hyperhopper
Smash Ace
THANK YOU king krool
alternatimg meaning
Blue: blahbakbhkhf
Silver: balahhbjkhjk
or Blue:silver
Blue:silver
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Blue: blahbakbhkhf
Silver: balahhbjkhjk
or Blue:silver
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Short uses for every attack is good.ugh
i think im done with coloring.....
any good?
now to being descriptive---what needs explaining?
Calill, Crimea's mistress of flame, joins the Brawl!
Calill, a vain yet talented sage from Fire Emblem, uses a combination of short-range melee swipes and fiery enchantment to rack up tons of damage on the opponent. Despite having a wealth of unpredictable kill moves, her heavy-like movement speed and jump height combined with a relatively low weight makes it almost impossible to approach opponents. Calill needs to rely on baiting the opponent into her mid-range comfort zone to effectively KO. Her Down-B move, Sigil, is perfect for that purpose, forcing the opponent to move exactly to where they don't want to be. Her tilts are good for setting up her smashes and her side special can be used to replace aerials in the event that their range and versatility don't serve their purpose. Unfortunately she has no effective way to deal with camping, as her firey hitboxes have no priority, and energy projectiles are completely unstoppable. As such, Calill is bound to have a wealth of good and bad matchups, and will take plenty of skill to beat both overly aggressive characters such as Metaknight or campy characters like ROB. Due to the nature of many of her hitboxes, she'll be trading hits a lot.
Pros and Cons:
+ Plenty of good kill moves
+ Easy to rack damage
+ Very effective at her range
+ Great attack speed
= Fairly fast faller
- Lightweight
- Slo-o-ow
- Very small jumps and a predictable recovery
- Nearly nonexistant priority on fire moves
Standard A
A: Uppercut- Calill does a quick uppercut in front of her, knife in hand, turning her back/front to the screen slightly in the process with a smug expression on her face. This doesn't rise higher than her head and has very little range. It can stop non-explosive physical projectiles like the (Toon) Link arrows and boomerangs, as well as thrown items. It has great speed and phenomenal priority- unlike her magic moves, her knife attacks are purely physical (from a technical standpoint- most fire attacks don't get absorbed by the bucket or the Mother boys Magnets) and as such can clank with plenty of moves- due to range it rarely means a hit. 3% and no knockback, chaining into AA.
AA: Knife Sheath- Calill brings the knife back down in a slashing motion in front of her, pulling it back towards her when it is level with her waist, where it disappears under her cloak. This move, again, has high priority, but this time with more range. 2% and minimal sliding knockback, enough to prevent being counter-grabbed.
AAA: Sucker Stab- Calill lowers herself and lunges forward in one nearly instantaneous motion. The lag after AA when she pulls the knife in leaves a window open for some long grabs or a very fast roll or jump, but normally the attack goes right into the enemy, eating through sheilds and staying out for a bit, dealing med-high knockback that can KO at around 120%. 7% and great priority again, with a tiny, rather low hitbox.
Ftilt: Fire Tome- Calill snaps her fingers audibly, and a lick of flame blossoms in front of her. This happens at about head level and doesn't quite touch her hurtbox during the move. Low crouches like Jiggs and Kirby can dodge the move entirely. The move lasts for three seconds, the first almost-second being where she snaps- the only lag and no hitbox. The second second is the burst of flame, which deals disjointed 8% damage with a fire effect. Very little knockback and priority, simply popping them up a bit and only sending them diagonally up about a Yoshi's Island platform length at high %s. No KO potential. The thrid second is the dying down of the flame. Touching it at this point deals 1% and no knockback beyond a quick flinch. Note that after the snap, Calill is free to do anything except another Ftilt while the fire is out, meaning that she can put up a quick hitbox and retreat when in uncomfortable close quarters.
Utilt: Flame Ribbon- Calill snaps her fingers and a white-hot ribbon of flame shoots up, does a couple of loops above her head, finally ending by going behind her to curve to shoot forward a bit. Other than the upper hitbox, the horizontal part of the move has very little range. Despite this, the move deals 9% and is a viable upwards KO move over 110%. The main downfall of this attack is its duration, which requires precise timing to get the hitboxes in the right place to avoid punishment, along with the complete absence of priority. It happens pretty quickly, only taking about 2 seconds, with most of the first one being the snap, but using it is risky due to the shifting nature of the hitbox. Handle with care!
