme from The Dream Quest of Unknown Kadath
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
By the light of Elbereth, you are indeed correct!

FIX'D.
I only knew that because I'd looked it up when planning my own Shy Guy moveset. Yours is quite impressive, though.


Hey, guys, by the way, we now have like 3 movesets for Zero, so uh... How about something new? ;)
 

Shadow5567

Smash Journeyman
Joined
Apr 11, 2008
Messages
223
Location
In your mom
that's incorrect, there is 1 move set for Zero, 2 for Megaman Zero. Comparing these two charecters is worse than saying Donkey Kong and Diddy Kong are the same characters.
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
that's incorrect, there is 1 move set for Zero, 2 for Megaman Zero. Comparing these two charecters is worse than saying Donkey Kong and Diddy Kong are the same characters.
Don't think to hard about it.

It would be pointless to give both Zero's representation (new Zero is far more versatile and well made than classic Zero.) Thus classic zero would only be an alt at best. Both Zero's ARE the same person, just with a time jump and a newly remade character model. They are to be compared.

And I don't really appreciate having two people rip off my best idea so far. :ohwell: Well atleast mine is the most detailed and well thought out one :).
 

GreatClayMonkey

Smash Lord
Joined
Sep 24, 2007
Messages
1,674
Location
Rigging the enemy base with explosives, which is l
Don't think to hard about it.

It would be pointless to give both Zero's representation (new Zero is far more versatile and well made than classic Zero.) Thus classic zero would only be an alt at best. Both Zero's ARE the same person, just with a time jump and a newly remade character model. They are to be compared.

And I don't really appreciate having two people rip off my best idea so far. :ohwell: Well atleast mine is the most detailed and well thought out one :).
Chris is correct they are the same person I'm only going to take the first one
 

Mario & Sonic Guy

Old rivalries live on!
Joined
Sep 18, 2007
Messages
22,424
Location
Mushroom Kingdom
NNID
TPitch5
3DS FC
5327-1637-5096
Knuckles the Echidna


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

Power: 4
Defense: 3
Speed: 3
Recovery: 3
Jump Height: 3
Mid-air Jump Height: 3
Descent Speed: 3
Weight: 3
-----------------------
Standard Attacks

neutral: Does a punch. Press the button again for another punch, and then an uppercut. The punches deal up to 4% damage, while the uppercut does 7% damage.

f-tilt: Does a straight punch. Does up to 8% damage.

u-tilt: Does an upward punch. Does up to 8% damage.

d-tilt: Does a low kick similar to Sonic's d-tilt. Does up to 6% damage.
-----------------------
Smash Attacks

f-smash: Does a punch that's like Sonic's f-smash. However, it's more powerful, and it can also set the foe ablaze as well. Attack does up to 19% damage uncharged, but it does up to 28% damage when fully charged.

u-smash: Does a more powerful uppercut that resembles Lucario's u-smash. It's slightly weaker than Peach's u-smash however. It does up to 15% damage uncharged, but it does up to 26% damage when fully charged.

d-smash: Knuckles pounds the ground, sending foes near him flying upwards. The range of the attack grows when the attack is being charged up. Does up to 13% damage uncharged, but it does up to 22% damage when fully charged.
-----------------------
Aerial Attacks

n-air: Does a spin attack like Sonic's. Does up to 11% damage.

f-air: Strikes with a punch. Somewhat resembles Mario's f-air, but is not a Meteor Smash move. Does up to 14% damage.

b-air: Attacks with a rear kick. Does up to 12% damage.

u-air: Strikes with his fist from above. Does up to 13% damage.

d-air: Dives down with his arm extended. Does up to 14% damage.
-----------------------
Special Attacks

standard - Fire Fist: Knuckles stores power into his fist. The more power that's stored, the stronger the attack. If released at full power, the attack can deal up to 30% damage.

side - Spin Dash: Works like Sonic's side special, but it sends foes flying sideways. Does up to 8% damage.

up - Aerial Uppercut: Knuckles does an uppercut that gives him some more air. Helpful as a third jump. Damage is variable since it can hit the foe multiple times.