Dtilt: Ankle Stab- From her crouching position, which is very similar to Marth's, Calill pulls back her knife and thrusts her knife forward, with range comparable to Ness's Dtilt. It has very high priority, and holding the A button until she pulls it back can very slightly increase the time it stays out, to stop edgeguarders. It can be repeated constantly with no decay until it hits, but the low-to-the-ground hitbox and windup between strikes makes it impractical to use as a barrier to approach. This move benefits from Pyro extra, doing three hits of 4% rather than 2%. From base damage it deals 6%, but it has plenty of knockback and can actually kill fairly well. If the move hits its sourspot at the tip, it deals rather pitiful knockback but forces prone, setting up Dsmash with ease.
Dash Attack: Feint/Phoenix Rush- When Pyro is not active, this move causes Calill to end her dash with a forward motion, lunging forward much like the third hit of her AAA. The move has lots of priority but much less power than her other moves, as she literally pulls her punch. Calill has super armor during the lunge, which deals 5% with low knockback. After the attack part of the animation ends, she spins her cape in front of her while quickly sliding backwards- ending up further back from where the attack began. It allows her to get a safe hit in while retreating infallibly.
When Pyro is active, however, Pheonix Rush replaces Feint. The attack is much the same, except that the forward hitbox is surrounded in a rush of flame much like Kirby's Melee dash attack. The move deals 6% with high priority if the knife hits, but this time with REAL ULTIMATE POWER! It can kill lightweights at 75% easily. If the flaming barrier connects instead, it deals 2% with little knockback and a fire element effect. The move comes with a screeching sound effect similar to the screech during Falcon Paunch. The retreat does not occur, and using Pheonix Rush instantly dispels Pyro.
Ledge Attack: Flame Rune- The ground just above the ledge bursts into flame. The hitbox deals 4% multiple hits and no knockback, but it does trap the enemy there for a second after Calill gets up, allowing her to initiate, for example, an AAA combo. Again, the move has no priority- sufficiently ranged hitboxes can strike Calill as she gets up, without interrupting the move. Above 100%, the move gains a bit of knockback and Calill takes longer to get up, since leaving them there to hit her is a bad thing.
Aerials
Nair: Ka Tamashii Gekido- The air around Calill's legs begins swirling into a ring of fire, swirling for two seconds before dissipating. The hitbox is very close to her hurtbox, but she kind of curls up a bit during the move so there's not much of her that's not covered- she still hates disjointed hitboxes that don't care about the protection, but kicks and punches will either whiff or trade hits on this one. Almost no startup lag, but the hitbox begins in the back, so there is a split second of vulnerability at the beginning. KTG deals a good 8% despite its lackluster range and makes a good short-hopped aerial, even if it has very little knockback. (And if you know where the name Tamashii Gekido comes from, you get a cookie. Or the deep feeling of worthlessness that comes from Googling it in quotes, you sneaky weasel.)
Fair: Elfire- Calill basically uses her Ftilt with 10% and it looking closer to Octal Burst. She can angle this attack a bit, allowing for a little more control over the move. Not much to say about this move besides the fact that it's impossible to tell what she's going to do- Octal Burst or Elfire. This move has much more power than her forward special, and acts as one of her best aerial KO moves. One effect of this attack, however, is that after the snap, Calill actually changes her position in the air- starts facing the other way, so pressing in the same direction would trigger Bair instead. This can be somewhat useful when recovering or when trying to remedy a mistimed jump out of dash dance.
Bair: Triple Baselard- Calill slows her fall and draws a larger knife, covered in serrated teeth. The windup as she pulls the knife is significant- just under two seconds. Turning around swiftly, she stabs three times behind her, first with long range a bit above horizontal, the second with medium horizontal, and the third with short range a bit below horizontal, each dealing a whopping 12% with great knockback. This'll KO MK at 80%. Despite the move having three hits, the knockback of the move and time between hits ensures only one will connect, even if the duration (2 secs) is more than enough to hit a vulnerable opponent. Calill lets out a fierce cry as she executes the move. The exertion of power during the attack leaves Calill in normal FallSpecial, unlike her Up-B, which has a completely helpless freefall.
Dair: Flaming Stalactite- Calill totally stops her momentum in the air and snaps, while a ribbon of flame starts at her feet and makes its way downward, spinning shrinking in width as it moves downward until reaching 2/3 Calill's height below her. The move deals comparatively little damage (4%)and treats all nondisjointed hitboxes as if they were disjointed, meaning that it's all but useless against anyone with a decent Utilt. However, in the air, a slight wind effect keeps people from getting close enough to Calill to hit with most Uairs, and leaving them right at the tip of the move, which acts as a potent meteor smash. The move lasts for just under three seconds, leavign her open if she whiffs.
Uair: Knife Toss- Calill throws her knife in the air 2/3 of her height above her, where it spins for a second and comes back down to her. It deals 5% in multihits but completely ignores DI, making it inescapable until the end, which is fairly short. It doesn't stay up for long at all until someone hits it, in which case it takes a bit for it to come down again, leaving Calill vulnerable in FFAs. It's got good range and deals 6% with okay knockback both on the way up and on the way down. Calill can't use knife moves until it comes back, nor can she move beyond about a Bowser-width around where she was when the move began, but since it's so short this is rarely an issue. It usually comes back before she hits the ground from a full double jump. If hit by a move while waiting for the knife, it disappears and is assumed to have returned to her hand. The spin deals 10% when Pyro is active due to the move being multiple hits.
Smashes
Fsmash: Alight- Calill, once again, snaps her fingers, causing a small spark to sparkle just in front of her for a bit over a second. Upon an enemy making contact with the spark, they are engulfed by a fireball, which holds them dealing 14-22% over a period of time ranging from 3-5 seconds while Calill is immobile. It deals rather mediocre knockback upon release, however. In addition to this, it can be easily taken advantage of in FFAs, allowing one to either slam the target or Calill herself. Since it has little startup lag, it makes a great damage racker in one-on-one. It's can't be DI'd out of and is very useful in team matches to boot. One technique that can be used is to catch someone while timing the hit with the disappearance of a disappearing, dropping, or moving platform on certain stages. The enemy remains alight but Calill is free to attack. Note that the last two % of the move happen after the move ends, allowing them to attack while taking damage.
Usmash: Arcfire- Calill withdraws a deep red tome as the charge to the move. Upon releasing the move, she puts the book away as six swirling fireballs form a ring above her head, spinning in a ring as they close in on the spot right above her head. The move initially causes 3% as the enemy is either trapped inside the ring (if hit with the top of the hitbox) or is burned by the fireballs without being trapped (hit by the edges of the hitbox). After this, the ring collapses, causing 13-20% and great knockback, sending the opponent straight up. A 0-10% enemy can be hit with Utilt and chained right into c-stick Usmash with relative ease. To see the move in action, check out http://www.youtube.com/watch?v=YD5Co4PEq5M when Calill herself attacks as the first move. Envision that except above her head. BURNINATION!
Dsmash: Bolganone- Calill begins throwing patterns of light on the ground and in the air around her during the charge animation. Upon the release of the move, the ground underneath Calill explodes in a flaming swell, cracks appearing in the ground filled with lava. This move literally cannot hit someone in the air, but against a ground foe it has tons of power, dealing a good 15-22% depending on charge. The move actually doesn't have more knockback than most C-stick smashes until full charge, at which point it gains utterly massive launching power, comparable to that of a charged Jet Hammer. The radius of the move, however, decreases the more it's charged, so balancing range for power is important. At no charge, it's further than as if G&W were using his manhole cover Dtilt on both sides, but at full charge it barely extends past Calill herself. Against a foe who has trouble in close quarters, charging is a good option, but for the more aggressive ground-based characters, the c-stick variety is indispensable.
Specials
B: Pyro- Calill slowly draws her knife up in front of her, enchanting it with fire magic. After three seconds, she has another second of invincibility as she pulls her knife down to waist level vigorously, as her cape flaps. This move causes all moves involving her knife to gain a 1% bonus to damage, among other described effects. Calill can execute three Pyro moves before this wears off- good to use after you've KO'ed someone in order to start off the new round with moar powar. Pyro leaves Calill vulnerable to attack for a while, making it very difficult to set up without items or strategic use of Sigil and Ftilt. Only usable on the ground.
>B: Octal Burst- Calill snaps her fingers in a manner identical to her Dair, Fair, Ftilt, Fsmash, Usmash, and Utilt, making it hard to predict which move is about to come out. After the snap, you may press on any of eight directions on the control stick to generate a huge burst of flame in that direction. The circular radius of the move depends on the strength of the tap, as does the delay from snap to burst. The move leaves Calill in FallSpecial when in the air for the duration of the burst of flame, and it has quite a bit of lag. Its ability to cover all sides is welcome protection, however. On the ground, pressing a downward direction cancels the move without lag, unless you're on a drop-through platform, in which case the move acts as normal. It deals 8% and medium knockback, KOing mid-weights at 150%. Like most fire moves, it has no real priority- although it constantly acts like an aerial move, using the aerial priority rules. A large burst can hit fairly easily if faced with a laggy aerial. However, if a move hits Calill during the move, it instantly disappears.