down - Power Quake: Knuckles builds up power. He'll then short jump and pound the ground. The more power that's built up, the better the results are when that fist hits the ground. At low power, the attack only makes a small shock wave. At average power, a ring of fire is left behind. However, at full power, swarms of fire balls will be flying around. This attack resembles one of Knuckles's attacks in Sonic Heroes. Damage varies.
-----------------------
Grabs & Throws

grab: Attempts to grab with his hands.

attack: Does a weak punch. Does up to 3% damage.

f-throw: Does a strong punch. Does up to 10% damage.

b-throw: Just like the f-throw, but in reverse direction.

u-throw: Throws the foe upwards and hits it with his fist. Does up to 10% damage.

d-throw: Works like Sonic's d-throw.
-----------------------
Final Smash

Super Knuckles: Knuckles uses the power of the Master Emerald to enhance his strength. All of Knuckles's attacks will deal double their normal damage, and his speed increases greatly; he'll rival Sonic's ground speed. He's also invincible at that time, so you can only evade him until the Final Smash ends. This Final Smash is slightly similar to Wario-Man, except for that Knuckles's aerial game does not change. Final Smash usually ends after 20 seconds have passed.
-----------------------
Battle Entrance

Dives down and hits the ground.
-----------------------
Taunts

/\ taunt: Hits his fists together and says "I am so ready!".

<> taunt: Moves his arms around and says "Here I come!".

\/ taunt: Does a series of punches and says "Holding back?". Punches don't do any damage.
-----------------------
Alternate Costumes

Recolors affect Knuckles's body, eye color, and footwear.

Default (Red)
Blue (eye color is green, and footwear is purple with a green stripe)
Green (eye color is blue, and footwear is blue with a purple stripe)
Yellow (eye color is yellow, and footwear is yellow with a red stripe)
Black (eye color is red, and footwear is black with a red stripe)
Purple (eye color is purple, and footwear is dark blue with a yellow stripe)
-----------------------
Side Notes

Knuckles can glide by holding the jump button. He can only do it once while airborne though.

Knuckles can stick to walls and climb up them. He can't climb ceilings though.

While his Final Smash is in effect, all of Knuckles's special moves will strike at full power all the time.

Knuckles is just as heavy as Sonic.
-----------------------
How to unlock

After clearing the Subspace Emissary, clear all 5 levels of Target Smash with Sonic.

Have Knuckles join your party in the Subspace Emissary.
-----------------------
Solid Snake Codec

Snake: What a strange looking animal. I don't think that I've ever seen anything like it.

Otacon: Are you referring to Knuckles Snake? Knuckles is one of Sonic's oldest rivals and also one of his closest friends. His fists are strong enough to crush through solid rock, and he's even capable of gliding.

Snake: One question. Is he just as fast as that blue hedgehog?

Otacon: Not quite, but he is much stronger than Sonic, so you better be careful that you don't tick him off. I hear that he's short-tempered.

Snake: So he relies on power instead of speed. Sounds like an interesting matchup.

Otacon: I guess. Just don't get overconfident out there, okay?
-----------------------
Subspace Emissary Role

Knuckles does not play any role in the Subspace Emissary. However, after you've cleared The Great Maze, a secret door will appear in The path to the Ruins (stage 12). Entering it will pit you against Knuckles. Defeat him and he'll join the party.

Note: The secret door will have an image of Sonic displayed. This means that ONLY Sonic can enter this secret door.
-----------------------
 

The_Great_Panda

Smash Apprentice
Joined
Apr 19, 2008
Messages
82
Location
Flint, Michigan
Don't think to hard about it.

It would be pointless to give both Zero's representation (new Zero is far more versatile and well made than classic Zero.) Thus classic zero would only be an alt at best. Both Zero's ARE the same person, just with a time jump and a newly remade character model. They are to be compared.

And I don't really appreciate having two people rip off my best idea so far. :ohwell: Well atleast mine is the most detailed and well thought out one :).
My apologies, I was unaware of your Zero so I continued with mine, but hey, maybe we can work something out here?
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
that's incorrect, there is 1 move set for Zero, 2 for Megaman Zero. Comparing these two charecters is worse than saying Donkey Kong and Diddy Kong are the same characters.
Donkey Kong and Diddy Kong are the same character for all I'm concerned. They're ugly monkeys with no brain and stupid moves. Man, I hate that second column of characters. Lol.
 