^B: Thunderhead- Calill uses a thunder tome for this one- a large, sparking cloud appears an Aether height above Calill, which deals 3% if touched and deals a bit of knockback. Calill becomes a thread of electricity that travels up to the cloud. Tapping in either direction causes her to swerve a bit on the slow flight path, able to reach either side of the large thunderhead. However, the move can be easily gimped when used for recovery- jumping into the electric thread deals 20% and Warlock Punch-esque knockback to the gimper, but Calill herself goes into a totally helpless state- unable to even DI in either direction or grab the ledge, usually falling to her death. It can be used for offense onstage, but it is slow, easily avoidable, and leaves her with tons of lag. Hitting the ground from the freefall state gives three seconds of inescapable prone animation. Ouch.
vB: Sigil- Calill takes three seconds to set up a glowing point of light, hanging in the air shaped kind of like that star above like the stable where Jesus was born or the FE10 critical flash thingy- the four-pointed star thing? Yeah. It's about the size of a soccer ball and if an opponent makes contact, three tiny orbs of flame chase the enemy to half a battlefield platform away from Calill's position when the Sigil was activated, dealing 3% multiple hits. This sets up Ftilt and Octal Burst easily, and can be used for extreme mindgames and such. Two sigils can be present onstage at once. (These can be bucketed and magneted, but counters and reflectors merely negate the move.) This will be set off by rolling, dashing special moves like Quick Draw and Fox Illusion, and non-projectile disjointed hitboxes. This move initiates FallSpecial when used in the air.
I figured there were enough dang mages in MYM as it is, so since Calill has a higher Fire rank and gets Meteor in both games, and whoever is doing Ilyana, I figured I'd go the fire route. I built this around a playstyle and fire fits it best.Chris L said:I don't really like how you are over-relying on fire magic (even making up attacks that don't exist in the FE universe) when Calill has access to Fire, Wind, and Thunder magic.
If it were up to me, I wouldn't include the knife in anything except maybe the A,A,A combo if that, but I can't blame you for using it, since (for some reason) they decided to give Calill a completely useless knife instead of a useful healing staff.
In fact most of the magic based attacks that she has don't exist in the FE universe.
And she definitely can't wield the Baselard. That knife didn't even exist until FE10 (where they take away her ability to use knives.)
Doesn't Calill possess the Nihil skill? Why not implement that in her set?
Other than that, I rather like the set.
yup,yup,yup, maybe I will draw and write the rest of the moveset......If I don't get lazyI drew a moveset for Midna and Wolf Link, yay for me!!!! (sorry if the drawings are kind of sucky, I didn't put that much effort )
Standard B: Twilight Blast
This one kind of works like Mewtwo's Standard B. Depending how long Midna charges the energy, the more projectiles she will throw.
Neither is your face, so shut up!!!! (wtf?, as you can see I used to had a very ******** sense of humor........and I still do )
Down B: Dark Energy Attack
If you've played Twilight Princess then you know what this is, Midna raises her hand and summons a growing circle of crackling Twilight energy which will surround any enemies within range. Once you let go of B, Link will attack any one touching the force field on the ground. It may be strong on the knock back but once wolf link launches at them there is no coming back. If a character is standing on an edge you will fall of the edge.
Up B: Warp
In this move, Midna makes a portal above wolf link and sucks him in. Then another portal appears above and Wolf Link falls out of it. Unlike in Twilight Princess were the animation is slow, in Brawl the animation would be more faster. It works kind of like Zelda's up B... except cooler.
Side B: Wolf Lunge (Wolf ****)(this is probably the best thing I've posted on the SWF)
This move is a mixture of Bowser's and Diddy's side B. Wolf Link would jump onto enemies, and then grab and bite them by pressing B repetitively. On smaller foes wolf Link would pin them down on the ground and start biting them. In Twilight Princess you can do this attack on the Shadow Beasts so this move is canon .
Final Smash: Fused Shadows
(ARG!!! I don't know why my image doesn't show up D:<)
For there Final Smash Midna gets all the Fused Shadows and transforms into that thingy, which I suck at drawing (and that you can't see because Image Shack sucks )!!!
Taunt: Howl
He howls....
Taunt: Pee(this is probably the second best thing I've posted on the SWF)
MAIN reason why they need to be in (the next game) just imagine what you can do to your opponent after you killed them in stamina
Taunt: Laugh
Midna laughs (yeah that one laugh from the game) as wolf link looks at her and wags his tail
Lol I'm not trying to insult you....I figured there were enough dang mages in MYM as it is, so since Calill has a higher Fire rank and gets Meteor in both games, and whoever is doing Ilyana, I figured I'd go the fire route. I built this around a playstyle and fire fits it best.
And I needed a good name for a powerful knife move. ARTISTIC LICENSE NOW SHADDUP
You mean like Kibble is with Kirby and *gasps* you are with Castlevania?Chris...you're just...just such a nerd.
You know the "quote=" part? Just useChris...you're just...just such a nerd.
@TVT: Haven't actually read Calill yet, but I do have a question: how do you keep the text un-italicized when putting text in a quote box like that?
@Snorlax: I'll read you eventually. Maybe. Probably.
You do need a bigger picture on top, though. If you open that sprite in GIMP, zoom in all the way, and Ctrl+Print Screen, you can scale it really big without compromising quality. Do it. So that I don't have to do it for you--IT'S GRIM REAPER ALL OVER AGAIN.
[quote]
REALLY??? Wow... but that picture isn't even that small! Anyway, I can find no such feature in the 'Shop. So nyeh. If it bothers you, you're just going to have to do it yourself.@Snorlax: I'll read you eventually. Maybe. Probably.
You do need a bigger picture on top, though. If you open that sprite in GIMP, zoom in all the way, and Ctrl+Print Screen, you can scale it really big without compromising quality. Do it. So that I don't have to do it for you--IT'S GRIM REAPER ALL OVER AGAIN.
Thanks! I seem to have posted it in a down time, so every compliment is worth twice as much! *gives two Oreos*Snorlax is a pretty d*mn good moveset.
You could say that about every move set posted by a regular these days, it doesn't mean much anymore.Snorlax is guranteed a spot in the Top 50.
I KNOW FOR SURE.
Ask another to draw the character for you. Or just compare them to another character like Lionheart doesHey, guys, I need some help. I'm thinking of entering an OC. The only problem is making a picture him. I can't draw or take a photo of myself. Any suggestions?
Have any friends who are good artists? That's what I do when I need something drawn *can't draw for crap*Hey, guys, I need some help. I'm thinking of entering an OC. The only problem is making a picture him. I can't draw or take a photo of myself. Any suggestions?
am i a regular?You could say that about every move set posted by a regular these days, it doesn't mean much anymore.
Sure. It is alot harder to do. Iron Thorn does it alot, and Chris does a few. Talk about Meet the Lionhearts with him.I'm guessing OC is original creation?
....
Wait... You can do that?
Snorlax is guranteed a spot in the Top 50.
I KNOW FOR SURE.
Snorlax is awesome. I like how the sleep moves are actually useful enough to warrant using rest. He's like a heavyweight who can actually fight worth a d*mn in competitive play, so kudos to you.
Oh, and I forgot to mention, I nearly died laughing at the opening sentence.
Awww. Your words bring warm feelings to my heart. Thanks, guys. Although I'm not so sure about him making the Top 50. There's just so much quality these days...Muchlax! I love Munchlax!
Indeed you can. Look up the excellent Charley's Ghost a few pages back, or any of Chris Lionheart's movesets, for good examples.I'm guessing OC is original creation?
....
Wait... You can do that?
What did you think Sam Lionheart and Kelsey were?I'm guessing OC is original creation?
....
Wait... You can do that?
Yep, you can do original characters : )I'm guessing OC is original creation?
....
Wait... You can do that?
Well...he didn't really mean that if you were a regular you were guarenteed a spot in the top 50, he meant it more like because of how experienced we are, we know what it takes to get up there. You'll be a regular soon enough if you keep posting and improving : )am i a regular?
for roombas sake i hope i am
You sure can! Cheap Josh actually submitted nothing but OCs in MYM3, so if you think you can make a good once, then by all means do it!In fact, I'm making myself as a character.I'm guessing OC is original creation?
....
Wait... You can do that?
Thanks, Kholdstare! And nah, characters fall at different speeds. It was more noticeable in Melee, where Fox obviously fell waaaay faster than Mewtwo. You can kinda see it in Brawl, too, though. Compare Lucario to Fox, there's some difference there. I think.Holy fudge, Snorlax is awesome. One of my favorite Pokemon characters of all time. Good job, KingK.Rool, but I have a question. Don't all characters have the same fall speed?
Great... although you used ProtoSoul Megaman, not Protoman.EXE <.<"And with the creation of Snorlax, we have our own version of Brawl's roster! (organized chronologically) This is also an excuse to show off that I'm not procrastinating. Hooray!
http://i513.photobucket.com/albums/t337/agidius/mym4brawllevel.jpg
Dude. KOS-MOS is in the middle. Thanks, dude. You got my respect.And with the creation of Snorlax, we have our own version of Brawl's roster! (organized chronologically) This is also an excuse to show off that I'm not procrastinating. Hooray!
http://i513.photobucket.com/albums/t337/agidius/mym4brawllevel.jpg