Collective of Bears

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

What's this? Petey Pirhana joins the Brawl!

STATS (out of 5):
Power: 4
Speed: 2
Range: 3.5
Jump: 2.5
Grab: 3
Weight: 4.5

------------------------------------------------------------------------------

TILTS
A: Slaps with backs of leaves
Foward Tilt: Leans forward and spins, hitting with both leaves
Up Tilt: Hops up and headbutts mid-air
Down Tilt: Swings leaves below him

AERIALS
Neutral Air: Flaps leaves and trying to fly, but just hits people with the leaves.
Forward Air: Bites
Back Air: Falls back in the air
Down Air: Roars and rushes towards the ground headfirst. Meteor Smash.
Up Air: Shakes his head around

SMASHES
Forward Smash: A very powerful headbutt
Down Smash: Falls over and spins around
Up Smash: Flies up a little, then spins around and slams the ground.

GRABS/THROWS
Grab: A sludge-pirhana-thing (I'll call him Slimy for the sake of argument) comes out of the ground and latches on to the opponent.
Forward Throw: Slimy picks up the opponent, and Petey headbutts them away.
Back Throw: Tosses opponent into Petey's mouth, who then shakes them around and then throws them backwards.
Up Throw: Petey rips Slimy out of the ground and then tosses the opponent out of Slimy's mouth.
Down Throw: Slimy shoots into the ground and slams the enemy as he goes.

------------------------------------------------------------------------------

SPECIALS

B: Goop Ball
Petey regurgitates a ball of goop that rolls along the ground, catching anything it touches and rolling along the ground with any enemies, items, etc. that it rolled over in it. After rolling a distance, it bursts and everything in it is destroyed, minus characters. Any items or anything caught in it will be destroyed. The longer you go without using this move, the larger the Goop Ball will be.

Side B: Cage Wallop
Pulls out a cage and hits you with it. Not only does it cause damage, it also blocks projectiles.

Up B: Pirhana Plow
Hovers in the air for a moment by flapping his leaves, then shoots into the air and slams the ground with his head.

Down B: Goopy Slide
Fires a stream of goop along the ground, then Petey slides along it, ramming into people. The goop stays for a few seconds and is slippery to anyone (besides Petey) that steps on it.


Final Smash: Dino Pirhana
Petey leaps into the air. Then, a giant egg crashes down onto the field and breaks open to reveal...



Yes! Dino Pirhana! He rampages around the field, stomping around and roaring and doing what Dinosaur Pirhanas do. But, there's a twist. Every now and again, the egg will not contain Dino Pirhana. It will contain...



Yes! The almighty Fiery Dino Pirhana! It has the same properties of Dino Pirhana, but its attacks are imbues with Fire abilities, and you can breathe balls of fire by pressing A.

------------------------------------------------------------------------------

TAUNTS/OTHER

Entrance: A goop puddle appears on the ground and Petey shoots out of it, and then slams onto the ground and roars.

Taunt 1: Bounces a few times, laughing
Taunt 2: Throws up a large amout of goop, then smiles. Note that the goop does nothing, and dissapears when it hits the ground.
Taunt 3: Hovers and shakes his head, roaring.

Victory Pose 1: Has a giant pile of sludge around him, with 3 or 4 Slimies poking their heads out. Petey Pirhana roars and shakes around.
Victory Pose 2: Is holding cages. Bashes them together and roars, like in the Subspace cutscene.
Victory Pose 3: Throws up goop everywhere, then falls over.

Theme: http://www.youtube.com/watch?v=zdUR-JvjXFA

Alt. Costumes:

(Left to right) Green, Red, Yellow, Blue

Snake Codec
Snake: Colonel, what's Petey Pirhana doing here!? I thought he was a boss!
Colonel: Not anymore, Snake. He's a character.
Snake: Ugh... I got sick of him last game, now I have to fight him again!
Colonel: Sorry Snake, there's nothing I can do.
Snake: Yeah there is! Call an Air Strike on Sakurai's house!
 
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